Rotate canvas 90 degrees clockwise and update width height - javascript

Say we have a canvas:
<canvas id="one" width="100" height="200"></canvas>
And on a button click the canvas gets rotated 90 degrees clockwise (around the center) and the dimensions of the canvas get also updated, so in a sense it looks like this afterwards:
<canvas id="one" width="200" height="100"></canvas>
Note that the id of the canvas is the same.
Imagine simply rotating an image clockwise without it being cropped or being padded.
Any suggestions before I do it the long way of creating a new canvas and rotating and copying pixel by pixel?
UPDATE sample code with suggestion from comments still not working:
function imageRotatecw90(){
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var myImageData = context.getImageData(0,0, cw,ch);
context.save();
context.translate(cw / 2, ch / 2);
context.rotate(Math.PI/2);
context.putImageData(myImageData, 0, 0);
context.restore();
canvas.width=ch;
canvas.height=cw;
}
FiddleJS

Look at this DEMO.
To achieve the results seen in demo, I made use of canvas.toDataURL to cache the canvas into an image, then reset the canvas to their new dimensions, translate and rotate the context properly and finally draw the cached image back to modified canvas.
That way you easily rotate the canvas without need to redraw everything again. But because anti-aliasing methods used by browser, each time this operation is done you'll notice some blurriness in result. If you don't like this behavior the only solution I could figure out is to draw everything again, what is much more difficult to track.
Here follows the code:
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
// Sample graphic
context.beginPath();
context.rect(10, 10, 20, 50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
// create button
var button = document.getElementById("rotate");
button.onclick = function () {
// rotate the canvas 90 degrees each time the button is pressed
rotate();
}
var myImageData, rotating = false;
var rotate = function () {
if (!rotating) {
rotating = true;
// store current data to an image
myImageData = new Image();
myImageData.src = canvas.toDataURL();
myImageData.onload = function () {
// reset the canvas with new dimensions
canvas.width = ch;
canvas.height = cw;
cw = canvas.width;
ch = canvas.height;
context.save();
// translate and rotate
context.translate(cw, ch / cw);
context.rotate(Math.PI / 2);
// draw the previows image, now rotated
context.drawImage(myImageData, 0, 0);
context.restore();
// clear the temporary image
myImageData = null;
rotating = false;
}
}
}

Rotation
Note it is not possible to rotate a single element.
ctx.save();
ctx.rotate(0.17);
// Clear the current drawings.
ctx.fillRect()
// draw your object
ctx.restore();
Width/height adjustment
The only way I ever found to properly deal with display ratios, screen sizes etc:
canvas.width = 20;// DO NOT USE PIXELS
canvas.height = 40; // AGAIN NO PIXELS
Notice I am intentionally not using canvas.style.width or canvas.style.height. Also for an adjustable canvas don't rely on CSS or media queries to do the transformations, they are a headache because of the pixel ratio differences. JavaScript automatically accounts for those.
Update
You also have to update the width and the height before you draw. Not sure what you are trying to achieve, but I guess this isn't a problem:
Demo here
var canvas = document.getElementById("one");
var context = canvas.getContext("2d");
var cw = canvas.width;
var ch = canvas.height;
canvas.width = 200;
canvas.height = 400;
// Sample graphic
context.beginPath();
context.rect(10,10,20,50);
context.fillStyle = 'yellow';
context.fill();
context.lineWidth = 7;
context.strokeStyle = 'black';
context.stroke();
var myImageData = context.getImageData(0, 0, cw, ch);
context.save();
context.translate(cw / 2, ch / 2);
context.putImageData(myImageData, 0, 0);
context.rotate(0.20);

