I have an algorithm for Floodfilling a canvas. Im trying to incorporate this with fabricJS. So here is the dilemna.... I create a fabric.Canvas(). Which creates a wrapper canvas and also an upper-canvas canvas. I click on the canvas to apply my Floodfill(). This works fine and applies my color. But as soon as i go to drag my canvas objects around, or add additional objects to the canvas, the color disappears and looks like it resets of sort.
Any idea why this is?
This happen because fabricjs wipe out all canvas every frame and redraw from its internal data.
I made a JSfiddle that implements Flood Fill for Fabric JS. Check it here: https://jsfiddle.net/av01d/dfvp9j2u/
/*
* FloodFill for fabric.js
* #author Arjan Haverkamp (av01d)
* #date October 2018
*/
var FloodFill = {
// Compare subsection of array1's values to array2's values, with an optional tolerance
withinTolerance: function(array1, offset, array2, tolerance)
{
var length = array2.length,
start = offset + length;
tolerance = tolerance || 0;
// Iterate (in reverse) the items being compared in each array, checking their values are
// within tolerance of each other
while(start-- && length--) {
if(Math.abs(array1[start] - array2[length]) > tolerance) {
return false;
}
}
return true;
},
// The actual flood fill implementation
fill: function(imageData, getPointOffsetFn, point, color, target, tolerance, width, height)
{
var directions = [[1, 0], [0, 1], [0, -1], [-1, 0]],
coords = [],
points = [point],
seen = {},
key,
x,
y,
offset,
i,
x2,
y2,
minX = -1,
maxX = -1,
minY = -1,
maxY = -1;
// Keep going while we have points to walk
while (!!(point = points.pop())) {
x = point.x;
y = point.y;
offset = getPointOffsetFn(x, y);
// Move to next point if this pixel isn't within tolerance of the color being filled
if (!FloodFill.withinTolerance(imageData, offset, target, tolerance)) {
continue;
}
if (x > maxX) { maxX = x; }
if (y > maxY) { maxY = y; }
if (x < minX || minX == -1) { minX = x; }
if (y < minY || minY == -1) { minY = y; }
// Update the pixel to the fill color and add neighbours onto stack to traverse
// the fill area
i = directions.length;
while (i--) {
// Use the same loop for setting RGBA as for checking the neighbouring pixels
if (i < 4) {
imageData[offset + i] = color[i];
coords[offset+i] = color[i];
}
// Get the new coordinate by adjusting x and y based on current step
x2 = x + directions[i][0];
y2 = y + directions[i][1];
key = x2 + ',' + y2;
// If new coordinate is out of bounds, or we've already added it, then skip to
// trying the next neighbour without adding this one
if (x2 < 0 || y2 < 0 || x2 >= width || y2 >= height || seen[key]) {
continue;
}
// Push neighbour onto points array to be processed, and tag as seen
points.push({ x: x2, y: y2 });
seen[key] = true;
}
}
return {
x: minX,
y: minY,
width: maxX-minX,
height: maxY-minY,
coords: coords
}
}
}; // End FloodFill
var fcanvas; // Fabric Canvas
var fillColor = '#f00';
var fillTolerance = 2;
function hexToRgb(hex, opacity) {
opacity = Math.round(opacity * 255) || 255;
hex = hex.replace('#', '');
var rgb = [], re = new RegExp('(.{' + hex.length/3 + '})', 'g');
hex.match(re).map(function(l) {
rgb.push(parseInt(hex.length % 2 ? l+l : l, 16));
});
return rgb.concat(opacity);
}
function floodFill(enable) {
if (!enable) {
fcanvas.off('mouse:down');
fcanvas.selection = true;
fcanvas.forEachObject(function(object){
object.selectable = true;
});
return;
}
fcanvas.deactivateAll().renderAll(); // Hide object handles!
fcanvas.selection = false;
fcanvas.forEachObject(function(object){
object.selectable = false;
});
fcanvas.on({
'mouse:down': function(e) {
var mouse = fcanvas.getPointer(e.e),
mouseX = Math.round(mouse.x), mouseY = Math.round(mouse.y),
canvas = fcanvas.lowerCanvasEl,
context = canvas.getContext('2d'),
parsedColor = hexToRgb(fillColor),
imageData = context.getImageData(0, 0, canvas.width, canvas.height),
getPointOffset = function(x,y) {
return 4 * (y * imageData.width + x)
},
targetOffset = getPointOffset(mouseX, mouseY),
target = imageData.data.slice(targetOffset, targetOffset + 4);
if (FloodFill.withinTolerance(target, 0, parsedColor, fillTolerance)) {
// Trying to fill something which is (essentially) the fill color
console.log('Ignore... same color')
return;
}
// Perform flood fill
var data = FloodFill.fill(
imageData.data,
getPointOffset,
{ x: mouseX, y: mouseY },
parsedColor,
target,
fillTolerance,
imageData.width,
imageData.height
);
if (0 == data.width || 0 == data.height) {
return;
}
var tmpCanvas = document.createElement('canvas'), tmpCtx = tmpCanvas.getContext('2d');
tmpCanvas.width = canvas.width;
tmpCanvas.height = canvas.height;
var palette = tmpCtx.getImageData(0, 0, tmpCanvas.width, tmpCanvas.height); // x, y, w, h
palette.data.set(new Uint8ClampedArray(data.coords)); // Assuming values 0..255, RGBA
tmpCtx.putImageData(palette, 0, 0); // Repost the data.
