How to draw a smooth oval in canvas - javascript

I am trying to draw a smooth oval using ctx.clip property in my canvas.I have done with drawing part i am facing problem with oval arc line clarity.Any one have any idea regarding this just let me know?
Here is my code.
<canvas id="c" width="400" height="400"></canvas>
var canvas = new fabric.Canvas('c');
var ctx = canvas.getContext('2d');
var cx=180;
var cy=200;
var w=300;
var h=250;
// Quadratric curves example
ctx.beginPath();
var lx = cx - w/2,
rx = cx + w/2,
ty = cy - h/2,
by = cy + h/2;
var magic = 0.551784;
var xmagic = magic*w/2;
var ymagic = h*magic/2;
ctx.moveTo(cx,ty);
ctx.bezierCurveTo(cx+xmagic,ty,rx,cy-ymagic,rx,cy);
ctx.bezierCurveTo(rx,cy+ymagic,cx+xmagic,by,cx,by);
ctx.bezierCurveTo(cx-xmagic,by,lx,cy+ymagic,lx,cy);
ctx.bezierCurveTo(lx,cy-ymagic,cx-xmagic,ty,cx,ty);
ctx.fill();
ctx.stroke();
ctx.clip();
var text;
text = new fabric.Text('Honey', {
fontSize: 50,
left: 150,
top: 150,
lineHeight: 1,
originX: 'left',
fontFamily: 'Helvetica',
fontWeight: 'bold'
});
canvas.add(text);
Here is my fiddle link
You can see this output over here the line border of oval not much clear.

try this it will help you
//Script
var canvas = new fabric.Canvas('c');
var w;
var h;
var ctx = canvas.getContext('2d');
w=canvas.width / 4;
h=canvas.height / 2.4;
canvas.clipTo = function(ctx) {
ctx.save();
ctx.scale(2, 1.2);
ctx.arc(w, h, 90, 0, 2 * Math.PI, true);
ctx.stroke();
ctx.restore();
}
Fiddle Demo

One problem is in the nature of your display screen...
Since pixels are rectangles and you're drawing a curve, your result will have "jaggies" as the curve tries to fit itself in rectangular spaces.
You can use an optical illusion to trick the eye into seeing a less jagged oval.
An optical trick:
Reduce the contrast between the background color and the oval color.
This is not a cure...the jaggies are still there.
But the eye recognizes less contrast and perceives the oval as more smooth.
So if your design accommodates this style change, this optical illusion might help.
Here's code and a Fiddle: http://jsfiddle.net/m1erickson/vDWR3/
var cx=180;
var cy=200;
var w=300;
var h=250;
// Start with a less-contrasting background
ctx.fillStyle="#ddd";
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.beginPath();
var lx = cx - w/2,
rx = cx + w/2,
ty = cy - h/2,
by = cy + h/2;
var magic = 0.551784;
var xmagic = magic*w/2;
var ymagic = h*magic/2;
ctx.moveTo(cx,ty);
ctx.bezierCurveTo(cx+xmagic,ty,rx,cy-ymagic,rx,cy);
ctx.bezierCurveTo(rx,cy+ymagic,cx+xmagic,by,cx,by);
ctx.bezierCurveTo(cx-xmagic,by,lx,cy+ymagic,lx,cy);
ctx.bezierCurveTo(lx,cy-ymagic,cx-xmagic,ty,cx,ty);
ctx.fillStyle="#555";
ctx.strokeStyle=ctx.fillStyle;
ctx.lineWidth=1.5;
ctx.stroke();

Here is another alternative routine, but it looks visually the same as the other methods. This is primarily to do with the finite resolution of the display device, though you may be able to make some improvement using a thicker pencil, optical illusions or performing some anti-aliasing. Otherwise I think you will have to accept what you have.
Javascript
var canvas = new fabric.Canvas('c'),
ctx = canvas.getContext("2d"),
steps = 100,
step = 2 * Math.PI / steps,
h = 200,
k = 180,
r = 150,
factor = 0.8,
theta,
x,
y,
text;
ctx.beginPath();
for (theta = 0; theta < 2 * Math.PI; theta += step) {
x = h + r * Math.cos(theta);
y = k - factor * r * Math.sin(theta);
ctx.lineTo(x, y);
}
ctx.closePath();
ctx.fill();
ctx.stroke();
ctx.clip();
text = new fabric.Text('Honey', {
fontSize: 50,
left: 150,
top: 150,
lineHeight: 1,
originX: 'left',
fontFamily: 'Helvetica',
fontWeight: 'bold'
});
canvas.add(text);
jsfiddle
Note: by changing the number of steps and the factor, you can create other shapes: circles, squares, hexagons, other polygons ....

<canvas id="thecanvas" width="400" height="400"></canvas>
<script>
var canvas = document.getElementById('thecanvas');
if(canvas.getContext)
{
var ctx = canvas.getContext('2d');
drawEllipse(ctx, 10, 10, 100, 60);
drawEllipseByCenter(ctx, 60,40,20,10);
}
function drawEllipseByCenter(ctx, cx, cy, w, h) {
drawEllipse(ctx, cx - w/2.0, cy - h/2.0, w, h);
}
function drawEllipse(ctx, x, y, w, h) {
var kappa = .5522848,
ox = (w / 2) * kappa, // control point offset horizontal
oy = (h / 2) * kappa, // control point offset vertical
xe = x + w, // x-end
ye = y + h, // y-end
xm = x + w / 2, // x-middle
ym = y + h / 2; // y-middle
ctx.beginPath();
ctx.moveTo(x, ym);
ctx.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
ctx.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
ctx.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
ctx.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
ctx.closePath();
ctx.stroke();
}
</script>
http://jsbin.com/ovuret/2/edit

A possibility is to use a thicker line, it's not great but it's better
ctx.lineWidth = 3;
http://jsfiddle.net/xadqg/7/
I also noticed that using quadraticCurveTo seems to anti alias the line http://jsfiddle.net/d4JJ8/298/ I didn't change your code to use it but the jsfiddle I posted shows that it's true. You should modify your code and try it

Related

HTML/JS Canvas Donut Chart How to create round strokes with overlap?

