Off state canvas is deleted - javascript

I would like to make a simple javascript library that involves rotating, translating, and scaling the canvas. However, when I rotate the canvas, since the center of rotation is (0, 0), half of the content gets deleted. I would like to know how to not have it deleted.

Translate to the center of the canvas first, rotate, and then translate back.
Note that inevitably (unless you also scale up the canvas) you will end up with some corners cut off.

Related

THREE.js: Object3D Size Attenuation

Is it possible to turn off sizeAttenuation for an Object3D in THREE.js?
I ask because I'm drawing a trajectory on a very large scale using arrow helper to indicate the direction of motion, and I want the heads of the arrows to stay oriented correctly (unlike using a pointcloud w/ sprite points), but also not shrink/grow as you zoom the camera.
Any other ideas? Can I achieve the same effect using a pointcloud/lines?
sizeAttenuation is just rescaling the sprite based on it's position to give a sense of a "virtual size". Object3D's have an actual size so they scale with perspective.
Outside of switching to an Orthographic Camera (might not be ideal for everything else you're doing), the only things that come to mind are
position the arrow closer to the camera always, so it doesn't change size
constantly adjust the scale of the arrow to make it larger/smaller in the scene, so it appears to be the same size on the screen.

Three.js rotate everything except camera

I have given up trying to orbit a camera around my scene in Three.js and have now decided to revert to doing what I used to do in XNA, just rotate everything except the camera.
The reason I have given up is because I cannot get the camera to orbit properly 360 degrees in all the axis, it starts inverting after going over the top or under the bottom. Using THREE.OrbitControls does not solve this because it merely restricts rotation in the problematic axis instead of fixing the problem.
My problem is now getting this other rotation story working. What I have done is put all objects except the camera in another object "rotSection" and I am now just rotating that object. This is working but rotation is always performed according to the relative (0, 0, 0) position of the rotation object which seems to always stay in the one corner but I would like to rotate around the centre of my world on not around the edge. I have tried to centre the rotSection relative to the scene but it still rotates around its corner and not its centre. Any idea how I can get rotation of an Object3D around a certain point?
The engines don’t move the ship at all. The ship stays where it is and
the engines move the universe around it.
Futurama
The camera in 3d technically never rotates, everything else is rotated and move in order to bring it to camera's local space. You don't have to do any tricks in order to do this, this should be the core of the 3d engine, setting the matrices, setting up the shaders, and doing the correct transforms. Three.js does this for you.
Perhaps you should look into quaternions? Specifically the axisAngle conversion to quats. THREE.OrbitControls won't do what you want.

How do I render objects as 'icons' in three.js?

Say I have a nice spaceship rendered in my scene. I then zoom out and the ship becomes smaller. This is all quite simple to achieve. Now at some point I want to replace the spaceship object with a simple triangle representing the ship. At this stage the icon for the ship should be rendered instead of the ship. Obviously the triangle should move based on the ship's movement and my camera movements. The triangle should not change orientation, so even if I rotate the camera or have the ship roll the triangle should stay the same orientation. So on a canvas this would be very simple to do. I would just take the x and y components of the 3d object and draw my triangle at the coordinates. My problem is that I do not know how to draw on the WebGL canvas directly? Is it possible? If not do anybody have any pointers to strategies to get this done? I would be happy if I could get nudged in the right direction :) Thanks in advance.
Update : What I eventually decided to do was to use the orthographic camera overlay approach suggested below and in a couple of other places.
Use Sprite object for icon. Then place icon right between spaceship and camera in a specific distance from the camera (using Raycaster or just calculation).
Use of orthographic overlay as mentioned by #WestLangley is also possible. Since you would have to calculate ship's position relative to your canvas in this case, maybe you could even create pure HTML overlay using DIV and place your icon in it as IMG object.

Javascript canvas and optimization of internal functions?

