How to animate spining wheel in CSS? - javascript

I don't know how to form the question. I have old animation that was done in Flash, that I'm not able to translate to CSS animation.
This is an animation of a Spinning Wheel.
The question is: How can I implement the CSS animation for the crank/handle that drives the wheel? It should work like a Piston but connected to a circe in id="rotator" (inside SVG). The handle is located at 0,0 on the image above. Both small circles should match when the rotator is rotating. I already tried to use translate, and used transform-origin but I have no idea how to implement the animation. I have Action Script code as a reference, but I don't know how to map it to CSS or SCSS.
I was able to convert SWF into SVG, using pyswf. And I have a hard time understanding the math behind the logic I've created long ago and translating it into CSS (I've also tried with JS approach).
The code in Action Script I've extracted long ago, probably some decompiler from the swf file.
// copyright (c) 2006 Jakub "JCubic" Jankiewicz
var
factor1 = 180.0 / Math.PI, // współczynniki dla zamiany
factor2 = Math.PI / 180.0; // radiany stopinie i odwrotnie
// radiany na katy
function rad2deg(rad){
return rad * factor1;
}
// katy na radiany
function deg2rad(deg){
return deg * factor2;
}
// dlugosc odcinka
function line_length(x1, y1, x2, y2){
return Math.sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1));
}
// funkcja testowa przenoszaca krzyzyk
function show(x, y){ cross._x = x; cross._y = y; }
// funkcja testowa rysująca linie
function line_(x1, y1, x2, y2, ang){
line._height = Math.sqrt((x2 - x1)*(x2 - x1) + (y2 - y1)*(y2 - y1));
line._x = (x2 + x1) / 2;
line._y = (y2 + y1) / 2;
line._rotation = ang;
}
function getSpeed(){
return step;
}
function setSpeed(value){
// inicjacja zmiennych
var Ox = 0,
Oy = 360, // punkt zaczepienia
r = 83.0, // promien odleglosc od rotatora
angle = 0,
step = value,
rad = deg2rad(step), // cosinnus i sinus stopnia
sinA = Math.sin(rad), // jednostkowego
cosA = Math.cos(rad),
sinAlpha;
onEnterFrame = function() {
if (angle == 0) {
napedzacz._x = 0; // poczatek obrotu
napedzacz._y = r;
} else {
Bx = napedzacz._x * cosA + napedzacz._y * sinA;
By = napedzacz._y * cosA - napedzacz._x * sinA;
napedzacz._x = Bx;
napedzacz._y = By;
sinAlpha = (Ox - Bx) / line_length(Bx, By, Ox, Oy);
napedzacz._rotation = - rad2deg(Math.asin(sinAlpha));
kolo._rotation = 180 - angle;
szpulka._rotation = 180 - angle * 2;
rotator._rotation = 180 - angle;
}
angle = (angle+step) % 360;
}
}
It has Polish comments but they don't explain how to modify the code.
Here is my CodePen demo where I've tried to create SVG+CSS animation. I was able to rotate part of the spinning wheel, but don't know how to animate the handle (that is used to drive the wheel).
I've wanted to use SCSS and trigonometry functions (included in Pen) to generate every frame of the animation, but I'm not sure how I should go about it.
I have the original SWF file but I'm not able to play it, since the only SWF player I've found doesn't execute code. And I'm not able to install Gnash on Fedora (even that I've written article how to do that long go, the solution doesn't work anymore). That's why I want to create something modern with SVG.
If you have something to open the SWF file here is the link to the original file:
https://jcubic.pl/kolowrotek.swf
the problem is that constants in the Action Script code use different coordinate systems and different scales, I have no idea how to map that code into JavaScript (I was able to run it, but it has issues, there are two commented-out lines in Pen). I also have no idea why the animation rotate in different direction than CSS, I was not able to reverse it. I would prefer not to use JavaScript since it will hard to match CSS animation with JavaScript, and doing aninmation in JavaScript make some delay when handle is in wrong position.

