Proper way to approach loadable masks in Fabric.js - fabricjs

I have this bounty open Fabricjs mask object with transformation when trying to mask objects with Fabric.js.
The tool I'm developing should allow users to draw a mask over image objects, and apply transformations (skew scale rotate etc) to this object before or after the mask. I'm close to obtaining this result but objects with an angle are still not working.
I'm also trying to save this object to a database using toJSON and loadFromJSON, but after a few days trying to accomplish this I realize that this solution will not work because any references outside the ctx scope can't be accessed while loading from JSON, so they throw an error.
clipTo: function(ctx) {
mask.set({
left:
-object.width / 2 -
(mask.width / 2) * originalMaskScaleX -
originalObjLeft / originalObjScaleX,
top:
-object.height / 2 -
(mask.height / 2) * originalMaskScaleY -
originalObjTop / originalObjScaleY,
objectCaching: false
});
mask.render(ctx);
}
Is Fabric.js the proper solution to this problem? Should I be using something else? If this can be done with Fabric.js, what is the proper approach?

I extended fabric.Image with some custom attributes.
Also I attached the mask on fabric.Image.
For fabric.Image.fromObject after the image is loaded I need it to load also the mask( which I know is a path) and attach to image.
This is a fast implementation. I'm pretty sure this code can be simplified.
Please tell me know if something is not clear enougth
canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function(options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: object.top,
left: object.left,
objectCaching: false,
strokeWidth: 0,
scaleX: 1 / object.scaleX,
scaleY: 1 / object.scaleY,
pathOffset: {
x: 0,
y: 0
}
});
object = canvas.getObjects()[0];
object.originalObjLeft = object.left,
object.originalObjTop = object.top,
object.originalMaskScaleX = mask.scaleX,
object.originalMaskScaleY = mask.scaleY,
object.originalObjScaleX = object.scaleX,
object.originalObjScaleY = object.scaleY;
var transformedTranslate = object.translateToGivenOrigin({
x: object.left,
y: object.top
}, object.originX, object.originY, 'center', 'center');
object.originalTransformLeft = transformedTranslate.x - object.getCenterPoint().x;
object.originalTransformTop = transformedTranslate.y - object.getCenterPoint().y;
object.originalAngle = object.angle;
object.clipMask = mask;
object.set({
clipTo: function(ctx) {
ctx.save();
ctx.rotate(-this.originalAngle * Math.PI / 180);
ctx.translate(this.originalTransformLeft / this.originalObjScaleX, this.originalTransformTop / this.originalObjScaleY)
this.clipMask.set({
left: -object.width / 2 - (this.clipMask.width / 2 * this.originalMaskScaleX) - this.originalObjLeft / this.originalObjScaleX,
top: -object.height / 2 - (this.clipMask.height / 2 * this.originalMaskScaleY) - this.originalObjTop / this.originalObjScaleY,
objectCaching: false
});
this.clipMask.render(ctx);
ctx.restore();
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
image.onload = function() {
object = new fabric.Image(image, {
width: 500,
height: 500,
scaleX: 0.8,
scaleY: 0.8,
angle: 45,
top: 50,
left: 100
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
fabric.util.object.extend(fabric.Image.prototype, {
clipMask: null,
originalObjLeft: 0,
originalObjTop: 0,
originalMaskScaleX: 1,
originalMaskScaleY: 1,
originalObjScaleX: 1,
originalObjScaleY: 1,
originalAngle:0,
originalTransformLeft:0,
originalTransformTop:0
});
fabric.Image.prototype.toObject = (function(toObject) {
return function(propertiesToInclude) {
return fabric.util.object.extend(toObject.call(this, propertiesToInclude), {
clipMask: this.clipMask ? this.clipMask.toObject(propertiesToInclude) : null,
originalObjLeft: this.originalObjLeft,
originalObjTop: this.originalObjTop,
originalMaskScaleX: this.originalMaskScaleX,
originalMaskScaleY: this.originalMaskScaleY,
originalObjScaleX: this.originalObjScaleX,
originalObjScaleY: this.originalObjScaleY,
originalAngle:this.originalAngle,
originalTransformLeft:this.originalTransformLeft,
originalTransformTop:this.originalTransformTop
});
}
})(fabric.Image.prototype.toObject);
fabric.Image.fromObject = (function(fromObject) {
return function(_object, callback) {
fromObject.call(this, _object, (function(callback, _object) {
return function(image) {
if (image.clipMask) {
fabric.Path.fromObject(image.clipMask, (function(callback) {
return function(path) {
path.pathOffset.x = 0;
path.pathOffset.y = 0;
image.clipMask = path;
callback(image);
}
})(callback))
} else {
callback(image);
}
}
})(callback, _object));
return;
}
})(fabric.Image.fromObject)
$("#button1").on('click', function() {
let dataJSON = canvas.toJSON();
canvas.clear();
canvas.loadFromJSON(
dataJSON,
canvas.renderAll.bind(canvas));
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.3.6/fabric.js"></script>
<script src="https://code.jquery.com/jquery-2.2.4.min.js" integrity="sha256-BbhdlvQf/xTY9gja0Dq3HiwQF8LaCRTXxZKRutelT44=" crossorigin="anonymous"></script>
<button id="button1">SAve/Load JSON</button>
<div class="canvas__wrapper">
<canvas id="canvas" width="1280" height="720"></canvas>
</div>
UPDATE
I updated the code to fix the problem with angle from here:

