Stretching a Graph to Fill the Canvas Element in JavaScript - javascript

Quick question involving javascript canvas... I have a set points (connected with a line) I want to graph on a 400x300 canvas element. I will constantly be adding more points. I need the line to stretch to fill the entire canvas (leaving no unnecessary space).
Example:
into this:
Thanks! C.Ruhl

You want to find the step by doing canvasWidth / (number of points - 1)
and adding X += step each time.
Example here:
http://jsfiddle.net/pDDTQ/

Distinguish between internal canvas size and visible size. 400x300 is your visible size and set by style="width:400px; height:300px". Everytime there is new point (e.g. 400,500) you set canvas.width=400; canvas.height=500; and replot the whole graph. From a certain point you might want to adjust the width of the line.

Related

Apply frame image on top of Fabric JS Canvas

I am using Fabric JS to allow the user to have an interactive experience on my React app. Is it possible to apply a frame around a Fabric JS that is taken from an image? For instance, if the canvas is 400x400 px I can resize an image of a frame that is transparent in the middle to 410x410px and apply it on top of the canvas for the user to see? I have attached two images for reference.
Edit: This is the code I am using for zooming in
const zoomIn = useCallback(() => {
// Get original height of canvas
const canvasDimensions = getInitialCanvasSize()
let zoom = HTML5Canvas.getZoom()
zoom += 0.2
if (zoom >= 2) zoom = 2
HTML5Canvas.setZoom(zoom)
HTML5Canvas.setWidth(canvasDimensions.width * HTML5Canvas.getZoom());
HTML5Canvas.setHeight(canvasDimensions.height * HTML5Canvas.getZoom());
}, [HTML5Canvas])
There is no option for canvas's border in fabricjs canvas docs
But you can still achieve this easily using following steps.
PART 1: Creating the Illusion of border
CSS Method
First one can easily create CSS border around the canvas.
Best way to do this is to create div around canvas, as fabricjs split canvas in 2 while running.
You can create slider to control width and color/image for div's border.
This will looks like exactly your second image with customization.
OR
Another Canvas Method
Behind current canvas put this second canvas and control its width and image.
I don't recommend this one, as this will make it more complex to implement.
PART 2: Making Illusion real
If you used CSS METHOD
Now you get what your canvas looks like. You have width of border, image/color of border.
Steps:
Create new canvas (lets' call it 2nd Canvas) of 410px if canvas's width 400px with border of 5px.
Export main canvas as image and put it over 2nd Canvas. And now you can export this as final image.
For 2nd step check my answer on this stack
If you used Another Canvas Method
Directly follow above 2nd step
Export main canvas as image and put it over 2nd Canvas. And now you can export this as final image.
For 2nd step check my answer on this stack

