Pure Javascript particle repeller from base64 encoded png - javascript

I have some js code that i copied from a youtube tutorial and adapted for my own project to fill the header, the code works as intended and it works when the viewport is smaller than around 1200px, however when i put firefox into full screen the animation does not play & the image is being stretched, not retaining its aspect ratio. I do have a 10/15 year old gpu so i'm guessing thats half my issue. The script uses a png image file of 100x100 pixels, which it then converts into particle color values. Can this be optimized or made to run better. it seems that the wider the viewport the longer the animation takes to kick in, until it finally stops & doesn't work. full screen= [2550x1440]...
The original tutorial is here: Pure Javascript Particle Animations & to convert an image to base64 encoding is here: Image to base64.
HTML:
<html>
<body>
<canvas id="CanV"></canvas>
</body>
</html>
CSS:
#Canv{
position:absolute;
top:-1px;left:-2px;
z-index:67;
width:100vw !important;
max-height: 264px !important;
min-height: 245px !important;
filter:blur(2.27px);
}
Javascript:
window.addEventListener("DOMContentLoaded",(e)=>{
const canv = document.getElementById('Canv');
const ctx = canv.getContext('2d');
canv.width = window.innerWidth;
canv.height = window.innerHeight/ 3.85;
let particleArray = [];
let mouse = {
x: null,
y: null,
radius: 74
}
window.addEventListener('mousemove',(e)=>{
mouse.x = event.x + canv.clientLeft/2;
mouse.y = event.y + canv.clientTop/1.2;
});
function drawImage(){
let imageWidth = png.width; //These to values crop if / sum no.
let imageHeight = png.height;
const data = ctx.getImageData(0, 0, imageWidth, imageHeight); //Gets img data for particles
ctx.clearRect(0,0, canv.width, canv.height); // Clears the original img as its now being stored in the variable data.
class Particle {
constructor(x, y, color, size){
this.x = x + canv.width/2 - png.width * 174, //Chngd Ok:74
this.y = y + canv.height/2 - png.height * 32, //Ch<2 Ok:16
this.color = color,
this.size = 2.28, // Particle Size > Changed this value. from 2 i think!.
this.baseX = x + canv.width/1.8 - png.width * 3.1, //Chngd ok:5.1
this.baseY = y + canv.height/1.2 - png.height * 2.8,
this.density = (Math.random() * 14) + 2;
}
draw() {
ctx.beginPath(); // this creates the sort of force field around the mouse pointer.
ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.closePath();
ctx.fill();
}
update() {
ctx.fillStyle = this.color;
// Collision detection
let dx = mouse.x - this.x;
let dy = mouse.y - this.y;
let distance = Math.sqrt(dx * dx + dy * dy);
let forceDirectionX = dx / distance;
let forceDirectionY = dy / distance;
// Max distance, past that the force will be 0
const maxDistance = 144;
let force = (maxDistance - distance) / maxDistance;
if (force < 0) force = 0;
let directionX = (forceDirectionX * force * this.density * 0.6);
let directionY = (forceDirectionY * force * this.density * 8.7); //Ch.this
if (distance < mouse.radius + this.size) {
this.x -= directionX;
this.y -= directionY;
} else {
if (this.x !== this.baseX){
let dx = this.x - this.baseX;
this.x -= dx/54; // Speed Particles return to ori
} if (this.y !== this.baseY){
let dy = this.y - this.baseY;
this.y -= dy/17; // Speed Particles return to ori
}
}
this.draw();
}
}
function init(){
particleArray = [];
for(let y = 0, y2 = data.height; y<y2; y++){
for(let x =0, x2 = data.width; x<x2; x++){
if(data.data[(y * 4 * data.width) + (x*4) + 3] > 128){
let positionX = x + 25;
let positionY = y + 45; // Co-ords on Canv
let color = "rgb(" + data.data[(y * 4 * data.width) + (x * 4)] + "," +
data.data[(y * 4 * data.width) + (x * 4) + 1] + "," +
data.data[(y * 4 * data.width) + (x * 4) + 2] + ")";
particleArray.push(new Particle(positionX * 2, positionY * 2, color));
} /* These number effect png size but its to high */
}
}
}
function animate(){
requestAnimationFrame(animate);
ctx.fillStyle = 'rgba(0,0,0,.07)';
ctx.fillRect(0,0, innerWidth, innerHeight);
for(let i =0; i < particleArray.length; i++){
particleArray[i].update();
}
}
init();
animate();
}
const png = new Image();
png.src = "RemovedBase64StringToBig";
window.addEventListener('load',(e)=>{
console.log('page has loaded');
ctx.drawImage(png, 0, 0);
drawImage();
})
});
have managed to shorten it by about 100 characters by shortening all the variable names > PartArr, ImgWidth, DirX, DirY etc, but apart from minifying it is there any other ways to optimize this? and fix the full screen issue?
I tried to add it to a JSfiddle, So I could link to it here, but I don't think this is allowing the base64 string, its not loading anything anyway. The canvas loads, with the bg just no image or animation.
I've found out what part of the problem is with full screen, the cursor position is actually about 300px to the right of where the actual cursor is, but I still have no idea how to fix this or fix the major lagging performance issues. Guessing its alot to compute even just with 100x100.
One option I can think of to make this perform better would be to move it & its calculations, into its own dedicated web worker & convert the image to Webp but i'm still not very clued up about web workers or how to implement them properly.. Will play around & see what I can put together using All the suggestions in the comments & answers.
I'm adding these links only for future reference, when I come back to this later on:
MDN Canvas Optimizations
Html5Rocks Canvas Performance
Stack Question. Canv ~ Opti
Creating A blob From A Base 64 String in Js
Secondary bonus Question,
is there a maximum file size or max px dimensions,
that can be base64 encoded? only asking this as someone on facebook has recently sent me a question regarding another project with multiple base64 encoded images and I was unsure of the answer..

