OK, if I have the following shapes that are rotated and then selected you will see their bounding boxes:
I am trying to write some code to align objects with respect to each other. So I would like to get each object's "containing box".
I am aware of getBoundingRect but, for the above shapes this gives me the following:
As such, these boxes are not that useful to me. Is there a standard method of getting what I would call the "containing boxes" for all shapes? For example, I would like to be able to have the following boxes returned to me:
So, for any given shape I would like to be able get the red bounding rectangle (with no rotation).
Obviously, I could write a routine for each possible shape within fabricJS but I would prefer not to reinvent the wheel! Any ideas?
Edit Here's an interactive snippet that shows the current bounding boxes (in red):
$(function ()
{
canvas = new fabric.Canvas('c');
canvas.add(new fabric.Triangle({
left: 50,
top: 50,
fill: '#FF0000',
width: 50,
height: 50,
angle : 30
}));
canvas.add(new fabric.Circle({
left: 250,
top: 50,
fill: '#00ff00',
radius: 50,
angle : 30
}));
canvas.add(new fabric.Polygon([
{x: 185, y: 0},
{x: 250, y: 100},
{x: 385, y: 170},
{x: 0, y: 245} ], {
left: 450,
top: 50,
fill: '#0000ff',
angle : 30
}));
canvas.on("after:render", function(opt)
{
canvas.contextContainer.strokeStyle = '#FF0000';
canvas.forEachObject(function(obj)
{
var bound = obj.getBoundingRect();
canvas.contextContainer.strokeRect(
bound.left + 0.5,
bound.top + 0.5,
bound.width,
bound.height
);
});
});
canvas.renderAll();
});
<script src="//cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.6/fabric.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="c" width="800" height="600"></canvas><br/>
So the getBoundingBox is a method of the Object class of fabricjs.
Nothing stops you from rewriting this method for each shape of which you can think of.
I ll start with circle and triangle, i'll let you imagine polygon. It gets harder and harder when shapes are paths or when circle is scaled as an ellipse.
Circle is the hardest.
I sampled the circle at 30, 60, 90 degrees for all the quadrants. still is not perfect. You may need to increase sampling or find a better formula (maybe sample every 15 degrees will make the trick ).
Triangle is the easier since it has 3 points of interest.
Polygon is derived from triangle, nothing difficult here.
fabric.Circle.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = [{x:-this.width/2, y:0}, {x:this.width/2, y:0}, {x:0, y: -this.height/2}, {x: 0, y: this.height/2}, {x: 0, y: -this.height/2}, {x: 0.433 * this.width, y: this.height/4}, {x: -0.433 * this.width, y: this.height/4}, {y: 0.433 * this.height, x: this.width/4}, {y: -0.433 * this.height, x: this.width/4}, {y: -0.433 * this.height, x: -this.width/4}, {y: 0.433 * this.height, x: -this.width/4}, {x: 0.433 * this.width, y: -this.height/4}, {x: -0.433 * this.width, y: -this.height/4}];
points = points.map(function(p) {
return fabric.util.transformPoint(p, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
fabric.Triangle.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = [{x:-this.width/2, y:this.height/2}, {x:this.width/2, y:this.height/2}, {x:0, y: -this.height/2}, {x: 0, y: 0}];
points = points.map(function(p) {
return fabric.util.transformPoint(p, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
fabric.Polygon.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = this.points;
var offsetX = this.pathOffset.x;
var offsetY = this.pathOffset.y;
points = points.map(function(p) {
return fabric.util.transformPoint({x: p.x - offsetX , y: p.y -
offsetY}, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
$(function ()
{
fabric.util.makeBoundingBoxFromPoints = function(points) {
var minX = fabric.util.array.min(points, 'x'),
maxX = fabric.util.array.max(points, 'x'),
width = Math.abs(minX - maxX),
minY = fabric.util.array.min(points, 'y'),
maxY = fabric.util.array.max(points, 'y'),
height = Math.abs(minY - maxY);
return {
left: minX,
top: minY,
width: width,
height: height
};
};
fabric.Circle.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = [{x:-this.width/2, y:0}, {x:this.width/2, y:0}, {x:0, y: -this.height/2}, {x: 0, y: this.height/2}, {x: 0, y: -this.height/2}, {x: 0.433 * this.width, y: this.height/4}, {x: -0.433 * this.width, y: this.height/4}, {y: 0.433 * this.height, x: this.width/4}, {y: -0.433 * this.height, x: this.width/4}, {y: -0.433 * this.height, x: -this.width/4}, {y: 0.433 * this.height, x: -this.width/4}, {x: 0.433 * this.width, y: -this.height/4}, {x: -0.433 * this.width, y: -this.height/4}];
points = points.map(function(p) {
return fabric.util.transformPoint(p, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
fabric.Triangle.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = [{x:-this.width/2, y:this.height/2}, {x:this.width/2, y:this.height/2}, {x:0, y: -this.height/2}, {x: 0, y: 0}];
points = points.map(function(p) {
return fabric.util.transformPoint(p, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
fabric.Polygon.prototype.getBoundingRect = function() {
var matrix = this.calcTransformMatrix();
var points = this.points;
var offsetX = this.pathOffset.x;
var offsetY = this.pathOffset.y;
points = points.map(function(p) {
return fabric.util.transformPoint({x: p.x - offsetX , y: p.y -
offsetY}, matrix);
});
return fabric.util.makeBoundingBoxFromPoints(points);
}
canvas = new fabric.Canvas('c');
canvas.add(new fabric.Triangle({
left: 50,
top: 50,
fill: '#FF0000',
width: 50,
height: 50,
angle : 30
}));
canvas.add(new fabric.Circle({
left: 250,
top: 50,
fill: '#00ff00',
radius: 50,
angle : 30
}));
canvas.add(new fabric.Polygon([
{x: 185, y: 0},
{x: 250, y: 100},
{x: 385, y: 170},
{x: 0, y: 245} ], {
left: 450,
top: 50,
fill: '#0000ff',
angle : 30
}));
canvas.on("after:render", function(opt)
{
canvas.contextContainer.strokeStyle = '#FF0000';
canvas.forEachObject(function(obj)
{
var bound = obj.getBoundingRect();
if(bound)
{
canvas.contextContainer.strokeRect(
bound.left + 0.5,
bound.top + 0.5,
bound.width,
bound.height
);
}
});
});
canvas.renderAll();
});
<script src="//cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.6/fabric.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="c" width="800" height="600"></canvas><br/>
I had the same issue and I found a workaround. I created a temporary SVG from the active object and placed it outside the viewport. Then I measured the real bounding box using the native getBBox() function.
UPDATE
Apparently, the solution above works only in Firefox (76), so I came up with a different solution. Since I couldn't find a properly working, native function to get the real bounding box of a shape, I decided to scan the pixels and retrieve the boundaries from there.
