Right now, I am working with bezier curves in fabric.js. Assuming, for instance, 3 of them, with intersections between them. I need to find the exactly crossing point and, even more difficult, draw the selection in other canvas. For fabric.path, I'm using
perPixelTargetFind: true,
Image to clarify the situation:
Finally, after a long time, I can't find any solution in fabric library, a workaround pass for convert to svg, use a another library or program your own proccess (pretty hard) and convert back to fabric.
The final solution is use paper.js, it has some functions to detect intersections and colissions, and, also, is very powerful for some other task.
Related
I am using Three.js to render the graphical representation of a gerber file.
The specification allows you to render lines with either a circular or rectangular "aperture".
The result with a circular aperture should have round endings. The result with a rectangle is dependent on the orientation of the aperture as described in the specification.
The specification gives the following example images to illustrate.
What would be the best way to achieve this in Three.js?
The gerber specification further limits arcs to only being drawn with circular apertures, but assuming someone wanted to draw line segments in any arbitrary 2D shape what would be the best approach?
I know in 3D to perform a union it would probably be best to use Constructive Solid Geometry. I assume I could do the same in 2D by simply using an extruded form of the shape, but I would prefer to remain in 2D if possible.
The gerber format is basically just a binary rendering with Dark and Clear draw operations which either draw (Dark) or erase (Clear) what is being stroked. I figure the easiest way to achieve this would be to pick two colors (BG color and Shape color) and just draw primitives one after another with the most recent drawn on top. I figured this would be easier to manage restricting to 2D only. If someone has a better suggestion I would be interested to hear that as well.
I want to make a shape (an XP bar) to always be ordered at the top of all shapes drawn.
How would this be possible, (I also use p5.js too, if that helps.) other than drawing it last (which I cannot do in my situation).
You've got two main options:
Option one: Draw it last. This is the easiest way to do it. If you "cannot" do it this way for some reason, that sounds like you need to refactor your code then.
Option two: Use 3D coordinates to draw it with a Z coordinate that's closer to the user. Most drawing functions can take 3D coordinates instead of 2D coordinates. This should work, but it's more complicated than just drawing it last.
This question already has answers here:
svg: generate 'outline path'
(2 answers)
Closed 5 years ago.
I want to convert a stroked path to a filled object. (Programmatically, in JavaScript.)
The line is just a simple curved line, a sequence of coordinates. I can render this line as a path, and give it a stroke of a certain thickness... but I'm trying to get a filled shape rather than a stroked line, so that I can do further modifications on it, such as warping it, so the resulting 'stroke' might vary in thickness or have custom bits cut out of it (neither of these things are possible with a real SVG stroke, as far as I can tell).
So I'm trying to manually 'thicken' a line into a solid shape. I can't find any function that does this – I've looked through the docs of D3.js and Raphaël, but no luck. Does anyone know of a library/function that would do this?
Or, even better: if someone could explain to me the geometry theory about how I would do this task manually, by taking the list of line coordinates I have and working out a new path that effectively 'strokes' it, that would be amazing. To put it another way, what does the browser do when you tell it to stroke a path – how does it work out what shape the stroke should be?
There has been a similar question recently:
svg: generate 'outline path'
All in all, this is a non-trivial task. As mentioned in my answer to the linked question, PostScript has a command for generating paths that produce basically the same output as a stroke, called strokepath. If you look at what Ghostscript spits out when you run the code I posted at the linked question, it's pretty ugly. And even Inkscape doesn't really do a good job. I just tried Path => Outline stroke in Inkscape (I think that's what the English captions should say), and what came out didn't really look the same as the stroked path.
The "simplest" case would be if you only have non-self-intersecting polylines, polygons or paths that don't contain curves because in general, you can't draw exact "parallel" Bézier curves to the right and the left of a non-trivial Bézier curve that would delimit the stroked area - it's mathematically non-existent. So you would have to approximate it one way or the other. For straight line segments, the exact solution can be found comparatively easily.
The classic way of rendering vector paths with curves/arcs in them is to approximate everything with a polyline that is sufficiently smooth. De Casteljau's Algorithm is typically used for turning Bézier curves into line segments. (That's also basically what comes out when you use the strokepath command in Ghostscript.) You can then find delimiting parallel line segments, but have to join them correctly, using the appropriate linejoin and miterlimit rules. Of course, don't forget the linecaps.
I thought that self-intersecting paths might be tricky because you might get hollow areas inside the path, i.e. the "crossing area" of a black path might become white. This might not be an issue for open paths when using nonzero winding rule, but I'd be cautious about this. For closed paths, you probably need the two "delimiting" paths to run in opposite orientation. But I'm not sure right now whether this really covers all the potential pitfalls.
Sorry if I cause a lot of confusion with this and maybe am not of much help.
This page has a fairly good tutorial on bezier curves in general with a nice section on offset curves.
http://pomax.github.io/bezierinfo/
A less precise but possibly faster method can be found here.
http://seant23.wordpress.com/2010/11/12/offset-bezier-curves/
There is no mathematical answer, because the curve parallel to a bezier curve is not generally a bezier curve. Most methods have degenerate cases, especially when dealing with a series of curves.
