Drawing in particular area of HTML5 canvas - javascript

If a lot of my drawings are going to be within a particular area of my larger canvas (in this case, in the center), is there a way to just say that you're working within that particular 'sub-canvas' instead of having to add/subtract the margins every time you want to draw? It just makes my code look a lot more complicated every time I'm specifying coordinates.

You can change the coordinates' origin using translate().
First, save the original origin using save(). Then, find the origin that suits the centre of your screen's drawing area and call translate(x, y). Do your drawing, and then use restore() to get your previous origin back.
jsFiddle.

Kinetic.js, a popular library for Canvas allows you to create a Group layer. You can specify the x, y coordinates, height and width of this Group. You can also add shapes and draw other things within this group.
Here's and example:
var stage = new Kinetic.Stage({
container: 'container',
width: 578,
height: 200
});
var shapesLayer = new Kinetic.Layer();
/*
* create a group which will be used to combine
* multiple simple shapes. Transforming the group will
* transform all of the simple shapes together as
* one unit
*/
var group = new Kinetic.Group({
x: 220,
y: 40,
rotationDeg: 20
});
var colors = ['red', 'orange', 'yellow'];
for(var n = 0; n < 3; n++) {
// anonymous function to induce scope
(function() {
var i = n;
var box = new Kinetic.Rect({
x: i * 30,
y: i * 18,
width: 100,
height: 50,
name: colors[i],
fill: colors[i],
stroke: 'black',
strokeWidth: 4
});
group.add(box);
})();
}
shapesLayer.add(group);
stage.add(shapesLayer);
Here's a tutorial on how to add Groups

You can use drawimage to draw an offscreen canvas to a certain part of another canvas.
Create a new canvas object and draw all your stuff to that. In the end draw that canvas to your onscreen canvas with drawimage at some coordinates.

Related

Can I use an image (.svg) or svg path(?) in Konva.Group()'s clipFunc?

