Choosing right technology (SVG vs Canvas)

General Tech Technology & Software 2 years ago

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Posted on 16 Aug 2022, this text provides information on Technology & Software related to General Tech. Please note that while accuracy is prioritized, the data presented might not be entirely correct or up-to-date. This information is offered for general knowledge and informational purposes only, and should not be considered as a substitute for professional advice.

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manpreet Tuteehub forum best answer Best Answer 2 years ago

 

I'm writing an app for shape manipulation, such that after creating simple shapes the user can create more complex ones by clipping the shapes against each other (i.e. combining two circles together into a figure 8 stored using a single path rather than a group, or performing intersection of two circles to create a "bite" mark), and am trying to decide on a graphics library to use.

SVG seems to handle 80% of the functionality I need out of the box (shape storage, movement, rotation, scaling). The problem is that the other 20% (using clipping to create a new set of complex polygons) seems impossible to achieve without recreating SVG functionality in my own modules (I'd have to store the shape once for drawing inside SVG, and once for processing clipping myself). I could be wrong about SVG, but by reading about Raphael library (based on SVG), it seems like it only handles clipping using a rectangle, and even that clipping is temporary (it only renders part of the shape, but still stores entire shape to be rerendered once the clipping rectangle is moved). Perhaps I'm just confused about SVG standard, but even retrieving/parsing the paths to compute a new path using subsets of previous paths seems non-obvious in SVG (there is a Subpath() function, but I don't see anything to find the points of intersection of two polygon perimeters, or combine several subpaths into a single path).

As a result, Canvas seems like a better alternative since it doesn't introduce the extra overhead by keeping track of shapes I'd already have to keep track of to make my own clipping implementation work. Not only that, I've already implemented the polygon class that can be moved, rotated, and scaled. Canvas has some other issues, however (I'd have to implement my own redraw method, which I'm sure will not be as efficient as SVG one that takes advantage of browser-specific frameworks in Chrome and Firefox; and I'd have to accept IE incompatibility which is handled for free with libraries like Raphael).

Thanks

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manpreet 2 years ago

This may address what you're mentioning.

Clipping can be done using non-rectangular objects using the 'clipPath' element.

For example, I have element with id of 'clipper' that defines what to clip out, and a path that is subject to the clipping. Not sure if they intersect in this snippet.

 clip-rule="nonzero">
   id="clipper">
     rx="70" ry="95" clip-rule="evenodd"/>
  

  
  <path clip-path="url(#clipper)" d="M-100 0 a100 50"/>

This is just a snippet from something I have. Hope it helps.


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