I have the problem that my Donut Chart isn't working as I want it to do. I want to create a Donut Chart like this one:
But my Donut Chart looks like this at the moment:
As you can see the strokes don't overlap in the right direction. I think this might be, because I start to draw the strokes from right to left. Instead it should draw them from left to right, so the left "rounded end" is visible not the right rounded end.
This is what I have tried so far:
//function to draw the donut chart, ctx = context, cx - cy = position, radius and arcwith
dmbChart(ctx, cx, cy, radius, arcwidth) {
var tot = 0;
var accum = 0;
var PI = Math.PI;
var PI2 = PI * 2;
var offset = -PI/2;
for(var i = 0; i < this.canvasValues.length; i++) {
tot += this.canvasValues[i];
}
//Donut Sectors Color: Draw each stroke based on the value (canvasValues) and Color (canvasColors)
for(var i = 0; i < this.canvasValues.length; i++) {
ctx.lineWidth = arcwidth;
ctx.beginPath();
ctx.lineCap = "round";
ctx.arc(cx, cy, radius, offset + PI2 * (accum/tot), offset + PI2 * ((accum + this.canvasValues[i]) / tot));
ctx.strokeStyle = this.canvasColors[i];
ctx.stroke();
accum += this.canvasValues[i];
}
}
As you can see I get the values which are the percentages how long the each stroke should be and the color. Starting on top I draw each one from top -> right -> bottom -> left and this is the result. But how can I modify it to get the result on top?
Edit:
With the help of #Helder Sepulveda I created it like this now. I changed a lot of the calculations fixed some bugs which came with the changes. The only problem now is that it doesn't start to draw at the top. As you can see the green stroke should start on the top:
function dmbChart(ctx, cx, cy, radius, arcwidth) {
var canvasValues = [30, 5, 15, 10, 10, 10, 10, 10];
var canvasColors = ["#10dc60", "#DDDDDD", "#0cd1e8", "#ffce00", "#7044ff", "#f04141", "#ffea00", "#ee82ee"];
ctx.lineWidth = arcwidth;
ctx.lineCap = "round";
var accum = canvasValues.reduce((a,b) => a + b, 0);
for (var i = canvasValues.length-1; i >= 0; i--) {
var radians = canvasValues[i] / 100 * 360 * Math.PI / 180
ctx.beginPath();
ctx.arc(cx, cy, radius, accum, accum - radians, true);
ctx.strokeStyle = canvasColors[i];
ctx.stroke();
accum -= radians;
}
ctx.beginPath();
ctx.arc(cx, cy, radius, accum, accum - (0.1 / 100 * 360 * Math.PI / 180), true);
ctx.strokeStyle = canvasColors[canvasColors.length - 1];
ctx.stroke();
}
const canvas = document.getElementById("c");
canvas.width = canvas.height = 140;
const ctx = canvas.getContext("2d");
dmbChart(ctx, 70, 70, 50, 30)
<canvas id="c"></canvas>
I'm making some assumptions on canvasValues and canvasColors to show something working:
function dmbChart(ctx, cx, cy, radius, arcwidth) {
var accum = 0;
var PI = Math.PI;
var PI2 = PI * 2;
var offset = -PI / 2;
var canvasValues = [10, 10, 10]
var canvasColors = ["red", "green", "blue"]
var tot = canvasValues.reduce((a, b) => a + b, 0)
ctx.lineWidth = arcwidth;
ctx.lineCap = "round";
for (var i = 0; i < canvasValues.length; i++) {
ctx.beginPath();
ctx.arc(cx, cy, radius, offset + PI2 * (accum / tot), offset + PI2 * ((accum + canvasValues[i]) / tot));
ctx.strokeStyle = canvasColors[i];
ctx.stroke();
accum += canvasValues[i];
}
ctx.beginPath();
ctx.arc(cx, cy, radius, offset, offset);
ctx.strokeStyle = canvasColors[0];
ctx.stroke();
}
const canvas = document.getElementById("c");
canvas.width = canvas.height = 140;
const ctx = canvas.getContext("2d");
dmbChart(ctx, 70, 70, 50, 30)
<canvas id="c"></canvas>
The idea is to draw one last "short" arc with the first value(and color) at the end of the loop
I also moved a couple of lines out of the loop:
ctx.lineWidth = arcwidth;
ctx.lineCap = "round";
that could be set just once before the loop
And here is what we talked about in the comments inverting the direction
function dmbChart(ctx, cx, cy, radius, arcwidth) {
var PI = Math.PI;
var PI2 = PI * 2;
var offset = -PI / 2;
var canvasValues = [10, 10, 10]
var canvasColors = ["red", "green", "blue"]
var tot = canvasValues.reduce((a,b) => a + b, 0)
var accum = tot;
ctx.lineWidth = arcwidth;
ctx.lineCap = "round";
for (var i = canvasValues.length-1; i >= 0; i--) {
ctx.beginPath();
ctx.arc(cx, cy, radius, offset + PI2 * (accum / tot), offset + PI2 * ((accum + canvasValues[i]) / tot));
ctx.strokeStyle = canvasColors[i];
ctx.stroke();
accum -= canvasValues[i];
}
ctx.beginPath();
p = offset + PI2 * ((tot + canvasValues[canvasValues.length-1]) / tot)
ctx.arc(cx, cy, radius, p, p);
ctx.strokeStyle = canvasColors[canvasColors.length-1];
ctx.stroke();
}
const canvas = document.getElementById("c");
canvas.width = canvas.height = 140;
const ctx = canvas.getContext("2d");
dmbChart(ctx, 70, 70, 50, 30)
<canvas id="c"></canvas>

How to draw part of ellipse? (0-100%)