Related

How do I add an object next to a moving object in Phaser?

In the snippet below, I place two red squares next to each other. You can see there is no gap between them.
If I try to do the same thing with moving objects, there is a slight gap. What's the right way to do this?
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.min.js"></script>
</head>
<body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: { default: 'arcade' },
scene: { create: create, update: update },
};
var game = new Phaser.Game(config);
var red, red2, yellow, yellow2;
const velocity = -300;
function create() {
red = this.add.rectangle(400, 200, 100, 100, 0xff0000).setOrigin(0, 0);
red2 = this.add.rectangle(red.x + 100, 250, 100, 100, 0xff6666).setOrigin(0, 0);
yellow = this.add.rectangle(400, 400, 100, 100, 0xffff00).setOrigin(0, 0);
this.physics.add.existing(yellow);
yellow.body.velocity.x = velocity;
}
function update() {
if (yellow.x < 200 && !yellow2) {
yellow2 = this.add.rectangle(yellow.x + 100, 450, 100, 100, 0xffff66).setOrigin(0, 0);
this.physics.add.existing(yellow2);
yellow2.body.velocity.x = velocity;
}
if (yellow.x < -200) {
this.scene.restart();
yellow2 = undefined;
}
}
</script>
</body>
</html>
I think the solution is: Use the position of the physics body by changing yellow.x + 100 to yellow.body.x + 100.
(Or maybe yellow.body.position.x + 100? Not sure what the difference is, or if body.x is just an alias for body.position.x.)
Related: https://phaser.discourse.group/t/lag-in-dom-sprite-position-updates/798
A easy way out is to use the Phaser function: Phaser.Display.Align.To.RightCenter and the event: postupdate.
You then just have to calculate the offset between the objects and add pass it into the function. ( documentation to the Align function). this is based on this solution: phaser forum
canvas{
transform: translate(-40%, -40%) scale(.3);
}
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.min.js"></script>
</head>
<body style="overflow:hidden">
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
physics: { default: 'arcade' },
scene: { create: create, update: update },
};
var game = new Phaser.Game(config);
var red, red2, yellow, yellow2;
const velocity = -300;
var yOffSet = 0;
function create() {
red = this.add.rectangle(400, 200, 100, 100, 0xff0000).setOrigin(0, 0);
red2 = this.add.rectangle(red.x + 100, 250, 100, 100, 0xff6666).setOrigin(0, 0);
yellow = this.add.rectangle(400, 400, 100, 100, 0xffff00).setOrigin(0, 0);
this.physics.add.existing(yellow);
yellow.body.velocity.x = velocity;
this.events.on("postupdate", function () {
if (yellow && yellow2) {
Phaser.Display.Align.To.RightCenter(yellow2, yellow, 0, yOffSet);
}
});
}
function update(time, delta) {
if (yellow.x < 200 && !yellow2) {
yellow2 = this.add.rectangle(yellow.x + 100, 450, 100, 100, 0xffff66).setOrigin(0, 0);
this.physics.add.existing(yellow2);
yellow2.body.velocity.x = velocity;
yOffSet = yellow2.y - yellow.y
}
if (yellow.x < -200) {
this.scene.restart();
yellow2 = undefined
}
}
</script>
</body>
</html>
Alternativly you could, calculate the x position more exact, but it is no easy since, the update function is not called in the same time interval. This could cause minor overlap or splitting.
// deltaTime being the the second paramenter of the update function
yellow2 = this.add.rectangle(yellow.x + 100 + (velocity * deltaTime), 450, 100, 100, 0xff0000).setOrigin(0, 0);
Or even easier, you could simply set the x in the postUpdate event (without Align)
this.events.on("postupdate", function () {
if ( yellow2) {
yellow2.x =yellow.x + 100;
}
});

