clip-path in Raphaël.js - javascript

How can I use clip-path with Raphaël.js like this example. It seams that Raphael.js has only clip-rect in it.

You can cut a hole through a path drawn shape.
This is a technique known as donut holes and you can see an example on my index page
If this looks difficult it is not
See the information database and the technique labelled donut holes
My site index is
http://www.irunmywebsite.com/
Err it used to be.
Now you can find a multiple clip path (Imagine seeing a view through several holes}
The carousel and the thumbnail holder are just one path...
See the Raphael Crousel
A much better example I include below. The central blue region has several holes cut into it. This has multi purpose usage.
It is part of what I call a DOM / SVG hybrid solution.
Cut multi purpose holes for a variety of reasons

I don't think you can do it via Raphael. You can do it by manipulating the DOM directly, but you will loose the ability to call Raphael methods for that element.
I find Raphael a bit obsolete, now that IE supports SVG. You can do much more with plain javascript and and the SVG specification.

If, like in the example image, it's a raster image (png, gif, jpg... bitmap pixel images) you are trying to clip, it's actually really easy. In Raphael 2, you just set the fill to point at the image file. It uses it as a background image.
If you want to crop an image or photograph with a Raphael path or shape like a clipping mask or clip-path for image files, just set the image as the path's fill.
somepath.attr({fill: 'someimage.png'});
Limitations (AFAIK):
Only one image per path
Only one path per image (use compound paths for complex masks)
Things like background position aren't easy - see this question for more
I think it's impossible to stop the image repeating

Related

Creating a HTML5 - Image Editor which uses SVG

I'm trying to create a simple 'image editor' using HTML5/Javascript that allows to load an image (.png for instance), draw/move/delete different shapes onto that image, and retrieve the coordinates of these shapes drawn to modify the original image.
I've been reading quite a lot regarding SVG and canvas, and my final thought was to go with SVG, as it's handling all the different object states etc. Looking at different examples of code though I'm not sure anymore if SVG is the right way to go...is it even possible to accomplish what I want using SVG?
Update:
The problem is basically to ensure that the chosen strategy (SVG/canvas) supports loading an image, drawing additional shapes, and retrieving the coordinates in a way that modifications on the original image result in the same picture as shown in the editor.

Colour of two overlapping circles

I'm creating a planning tool for a game. Imagine two 2D static gun emplacements with different ranges and damage per second. I want to draw these ranges with different colours according to damage, in a scale similar to this http://www.celtrio.com/support/documentation/coverazone/2.1.0/ui.viewmode.heatmapcolorscale.html
I got that part working with CSS border radiuses. My problem is that if ranges overlap, the overlapping area doesn't show the combined damage.
I found heatmap.js http://www.patrick-wied.at/static/heatmapjs/ but it doesn't allow you to set a different radius for each point. I also can't find a way to turn off the gradient... the damage of these guns at its maximum range is the same at its minimum range. I realise that's sort of the point of a heatmap normally haha but I'm not too sure what I should be googling.
I had a think about a PHP solution which would create a greyscale image using varying levels of opacity to represent different damage. I'd then loop through all the pixels and recolour them according to the scale. But that would be far too slow. It needs to update in as close to realtime as possible as the user drags the guns around the screen.
There's probably a very simple way to do this, a CSS filter maybe, but I can't find anything. Any ideas? Thanks!
CSS is the wrong tool for this job -- you really ought to be doing stuff like this using SVG or Canvas. It'll be a lot easier to achieve complex graphical effects using a proper graphics system than trying to hack it with shapes created in CSS.
For example, in SVG, you would simply need to use the fill feature to fill each area with whatever colour you wanted. See an example SVG image here. It's an SVG Venn diagram where the overlap areas are completely different colours to the parent circles. Canvas has similar functionality.
You might also want to consider using a Javascript library such as RaphaelJS or PaperJS to help you with this. (using Canvas would imply that you're using some Javascript anyway, and it will make SVG easier to work with too).
However if you must do it using CSS, if you want elements to show through so the colours are merged when they overlay each other, then you'll want to use some sort of opacity effect.
Either opacity:0.5 or an rgba colour for the background.
That's as good as you'll get with CSS; you won't be able to get arbitrary colours in the overlap portions; just a combination of colours from the layered opacity effects.
If you look at the code of heatmap.js, you'll see that it works like this:
Paint circles onto a canvas, using a radial gradient from transparent to some percent opaque (depending on the strength of the point).
Color-map that grayscale image (converting each gray value to one of an array of 256 colors).
Your problem could be solved in the same way, but painting a circle of constant opacity and variable radius in step 1.

