Draw a rectangle with pixi.js - pixi.js

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How to draw a basic RED rectangle with PIXI.js library ?
I tried this (not working)
var stage = new PIXI.Stage(0xFFFFFF);
var renderer = PIXI.autoDetectRenderer(400, 300);
document.body.appendChild(renderer.view);
renderer.render(stage);
var rect = new PIXI.Rectangle(100, 150, 50, 50);
stage.addChild(rect);
Error:
Uncaught TypeError: Object [object Object] has no method
'setStageReference'

You can't render geometry (Pixi.Rectangle), they are meant for calculations only. You can do the following instead:
var graphics = new PIXI.Graphics();
graphics.beginFill(0xFFFF00);
// set the line style to have a width of 5 and set the color to red
graphics.lineStyle(5, 0xFF0000);
// draw a rectangle
graphics.drawRect(0, 0, 300, 200);
stage.addChild(graphics);
source

Geometries are not renderable, they are for doing geometric
calculations.
Source #xerver
So we have to use PIXI.Graphics()

There is a nice way to do this using PIXI.Texture.WHITE.
const rectangle = PIXI.Sprite.from(PIXI.Texture.WHITE);
rectangle.width = 300;
rectangle.height = 200;
rectangle.tint = 0xFF0000;
stage.addChild(rectangle);

Related

Pan and zoom a custom svg map without geojson or topojson using d3.js

As the title describes i am trying to do the same with this bin: https://jsbin.com/cewicolipo
But instead of a topojson i have a SVG from illustrator. I tried a lot but i couldn't get it to work properly.
My attempt looks like this
var width = 800,
height = 800;
d3.xml('assets/world.svg', (data) => {
d3
.select("body")
.node()
.append(data.documentElement)
let zoomStuff = d3.select("#gElem")
let svg2 = d3
.select("#svgMap")
.attr("width", width)
.attr("height", height)
.call(d3.zoom()
.on("zoom", function () {
console.warn('zoom');
zoomStuff.attr("transform", d3.event.transform)
})
.scaleExtent([1,2])
.translateExtent([[0,0],[width,height]])
)
.append("g")
P.S I want the SVG container to be full width and height of the window and also the user to not be able to pan out of the boundaries

Threejs - Best way to render image texture only in a portion of the mesh

I have the .obj of a T-Shirt, it contains a few meshes and materials and I'm coloring it using a CanvasTexture fed by an inline svg.
Now I should add a logo at a specific location (more or less above the heart), but I'm struggling to understand which is the best/proper way of doing it (I'm quite new to 3D graphics and Three.js). This is what I tried so far:
since I'm coloring the T-Shirt through a CanvasTexture fed by an inline svg, I thought it would have been easy to just draw the logo into the svg at specific coordinates. And it was easy indeed, but the logo gets not rendered (or is not visible in some way) on the texture/mesh, although it is visible in the inline svg. So CanvasTexture probably doesn't work with embedded images (I tried both base64 and URL)
so, I started looking into more 3d "native" ways of doing it, but I haven't found one that really makes sense to me. I know there's ShaderMaterial in threejs, which I could use to selectively render pixels of the logo or pixels of the cloth, but that means making a lot of complex computation to figure out where the logo should be and I can't believe drawing a simple JPEG or PNG with specific coordinates and size can be so complex... I must have missed an obvious solution.
EDIT
Here is how I'm adding the image to the inline svg (option 1 above).
Add the image to the inline svg
const groups = Array.from(svg.querySelectorAll('g'));
// this is the "g" tag where I want to add the logo into
const targetGroup = groups.find((group: SVGGElement) => group.getAttribute('id') === "logo_placeholder");
const image = document.createElement('image');
image.setAttribute('width', '64');
image.setAttribute('height', '64');
image.setAttribute('x', '240');
image.setAttribute('y', '512');
image.setAttribute('xlink:href', `data:image/png;base64,${base64}`);
targetGroup.appendChild(image);
Draw inline svg to 2d canvas
static drawSvgToCanvas = async (canvas: HTMLCanvasElement, canvasSize: TSize, svgString: string) => {
return new Promise((resolve, reject) =>
canvas.width = canvasSize.width;
canvas.height = canvasSize.height;
const ctx = canvas.getContext('2d');
const image = new Image(); // eslint-disable-line no-undef
image.src = `data:image/svg+xml;base64,${btoa(svgString)}`;
image.onload = () => {
if (ctx) {
ctx.drawImage(image, 0, 0);
resolve();
} else {
reject(new Error('2D context is not set on canvas'));
}
};
image.onerror = () => {
reject(new Error('Could not load svg image'));
}
});
};
Draw 2d canvas to threejs Texture
const texture = new Three.CanvasTexture(canvas);
texture.mapping = Three.UVMapping; // it's the default
texture.wrapS = Three.RepeatWrapping;
texture.wrapT = Three.RepeatWrapping; // it's the default
texture.magFilter = Three.LinearFilter; // it's the default
texture.minFilter = Three.LinearFilter;
texture.needsUpdate = true;
[...add texture to material...]
For some reason, canvases don't like SVGs with embedded images, so for a similar project I had to do this in two steps, rendering the SVG and the image separately:
First, render the SVG on the canvas, and then render the image on top of that (on the same canvas).
const ctx = canvas.getContext('2d');
ctx.drawImage(imgSVG, 0, 0);
ctx.drawImage(img2, 130, 10, 65, 90);
const texture = new THREE.CanvasTexture(canvas);
Example: https://jsfiddle.net/0f9hm7gx/

