I use Paper.js 0.9.18 and node socket.io 1.0.6 to build a collaborative board.
At mouse down a .png image will draw in canvas and it's visible for all connected users.
With a second mouse click, a new png image will be drawn to any new position on the canvas (visible for all users) and the first image will be removed simultaneously (but "local" only).
path.removeOnDown();
http://paperjs.org/reference/path/#removeondown
this works fine for the active user on his own canvas only. But the .png image for all other users will not removed. My question is, how does Paper.js's .removeOnDown(); works within node & socket.io? Any ideas? Maybe there are other ways to realize that?
The paper script I use
assets/js/script.js:
function onMouseDown(event) {
var x = event.point.x;
var y = event.point.y;
var rotate = ff;
drawAircraft( x, y, rotate);
// Pass the data for this position and rotate of the png image
// to a special function for later
emitAircraft( x, y, rotate);
}
function drawAircraft( x, y, rotate ) {
// Render the circle with Paper.js:
var raster = new Raster('./assets/img/Black-Aircraft-Icon.png');
raster.position = [x,y];
raster.scale(0.2);
raster.rotate(rotate);
// Refresh the view, so we always get an update:
view.draw();
// Remove the path (raster), next time the mouse is pressed:
raster.removeOnDown();
}
// An object to describe the aircraft draw data
function emitAircraft( x, y, rotate ) {
var data = {
x: x,
y: y,
rotate: rotate
};
// send a 'drawAircraft' event with data to the server
socket.emit( 'drawAircraft', data)
console.log( data )
}
socket.on( 'drawAircraft', function( data ) {
console.log( data );
// Draw the circle using the data sent from another user
drawAircraft( data.x, data.y, data.rotate );
})
html:
<canvas id="draw" resize="true" keepalive="true"></canvas>
<script src="assets/js/paper-full.js"></script>
<script type="text/paperscript" src="assets/js/script.js" canvas="draw"></script>
Thanks to all in advance
Sun
Related
I'm working in a Paper.js project where we're essentially doing image editing. There is one large Raster. I'm attempting to use the getSubRaster method to copy a section of the image (raster) that the user can then move around.
After the raster to edit is loaded, selectArea is called to register these listeners:
var selectArea = function() {
if(paper.project != null) {
var startDragPoint;
paper.project.layers[0].on('mousedown', function(event) { // TODO should be layer 0 in long run? // Capture start of drag selection
if(event.event.ctrlKey && event.event.altKey) {
startDragPoint = new paper.Point(event.point.x + imageWidth/2, (event.point.y + imageHeight/2));
//topLeftPointOfSelectionRectangleCanvasCoordinates = new paper.Point(event.point.x, event.point.y);
}
});
paper.project.layers[0].on('mouseup', function(event) { // TODO should be layer 0 in long run? // Capture end of drag selection
if(event.event.ctrlKey && event.event.altKey) {
var endDragPoint = new paper.Point(event.point.x + imageWidth/2, event.point.y + imageHeight/2);
// Don't know which corner user started dragging from, aggregate the data we have into the leftmost and topmost points for constructing a rectangle
var leftmostX;
if(startDragPoint.x < endDragPoint.x) {
leftmostX = startDragPoint.x;
} else {
leftmostX = endDragPoint.x;
}
var width = Math.abs(startDragPoint.x - endDragPoint.x);
var topmostY;
if(startDragPoint.y < endDragPoint.y) {
topmostY = startDragPoint.y;
} else {
topmostY = endDragPoint.y;
}
var height = Math.abs(startDragPoint.y - endDragPoint.y);
var boundingRectangle = new paper.Rectangle(leftmostX, topmostY, width, height);
console.log(boundingRectangle);
console.log(paper.view.center);
var selectedArea = raster.getSubRaster(boundingRectangle);
var selectedAreaAsDataUrl = selectedArea.toDataURL();
var subImage = new Image(width, height);
subImage.src = selectedAreaAsDataUrl;
subImage.onload = function(event) {
var subRaster = new paper.Raster(subImage);
// Make movable
subRaster.onMouseEnter = movableEvents.showSelected;
subRaster.onMouseDrag = movableEvents.dragItem;
subRaster.onMouseLeave = movableEvents.hideSelected;
};
}
});
}
};
The methods are triggered at the right time and the selection box seems to be the right size. It does indeed render a new raster for me that I can move around, but the contents of the raster are not what I selected. They are close to what I selected but not what I selected. Selecting different areas does not seem to yield different results. The content of the generated subraster always seems to be down and to the right of the actual selection.
