dotted stroke in <canvas> - javascript

I guess it is not possible to set stroke property such as CSS which is quite easy. With CSS we have dashed, dotted, solid but on canvas when drawing lines/or strokes this doesn't seem to be an option. How have you implemented this?
I've seen some examples but they are really long for such a silly function.
For example:
http://groups.google.com/group/javascript-information-visualization-toolkit/browse_thread/thread/22000c0d0a1c54f9?pli=1

Fun question! I've written a custom implementation of dashed lines; you can try it out here. I took the route of Adobe Illustrator and allow you to specify an array of dash/gap lengths.
For stackoverflow posterity, here's my implementation (slightly altered for s/o line widths):
var CP = window.CanvasRenderingContext2D && CanvasRenderingContext2D.prototype;
if (CP && CP.lineTo){
CP.dashedLine = function(x,y,x2,y2,dashArray){
if (!dashArray) dashArray=[10,5];
if (dashLength==0) dashLength = 0.001; // Hack for Safari
var dashCount = dashArray.length;
this.moveTo(x, y);
var dx = (x2-x), dy = (y2-y);
var slope = dx ? dy/dx : 1e15;
var distRemaining = Math.sqrt( dx*dx + dy*dy );
var dashIndex=0, draw=true;
while (distRemaining>=0.1){
var dashLength = dashArray[dashIndex++%dashCount];
if (dashLength > distRemaining) dashLength = distRemaining;
var xStep = Math.sqrt( dashLength*dashLength / (1 + slope*slope) );
if (dx<0) xStep = -xStep;
x += xStep
y += slope*xStep;
this[draw ? 'lineTo' : 'moveTo'](x,y);
distRemaining -= dashLength;
draw = !draw;
}
}
}
To draw a line from 20,150 to 170,10 with dashes that are 30px long followed by a gap of 10px, you would use:
myContext.dashedLine(20,150,170,10,[30,10]);
To draw alternating dashes and dots, use (for example):
myContext.lineCap = 'round';
myContext.lineWidth = 4; // Lines 4px wide, dots of diameter 4
myContext.dashedLine(20,150,170,10,[30,10,0,10]);
The "very short" dash length of 0 combined with the rounded lineCap results in dots along your line.
If anyone knows of a way to access the current point of a canvas context path, I'd love to know about it, as it would allow me to write this as ctx.dashTo(x,y,dashes) instead of requiring you to re-specify the start point in the method call.

This simplified version of Phrogz's code utilises the built-in transformation functionality of Canvas and also handles special cases e.g. when dx = 0
var CP = window.CanvasRenderingContext2D && CanvasRenderingContext2D.prototype;
if (CP.lineTo) {
CP.dashedLine = function(x, y, x2, y2, da) {
if (!da) da = [10,5];
this.save();
var dx = (x2-x), dy = (y2-y);
var len = Math.sqrt(dx*dx + dy*dy);
var rot = Math.atan2(dy, dx);
this.translate(x, y);
this.moveTo(0, 0);
this.rotate(rot);
var dc = da.length;
var di = 0, draw = true;
x = 0;
while (len > x) {
x += da[di++ % dc];
if (x > len) x = len;
draw ? this.lineTo(x, 0): this.moveTo(x, 0);
draw = !draw;
}
this.restore();
}
}
I think my calculations are correct and it seems to render OK.

At the moment at least setLineDash([5,10]) works with Chrome and ctx.mozDash = [5,10] works with FF:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
if ( ctx.setLineDash !== undefined ) ctx.setLineDash([5,10]);
if ( ctx.mozDash !== undefined ) ctx.mozDash = [5,10];
ctx.beginPath();
ctx.lineWidth="2";
ctx.strokeStyle="green";
ctx.moveTo(0,75);
ctx.lineTo(250,75);
ctx.stroke();
Setting to null makes the line solid.

Phroz's solution is great. But when I used it in my application, I found two bugs.
Following code is debugged (and refactored for readability) version of Phroz's one.
// Fixed: Minus xStep bug (when x2 < x, original code bugs)
// Fixed: Vertical line bug (when abs(x - x2) is zero, original code bugs because of NaN)
var CP = window.CanvasRenderingContext2D && CanvasRenderingContext2D.prototype;
if(CP && CP.lineTo) CP.dashedLine = function(x, y, x2, y2, dashArray){
if(! dashArray) dashArray=[10,5];
var dashCount = dashArray.length;
var dx = (x2 - x);
var dy = (y2 - y);
var xSlope = (Math.abs(dx) > Math.abs(dy));
var slope = (xSlope) ? dy / dx : dx / dy;
this.moveTo(x, y);
var distRemaining = Math.sqrt(dx * dx + dy * dy);
var dashIndex = 0;
while(distRemaining >= 0.1){
var dashLength = Math.min(distRemaining, dashArray[dashIndex % dashCount]);
var step = Math.sqrt(dashLength * dashLength / (1 + slope * slope));
if(xSlope){
if(dx < 0) step = -step;
x += step
y += slope * step;
}else{
if(dy < 0) step = -step;
x += slope * step;
y += step;
}
this[(dashIndex % 2 == 0) ? 'lineTo' : 'moveTo'](x, y);
distRemaining -= dashLength;
dashIndex++;
}
}

Mozilla has been working on an implementation of dashed stroking for canvas, so we may see it added to the spec in the near future.

There's a much simpler way to do this. According to http://www.w3.org/TR/2dcontext/#dom-context-2d-strokestyle strokeStyle accepts strings, CanvasGradients, or CanvasPatterns. So we just take an image like this:
<img src="images/dashedLineProto.jpg" id="cvpattern1" width="32" height="32" />
load it into a canvas, and draw our little rectangle with it.
var img=document.getElementById("cvpattern1");
var pat=ctx.createPattern(img,"repeat");
ctx.strokeStyle = pat;
ctx.strokeRect(20,20,150,100);
that doesnt result in a perfect dashed line, but it's really straightforward and modifiable. Results may of course become imperfect when you're drawing lines which arent horizontal or vertical, a dotted pattern might help there.
PS. keep in mind SOP applies when you're trying to use imgs from external sources in your code.

Looks like context.setLineDash is pretty much implemented.
See this.
" context.setLineDash([5])
will result in a dashed line where both the dashes and spaces are 5 pixels in size. "

There is currently no support in HTML5 Canvas specification for dashed lines.
check this out:
http://davidowens.wordpress.com/2010/09/07/html-5-canvas-and-dashed-lines/
or
Check out the Raphael JS Library:
http://raphaeljs.com/

There are support for it in Firefox at least
ctx.mozDash = [5,10];
seems like ctx.webkitLineDash worked before, but they removed it because it had some compabillity issues.
The W3C specs says ctx.setLineDash([5,10]); but it doesn't seem to be implemented yet anywhere.

