So I have been looking all over the discord.js docs and tried to make a profile card with image manipulation, but for some reason the text comes up as little boxes. Here is the code:
if (message.content === `-profile`) {\
const Canvas = require(`canvas`);
const canvas = Canvas.createCanvas(700, 250);
const ctx = canvas.getContext('2d');
const background = await Canvas.loadImage('./image.png');
ctx.drawImage(background, 0, 0, canvas.width, canvas.height);
ctx.strokeStyle = '#74037b';
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.font = '100px sans-serif';
// Select the style that will be used to fill the text in
ctx.fillStyle = '#34ebc9';
// Actually fill the text with a solid color
ctx.fillText(message.author.displayName, canvas.width / 2.5, canvas.height / 1.8);
ctx.beginPath();
ctx.arc(125, 125, 100, 0, Math.PI * 2, true);
ctx.closePath();
ctx.clip();
const avatar = await Canvas.loadImage(message.author.displayAvatarURL({ format: 'jpg' }));
ctx.drawImage(avatar, 25, 25, 200, 200);
const attachment = new Discord.MessageAttachment(canvas.toBuffer(), 'welcome-image.png');
message.channel.send(`Your profile, ${message.author}!`, attachment);
}
The image shows and my profile picture shows and everything, but for some reason the text either doesn't show, or it is all messed up. Please help.
Your Device maybe doesn't have any default file that Canvas is looking for. You need to install these fonts manually by yourself, you can get some from Google Fonts.
Import the fonts you installed to your Files and use registerFont() to register and use the fonts
//Assume you imported your font in your main folder
const { registerFont, createCanvas } = require('canvas')
registerFont('./comicsans.ttf', { family: 'Comic Sans' })
const canvas = createCanvas(500, 500)
const ctx = canvas.getContext('2d')
ctx.font = '12px "Comic Sans"'
ctx.fillText('Everyone hates this font :(', 250, 10)
Related
I want to simulate water flow through the pipe using Three.js in my React application. As you can see in the below picture, I want to achieve three functionalities,
Draw a pipe
Simulate water based on % (0-100) - Now pipe filled with 70% of water.(user-defined)
Animate water flow using arrows moving from left to right - (left to right/ right to left) - user-defined
Something I tried was not working
A hollow cylinder (pipe), based on ExtrudeGeometry:
body{
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from "https://cdn.skypack.dev/three#0.133.1";
import {
OrbitControls
} from "https://cdn.skypack.dev/three#0.133.1/examples/jsm/controls/OrbitControls.js";
let scene = new THREE.Scene();
let camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.set(0, 0, 10);
camera.lookAt(scene.position);
let renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(innerWidth, innerHeight);
renderer.setClearColor(0x404040);
document.body.appendChild(renderer.domElement);
let controls = new OrbitControls(camera, renderer.domElement);
let light = new THREE.DirectionalLight(0xffffff, 1);
light.position.setScalar(1);
scene.add(light, new THREE.AmbientLight(0xffffff, 0.5));
let r = 1, R = 1.25;
// pipe
let pipeShape = new THREE.Shape();
pipeShape.absarc(0, 0, R, 0, Math.PI * 2);
pipeShape.holes.push(new THREE.Path().absarc(0, 0, r, 0, Math.PI * 2, true));
let pipeGeometry = new THREE.ExtrudeGeometry(pipeShape, {
curveSegments: 100,
depth: 10,
bevelEnabled: false
});
pipeGeometry.center();
let pipeMaterial = new THREE.MeshLambertMaterial({color: "silver"});
let pipe = new THREE.Mesh(pipeGeometry, pipeMaterial);
scene.add(pipe);
window.addEventListener("resize", onResize);
renderer.setAnimationLoop(_ => {
renderer.render(scene, camera);
})
function onResize(event) {
camera.aspect = innerWidth / innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(innerWidth, innerHeight);
}
</script>
It looks like your cylinder Geometry is oversized compared to your scene.
Watch the following example :
https://codepen.io/freddy-turtle/pen/OJjVmvG?editors=1010
the cylinder appear in the whole screen with CylinderGeometry = 1,1,3 as first arguments.
I am trying to load .obj file through OBJLoader in angularjs. But the output is very pixelated.
Tried changing camera position & perspective(codes are commented), then it results in very smaller output, i need to zoom in through mouse in that case.But if i open the same .obj file in 3D Boulder or any other tools, it looks fine.
