paper.js/src/item/Raster.js

398 lines
11 KiB
JavaScript

/*
* 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.
* http://paperjs.org/
* http://scriptographer.org/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
* All rights reserved.
*/
/**
* @name Raster
* @class The Raster item represents an image in a Paper.js project.
* @extends Item
*/
var Raster = this.Raster = Item.extend(/** @lends Raster# */{
// TODO: Implement url / type, width, height.
// TODO: Have PlacedSymbol & Raster inherit from a shared class?
// DOCS: Document Raster constructor.
/**
* Creates a new raster item and places it in the active layer.
*
* @param {HTMLImageElement|Canvas|string} [object]
*/
initialize: function(object) {
this.base();
if (object.getContext) {
this.setCanvas(object);
} else {
//#ifdef BROWSER
// If it's a string, get the element with this id first.
if (typeof object === 'string')
object = document.getElementById(object);
//#endif // BROWSER
this.setImage(object);
}
this.matrix = new Matrix();
},
clone: function() {
var image = this._image;
if (!image) {
// If the Raster contains a Canvas object, we need to create
// a new one and draw this raster's canvas on it.
image = CanvasProvider.getCanvas(this._size);
image.getContext('2d').drawImage(this._canvas, 0, 0);
}
var copy = new Raster(image);
copy.matrix = this.matrix.clone();
return this._clone(copy);
},
/**
* The size of the raster in pixels.
*
* @type Size
* @bean
*/
getSize: function() {
return this._size;
},
setSize: function() {
var size = Size.read(arguments),
// Get reference to image before changing canvas
image = this.getImage();
// Setting canvas internally sets _size
this.setCanvas(CanvasProvider.getCanvas(size));
// Draw image back onto new canvas
this.getContext(true).drawImage(image, 0, 0, size.width, size.height);
},
/**
* The width of the raster in pixels.
*
* @type Number
* @bean
*/
getWidth: function() {
return this._size.width;
},
/**
* The height of the raster in pixels.
*
* @type Number
* @bean
*/
getHeight: function() {
return this._size.height;
},
/**
* Pixels per inch of the raster at its current size.
*
* @type Size
* @bean
*/
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(
72 / u.getLength(),
72 / v.getLength()
);
},
/**
* The Canvas 2d drawing context of the raster.
*
* @type Context
* @bean
*/
getContext: function() {
if (!this._context)
this._context = this.getCanvas().getContext('2d');
// Support a hidden parameter that indicates if the context will be used
// to modify the Raster object. We can notify such changes ahead since
// they are only used afterwards for redrawing.
if (arguments[0])
this._changed(Change.PIXELS);
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(true).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._changed(Change.GEOMETRY);
},
/**
* The HTMLImageElement or Canvas of the raster.
*
* @type HTMLImageElement|Canvas
* @bean
*/
getImage: function() {
return this._image || this.getCanvas();
},
// TODO: Support string id of image element.
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._changed(Change.GEOMETRY);
},
// DOCS: document Raster#getSubImage
/**
* @param {Rectangle} rect the boundaries of the sub image in pixel
* coordinates
*
* @return {Canvas}
*/
getSubImage: function(rect) {
rect = Rectangle.read(arguments);
var canvas = CanvasProvider.getCanvas(rect.getSize());
canvas.getContext('2d').drawImage(this.getCanvas(), rect.x, rect.y,
canvas.width, canvas.height, 0, 0, canvas.width, canvas.height);
return canvas;
},
/**
* Draws an image on the raster.
*
* @param {HTMLImageELement|Canvas} image
* @param {Point} point the offset of the image as a point in pixel
* coordinates
*/
drawImage: function(image, point) {
point = Point.read(arguments, 1);
this.getContext(true).drawImage(image, point.x, point.y);
},
/**
* Calculates the average color of the image within the given path,
* rectangle or point. This can be used for creating raster image
* effects.
*
* @param {Path|Rectangle|Point} object
* @return {RGBColor} the average color contained in the area covered by the
* specified path, rectangle or point.
*/
getAverageColor: function(object) {
if (!object)
object = this.getBounds();
var bounds, path;
if (object instanceof PathItem) {
// TODO: What if the path is smaller than 1 px?
