Performance-wise - canvas vs base URI vs image - javascript

I'm creating a color wheel (picker) and I want to know the fastest most efficient way to display the color wheel. I'm currently using JavaScript to generate it with a canvas. I think the other options are an actual image or data URI. If there is a faster way please let me know.
What's the fastest most efficient way to show the color picker?
Color Wheel using JavaScript / canvas
JSFiddle
var colorDisc = document.getElementById('surface'),
colorDiscRadius = colorDisc.offsetHeight / 2;
var drawDisk = function(ctx, coords, radius, steps, colorCallback) {
var x = coords[0] || coords, // coordinate on x-axis
y = coords[1] || coords, // coordinate on y-axis
a = radius[0] || radius, // radius on x-axis
b = radius[1] || radius, // radius on y-axis
angle = 360,
rotate = 0,
coef = Math.PI / 180;
ctx.save();
ctx.translate(x - a, y - b);
ctx.scale(a, b);
steps = (angle / steps) || 360;
for (; angle > 0; angle -= steps) {
ctx.beginPath();
if (steps !== 360) ctx.moveTo(1, 1); // stroke
ctx.arc(1, 1, 1, (angle - (steps / 2) - 1) * coef, (angle + (steps / 2) + 1) * coef);
if (colorCallback) {
colorCallback(ctx, angle);
} else {
ctx.fillStyle = 'black';
ctx.fill();
}
}
ctx.restore();
},
drawCircle = function(ctx, coords, radius, color, width) { // uses drawDisk
width = width || 1;
radius = [
(radius[0] || radius) - width / 2, (radius[1] || radius) - width / 2
];
drawDisk(ctx, coords, radius, 1, function(ctx, angle) {
ctx.restore();
ctx.lineWidth = width;
ctx.strokeStyle = color || '#000';
ctx.stroke();
});
};
if (colorDisc.getContext) {
drawDisk( // HSV color wheel with white center
colorDisc.getContext("2d"), [colorDisc.width / 2, colorDisc.height / 2], [colorDisc.width / 2 - 1, colorDisc.height / 2 - 1],
360,
function(ctx, angle) {
var gradient = ctx.createRadialGradient(1, 1, 1, 1, 1, 0);
gradient.addColorStop(0, 'hsl(' + (360 - angle + 0) + ', 100%, 50%)');
gradient.addColorStop(1, "#FFFFFF");
ctx.fillStyle = gradient;
ctx.fill();
}
);
drawCircle( // gray border
colorDisc.getContext("2d"), [colorDisc.width / 2, colorDisc.height / 2], [colorDisc.width / 2, colorDisc.height / 2],
'#555',
3
);
}
<canvas id="surface" width="500" height="500"></canvas>

I think an image would be faster, but it would be difficult to resize it without getting all kinds of scaling artifacts. So I would go with canvas.
However, there is a third option that I think is worth considering: angular gradient in CSS. Here is a way to do it with existing features: https://css-tricks.com/conical-gradients-css/

Related

Simulation of the rotation angular speed

I would like to be able to simulate the movement of the body on a "carousel" with respect to physics. (centripetal, centrifugal force, angular speed). Below is some sample code.
<!DOCTYPE html>
<html>
<head>
<script>
var rotate = Math.PI / 180;
var ballRotation = 1;
function drawthis() {
var friction = 0.5;
context.setTransform(1, 0, 0, 1, 0, 0);
context.clearRect(0, 0, cvs.width, cvs.height);
context.translate(350, 350);
context.rotate(rotate);
context.beginPath();
context.arc(1, 1, 12, 0, 2 * Math.PI, false);
context.fill();
context.beginPath();
context.arc(0, 0, 150, 0, Math.PI * 2, false);
context.lineWidth = 6;
context.stroke();
motion = ballRotation - friction;
rotate += motion;
requestAnimationFrame(drawthis);
}
function init() {
cvs = document.getElementById("canvas");
context = cvs.getContext("2d");
context.clearRect(0, 0, context.width, context.height);
context.fillStyle = "#ff0000";
requestAnimationFrame(drawthis);
}
</script>
</head>
<body onload="init()">
<canvas id="canvas" width="800" height="800"></canvas>
</body>
</html>
I mean something like this
Ball on a turn table
Below you will find a simple simulation of a point sliding on a turning wheel. The point represents the contact point of a ball.
The simulation ignores the fact that the ball can roll, or has mass.
The ball slides via a simple friction model, where friction is a scalar value applied to the difference between the balls speed vector, and the speed of the wheel at the point under the ball.
There is only 1 force involved. It is the force tangential to the vector from the ball to the wheel center, subtracted by the ball movement vector and then multiplied by the friction coefficient.
For details on how this is calculated see comments in the function ball.update()
Notes
That if the ball starts at the dead center of the wheel nothing will happen.