I have set camera & scene like this -
this.renderer = new THREE.WebGLRenderer({ canvas: this.canvasRef.nativeElement });
// this.renderer.setSize( window.innerWidth, window.innerHeight );
// this.renderer.setSize(640, 720);
// scene
this.scene = new THREE.Scene();
this.renderer.setClearColor(0xcdcbcb, 1);
// camera
this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.01, 1000);
// this.camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 0.01, 10000);
this.camera.position.set(1, 1, 1);
// this.camera.position.set(0, 0, 1);
// this.camera.position.set(113, 111, 113);
this.camera.aspect = window.innerWidth / window.innerHeight;
this.scene.add(new THREE.AmbientLight(0x222222));
this.scene.add(this.camera); // required, because we are adding a light as a child of the camera
// controls
this.controls = new OrbitControls(this.camera, this.renderer.domElement);
// lights
var light = new THREE.PointLight(0xffffff, 0.8);
this.camera.add(light);
var geometry = new THREE.BoxGeometry(1,1,1);
Loading .obj file like this -
var objLoader = new OBJLoader();
objLoader.load("../../assets/temp_data/11.obj", function (object) {
console.log(object);
this.scene.add(object);
}.bind(this));
this.animate();
what should be good camera & scene parameters so that it will work on all models & no need to zoom in or zoom out. Please Guide / Help.
this.renderer.setPixelRatio(window.devicePixelRatio);
this works for me.
I am working on a multipage pdf download using html2canvas and pdfmake.
I am able to download the pdf but page height, page width of the generated pdf is not proper and the resolution is low/blur. The code is as below. Please refer the screenshot attached herewith.
Thanks in advance.
Code I have used is:
html2canvas(document.getElementById('newId')).then(
canvas=>{
var image = canvas.toDataURL('image/png');
const PAGE_WIDTH = 500;
const PAGE_HEIGHT = 700;
const content = [];
var w=500;
var h=700;
function getPngDimensions (base64) {
const header = atob(base64.slice(22, 70)).slice(16, 24);
const uint8 = Uint8Array.from(header, c => c.charCodeAt(0));
const dataView = new DataView(uint8.buffer);
return {
width: dataView.getInt32(0),
height: dataView.getInt32(4)
};
}
const splitImage = (img, content, callback) => () => {
const canvas = document.createElement('canvas');
canvas.width = w*2;
canvas.height=h*2;
canvas.style.width=w+'px';
canvas.style.height=h+'px';
const ctx = canvas.getContext('2d');
ctx.scale(2,2);
const printHeight = img.height * PAGE_WIDTH / img.width;
for (let pages = 0; printHeight > pages * PAGE_HEIGHT; pages++) {
canvas.height = Math.min(PAGE_HEIGHT, printHeight - pages * PAGE_HEIGHT);
ctx.drawImage(img, 0, -pages * PAGE_HEIGHT, img.width, printHeight);
content.push({ image: canvas.toDataURL(), margin: [0, 5],width:PAGE_WIDTH });
}
callback();
};
function next () {
pdfMake.createPdf({ content }).open();
}
const { width, height } = getPngDimensions(image);
const printHeight = height * PAGE_WIDTH / width;
if (printHeight > PAGE_HEIGHT) {
const img = new Image();
img.onload = splitImage(img, content, next);
img.src = image;
return;
}
content.push({ image, margin: [0, 5], width: PAGE_WIDTH });
next();
}
);
Update:
I tried updating the width and height of the image formed by the canvas but increasing the width onl increases the pixel size and further truncates the right end of the dashboard.
const PAGE_WIDTH = 500;
const PAGE_HEIGHT = 700;
//some more code here as mentioned in the detailed snippet
const content = [];
var w=500;
var h=700;
Poor Pixel Display For Multi Page PDF Through Banana Dashboard
I am trying to load a flag (gif) texture to a sphere geometry in THREE.js, but the caveat is I am using React to do this.
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id),
texture = textureLoader.load(require(`../assets/images/flags/${flag.name}.gif`));
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
When I remove the map: texture property I am able to see the sphere in the scene, but then when I add back in the texture it is simply a black screen. I know the docs for TextureLoader say url is a string, but I am not getting any errors and in fact I am getting warnings that make it appear like something is working. Has anyone had success loading a texture onto a sphere using require() in React.
THREE.WebGLRenderer: image is not power of two (1181x788). Resized to 1024x512
<img crossorigin="anonymous" src="/static/media/Argentina.4c3ff3da.gif">
I would recommend passing the image path directly to the .load() method rather than passing it via require(). Also, I suggest using the TextureLoader callback, to ensure that your texture object is valid and fully loaded, before trying to make use of it.
You can make use of the callback in this way:
const textureLoader = new THREE.TextureLoader();
const flag = getFlagForCountry(flags, x.id)'
// Use the loaders callback
textureLoader.load(`../assets/images/flags/${flag.name}.gif`, function(texture) {
// The texture object has loaded and is now avalible to be used
const mat = new THREE.MeshLambertMaterial({
transparent: true,
opacity: .5,
map: texture
});
const sphere = new THREE.Mesh(new THREE.SphereGeometry(1, 10, 10), mat);
sphere.overdraw = true;
// Add sphere to your scene ... scene.add(sphere);
});
As a final note, consider adjusting your image filepath to an absolute path (by removing the ..) if your assets directory is located in the same directory that your webserver is running from.