Polygon rendering with pixijs

I'm trying to display more than 6000 Polygons on a mobile device.
Currently, I'm doing this with SVG paths in Android WebView using the d3.js library.
It works but I have to deal with performance issues, my map becomes very laggy when I drag my map or zoom.
My Idea now is to try the same with pixijs. My data comes originally from ESRI Shapefiles. I'm convert these Shapefiles to GeoJSON and then to SVG. My array of vertices looks like this, which I'm trying to pass to the drawPolygon function
0: 994.9867684400124
1: 22.308409862458518
2: 1042.2789743912592
3: 61.07148769269074
But when I try to render these polygon nothing being displayed. This is my code:
var renderer = PIXI.autoDetectRenderer(1800, 1800, { backgroundColor: 0x000000, antialias: true });
document.body.appendChild(renderer.view);
var stage = new PIXI.Container();
var graphics = new PIXI.Graphics();
var totalShapes = feat.features.length;
for (var i = 1; i <= totalShapes -1; i++) {
var shape = feat.features[i];
var geometry = shape.geometry.bbox;
graphics.beginFill(0xe74c3c);
graphics.drawPolygon([ geometry]);
graphics.endFill();
stage.addChild(graphics);
renderer.render(stage);
}
Can someone help me or could suggest me a different way?
I have not seen that way of initializing a pixie project.
Usually you add the application to the html document like:
var app = new PIXI.Application({
width: window.innerWidth,
height: window.innerHeight,
backgroundColor: 0x2c3e50
});
document.body.appendChild(app.view);
If you do this you can add your draw calls to the setup of the application:
app.loader.load(startup);
function startup()
{
var g = new PIXI.Graphics();
g.beginFill(0x5d0015);
g.drawPolygon(
10, 10, 120, 100, 120, 200, 70, 200
);
g.endFill();
app.stage.addChild(g);
}
This will render the polygon once.

how to enable/draw grid lines for JointJS graph

Does JointJs has an option to enable/draw grid lines for a graph?
If it doesn't, is there a way to customize the implementation and draw grid lines?
According to jointjs changelog you can now display grid via drawGrid option of joint.dia.paper.
Here's an example :
var paper = new joint.dia.Paper({
el: $('#myholder-small'),
width: 600,
height: 100,
model: graph,
gridSize: 15,
drawGrid:true
});
PS : jointjs doc doesn't explicit this option.
Here's one way to draw grid lines in JointJS paper, taking advantage of the HTML 5 canvas element:
function setGrid(paper, gridSize, color) {
// Set grid size on the JointJS paper object (joint.dia.Paper instance)
paper.options.gridSize = gridSize;
// Draw a grid into the HTML 5 canvas and convert it to a data URI image
var canvas = $('<canvas/>', { width: gridSize, height: gridSize });
canvas[0].width = gridSize;
canvas[0].height = gridSize;
var context = canvas[0].getContext('2d');
context.beginPath();
context.rect(1, 1, 1, 1);
context.fillStyle = color || '#AAAAAA';
context.fill();
// Finally, set the grid background image of the paper container element.
var gridBackgroundImage = canvas[0].toDataURL('image/png');
paper.$el.css('background-image', 'url("' + gridBackgroundImage + '")');
}
// Example usage:
setGrid(paper, 10, '#FF0000');

