clearRect issue in animation - html

Im having issue with clearRect, i have an image u can move up and down and which follow the angle where the mousse is but in some frames of the animation the clearRect let a small edge of the previous image state ( 'this' reference to the image and 'ctx' is the 2d context, 'this.clear()' is called each frame before redrawing the image at the new coordinates )
this.clear = function(){
game.ctx.save();
game.ctx.translate(this.x+this.width/2, this.y+this.height/2);//i translate to the old image center
game.ctx.rotate(this.angle);//i rotate the context to the good angle
game.ctx.clearRect(this.width/-2, this.height/-2, this.width, this.height);//i clear the old image
game.ctx.restore();
};
if i replace the clearRect line by
game.ctx.clearRect(this.width/-2-1, this.height/-2-1, this.width+2, this.height+2);
it works but its not the logical way

The problem is that you are only clearing at position half the width/height, not position minus half the width/height.
Regarding anti-aliasing: when you do a rotation there will be anti-aliased pixels regardless of the original position being integer values. This is because after the pixels relative positions are run through the transformation matrix their offsets will in most cases be float values.
Try to change this line:
game.ctx.clearRect(this.width/-2, this.height/-2, this.width, this.height);
to this instead including compensation for anti-aliased pixels (I'll split the lines for clearity):
game.ctx.clearRect(this.x - this.width/2 - 1, /// remember x and y
this.y - this.height/2 - 1,
this.width + 2,
this.height + 2);

Related

Libgdx Tiled map object to box2d body location

A Tiled map object hat a position x, y in pixels and a rotation in degrees.
I am loading the coordinates and the rotation from the map and trying to assign them to a box2d Body. There are a couple of differences between the location models, for example Tiled object rotation is in degrees and box2d body angle is in radians.
How do I convert the location to the BodyDef coordinates x, y and angle so that the body will be created at the correct position?
Background:
Using the code:
float angle = -rotation * MathUtils.degreesToRadians;
bodyDef.angle = angle;
bodyDef.position.set(x, y);
Works when the rotation is 0, but the body is not positioned correctly when rotation is different than 0.
I found a couple of hints here:
http://www.tutorialsface.com/2015/12/qu ... dx-solved/
and here:
https://github.com/libgdx/libgdx/issues/2742
That seem to tackle this exact problem, however neither solution worked for me, the body objects are still positioned wrong after applying those transformations. By positioned wrong I mean that the body is positioned in the area of the map where it should be but slightly off depending on its rotation.
I feel that it should be pretty simple but I do not know how to mediate the differences between Tiled and box2d locations.
For reference these are the two solutions I tried from the links above (after transforming the values x, y, width, height from pixels to world units):
float angle = rotation * MathUtils.degreesToRadians;
bodyDef.angle = -angle;
Vector2 correctionPosition = new Vector2(
height * MathUtils.cosDeg(-rotation - 90),
height + height * MathUtils.sinDeg(-rotation - 90));
bodyDef.position.set(x, y).add(correctionPosition);
and
float angle = rotation * MathUtils.degreesToRadians;
bodyDef.angle = -angle;
// Top left corner of object
Vector2 correctedPosition = new Vector2(x, y + height);
// half of diagonal for rectangular object
float radius = (float)Math.sqrt(width * width + height * height) / 2.0f;
// Angle at diagonal of rectangular object
float theta = (float)Math.tanh(height / width) * MathUtils.degreesToRadians;
// Finding new position if rotation was with respect to top-left corner of object.
// X=x+radius*cos(theta-angle)+(h/2)cos(90+angle)
// Y=y+radius*sin(theta-angle)-(h/2)sin(90+angle)
correctedPosition = correctedPosition
.add(
radius * MathUtils.cos(theta - angle),
radius * MathUtils.sin(theta - angle))
.add(
((height / 2) * MathUtils.cos(MathUtils.PI2 + angle)),
(-(height / 2) * MathUtils.sin(MathUtils.PI2 + angle)));
bodyDef.position.set(correctedPosition);
Any hint would be highly welcomed.
Found the correct solution, lost about 1 day of my life :)
The information from above links is incorrect and/or outdated. Currently Tiled saves the object position depending on it's type. For an image is relative to bottom-left position.
Box2d doesn't really have an "origin" point, but you can consider is its center and the shapes of the fixtures attached to the body should be positioned relative to (0,0).
Step 1: Read tiled properties
float rotation = textureMapObject.getRotation();
float x = textureMapObject.getX();
float y = textureMapObject.getY();
float width = textureMapObject.getProperties()
.get("width", Float.class).floatValue();
float height = textureMapObject.getProperties()
.get("height", Float.class).floatValue();
Step 2: Scale these acording to your box2d world size, for example x = x * 1/25; etc.
Step 3: Create a body without any position or angle.
Step 4: Transform body position and angle with:
private void applyTiledLocationToBody(Body body,
float x, float y,
float width, float height,
float rotation) {
// set body position taking into consideration the center position
body.setTransform(x + width / 2, y + height / 2, 0);
// bottom left position in local coordinates
Vector2 localPosition = new Vector2(-width / 2, -height / 2);
// save world position before rotation
Vector2 positionBefore = body.getWorldPoint(localPosition).cpy();
// calculate angle in radians
float angle = -rotation * MathUtils.degreesToRadians;
// set new angle
body.setTransform(body.getPosition(), angle);
// save world position after rotation
Vector2 positionAfter = body.getWorldPoint(localPosition).cpy();
// adjust position with the difference (before - after)
// so that the bottom left position remains unchanged
Vector2 newPosition = body.getPosition()
.add(positionBefore)
.sub(positionAfter);
body.setTransform(newPosition, angle);
}
Hope it helps.

