Can we use both curve and straight line in fabric.Path? - fabricjs

I'm trying to draw something like this:
So I'm creating a fabric path and trying to combine Q and L in it. But it's not working.
function addEdge() {
var edge = new fabric.Path('M 100 100 Q 200 200 L 400 200', { fill: '', stroke: 'black' });
edge.path[0][1] = 100;
edge.path[0][2] = 100;
edge.path[1][1] = 200;
edge.path[1][2] = 200;
edge.path[2][1] = 400;
edge.path[2][2] = 200;
canvas.add(edge);
}
function createCanvas(id){
canvas = new fabric.Canvas(id);
addEdge();
return canvas;
}
Got any ideas?

Related

I want to do infinite resize and infinite repeat backgroundImage on canvas with fabric.js

Here is my code where it is working zoom but the background image is not repeat on zoom with fabric.
Here I tried repeat with pattern but still not repeat the background. how can I achieve this when zoom perform with infinite on canvas and then repeat on image of background set.
<canvas
width="2000"
height="1000"
id="canvas"
style="border: 1px solid #ccc;"
></canvas>
</div>
function init() {
let canvas = new fabric.Canvas('canvas')
var bg = new fabric.Rect({ width: 2000, height: 1000, stroke: 'white', strokeWidth: 0, fill: '', evented: false, selectable: false });
bg.fill = new fabric.Pattern({ source: 'data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAASElEQVQ4y2NkYGD4z0A6+M3AwMBKrGJWBgYGZiibEQ0zIInDaCaoelYyHYcX/GeitomjBo4aOGrgQBj4b7RwGFwGsjAwMDAAAD2/BjgezgsZAAAAAElFTkSuQmCC', repeat: 'repeat' },
function () { bg.dirty = false; canvas.requestRenderAll() });
bg.canvas = canvas;
canvas.backgroundImage = bg;
canvas.on('mouse:wheel', function (opt) {
var delta = opt.e.deltaY;
var zoom = canvas.getZoom();
zoom *= 0.999 ** delta;
if (zoom > 20) zoom = 20;
if (zoom < 0.01) zoom = 0.01;
canvas.zoomToPoint({ x: opt.e.offsetX, y: opt.e.offsetY }, zoom);
opt.e.preventDefault();
opt.e.stopPropagation();
var vpt = this.viewportTransform;
if (zoom < 0.4) {
vpt[4] = 200 - 1000 * zoom / 2;
vpt[5] = 200 - 1000 * zoom / 2;
} else {
if (vpt[4] >= 0) {
vpt[4] = 0;
} else if (vpt[4] < canvas.getWidth() - 1000 * zoom) {
vpt[4] = canvas.getWidth() - 1000 * zoom;
}
if (vpt[5] >= 0) {
vpt[5] = 0;
} else if (vpt[5] < canvas.getHeight() - 1000 * zoom) {
vpt[5] = canvas.getHeight() - 1000 * zoom;
}
}
});
}
onMounted(() => {
init()
})

Phaser Scrollable Text Box Tutorial not working on mobile

I recreated the scrolling text box tutorial in my game. However, it is running a bit glitchy on mobile. For example, if I swipe up, the text first goes down for a second and then follows my finger up. You’ll see the problem if you open the tutorial on mobile. Any thoughts? I copied my code below.
var graphics = scene.make.graphics();
graphics.fillRect(x, y + 10, width, height - 20);
var mask = new Phaser.Display.Masks.GeometryMask(scene, graphics);
var text = scene.add.text(x + 20, y + 20, content, {
fontFamily: 'Assistant',
fontSize: '28px',
color: '#000000',
wordWrap: { width: width - 20 }
}).setOrigin(0);
text.setMask(mask);
var minY = height - text.height - 20;
if (text.height <= height - 20) {
minY = y + 20;
}
// The rectangle they can 'drag' within
var zone = scene.add.zone(x, y - 3, width, height + 6).setOrigin(0).setInteractive({useHandCursor: true});
zone.on('pointermove', function (pointer) {
if (pointer.isDown) {
text.y += (pointer.velocity.y / 10);
text.y = Phaser.Math.Clamp(text.y, minY, y + 20);
}
});
I had the same issue. My solution is using "pointer.y" instead of "pointer.velocity.y".
Here is my code:
var previousPointerPositionY;
var currentPointerPositionY;
zone.on('pointerdown', function (pointer) {
previousPointerPositionY = pointer.y;
});
zone.on('pointermove', function (pointer) {
if (pointer.isDown) {
currentPointerPositionY = pointer.y;
if(currentPointerPositionY > previousPointerPositionY){
text.y += 5;
} else if(currentPointerPositionY < previousPointerPositionY){
text.y -= 5;
}
previousPointerPositionY = currentPointerPositionY;
text.y = Phaser.Math.Clamp(text.y, -360, 150);
}
});

THREE.js - How to TWEEN individual paths/polygons of imported SVG?

