I’ve been banging my head on the keyboard for about one week now and I can’t figure a proper solution for my problem. I think it’s more Math related than HTML Canvas… hopefully someone can point me into the right direction.
I’m having an HTML Canvas where users can draw lines using they mouse and the very simple moveTo() and lineTo() functions. When the user is done I save the coords in a MongoDB. When the user hits the page later again I want to display his drawing BUT I don’t want to load the entire picture with all stored coordinates at once, I want to return it in tiles (for better performance by caching each tile).
The tiles are 200×200 pixels (fixed offsets and width, starting at 0 -> 200-> 400 ->…).
Now, when the user draws a line from let’s say 50,50(x/y) to 250,250(x/y) there’s only one dot in each bounding box (tile). I need to split the lines and calculate the start and ending points of each line in each bounding box (tile). Otherwise I can’t draw the image partially (in tiles). It get’s even more complicated when a single line crosses multiple bounding boxes (tiles). For instance: 100,100 (x/y) -> -1234,-300 (x/y).
The lines can go from any point (+/-) to ANY direction for ANY distance.
Of course I looked at Bresenham’s good old algorithm and it worked – partially, but it seems like the longest and most resource-hungry solution to me.
So, the reason I’m here is that I hope someone can point me into the right direction with (perhaps) another approach of calculating the start/ending points of my lines for each bounding box.
Code examples are very welcome in JavaScript or PHP.
Thank you for reading and thinking about it 🙂
tl;dr: Use planes, maths explained below. There’s a canvas example at the bottom.
Given that all of your cells are axis-aligned bounding boxes, you could use the plane equation to find the intersection of your line with the edges.
Planes
You can think of your box as a set of four geometric planes. Each plane has a normal, or a vector of length one, indicating which direction is the "front" of the plane. The normals for the planes that make up your cell’s sides would be:
Given a point on the plane, the plane has the equation:
You can use this equation to calculate the distance of the plane. In this case, you know the top-left corner of your box (let’s say x is 10 and y is 100) is on the top plane, so you can do:
Checking a point against a plane
Once you have the distance, you can reuse the equation to check where any point is, relative to the plane. For a random point
p(where x is -50 and y is 90), you can do:There are two possible results:
Checking a line against a plane
You can check both endpoints of a line from
atobin this way:There are four possible results:
When the line intersects the plane, you want to find the point of intersection. It helps to think of a line in vector terms:
If
t == 0, you are at the start of the line, andt == 1is the end of the line. In this context, you can calculate the point of intersection as:And the point of intersection as:
Checking a line against the box
With that math, you can figure out the lines of intersection with your box. You just need to test the endpoints of your line against each plane, and find the minimum and maximum values of time.
Because your box is a convex polygon, there is an early out in this check: if the line is completely in front of any one plane in your box, it cannot intersect with your box. You can skip checking the rest of the planes.
In JavaScript, your result might look something like this:
If this is still too slow, you can also do broadphase culling by dividing the world up into big rects, and assigning lines to those rects. If your line and cell aren’t in the same rect, they don’t collide.
I’ve uploaded a canvas example of this.