Suppose I have a map of the world.
And I'd like each continent to be an area where I could attach shapes to and drag/reshape them, while always being clipped by the continent's shape borders/limits.
Here's what I have so far:
const stage = new Konva.Stage({
container: 'stage',
width: window.innerWidth,
height: window.innerHeight
});
const layer = new Konva.Layer();
const group = new Konva.Group({
clipFunc: function (ctx) {
ctx.arc(250, 120, 50, 0, Math.PI * 2, false);
ctx.arc(150, 120, 60, 0, Math.PI * 2, false);
},
});
const shape = new Konva.Rect({
x: 150,
y: 70,
width: 100,
height: 50,
fill: "green",
stroke: "black",
strokeWidth: 4,
draggable: true,
});
group.add(shape);
layer.add(group);
stage.add(layer);
body {
margin: 0;
padding: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/konva/8.4.0/konva.min.js"></script>
<div id="stage"></div>
My question is, how could I use the clipFunc to draw a continent's limits? Could I use and image? svg path? I can't seem to find the answer in the docs.
[Edit: Added a new option 2, added demos for options 2 & 3 codepen + snippets.]
TLDR: Nothing totally automatic but two possible options.
Just to confirm - based on
And I'd like each continent to be an area where I could attach shapes
to and drag/reshape them, while always being clipped by the
continent's shape borders/limits.
I think you are asking how to limit the boundaries for dragging a shape to an 'arbitrary' region. I say arbitrary because it is a non-geometric region (not a square, circle, pentagon etc).
It would be fabulous to have a baked-in function to achieve this but sadly I am not aware that it is possible. Here's why:
Dragbounds limits: In terms of what you get 'out of the box', how Konva handles constraining drag position is via the node.dragBoundFunc(). Here is the example from the Konva docs which is straightforward.
// get drag bound function
var dragBoundFunc = node.dragBoundFunc();
// create vertical drag and drop
node.dragBoundFunc(function(pos){
// important pos - is absolute position of the node
// you should return absolute position too
return {
x: this.absolutePosition().x,
y: pos.y
};
});
The gist of this is that we are able to use the code in the dragBoundFunc function to decide if we like the position the shape is being dragged to, or not. If not we can override that 'next' position with our own.
Ok - so that is how dragging is constrained via dragBoundFunc. You can also use the node.on('dragmove') to achieve the same effect - the code would be very similar.
Hit testing
To decide in the dragBoundFunc whether to accept the proposed position of the shape being dragged, we need to carry out 'hit testing'.
[Aside: An important consideration is that, to make a pleasing UI, we should be hit testing at the boundary of the shape that is being dragged - not where the mouse pointer or finger are positioned. Example - think of a circle being dragged with the mouse pointer at its center - we want to show the user the 'hit' UI when the perimeter of the circle goes 'out of bounds' from the perspective of the dragBoundFunc, not when the center hits that point. What this means in effect is that our logic should check the perimeter of the shape for collision with the boundary - that might be simple or more difficult, depending on the shape.]
So we know we want to hit test our dragging shape against an arbitrary, enclosing boundary (the country border).
Option #1: Konva built-in method.
[Update] On developing the demo for this option I discovered that its mainstay, getIntersection(pt), is deliberately disabled (will always return null) when used in a dragmove situation. This is by design and done for performance because the overhead for the process is so costly.
What getIntersection does is to look at a given pixel, from topmost shape down, of the shapes that might overlap the given x, y point. It stops at the first hit. To do this is draws in an off-screen canvas each shape, checks the pixel, and repeats until no shapes remain. As you can tell, quite a costly process to run in-between mousemove steps.
The proposal for this option was to check a bunch of static border points on the stage via getIntersection - if the dragging shape came up as the hit then we would know the border was being crossed.
