I have a large canvas containing an image, as shown in the example below:
I have the position and rotation angle of the red rectangle:
red : {
top : top,
left : left,
width : width,
height : height,
angle : angle
}
I also have a full set of translated coordinates denoting the actual corner points of the red rotated rectangle.
Finally, I have the position of the blue rectangle relative to the red rectangle:
blue : {
left : left,
top : top,
width : width,
height : height
}
What I need to do is create a new canvas that is the size of the blue rectangle. The new canvas should contain the correctly rotated portion of the image that is contained within the blue rectangle. The resulting image should look like this:
Here is my JavaScript code so far:
var c = getCenterPoint(); // returns center x/y positions of the RED rectangle
canvas.width = blue.width;
canvas.height = blue.height;
var blueX = red.left + blue.left;
var blueY = red.top + blue.top;
var tx = blueX - c.x;
var ty = blueY - c.y;
this.cursorContext.translate(tx, ty);
this.cursorContext.rotate(angle * (Math.PI / 180));
this.cursorContext.translate(-tx, -ty);
this.cursorContext.drawImage(image, -blueX, -blueY, blue.width, blue.height);
The problem I am having is getting the correct portion of the image when the rectangle is rotated. How can I do this?
I have a large canvas containing an image, as shown in the example below:
I have the position and rotation angle of the red rectangle:
red : {
top : top,
left : left,
width : width,
height : height,
angle : angle
}
I also have a full set of translated coordinates denoting the actual corner points of the red rotated rectangle.
Finally, I have the position of the blue rectangle relative to the red rectangle:
blue : {
left : left,
top : top,
width : width,
height : height
}
What I need to do is create a new canvas that is the size of the blue rectangle. The new canvas should contain the correctly rotated portion of the image that is contained within the blue rectangle. The resulting image should look like this:
Here is my JavaScript code so far:
var c = getCenterPoint(); // returns center x/y positions of the RED rectangle
canvas.width = blue.width;
canvas.height = blue.height;
var blueX = red.left + blue.left;
var blueY = red.top + blue.top;
var tx = blueX - c.x;
var ty = blueY - c.y;
this.cursorContext.translate(tx, ty);
this.cursorContext.rotate(angle * (Math.PI / 180));
this.cursorContext.translate(-tx, -ty);
this.cursorContext.drawImage(image, -blueX, -blueY, blue.width, blue.height);
The problem I am having is getting the correct portion of the image when the rectangle is rotated. How can I do this?
Share Improve this question edited Dec 23, 2022 at 17:25 mfluehr 3,2172 gold badges28 silver badges36 bronze badges asked Jan 14, 2014 at 23:55 GordoGordo 78911 silver badges22 bronze badges 1- Could you share the relevant code you have tried with? – user1693593 Commented Jan 15, 2014 at 0:24
1 Answer
Reset to default 8You can use a temporary canvas to clip and unrotate your blue box
Clip the boundingbox of the blue rectangle from the image
Unrotate the boundingbox so the blue rectangle is unrotated (angle==0)
Clip the extra boundingbox area away to reveal only the blue rectangle
Draw the blue rectangle to the display canvas
Here’s code and a Demo: http://jsfiddle/m1erickson/28EkG/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery./jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
// blue rect's info
var blueX=421;
var blueY=343;
var blueWidth=81;
var blueHeight=44;
var blueAngle=-25.00*Math.PI/180;
// load the image
var img=new Image();
img.onload=start;
img.src="https://dl.dropboxusercontent./u/139992952/stackoverflow/temp6.jpg";
function start(){
// create 2 temporary canvases
var canvas1=document.createElement("canvas");
var ctx1=canvas1.getContext("2d");
var canvas2=document.createElement("canvas");
var ctx2=canvas2.getContext("2d");
// get the boundingbox of the rotated blue box
var rectBB=getRotatedRectBB(blueX,blueY,blueWidth,blueHeight,blueAngle);
// clip the boundingbox of the rotated blue rect
// to a temporary canvas
canvas1.width=canvas2.width=rectBB.width;
canvas1.height=canvas2.height=rectBB.height;
ctx1.drawImage(img,
rectBB.cx-rectBB.width/2,
rectBB.cy-rectBB.height/2,
rectBB.width,
rectBB.height,
0,0,rectBB.width,rectBB.height
);
// unrotate the blue rect on the temporary canvas
ctx2.translate(canvas1.width/2,canvas1.height/2);
ctx2.rotate(-blueAngle);
ctx2.drawImage(canvas1,-canvas1.width/2,-canvas1.height/2);
// draw the blue rect to the display canvas
var offX=rectBB.width/2-blueWidth/2;
var offY=rectBB.height/2-blueHeight/2;
canvas.width=blueWidth;
canvas.height=blueHeight;
ctx.drawImage(canvas2,-offX,-offY);
} // end start
// Utility: get bounding box of rotated rectangle
function getRotatedRectBB(x,y,width,height,rAngle){
var absCos=Math.abs(Math.cos(rAngle));
var absSin=Math.abs(Math.sin(rAngle));
var cx=x+width/2*Math.cos(rAngle)-height/2*Math.sin(rAngle);
var cy=y+width/2*Math.sin(rAngle)+height/2*Math.cos(rAngle);
var w=width*absCos+height*absSin;
var h=width*absSin+height*absCos;
return({cx:cx,cy:cy,width:w,height:h});
}
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>