This is a basic implementation of the movement that you want.
I have set only keyframes at every 90 deg , it will get better as you add values.
I have guessed this values, bout you should calculate them and set the appropiate values in the counter rotation.
#wheel {
width: 300px;
height: 300px;
border-radius: 100%;
border: solid 1px blue;
animation: rotate 15s infinite linear;
}
#dot {
width: 5px;
height: 5px;
border-radius: 100%;
border: solid 1px red;
position: absolute;
top: 2px;
left: 150px;
}
#arm {
width: 500px;
height: 5px;
border: solid 1px green;
position: absolute;
top: 2px;
left: 150px;
transform-origin: 0px 0px;
animation: crotate 15s infinite linear;
}
#keyframes rotate {
from {
transform: rotate(0deg);
}
to {
transform: rotate(360deg);
}
}
#keyframes crotate {
0% {
transform: rotate(15deg);
}
25% {
transform: rotate(-90deg);
}
50% {
transform: rotate(-195deg);
}
75% {
transform: rotate(-270deg);
}
99.99% {
transform: rotate(-345deg);
}
100% {
transform: rotate(15deg);
}
}
<div id="wheel">
<div id="dot"></div>
<div id="arm"></div>
</div>

Note, following answer content may be subject to edits in the near future, and is only intended as a starting point to assist the OP's author.
I believe what ya may need for turning the crank is the transform-origin CSS property.
In regards to rotate() direction, the StackExchange -- How to determine direction of rotation in CSS3 transitions? answers may be of use. TLDR; positive numbers rotate clockwise, and negative numbers rotate anticlockwise, however this may be modified via from configuration.
I'll dig into the source a bit over the next few minutes and attempt a more complete answer.
Updates
You were very close to a solution! From what I spotted the #handle element was missing an animation property/value, and the #keyframes handle_rotate needed defined.
Here's a bit of code that should get ya a little closer to a full solution...
:root {
--time: 5s;
--handle-translate-x: 291.59718px;
--handle-translate-y: 210.10511px;
--handle-rotate-start: 20deg;
--handle-transform-origin-x: 4.742px;
--handle-transform-origin-y: 15.799px;
}
/* ... */
#handle {
animation: handle_rotate var(--time) linear infinite;
transform-origin: var(--handle-transform-origin-x) var(--handle-transform-origin-y);
transform:
translate(var(--handle-translate-x), var(--handle-translate-y))
rotate(var(--handle-rotate-start));
}
/* ... */
#keyframes handle_rotate {
to {
transform:
translate(var(--handle-translate-x), var(--handle-translate-y))
rotate(calc(var(--handle-rotate-start) + 360deg));
}
}
... Though be aware values still need a bit of fiddling with to get all the parts to sync-up with one another. In this case I'd suggest leveraging CSS Custom Properties (variables)