What point do we give it to check ? So here's the rub - you would have to predefine points on your map that were on the borders. How many points? Enough so that your draggable shapes can't stray very far over the mesh of border points without the hit-test firing. Do it correctly and this would be a very efficient method of hit testing. And it's not as if the borders will be changing regularly.
I made a simple point creator here. This is the view after I created the points around Wombania.
** Option #2: The concept is to create an off-screen canvas the same size as the client rect of the shape being dragged and create a clone of the drag shape therein. Space around the shape would be transparent, shape itself would be colored. We now use a set of pre-defined points along the country boundary, example above. We filter the points inside the shape's clientRect - so we only have a handful to test. We then 'translate' those points to the appropriate location in the off-screen hit canvas and check the color of the pixels at those points - any color whatsoever indicates the dragging shape is 'over' the point we are testing. Any hit means we can break out of the loop and report a boundary collision.
This is optimised in the following ways:
1 - we only make the offscreen canvas once at the dragstart.
2 - we only test the minimum number of boundary points - only those falling in the bounding box of the dragging shape.
Demo here at codepen. Snippet below - best consumed full screen.
const scale = 1,
stage = new Konva.Stage({
container: "container",
width: 500,
height: 400,
draggable: false
}),
layer = new Konva.Layer({
draggable: false
}),
imageShape = new Konva.Image({
x: 0,
y: 0,
draggable: false
}),
// Rect drawn to show client rect of dragging shape
theShapeRect = new Konva.Rect({
stroke: "silver",
strokeWidth: 1,
listening: false
}),
// small dots to show check points
pointCircle = new Konva.Circle({
radius: 30,
fill: "silver",
draggable: false
}),
// the three draggable shape defs - select by button
dragShapes = {
circle: new Konva.Circle({
radius: 30,
fill: "lime",
draggable: true,
visible: false
}),
rectangle: new Konva.Rect({
width: 60,
height: 60,
fill: "lime",
draggable: true,
visible: false
}),
star: new Konva.Star({
numPoints: 6,
innerRadius: 40,
outerRadius: 70,
fill: "lime",
draggable: true,
visible: false
})
},
// data for the check points.
data = `{"pt0":{"x":85.5,"y":44.5},"pt1":{"x":76,"y":62},"pt2":{"x":60,"y":78},"pt3":{"x":47,"y":94},"pt4":{"x":33,"y":115},"pt5":{"x":26,"y":133},"pt6":{"x":17,"y":149},"pt7":{"x":27,"y":171},"pt8":{"x":45,"y":186},"pt9":{"x":69,"y":187},"pt10":{"x":87,"y":191},"pt11":{"x":104,"y":194},"pt12":{"x":123,"y":214},"pt13":{"x":124,"y":238},"pt14":{"x":120,"y":260},"pt15":{"x":94,"y":265},"pt16":{"x":92,"y":275},"pt17":{"x":113,"y":281},"pt18":{"x":130,"y":280},"pt19":{"x":148,"y":280},"pt20":{"x":156,"y":261},"pt21":{"x":169,"y":248},"pt22":{"x":188,"y":251},"pt23":{"x":201,"y":263},"pt24":{"x":207,"y":274},"pt25":{"x":195,"y":281},"pt26":{"x":181,"y":285},"pt27":{"x":183,"y":291},"pt28":{"x":194,"y":293},"pt29":{"x":222,"y":293},"pt30":{"x":242,"y":284},"pt31":{"x":245,"y":257},"pt32":{"x":247,"y":238},"pt33":{"x":263,"y":236},"pt34":{"x":278,"y":240},"pt35":{"x":293,"y":239},"pt36":{"x":305,"y":238},"pt37":{"x":315,"y":237},"pt38":{"x":333,"y":236},"pt39":{"x":337,"y":248},"pt40":{"x":324,"y":258},"pt41":{"x":303,"y":263},"pt42":{"x":314,"y":267},"pt43":{"x":326,"y":273},"pt44":{"x":347,"y":273},"pt45":{"x":364,"y":273},"pt46":{"x":378,"y":260},"pt47":{"x":401,"y":263},"pt48":{"x":422,"y":272},"pt49":{"x":429,"y":278},"pt50":{"x":414,"y":281},"pt51":{"x":400,"y":287},"pt52":{"x":411,"y":294},"pt53":{"x":434,"y":292},"pt54":{"x":462,"y":287},"pt55":{"x":478,"y":275},"pt56":{"x":474,"y":259},"pt57":{"x":466,"y":233},"pt58":{"x":470,"y":208},"pt59":{"x":483,"y":189},"pt60":{"x":484,"y":169},"pt61":{"x":494,"y":153},"pt62":{"x":496,"y":129},"pt63":{"x":489,"y":106},"pt64":{"x":472,"y":91},"pt65":{"x":458,"y":78},"pt66":{"x":443,"y":65},"pt67":{"x":428,"y":54},"pt68":{"x":412,"y":41},"pt69":{"x":394,"y":31},"pt70":{"x":369,"y":23},"pt71":{"x":346,"y":22},"pt72":{"x":323,"y":22},"pt73":{"x":300,"y":23},"pt74":{"x":278,"y":24},"pt75":{"x":265,"y":26},"pt76":{"x":251,"y":30},"pt77":{"x":235,"y":32},"pt78":{"x":220,"y":38},"pt79":{"x":203,"y":44},"pt80":{"x":189,"y":53},"pt81":{"x":174,"y":57},"pt82":{"x":163,"y":51},"pt83":{"x":148,"y":53},"pt84":{"x":128,"y":52},"pt85":{"x":100,"y":51}}`,