I made modified the dashedLine function to add support for offsetting. It utilizes native dashed lines if the browser supports ctx.setLineDash and ctx.lineDashOffset.
Example: http://jsfiddle.net/mLY8Q/6/
var CP = window.CanvasRenderingContext2D && CanvasRenderingContext2D.prototype;
if (CP.lineTo) {
CP.dashedLine = CP.dashedLine || function (x, y, x2, y2, da, offset) {
if (!da) da = [10, 5];
if (!offset) offset = 0;
if (CP.setLineDash && typeof (CP.lineDashOffset) == "number") {
this.save();
this.setLineDash(da);
this.lineDashOffset = offset;
this.moveTo(x, y);
this.lineTo(x2, y2);
this.restore();
return;
}
this.save();
var dx = (x2 - x),
dy = (y2 - y);
var len = Math.sqrt(dx * dx + dy * dy);
var rot = Math.atan2(dy, dx);
this.translate(x, y);
this.moveTo(0, 0);
this.rotate(rot);
var dc = da.length;
var di = 0;
var patternLength = 0;
for (var i = 0; i < dc; i++) {
patternLength += da[i];
}
if (dc % 2 == 1) {
patternLength *= 2;
}
offset = offset % patternLength;
if (offset < 0) {
offset += patternLength;
}
var startPos = 0;
var startSegment = 0;
while (offset >= startPos) {
if (offset >= startPos + da[startSegment % dc]) {
startPos += da[startSegment % dc];
startSegment++;
} else {
offset = Math.abs(offset - startPos);
break;
}
if (startSegment > 100) break;
}
draw = startSegment % 2 === 0;
x = 0;
di = startSegment;
while (len > x) {
var interval = da[di++ % dc];
if (x < offset) {
interval = Math.max(interval - offset, 1);
offset = 0;
}
x += interval;
if (x > len) x = len;
draw ? this.lineTo(x, 0) : this.moveTo(x, 0);
draw = !draw;
}
this.restore();
};
}

I found properties mozDash and mozDashOffset in Mozilla specification:
http://mxr.mozilla.org/mozilla-central/source/dom/interfaces/canvas/nsIDOMCanvasRenderingContext2D.idl
They're probaly used to control dashes, but i haven't used them.

Related

Curve intersecting points in JavaScript

I wish to modify an image by moving columns of pixels up or down such that each column offset follows a curve.
I wish for the curve to intersect 6 or so points in some smooth way. I Imagine looping over image x co-ordinates and calling a curve function that returns the y co-ordinate for the curve at that offset, thus telling me how much to move each column of pixels.
I have investigated various types of curves but frankly I am a bit lost, I was hoping there would be a ready made solution that would allow me to plug in my point co-ords and spit out the data that I need. I'm not too fussed what kind of curve is used, as long as it looks "smooth".
Can anyone help me with this?
I am using HTML5 and canvas. The answer given here looks like the sort of thing I am after, but it refers to an R library (I guess) which is Greek to me!
Sigmoid curve
A very simple solution if you only want the curve in the y direction is to use a sigmoid curve to interpolate the y pos between control points
// where 0 <= x <= 1 and p > 1
// return value between 0 and 1 inclusive.
// p is power and determines the amount of curve
function sigmoidCurve(x, p){
x = x < 0 ? 0 : x > 1 ? 1 : x;
var xx = Math.pow(x, p);
return xx / (xx + Math.pow(1 - x, p))
}
If you want the y pos at x coordinate px that is between two control points x1,y1 and x2, y2
First find the normalized position of px between x1,x2
var nx = (px - x1) / (x2 - x1); // normalised dist between points
Plug the value into sigmoidCurve
var c = sigmoidCurve(nx, 2); // curve power 2
The use that value to calculate y
var py = (y2 - y1) * c + y1;
And you have a point on the curve between the points.
As a single expression
var py = (y2 - y1) *sigmoidCurve((px - x1) / (x2 - x1), 2) + y1;
If you set the power for the sigmoid curve to 1.5 then it is almost a perfect match for a cubic bezier curve
Example
This example shows the curve animated. The function getPointOnCurve will get the y pos of any point on the curve at position x
const ctx = canvas.getContext("2d");
const curve = [[10, 0], [120, 100], [200, 50], [290, 150]];
const pos = {};
function cubicInterpolation(x, p0, p1, p2, p3){
x = x < 0 ? 0 : x > 1 ? 1 : x;
return p1 + 0.5*x*(p2 - p0 + x*(2*p0 - 5*p1 + 4*p2 - p3 + x*(3*(p1 - p2) + p3 - p0)));
}
function sigmoidCurve(x, p){
x = x < 0 ? 0 : x > 1 ? 1 : x;
var xx = Math.pow(x, p);
return xx / (xx + Math.pow(1 - x, p))
}
// functional for loop
const doFor = (count, cb) => { var i = 0; while (i < count && cb(i++) !== true); };
// functional iterator
const eachOf = (array, cb) => { var i = 0; const len = array.length; while (i < len && cb(array[i], i++, len) !== true ); };
// find index for x in curve
// returns pos{ index, y }
// if x is at a control point then return the y value and index set to -1
// if not at control point the index is of the point befor x
function getPosOnCurve(x,curve, pos = {}){
var len = curve.length;
var i;
pos.index = -1;
pos.y = null;
if(x <= curve[0][0]) { return (pos.y = curve[0][1], pos) }
if(x >= curve[len - 1][0]) { return (pos.y = curve[len - 1][1], pos) }
i = 0;
var found = false;
while(!found){ // some JS optimisers will mark "Do not optimise"
// code that do not have an exit clause.
if(curve[i++][0] <x && curve[i][0] >= x) { break }
}
i -= 1;
if(x === curve[i][0]) { return (pos.y = curve[i][1], pos) }
pos.index =i
return pos;
}
// Using Cubic interpolation to create the curve
function getPointOnCubicCurve(x, curve, power){
getPosOnCurve(x, curve, pos);
if(pos.index === -1) { return pos.y };
var i = pos.index;
// get interpolation values for points around x
var p0,p1,p2,p3;
p1 = curve[i][1];
p2 = curve[i+1][1];
p0 = i === 0 ? p1 : curve[i-1][1];
p3 = i === curve.length - 2 ? p2 : curve[i+2][1];
// get unit distance of x between curve i, i+1
var ux = (x - curve[i][0]) / (curve[i + 1][0] - curve[i][0]);
return cubicInterpolation(ux, p0, p1, p2, p3);
}
// Using Sigmoid function to get curve.
// power changes curve power = 1 is line power > 1 tangents become longer
// With the power set to 1.5 this is almost a perfect match for
// cubic bezier solution.
function getPointOnCurve(x, curve, power){
getPosOnCurve(x, curve, pos);
if(pos.index === -1) { return pos.y };
var i = pos.index;
var p = sigmoidCurve((x - curve[i][0]) / (curve[i + 1][0] - curve[i][0]) ,power);
return curve[i][1] + (curve[i + 1][1] - curve[i][1]) * p;
}
const step = 2;
var w = canvas.width;
var h = canvas.height;
var cw = w / 2; // center width and height
var ch = h / 2;
function update(timer){
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
eachOf(curve, (point) => {
point[1] = Math.sin(timer / (((point[0] + 10) % 71) * 100) ) * ch * 0.8 + ch;
});
ctx.strokeStyle = "black";
ctx.beginPath();
doFor(w / step, x => { ctx.lineTo(x * step, getPointOnCurve(x * step, curve, 1.5) - 10)});
ctx.stroke();
ctx.strokeStyle = "blue";
ctx.beginPath();
doFor(w / step, x => { ctx.lineTo(x * step, getPointOnCubicCurve(x * step, curve, 1.5) + 10)});
ctx.stroke();
ctx.strokeStyle = "black";
eachOf(curve,point => ctx.strokeRect(point[0] - 2,point[1] - 2 - 10, 4, 4) );
eachOf(curve,point => ctx.strokeRect(point[0] - 2,point[1] - 2 + 10, 4, 4) );
requestAnimationFrame(update);
}
requestAnimationFrame(update);
canvas { border : 2px solid black; }
<canvas id="canvas"></canvas>
Update
I have added a second curve type to the above demo as the blue curve offset from the original sigmoid curve in black.
Cubic polynomial
The above function can be adapted to a variety of interpolation methods. I have added the function
function cubicInterpolation(x, p0, p1, p2, p3){
x = x < 0 ? 0 : x > 1 ? 1 : x;
return p1 + 0.5*x*(p2 - p0 + x*(2*p0 - 5*p1 + 4*p2 - p3 + x*(3*(p1 - p2) + p3 - p0)));
}
Which produces a curve based on the slope of the line at two points either side of x. This method is intended for evenly spaced points but still works if you have uneven spacing (such as this example). If the spacing gets too uneven you can notice a bit of a kink in the curve at that point.
Also the curve over and under shoot may be an issue.
For more on the Maths of cubic interpolation.

