Canvas allows you to context.translate
, context.rotate
and context.scale
in order to draw your shape in the position & size you require.
Canvas itself uses a transformation matrix to efficiently track transformations.
context.transform
translate, rotate & scale
commandscontext.setTransform
,A transformation matrix allows you to aggregate many individual translations, rotations & scalings into a single, easily reapplied matrix.
During complex animations you might apply dozens (or hundreds) of transformations to a shape. By using a transformation matrix you can (almost) instantly reapply those dozens of transformations with a single line of code.
Some Example uses:
Test if the mouse is inside a shape that you have translated, rotated & scaled
There is a built-in context.isPointInPath
that tests if a point (eg the mouse) is inside a path-shape, but this built-in test is very slow compared to testing using a matrix.
Efficiently testing if the mouse is inside a shape involves taking the mouse position reported by the browser and transforming it in the same way that the shape was transformed. Then you can apply hit-testing as if the shape was not transformed.
Redraw a shape that has been extensively translated, rotated & scaled.
Instead of reapplying individual transformations with multiple .translate, .rotate, .scale
you can apply all the aggregated transformations in a single line of code.
Collision test shapes that have been translated, rotated & scaled
You can use geometry & trigonometry to calculate the points that make up transformed shapes, but it's faster to use a transformation matrix to calculate those points.
This code mirrors the native context.translate
, context.rotate
, context.scale
transformation commands. Unlike the native canvas matrix, this matrix is readable and reusable.
Methods:
translate
, rotate
, scale
mirror the context transformation commands and allow you to feed transformations into the matrix. The matrix efficiently holds the aggregated transformations.
setContextTransform
takes a context and sets that context's matrix equal to this transformation matrix. This efficiently reapplies all transformations stored in this matrix to the context.
resetContextTransform
resets the context's transformation to it's default state (==untransformed).
getTransformedPoint
takes an untransformed coordinate point and converts it into a transformed point.
getScreenPoint
takes a transformed coordinate point and converts it into an untransformed point.
getMatrix
returns the aggregated transformations in the form of a matrix array.
Code:
var TransformationMatrix=( function(){
// private
var self;
var m=[1,0,0,1,0,0];
var reset=function(){ var m=[1,0,0,1,0,0]; }
var multiply=function(mat){
var m0=m[0]*mat[0]+m[2]*mat[1];
var m1=m[1]*mat[0]+m[3]*mat[1];
var m2=m[0]*mat[2]+m[2]*mat[3];
var m3=m[1]*mat[2]+m[3]*mat[3];
var m4=m[0]*mat[4]+m[2]*mat[5]+m[4];
var m5=m[1]*mat[4]+m[3]*mat[5]+m[5];
m=[m0,m1,m2,m3,m4,m5];
}
var screenPoint=function(transformedX,transformedY){
// invert
var d =1/(m[0]*m[3]-m[1]*m[2]);
im=[ m[3]*d, -m[1]*d, -m[2]*d, m[0]*d, d*(m[2]*m[5]-m[3]*m[4]), d*(m[1]*m[4]-m[0]*m[5]) ];
// point
return({
x:transformedX*im[0]+transformedY*im[2]+im[4],
y:transformedX*im[1]+transformedY*im[3]+im[5]
});
}
var transformedPoint=function(screenX,screenY){
return({
x:screenX*m[0] + screenY*m[2] + m[4],
y:screenX*m[1] + screenY*m[3] + m[5]
});
}
// public
function TransformationMatrix(){
self=this;
}
// shared methods
TransformationMatrix.prototype.translate=function(x,y){
var mat=[ 1, 0, 0, 1, x, y ];
multiply(mat);
};
TransformationMatrix.prototype.rotate=function(rAngle){
var c = Math.cos(rAngle);
var s = Math.sin(rAngle);
var mat=[ c, s, -s, c, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.scale=function(x,y){
var mat=[ x, 0, 0, y, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.skew=function(radianX,radianY){
var mat=[ 1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.reset=function(){
reset();
}
TransformationMatrix.prototype.setContextTransform=function(ctx){
ctx.setTransform(m[0],m[1],m[2],m[3],m[4],m[5]);
}
TransformationMatrix.prototype.resetContextTransform=function(ctx){
ctx.setTransform(1,0,0,1,0,0);
}
TransformationMatrix.prototype.getTransformedPoint=function(screenX,screenY){
return(transformedPoint(screenX,screenY));
}
TransformationMatrix.prototype.getScreenPoint=function(transformedX,transformedY){
return(screenPoint(transformedX,transformedY));
}
TransformationMatrix.prototype.getMatrix=function(){
var clone=[m[0],m[1],m[2],m[3],m[4],m[5]];
return(clone);
}
// return public
return(TransformationMatrix);
})();
Demo:
This demo uses the Transformation Matrix "Class" above to:
Track (==save) a rectangle's transformation matrix.
Redraw the transformed rectangle without using context transformation commands.
Test if the mouse has clicked inside the transformed rectangle.