JavaScript canvas clearRect leaves borders when using floating point coordinates

I am using clearRect on a HTML5 canvas to redraw a rectangle. When using floating point coordinates the clearRect leaves a border from my rectangle on the canvas.
The following code demonstrates the problem with the rectangle using integer coordinates being fully cleared while the one using floating point leaves a border.
<html>
<head>
</head>
<body>
<script type="text/javascript" >
var canvas = document.createElement("canvas");
canvas.width = 100;
canvas.height = 100;
canvas.style.border = "1px solid";
document.body.appendChild(canvas);
var ctx = canvas.getContext("2d");
ctx.fillRect(20.1,20.1,30,30);
ctx.clearRect(20.1,20.1,30,30);
ctx.fillRect(50,50,30,30);
ctx.clearRect(50,50,30,30);
</script>
</body>
</html>
The resulting canvas looks like this:
I can fix this by clearing a larger region, but that increases the risk of clearing and having to redraw adjacent shapes. This is for example suggested here: I can't completely clear the transformed rectangle in <canvas>
I can fix it by using integer coordinates, but that is not an option in this application.
Are there other ways to make clearRect actually clear all of the drawn rectangle without clearing a larger region or using integer coordinates?
All points in canvas are in fact centered in their middle coordinates (0.5, 0.5).
If you want to draw a black line one pixel thick, you'll have to draw it with centered coordinates.
If you draw it on an integer boundary, you'll in fact draw a two pixel thick lines both with lower opacity, leading to a thicker line drawn in dark gray instead of black :
Here's a picture showing this, zoomed 3 times :
More generally, any coordinates off the 0.5 boundary will be drawn with an opacity proportional to its distance to mid point.
Here's a set of horizontal line segments starting on an integer boundary, then shifted 1/10th of a pixel every 20 pixels :
zoomed 4 times :
We can see that we really have a 1 pixel line only when centered.
For your issue, there's no way you 'partially' clear a pixel : pixel is the ultimate unit here, so since colors have already been mixed, you can only either clear whole pixel, or just attenuate its intensity (which is the result you see).
I can think of two solutions :
rather than clearing, redraw everything except what you don't want any more. For this you have to handle some kind of scene graph, meaning : you need to have a collection of all the objects that needs drawing (held within an array for instance), and at draw time, you erase everything, redraw everything except the rectangle.
handle a bigger canvas behind the scene, that will have a higher resolution than the user canvas. This is were you draw, with better quality, and after drawing you copy it to the low-resolution user canvas.
Draw on 0.5 boundaries with integer sizes (width/height of your rect for instance). This main canvas might be 4 or 8 times bigger. The maximum size of the canvas is limited, so watch out for this if you target all browsers, they do not all allow the same max size (below 6400X6400 should be fine, but not sure about it). You can handle multiples backstage canvas to go beyond that limit, with a little bit of extra work.
(Rq for solution 2 : be sure to disable image smoothing before copying to avoid artifacts).
(( the fiddle for the drawings is here : jsbin.com/xucuxoxo/1/ ))
Edit : it is a good practice to translate the context from (0.5;0.5) right after you created it. Then you will always draw integer coordinates. This way, you ensure that all, say, 1 pixel thick line will actually be drawn one pixel thick. Test rounding with floor or ceil, and choose the one you prefer.
Html canvas always applies anti-aliasing to "cure the jaggies".
Anti-aliasing visually smooths lines by adding semi-transparent pixels along the line so the eye is fooled into seeing a less-jagged line.
When you draw your rectangles, these semi-transparent pixels are automatically being applied outside the 30,30 area of your rectangles.
This means your 30x30 rectangle is actually slightly larger than 30x30.
When you do context.clearRect the browser does not clear those extra semi-transparent pixels.
That's why the uncleared pixels appear "ghostly" -- they are semi-transparent.
Unfortunately, there is no way currently to turn off anti-aliasing for html canvas primitive drawing (lines, etc).
You have discovered the 2 fastest solutions:
round pixel drawing coordinates to integers
clear an area slightly larger than the original drawing
You can draw without anti-aliasing by drawing pixels manually using getImageData/putImageData. This manual method works but is costly to performance. The decreased performance defeats the purpose of clearing just the drawn area.
Bottom line: You've already discovered the best solutions canvas currently has to offer :-(

Using KineticJs to update and rescale a drawing

I am having an issue trying to update a drawing that uses a number of different drawing objects. The drawing is similar to an AutoCad drawing and is measured in mm so the scale is already being calculated in order to get the drawing to fit on the stage. When this is calculated the scale is set to one.
I have the drawing objects (lines, circles, arcs, etc.) stored in an array. I am trying to update the drawing andd rescale it without clearing the stage and doing a full redraw to improve performance.
What I am trying to do is to increment the length of the drawing. The drawing has a cut point so the objects to the right of the cut point will move by the increment value and any lines that span the cut point will increase in length. This change will require an update to the scale initially calculated to get the drawing to appear on the stage.
There are 2 Fiddles that I have set up to demonstrate the problem. The first (http://jsfiddle.net/tctruckscience/3HxuP/4/) shows what I am currently doing. The problem is that drawing will scale but it will start to move away from the right hand side of the screen.
originalRectWidth = 2600;
rectWidth = rectWidth + 20;
scaleValue = originalRectWidth / rectWidth;
oldRectWidth = rect.getWidth();
newPixelsPerScaleUnit = 260 / rectWidth;
newRectScaled = rectWidth * newPixelsPerScaleUnit;
drawingGroup.setWidth(newRectScaled);
rect.setWidth(newRectScaled);
drawingGroup.scaleBy(scaleValue);
Also, if I make a lot of increments and then make a large decrement using a text box there is an issue in the redraw. It that lines are not decremented correctly. I think it is an issue with the scaling. When I resize the page, which calls a refresh of the drawing objects from the array in which they are held, the drawing proportions are correct
The second Fiddle (http://jsfiddle.net/tctruckscience/rsEyA/15) shows how I would like the drawing to behave.
oldWidth = drawingGroup.getWidth();
newWidth = drawingGroup.getWidth() + 20;
scaleValue = originalWidth / newWidth;
Is there a way to do this?