Fiddle: https://jsfiddle.net/divpusher/2m7c61gw/118/
How it works:
export the selected fabric object toDataURL()
place it in a hidden canvas and get the pixels with getImageData()
scan the pixels to retrieve x1, x2, y1, y2 edge coords of the shape
Demo below
// ---------------------------
// the magic
var tempCanv, ctx, w, h;
function getImageData(dataUrl) {
// we need to use a temp canvas to get imagedata
if (tempCanv == null) {
tempCanv = document.createElement('canvas');
tempCanv.style.border = '1px solid blue';
tempCanv.style.visibility = 'hidden';
ctx = tempCanv.getContext('2d');
document.body.appendChild(tempCanv);
}
return new Promise(function(resolve, reject) {
if (dataUrl == null) return reject();
var image = new Image();
image.addEventListener('load', function() {
w = image.width;
h = image.height;
tempCanv.width = w;
tempCanv.height = h;
ctx.drawImage(image, 0, 0, w, h);
var imageData = ctx.getImageData(0, 0, w, h).data.buffer;
resolve(imageData, false);
});
image.src = dataUrl;
});
}
function scanPixels(imageData) {
var data = new Uint32Array(imageData),
len = data.length,
x, y, y1, y2, x1 = w, x2 = 0;
// y1
for(y = 0; y < h; y++) {
for(x = 0; x < w; x++) {
if (data[y * w + x] & 0xff000000) {
y1 = y;
y = h;
break;
}
}
}
// y2
for(y = h - 1; y > y1; y--) {
for(x = 0; x < w; x++) {
if (data[y * w + x] & 0xff000000) {
y2 = y;
y = 0;
break;
}
}
}
// x1
for(y = y1; y < y2; y++) {
for(x = 0; x < w; x++) {
if (x < x1 && data[y * w + x] & 0xff000000) {
x1 = x;
break;
}
}
}
// x2
for(y = y1; y < y2; y++) {
for(x = w - 1; x > x1; x--) {
if (x > x2 && data[y * w + x] & 0xff000000) {
x2 = x;
break;
}
}
}
return {
x1: x1,
x2: x2,
y1: y1,
y2: y2
}
}
// ---------------------------
// align buttons
function alignLeft(){
var obj = canvas.getActiveObject();
obj.set('left', 0);
obj.setCoords();
canvas.renderAll();
}
function alignLeftbyBoundRect(){
var obj = canvas.getActiveObject();
var bound = obj.getBoundingRect();
obj.set('left', (obj.left - bound.left));
obj.setCoords();
canvas.renderAll();
}
function alignRealLeft(){
var obj = canvas.getActiveObject();
getImageData(obj.toDataURL())
.then(function(data) {
var bound = obj.getBoundingRect();
var realBound = scanPixels(data);
obj.set('left', (obj.left - bound.left - realBound.x1));
obj.setCoords();
canvas.renderAll();
});
}
// ---------------------------
// set up canvas
var canvas = new fabric.Canvas('c');
var path = new fabric.Path('M 0 0 L 150 50 L 120 150 z');
path.set({
left: 170,
top: 30,
fill: 'rgba(0, 128, 0, 0.5)',
stroke: '#000',
strokeWidth: 4,
strokeLineCap: 'square',
angle: 65
});
canvas.add(path);
canvas.setActiveObject(path);
var circle = new fabric.Circle({
left: 370,
top: 30,
radius: 45,
fill: 'blue',
scaleX: 1.5,
angle: 30
});
canvas.add(circle);
canvas.forEachObject(function(obj) {
var setCoords = obj.setCoords.bind(obj);
obj.on({
moving: setCoords,
scaling: setCoords,
rotating: setCoords
});
});
canvas.on('after:render', function() {
canvas.contextContainer.strokeStyle = 'red';
canvas.forEachObject(function(obj) {
getImageData(obj.toDataURL())
.then(function(data) {
var boundRect = obj.getBoundingRect();
var realBound = scanPixels(data);
canvas.contextContainer.strokeRect(
boundRect.left + realBound.x1,
boundRect.top + realBound.y1,
realBound.x2 - realBound.x1,
realBound.y2 - realBound.y1
);
});
});
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.3/fabric.min.js"></script>
<p> </p>
<button onclick="alignLeft()">align left (default)</button>
<button onclick="alignLeftbyBoundRect()">align left (by bounding rect)</button>
<button onclick="alignRealLeft()">align REAL left (by pixel)</button>
<p></p>
<canvas id="c" width="600" height="250" style="border: 1px solid rgb(204, 204, 204); touch-action: none; user-select: none;" class="lower-canvas"></canvas>
<p></p>
Related
I'm trying to identify the following parameters from the example for oval triangle but when i modify the line:
drawCircle(canvas.width / 3,canvas.height / 2,2.5,'red');
//want to replace with specific values but its not working
drawCircle(32 / 3,33 / 2,2.5,'red');
I want to identify the correct parameter so the demo can change the red point into other space inside the triangle
CH4= 20
C2H4= 70
C2H2= 20
Demo:
https://codepen.io/Barak/pen/WwdPxQ
I read the post from stackoverflow community and cannot see values
how to create Duval Triangle in canvas
In the post you've mentioned, markE did a great job replicating the look of a Duval triangle. The only problem is that the codepen including the drawCircle() function is just a dummy and does nothing more than placing a dot at an arbitrary position, given by it's x and y parameters.
To make this function show the correct position of actual data on the triangle - e.g. CH4=20 | C2H4=70 | C2H2=20 - there's a lot more involved.
Let's have a more in-depth look, if we were to solve this graphically on paper.
(The following is based on this paper)
The Duval triangle is basically an equilateral triangle like this, where side b=%CH4,
side a=%C2H4 and side c=%C2H2.
If we consider the following example data %CH4=25 | %C2H4=35 | %C2H2=40
we would have to go from point A to point C, 25% the length of side b and draw a line parallel to side c:
then from point C to point B, 35% the length of side a and draw a line parallel to side b:
and finally from point B to point A, 40% the length of side c and draw a line parallel to side a:
So where those three lines intersect - so the paper says - we have our target position indicating the status. This can be done programatically using plain trigonometry. Well, I'm not too sure why we need all three lines though. As th percentage for CH4 is always parallel to the triangle's base and C2H4 is always parallel to side b, we have an intersection yet and the line for C2H2 is given automatically.
Basically we just need a function which calculates the intersection between the CH4 and the C2H4 line.