Detecting Collision Between PNG Picture and Rectangle JavaScript

I have a program that uses a PNG picture file of a stick figure and a square. The stick figure has the ability to move across the screen. When the stick figure runs into the square, for now, I am trying to make the program log the isOverlap variable to the console when the PNG picture collides with the square. However, I am having trouble and wondering how exactly to do this problem? My code for my JavaScript file is below, I have code for the collision detection, but it does not seem to work properly:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var width = 40
var height = 40;
var x2 = Math.round(Math.random() * (canvas.width - width)) + 1;
var y2 = Math.round(Math.random() * (canvas.height - height)) + 1;
ctx.fillStyle = "blue";
ctx.fillRect(x2, y2, width, height);
var image = new Image();
image.src = "person.png";
var imgWidth = 100;
var imgHeight = 100;
var x1 = Math.round(Math.random() * (canvas.width - imgWidth)) + 1;
var y1 = Math.round(Math.random() * (canvas.height - imgHeight)) + 1;
function drawPlayer()
{
ctx.drawImage(image, x1, y1, imgWidth, imgHeight);
}
function clearPlayer ()
{
ctx.clearRect(x1, y1, imgWidth, imgHeight);
}
drawPlayer();
function detectCollision()
{
var top1 = y1;
var bottom1 = y1 + imgHeight;
var left1 = x1;
var right1 = x1 + imgWidth;
var top2 = y2;
var bottom2 = y2 + height;
var left2 = x2;
var right2 = x2 + width;
var isOverlap;
if ((left1 > right2) || (right1 < left2) || (top1 > bottom2) || (bottom1 < top2))
{
isOverlap = false;
}
else
{
isOverlap = true;
}
console.log("Overlap = " + isOverlap);
}
detectCollision();
document.addEventListener('keydown', handleKeydown);
Excerpt from my answer to a similar question...
So how do we detect collisions? If we're working with rectangles, it's
very simple. We just determine if any of the corners of one object are
inside the other object. So how do we do that? Basically, we see if
they intersect on both the X and Y axes.
Take two rectangles: A and B. Both have four edges: top, left, right,
and bottom. The edges top and bottom are Y values, and the edges left
and right are X values. The two rectangles intersect if any of the
following is true:
(
A.left < B.left < A.right
OR A.left < B.right < A.right
) AND (
A.top < B.top < A.bottom
OR A.top < B.bottom < A.bottom
)
Compare that to your collision detection and you should see that you've overlooked several possibilities. Adjusting your if/else statement to mimic this logic should do the trick.
Original answer: How can I create the detection for this javascript program of mine?
Also, make sure you're continuously re-rendering and checking for collisions. You can do this in an animation loop, or you can do it in your handleKeydown function.

How to perform per pixel collision test for transparent images? [closed]