Combine Vector advantages with Bitmap in an HTML canvas element - how?

What I am trying to do is create a game that has an extreme amount of zoom-ability on a canvas element. I would like to make use of the advantage that vector graphics have insofar as being able to be programmatically created at runtime, with the high performance of bitmap images.
What I would like to do is programmatically create the first-frame image of a game "sprite"... this would be a vector image. After the first frame though, I do not want to keep wasting CPU cycles on drawing the image though.. i would like to cache it as a bitmap/high performance image for that zoom level.
Following this, if the user zooms in by >20%, I then redraw the image with a higher level of detail vector image. As above, this vector image would then be cached and optimized.
As you can see here, this would be a pretty basic space ship.. I would first render it programmatically as a vector and then.. raster it I guess? Goal is to avoid wasting CPU.
If the user zooms in...
A new vector image of the same shape would be drawn, albeit with a much higher level of detail. This is basically a Level Of Detail system. In this case as well, after the initial programmatic draw, I would "raster" the image for maximum performance.
Does anyone have ideas on what tools I would need to make this a reality inside of a HTML canvas? (The rest of the game will be running inside of the canvas element..)
Thank you very much for your thoughts.
**Edit: I wanted to add... perhaps the route of rendering an image via SVG (programmatically), then pushing that png file into the canvas using drawimage(), might provide some success? Something similar? Hmm...
Check out that article , but it seems there is no standard method to do what you want and it may fail in IE.
http://svgopen.org/2010/papers/62-From_SVG_to_Canvas_and_Back/#svg_to_canvas
You should perhaps go with an all SVG game , or provide a maximum zooming rate to your game and use big images as sprite assets. it would not have been a problem using flash,but i guess you wont go with flash anyway.
Maybe there is a framework that can translate SVG into a "canvas drawing sequence" but i would not bet on high performances in that case.
I managed to answer my own question.
The way to do this is to first create an SVG file, and then convert it to a PNG file on the client using "canvg". The PNG can be created at different levels of details based on what you want, and in this way you could create a dynamic LOD system.
Flash does something similar automatically by cashing a bitmap image of the SVG file... it's called "pre-rendering". If the SVG isn't scaled or the alpha isn't changed, flash will just use the bitmap instead (much faster then continuously re-rendering the SVG file, in complex cases). Size (and thus detail) of the PNG output can be modified however you like, and so pre-rendering could be done based on events as well.
From this information, I have decided to implement the LOD system such that SVG is used whilst the user is actively zooming (scaling the target "sprite"), and then as the zoom slows down, compute a PNG pre-render. Also, at extremely high levels of zoom, I simply use the SVG, as it is much easier for the CPU to compute SVG's at high resolution, then bitmap images that cover most of the screen. (just take a look at some of the HTML5 icon tests that put lots of icons on the screen... the bigger the icons are, the slower it runs).
Thanks very much to everyone's comments here and I hope that my question/answer has helped someone.

VML alternative to SVG pattern (possibly using Raphael JS)

In SVG it is possible to define a pattern that can be used as the fill for a path. For an example of what I mean you can check this link: SVG pattern example. Unfortunately SVG is not usable in older versions of Internet Explorer, so I'll have to work with VML there.
To make my life a little more easy I use Raphaël JS (to be more specific, I use the draw package of ExtJS 4.0, which is based on Raphaël), so I don't have to worry about the differences between SVG and VML.
Raphael JS however, does not provide a way to define patterns and use them, so I'll have to do this by hand. In SVG this is not much of a problem, but in VML I cannot find a way to create a pattern and use it as the (repeating) background of a path.
The closest thing I have found is the ability to use an image as the background of a path, as described here on MSDN. The problem is I want to fill the path with a repeating vector image, so I can scale it and still have it look nice.
Any help in pointing me in the right direction for solving this would be greatly appreciated.
Edit: For people visiting my post: I've come to the conclusion that what I describe above is not possible. The only patterning possible in VML is tiling an image, using a fill element. Patterns made of vector shapes are not possible in VML.
I'm using this method:
1- Create a bounding box with path element (not rect) of the path you want to fill.
2- Append "z" and the path string of the path you want to fill to the bounding box path string. This will create a clipped rect.
3- Use javascript for repeating pattern behind the clipped rect.