Fabricjs mask object with transformation

I'm trying to mask an object using Fabric.js free drawing brush. It works fine if the object is in its default position and without any transformations. But once I add transformations to the object, the mask is placed in the wrong position. I'm not sure how to solve this. Can someone take a look?
I want to be able to apply any transformations, before or after the mask, without messing up the mask.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function(options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: object.top,
left: object.left,
objectCaching: false,
strokeWidth: 0,
pathOffset: {
x: 0,
y: 0
}
});
let originalObjLeft = object.left,
originalObjTop = object.top;
object.set({
clipTo: function(ctx) {
mask.set({
left: -object.width / 2 - mask.width / 2 - originalObjLeft,
top: -object.height / 2 - mask.height / 2 - originalObjTop,
objectCaching: false
});
mask.render(ctx);
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
let object;
image.onload = function() {
object = new fabric.Image(image, {
width: 500,
height: 500,
//scaleX: 0.8,
//scaleY: 0.8,
//angle: 45,
top: 50,
left: 300
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
I implement an exemple with some transformations (scaleX,scaleY,left,top).
I'm strugle to find a solution when the inital object have an angle different than 0. For the current solution I need it to divide the maskscale with the object scale and also adjust the positions.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function(options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: object.top,
left: object.left,
objectCaching: false,
strokeWidth: 0,
scaleX : 1/object.scaleX,
scaleY : 1/object.scaleY,
pathOffset: {
x: 0,
y: 0
}
});
let originalObjLeft = object.left,
originalObjTop = object.top,
originalMaskScaleX = mask.scaleX,
originalMaskScaleY = mask.scaleY,
originalObjScaleX = object.scaleX,
originalObjScaleY = object.scaleY;
object.set({
clipTo: function(ctx) {
mask.set({
left: -object.width / 2 -( mask.width / 2 * originalMaskScaleX) - originalObjLeft/originalObjScaleX ,
top: -object.height / 2 -( mask.height / 2 * originalMaskScaleY) - originalObjTop/originalObjScaleY ,
objectCaching: false
});
mask.render(ctx);
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
image.onload = function() {
object = new fabric.Image(image, {
width: 500,
height: 500,
scaleX: 0.8,
scaleY: 0.8,
// angle: 45,
top: 50,
left: 100
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.3.6/fabric.js"></script>
<div class="canvas__wrapper">
<canvas id="canvas" width="1280" height="720"></canvas>
</div>
You can check here for loadFromJSON support.
The only problem remains is when the object is rotated.