Think of a simple curve as one with no trouble spots. No cusps, no loops, no inflections, and ideally a strictly increasing curvature. Chop up all the starting curves into these simple curves. Find all the offset curves of these simple curves. Put all the offset curves back together dealing with gaps and intersections. Quadratic curves are much more tractable if you have the option to work with them.
I think most browsers do something similar to processingjs, as they have degenerate cases even with quadratic curves. For example, look at the curve 200,300 719,301 500,300 with a thickness of 100 or more.
The standard method is the Tiller-Hanson algorithm (Offsets of Two-Dimensional Profiles, 1984, which irritatingly is not on line for free) which creates a good approximation. The idea is that because the control points of each Bezier curve lie on lines tangent to the start and end of the curve, a parallel curve will have the same property. So we offset the start and the end of the curve, then find new control points using these intersections. However, that gives very bad results for sharp curves, so the first step is to bisect the original curve, which is very easy to do to Bezier curves, until it turns through a sufficiently small angle.
Other refinements are needed to deal with (i) intersections between the parallels, on the inside of each vertex; (ii) inserting an arc of a circle to fill the gap on the outside of each vertex; and (iii) adding end-caps - square, butt or circular.
Tiller-Hanson is difficult to implement, but there's a good open-source implementation in the FreeType library, in ftstroke.c (http://git.savannah.gnu.org/cgit/freetype/freetype2.git/tree/src/base/ftstroke.c).
I'm sorry to say that it can be quite difficult to integrate this code, but I have used it successfully, and it works well.
I am wondering if anyone has heard of some javascript which can take a simple SVG path that took maybe 30 seconds to create in illustrator or something and convert it into something that looks 3d. There is an extrude function in illustrator which does this. It is also called polling in sketchUp.
I am using Raphael.js now, but am open to other suggestions. A simple solution would be to make a copy of the path and move it a couple pixels down and to the right and give it a darker color behind the original path, but I am looking for something that might have a little more shading.
Thanks!
There is always a possibility to use three.js for extruding the path for use in webGL in browser:
http://alteredqualia.com/three/examples/webgl_text.html#D81F0A21010#23a
(More samples here:http://stemkoski.github.io/Three.js/)
It uses js-fonts and parses the path commands on them, extrudes the paths and renders the scene. In the same way it should be possible to take an SVG path and extrude it. Raphael has Raphael.parsePathString() which gives you the path segments as an array of individual segments. If you first convert the path commands to cubic curves using Raphael.path2curve() and Raphael._pathToabsolute(), you have only only one segment type so you can use three.js:s BEZIER_CURVE_TO command. If you have transformations applied on the path (which is usually the case in Illustrator export) you can flatten them using function from here: https://stackoverflow.com/a/13102801/1691517.
One possible starting point is here (click the fiddle of the answer):
Extruding multiple polygons with multiple holes and texturing the combined shape
Three.js supports few path commands, but have not tested all of them (
http://threejsdoc.appspot.com/doc/three.js/src.source/extras/core/Path.js.html, see below).
THREE.PathActions = {
MOVE_TO: 'moveTo',
LINE_TO: 'lineTo',
QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
CSPLINE_THRU: 'splineThru', // Catmull-rom spline
ARC: 'arc' // Circle
};
I have used a custom rather complex function to polygonize SVG path, so was no need to rely to other commands than moveto and lineto.
The downside is of course rather low support level for webGL, 31-53%: http://caniuse.com/webgl
Other more cross-browser solution is this SVG3d library if lesser quality and slowness is not an issue:
http://debeissat.nicolas.free.fr/svg3d.php
https://code.google.com/p/svg3d/
I think this resource could be helpful to you, he uses d3 to generate 2D visualization and then uses d3-threeD to extrude.
Sounds like you want to use svg filters. Webplatform.org has a pretty good tutorial about that. Scroll down a bit and you'll find some lighting filters that looks like 3d.
Raphaël doesn't support filters though, so either you'll need to extend it, or just use svg directly.
I'm working on displaying interactive map in html5.
I have created zones of map as array of numbers (representing coordinates)
like:
Zone1=[{x=3,y=4}, {x=8,y=5}]
and I have also created a map which is an array of zones
like:
map=[zone1, zone2....]
I have no problem drawing the zones in the canvas using context.lineTo() function, the same way I'm able to capture the mouse position on click and determine on which zone a user has clicked using point in polygon algorithm.
My difficulty arises when I want to fill color of of the zone when it is clicked at.
Anybody have ideas?
PS:
The shapes I made are irregular
I'm not in to using JavaScript libraries like jQuery or anything else
HTML5 Canvas does not know of notion of shapes of objects which you can manipulate. You have two options in your situation:
Use SVG to draw what you need (check examples on W3Schools)
Use some JS canvas library which adds abstraction to provide notion of shapes (check out EasleJS)
Write your own abstraction over canvas to provide shapes
You should know however, that even with such libraries, "shapes" are getting fully redrawn. Possibly, entire scenes are redrawn. SVG alleviates this, it's performance decreases as number of shapes/objects grows.
You can't. The shapes you created are not variables or referenceable in any way once they are added to the canvas. You could redraw the shape with a new colour over the old one, but I think your best bet would be to use a library to handle this for you.
Since I have used it myself, my own suggestion would be Kinetic.js, but there are a plenty to chose from.