Choosing right technology (SVG vs Canvas)

I'm writing an app for shape manipulation, such that after creating simple shapes the user can create more complex ones by clipping the shapes against each other (i.e. combining two circles together into a figure 8 stored using a single path rather than a group, or performing intersection of two circles to create a "bite" mark), and am trying to decide on a graphics library to use.
SVG seems to handle 80% of the functionality I need out of the box (shape storage, movement, rotation, scaling). The problem is that the other 20% (using clipping to create a new set of complex polygons) seems impossible to achieve without recreating SVG functionality in my own modules (I'd have to store the shape once for drawing inside SVG, and once for processing clipping myself). I could be wrong about SVG, but by reading about Raphael library (based on SVG), it seems like it only handles clipping using a rectangle, and even that clipping is temporary (it only renders part of the shape, but still stores entire shape to be rerendered once the clipping rectangle is moved). Perhaps I'm just confused about SVG standard, but even retrieving/parsing the paths to compute a new path using subsets of previous paths seems non-obvious in SVG (there is a Subpath() function, but I don't see anything to find the points of intersection of two polygon perimeters, or combine several subpaths into a single path).
As a result, Canvas seems like a better alternative since it doesn't introduce the extra overhead by keeping track of shapes I'd already have to keep track of to make my own clipping implementation work. Not only that, I've already implemented the polygon class that can be moved, rotated, and scaled. Canvas has some other issues, however (I'd have to implement my own redraw method, which I'm sure will not be as efficient as SVG one that takes advantage of browser-specific frameworks in Chrome and Firefox; and I'd have to accept IE incompatibility which is handled for free with libraries like Raphael).
Thanks
This may address what you're mentioning.
Clipping can be done using non-rectangular objects using the 'clipPath' element.
For example, I have element with id of 'clipper' that defines what to clip out, and a path that is subject to the clipping. Not sure if they intersect in this snippet.
<g clip-rule="nonzero">
<clipPath id="clipper">
<ellipse rx="70" ry="95" clip-rule="evenodd"/>
</clipPath>
<!-- stuff to be clipped -->
<path clip-path="url(#clipper)" d="M-100 0 a100 50"/>
</g>
This is just a snippet from something I have. Hope it helps.
Seems to me that you are trying to do 2D constructive geometry. Since SVG runs in retained mode, the objects you draw are stored and then the various operations performed. With Canvas you are running against a bit map so the changes are effected immediately. Since your users will in turn perform more operations on your simpler shapes to create ever more complex ones Canvas should in the long term be a better fit.
The only outstanding question is what will be done with those objects once your users are finished with them. If you zoom the image it will get the jaggies. SVG will avoid that problem but you trade-off with greater complexity and performance impact.
Both svg and canvas are a vector graphical technology.Each one having some different functionality.
Canvas
Canvas is a bitmap with an immediate modegraphics application programming interface (API) for drawing on it. Canvas is a “fire and forget” model that renders its graphics directly to its bitmap and then subsequently has no sense of the shapes that were drawn; only the resulting bitmap stays around.
More Information about canvas - http://www.queryhome.com/51054/about-html5-canvas
SVG
SVG is used to describe Scalable Vector Graphics
SVG is known as a retained mode graphics model persisting in an in-memory model. Analogous to HTML, SVG builds an object model of elements, attributes, and styles. When the element appears in an HTML5 document, it behaves like an inline block and is part of the HTML document tree.
More Information about SVG - http://www.queryhome.com/50869/about-svg-part-1
See here for more information about canvas vs svg in detail - Comparing svg vs canvas
You're right - you'll have to mathematically perform the clipping and creation of new shapes regardless of whether you use SVG or Canvas. I'm biased, it seems like it would be more useful to use SVG since you also get things like DOM events on the shapes (mouse, dragging) and serialization into a graphical format for free.

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