Canvas arc clearing - javascript

How do I overwrite an HTML5 canvas arc? I presumed this code would work but it leaves a border around it despite the fact that its exactly the same values and just a different colour.. Is there a border property I'm missing??
<!DOCTYPE html>
<html>
<head>
<title>Test</title>
</head>
<body>
<canvas id="surface" width="300" height="300"></canvas>
<script type="text/javascript">
var canvas = document.getElementById('surface');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'black';
ctx.beginPath();
ctx.arc(100, 100, 20, 0, Math.PI * 2, true);
ctx.fill();
ctx.fillStyle = 'white';
ctx.beginPath();
ctx.arc(100, 100, 20, 0, Math.PI * 2, true);
ctx.fill();
</script>
</body>
</html>

for this situation, it makes more sense to just redraw the the portion of the canvas that contained the arc. You can clear a section of the canvas with
ctx.clearRect(x, y, width, height);
or for simplicity you could just clear the entire canvas and redraw it completely:
ctx.clearRect(0, 0, canvas.width, canvas.height);

This black edge is a side affect of anti-aliasing.
The easiest solution is to increase the radius of the arc slightly.

In case you want something like undo feature you could copy the image data to a swap canvas before the arc drawing. Then copy the image data from swap canvas to the visible one if the undo is required.

Related

How can I cut out a shape if it goes outside of a canvas with javascript?

I want to create a circle and cut out a part of it if it goes outside another shape.
For example, if half of the circle goes outside a square, cut out everything on the outside but not on the inside. Something like this snippet, except the part outside the square is hidden. I prefer to avoid masking it since this will go on top of another canvas, which covers the whole screen.
Code
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
ctx.rect(20,20,100,100);
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.arc(70, 90, 60, 0, Math.PI * 2, false)
ctx.stroke();
ctx.restore();
<html>
<body>
<canvas id="canvas"></canvas>
</body>
</html>
You can clip() the circle, like so;
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
ctx.rect(20,20,100,100);
ctx.stroke();
ctx.closePath();
ctx.clip(); // clip circle
ctx.beginPath();
ctx.arc(70, 90, 60, 0, Math.PI * 2, false)
ctx.stroke();
ctx.restore();
<html>
<body>
<canvas id="canvas"></canvas>
</body>
</html>
This is the dimensions I've adjusted for cropping the outside part of sqaure
var canvas = document.getElementById("canvas"),
ctx = canvas.getContext("2d");
ctx.rect(20,20,100,100);
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.arc(70, 90, 60, 10, -4*Math.PI * .05 , false)
ctx.stroke();
ctx.restore();
<html>
<body>
<canvas id="canvas"></canvas>
</body>
</html>

Why is the HTML5 canvas not clearing in my code?

I am just getting started with Canvas programming and trying to build a small game. Below is a sample code that I am trying out. My intention is to:
Create a canvas.
Fill it with some background color.
Draw a circle.
Clear the canvas.
Draw another circle in different location.
Here's the code:
var canvas = document.createElement('canvas');
canvas.width= 400;
canvas.height = 400;
document.body.appendChild(canvas);
var ctx = canvas.getContext('2d');
// 2. Fill background
ctx.fillStyle = 'rgb(30,0,0)';
ctx.fillRect(0,0,400,400);
// 3. Draw circle
ctx.save();
ctx.fillStyle = 'rgba(256,30,30,.8)';
ctx.arc(50,50, 20, 0, Math.PI*2, true);
ctx.fill();
ctx.restore();
// 4. Clear Canvas
ctx.save();
ctx.setTransform(1, 0, 0, 1, 0, 0);
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.restore();
// 5. Draw another circle
ctx.save();
ctx.fillStyle = 'rgba(256,30,30,.8)';
ctx.arc(150,150, 20, 0, Math.PI*2, true);
ctx.fill();
ctx.restore();
But as you can see, only the background color gets cleared and the first circle remains as it is.
Why is the above code fails to clear the canvas completely before drawing second circle?
If you don't use beginPath before starting a new path, all draw command keeps stacking in the current path.
What's happening here is that when you fill() the second time, the first circle is still in the current path, so even if the screen was in deed cleared, there are two circles drawn with this single fill() command.
==>> use beginPath() before starting a new path.