Note that as I build the points for the bounding selection rectangle I do some translations. This is because of differences in coordinate systems. The coordinate system where I've drawn the rectangle selection has (0,0) in the center of the image and x increases rightward and y increases downward. But for getSubRaster, we are required to provide the pixel coordinates, per the documentation, which start at (0,0) at the top left of the image and increase going rightward and downward. Consequently, as I build the points, I translate the points to the raster/pixel coordinates by adding imageWidth/2 and imageHeight/2`.
So why does this code select the wrong area? Thanks in advance.
EDIT:
Unfortunately I can't share the image I'm working with because it is sensitive company data. But here is some metadata:
Image Width: 4250 pixels
Image Height: 5500 pixels
Canvas Width: 591 pixels
Canvas Height: 766 pixels
My canvas size varies by the size of the browser window, but those are the parameters I've been testing in. I don't think the canvas dimensions are particularly relevant because I'm doing everything in terms of image pixels. When I capture the event.point.x and event.point.y to the best of my knowledge these are image scaled coordinates, but from a different origin - the center rather than the top left. Unfortunately I can't find any documentation on this. Observe how the coordinates work in this sketch.
I've also been working on a sketch to illustrate the problem of this question. To use it, hold Ctrl + Alt and drag a box on the image. This should trigger some logging data and attempt to get a subraster, but I get an operation insecure error, which I think is because of security settings in the image request header. Using the base 64 string instead of the URL doesn't give the security error, but doesn't do anything. Using that string in the sketch produces a super long URL I can't paste here. But to get that you can download the image (or any image) and convert it here, and put that as the img.src.
The problem is that the mouse events all return points relative to 0, 0 of the canvas. And getSubRaster expects the coordinates to be relative to the 0, 0 of the raster item it is extracting from.
The adjustment needs to be eventpoint - raster.bounds.topLeft. It doesn't really have anything to do with the image width or height. You want to adjust the event points so they are relative to 0, 0 of the raster, and 0, 0 is raster.bounds.topLeft.
When you adjust the event points by 1/2 the image size that causes event points to be offset incorrectly. For the Mona Lisa example, the raster size (image size) is w: 320, h: 491; divided by two they are w: 160, h: 245.5. But bounds.topLeft of the image (when I ran my sketch) was x: 252.5, y: 155.5.
Here's a sketch that shows it working. I've added a little red square highlighting the selected area just to make it easier to compare when it's done. I also didn't include the toDataURL logic as that creates the security issues you mentioned.
Here you go: Sketch
Here's code I put into an HTML file; I noticed that the sketch I put together links to a previous version of the code that doesn't completely work.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Rasters</title>
<script src="./vendor/jquery-2.1.3.js"></script>
<script src="./vendor/paper-0.9.25.js"></script>
</head>
<body>
<main>
<h3>Raster Bug</h3>
<div>
<canvas id="canvas"></canvas>
</div>
<div id="position">
</div>
</main>
<script>
// initialization code
$(function() {
// setup paper
$("#canvas").attr({width: 600, height: 600});
var canvas = document.getElementById("canvas");
paper.setup(canvas);
// show a border to make range of canvas clear
var border = new paper.Path.Rectangle({
rectangle: {point: [0, 0], size: paper.view.size},
strokeColor: 'black',
strokeWidth: 2
});
var tool = new paper.Tool();
// setup mouse position tracking
tool.on('mousemove', function(e) {
$("#position").text("mouse: " + e.point);
});
// load the image from a dataURL to avoid CORS issues
var raster = new paper.Raster(dataURL);
raster.position = paper.view.center;
var lt = raster.bounds.topLeft;
var startDrag, endDrag;
console.log('rb', raster.bounds);
console.log('lt', lt);
// setup mouse handling
tool.on('mousedown', function(e) {
startDrag = new paper.Point(e.point);
console.log('sd', startDrag);
});
tool.on('mousedrag', function(e) {
var show = new paper.Path.Rectangle({
from: startDrag,
to: e.point,
strokeColor: 'red',
strokeWidth: 1
});
show.removeOn({
drag: true,
up: true
});
});
tool.on('mouseup', function(e) {
endDrag = new paper.Point(e.point);
console.log('ed', endDrag);
var bounds = new paper.Rectangle({
from: startDrag.subtract(lt),
to: endDrag.subtract(lt)
});
console.log('bounds', bounds);
var sub = raster.getSubRaster(bounds);
sub.bringToFront();
var subData = sub.toDataURL();
sub.remove();
var subRaster = new paper.Raster(subData);
subRaster.position = paper.view.center;
});
});
var dataURL = ; // insert data or real URL here
</script>
</body>
</html>
everyone.