Write text on canvas with background

Is it possible to write image on canvas and write text with background?
For example like this:
How text works in canvas
Unfortunately no, you can't produce text with background with the text methods - only fill or outline the text itself.
This is because the glyphs from the typeface (font) are converted to individual shapes or paths if you want, where the background of it would be the inner part of the glyph itself (the part you see when using fill). There is no layer for the black-box (the rectangle which the glyph fits within) the glyph is using besides from using its geometric position, so we need to provide a sort-of black-box and bearings ourselves.
On the old computer systems most fonts where binary font which where setting or clearing a pixels. Instead of just clearing the background one could opt to provide a background instead. This is not the case with vector based typefaces by default (a browser has direct access to the glyphs geometry and can therefor provide a background this way).
Creating custom background
In order to create a background you would need to draw it first using other means such as shapes or an image.
Examples:
ctx.fillRect(x, y, width, height);
or
ctx.drawImage(image, x, y [, width, height]);
then draw the text on top:
ctx.fillText('My text', x, y);
You can use measureText to find out the width of the text (in the future also the height: ascend + descend) and use that as a basis:
var width = ctx.measureText('My text').width; /// width in pixels
You can wrap all this in a function. The function here is basic but you can expand it with color and background parameters as well as padding etc.
/// expand with color, background etc.
function drawTextBG(ctx, txt, font, x, y) {
/// lets save current state as we make a lot of changes
ctx.save();
/// set font
ctx.font = font;
/// draw text from top - makes life easier at the moment
ctx.textBaseline = 'top';
/// color for background
ctx.fillStyle = '#f50';
/// get width of text
var width = ctx.measureText(txt).width;
/// draw background rect assuming height of font
ctx.fillRect(x, y, width, parseInt(font, 10));
/// text color
ctx.fillStyle = '#000';
/// draw text on top
ctx.fillText(txt, x, y);
/// restore original state
ctx.restore();
}
ONLINE DEMO HERE
Just note that this way of "measuring" height is not accurate. You can measure height of a font by using a temporary div/span element and get the calculated style from that when font and text is set for it.
I simpler solution is to call fillText twice. First a string of Unicode+2588 █ which is a black rectangle repeated the same length as the text using the background color. And then call fillText as normal with the foreground color.
This function gives you vertically and horizontally centered text with a background. It only works well with monospaced fonts (characters with the same width). The function counts the number of character in the string you which to print and multiplies them with 0.62 (assuming that the width of the font is slightly less than 0.62 times the height). The background is 1.5 times bigger than the font size. Change this to fit your needs.
function centeredText(string, fontSize, color) {
var i = string.length;
i = i*fontSize*0.62;
if (i > canvas.width) {
i = canvas.width;
}
ctx.fillStyle = "RGBA(255, 255, 255, 0.8)";
ctx.fillRect(canvas.width / 2 - i / 2,canvas.height / 2 - (fontSize * 1.5) / 2, i, (fontSize * 1.5) );
ctx.font = fontSize.toString() + "px monospace";
ctx.fillStyle = color;
ctx.textBaseline = "middle";
ctx.textAlign = "center";
ctx.fillText(string, canvas.width / 2, canvas.height / 2);
}
So calling the function would look something like this.
centeredText("Hello World", 30, "red");

canvas isPointInPath does not work with ctx.drawImage()