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Want to improve this question? Add details and clarify the problem by editing this post.
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If I have two partially transparent images (GIF, PNG, SVG etc.), how do I check if the non-transparent areas of the images intersect?
I'm fine with using canvas if it's necessary. The solution needs to work with all image formats that support transparency. No jQuery please.
Touching
Not Touching
Fast GPU assisted Pixel / Pixel collisions using 2D API.
By using the 2D context globalCompositeOperation you can greatly increase the speed of pixel pixel overlap test.
destination-in
The comp operation "destination-in" will only leave pixels that are visible on the canvas and the image you draw on top of it. Thus you create a canvas, draw one image, then set the comp operation to "destination-in" then draw the second image. If any pixels are overlapping then they will have a non zero alpha. All you do then is read the pixels and if any of them are not zero you know there is an overlap.
More speed
Testing all the pixels in the overlapping area will be slow. You can get the GPU to do some math for you and scale the composite image down. There is some loss as pixels are only 8bit values. This can be overcome by reducing the image in steps and rendering the results several times. Each reduction is like calculating a mean. I scale down by 8 effectively getting the mean of 64 pixels. To stop pixels at the bottom of the range disappearing due to rounding I draw the image several times. I do it 32 time which has the effect of multiplying the alpha channel by 32.
Extending
This method can easily be modified to allow both images to be scaled, skewed and rotated without any major performance hit. You can also use it to test many images with it returning true if all images have pixels overlapping.
Pixels are small so you can get extra speed if you reduce the image size before creating the test canvas in the function. This can give a significant performance boost.
There is a flag reuseCanvas that allows you to reuse the working canvases. If you use the test function a lot (many times a second) then set the flag to true. If you only need the test every now and then then set it to false.
Limits
This method is good for large images that need occasional tests; it is not good for small images and many tests per frame (such as in games where you may need to test 100's of images). For fast (almost perfect pixel) collision tests see Radial Perimeter Test.
The test as a function.
// Use the options to set quality of result
// Slow but perfect
var slowButPerfect = false;
// if reuseCanvas is true then the canvases are resused saving some time
const reuseCanvas = true;
// hold canvas references.
var pixCanvas;
var pixCanvas1;
// returns true if any pixels are overlapping
// img1,img2 the two images to test
// x,y location of img1
// x1,y1 location of img2
function isPixelOverlap(img1,x,y,img2,x1,y1){
var ax,aw,ay,ah,ctx,canvas,ctx1,canvas1,i,w,w1,h,h1;
w = img1.width;
h = img1.height;
w1 = img2.width;
h1 = img2.height;
// function to check if any pixels are visible
function checkPixels(context,w,h){
var imageData = new Uint32Array(context.getImageData(0,0,w,h).data.buffer);
var i = 0;
// if any pixel is not zero then there must be an overlap
while(i < imageData.length){
if(imageData[i++] !== 0){
return true;
}
}
return false;
}
// check if they overlap
if(x > x1 + w1 || x + w < x1 || y > y1 + h1 || y + h < y1){
return false; // no overlap
}
// size of overlapping area
// find left edge
ax = x < x1 ? x1 : x;
// find right edge calculate width
aw = x + w < x1 + w1 ? (x + w) - ax : (x1 + w1) - ax
// do the same for top and bottom
ay = y < y1 ? y1 : y;
ah = y + h < y1 + h1 ? (y + h) - ay : (y1 + h1) - ay
// Create a canvas to do the masking on
if(!reuseCanvas || pixCanvas === undefined){
pixCanvas = document.createElement("canvas");
}
pixCanvas.width = aw;
pixCanvas.height = ah;
ctx = pixCanvas.getContext("2d");
// draw the first image relative to the overlap area
ctx.drawImage(img1,x - ax, y - ay);
// set the composite operation to destination-in
ctx.globalCompositeOperation = "destination-in"; // this means only pixels
// will remain if both images
// are not transparent
ctx.drawImage(img2,x1 - ax, y1 - ay);
ctx.globalCompositeOperation = "source-over";
// are we using slow method???
if(slowButPerfect){
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // no then release referance
}
return checkPixels(ctx,aw,ah);
}
// now draw over its self to amplify any pixels that have low alpha
for(var i = 0; i < 32; i++){
ctx.drawImage(pixCanvas,0,0);
}
// create a second canvas 1/8th the size but not smaller than 1 by 1
if(!reuseCanvas || pixCanvas1 === undefined){
pixCanvas1 = document.createElement("canvas");
}
ctx1 = pixCanvas1.getContext("2d");
// reduced size rw, rh
rw = pixCanvas1.width = Math.max(1,Math.floor(aw/8));
rh = pixCanvas1.height = Math.max(1,Math.floor(ah/8));
// repeat the following untill the canvas is just 64 pixels
while(rw > 8 && rh > 8){
// draw the mask image several times
for(i = 0; i < 32; i++){
ctx1.drawImage(
pixCanvas,
0,0,aw,ah,
Math.random(),
Math.random(),
rw,rh
);
}
// clear original
ctx.clearRect(0,0,aw,ah);
// set the new size
aw = rw;
ah = rh;
// draw the small copy onto original
ctx.drawImage(pixCanvas1,0,0);
// clear reduction canvas
ctx1.clearRect(0,0,pixCanvas1.width,pixCanvas1.height);
// get next size down
rw = Math.max(1,Math.floor(rw / 8));
rh = Math.max(1,Math.floor(rh / 8));
}
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // release ref
pixCanvas1 = undefined;
}
// check for overlap
return checkPixels(ctx,aw,ah);
}
The demo (Use full page)
The demo lets you compare the two methods. The mean time for each test is displayed. (will display NaN if no tests done)
For the best results view the demo full page.
Use left or right mouse buttons to test for overlap. Move the splat image over the other to see overlap result. On my machine I am getting about 11ms for the slow test and 0.03ms for the quick test (using Chrome, much faster on Firefox).
I have not spent much time testing how fast I can get it to work but there is plenty of room to increase the speed by reducing the number of time the images are drawn over each other. At some point faint pixels will be lost.
// Use the options to set quality of result
// Slow but perfect
var slowButPerfect = false;
const reuseCanvas = true;
var pixCanvas;
var pixCanvas1;
// returns true if any pixels are overlapping
function isPixelOverlap(img1,x,y,w,h,img2,x1,y1,w1,h1){
var ax,aw,ay,ah,ctx,canvas,ctx1,canvas1,i;
// function to check if any pixels are visible
function checkPixels(context,w,h){
var imageData = new Uint32Array(context.getImageData(0,0,w,h).data.buffer);
var i = 0;
// if any pixel is not zero then there must be an overlap
while(i < imageData.length){
if(imageData[i++] !== 0){
return true;
}
}
return false;
}
// check if they overlap
if(x > x1 + w1 || x + w < x1 || y > y1 + h1 || y + h < y1){
return false; // no overlap
}
// size of overlapping area
// find left edge
ax = x < x1 ? x1 : x;
// find right edge calculate width
aw = x + w < x1 + w1 ? (x + w) - ax : (x1 + w1) - ax
// do the same for top and bottom
ay = y < y1 ? y1 : y;
ah = y + h < y1 + h1 ? (y + h) - ay : (y1 + h1) - ay