It is possible in paper.js change layer start coordinate position from top-left corner?
Use case: I put image into bottom layer and draw some stuff on top layer. Image can be scalled and moved. I need to get my drawing path points coord in image coordinate system. And I want to set my drawing layer coordinate start to image top left point and move it then image scale/move.
I try do this:
var layer = new Layer();
project.activeLayer.setName("DrawingStuff");
project.activeLayer.setPosition(paperjs.project.view.center);
project.activeLayer.bounds.x = 300;
project.activeLayer.bounds.y = 300;
project.activeLayer.bounds.width = raster.width;
project.activeLayer.bounds.height = raster.height;
But it is don't work. Name is setted, but bounds and position still empty.
Will be very thankfull for any advise.
P.S. I know that I can just recalculate path point from canvas coords system to image coords system, but I want to try change layer coords start point
It would be easier to use the current coordinate system and change the zoom and center properties of the project's view. Take a look at the code behind the zoom tool in main.js at http://sketch.paperjs.org:
var lastPoint;
var body = $('body');
zoomTool = new Tool({
buttonClass: 'icon-zoom'
}).on({
mousedown: function(event) {
if (event.modifiers.space) {
lastPoint = paper.view.projectToView(event.point);
return;
}
var factor = 1.25;
if (event.modifiers.option)
factor = 1 / factor;
paper.view.zoom *= factor;
paper.view.center = event.point;
},
...
mousedrag: function(event) {
if (event.modifiers.space) {
body.addClass('zoom-grab');
// In order to have coordinate changes not mess up the
// dragging, we need to convert coordinates to view space,
// and then back to project space after the view space has
// changed.
var point = paper.view.projectToView(event.point),
last = paper.view.viewToProject(lastPoint);
paper.view.scrollBy(last.subtract(event.point));
lastPoint = point;
}
},
...
});
I'm having problems, trying to display the mouse position x/y when they click on an image, im using one of the click on and image example that phaser provides.
here is the code
var game = new Phaser.Game(800, 500, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });
var text;
var counter = 0;
function preload () {
// You can fill the preloader with as many assets as your game requires
// Here we are loading an image. The first parameter is the unique
// string by which we'll identify the image later in our code.
// The second parameter is the URL of the image (relative)
game.load.image('Happy-face', 'happy.png');
}
function create() {
// This creates a simple sprite that is using our loaded image and
// displays it on-screen and assign it to a variable
var image = game.add.sprite(game.world.centerX, game.world.centerY, 'Happy-face');
// Moves the image anchor to the middle, so it centers inside the game properly
image.anchor.set(0.5);
// Enables all kind of input actions on this image (click, etc)
image.inputEnabled = true;
this.position = new Phaser.Point();
text = game.add.text(250, 16, '', { fill: '#ffffff' });
image.events.onInputDown.add(listener, this);
}
function listener () {
counter++;
text.text = "Position x/y " + counter + "!";
}
if you want x and y position o f input
game.input.x;
game.input.y;
if you want for mouse specifically
game.input.mousePointer.x;
game.input.mousePointer.y;
the listener function will be like
function listener () {
counter++;
text.text = game.input.mousePointer.x +"/"+game.input.mousePointer.y + counter + "!";
}
Just to add that the listener function will be sent 2 parameters: sprite and pointer. So you can do:
function listener (sprite, pointer) {
var x = pointer.x;
var y = pointer.y;
...
}
This will be the most accurate method to use as it accounts for multi-touch devices, where-as accessing input.x/y directly doesn't, it only contains the most recent touch event coordinates (which in a mouse only environment is fine, but not anywhere else).
Im looking to build a tool to cut out a portion of a photo by letting the user create a closed shape. The user should be able to start drawing lines. From point a to point b, to c, e, d, e, f .... to eventually point a again to close the shape.
I want to use the HTML5 canvas for this. I think this could be a good fit and I'm thinking about using something like flashcanvas as fallback for IE/older browsers?
Is there any tutorial/open source application that I could use to build this sort of thing?
This is the first time I'm going to build an application using HTML5 canvas so are there any pitfalls I should worry about?
I think this is advanced usage of canvas. You have to know the basics, how to draw, how to use layers, how to manipulate pixels. Just ask google for tutorials.
Assuming you know about the previous, I'll give it a try. I've never done that before but I have an idea :
You need 3 canvas :
the one containing your picture (size of your picture)
a layer where the user draw the selection shape (size of your picture, on top of the first canvas)
a result canvas, will contain your cropped picture (same size, this one doesn't need to be displayed)
When the user click on your picture : actually, he clicks on the layer, the layer is cleared and a new line begins.
