Using the <canvas>
tag I need to be able to draw a hole in a polygon.
Right now I have something very simple that uses beginPath() then does lineTo() for each point. It is then filled with fill().
I cannot see any way to have a filled polygon with a unfilled middle though, like a donut.
I'm not making a donut but it is suitable for this example.
Is there something I am missing?
I would rather not draw it fully filled then have to redraw the middle.
This is what i made it work:
var ctx = canvas.getContext("2d");
ctx.beginPath();
//polygon1--- usually the outside polygon, must be clockwise
ctx.moveTo(0, 0);
ctx.lineTo(200, 0);
ctx.lineTo(200, 200);
ctx.lineTo(0, 200);
ctx.lineTo(0, 0);
ctx.closePath();
//polygon2 --- usually hole,must be counter-clockwise
ctx.moveTo(10, 10);
ctx.lineTo(10,100);
ctx.lineTo(100, 100);
ctx.lineTo(100, 10);
ctx.lineTo(10, 10);
ctx.closePath();
// add as many holes as you want
ctx.fillStyle = "#FF0000";
ctx.strokeStyle = "rgba(0.5,0.5,0.5,0.5)";
ctx.lineWidth = 1;
ctx.fill();
ctx.stroke();
The main idea here is you can only use beginPath once; the outside polygon must be clockwise and holes must be counter-clockwise.
Your have 2 choices to draw holes with HTML5 canvas.
Choice 1:
Draw outer shape and inner shape in different clock direction.
Outer shape clockwise and inner shape anti clockwise.
Or outer shape clockwise and inner shape anti clockwise.
ctx.beginPath();
//outer shape, clockwise
ctx.moveTo(100,20);
ctx.lineTo(200,200);
ctx.lineTo(20,200);
ctx.closePath();
//inner shape (hole), counter-clockwise
ctx.moveTo(100,100);
ctx.lineTo(70,170);
ctx.lineTo(140,170);
ctx.closePath();
//fill
ctx.fillStyle = "#FF0000";
ctx.fill();
It's a little pain to detect the shape drawing direction when we are coding.
If you need to detect whether a series of dots is clockwise or not, here is a good function:
function isClockwise(dots){
var sum = 0;
for(var i=1, n=dots.length; i<n; i++){
sum += (dots[i][0] - dots[i-1][0]) * (dots[i][1] + dots[i-1][1]);
}
sum += (dots[0][0] - dots[n-1][0]) * (dots[0][1] + dots[n-1][1]);
return sum < 0;
}
console.log(isClockwise([[100,20], [200,200], [20,200]])); //true
console.log(isClockwise([[100,20], [20,200], [200,200]])); //false
If your dots is clockwise but you need counter-clockwise, .reverse() your dots array.
var dots = [[100,20], [200,200], [20,200]];
dots.reverse();
Choice 2:
Use 'evenodd' fill rule, draw your shapes in any direction.
This way is much simpler than the choice 1.
see fill() method API:
void ctx.fill();
void ctx.fill(fillRule);
void ctx.fill(path, fillRule);
fillRule can be "nonzero" or "evenodd"
"nonzero": The non-zero winding rule, which is the default rule.
"evenodd": The even-odd winding rule.
ctx.beginPath();
//outer shape, any direction, this sample is clockwise
ctx.moveTo(100,20);
ctx.lineTo(200,200);
ctx.lineTo(20,200);
ctx.closePath();
//inner shape (hole), any direction, this sample is clockwise
ctx.moveTo(100,100);
ctx.lineTo(140,170);
ctx.lineTo(70,170);
ctx.closePath();
//fill
ctx.fillStyle = "#FF0000";
ctx.mozFillRule = 'evenodd'; //for old firefox 1~30
ctx.fill('evenodd'); //for firefox 31+, IE 11+, chrome
You can use evenodd fill rule: fill('evenodd')
// properties
// - outer square
var outerLength = 200;
// - inner length
var innerLength = outerLength / 2;
// cnavas
var canvas = document.getElementById('canvas');
var width = canvas.width = document.body.clientWidth;
var height = canvas.height = document.body.clientHeight;
var context = canvas.getContext('2d');
// path
// - outer square
context.rect(
(width - outerLength) / 2,
(height - outerLength) / 2,
outerLength,
outerLength
);
// - inner square
var x0 = (width - innerLength) / 2;
var y0 = (height - innerLength) / 2;
context.moveTo(x0, y0);
context.rect(
x0,
y0,
innerLength,
innerLength
);
// draw
// - stroke
context.lineWidth = 10;
context.stroke();
// - fill
context.fillStyle = 'red';
context.fill('evenodd');
html,
body {
margin: 0;
height: 100%;
overflow: hidden;
}
<canvas id="canvas"><canvas>
Draw your shape ina clock wise direction (for example). Then you can increase or decrease the radius and go in an anti clockwise direction.