I'm making a drawing app with html5 canvas.
User can draw ellipses and select both line color and fill color.
(including transparent colors)
When selected color is not transparent, it works fine.
But when transparent color is selected and border line width is thick, there are problems.(Q1 and Q2)
This is the image
http://tinypic.com/view.php?pic=28ry4z&s=9#.VoRs7U8jHSg
I'm using drawEllipse() method from below.
the relation of the bezier Curve and ellipse?
Does anyone solve this problems?
Any help will be greatly appreciated.
[Q1]
When the lineWidth is larger than the ellipse's width, there is a strange blank in the ellipse, and lineWidth is strangely thin.
Internet Explorer works fine, but both Firefox and Safari web browsers have this problem.
How can I change the blank area to be blue?
[Q2]
I'm using transparent colors and I want to draw the ellipse with 2 colors.
(stroke is blue and fill is red)
But the stroke color and the fill color are mixed and there is magenta area in the ellipse.
How can I draw the ellipse with 2 colors?
(I want to change the magenta area to blue)
One time fill is preferred when possible.
Here is my code
// this method is from
// https://stackoverflow.com/questions/14169234/the-relation-of-the-bezier-curve-and-ellipse
function _drawEllipse(ctx, x, y, w, h) {
var width_over_2 = w / 2;
var width_two_thirds = w * 2 / 3;
var height_over_2 = h / 2;
ctx.beginPath();
ctx.moveTo(x, y - height_over_2);
ctx.bezierCurveTo(x + width_two_thirds, y - height_over_2, x + width_two_thirds, y + height_over_2, x, y + height_over_2);
ctx.bezierCurveTo(x - width_two_thirds, y + height_over_2, x - width_two_thirds, y - height_over_2, x, y - height_over_2);
ctx.closePath();
ctx.stroke();
}
function ellipse_test() {
var canvas = document.getElementById('sample1');
var ctx = canvas.getContext('2d');
var x = 100;
var y = 100;
var w = 40;
var h = 100;
ctx.lineWidth = 30;
ctx.fillStyle = "rgba(255,0,0,0.5)";
ctx.strokeStyle = "rgba(0,0,255,0.5)";
ctx.globalCompositeOperation = "source-over";
for (var r = 0; r < 50; r++) {
_drawEllipse(ctx, x, y, r, r * 2);
ctx.fill();
x += 60;
if (x > 1000) {
x = 100;
y += 200;
}
}
}
ellipse_test();
<canvas id="sample1" style="border:1px solid blue; background:black;" width="1200" height="800"></canvas>
this is the image on firefox
Both problems are caused by the fact that multiple strokes/fills of semi-transparent colors over an area will cause that area to become a blend of colors (much like an artist blends multiple colors).
You can resolve both problems by converting semi-transparent colors into opaque colors:
function RGBAtoRGB(r, g, b, a, backgroundR,backgroundG,backgroundB){
var r3 = Math.round(((1 - a) * backgroundR) + (a * r))
var g3 = Math.round(((1 - a) * backgroundG) + (a * g))
var b3 = Math.round(((1 - a) * backgroundB) + (a * b))
return "rgb("+r3+","+g3+","+b3+")";
}
// convert 50%-red foreground fill + 100% black background into opaque (=="red-brownish")
ctx.fillStyle = RGBAtoRGB(255,0,0,0.50, 0,0,0,1); // "rgba(255,0,0,0.5)";
// convert 50%-blue foreground stroke + 100% black background into opaque (=="blueish")
ctx.strokeStyle = RGBAtoRGB(0,0,255,0.50, 0,0,0,1); // "rgba(0,0,255,0.5)";
Example code refactored to use opaque fills & strokes:
ellipse_test();
// this method is from
// http://stackoverflow.com/questions/14169234/the-relation-of-the-bezier-curve-and-ellipse
function _drawEllipse(ctx, x, y, w, h) {
var width_over_2 = w / 2;
var width_two_thirds = w * 2 / 3;
var height_over_2 = h / 2;
ctx.beginPath();
ctx.moveTo(x, y - height_over_2);
ctx.bezierCurveTo(x + width_two_thirds, y - height_over_2, x + width_two_thirds, y + height_over_2, x, y + height_over_2);