Shortening your code doesn't help much with performance. I'm using Firefox. To check what's taking your time up the most during browser runs in Firefox, you can read Performance from MDN.
The problem with your solution is your fps is dropping hard. This happens because you are painting each Particle every frame. Imagine how laggy it will be when there are thousands of Particles that you need to paint every frame. This paint call is called from your function Particle.draw (which calls the following: ctx.beginPath, ctx.arc, and ctx.closePath). This function, as said, will be called because of Particle.update for each frame. This is an extremely expensive operation. To improve your fps drastically, you can try to not draw each Particle individually, but rather gather all the Particles' ImageData wholly then placing it in the canvas only once in rAQ (thus only one paint happens). This ImageData is an object that contains the rgba for each pixel on canvas.
In my solution below, I did the following:
For each Particle that is dirty (has been updated), modify the ImageData that is to be put in the canvas
Then, after the whole ImageData has been constructed for one frame, only draw once to the canvas using putImageData. This saves a lot of the time needed to call your function Particle.update to draw each Particle individually.
One other obvious solution is to increase the size of Particles so that there are fewer Particles' pixels that are needed to be processed (to alter ImageData). I've also tweaked the code a little so that the image will always be at least 100px high; you can tweak the maths so that the image will always maintain your aspect ratio and respond to window size.
Here's a working example:
const canvas = document.querySelector('#canvas1')
const ctx = canvas.getContext('2d')
canvas.width = window.innerWidth
canvas.height = window.innerHeight
let canvasWidth = canvas.width
let canvasHeight = canvas.height
let particleArray = []
let imageData = []
// mouse
let mouse = {
x: null,
y: null,
radius: 40
}
window.addEventListener('mousemove', e => {
mouse.x = event.x
mouse.y = event.y
})
function drawImage(width, height) {
let imageWidth = width
let imageHeight = height
const data = ctx.getImageData(0, 0, imageWidth, imageHeight)
class Particle {
constructor(x, y, color, size = 2) {
this.x = Math.round(x + canvas.width / 2 - imageWidth * 2)
this.y = Math.round(y + canvas.height / 2 - imageHeight * 2)
this.color = color
this.size = size
// Records base and previous positions to repaint the canvas to its original background color
this.baseX = Math.round(x + canvas.width / 2 - imageWidth * 2)
this.baseY = Math.round(y + canvas.height / 2 - imageHeight * 2)
this.previousX = null
this.previousY = null
this.density = (Math.random() * 100) + 2
}
stringifyColor() {
return `rgba(${this.color.r}, ${this.color.g}, ${this.color.b}, ${this.color.a}`
}
update() {
ctx.fillStyle = this.stringifyColor()
// collision detection
let dx = mouse.x - this.x
let dy = mouse.y - this.y
let distance = Math.sqrt(dx * dx + dy * dy)
let forceDirectionX = dx / distance
let forceDirectionY = dy / distance
// max distance, past that the force will be 0
const maxDistance = 100
let force = (maxDistance - distance) / maxDistance
if (force < 0) force = 0
let directionX = (forceDirectionX * force * this.density)
let directionY = (forceDirectionY * force * this.density)
this.previousX = this.x
this.previousY = this.y
if (distance < mouse.radius + this.size) {
this.x -= directionX
this.y -= directionY
} else {
// Rounded to one decimal number to as x and y cannot be the same (whole decimal-less integer)
// as baseX and baseY by decreasing using a random number / 20
if (Math.round(this.x) !== this.baseX) {
let dx = this.x - this.baseX
this.x -= dx / 20
}
if (Math.round(this.y) !== this.baseY) {
let dy = this.y - this.baseY
this.y -= dy / 20
}
}
}
}
function createParticle(x, y, size) {
if (data.data[(y * 4 * data.width) + (x * 4) + 3] > 128) {
let positionX = x
let positionY = y
let offset = (y * 4 * data.width) + (x * 4)
let color = {
r: data.data[offset],
g: data.data[offset + 1],
b: data.data[offset + 2],
a: data.data[offset + 3]
}
return new Particle(positionX * 4, positionY * 4, color, size)
}
}
// Instead of drawing each Particle one by one, construct an ImageData that can be
// painted into the canvas at once using putImageData()
function updateImageDataWith(particle) {
let x = particle.x
let y = particle.y
let prevX = particle.previousX
let prevY = particle.previousY
let size = particle.size
if (prevX || prevY) {
let prevMinY = Math.round(prevY - size)
let prevMaxY = Math.round(prevY + size)
let prevMinX = Math.round(prevX - size)
let prevMaxX = Math.round(prevX + size)
for (let y = prevMinY; y < prevMaxY; y++){
for (let x = prevMinX; x < prevMaxX; x++) {
if (y < 0 || y > canvasHeight) continue
else if (x < 0 || x > canvasWidth) continue
else {
let offset = y * 4 * canvasWidth + x * 4
imageData.data[offset] = 255
imageData.data[offset + 1] = 255
imageData.data[offset + 2] = 255
imageData.data[offset + 3] = 255
}
}
}
}
let minY = Math.round(y - size)
let maxY = Math.round(y + size)
let minX = Math.round(x - size)
let maxX = Math.round(x + size)
for (let y = minY; y < maxY; y++){
for (let x = minX; x < maxX; x++) {
if (y < 0 || y > canvasHeight) continue
else if (x < 0 || x > canvasWidth) continue
else {
let offset = y * 4 * canvasWidth + x * 4
imageData.data[offset] = particle.color.r
imageData.data[offset + 1] = particle.color.g
imageData.data[offset + 2] = particle.color.b
imageData.data[offset + 3] = particle.color.a
}
}
}
}
function init() {
particleArray = []
imageData = ctx.createImageData(canvasWidth, canvasHeight)
// Initializing imageData to a blank white "page"
for (let data = 1; data <= canvasWidth * canvasHeight * 4; data++) {
imageData.data[data - 1] = data % 4 === 0 ? 255 : 255
}
const size = 2 // Min size is 2
const step = Math.floor(size / 2)
for (let y = 0, y2 = data.height; y < y2; y += step) {
for (let x = 0, x2 = data.width; x < x2; x += step) {
// If particle's alpha value is too low, don't record it
if (data.data[(y * 4 * data.width) + (x * 4) + 3] > 128) {
let newParticle = createParticle(x, y, size)
particleArray.push(newParticle)
updateImageDataWith(newParticle)
}
}
}
}
function animate() {
requestAnimationFrame(animate)
for (let i = 0; i < particleArray.length; i++) {
let imageDataCanUpdateKey = `${Math.round(particleArray[i].x)}${Math.round(particleArray[i].y)}`
particleArray[i].update()
updateImageDataWith(particleArray[i])
}
ctx.putImageData(imageData, 0, 0)
}
init()
animate()
window.addEventListener('resize', e => {
canvas.width = innerWidth
canvas.height = innerHeight
canvasWidth = canvas.width
canvasHeight = canvas.height
init()
})
}
const png = new Image()
png.src = " data:image/png;base64,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"
window.addEventListener('load', e => {
// Ensuring height of image is always 100px
let pngWidth = png.width
let pngHeight = png.height
let divisor = pngHeight / 100
let finalWidth = pngWidth / divisor
let finalHeight = pngHeight / divisor
ctx.drawImage(png, 0, 0, finalWidth, finalHeight)
drawImage(finalWidth, finalHeight)
})
#canvas1 {
position: absolute;
top: 0;
left: 0;
width: 100%;
height: 100%;
}
<canvas id="canvas1"></canvas>