If you want to rotate an image by 90 degrees this might be helpful:
export const rotateBase64Image = async (base64data: string) => {
const image = new Image();
image.src = base64data;
return new Promise<string>((resolve, reject) => {
image.onload = function () {
const canvas = document.createElement("canvas");
const ctx = canvas.getContext("2d");
if (!ctx) throw new Error("cannnot get context '2d'");
canvas.width = image.height;
canvas.height = image.width;
ctx.setTransform(0, 1, -1, 0, canvas.width, 0); // overwrite existing transform
ctx!.drawImage(image, 0, 0);
canvas.toBlob((blob) => {
if (!blob) {
return reject("Canvas is empty");
}
const fileUrl = window.URL.createObjectURL(blob);
resolve(fileUrl);
}, "image/jpeg");
};
});
};
If you don't have image in base64 format you can do it like this:
const handleRotate = async () => {
const res = await fetch(link);
const blob = await res.blob();
const b64: string = await blobToB64(blob);
const rotatedImage = await rotateBase64Image(b64)
setLink(rotatedImage);
}
Here is my blobTob64 function:
export const blobToB64 = async (blob) => {
return new Promise((resolve, _) => {
const reader = new FileReader();
reader.onloadend = () => resolve(reader.result);
reader.readAsDataURL(blob);
});
};

Related

How can I set the rotation origin for a canvas pattern using a DOMMatrix?

I am using a combination of pattern and DOMMatrix to rotate a texture on a canvas, at the moment the transform origin seems to be set to the x:0 y:0 point on the canvas. I've looked through as much documentation as I can find, but I can't seem to see any way to change this. Is there a way to set the transform origin for a DOMMatrix?
Please note: I specifically don't want to rotate the canvas context if I can avoid it. I am trying to rotate the filled pattern, not the shape it's filling (And in the real version it's a complex shape rather than a rectangle, so working out the "counter rotated" points would add a significant amount complexity that I hope isn't necessary)
Simplified example:
var canvas = document.getElementById('canvas')
var ctx = canvas.getContext('2d')
var rotation = 0
var pattern = null
var matrix = new DOMMatrix()
function draw() {
// Rotate
rotation += 0.15
if (rotation > 360) {
rotation = 0
}
pattern.setTransform(matrix.rotate(rotation))
// Fill
ctx.fillStyle = pattern
ctx.fillRect(10, 10, 150, 80)
// Loop
window.requestAnimationFrame(draw)
}
// Load the image
var img = new Image()
img.src = 'https://picsum.photos/id/1044/100/100'
img.onload = function() {
pattern = ctx.createPattern(img, 'repeat')
ctx.canvas.width = window.innerWidth
ctx.canvas.height = window.innerHeight
window.requestAnimationFrame(draw)
}
<canvas id="canvas"></canvas>
Using a matrix this is usually done by translating the matrix to the desired origin, rotating the matrix and lastly translate it back to the original position. The order is important!
Unfortunately the DOMMatrix isn't well documented. I figured you can do this by chaining the .translate() and .rotate() operations. Since the matrix is suited for 2d and 3d operations the translate method expects x, y and z coordinates.
So for a rotation around the center we need to translate it to the center of the canvas.
Here's an example:
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var rotation = 0;
var pattern = null;
var matrix = new DOMMatrix();
var canvas2 = document.getElementById('canvas2');
var ctx2 = canvas2.getContext('2d');
var pattern2 = null;
var matrix2 = new DOMMatrix();
function draw() {
rotation += 0.15
if (rotation > 360) {
rotation = 0
}
pattern.setTransform(matrix.translate(85, 50, 0).rotate(rotation).translate(-85, -50, 0));
ctx.fillStyle = pattern;
ctx.fillRect(10, 10, 150, 80);
pattern2.setTransform(matrix2.rotate(rotation));
ctx2.fillStyle = pattern2;
ctx2.fillRect(10, 10, 150, 80);
window.requestAnimationFrame(draw)
}
// Load the image
var img = new Image();
img.src = 'https://picsum.photos/id/1044/100/100';
img.onload = function() {
pattern = ctx.createPattern(img, 'repeat');
pattern2 = ctx.createPattern(img, 'repeat');
window.requestAnimationFrame(draw);
}
<canvas id="canvas" height="100" width="170" style="float: left;"></canvas>
<canvas id="canvas2" height="100" width="170"></canvas>

