JavaScript 3d Viewer using images with Rotation and Zoom - javascript

I am trying to develop interactive 3d viewer with Rotation and Zoom using Java script. I successfully developed a script to view product which rotates only in one axis(X-axis), but need script sample to view product which is taken in X,Y and Z axis. I have attached an image which shows camera placements.
Fig-1 Sample Camera placement
Fig -1 Shows camera positions where images are taken in single axis, This is achieved and below is the code.
<html>
<head>
<style type="text/css">
table img {
height: 250px;
width: 250px;
}
</style>
<script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.8.3/jquery.min.js"></script>
<script type="text/javascript">
$(function () {
var arr = new Array();
var xCurrent = 0;
var currentImgPos = 0;
$("#dvImages img").each(function () {
arr.push($(this).attr("src"));
});
$("#product").attr("src", arr[0]);
$("#product").mouseleave(function () { xCurrent = 0; });
$("#product").mousemove(function (e) {
var parentOffset = $(this).parent().offset();
var relX = e.pageX - parentOffset.left;
var relY = e.pageY - parentOffset.top;
if (xCurrent > relX) {
if (relX - xCurrent <= -5) {
if (currentImgPos >= 25) {
currentImgPos = 0;
$("#product").attr("src", arr[currentImgPos]);
}
else {
currentImgPos = currentImgPos + 1;
$("#product").attr("src", arr[currentImgPos]);
}
xCurrent = relX;
}
}
else {
if (relX - xCurrent >= 5) {
if (currentImgPos <= 0) {
currentImgPos = 25;
$("#product").attr("src", arr[currentImgPos]);
}
else {
currentImgPos = currentImgPos - 1;
$("#product").attr("src", arr[currentImgPos]);
}
xCurrent = relX;
}
}
});
});
</script>
</head>
<body>
<table border="0" cellpadding="0" cellspacing="0">
<tr>
<td>
<img alt="" src="" id="product" />
</td>
</tr>
</table>
<div id="dvImages" style="display: none">
<img alt="" src="http://www.mathieusavard.info/threesixty/1.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/5.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/9.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/13.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/17.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/21.jpg" />
<img alt="" src="http://www.mathieusavard.info/threesixty/25.jpg" />
</div>
</body>
</html>
Fig-2 New Camera placement
Fig -2 Shows camera positions where images are taken in X,Y and Z axis. Need sample code this part

Related

Is there a way to generate images in random positions (javascript)?

I am currently experimenting with a d-i-y collage game, where users can click an image and drag it into a desired position. The code works fine, except at load time all of the images are scrunched up in the top left corner. The are on top of one another and hide those under them.
I can't figure out why the random position generation isn't working. The images are in div, as a beginner I don't know if there's another way to do it at the moment. Is Math.random() possible?
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.3/jquery.min.js"></script>
<script>
let currentlyDragging;
let drawing = false;;
let offset_x;
let offset_y;
let puzzle;
$(window).load(function () {
$(".draggable").click(startDragging);
$(".draggable").mousemove(whileDragging);
$("#puzzle").mousemove(whileDragging);
puzzle = document.getElementById("puzzle");
});
function startDragging(e) {
if (!drawing) {
drawing = true;
currentlyDragging = $(this);
if (offset_x == null && offset_y == null) {
var current_origin_y;
var current_origin_x;
var current_origin_y_string = currentlyDragging.context.style['margin-top'];
if (current_origin_y_string === "") {
current_origin_y = 0;
} else {
current_origin_y = parseInt(current_origin_y_string.split("px")[0]);
}
var current_origin_x_string = currentlyDragging.context.style['margin-left'];
if (current_origin_x_string === "") {
current_origin_x = 0;
} else {
current_origin_x = parseInt(current_origin_x_string.split("px")[0]);
}
offset_x = current_origin_x - e.pageX;
offset_y = current_origin_y - e.pageY;
}
} else {
drawing = false;
currentlyDragging = null;
offset_x = null;
offset_y = null;
}
}
function whileDragging(e) {
if (currentlyDragging == null) {
return false;
}
currentlyDragging.css({
"margin-top": Math.min(Math.max(e.pageY + offset_y, 0), puzzle.clientHeight - currentlyDragging.context.height) + "px",
"margin-left": Math.min(Math.max(e.pageX + offset_x, 0), puzzle.clientWidth - currentlyDragging.context.width) + "px"
});
}
</script>
<style>
.draggable {
position: absolute;
cursor: pointer;
user-select: none;
}
</style>
<div id="puzzle" scroll="no" style="height: 100%; overflow: hidden; border: 5px solid yellow;">
<img class=draggable src="https://avatars3.githubusercontent.com/u/9167554?s=460&v=4" width=50 height=50 />
<img class=draggable src="https://avatars3.githubusercontent.com/u/9167554?s=460&v=4" width=50 height=50 />
<img class=draggable src="https://avatars3.githubusercontent.com/u/9167554?s=460&v=4" width=50 height=50 />
<img class=draggable src="https://avatars3.githubusercontent.com/u/9167554?s=460&v=4" width=50 height=50 />
<img class=draggable src="https://avatars3.githubusercontent.com/u/9167554?s=460&v=4" width=50 height=50 />
</div>
</body>

