I want to use amCharts for create connection map.
I take this demo: https://www.amcharts.com/demos/animations-along-lines
But, I want to have a growing line instead of an plane. Can this be implemented?
var planeImage = plane.createChild(am4core.Sprite);
planeImage.scale = 0.08;
planeImage.horizontalCenter = "middle";
planeImage.verticalCenter = "middle";
planeImage.path = "m2,106h28l24,30h72l-44,-133h35l80,132h98c21,0 21,34 0,34l-98,0 -80,134h-35l43,-133h-71l-24,30h-28l15,-47";
planeImage.fill = chart.colors.getIndex(2).brighten(-0.2);
planeImage.strokeOpacity = 0;
The issue can be closed.
I found solution from documentation: https://www.amcharts.com/docs/v4/tutorials/animating-map-lines-with-css/
Related
There are plenty of examples on how to draw lines on canvas, in js.
But for only educational purposes i want to draw line using algorithm. basically method gets two Vector2 points, from them it finds middle point, then it continues like that recursively until minimum distance of 2 pixels is reached.
I have DrawPoint method to basically draw 1 point on canvas, and DrawLine method that does all the job.
For now I have 2 problems:
1: points are not colored red, as they should be.
2:
It doesnt look like a line.
For Vector2 i used "Victor.js" plugin, and it seems to be working well.
this is code i have:
JS:
var point2 = new Victor(100, 100);
var point3 = new Victor(150, 150);
DrawLine(point2, point3);
function DrawLine(vec0, vec1)
{
var point0 = new Victor(vec0.x, vec0.y);
var point1 = new Victor(vec1.x, vec1.y);
var dist = point1.distance(point0);
if (dist < 2)
return;
//this is how it should look like in c# var middlePoint = point0 + (point1 - point0)/2; But looks like i cant just divide by 2 using victor js because i can only divide vector by vector.
var middlePoint = point0.add(point1.subtract(point0).divide(new Victor(2,2)));
DrawPoint(middlePoint);
DrawLine(point0, middlePoint);
DrawLine(middlePoint, point1);
}
function DrawPoint(point){
var c = document.getElementById("screen");
var ctx = c.getContext("2d");
ctx.fillStyle = "FF0000";
ctx.fillRect(point.x, point.y, 3,1);
}
I really appreciate any help you can provide.
The victor.js documentation shows that most functions of Victors do not return new Victors, but operate on the current instance. In a way, v1.add(v2) is semantically more like v1 += v2 and not v1 + v2.
The problem is with calculating the midpoint. You could use the mix() method, which blends two vectors with a weight. You must clone() the Victor first, otherwise point0will be midofied:
var middlePoint = point0.clone().mix(point1, 0.5);
If you don't change the original Vectors, you don't need to create new instances of Victors from the arguments, you can use the arguments directly:
function DrawLine(point0, point1)
{
var dist = point1.distance(point0);
if (dist < 2) return;
var middlePoint = point0.clone().mix(point1, 0.5);
DrawPoint(middlePoint);
DrawLine(point0, middlePoint);
DrawLine(middlePoint, point1);
}
Finally, as Sven the Surfer has already said in a comment, "FF0000" isn't a valid colour. Use "#FF0000", note the hash mark, or one of the named web colours such as "crimson".
I am trying AmCharts for the first time and having trouble with one small thing. I created a graph using the following javascript:
dayGraph = new AmCharts.AmGraph();
dayGraph.valueField = "value";
dayGraph.type = "line";
dayGraph.balloonText = "<b>[[value]]</b>";
dayGraph.connect = false;
dayGraph.lineThickness = 2;
dayGraph.lineColor = "#8B0000";
dayGraph.fillColor = "#8B0000";
dayGraph.fillAlphas = 0.5;
chartCursor = new AmCharts.ChartCursor();
energyChart = new AmCharts.AmSerialChart();
energyChart.categoryField = "time";
/* energyChart.startDuration = 1;*/
energyChart.addGraph(dayGraph);
energyChart.categoryAxis.parseDates = true;
energyChart.categoryAxis.minPeriod = "mm";
energyChart.chartCursor = chartCursor;
energyChart.categoryAxis.equalSpacing = true;
It seems to work well, but I can't seem to find a way to remove the gap at the start of the graph (before the 00:00 value). The first data point is exactly at 00:00, so I would expect this point to sit on the vertical axis. Instead, there is a small gap. See the images below for how it currently is, and how I want it to look.
The current graph looks like this:
I want it to look like this:
Each serial chart already has categoryAxis property with a reference to CategoryAxis object. So you can just set it's startOnAxis property to true:
energyChart.categoryAxis.startOnAxis = true;
or, if you need to instantiate your own:
energyChart.categoryAxis = new AmCharts.CategoryAxis();
energyChart.categoryAxis.startOnAxis = true;
Whatever floats your boat.
Also, it's worth noting, that for date-based category axes, startOnAxis will work only if equalSpacing is set to true.