Canvas of webcam blinking during predictions (javascript)

I draw my webcam stream on a canvas. I will apply my prediction rectangle bounding box on this canvas at each frame. Before starting prediction the canvas stream is prefect but as soon as predictions start the canvas starts to blink; I mean the whole canvas shows up and disappear, shows up and disappear very fast. do U have any idea how could I make it right? thanks a lot.
my prediction function looks like this:
let isPredicting = false;
async function predict() {
ui.isPredicting();
while (isPredicting) {
// Capture the frame from the webcam.
let video = document.getElementById('predwebcam');
let width=224,
height=224,
frameRate=10;
navigator.mediaDevices.getUserMedia({
video: {
width: width,
height:height,
frameRate:frameRate
}
}
).then(function(stream) {
video.srcObject = stream;
video.onloadedmetadata = function(e) {
video.play();
video.addEventListener('play', function() {
}, false);
};
}).catch(function(err) {
console.log('failed to load webcam')
});
var canvas = document.getElementById('predcanvas');
canvas.width = 500;
canvas.height = 500;
var context = canvas.getContext('2d');
/*
context.drawImage(video, 0, 0, canvas.width, canvas.height);
*/
// video 'play' event listener
video.addEventListener('play', function() {
//context.drawImage(this, 0, 0, canvas.width, canvas.height);
//draw(video, canvas, context, frameRate);
}, false);
function draw(video, canvas, context, frameRate) {
context.drawImage(video, 0, 0, canvas.width, canvas.height);
setTimeout(draw, 1/frameRate, video, canvas, context, frameRate);
}
//draw(video, canvas, context, frameRate);
const img = await getImage();
// Make a prediction through mobilenet, getting the internal activation of
// the mobilenet model, i.e., "embeddings" of the input images.
//const embeddings = truncatedMobileNet.predict(img);
console.log('starting to predict')
// Make a prediction through our newly-trained model using the embeddings
// from mobilenet as input.
const predictions = model.predict(img);
const values = predictions.dataSync();
const arr = Array.from(values);
console.log(arr)
let u = document.getElementById("1label").value;
dict.add(classindex1, u);
if (arr[0]>= 0){
arr[0]=1;
}
var Id = arr[0];
let ClassID = dict.findAt(Id);
//console.log(ClassID)
let startX = arr[1];
let startY = arr[2];
let w = arr[3];
let h = arr[4];
// Draw the bounding box.
context.strokeStyle = 'red';
//context.shadowColor = '#d53';
//context.shadowBlur = 20;
context.lineJoin = 'bevel';
context.lineWidth = 10;
context.strokeStyle = '#38f';
context.strokeRect(startX, startY, w, h);
// Draw the label background.
const font = "24px helvetica";
context.font = font;
context.textBaseline = "top";
context.fillStyle = "#2fff00";
const textWidth = context.measureText(ClassID).width;
const textHeight = parseInt(font, 10);
// draw top left rectangle
context.fillRect(startX, startY, textWidth + 10, textHeight + 10);
// draw bottom left rectangle
//context.fillRect(startX, startY + h - textHeight, textWidth + 15, textHeight + 10);
// Draw the text last to ensure it's on top.
context.fillStyle = "#000000";
context.fillText(ClassID, startX, startY);
//context.fillText(prediction.score.toFixed(2), startX, startY + h - textHeight);
// Returns the index with the maximum probability. This number corresponds
// to the class the model thinks is the most probable given the input.
//const predictedClass = predictions.as1D().argMax();
//const classId = (await predictedClass.data())[0];
img.dispose();
//ui.predictClass(metaClasses[classId]);
await tf.nextFrame();
}
ui.donePredicting();
}

how to draw on a image background using canvas?