I've taken markE's existing code and enhanced it by a function plotResult(), which takes three parameters for the CH4, C2H2 and C2H4 ppm values:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// https://www.researchgate.net/publication/4345236_A_Software_Implementation_of_the_Duval_Triangle_Method
class Point {
constructor(x, y) {
this.x = x;
this.y = y;
}
}
var v0 = {
x: 114,
y: 366
};
var v1 = {
x: 306,
y: 30
};
var v2 = {
x: 498,
y: 366
};
var triangle = [v0, v1, v2];
// Define all your segments here
var segments = [{
points: [{
x: 114,
y: 366
}, {
x: 281,
y: 76
}, {
x: 324,
y: 150
}, {
x: 201,
y: 366
}],
fill: 'rgb(172,236,222)',
label: {
text: 'D1',
cx: 200,
cy: 290,
withLine: false,
endX: null,
endY: null
},
},
{
points: [{
x: 385,
y: 366
}, {
x: 201,
y: 366
}, {
x: 324,
y: 150
}, {
x: 356,
y: 204
}, {
x: 321,
y: 256
}],
fill: 'deepskyblue',
label: {
text: 'D2',
cx: 290,
cy: 290,
withLine: false,
endX: null,
endY: null
},
},
{
points: [{
x: 297,
y: 46
}, {
x: 392,
y: 214
}, {
x: 372,
y: 248
}, {
x: 441,
y: 366
}, {
x: 385,
y: 366
}, {
x: 321,
y: 256
}, {
x: 356,
y: 204
}, {
x: 281,
y: 76
}],
fill: 'lightCyan',
label: {
text: 'DT',
cx: 370,
cy: 290,
withLine: false,
endX: 366,
endY: 120
},
},
{
points: [{
x: 306,
y: 30
}, {
x: 312,
y: 40
}, {
x: 300,
y: 40
}],
fill: 'black',
label: {
text: 'PD',
cx: 356,
cy: 40,
withLine: true,
endX: 321,
endY: 40
},
},
{
points: [{
x: 312,
y: 40
}, {
x: 348,
y: 103
}, {
x: 337,
y: 115
}, {
x: 297,
y: 46
}, {
x: 300,
y: 40
}],
fill: 'navajoWhite',
label: {
text: 'T1',
cx: 375,
cy: 70,
withLine: true,
endX: 340,
endY: 75
},
},
{
points: [{
x: 348,
y: 103
}, {
x: 402,
y: 199
}, {
x: 392,
y: 214
}, {
x: 337,
y: 115
}],
fill: 'tan',
label: {
text: 'T2',
cx: 400,
cy: 125,
withLine: true,
endX: 366,
endY: 120
},
},
{
points: [{
x: 402,
y: 199
}, {
x: 498,
y: 366
}, {
x: 441,
y: 366
}, {
x: 372,
y: 248
}],
fill: 'peru',
label: {
text: 'T3',
cx: 425,
cy: 290,
withLine: false,
endX: null,
endY: null
},
},
];
// label styles
var labelfontsize = 12;
var labelfontface = 'verdana';
var labelpadding = 3;
// pre-create a canvas-image of the arrowhead
var arrowheadLength = 10;
var arrowheadWidth = 8;
var arrowhead = document.createElement('canvas');
premakeArrowhead();
var legendTexts = ['PD = Partial Discharge', 'T1 = Thermal fault < 300 celcius', '...'];
// start drawing
/////////////////////
// draw colored segments inside triangle
for (var i = 0; i < segments.length; i++) {
drawSegment(segments[i]);
}
// draw ticklines
ticklines(v0, v1, 9, 0, 20);
ticklines(v1, v2, 9, Math.PI * 3 / 4, 20);
ticklines(v2, v0, 9, Math.PI * 5 / 4, 20);
// molecules
moleculeLabel(v0, v1, 100, Math.PI, '% CH4');
moleculeLabel(v1, v2, 100, 0, '% C2H4');
moleculeLabel(v2, v0, 75, Math.PI / 2, '% C2H2');
// draw outer triangle
drawTriangle(triangle);
// draw legend
drawLegend(legendTexts, 10, 10, 12.86);
plotResult(25, 40, 35);
// end drawing
/////////////////////
function drawSegment(s) {
// draw and fill the segment path
ctx.beginPath();
ctx.moveTo(s.points[0].x, s.points[0].y);
for (var i = 1; i < s.points.length; i++) {
ctx.lineTo(s.points[i].x, s.points[i].y);
}
ctx.closePath();
ctx.fillStyle = s.fill;
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
// draw segment's box label
if (s.label.withLine) {
lineBoxedLabel(s, labelfontsize, labelfontface, labelpadding);
} else {
boxedLabel(s, labelfontsize, labelfontface, labelpadding);
}
}
function moleculeLabel(start, end, offsetLength, angle, text) {
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = '14px verdana';
var dx = end.x - start.x;
var dy = end.y - start.y;
var x0 = parseInt(start.x + dx * 0.50);
var y0 = parseInt(start.y + dy * 0.50);
var x1 = parseInt(x0 + offsetLength * Math.cos(angle));
var y1 = parseInt(y0 + offsetLength * Math.sin(angle));
ctx.fillStyle = 'black';
ctx.fillText(text, x1, y1);
// arrow
var x0 = parseInt(start.x + dx * 0.35);
var y0 = parseInt(start.y + dy * 0.35);
var x1 = parseInt(x0 + 50 * Math.cos(angle));
var y1 = parseInt(y0 + 50 * Math.sin(angle));
var x2 = parseInt(start.x + dx * 0.65);
var y2 = parseInt(start.y + dy * 0.65);
var x3 = parseInt(x2 + 50 * Math.cos(angle));
var y3 = parseInt(y2 + 50 * Math.sin(angle));
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x3, y3);
ctx.strokeStyle = 'black';
ctx.lineWidth = 1;
ctx.stroke();
var angle = Math.atan2(dy, dx);
ctx.translate(x3, y3);
ctx.rotate(angle);
ctx.drawImage(arrowhead, -arrowheadLength, -arrowheadWidth / 2);
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
function boxedLabel(s, fontsize, fontface, padding) {
var centerX = s.label.cx;
var centerY = s.label.cy;
var text = s.label.text;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = fontsize + 'px ' + fontface
var textwidth = ctx.measureText(text).width;
var textheight = fontsize * 1.286;
var leftX = centerX - textwidth / 2 - padding;
var topY = centerY - textheight / 2 - padding;
ctx.fillStyle = 'white';
ctx.fillRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.lineWidth = 1;
ctx.strokeRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.fillStyle = 'black';
ctx.fillText(text, centerX, centerY);
}
function lineBoxedLabel(s, fontsize, fontface, padding) {
var centerX = s.label.cx;
var centerY = s.label.cy;
var text = s.label.text;
var lineToX = s.label.endX;
var lineToY = s.label.endY;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = fontsize + 'px ' + fontface
var textwidth = ctx.measureText(text).width;
var textheight = fontsize * 1.286;
var leftX = centerX - textwidth / 2 - padding;
var topY = centerY - textheight / 2 - padding;
// the line
ctx.beginPath();
ctx.moveTo(leftX, topY + textheight / 2);
ctx.lineTo(lineToX, topY + textheight / 2);
ctx.strokeStyle = 'black';
ctx.lineWidth = 1;
ctx.stroke();
// the boxed text
ctx.fillStyle = 'white';
ctx.fillRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.strokeRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.fillStyle = 'black';