ctx.bezierCurveTo(x - width_two_thirds, y + height_over_2, x - width_two_thirds, y - height_over_2, x, y - height_over_2);
ctx.closePath();
}
function ellipse_test() {
var canvas = document.getElementById('sample1');
var ctx = canvas.getContext('2d');
var x = 100;
var y = 100;
var w = 40;
var h = 100;
ctx.lineWidth = 30;
ctx.fillStyle = 'black';
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = RGBAtoRGB(255, 0, 0, 0.50, 0, 0, 0, 1); // "rgba(255,0,0,0.5)";
ctx.strokeStyle = RGBAtoRGB(0, 0, 255, 0.50, 0, 0, 0, 1); // "rgba(0,0,255,0.5)";
ctx.globalCompositeOperation = "source-over";
for (var r = 0; r < 50; r++) {
_drawEllipse(ctx, x, y, r, r * 2);
ctx.stroke();
ctx.fill();
x += 60;
if (x > 1000) {
x = 100;
y += 200;
}
}
}
function RGBAtoRGB(r, g, b, a, backgroundR, backgroundG, backgroundB) {
var r3 = Math.round(((1 - a) * backgroundR) + (a * r))
var g3 = Math.round(((1 - a) * backgroundG) + (a * g))
var b3 = Math.round(((1 - a) * backgroundB) + (a * b))
return "rgb(" + r3 + "," + g3 + "," + b3 + ")";
}
body {
background-color: ivory;
}
#canvas {
border: 1px solid red;
background-color=black;
}
<canvas id="sample1" width=1200 height=800></canvas>
Overlapping
...And obviously if you draw your ellipses very close together they will eventually overlap. That's what's causing your Q1-line thinning.
Related
i drew a hexagon on canvas in html and i want to tranaslate the hexagon in canvas when i use a translate method it doesn't translate the hexagon but when i translate it does translate when i use the rectangle .
var canvas:HTMLCanvasElement = document.getElementById("myCanvas");
var context:CanvasRenderingContext2D = canvas.getContext("2d");
var x = 300;
var y = 100;
context.beginPath();
context.moveTo(x, y);
x = x + 120;
y = y + 100;
context.lineTo(x, y);
y = y + 120;
context.lineTo(x, y);
x = x - 125;
y = y + 100;
context.lineTo(x, y);
x = x - 125;
y = y - 100;
context.lineTo(x, y);
y = y - 120;
context.lineTo(x, y);
x = x + 130;
y = y - 100;
context.lineTo(x, y);
context.strokeStyle = "red";
context.lineWidth = 4;
context.fillStyle = "blue";
context.fill();
context.translate(400,400);
context.fillStyle = "blue";
context.fill();
context.save();
context.fillRect(10, 10, 100, 50);
context.translate(70, 70);
context.fillRect(10, 10, 100, 50);
Edit 1:
according to the #helder gave the answer I've made the changes but translate is not working
function hexagon(x:number, y:number, r:number, color:string) {
context.beginPath();
var angle = 0
for (var j = 0; j < 6; j++) {
var a = angle * Math.PI / 180
var xd = r * Math.sin(a)
var yd = r * Math.cos(a)
context.lineTo(x + xd, y + yd);
angle += 360 / 6
}
context.fillStyle = color;
context.fill();
context.translate(70,70);
context.fill();
}
hexagon(100, 100, 50, "red")
I would try to create a function that draws the hexagon that way you don't have to use translate.
See below
c = document.getElementById("canvas");
context = c.getContext("2d");
function hexagon(x, y, r, color) {
context.beginPath();
var angle = 0
for (var j = 0; j < 6; j++) {
var a = angle * Math.PI / 180
var xd = r * Math.sin(a)
var yd = r * Math.cos(a)
context.lineTo(x + xd, y + yd);
angle += 360 / 6
}
context.fillStyle = color;
context.fill();
}
hexagon(50, 50, 30, "red")
hexagon(40, 40, 10, "blue")
hexagon(60, 60, 10, "lime")
<canvas id=canvas >
Here is a break down of function hexagon(x, y, r, color)
it takes the center of the hexagon (x,y) a radius (r) and color
we loop over the six vertices and draw lines
the calculations are just a bit of trigonometry nothing fancy
With that we can draw hexagons at any location we want.
and that same function you can easily refactor to draw an octagon or other polygons.