I could not workout if it was the path of the ball you wanted or just the simulation of the ball, so I added both.
The ball resets after it leaves the wheel.
The wheel is marked with text and center cross so its rotation can be seen.
const ROTATE = Math.PI / 50;
const WHEEL_SIZE = 0.6;
Math.rand = (min, max) => Math.random() * (max - min) + min;
Math.randPow = (min, max, p) => Math.random() ** p * (max - min) + min;
var friction = 0.35;
const ctx = canvas.getContext("2d");
requestAnimationFrame(mainLoop);
ctx.font = "30px arial";
ctx.textAlign = "center";
scrollBy(0, canvas.height / 2 - canvas.height / 2 * WHEEL_SIZE);
function mainLoop() {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
wheel.update();
ball.update(wheel, arrow);
wheel.draw();
path.draw();
ball.draw();
arrow.draw(ball);
requestAnimationFrame(mainLoop);
}
const path = Object.assign([],{
draw() {
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.strokeStyle = "#F00";
ctx.lineWidth = 1;
ctx.beginPath();
for (const p of this) { ctx.lineTo(p.x, p.y) }
ctx.stroke();
},
reset() { this.length = 0 },
add(point) {
this.push({x: point.x, y: point.y});
if (this.length > 1000) { // prevent long lines from slowing render
this.shift()
}
}
});
const arrow = {
dx: 0,dy: 0,
draw(ball) {
if (this.dx || this.dy) {
const dir = Math.atan2(this.dy, this.dx);
// len is converted from frame 1/60th second to seconds
const len = Math.hypot(this.dy, this.dx) * 60;
const aXx = Math.cos(dir);
const aXy = Math.sin(dir);
ctx.setTransform(aXx, aXy, -aXy, aXx, ball.x, ball.y);
ctx.beginPath();
ctx.lineTo(0,0);
ctx.lineTo(len, 0);
ctx.moveTo(len - 4, -2);
ctx.lineTo(len, 0);
ctx.lineTo(len - 4, 2);
ctx.strokeStyle = "#FFF";
ctx.lineWidth = 2;
ctx.stroke();
}
}
};
const ball = {
x: canvas.width / 2 + 4,
y: canvas.height / 2,
dx: 0, // delta pos Movement vector
dy: 0,
update(wheel, arrow) {
// get distance from center
const dist = Math.hypot(wheel.x - this.x, wheel.y - this.y);
// zero force arrow
arrow.dx = 0;
arrow.dy = 0;
// check if on wheel
if (dist < wheel.radius) {
// get tangent vector direction
const tangent = Math.atan2(this.y - wheel.y, this.x - wheel.x) + Math.PI * 0.5 * Math.sign(wheel.dr);
// get tangent as vector
// which is distance times wheel rotation in radians.
const tx = Math.cos(tangent) * dist * wheel.dr;
const ty = Math.sin(tangent) * dist * wheel.dr;
// get difference between ball vector and tangent vector scaling by friction
const fx = arrow.dx = (tx - this.dx) * friction;
const fy = arrow.dy = (ty - this.dy) * friction;
// Add the force vector
this.dx += fx;
this.dy += fy;
} else if (dist > wheel.radius * 1.7) { // reset ball
// to ensure ball is off center use random polar coord
const dir = Math.rand(0, Math.PI * 2);
const dist = Math.randPow(1, 20, 2); // add bias to be close to center
this.x = canvas.width / 2 + Math.cos(dir) * dist;
this.y = canvas.height / 2 + Math.sin(dir) * dist;
this.dx = 0;
this.dy = 0;
path.reset();
}
// move the ball
this.x += this.dx;
this.y += this.dy;
path.add(ball);
},
draw() {
ctx.fillStyle = "#0004";
ctx.setTransform(1, 0, 0, 1, this.x + 5, this.y + 5);
ctx.beginPath();
ctx.arc(0, 0, 10, 0, 2 * Math.PI);
ctx.fill();
ctx.fillStyle = "#f00";
ctx.setTransform(1, 0, 0, 1, this.x, this.y);
ctx.beginPath();
ctx.arc(0, 0, 12, 0, 2 * Math.PI);
ctx.fill();
ctx.fillStyle = "#FFF8";
ctx.setTransform(1, 0, 0, 1, this.x - 5, this.y - 5);
ctx.beginPath();
ctx.ellipse(0, 0, 2, 3, -Math.PI * 0.75, 0, 2 * Math.PI);
ctx.fill();
},
}
const wheel = {
x: canvas.width / 2, y: canvas.height / 2, r: 0,
dr: ROTATE, // delta rotate
radius: Math.min(canvas.height, canvas.width) / 2 * WHEEL_SIZE,
text: "wheel",
update() { this.r += this.dr },
draw() {
const aXx = Math.cos(this.r);
const aXy = Math.sin(this.r);
ctx.setTransform(aXx, aXy, -aXy, aXx, this.x, this.y);
ctx.fillStyle = "#CCC";
ctx.strokeStyle = "#000";
ctx.lineWidth = 6;
ctx.beginPath();
ctx.arc(0, 0, this.radius, 0, 2 * Math.PI);
ctx.stroke();
ctx.fill();
ctx.strokeStyle = ctx.fillStyle = "#aaa";
ctx.lineWidth = 2;
ctx.beginPath();
ctx.lineTo(-20,0);
ctx.lineTo(20,0);
ctx.moveTo(0,-20);
ctx.lineTo(0,20);
ctx.stroke();
ctx.fillText(this.text, 0, this.radius - 16);
},
}
<canvas id="canvas" width="300" height="300"></canvas>
Centripetal force
Centripetal is the force towards the center of the turning wheel. However because the ball is sliding the force calculated is not a centripetal force.