Related

Why the value of end point of element is wrong when using a function

The problem is solved when adding angles individually and then using ttheta(without calling a function to add angles and than using ttheta), but can anyone tell about why using function here is wrong or what problem is this function causing
The issue is solved by using this:
dtransform = window.getComputedStyle(leg1, null).getPropertyValue("transform");
values = dtransform.split('(')[1].split(')')[0].split(',');
dtheta = Math.round(Math.atan2(values[1], values[0]) * (180 / Math.PI));
dtransform1 = window.getComputedStyle(leg2, null).getPropertyValue("transform");
values1 = dtransform1.split('(')[1].split(')')[0].split(',');
dtheta1 = Math.round(Math.atan2(values1[1], values1[0]) * (180 / Math.PI));
ttheta = dtheta + dtheta1;
Instead of using function.
What I am trying to achieve is to get value of end points of an element when it is rotated from left and top of browser.
X & Y values are max-distance of end points of shoe
I get right values at some points and wrong at some. I tried to add angle from the parent element but that also don't solve the problem.
This is the related answer from which I had taken help
To check values are right or wrong I added an event to get clientX of mouse click. And values of element positions are taken when Try button is clicked.
Am I doing something wrong, any insights will be really helpful
let leg1 = document.querySelector(".Leg1Shoe")
let leg2 = document.querySelector(".Leg1Part")
let animeAll = document.querySelectorAll(".allClass")
let animePause = false
let ttheta = 0;
function getPos() {
if (!animePause) {
animeAll.forEach(e => {
e.classList.add("AnimatePaused");
})
animePause = true;
} else {
animeAll.forEach(e => {
e.classList.remove("AnimatePaused");
})
animePause = false;
}
let h, w, x, dx, tx, y, dy, ty = "";
leg1.style.outline = "1px solid red"
h = leg1.offsetHeight;
w = leg1.offsetWidth;
x = leg1.getBoundingClientRect().left;
y = leg1.getBoundingClientRect().top;
func2(leg2);
func2(leg1);
dx = (Number(h * (Math.sin(ttheta * (Math.PI / 180)))) + Number(w * (Math.cos(ttheta * (Math.PI / 180))))).toFixed(2);
dy = (Number(w * (Math.sin(ttheta * (Math.PI / 180)))) + Number(h * (Math.cos(ttheta * (Math.PI / 180))))).toFixed(2);
tx = (Number(x) + Number(Math.abs(dx))).toFixed(2);
ty = (Number(y) + Number(Math.abs(dy))).toFixed(2);
console.log("X:" + tx, "Y:" + ty);
}
function func2(e) {
let dtransform, dtheta, values = "";
dtransform = window.getComputedStyle(e, null).getPropertyValue("transform");
if (dtransform != "none") {
values = dtransform.split('(')[1].split(')')[0].split(',');
dtheta = Math.round(Math.atan2(values[1], values[0]) * (180 / Math.PI));
} else {
dtheta = 0;
};
ttheta = Number(ttheta) + Number(dtheta);
}
leg1.addEventListener('click', mousePos);
function mousePos(e) {
console.log("X:" + e.clientX, "Y:" + e.clientY)
}
.Leg1Part {
position: relative;
left: 100px;
top: 43px;
width: 20px;
height: 75px;
background-color: green;
transform-origin: top center;
animation: animateLeg1Part 5.0s linear infinite alternate;
}
#keyframes animateLeg1Part {
0% {
transform: rotate(40deg);
}
25% {
transform: rotate(25deg);
}
50% {
transform: rotate(10deg);
}
75% {
transform: rotate(30deg);
}
100% {
transform: rotate(60deg);
}
}
.Leg1Shoe {
position: absolute;
left: 0px;
top: 73px;
width: 40px;
height: 20px;
background-color: blue;
transform-origin: center left;
animation: animateLeg1Shoe 5.0s linear infinite alternate;
}
#keyframes animateLeg1Shoe {
0% {
transform: rotate(15deg);
}
50% {
transform: rotate(-20deg);
}
100% {
transform: rotate(30deg);
}
}
.AnimatePaused {
animation-play-state: paused;
}
<div class="Leg1Part allClass">
<div class="Leg1Shoe allClass"></div>
</div>
<button onclick="getPos()">Try</button>
Thanks for help in advance
This is not a simple answer that can give you a complete solution, but just an outline of the process you can follow.
You get the transformation matrices for the "leg" and the "shoe", as you already do, by calling getPropertyValue("transform") This gives you a string like this: matrix(-0.568718, 0.822533, -0.822533, -0.568718, 0, 0), this is a shortened form of a 3x3 transformation matrix:
| cos(theta) -sin(theta) 0 |
| sin(theta) cos(theta) 0 |
| 0 0 1 |
Parse the string and create a 2d array for this matrix. Note: since you don't have any translation (two zeros in the last column) you can operate on 2x2 matrices.
Multiple the transformation matrices for the "leg" and the "shoe". It's a tedious process, and you can use the mathjs library to help.
Multiply the resulting transformation matrix by the vector of each point's original coordinates. This will give you the coordinates of the point with all rotations applied.
Here are some references:
https://developer.mozilla.org/en-US/docs/Web/CSS/transform-function/matrix()
https://en.wikipedia.org/wiki/Affine_transformation
http://web.cse.ohio-state.edu/~shen.94/681/Site/Slides_files/transformation_review.pdf
https://en.wikipedia.org/wiki/Matrix_multiplication_algorithm

CSS transform: translateX( to the right );