Here is an animated version of those hexagons
c = document.getElementById("canvas");
context = c.getContext("2d");
delta = 0
function hexagon(x, y, r, color) {
context.beginPath();
var angle = 0
for (var j = 0; j < 6; j++) {
var a = angle * Math.PI / 180
var xd = r * Math.sin(a)
var yd = r * Math.cos(a)
context.lineTo(x + xd, y + yd);
angle += 360 / 6
}
context.fillStyle = color;
context.fill();
}
function draw() {
context.clearRect(0, 0, c.width, c.height)
var xd = 10 * Math.sin(delta)
var yd = 10 * Math.cos(delta)
hexagon(50 - xd, 50 - yd, 30, "red")
hexagon(40 + xd, 40 + yd, 10, "blue")
delta += 0.2
}
setInterval(draw, 100);
<canvas id=canvas>
As you can see there is no need to use translate
I want to create Star Trail on canvas.
The idea to create it, i have to draw multiple images that increment size, and some calculation for the next image position. Store multiple image in array. Choose the image randomly each draw and draw it with different angle each image.
I made it.
var canvas=document.getElementById('canvas'),ctx=canvas.getContext('2d');
var starsimage=['https://1.bp.blogspot.com/-prwJzDDwQRU/XTjNfQhQnDI/AAAAAAAACBo/wpbhqkfc-9wQQeg95O6poFbFyu77q4vdACLcBGAs/s1600/CircleWhite100.png','https://1.bp.blogspot.com/-lm4F2UOMCdE/XTjNghXjrOI/AAAAAAAACB0/L6pya6HQk0cU5R5RP9Wo_-Bm_UhO_qCawCLcBGAs/s1600/CircleWhite75.png','https://1.bp.blogspot.com/-7ennrlohEo0/XTjNfoji8KI/AAAAAAAACBw/G0SQhFEZ0IMMf2z3g_Mvbon97BMktSw-QCLcBGAs/s1600/CircleWhite50.png','https://1.bp.blogspot.com/-I7aeA-F4OWY/XTjNfiO-rxI/AAAAAAAACBs/lKYC-SmaWSQWc0PoPVdgCHeyDUPdoJd7gCLcBGAs/s1600/CircleWhite25.png','https://1.bp.blogspot.com/-V2Ak6YU2XNA/XTjNh7iIwZI/AAAAAAAACCA/tNo5Ho6iC4gndoftPJfSCInGqgyfcd6nQCLcBGAs/s1600/TrailBlue100.png','https://1.bp.blogspot.com/-ylpi3AZvces/XTjNi7uy1kI/AAAAAAAACCM/uWZ7_zYRXXQN4q3QRSngCFeT5RoEeG4xgCLcBGAs/s1600/TrailBlue75.png','https://1.bp.blogspot.com/-NoPiS9k0o0U/XTjNivmKVjI/AAAAAAAACCI/gZzDMn9zomMWrQc2hhKfNB9JK0ruh2wyQCLcBGAs/s1600/TrailBlue50.png','https://1.bp.blogspot.com/-KYkWDwtmS7A/XTjNiSE8Y_I/AAAAAAAACCE/jDyTIbJqBBs3FP1tyGFICjShyx_GCCy0gCLcBGAs/s1600/TrailBlue25.png'];
var stars=new Array();var starsloaded=0;
var xpos=0,ypos=0,w=25,h=25,ix=0,xa=25,ya=25,rot=0,ang=0;
for(var i=0;i<starsimage.length;i++){//load images
stars[i]=new Image();stars[i].src=starsimage[i];
stars[i].onload=function(){starsloaded++;if(starsloaded==starsimage.length){
draw();
}}
}
function minmaxdraw(min,max){return Math.floor(Math.random() * (max - min + 1)) + min}
function randomindeximage(l){return Math.floor(Math.random()*l)}
function draw(){
xpos=canvas.width/2;ypos=canvas.height/2;
for(var i=0;i<500;i++){//500 images