I'd like to draw an ellipse given a cx and cy position-property and a width and height property of the ellipse itself.
Below you can find some working code for this setup:
But now I want to generate a kind of "progress display" by painting a percentage (from 0 to 100) of the ellipse instead of the complete ellipse.
I have attached a graphic here to illustrate the whole thing:
I don't really have a clear idea how to do that. I would prefer a solution where I can do without resizing the canvas - just for performance reasons and I hope someone has a good idea how to solve my problem.
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 280;
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height)
let ellipse = function(cx, cy, w, h) {
let lx = cx - w / 2,
rx = cx + w / 2,
ty = cy - h / 2,
by = cy + h / 2;
let magic = 0.551784;
let xmagic = magic * w / 2,
ymagic = h * magic / 2;
let region = new Path2D();
region.moveTo(cx, ty);
region.bezierCurveTo(cx + xmagic, ty, rx, cy - ymagic, rx, cy);
region.bezierCurveTo(rx, cy + ymagic, cx + xmagic, by, cx, by);
region.bezierCurveTo(cx - xmagic, by, lx, cy + ymagic, lx, cy);
region.bezierCurveTo(lx, cy - ymagic, cx - xmagic, ty, cx, ty);
ctx.strokeStyle = "red";
ctx.lineWidth = "10";
region.closePath();
ctx.stroke(region);
}
ellipse(canvas.width / 2, canvas.height / 2, 300, 120)
<canvas id="canvas"></canvas>
You can use the built-in function ctx.ellipse - first we draw the green line as a full ellipse. Next, draw the red partial ellipse on top:
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 280;
ctx.fillStyle = "black";
ctx.fillRect(0, 0, canvas.width, canvas.height)
function ellipse(ctx, color, x,y, w, h, thickness, angle) {
ctx.strokeStyle = color;
ctx.beginPath();
ctx.ellipse(canvas.width / 2, canvas.height / 2, h/2,w/2, Math.PI*3/2, 0, angle);
ctx.lineWidth = thickness;
ctx.stroke();
}
function ell(percent) {
let x= canvas.width / 2;
let y= canvas.height / 2;
let w=300;
let h=120;
let th = 10; // example thickness 10px
ellipse(ctx, '#608a32', x,y, w, h, th, Math.PI*2);
ellipse(ctx, '#ed3833', x,y , w, h, th+.3, 2*Math.PI*percent/100);
}
ell(90); // here we start draw for 90%
<canvas id="canvas"></canvas>
You can draw the ellipse with a bit of trigonometry
let canvas = document.getElementById("canvas")
let ctx = canvas.getContext("2d");
canvas.width = 400;
canvas.height = 170;
let ellipse = function(cx, cy, ds, de, w, h, color) {
for (var i = ds; i < de; i ++) {
var angle = i * ((Math.PI * 2) / 360);
var x = Math.cos(angle) * w;
var y = Math.sin(angle) * h;
ctx.beginPath();
ctx.fillStyle = color;
ctx.arc(cx+ x, cy+y, 6, 0, 2 * Math.PI);
ctx.fill();
}
}
let draw = function(cx, cy, ds, de, w, h, color) {
ctx.clearRect(0, 0, canvas.width, canvas.height)
delta += 10
if (delta > 350) delta = 40
hw = canvas.width / 2
hh = canvas.height / 2
ellipse(hw, hh, 0, 360, 150, 60, "red")
ellipse(hw, hh, 0, delta, 150, 60, "blue")
ctx.font = "80px Arial";
ctx.fillStyle = "green";
ctx.fillText(Math.round(delta/3.6) + "%", hw-70, hh+30);
}
delta = 90
setInterval(draw, 100)
<canvas id="canvas"></canvas>
Once you have a nice function you can animate it

How can I change the fill colors of each box for a chessboard in JS, using Canvas?