ctx.fillText(text, centerX, centerY);
}
function ticklines(start, end, count, angle, length) {
var dx = end.x - start.x;
var dy = end.y - start.y;
ctx.lineWidth = 1;
for (var i = 1; i < count; i++) {
var x0 = parseInt(start.x + dx * i / count);
var y0 = parseInt(start.y + dy * i / count);
var x1 = parseInt(x0 + length * Math.cos(angle));
var y1 = parseInt(y0 + length * Math.sin(angle));
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.stroke();
if (i == 2 || i == 4 || i == 6 || i == 8) {
var labelOffset = length * 3 / 4;
var x1 = parseInt(x0 - labelOffset * Math.cos(angle));
var y1 = parseInt(y0 - labelOffset * Math.sin(angle));
ctx.fillStyle = 'black';
ctx.fillText(parseInt(i * 10), x1, y1);
}
}
}
function premakeArrowhead() {
var actx = arrowhead.getContext('2d');
arrowhead.width = arrowheadLength;
arrowhead.height = arrowheadWidth;
actx.beginPath();
actx.moveTo(0, 0);
actx.lineTo(arrowheadLength, arrowheadWidth / 2);
actx.lineTo(0, arrowheadWidth);
actx.closePath();
actx.fillStyle = 'black';
actx.fill();
}
function drawTriangle(t) {
ctx.beginPath();
ctx.moveTo(t[0].x, t[0].y);
ctx.lineTo(t[1].x, t[1].y);
ctx.lineTo(t[2].x, t[2].y);
ctx.closePath();
ctx.strokeStyle = 'black';
ctx.lineWidth = 2;
ctx.stroke();
}
function drawLegend(texts, x, y, lineheight) {
ctx.textAlign = 'left';
ctx.textBaseline = 'top';
ctx.fillStyle = 'black';
ctx.font = '12px arial';
for (var i = 0; i < texts.length; i++) {
ctx.fillText(texts[i], x, y + i * lineheight);
}
}
function plotResult(val1, val2, val3) {
let deltaX, length;
let sum = val1 + val2 + val3;
const cos60 = Math.cos(Math.PI / 3);
const sin60 = Math.sin(Math.PI / 3);
let ch4 = val1 / sum;
let c2h2 = val2 / sum;
let c2h4 = val3 / sum;
length = Math.sqrt(Math.pow((v1.x - v0.x), 2) + Math.pow((v1.y - v0.y), 2));
let ch4PointA = new Point(v0.x + (length * ch4) * cos60, v0.y - (length * ch4) * sin60);
length = Math.sqrt(Math.pow((v2.x - v1.x), 2) + Math.pow((v2.y - v1.y), 2));
let ch4PointB = new Point(v2.x - (length * ch4) * cos60, v2.y - (length * ch4) * sin60);
length = Math.sqrt(Math.pow((v1.x - v2.x), 2) + Math.pow((v1.y - v2.y), 2));
let c2h4PointA = new Point(v1.x + (length * c2h4) * cos60, v1.y + (length * c2h4) * sin60);
deltaX = (v2.x - v0.x) * c2h4;
let c2h4PointB = new Point(v0.x + deltaX, v0.y);
let point = getIntersection(ch4PointA, ch4PointB, c2h4PointA, c2h4PointB);
ctx.beginPath();
ctx.arc(point.x, point.y, 5, 0, 2 * Math.PI, false);
ctx.fillStyle = "red";
ctx.fill();
}
function getIntersection(pointA, pointB, pointC, pointD) {
let denominator, a, b, numeratorA, numeratorB;
denominator = ((pointD.y - pointC.y) * (pointB.x - pointA.x)) - ((pointD.x - pointC.x) * (pointB.y - pointA.y));
a = pointA.y - pointC.y;
b = pointA.x - pointC.x;
numeratorA = ((pointD.x - pointC.x) * a) - ((pointD.y - pointC.y) * b);
numeratorB = ((pointB.x - pointA.x) * a) - ((pointB.y - pointA.y) * b);
a = numeratorA / denominator;
b = numeratorB / denominator;
return new Point(pointA.x + (a * (pointB.x - pointA.x)), pointA.y + (a * (pointB.y - pointA.y)));
}
body {
background-color: ivory;
padding: 10px;
}
#canvas {
border: 1px solid red;
margin: 0 auto;
}
<canvas id="canvas" width=650 height=500></canvas>
I have a code in canvas which help me in making gas triangles(duval triangles).
I need to convert the code from canvas to svg.
One of the reason why I moving from canvas to svg, is because I can't add event handlers in canvas(which act like bitmap) but in svg I can do it.
1.Is it possible?
2.Can I do the same things in canvas also in svg?
3.Should I use libraries to help me in writing svg, any recommendations for specific svg library?
My code is based on the following post:
how to create Duval Triangle in canvas
$(function() {
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
// https://www.researchgate.net/publication/4345236_A_Software_Implementation_of_the_Duval_Triangle_Method
var v0 = {
x: 58,
y: 845
};
var v1 = {
x: 984,
y: 845
};
var v2 = {
x: 521,
y: 41
};
var triangle = [v0, v1, v2];
// Define all your segments here
var segments = [{
points: [{
x: 58,
y: 845
}, {
x: 272,
y: 845
}, {
x: 567,
y: 333
}, {
x: 461,
y: 150
}],
fill: 'rgb(172,236,222)',
label: {
text: 'D1',
cx: 300,
cy: 645,
withLine: false,
endX: null,
endY: null
},
}, {
points: [{
x: 272,
y: 845
}, {
x: 567,
y: 333
}, {
x: 646,
y: 468
}, {
x: 572,
y: 597
}, {
x: 716,
y: 845
}],
fill: 'deepskyblue',
label: {
text: 'D2',
cx: 490,
cy: 645,
withLine: false,
endX: null,
endY: null
},
}, {
points: [{
x: 716,
y: 845
}, {
x: 845,
y: 845
}, {
x: 683,
y: 565
}, {
x: 734,
y: 476
}, {
x: 503,
y: 76
}, {
x: 461,
y: 150
}, {
x: 646,
y: 468
}, {
x: 572,
y: 595
}],
fill: 'lightCyan',
label: {
text: 'DT',
cx: 656,
cy: 645,
withLine: false,
endX: 366,
endY: 120
},
}, { //here - I am in hell.-s5
points: [{
x: 530,
y: 59
}, {
x: 512,
y: 59
}, {
x: 521,
y: 41
}],
fill: 'black',
label: {
text: 'PD',
cx: 600,
cy: 52,
withLine: true,
endX: 520,
endY: 70
},
}, {
points: [{
x: 595,
y: 235
}, {
x: 614,
y: 203
}, {
x: 530,
y: 59
}, {
x: 512,
y: 59
}, {
x: 503,
y: 76
}],
fill: 'navajoWhite',
label: {
text: 'T1',
cx: 670,
cy: 140,
withLine: true,
endX: 574,
endY: 105
},
}, {
points: [{
x: 753,
y: 446
}, {
x: 735,
y: 476
}, {
x: 595,
y: 235
}, {
x: 614,
y: 203
}],
fill: 'tan',
label: {
text: 'T2',
cx: 800,
cy: 290,
withLine: true,
endX: 662,
endY: 120
},
}, {
points: [{
x: 845,
y: 845
}, {
x: 683,
y: 565
}, {
x: 753,
y: 446
}, {
x: 984,
y: 845
}],
fill: 'peru',
label: {
text: 'T3',
cx: 800,
cy: 645,
withLine: false,
endX: null,
endY: null
},
}, ];
// label styles
var labelfontsize = 12;
var labelfontface = 'verdana';
var labelpadding = 3;
// pre-create a canvas-image of the arrowhead
var arrowheadLength = 10;
var arrowheadWidth = 8;
var arrowhead = document.createElement('canvas');
premakeArrowhead();