xy=minmaxdraw(2,4);//gap randomly
ix=randomindeximage(starsimage.length);
w+=xy;h+=xy;ang=minmaxdraw(0,359);
if(i>0){xa=w-xa;ya=h-ya;xpos=xpos-xa/2;ypos=ypos-ya/2;
ctx.save();
ctx.translate(xpos+w/2,ypos+h/2);
rot=ang*Math.PI/180;ctx.rotate(rot);
ctx.drawImage(stars[ix],-w/2,-h/2,w,h);
ctx.restore();
xa=w;ya=h;
}
else{ctx.drawImage(stars[ix],xpos,ypos,w,h)}
}
}
body{margin:0;padding:0;position:relative;background:#101010;height:580px;width:100%}
#canvas{z-index:2;background-color:transparent;position:absolute;width:100vw;left:50%;top:50%;transform:translate(-50%,-50%)}
body:before{content:'';z-index:1;position:absolute;width:100%;height:100%;left:0;top:0;background:linear-gradient(15deg, #1458ac, #000);}
<canvas id="canvas" width="640" height="580"></canvas>
But. the quality is bad. Because the image size is static, blurry if the increment width is larger than actually image size, and the small stars is barely visible
I think, it's better to create it with multiple arc.
The idea is same, i have to draw multiple arc. But, i'm dummy, i made with two canvas, different angle each canvas. (It's actually same with my work before, but at the time, i use 1 image that have cutted circle). Because if i made it only on one canvas, the straight line appears. So, i draw multiple arc in each canvas. It works, and no straight line appears. (It's still basic arc)
var canvas1=document.getElementById('canvas1'),ctx=canvas1.getContext('2d'),canvas2=document.getElementById('canvas2'),ctx2=canvas2.getContext('2d');var xy=0;var angle=new Array();
function minmaxdraw(min,max){return Math.floor(Math.random() * (max - min + 1)) + min}
function randomindeximage(l){return Math.floor(Math.random()*l)}
function draw1(){
var xpos=canvas1.width/2;var ypos=canvas1.height/2;var r=15,ang=0;
ctx.beginPath();
for(var i=0;i<55;i++){
r+=minmaxdraw(4,9);
ctx.moveTo(xpos + r, ypos);
ctx.arc(xpos, ypos, r, 0, 1.5*Math.PI,true);
}ctx.stroke();
}
function draw2(){
var xpos=canvas2.width/2;var ypos=canvas2.height/2;var r=15;
ctx2.beginPath();
for(var t=0;t<55;t++){
r+=minmaxdraw(4,9);
ctx2.moveTo(xpos, ypos + r);
ctx2.arc(xpos, ypos, r, Math.PI / 2, Math.PI);
}ctx2.stroke();
}
draw1();draw2();
body{margin:0;padding:0;position:relative;height:480px;width:100%}
.canvas{background-color:transparent;position:absolute;width:100vw;left:50%;top:50%;margin:-50% 0 0 -50%}
<canvas id='canvas1' class='canvas' width='640' height='480'></canvas>
<canvas id='canvas2' class='canvas' width='640' height='480'></canvas>
It's not rotated yet.
So, if i want make circle trail, i have to rotate each arc randomly like i did before with image, but the problem is here. The straight lines come wickedly.