// load the data into an object.
pointsList = JSON.parse(data);
// shape is set when the shape-type button is clicked.
let theShape = undefined;
// Add shapes to the layer and layer to stage
layer.add(
imageShape,
dragShapes.circle, // not visible at this point
dragShapes.rectangle, // not visible at this point
dragShapes.star, // not visible at this point
theShapeRect
);
stage.add(layer);
// Make the hit stage where we will do color sampling
const hitStage = new Konva.Stage({
container: "container2",
width: 300,
height: 300,
draggable: true
}),
hitLayer = new Konva.Layer(),
ctx = hitLayer.getCanvas().getContext(); // Get the convas context for access to pixel data
hitStage.add(hitLayer);
// Make an HTML image variable to act as the image loader, load the image
const img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function () {
imageShape.image(img); // when loaded give the image to the Konva image shape
};
img.src = "https://assets.codepen.io/255591/map_of_wombania2.svg"; // start image loading - fires onload above.
// draw a small grey dot centered on each test point
for (const [key, pt] of Object.entries(pointsList)) {
layer.add(
pointCircle.clone({
name: key + " point",
radius: 5,
x: pt.x,
y: pt.y
})
);
}
// Function to get the color data for given point on a given canvas context
function getRGBAInfo(ctx, point) {
// get the image data for one pixel at the computed point
const pixel = ctx.getImageData(point.x, point.y, 1, 1);
const data = pixel.data;
// for fun, we show the rgba value at the pixel
const rgba =
"pt " +
JSON.stringify(point) +
` rgba(${data[0]}, ${data[1]}, ${data[2]}, ${data[3] / 255})`;
// console.log(rgba);
return data;
}
// function to reset collided point colors
function clearPoints() {
// clear the collision point colors
const points = stage.find(".point");
for (const point of points) {
point.fill("silver");
}
}
// variable to track whether we collided or not.
let hit = false;
// user clicks a shape-select button
$(".shapeButton").on("click", function () {
setShape($(this).data("shape"));
});
// Set the active shape.
function setShape(shapeName) {
clearPoints();
if (theShape) {
theShape.visible(false);
}
theShape = dragShapes[shapeName];
// Somewhere in Wombania....
theShape.position({
x: 300,
y: 120
});
// finally we see the shape !
theShape.visible(true);
// and set the bounding rect visualising rect
theShapeRect.position(theShape.getClientRect());
theShapeRect.size(theShape.getClientRect());
// better clear any listeners on the shape just in case
theShape.off();
// fires once as the drag commences
theShape.on("dragstart", function (evt) {
// clear the hitLayer for color testing
hitLayer.destroyChildren();
// make a copy of the dragging shape, positioned at top-left of hit canvas
// Note I fill shape with solid color - if you drag a Konva.Group then make a filled rect
// the pos & size of the group.getClientRect and add that into the group after cloning.
const clone = evt.target.clone({ fill: "red", stroke: "red" });
clone.position({
x: clone.width() / 2,
y: clone.height() / 2
});
hitLayer.add(clone);
// cloning copies some events so better clear them as they are not needed on the clone.
clone.off();
// reset the boundary point color
clearPoints();
// position the client rect visulaiser
theShapeRect.position(theShape.getClientRect());
theShapeRect.size(theShape.getClientRect());
});
// Will run on each drag move event
theShape.on("dragmove", function (evt) {
// assume no collisions - we will know by the end of the event
hit = false;
// position the client rect visulaiser
theShapeRect.position(theShape.getClientRect());
// Get the translation vector from the drag shape in the main canvas to the location
// in the hit canvas. We use thit to translate the check points in the main canvas
// to their positions in the hit canvas
const translateDist = {
x: -this.position().x + this.width() / 2,
y: -this.position().y + this.width() / 2
};
// get a rect around the current pos of the draggging shape, use to check if points
// are within this rect. If YES then process them, otherwise ignore.
const checkRect = this.getClientRect();