zoom in zoom out image on scrolling in javascript

I created tabs with image.When I scroll on the image it will zoom in and zoom out. But I am facing the problem,in only first tab it is working with function zoom in & zoom out(when i scroll).I didn't get what i'm doing wrong.
index.html
<!doctype html>
<html>
<head>
<meta charset="utf-8">
<title>zoom</title>
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/4.3.1/css/bootstrap.min.css">
<script src="https://ajax.googleapis.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/popper.js/1.14.7/umd/popper.min.js"></script>
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/4.3.1/js/bootstrap.min.js"></script>
<style type="text/css">
ul li{
padding: 10px;
}
</style>
</head>
<body>
<div class="container">
<div class="row">
<div class="col-md-6 col-md-offset-3">
<div class="panel panel-primary">
<div class="panel-heading">
<h3 class="panel-title">Panel title</h3>
<span class="pull-right">
<!-- Tabs -->
<ul class="nav panel-tabs">
<li class="active">Tab 1</li>
<li>Tab 2</li>
<li>Tab 3</li>
<li>Tab 4</li>
</ul>
</span>
</div>
<div class="panel-body">
<br />
<br />
<div class="tab-content">
<div class="tab-pane active" id="tab1">
<div class="container">
<div class="slide">
<img class='zoom' src='daisy.jpg' alt='Daisy!' width='555' height='320'/>
</div>
</div>
<br />
<!-- <input type="button" value="click me"> -->
</div>
<div class="tab-pane" id="tab2">
<div class="container">
<div class="slide">
<img class='zoom' src='abc.jpg' alt='abc' width='555' height='320'/>
</div>
</div>
<br />
<!-- <input type="button" value="click me"> -->
</div>
<div class="tab-pane" id="tab3">
<div class="container">
<div class="slide">
<img class='zoom' src='xy.jpg' alt='xy' width='555' height='320'/>
</div>
</div>
<br />
<!-- <input type="button" value="click me"> -->
</div>
<div class="tab-pane" id="tab4">
<div class="container">
<div class="slide">
<img class='zoom' src='rec.png' alt='rec' width='555' height='320'/>
</div>
</div>
<br />
<!-- <input type="button" value="click me"> -->
</div>
</div>
</div>
</div>
</div>
</div>
</div>
<!-- <img class='zoom' src='daisy.jpg' alt='Daisy!' width='555' height='320'/>
<br />
<img class='zoom' src='daisy.jpg' alt='Daisy!' width='555' height='320'/> -->
<script src="wheelzoom.js"></script>
<script>
wheelzoom(document.querySelector('img.zoom'));
</script>
</body>
</html>
wheelzoom.js
window.wheelzoom = (function(){
var defaults = {
zoom: 0.10,
maxZoom: false,
initialZoom: 1,
};
var main = function(img, options){
if (!img || !img.nodeName || img.nodeName !== 'IMG') { return; }
var settings = {};
var width;
var height;
var bgWidth;
var bgHeight;
var bgPosX;
var bgPosY;
var previousEvent;
var cachedDataUrl;
function setSrcToBackground(img) {
img.style.backgroundRepeat = 'no-repeat';
img.style.backgroundImage = 'url("'+img.src+'")';