UPDATE 2: I have managed to optimize further. Now it can render FullHD image (1920x1080) without downgrading quality (on my PC it runs at about 20fps).
Take a look this code on JSFiddle (you can also tweak values).
Thanks also goes to #Richard (check out his answer) for idea to put all data in ImageData and make a single draw call. Code on JSFiddle is combination of his and mine optimizations (code below is my old code).
EDIT: Updated JSFiddle link, optimized more by spreading work of stationary particles across multiple frames (for given settings it improves performance for about 10%).
Regarding optimization, you won't achieve much by minifying code (in this case) because code that eats up CPU is runtime intensive (executes each frame). Minification is good for optimizing loading, not runtime execution.
Most of time is spent on drawing, and after some investigation I have found few performance optimizations but these are not enough to make big difference (eg. ctx.closePath() can be omitted and this saves some milliseconds).
What you can do is to either reduce resolution of image or skip some pixels in image in order to reduce work.
Additionally you could spread work across multiple frames to improve frame rate (but keep in mind if you spread it on more than few frames you might start seeing flickering).
Fullscreen issue can be solved by simply re-initializing everything on resize event.
Below is code with mentioned optimizations and fullscreen fix. Sample image is 375x375 pixels.
UPDATE: I played a little with code and I managed to improve further performance by optimizing calls (things I mentioned below code snippet). Code is updated with these changes.
var canv
var ctx
//performance critical parameters
const pixelStep = 2 //default 1; increase for images of higher resolution
const maxParticlesToProcessInOneFrame = 20000
//additional performance oriented paramteres
// Max distance, past that the force will be 0
const maxDistance = 144
const mouseRadius = 74
//customization parameters
const ctxFillStyle = 'rgba(0,0,0,.07)'
const speedOfActivatingParticle = 1
const speedOfRestoringParticle = 0.1
const png = new Image();
const mouse = {
x: null,
y: null
}
window.addEventListener('mousemove', (e) => {
mouse.x = event.x + canv.clientLeft;
mouse.y = event.y + canv.clientTop;
})
class Particle {
constructor(x, y, size) {
this.x = x
this.y = y
this.size = pixelStep
this.baseX = x
this.baseY = y
this.density = (Math.random() * 14) + 2
}
draw() {
//ctx.beginPath(); // this creates the sort of force field around the mouse pointer.
//ctx.arc(this.x, this.y, this.size, 0, Math.PI * 2);
ctx.rect(this.x, this.y, this.size * 2, this.size * 2)
//ctx.closePath();
}
update() {
// Collision detection
let dx = mouse.x - this.x;
let dy = mouse.y - this.y;
let distance = Math.sqrt(dx * dx + dy * dy);
if (distance < mouseRadius + this.size) {
let forceDirectionX = dx / distance;
let forceDirectionY = dy / distance;
let force = (maxDistance - distance) / maxDistance;
if (force < 0)
force = 0;
const forceTimesDensity = force * this.density * speedOfActivatingParticle
let directionX = (forceDirectionX * forceTimesDensity);
let directionY = (forceDirectionY * forceTimesDensity); //Ch.this
this.x -= directionX;
this.y -= directionY;
} else {
if (this.x !== this.baseX) {
let dx = this.x - this.baseX;
this.x -= dx * speedOfRestoringParticle; // Speed Particles return to ori
}
if (this.y !== this.baseY) {
let dy = this.y - this.baseY;
this.y -= dy * speedOfRestoringParticle; // Speed Particles return to ori
}
}
this.draw();
}
}
window.addEventListener('resize', initializeCanvas)
window.addEventListener("load", initializeCanvas, {
once: true
})
let animationFrame = null
function initializeCanvas(e) {
cancelAnimationFrame(animationFrame)
canv = document.getElementById('Canv');
ctx = canv.getContext('2d');
canv.width = window.innerWidth;
canv.height = window.innerHeight;
let particles = {}
function drawImage() {
let imageWidth = png.width; //These to values crop if / sum no.
let imageHeight = png.height;
const data = ctx.getImageData(0, 0, imageWidth, imageHeight); //Gets img data for particles
ctx.clearRect(0, 0, canv.width, canv.height); // Clears the original img as its now being stored in the variable data.
function init() {
particles = {}
for (let y = 0, y2 = data.height; y < y2; y += pixelStep) {
for (let x = 0, x2 = data.width; x < x2; x += pixelStep) {
if (data.data[(y * 4 * data.width) + (x * 4) + 3] > 128) {
let positionX = x
let positionY = y
let color = "rgb(" + data.data[(y * 4 * data.width) + (x * 4)] + "," +
data.data[(y * 4 * data.width) + (x * 4) + 1] + "," +
data.data[(y * 4 * data.width) + (x * 4) + 2] + ")";
let particlesArray = particles[color]
if (!particlesArray)
particlesArray = particles[color] = []
particlesArray.push(new Particle(positionX * 2, positionY * 2))
} /* These number effect png size but its to high */
}
}
}
let particlesProcessed = 0
let animateGenerator = animate()
function* animate() {
particlesProcessed = 0
ctx.fillStyle = ctxFillStyle;
ctx.fillRect(0, 0, innerWidth, innerHeight);
let colors = Object.keys(particles)
for (let j = 0; j < colors.length; j++) {
let color = colors[j]
ctx.fillStyle = color
let particlesArray = particles[color]
ctx.beginPath()
for (let i = 0; i < particlesArray.length; i++) {
particlesArray[i].update()
if (++particlesProcessed > maxParticlesToProcessInOneFrame) {
particlesProcessed = 0
ctx.fill()
yield
ctx.beginPath()
}
}
ctx.fill()
}
}
init();
function animateFrame() {
animationFrame = requestAnimationFrame(() => {
if (animateGenerator.next().done) {
animateGenerator = animate()
}
animateFrame()
})
}
animateFrame()
}
console.log('page has loaded');
ctx.drawImage(png, 0, 0, png.width, png.height);
drawImage();
}
png.src = 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";
body {
margin: 0;
padding: 0;
}
#Canv {
width: 100vw;
height: 100vh;
filter: blur(1.5px);
}
<canvas id="Canv"></canvas>
If you still need to optimize, you could do some optimization regarding ctx.beginPath(), ctx.fill() and ctx.rect() calls. For example, try to combine sibling pixels (pixels that are next to each other) and render them all in one call. Furthermore, you could merge similar colors in single color, but downside is that image will loose quality (depending on how much colors are merged).
Also (if this is option) you might want to set fixed canvas size rather than dynamically sized.
Disclosure: On my PC given code works nicely, but on others it might still have performance issues. For that reason try to play with pixelStep and maxParticlesToProcessInOneFrame variable values.