I just had a quick thought in mind of drawing a chessboard using JS and Canvas, and I have this code that draws the boxes alright with for loops.
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
ctx.stroke();
ctx.closePath();
}
}
<canvas id="canvas" width="240" height="240"></canvas>
Now I'm wondering how I can access each odd box on the axes to change their fill colors (e.g. black, white, black, white, and so on).
I know using global variables isn't the best way, but this is a very small project and I just want to get some logic on how I can alternate the colors of the chessboard. Your help is very much appreciated!
You could also try only incrementing your values by 1 (instead of boxWidth), which would make it simpler to check if they are even or odd. Then you would need to either scale or multiply by boxWidth and boxHeight:
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
var numbRows = Math.floor(canvas.width / boxWidth),
numbCols = Math.floor(canvas.height / boxHeight);
ctx.save();
ctx.scale(boxWidth, boxHeight);
for (x = 0; x < numbRows; x++) {
for (y = 0; y < numbCols; y++) {
if ((x+y) % 2 == 0) ctx.fillStyle = 'white';
else ctx.fillStyle = 'black';
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
ctx.stroke();
ctx.closePath();
}
}
ctx.restore();
You can use fillRect to do so like this:
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.fillStyle = (x / boxWidth + y / boxHeight) % 2 === 0? "white": "black"; // determine which color to use depending on the index of x (x / boxWidth) an the index of y (y / boxHeight)
ctx.fillRect(x, y, boxWidth, boxHeight);
}
}
<canvas id="canvas" width="240" height="240"></canvas>
canvas = document.getElementById("canvas");
ctx = canvas.getContext("2d");
var x, y,
boxWidth = 30,
boxHeight = 30;
for (x = 0; x < canvas.width; x += boxWidth) {
for (y = 0; y < canvas.height; y += boxHeight) {
ctx.beginPath();
ctx.rect(x, y, boxWidth, boxHeight);
// fill odd boxes
(x/boxWidth + y/boxHeight) % 2 && ctx.fill()
ctx.stroke();
ctx.closePath();
}
}
<canvas id="canvas" width="240" height="240"></canvas>
Alternatives to the for loop
Another way without a loop, draw the pattern 2 by 2 square in top corner then repeat that by copying the canvas onto itself.
First create the top 2 by 2 square then fill rest of board with copies.
First 2 by 2 to 4 by 2
then 4 by 2 to 8 by 2
then 8 by 2 to 8 by 4
then 8 by 4 to 8 by 8
Example
const w= 100;
canvas.height = canvas.width = w * 8;
const ctx = canvas.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(0, 0, w + w, w + w);
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, w);
ctx.fillRect(w, w, w, w);
ctx.drawImage(canvas, 0, 0, w * 2, w * 2, w * 2, y , w * 2, w * 2);
ctx.drawImage(canvas, 0, 0, w * 4, w * 2, w * 4, y , w * 4, w * 2);
ctx.drawImage(canvas, 0, 0, w * 8, w * 2, 0 , w * 2, w * 8, w * 2);
ctx.drawImage(canvas, 0, 0, w * 8, w * 4, 0 , w * 4, w * 8, w * 4);
Thus it gets drawn in 7 render calls, if the grid was larger then 2 more calls for 16 by 16, and every doubling in size only needs two more calls.
The pattern can be very complex but not create excessive render stress as in the next example that has shadows and different composite calls.
const squareSize = 72;
const boardSize = 8;
const borderSize = 8;
canvas.height = canvas.width = squareSize * boardSize + borderSize * 2;
const ctx = canvas.getContext("2d");
var x = borderSize;
var y = x;
var w = squareSize;
drawSquare(3, 3, canvas.width - 6, "black", "#F97");
drawSquare(x, y, w, "white", "#964");
drawSquare(w + x, y, w, "black", "#745");
ctx.drawImage(canvas, x, y, w, w, x + w, y + w, w, w);
ctx.drawImage(canvas, x + w, y, w, w, x, y + w, w, w);
ctx.drawImage(canvas, x, y, w * 2, w * 2, x + w * 2, y, w * 2, w * 2);
ctx.drawImage(canvas, x, y, w * 4, w * 2, x + w * 4, y, w * 4, w * 2);
ctx.drawImage(canvas, x, y, w * 8, w * 2, x, y + w * 2, w * 8, w * 2);
ctx.drawImage(canvas, x, y, w * 8, w * 4, x, y + w * 4, w * 8, w * 4);
drawSquare(0,0,canvas.width,"rgba(0,0,0,0.0)","rgba(0,0,0,0.05)");
// done.
// this function is only called twice.
function drawSquare(x,y,size,color,color2){
ctx.save();
ctx.shadowColor = color2;
ctx.shadowBlur = size * 0.2;
ctx.shadowOffsetX = 0;
ctx.shadowOffsetY = 0;
ctx.beginPath();
ctx.rect(x,y,size,size);
ctx.clip();
ctx.lineWidth = size;
ctx.fillStyle = color;
ctx.fillRect(x,y,size,size);
ctx.globalAlpha = 0.5;
ctx.strokeRect(x - size / 2,y - size / 2, size * 2, size * 2);
ctx.shadowBlur = size * 0.5;
ctx.strokeRect(x - size / 2,y - size / 2, size * 2, size * 2);
ctx.shadowColor = "rgba(0,0,0,0)";
ctx.shadowBlur = 0;
ctx.globalAlpha = 1;
ctx.strokeStyle = color2;
ctx.lineWidth = 2;
ctx.strokeRect(x+1,y+1,size -2,size-2);
ctx.globalAlpha = 0.75;
ctx.fillRect(x+1,y+1,size-2,size-2);
ctx.globalCompositeOperation = "screen";
ctx.fillStyle = "white";
ctx.globalAlpha = 0.1;
ctx.fillRect(x,y,4,size);
ctx.fillRect(x,y,2,size);
ctx.fillRect(x+4,y,size-4,4);
ctx.fillRect(x+2,y,size-2,2);
ctx.restore();
}
canvas { border : 2px solid black; }
<canvas id="canvas" ></canvas>
Use a pattern style.
Create an offscreen canvas to hold the pattern of the top 2 by 2, draw the pattern, then assign the fillStyle of the on screen canvas to a new pattern created from the off screen canvas and fill the whole canvas.
const w = 72;
const patCan = document.createElement("canvas");
patCan.height = patCan.width = w * 2;
var ctx = patCan.getContext("2d");
ctx.fillStyle = "black";
ctx.fillRect(0, 0, w + w, w + w);
ctx.fillStyle = "white";
ctx.fillRect(0, 0, w, w);
ctx.fillRect(w, w, w, w);
// setup display canvas
canvas.height = canvas.width = w * 8;
var ctx = canvas.getContext("2d");
ctx.fillStyle = ctx.createPattern(patCan, "repeat");
ctx.fillRect(0, 0, w * 8, w * 8);
canvas { border : 8px solid green; }
<canvas id="canvas" ></canvas>
Rendering with 3 lines of code
Here's a neat little trick you can use to draw a chess board:
var ctx = c.getContext("2d");
for(var x = 0; x < c.width; x += c.width / 4) ctx.fillRect(x, 0, c.width/8, c.height);
ctx.globalCompositeOperation = "xor"; // toggle alpha channel for every 2nd line
for(var y = 0; y < c.height; y += c.height / 4) ctx.fillRect(0, y, c.width, c.height/8);
<canvas id=c width=600 height=600></canvas>
We're using canvas' size to detemine the grid size. You can of course change this and offset to anything you like. You'd still use the divisors 4 (2 cells) and 8 (1 cell) with the actual width and height.
The first step draws vertical black stripes every other column. Then we toggle alpha channel for every other row knowing that the default color is black (rgba(0,0,0,0)) using the "xor" composite mode which toggles the alpha channel.
Just remember to start with a empty canvas (which you probably are anyways due to the need to redraw moves) and to set back composite mode to "source-over" after drawing the board.
If you'd like to change the color itself simply add an extra step at the end:
ctx.globalCompositeOperation = "source-atop"; // will draw on top of what is filled
ctx.fillStyle = "#09a";
ctx.fillRect(0, 0, c.width, c.height);
The fillStyle and fillRect() can be replaced or used with an image, pattern, gradient etc.
To fill the white background simply use composite mode "destination-over" (will draw behind anything filled using the alpha channel), then draw for background.
An alternative is to use a toggle switch when filling each cell one by one:
var ctx = c.getContext("2d");
var toggle = false;
ctx.beginPath();
for(var y=0; y < c.height; y += c.height / 8) {
toggle = !toggle; // toggle for each row so they don't line up
for(var x=0; x < c.width; x += c.width / 8) {
// toggle for each cell and check, only draw if toggle = true
if (toggle = !toggle) ctx.rect(x, y, c.width / 8, c.height / 8);
}
}
ctx.fill(); // remember to use beginPath() for consecutive draw ops
<canvas id=c width=600 height=600></canvas>
Access Logic
To know if you're inside a cell you would simply calculate the mouse position relative to the canvas (see this answer on how to do that) and then quantize (using pseudo variables here, replace with real):
var cellSize = boardWidth / 8; // assumes the board is 1:1 square
var pos = getMousePos(event); // see linked answer above
var cellX = Math.floor(pos.x / cellSize) * cellSize; // start of current cell X
var cellY = Math.floor(pos.y / cellSize) * cellSize; // start of current cell Y
(to get index of cell just drop the * cellSize part).
Example:
var ctx = c.getContext("2d"), x, y, w = c.width, h = c.height, cellSize = w / 8;
render();
ctx.lineWidth = 4; ctx.strokeStyle = "red"; ctx.setLineDash([7, 7]);
// non-optimized - in production only redraw when needed (cellX/Y changes)
c.onmousemove = function(e) {
render();
var cell = getCellPos(getMousePos(e));
if (cell.x >= 0 && cell.x < w && cell.y >=0 && cell.y < h)
ctx.strokeRect(cell.x + 2, cell.y + 2, cellSize - 4, cellSize - 4);
}
function getCellPos(pos) {
return {x: Math.floor(pos.x / cellSize) * cellSize,
y: Math.floor(pos.y / cellSize) * cellSize}
}
function getMousePos(e) {
var rect = c.getBoundingClientRect();
return {x: e.clientX-rect.x, y: e.clientY-rect.y}
}
function render() {
ctx.clearRect(0, 0, w, h);
for(x = 0; x < w; x += w>>2) ctx.fillRect(x, 0, cellSize, c.height);
ctx.globalCompositeOperation = "xor"; // toggle alpha channel for every 2nd line
for(y = 0; y < h; y += h>>2) ctx.fillRect(0, y, w, cellSize);
ctx.globalCompositeOperation = "source-atop"; // fg
ctx.fillStyle = "#3c4168";
ctx.fillRect(0, 0, w, h);
ctx.globalCompositeOperation = "destination-over"; // bg
ctx.fillStyle = "#eee";
ctx.fillRect(0, 0, w, h);
ctx.globalCompositeOperation = "source-over"; // reset
}
body {background:#222;margin:20px 0 0 20px;}
<canvas id=c width=600 height=600></canvas>

