Three.js Shader to modify TextGeometry - javascript

I'm completely new to three, hence this question which might be obvious to others.
So I achieved to load my font and build a TextGeometry accordingly. Additionally I created a kind of border using EdgesGeometry. This works fine.
But how do I achieve the geometries/mesh' to behave like this: https://edoardosmerilli.com/overview/ - In words: it kind of bends from left to center and vice versa (just like an old tube tv's screen) according to the scroll position. How do I achieve and effect like this? Is it a vertex shader? Is it three vectors that create this effect?
I'm thankful for every hint!
export default class Title {
constructor($el, $scene) {
this.scene = $scene;
this.title = $el.firstElementChild;
this.offset = new THREE.Vector2(0, 0);
const loader = new THREE.FontLoader();
loader.load('/RL-Unno.json', (font) => {
const geometry = new THREE.TextGeometry(this.title.innerHTML, {
font: font,
size: 120,
height: 1
});
geometry.center();
this.init(geometry);
})
}
init = (geometry) => {
const material = new THREE.MeshBasicMaterial({opacity: 0});
this.mesh = new THREE.Mesh(geometry, material);
this.getPosition();
this.mesh.position.set(this.offset.x, this.offset.y, 0);
this.scene.add(this.mesh);
const geo = new THREE.EdgesGeometry(geometry);
const outline = new THREE.LineBasicMaterial({
linewidth: 4
});
this.border = new THREE.LineSegments(geo, outline);
this.border.position.set(this.mesh.position.x, this.mesh.position.y, 0);
this.scene.add(this.border);
this.createListeners();
};
getPosition = () => {
const {width, height, top, left} = this.title.getBoundingClientRect();
this.offset.set(left - window.innerWidth / 2 + width / 2, -top + window.innerHeight / 2 - height / 2);
};
createListeners = () => {
this.title.addEventListener('mouseenter', () => {
gsap.timeline().set(this.mesh.material, {
opacity: 1
})
});
this.title.addEventListener('mouseleave', () => {
gsap.timeline().set(this.mesh.material, {
opacity: 0
})
});
};
update = () => {
if (!this.mesh) return;
this.getPosition();
gsap.timeline().set([this.mesh.position, this.border.position], {
x: this.offset.x,
y: this.offset.y,
});
}
}

Related

Raycast not hitting a scene child using Three.js with GMaps

Im trying to hit a pin scene child with a click in GMaps, using Three.js and threejs-overlay-view but I can't get the object clicked. Raycaster.intersectObjects only returns [].
Image of pin
Here's a snippet of the code, everything works fine except the intersection part.
(async () => {
const map = await initMap();
const mapDiv = map.getDiv();
const mousePosition = new Vector2();
const raycaster = new THREE.Raycaster();
const overlay = new ThreeJSOverlayView(mapOptions.center);
const scene = overlay.getScene();
overlay.setMap(map);
...
map.addListener('click', ev => {
const {domEvent} = ev;
const {left, top, width, height} = mapDiv.getBoundingClientRect();
const x = domEvent.clientX - left;
const y = domEvent.clientY - top;
mousePosition.x = 2 * (x / width) - 1;
mousePosition.y = 1 - 2 * (y / height);
// dont get nothing here...
raycaster.setFromCamera(mousePosition, overlay.camera);
const intersects = raycaster.intersectObjects(scene.children, true);
overlay.requestRedraw();
});
overlay.update = () => {
// ... and here
raycaster.setFromCamera(mousePosition, overlay.camera);
const intersects = raycaster.intersectObjects(scene.children, true);
...
overlay.requestRedraw();
};
})();
Glad if any help, Thanks!

how to add logo in the middle of the qr code using nodejs

I am trying to create a logo and try to add a logo in the middle of the qr code and i am able to generate the qr code but unable to get the qr code with logo on the middle i have tried this code but unable to get the result getting this error
Error: You need to specify a canvas element
and i am using this library https://github.com/soldair/node-qrcode
and here is the tried code
const QRCode = require("qrcode");
const getQRcodeImage = async () => {
try {
let canvas = await QRCode.toCanvas(`my sample text`);
//adding a log at center
const imgDim = { width: 30, height: 30 }; //logo dimention
var context = canvas.getContext("2d");
var imageObj = new Image();
imageObj.src = "./Capture.png";
imageObj.onload = function () {
context.drawImage(
imageObj,
canvas.width / 2 - imgDim.width / 2,
canvas.height / 2 - imgDim.height / 2,
imgDim.width,
imgDim.height
);
};
return canvas;
} catch (e) {
console.error(e);
return "";
}
};
getQRcodeImage();
const QRCode = require("qrcode");
const { createCanvas, loadImage } = require("canvas");
async function create(dataForQRcode, center_image, width, cwidth) {
const canvas = createCanvas(width, width);
QRCode.toCanvas(
canvas,
dataForQRcode,
{
errorCorrectionLevel: "H",
margin: 1,
color: {
dark: "#000000",
light: "#ffffff",
},
}
);
const ctx = canvas.getContext("2d");
const img = await loadImage(center_image);
const center = (width - cwidth) / 2;
ctx.drawImage(img, center, center, cwidth, cwidth);
return canvas.toDataURL("image/png");
}
async function main() {
const qrCode = await create(
"http://shauryamuttreja.com/qr/",
"data:image/png;base64,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",
150,
50
);
console.log(qrCode);
}
main();

