mirror of
https://github.com/scratchfoundation/paper.js.git
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438 lines
12 KiB
JavaScript
438 lines
12 KiB
JavaScript
/*
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* Paper.js
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*
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* This file is part of Paper.js, a JavaScript Vector Graphics Library,
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* 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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*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
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* http://lehni.org/ & http://jonathanpuckey.com/
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*
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* Distributed under the MIT license. See LICENSE file for details.
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*
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* All rights reserved.
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*/
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/**
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* @name Raster
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*
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* @class The Raster item represents an image in a Paper.js project.
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*
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* @extends PlacedItem
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*/
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var Raster = this.Raster = PlacedItem.extend(/** @lends Raster# */{
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_type: 'raster',
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// Raster doesn't make the distinction between the different bounds,
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// so use the same name for all of them
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_boundsGetter: 'getBounds',
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// TODO: Implement type, width, height.
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// TODO: Have PlacedSymbol & Raster inherit from a shared class?
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// DOCS: Document Raster constructor.
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/**
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* Creates a new raster item and places it in the active layer.
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*
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* @param {HTMLImageElement|Canvas|string} [object]
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*/
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initialize: function(object, pointOrMatrix) {
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this.base(pointOrMatrix, arguments);
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if (object.getContext) {
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this.setCanvas(object);
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} else if (typeof object === 'string') {
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this.setSource(object);
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} else {
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this.setImage(object);
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}
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},
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clone: function() {
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var image = this._image;
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if (!image) {
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// If the Raster contains a Canvas object, we need to create
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// a new one and draw this raster's canvas on it.
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image = CanvasProvider.getCanvas(this._size);
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image.getContext('2d').drawImage(this._canvas, 0, 0);
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}
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var copy = new Raster(image);
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return this._clone(copy);
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},
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/**
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* The size of the raster in pixels.
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*
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* @type Size
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* @bean
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*/
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getSize: function() {
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return this._size;
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},
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setSize: function() {
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var size = Size.read(arguments);
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if (!this._size.equals(size)) {
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// Get reference to image before changing canvas
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var image = this.getImage();
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// Setting canvas internally sets _size
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this.setCanvas(CanvasProvider.getCanvas(size));
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// Draw image back onto new canvas
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this.getContext(true).drawImage(image, 0, 0, size.width, size.height);
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}
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},
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/**
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* The width of the raster in pixels.
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*
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* @type Number
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* @bean
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*/
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getWidth: function() {
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return this._size.width;
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},
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/**
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* The height of the raster in pixels.
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*
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* @type Number
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* @bean
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*/
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getHeight: function() {
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return this._size.height;
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},
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isEmpty: function() {
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return this._size.width == 0 && this._size.height == 0;
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},
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/**
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* Pixels per inch of the raster at its current size.
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*
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* @type Size
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* @bean
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*/
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getPpi: function() {
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var matrix = this._matrix,
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orig = new Point(0, 0).transform(matrix),
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u = new Point(1, 0).transform(matrix).subtract(orig),
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v = new Point(0, 1).transform(matrix).subtract(orig);
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return Size.create(
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72 / u.getLength(),
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72 / v.getLength()
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);
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},
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/**
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* The Canvas 2d drawing context of the raster.
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*
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* @type Context
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* @bean
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*/
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getContext: function(/* notifyChange */) {
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if (!this._context)
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this._context = this.getCanvas().getContext('2d');
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// Support a hidden parameter that indicates if the context will be used
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// to modify the Raster object. We can notify such changes ahead since
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// they are only used afterwards for redrawing.
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if (arguments[0])
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this._changed(/*#=*/ Change.PIXELS);
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return this._context;
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},
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setContext: function(context) {
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this._context = context;
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},
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getCanvas: function() {
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if (!this._canvas) {
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this._canvas = CanvasProvider.getCanvas(this._size);
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if (this._image)
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this.getContext(true).drawImage(this._image, 0, 0);
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}
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return this._canvas;
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},
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setCanvas: function(canvas) {
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if (this._canvas)
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CanvasProvider.returnCanvas(this._canvas);
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this._canvas = canvas;
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this._size = Size.create(canvas.width, canvas.height);
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this._image = null;
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this._context = null;
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this._changed(/*#=*/ Change.GEOMETRY | /*#=*/ Change.PIXELS);
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},
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/**
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* The HTMLImageElement or Canvas of the raster.