// Walk the set of check points...
for (const [key, pt] of Object.entries(pointsList)) {
// Is this point in the client rect of the dragging shape ?...
if (
checkRect.x < pt.x &&
checkRect.y < pt.y &&
checkRect.x + checkRect.width > pt.x &&
checkRect.y + checkRect.height > pt.y
) {
//...yes - so we pocess it
// translate the point to its position in the hit canvas.
let pointTranslated = {
x: pt.x + translateDist.x,
y: pt.y + translateDist.y
};
// get the color info of the point
const colorInfo = getRGBAInfo(ctx, pointTranslated);
// Is there any color there, anything, at all, maybe ?
if (colorInfo[0] + colorInfo[1] + colorInfo[2] + colorInfo[3] > 0) {
// if we find color then we have a collision!
hit = true;
// set the color of the collided point to visualise it
stage.findOne("." + key).fill("black");
// !Important: In live code we could 'break' here because it is not
// important to know _all_ the hits. I will process them all for demo purposes.
// break;
}
}
}
// Phew - after all that point fettling, if we got a hit then say so !
if (hit) {
$("#alarm").html("Boundary collision");
evt.target.fill("red");
} else {
evt.target.fill("lime");
$("#alarm").html("Still good");
}
});
}
body {
margin: 10px;
background-color: #f0f0f0;
}
.container {
border: 1px solid black;
display: inline-block;
}
alarm {
color: red;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://unpkg.com/konva#8/konva.min.js"></script>
<p><span id='info'>Pick a shape, drag it around the country without hitting the edges!</span></p>
<p><span id='alarm'>.</span></p>
<p>
<button class="shapeButton" data-shape='circle'>Circle</button>
<button class="shapeButton" data-shape='rectangle'>Rectangle</button>
<button class="shapeButton" data-shape='star'>Star</button>
</span></p>
<div id="container" class='container'></div>
<div id="container2" class='container'></div>
Option #3: Alpha value checking.
The gist of this method is to have the color fill of each country have a specific alpha value in its RGBA setting. You can then check the colors at specific points on the perimeter of your dragging shape. Lets say we set the alpha for France to 250,
the Channel is 249, Spain 248, Italy 247, etc. If you are dragging your shape around 'inside' France, you expect an alpha value of 250. If you see anything else under any of those perimeter points then some part of your shape has crossed the border. [In practice, the HTML canvas will add some antialiasing along the border line so you will see some values outside those that you set but these have a low impact affect and can be ignored.]
One point is that you can't test the color on the main canvas if the shape being dragged is visible - because you will be getting the fill, stroke, or antialised pixel color of the shape!
To solve this you need a second stage - this can be memory only, so not visible on the page - where you load either a copy of the main stage with the dragging shape invisible, or you load the image of the map only. Let's call this the hit-stage. Assuming you keep the position of the hit-stage in line with the main-stage, then everything will work. Based on the location of the dragging shape and its perimeter points, you check the pixel colors on the hit-canvas. If the values match the country you are expecting then no hit, but if you see a different alpha value then you hit or passed the border. Actually you don't even need to know the color for the starting country - just note the color under the mouse point when the drag commences and look out for a different alpha value under the perimeter points.
There's a working demo of the 2-stage approach at codePen here. The demo just uses a country boundary and 'elsewhere' but you would use the same technique to construct an atlas of countries with different alpha values for your needs.
This is the JavaScript from the codepen demo. Best seen in full screen though when I checked it after copying from codepen some of the detections on right hand side did not fire, so maybe view the codepen if you can.
const countries = [
{ name: "wombania", alpha: 252 },
// add more countries as required
{ name: "Elsewhere", alpha: 0 }
],
scale = 1,
stage = new Konva.Stage({
container: "container",
width: 500,
height: 400,
draggable: false,
scale: {
x: scale,
y: scale
}
}),
layer = new Konva.Layer({