// Create a canvas to do the masking on
if(!reuseCanvas || pixCanvas === undefined){
pixCanvas = document.createElement("canvas");
}
pixCanvas.width = aw;
pixCanvas.height = ah;
ctx = pixCanvas.getContext("2d");
// draw the first image relative to the overlap area
ctx.drawImage(img1,x - ax, y - ay);
// set the composite operation to destination-in
ctx.globalCompositeOperation = "destination-in"; // this means only pixels
// will remain if both images
// are not transparent
ctx.drawImage(img2,x1 - ax, y1 - ay);
ctx.globalCompositeOperation = "source-over";
// are we using slow method???
if(slowButPerfect){
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // no then release reference
}
return checkPixels(ctx,aw,ah);
}
// now draw over its self to amplify any pixels that have low alpha
for(var i = 0; i < 32; i++){
ctx.drawImage(pixCanvas,0,0);
}
// create a second canvas 1/8th the size but not smaller than 1 by 1
if(!reuseCanvas || pixCanvas1 === undefined){
pixCanvas1 = document.createElement("canvas");
}
ctx1 = pixCanvas1.getContext("2d");
// reduced size rw, rh
rw = pixCanvas1.width = Math.max(1,Math.floor(aw/8));
rh = pixCanvas1.height = Math.max(1,Math.floor(ah/8));
// repeat the following untill the canvas is just 64 pixels
while(rw > 8 && rh > 8){
// draw the mask image several times
for(i = 0; i < 32; i++){
ctx1.drawImage(
pixCanvas,
0,0,aw,ah,
Math.random(),
Math.random(),
rw,rh
);
}
// clear original
ctx.clearRect(0,0,aw,ah);
// set the new size
aw = rw;
ah = rh;
// draw the small copy onto original
ctx.drawImage(pixCanvas1,0,0);
// clear reduction canvas
ctx1.clearRect(0,0,pixCanvas1.width,pixCanvas1.height);
// get next size down
rw = Math.max(1,Math.floor(rw / 8));
rh = Math.max(1,Math.floor(rh / 8));
}
if(!reuseCanvas){ // are we keeping the canvas
pixCanvas = undefined; // release ref
pixCanvas1 = undefined;
}
// check for overlap
return checkPixels(ctx,aw,ah);
}
function rand(min,max){
if(max === undefined){
max = min;
min = 0;
}
var r = Math.random() + Math.random() + Math.random() + Math.random() + Math.random();
r += Math.random() + Math.random() + Math.random() + Math.random() + Math.random();
r /= 10;
return (max-min) * r + min;
}
function createImage(w,h){
var c = document.createElement("canvas");
c.width = w;
c.height = h;
c.ctx = c.getContext("2d");
return c;
}
function createCSSColor(h,s,l,a) {
var col = "hsla(";
col += (Math.floor(h)%360) + ",";
col += Math.floor(s) + "%,";
col += Math.floor(l) + "%,";
col += a + ")";
return col;
}
function createSplat(w,h,hue, hue2){
w = Math.floor(w);
h = Math.floor(h);
var c = createImage(w,h);
if(hue2 !== undefined) {
c.highlight = createImage(w,h);
}
var maxSize = Math.min(w,h)/6;
var pow = 5;
while(maxSize > 4 && pow > 0){
var count = Math.min(100,Math.pow(w * h,1/pow) / 2);
while(count-- > 0){
const rhue = rand(360);
const s = rand(25,75);
const l = rand(25,75);
const a = (Math.random()*0.8+0.2).toFixed(3);
const size = rand(4,maxSize);
const x = rand(size,w - size);
const y = rand(size,h - size);
c.ctx.fillStyle = createCSSColor(rhue + hue, s, l, a);
c.ctx.beginPath();
c.ctx.arc(x,y,size,0,Math.PI * 2);
c.ctx.fill();
if (hue2 !== undefined) {
c.highlight.ctx.fillStyle = createCSSColor(rhue + hue2, s, l, a);
c.highlight.ctx.beginPath();
c.highlight.ctx.arc(x,y,size,0,Math.PI * 2);
c.highlight.ctx.fill();
}
}
pow -= 1;
maxSize /= 2;
}
return c;
}
var splat1,splat2;
var slowTime = 0;
var slowCount = 0;
var notSlowTime = 0;
var notSlowCount = 0;
var onResize = function(){
ctx.font = "14px arial";
ctx.textAlign = "center";
splat1 = createSplat(rand(w/2, w), rand(h/2, h), 0, 100);
splat2 = createSplat(rand(w/2, w), rand(h/2, h), 100);
}
function display(){
ctx.clearRect(0,0,w,h)
ctx.setTransform(1.8,0,0,1.8,w/2,0);
ctx.fillText("Fast GPU assisted Pixel collision test using 2D API",0, 14)
ctx.setTransform(1,0,0,1,0,0);
ctx.fillText("Hold left mouse for Traditional collision test. Time : " + (slowTime / slowCount).toFixed(3) + "ms",w /2 , 28 + 14)
ctx.fillText("Hold right (or CTRL left) mouse for GPU assisted collision. Time: "+ (notSlowTime / notSlowCount).toFixed(3) + "ms",w /2 , 28 + 28)
if((mouse.buttonRaw & 0b101) === 0) {
ctx.drawImage(splat1, w / 2 - splat1.width / 2, h / 2 - splat1.height / 2)
ctx.drawImage(splat2, mouse.x - splat2.width / 2, mouse.y - splat2.height / 2);
} else if(mouse.buttonRaw & 0b101){
if((mouse.buttonRaw & 1) && !mouse.ctrl){
slowButPerfect = true;
}else{
slowButPerfect = false;
}
var now = performance.now();
var res = isPixelOverlap(
splat1,
w / 2 - splat1.width / 2, h / 2 - splat1.height / 2,
splat1.width, splat1.height,
splat2,
mouse.x - splat2.width / 2, mouse.y - splat2.height / 2,
splat2.width,splat2.height
)
var time = performance.now() - now;
ctx.drawImage(res ? splat1.highlight: splat1, w / 2 - splat1.width / 2, h / 2 - splat1.height / 2)
ctx.drawImage(splat2, mouse.x - splat2.width / 2, mouse.y - splat2.height / 2);
if(slowButPerfect){
slowTime += time;
slowCount += 1;
}else{
notSlowTime = time;
notSlowCount += 1;
}
if(res){
ctx.setTransform(2,0,0,2,mouse.x,mouse.y);
ctx.fillText("Overlap detected",0,0)
ctx.setTransform(1,0,0,1,0,0);
}
//mouse.buttonRaw = 0;
}
}
// Boilerplate code below
const RESIZE_DEBOUNCE_TIME = 100;
var w, h, cw, ch, canvas, ctx, mouse, createCanvas, resizeCanvas, setGlobals, globalTime = 0, resizeCount = 0;
var firstRun = true;
createCanvas = function () {
var c,
cs;
cs = (c = document.createElement("canvas")).style;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === undefined) {
canvas = createCanvas();
}
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") {
setGlobals();
}
if (typeof onResize === "function") {
if(firstRun){
onResize();
firstRun = false;
}else{
resizeCount += 1;
setTimeout(debounceResize, RESIZE_DEBOUNCE_TIME);
}
}
}
function debounceResize() {
resizeCount -= 1;
if (resizeCount <= 0) {
onResize();
}
}
setGlobals = function () {
cw = (w = canvas.width) / 2;
ch = (h = canvas.height) / 2;
}
mouse = (function () {
function preventDefault(e) {
e.preventDefault();
}
var mouse = {
x : 0,
y : 0,
buttonRaw : 0,
over : false,
bm : [1, 2, 4, 6, 5, 3],
active : false,
bounds : null,
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.bounds = m.element.getBoundingClientRect();
m.x = e.pageX - m.bounds.left;
m.y = e.pageY - m.bounds.top;
m.alt = e.altKey;
m.shift = e.shiftKey;
m.ctrl = e.ctrlKey;
if (t === "mousedown") {
m.buttonRaw |= m.bm[e.which - 1];
} else if (t === "mouseup") {
m.buttonRaw &= m.bm[e.which + 2];
} else if (t === "mouseout") {
m.buttonRaw = 0;
m.over = false;
} else if (t === "mouseover") {
m.over = true;
}
e.preventDefault();
}
m.start = function (element) {
if (m.element !== undefined) {
m.removeMouse();
}
m.element = element === undefined ? document : element;
m.mouseEvents.forEach(n => {
m.element.addEventListener(n, mouseMove);
});
m.element.addEventListener("contextmenu", preventDefault, false);
m.active = true;
}
m.remove = function () {
if (m.element !== undefined) {
m.mouseEvents.forEach(n => {
m.element.removeEventListener(n, mouseMove);
});
m.element = undefined;
m.active = false;
}
}
return mouse;
})();
resizeCanvas();
mouse.start(canvas, true);
window.addEventListener("resize", resizeCanvas);
function update1(timer) { // Main update loop
if(ctx === undefined){
return;
}
globalTime = timer;
display(); // call demo code
requestAnimationFrame(update1);
}
requestAnimationFrame(update1);