How to create responsive background-image with liquid distortion using PIXI.JS

I am trying to replicate the same result as using CSS width: 50vw; and height: 100vh; but in Javascript. My code is not currently creating the desired effect.
const logicalWidth = window.innerWidth / 2;
const logicalHeight = window.innerHeight;
I can see there will be some issues down the line with making this responsive as it will be full-width on ipad/ mobile. What I'm thinking might be the best way to handle this is rendering the image using CSS background-image: and this way I can control width, height and background-position with media query
I tried this but it does not work
.js-canvas {
background-image: url('https://raw.githubusercontent.com/codrops/LiquidDistortion/master/img/13.jpg');
width: 50vw;
height: 100%;
background-position: center center;
}
Can anyone suggest a solution to this? Very happy to do this all with JS but not sure where to begin
// Declare all vars
let bgSprite,
displacementSprite,
displacementFilter,
pointerSprite,
pointerFilter;
// Images used
const images = [
{
name: 'bg',
url: 'https://raw.githubusercontent.com/codrops/LiquidDistortion/master/img/13.jpg'
},
{
name: 'clouds',
url: 'https://raw.githubusercontent.com/pixijs/examples/gh-pages/examples/assets/pixi-filters/displacement_map_repeat.jpg'
}
];
const logicalWidth = 1800;
const logicalHeight = 1080;
// Determine & create the PIXI App instance
const canvasEl = document.querySelector('.js-canvas');
const canvasElOptions = {
autoDensity: true,
backgroundColor: 0xFFFFFF,
resizeTo: window,
resolution: window.devicePixelRatio || 1,
view: canvasEl
};
const resizeHandler = () => {
const scaleFactor = Math.min(
window.innerWidth / logicalWidth,
window.innerHeight / logicalHeight
);
const newWidth = Math.ceil(logicalWidth * scaleFactor);
const newHeight = Math.ceil(logicalHeight * scaleFactor);
app.renderer.view.style.width = `${newWidth}px`;
app.renderer.view.style.height = `${newHeight}px`;
app.renderer.resize(newWidth, newHeight);
mainContainer.scale.set(scaleFactor);
};
let app = new PIXI.Application(canvasElOptions);
let mainContainer = new PIXI.Container();
app.loader
.add(images)
.on('progress', loadProgressHandler)
.load(setup);
app.renderer.plugins.interaction.moveWhenInside = true;
function loadProgressHandler(loader, resource) {
//Display the percentage of files currently loaded
console.log("progress: " + loader.progress + "%");
//If you gave your files names as the first argument
//of the `add` method, you can access them like this
console.log("loading: " + resource.name);
}
function setup(loader, resources){
console.log("All files loaded");
resizeHandler();
app.stage.addChild(mainContainer);
window.addEventListener('resize', resizeHandler);
bgSprite = new PIXI.Sprite(resources.bg.texture);
bgSprite.interactive = true;
displacementSprite = new PIXI.Sprite(resources.clouds.texture);
// Make sure the sprite is wrapping.
displacementSprite.texture.baseTexture.wrapMode = PIXI.WRAP_MODES.REPEAT;
displacementFilter = new PIXI.filters.DisplacementFilter(displacementSprite);
pointerSprite = new PIXI.Sprite(resources.clouds.texture);
pointerFilter = new PIXI.filters.DisplacementFilter(pointerSprite);
displacementSprite.width = bgSprite.height;
displacementSprite.height = bgSprite.height;
pointerSprite.anchor.set(0.5);
pointerFilter.scale.x = 7;
pointerFilter.scale.y = 7;
mainContainer.addChild(bgSprite);
mainContainer.addChild(displacementSprite);
mainContainer.addChild(pointerSprite);
mainContainer.filters = [displacementFilter, pointerFilter];
pointerSprite.visible = false;
app.ticker.add((delta) => {
// Offset the sprite position to make vFilterCoord update to larger value.
// Repeat wrapping makes sure there's still pixels on the coordinates.
displacementSprite.x += 3.5 * delta;
displacementSprite.y += 3.5 * delta;
// Reset x & y to 0 when x > width to keep values from going to very huge numbers.
if (displacementSprite.x > displacementSprite.width) {
displacementSprite.x = 0;
displacementSprite.y = 0;
}
});
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/pixi.js/5.0.3/pixi.min.js"></script>
<canvas class="test js-canvas"></canvas>