var canvas1=document.getElementById('canvas1'),ctx=canvas1.getContext('2d'),canvas2=document.getElementById('canvas2'),ctx2=canvas2.getContext('2d');var xy=0;var angle=new Array();
function minmaxdraw(min,max){return Math.floor(Math.random() * (max - min + 1)) + min}
function randomindeximage(l){return Math.floor(Math.random()*l)}
function draw1(){
var xpos=canvas1.width/2;var ypos=canvas1.height/2;
var r=15,ang=0,dx=0,dy=0;
ctx.beginPath();
for(var i=0;i<55;i++){//200 images
ang=minmaxdraw(0,359);
dx=minmaxdraw(0,canvas1.width),dy=minmaxdraw(0,canvas1.height);
r+=minmaxdraw(3,7);
ang=Math.atan2(dx-xpos,dy-ypos);angle[i]=ang;
ctx.moveTo(xpos, ypos);
ctx.arc(xpos, ypos, r, ang + 0 * Math.PI, ang + Math.PI * 1.5,true);
}ctx.stroke();
}
function draw2(){
var xpos=canvas2.width/2;var ypos=canvas2.height/2;var r=15;
ctx2.beginPath();
for(var t=0;t<55;t++){
r+=minmaxdraw(3,7);
ctx2.moveTo(xpos, ypos + r);
ctx2.arc(xpos, ypos, r, angle[t] + Math.PI / 2, angle[t] + Math.PI);
}ctx2.stroke();
}
draw1();draw2();
body{margin:0;padding:0;position:relative;height:480px;width:100%}
.canvas{background-color:transparent;position:absolute;width:100vw;left:50%;top:50%;margin:-50% 0 0 -50%}
<canvas id='canvas1' class='canvas' width='640' height='480'></canvas>
<canvas id='canvas2' class='canvas' width='640' height='480'></canvas>
Is there any solution to remove that straight lines?
Not sure why you have the calls to moveTo and maybe I just didn't understand the question but I just moved beginPath and stroke inside the loops.
var canvas1 = document.getElementById('canvas1'),
ctx = canvas1.getContext('2d'),
canvas2 = document.getElementById('canvas2'),
ctx2 = canvas2.getContext('2d');
var xy = 0;
var angle = new Array();
function minmaxdraw(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
}
function randomindeximage(l) {
return Math.floor(Math.random() * l)
}
function draw1() {
var xpos = canvas1.width / 2;
var ypos = canvas1.height / 2;
var r = 15,
ang = 0,
dx = 0,
dy = 0;
for (var i = 0; i < 55; i++) { //200 images
ang = minmaxdraw(0, 359);
dx = minmaxdraw(0, canvas1.width), dy = minmaxdraw(0, canvas1.height);
r += minmaxdraw(3, 7);
ang = Math.atan2(dx - xpos, dy - ypos);
angle[i] = ang;
ctx.beginPath();
ctx.arc(xpos, ypos, r, ang + 0 * Math.PI, ang + Math.PI * 1.5, true);
ctx.stroke();
}
}
function draw2() {
var xpos = canvas2.width / 2;
var ypos = canvas2.height / 2;
var r = 15;
for (var t = 0; t < 55; t++) {
r += minmaxdraw(3, 7);
ctx2.beginPath();
ctx2.arc(xpos, ypos, r, angle[t] + Math.PI / 2, angle[t] + Math.PI);
ctx2.stroke();
}
}
draw1();
draw2();
body {
margin: 0;
padding: 0;
position: relative;
height: 550px;
width: 100%
}
.canvas {
background-color: transparent;
position: absolute;
width: 100vw;
left: 50%;
top: 50%;
margin: -50% 0 0 -50%
}
<canvas id='canvas1' class='canvas' width='640' height='480'></canvas>
<canvas id='canvas2' class='canvas' width='640' height='480'></canvas>
Also I don't understand why you have 2 canvases. It works fine with just one
var canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
var xy = 0;
var angle = new Array();
function minmaxdraw(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min
}
function randomindeximage(l) {
return Math.floor(Math.random() * l)
}
function draw1() {
var xpos = canvas.width / 2;
var ypos = canvas.height / 2;
var r = 15,
ang = 0,
dx = 0,
dy = 0;
for (var i = 0; i < 55; i++) { //200 images
ang = minmaxdraw(0, 359);
dx = minmaxdraw(0, canvas.width), dy = minmaxdraw(0, canvas.height);
r += minmaxdraw(3, 7);
ang = Math.atan2(dx - xpos, dy - ypos);
angle[i] = ang;
ctx.beginPath();
ctx.arc(xpos, ypos, r, ang + 0 * Math.PI, ang + Math.PI * 1.5, true);
ctx.stroke();
}
}
function draw2() {
var xpos = canvas.width / 2;
var ypos = canvas.height / 2;
var r = 15;
for (var t = 0; t < 55; t++) {
r += minmaxdraw(3, 7);
ctx.beginPath();
ctx.arc(xpos, ypos, r, angle[t] + Math.PI / 2, angle[t] + Math.PI);
ctx.stroke();
}
}
draw1();
draw2();
<canvas id='canvas' class='canvas' width='640' height='480'></canvas>
The reason you got lines before is all arc does is add points.