var legendTexts = ['PD = Partial Discharge',
'DT = Discharges and Thermal',
'T1 = Thermal fault T < 300 ℃',
'T2 = Thermal fault 300 ℃ < T < 700 ℃',
'T3 = Thermal fault T > 700 ℃',
'D1 = Discharges of low energy',
'D2 = Discharges of high energy'
];
// start drawing
/////////////////////
// draw colored segments inside triangle
for (var i = 0; i < segments.length; i++) {
drawSegment(segments[i]);
}
// draw ticklines
ticklines(v0, v1, 9, Math.PI * 1.2, 20);
ticklines(v1, v2, 9, Math.PI * 3 / 4, 20);
ticklines(v2, v0, 9, Math.PI * 2, 20);
// molecules
moleculeLabel(v0, v1, 100, Math.PI / 2, '% CH4');
moleculeLabel(v1, v2, 100, 0, '% C2H4');
moleculeLabel(v2, v0, 100, Math.PI, '% C2H2');
// draw outer triangle
drawTriangle(triangle);
// draw legend
drawLegend(legendTexts, 10, 10, 12.86);
drawCircle(canvas.width / 3, canvas.height / 2, 2.5, 'red');
// end drawing
/////////////////////
function drawCircle(point1, point2, radius, color) {
ctx.beginPath();
ctx.arc(point1, point2, radius, 0, 2 * Math.PI, false);
ctx.fillStyle = color;
ctx.fill();
}
function drawSegment(s) {
// draw and fill the segment path
ctx.beginPath();
ctx.moveTo(s.points[0].x, s.points[0].y);
for (var i = 1; i < s.points.length; i++) {
ctx.lineTo(s.points[i].x, s.points[i].y);
}
ctx.closePath();
ctx.fillStyle = s.fill;
ctx.fill();
ctx.lineWidth = 2;
ctx.strokeStyle = 'black';
ctx.stroke();
// draw segment's box label
if (s.label.withLine) {
lineBoxedLabel(s, labelfontsize, labelfontface, labelpadding);
} else {
boxedLabel(s, labelfontsize, labelfontface, labelpadding);
}
}
function moleculeLabel(start, end, offsetLength, angle, text) {
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = '14px verdana';
var dx = end.x - start.x;
var dy = end.y - start.y;
var x0 = parseInt(start.x + dx * 0.50);
var y0 = parseInt(start.y + dy * 0.50);
var x1 = parseInt(x0 + offsetLength * Math.cos(angle));
var y1 = parseInt(y0 + offsetLength * Math.sin(angle));
ctx.fillStyle = 'black';
ctx.fillText(text, x1, y1);
// arrow
var x0 = parseInt(start.x + dx * 0.35);
var y0 = parseInt(start.y + dy * 0.35);
var x1 = parseInt(x0 + 50 * Math.cos(angle));
var y1 = parseInt(y0 + 50 * Math.sin(angle));
var x2 = parseInt(start.x + dx * 0.65);
var y2 = parseInt(start.y + dy * 0.65);
var x3 = parseInt(x2 + 50 * Math.cos(angle));
var y3 = parseInt(y2 + 50 * Math.sin(angle));
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x3, y3);
ctx.strokeStyle = 'black';
ctx.lineWidth = 1;
ctx.stroke();
var angle = Math.atan2(dy, dx);
ctx.save(); // save
ctx.translate(x3, y3);
ctx.rotate(angle);
ctx.drawImage(arrowhead, -arrowheadLength, -arrowheadWidth / 2);
ctx.restore()
}
function boxedLabel(s, fontsize, fontface, padding) {
var centerX = s.label.cx;
var centerY = s.label.cy;
var text = s.label.text;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = fontsize + 'px ' + fontface
var textwidth = ctx.measureText(text).width;
var textheight = fontsize * 1.286;
var leftX = centerX - textwidth / 2 - padding;
var topY = centerY - textheight / 2 - padding;
ctx.fillStyle = 'white';
ctx.fillRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.lineWidth = 1;
ctx.strokeRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.fillStyle = 'black';
ctx.fillText(text, centerX, centerY);
}
function lineBoxedLabel(s, fontsize, fontface, padding) {
var centerX = s.label.cx;
var centerY = s.label.cy;
var text = s.label.text;
var lineToX = s.label.endX;
var lineToY = s.label.endY;
ctx.textAlign = 'center';
ctx.textBaseline = 'middle'
ctx.font = fontsize + 'px ' + fontface
var textwidth = ctx.measureText(text).width;
var textheight = fontsize * 1.286;
var leftX = centerX - textwidth / 2 - padding;
var topY = centerY - textheight / 2 - padding;
// the line
ctx.beginPath();
ctx.moveTo(leftX, topY + textheight / 2);
ctx.lineTo(lineToX, topY + textheight / 2);
ctx.strokeStyle = 'black';
ctx.lineWidth = 1;
ctx.stroke();
// the boxed text
ctx.fillStyle = 'white';
ctx.fillRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.strokeRect(leftX, topY, textwidth + padding * 2, textheight + padding * 2);
ctx.fillStyle = 'black';
ctx.fillText(text, centerX, centerY);
}
function ticklines(start, end, count, angle, length) {
var dx = end.x - start.x;
var dy = end.y - start.y;
ctx.lineWidth = 1;
for (var i = 1; i < count; i++) {
var x0 = parseInt(start.x + dx * i / count);
var y0 = parseInt(start.y + dy * i / count);
var x1 = parseInt(x0 + length * Math.cos(angle));
var y1 = parseInt(y0 + length * Math.sin(angle));
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.stroke();
if (i == 2 || i == 4 || i == 6 || i == 8) {
var labelOffset = length * 3 / 4;
var x1 = parseInt(x0 - labelOffset * Math.cos(angle));
var y1 = parseInt(y0 - labelOffset * Math.sin(angle));
ctx.fillStyle = 'black';
ctx.fillText(parseInt(i * 10), x1, y1);
}
}
}
function premakeArrowhead() {
var actx = arrowhead.getContext('2d');
arrowhead.width = arrowheadLength;
arrowhead.height = arrowheadWidth;
actx.beginPath();
actx.moveTo(0, 0);
actx.lineTo(arrowheadLength, arrowheadWidth / 2);
actx.lineTo(0, arrowheadWidth);
actx.closePath();
actx.fillStyle = 'black';
actx.fill();
}
function drawTriangle(t) {
ctx.beginPath();
ctx.moveTo(t[0].x, t[0].y);
ctx.lineTo(t[1].x, t[1].y);
ctx.lineTo(t[2].x, t[2].y);
ctx.closePath();
ctx.strokeStyle = 'black';
ctx.lineWidth = 2;
ctx.stroke();
}
function drawLegend(texts, x, y, lineheight) {
ctx.textAlign = 'left';
ctx.textBaseline = 'top';
ctx.fillStyle = 'black';
ctx.font = '12px arial';
for (var i = 0; i < texts.length; i++) {
ctx.fillText(texts[i], x, y + i * lineheight);
}
}
})
body {
background-color: ivory;
padding: 10px;
}
#canvas {
border: 1px solid red;
margin: 0 auto;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width=1024 height=1020></canvas>
Yes it is possible.
You can do more things on svg than on canvas.
You can try SVG.JS library. It is lightweight and easy to use.