Konva vue js text slide into stage and then stop

Hi I'm using konva js (https://konvajs.org) with vue and I'm trying to animate the text so that it slides into the screen from off the stage to a certain position, however I'm not 100% sure how this should work, I've been able to get a demo working here;
https://codesandbox.io/s/vue-konva-template-i2em3
Vue;
<v-stage ref="stage" :config="stageSize">
<v-layer ref="layer">
<v-text
ref="text1"
:config="{
text: 'Draggable Text',
x: 50,
y: 50,
draggable: true,
fill: 'black'
}"
/>
</v-layer>
</v-stage>
</template>
<script>
const width = window.innerWidth;
const height = window.innerHeight;
export default {
data() {
return {
stageSize: {
width: width,
height: height
}
};
},
methods: {
changeSize(e) {
// to() is a method of `Konva.Node` instances
e.target.to({
scaleX: Math.random() + 0.8,
scaleY: Math.random() + 0.8,
duration: 0.2
});
}
},
mounted() {
const vm = this;
const amplitude = 100;
const period = 5000;
// in ms
const centerX = vm.$refs.stage.getStage().getWidth() / 2;
const text = this.$refs.text1.getStage();
// example of Konva.Animation
const anim = new Konva.Animation(function(frame) {
text.setX(
amplitude * Math.sin((frame.time * 2 * Math.PI) / period) + centerX
);
}, text.getLayer());
anim.start();
}
};
</script>
any ideas how I can get the text to appear from outside of the stage and then stop at a certain point within the canvas?
You can just use node.to() method to animatio any Konva.Node:
mounted() {
const textNode = this.$refs.text1.getNode();
const endX = width / 2 - textNode.width() / 2;
// run the animation
textNode.to({
x: endX,
onFinish: () => {
// update the state at the end
this.textPos.x = endX;
}
})
}
Demo: https://codesandbox.io/s/vue-konva-animation-demo-lr4qw

Zdog Box height won't grow

I'm making a 3D box with Zdog and I want to let the height of the box grow.
Here is a codepen: https://codepen.io/anon/pen/qzBMgp.
This is my code for the box:
let progressBox = new Zdog.Box({
addTo: progress,
width: 200,
height: boxHeight,
depth: 200,
stroke: 1,
})
This is the code I use to increase the height of the box. If the box is shorter than 400, the box will increase its height with 0.1.
function animate() {
if (boxHeight < 400) {
moveUp = 'up';
} else if (boxHeight > 400) {
moveUp = 'false';
}
boxHeight += moveUp == 'up' ? 0.1 : 0;
}
The problem is that the box stays at a height of 0 (the value I gave to boxHeight), but when I console.log(boxHeight) the boxHeight will grow.
First of all, let me point out that you cannot change the value of a constant . On your code, the boxHeight is declared as const.
Second, you will need to use Zdog's copy() method. Here is your code modified accordingly.
Zdog.Anchor.prototype.renderGraphSvg = function (svg) {
if (!svg) {
throw new Error('svg is ' + svg + '. ' +
'SVG required for render. Check .renderGraphSvg( svg ).');
}
this.flatGraph.forEach(function (item) {
item.render(svg, Zdog.SvgRenderer);
});
};
const TAU = Zdog.TAU;
const light = '#EAE2B7';
const yellow1 = '#FCBF49';
const orange1 = '#F77F00';
const red1 = '#d62828';
const purple1 = '#003049';
const white1 = '#ffffff';
const isSpinning = true;
var boxHeight = 0;
let progress = new Zdog.Illustration({
element: '.progress',
dragRotate: true,
translate: {
y: 25
},
rotate: {
x: -0.4, y: 0.75
}
});
let progressBox = new Zdog.Box({
addTo: progress,
width: 200,
depth: 200,
height: boxHeight,
stroke: 1,
color: purple1, // default face color
leftFace: yellow1,
rightFace: orange1,
topFace: red1,
bottomFace: light,
translate: {
x: 0,
y: 300
},
});
function animate() {
if (boxHeight <= 400) {
boxHeight++; // 1
progressBox = progressBox.copy({
height: boxHeight, // overwrite height
translate: {
y: progressBox.translate.y - 1 // overwrite vertical position to put box in place while height is growing.
}
});
}
progress.updateRenderGraph();
requestAnimationFrame(animate);
}
animate();
I forked your pen and updated it with the code above. See Zdog - progress box
Note that it seems to be expensive doing the copy() method on every animation frame. I am also new to this library and this is currently the fix I know of.

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