HTML5: inaccurate positioning of rectangles

I'm using canvas of HTML5 to create a "preview" image which mainly consists of some rectangles and simple lines. Works fine so far, but there's one problem I cannot fix somehow. Presume the following situation:
context.fillStyle = "rgba(0,0,0,0.75)";
context.fillRect(100.64646,100,50.94967,20);
context.fillRect(100.64646+50.94967,100,100,20);
So I'm drawing 2 rectangles with some opacity. The x-starting coordinate plus the x-length of the first rect is equal to the x-starting coordinate of the second rect, so in theory they should collide without any margin between. Sadly, the result is different:
(see http://files.clemensfreitag.de/thin_spacing.jpg)
There's a very tiny spacing between the boxes, and the background color is visible. But:
This problem doesn't occur if the coordinates and lengths are integer values.
Is there any way to get it done by using float values? Converting them to integers before drawing might be acceptable in my application, but I'm just wondering why this should not work with floats.
Best,
Clemens
What you're seeing is the result of overlaying two opaque colors. When the first rectangle ends at 151.59613, the rectangle is automatically antialiased, filling in the rightmost column with rgba(0,0,0,0.4470975). When the second rectangle starts at the same x coordinate, it is also antialiased, filling in the leftmost column (the same as the first rectangle's rightmost) with rgba(0,0,0,0.3029025). The two values do add up to rgba(0,0,0,0.75), but that's not how they are blended. Instead, the second color (rgba(0,0,0,.3029025)) is drawn on top of the first, resulting in rgba(0,0,0,0.4470975+(1-0.4470975)*0.3029025) = rgba(0,0,0,0.61457305). So there isn't actually a gap between the two rectangles, but rather a 1px column that is a slightly lighter shade of grey.
Similarly, if you were using solid colors then the second rectangle's antialiased column would overwrite the first's, resulting in an even lighter shade of grey in the "gap".
The issue does not show up with integer values because no antialiasing is required - each rectangle ends at the edge of a pixel.
It looks like none of the globalCompositeOperation settings fix this, and turning off antialiasing would sometimes result in a 1px gap, so I think your simplest solution is to force integer values (alternatively, you could clear that column then fill it in with the desired color).
This problem is related to the way objects are drawn on a float based grid (especially vertical and horizontal lines and thus rects).
See there for an explanation and a schema : http://canop.org/blog/?p=220
Depending on the size of your objects, you need to use integer or mid-integer coordinates and sizes for your shapes, the goal being to fill complete pixels in both dimensions.
For example :
use a mid-integer for a thin line (one pixel width)
use an integer coordinate for a 2 pixels wide line
(and extend the logic for rects)

Get Line co-ordinates in Javascript

I am drawing lines using Canvas (HTML 5), since lines/shapes are not stored as objects in Canvas, I cannot attach unique events to it (eg onmouseclick)
I wish to attach a onmouseover event to a line, is it possible by getting to know if the mouse if over a particular line (using its 2 X and 2 Y co-ordinates) in Canvas using Javascript. Would this work for different line widths (eg: 2,5 pixels)
Want to avoid using SVG as the entire project is built on Canvas
Please advise.
You would need to use math formulas to calculate the area of the line and whether a certain point intersects with it.
Here's a basic example:
Find mouse coordinates relative to position of the canvas (How to find mouse pos on element)
Calculate whether mouse x/y is inside some rectangle (Point in rectangle formula)
Done.
There is a function isPointInPath(x,y). It will return true if a point is on the current path.
You will have to call that for every line you want to check and the best way to do that is at the same time as you draw.
The best way is using some canvas frameworks. Look at "LibCanvas :: Creating Lines" (dont forget to dblClick at canvas)

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