Canvas clipping with "feather" edges effect

I'm currently drawing an image to an HTML5 Canvas and masking it with an arc, calling clip() before I draw the image so that only the portion that's in the arc is shown. How can I feather the edges of this arc? I know from googling around that there is no simple way to simply apply a "feather" to a shape drawn with canvas. What abut going in on the pixel data for the image where its edges touch the arc? Thanks for any help.
Here is the relevant portion of my code:
ctx.arc(canvas.width/2, canvas.height/2, 250, 0, 6.28, false);//draw the circle
ctx.restore();
ctx.save();
ctx.drawImage(background, 0, 0,
background.width * scale, background.height * scale);
ctx.clip();//call the clip method so the next render is clipped in last path
ctx.drawImage(img, 0, 0,
img.width * scale, img.height * scale);
ctx.closePath();
ctx.restore();
UPDATE
Thanks for the thorough answer and very helpful code/comments Ken!! I spent a few hours last night trying to work this solution in my particular use case and I'm having trouble. It seems that if I clip an image with the second-canvas technique you describe I can't redraw it on transforms the same way that I can with an arc() and clip() routine. Here's a JS Fiddle of what I'm trying to accomplis, minus the feathering on the arc, notice the click and drag events on the two layered images.
http://jsfiddle.net/g3WkN/
I tried replacing the arc() with your method, but I'm having a hard time getting that to be responsive to the transforms that happen on mouse events.
Update 2017/7
Since this answer was given there are now a new option available in newer browsers, the filter property on the context. Just note that not all browsers currently supports it.
For browsers which do we can cut down the code as well as remove temporary canvas like this:
var ctx = demo.getContext('2d');
ctx.fillStyle = '#f90';
ctx.fillRect(0, 0, demo.width, demo.height);
clipArc(ctx, 200, 200, 150, 40);
function clipArc(ctx, x, y, r, f) {
ctx.globalCompositeOperation = 'destination-out';
ctx.filter = "blur(25px)"; // "feather"
ctx.beginPath();
ctx.arc(x, y, r, 0, 2 * Math.PI);
ctx.fill();
// reset comp. mode and filter
ctx.globalCompositeOperation = 'destination-out';
ctx.filter = "none";
}
body {background:#07c}
<canvas id="demo" width=400 height=400></canvas>
Old answer
Technique
You can achieve this by combining the following steps:
Use off-screen canvas
Use the shadow feature (the secret ingredient)
Use composite modes
The concept is based on having the browser make the feather internally by utilizing the blurred shadow. This is much faster than blurring in JavaScript. As we can make shadow for any object you can make complex feathered masks.
The off-screen canvas is used to draw the shadow only. We achieve this by moving the actual shape outside the canvas and then offset the shadow accordingly. The result is that shadow is drawn on the off-screen canvas while the actual shape is "invisible".
Now that we have a feathered version of our shape we can use that as a mask for composite mode. We choose destination-out to cleat where the shadow is drawn, or destination-in to invert the mask.
Example
Lets create a wrapper function that do all the steps for us
ONLINE DEMO HERE
function clipArc(ctx, x, y, r, f) { /// context, x, y, radius, feather size
/// create off-screen temporary canvas where we draw in the shadow
var temp = document.createElement('canvas'),
tx = temp.getContext('2d');
temp.width = ctx.canvas.width;
temp.height = ctx.canvas.height;
/// offset the context so shape itself is drawn outside canvas
tx.translate(-temp.width, 0);
/// offset the shadow to compensate, draws shadow only on canvas
tx.shadowOffsetX = temp.width;
tx.shadowOffsetY = 0;
/// black so alpha gets solid
tx.shadowColor = '#000';
/// "feather"
tx.shadowBlur = f;
/// draw the arc, only the shadow will be inside the context
tx.beginPath();
tx.arc(x, y, r, 0, 2 * Math.PI);
tx.closePath();
tx.fill();
/// now punch a hole in main canvas with the blurred shadow
ctx.save();
ctx.globalCompositeOperation = 'destination-out';
ctx.drawImage(temp, 0, 0);
ctx.restore();
}
That's all there is to it.
USAGE
clipArc(context, centerX, centerY, radius, featherSize);
With demo background (see fiddle):
ctx.fillStyle = '#ffa';
ctx.fillRect(0, 0, demo.width, demo.height);
clipArc(ctx, 200, 200, 150, 40);
Result:
If you want to keep center intact just replace composite mode with destination-in.
Demo for inverted feathered mask

How to set a custom clipping zone for HTML5 Canvas?