Display different values at different angles in a circle using html5 canvas

Using HTML5 Canvas and Javascript I need to display different values (represented by a dot maybe) at different angles inside a circle.
Example data:
val 34% # 0°,
val 54% # 12°,
val 23% # 70°,
and so on...
If I have a canvas 300 x 300px and the center of the circle is located at x: 150px and y: 150px with a radius of 150px, how would I calculate where to set my dot for the value 54% at 12 degrees?
My math is kinda terrible xD
I'd appreciate any kind of help and please ask questions if I do not make myself clear enough.
Thank you for listening and thank you in advance for you deep insights :D
EDIT (to explain in more detail):
Here is an image to illustrate what I am trying to accomplish:
I hope this makes my question a little more understandable.
(As you can see, not the same values as above)
Ty for your patience!
You may use this to convert from polar (radius, angle) coordinates to cartesian ones :
// θ : angle in [0, 2π[
function polarToCartesian(r, θ) {
return {x: r*Math.cos(θ), y: r*Math.sin(θ)};
}
For example, if you want to draw at 12°, you may compute the point like this :
var p = polarToCartesian(150, 12*2*Math.PI/360);
p.x += 150; p.y += 150;
EDIT : my polarToCartesian function takes radians as input, as many function in the Canvas API. If you're more used to degrees, you may need this :
function degreesToRadians(a) {
return Math.PI*a/180;
}
Here you go (demo)
var can = document.getElementById('mycanvas');
var ctx = can.getContext('2d');
var drawAngledLine = function(x, y, length, angle) {
var radians = angle / 180 * Math.PI;
var endX = x + length * Math.cos(radians);
var endY = y - length * Math.sin(radians);
ctx.beginPath();
ctx.moveTo(x, y)
ctx.lineTo(endX, endY);
ctx.closePath();
ctx.stroke();
}
var drawCircle = function(x, y, r) {
ctx.beginPath();
ctx.arc(x, y, r, 0, Math.PI*2, true);
ctx.closePath();
ctx.fill();
}
var drawDot = function(x, y, length, angle, value) {
var radians = angle / 180 * Math.PI;
var endX = x + length*value/100 * Math.cos(radians);
var endY = y - length*value/100 * Math.sin(radians);
drawCircle(endX, endY, 2);
}
var drawText = function(x, y, length, angle, value) {
var radians = angle / 180 * Math.PI;
var endX = x + length*value/100 * Math.cos(radians);
var endY = y - length*value/100 * Math.sin(radians);
console.debug(endX+","+endY);
ctx.fillText(value+"%", endX+15, endY+5);
ctx.stroke();
}
var visualizeData = function(x, y, length, angle, value) {
ctx.strokeStyle = "#999";
ctx.lineWidth = "1";
drawAngledLine(x, y, length, angle);
ctx.fillStyle = "#0a0";
drawDot(x, y, length, angle, value);
ctx.fillStyle = "#666";
ctx.font = "bold 10px Arial";
ctx.textAlign = "center";
drawText(x, y, length, angle, value);
}
ctx.fillStyle = "#FFF0B3";
drawCircle(150, 150, 150);
visualizeData(150, 150, 150, 0, 34);
visualizeData(150, 150, 150, 12, 54);
visualizeData(150, 150, 150, 70, 23)
visualizeData(150, 150, 150, 120, 50);
visualizeData(150, 150, 150, -120, 80);
visualizeData(150, 150, 150, -45, 60);

