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Synopsis

This package is used to draw a scene created with the Urpflanze Core on Canvas.

You can export a single frame or an animation in ZIP (frames in png or jpg), video (mp4 or webp) or in GIF.

You can use it in the browser (Canvas, OffscreenCanvas, ServiceWorker) or in Node.

Donate

I am trying to create a tool for those who want to approach the world of programming or for programmers who want to approach the world of creative coding.

I have spent a lot of time and will spend more to support this project. I also have in mind a web editor (open-source) where you can use the features of this library in the browser.

You can see a preview here


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Installation

You can install the library with the command:

npm i @urpflanze/drawer-canvas --save

And import into your project

/**
 * Full importing
 */
import { BrowserDrawerCanvas, DrawerCanvas } from '@urpflanze/drawer-canvas'

const scene = ... // Urpflanze Scene

const drawer = new BrowserDrawerCanvas(scene, ...) // for browser
// const drawer = new DrawerCanvas(scene, ...) for node

Otherwise you can use from the browser using a CDN

<!-- ES Modules -->
<script type="module">
	import * as Urpflanze from 'https://esm.run/@urpflanze/core'
	import DrawerCanvas, { ... } from 'https://esm.run/@urpflanze/drawer-canvas'

	const scene = new Urpflanze.Scene()
	const drawer = new DrawerCanvas(scene, document.body) // as BrowserDrawerCanvas
</script>

<!-- UMD -->
<script src="https://cdn.jsdelivr.net/npm/@urpflanze/core"></script>
<script src="https://cdn.jsdelivr.net/npm/@urpflanze/drawer-canvas"></script>
<script>
	const scene = new Urpflanze.Scene()
	const drawer = new DrawerCanvas.default(scene, ...) // or DrawerCanvas.BrowserDrawerCanvas
</script>

BrowserDrawerCanvas

You can render the scene on canvas using the draw method

// Creating a Scene
const scene = new Urpflanze.Scene()
scene.add(...)

// Draw the scene
const drawer = new DrawerCanvas(scene, document.body) // The canvas will be added to body
drawer.draw()

Timeline and Animation

You can set animation duration and FPS using the timeline object

const drawer = new DrawerCanvas(scene, document.body)

drawer.timeline.setDuration([number in milliseconds])
drawer.timeline.setFramerate([number])

// draw at time
drawer.timeline.setTime([number in milliseconds])

By default the duration of an animation is 1 minute (60000 milliseconds) the framerate is 30 instead.

To start the animation you can use the startAnimation method:

const drawer = new DrawerCanvas(scene, document.body)
drawer.startAnimation()

// drawer.pauseAnimation(): stop the animation
// drawer.playAnimation(): start animation if is stopped or paused
// drawer.stopAnimation(): stop the animation and return to the start

Renderer

You can export a frame using the frame or frameAtTime methods, export a ZIP (using JSZip) containing the frames (jpeg or png), export a video (using FFMPEG) (mp4, webp or gif).

Video

Example of export video in a browser:

const scene = new Urpflanze.Scene()

scene.add(
	new Urpflanze.Rect({
		// rotate from 0 to 45 deg in 3000ms
		rotateZ: () => -(Math.cos((scene.currentTime * Urpflanze.PI2) / 6000) * 0.5 + 0.5) * (Math.PI / 2),
	})
)

const drawer = new DrawerCanvas(scene, document.body, {}, 3000 /* duration */, 24 /* fps */, 'linear' /* tick mode */)

const renderer = new Renderer(drawer)
renderer.render('video/mp4', 1).then(buffer => {
	const blob = new Blob([buffer], { type: 'video/mp4' })
	const videoUrl = window.URL.createObjectURL(blob)
	const videoElement = document.createElement('video')
	videoElement.setAttribute('src', videoUrl)
	videoElement.setAttribute('loop', 'true')
	videoElement.setAttribute('controls', 'true')
	document.body.appendChild(videoElement)
})

Example of export video in node:

const fs = require('fs')

const scene = new Urpflanze.Scene()

scene.add(
	new Urpflanze.Rect({
		// rotate from 0 to 45 deg in 3000ms
		rotateZ: () => -(Math.cos((scene.currentTime * Urpflanze.PI2) / 6000) * 0.5 + 0.5) * (Math.PI / 2),
	})
)

const drawer = new DrawerCanvas(scene, undefined, {}, 3000 /* duration */, 24 /* fps */, 'async' /* tick mode */)

const renderer = new Renderer(drawer /*, ffmpegCorePath*/)
renderer.render('video/mp4', 1).then(buffer => {
	fs.writeFileSync('video.mp4', buffer)
	process.exit()
})

You need to run with this flags for use FFMPEG

node --experimental-wasm-threads --experimental-wasm-bulk-memory [name].js

ZIP

Example of export ZIP in a browser:

// After creating a scene
const drawer = new DrawerCanvas(scene, document.body, {}, 3000, 10)
const renderer = new Renderer(drawer)
renderer.zip('image/png' /*, quality, framesForChunk */).then(chunks => {
	chunks.forEach((chunk, index) => {
		const blob = new Blob([chunk], { type: 'application/zip' })
		const chunkURL = window.URL.createObjectURL(blob)
		const a = document.createElement('a')
		a.innerText = 'download_' + index + '.zip'
		a.setAttribute('href', chunkURL)
		document.body.appendChild(a)
	})
})

Renderer events

You can attach functions to events called when rendering with the 'attach' method:

const renderer = new Renderer(drawer)

renderer.attach('[eventName]', eventArgs => console.log(eventArgs))
Event Name Description
renderer:zip_start Called when start ZIP rendering
renderer:zip_progress Called each frame render
renderer:zip_preparing Called when each frame is rendered and ZIP generation start
renderer:video_init Called when start video rendering before loading FFmpeg.wasm
renderer:video_start Called when FFmpeg.wasm is loaded
renderer:video_progress Called each frame render
renderer:video_preparing Called when each frame is rendered and video generation start

Quando renderizzi un video puoi intercettare i log di FFmpeg passando gli argomenti al metodo render

const renderer = new Renderer(drawer)

renderer.render(
	'gif',
	1,
	e => console.log('ffmpeg log', e),
	e => console.log('ffmpeg progress', e)
)

DrawerOptions

Any parameter is optional

Param Type Default Description
time number 0 Draw at time
noBackground boolean false Disable Scene background
ghosts number 0 Number of previus frame based on ghostSkipTime or ghostSkipFunction
ghostAlpha boolean true Enable ghost apha
ghostSkipTime number 30 Delay of each frame
ghostSkipFunction Function undefined Dynamic ghostSkipTime
width number scene width The canvas width
height number scene height The canvas height
clear boolean true Clear canvas
simmetricLines number undefined Utility lines
sceneFit cover | contain | none contain Fit scene into canvas
backgroundImage CanvasImageSource undefined Draw image after scene background
backgroundImageFit cover | contain | none cover backgroundImage fit
loop boolean true Repeat the animation in loop