paper.js/src/item/Raster.js

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/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
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* http://paperjs.org/
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* http://scriptographer.org/
*
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* Distributed under the MIT license. See LICENSE file for details.
*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
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* All rights reserved.
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*/
var Raster = this.Raster = Item.extend({
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beans: true,
// TODO: implement url / type, width, height
// TODO: have PlacedSymbol & Raster inherit from a shared class?
initialize: function(object) {
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this.base();
if (object.getContext) {
this.setCanvas(object);
} else {
// If it's a string, get the element with this id first.
if (typeof object == 'string')
object = document.getElementById(object);
this.setImage(object);
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}
this.matrix = new Matrix();
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},
/**
* The size of the raster in pixels.
*/
getSize: function() {
return this._size;
},
setSize: function() {
var size = Size.read(arguments),
// Get reference to image before changing canvas
image = this.getImage();
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// Setting canvas internally sets _size
this.setCanvas(CanvasProvider.getCanvas(size));
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// Draw image back onto new canvas
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this.getContext().drawImage(image, 0, 0, size.width, size.height);
},
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/**
* The width of the raster in pixels.
*/
getWidth: function() {
return this._size.width;
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},
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/**
* The height of the raster in pixels.
*/
getHeight: function() {
return this._size.height;
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},
/**
* Pixels per inch of the raster at it's current size.
*/
getPpi: function() {
var matrix = this.matrix;
orig = new Point(0, 0).transform(matrix),
u = new Point(1, 0).transform(matrix).subtract(orig),
v = new Point(0, 1).transform(matrix).subtract(orig);
return new Size(
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72 / u.getLength(),
72 / v.getLength()
);
},
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getContext: function() {
if (!this._context) {
this._context = this.getCanvas().getContext('2d');
}
return this._context;
},
setContext: function(context) {
this._context = context;
},
getCanvas: function() {
if (!this._canvas) {
this._canvas = CanvasProvider.getCanvas(this._size);
if (this._image)
this.getContext().drawImage(this._image, 0, 0);
}
return this._canvas;
},
setCanvas: function(canvas) {
if (this._canvas)
CanvasProvider.returnCanvas(this._canvas);
this._canvas = canvas;
this._size = new Size(canvas.width, canvas.height);
this._image = null;
this._context = null;
this._bounds = null;
},
getImage: function() {
return this._image || this.getCanvas();
},
setImage: function(image) {
if (this._canvas)
CanvasProvider.returnCanvas(this._canvas);
this._image = image;
// TODO: cross browser compatible?
this._size = new Size(image.naturalWidth, image.naturalHeight);
this._canvas = null;
this._context = null;
this._bounds = null;
},
getSubImage: function(rect) {
rect = Rectangle.read(arguments);
var canvas = CanvasProvider.getCanvas(rect.getSize()),
context = canvas.getContext('2d');
context.drawImage(this.getCanvas(), rect.x, rect.y,
canvas.width, canvas.height, 0, 0, canvas.width, canvas.height);
return canvas;
},
drawImage: function(image, point) {
point = Point.read(arguments, 1);
this.getContext().drawImage(image, point.x, point.y);
},
/**
* {@grouptitle Pixels}
*
* Gets the color of a pixel in the raster.