Draw arrow on canvas tag

I want to draw an arrow using the canvas tag, javascript. I've made it using the quadratic function, but I'm having problems to calculate the angle of rotation of the arrow...
Anyone have a clue on this?
Thank you
As simple as I can get it. You'll have to prepend context.beginPath() and append context.stroke() yourself:
ctx = document.getElementById("c").getContext("2d");
ctx.beginPath();
canvas_arrow(ctx, 10, 30, 200, 150);
canvas_arrow(ctx, 100, 200, 400, 50);
canvas_arrow(ctx, 200, 30, 10, 150);
canvas_arrow(ctx, 400, 200, 100, 50);
ctx.stroke();
function canvas_arrow(context, fromx, fromy, tox, toy) {
var headlen = 10; // length of head in pixels
var dx = tox - fromx;
var dy = toy - fromy;
var angle = Math.atan2(dy, dx);
context.moveTo(fromx, fromy);
context.lineTo(tox, toy);
context.lineTo(tox - headlen * Math.cos(angle - Math.PI / 6), toy - headlen * Math.sin(angle - Math.PI / 6));
context.moveTo(tox, toy);
context.lineTo(tox - headlen * Math.cos(angle + Math.PI / 6), toy - headlen * Math.sin(angle + Math.PI / 6));
}
<html>
<body>
<canvas id="c" width="500" height="500"></canvas>
</body>
Ok, so the first answer on this page helped me greatly when I was trying to figure this problem out myself, although as someone else already stated, if you have a line width greater than 1px you get funny shapes. The fix that someone else suggested almost worked, but I still had some issues when trying to go for a thicker width arrow. After several hours of playing around with it I was able to combine the above solution with some of my own tinkering to come up with the following code that will draw an arrow at whatever thickness you desire without distorting the arrow shape.
function drawArrow(fromx, fromy, tox, toy){
//variables to be used when creating the arrow
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
const width = 22;
var headlen = 10;
// This makes it so the end of the arrow head is located at tox, toy, don't ask where 1.15 comes from
tox -= Math.cos(angle) * ((width*1.15));
toy -= Math.sin(angle) * ((width*1.15));
var angle = Math.atan2(toy-fromy,tox-fromx);
//starting path of the arrow from the start square to the end square and drawing the stroke
ctx.beginPath();
ctx.moveTo(fromx, fromy);
ctx.lineTo(tox, toy);
ctx.strokeStyle = "#cc0000";
ctx.lineWidth = width;
ctx.stroke();
//starting a new path from the head of the arrow to one of the sides of the point
ctx.beginPath();
ctx.moveTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//path from the side point of the arrow, to the other side point
ctx.lineTo(tox-headlen*Math.cos(angle+Math.PI/7),toy-headlen*Math.sin(angle+Math.PI/7));
//path from the side point back to the tip of the arrow, and then again to the opposite side point
ctx.lineTo(tox, toy);
ctx.lineTo(tox-headlen*Math.cos(angle-Math.PI/7),toy-headlen*Math.sin(angle-Math.PI/7));
//draws the paths created above
ctx.strokeStyle = "#cc0000";
ctx.lineWidth = width;
ctx.stroke();
ctx.fillStyle = "#cc0000";
ctx.fill();
}
This is now the code that I am using in my program. What I found to be the key with eliminating the distortion issue was continuing the stroke from the tip of the arrow to one side point, to the other side point, back to the tip, and back over to the first side point, then doing a fill. This corrected the shape of the arrow.
Hope this helps!
Here is another method to draw arrows. It uses the triangle method from here: https://stackoverflow.com/a/8937325/1828637
A little helper function.
function canvas_arrow(context, fromx, fromy, tox, toy, r){
var x_center = tox;
var y_center = toy;
var angle;
var x;
var y;
context.beginPath();
angle = Math.atan2(toy-fromy,tox-fromx)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.moveTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
context.closePath();
context.fill();
}
And here is a demonstration of it to draw arrows at the start and at the end of a line.
var can = document.getElementById('c');
var ctx = can.getContext('2d');
ctx.lineWidth = 10;
ctx.strokeStyle = 'steelblue';
ctx.fillStyle = 'steelbllue'; // for the triangle fill
ctx.lineJoin = 'butt';
ctx.beginPath();
ctx.moveTo(50, 50);
ctx.lineTo(150, 150);
ctx.stroke();
canvas_arrow(ctx, 50, 50, 150, 150, 10);
canvas_arrow(ctx, 150, 150, 50, 50, 10);
function canvas_arrow(context, fromx, fromy, tox, toy, r){
var x_center = tox;
var y_center = toy;
var angle;
var x;
var y;
context.beginPath();
angle = Math.atan2(toy-fromy,tox-fromx)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.moveTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
angle += (1/3)*(2*Math.PI)
x = r*Math.cos(angle) + x_center;
y = r*Math.sin(angle) + y_center;
context.lineTo(x, y);
context.closePath();
context.fill();
}
<canvas id="c" width=300 height=300></canvas>
You can do:
ctx.save();
ctx.translate(xOrigin, yOrigin);
ctx.rotate(angle);
// draw your arrow, with its origin at [0, 0]
ctx.restore();
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, canvas.width, canvas.height);
arrow({x: 10, y: 10}, {x: 100, y: 170}, 10);
