I am trying to find the first vertical and horizontal row in in image that has data in it.
I have got the first horizontal row easily, as when calling getImageData
, the resulting array of pixel data is stored horizontally row-by-row. I have this data like so:
var data = context.getImageData(0, 0, width, height).data;
var heightFirst = 0;
for (var r = 0; r <= data.length; r += 4) {
if (data[r + 3] > 0) {
var y = (r / width) / 4;
heightFirst = y;
break;
}
}
I now need to iterate the data vertically. I realise this is probably done using a nested for loop and doing something like this:
for (var r = 0; r <= data.length; r += 4) {
for (var c = 0; c < canvasHeight; c++) {
if (data[(r + 3) + (c * width)] > 0) {
}
}
}
I'm not sure of the exact implementation / calculation can anyone help me out??
EDIT
As @bobbybee and @danielpolencic have mentioned, a loop that increments by 4 * width will increment a vertical column:
for (var r = 0; r <= data.length; r += (4 * width)) {
if (data[r + 3] > 0) {
// do whatever
}
}
However, this only gets information for the very first column of pixels. The next step I suppose is to repeat the loop above, but increment it by the number of columns (multiplied by 4 due to the colour data) with a loop like this:
for (var c = 0; c < canvas.width; c ++) {
for (var r = 0; r <= data.length; r += ((4 * canvas.width) + (c * 4))) {
if (data[r + 3] > 0) {
firstX = c;
}
}
}
This doesn't seem to be quite right. I've stuck this on this fiddle , as you can see it should be returning 10, as this is the first column from the left, but it is writing 99 to the log. Feel like I am so close!
You can do it all in a single loop without having to nest at all.
var minX = canvas.width,
minY = canvas.height;
for (var p = 0; p <= data.length; p += 4) {
var curX = (p / 4) % canvas.width,
curY = ((p / 4) - curX) / canvas.width;
/* if what we're checking is higher than our recorded minX and
minY skip to the next row */
if(curX > minX && curY > minY){
// if minY is greater than 0 continue, if its 0 it can be no less so break.
if(minY > 0){
p=(curY+1)*(canvas.width*4);
}else{
break;
}
}
if (data[p + 3] > 0) {
if (curX < minX) {
minX = curX;
};
if (curY < minY) {
minY = curY;
};
}
}
The following is the formula for getting the x and y from a single dimension array
X = Index % Width
Y = (Index - x) / Width
In our case since we are working with pixel data that is seperated into 4 component values (r/g/b/alpha) we need to divide our index by 4 like I do in the demo above.
Next I use minX
and minY
set to the canvas width and height. Whenever we hit a pixel we check if its x
or y
are lower than our lowest x
and y
stored. If they are lower, then we keep the value and move on.
However its easier to read, and faster to use more than one loop to read the data.
for (var x = 0; x <= canvas.width; x++) {
for (var y = 0; y <= canvas.height; y++) {
if (minY < y) {
break;
}
if (data[((y * canvas.width + x) * 4) + 3] > 0) {
if (x < minX) {
minX = x;
}
if (y < minY) {
minY = y;
}
}
}
}
Demo to get the lastX and lastY
for (var x = 0; x <= canvas.width; x++) {
for (var y = 0; y <= canvas.height; y++) {
if (data[((y * canvas.width + x) * 4) + 3] > 0) {
if (x < firstX) {
firstX = x;
}
if (y < firstY) {
firstY = y;
}
if (x > lastX) {
lastX = x;
}
if (y > lastY) {
lastY = y;
}
}
}
}
Like @bobbybee correctly pointed out, the step for your loop is 4 * image_width
.
for (var r = 0; r <= data.length; r += (4 * width)) {
for (var c = 0; c < canvasHeight; c++) {
if (data[r + 3] > 0) {
}
}
}
This can be accomplished by a single loop (no need to nest loops here):
for(var y = 0; y < data.length; y += canvas.width * 4) {
if (data[y + 3] > 0 ) { /*...*/ }
}
or to squeeze out a little more speed:
var y = 0,
length = data.length, /// cache length
width = canvas.width * 4; /// cache width
while(y < length) {
if (data[y + 3] > 0 ) { /*...*/ }
y += width;
}
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