Related

Canvas - Create random flakes on image

Can anyone give me a hint how I can create something like that with javascript:
The requirement is that I can set the density of the flakes. and add up to 5 different colors.
I do know how to create a canvas and put pixels in there, but I don't know how to create the "flakes".
Is there a way to create random shapes like this?
You can tessellate a simple shape and draw it at some random point.
The example below will create a 3 sided point, testate it randomly to a detail level of about 2 pixels and then add it to a path.
Then the path is filled with a color and another set of shapes are added.
function testate(amp, points) {
const p = [];
var i = points.length - 2, x1, y1, x2, y2;
p.push(x1 = points[i++]);
p.push(y1 = points[i]);
i = 0;
while (i < points.length) {
x2 = points[i++];
y2 = points[i++];
const dx = x2 - x1;
const dy = y2 - y1;
const r = (Math.random() - 0.5) * 2 * amp;
p.push(x1 + dx / 2 - dy * r);
p.push(y1 + dy / 2 + dx * r);
p.push(x1 = x2);
p.push(y1 = y2);
}
return p;
}
function drawFlake(ctx, size, x, y, noise) {
const a = Math.random() * Math.PI;
var points = [];
const step = Math.PI * (2/3);
var i = 0;
while (i < 3) {
const r = (Math.random() * size + size) / 2;
points.push(Math.cos(a + i * step) * r);
points.push(Math.sin(a + i * step) * r);
i++;
}
while (size > 2) {
points = testate(noise, points);
size >>= 1;
}
i = 0;
ctx.setTransform(1,0,0,1,x,y);
ctx.moveTo(points[i++], points[i++]);
while (i < points.length) {
ctx.lineTo(points[i++], points[i++]);
}
}
function drawRandomFlakes(ctx, count, col, min, max, noise) {
ctx.fillStyle = col;
ctx.beginPath();
while (count-- > 0) {
const x = Math.random() * ctx.canvas.width;
const y = Math.random() * ctx.canvas.height;
const size = min + Math.random() * (max- min);
drawFlake(ctx, size, x, y, noise);
}
ctx.fill();
}
const ctx = canvas.getContext("2d");
canvas.addEventListener("click",drawFlakes);
drawFlakes();
function drawFlakes(){
ctx.setTransform(1,0,0,1,0,0);
ctx.fillStyle = "#341";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height)
const noise = Math.random() * 0.3 + 0.3;
drawRandomFlakes(ctx, 500, "#572", 5, 10, noise)
drawRandomFlakes(ctx, 200, "#421", 10, 15, noise)
drawRandomFlakes(ctx, 25, "#257", 15, 30, noise)
}
body { background: #341 }
div {
position: absolute;
top: 20px;
left: 20px;
color: white;
}
<canvas id="canvas" width = "600" height = "512"></canvas>
<div>Click to redraw</div>
You'll need a certain noise algorithm.
In this example I used Perlin noise, but you can use any noise algorithm that fits your needs. By using Perlin noise we can define a blob as an area where the noise value is above a certain threshold.
I used a library that I found here and based my code on the sample code. The minified code is just a small portion of it (I cut out simplex and perlin 3D).
LICENSE
You can tweek it by changing the following parameters
Math.abs(noise.perlin2(x / 25, y / 25))
Changing the 25 to a higher value will zoom in, lower will zoom out
if (value > 0.4){
Changing the 0.4 to a lower value will increase blob size, higher will decrease blob size.
!function(n){var t=n.noise={};function e(n,t,e){this.x=n,this.y=t,this.z=e}e.prototype.dot2=function(n,t){return this.x*n+this.y*t},e.prototype.dot3=function(n,t,e){return this.x*n+this.y*t+this.z*e};var r=[new e(1,1,0),new e(-1,1,0),new e(1,-1,0),new e(-1,-1,0),new e(1,0,1),new e(-1,0,1),new e(1,0,-1),new e(-1,0,-1),new e(0,1,1),new e(0,-1,1),new e(0,1,-1),new e(0,-1,-1)],o=[151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,190,6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168,68,175,74,165,71,134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,102,143,54,65,25,63,161,1,216,80,73,209,76,132,187,208,89,18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186,3,64,52,217,226,250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,223,183,170,213,119,248,152,2,44,154,163,70,221,153,101,155,167,43,172,9,129,22,39,253,19,98,108,110,79,113,224,232,178,185,112,104,218,246,97,228,251,34,242,193,238,210,144,12,191,179,162,241,81,51,145,235,249,14,239,107,49,192,214,31,181,199,106,157,184,84,204,176,115,121,50,45,127,4,150,254,138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180],i=new Array(512),w=new Array(512);function u(n){return n*n*n*(n*(6*n-15)+10)}function f(n,t,e){return(1-e)*n+e*t}t.seed=function(n){n>0&&n<1&&(n*=65536),(n=Math.floor(n))<256&&(n|=n<<8);for(var t=0;t<256;t++){var e;e=1&t?o[t]^255&n:o[t]^n>>8&255,i[t]=i[t+256]=e,w[t]=w[t+256]=r[e%12]}},t.seed(0),t.perlin2=function(n,t){var e=Math.floor(n),r=Math.floor(t);n-=e,t-=r;var o=w[(e&=255)+i[r&=255]].dot2(n,t),h=w[e+i[r+1]].dot2(n,t-1),s=w[e+1+i[r]].dot2(n-1,t),a=w[e+1+i[r+1]].dot2(n-1,t-1),c=u(n);return f(f(o,s,c),f(h,a,c),u(t))}}(this);
const c = document.getElementById("canvas");
const cc = c.getContext("2d");
noise.seed(Math.random());
let image = cc.createImageData(canvas.width, canvas.height);
let data = image.data;
for (let x = 0; x < c.width; x++){
for (let y = 0; y < c.height; y++){
const value = Math.abs(noise.perlin2(x / 25, y / 25));
const cell = (x + y * c.width) * 4;
if (value > 0.4){
data[cell] = 256;
data[cell + 1] = 0;
data[cell + 2] = 0;
data[cell + 3] = 256;
}
else {
data[cell] = 0;
data[cell + 1] = 0;
data[cell + 2] = 0;
data[cell + 3] = 0;
}
}
}
cc.putImageData(image, 0, 0);
<canvas id="canvas" width=500 height=500></canvas>

Dynamic Wavy Path/Border

There is something I need to build, but my math ability is not up to par. What I am looking to build is something like this demo, but I need it to be a hybrid of a circle and polygon instead of a line, so to speak. The black line should be dynamic and randomly generated that basically acts as a border on the page.
Currently, I am dissecting this answer with the aim of hopefully being able to transpose it into this, but I am having massive doubts that I will be able to figure this out.
Any idea how to do this or can anybody explain the mathematics?
Below are my notes about the code from the answer I linked above.
var
cw = cvs.width = window.innerWidth,
ch = cvs.height = window.innerHeight,
cx = cw / 2,
cy = ch / 2,
xs = Array(),
ys = Array(),
npts = 20,
amplitude = 87, // can be val from 1 to 100
frequency = -2, // can be val from -10 to 1 in steps of 0.1
ctx.lineWidth = 4
// creates array of coordinates that
// divides page into regular portions
// creates array of weights
for (var i = 0; i < npts; i++) {
xs[i] = (cw/npts)*i
ys[i] = 2.0*(Math.random()-0.5)*amplitude
}
function Draw() {
ctx.clearRect(0, 0, cw, ch);
ctx.beginPath();
for (let x = 0; x < cw; x++) {
y = 0.0
wsum = 0.0
for (let i = -5; i <= 5; i++) {
xx = x; // 0 / 1 / 2 / to value of screen width
// creates sequential sets from [-5 to 5] to [15 to 25]
ii = Math.round(x/xs[1]) + i
// `xx` is a sliding range with the total value equal to client width
// keeps `ii` within range of 0 to 20
if (ii < 0) {
xx += cw
ii += npts
}
if (ii >= npts){
xx -= cw
ii -= npts
}
// selects eleven sequential array items
// which are portions of the screen width and height
// to create staggered inclines in increments of those portions
w = Math.abs(xs[ii] - xx)
// creates irregular arcs
// based on the inclining values
w = Math.pow(w, frequency)
// also creates irregular arcs therefrom
y += w*ys[ii];
// creates sets of inclining values
wsum += w;
}
// provides a relative position or weight
// for each y-coordinate in the total path
y /= wsum;
//y = Math.sin(x * frequency) * amplitude;
ctx.lineTo(x, y+cy);
}
ctx.stroke();
}
Draw();
This is my answer. Please read the comments in the code. I hope this is what you need.
// initiate the canvas
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d");
let cw = (canvas.width = 600),
cx = cw / 2;
let ch = (canvas.height = 400),
cy = ch / 2;
ctx.fillStyle = "white"
// define the corners of an rectangle
let corners = [[100, 100], [500, 100], [500, 300], [100, 300]];
let amplitud = 20;// oscilation amplitude
let speed = 0.01;// the speed of the oscilation
let points = []; // an array of points to draw the curve
class Point {
constructor(x, y, hv) {
// the point is oscilating around this point (cx,cy)
this.cx = x;
this.cy = y;
// the current angle of oscilation
this.a = Math.random() * 2 * Math.PI;
this.hv = hv;// a variable to know if the oscilation is horizontal or vertical
this.update();
}
// a function to update the value of the angle
update() {
this.a += speed;
if (this.hv == 0) {
this.x = this.cx;
this.y = this.cy + amplitud * Math.cos(this.a);
} else {
this.x = this.cx + amplitud * Math.cos(this.a);
this.y = this.cy;
}
}
}
// a function to divide a line that goes from a to b in n segments
// I'm using the resulting points to create a new point object and push this new point into the points array
function divide(n, a, b) {
for (var i = 0; i <= n; i++) {
let p = {
x: (b[0] - a[0]) * i / n + a[0],
y: (b[1] - a[1]) * i / n + a[1],
hv: b[1] - a[1]
};
points.push(new Point(p.x, p.y, p.hv));
}
}
divide(10, corners[0], corners[1]);points.pop();
divide(5, corners[1], corners[2]);points.pop();
divide(10, corners[2], corners[3]);points.pop();
divide(5, corners[3], corners[0]);points.pop();
// this is a function that takes an array of points and draw a curved line through those points
function drawCurves() {
//find the first midpoint and move to it
let p = {};
p.x = (points[points.length - 1].x + points[0].x) / 2;
p.y = (points[points.length - 1].y + points[0].y) / 2;
ctx.beginPath();
ctx.moveTo(p.x, p.y);
//curve through the rest, stopping at each midpoint
for (var i = 0; i < points.length - 1; i++) {
let mp = {};
mp.x = (points[i].x + points[i + 1].x) / 2;
mp.y = (points[i].y + points[i + 1].y) / 2;
ctx.quadraticCurveTo(points[i].x, points[i].y, mp.x, mp.y);
}
//curve through the last point, back to the first midpoint
ctx.quadraticCurveTo(
points[points.length - 1].x,
points[points.length - 1].y,
p.x,
p.y
);
ctx.stroke();
ctx.fill();
}
function Draw() {
window.requestAnimationFrame(Draw);
ctx.clearRect(0, 0, cw, ch);
points.map(p => {
p.update();
});
drawCurves();
}
Draw();
canvas{border:1px solid; background:#6ab150}
<canvas></canvas>

About 120 000 particles on canvas?