arrow({x: 40, y: 250}, {x: 10, y: 70}, 5);
function arrow (p1, p2, size) {
var angle = Math.atan2((p2.y - p1.y) , (p2.x - p1.x));
var hyp = Math.sqrt((p2.x - p1.x) * (p2.x - p1.x) + (p2.y - p1.y) * (p2.y - p1.y));
ctx.save();
ctx.translate(p1.x, p1.y);
ctx.rotate(angle);
// line
ctx.beginPath();
ctx.moveTo(0, 0);
ctx.lineTo(hyp - size, 0);
ctx.stroke();
// triangle
ctx.fillStyle = 'blue';
ctx.beginPath();
ctx.lineTo(hyp - size, size);
ctx.lineTo(hyp, 0);
ctx.lineTo(hyp - size, -size);
ctx.fill();
ctx.restore();
}
<canvas id = "canvas" width = "300" height = "400"></canvas>
Typescript version, with the fixed arrow tip when line width >> 1
function canvas_arrow( context, fromx, fromy, tox, toy ) {
const dx = tox - fromx;
const dy = toy - fromy;
const headlen = Math.sqrt( dx * dx + dy * dy ) * 0.3; // length of head in pixels
const angle = Math.atan2( dy, dx );
context.beginPath();
context.moveTo( fromx, fromy );
context.lineTo( tox, toy );
context.stroke();
context.beginPath();
context.moveTo( tox - headlen * Math.cos( angle - Math.PI / 6 ), toy - headlen * Math.sin( angle - Math.PI / 6 ) );
context.lineTo( tox, toy );
context.lineTo( tox - headlen * Math.cos( angle + Math.PI / 6 ), toy - headlen * Math.sin( angle + Math.PI / 6 ) );
context.stroke();
}
Given a size and the starting position, following code will draw the arrow for you.
function draw_arrow(context, startX, startY, size) {
var arrowX = startX + 0.75 * size;
var arrowTopY = startY - 0.707 * (0.25 * size);
var arrowBottomY = startY + 0.707 * (0.25 * size);
context.moveTo(startX, startY);
context.lineTo(startX + size, startX);
context.lineTo(arrowX, arrowTopY);
context.moveTo(startX + size, startX);
context.lineTo(arrowX, arrowBottomY);
context.stroke();
}
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var startX = 50;
var startY = 50;
var size = 100;
context.lineWidth = 2;
draw_arrow(context, startX, startY, size);
};
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
<!DOCTYPE HTML>
<html>
<body onmousedown="return false;">
<canvas id="myCanvas" width="578" height="200"></canvas>
</body>
</html>
This code is similar to Titus Cieslewski's solution, maybe the arrow is a bit nicer:
function canvasDrawArrow(context, fromx, fromy, tox, toy) {
var headlen = 10.0;
var back = 4.0;
var angle1 = Math.PI / 13.0;
var angle2 = Math.atan2(toy - fromy, tox - fromx);
var diff1 = angle2 - angle1;
var diff2 = angle2 + angle1;
var xx = getBack(back, fromx, fromy, tox, toy);
var yy = getBack(back, fromy, fromx, toy, tox);
context.moveTo(fromx, fromy);
context.lineTo(tox, toy);
context.moveTo(xx, yy);
context.lineTo(xx - headlen * Math.cos(diff1), yy - headlen * Math.sin(diff1));
context.moveTo(xx, yy);
context.lineTo(xx - headlen * Math.cos(diff2), yy - headlen * Math.sin(diff2));
}
function getBack(len, x1, y1, x2, y2) {
return x2 - (len * (x2 - x1) / (Math.sqrt(Math.pow(y2 - y1, 2) + Math.pow(x2 - x1, 2))));
}
this works well with lineWidth > 1. It can come in handy when drawing x and y axis
I also stumbled across this problem and gotta say that none of these solutions works nicely if you want to fill your arrow and make it transparent.
I wrote some code to achieve this. (I usually code in C++ so dont judge my code style please) :)
function transform(xy,angle,xy0){
// put x and y relative to x0 and y0 so we can rotate around that
const rel_x = xy[0] - xy0[0];
const rel_y = xy[1] - xy0[1];
// compute rotated relative points
const new_rel_x = Math.cos(angle) * rel_x - Math.sin(angle) * rel_y;
const new_rel_y = Math.sin(angle) * rel_x + Math.cos(angle) * rel_y;
return [xy0[0] + new_rel_x, xy0[1] + new_rel_y];
}
function draw_arrow(context, x0, y0, x1, y1, width, head_width, head_length){
// compute length first
const length = Math.sqrt((x1-x0)*(x1-x0)+(y1-y0)*(y1-y0))
let angle = Math.atan2(y1-y0, x1-x0);
// adjust the angle by 90 degrees since the arrow we rotate is rotated by 90 degrees
angle -= Math.PI / 2;
let p0 = [x0,y0];
// order will be: p1 -> p3 -> p5 -> p7 -> p6 -> p4 -> p2
// formulate the two base points
let p1 = [x0 + width / 2, y0];
let p2 = [x0 - width / 2, y0];
// formulate the upper base points which connect the pointy end with the lengthy thing
let p3 = [x0 + width / 2, y0 + length - head_length];
let p4 = [x0 - width / 2, y0 + length - head_length];
// formulate the outter points of the triangle
let p5 = [x0 + head_width / 2, y0 + length - head_length];
let p6 = [x0 - head_width / 2, y0 + length - head_length];
// end point of the arrow
let p7 = [x0, y0 + length];
p1 = transform(p1,angle,p0);
p2 = transform(p2,angle,p0);
p3 = transform(p3,angle,p0);
p4 = transform(p4,angle,p0);
p5 = transform(p5,angle,p0);
p6 = transform(p6,angle,p0)
p7 = transform(p7,angle,p0);
// move to start first
context.moveTo(p1[0], p1[1]);
context.beginPath();
// start drawing the lines
context.lineTo(p3[0], p3[1]);
context.lineTo(p5[0], p5[1]);
context.lineTo(p7[0], p7[1]);
context.lineTo(p6[0], p6[1]);
context.lineTo(p4[0], p4[1]);
context.lineTo(p2[0], p2[1]);
context.lineTo(p1[0], p1[1]);