draggable: false
}),
imageShape = new Konva.Image({
x: 0,
y: 0,
draggable: false
}),
circle = new Konva.Circle({
radius: 30,
fill: "lime",
draggable: true,
x: 300,
y: 120,
scale: {
x: scale,
y: scale
}
});
let currentCountry = undefined;
const hitStage = new Konva.Stage({
container: "container2",
width: 500,
height: 400,
draggable: false
}),
hitLayer = new Konva.Layer(),
hitImage = new Konva.Image(),
ctx = hitLayer.getCanvas().getContext(); // Get the convas context for access to pixel data
layer.add(imageShape, circle);
stage.add(layer);
hitLayer.add(hitImage);
hitStage.add(hitLayer);
// Make an HTML image variable to act as the image loader, load the image
const img = new Image();
img.crossOrigin = "Anonymous";
img.onload = function () {
imageShape.image(img); // when loaded give the image to the Konva image shape
hitImage.image(img); // and to the hit canvas
const hitImageObj = new Image();
};
img.src = "https://assets.codepen.io/255591/map_of_wombania2.svg"; // start image loading - fires onload above.
// Will run on each drag move event
circle.on("dragmove", function () {
// get 20 points on the perimeter to check.
let hitCountry = currentCountry;
for (let angle = 0; angle < 360; angle = angle + 18) {
const angleRadians = (angle * Math.PI) / 180;
let point = {
x: parseInt(
circle.position().x + Math.cos(angleRadians) * circle.radius(),
10
),
y: parseInt(
circle.position().y + Math.sin(angleRadians) * circle.radius(),
10
)
};
// get the image data for one pixel at the computed point
const pixel = ctx.getImageData(point.x, point.y, 1, 1);
const data = pixel.data;
// for fun, we show the rgba value at the pixel
const rgba = `rgba(${data[0]}, ${data[1]}, ${data[2]}, ${data[3] / 255})`;
// console.log("color at (" + point.x + ", " + point.y + "):", rgba);
// Here comes the good part.
// We know the alpha value for the current country - any other value means
// we crossed the border!
let country = getCountryAtPoint(point);
if (country && country.name !== currentCountry.name) {
hitCountry = country;
break; // jump out of the loop now because we know we got a hit.
}
}
// After checking the points what did the hit indicator show ?
if (hitCountry.alpha !== currentCountry.alpha) {
circle.fill("magenta");
$("#alarm").html("You crossed the border into " + hitCountry.name);
} else {
circle.fill("lime");
$("#alarm").html("Still inside " + hitCountry.name);
}
});
function getRGBAInfo(ctx, point) {
// get the image data for one pixel at the computed point
const pixel = ctx.getImageData(point.x, point.y, 1, 1);
const data = pixel.data;
// for fun, we show the rgba value at the pixel
const rgba = `rgba(${data[0]}, ${data[1]}, ${data[2]}, ${data[3] / 255})`;
return data;
}
imageShape.on("mousemove", function () {
const point = stage.getPointerPosition();
getRGBAInfo(ctx, point);
});
function getCountryAtPoint(point) {
const colorInfo = getRGBAInfo(ctx, point);
for (const country of countries) {
if (country.alpha === colorInfo[3]) {
$("#info2").html("Selected: " + country.name);
return country;
}
}
}
imageShape.on("mousedown", function () {
currentCountry = getCountryAtPoint(stage.getPointerPosition());
});
circle.on("mousedown", function () {
currentCountry = getCountryAtPoint(stage.getPointerPosition());
});
body {
margin: 10px;
background-color: #f0f0f0;
}
.container {
border: 1px solid black;
display: inline-block;
}
alarm {
color: red;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://unpkg.com/konva#8/konva.min.js"></script>
<p><span id='info'>Drag the circle around the country without hitting the edges!</span></p>
<p><span id='info2'>Selected: none</span> <span id='alarm'></span></p>
<div id="container" class='container'></div>
<div id="container2" class='container'></div>
PS. As a bonus, knowing the alpha values of the countries gives you an instant way to know which country the user clicks on. See the mousedown event.
To use an image, you can use the drawImage method of the canvas context in the clipFunc
const image = new Image();
image.src = 'image.png';
const group = new Konva.Group({
clipFunc: function (ctx) {
ctx.drawImage(image, 0, 0);
},
});
To use an SVG path, you can use the clip method of the canvas context in the clipFunc
const group = new Konva.Group({
clipFunc: function (ctx) {
ctx.clip('M10,10 h80 v80 h-80 Z');
},
});