I have about 120 000 particles (each particle 1px size) that I need to find the best and most important: fastest way to draw to my canvas.
How would you do that?
Right now I'm basically getting my pixels into an Array, and then I loop over these particles, do some x and y calculations and draw them out using fillRect. But the framerate is like 8-9 fps right now.
Any ideas? Please example.
Thank you
LATEST UPDATE (my code)
function init(){
window.addEventListener("mousemove", onMouseMove);
let mouseX, mouseY, ratio = 2;
const canvas = document.getElementById("textCanvas");
const context = canvas.getContext("2d");
canvas.width = window.innerWidth * ratio;
canvas.height = window.innerHeight * ratio;
canvas.style.width = window.innerWidth + "px";
canvas.style.height = window.innerHeight + "px";
context.imageSmoothingEnabled = false;
context.fillStyle = `rgba(255,255,255,1)`;
context.setTransform(ratio, 0, 0, ratio, 0, 0);
const width = canvas.width;
const height = canvas.height;
context.font = "normal normal normal 232px EB Garamond";
context.fillText("howdy", 0, 160);
var pixels = context.getImageData(0, 0, width, height).data;
var data32 = new Uint32Array(pixels.buffer);
const particles = new Array();
for(var i = 0; i < data32.length; i++) {
if (data32[i] & 0xffff0000) {
particles.push({
x: (i % width),
y: ((i / width)|0),
ox: (i % width),
oy: ((i / width)|0),
xVelocity: 0,
yVelocity: 0,
a: pixels[i*4 + 3] / 255
});
}
}
/*const particles = Array.from({length: 120000}, () => [
Math.round(Math.random() * (width - 1)),
Math.round(Math.random() * (height - 1))
]);*/
function onMouseMove(e){
mouseX = parseInt((e.clientX-canvas.offsetLeft) * ratio);
mouseY = parseInt((e.clientY-canvas.offsetTop) * ratio);
}
function frame(timestamp) {
context.clearRect(0, 0, width, height);
const imageData = context.getImageData(0, 0, width, height);
const data = imageData.data;
for (let i = 0; i < particles.length; i++) {
const particle = particles[i];
const index = 4 * Math.round((particle.x + particle.y * width));
data[index + 0] = 0;
data[index + 1] = 0;
data[index + 2] = 0;
data[index + 3] = 255;
}
context.putImageData(imageData, 0, 0);
for (let i = 0; i < particles.length; i++) {
const p = particles[i];
var homeDX = p.ox - p.x;
var homeDY = p.oy - p.y;
var cursorForce = 0;
var cursorAngle = 0;
if(mouseX && mouseX > 0){
var cursorDX = p.ox - mouseX;
var cursorDY = p.oy - mouseY;
var cursorDistanceSquared = (cursorDX * cursorDX + cursorDY * cursorDY);
cursorForce = Math.min(10/cursorDistanceSquared,10);
cursorAngle = -Math.atan2(cursorDY, cursorDX);
}else{
cursorForce = 0;
cursorAngle = 0;
}
p.xVelocity += 0.2 * homeDX + cursorForce * Math.cos(cursorAngle);
p.yVelocity += 0.2 * homeDY + cursorForce * Math.sin(cursorAngle);
p.xVelocity *= 0.55;
p.yVelocity *= 0.55;
p.x += p.xVelocity;
p.y += p.yVelocity;
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
}
Moving 7.2Million particles a second
Not using webGL and shaders and you want 120K particles per frame at
60fps you need a throughput of 7.2million points per second. You need a fast machine.
Web workers multi-core CPUs
Quick solutions. On multi core machines web workers give linear performance increase for each hardware core. Eg On a 8 Core i7 you can run 7 workers sharing data via sharedArrayBuffers (shame that its all turned of ATM due to CPU security risk see MDN sharedArrayBuffer) and get slightly lower than 7 times performance improvement. Note benifits are only from actual hardware cores, JS threads tend to run flat out, Running two workers in one core results in an overall decreased throughput.
Even with shared buffers turned of it is still a viable solution if you are in control of what hardware you run on.
Make a movie.
LOL but no it is an option, and there is no upper limit to particle count. Though not as interactive as I think you may want. If you are selling something via the FX you are after a wow, not a how?
Optimize
Easy to say hard to do. You need to go over the code with a fine tooth comb. Remember that removing a single line if running at full speed is 7.2million lines removed per second.
I have gone over the code one more time. I can not test it so it may or may not work. But its to give you ideas. You could even consider using integer only math. JS can do fixed point math. The integer size is 32bits way more than you need for even a 4K display.
Second optimization pass.
// call this just once outside the animation loop.
const imageData = this.context.getImageData(0, 0, this.width * this.ratio, this.height * this.ratio);
// create a 32bit buffer
const data32 = new Uint32Array(imageData.data.buffer);
const pixel = 0xFF000000; // pixel to fill
const width = imageData.width;
// inside render loop
data32.fill(0); // clear the pixel buffer
// this line may be a problem I have no idea what it does. I would
// hope its only passing a reference and not creating a copy
var particles = this.particleTexts[0].getParticles();
var cDX,cDY,mx,my,p,cDistSqr,cForce,i;
mx = this.mouseX | 0; // may not need the floor bitwize or 0
my = this.mouseY | 0; // if mouse coords already integers
if(mX > 0){ // do mouse test outside the loop. Need loop duplication
// But at 60fps thats 7.2million less if statements
for (let i = 0; i < particles.length; i++) {
var p = particles[i];
p.xVelocity += 0.2 * (p.ox - p.x);
p.yVelocity += 0.2 * (p.oy - p.y);
p.xVelocity *= 0.55;
p.yVelocity *= 0.55;
data32[((p.x += p.xVelocity) | 0) + ((p.y += p.yVelocity) | 0) * width] = pixel;
}
}else{
for (let i = 0; i < particles.length; i++) {
var p = particles[i];
cDX = p.x - mx;
cDY = p.y - my;
cDist = Math.sqrt(cDistSqr = cDX*cDX + cDY*cDY + 1);
cForce = 1000 / (cDistSqr * cDist)
p.xVelocity += cForce * cDx + 0.2 * (p.ox - p.x);
p.yVelocity += cForce * cDY + 0.2 * (p.oy - p.y);
p.xVelocity *= 0.55;
p.yVelocity *= 0.55;
data32[((p.x += p.xVelocity) | 0) + ((p.y += p.yVelocity) | 0) * width] = pixel;
}
}
// put pixel onto the display.
this.context.putImageData(imageData, 0, 0);
Above is about as much as I can cut it down. (Cant test it so may or may not suit your need) It may give you a few more frames a second.
Interleaving
Another solution may suit you and that is to trick the eye. This increases frame rate but not points processed and requires that the points be randomly distributed or artifacts will be very noticeable.
Each frame you only process half the particles. Each time you process a particle you calculate the pixel index, set that pixel and then add the pixel velocity to the pixel index and particle position.
The effect is that each frame only half the particles are moved under force and the other half coast for a frame..
This may double the frame rate. If your particles are very organised and you get clumping flickering type artifacts, you can randomize the distribution of particles by applying a random shuffle to the particle array on creation. Again this need good random distribution.
The next snippet is just as an example. Each particle needs to hold the pixelIndex into the pixel data32 array. Note that the very first frame needs to be a full frame to setup all indexes etc.
const interleave = 2; // example only setup for 2 frames
// but can be extended to 3 or 4
// create frameCount outside loop
frameCount += 1;
// do half of all particals
for (let i = frameCount % frameCount ; i < particles.length; i += interleave ) {
var p = particles[i];
cDX = p.x - mx;
cDY = p.y - my;
cDist = Math.sqrt(cDistSqr = cDX*cDX + cDY*cDY + 1);
cForce = 1000 / (cDistSqr * cDist)
p.xVelocity += cForce * cDx + 0.2 * (p.ox - p.x);
p.yVelocity += cForce * cDY + 0.2 * (p.oy - p.y);
p.xVelocity *= 0.55;
p.yVelocity *= 0.55;
// add pixel index to particle's property
p.pixelIndex = ((p.x += p.xVelocity) | 0) + ((p.y += p.yVelocity) | 0) * width;
// write this frames pixel
data32[p.pixelIndex] = pixel;
// speculate the pixel index position in the next frame. This need to be as simple as possible.
p.pixelIndex += (p.xVelocity | 0) + (p.yVelocity | 0) * width;
p.x += p.xVelocity; // as the next frame this particle is coasting
p.y += p.yVelocity; // set its position now
}
// do every other particle. Just gets the pixel index and sets it
// this needs to remain as simple as possible.
for (let i = (frameCount + 1) % frameCount ; i < particles.length; i += interleave)
data32[particles[i].pixelIndex] = pixel;
}
Less particles
Seams obvious, but is often over looked as a viable solution. Less particles does not mean less visual elements/pixels.
If you reduce the particle count by 8 and at setup create a large buffer of offset indexes. These buffers hold animated pixel movements that closely match the behavior of pixels.
This can be very effective and give the illusion that each pixels is in fact independent. But the work is in the pre processing and setting up the offset animations.
eg
// for each particle after updating position
// get index of pixel
p.pixelIndex = (p.x | 0 + p.y | 0) * width;
// add pixel
data32[p.pixelIndex] = pixel;
// now you get 8 more pixels for the price of one particle
var ind = p.offsetArrayIndex;
// offsetArray is an array of pixel offsets both negative and positive
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
data32[p.pixelIndex + offsetArray[ind++]] = pixel;
// offset array arranged as sets of 8, each set of 8 is a frame in
// looping pre calculated offset animation
// offset array length is 65536 or any bit mask able size.
p.offsetArrayIndex = ind & 0xFFFF ; // ind now points at first pixel of next
// set of eight pixels
This and an assortment of other similar tricks can give you the 7.2million pixels per second you want.
Last note.
Remember every device these days has a dedicated GPU. Your best bet is to use it, this type of thing is what they are good at.
Computing those particles within a shader on a webgl context will provide the most performant solution. See e. g. https://www.shadertoy.com/view/MdtGDX for an example.
If you prefer to continue using a 2d context, you could speed up rendering particles by doing so off-screen:
Get the image data array by calling context.getImageData()
Draw pixels by manipulating the data array
Put the data array back with context.putImageData()
A simplified example:
const output = document.getElementById("output");
const canvas = document.getElementById("canvas");
const context = canvas.getContext("2d");
const width = canvas.width;
const height = canvas.height;
const particles = Array.from({length: 120000}, () => [
Math.round(Math.random() * (width - 1)),
Math.round(Math.random() * (height - 1))
]);
let previous = 0;
function frame(timestamp) {
// Print frames per second:
const delta = timestamp - previous;
previous = timestamp;
output.textContent = `${(1000 / delta).toFixed(1)} fps`;
// Draw particles:
context.clearRect(0, 0, width, height);
const imageData = context.getImageData(0, 0, width, height);
const data = imageData.data;
for (let i = 0; i < particles.length; i++) {
const particle = particles[i];
const index = 4 * (particle[0] + particle[1] * width);
data[index + 0] = 0;
data[index + 1] = 0;
data[index + 2] = 0;
data[index + 3] = 255;
}
context.putImageData(imageData, 0, 0);
// Move particles randomly:
for (let i = 0; i < particles.length; i++) {
const particle = particles[i];
particle[0] = Math.max(0, Math.min(width - 1, Math.round(particle[0] + Math.random() * 2 - 1)));
particle[1] = Math.max(0, Math.min(height - 1, Math.round(particle[1] + Math.random() * 2 - 1)));
}
requestAnimationFrame(frame);
}
requestAnimationFrame(frame);
<canvas id="canvas" width="500" height="500"></canvas>
<output id="output"></output>
Instead of drawing individual pixels, you might also want to consider drawing and moving a few textures with a lot of particles on each of them. This might come close to a full particle effect at better performance.

