Element point map for html5 canvas element, need algorithm - html

I'm currently working on a pure html 5 canvas implementation of the "flying tag cloud sphere", which many of you have undoubtedly seen as a flash object in some pages.
The tags are drawn fine, and the performance is satisfactory, but there's one thing in the canvas element that's kind of breaking this idea: you can't identify the objects that you've drawn on a canvas, as it's just a simple flat "image"..
What I have to do in this case is catch the click event, and try to "guess" which element was clicked. So I have to have some kind of matrix, which stores a link to a tag object for each pixel on the canvas, AND I have to update this matrix on every redraw. Now this sounds incredibly inefficient, and before I even start trying to implement this, I want to ask the community - is there some "well known" algorithm that would help me in this case? Or maybe I'm just missing something, and the answer is right behind the corner? :)

This is called the point location problem, and it's one of the basic topics in computational geometry. There are a lot of methods you could use that would be much faster than the approach you're thinking of, but the details depend on what exactly you want to accomplish.
For example, each text string is contained in a bounding box. Do you just want to test whether the user clicked somewhere in that box? Then simply store the minimum and maximum coordinates of each rendered string, and test the point against each bounding box to see if it's contained in that range. If you have a large number of points to test, you can build any number of data structures to speed this up (e.g. R-trees), but for a single point the overhead of constructing such a structure probably isn't worthwhile.
If you care about whether the point actually falls within the opaque area of the stroked characters, the problem is slightly trickier. One solution would be to use the bounding box approach to first eliminate most of the possibilities, and then render the remaining strings one at a time to an offscreen buffer, checking each time to see if the target point has been touched.

Related

dragging object along and within path only

I'm having a terrible time trying to code in Flash for a small game level.
I'm trying to drag an object within a path using a mouse pointer. And whenever the object hits the path boundary it shouldn't go beyond. Can anyone help me. I'm a noob in flash actionscript 3.
Any help would be much much appreciated !Thanks in advance.
I think what you're looking for is termed "Bitmap Hit Testing." It goes beyond the level of the regular hit test checking.
In regular hit testing (like obj.hitTestObject(otherobj)), Flash is checking the "boundary boxes" against each other. For instance, if you have two green circles you're trying to hit test against each other, they will register as colliding even if the corners which appear white are touching. There's an invisible bound box surrounding the circle that's colliding with the other invisible bound box surrounding the other circle.
Bitmap hit testing, on the other hand, is significantly slower and complex, but much more accurate. It is actually checking pixel per pixel whether the two images are colliding. In this case then, bitmaps can be irregular shapes with say, a path within, like this:
I would recommend looking at http://www.freeactionscript.com/tag/using-bitmapdata-hittest/ for a demo to make sure that this is what you're looking for, and then http://www.mikechambers.com/blog/2009/06/24/using-bitmapdata-hittest-for-collision-detection/ for an explanation, both by Mike Chambers.
I surmise that your process would be a conversion of both of your clips (the dragged object and the "walls" of the path) into BitmapData (do some quick research), and then a simple method call of the BitmapData.hitTest for your checking. Let me know if you have any questions or need any additional clarification :-)

Vector graphics flood fill algorithms?