What is wrong with my code.I am trying to load the image background on a canvas and then draw few rectangles on the image canvas.my image is not showing up on the canvas or either is it being completely overwritten my rectangles.
I have followed this SO question, but still, it happens.
//Initialize a new Box, add it, and invalidate the canvas
function addRect(x, y, w, h, fill) {
var rect = new Box;
rect.x = x;
rect.y = y;
rect.w = w
rect.h = h;
rect.fill = fill;
boxes.push(rect);
invalidate();
}
// holds all our rectangles
var boxes = [];
// initialize our canvas, add a ghost canvas, set draw loop
// then add everything we want to intially exist on the canvas
function drawbackground(canvas,ctx,onload){
var img = new Image();
img.onload = function(){
// canvas.width = img.width;
// canvas.height = img.height;
ctx.drawImage(img);
//addRect(200, 200, 200, 200, '#FFC02B');
onload(canvas,ctx);
};
img.src = "https://cdnimages.opentip.com/full/VLL/VLL-LET-G.jpg";
}
function init() {
// canvas = fill_canvas();
canvas = document.getElementById('canvas');
HEIGHT = canvas.height;
WIDTH = canvas.width;
ctx = canvas.getContext('2d');
ghostcanvas = document.createElement('canvas');
ghostcanvas.height = HEIGHT;
ghostcanvas.width = WIDTH;
gctx = ghostcanvas.getContext('2d');
// make draw() fire every INTERVAL milliseconds
setInterval(draw, INTERVAL);
// set our events. Up and down are for dragging,
// double click is for making new boxes
canvas.onmousedown = myDown;
canvas.onmouseup = myUp;
canvas.ondblclick = myDblClick;
// add custom initialization here:
drawbackground(canvas,ctx);
//context.globalCompositeOperation = 'destination-atop';
// add an orange rectangle
addRect(200, 200, 200, 200, '#FFC02B');
// add a smaller blue rectangle
addRect(25, 90, 250, 150 , '#2BB8FF');
}
//wipes the canvas context
function clear(c) {
c.clearRect(0, 0, WIDTH, HEIGHT);
}
...
As the Image loads always asynchronously, and you draw your rects synchronously after drawbackground() call, you will get a canvas with only image on it.
You need to create function which will pe passed as third argument to drawbackground, and call addRect in this function instead of drawbackground
PS:
Your code should throw an exception because
onload(canvas,ctx);
will try to call undefined as a function

Pattern gets shifted when painting at the bottom edge of the canvas

I would like to paint a repeating grass pattern at the bottom of a canvas. The image does repeat, but it's vertically shifted.
The pattern is based on a 192x50 image:
I've noticed that if I paint from the y-coordinates 50, 100, 150, and so on, the pattern is displayed correctly. It doesn't work at other coordinates.
The resulting canvas has a vertically shifted grass pattern:
I don't know why it gets shifted like that.
Below is my code.
HTML:
<canvas id="myCanvas" style="display: block;">
</canvas>
JavaScript:
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
// Grass Background Image
var bgReady = false;
var bgImage = new Image();
bgImage.onload = function () {
bgReady = true;
};
bgImage.src = "img/grass.png";
I do the following in a loop:
if (bgReady) {
ctx.drawImage(bgImage,0, canvas.height -50,192,50);
var ptrn = ctx.createPattern(bgImage, "repeat"); // Create a pattern with this image, and set it to repeat".
ctx.fillStyle = ptrn;
ctx.fillRect(0,canvas.height - bgImage.height,canvas.width, 50); // context.fillRect(x, y, width, height);
}
I tried to put your code in jsFiddle and it seems to work as expected:
var canvas = document.getElementById('myCanvas');
canvas.height = window.innerHeight;
canvas.width = window.innerWidth;
// Grass Background Image
var bgImage = new Image();
bgImage.onload = function () {
var ctx = canvas.getContext("2d");
ctx.drawImage(bgImage,0, canvas.height -50,192,50);
var ptrn = ctx.createPattern(bgImage, "repeat"); // Create a pattern with this image, and set it to repeat".
ctx.fillStyle = ptrn;
ctx.fillRect(0,canvas.height - bgImage.height,canvas.width, 50); // context.fillRect(x, y, width, height);
};
bgImage.src = "data:image/png;base64,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";
https://jsfiddle.net/or68kcpc/
The error must be somewhere else.
The problem is that the pattern is calculated starting from the top left corner of the canvas. If you paint starting at a canvas y-coordinate that isn't an integer multiple of the image height, the visible portion of the pattern won't start at the top of the image.
To fix this, shift the drawing context down before painting with the pattern, then paint the pattern at a location shifted up, then shift the context back up:
var shiftY = canvas.height % image.height;
context.translate(0, shiftY);
context.fillRect(0, canvas.height - image.height - shiftY,
canvas.width, image.height);
context.translate(0, -shiftY);
Run the snippet below to see a demonstration. The canvas height is 120, which means that we start painting from the y-coordinate 120 - 50 = 70, which is not a multiple of 50.
To correct for this, we shift the context down by 120 % 50 = 20 and then shift the painting location up by 20. Thus, the pattern gets painted on the shifted context at the y-coordinate (70 - 20) = 50, which is a multiple of the image height.
var canvas = document.getElementById('myCanvas'),
context = canvas.getContext('2d');
canvas.height = 120;
canvas.width = 500;
var image = new Image();
image.src = 'http://i.stack.imgur.com/2bfPb.png';
image.onload = function () {
var pattern = context.createPattern(image, "repeat");
context.fillStyle = pattern;
var shiftY = canvas.height % image.height;
context.translate(0, shiftY);
context.fillRect(0, canvas.height - image.height - shiftY,
canvas.width, image.height);
context.translate(0, -shiftY);
};
#myCanvas {
border: 1px solid #666;
}
<canvas id="myCanvas"></canvas>
Let me make one more observation. The loop in your code is inefficient and the bgReady flag is unnecessary because you can run the painting code in the image.onload function, as I have done in my snippet.