You can calculate the centripetal force by scaling the vector from the ball to the center by the dot product of the "vector to center" dot "force vector"
The force vector on the ball is shown as a white arrow. The arrows size is the force as acceleration in pixels per second.
The vector is towards the center but will never point directly at the center of the wheel.
Approximation
This simulation is an approximation. You will need an understanding of calculus and differential equations to get closer to reality.
Using a more complex simulation would only be noticeable if the friction was very close or at 1 and it is easier then to just fix the ball to the wheel, scaling the position from center by an inverse power of the friction coefficient.

Drawing a angle / arc, filled with a radiant in canvas?

Problem: Im drawing a spaceship on the canvas. Upon hovering over it's x/y, im drawing an arc on the canvas, indicating the starships weapons angle and range (considering the starships current Baring/facing). Currently the determined angle is being drawn in green and extends as far as the weapons range value allows.
However, i would like to use a gradiant to fill the determined arc to indicate a drop-off in accuracy (i.e. gradiant begins at green, moves to orange, turns red the further away from the starships Position the angle is).
However, i dont know how i could replace my stock ctx.fill() on the drawn arc with a gradiant.
var ship {
loc: {x, y}, // lets say 100, 100
facing: facing // lets say facing 0, i.e. straight right
weapons: objects (range, startArc, endArc) // lets say 50, 300, 60 -> 120 degree angle, so -60 and +60 from facing (0/360)
}
for (var i = 0; i < weapon.arc.length; i++){
var p1 = getPointInDirection(weapon.range, weapon.arc[i][0] + angle, pos.x, pos.y);
var p2 = getPointInDirection(weapon.range, weapon.arc[i][1] + angle, pos.x, pos.y)
var dist = getDistance( {x: pos.x, y: pos.y}, p1);
var rad1 = degreeToRadian(weapon.arc[i][0] + angle);
var rad2 = degreeToRadian(weapon.arc[i][1] + angle);
fxCtx.beginPath();
fxCtx.moveTo(pos.x, pos.y);
fxCtx.lineTo(p1.x, p1.y);
fxCtx.arc(pos.x, pos.y, dist, rad1, rad2, false);
fxCtx.closePath();
fxCtx.globalAlpha = 0.3;
fxCtx.fillStyle = "green";
fxCtx.fill();
fxCtx.globalAlpha = 1;
}
is it possible to replace the arc/globalalpha/fill so use a gradiant flow instead of it being colored fixed and if so, how ?
thanks
To fill an arc with a gradient, animated just for the fun.
Uses a radial gradient and set colour stops as a fraction of distance.
The function createRadialGradient takes 6 numbers the position x,y and start radius and the position x,y and end radius of the gradient.
Colour stops are added via the gradient object addColorStop function that takes a value 0 inner to 1 outer part of the gradient and the colour as a CSS color string. "#F00" or "rgba(200,0,0,0.5)" or "RED"
Then just use the gradient as the fill style.
var canvas = document.createElement("canvas");
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
function update(time) {
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// position of zones in fractions
var posRed = 0.8 + Math.sin(time / 100) * 0.091;
var posOrange = 0.5 + Math.sin(time / 200) * 0.2;
var posGreen = 0.1 + Math.sin(time / 300) * 0.1;
var pos = {
x: canvas.width / 2,
y: canvas.height / 2
};
var dist = 100;
var ang1 = 2 + Math.sin(time / 1000) * 0.5;
var ang2 = 4 + Math.sin(time / 1300) * 0.5;
var grad = ctx.createRadialGradient(pos.x, pos.y, 0, pos.x, pos.y, dist);
grad.addColorStop(0, "#0A0");
grad.addColorStop(posGreen, "#0A0");
grad.addColorStop(posOrange, "#F80");
grad.addColorStop(posRed, "#F00");
grad.addColorStop(1, "#000");
ctx.fillStyle = grad;
ctx.beginPath();
ctx.moveTo(pos.x, pos.y);
ctx.arc(pos.x, pos.y, dist, ang1, ang2);
ctx.fill();
requestAnimationFrame(update);
}
requestAnimationFrame(update);

Drawing many circles to form a larger shape

I'm making a project using canvas and svg. I've drawn a pattern using canvas with 4 Circles and in each 4 circles there's one inner circle. The problem is, I now need to make those 4 circles and inner circles smaller in order to insert more of them, up to 30, on my screen. Here's my code.