JavaScript Point Collision with Regular Hexagon

I'm making an HTML5 canvas hexagon grid based system and I need to be able to detect what hexagonal tile in a grid has been clicked when the canvas is clicked.
Several hours of searching and trying my own methods led to nothing, and porting implementations from other languages has simply confused me to a point where my brain is sluggish.
The grid consists of flat topped regular hexagons like in this diagram:
Essentially, given a point and the variables specified in this image as the sizing for every hexagon in the grid (R, W, S, H):
I need to be able to determine whether a point is inside a hexagon given.
An example function call would be pointInHexagon(hexX, hexY, R, W, S, H, pointX, pointY) where hexX and hexY are the coordinates for the top left corner of the bounding box of a hexagonal tile (like the top left corner in the image above).
Is there anyone who has any idea how to do this? Speed isn't much of a concern for the moment.
Simple & fast diagonal rectangle slice.
Looking at the other answers I see that they have all a little over complicated the problem. The following is an order of magnitude quicker than the accepted answer and does not require any complicated data structures, iterators, or generate dead memory and unneeded GC hits. It returns the hex cell row and column for any related set of R, H, S or W. The example uses R = 50.
Part of the problem is finding which side of a rectangle a point is if the rectangle is split diagonally. This is a very simple calculation and is done by normalising the position of the point to test.
Slice any rectangle diagonally
Example a rectangle of width w, and height h split from top left to bottom right. To find if a point is left or right. Assume top left of rectangle is at rx,ry
var x = ?;
var y = ?;
x = ((x - rx) % w) / w;
y = ((y - ry) % h) / h;
if (x > y) {
// point is in the upper right triangle
} else if (x < y) {
// point is in lower left triangle
} else {
// point is on the diagonal
}
If you want to change the direction of the diagonal then just invert one of the normals
x = 1 - x; // invert x or y to change the direction the rectangle is split
if (x > y) {
// point is in the upper left triangle
} else if (x < y) {
// point is in lower right triangle
} else {
// point is on the diagonal
}
Split into sub cells and use %
The rest of the problem is just a matter of splitting the grid into (R / 2) by (H / 2) cells width each hex covering 4 columns and 2 rows. Every 1st column out of 3 will have diagonals. with every second of these column having the diagonal flipped. For every 4th, 5th, and 6th column out of 6 have the row shifted down one cell. By using % you can very quickly determine which hex cell you are on. Using the diagonal split method above make the math easy and quick.
And one extra bit. The return argument retPos is optional. if you call the function as follows
var retPos;
mainLoop(){
retPos = getHex(mouse.x, mouse.y, retPos);
}
the code will not incur a GC hit, further improving the speed.
Pixel to Hex coordinates
From Question diagram returns hex cell x,y pos. Please note that this function only works in the range 0 <= x, 0 <= y if you need negative coordinates subtract the min negative pixel x,y coordinate from the input
// the values as set out in the question image
var r = 50;
var w = r * 2;
var h = Math.sqrt(3) * r;
// returns the hex grid x,y position in the object retPos.
// retPos is created if not supplied;
// argument x,y is pixel coordinate (for mouse or what ever you are looking to find)
function getHex (x, y, retPos){
if(retPos === undefined){
retPos = {};
}
var xa, ya, xpos, xx, yy, r2, h2;
r2 = r / 2;
h2 = h / 2;
xx = Math.floor(x / r2);
yy = Math.floor(y / h2);
xpos = Math.floor(xx / 3);
xx %= 6;
if (xx % 3 === 0) { // column with diagonals
xa = (x % r2) / r2; // to find the diagonals
ya = (y % h2) / h2;
if (yy % 2===0) {
ya = 1 - ya;
}
if (xx === 3) {
xa = 1 - xa;
}
if (xa > ya) {
retPos.x = xpos + (xx === 3 ? -1 : 0);
retPos.y = Math.floor(yy / 2);
return retPos;
}
retPos.x = xpos + (xx === 0 ? -1 : 0);
retPos.y = Math.floor((yy + 1) / 2);
return retPos;
}
if (xx < 3) {
retPos.x = xpos + (xx === 3 ? -1 : 0);
retPos.y = Math.floor(yy / 2);
return retPos;
}
retPos.x = xpos + (xx === 0 ? -1 : 0);
retPos.y = Math.floor((yy + 1) / 2);
return retPos;
}
Hex to pixel
And a helper function that draws a cell given the cell coordinates.
// Helper function draws a cell at hex coordinates cellx,celly
// fStyle is fill style
// sStyle is strock style;
// fStyle and sStyle are optional. Fill or stroke will only be made if style given
function drawCell1(cellPos, fStyle, sStyle){
var cell = [1,0, 3,0, 4,1, 3,2, 1,2, 0,1];
var r2 = r / 2;
var h2 = h / 2;
function drawCell(x, y){
var i = 0;
ctx.beginPath();
ctx.moveTo((x + cell[i++]) * r2, (y + cell[i++]) * h2)
while (i < cell.length) {
ctx.lineTo((x + cell[i++]) * r2, (y + cell[i++]) * h2)
}
ctx.closePath();
}
ctx.lineWidth = 2;
var cx = Math.floor(cellPos.x * 3);
var cy = Math.floor(cellPos.y * 2);
if(cellPos.x % 2 === 1){
cy -= 1;
}
drawCell(cx, cy);
if (fStyle !== undefined && fStyle !== null){ // fill hex is fStyle given
ctx.fillStyle = fStyle
ctx.fill();
}
if (sStyle !== undefined ){ // stroke hex is fStyle given
ctx.strokeStyle = sStyle
ctx.stroke();
}
}
I think you need something like this~
EDITED
I did some maths and here you have it. This is not a perfect version but probably will help you...
Ah, you only need a R parameter because based on it you can calculate H, W and S. That is what I understand from your description.
// setup canvas for demo
var canvas = document.getElementById('canvas');
canvas.width = 300;
canvas.height = 275;
var context = canvas.getContext('2d');
var hexPath;
var hex = {
x: 50,
y: 50,
R: 100
}
// Place holders for mouse x,y position
var mouseX = 0;
var mouseY = 0;
// Test for collision between an object and a point
function pointInHexagon(target, pointX, pointY) {
var side = Math.sqrt(target.R*target.R*3/4);
var startX = target.x
var baseX = startX + target.R / 2;
var endX = target.x + 2 * target.R;
var startY = target.y;
var baseY = startY + side;
var endY = startY + 2 * side;
var square = {
x: startX,
y: startY,
side: 2*side
}
hexPath = new Path2D();
hexPath.lineTo(baseX, startY);
hexPath.lineTo(baseX + target.R, startY);
hexPath.lineTo(endX, baseY);
hexPath.lineTo(baseX + target.R, endY);
hexPath.lineTo(baseX, endY);
hexPath.lineTo(startX, baseY);
if (pointX >= square.x && pointX <= (square.x + square.side) && pointY >= square.y && pointY <= (square.y + square.side)) {
var auxX = (pointX < target.R / 2) ? pointX : (pointX > target.R * 3 / 2) ? pointX - target.R * 3 / 2 : target.R / 2;
var auxY = (pointY <= square.side / 2) ? pointY : pointY - square.side / 2;
var dPointX = auxX * auxX;
var dPointY = auxY * auxY;
var hypo = Math.sqrt(dPointX + dPointY);
var cos = pointX / hypo;
if (pointX < (target.x + target.R / 2)) {
if (pointY <= (target.y + square.side / 2)) {
if (pointX < (target.x + (target.R / 2 * cos))) return false;
}
if (pointY > (target.y + square.side / 2)) {
if (pointX < (target.x + (target.R / 2 * cos))) return false;
}
}
if (pointX > (target.x + target.R * 3 / 2)) {
if (pointY <= (target.y + square.side / 2)) {
if (pointX < (target.x + square.side - (target.R / 2 * cos))) return false;
}
if (pointY > (target.y + square.side / 2)) {
if (pointX < (target.x + square.side - (target.R / 2 * cos))) return false;
}
}
return true;
}
return false;
}
// Loop
setInterval(onTimerTick, 33);
// Render Loop
function onTimerTick() {