How to draw herringbone pattern on html canvas

I Have to draw Herringbone pattern on canvas and fill with image
some one please help me I am new to canvas 2d drawing.
I need to draw mixed tiles with cross pattern (Herringbone)
var canvas = this.__canvas = new fabric.Canvas('canvas');
var canvas_objects = canvas._objects;
// create a rectangle with a fill and a different color stroke
var left = 150;
var top = 150;
var x=20;
var y=40;
var rect = new fabric.Rect({
left: left,
top: top,
width: x,
height: y,
angle:45,
fill: 'rgba(255,127,39,1)',
stroke: 'rgba(34,177,76,1)',
strokeWidth:0,
originX:'right',
originY:'top',
centeredRotation: false
});
canvas.add(rect);
for(var i=0;i<15;i++){
var rectangle = fabric.util.object.clone(getLastobject());
if(i%2==0){
rectangle.left = rectangle.oCoords.tr.x;
rectangle.top = rectangle.oCoords.tr.y;
rectangle.originX='right';
rectangle.originY='top';
rectangle.angle =-45;
}else{
fabric.log('rectangle: ', rectangle.toJSON());
rectangle.left = rectangle.oCoords.tl.x;
rectangle.top = rectangle.oCoords.tl.y;
fabric.log('rectangle: ', rectangle.toJSON());
rectangle.originX='left';
rectangle.originY='top';
rectangle.angle =45;
}
//rectangle.angle -90;
canvas.add(rectangle);
}
fabric.log('rectangle: ', canvas.toJSON());
canvas.renderAll();
function getLastobject(){
var last = null;
if(canvas_objects.length !== 0){
last = canvas_objects[canvas_objects.length -1]; //Get last object
}
return last;
}
How to draw this pattern in canvas using svg or 2d,3d method. If any third party library that also Ok for me.
I don't know where to start and how to draw this complex pattern.
some one please help me to draw this pattern with rectangle fill with dynamic color on canvas.
Here is a sample of the output I need: (herringbone pattern)
I tried something similar using fabric.js library here is my JSFiddle
Trippy disco flooring
To get the pattern you need to draw rectangles one horizontal tiled one space left or right for each row down and the same for the vertical rectangle.
The rectangle has an aspect of width 2 time height.
Drawing the pattern is simple.
Rotating is easy as well the harder part is finding where to draw the tiles for the rotation.
To do that I create a inverse matrix of the rotation (it reverses a rotation). I then apply that rotation to the 4 corners of the canvas 0,0, width,0 width,height and 0,height this gives me 4 points in the rotated space that are at the edges of the canvas.
As I draw the tiles from left to right top to bottom I find the min corners for the top left, and the max corners for the bottom right, expand it out a little so I dont miss any pixels and draw the tiles with a transformation set the the rotation.
As I could not workout what angle you wanted it at the function will draw it at any angle. On is animated, the other is at 60deg clockwise.
Warning demo contains flashing content.
Update The flashing was way to out there, so have made a few changes, now colours are a more pleasing blend and have fixed absolute positions, and have tied the tile origin to the mouse position, clicking the mouse button will cycle through some sizes as well.
const ctx = canvas.getContext("2d");
const colours = []
for(let i = 0; i < 1; i += 1/80){
colours.push(`hsl(${Math.floor(i * 360)},${Math.floor((Math.sin(i * Math.PI *4)+1) * 50)}%,${Math.floor(Math.sin(i * Math.PI *8)* 25 + 50)}%)`)
}
const sizes = [0.04,0.08,0.1,0.2];
var currentSize = 0;
const origin = {x : canvas.width / 2, y : canvas.height / 2};
var size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
function drawPattern(size,origin,ang){
const xAx = Math.cos(ang); // define the direction of xAxis
const xAy = Math.sin(ang);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.setTransform(xAx,xAy,-xAy,xAx,origin.x,origin.y);
function getExtent(xAx,xAy,origin){
const im = [1,0,0,1]; // inverse matrix
const dot = xAx * xAx + xAy * xAy;
im[0] = xAx / dot;
im[1] = -xAy / dot;
im[2] = xAy / dot;
im[3] = xAx / dot;
const toWorld = (x,y) => {
var point = {};
var xx = x - origin.x;
var yy = y - origin.y;
point.x = xx * im[0] + yy * im[2];
point.y = xx * im[1] + yy * im[3];
return point;
}
return [
toWorld(0,0),
toWorld(canvas.width,0),
toWorld(canvas.width,canvas.height),
toWorld(0,canvas.height),
]
}
const corners = getExtent(xAx,xAy,origin);
var startX = Math.min(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var endX = Math.max(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var startY = Math.min(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
var endY = Math.max(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
startX = Math.floor(startX / size) - 2;
endX = Math.floor(endX / size) + 2;
startY = Math.floor(startY / size) - 2;
endY = Math.floor(endY / size) + 2;
// draw the pattern
ctx.lineWidth = size * 0.1;
ctx.lineJoin = "round";
ctx.strokeStyle = "black";
var colourIndex = 0;
for(var y = startY; y <endY; y+=1){
for(var x = startX; x <endX; x+=1){
if((x + y) % 4 === 0){
colourIndex = Math.floor(Math.abs(Math.sin(x)*size + Math.sin(y) * 20));
ctx.fillStyle = colours[(colourIndex++)% colours.length];
ctx.fillRect(x * size,y * size,size * 2,size);
ctx.strokeRect(x * size,y * size,size * 2,size);
x += 2;
ctx.fillStyle = colours[(colourIndex++)% colours.length];
ctx.fillRect(x * size,y * size, size, size * 2);
ctx.strokeRect(x * size,y * size, size, size * 2);
x += 1;
}
}
}
}
// Animate it all
var update = true; // flag to indecate something needs updating
function mainLoop(time){
// if window size has changed update canvas to new size
if(canvas.width !== innerWidth || canvas.height !== innerHeight || update){
canvas.width = innerWidth;
canvas.height = innerHeight
origin.x = canvas.width / 2;
origin.y = canvas.height / 2;
size = Math.min(canvas.width, canvas.height) * sizes[currentSize % sizes.length];
update = false;
}
if(mouse.buttonRaw !== 0){
mouse.buttonRaw = 0;
currentSize += 1;
update = true;
}
// draw the patter
drawPattern(size,mouse,time/2000);
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
mouse = (function () {
function preventDefault(e) { e.preventDefault() }
var m; // alias for mouse
var mouse = {
x : 0, y : 0, // mouse position
buttonRaw : 0,
over : false, // true if mouse over the element
buttonOnMasks : [0b1, 0b10, 0b100], // mouse button on masks
buttonOffMasks : [0b110, 0b101, 0b011], // mouse button off masks
bounds : null,
eventNames : "mousemove,mousedown,mouseup,mouseout,mouseover".split(","),