How to scale a polygon without translating the polygon given a list of coordinates in javascript?

I have an array of coordinates [x1,y1, x2, y2 ....] which represents a polygon on a html canvas. I am drawing the polygon using KonvaJS. I am trying to retrieve the scaled coordinates for the polygon where [x1, y1, x2, y2 ...] is the scaled coordinates.
I have tried the following:
Using JSTS https://github.com/bjornharrtell/jsts to add buffer to the coordinates.
Followed this snippet http://jsfiddle.net/qdv1n4yL/7/ and tried in integrate into my react/typescript app and created the snippet as shown below
function vectorCoordinates2JTS (polygon) {
var coordinates: any = [];
for (var i = 0; i < polygon.length; i++) {
coordinates.push(new Coordinate(polygon[i].x, polygon[i].y));
}
return coordinates;
}
function inflatePolygon(poly, spacing) {
var geoInput = vectorCoordinates2JTS(poly);
geoInput.push(geoInput[0]);
var geometryFactory = new GeometryFactory();
var shell = geometryFactory.createPolygon(geoInput);
var polygon = new BufferOp(poly);
console.log(polygon.getResultGeometry())
var inflatedCoordinates: any = [];
var oCoordinates;
oCoordinates = polygon.shell.points.coordinates;
console.log(oCoordinates.length)
for (let i = 0; i < oCoordinates.length; i++) {
var oItem;
oItem = oCoordinates[i];
inflatedCoordinates.push(Math.ceil(oItem.x), Math.ceil(oItem.y));
}
return inflatedCoordinates;
}
Here I am passing poly as [{x: 1, y:1}, {x:2, y:2}] and spacing as 1.5. It breaks on this line here polygon.getResultGeometry() with an error.
Also tried using this library to get the transformed coordinates http://turfjs.org/docs/#transformScale but it returns me a bunch of coordinates which i cant seem to use and get my end result as just a simple list of scaled coordinates.
My overall requirements for solving this problem is the polygon should have a cushioning like buffer around the original polygon which can be used to detect collision. I was able to get the collision detection between the polygon and a point working but been stuck on adding the scale/buffer for the past few days. Any help or follow up questions to this problem is highly appreciated. Thanks!
If you need mouse or touch events, for point hit detection, so to extend the edge of the polygon so that you get a larger area for collision detection, Konva has the hitStrokeWidth parameter. See point 2 on this docs page.
The gist is that Konva provides its own hit detection feature by drawing the shape in an off-screen canvas but inflating the stroke width. For example:
const line = new Konva.Line({
x: 50,
y: 100,
points: [0, 0, 50, 0, 50, 100, 0, 100],
tension: 1,
strokeWidth: 1,
hitStrokeWidth: 20,
stroke: 'black',
});
layer.add(line);
What this does is to draw the stroke with the given hitStrokeWidth size - in this case 20px. But only on the hit detection canvas offscreen. You can then avoid the need for the calculation you are attempting.