Applying clipTo path on image in fabric.js incorrectly repositions the image

Please take a look at this fiddle:
http://jsfiddle.net/2ktvyk4e/5/
var imgUrl, snapshotCanvas;
imgUrl = 'http://cdn-development.wecora.com/boards/backgrounds/000/001/388/cover/ocean-background.jpg';
snapshotCanvas = new fabric.StaticCanvas('snapshotCanvas', {
backgroundColor: '#e0e0e0',
width: 1000,
height: 1500
});
fabric.Image.fromURL(imgUrl, function(img) {
img.set({
width: 1000,
left: 0,
top: 0,
clipTo: function(ctx) {
return ctx.rect(0, 0, 1000, 400);
}
});
return snapshotCanvas.add(img).renderAll();
}, {
crossOrigin: 'Anonymous'
});
It's pretty simple. I'm loading an image and then trying to clip it so that the full width of the canvas but clipped so only the top 400 pixels are showing. For some reason, the clipTo causes the image to move and resize inexplicably:
As you can see, when the clipping path is applied the image is repositioned on the canvas inexplicably. If I remove the clipTo, then the image loads full canvas width no problem (of course its also full height, which we don't want).
I have no idea what is happening here or why this is occuring so any help is appreciated.
Make sure you have originX and originY left to top and left on both the canvas and your image. Also - you don't really need to clip anything to the canvas. The only real use I've found for clipTo was clipping collage images to their bounding shapes. If you want to restrict the image from being dragged above that 400px, I would recommend rendering a rectangle below it (evented = false, selectable = false) and then clipping to that rectangle.
I put this together without clipTo (and changed some numbers so I wasn't scrolling sideways). It renders the image half way down the canvas.
http://jsfiddle.net/2ktvyk4e/6/
Edit:
I dug through some source code to find the clipByName method and the two helper methods for finding stuff. I use this for keeping track of collage images and their bounding rectanlges ("images" and "clips"). I store them in an object:
imageObjects: {
'collage_0': http://some.tld/to/image.ext,
'collage_1': http://some.tld/to/image2.ext
}
Helper methods for finding either the clip or image:
findClipByClipName: function (clipName) {
var clip = _(canvas.getObjects()).where({ clipFor: clipName }).first();
return clip;
},
findImageByClipFor: function (clipFor) {
var image = _(canvas.getObjects()).where({ clipName: clipFor }).first();
return image;
},
Actual clipping method:
clipByName: function (ctx) {
this.setCoords();
var clipRect, scaleXTo1, scaleYTo1;
clipRect = collage.findClipByClipName(this.clipName);
scaleXTo1 = (1 / this.scaleX);
scaleYTo1 = (1 / this.scaleY);
ctx.save();
var ctxLeft, ctxTop;
ctxLeft = -(this.width / 2) + clipRect.strokeWidth;
ctxTop = -(this.height / 2) + 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();
function degToRad(degrees) {
return degrees * (Math.PI / 180);
}
},
And finally adding images to canvas where all of this comes together:
var clipName, clip, image;
clipName = helpers.findKeyByValue(url, this.imageObjects);
clip = this.findClipByClipName(clipName);
image = new Image();
image.onload = function () {
var collageImage = new fabric.Image(image, $.extend({}, collage.commonImageProps, {
left: clip.left,
top: clip.top,
clipName: clipName,
clipTo: function (ctx) {
return _.bind(collage.clipByName, collageImage)(ctx);
}
}));
collage.scaleImagesToClip(collageImage);
canvas.add(collageImage);
};

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