I've an image with some filled circles, rectangles etc. I want to find x1,x2, y1, y2 areas of filled areas.
Javascript Method to detect area of a PNG that is not transparent
Accepted answers works fine but i need to find each areas separately. As in the image below, i need thee x1, x2, y1, y2 positions. Do you have any ideas?
Here's an outline to get you started:
Use context.getImageData to get the pixel data from the canvas,
Scan the pixel data for the first non-transparent pixel,
Use the "marching squares" algorithm to find the border path points around the circle or rectangle: Draw border around nontransparent part of image on canvas,
Iterate the path points and find the [minX,minY] & [maxX,maxY]. This the bounding box of the circle or rectangle.
Erase the bounding box area calculated in step#4 so that you can look for the next shape.
Go back to step#1 until you've determined the bounding boxes of all non-transparent shapes on the canvas.
Related
I have some scattered points for which I need to draw a rectangle / circle / polygon as a background. I have only coordinates (x,y) of selected points.what will be the maths formula to this? These points are inside canvas and I need to draw the outer shape for selected points in canvas itself. Tried with canvas rect .
Attaching one more image:
I am working on a real time canvas drawing webapp using socket.io, node.js, and p5.js. I am having trouble creating a smooth line when the mouse is dragged. If the mouse is dragged too fast there is a trail of empty space in between each ellipse. The end goal here is to create a smooth path. Here are the things I have tried so far:
Attempt 1:
noStroke();
fill(lineColor[0],lineColor[1],lineColor[2]);
ellipse(mouseX, mouseY, lineThickness, lineThickness);
Attempt 2:
strokeWeight(lineThickness);
line(mouseX,mouseY);
stroke(lineColor[0],lineColor[1],lineColor[2]);
Here is a picture of what the issue looks like:
canvas drawing incomplete path image
any feedback is welcome; thanks!
Kevin's answer is great because it will be more efficient to draw lines instead of many ellipses. You should also look into:
beginShape()/endShape()
bezierVertex()
curveVertex()
curvePoint()
The above should help you draw a smooth path and setting a thicker stroke will looks as it many filled ellipses are connected forming the path.
If for some reason you do want to draw many ellipses, you can interpolate position when the mouse move faster and create gaps to fill those gaps.
For more information and p5.js example, check out this answer:
Processing: Draw vector instead of pixels
You could use the pmouseX and pmouseY variables, which hold the previous position of the cursor. Use that to draw a line from the previous position to the current position to fill in the blank space between mouse events.
From the reference:
// Move the mouse across the canvas to leave a trail
function setup() {
//slow down the frameRate to make it more visible
frameRate(10);
}
function draw() {
background(244, 248, 252);
line(mouseX, mouseY, pmouseX, pmouseY);
print(pmouseX + " -> " + mouseX);
}
<script src="https://github.com/processing/p5.js/releases/download/0.5.11/p5.js"></script>
I use getImageData and putImageData to draw on canvas from a buffer canvas. I use these methods because I have a large number of particles and these proved to provide the best performance.
Now I'd like to add rotation of particles but I'm having problems with that.
Here is a jsfiddle which uses transformation matrix for rotation. As you can see in the picture (or fiddle) there are holes in the resulting image which I kinda expected from using this matrix.
nx = ~~ (xx * Math.cos(angle) + yy * Math.sin(angle) + cx);
ny = ~~ (xx * Math.sin(angle) - yy * Math.cos(angle) + cy);
But I don't know how to make this better, especially when I'm looking performance effecient solution?
jsfiddle demo
Image - square after rotation (square is used as a simple body):
Currently my backup is procedurally generated sprite animation which is prepared in advance with standard canvas states: save -> translate -> rotate -> restore.
Thank you very much for any directions you can give me.
The problem is that you are trying to map a single pixel to a single pixel. When you rotate an image, each pixel in the original can influence any of the surrounding pixels in the new image. You are effectively mapping the top left corner of each pixel to it's location in the new image, but you need map the center of each pixel to it's location in the new image and then check the overlap of this rotated pixel with that location, and the 8 surrounding pixels in the new image.
Here you can see the effect. The yellow dots are the centers of the pixel which find the "home" location for the pixel (i.e. where the majority of the influence will be placed). You then need to figure out the percentage of that pixel (the underlying blue/white grid) cell is covered by the original pixel (black box surrounding the yellow dot). Once you figure out the home location influence, you need to repeat that process for the 8 surrounding pixel with respect to current pixel in the original image. In your current code, you are using the top left corner of each pixel to find the home pixel for the new image. You should use the center of the pixel.
Since multiple iterations might affect the same pixel, you'll need to calculate the transformation in a buffer before drawing it to the final image. For pixels in the transformation that are not fully covered by pixels in the original image, figure out the percentage of the pixel that is covered and use that to influence the alpha channel. You'll have to take care when applying the pixels to the final image that you account for the alpha portion and blend with what's already there.
How to draw sale down rectangle inside another rectangle? Let say I have coordinates of a rectangle which is transformed at position x,y. Now, I need to draw a scale down rectangle inside the previous recangle, Just like this,
http://www.uploadimage.co.uk/thumbs/849968trim%20Rect.png
The idea is simple, if you have the outer rectangle coordinates you must take the following steps:
find the center of the outer rectangle
move outer rectangle so that its center will coincide with origin (0,0)
scale the edge coordinates of outer rectangle by a ratio (ex: 0.7)
compute inner rectangle coordinates
move both outer and inner rectangle back in position
If you know a little bit of math you can actually combine all those transformation into a single one so it will be faster.
I am writing a colouring game for small children, where I have a black and white image shown on a canvas initially, and as the user moves the drawing tool (mouse) over the canvas, the black and white surface gets over-painted with the colour information from the corresponding coloured image.
In particular, on every mouse move I need to copy a circular area from the coloured image to my canvas. The edge of the circle should be a little blurry to better immitate the qualities of a real drawing tool.
The question is how to accomplish this?
One way I see is to use a clipping region, but this approach does not let me have blurry edges. Or does it?
So I was thinking about using an alpha mask to do that and copy only pixels that correspond to the pixels in the mask that have non zero alpha. Is it feasible?
My suggestion is to have your drawable canvas in front of the coloured image you wish to reveal. (You could use your coloured image as a CSS background image for the canvas.)
Initially have the canvas containing the black and white image with 100% opacity. Then, when you draw, actually erase the contents of the canvas to show the image behind.
Like this:
var pos_x, pos_y, circle_radius; // initialise these appropriately
context.globalCompositeOperation = 'destination-out';
context.fillStyle = "rgba(0,0,0, 1.0)";
// And "draw" a circle (actually erase it to reveal the background image)
context.beginPath();
context.arc(pos_x, pos_y, circle_radius, 0, Math.PI*2);
context.fill();
I would probably use multiple clipping regions with varying alpha (one dab for each) to mimic the effect you are after. Render the low opacity one first (paste using drawImage) and render the rest after that till you reach alpha=1.0.
Have you considered using radial gradients that go from an opaque color to a fully transparent one?
Here is a demo from Mozilla. The circles are drawn the way you need. - https://developer.mozilla.org/samples/canvas-tutorial/4_10_canvas_radialgradient.html