I have imported a test SVG using the SVGLoader and am able to tween the SVG object using Tween.js.
I would like to tween the individual paths and polygons within the loaded SVG object - is this possible?
SVGLoader:
var loader = new THREE.SVGLoader();
loader.load( 'svg/test.svg', function ( paths ) {
var group = new THREE.Group();
group.scale.multiplyScalar( 0.25 );
group.position.x = -150;
group.position.y = 70;
group.scale.y *= - 1;
for ( var i = 0; i < paths.length; i ++ ) {
var path = paths[ i ];
var material = new THREE.MeshBasicMaterial( {
color: path.color,
side: THREE.DoubleSide,
depthWrite: false
} );
var shapes = path.toShapes( true );
for ( var j = 0; j < shapes.length; j ++ ) {
var shape = shapes[ j ];
var geometry = new THREE.ShapeBufferGeometry( shape );
var mesh = new THREE.Mesh( geometry, material );
group.add( mesh );
}
}
scene.add( group );
} );
Tween Function:
triggerTweens();
function triggerTweens() {
new TWEEN.Tween( title.position ).to( { x: 10 }, 5000 ).start();
}
I have found the following solution to this. Essentially adding the tween trigger into the loader function and passing the variable mesh, ( not group ) - allows tweening on the constituent paths and polygons etc of the SVG. To take this a step further I will figure out how to perform the tween for each separately which shouldn't be too tricky at this point.
New SVG Loader:
var loader = new THREE.SVGLoader();
loader.load( 'svg/test.svg', function ( paths ) {
var group = new THREE.Group();
group.scale.multiplyScalar( 0.25 );
group.position.x = -150;
group.position.y = 70;
group.scale.y *= - 1;
for ( var i = 0; i < paths.length; i ++ ) {
var path = paths[ i ];
var material = new THREE.MeshBasicMaterial( {
// color: path.color,
color: 0xff0000,
side: THREE.DoubleSide,
depthWrite: false
} );
var shapes = path.toShapes( true );
for ( var j = 0; j < shapes.length; j ++ ) {
var shape = shapes[ j ];
var geometry = new THREE.ExtrudeGeometry(shape, {
depth: 1,
bevelEnabled: false
});
var mesh = new THREE.Mesh( geometry, material );
// Randomly position each constituent mesh to demo
randX = Math.random() * (20000 - -20000) + -20000;
randY = Math.random() * (20000 - -20000) + -20000;
randZ = Math.random() * (20000 - -20000) + -20000;
mesh.position.set( randX, randY, randZ );
group.add( mesh );
}
triggerTweens(mesh); // Trigger tweens passing mesh variable
}
scene.add( group );
} );
New Tween Function:
// Bring all meshes back to position 0,0,0 Over 5000ms
function triggerTweens(mesh) {
new TWEEN.Tween( mesh.position ).to( { x: 0, y: 0, z: 0 }, 5000 ).easing(TWEEN.Easing.Cubic.In).start();
}