function telaCirculos(x,y,r,angIn,angFim,corFundo,corLinha){
pintor.fillStyle=corFundo;
pintor.strokeStyle=corLinha;
pintor.beginPath();
pintor.arc(x,y,r,angIn,angFim);
pintor.closePath();
pintor.stroke(); pintor.fill();
}
then I just call my function in the script like so:
telaCirculos(250,500,250,Math.PI,-2*Math.PI,"#449779","#449779");
telaCirculos(250,500,200,Math.PI,-2*Math.PI,"#013D55","#013D55");
telaCirculos(500,250,250,Math.PI/2,3*Math.PI/2,"#E6B569","#E6B569");
telaCirculos(500,250,200,Math.PI/2,3*Math.PI/2,"#AA8D49","#AA8D49");
telaCirculos(0,250,250,Math.PI/2,-3*Math.PI/2,"#E6B569","#E6B569");
telaCirculos(0,250,200,Math.PI/2,-3*Math.PI/2,"#AA8D49","#AA8D49");
telaCirculos(250,0,250,0,-Math.PI,"#449779","#449779");
telaCirculos(250,0,200,0,-Math.PI,"#013D55","#013D55");
This draws the circles with my desired coordinates. Now I need to fill my screen with more of these. I'll post some screenshots.
What I have done:
What I need to do:
An alternative to GameAlchemist's solution, is to think of the pattern as rows and columns of circles. You can use nested loops to draw the rows and columns of circles. Each row partially overlaps the previous row by half a circle. Every other row offset is horizonally offset by half a circle. Since rows overlap, each row covers a vertical distance of radius. To compute number of rows, you basically divide height by radius. Since the columns do not overlap, each column covers a horizonal distance of 2 * radius. To compute number of columns, you basically divide width by radius. Since the first circle can be half outside the area being painting, you actually have to add radius to height and width before dividing by 2 * radius and radius, respectively. You can use arrays to hold the colors and offsets. Then the function to fill a rectangular area with circles could look like...
function drawCircles(x, y, width, height, outerRadius, innerRadius) {
var outerColors = ["#449779", "#E6B569"];
var innerColors = ["#013d55", "#AA8D49"];
var offsets = [0, outerRadius];
var startAngle = 0;
var endAngle = 2 * Math.PI;
var iMax = (width + outerRadius) / (outerRadius);
for (i = 0; i < iMax; i++) {
var outerColor = outerColors[i % outerColors.length];
var innerColor = innerColors[i % innerColors.length];;
var offset = offsets[i % offsets.length];
var jMax = (height + outerRadius - offset) / (2 * outerRadius);
for (j = 0; j < jMax; j++) {
var cx = x + j * 2 * outerRadius + offset;
var cy = y + height - i * outerRadius;
telaCirculos(cx, cy, outerRadius, startAngle, endAngle, outerColor, outerColor)
telaCirculos(cx, cy, innerRadius, startAngle, endAngle, innerColor, innerColor);
}
}
}
You would then call the function with the dimensions of the canvas and the desired size of circles...
var outerRadius = canvasWidth / numberOfCircles;
var innerRadius = 0.8 * outerRadius;
drawCircles(0, 0, canvasWidth, canvasHeight, outerRadius, innerRadius);
Your best take here is to create a pattern out of your circle, then to fill your main canvas with that pattern.
To do that, create a temporary canvas on which you draw your pattern then create a pattern out of it.