Paper.js - Clipping opacity for paths outside of area

I have a simple rectangle that forms the clipping area for all shapes added to the canvas, which is working great:
var area = new paper.Rectangle(
100, 100, 300, 120
);
var path = new paper.Path.Rectangle(area);
group.addChild(path);
group.clipped = true;
What I'm trying to achieve is instead of hiding the paths that fall outside of this area, they are shown with a slight opacity, something like:
Thanks in advance for any help and suggestions.
This is not a simple way as clipped, you might do it by using method intersect.
Please try this code.
// SET INITIAL
var area = new paper.Path.Rectangle(100, 100, 300, 220);
area.fillColor = 'yellow'
area.opacity = 0.2
var circle1 = new paper.Path.Circle({
center:[150, 150],
radius: 100,
fillColor: 'red'
})
// OPACITY CLIPPING
var circle2 = circle1.intersect(area)
circle1.opacity = 0.2

divide/cutting SVG in boxes, RaphaelJS

I am using RaphaelJS to draw 4 boxes inside a canvas.
var paper = new Raphael(document.getElementById('canvas_container'), 512, 256);
var rectangle = paper.rect(50, 50, 50, 50),
rectangle2 = paper.rect(400, 50, 50, 50);
rectangle3 = paper.rect(50, 200, 50, 50);
rectangle4 = paper.rect(400, 200, 50, 50);
rectangle2.attr("fill", "red");
rectangle3.attr("fill", "green");
rectangle4.attr("fill", "blue");
jsfiddle: http://jsfiddle.net/SFRWj/1/
--
My problem: I want to loop and cut/divide my svg canvas in 4: top left, top right, bottom left, bottom right
Purpose: I want to have 4 separate elements I can then try to convert to png or base64 or just do something with them.
any ideas?
UPDATE 1:
with two for loops and
paper.setViewBox(i*viewStep,j*viewStep,128,128,false);
I got something like this: http://jsfiddle.net/SFRWj/3/
Here is an example with svg.js but you can probably achieve the same with Raphael:
var src = 'http://distilleryimage11.s3.amazonaws.com/89ac2e90d9b111e297bf22000a1f9263_7.jpg'
/* create canvases */
var draw1 = SVG('canvas1').viewbox(0,0,75,75)
var draw2 = SVG('canvas2').viewbox(75,0,75,75)
var draw3 = SVG('canvas3').viewbox(0,75,75,75)
var draw4 = SVG('canvas4').viewbox(75,75,75,75)
/* draw image */
var image = draw1.image(src).size(150,150)
/* clone image to other canvases */
draw2.add(image.clone())
draw3.add(image.clone())
draw4.add(image.clone())
http://jsfiddle.net/wout/rgzG6/
This example basically created four svg canvases, clones the content from the first to the other canvases and sets a viewbox for everyone of them. If you have multiple elements you could consider putting everything in a group before cloning them.

Drawing shapes and lines with HTML5 Canvas and jQuery

I have an upcoming project that I would like to use the HTML5 canvas element to accomplish what would have had to be done in the past with either images and absolutely paced div's or Flash. Here is a basic example of the concept
Here are my concerns:
I am ok with using div's with corner radius to create the circles as they will be styled, and I'm not sure if I can do that with a mix of svg and the canvas element.
My main concern is the stroke that joins the outer circles to the inner, I would like to do this with canvas but am not sure A) How to get multiple canvas elements on one page in one containing element (a wrapper div) and B) how to figure out the starting points, I would assume the ending point would just be the center of the wrapper div (IE if its 600x600 = x=300, y=300)
Can anyone shed some light on this and offer any suggestions? Is there an advantage to using any of the jQuery canvas plugiins over vanilla JS?
thank you!
The canvas API consists of some functions which seem to do the job just fine:
.moveTo/.lineTo for a line path
.arc for a circle path
.stroke to stroke a path (line)
.fill to fill a path (circle)
Here's a very trivial proof of concept: http://jsfiddle.net/eGjak/275/.
I've used (x, y) for both the lines and the circles, which means the lines go from and to the midpoint of two circles. r is the radius of a circle.
var ctx = $('#cv').get(0).getContext('2d');
var circles = [ // smaller circles
{ x: 50, y: 50, r: 25 },
{ x: 250, y: 50, r: 25 },
{ x: 250, y: 250, r: 25 },
{ x: 50, y: 250, r: 25 },
];
var mainCircle = { x: 150, y: 150, r: 50 }; // big circle
function drawCircle(data) {
ctx.beginPath();
ctx.arc(data.x, data.y, data.r, 0, Math.PI * 2); // 0 - 2pi is a full circle
ctx.fill();
}
function drawLine(from, to) {
ctx.beginPath();
ctx.moveTo(from.x, from.y);
ctx.lineTo(to.x, to.y);
ctx.stroke();
}
drawCircle(mainCircle); // draw big circle
$.each(circles, function() { // draw small circles and lines to them
drawCircle(this);
drawLine(mainCircle, this);
});​
You could just do all of these circles in CSS. Get some divs, style them as you like in CSS, and then apply border-radius: 100; to the object, and done. I hope this helped.

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