event(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left - scrollX;
m.y = e.pageY - m.bounds.top - scrollY;
if (t === "mousedown") { m.buttonRaw |= m.buttonOnMasks[e.which - 1] }
else if (t === "mouseup") { m.buttonRaw &= m.buttonOffMasks[e.which - 1] }
else if (t === "mouseout") { m.over = false }
else if (t === "mouseover") { m.over = true }
e.preventDefault();
},
start(element) {
if (m.element !== undefined) { m.remove() }
m.element = element === undefined ? document : element;
m.eventNames.forEach(name => document.addEventListener(name, mouse.event) );
document.addEventListener("contextmenu", preventDefault, false);
},
}
m = mouse;
return mouse;
})();
mouse.start(canvas);
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
Un-animated version at 60Deg
const ctx = canvas.getContext("2d");
const colours = ["red","green","yellow","orange","blue","cyan","magenta"]
const origin = {x : canvas.width / 2, y : canvas.height / 2};
var size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
function drawPattern(size,origin,ang){
const xAx = Math.cos(ang); // define the direction of xAxis
const xAy = Math.sin(ang);
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,canvas.width,canvas.height);
ctx.setTransform(xAx,xAy,-xAy,xAx,origin.x,origin.y);
function getExtent(xAx,xAy,origin){
const im = [1,0,0,1]; // inverse matrix
const dot = xAx * xAx + xAy * xAy;
im[0] = xAx / dot;
im[1] = -xAy / dot;
im[2] = xAy / dot;
im[3] = xAx / dot;
const toWorld = (x,y) => {
var point = {};
var xx = x - origin.x;
var yy = y - origin.y;
point.x = xx * im[0] + yy * im[2];
point.y = xx * im[1] + yy * im[3];
return point;
}
return [
toWorld(0,0),
toWorld(canvas.width,0),
toWorld(canvas.width,canvas.height),
toWorld(0,canvas.height),
]
}
const corners = getExtent(xAx,xAy,origin);
var startX = Math.min(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var endX = Math.max(corners[0].x,corners[1].x,corners[2].x,corners[3].x);
var startY = Math.min(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
var endY = Math.max(corners[0].y,corners[1].y,corners[2].y,corners[3].y);
startX = Math.floor(startX / size) - 4;
endX = Math.floor(endX / size) + 4;
startY = Math.floor(startY / size) - 4;
endY = Math.floor(endY / size) + 4;
// draw the pattern
ctx.lineWidth = 5;
ctx.lineJoin = "round";
ctx.strokeStyle = "black";
for(var y = startY; y <endY; y+=1){
for(var x = startX; x <endX; x+=1){
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
if((x + y) % 4 === 0){
ctx.fillRect(x * size,y * size,size * 2,size);
ctx.strokeRect(x * size,y * size,size * 2,size);
x += 2;
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fillRect(x * size,y * size, size, size * 2);
ctx.strokeRect(x * size,y * size, size, size * 2);
x += 1;
}
}
}
}
canvas.width = innerWidth;
canvas.height = innerHeight
origin.x = canvas.width / 2;
origin.y = canvas.height / 2;
size = Math.min(canvas.width * 0.2, canvas.height * 0.2);
drawPattern(size,origin,Math.PI / 3);
canvas {
position : absolute;
top : 0px;
left : 0px;
}
<canvas id=canvas></canvas>
The best way to approach this is to examine the pattern and analyse its symmetry and how it repeats.
You can look at this several ways. For example, you could rotate the patter 45 degrees so that the tiles are plain orthogonal rectangles. But let's just look at it how it is. I am going to assume you are happy with it with 45deg tiles.
Like the tiles themselves, it turns out the pattern has a 2:1 ratio. If we repeat this pattern horizontally and vertically, we can fill the canvas with the completed pattern.
We can see there are five tiles that overlap with our pattern block. However we don't need to draw them all when we draw each pattern block. We can take advantage of the fact that blocks are repeated, and we can leave the drawing of some tiles to later rows and columns.
Let's assume we are drawing the pattern blocks from left to right and top to bottom. Which tiles do we need to draw, at a minimum, to ensure this pattern block gets completely drawn (taking into account adjacent pattern blocks)?
Since we will be starting at the top left (and moving right and downwards), we'll need to draw tile 2. That's because that tile won't get drawn by either the block below us, or the block to the right of us. The same applies to tile 3.
It turns out those two are all we'll need to draw for each pattern block. Tile 1 and 4 will be drawn when the pattern block below us draws their tile 2 and 3 respectively. Tile 5 will be drawn when the pattern block to the south-east of us draws their tile 1.
We just need to remember that we may need to draw an extra column on the right-hand side, and at the bottom, to ensure those end-of-row and end-of-column pattern blocks get completely drawn.
The last thing to work out is how big our pattern blocks are.
Let's call the short side of the tile a and the long side b. We know that b = 2 * a. And we can work out, using Pythagoras Theorem, that the height of the pattern block will be:
h = sqrt(a^2 + a^2)
= sqrt(2 * a^2)
= sqrt(2) * a
The width of the pattern block we can see will be w = 2 * h.
Now that we've worked out how to draw the pattern, let's implement our algorithm.
const a = 60;
const b = 120;
const h = 50 * Math.sqrt(2);
const w = h * 2;
const h2 = h / 2; // How far tile 1 sticks out to the left of the pattern block
// Set of colours for the tiles
const colours = ["red","cornsilk","black","limegreen","deepskyblue",
"mediumorchid", "lightgrey", "grey"]
const canvas = document.getElementById("herringbone");
const ctx = canvas.getContext("2d");
// Set a universal stroke colour and width
ctx.strokeStyle = "black";
ctx.lineWidth = 4;
// Loop through the pattern block rows
for (var y=0; y < (canvas.height + h); y+=h)
{
// Loop through the pattern block columns
for (var x=0; x < (canvas.width + w); x+=w)
{
// Draw tile "2"
// I'm just going to draw a path for simplicity, rather than
// worrying about drawing a rectangle with rotation and translates
ctx.beginPath();
ctx.moveTo(x - h2, y - h2);
ctx.lineTo(x, y - h);
ctx.lineTo(x + h, y);
ctx.lineTo(x + h2, y + h2);
ctx.closePath();
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fill();
ctx.stroke();
// Draw tile "3"
ctx.beginPath();
ctx.moveTo(x + h2, y + h2);
ctx.lineTo(x + w - h2, y - h2);
ctx.lineTo(x + w, y);
ctx.lineTo(x + h, y + h);
ctx.closePath();
ctx.fillStyle = colours[Math.floor(Math.random() * colours.length)];
ctx.fill();
ctx.stroke();
}
}
<canvas id="herringbone" width="500" height="400"></canvas>