I am working on a simple drawing application, and i need an algorithm to make flood fills.
The user workflow will look like this (similar to Flash CS, just more simpler):
the user draws straight lines on the workspace. These are treated as vectors, and can be selected and moved after they are drawn.
user selects the fill tool, and clicks on the drawing area. If the area is surrounded by lines in every direction a fill is applied to the area.
if the lines are moved after the fill is applied, the area of fill is changed accordingly.
Anyone has a nice idea, how to implement such algorithm? The main task is basically to determine the line segments surrounding a point. (and storing this information somehow, incase the lines are moved)
EDIT: an explanation image: (there can be other lines of course in the canvas, that do not matter for the fill algorithm)
EDIT2: a more difficult situation:
EDIT3: I have found a way to fill polygons with holes http://alienryderflex.com/polygon_fill/ , now the main question is, how do i find my polygons?
You're looking for a point location algorithm. It's not overly complex, but it's not simple enough to explain here. There's a good chapter on it in this book: http://www.cs.uu.nl/geobook/
When I get home I'll get my copy of the book and see if I can try anyway. There's just a lot of details you need to know about. It all boils down to building a DCEL of the input and maintain a datastructure as lines are added or removed. Any query with a mouse coord will simply return an inner halfedge of the component, and those in particular contain pointers to all of the inner components, which is exactly what you're asking for.
One thing though, is that you need to know the intersections in the input (because you cannot build the trapezoidal map if you have intersecting lines) , and if you can get away with it (i.e. input is few enough segments) I strongly suggest that you just use the naive O(n²) algorithm (simple, codeable and testable in less than 1 hour). The O(n log n) algorithm takes a few days to code and use a clever and very non-trivial data structure for the status. It is however also mentioned in the book, so if you feel up to the task you have 2 reasons to buy it. It is a really good book on geometric problems in general, so for that reason alone any programmer with interest in algorithms and datastructures should have a copy.
Try this:
http://keith-hair.net/blog/2008/08/04/find-intersection-point-of-two-lines-in-as3/
The function returns the intersection (if any) between two lines in ActionScript. You'll need to loop through all your lines against each other to get all of them.
Of course the order of the points will be significant if you're planning on filling them - that could be harder!
With ActionScript you can use beginFill and endFill, e.g.
pen_mc.beginFill(0x000000,100);
pen_mc.lineTo(400,100);
pen_mc.lineTo(400,200);
pen_mc.lineTo(300,200);
pen_mc.lineTo(300,100);
pen_mc.endFill();
http://www.actionscript.org/resources/articles/212/1/Dynamic-Drawing-Using-ActionScript/Page1.html
Flash CS4 also introduces support for paths:
http://www.flashandmath.com/basic/drawpathCS4/index.html
If you want to get crazy and code your own flood fill then Wikipedia has a decent primer, but I think that would be reinventing the atom for these purposes.

HTML Canvas: Saving a graphic element to be modified later by other users

I would like to face a problem for which I haven't seen a solution looking around in Internet. This is: I need to save the elements drawn by WEB users on a canvas space not as a flat image, but each one singularly. This in order to let the same user, or even other users, to modify every single element (drag-and-drop, erase, erase partially, ecc.) in a second moment. This should also help to eventually save a drawing history and restore it in next working sessions. All the examples I found were intended to save just a canvas flat image.
Update:
To better clarify: not necessary as layers, but for sure I thought to realize several different driving tools; a drawing element is the singular application/istance of a tool: a circle, a box, a added image, a straight line or even a free hand drawing that start from the moment of right button mouse click till it is released. Then the chance to save the elements state allowing to modify each one in a second moment.
You can't do this natively with canvas. You should look at using a third party library. Fabric is a library that was built to do what you want.
The base idea was to use convans as a container for vectorial shapes (triangles, squares, cirlces, etc.), manual drawn figures (see example http://www.williammalone.com/articles/create-html5-canvas-javascript-drawing-app/) and inserted images giving the chance to users to save/upload the content not as serialized image, but with each distinguished element in its original format in order to continue to work on them in a future work session.

How to implement text selecting?