Say I have a rectangle that is 100 x 100 and I have a canvas 1000 x 1000.
As long as the rectangle's x co-ordinate is no more than 999 and no less than -100, it is true to say that some portion of the rectangle will be visibly seen on the canvas. Same goes for the rectangle's y co-ordinate.
What I would like to know is that if the rectangle's x or y co-ordinate is set so that the rectangle will not be visible on the canvas, does the internal workings of the canvas api still draw the rectangle or does it auto optimize and realise by itself that the bitmap that will be drawn on the canvas will not be seen, so therefore it doesn't attempt to draw it.
When drawing to canvas the boundaries are checked for each draw. If a pixel ends up outside the canvas it is clipped (discarded).
If not you would get a memory corruption and very soon a crash.
Canvas is designed to be very safe so you won't have poorly written Javascripts (intentional or not) crashing your browser. The same applies to colors where color values (f.ex. using a bitmap array directly) are clamped to be within the valid range.
Optimization is dependent on the implementation, but it's reasonably to assume that if the area is completely outside the boundaries of the canvas, the draw operation is rejected in full. If it is partly inside it may start the internal block copy by moving start and end cursor to represent the effective area that would be rendered visible.
The other option is to check each pixel as it is rendered, if it's inside or outside the visible boundary. This however is not optimal.
To visualize, only the gray areas would be considered, the light-blue would be ignored:
(I didn't show all possibilities but it should be easy to imagine the bottom parts etc.)
Cursor here is where the internal routine will start and stop looping through the pixels. In this case if the area to be drawn is 100x100 pixels and is drawn at -50, -50 (x,y) then the internal cursor is set to +50, +50 relative to the area being drawn and the width and height is reduced likewise.
By moving the cursor and adjusting the width and height, it doesn't have to iterate through all the pixels and therefor optimizes the copy (although, it is not quite accurate to say "all pixels", as data is not copied per pixel but mainly on block basis related to memory alignment. There are separate algorithms that deals with optimized memory copying and takes into account offset bytes (bytes that does not start or end on a "clean" memory boundary) and so forth, ie. 4 or 8 bytes are copied in one go rather than one and one byte combined with masking (AND'ing the bits)).
The boundaries apply to lines and circles etc. as well. Their effective drawing area is handled as a square area, but there are different approaches to draw lines, circles than a square of pixels, to optimize further.
See f.ex. Bresenham algorithm for lines or mid-point circle algorithm for circles or various algorithms for ellipses - I don't the specific implementation in each browser, but for these you square of the start and end coords and in some cases (as with circles and ellipses) you may have to check as you go (perhaps drawing the circle in four parts and check the part which is overlapping the boundaries on a pixel-individual basis - this is implementation specific though).
When it comes to translation that is merely a recalculation of coordinates (translate, rotation using rotation matrixes and stuff like that). The new coordinates are then checked against boundary.
Now that being said it is not sure the browsers have their own specific implementation. They might use the system's native bitmap and clipping functionality instead where possible. However, the same described above applies in this case as well.
FWIW, On IE, Chrome and FF the fully offscreen draws (non-draws?) took about 100ms less than onscreen draws for 100,000 rects.
According to the canvas spec:
"When the destination rectangle is outside the destination image (the scratch bitmap), the pixels that land outside the scratch bitmap are discarded, as if the destination was an infinite canvas whose rendering was clipped to the dimensions of the scratch bitmap."
This is not absolutely specific to your question but it's likely all "out of canvas view" operations are handled this way. So based on that, I'd say Yes, they are "optimised".

How to do proper bounds checking for drawing on HTML5 canvas?

When drawing on a canvas in firefox, if you attempt to draw at or move to a point beyond the bounds of the canvas, an error will be thrown (this is copied/pasted directly from Firebug):
An invalid or illegal string was specified" code: "12
Other browsers won't throw the error. This is for both the drawing methods (lineTo, arc, etc), as well as image drawing. It's easy enough to do a quick bounds check using the width and height of the canvas before drawing, but what about drawing parts of things?
For example, let's say you have a circle, defined by a center point and a radius, and drawn with an arc(). If you do a bounds check, the center could be off the canvas, while part of the circle should still technically be visible. Therefore, the circle will either be drawn completely or not at all: there's no way to make only part of the circle drawn if the center point is off the canvas.
Does anyone have a work around for this?
One that I thought of was using a large "world buffer" canvas that is then copied from to the display canvas. Another might be drawing each object in the center of a buffer canvas, then copying the newly drawn pixels to the display canvas in their proper position.
What have people done to work around this issue?
The canvas crops the image to the bounding rectangle of its view. You should have no problem drawing outside this bounding box. It will not show up on your drawing. Post a particular example to see if we can reproduce the error.

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