I suppose this doesn't work because canvas is drawing a bitmap of a vector (and a bitmap is not a path).
Even if it did work, the bitmap is likely always has a rectangular permitter.
Is there any way to leverage something like isPointInPath when using drawImage?
example:
The top canvas is drawn using drawImage and isPointInPath does not work.
The bottom canvas is drawn using arc and isPointInPath works.
a link to my proof
** EDIT **
I draw a circle on one canvas, and use isPointInPath to see if the mouse pointer is inside the circle (bottom canvas in my example).
I also "copy" the bottom canvas to the top canvas using drawImage. Notice that isPointInPath will not work on the top canvas (most likely due to reasons I mentioned above). Is there a work-around I can use for this that will work for ANY kind of path (or bitmap)?
A canvas context has this hidden thing called the current path. ctx.beginPath, ctx.lineTo etc create this path.
When you call ctx.stroke() or ctx.fill() the canvas strokes or fills that path.
Even after it is stroked or filled, the path is still present in the context.
This path is the only thing that isPointInPath tests.
If you want to test if something is in an image you have drawn or a rectangle that was drawn with ctx.fillRect(), that is not possible using built in methods.
Typically you'd want to use a is-point-in-rectangle function that you write yourself (or get from someone else).
If you're looking for how to do pixel-perfect (instead of just the image rectangle) hit detection for an image there are various methods of doing that discussed here: Pixel perfect 2D mouse picking with Canvas
You could try reimplementing ctx.drawImage() to always draw a box behind the image itself, like so (JSFiddle example):
ctx.customDrawImage = function(image, x, y){
this.drawImage(image, x, y);
this.rect(x, y, image.width, image.height);
}
var img1 = new Image();
img1.onload = function(){
var x = y = 0;
ctx.drawImage(img1, x, y);
console.log(ctx.isPointInPath(x + 1, y + 1));
x = 1.25 * img1.width;
ctx.customDrawImage(img1, x, y);
console.log(ctx.isPointInPath(x + 1, y + 1));
Note: you might get side effects like the rectangle appearing over the image, or bleeding through from behind if you are not careful.
To me, isPointInPath failed after canvas was moved. So, I used:
mouseClientX -= gCanvasElement.offsetLeft;
mouseclientY -= gCanvasElement.offsetTop;
I had some more challenges, because my canvas element could be rescaled. So first when I draw the figures, in my case arc, I save them in an array together with a name and draw them:
if (this.coInit == false)
{
let co = new TempCO ();
co.name= sensor.Name;
co.path = new Path2D();
co.path.arc(c.X, c.Y, this.radius, 0, 2 * Math.PI);
this.coWithPath.push(co);
}
let coWP = this.coWithPath.find(c=>c.name == sensor.Name);
this.ctx.fillStyle = color;
this.ctx.fill(coWP.path);
Then in the mouse event, I loop over the items and check if the click event is in a path. But I also need to rescale the mouse coordinates according to the resized canvas:
getCursorPosition(event) {
const rect = this.ctx.canvas.getBoundingClientRect();
const x = ((event.clientX - rect.left ) / rect.width) * this.canvasWidth;
const y = ((event.clientY - rect.top) / rect.height) * this.canvasHeight;
this.coWithPath.forEach(c=>{
if (this.ctx.isPointInPath(c.path, x, y))
{
console.log("arc is hit", c);
//Switch light
}
});
}
So I get the current size of the canvas and rescale the point to the original size. Now it works!
This is how the TempCO looks like:
export class TempCO
{
path : Path2D;
name : string;
}

How do i get the x/y coordinates of the first and last points of the drawn arc relative to the top left corner of the canvas?

I have a square canvas with a width of 100 and a height of 100.
Within that square I draw an arc like so:
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0,0,100,100) // clears "myCanvas" which is 100pixels by 100 pixels
ctx.beginPath();
ctx.arc( 50, 50, 30, 0, Math.PI*2/6 , false )
ctx.stroke();
The question is: How do i get the x/y coordinates of the first and last points of the drawn line relative to the top left corner of the canvas?
The starting point is trivially (x + radius, y). The ending point is, by simple trigonometrics, (x + radius*cos(angle), y + radius*sin(angle)). Note that the starting point in this case is a special case of the more general ending point, with angle equal to zero. These values also need to be rounded to the nearest integer, for obvious reasons.
(Note that this applies only when the anticlockwise argument is false, and assuming all coordinates are measured from the top left. If anticlockwise is true, reverse the sign of the second component of the y coordinate. If coordinates are measured from another corner, apply simple arithmetics to correct for this. Also note that this is completely backwards for any real mathematician.)

How to get visual corner (eg. topLeft) of rotated displayObject in actionscript 3?

When rotating a display object (around its center) the visual corner of the element moves (the actual x and y of the "box" remains the same). For example with 45 degrees of rotation the x coordinate will have increased and the y coordinate will have decreased as the top left corner is now at the top center of the "box".
I've tried to use displayObject.getBounds(coordinateSpace).topLeft however this method is simply returning the x and y of the box and thus doesn't change after an object has been rotated.
So, how do you get the x and y of a visual corner of a rotated display object?
Update: this is what I mean with the position of a visual corner after rotation -->
alt text http://feedpostal.com/cornerExample.gif
You simply need to translate the point to its parent's coordinate space.
var box:Shape = new Shape();
box.graphics.beginFill(0xff0099);
box.graphics.drawRect(-50, -50, 100, 100); // ... the center of the rectangle being at the middle of the Shape
addChild(box);
box.x = 100; // note: should be 100 + box.width * .5 in case you want to use the topleft corner to position
box.y = 100;
box.rotation = 45;
// traces the result (Point)
trace( box.parent.globalToLocal(box.localToGlobal(box.getBounds(box).topLeft)) );