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*
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* @type HTMLImageElement|Canvas
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* @bean
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*/
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getImage: function() {
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return this._image || this.getCanvas();
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},
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setImage: function(image) {
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if (this._canvas)
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CanvasProvider.returnCanvas(this._canvas);
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this._image = image;
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/*#*/ if (options.browser) {
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this._size = Size.create(image.naturalWidth, image.naturalHeight);
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/*#*/ } else if (options.server) {
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this._size = Size.create(image.width, image.height);
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/*#*/ } // options.server
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this._canvas = null;
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this._context = null;
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this._changed(/*#=*/ Change.GEOMETRY);
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},
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getSource: function() {
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return this.getImage().src;
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},
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setSource: function(src) {
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/*#*/ if (options.browser) {
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var that = this,
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// src can be an URL or a DOM ID to load the image from
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image = document.getElementById(src) || new Image();
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// Trigger the onLoad event on the image once it's loaded
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DomEvent.add(image, {
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load: function() {
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that.setImage(image);
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that.fire('load');
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if (that._project.view)
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that._project.view.draw(true);
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}
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});
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if (!image.src)
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image.src = src;
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/*#*/ } else if (options.server) {
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// If we're running on the server and it's a string,
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// load it from disk:
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// TODO: load images async, calling setImage once loaded as above
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var image = new Image();
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image.src = fs.readFileSync(src);
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/*#*/ } // options.server
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this.setImage(image);
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},
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// DOCS: document Raster#getSubImage
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/**
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* @param {Rectangle} rect the boundaries of the sub image in pixel
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* coordinates
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*
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* @return {Canvas}
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*/
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getSubImage: function(rect) {
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rect = Rectangle.read(arguments);
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var canvas = CanvasProvider.getCanvas(rect.getSize());
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canvas.getContext('2d').drawImage(this.getCanvas(), rect.x, rect.y,
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canvas.width, canvas.height, 0, 0, canvas.width, canvas.height);
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return canvas;
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},
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/**
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* Draws an image on the raster.
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*
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* @param {HTMLImageELement|Canvas} image
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* @param {Point} point the offset of the image as a point in pixel
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* coordinates
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*/
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drawImage: function(image, point) {
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point = Point.read(arguments, 1);
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this.getContext(true).drawImage(image, point.x, point.y);
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},
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/**
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* Calculates the average color of the image within the given path,
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* rectangle or point. This can be used for creating raster image
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* effects.
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*
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* @param {Path|Rectangle|Point} object
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* @return {RgbColor} the average color contained in the area covered by the
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* specified path, rectangle or point.
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*/
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getAverageColor: function(object) {
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var bounds, path;
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if (!object) {
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bounds = this.getBounds();
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} else if (object instanceof PathItem) {
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// TODO: What if the path is smaller than 1 px?
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// TODO: How about rounding of bounds.size?
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path = object;
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bounds = object.getBounds();
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} else if (object.width) {
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bounds = new Rectangle(object);
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} else if (object.x) {
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// Create a rectangle of 1px size around the specified coordinates
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bounds = Rectangle.create(object.x - 0.5, object.y - 0.5, 1, 1);
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}
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// Use a sample size of max 32 x 32 pixels, into which the path is
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// scaled as a clipping path, and then the actual image is drawn in and
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// sampled.
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var sampleSize = 32,
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width = Math.min(bounds.width, sampleSize),
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height = Math.min(bounds.height, sampleSize);
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// Reuse the same sample context for speed. Memory consumption is low
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// since it's only 32 x 32 pixels.
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var ctx = Raster._sampleContext;
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if (!ctx) {
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ctx = Raster._sampleContext = CanvasProvider.getCanvas(
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new Size(sampleSize)).getContext('2d');
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} else {
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// Clear the sample canvas:
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ctx.clearRect(0, 0, sampleSize, sampleSize);
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}
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ctx.save();
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// Scale the context so that the bounds ends up at the given sample size
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ctx.scale(width / bounds.width, height / bounds.height);
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ctx.translate(-bounds.x, -bounds.y);
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// If a path was passed, draw it as a clipping mask:
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if (path)
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path.draw(ctx, { clip: true });
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// Now draw the image clipped into it.
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this._matrix.applyToContext(ctx);
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ctx.drawImage(this._canvas || this._image,
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-this._size.width / 2, -this._size.height / 2);
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ctx.restore();
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// Get pixel data from the context and calculate the average color value
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// from it, taking alpha into account.