context.closePath();
context.arc(x0,y0,width/2,angle-Math.PI,angle)
context.fill();
}
This results in a nicely looking arrow which I used for a chess website:
function RTEShape()
{
this.x = 50;
this.y = 50;
this.w = 100; // default width and height?
this.h = 100;
this.fill = '#444444';
this.text = "Test String";
this.type;
this.color;
this.size = 6;
// The selection color and width. Right now we have a red selection with a small width
this.mySelColor = '#CC0000';
this.mySelWidth = 2;
this.mySelBoxColor = 'darkred';// New for selection boxes
this.mySelBoxSize = 6;
}
RTEShape.prototype.buildArrow = function(canvas)
{
this.type = "arrow";
// Make sure we don't execute when canvas isn't supported
if (canvas.getContext){
// use getContext to use the canvas for drawing
var ctx = canvas.getContext('2d');
var oneThirdX = this.x + (this.w/3);
var twoThirdX = this.x + ((this.w*2)/3);
var oneFifthY = this.y - (this.y/5);
var twoFifthY = this.y - ((this.y*3)/5);
/**/
//ctx.beginPath();
ctx.moveTo(oneThirdX,this.y); // 125,125
ctx.lineTo(oneThirdX,oneFifthY); // 125,105
ctx.lineTo(this.x*2,oneFifthY); // 225,105
ctx.lineTo(this.x*2,twoFifthY); // 225,65
ctx.lineTo(oneThirdX,twoFifthY); // 125,65
ctx.lineTo(oneThirdX,(this.y/5)); // 125,45
ctx.lineTo(this.x,(this.y+(this.y/5))/2); // 45,85
ctx.fillStyle = "green";
ctx.fill();
ctx.fillStyle = "yellow";
ctx.fillRect(this.x,this.y,this.w,this.h);
} else {
alert('Error on buildArrow!\n'+err.description);
}
}
Hello and thank you very much for your suggestions.
May I suggest you drop the cumbersome atan ? You may as well use linear algebra to add or subtract angles:
var cospix=0.866025404; //cosinus of pi/6
function canvas_arrow(context, fromx, fromy, tox, toy) {
ctx.strokeStyle = '#AA0000';
var headlen = 10; // length of head in pixels
var dx = tox - fromx;
var dy = toy - fromy;
var length = Math.sqrt(dy*dy + dx*dx); //length of arrow
var sina = dy/length, cosa = dx/length; //computing sin and cos of arrow angle
var cosp=cosa*cospix-0.5*sina, cosm=cosa*cospix+0.5*sina,
sinp=cosa*0.5+cospix*sina, sinm=cospix*sina-cosa*0.5;
//computing cos and sin of arrow angle plus pi/6, respectively minus pi/6
//(p for plus, m for minus at the end of variable's names)
context.moveTo(fromx, fromy);
context.lineTo(tox, toy);
context.lineTo(tox - headlen * cosm, toy - headlen * sinm); //computing coordinates using the cos and sin computed above
context.moveTo(tox, toy);
context.lineTo(tox - headlen * cosp, toy - headlen * sinp); //computing coordinates using the cos and sin computed above
}
You can push your matrix, rotate it, draw your arrow and then pop the matrix.
I've been struggeling with this for quite some time now.
I needed to to this in both javascript and c#. For javascript i found a nice library jCanvas.
My main problem was drawing nicely looking arrow heads, which jCanvas does perfectly.
For my c# project i reverse engineered the jCanvas code.
Hopefully this helps somebody
Here is the working solution
function draw_arrow(ctx,fx,fy,tx,ty){ //ctx is the context
var angle=Math.atan2(ty-fy,tx-fx);
ctx.moveTo(fx,fy); ctx.lineTo(tx,ty);
var w=3.5; //width of arrow to one side. 7 pixels wide arrow is pretty
ctx.strokeStyle="#4d4d4d"; ctx.fillStyle="#4d4d4d";
angle=angle+Math.PI/2; tx=tx+w*Math.cos(angle); ty=ty+w*Math.sin(angle);
ctx.lineTo(tx,ty);
//Drawing an isosceles triangle of sides proportional to 2:7:2
angle=angle-1.849096; tx=tx+w*3.5*Math.cos(angle); ty=ty+w*3.5*Math.sin(angle);
ctx.lineTo(tx,ty);
angle=angle-2.584993; tx=tx+w*3.5*Math.cos(angle); ty=ty+w*3.5*Math.sin(angle);
ctx.lineTo(tx,ty);
angle=angle-1.849096; tx=tx+w*Math.cos(angle); ty=ty+w*Math.sin(angle);
ctx.lineTo(tx,ty);
ctx.stroke(); ctx.fill();
}
While this question is mostly answered, I find the answers lacking. The top answer produces ugly arrows, many go beyond the point when using a width other than 1, and others have unnecessary steps.
This is the simplest answer that draws a pretty arrow head (proper triangle filled with color), and retracts the point of the arrow to consider the width of lines.
ctx = document.getElementById('canvas').getContext('2d');
/* Draw barrier */
ctx.beginPath();
ctx.moveTo(50, 30);
ctx.lineTo(450, 30);
ctx.stroke();
draw_arrow(50, 180, 150, 30);
draw_arrow(250, 180, 250, 30);
draw_arrow(450, 180, 350, 30);
function draw_arrow(x0, y0, x1, y1) {
const width = 8;
const head_len = 16;
const head_angle = Math.PI / 6;
const angle = Math.atan2(y1 - y0, x1 - x0);
ctx.lineWidth = width;
/* Adjust the point */
x1 -= width * Math.cos(angle);
y1 -= width * Math.sin(angle);
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.stroke();
ctx.beginPath();
ctx.lineTo(x1, y1);
ctx.lineTo(x1 - head_len * Math.cos(angle - head_angle), y1 - head_len * Math.sin(angle - head_angle));
ctx.lineTo(x1 - head_len * Math.cos(angle + head_angle), y1 - head_len * Math.sin(angle + head_angle));
ctx.closePath();
ctx.stroke();
ctx.fill();
}
<canvas id="canvas" width="500" height="180"></canvas>

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