document.body.style.margin = 0;
var cv = document.getElementById('cv');
var mainContext = cv.getContext('2d');
var canvasWidth;
var canvasHeight;
function update() {
canvasWidth = cv.width = window.innerWidth;
canvasHeight = cv.height = window.innerHeight;
drawCircles();
}
update();
window.onresize = update;
function drawCircles() {
mainContext.save();
// full screen rect
mainContext.rect(0, 0,
mainContext.canvas.width, mainContext.canvas.height);
// scale to put more circles inside ( :-) )
mainContext.scale(1 / 10, 1 / 10);
mainContext.fillStyle = buildPattern();
mainContext.fill();
mainContext.restore();
}
function buildPattern() {
var tempCv = document.createElement('canvas');
tempCv.width = 500;
tempCv.height = 500;
var pintor = tempCv.getContext('2d');
telaCirculos(250, 500, 250, Math.PI, -2 * Math.PI, "#449779", "#449779");
telaCirculos(250, 500, 200, Math.PI, -2 * Math.PI, "#013D55", "#013D55");
telaCirculos(500, 250, 250, Math.PI / 2, 3 * Math.PI / 2, "#E6B569", "#E6B569");
telaCirculos(500, 250, 200, Math.PI / 2, 3 * Math.PI / 2, "#AA8D49", "#AA8D49");
telaCirculos(0, 250, 250, Math.PI / 2, -3 * Math.PI / 2, "#E6B569", "#E6B569");
telaCirculos(0, 250, 200, Math.PI / 2, -3 * Math.PI / 2, "#AA8D49", "#AA8D49");
telaCirculos(250, 0, 250, 0, -Math.PI, "#449779", "#449779");
telaCirculos(250, 0, 200, 0, -Math.PI, "#013D55", "#013D55");
var pattern = pintor.createPattern(tempCv, 'repeat');
return pattern;
function telaCirculos(x, y, r, angIn, angFim, corFundo, corLinha) {
pintor.fillStyle = corFundo;
pintor.strokeStyle = corLinha;
pintor.beginPath();
pintor.arc(x, y, r, angIn, angFim);
pintor.closePath();
pintor.stroke();
pintor.fill();
}
}
<canvas id='cv'></canvas>

Cutting irregular shape on image

I am trying to cut an image into a particular shape using the canvas clip() method.
I have followed the following steps to do so:
Draw a rectangle.
Draw semi circles on each side. The right and bottom semi circles protrude outwards and the left and top semi circles are inwards.
The code snippet is provided below:
var canvasNode = this.hasNode();
var ctx = canvasNode && canvasNode.getContext('2d');
var image = new Image();
image.onload = function() {
ctx.drawImage(image, 0, 0, 512, 384);
};
image.src = "images/image.png";
var startX = 200;
var startY = 0;
var rectWidth = 150;
var rectHeight = 150;
var radius = 30;
//Main Rect
ctx.rect(startX, startY, rectWidth, rectHeight);
//Right arc
ctx.moveTo(startX+=rectWidth, startY+=(rectHeight/2));
ctx.arc(startX, startY, radius, 3 * Math.PI / 2, Math.PI / 2, false);
//Left arc
ctx.moveTo(startX-=(rectWidth / 2), startY+=(rectHeight / 2));
ctx.arc(startX, startY, radius, 0, Math.PI, true);
ctx.moveTo(startX-=(rectWidth / 2), startY-=(rectWidth / 2));
ctx.arc(startX, startY, radius, 3 * Math.PI / 2, Math.PI / 2, false);
ctx.clip();
The image that I am using is of size 800 x 600 (png). Please help me understand what I am doing wrong here.
Firstly, why are you using clip? You are currently just drawing semicircles, which works without clip.
Secondly, you are creating paths and clipping, but you never stroke the path. As a result, you won't see anything on the screen.
If you just stroke instead of clip, it works partially for me: http://jsfiddle.net/r6yAN/. You did not include the top semicircle though.
Edit: It seems like you're not using the best way of clipping. You draw a rectangle, but this also includes a line in the semicircle. You'd be better off if you draw each line/arc yourself like this: http://jsfiddle.net/CH6qB/6/.
The main idea is to move from point to point as in this image:
So first start at (startX, startY), then a line to (startX + lineWidth, startY), then an arc at (startX + rectWidth / 2, startY) from pi to 0 (counterclockwise), etc.
If you want to stroke the path as well after having drawn the image, it is a good idea to unclip again. Otherwise, the stroke will not be of great quality.
var canvasNode = document.getElementById('cv');
var ctx = canvasNode && canvasNode.getContext('2d');
var image = new Image();
image.onload = function() {
// draw the image, region has been clipped
ctx.drawImage(image, startX, startY);
// restore so that a stroke is not affected by clip
// (restore removes the clipping because we saved the path without clip below)
ctx.restore();
ctx.stroke();
};
image.src = "http://www.lorempixum.com/200/200/";
var startX = 200;
var startY = 0;
var rectWidth = 150;
var rectHeight = 150;
var radius = 30;
var lineWidth = rectWidth / 2 - radius;
var lineHeight = rectHeight / 2 - radius;
// typing pi is easier than Math.PI each time
var pi = Math.PI;
ctx.moveTo(startX, startY);
ctx.lineTo(startX + lineWidth, startY);
ctx.arc(startX + rectWidth / 2, startY,
radius,
pi, 0, true);
ctx.lineTo(startX + rectWidth, startY);
ctx.lineTo(startX + rectWidth, startY + lineHeight);
ctx.arc(startX + rectWidth, startY + rectHeight / 2,
radius,
-pi / 2, pi / 2, false);
ctx.lineTo(startX + rectWidth, startY + rectHeight);
ctx.lineTo(startX + rectWidth - lineWidth, startY + rectHeight);
ctx.arc(startX + rectWidth / 2, startY + rectHeight,
radius,
0, pi, false);
ctx.lineTo(startX, startY + rectHeight);
ctx.lineTo(startX, startY + rectHeight - lineHeight);
ctx.arc(startX, startY + rectHeight / 2,
radius,
pi/2, pi*3/2, true);
ctx.lineTo(startX, startY);
ctx.save(); // Save the current state without clip
ctx.clip();

How to draw an oval in html5 canvas?