Code:
<!doctype html>
<html>
<head>
<style>
body{ background-color:white; }
#canvas{border:1px solid red; }
</style>
<script>
window.onload=(function(){
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
// Transformation Matrix "Class"
var TransformationMatrix=( function(){
// private
var self;
var m=[1,0,0,1,0,0];
var reset=function(){ var m=[1,0,0,1,0,0]; }
var multiply=function(mat){
var m0=m[0]*mat[0]+m[2]*mat[1];
var m1=m[1]*mat[0]+m[3]*mat[1];
var m2=m[0]*mat[2]+m[2]*mat[3];
var m3=m[1]*mat[2]+m[3]*mat[3];
var m4=m[0]*mat[4]+m[2]*mat[5]+m[4];
var m5=m[1]*mat[4]+m[3]*mat[5]+m[5];
m=[m0,m1,m2,m3,m4,m5];
}
var screenPoint=function(transformedX,transformedY){
// invert
var d =1/(m[0]*m[3]-m[1]*m[2]);
im=[ m[3]*d, -m[1]*d, -m[2]*d, m[0]*d, d*(m[2]*m[5]-m[3]*m[4]), d*(m[1]*m[4]-m[0]*m[5]) ];
// point
return({
x:transformedX*im[0]+transformedY*im[2]+im[4],
y:transformedX*im[1]+transformedY*im[3]+im[5]
});
}
var transformedPoint=function(screenX,screenY){
return({
x:screenX*m[0] + screenY*m[2] + m[4],
y:screenX*m[1] + screenY*m[3] + m[5]
});
}
// public
function TransformationMatrix(){
self=this;
}
// shared methods
TransformationMatrix.prototype.translate=function(x,y){
var mat=[ 1, 0, 0, 1, x, y ];
multiply(mat);
};
TransformationMatrix.prototype.rotate=function(rAngle){
var c = Math.cos(rAngle);
var s = Math.sin(rAngle);
var mat=[ c, s, -s, c, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.scale=function(x,y){
var mat=[ x, 0, 0, y, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.skew=function(radianX,radianY){
var mat=[ 1, Math.tan(radianY), Math.tan(radianX), 1, 0, 0 ];
multiply(mat);
};
TransformationMatrix.prototype.reset=function(){
reset();
}
TransformationMatrix.prototype.setContextTransform=function(ctx){
ctx.setTransform(m[0],m[1],m[2],m[3],m[4],m[5]);
}
TransformationMatrix.prototype.resetContextTransform=function(ctx){
ctx.setTransform(1,0,0,1,0,0);
}
TransformationMatrix.prototype.getTransformedPoint=function(screenX,screenY){
return(transformedPoint(screenX,screenY));
}
TransformationMatrix.prototype.getScreenPoint=function(transformedX,transformedY){
return(screenPoint(transformedX,transformedY));
}
TransformationMatrix.prototype.getMatrix=function(){
var clone=[m[0],m[1],m[2],m[3],m[4],m[5]];
return(clone);
}
// return public
return(TransformationMatrix);
})();
// DEMO starts here
// create a rect and add a transformation matrix
// to track it's translations, rotations & scalings
var rect={x:30,y:30,w:50,h:35,matrix:new TransformationMatrix()};
// draw the untransformed rect in black
ctx.strokeRect(rect.x, rect.y, rect.w, rect.h);
// Demo: label
ctx.font='11px arial';
ctx.fillText('Untransformed Rect',rect.x,rect.y-10);
// transform the canvas & draw the transformed rect in red
ctx.translate(100,0);
ctx.scale(2,2);
ctx.rotate(Math.PI/12);
// draw the transformed rect
ctx.strokeStyle='red';
ctx.strokeRect(rect.x, rect.y, rect.w, rect.h);
ctx.font='6px arial';
// Demo: label
ctx.fillText('Same Rect: Translated, rotated & scaled',rect.x,rect.y-6);
// reset the context to untransformed state
ctx.setTransform(1,0,0,1,0,0);
// record the transformations in the matrix
var m=rect.matrix;
m.translate(100,0);
m.scale(2,2);
m.rotate(Math.PI/12);
// use the rect's saved transformation matrix to reposition,
// resize & redraw the rect
ctx.strokeStyle='blue';
drawTransformedRect(rect);
// Demo: instructions
ctx.font='14px arial';
ctx.fillText('Demo: click inside the blue rect',30,200);
// redraw a rect based on it's saved transformation matrix
function drawTransformedRect(r){
// set the context transformation matrix using the rect's saved matrix
m.setContextTransform(ctx);
// draw the rect (no position or size changes needed!)
ctx.strokeRect( r.x, r.y, r.w, r.h );
// reset the context transformation to default (==untransformed);
m.resetContextTransform(ctx);
}
// is the point in the transformed rectangle?
function isPointInTransformedRect(r,transformedX,transformedY){
var p=r.matrix.getScreenPoint(transformedX,transformedY);
var x=p.x;
var y=p.y;
return(x>r.x && x<r.x+r.w && y>r.y && y<r.y+r.h);
}
// listen for mousedown events
canvas.onmousedown=handleMouseDown;
function handleMouseDown(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// get mouse position
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// is the mouse inside the transformed rect?
if(isPointInTransformedRect(rect,mouseX,mouseY)){
alert('You clicked in the transformed Rect');
}
}
// Demo: redraw transformed rect without using
// context transformation commands
function drawTransformedRect(r,color){
var m=r.matrix;
var tl=m.getTransformedPoint(r.x,r.y);
var tr=m.getTransformedPoint(r.x+r.w,r.y);
var br=m.getTransformedPoint(r.x+r.w,r.y+r.h);
var bl=m.getTransformedPoint(r.x,r.y+r.h);
ctx.beginPath();
ctx.moveTo(tl.x,tl.y);
ctx.lineTo(tr.x,tr.y);
ctx.lineTo(br.x,br.y);
ctx.lineTo(bl.x,bl.y);
ctx.closePath();
ctx.strokeStyle=color;
ctx.stroke();
}
}); // end window.onload
</script>
</head>
<body>
<canvas id="canvas" width=512 height=250></canvas>
</body>
</html>