Hope this helps!
import React, { Component } from "react";
import * as THREE from "three";
var earthMesh;
class ThreeScene extends Component {
componentDidMount() {
const width = this.mount.clientWidth;
const height = this.mount.clientHeight;
//ADD SCENE
this.scene = new THREE.Scene();
//ADD CAMERA
this.camera = new THREE.PerspectiveCamera(75, width / height, 0.1, 1000);
this.camera.position.z = 8;
//ADD RENDERER
this.renderer = new THREE.WebGLRenderer({ antialias: true });
this.renderer.setClearColor("#263238");
this.renderer.setSize(width, height);
this.mount.appendChild(this.renderer.domElement);
//ADD CUBE
const geometry = new THREE.BoxGeometry(5, 5, 5);
const material = new THREE.MeshBasicMaterial({
color: "#0F0",
wireframe: true
});
this.cube = new THREE.Mesh(geometry, material);
this.scene.add(this.cube);
//Add SPHERE
//LOAD TEXTURE and on completion apply it on box
var loader = new THREE.TextureLoader();
loader.load(
"data:image/png;base64,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",
this.onLoad,
this.onProgress,
this.onError
);
//LIGHTS
var lights = [];
lights[0] = new THREE.PointLight(0x304ffe, 1, 0);
lights[1] = new THREE.PointLight(0xffffff, 1, 0);
lights[2] = new THREE.PointLight(0xffffff, 1, 0);
lights[0].position.set(0, 200, 0);
lights[1].position.set(100, 200, 100);
lights[2].position.set(-100, -200, -100);
this.scene.add(lights[0]);
this.scene.add(lights[1]);
this.scene.add(lights[2]);
}
componentWillUnmount() {
this.stop();
this.mount.removeChild(this.renderer.domElement);
}
start = () => {
if (!this.frameId) {
this.frameId = requestAnimationFrame(this.animate);
}
};
stop = () => {
cancelAnimationFrame(this.frameId);
};
animate = () => {
this.earthMesh.rotation.x += 0.01;
this.cube.rotation.y += 0.01;
this.renderScene();
this.frameId = window.requestAnimationFrame(this.animate);
};
renderScene = () => {
this.renderer.render(this.scene, this.camera);
};
onLoad = texture => {
var objGeometry = new THREE.SphereBufferGeometry(3, 35, 35);
var objMaterial = new THREE.MeshPhongMaterial({
map: texture,
shading: THREE.FlatShading
});
this.earthMesh = new THREE.Mesh(objGeometry, objMaterial);
this.scene.add(this.earthMesh);
this.renderScene();
//start animation
this.start();
};
onProgress = xhr => {
console.log((xhr.loaded / xhr.total) * 100 + "% loaded");
};
// Function called when download errors
onError = error => {
console.log("An error happened" + error);
};
render() {
return (
<div
style={{ width: "400px", height: "400px" }}
ref={mount => {
this.mount = mount;
}}
/>
);
}
}
export default ThreeScene;
https://codesandbox.io/embed/kw7l49nw1r
I have background image on background of canvas. And i want to put another image on background image. SO i can rotate upward image in any direction. I am trying javascript code which is available on internet. But both images were rotated. I want to rotate only upward image with some angle.
/* Upload first image to 0,0 co-ordinate. */
ctx.beginPath();
var imageObj = new Image();
imageObj.onload = function()
{
ctx.drawImage(imageObj, 0, 0, 300, 150);
};
imageObj.src = 'C://Users//rajesh.r//Downloads//images//images.jpg';
options.ctx.fill();
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
ctx.beginPath();
ctx.translate(400,300);
ctx.rotate(2*Math.PI / 8);
var thumbImageObj = new Image();
thumbImageObj.onload = function()
{
ctx.drawImage(thumbImageObj, 0, 0, 120, 20);
};
thumbImageObj.src = 'C://Users//rajesh.r//Downloads//images//images.png';
ctx.fill();
I want some solution so i can rotate second image by some angle.
When you call rotate on your canvas, you're not rotating an individual image, but instead rotating the entire canvas. To only rotate the second image you need take advantage of the save and restore methods provided by the canvas API.
Here's an example, based off of the code that you shared:
// canvas setup
var canvas = document.getElementById('canvas');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
var ctx = canvas.getContext('2d');
// 1st image
var imageObj = new Image();
imageObj.onload = function() {
ctx.drawImage(imageObj, 0, 0, 100, 100);
};
imageObj.src = 'https://s3.amazonaws.com/so-answers/image1.jpg';
// 2nd image
var thumbImageObj = new Image();
thumbImageObj.onload = function() {
// save current canvas state
ctx.save();
// perform transformation
ctx.translate(110,110);
ctx.rotate(20*Math.PI / 180);
ctx.drawImage(thumbImageObj, 0, 0, 100, 100);
// restore original canvas state (without rotation etc)
ctx.restore();
};
thumbImageObj.src = 'https://s3.amazonaws.com/so-answers/image2.jpg';
body {
overflow: hidden;
margin: 0;
padding: 0;
}
<canvas id="canvas"></canvas>