There doesnt seem to be a native function to draw an oval-like shape. Also i am not looking for the egg-shape.
Is it possible to draw an oval with 2 bezier curves?
Somebody expierenced with that?
My purpose is to draw some eyes and actually im just using arcs.
Thanks in advance.
Solution
So scale() changes the scaling for all next shapes.
Save() saves the settings before and restore is used to restore the settings to draw new shapes without scaling.
Thanks to Jani
ctx.save();
ctx.scale(0.75, 1);
ctx.beginPath();
ctx.arc(20, 21, 10, 0, Math.PI*2, false);
ctx.stroke();
ctx.closePath();
ctx.restore();
updates:
scaling method can affect stroke width appearance
scaling method done right can keep stroke width intact
canvas has ellipse method that Chrome now supports
added updated tests to JSBin
JSBin Testing Example (updated to test other's answers for comparison)
Bezier - draw based on top left containing rect and width/height
Bezier with Center - draw based on center and width/height
Arcs and Scaling - draw based on drawing circle and scaling
see Deven Kalra's answer
Quadratic Curves - draw with quadratics
test appears to not draw quite the same, may be implementation
see oyophant's answer
Canvas Ellipse - using W3C standard ellipse() method
test appears to not draw quite the same, may be implementation
see Loktar's answer
Original:
If you want a symmetrical oval you could always create a circle of radius width, and then scale it to the height you want (edit: notice this will affect stroke width appearance - see acdameli's answer), but if you want full control of the ellipse here's one way using bezier curves.
<canvas id="thecanvas" width="400" height="400"></canvas>
<script>
var canvas = document.getElementById('thecanvas');
if(canvas.getContext)
{
var ctx = canvas.getContext('2d');
drawEllipse(ctx, 10, 10, 100, 60);
drawEllipseByCenter(ctx, 60,40,20,10);
}
function drawEllipseByCenter(ctx, cx, cy, w, h) {
drawEllipse(ctx, cx - w/2.0, cy - h/2.0, w, h);
}
function drawEllipse(ctx, x, y, w, h) {
var kappa = .5522848,
ox = (w / 2) * kappa, // control point offset horizontal
oy = (h / 2) * kappa, // control point offset vertical
xe = x + w, // x-end
ye = y + h, // y-end
xm = x + w / 2, // x-middle
ym = y + h / 2; // y-middle
ctx.beginPath();
ctx.moveTo(x, ym);
ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
ctx.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
ctx.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
//ctx.closePath(); // not used correctly, see comments (use to close off open path)
ctx.stroke();
}
</script>
Here is a simplified version of solutions elsewhere. I draw a canonical circle, translate and scale and then stroke.
function ellipse(context, cx, cy, rx, ry){
context.save(); // save state
context.beginPath();
context.translate(cx-rx, cy-ry);
context.scale(rx, ry);
context.arc(1, 1, 1, 0, 2 * Math.PI, false);
context.restore(); // restore to original state
context.stroke();
}
There is now a native ellipse function for canvas, very similar to the arc function although now we have two radius values and a rotation which is awesome.
ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, anticlockwise)
Live Demo
ctx.ellipse(100, 100, 10, 15, 0, 0, Math.PI*2);
ctx.fill();
Only seems to work in Chrome currently
The bezier curve approach is great for simple ovals. For more control, you can use a loop to draw an ellipse with different values for the x and y radius (radiuses, radii?).
Adding a rotationAngle parameter allows the oval to be rotated around its center by any angle. Partial ovals can be drawn by changing the range (var i) over which the loop runs.
Rendering the oval this way allows you to determine the exact x,y location of all points on the line. This is useful if the postion of other objects depend on the location and orientation of the oval.