When he clicks on it another time, the previous started line is drawn and another one begins, etc... You keep doing this until you click on a non-blank pixel (which means you close the shape).
If you want the user to preview the lines, you need another canvas ( explained here http://dev.opera.com/articles/view/html5-canvas-painting/#line )
When the shape is closed, the user has to click inside or outside the shape to determine which part he wants to select. You fill that part with a semi-transparent gray for example ( flood fill explained here http://www.williammalone.com/articles/html5-canvas-javascript-paint-bucket-tool/ )
Now the layer canvas contains a colored shape corresponding to the user selection.
Get the pixel data from your layer and read through the array, every time you find a non-blank pixel at index i, you copy this pixel from your main canvas to the result canvas :
/* First, get pixel data from your 3 canvas into
* layerPixData, resultPixData, picturePixData
*/
// read the entire pixel array
for (var i = 0 ; i < layerPixData.length ; i+=4 ) {
//if the pixel is not blank, ie. it is part of the selected shape
if ( layerPixData[i] != 255 || layerPixData[i+1] != 255 || layerPixData[i+2] != 255 ) {
// copy the data of the picture to the result
resultPixData[i] = picturePixData[i]; //red
resultPixData[i+1] = picturePixData[i+1]; //green
resultPixData[i+2] = picturePixData[i+2]; //blue
resultPixData[i+3] = picturePixData[i+3]; //alpha
// here you can put the pixels of your picture to white if you want
}
}
If you don't know how pixel manipulation works, read this https://developer.mozilla.org/En/HTML/Canvas/Pixel_manipulation_with_canvas
Then, use putImageData to draw the pixels to your result canvas. Job done !
If you want to move lines of your selection, way to go : http://simonsarris.com/blog/225-canvas-selecting-resizing-shape
Here is how you should do that:
The code at the following adds a canvas on top of your page and then by clicking and dragging on that the selection areas would be highlighted. What you need to do after that is to make a screenshot from the underlying page and also a mask layer out of the created image in your canvas and apply that to the screenshot, just like how it is shown in one other answers.
/* sample css code for the canvas
#overlay-canvas {
position: absolute;
top: 0;
left: 0;
background-color: transparent;
opacity: 0.4;
-moz-user-select: none;
-khtml-user-select: none;
-webkit-user-select: none;
-o-user-select: none;
}
*/
function getHighIndex(selector) {
if (!selector) { selector = "*" };
var elements = document.querySelectorAll(selector) ||
oXmlDom.documentElement.selectNodes(selector);
var ret = 0;
for (var i = 0; i < elements.length; ++i) {
if (deepCss(elements[i],"position") === "static")
continue;
var temp = deepCss(elements[i], "z-index");
if (temp != "auto")
temp = parseInt(temp, 10) || 0;
else
continue;
if (temp > ret)
ret = temp;
}
return ret;
}
maxZIndex = getHighIndex();
$.fn.extend({
lasso: function () {
return this
.mousedown(function (e) {
// left mouse down switches on "capturing mode"
if (e.which === 1 && !$(this).is(".lassoRunning")) {
var point = [e.offsetX, e.offsetY];
$(this).addClass("lassoRunning");
$(this).data("lassoPoints", [point]);
$(this).trigger("lassoStart", [point]);
}
})
.mouseup(function (e) {
// left mouse up ends "capturing mode" + triggers "Done" event
if (e.which === 1 && $(this).is(".lassoRunning")) {
$(this).removeClass("lassoRunning");
$(this).trigger("lassoDone", [$(this).data("lassoPoints")]);
}
})
.mousemove(function (e) {
// mouse move captures co-ordinates + triggers "Point" event
if ($(this).is(".lassoRunning")) {
var point = [e.offsetX, e.offsetY];
$(this).data("lassoPoints").push(point);
$(this).trigger("lassoPoint", [point]);
}
});
}
});
function onLassoSelect() {
// creating canvas for lasso selection
var _canvas = document.createElement('canvas');
_canvas.setAttribute("id", "overlay-canvas");
_canvas.style.zIndex = ++maxZIndex;
_canvas.width = document.width
_canvas.height = document.height
document.body.appendChild(_canvas);
ctx = _canvas.getContext('2d'),
ctx.strokeStyle = '#0000FF';
ctx.lineWidth = 5;
$(_canvas)
.lasso()
.on("lassoStart", function(e, lassoPoint) {
console.log('lasso start');
var pos = lassoPoint;
ctx.beginPath();
ctx.moveTo(pos[0], pos[1]);
console.log(pos);
})
.on("lassoDone", function(e, lassoPoints) {
console.log('lasso done');
var pos = lassoPoints[0];
ctx.lineTo(pos[0], pos[1]);
ctx.fill();
console.log(pos);
})
.bind("lassoPoint", function(e, lassoPoint) {
var pos = lassoPoint;
ctx.lineTo(pos[0], pos[1]);
ctx.fill();
console.log(pos);
});
}
Based on Creating an HTML 5 canvas painting application I created a HTML5 canvas painting application. It works fine, but after creating each object I just need to drag the objects.