I need to draw on a rectangle minus a circle. If the circle clipping is not possible, a polygonal clipping zone could be enough for my need.
How do I set a custom clipping zone for HTML5 Canvas?
You should read Compositing in the Canvas tutorial, it explains how you draw a rectangle minus a circle and similar figures.
I think you are looking for destination-out:
<!DOCTYPE html>
<html>
<head>
<script>
window.onload = function() {
var ctx = document.getElementById('canvas').getContext('2d');
ctx.fillStyle = "#09f";
ctx.fillRect(15,15,70,70);
ctx.globalCompositeOperation = 'destination-out';
ctx.fillStyle = "#f30";
ctx.beginPath();
ctx.arc(75,75,35,0,Math.PI*2,true);
ctx.fill();
}
</script>
</head>
<body>
<canvas id="canvas" width="400" height="300"/>
</body>
</html>
See it in action on jsFiddle.
Also you can use "clip" and than - "clear". Something like that:
drawRectangle(ctx);
walkCirclePath(ctx);
ctx.clip();
ctx.clear();
But antialiasing dont work in such way;
Well.
It was hard.
The best solution I found to draw every where except in a circle is
c.save();
c.beginPath();
c.moveTo(0, 0);
c.lineTo(x, 0);
c.arc(x, y, 75, - Math.PI / 2, Math.PI * 2 - Math.PI / 2, 1);
c.lineTo(x, 0);
c.lineTo(1000, 0);
c.lineTo(1000, 500);
c.lineTo(0, 500);
c.clip();
c.drawImage(window.tBitmap[0], x - 100, y - 100);
c.restore();
I can't believe taht there is not a better solution. But it's works for my need.

How do I rotate a single object on an html 5 canvas?