I want to make a particle system for my home page. Blue little circular dots should go from left to right and then reapear in the left so that it makes a loop.
Image of particles
The code below will generate 150 dots that all have different properties as speed color and size and will apear at random positions when loading the page. Either by looping the animation or by adding new dots I want to continue the animation infinitely.
// ========== JAVASCRIPT ==========
function Dot(){
var colors = [
"#313146",
"#36364f",
"#3d3d5c",
"#404066"
];
var speed = Math.floor(Math.random() * 20) + 2;
this.obj = document.createElement("div");
this.obj.classList.add("dot");
this.obj.style.top = (window.innerHeight * Math.random()) + 'px'; // random Y-position after page load
this.obj.style.left = (window.innerWidth * Math.random()) + 'px'; // random X-position after page load
this.size = Math.floor(Math.random() * 5) + 4; // random size
this.obj.style.height = this.size + 'px';
this.obj.style.width = this.size + 'px';
this.obj.style.backgroundColor = colors[Math.floor(Math.random()*colors.length)]; // random color
this.obj.style.animation = `move ${speed}s linear`; // start animation
document.body.appendChild(this.obj);
setTimeout(del, speed*1000, this.obj); // THIS FUNCTION SHOULD BE REMOVED IF ANIMATION GETS A LOOP
function del(element) {
element.parentNode.removeChild(element);
};
};
for(var i = 0 ; i < 151 ; i++ ){ // creating 150 dots
new Dot();
};
// ========== CSS ==========
.dot {
border-radius: 50%;
z-index: -1;
}
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(100vw);
}
}
My problem is that as the dots apear with random positions, and all of them get a transform: translateX(100vw);, they will move out of the screen for a while before being deleted or reapeared at the beginning. My second image shows in red where the dot is moving to, and where it should move to.
image
What I tried allready:
1.
JS:
this.obj.style.animation = `move ${speed}s linear infinite`; added infinite and deleted the code that deletes the dots.
CSS:
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(right);
}
}
<= Does not exist, and couldn't find working code equal to this idea.
This would have been a solution.
2.
Adding a second animation with dots coming from the left when other ones where deleted.
Ended in a gap between the 150 dots of the first animation and the incoming dots of the second animation.
Is there any other possibility of moving the dots from left to right with different properties?
best regards
Since you are setting the position with JS so you can know exactly where each element will appear and use this information to adjust the animation.
Here is a basic example to illustrate:
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
left:var(--x,0px);
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0vw);
}
100% {
transform: translateX(calc(100vw - var(--x,0px)));
}
}
<div class="dot" style="top:10px;--x:80px;"></div>
<div class="dot" style="top:20px;--x:150px;"></div>
<div class="dot" style="top:100px;--x:350px;"></div>
The variable --x will define left and will get substracted from the 100vw
For better support and since you are using JS, you can get rid of calc() and CSS variables. Simply do a small calculation to find the value of transform.
Here is an example where I am using jQuery for simplicity but you can easily make it a JS-only code:
$('.dot').each(function() {
$(this).css('transform','translateX('+ ($(window).width() - parseInt($(this).css('left')))+'px)');
});
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0px);
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<div class="dot" style="top:10px;left:80px;"></div>
<div class="dot" style="top:20px;left:150px;"></div>
<div class="dot" style="top:100px;left:350px;"></div>
Worth to note that you need to update the value on window resize
Another idea to keep the loop effect is to have the same position and the same animation for all and you adjust the delay to simulate the different position:
.dot {
background: blue;
position:fixed;
width: 50px;
height: 50px;
border-radius: 50%;
z-index: -1;
left:0;
animation:move 2s linear infinite;
}
#keyframes move {
0% {
transform: translateX(0px);
}
100% {
transform: translateX(100vw);
}
}
<div class="dot" style="top:10px;animation-delay:-1s;"></div>
<div class="dot" style="top:20px;animation-delay:-0.1s;animation-duration:1s"></div>
<div class="dot" style="top:100px;animation-delay:-0.5s;animation-duration:4s"></div>
The calculation is easy. If the animation duration is D then a delay of -D/2 will place the element in the center intially. -D*0.1 will place the image at 10% and so on.
I would suggest you to use requestAnimationFrame to animate your particles. Take a look at the following example. I've added the move method to the particle which is called from the animation loop and changing the particle's position. It also checks if the particle has reached the end of the screen and resets its position to -10 in this case.
function Dot(){
var colors = [
"yellow",
"red",
"green",
"black"
];
this.x = window.innerWidth * Math.random();
this.speed = Math.floor(Math.random() * 20) + 2;
this.obj = document.createElement("div");
this.obj.classList.add("dot");
this.obj.style.position = "fixed";
this.obj.style.top = (window.innerHeight * Math.random()) + 'px';
this.obj.style.left = this.x + 'px';
this.size = Math.floor(Math.random() * 5) + 4; // random size
this.obj.style.height = this.size + 'px';
this.obj.style.width = this.size + 'px';
this.obj.style.background = colors[Math.floor(Math.random()*colors.length)]; // random color
document.body.appendChild(this.obj);
this.move = function() {
this.x += this.speed;
if (this.x > window.innerWidth) {
this.x = -10;
}
this.obj.style.left = this.x + 'px';
};
};
var dots = Array.apply(null, Array(150)).map(a => new Dot());
requestAnimationFrame(paint);
function paint() {
requestAnimationFrame(paint);
for (dot of dots) {
dot.move();
}
}
.dot {
border-radius: 50%;
z-index: -1;
}
I also recommend you this great book about particle systems. It shows how to implement forces, interaction and complex behavior.