Word break is not working after grouping with cloned objects in fabric js

I am adding breakWord=true in textbox and then if i am grouping those textboxes word break is working but if I am using cloned and then doing group with cloned objects word break is not working.
Write Something in textbox at list two lines without space and press normal group button and then clone group button. breakWord=true will not work for clone group.
Demo
var canvas = new fabric.Canvas('c');
var text1 = new fabric.Textbox('Thisisthesampletext', {
left: 10,
top: 20,
width: 100,
breakWords: true
})
var text2 = new fabric.Textbox('thisisthesampletext', {
left: 100,
top: 60,
width: 100,
breakWords: true
})
canvas.add(text1,text2);
fabric.Textbox.prototype._wrapLine = function(ctx, text, lineIndex) {
var lineWidth = 0,
lines = [],
line = '',
words = text.split(' '),
word = '',
letter = '',
offset = 0,
infix = ' ',
wordWidth = 0,
infixWidth = 0,
letterWidth = 0,
largestWordWidth = 0;
for (var i = 0; i < words.length; i++) {
word = words[i];
wordWidth = this._measureText(ctx, word, lineIndex, offset);
lineWidth += infixWidth;
// Break Words if wordWidth is greater than textbox width
if (this.breakWords && wordWidth > this.width) {
line += infix;
var wordLetters = word.split('');
while (wordLetters.length) {
letterWidth = this._getWidthOfChar(ctx, wordLetters[0], lineIndex, offset);
if (lineWidth + letterWidth > this.width) {
lines.push(line);
line = '';
lineWidth = 0;
}
line += wordLetters.shift();
offset++;
lineWidth += letterWidth;
}
word = '';
} else {
lineWidth += wordWidth;
}
if (lineWidth >= this.width && line !== '') {
lines.push(line);
line = '';
lineWidth = wordWidth;
}
if (line !== '' || i === 1) {
line += infix;
}
line += word;
offset += word.length;
infixWidth = this._measureText(ctx, infix, lineIndex, offset);
offset++;
// keep track of largest word
if (wordWidth > largestWordWidth && !this.breakWords) {
largestWordWidth = wordWidth;
}
}
i && lines.push(line);
if (largestWordWidth > this.dynamicMinWidth) {
this.dynamicMinWidth = largestWordWidth;
}
return lines;
};
canvas.on('text:changed', function(e) {
text2.setText(e.target.text);
});
function group(){
var group = new fabric.Group([text1, text2], {
left: 100,
top: 200,
});
canvas.add(group);
}
function cloneGroup(){
var group2 = new fabric.Group([text1.clone(), text2.clone()], {
left: 200,
top: 300,
});
canvas.add(group2);
}
canvas{
border:1px solid #000;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.9/fabric.js"></script>
<canvas id="c" width="500" height="600"></canvas>
<button onclick="group()">Normal Group</button>
<button onclick="cloneGroup()">Clone Group</button>

javascript fabricjs - Adding an object to multiple canvases in a single click

I'm building an app that can design your own business card. I have to add an object to two canvases in a single click. Here are my codes:
$('#image-list').on('click','.image-option',function(e) {
var el = e.target;
/*temp code*/
var offset = 50;
var left = fabric.util.getRandomInt(0 + offset, 200 - offset);
var top = fabric.util.getRandomInt(0 + offset, 400 - offset);
var angle = fabric.util.getRandomInt(-20, 40);
var width = fabric.util.getRandomInt(30, 50);
var opacity = (function(min, max){ return Math.random() * (max - min) + min; })(0.5, 1);
var canvasObject;
// if ($('#flip').attr('data-facing') === 'front') {
// canvasObject = canvas;
// } else {
// canvasObject = canvas2;
// }
fabric.Image.fromURL(el.src, function(image) {
image.set({
left: left,
top: top,
angle: 0,
padding: 10,
cornersize: 10,
hasRotatingPoint:true
});
canvas.add(image);
canvas2.add(image);
});
})
The problem is, when I resized or move the image on the 'front canvas', it also renders the same way in the 'back canvas'. In my case, I don't want the object to be that way. So is there a way to prevent the obect 'mirroring' on the other canvas? Thanks.
You cannot add the same object to 2 canvases.
You have to create 2 objects.
Also take note that if you have an html image element on your page you do not need to load it from URL again. Is already loaded, so pass the image element to the constructor directly
$('#image-list').on('click','.image-option',function(e) {
var el = e.target;
/*temp code*/
var offset = 50;
var left = fabric.util.getRandomInt(0 + offset, 200 - offset);
var top = fabric.util.getRandomInt(0 + offset, 400 - offset);
var angle = fabric.util.getRandomInt(-20, 40);
var width = fabric.util.getRandomInt(30, 50);
var opacity = (function(min, max){ return Math.random() * (max - min) + min; })(0.5, 1);
var canvasObject;
// if ($('#flip').attr('data-facing') === 'front') {
// canvasObject = canvas;
// } else {
// canvasObject = canvas2;
// }
image = new fabric.Image(el, {
left: left,
top: top,
angle: 0,
padding: 10,
cornersize: 10,
hasRotatingPoint:true
});
image2 = new fabric.Image(el, {
left: left,
top: top,
angle: 0,
padding: 10,
cornersize: 10,
hasRotatingPoint:true
});
canvas.add(image);
canvas2.add(image2);
});
})

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