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var pixels = ctx.getImageData(0.5, 0.5, Math.ceil(width),
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Math.ceil(height)).data,
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channels = [0, 0, 0],
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total = 0;
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for (var i = 0, l = pixels.length; i < l; i += 4) {
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var alpha = pixels[i + 3];
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total += alpha;
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alpha /= 255;
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channels[0] += pixels[i] * alpha;
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channels[1] += pixels[i + 1] * alpha;
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channels[2] += pixels[i + 2] * alpha;
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}
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for (var i = 0; i < 3; i++)
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channels[i] /= total;
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return total ? Color.read(channels) : null;
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},
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/**
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* {@grouptitle Pixels}
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* Gets the color of a pixel in the raster.
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*
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* @name Raster#getPixel
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* @function
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* @param x the x offset of the pixel in pixel coordinates
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* @param y the y offset of the pixel in pixel coordinates
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* @return {RgbColor} the color of the pixel
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*/
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/**
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* Gets the color of a pixel in the raster.
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*
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* @name Raster#getPixel
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* @function
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* @param point the offset of the pixel as a point in pixel coordinates
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* @return {RgbColor} the color of the pixel
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*/
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getPixel: function(point) {
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point = Point.read(arguments);
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var pixels = this.getContext().getImageData(point.x, point.y, 1, 1).data,
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channels = new Array(4);
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for (var i = 0; i < 4; i++)
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channels[i] = pixels[i] / 255;
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return RgbColor.read(channels);
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},
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/**
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* Sets the color of the specified pixel to the specified color.
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*
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* @name Raster#setPixel
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* @function
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* @param x the x offset of the pixel in pixel coordinates
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* @param y the y offset of the pixel in pixel coordinates
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* @param color the color that the pixel will be set to
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*/
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/**
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* Sets the color of the specified pixel to the specified color.
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*
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* @name Raster#setPixel
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* @function
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* @param point the offset of the pixel as a point in pixel coordinates
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* @param color the color that the pixel will be set to
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*/
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setPixel: function(point, color) {
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var _point = Point.read(arguments),
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_color = Color.read(arguments);
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var ctx = this.getContext(true),
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imageData = ctx.createImageData(1, 1),
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alpha = color.getAlpha();
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imageData.data[0] = _color.getRed() * 255;
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imageData.data[1] = _color.getGreen() * 255;
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imageData.data[2] = _color.getBlue() * 255;
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imageData.data[3] = alpha != null ? alpha * 255 : 255;
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ctx.putImageData(imageData, _point.x, _point.y);
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},
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// DOCS: document Raster#createData
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/**
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* {@grouptitle Image Data}
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* @param {Size} size
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* @return {ImageData}
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*/
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createData: function(size) {
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size = Size.read(arguments);
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return this.getContext().createImageData(size.width, size.height);
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},
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// TODO: Rename to #get/setImageData, as it will conflict with Item#getData
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// DOCS: document Raster#getData
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/**
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* @param {Rectangle} rect
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* @return {ImageData}
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*/
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getData: function(rect) {
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rect = Rectangle.read(arguments);
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if (rect.isEmpty())
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rect = new Rectangle(this.getSize());
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return this.getContext().getImageData(rect.x, rect.y,
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rect.width, rect.height);
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},
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// DOCS: document Raster#setData
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/**
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* @param {ImageData} data
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* @param {Point} point
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* @return {ImageData}
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*/
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setData: function(data, point) {
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point = Point.read(arguments, 1);
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this.getContext(true).putImageData(data, point.x, point.y);
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},
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_getBounds: function(getter, matrix) {
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var rect = new Rectangle(this._size).setCenter(0, 0);
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return matrix ? matrix._transformBounds(rect) : rect;
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},
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_hitTest: function(point, options) {
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if (point.isInside(this._getBounds())) {
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var that = this;
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return new HitResult('pixel', that, {
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offset: point.add(that._size.divide(2)).round(),
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// Inject as Bootstrap accessor, so #toString renders well too
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color: {
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get: function() {
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return that.getPixel(this.offset);
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}
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}
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});
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}
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},
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draw: function(ctx, param) {
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ctx.drawImage(this._canvas || this._image,
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-this._size.width / 2, -this._size.height / 2);
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},
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drawSelected: function(ctx, matrix) {
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Item.drawSelectedBounds(new Rectangle(this._size).setCenter(0, 0), ctx,
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matrix);
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}
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});
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