// TODO: How about rounding of bounds.size?
path = object;
bounds = object.getBounds();
} else if (object.width) {
bounds = new Rectangle(object);
} else if (object.x) {
bounds = Rectangle.create(object.x - 0.5, object.y - 0.5, 1, 1);
}
// Use a sample size of max 32 x 32 pixels, into which the path is
// scaled as a clipping path, and then the actual image is drawn in and
// sampled.
var sampleSize = 32,
width = Math.min(bounds.width, sampleSize),
height = Math.min(bounds.height, sampleSize);
// Reuse the same sample context for speed. Memory consumption is low
// since it's only 32 x 32 pixels.
var ctx = Raster._sampleContext;
if (!ctx) {
ctx = Raster._sampleContext = CanvasProvider.getCanvas(
new Size(sampleSize)).getContext('2d');
} else {
// Clear the sample canvas:
ctx.clearRect(0, 0, sampleSize, sampleSize);
}
ctx.save();
// Scale the context so that the bounds ends up at the given sample size
ctx.scale(width / bounds.width, height / bounds.height);
ctx.translate(-bounds.x, -bounds.y);
// If a path was passed, draw it as a clipping mask:
if (path)
path.draw(ctx, { clip: true });
// Now draw the image clipped into it.
this.matrix.applyToContext(ctx);
ctx.drawImage(this._canvas || this._image,
-this._size.width / 2, -this._size.height / 2);
ctx.restore();
// Get pixel data from the context and calculate the average color value
// from it, taking alpha into account.
var pixels = ctx.getImageData(0.5, 0.5, Math.ceil(width),
Math.ceil(height)).data,
channels = [0, 0, 0],
total = 0;
for (var i = 0, l = pixels.length; i < l; i += 4) {
var alpha = pixels[i + 3];
total += alpha;
alpha /= 255;
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;
},
/**
* {@grouptitle Pixels}
* Gets the color of a pixel in the raster.
*
* @name Raster#getPixel
* @function
* @param x the x offset of the pixel in pixel coordinates
* @param y the y offset of the pixel in pixel coordinates
* @return {RGBColor} the color of the pixel
*/
/**
* Gets the color of a pixel in the raster.
*
* @name Raster#getPixel
* @function
* @param point the offset of the pixel as a point in pixel coordinates
* @return {RGBColor} the color of the pixel
*/
getPixel: function(point) {
point = Point.read(arguments);
var pixels = this.getContext().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);
},
/**
* Sets the color of the specified pixel to the specified color.
*
* @name Raster#setPixel
* @function
* @param x the x offset of the pixel in pixel coordinates
* @param y the y offset of the pixel in pixel coordinates
* @param color the color that the pixel will be set to
*/
/**
* Sets the color of the specified pixel to the specified color.
*
* @name Raster#setPixel
* @function
* @param point the offset of the pixel as a point in pixel coordinates
* @param color the color that the pixel will be set to
*/
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(true),
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);
},
// DOCS: document Raster#createData
/**
* {@grouptitle Image Data}
* @param {Size} size
* @return {ImageData}
*/
createData: function(size) {
size = Size.read(arguments);
return this.getContext().createImageData(size.width, size.height);
},
// DOCS: document Raster#getData
/**
* @param {Rectangle} rect
* @return {ImageData}
*/
getData: function(rect) {
rect = Rectangle.read(arguments);
if (rect.isEmpty())
rect = new Rectangle(this.getSize());
return this.getContext().getImageData(rect.x, rect.y,
rect.width, rect.height);
},
// DOCS: document Raster#setData
/**
* @param {ImageData} data
* @param {Point} point
* @return {ImageData}
*/
setData: function(data, point) {
point = Point.read(arguments, 1);
this.getContext(true).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);
},
getBounds: function() {
if (!this._bounds)
this._bounds = this._createBounds(this.matrix._transformBounds(
new Rectangle(this._size).setCenter(0, 0)));
return this._bounds;
},
getStrokeBounds: function() {
return this.getBounds();
},
draw: function(ctx, param) {
if (param.selection) {
var bounds = new Rectangle(this._size).setCenter(0, 0);
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();
}
}
});