// Clear the canvas
canvas.width = canvas.width;
// see if a collision happened
var collision = pointInHexagon(hex, mouseX, mouseY);
// render out text
context.fillStyle = "Blue";
context.font = "18px sans-serif";
context.fillText("Collision: " + collision + " | Mouse (" + mouseX + ", " + mouseY + ")", 10, 20);
// render out square
context.fillStyle = collision ? "red" : "green";
context.fill(hexPath);
}
// Update mouse position
canvas.onmousemove = function(e) {
mouseX = e.offsetX;
mouseY = e.offsetY;
}
#canvas {
border: 1px solid black;
}
<canvas id="canvas"></canvas>
Just replace your pointInHexagon(hexX, hexY, R, W, S, H, pointX, pointY) by the var hover = ctx.isPointInPath(hexPath, x, y).
This is for Creating and copying paths
This is about the Collision Detection
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var hexPath = new Path2D();
hexPath.lineTo(25, 0);
hexPath.lineTo(75, 0);
hexPath.lineTo(100, 43);
hexPath.lineTo(75, 86);
hexPath.lineTo(25, 86);
hexPath.lineTo(0, 43);
function draw(hover) {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = hover ? 'blue' : 'red';
ctx.fill(hexPath);
}
canvas.onmousemove = function(e) {
var x = e.clientX - canvas.offsetLeft, y = e.clientY - canvas.offsetTop;
var hover = ctx.isPointInPath(hexPath, x, y)
draw(hover)
};
draw();
<canvas id="canvas"></canvas>
I've made a solution for you that demonstrates the point in triangle approach to this problem.
http://codepen.io/spinvector/pen/gLROEp
maths below:
isPointInside(point)
{
// Point in triangle algorithm from http://totologic.blogspot.com.au/2014/01/accurate-point-in-triangle-test.html
function pointInTriangle(x1, y1, x2, y2, x3, y3, x, y)
{
var denominator = ((y2 - y3)*(x1 - x3) + (x3 - x2)*(y1 - y3));
var a = ((y2 - y3)*(x - x3) + (x3 - x2)*(y - y3)) / denominator;
var b = ((y3 - y1)*(x - x3) + (x1 - x3)*(y - y3)) / denominator;
var c = 1 - a - b;
return 0 <= a && a <= 1 && 0 <= b && b <= 1 && 0 <= c && c <= 1;
}
// A Hex is composite of 6 trianges, lets do a point in triangle test for each one.
// Step through our triangles
for (var i = 0; i < 6; i++) {
// check for point inside, if so, return true for this function;
if(pointInTriangle( this.origin.x, this.origin.y,
this.points[i].x, this.points[i].y,
this.points[(i+1)%6].x, this.points[(i+1)%6].y,
point.x, point.y))
return true;
}
// Point must be outside.
return false;
}
Here is a fully mathematical and functional representation of your problem. You will notice that there are no ifs and thens in this code other than the ternary to change the color of the text depending on the mouse position. This whole job is in fact nothing more than pure simple math of just one line;
(r+m)/2 + Math.cos(a*s)*(r-m)/2;
and this code is reusable for all polygons from triangle to circle. So if interested please read on. It's very simple.
In order to display the functionality I had to develop a mimicking model of the problem. I draw a polygon on a canvas by utilizing a simple utility function. So that the overall solution should work for any polygon. The following snippet will take the canvas context c, radius r, number of sides s, and the local center coordinates in the canvas cx and cy as arguments and draw a polygon on the given canvas context at the right position.
function drawPolgon(c, r, s, cx, cy){ //context, radius, sides, center x, center y
c.beginPath();
c.moveTo(cx + r,cy);
for(var p = 1; p < s; p++) c.lineTo(cx + r*Math.cos(p*2*Math.PI/s), cy + r*Math.sin(p*2*Math.PI/s));
c.closePath();
c.stroke();
}
We have some other utility functions which one can easily understand what exactly they are doing. However the most important part is to check whether the mouse is floating over our polygon or not. It's done by the utility function isMouseIn. It's basically calculating the distance and the angle of the mouse position to the center of the polygon. Then, comparing it with the boundaries of the polygon. The boundaries of the polygon can be expressed by simple trigonometry, just like we have calculated the vertices in the drawPolygon function.
We can think of our polygon as a circle with an oscillating radius at the frequency of number of sides. The oscillation's peak is at the given radius value r (which happens to be at the vertices at angle 2π/s where s is the number of sides) and the minimum m is r*Math.cos(Math.PI/s) (each shows at at angle 2π/s + 2π/2s = 3π/s). I am pretty sure the ideal way to express a polygon could be done by the Fourier transformation but we don't need that here. All we need is a constant radius component which is the average of minimum and maximum, (r+m)/2 and the oscillating component with the frequency of number of sides, s and the amplitude value maximum - minimum)/2 on top of it, Math.cos(a*s)*(r-m)/2. Well of course as per Fourier states we might carry on with smaller oscillating components but with a hexagon you don't really need further iteration while with a triangle you possibly would. So here is our polygon representation in math.
(r+m)/2 + Math.cos(a*s)*(r-m)/2;
Now all we need is to calculate the angle and distance of our mouse position relative to the center of the polygon and compare it with the above mathematical expression which represents our polygon. So all together our magic function is orchestrated as follows;
function isMouseIn(r,s,cx,cy,mx,my){
var m = r*Math.cos(Math.PI/s), // the min dist from an edge to the center
d = Math.hypot(mx-cx,my-cy), // the mouse's distance to the center of the polygon
a = Math.atan2(cy-my,mx-cx); // angle of the mouse pointer
return d <= (r+m)/2 + Math.cos(a*s)*(r-m)/2;
}
So the following code demonstrates how you might approach to solve your problem.
// Generic function to draw a polygon on the canvas
function drawPolgon(c, r, s, cx, cy){ //context, radius, sides, center x, center y
c.beginPath();
c.moveTo(cx + r,cy);
for(var p = 1; p < s; p++) c.lineTo(cx + r*Math.cos(p*2*Math.PI/s), cy + r*Math.sin(p*2*Math.PI/s));
c.closePath();
c.stroke();
}
// To write the mouse position in canvas local coordinates
function writeText(c,x,y,msg,col){
c.clearRect(0, 0, 300, 30);
c.font = "10pt Monospace";
c.fillStyle = col;
c.fillText(msg, x, y);
}
// Getting the mouse position and coverting into canvas local coordinates
function getMousePos(c, e) {
var rect = c.getBoundingClientRect();
return { x: e.clientX - rect.left,
y: e.clientY - rect.top
};
}
// To check if mouse is inside the polygone
function isMouseIn(r,s,cx,cy,mx,my){
var m = r*Math.cos(Math.PI/s),
d = Math.hypot(mx-cx,my-cy),
a = Math.atan2(cy-my,mx-cx);
return d <= (r+m)/2 + Math.cos(a*s)*(r-m)/2;
}
// the event listener callback
function mouseMoveCB(e){
var mp = getMousePos(cnv, e),
msg = 'Mouse at: ' + mp.x + ',' + mp.y,
col = "black",
inside = isMouseIn(radius,sides,center[0],center[1],mp.x,mp.y);
writeText(ctx, 10, 25, msg, inside ? "turquoise" : "red");
}
// body of the JS code
var cnv = document.getElementById("myCanvas"),
ctx = cnv.getContext("2d"),
sides = 6,
radius = 100,
center = [150,150];
cnv.addEventListener('mousemove', mouseMoveCB, false);
drawPolgon(ctx, radius, sides, center[0], center[1]);
#myCanvas { background: #eee;
width: 300px;
height: 300px;
border: 1px #ccc solid
}
<canvas id="myCanvas" width="300" height="300"></canvas>
At the redblog there is a full explanation with math and working examples.
The main idea is that hexagons are horizontally spaced by $3/4$ of hexagons size, vertically it is simply $H$ but the column needs to be taken to take vertical offset into account. The case colored red is determined by comparing x to y at 1/4 W slice.