CSS advanced 3D rotation control

I am currently trying to figure out a way to rotate an object along axis relative to the user and not relative to the object. I'm doing this with Javascript (jQuery) and CSS transform rotate.
I have built a codepen for to test it out.
var bX = 0; //bufferX (user scroll input)
var bY = 0; //bufferY (user scroll input)
var cX = 0; //currentX (effective X rotation)
var cY = 0; //currentY (effective Y rotation)
var bBX = 0; // same second rotation properties
var bBY = 0;
var cBX = 0;
var cBY = 0;
var cBZ = 0; // currentZ (effective Z rotation)
var pi = 3.1416
// Fidget animation
function fidget() {
if (!(bX + bY == 0)) {
var dX = bX * 0.1; // how much we rotate this frame
var dY = bY * 0.1;
cX = (cX + dX) % (2 * pi); // set rotation value
cY = (cY + dY) % (2 * pi);
bX -= dX; // update buffer
bY -= dY;
}
$('#one').css('transform', 'rotateX(' + cX + 'rad) rotateY(' + cY + 'rad)');
window.requestAnimationFrame(fidget);
}
function fidgetB() {
if (!(bBX + bBY == 0)) {
var dBX = bBX * 0.1;
cBX = (cBX + dBX) % (2 * pi);
var rBY = Math.cos(cBX); //Y ratio
var rBZ = Math.sin(cBX); //Z ratio
var dBY = bBY * 0.1; // deltaY
var dBZ = bBY * 0.1;
cBY = (cBY + rBY * dBY) % (2 * pi); // current
cBZ = (cBZ - rBZ * dBZ) % (2 * pi);
bBX -= dBX; // buffer
bBY -= (dBY);
}
$('#two').css('transform', 'rotateX(' + cBX + 'rad) rotateY(' + cBY + 'rad) rotateZ(' + cBZ + 'rad)');
window.requestAnimationFrame(fidgetB);
}
var init = function () {
// Fidget
requestAnimationFrame(fidget);
requestAnimationFrame(fidgetB);
// scroll detection script
!function(window,document){var prefix="",_addEventListener,support;function _addWheelListener(elem,eventName,callback,useCapture){elem[_addEventListener](prefix+eventName,"wheel"==support?callback:function(originalEvent){!originalEvent&&(originalEvent=window.event);var event={originalEvent:originalEvent,target:originalEvent.target||originalEvent.srcElement,type:"wheel",deltaMode:"MozMousePixelScroll"==originalEvent.type?0:1,deltaX:0,deltaY:0,deltaZ:0,preventDefault:function(){originalEvent.preventDefault?originalEvent.preventDefault():originalEvent.returnValue=!1}};return"mousewheel"==support?(event.deltaY=-.025*originalEvent.wheelDelta,originalEvent.wheelDeltaX&&(event.deltaX=-.025*originalEvent.wheelDeltaX)):event.deltaY=originalEvent.deltaY||originalEvent.detail,callback(event)},useCapture||!1)}window.addEventListener?_addEventListener="addEventListener":(_addEventListener="attachEvent",prefix="on"),support="onwheel"in document.createElement("div")?"wheel":void 0!==document.onmousewheel?"mousewheel":"DOMMouseScroll",window.addWheelListener=function(elem,callback,useCapture){_addWheelListener(elem,support,callback,useCapture),"DOMMouseScroll"==support&&_addWheelListener(elem,"MozMousePixelScroll",callback,useCapture)}}(window,document);
window.addWheelListener(window, function (e) {
e.preventDefault();
bY -= e.deltaX / window.innerWidth;
bX += e.deltaY / window.innerWidth;
bBY -= e.deltaX / window.innerWidth;
bBX += e.deltaY / window.innerWidth;
});
};
jQuery(document).ready(function ($) {
init();
});
html, html * {
margin: 0;
padding: 0;
-webkit-box-sizing: border-box;
box-sizing: border-box;