Try fabric JS to convert canvas to svg. JsFiddle
HTML
<canvas id="canvas" width=1024 height=1020></canvas>
<button id="canvas2svg">Canvas 2 SVG</button>
JS
var canvas = new fabric.Canvas('canvas', { isDrawingMode: true });
//var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
$("#canvas2svg").click(function(){
canvas.isDrawingMode = false;
alert(canvas.toSVG());
});
JsFiddle
Also refer this example fiddle
I am attempting to implement this mousefollow into my website:
http://codepen.io/hakimel/pen/KanIi
But I would like my own custom colors instead of what is default displayed. I changed the fillcolor value and was able to change to one specific color but I would like 4 different colors. So I have tried adding specific colors to this function next to fillColor: but no such luck. I also created a fillcolor2: property like:
for (var i = 0; i < QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#bf3e27',
fillColor2: '#1c305c',
orbit: RADIUS*.1 + (RADIUS * .5 * Math.random())
};
and added:
context.fillStyle = particle.fillColor2;
context.strokeStyle = particle.fillColor2;
But that did not work either. I have also tried to copy and paste the same js code just to see if it would work, and just changed the fillcolor, but it would only display the last one pasted.
Can anyone show me how to get 4 separate colors the easiest way, I feel like I am vastly over-complicating this but obviously a beginner and getting rather frustrated with this?
Lastly, I would like the 4 different colors to span different radii and I messed around with the different RADIUS variables but it is pretty much impossible to figure out how to accomplish what I would like while only having one color. So there will be 4 of each color, I changed the QUANTITY to:
var QUANTITY = 16;
I need the first 4 colors radius of 10 so for the first one I set:
var RADIUS = 10;
Ideally I need the first 4 to be color (#AAAAAA) radius of 10 like it is, but need the second 4 to be color (#BBBBBBB) between radius 10 and 30, the third color (#CCCCCC) to be between radius of 30-50, and the last fourth color (#DDDDDD) to be between 50 and 70.
Any suggestions?
You could replace the definition of QUANTITY, COLOR and RADIUS with an array of these, and at the same time define ranges for RADIUS:
var GROUPS = [
{
QUANTITY: 4,
RADIUS: [ 5, 10],
COLOR: 0x888888
},
{
QUANTITY: 4,
RADIUS: [10, 30],
COLOR: 0xAA80AA
},
{
QUANTITY: 4,
RADIUS: [30, 50],
COLOR: 0xA0A0CC
},
{
QUANTITY: 4,
RADIUS: [50, 70],
COLOR: 0xFFE0E0
}
];
Then inside the createParticles function you would iterate over those GROUPS:
for (var g = 0; g < GROUPS.length; g++) {
var attribs = GROUPS[g];
for (var i = 0; i < attribs.QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#' + attribs.COLOR.toString(16),
orbit: attribs.RADIUS[0] +
(attribs.RADIUS[1]-attribs.RADIUS[0]) * Math.random()
};
particles.push( particle );
}
}
Here is a snippet:
// One of my first <canvas> experiments, woop! :D
var SCREEN_WIDTH = window.innerWidth;
var SCREEN_HEIGHT = window.innerHeight;
var GROUPS = [
{
QUANTITY: 4,
RADIUS: [ 5, 10],
COLOR: 0x888888
},
{
QUANTITY: 4,
RADIUS: [10, 30],
COLOR: 0xAA80AA
},
{
QUANTITY: 4,
RADIUS: [30, 50],
COLOR: 0xA0A0CC
},
{
QUANTITY: 4,
RADIUS: [50, 70],
COLOR: 0xFFE0E0
}
];
var RADIUS_SCALE = 1;
var RADIUS_SCALE_MIN = 1;
var RADIUS_SCALE_MAX = 1.5;
var canvas;
var context;
var particles;
var mouseX = SCREEN_WIDTH * 0.5;
var mouseY = SCREEN_HEIGHT * 0.5;
var mouseIsDown = false;
function init() {
canvas = document.getElementById( 'world' );
if (canvas && canvas.getContext) {
context = canvas.getContext('2d');
// Register event listeners
window.addEventListener('mousemove', documentMouseMoveHandler, false);
window.addEventListener('mousedown', documentMouseDownHandler, false);
window.addEventListener('mouseup', documentMouseUpHandler, false);
document.addEventListener('touchstart', documentTouchStartHandler, false);
document.addEventListener('touchmove', documentTouchMoveHandler, false);
window.addEventListener('resize', windowResizeHandler, false);
createParticles();
windowResizeHandler();
setInterval( loop, 1000 / 60 );
}
}
function createParticles() {
particles = [];
for (var g = 0; g < GROUPS.length; g++) {
var attribs = GROUPS[g];
for (var i = 0; i < attribs.QUANTITY; i++) {
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: '#' + attribs.COLOR.toString(16),
orbit: attribs.RADIUS[0] +
(attribs.RADIUS[1]-attribs.RADIUS[0]) * Math.random()
};
particles.push( particle );
}
}
}
function documentMouseMoveHandler(event) {
mouseX = event.clientX - (window.innerWidth - SCREEN_WIDTH) * .5;
mouseY = event.clientY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
function documentMouseDownHandler(event) {
mouseIsDown = true;
}
function documentMouseUpHandler(event) {
mouseIsDown = false;
}
function documentTouchStartHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
}
function documentTouchMoveHandler(event) {
if(event.touches.length == 1) {
event.preventDefault();
mouseX = event.touches[0].pageX - (window.innerWidth - SCREEN_WIDTH) * .5;;
mouseY = event.touches[0].pageY - (window.innerHeight - SCREEN_HEIGHT) * .5;
}
}
function windowResizeHandler() {
SCREEN_WIDTH = window.innerWidth;
SCREEN_HEIGHT = window.innerHeight;
canvas.width = SCREEN_WIDTH;
canvas.height = SCREEN_HEIGHT;
}
function loop() {
if( mouseIsDown ) {
RADIUS_SCALE += ( RADIUS_SCALE_MAX - RADIUS_SCALE ) * (0.02);
}
else {
RADIUS_SCALE -= ( RADIUS_SCALE - RADIUS_SCALE_MIN ) * (0.02);
}
RADIUS_SCALE = Math.min( RADIUS_SCALE, RADIUS_SCALE_MAX );
context.fillStyle = 'rgba(0,0,0,0.05)';
context.fillRect(0, 0, context.canvas.width, context.canvas.height);
for (i = 0, len = particles.length; i < len; i++) {
var particle = particles[i];
var lp = { x: particle.position.x, y: particle.position.y };
// Rotation
particle.offset.x += particle.speed;
particle.offset.y += particle.speed;
// Follow mouse with some lag
particle.shift.x += ( mouseX - particle.shift.x) * (particle.speed);
particle.shift.y += ( mouseY - particle.shift.y) * (particle.speed);
// Apply position
particle.position.x = particle.shift.x + Math.cos(i + particle.offset.x) * (particle.orbit*RADIUS_SCALE);
particle.position.y = particle.shift.y + Math.sin(i + particle.offset.y) * (particle.orbit*RADIUS_SCALE);
// Limit to screen bounds
particle.position.x = Math.max( Math.min( particle.position.x, SCREEN_WIDTH ), 0 );
particle.position.y = Math.max( Math.min( particle.position.y, SCREEN_HEIGHT ), 0 );
particle.size += ( particle.targetSize - particle.size ) * 0.05;
if( Math.round( particle.size ) == Math.round( particle.targetSize ) ) {
particle.targetSize = 1 + Math.random() * 7;
}
context.beginPath();
context.fillStyle = particle.fillColor;
context.strokeStyle = particle.fillColor;
context.lineWidth = particle.size;
context.moveTo(lp.x, lp.y);
context.lineTo(particle.position.x, particle.position.y);
context.stroke();
context.arc(particle.position.x, particle.position.y, particle.size/2, 0, Math.PI*2, true);
context.fill();
}
}
window.onload = init;
body {
background-color: #000000;
padding: 0;
margin: 0;
overflow: hidden;
}
<canvas id='world'></canvas>
Define the settings for the particles in an array
// I've changed the color for better visibility
var ParticleSettings = [
{color: "#f00", radiusMin: 10, radiusMax: 10},
{color: "#0f0", radiusMin: 10, radiusMax: 30},
{color: "#00f", radiusMin: 30, radiusMax: 50}
];
To get the correct settings for a particle (in this case its index) use this function
function getParticleSettings(particleIndex) {
var settingsIndex = Math.floor(particleIndex / 4) % ParticleSettings.length,
settings = ParticleSettings[settingsIndex];
return {
color: settings.color,
radius: getRandom(settings.radiusMin, settings.radiusMax)
};
}
getRandom is just a small helper function to get a random number between two boundaries
function getRandom(min, max) {
return Math.floor((Math.random() * (max - min)) + min)
}
In createParticle we then have to change the for loop to get the settings for the current particle
for (var i = 0; i < QUANTITY; i++) {
// get the settings for the current particle
var particleSettings = getParticleSettings(i);
var particle = {
size: 1,
position: { x: mouseX, y: mouseY },
offset: { x: 0, y: 0 },
shift: { x: mouseX, y: mouseY },
speed: 0.01+Math.random()*0.04,
targetSize: 1,
fillColor: particleSettings.color, // <--
orbit: particleSettings.radius // <--
};
particles.push( particle );
}
This would be the result of the changes above.