Overlap/hit test in javascript

Im trying to get a hit test/overlap test to work in the below code which creates 200 circles in a random position on a canvas. I am trying to store the positions of the circles in an array and then checking that array each time another circle is created in the for loop, if the randomly created x and y is too close to a already created circle it should keep getting a new random x and y until it isnt too close to an already created circle.
I just cant get it too work in the while loop.
Any help please...
Thanks
<script type="text/javascript">
document.addEventListener("DOMContentLoaded", canvasDraw);
function canvasDraw () {
var c = document.getElementById("canvas");
var w = window.innerWidth;
var h = window.innerHeight;
c.width = w;
c.height = h;
var ctx = c.getContext("2d");
ctx.clearRect(0,0,c.width, c.height);
var abc = 0;
var colours = new Array ("rgb(0,100,0)", "rgb(51,102,255)");
var positions = new Array();
function hitTest(x, y) {
for(var p in positions) {
pp = p.split(",");
pp[0] = parseInt(pp[0]);
pp[1] = parseInt(pp[1]);
if(((x > (pp[0] - 24)) && (x < (pp[0] + 24))) && ((y > (pp[1] - 24)) && (y < (pp[1] + 24)))) {
return true;
}
}
return false;
}
//Loop 200 times for 200 circles
for (i=0; i<200; i++) {
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
while(hitTest(x, y) == true){
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
}
var pos = x.toString() + "," + y.toString();
positions.push(pos);
var radius = 10;
var r = radius.toString();
var b = colours[Math.floor(Math.random()*colours.length)];
circle(ctx,x,y, radius, b);
}
}
function circle (ctx, x, y, radius, b) {
ctx.fillStyle = b;
ctx.beginPath();
ctx.arc(x, y, radius, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
</script>
Some things before beginning:
Don't create arrays with new Array(), unless you specify the initial length. Use [];
Don't iterate through arrays using for...in: use a standard for with a counter. This is more a good practice;
Converting numbers into strings and converting back to numbers is useless and expensive. Use a small array to store both values;
Don't use "magic numbers", i.e. number with a precise value but hard to recognize immediately. Use named "constants" or put a comment near each of them telling what they mean, for future maintenance.
Ok, let's see the code.
if(((x > (pp[0] - 24)) && (x < (pp[0] + 24))) && ((y > (pp[1] - 24)) && (y < (pp[1] + 24))))
Honestly, what is this? I'd call it a cranky and obscure snippet. Recall what you've learnt at school:
var dx = pp[0] - x, dy = pp[1] - y;
if (dx * dx + dy * dy < 400) return true;
Isn't it much clearer?
Let's see the whole function:
function canvasDraw () {
var c = document.getElementById("canvas");
var w = window.innerWidth;
var h = window.innerHeight;
c.width = w;
c.height = h;
var ctx = c.getContext("2d");
ctx.clearRect(0,0,c.width, c.height);
// Lolwut?
// var abc = 0;
var colours = ["rgb(0,100,0)", "rgb(51,102,255)"];
var positions = [];
function hitTest(x, y) {
for (var j = 0; j < positions.length; j++) {
var pp = positions[j];
var dx = pp[0] - x, dy = pp[1] - y;
if (dx * dx + dy * dy < 400) return true;
}
return false;
}
// You declare the radius once and for all
var radius = 10;
// Declare the local scoped variables. You forgot i
var x, y, i;
for (i=0; i<200; i++) {
// How about a do...while instead of a while?
do {
var x = Math.floor(Math.random()*c.width);
var y = Math.floor(Math.random()*c.height);
// Testing with === is faster, always do it if you know the type
// I'll let it here, but if the type is boolean, you can avoid testing
// at all, as in while (hitTest(x, y));
} while (hitTest(x, y) === true);
positions.push([x, y]);
// This instruction is useless
// var r = radius.toString();
var b = colours[Math.floor(Math.random()*colours.length)];
circle(ctx,x,y, radius, b);
}
}
BEWARE, though, that depending on your canvas size, there could be no more room for another circle, so it could end in an infinite loop. Try to put 200 circles with a radius of 10 inside a 40x40 box...
There should be another test to do, and that could be complicated.

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