arc is effectively this
// pseudo code
function arc(x, y, radius, start, end) {
const numSegments = 100; // no idea what number real arc uses here
for (let i = 0; i < numSegments; ++i) {
const angle = start + (end - start) * i / numSegments;
ctx.lineTo(Math.cos(angle) * radius, Math.sin(angle) * radius);
}
}
As you can see the code above just adds the points around the arc. So if you do a
ctx.moveTo(x, y);
ctx.arc(x, y, ...);
you're adding a point in the center of the arc and then more points to the edge. That's why you're getting a line from the centers to the edge of each arc.
If you wanted to leave the code the same as you had it and just stroke all the arcs at once then you'd need to change the moveTo to move to the edge of the arc instead of the center.
ctx.moveTo(x + Math.cos(start) * radius, y + Math.sin(start) * radius);
ctx.arc(x, y, radius, start, ...);
I need to draw and fill a not anti-aliased circle for a basic drawing app in HTML5Canvas, because fill bucket tools algorithms dont fill anti-aliased shapes border nicely.
I took the javascript algorithm of this page https://en.wikipedia.org/wiki/Midpoint_circle_algorithm
and implement it to draw filled circle, but its very slow.
canvas = document.getElementById("canvas");
const CHANNELS_PER_PIXEL = 4; //rgba
function drawCircle (x0, y0, radius, canvas) {
var x = radius-1;
var y = 0;
var dx = 1;
var dy = 1;
var decisionOver2 = dx - (radius << 1); // Decision criterion divided by 2 evaluated at x=r, y=0
var imageWidth = canvas.width;
var imageHeight = canvas.height;
var context = canvas.getContext('2d');
var imageData = context.getImageData(0, 0, imageWidth, imageHeight);
var pixelData = imageData.data;
var makePixelIndexer = function (width) {
return function (i, j) {
var index = CHANNELS_PER_PIXEL * (j * width + i);
//index points to the Red channel of pixel
//at column i and row j calculated from top left
return index;
};
};
var pixelIndexer = makePixelIndexer(imageWidth);
var drawPixel = function (x, y) {
var idx = pixelIndexer(x,y);
pixelData[idx] = 152; //red
pixelData[idx + 1] = 152; //green
pixelData[idx + 2] = 152;//blue
pixelData[idx + 3] = 255;//alpha
};
while (x >= y) {
if(x0 + x>=0){drawPixel(x0 + x, y0 + y);}
if(x0 + y>=0){drawPixel(x0 + y, y0 + x);}
if(x0 - x>=0){drawPixel(x0 - x, y0 + y);}
if(x0 - y>=0){drawPixel(x0 - y, y0 + x);}
if(x0 - x>=0){drawPixel(x0 - x, y0 - y);}
if(x0 - y>=0){drawPixel(x0 - y, y0 - x);}
if(x0 + x>=0){drawPixel(x0 + x, y0 - y);}
if(x0 + y>=0){drawPixel(x0 + y, y0 - x);}
//fill circle code
var x1=x0-x;
var x2=x0+x;
var xx=x2-x1;
for(i=x2-x1;i>0; i--){
if((x1+(xx-i))>=0){
drawPixel(x1+(xx-i),y0+y);
}
}
var x1=x0-y;
var x2=x0+y;
var xx=x2-x1;
for(i=x2-x1;i>0; i--){
if((x1+(xx-i))>=0){
drawPixel(x1+(xx-i),y0+x);
}
}
var x1=x0-x;
var x2=x0+x;
var xx=x2-x1;
for(i=x2-x1;i>0; i--){
if((x1+(xx-i))>=0){
drawPixel(x1+(xx-i),y0-y);
}
}
var x1=x0-y;
var x2=x0+y;
var xx=x2-x1;
for(i=x2-x1;i>0; i--){
if((x1+(xx-i))>=0){
drawPixel(x1+(xx-i),y0-x);
}
}
//fill end
if (decisionOver2 <= 0)
{
y++;
decisionOver2 += dy; // Change in decision criterion for y -> y+1
dy += 2;
}
if (decisionOver2 > 0)
{
x--;
dx += 2;
decisionOver2 += (-radius << 1) + dx; // Change for y -> y+1, x -> x-1
}
}
context.putImageData(imageData, 0, 0);
}
Also,
context.translate(0.5, 0.5);
and
context.imageSmoothingEnabled = !1;
dont work for a circle.