var imgData = tmpCtx.getImageData(data.x, data.y, data.width, data.height); // Get cropped image
tmpCanvas.width = data.width;
tmpCanvas.height = data.height;
tmpCtx.putImageData(imgData,0,0);
fcanvas.add(new fabric.Image(tmpCanvas, {
left: data.x,
top: data.y,
selectable: false
}))
}
});
}
$(function() {
// Init Fabric Canvas:
fcanvas = new fabric.Canvas('c', {
backgroundColor:'#fff',
enableRetinaScaling: false
});
// Add some demo-shapes:
fcanvas.add(new fabric.Circle({
radius: 80,
fill: false,
left: 100,
top: 100,
stroke: '#000',
strokeWidth: 2
}));
fcanvas.add(new fabric.Triangle({
width: 120,
height: 160,
left: 50,
top: 50,
stroke: '#000',
fill: '#00f',
strokeWidth: 2
}));
fcanvas.add(new fabric.Rect({
width: 120,
height: 160,
left: 150,
top: 50,
fill: 'red',
stroke: '#000',
strokeWidth: 2
}));
fcanvas.add(new fabric.Rect({
width: 200,
height: 120,
left: 200,
top: 120,
fill: 'green',
stroke: '#000',
strokeWidth: 2
}));
/* Images work very well too. Make sure they're CORS
enabled though! */
var img = new Image();
img.crossOrigin = 'anonymous';
img.onload = function() {
fcanvas.add(new fabric.Image(img, {
left: 300,
top: 100,
angle: 30,
}));
}
img.src = 'http://misc.avoid.org/chip.png';
});
Related
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()
})
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);
}
});
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);
});
})
i want to use fabricjs for create an Object and can measure some images sections .
Update:
I follow sample of http://fabricjs.com/stickman/ and seems I have something but need to improve more
here is what i have https://jsfiddle.net/mavirroco/gtfw58st/
(function () {
var canvas = this.__canvas = new fabric.Canvas('c', {
selection: false
});
var text1 = new fabric.Text('0 Deg', {
fontSize: 20,
fontFamily: 'Georgia',
top: 10,
left: 100
});
canvas.add(text1);
fabric.Object.prototype.originX = fabric.Object.prototype.originY = 'center';
function makeCircle(left, top, line1, line2, line3, line4) {
var c = new fabric.Triangle({
left: left,
top: top,
strokeWidth: 5,
fill: '#fff',
stroke: '#666',
angle: -180,
width: 10,
height: 10
});
c.hasControls = c.hasBorders = false;
c.line1 = line1;
c.line2 = line2;
c.line3 = line3;
c.line4 = line4;
return c;
}
function makeLine(coords) {
return new fabric.Line(coords, {
fill: 'red',
stroke: 'red',
strokeWidth: 5,
selectable: false
});
}
var line2 = makeLine([250, 175, 250, 250]),
line3 = makeLine([250, 250, 300, 350]),
line4 = makeLine([250, 250, 200, 350]);
canvas.add(line3, line4);
canvas.add(
makeCircle(line2.get('x2'), line2.get('y2'), line2, line3, line4),
makeCircle(line3.get('x2'), line3.get('y2'), line3),
makeCircle(line4.get('x2'), line4.get('y2'), line4));
canvas.on('object:moving', function (e) {
var p = e.target;
p.line1 && p.line1.set({
'x2': p.left,
'y2': p.top
});
p.line2 && p.line2.set({
'x1': p.left,
'y1': p.top
});
p.line3 && p.line3.set({
'x1': p.left,
'y1': p.top
});
p.line4 && p.line4.set({
'x1': p.left,
'y1': p.top
});
canvas.renderAll();
dy = line3.get('y2') - line4.get('y2');
dx = line3.get('x2') - line4.get('x2');
theta = Math.atan2(dy, dx);
theta *= 180 / Math.PI // rads to degs
text1.setText(parseFloat(theta).toFixed(2));
});
})();
y11 = line3.get('y1');
y12 = line3.get('y2');
y21 = line4.get('y1');
y22 = line4.get('y2');
x11 = line3.get('x1');
x12 = line3.get('x2');
x21 = line4.get('x1');
x22 = line4.get('x2');
angle1 = Math.atan2(y11 - y12, x11 - x12);
angle2 = Math.atan2(y21 - y22, x21 - x22);
angle = angle1 - angle2;
angle = angle*180/Math.PI;
if(angle < 0) angle = -angle;
if(360 - angle < angle) angle = 360 - angle;
text1.setText(angle.toString());
https://jsfiddle.net/gtfw58st/5/
I am trying to create panel components that will hold some visualizations.