I'm trying to figure out how to rotate a single object on an html 5 canvas.
For example: http://screencast.com/t/NTQ5M2E3Mzct - I want each one of those cards to be rotated at a different degree.
So far, all I've seen are articles and examples that demonstrate ways to rotate the entire canvas. Right now, I'm guessing I'll have to rotate the canvas, draw an image, and then rotate the canvas back to it's original position before drawing the second image. If that's the case, then just let me know! I just have a feeling that there's another way.
Anyone have any idea?
I ran into the same problem in a recent project (where I kicked rotating aliens all over the place). I just used this humble function that does the same thing and can be used the same way as ctx.rotate but can be passed an angle. Works fine for me.
function drawImageRot(img,x,y,width,height,deg){
// Store the current context state (i.e. rotation, translation etc..)
ctx.save()
//Convert degrees to radian
var rad = deg * Math.PI / 180;
//Set the origin to the center of the image
ctx.translate(x + width / 2, y + height / 2);
//Rotate the canvas around the origin
ctx.rotate(rad);
//draw the image
ctx.drawImage(img,width / 2 * (-1),height / 2 * (-1),width,height);
// Restore canvas state as saved from above
ctx.restore();
}
Yay, my first answer!
Unfortunately in the HTML5 canvas element you can't rotate individual elements.
Animation works like drawing in MS Paint: You draw something, make a screen.. use the eraser to remove some stuff, draw something differently, make a screen.. Draw something else on top, make a screen.. etc etc.
If you have an existing item on the canvas - you'll have to erase it ( use ctx.fillRect() or clearRect() for example ), and then draw the rotated object.
If you're not sure how to rotate it while drawing in the first place:
ctx.save();
ctx.rotate(0.17);
// draw your object
ctx.restore();
To rotate a individual object you have to set the transformation matrix. This is really simple:
var context = document.getElementById('pageCanvas').getContext('2d');
var angle = 0;
function convertToRadians(degree) {
return degree*(Math.PI/180);
}
function incrementAngle() {
angle++;
if(angle > 360) {
angle = 0;
}
}
function drawRandomlyColoredRectangle() {
// clear the drawing surface
context.clearRect(0,0,1280,720);
// you can also stroke a rect, the operations need to happen in order
incrementAngle();
context.save();
context.lineWidth = 10;
context.translate(200,200);
context.rotate(convertToRadians(angle));
// set the fill style
context.fillStyle = '#'+Math.floor(Math.random()*16777215).toString(16);
context.fillRect(-25,-25,50,50);
context.strokeRect(-25,-25,50,50);
context.restore();
}
// Ideally use getAnimationFrame but for simplicity:
setInterval(drawRandomlyColoredRectangle, 20);
<canvas width="1280" height="720" id="pageCanvas">
You do not have a canvas enabled browser
</canvas>
Basically, to make an object rotate properly without having other shape rotating around, you need to:
save the context: ctx.save()
move the pivot point to the desired location: ctx.translate(200, 200);
rotate: context.rotate(45 * Math.PI / 180);
draw the shape, sprite, whatever: ctx.draw...
reset the pivot: ctx.translate(-200, -200);
restore the context to its original state: ctx.restore();
function spinDrawing() {
ctx.save();
ctx.translate(200, 200);
context.rotate(45 * Math.PI / 180);
ctx.draw //your drawing function
ctx.translate(-200, -200);
ctx.restore();
}
Caveats: After you translating , the origin of the canvas changed, which means when you drawing the shape, the coordinate of the shape should be aligned accordingly.
Shapes drawn outside the list mentioned above won´t be affected. I hope it helps.
This html/javascript code might shed some light on the matter:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="233" height="233" style="border:1px solid #d3d3d3;">
your browser does not support the canvas tag </canvas>
<script type="text/javascript">
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
var canvasWidth=233;
var canvasHeight=233;
var rectWidth=100;
var rectHeight=150;
var x=30;
var y=30;
var translateX= x+(rectWidth/2);
var translateY= y+(rectHeight/2);
ctx.fillRect(x,y,rectWidth,rectHeight);
ctx.translate(translateX,translateY);
ctx.rotate(5*Math.PI/64); /* just a random rotate number */
ctx.translate(-translateX,-translateY);
ctx.fillRect(x,y,rectWidth,rectHeight);
</script>
</body>
</html>
I find it helpful to see the math related to rotating, I hope this was helpful to you too.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="500" height="450" style="border:1px solid #d3d3d3;">
</canvas>
<Button id = "right" onclick = "rotateRight()">Right</option>
<Button id = "left" onclick = "rotateLeft()">Left</option>
<script src = "zoom.js">
</script>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
createRect();
function rotateRight()
{
ctx.save();
ctx.clearRect(0,0,500,450);
ctx.translate(c.width/2,c.height/2);
ctx.rotate(10*Math.PI/180 );
ctx.translate(-c.width/2,-c.height/2);
createRect();
}
function rotateLeft()
{
ctx.save();
ctx.clearRect(0,0,500,450);
ctx.translate(c.width/2,c.height/2);
ctx.rotate(-10*Math.PI/180 );
ctx.translate(-c.width/2,-c.height/2);
createRect();
}
function createRect()
{
ctx.beginPath();
ctx.fillStyle = "#AAAA00";
ctx.fillRect(250,250,90,50);
}
</script>
</body>
</html>
To rotate an object you can use rotate() method. Here the example how to rotate a rectangular object to 135 degrees of clockwise.
<script>
var canvas = document.getElementById('Canvas01');
var ctx = canvas.getContext('2d');
var rectWidth = 100;
var rectHeight = 50;
//create line
ctx.strokeStyle= '#ccc';
ctx.beginPath();
ctx.moveTo(canvas.width / 2, 0);
ctx.lineTo(canvas.width / 2, canvas.height);
ctx.stroke();
ctx.closePath();
ctx.beginPath();
ctx.moveTo(0, canvas.height/2);
ctx.lineTo(canvas.width, canvas.height/2);
ctx.stroke();
ctx.closePath();
// translate ctx to center of canvas
ctx.translate(canvas.width / 2, canvas.height / 2);
// rotate the rect to 135 degrees of clockwise
ctx.rotate((Math.PI / 180)*135);
ctx.fillStyle = 'blue';
ctx.fillRect(0, 0, rectWidth, rectHeight);
</script>
</body>
Here the demo and you can try yourself: http://okeschool.com/examples/canvas/html5-canvas-rotate
I found this question because I had a bunch of stuff on a canvas, drawn with canvas lines, painstakingly, and then decided some of them should be rotated. Not wanting to do a whole bunch of complex stuff again I wanted to rotate what I had. A simple solution I found was this:
ctx.save();
ctx.translate(x+width_of_item/2,y+height_of_item/2);
ctx.rotate(degrees*(Math.PI/180));
ctx.translate(-(x+width_of_item/2),-(y+height_of_item/2));
// THIS IS THE STUFF YOU WANT ROTATED
// do whatever it is you need to do here, moveto and lineto is all i used
// I would expect anything to work. use normal grid coordinates as if its a
// normal 0,0 in the top left kind of grid
ctx.stroke();
ctx.restore();
Anyway - it might not be particularly elegant but its a dead easy way to rotate one particular element onto your canvas.
Look at all those rotated elements!

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