Here is an example of the code:
for (var i = 0 * Math.PI; i < 2 * Math.PI; i += 0.01 ) {
xPos = centerX - (radiusX * Math.sin(i)) * Math.sin(rotationAngle * Math.PI) + (radiusY * Math.cos(i)) * Math.cos(rotationAngle * Math.PI);
yPos = centerY + (radiusY * Math.cos(i)) * Math.sin(rotationAngle * Math.PI) + (radiusX * Math.sin(i)) * Math.cos(rotationAngle * Math.PI);
if (i == 0) {
cxt.moveTo(xPos, yPos);
} else {
cxt.lineTo(xPos, yPos);
}
}
See an interactive example here: http://www.scienceprimer.com/draw-oval-html5-canvas
You could also try using non-uniform scaling. You can provide X and Y scaling, so simply set X or Y scaling larger than the other, and draw a circle, and you have an ellipse.
You need 4 bezier curves (and a magic number) to reliably reproduce an ellipse. See here:
www.tinaja.com/glib/ellipse4.pdf
Two beziers don't accurately reproduce an ellipse. To prove this, try some of the 2 bezier solutions above with equal height and width - they should ideally approximate a circle but they won't. They'll still look oval which goes to prove they aren't doing what they are supposed to.
Here's something that should work:
http://jsfiddle.net/BsPsj/
Here's the code:
function ellipse(cx, cy, w, h){
var ctx = canvas.getContext('2d');
ctx.beginPath();
var lx = cx - w/2,
rx = cx + w/2,
ty = cy - h/2,
by = cy + h/2;
var magic = 0.551784;
var xmagic = magic*w/2;
var ymagic = h*magic/2;
ctx.moveTo(cx,ty);
ctx.bezierCurveTo(cx+xmagic,ty,rx,cy-ymagic,rx,cy);
ctx.bezierCurveTo(rx,cy+ymagic,cx+xmagic,by,cx,by);
ctx.bezierCurveTo(cx-xmagic,by,lx,cy+ymagic,lx,cy);
ctx.bezierCurveTo(lx,cy-ymagic,cx-xmagic,ty,cx,ty);
ctx.stroke();
}
I did a little adaptation of this code (partially presented by Andrew Staroscik) for peoplo who do not want a so general ellipse and who have only the greater semi-axis and the excentricity data of the ellipse (good for astronomical javascript toys to plot orbits, for instance).
Here you go, remembering that one can adapt the steps in i to have a greater precision in the drawing:
/* draw ellipse
* x0,y0 = center of the ellipse
* a = greater semi-axis
* exc = ellipse excentricity (exc = 0 for circle, 0 < exc < 1 for ellipse, exc > 1 for hyperbole)
*/
function drawEllipse(ctx, x0, y0, a, exc, lineWidth, color)
{
x0 += a * exc;
var r = a * (1 - exc*exc)/(1 + exc),
x = x0 + r,
y = y0;
ctx.beginPath();
ctx.moveTo(x, y);
var i = 0.01 * Math.PI;
var twoPi = 2 * Math.PI;
while (i < twoPi) {
r = a * (1 - exc*exc)/(1 + exc * Math.cos(i));
x = x0 + r * Math.cos(i);
y = y0 + r * Math.sin(i);
ctx.lineTo(x, y);
i += 0.01;
}
ctx.lineWidth = lineWidth;
ctx.strokeStyle = color;
ctx.closePath();
ctx.stroke();
}
My solution is a bit different than all of these. Closest I think is the most voted answer above though, but I think this way is a bit cleaner and easier to comprehend.
http://jsfiddle.net/jaredwilli/CZeEG/4/
function bezierCurve(centerX, centerY, width, height) {
con.beginPath();
con.moveTo(centerX, centerY - height / 2);
con.bezierCurveTo(
centerX + width / 2, centerY - height / 2,
centerX + width / 2, centerY + height / 2,
centerX, centerY + height / 2
);
con.bezierCurveTo(
centerX - width / 2, centerY + height / 2,
centerX - width / 2, centerY - height / 2,
centerX, centerY - height / 2
);
con.fillStyle = 'white';
con.fill();
con.closePath();
}
And then use it like this:
bezierCurve(x + 60, y + 75, 80, 130);
There are a couple use examples in the fiddle, along with a failed attempt to make one using quadraticCurveTo.
I like the Bezier curves solution above. I noticed the scale also affects the line width so if you're trying to draw an ellipse that is wider than it is tall, your top and bottom "sides" will appear thinner than your left and right "sides"...
a good example would be:
ctx.lineWidth = 4;
ctx.scale(1, 0.5);
ctx.beginPath();
ctx.arc(20, 20, 10, 0, Math.PI * 2, false);
ctx.stroke();
you should notice the width of the line at the peak and valley of the ellipse are half as wide as at the left and right apexes (apices?).
Chrome and Opera support ellipse method for canvas 2d context, but IE,Edge,Firefox and Safari don't support it.
We can implement the ellipse method by JS or use a third-party polyfill.
ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle, anticlockwise)
Usage example:
ctx.ellipse(20, 21, 10, 10, 0, 0, Math.PI*2, true);
You can use a canvas-5-polyfill to provide ellipse method.