Do you have better functions or do you know how to compress and concatenate this circle algorithm ?
Thanks
I made this modified version of the Breseham circle algorithm to fill "aliased" circles a while back for a "retro" project.
The modification is taking the values from the 8 slices and converts them to 4 lines. We can use rect() to create a line but have to convert the absolute (x2,y2) coordinate to width and height instead.
The method simply add rect's to the path which is pretty fast and you don't have to go via the slow getImageData()/putImageData() (and doesn't get inflicted by CORS issues). And at the end one single fill operation is invoked. This means you can also use this directly on the canvas without having to be worry about existing content in most cases.
It's important that the translate and the given values are integer values, and that radius > 0.
To force integer values simply shift the value 0:
xc = xc|0; // you can add these to the function below
yc = yc|0;
r = r|0;
(If you should want to make an outline ("stroked") version you would have to use all 8 slices' positions and change width for rect() to 1.)
Demo
var ctx = c.getContext("2d");
ctx.fillStyle = "#09f";
aliasedCircle(ctx, 200, 200, 180);
ctx.fill();
function aliasedCircle(ctx, xc, yc, r) { // NOTE: for fill only!
var x = r, y = 0, cd = 0;
// middle line
ctx.rect(xc - x, yc, r<<1, 1);
while (x > y) {
cd -= (--x) - (++y);
if (cd < 0) cd += x++;
ctx.rect(xc - y, yc - x, y<<1, 1); // upper 1/4
ctx.rect(xc - x, yc - y, x<<1, 1); // upper 2/4
ctx.rect(xc - x, yc + y, x<<1, 1); // lower 3/4
ctx.rect(xc - y, yc + x, y<<1, 1); // lower 4/4
}
}
<canvas id=c width=400 height=400></canvas>
Zoomed-in demo:
var ctx = c.getContext("2d");
ctx.scale(4,4);
ctx.fillStyle = "#09f";
aliasedCircle(ctx, 50, 50, 45);
ctx.fill();
ctx.font = "6px sans-serif";
ctx.fillText("4x", 2, 8);
function aliasedCircle(ctx, xc, yc, r) {
var x = r, y = 0, cd = 0;
// middle line
ctx.rect(xc - x, yc, r<<1, 1);
while (x > y) {
cd -= (--x) - (++y);
if (cd < 0) cd += x++;
ctx.rect(xc - y, yc - x, y<<1, 1); // upper 1/4
ctx.rect(xc - x, yc - y, x<<1, 1); // upper 2/4
ctx.rect(xc - x, yc + y, x<<1, 1); // lower 3/4
ctx.rect(xc - y, yc + x, y<<1, 1); // lower 4/4
}
}
<canvas id=c width=400 height=400></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>
I created a canvas and a circle on the canvas.
I'm trying to make random dots inside the circle by using the solution here but dots are being placed inside and outside the circle as well.
here's my code from the moment I create the circle:
draw_circle(600, 600, 500);
for (i = 0; i < 20; i++) {
radius = 500;
y = 0;
x = 0;
y = -radius + Math.random() * (radius + radius + 1);
// x must respect x² + y² < r²
xMax = Math.pow(Math.pow(radius, 2) - Math.pow(y, 2), 0.5);
x = Math.random() * 2 * xMax - xMax;
draw_circle(x, y, 3);
}
and this is my draw_circle function:
function draw_circle(x, y, r) {
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI * 2);
ctx.stroke();
}
The problem is that you are drawing your circle centred at (600,600), but you are drawing your dots centred at (0,0).
Try:
draw_circle(x+600, y+600, 3);