color:white;
text-align: center;
font-size: 6vmin;
font-family: sans-serif;
}
#intro {
position:absolute;
width: 100%;
height: 100%;
-webkit-perspective: 200vmax;
perspective: 200vmax;
-webkit-perspective-origin: 50% 50%;
perspective-origin: 50% 50%;
transform-style: preserve-3d;
}
#one {
left: 33%;
}
#two {
left: 66%;
}
.square {
background-color: black;
width: 50vmin;
height: 50vmin;
line-height: 50vmin;
top: 50%;
margin-top: -25vmin;
margin-left: -25vmin;
transform-style: preserve-3d;
position: absolute;
-webkit-backface-visibility: visible;
backface-visibility: visible;
-webkit-transform-origin: 50% 37%;
transform-origin: 50% 37%;
/* -webkit-animation: rotate 25s linear infinite;
animation: rotate 25s linear infinite; */
pointer-events: none;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="intro">
<div id="one" class="square">Object</div>
<div id="two" class="square">User</div>
</div>
[https://codepen.io/rsepierre/pen/XqVJKR][1]
To control the rotation of any of those square you scroll with the mousewheel/touchpad (shift+wheel to scroll Y axis. Would add touchsupport when sorted out)
The left square's rotation is relative to the object:
if you only scroll left<->right, no problem, it works. Same for up<->down.
Now if you lay the item flat (scroll 90° down<->up ) and then you try to rotate on the other axis ( left<->right ), it will rotate on itself. Which mean that to the user it will appear like a Z-axis rotation (like a clock).
The right square's rotation is my attempt to make the rotation
relative to the user :
if you scroll left<->right, no problem, it works. Same for up<->down.
if you lay the item flat again (scroll 90° down<->up ) and then you try to rotate on the other axis ( scroll left<->right ), it will rotate relative to the user.
The item rotates on the "Z" axis, but will appears like a Y axis rotation from the users perspective.
And it is actualy working :
IF you only make scroll up<->down by 90° steps and never get in between.
Even if you get a 89° angle instead of a 90° angle when you scroll up<->down, it will slowly become a mess.
My best bet for a solution :
I came to understand that 3D rotations are not commutative (the order in which you apply rotations will impact the final result, this is why only the Y-axis rotation gets screwed up, and the X-axis rotation never does).
One easy fix would be to just add each new user input into a new rotation (rotateX(100) rotateY(5) rotateY(20) rotateX(105)... indefinitly.
But obviously i'm doing this 60times per second, it would very quickly become the worste CPU/GPU leek you've seen in a while.
Because of this I believe that somehow I should do the all the math behind the scene in JS and apply only one rotate3D(X,Y,Z,angle) css rotation.
Thing is I don't know anything about the math behind rotation matrices.
I found this converter to translate 3D rotation things into others 3D rotation things, but I think I would need to understand what is what to begin to do any math.
Any help much apreciated.
Found this stackoverflow post. It's not exactly the same situation but really the same problem.
Will post updated code when I get there.
meanwhile :
Rotating CSS cube on fixed axes

