Home > Web Front-end > H5 Tutorial > Detailed introduction to the video special effects code of HTML5 Canvas fragmentation and reorganization

Detailed introduction to the video special effects code of HTML5 Canvas fragmentation and reorganization

黄舟
Release: 2017-03-06 15:27:22
Original
2011 people have browsed it

Perhaps you have seen the HTML5 image breaking animation special effects, and the principle of implementation is quite simple. But you may have never seen that videos can be broken and reorganized. This HTML5 animation uses the related features of Canvas to achieve the effect of breaking and reorganizing videos with a click of the mouse. Click the mouse in the video area to break the video in that area. After a period of time, the broken area can be reorganized and restored, and the visual effect is great.

HTML code

<p style="display:none">
		<video id="sourcevid" autoplay="true" loop="true">
			<source src="BigBuckBunny_640x360.mp4" type="video/mp4"/>
			<source src="BigBuckBunny_640x360.ogv" type="video/ogg"/>
		</video>
		<canvas id="sourcecopy" width="640" height="360"></canvas>
</p>
<p>
<center>
	<p style="z-index:1;position:relative;text-align:center;font-size:16px;font-weight:bold;width:1000px;top:60px;">Click video to blow it up!</p>
	<canvas id="output" width="1000" height="600" onmousedown="dropBomb(event, this)" style="border: 0 none">        </canvas>
</center>
</p>
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JavaScript code

var video;
var copy;
var copycanvas;
var draw;

var TILE_WIDTH = 32;
var TILE_HEIGHT = 24;
var TILE_CENTER_WIDTH = 16;
var TILE_CENTER_HEIGHT = 12;
var SOURCERECT = {x:0, y:0, width:0, height:0};
var PAINTRECT = {x:0, y:0, width:1000, height:600};

function init(){
	video = document.getElementById(&#39;sourcevid&#39;);
	copycanvas = document.getElementById(&#39;sourcecopy&#39;);
	copy = copycanvas.getContext(&#39;2d&#39;);
	var outputcanvas = document.getElementById(&#39;output&#39;);
	draw = outputcanvas.getContext(&#39;2d&#39;);
	setInterval("processFrame()", 33);
}
function createTiles(){
	var offsetX = TILE_CENTER_WIDTH+(PAINTRECT.width-SOURCERECT.width)/2;
	var offsetY = TILE_CENTER_HEIGHT+(PAINTRECT.height-SOURCERECT.height)/2;
	var y=0;
	while(y < SOURCERECT.height){
		var x=0;
		while(x < SOURCERECT.width){
			var tile = new Tile();
			tile.videoX = x;
			tile.videoY = y;
			tile.originX = offsetX+x;
			tile.originY = offsetY+y;
			tile.currentX = tile.originX;
			tile.currentY = tile.originY;
			tiles.push(tile);
			x+=TILE_WIDTH;
		}
		y+=TILE_HEIGHT;
	}
}

var RAD = Math.PI/180;
var randomJump = false;
var tiles = [];
var debug = false;
function processFrame(){
	if(!isNaN(video.duration)){
		if(SOURCERECT.width == 0){
			SOURCERECT = {x:0,y:0,width:video.videoWidth,height:video.videoHeight};
			createTiles();
		}
		//this is to keep my sanity while developing
		if(randomJump){
			randomJump = false;
			video.currentTime = Math.random()*video.duration;
		}
		//loop
		if(video.currentTime == video.duration){
			video.currentTime = 0;
		}
	}
	var debugStr = "";
	//copy tiles
	copy.drawImage(video, 0, 0);
	draw.clearRect(PAINTRECT.x, PAINTRECT.y,PAINTRECT.width,PAINTRECT.height);

	for(var i=0; i<tiles.length; i++){
		var tile = tiles[i];
		if(tile.force > 0.0001){
			//expand
			tile.moveX *= tile.force;
			tile.moveY *= tile.force;
			tile.moveRotation *= tile.force;
			tile.currentX += tile.moveX;
			tile.currentY += tile.moveY;
			tile.rotation += tile.moveRotation;
			tile.rotation %= 360;
			tile.force *= 0.9;
			if(tile.currentX <= 0 || tile.currentX >= PAINTRECT.width){
				tile.moveX *= -1;
			}
			if(tile.currentY <= 0 || tile.currentY >= PAINTRECT.height){
				tile.moveY *= -1;
			}
		}else if(tile.rotation != 0 || tile.currentX != tile.originX || tile.currentY != tile.originY){
			//contract
			var diffx = (tile.originX-tile.currentX)*0.2;
			var diffy = (tile.originY-tile.currentY)*0.2;
			var diffRot = (0-tile.rotation)*0.2;