Basically whenever you set an angle, your context matrix has been transformed. In order to mask properly you need to return to initial state of the Transformation Matrices. Fabricjs handles first matrix with center point of an object (calculates center of an object with or without an angle). Second matrix is rotating matrix, and third - scaling.
To display image with all options which are set to an object, you need to multiply all Matrices:
(First Matrix * Second Matrix) * Third Matrix
So the idea of clipping will be reverse engineering of rotating context and multiplications of matrices:
difference between center points of regular object without rotation and center point of the same object but with rotation. After that take result of subtractions and divide by original object scale value.
let canvas = new fabric.Canvas("canvas", {
backgroundColor: "lightgray",
width: 1280,
height: 720,
preserveObjectStacking: true,
selection: false,
stateful: true
});
const angle = 45;
let objectHasBeenRotated = false;
canvas.isDrawingMode = true;
canvas.freeDrawingBrush.color = "black";
canvas.freeDrawingBrush.width = 2;
canvas.on("path:created", function (options) {
clip(options.path);
});
function clip(path) {
canvas.isDrawingMode = false;
canvas.remove(path);
let mask = new fabric.Path(path.path, {
top: 0,
left: 0,
objectCaching: false,
strokeWidth: 0,
scaleX: 1 / object.scaleX,
scaleY: 1 / object.scaleY,
pathOffset: {
x: 0,
y: 0,
}
});
let originalObjLeft = object.left,
originalObjTop = object.top,
originalMaskScaleX = mask.scaleX,
originalMaskScaleY = mask.scaleY,
originalObjScaleX = object.scaleX,
originalObjScaleY = object.scaleY,
transformedTranslate = object.translateToGivenOrigin({
x: object.left,
y: object.top
}, object.originX, object.originY, 'center', 'center'),
originalTransformLeft = transformedTranslate.x - object.getCenterPoint().x,
originalTransformTop = transformedTranslate.y - object.getCenterPoint().y;
object.set({
clipTo: function (ctx) {
ctx.save();
ctx.rotate(-angle * Math.PI / 180);
ctx.translate(originalTransformLeft / originalObjScaleX, originalTransformTop / originalObjScaleY)
mask.set({
left: -object.width / 2 - (mask.width / 2 * originalMaskScaleX) - originalObjLeft / originalObjScaleX,
top: -object.height / 2 - (mask.height / 2 * originalMaskScaleY) - originalObjTop / originalObjScaleY,
objectCaching: false
});
mask.render(ctx);
ctx.restore();
}
});
canvas.requestRenderAll();
}
// image
let image = new Image();
image.onload = function () {
object = new fabric.Image(image, {
width: 500,
height: 500,
scaleX: 0.8,
scaleY: 0.8,
angle: angle,
top: 50,
left: 300,
id: 'pug'
});
canvas.add(object);
};
image.src = "http://i.imgur.com/8rmMZI3.jpg";
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/2.3.6/fabric.js"></script>
<div class="canvas__wrapper">
<canvas id="canvas" width="1280" height="720"></canvas>
</div>