CSS transformed object position fix

It was hard to explain with words, so I tried to explain with graphics.
There is a div here with its style.
Now if I change its width with 400px here...
because of it is a transformed (rotated) object, something happens and "TOP-LEFT" corner of it, moves down.
Now I want to keep its "TOP-LEFT" position fixed. But I couldnt find a correct correlation to fix it. I guess I need a trigonometric formula using rotation angle.
Also I know it is related with 'scale' and 'transform-origin' and can be easily done with them but I dont want to use any other transformation parameters. Especialy 'transform-origin' because of lack of browser support.
Does anybody here who can help me with the correlation which will be used in JavaScript to fix its corner. Maybe getBoundingClientRect() can be used for this.
Here is the FIDDLE
Thank you.
CSS transforms are really matrices, where transforming the elements are done with
matrix(a, b, c, d, tx, ty).
Then someone clever figured out it would be too complicated for webdesigners to understand such a matrix, so they added shorthand solutions, like transform: rotate() etc.
In other words, if you view the computed styles, there won't be a style whith the rotated degrees, and you can't do element.style.transform and get the rotation angle back again, all you'll get is the matrix.
Since the browsers use a matrix, all browsers that support CSS transform, also support changing the origin of that transform, so if you can rotate the element, you can change the origin.
The exception is Microsoft's filters, but even there you can rotate and change the origin, it's just a little more complicated to figure out.
As it makes no sense to not just change the origin of the transformation, and calculating it yourself would do the exact same thing, only a hundred times more complicated, you should really just add this to the CSS to solve the issue
-moz-transform-origin: 0 0;
-o-transform-origin: 0 0;
-webkit-transform-origin: 0 0;
transform-origin: 0 0;
FIDDLE
Just to confirm this, looking at MDN, at the bottom of the following pages, you'll find browser support, and it's just about the same for transform and transform-origin, as you generally never have one without the other
https://developer.mozilla.org/en-US/docs/Web/CSS/transform
https://developer.mozilla.org/en-US/docs/Web/CSS/transform-origin
As a final note, if it were me, I wouldn't even worry about IE8 and below, as those users are probably used to things looking weird these days anyway.
If you don't want to use transform-origin you can do this :
FIDDLE
$(function () {
var isScaled = false;
$('#box').on('click', function () {
if (isScaled) {
isScaled = false;
$(this).width('200').css({'top':'50px','left':'50px'})
} else {
isScaled = true;
$(this).width('400').css({'top':'24px','left':'46px'});
}
})
});
As other people has stated, you can use transform-origin. However, if you still want to do it via Javascript, I've done it for you in this jsfiddle.
Basically, what I do is to calculate the rotated position of the top left corners of each figure using the matrix transform for rotations (simplified), assuming the center point of the figures as (0, 0), which is, basically, what the browser does. Once I calculate the new positions for the corners, I calculate the difference, and substract that difference from the original left and top positions. I hope you find it instructive.
$(function () {
var isScaled = false;
var box = $('#box');
box.on('click', function () {
if (isScaled) {
isScaled = false;
$(this).width('200');
placeBox(400, 200);
} else {
isScaled = true;
$(this).width('400')
placeBox(200, 400);
}
});
var left = parseInt(box.css('left'));
var top = parseInt(box.css('top'));
var angle = (345 / 360) * 2 * Math.PI; //in radians;
function placeBox(oldWidth, newWidth) {
var midHeight = box.height() / 2;
var midOldWidth = oldWidth / 2;
var midNewWidth = newWidth / 2;
var cos = Math.cos(angle);
var sin = Math.sin(angle);
//rotation center coordinates
var cx1 = left + midOldWidth;
var cx2 = left + midNewWidth;
var cy = top + midHeight;
var mx1 = -midOldWidth * cos + midHeight * sin;
var my1 = -midOldWidth * sin - midHeight * cos;
var mx2 = -midNewWidth * cos + midHeight * sin;
var my2 = -midNewWidth * sin - midHeight * cos;
var difX = cx2 + mx2 - cx1 - mx1;
var difY = my2 - my1;
//now, position the element where it should:
box.css({
left: (left - difX) + 'px',
top: (top - difY) + 'px'
});
}
})
This Fiddle is showing the problem: http://jsfiddle.net/y343Z/19/
If you change the "shadow" size, it is moving alongside it's X Y axis.
Here one possibile soution.
http://jsfiddle.net/y343Z/18/
Just place shadow inside of the tranformed element:
<div id="box">
<div id="box-shadow" style="width:400px;"></div>
</div>
With this CSS:
#box {
width:200px;
height:200px;
position:absolute;
top:50px;
left:50px;
-moz-transform:rotate(345deg);
-webkit-transform:rotate(345deg);
-o-transform:rotate(345deg);
-ms-transform:rotate(345deg);
}
#box-shadow {
width: inherit;
height: inherit;
background-color:silver;
position:absolute;
opacity: 0.3;
}
#box {
background-color:orange;
-ms-filter:"progid:DXImageTransform.Microsoft.Alpha(Opacity=50)";
filter: alpha(opacity=50);
-moz-opacity: 0.5;
-khtml-opacity: 0.5;
opacity: 0.5;
}
Just to clarify: I know that is not desired for a real shadow, since this has to be outside of the transformed box. But i think your shadow object is a "helper" that contains handles like in your screenshot.
Edit:
As other user posted, you may also use transform-origin: http://jsfiddle.net/y343Z/20/
transform-origin: left center 0;