			if(Math.abs(diffx) < 0.5){
				tile.currentX = tile.originX;
			}else{
				tile.currentX += diffx;
			}
			if(Math.abs(diffy) < 0.5){
				tile.currentY = tile.originY;
			}else{
				tile.currentY += diffy;
			}
			if(Math.abs(diffRot) < 0.5){
				tile.rotation = 0;
			}else{
				tile.rotation += diffRot;
			}
		}else{
			tile.force = 0;
		}
		draw.save();
		draw.translate(tile.currentX, tile.currentY);
		draw.rotate(tile.rotation*RAD);
		draw.drawImage(copycanvas, tile.videoX, tile.videoY, TILE_WIDTH, TILE_HEIGHT, -TILE_CENTER_WIDTH, -TILE_CENTER_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
		draw.restore();
	}
	if(debug){
		debug = false;
		document.getElementById(&#39;trace&#39;).innerHTML = debugStr;
	}
}

function explode(x, y){
	for(var i=0; i<tiles.length; i++){
		var tile = tiles[i];

		var xdiff = tile.currentX-x;
		var ydiff = tile.currentY-y;
		var dist = Math.sqrt(xdiff*xdiff + ydiff*ydiff);

		var randRange = 220+(Math.random()*30);
		var range = randRange-dist;
		var force = 3*(range/randRange);
		if(force > tile.force){
			tile.force = force;
			var radians = Math.atan2(ydiff, xdiff);
			tile.moveX = Math.cos(radians);
			tile.moveY = Math.sin(radians);
			tile.moveRotation = 0.5-Math.random();
		}
	}
	tiles.sort(zindexSort);
	processFrame();
}
function zindexSort(a, b){
	return (a.force-b.force);
}

function dropBomb(evt, obj){
	var posx = 0;
	var posy = 0;
	var e = evt || window.event;
	if (e.pageX || e.pageY){
		posx = e.pageX;
		posy = e.pageY;
	}else if (e.clientX || e.clientY) {
		posx = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft;
		posy = e.clientY + document.body.scrollTop + document.documentElement.scrollTop;
	}
	var canvasX = posx-obj.offsetLeft;
	var canvasY = posy-obj.offsetTop;
	explode(canvasX, canvasY);
}

function Tile(){
	this.originX = 0;
	this.originY = 0;
	this.currentX = 0;
	this.currentY = 0;
	this.rotation = 0;
	this.force = 0;
	this.z = 0;
	this.moveX= 0;
	this.moveY= 0;
	this.moveRotation = 0;

	this.videoX = 0;
	this.videoY = 0;
}

/*
	getPixel
	return pixel object {r,g,b,a}
*/
function getPixel(imageData, x, y){
	var data = imageData.data;
	var pos = (x + y * imageData.width) * 4;
	return {r:data[pos], g:data[pos+1], b:data[pos+2], a:data[pos+3]}
}
/*
	setPixel
	set pixel object {r,g,b,a}
*/
function setPixel(imageData, x, y, pixel){
	var data = imageData.data;
	var pos = (x + y * imageData.width) * 4;
	data[pos] = pixel.r;
	data[pos+1] = pixel.g;
	data[pos+2] = pixel.b;
	data[pos+3] = pixel.a;
}
/*
	copyPixel
	faster then using getPixel/setPixel combo
*/
function copyPixel(sImageData, sx, sy, dImageData, dx, dy){
	var spos = (sx + sy * sImageData.width) * 4;
	var dpos = (dx + dy * dImageData.width) * 4;
	dImageData.data[dpos] = sImageData.data[spos];     //R
	dImageData.data[dpos+1] = sImageData.data[spos+1]; //G
	dImageData.data[dpos+2] = sImageData.data[spos+2]; //B
	dImageData.data[dpos+3] = sImageData.data[spos+3]; //A
}
</script>
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The above is HTML5 Canvas For a detailed introduction to the broken and reorganized video special effects code, please pay attention to the PHP Chinese website (m.sbmmt.com) for more related content!

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