how to render an object reappeared on the canvas

Initially I instantiated a Rect object, by controlling the object's top and left values, making it beyond the canvas area, so that the Rect object will not be rendered on the canvas. After that, change the top and left values of the Rect to make it in the area of the canvas by the event handler and then how to render the Rect object on the canvas.
the following code is a demo:
<canvas id="canvas" width="800" height="600"></canvas>
<script src="js/fabric.js"></script>
<script>
(function () {
var canvas = this.__canvas = new fabric.Canvas('canvas');
fabric.Object.prototype.transparentCorners = false;
var targetLine = [], paramsG, paramsR;
for (var k = 0; k < 20; k++) {
paramsG = {
left: 200,
top: 530 - 100 * k,
width: 20,
height: 50,
visibile: false,
fill: '#62ab59',
hasBorders: false,
lockMovementX: true,
hasControls: false
};
paramsR = {
left: 200,
top: 580 - 100 * k,
width: 20,
height: 50,
visibile: false,
fill: '#ed5d5d',
hasBorders: false,
lockMovementX: true,
hasControls: false
};
canvas.add(new fabric.Rect(paramsG), new fabric.Rect(paramsR));
}
canvas.on('mouse:down', function (e) {
if (e.target) {
targetLine = getMemberByLeft(canvas._objects, e.target);
}
})
canvas.on('object:moving', function (e) {
targetLine.forEach(function (val) {
canvas._objects[val.index].set({top: e.e.movementY + canvas._objects[val.index].top});
})
canvas.renderAll();
})
function getMemberByLeft(arr, tar) {
var returnArr = [];
arr.forEach(function (value, key) {
if (value.left == tar.left && value != tar) {
returnArr.push({data: value, index: key});
}
})
return returnArr;
}
})();
</script>
Fabric has a function to skip object rendering if they are not visible on screen, to get some more speed.
If you change top and left by code, fabric will not understand that the object is again on screen unless you call object.setCoords()
If you do not want to have this behaviour automatic you can disable it using
canvas.skipOffscreen = false;

Fabric JS set backgroundImage from fabric object

I want to create an artboard like sketch's artboard in fabric canvas elemet
like this:
let app = new Vue({
el: '#app',
computed: {
canvasSize() {
let VM = this
let el, width, height
el = VM.$refs.canvasBoxWrap
width = el.clientWidth
height = el.clientHeight
return { width, height }
}
},
data: {
dSize: ''
},
mounted() {
let VM = this
VM.dSize = VM.canvasSize
let fabricCanvasInit = () => {
let canvas = new fabric.Canvas(VM.$refs.facanvas , {
enableRetinaScaling: true
})
canvas.set({
'enableRetinaScaling': true,
'backgroundColor': '#dddddd'
})
canvas.setWidth( VM.canvasSize.width)
canvas.setHeight(VM.canvasSize.width / 16 * 9)
// canvas.set('enableRetinaScaling', true)
// canvas.set('backgroundColor' , '#dddddd')
let artBoard = new fabric.Rect({
stroke: '#000',
strokeWidth:1,
fill: 'rgba(255,255,255,1)',
width: VM.canvasSize.width - 80,
height: VM.canvasSize.width / 16 * 9 - 80
,
shadow : {
color: 'rgba(0,0,0,0.5)',
blur: 20,
offsetX: 0,
offsetY: 10,
opacity: 0.6,
fillShadow: true
}
})
canvas.add(artBoard)
canvas.artBoard = artBoard
canvas.artBoard.center()
canvas.artBoard.set({
'selectable' : false
})
canvas.renderAll()
console.log( canvas );
}
fabricCanvasInit()
}
})
but in this demo, the "artboard" was created by a fabric rect object.
When I change other object , like 'sendToBack()', I will reset the "artboard" object sendToBack()
I want add the rect with shadow like fabricCanvas.setBackgroundImage(...)
how to do that?
jsfiddle.net demo
(function() {
var canvas = this.__canvas = new fabric.Canvas('canvas');
// create a rectangle with a fill and a different color stroke
var artBoard = new fabric.Rect({
stroke: '#000',
strokeWidth:1,
fill: 'rgba(255,255,255,1)',
width: canvas.width - 40,
height: canvas.height - 40,
selectable:false,
shadow : {
color: 'rgba(0,0,0,0.5)',
blur: 20,
offsetX: 0,
offsetY: 10,
opacity: 0.6,
fillShadow: true,
}
})
canvas.centerObject(artBoard);
canvas.setBackgroundImage(artBoard);//add object as background
canvas.renderAll();
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/1.7.11/fabric.min.js"></script>
<canvas id="canvas" width="400" height="400"></canvas>
You can add object as background canvas.setBackgroundImage(obj), Now this works as image and you can use sendToBack() and all . Here is your updated fiddle.