html rotate entire canvas by 90 degrees

I have an image drawn to an html cavas. I would like to be able to rotate the image by 90 degrees but I can't seem to find an example on how to rotate the entire canvas image, only an object on the canvas.
Does anyone have example code to rotate an entire canvas by 90 degrees?
I accepted an anwser below but wanted to provide additional example code : http://jsfiddle.net/VTyNF/1/
<canvas id="myCanvas" width="578" height="200"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.translate(canvas.width/2,canvas.height/2)
context.rotate(90 * (Math.PI / 180));
context.beginPath();
context.rect(188 - canvas.width/2, 50 - canvas.height/2, 200, 100);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
</script>
You would have to apply this rotation before you draw your canvas. You can't rotate anything that is already drawn.
So:
To rotate a canvas, the content.rotate() expects a value in radians. So first, lets make it simple by converting degrees to radians using:
function getRadianAngle(degreeValue) {
return degreeValue * Math.PI / 180;
}
You may want to translate the canvas first before rotating so that it's origin is set correctly.
context.translate(context.width/2,context.height/2);
Once we know what value we want, we simply rotate the canvas before we draw anything!
Please note, in your example, the rectangle you have drawn, is also being offset in the first two parameters of context.rect(X,Y,W,H)`.
I find it's easier to set widths as variables, then do simple math to re position the box automatically, notice now it sits perfectly in the center, and rotates nicely!
DEMO: http://jsfiddle.net/shannonhochkins/VTyNF/6/
Say your canvas element has id "foo". In JavaScript you could do something like this:
var canvas = document.getElementById('foo'),
context = canvas.getContext('2d');
// Rotates the canvas 90 degrees
context.rotate(90 * (Math.PI / 180));
Could you use CSS to rotate the <canvas> element with transform: rotate(90deg);?
You can easily rotate the image ninety degrees by manipulating the pixel data. If your canvas isn't square, you will have to make some choices about what the 'correct' answer will be.
Use the getImageData function to retrieve the pixels, manipulate them in the usual manner, and use putImageData to display the result.
This version doesn't require center point for 90 degree turn:
(Not as easy becase it's a 1d array with 4 values per pixel, initialDimensions means horizontal or 0, 180 rotation state vs 90, 270)
//...
const canvas = document.getElementById('canvas');
const context = canvas.getContext('2d', {willReadFrequently: true});
const img = document.createElement('img');
const file = inp.files[0]; // file from user input
img.src = URL.createObjectURL(file);
img.initialDimensions = true;
img.addEventListener('load', function () {
canvas.width = this.width;
canvas.height = this.height;
canvas.crossOrigin = "anonymous";
context.drawImage(img, 0, 0);
rotateClockwiseBy90(canvas, context, img);
}
}
function rotateClockwiseBy90(canvas, context, img) {
if (img.initialDimensions == undefined) {
img.initialDimensions = true;
}
var width, height;
if (img.initialDimensions) {
width = img.naturalWidth;
height = img.naturalHeight;
img.initialDimensions = false;
}
else {
width = img.naturalHeight;
height = img.naturalWidth;
img.initialDimensions = true;
}
const imageData = context.getImageData(0, 0, width, height);
const rotatedImageData = context.createImageData(height, width);
//[redIndex, greenIndex, blueIndex, alphaIndex]
const width4 = width * 4;
const height4 = height * 4;
for (let y = 0; y < height4; y += 4) {
for (let x = 0; x < width4; x += 4) {
rotatedImageData.data[x * height + (height4 - y -1) - 3] = imageData.data[y * width + x];
rotatedImageData.data[x * height + (height4 - y -1) - 2] = imageData.data[y * width + x + 1];
rotatedImageData.data[x * height + (height4 - y -1) - 1] = imageData.data[y * width + x + 2];
rotatedImageData.data[x * height + (height4 - y -1)] = imageData.data[y * width + x + 3];
}
}
const cw = canvas.width;
canvas.width = canvas.height;
canvas.height = cw;
context.putImageData(rotatedImageData, 0, 0);
}
If someone is trying to understand the logic:
rotatedImageData.data[x * height ...
should really be:
rotatedImageData.data[x / 4 * height * 4 ...
because for the rotated array x represents row number and height represents row length, but the result is same.
Version for counterclockwise rotation:
for (let y = 0; y < height4; y += 4) {
for (let x = 0; x < width4; x += 4) {
rotatedImageData.data[(height4 * (width - x/4) - height4 + y)] = imageData.data[y * width + x];
rotatedImageData.data[(height4 * (width - x/4) - height4 + y) + 1] = imageData.data[y * width + x + 1];
rotatedImageData.data[(height4 * (width - x/4) - height4 + y) + 2] = imageData.data[y * width + x + 2];
rotatedImageData.data[(height4 * (width - x/4) - height4 + y) + 3] = imageData.data[y * width + x + 3];
}
}

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