You can draw arcs and you can draw images on a canvas using javascript, but is there anyway to do both? that is, is there anyway to draw an image as the arc instead of a solid line?
If not, is there a seperate way to arc an image?
I tried doing a pixel-by-pixel transformation of the image along the points of an arc, but it ended up being very slow and looking pretty poor since I can't directly get pixel data from javascript (or can you? I didnt see a way) so for each pixel, I needed to calculate the point along the arc, draw the current image pixel, refetch it, draw the image data to the calculated point, then clear that point on t开发者_JAVA技巧he canvas.
Have you tried setting the strokeStyle to a CanvasPattern based on an image? It looks like you could do something like this (assuming img
is an HTMLImageElement that you want to draw from and ctx
is a CanvasRenderingContext2D):
var pattern = ctx.createPattern(img, "repeat");
ctx.strokeStyle = pattern;
ctx.beginPath();
ctx.arc(123, 408, 80, 0, 1.5*Math.PI, false);
ctx.stroke();
Use this html to create arc : -
<canvas id="myCanvas" width="578" height="250"></canvas>
<script>
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = .8 * Math.PI;
var endAngle = 2.2 * Math.PI;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 30;
// line color
context.strokeStyle = 'blue';
context.stroke();
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
var x = canvas.width / 2;
var y = canvas.height / 2;
var radius = 75;
var startAngle = 8 * Math.PI;
var endAngle =2.3 * Math.PI;
var counterClockwise = false;
context.beginPath();
context.arc(x, y, radius, startAngle, endAngle, counterClockwise);
context.lineWidth = 30;
// line color
context.strokeStyle = 'red';
context.stroke();
</script>
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