Or just paste some js code to provide ellipse method:
if (CanvasRenderingContext2D.prototype.ellipse == undefined) {
CanvasRenderingContext2D.prototype.ellipse = function(x, y, radiusX, radiusY,
rotation, startAngle, endAngle, antiClockwise) {
this.save();
this.translate(x, y);
this.rotate(rotation);
this.scale(radiusX, radiusY);
this.arc(0, 0, 1, startAngle, endAngle, antiClockwise);
this.restore();
}
}
Yes, it is possible with two bezier curves - here's a brief tutorial/example:
http://www.williammalone.com/briefs/how-to-draw-ellipse-html5-canvas/
Since nobody came up with an approach using the simpler quadraticCurveTo I am adding a solution for that. Simply replace the bezierCurveTo calls in the #Steve's answer with this:
ctx.quadraticCurveTo(x,y,xm,y);
ctx.quadraticCurveTo(xe,y,xe,ym);
ctx.quadraticCurveTo(xe,ye,xm,ye);
ctx.quadraticCurveTo(x,ye,x,ym);
You may also remove the closePath. The oval is looking slightly different though.
This is another way of creating an ellipse like shape, although it uses the "fillRect()" function this can be used be changing the arguments in the fillRect() function.
<!DOCTYPE html>
<html lang="en">
<head>
<title>Sine and cosine functions</title>
</head>
<body>
<canvas id="trigCan" width="400" height="400"></canvas>
<script type="text/javascript">
var canvas = document.getElementById("trigCan"), ctx = canvas.getContext('2d');
for (var i = 0; i < 360; i++) {
var x = Math.sin(i), y = Math.cos(i);
ctx.stroke();
ctx.fillRect(50 * 2 * x * 2 / 5 + 200, 40 * 2 * y / 4 + 200, 10, 10, true);
}
</script>
</body>
</html>
With this you can even draw segments of an ellipse:
function ellipse(color, lineWidth, x, y, stretchX, stretchY, startAngle, endAngle) {
for (var angle = startAngle; angle < endAngle; angle += Math.PI / 180) {
ctx.beginPath()
ctx.moveTo(x, y)
ctx.lineTo(x + Math.cos(angle) * stretchX, y + Math.sin(angle) * stretchY)
ctx.lineWidth = lineWidth
ctx.strokeStyle = color
ctx.stroke()
ctx.closePath()
}
}
http://jsfiddle.net/FazAe/1/
Here's a function I wrote that uses the same values as the ellipse arc in SVG. X1 & Y1 are the last coordinates, X2 & Y2 are the end coordinates, radius is a number value and clockwise is a boolean value. It also assumes your canvas context has already been defined.
function ellipse(x1, y1, x2, y2, radius, clockwise) {
var cBx = (x1 + x2) / 2; //get point between xy1 and xy2
var cBy = (y1 + y2) / 2;
var aB = Math.atan2(y1 - y2, x1 - x2); //get angle to bulge point in radians
if (clockwise) { aB += (90 * (Math.PI / 180)); }
else { aB -= (90 * (Math.PI / 180)); }
var op_side = Math.sqrt(Math.pow(x1 - x2, 2) + Math.pow(y1 - y2, 2)) / 2;
var adj_side = Math.sqrt(Math.pow(radius, 2) - Math.pow(op_side, 2));
if (isNaN(adj_side)) {
adj_side = Math.sqrt(Math.pow(op_side, 2) - Math.pow(radius, 2));
}
var Cx = cBx + (adj_side * Math.cos(aB));
var Cy = cBy + (adj_side * Math.sin(aB));
var startA = Math.atan2(y1 - Cy, x1 - Cx); //get start/end angles in radians
var endA = Math.atan2(y2 - Cy, x2 - Cx);
var mid = (startA + endA) / 2;
var Mx = Cx + (radius * Math.cos(mid));
var My = Cy + (radius * Math.sin(mid));
context.arc(Cx, Cy, radius, startA, endA, clockwise);
}
If you want the ellipse to fully fit inside a rectangle, it's really like this:
function ellipse(canvasContext, x, y, width, height){
var z = canvasContext, X = Math.round(x), Y = Math.round(y), wd = Math.round(width), ht = Math.round(height), h6 = Math.round(ht/6);
var y2 = Math.round(Y+ht/2), xw = X+wd, ym = Y-h6, yp = Y+ht+h6, cs = cards, c = this.card;
z.beginPath(); z.moveTo(X, y2); z.bezierCurveTo(X, ym, xw, ym, xw, y2); z.bezierCurveTo(xw, yp, X, yp, X, y2); z.fill(); z.stroke();
return z;
}
Make sure your canvasContext.fillStyle = 'rgba(0,0,0,0)'; for no fill with this design.

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