mat*_*189 13 javascript svg canvas
我试图将一个大的SVG(它的数据URL大约是750000 - 1000000个字符)转换为PNG,方法是将它的数据url传递到一个图像并进入画布,但图像只加载大约1/4的SVG.
通过创建:
var svg_xml = (new XMLSerializer()).serializeToString(svg),
url = 'data:image/svg+xml;base64,' + btoa(svg_xml);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.create('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
callbackFn(canvas.toDataURL('image/png');
}
img.src = url
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编辑
我已经尝试实现canvg来绘制SVG,但DataURL生成的结果为空白图像:
var svg_xml = (new XMLSerializer()).serializeToString(svg);
var canvas = document.createElement('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawSvg(svg_xml, 0, 0, 730, 300);
callbackFn(canvas.toDataURL('image/png');
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我使用过的方法有什么问题吗?
进一步编辑
我现在相当确信画布无法绘制整个图像,因为我尝试实现Blob解决方案达到同样的效果:
var svg_xml = (new XMLSerializer()).serializeToString(svg),
blob = new Blob([svg_xml], {type:'image/svg+xml;charset=utf-8'}),
url = window.URL.createObjectURL(blob);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.create('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
window.URL.revokeObjectURL(url);
callbackFn(canvas.toDataURL('image/png');
}
img.src = url
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图像再次加载正常并转到URL(在它被撤销之前)也显示图像正常.
画布dataURL的长度不一致,所以我不认为这是最大限度的,有没有办法检测画布大小?该应用程序仅支持Chrome和FireFox.
HTML:
<div>
<svg xmlns="http://www.w3.org/2000/svg"
width="526" height="233">
<rect x="13" y="14" width="500" height="200" rx="50" ry="100"
fill="none" stroke="blue" stroke-width="10" />
</svg>
<a id='imgId'>Save</a>
</div>
<canvas></canvas>
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JavaScript:
var svg = document.getElementsByTagName('svg')[0];
var svg_xml = (new XMLSerializer()).serializeToString(svg),
blob = new Blob([svg_xml], {type:'image/svg+xml;charset=utf-8'}),
url = window.URL.createObjectURL(blob);
var img = new Image();
img.width = 730;
img.height = 300;
img.onload = function(){
var canvas = document.createElement('canvas');
canvas.width = 730;
canvas.height = 300;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0, 730, 300);
window.URL.revokeObjectURL(url);
var canvasdata = canvas.toDataURL('image/png');
var a = document.getElementById('imgId');
a.download = "export_" + Date.now() + ".png";
a.href=canvasdata;
}
img.src = url
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你的问题:
为什么图像只加载 SVG 的 1/4 左右?
回答:
只需遵循以下规则:
x
<rect/>
+的< =width
的<rect/>
width
<svg/>
y
<rect/>
+的< =height
的<rect/>
height
<svg/>
例如:
<svg xmlns="http://www.w3.org/2000/svg" width="500" height="200">
<rect x="10" y="10" width="550" height="250" rx="50" ry="100"
fill="none" stroke="blue" stroke-width="10" />
</svg>
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这里,=x
的宽度,=的宽度,=的宽度<rect/>
10
<rect/>
550
<svg>
500
所以,10
+ 550
>500
在这种情况下,图像将被部分渲染。
希望这能解决您的问题。