How to create circular progress(pie chart) like indicator

I have to show progress graphs exactly in following way where percentage would be in center of circular graph
How can i do this using javascript/jQuery?
Can it be done using Google Chart?
There's a plugin for this at:
http://anthonyterrien.com/knob/
Demo
jQuery Knob
canvas based ; no png or jpg sprites.
touch, mouse and mousewheel, keyboard events implemented.
downward compatible ; overloads an input element...
I searched and know there are at least 5 ways to create Circular progress indicator:
They include:
jquery.polartimer.js
jQuery Knob
CSS3 pie graph timer with jquery
circular progressBar by jQuery andCSS3
ProgressBar.js
I would recommend Highcharts JS for all of your JavaScript graphing needs
Browse through more of the demos; I think you're looking for the Donut Chart :)
You can use CSS sprites (google) for this purpose, if you want to show multiples of 10 (0%, 10%, 20% etc). I guess you need to be a graphics guru to create the sprite..
The sprite is one image containing more than one image. For your purpose, you can create an image, say 16x160px. Imagine that this image is divided into ten 16x16px "slices" and draw the corresponding percentage on that slice. You can then use CSS and JavaScript to show one "frame" from this sprite.
If you are not targeting old browsers, you can easily do that by drawing on a canvas element. This gives you the freedom to do whatever you need with the chart.
That means this solution's only requirement is jQuery and any browser that supports the canvas element...IE9+
Here's a code snippet that demonstrates it...
//input
var dimens = 256;
var color = "rgba(54, 162, 235, 0.9)";
var padding = 12;
var width = 10;
var value = 80;
var maxValue = 100;
var countFontRatio = 0.25; //ratio in relation to the dimens value
$(function() {
$(".chart-total").each(function(idx, element) {
var _render = function() {
var startingPoint = -0.5;
var pointValue = startingPoint;
var currentPoint = startingPoint;
var timer;
var _ctx;
var $canvas = $(element).find("canvas");
var canvas = $canvas.get(0);
pointValue = (value / (maxValue / 20) * 0.1) - 0.5;
canvas.height = dimens;
canvas.width = dimens;
if (!countFontRatio)
$canvas.parent().find(".legend-val").css("font-size", dimens / value.toString().length);
else
$canvas.parent().find(".legend-val").css("font-size", dimens * countFontRatio);
_ctx = canvas.getContext("2d");
var _draw = function() {
_ctx.clearRect(0, 0, dimens, dimens);
_ctx.beginPath();
_ctx.arc(dimens / 2, dimens / 2, (dimens / 2) - padding, startingPoint * Math.PI, 1.5 * Math.PI);
_ctx.strokeStyle = "#ddd";
_ctx.lineWidth = 2;
_ctx.lineCap = "square";
_ctx.stroke();
_ctx.beginPath();
_ctx.arc(dimens / 2, dimens / 2, (dimens / 2) - padding, startingPoint * Math.PI, currentPoint * Math.PI);
_ctx.strokeStyle = color;
_ctx.lineWidth = width;
_ctx.lineCap = "round";
_ctx.stroke();
currentPoint += 0.1;
if (currentPoint > pointValue) {
clearInterval(timer)
}
};
timer = setInterval(_draw, 100);
};
_render();
$(window).resize(function() {
_render();
});
});
})
body {
font-family: 'Open Sans', sans-serif;
color: #757575;
}
.chart-total {
position: relative;
margin: 0 auto;
}
.chart-total-legend {
position: absolute;
top: 50%;
left: 50%;
-ms-transform: translateY(-50%) translateX(-50%);
-o-transform: translateY(-50%) translateX(-50%);
-moz-transform: translateY(-50%) translateX(-50%);
-moz-transform: translateY(-50%) translateX(-50%);
transform: translateY(-50%) translateX(-50%);
}
.legend-val {
font-size: 4em;
display: block;
text-align: center;
font-weight: 300;
font-family: 'Roboto', sans-serif;
}
.legend-desc {
display: block;
margin-top: 5px;
text-align: center;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<link href="https://fonts.googleapis.com/css?family=Open+Sans|Roboto:300,400" rel="stylesheet">
<div class="chart-total" style="max-width: 256px;">
<canvas height="256" width="256"></canvas>
<div class="chart-total-legend">
<span class="legend-val" value="3933" style="font-size: 64px;">3,933</span>
<span class="legend-desc">Total Progress</span></div>
</div>
I don't think you can do it with javascript/jquery/css alone. You need to render different images, for each step one and display the proper one.
It could be made with flash (probably there are ready made components) or with svg or html5 canvas element or an api which uses one of the above backends.

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