You could define the colors in an array since you are using a for loop you can index them like this:
var colors = ['#AAAAAA', '#BBBBBB', '#CCCCCC', '#DDDDDD'];
var particle = {
...
fillColor: colors[i],
...
}
This will now only work for the first four colors, but since you stated you have a quantity of 16, you could use 2 for loops to achieve this. Something like this:
//will run 16 times
for(var i = 0; i < QUANTITY; i++) {
for(var x = 0; x < 4; x++) {
var particle = {
//note that i'm using x here since the array has only 4 keys.
fillColor: colors[x];
}
}
}
I am working on fabricjs app & i need to draw a path & polygon shapes with round corner I did't get any fabric js parameter to do this & I also search but didn't get any result matching with my requirement
Can anyone describe me how draw a path & polygon shapes with round corner in detail with step by step , I need to draw various shapes.
eg- i need round corners at red dots as in image
canvas = new fabric.Canvas('canvas');
var path = new fabric.Path('M 170.000 210.000L 217.023 234.721 L 208.042 182.361 L 246.085 145.279 L 193.511 137.639 L 170.000 90.000 L 146.489 137.639 L 93.915 145.279 L 131.958 182.361 L 122.977 234.721 L 170.000 210.000');
path.set({ left: 120, top: 120 });
canvas.add(path);
var pol = new fabric.Polygon([
{x: 200, y: 0},
{x: 250, y: 50},
{x: 250, y: 100},
{x: 150, y: 100},
{x: 150, y: 50} ], {
left: 250,
top: 150,
angle: 0,
fill: 'green'
}
);
canvas.add(pol);
<script src="http://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id='canvas' width="500" height="400" style="border:#000 1px solid;"></canvas>
There is no embedded function to add rounded corners to shapes.
What you can use is the drawing canvas property "lineJoin" that is accessible for every path using object.strokeLineJoin = 'round';
To have a visible effect you have to use a big stroke. i used 20 here to make the effect visible.
canvas = new fabric.Canvas('canvas');
var path = new fabric.Path('M 170.000 210.000L 217.023 234.721 L 208.042 182.361 L 246.085 145.279 L 193.511 137.639 L 170.000 90.000 L 146.489 137.639 L 93.915 145.279 L 131.958 182.361 L 122.977 234.721 L 170.000 210.000');
path.set({ left: 120, top: 120, strokeLineJoin: 'round', strokeWidth: 20, stroke: 'black' });
canvas.add(path);
var pol = new fabric.Polygon([
{x: 200, y: 0},
{x: 250, y: 50},
{x: 250, y: 100},
{x: 150, y: 100},
{x: 150, y: 50} ], {
left: 250,
top: 150,
angle: 0,
fill: 'green',
strokeLineJoin: 'round',
strokeWidth: 20,
stroke: 'green'
}
);
canvas.add(pol);
<script src="http://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id='canvas' width="500" height="400" style="border:#000 1px solid;"></canvas>
add = new fabric.Rect({
width: 200, height: 100, left: 10, top: 10, angle: 0,
fill: 'rgba(0, 0, 0, 0)',
stroke: '#000000',
strokeWidth: lineWidth,
strokeLineJoin: 'round',
rx: 10,
ry: 10
});
There doesn't seem to be such an option in fabricjs Polygon constructor.
What you could do however, is to set the strokeLineJoin of your object to 'rounded', apply a huge stroke of the same color as your fill, and down-scale the shape.
However, I didn't found the right method to calculate the down-scale factor yet, so I did it approximately, by view.
// the bigger, the rounder
var sW = 50;
var canvas = new fabric.Canvas('canvas');
var path = new fabric.Path('M 170.000 210.000L 217.023 234.721 L 208.042 182.361 L 246.085 145.279 L 193.511 137.639 L 170.000 90.000 L 146.489 137.639 L 93.915 145.279 L 131.958 182.361 L 122.977 234.721 L 170.000 210.000', {
stroke: 'black',
strokeWidth: sW,
scaleX : 0.7,
scaleY : 0.7,
strokeLineJoin : 'round',
left: 120,
top: 120}
);
canvas.add(path);
var pol = new fabric.Polygon([
{x: 200, y: 0},
{x: 250, y: 50},
{x: 250, y: 100},
{x: 150, y: 100},
{x: 150, y: 50} ], {
left: 250,
top: 160,
angle: 0,
fill: 'green',
stroke: 'green',
strokeWidth: sW,
scaleX : 0.7,
scaleY : 0.7,
strokeLineJoin : 'round'
}
);
canvas.add(pol);
<script src="http://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.5.0/fabric.min.js"></script>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id='canvas' width="500" height="400" style="border:#000 1px solid;"></canvas>
i think that you need something like this
it is transparent because i set fill:'transparent', you can change it to whatever color you like.