I want to get the intersection point of two polylines in leaflet.
I have two lines as given below :-
var latlng1 = L.latLng(-7.9375, 4.46354);
var latlng2 = L.latLng(-7.96875, 16.11979);
var latlongs1 = [ latlng1, latlng2 ];
var polyline1 = L.polyline(latlongs1, {
color : 'red'
}).addTo(map);
var latlng3 = L.latLng(-3.5625, 9.31719);
var latlng4 = L.latLng(-12.125, 9.50469);
var latlongs2 = [ latlng3, latlng4 ];
var polyline2 = L.polyline(latlongs2, {
color : 'blue'
}).addTo(map);
I can get the bounds and latlongs of the endpoints of these lines. I can't get the contiguous array of all latlongs of line. Is there any way to get that ?
If you don't want to code all the logic, there is a small and easy to use library called Turf that provides several geoprocessing algorithms. You can even use just one of the algorithms mostly independent of the rest of the library.
The lineIntersects module does exactly what you want.
var intersection = turf.lineIntersect(polyline1.toGeoJSON(), polyline2.toGeoJSON());
var intersectionCoord = intersection.features[0].geometry.coordinates;
Also you can check the source code of the module for inspiration.
I have a web app prototype where nodes similar to Blender shader editor are connected to each other. I am using Paper.js framework
I want them to be connected using those smooth Bezier-like curves. So I have 2 shapes and I can connect them by making a straight line, but now I want to have handles at the endpoints that smooth these objects out, kinda like this:
So 2 handles on endpoints, pointing horizontally for half the bounding box of the path.
The problem is I can't figure out how to add and edit those handles using Paper.js
The code I have is this:
function makeRectangle(topLeft, size, cornerSize, colour){
var rectangle = new Rectangle(topLeft, size);
var cornerSize = cornerSize;
var path = new Path.RoundRectangle(rectangle, cornerSize);
path.fillColor = colour;
return path;
}
var xy1 = new Point(50,50); //Position of 1st rectangle.
var size = new Size(100, 80); //Size
var c = new Size(8,8); //Corner radius
var col = "#167ee5"; //Colour
var r1 = makeRectangle(xy1, size, c, col); //Make first rectangle
var xy2 = new Point(467,310); //Position of second rectangle
var size2 = new Size(115, 70); //Size of second rectangle
var r2 = makeRectangle(xy2, size2, c, col); //Make secont rectangle
var r1cent = r1.bounds.center; //Get the center points, they will be used as endpoints for the curve.
var r2cent = r2.bounds.center;
var connector = new Path(r1cent, r2cent); //Ok so I made this path... Now what? How do access and edit the handlers at endpoints like in the image?
connector.strokeColor = 'black'; //Give it some colour so we can see it.
You can paste all this code here without any setup, it's a good way to test the framework.
You can use Segment objects when defining the connector rather than using Points (or you can set the handleIn and handleOut properties after creating the path).
The doc is here: Segment
And here is a sketch showing how to use handleIn and handleOut with your code:
sketch.paperjs.org solution
I'm trying to make use of the built-in shadow map plugin in three.js. After initial difficulties I have more or less acceptable image with one last glitch. That one being shadow appearing on top some (all?) surfaces, with normal 0,0,1. Below are pictures of the same model.
Three.js
Preview.app (Mac)
And the code used to setup shadows:
var shadowLight = new THREE.DirectionalLight(0xFFFFFF);
shadowLight.position.x = cx + dmax/2;
shadowLight.position.y = cy - dmax/2;
shadowLight.position.z = dmax*1.5;
shadowLight.lookAt(new THREE.Vector3(cx, cy, 0));
shadowLight.target.position.set(cx, cy, 0);
shadowLight.castShadow = true;
shadowLight.onlyShadow = true;
shadowLight.shadowCameraNear = dmax;
shadowLight.shadowCameraFar = dmax*2;
shadowLight.shadowCameraLeft = -dmax/2;
shadowLight.shadowCameraRight = dmax/2;
shadowLight.shadowCameraBottom = -dmax/2;
shadowLight.shadowCameraTop = dmax/2;
shadowLight.shadowBias = 0.005;
shadowLight.shadowDarkness = 0.3;
shadowLight.shadowMapWidth = 2048;
shadowLight.shadowMapHeight = 2048;
// shadowLight.shadowCameraVisible = true;
scene.add(shadowLight);
UPDATE: And a live example over here: http://jsbin.com/okobum/1/edit
Your code looks fine. You just need to play with the shadowLight.shadowBias parameter. This is always a bit tricky. (Note that the bias parameter can be negative.)
EDIT: Tighten up your shadow-camera near and far planes. This will help reduce both shadow acne and peter-panning. For example, your live link, set shadowLight.shadowCameraNear = 3*dmax;. This worked for me.
You can also try adding depth to your table tops, if it's not already there.
You can try setting renderer.shadowMapCullFrontFaces = false. This will cull back faces instead of front ones.