My question is not language based or OS based. I guess every system is offering some sort of TextOut(text, x, y) method. I am looking for some guidlines or articles how should I implement selection of outputed text. Could not find any info about this.
The only thing which comes to my mind is like this:
When user clicks some point on the text canvas I know the coordinates of this point. I need to calculate where exactly it will be in my text buffer. So I am traversing from the begining of the buffer and I am applying to each character (or block of text) a style (if it has any). After this, I know that after given style the letter has given size. I am adding its width and height to previously calculated X,Y coordinates. In this way, I am traversing the buffer until the calculated position has not reached the point that has been clicked by the user. After I reach the point within range of some offset I have starting point for the selection.
This is the basic idea. I don't know if this is good, I would like to know how this is done for real like for example in Firefox. I know I could browse the sources and if I won't have a choice I'll do it. But first I am trying to find some article about it...
Selecting text is inherently specific to the control which is containing it and the means it stores that text.
A very simple (though questionably inefficient means) is to run the text flow algorithm you are using when clicking on a point and stopping the algorithm when you have reached what is closest to that point. More advanced controls might cache the text layout to make selections or drawing their content more efficient. Depending on how much you value CPU time or memory there are ways to use caches and special cases to make this “hit test” cheaper.
If you can make any assertions (only one font in the control, so every line has the same height) then it is possible to make these tests cheaper by indexing the font layout by lines and then doing simple arithmetic to find out which line was clicked on. If your text control is also using monospace fonts (every character occupies the same width as well as height) then you are in even more luck, as you can jump straight to the character information via a lookup table and two simple divisions.
Keep in mind that writing a text control from scratch is obscenely difficult. For best practice, you should keep the content of the document separate from the display information. The reason for this is because the text itself will need to be edited quite often, so algorithms such as Ropes or Gap Buffers may be employed on the data side to provide faster insertion around the caret. Every time text is edited it must also be rendered, which involves taking that data and running it through some kind of formatting / flow algorithms to determine how it needs to be displayed to the user. Both of these sides require a lot of algorithms that may be annoying to get right.
Unfortunately using the native TextOut functions will not help you. You will need to use methods which give you the text extents for individual characters, and more advanced (multiline for example) controls often must do their own rendering of characters using this information. Functions like TextOut are not built to deal with blinking insertion carets for example, or performing incremental updates on text layouts. While some TextOut style functions may support word wrap and alignment for you, they also require re-rendering the entire string which becomes more undesirable in proportion to the amount of text you need to work with in your control.
You are thinking at a much lower level than necessary (not an insult. you are thinking that you need to do much more work then you need to). Most (if not all) languages with GUI support will also have some form of selectionRange that gives you either the string that was selected or the start and stop indices in the string.
With a modern language, you should never have to calculate pixels and character widths.
For text selection in Javascript, see this question: Understanding what goes on with textarea selection with JavaScript

Howto dynamically render space background in actionscript3?

I'm creating a space game in actionscript/flex 3 (flash). The world is infinitely big, because there are no maps. For this to work I need to dynamically (programatically) render the background, which has to look like open space.
To make the world feel real and to make certain places look different than others, I must be able to add filters such as colour differences and maybe even a misty kind of transformation - these would then be randomly added and changed.
The player is able to "scroll" the "map" by flying to the sides of the screen, so that a certain part of the world is only visible at once but the player is able to go anywhere. The scrolling works by moving all objects except for the player in the opposite direction, making it look like it was the player that moved into that direction. The background also needs to be moved, but has to be different on the new discovered terrain (dynamically created).
Now my question is how I would do something like this, what kind of things do I need to use and how do I implement them? Performance also needs to be taken into account, as many more objects will be in the game.
You should only have views for objects that are within the visible area. You might want to use a quad tree for that.
The background should maybe be composed of a set of tiles, that you can repeat more or less randomly (do you really need a background, actually? wouldn't having some particles be enough?). Use the same technique here you use for the objects.
So in the end, you wind up having a model for objects and tiles or particles (that you would generate in the beginning). This way, you will only add a few floats (you can achieve additional performance, if you do not calculate positions of objects, that are FAR away. The quad tree should help you with that, but I think this shouldn't be necessary) If an object having a view leaves the stage, free the view, and use the quad tree to check, if new objects appear.
If you use a lot of objects/particles, consider using an object pool. If objects only move, and are not rotated/scaled, consider using DisplayObject::cacheAsBitmap.