* @param x
* @param y
*/
getPixel: function(point) {
point = Point.read(arguments);
var ctx = this.getContext(),
pixels = ctx.getImageData(point.x, point.y, 1, 1).data,
channels = new Array(4);
for (var i = 0; i < 4; i++)
channels[i] = pixels[i] / 255;
return RGBColor.read(channels);
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},
setPixel: function(point, color) {
var hasPoint = arguments.length == 2;
point = Point.read(arguments, 0, hasPoint ? 1 : 2);
color = Color.read(arguments, hasPoint ? 1 : 2);
var ctx = this.getContext(),
imageData = ctx.createImageData(1, 1),
alpha = color.getAlpha();
imageData.data[0] = color.getRed() * 255;
imageData.data[1] = color.getGreen() * 255;
imageData.data[2] = color.getBlue() * 255;
imageData.data[3] = alpha != null ? alpha * 255 : 255;
ctx.putImageData(imageData, point.x, point.y);
},
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createData: function(size) {
size = Size.read(arguments);
return this.getContext().createImageData(size.width, size.height);
},
getData: function(rect) {
rect = Rectangle.read(arguments);
var ctx = this.getContext();
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rect = rect.isEmpty() ? new Rectangle(this.getSize()) : rect;
return ctx.getImageData(rect.x, rect.y, rect.width, rect.height);
},
setData: function(data, point) {
point = Point.read(arguments, 1);
var ctx = this.getContext();
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ctx.putImageData(data, point.x, point.y);
},
_transform: function(matrix, flags) {
// In order to set the right context transformation when drawing the
// raster, simply preconcatenate the internal matrix with the provided
// one.
this.matrix.preConcatenate(matrix);
this._bounds = null;
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},
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getBounds: function() {
if (!this._bounds) {
this._bounds = this.matrix.transformBounds(
new Rectangle(this._size).setCenter(0, 0));
}
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return this._bounds;
},
draw: function(ctx, param) {
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if (param.selection) {
var bounds = new Rectangle(this._size).setCenter(0, 0);
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Item.drawSelectedBounds(bounds, ctx, this.matrix);
} else {
ctx.save();
this.matrix.applyToContext(ctx);
ctx.drawImage(this._canvas || this._image,
-this._size.width / 2, -this._size.height / 2);
ctx.restore();
}
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}
}, new function() {
function getAverageColor(pixels) {
var channels = [0, 0, 0],
total = 0;
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for (var i = 0, l = pixels.length; i < l; i += 4) {
var alpha = pixels[i + 3];
total += alpha;
alpha /= 255;
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channels[0] += pixels[i] * alpha;
channels[1] += pixels[i + 1] * alpha;
channels[2] += pixels[i + 2] * alpha;
}
for (var i = 0; i < 3; i++)
channels[i] /= total;
return total ? Color.read(channels) : null;
}
return {
/**
* {@grouptitle Average Color}
* Calculates the average color of the image within the given path,
* rectangle or point. This can be used for creating raster image
* effects.
*
* @param object
* @return the average color contained in the area covered by the
* specified path, rectangle or point.
*/
getAverageColor: function(object) {
var image;
if (object) {
var bounds, path;
if (object instanceof Path) {
// TODO: what if the path is smaller than 1 px?
// TODO: how about rounding of bounds.size?
// TODO: test with compound paths.
path = object;
bounds = object.getBounds();
} else if (object.width) {
bounds = new Rectangle(object);
} else if (object.x) {
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bounds = new Rectangle(object.x - 0.5, object.y - 0.5,
1, 1);
}
var canvas = CanvasProvider.getCanvas(bounds.getSize()),
ctx = canvas.getContext('2d'),
delta = bounds.getTopLeft().multiply(-1);
ctx.translate(delta.x, delta.y);
if (path) {
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var style = object.getStyle();
path.draw(ctx);
ctx.clip();
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path.setStyle(style);
}
var matrix = this.matrix.clone(),
transMatrix = Matrix.getTranslateInstance(delta);
matrix.preConcatenate(transMatrix);
matrix.applyToContext(ctx);
ctx.drawImage(this._canvas || this._image,
-this._size.width / 2, -this._size.height / 2);
image = canvas;
} else {
image = this.image;
}
var size = new Size(32),
sampleCanvas = CanvasProvider.getCanvas(size),
ctx = sampleCanvas.getContext('2d');
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ctx.drawImage(image, 0, 0, size.width, size.height);
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var pixels = ctx.getImageData(0.5, 0.5,
size.width, size.height).data,
color = getAverageColor(pixels);
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CanvasProvider.returnCanvas(sampleCanvas);
if (image instanceof HTMLCanvasElement)
CanvasProvider.returnCanvas(image);
return color;
}
};
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});