Reputation: 338
last three weeks I was creating a canvas engine and last week I was trying to solve one problem with rotating an object in canvas. I had tried many solutions, but unsuccessfully. I most cases, code was rotate whole content of canvas or it displayed nothing (as it is now (but if you remove .save()
and .restore()
, everything will be rotate)). I hope that this avoids big changes in code because it is my biggest code that I write (and I don't want to do many changes). The code snippet is bellow and thanks for any help. (If you want to see whole code, you can go here)
//Functions.js File
function degToRad(int) {
return int * Math.PI / 180;
}
//Init.js File
var fps = 0;
var objects = new Array();
var ctx_real = {
context: undefined,
width: 0,
height: 0,
init: function () {
this.context = this.DOM.getContext("2d");
this.width = this.DOM.width;
this.height = this.DOM.height;
},
clear: function () {
this.context.clearRect(0, 0, this.width, this.height);
}
};
const proXy_ctx = {
get: function (target, prop) {
return target.hasOwnProperty(prop) ? target[prop] : ctx_real.context; //=> ctx.SomeAtributeThatNotExists = ctx.context
}
};
const ctx = new Proxy(ctx_real, proXy_ctx);
function init() {
ctx.DOM = document.getElementById("ctx");
ctx.init();
setLayout("Game");
setLayout("Test2");
setInterval(frameUpdate, 1);
}
//Script.js File
async function frameUpdate() {
ctx.clear();
clearObjects = false;
for (var tmp0 = 0 in objects) {
var object = objects[tmp0];
var id = object[0];
var type = object[1];
var x = object[2];
var y = object[3];
var color = object[4];
ctx.context.strokeStyle = color;
ctx.context.fillStyle = color;
var arg0 = object[5];
var arg1 = object[6];
var arg3 = object[8];
var arg4 = object[9];
switch (type) {
case "Rct":
var translateX = x + (arg0 / 2);
var translateY = y + (arg1 / 2);
if (typeof arg3 == "number" && arg3 != 0) {
ctx.context.save();
ctx.context.translate(translateX, translateY);
ctx.context.rotate(degToRad(arg3));
}
if (arg4) {
ctx.context.fillRect(x, y, arg0, arg1);
} else {
ctx.context.strokeRect(x, y, arg0, arg1);
}
if (typeof arg3 == "number") {
ctx.context.restore();
}
break;
}
}
if (clearObjects) {
objects = objects.filter(Boolean);
}
fps++;
setTimeout(function () { fps--; }, 1000);
ctx.context.fillStyle = "black";
ctx.context.font = "10px Verdana";
ctx.context.fillText(fps, 10, 10);
}
function setLayout(layoutName) {
switch (layoutName) {
case "Game":
createObject(["SomeId", "Rct", 0, ctx.height - 30, "green", ctx.width, 30, , , true]);
createObject(["SomeId", "Rct", 0, ctx.height - 30, "#402a25", ctx.width, 3, , , true]);
break;
case "Test2":
createObject(["SomeRotatedEl", "Rct", ctx.width / 2, ctx.height / 2, "red", 50, 50, , 90, true]);
break;
}
}
function createObject(object) {
objects.push(object);
}
html,
body,
canvas {
height: 100%;
width: 100%;
padding: 0;
margin: 0;
overflow-x: hidden;
overflow-y: hidden;
}
<!DOCTYPE html>
<html>
<body onLoad="init()">
<canvas id="ctx">You can simple download e.g. Chrome or what?!!!</canvas>
</body>
</html>
Upvotes: 0
Views: 180
Reputation: 404
You can't draw rotated object on the canvas without "rotating" all the canvas.
Unfortunately that's how canvas works. Think about it that way:
You could only draw at single point in space {x:0,y:0}
and the canvas is right below that point like a physical piece of paper.
Then if you want to draw at {x:0,y:10}
you move all the canvas 10px up, so now the point you are drawing from became {x:0,y:10}
if you count from the top/left of the canvas, but it's {x:0,y:0}
for drawing.
// red rect at {x:0,y:40}
ctx.fillStyle = "rgba(255,0,0,0.3)";
ctx.translate(0, 40) // means that {x:0,y:10} "is new" {x:0,y:0}
ctx.fillRect(0, 0, 40, 20);
If you want to rotate, you rotate canvas, so that the thing you want to draw will appear as it's rotated:
// reset all transformations
ctx.setTransform(1, 0, 0, 1, 0, 0);
// green rect at {x:0,y:0} rotated 45deg
ctx.fillStyle = "rgba(0,255,0,0.3)";
ctx.rotate(45 * Math.PI / 180);
ctx.fillRect(0, 0, 40, 20);
But it's rotated around its top/left corner. I guess that's you problem?
To rotate object properly(with center as the rotation axis) you need to place canvas so that center of the object became {x:0,y:0}
. Then rotate and draw the object so that its center is at {x:0,y:0}
, for most objects it means that you draw them at {x:-width/2,y:-height/2}
.
For example if you want blue rect at {x:50,y:50}
rotated 45deg with {width:40,height:20}
// reset all transformations
ctx.setTransform(1, 0, 0, 1, 0, 0);
// blue rect at {x:50,y:50} rotated 45deg
var rectWidth = 40;
var rectHeight = 20;
ctx.fillStyle = "rgba(0,0,255,0.3)";
ctx.translate(50, 50);
ctx.rotate(45 * Math.PI / 180);
ctx.fillRect(-rectWidth/2, -rectHeight/2, rectWidth, rectHeight);
See for complete example: https://codepen.io/anon/pen/QYGXzp?editors=0010
Upvotes: 1