my example is not perfect because i tried these properties in order to move the polygone to background but with no success, these are the properties to move back/front the objects:
canvas.sendBackwards(myObject)
canvas.sendToBack(myObject)
canvas.bringForward(myObject)
canvas.bringToFront(myObject)
a little about the code here:
var roof = null;
var roofPoints = [];
var lines = [];
var dots = [];
var lineCounter = 0;
var dotsCounter = 0;
var drawingObject = {};
drawingObject.type = "";
drawingObject.background = "";
drawingObject.border = "";
function Point(x, y) {
this.x = x;
this.y = y;
}
$("#btnRoof").click(function () {
if (drawingObject.type == "roof") {
drawingObject.type = "";
lines.forEach(function(value, index, ar){
canvas.remove(value);
});
//canvas.remove(lines[lineCounter - 1]);
roof = makeRoof(roofPoints);
canvas.add(roof);
canvas.renderAll();
} else {
drawingObject.type = "roof"; // roof type
}
});
// canvas Drawing
var canvas = new fabric.Canvas('canvas');
var x = 0;
var y = 0;
window.addEventListener('dblclick', function(){
var left = findLeftPaddingForRoof(roofPoints);
var top = findTopPaddingForRoof(roofPoints);
drawingObject.type = "";
lines.forEach(function(value, index, ar){
canvas.remove(value);
});
dots.forEach(function(value, index, ar){
canvas.remove(value);
});
canvas.remove(lines[lineCounter - 1]);
roof = makeRoof(roofPoints);
dots.push(roof);
var alltogetherObj = new fabric.Group(dots,{
left:left,
top: top,
originX:'center',
originY:'center'});
canvas.add(alltogetherObj);
canvas.renderAll();
});
canvas.on('mouse:down', function (options) {
if (drawingObject.type == "roof") {
canvas.selection = false;
setStartingPoint(options); // set x,y
roofPoints.push(new Point(x, y));
var points = [x, y, x, y];
lines.push(new fabric.Line(points, {
strokeWidth: 1,
selectable: false,
stroke: 'red'
}).setOriginX(x).setOriginY(y));
canvas.add(lines[lineCounter]);
canvas.sendToBack(lines[lineCounter]);
lineCounter++;
//add red dot
dots.push(new fabric.Circle({
selectable:false,
left: x-5,
top: y-5,
centerX:'center',
centerY:'top',
radius: 10,
fill: "#dd0000"
}));
canvas.add(dots[dotsCounter]);
//it does not do anything here
canvas.bringToFront(dots[dotsCounter]);
//it does not do anything here either
canvas.bringForward(dots[dotsCounter]);
dotsCounter++;
canvas.on('mouse:up', function (options) {
canvas.selection = true;
});
}
});
canvas.on('mouse:move', function (options) {
if (lines[0] !== null && lines[0] !== undefined && drawingObject.type == "roof") {
setStartingPoint(options);
lines[lineCounter - 1].set({
x2: x,
y2: y
});
canvas.renderAll();
}
});
function setStartingPoint(options) {
var offset = $('#canvas').offset();
x = options.e.pageX - offset.left;
y = options.e.pageY - offset.top;
}
function makeRoof(roofPoints) {
var left = findLeftPaddingForRoof(roofPoints);
var top = findTopPaddingForRoof(roofPoints);
var roof = new fabric.Polyline(roofPoints, {
fill: 'transparent',
stroke:'#7F7F7F',
sendToBack:true
});
roof.set({
left: left,
top: top
});
return roof;
}
function findTopPaddingForRoof(roofPoints) {
var result = 999999;
for (var f = 0; f < lineCounter; f++) {
if (roofPoints[f].y < result) {
result = roofPoints[f].y;
}
}
return Math.abs(result);
}
function findLeftPaddingForRoof(roofPoints) {
var result = 999999;
for (var i = 0; i < lineCounter; i++) {
if (roofPoints[i].x < result) {
result = roofPoints[i].x;
}
}
return Math.abs(result);
}
i 've made some fixes to the code, so the shape closes , always, on double click.
live example (new): http://jsfiddle.net/tornado1979/avmomzh4/
I'm trying to to make it possible for an image on a canvas to have a box over it with low opacity, to make it be shown that it has been selected. So I need an onclick function, but i'm stuck on what to do. Any advice? I would aslo appreciate if someone could point me in the right direction on how to make the box also pulsate.
var image1 = new Kinetic.Image({
image: imageObj,
x: xposition,
y: yposition,
width: width,
height: height,
stroke: 'blue',
srokeFill: 'red',
strokeWidth: 5,
draggable: true,
dragBoundFunc: function (pos) {
if (pos.x < this.minX)
this.minX = pos.x;
return {
x: pos.x,
y: this.getAbsolutePosition().y
}
}
});
layer.on('mouseover', function (evt) {
var shape = evt.target;
document.body.style.cursor = 'pointer';
shape.strokeEnabled(true);
layer.draw();
});
layer.on('mouseout', function (evt) {
var shape = evt.target;
document.body.style.cursor = 'default';
shape.strokeEnabled(false);
layer.draw();
});
When making a clickable region on a canvas you need to.
- Create a redraw function.
- Find the mouse point inside of canvas.
- Do collision detection on the mouse point and region.
update: added multiple clickable regions.
// x1, y1, x2, y2, clicked
var boxes = [{
x1: 10,
y1: 10,
x2: 110,
y2: 110,
clicked: false
}, {
x1: 120,
y1: 10,
x2: 220,
y2: 110,
clicked: false
}];
function go() {
var can = document.getElementById('can');
var ctx = can.getContext('2d');
var w = can.width;
var h = can.height;
makeNoise(ctx);
var imageData = ctx.getImageData(0, 0, w, h);
var mx = 0;
var my = 0;
$('#can').mousemove(function(event) {
var offset = $(this).offset();
mx = event.pageX - offset.left;
my = event.pageY - offset.top;
redraw();
});
$('#can').click(function(event) {
var offset = $(this).offset();
mx = event.pageX - offset.left;
my = event.pageY - offset.top;
for (var i = 0, len = boxes.length; i < len; i++) {
var b = boxes[i];
if (hit(b.x1, b.y1, b.x2, b.y2)) {
b.clicked = !b.clicked;
}
}
redraw();
});
function redraw() {
// Draw the original image
ctx.putImageData(imageData, 0, 0);
// Draw the clickable region
for (var i = 0, len = boxes.length; i < len; i++) {
drawBox(boxes[i]);
}
// Draw the mouse. Probably only needed when testing
// mouse location.
drawMouse();
}
redraw();
// Collision dection of a square against mouse point.
// square points x1,y1 must be less than x2,y2
function hit(x1, y1, x2, y2) {
if (mx < x1 || my < y1 || mx > x2 || my > y2) return false;
return true;
}
function drawMouse() {
ctx.moveTo(mx, my);
ctx.fillStyle = "yellow";
ctx.beginPath();
ctx.arc(mx, my, 5, 0, Math.PI * 360);
ctx.fill();
}
function drawBox(b) {
if (b.clicked) {
// Mouse clicked.
ctx.fillStyle = "rgba(255,0,255,.5)"
} else if (hit(b.x1, b.y1, b.x2, b.y2)) {
// Mouse Over
ctx.fillStyle = "rgba(255,255,255,.5)"
} else {
// Mouse Out
ctx.fillStyle = "red";
}
ctx.fillRect(b.x1, b.y1, b.x2 - b.x1, b.y2 - b.y1);
}
}
// Fill a canvas context with noise.
function makeNoise(ctx) {
var can = ctx.canvas;
var imageData = ctx.getImageData(0, 0, can.width, can.height);
var d = imageData.data;
for (var i = 0, len = d.length; i < len; i += 4) {
d[i] = d[i + 1] = d[i + 2] = (Math.random() * 8) << 4;
d[i + 3] = 255;
}
ctx.putImageData(imageData, 0, 0);
}
go();
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="can" width="400" height="300"></canvas>