I am making the panel component with svgs. They look ok, but I am getting some weird behavior when resizing and moving the panels.
var groups = ["uno", "dos", "tres", "cuatro"];
var w = 350;
var x = 0;
var y = 0;
var width = 800;
var h = 200;
var height = 800;
var val = [];
var drag = d3.behavior.drag()
.origin(Object)
.on("drag", move);
var resize = d3.behavior.drag()
.origin(Object)
.on("drag", dragResize);
svg = d3.select("body").append("div").append("svg");
charts = svg.selectAll("g.chart")
.data(groups); //(dims);
box = charts.enter()
.append("g").classed("chart", true)
.attr("id", function(d,i) { return "box"+i})
//.data([{x: 95, y: 0}]);
box.append("rect").classed("box", true)
var t = box.append("rect").classed("titleBox", true)
t.call(drag);
box.append("text").classed("title", true).data(groups)
box.append("text").classed("legend", true).data(groups)
box.append("rect").classed("icon", true)
.call(resize);
box.selectAll("rect.box")
.data([{x: 95, y: 0}])
.attr({
x: function(d) { return d.x; },
y: function(d) { return d.y; },
width: w,
height: function(d) { return 200}//d.length*30 + 60}
})
box.selectAll("rect.titleBox")
.classed("drag", true)
.data([{x: 95, y: 0}])
.attr({
x: function(d) { return d.x; },
y: function(d) { return d.y; },
width: w,
height: 25,
fill: "#000000"
})
box.selectAll("text.title")
.attr({
x: 105,
y: 20,
width: 350,
height: 25,
fill: "#ffffff"
})
.text(function(d) {
console.log("i from title "+ d);
return d;
})
box.selectAll("text.legend")
.attr({
x: 105,
y: 45,
width: 200,
height: 25,
fill: "#999999"
})
.text(function(d) {
return d;
})
box.selectAll("rect.icon")
.data([{x: 429, y: 184}])
.attr({
x: function(d) { return d.x; },
y: function(d) { return d.y; },
width: 16,
height: 16,
fill: "#999999"
})
var dx = 429;
var dy = 184;
function move(){
var dragTarget = d3.select(this);
var dragObject = d3.select(this.parentNode);
console.log("move x:"+x+" y:"+y);
//console.log("d3.event.x:"+d3.event.x+" d3.event.y:"+d3.event.y);
x += d3.event.x - parseInt(dragTarget.attr('x'));
y += d3.event.y - parseInt(dragTarget.attr("y"));
console.log("x:"+x+" y:"+y);
dragObject
.attr("transform", "translate(" + x + "," + y + ")")
};
function dragResize(){
var dragx = Math.max(dx + (16/2), Math.min(w, dx + width + d3.event.dx));
var dragy = Math.max(dy + (16/2), Math.min(h, dy + height + d3.event.dy));
//console.log("resize x:"+x+" y:"+y);
console.log("d3.event.x:"+d3.event.dx+" d3.event.y:"+d3.event.dy);
var dragTarget = d3.select(this);
var dragObject = d3.select(this.parentNode);
var o = dragObject.select("rect.box");
var o1 = dragObject.select("rect.titleBox");
var oldx = dx;
var oldy = dy;
dx = Math.max(0, Math.min(dx + width - (16 / 2), d3.event.x));
dy = Math.max(0, Math.min(dy + height - (16 ), d3.event.y));
w = w - (oldx - dx);
h = h - (oldy - dy);
dragTarget
.attr("x", function(d) { return dragx - (16/2) })
.attr("y", function(d) { return dragy - (16) })
o.attr("width", w)
.attr("height", h);
o1.attr("width", w);
};
I have posted the code at http://jsfiddle.net/dtqY5/
The problem is the following: I can move each panel, by dragging the title area, with no problem. Howvwer, after I resize any of the panels, I cannot move them anymore. They jump to their original position. The x and y becones NaN, but I cannot understand why.
ANy ideas and suggestions will be welcomed.
D3 uses the drag.origin accessor you provide to calculate an offset. Since the access you provide is just an empty object, this offset is NaN which results in x and y on the event also being NaN.
If you remove drag.origin altogether it uses the current mouse position as the origin which makes the panels jump when you start dragging. If you specify the origin to be the position of the shape being dragged it looks better:
.origin(function() {
var current = d3.select(this);
return {x: current.attr("x"), y: current.attr("y") };
})
Here's an updated fiddle: http://jsfiddle.net/4nvhc/