javascript - Why does this canvas image not rotate correctly?

Why does this canvas image not rotate correctly?
When I click the rotate button the image rotates but gets cropped weirdly. I want the image to stay intact and simply rotate.
Important: I'm not looking to rotate the div, I'm looking to rotate the actual image.
See fiddle:
http://jsfiddle.net/8V4V7/2/
Code:
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
EDIT:
I need the image to rotate by 90 degrees on every click.
I tried the following but it doesn't work:
ctx.rotate(Math.PI/2);
This worked for me (I specified the height and width of the canvas inside the onload function):
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function () {
canvas.height = image.height;
canvas.width = image.width;
ctx.translate(image.width, image.height);
ctx.rotate(Math.PI);
ctx.drawImage(image, 0, 0);
callback(canvas.toDataURL());
};
}
Edit
Updated function to rotate 90 degrees with every click (remove i in i*Math.PI to rotate 90 degrees only once)
var i = 0;
function rotateBase64Image(base64data, callback) {
console.log("what we get: " + base64data);
var canvas = document.getElementById("dummyCanvas");
var ctx = canvas.getContext("2d");
var image = new Image();
image.src = base64data;
image.onload = function() {
canvas.width = image.height;
canvas.height = image.width;
ctx.translate(canvas.width / 2, canvas.height / 2);
i++;
ctx.rotate(i*Math.PI/2);
ctx.translate(-canvas.width / 2, -canvas.height / 2);
ctx.drawImage(image, 0, 0);
};
}
Updated Fiddle
Just some supporting info for rotations, notably the saving of the context and how to rotate around the center of the image.
var context = canvas.getContext('2d');
//save the context
//pushes a Matrix on the transformation stack
context.save();
context.translate(x, y); //where to put image
context.rotate(angle); //angle in degrees (i think...)
context.scale(scale); //optional scale
//rotate around center of image
context.drawImage(bitmap, -image.width / 2, -image.height / 2);
//or rotate around top left corner of image
context.drawImage(image, 0, 0);
//restore the canvas
//pop a matrix off the transformation stack
context.restore();
References:
https://developer.mozilla.org/en-US/docs/Web/Guide/HTML/Canvas_tutorial/Transformations
http://html5.litten.com/understanding-save-and-restore-for-the-canvas-context/

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