Working demo
How to implement drag and drop of the figures?
When the user clicks on the canvas, you have to check the coordinates (compare it to the coordinates for the objects), and see if it's on an object. E.g. You can test if a point (e.g. the coordinates for the mousedown even) is within a circle with this method:
function (pt) {
return Math.pow(pt.x - point.x,2) + Math.pow(pt.y - point.y,2) <
Math.pow(radius,2);
};
If the mousedown is on the object, you have to change the objects coordinates according to how the mouse is moved.
Here is an example, where you can drag a circle:
<!DOCTYPE html>
<html>
<head>
<script>
window.onload = function() {
drawCircle(circle);
element = document.getElementById('canvas');
element.addEventListener('mousedown', startDragging, false);
element.addEventListener('mousemove', drag, false);
element.addEventListener('mouseup', stopDragging, false);
element.addEventListener('mouseout', stopDragging, false);
}
function mouseX(e) {
return e.clientX - element.offsetLeft;
}
function mouseY(e) {
return e.clientY - element.offsetTop;
}
var Point = function (x, y) {
this.x = x;
this.y = y;
return this;
}
var Circle = function (point, radius) {
this.point = point;
this.radius = radius;
this.isInside = function (pt) {
return Math.pow(pt.x - point.x, 2) + Math.pow(pt.y - point.y, 2) <
Math.pow(radius, 2);
};
return this;
}
function startDragging(e) {
var p = new Point(e.offsetX, e.offsetY);
if(circle.isInside(p)) {
deltaCenter = new Point(p.x - circle.point.x, p.y - circle.point.y);
}
}
function drag(e) {
if(deltaCenter != null) {
circle.point.x = (mouseX(e) - deltaCenter.x);
circle.point.y = (mouseY(e) - deltaCenter.y);
drawCircle(circle);
}
}
function stopDragging(e) {
deltaCenter = null;
}
function drawCircle(circle) {
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.beginPath();
ctx.arc(circle.point.x, circle.point.y, circle.radius, 0, Math.PI*2, true);
ctx.fill();
}
var circle = new Circle(new Point(30, 40), 25);
var deltaCenter = null;
var element;
</script>
</head>
<body>
<canvas id="canvas" width="400" height="300"></canvas>
</body>
</html>
Try it on jsFiddle
The same effect can be accomplished using Raphael.js (http://raphaeljs.com/) with Joint.jS (http://www.jointjs.com/).
Shapes created with Raphael can be accessed like any DOM element and can be manipulated via attributes. It is an awesome framework.
Joint.js helps in connecting the shapes. They also have a diagramming library and can help create ERD, Statemachine and several common diagrams. The best part is that you can extend their diagram element and create your own custom elements. Its jaw-dropingly cool.
Checkout their demos with source code at http://www.jointjs.com/demos
If you are using the raphael as "raw" lib you must handle the undo/redo by yourself.
The graphiti lib did have Undo/Redo Stack inside and supports the export for SVG, PNG, JSON,...
Additional you have some kind of Viso like connectors and ports.
http://www.draw2d.org/graphiti/jsdoc/#!/example
Greetings
I don't think there's an easy way to do this.
If you're just dealing with lines, my approach would be to keep track of all lines created, with starting coordinates, ending coordinates and some kind of z-index. When the user starts a dragging action (onmousedown), you have to check if the point is near the line, and then update the object and redraw the canvas when the mouse is moved.
How can I tell if a point belongs to a certain line?
This gets a lot more complicated if you're dealing with complex objects though. You'll probably have to find a solution to check if a point is inside a path.
Objects drawn into HTML5 Canvas are turned into pixels and then forgotten. You can't adjust properties on them and have the canvas update to see the effects. You can remember them yourself, but the canvas will still have those pixels set, so you'd have to basically redraw the whole canvas (or at least some of it) when you adjust a property.
You might want to consider SVG for this application instead, SVG elements are remembered in the DOM and when their properties are updated the browser will update the graphic to reflect the changes.
If you must use canvas, then you're going to need to write quite a bit of code to handle mouse-hits, object properties, and repaints.