Fabric.js: How to serialize clipTo objects since ToJSON does not work for it?

Any guidance with jsfiddle example showing ClipTo serialization will be appreciated? Current ToJSON function does not work when trying to serialize clipped objects. See the ToJSON implementation at the bottom of the code.
JSFiddle Link: http://jsfiddle.net/PromInc/ZxYCP/
var img01URL = 'https://www.google.com/images/srpr/logo4w.png';
var img02URL = 'http://fabricjs.com/lib/pug.jpg';
var canvas = new fabric.Canvas('c');
// Note the use of the `originX` and `originY` properties, which we set
// to 'left' and 'top', respectively. This makes the math in the `clipTo`
// functions a little bit more straight-forward.
var clipRect1 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 180,
top: 10,
width: 200,
height: 200,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect1.set({
clipFor: 'pug'
});
canvas.add(clipRect1);
var clipRect2 = new fabric.Rect({
originX: 'left',
originY: 'top',
left: 10,
top: 10,
width: 150,
height: 150,
fill: '#DDD', /* use transparent for no fill */
strokeWidth: 0,
selectable: false
});
// We give these `Rect` objects a name property so the `clipTo` functions can
// find the one by which they want to be clipped.
clipRect2.set({
clipFor: 'logo'
});
canvas.add(clipRect2);
function findByClipName(name) {
return _(canvas.getObjects()).where({
clipFor: name
}).first()
}
// Since the `angle` property of the Image object is stored
// in degrees, we'll use this to convert it to radians.
function degToRad(degrees) {
return degrees * (Math.PI / 180);
}
var clipByName = function (ctx) {
this.setCoords();
var clipRect = findByClipName(this.clipName);
var scaleXTo1 = (1 / this.scaleX);
var scaleYTo1 = (1 / this.scaleY);
ctx.save();
var ctxLeft = -( this.width / 2 ) + clipRect.strokeWidth;
var ctxTop = -( this.height / 2 ) + clipRect.strokeWidth;
var ctxWidth = clipRect.width - clipRect.strokeWidth;
var ctxHeight = clipRect.height - clipRect.strokeWidth;
ctx.translate( ctxLeft, ctxTop );
ctx.rotate(degToRad(this.angle * -1));
ctx.scale(scaleXTo1, scaleYTo1);
ctx.beginPath();
ctx.rect(
clipRect.left - this.oCoords.tl.x,
clipRect.top - this.oCoords.tl.y,
clipRect.width,
clipRect.height
);
ctx.closePath();
ctx.restore();
}
var pugImg = new Image();
pugImg.onload = function (img) {
var pug = new fabric.Image(pugImg, {
angle: 45,
width: 500,
height: 500,
left: 230,
top: 50,
scaleX: 0.3,
scaleY: 0.3,
clipName: 'pug',
clipTo: function(ctx) {
return _.bind(clipByName, pug)(ctx)
}
});
canvas.add(pug);
};
pugImg.src = img02URL;
var logoImg = new Image();
logoImg.onload = function (img) {
var logo = new fabric.Image(logoImg, {
angle: 0,
width: 550,
height: 190,
left: 50,
top: 50,
scaleX: 0.25,
scaleY: 0.25,
clipName: 'logo',
clipTo: function(ctx) {
return _.bind(clipByName, logo)(ctx)
}
});
canvas.add(logo);
};
logoImg.src = img01URL;
//convert to json
var serialized=JSON.stringify(canvas);
canvas.clear();
canvas.loadFromDatalessJSON(serialized);
alert(serialized);
fabricjs clipTo should be included in the json representation of the canvas by default.
So if you use toJSON you will find a clipTo field in the json representation of canvas containing the clipTo's function.
Here is a demo.

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