cachedDataUrl = 'data:image/svg+xml;base64,'+window.btoa('<svg xmlns="http://www.w3.org/2000/svg" width="'+img.naturalWidth+'" height="'+img.naturalHeight+'"></svg>');
img.src = cachedDataUrl;
}
function updateBgStyle() {
if (bgPosX > 0) {
bgPosX = 0;
} else if (bgPosX < width - bgWidth) {
bgPosX = width - bgWidth;
}
if (bgPosY > 0) {
bgPosY = 0;
} else if (bgPosY < height - bgHeight) {
bgPosY = height - bgHeight;
}
img.style.backgroundSize = bgWidth+'px '+bgHeight+'px';
img.style.backgroundPosition = bgPosX+'px '+bgPosY+'px';
}
function reset() {
bgWidth = width;
bgHeight = height;
bgPosX = bgPosY = 0;
updateBgStyle();
}
function onwheel(e) {
var deltaY = 0;
e.preventDefault();
if (e.deltaY) { // FireFox 17+ (IE9+, Chrome 31+?)
deltaY = e.deltaY;
} else if (e.wheelDelta) {
deltaY = -e.wheelDelta;
}
// As far as I know, there is no good cross-browser way to get the cursor position relative to the event target.
// We have to calculate the target element's position relative to the document, and subtrack that from the
// cursor's position relative to the document.
var rect = img.getBoundingClientRect();
var offsetX = e.pageX - rect.left - window.pageXOffset;
var offsetY = e.pageY - rect.top - window.pageYOffset;
// Record the offset between the bg edge and cursor:
var bgCursorX = offsetX - bgPosX;
var bgCursorY = offsetY - bgPosY;
// Use the previous offset to get the percent offset between the bg edge and cursor:
var bgRatioX = bgCursorX/bgWidth;
var bgRatioY = bgCursorY/bgHeight;
// Update the bg size:
if (deltaY < 0) {
bgWidth += bgWidth*settings.zoom;
bgHeight += bgHeight*settings.zoom;
} else {
bgWidth -= bgWidth*settings.zoom;
bgHeight -= bgHeight*settings.zoom;
}
if (settings.maxZoom) {
bgWidth = Math.min(width*settings.maxZoom, bgWidth);
bgHeight = Math.min(height*settings.maxZoom, bgHeight);
}
// Take the percent offset and apply it to the new size:
bgPosX = offsetX - (bgWidth * bgRatioX);
bgPosY = offsetY - (bgHeight * bgRatioY);
// Prevent zooming out beyond the starting size
if (bgWidth <= width || bgHeight <= height) {
reset();
} else {
updateBgStyle();
}
}
function drag(e) {
e.preventDefault();
bgPosX += (e.pageX - previousEvent.pageX);
bgPosY += (e.pageY - previousEvent.pageY);
previousEvent = e;
updateBgStyle();
}
function removeDrag() {
document.removeEventListener('mouseup', removeDrag);
document.removeEventListener('mousemove', drag);
}
// Make the background draggable
function draggable(e) {
e.preventDefault();
previousEvent = e;
document.addEventListener('mousemove', drag);
document.addEventListener('mouseup', removeDrag);
}
function load() {
var initial = Math.max(settings.initialZoom, 1);
if (img.src === cachedDataUrl) return;
var computedStyle = window.getComputedStyle(img, null);
width = parseInt(computedStyle.width, 10);
height = parseInt(computedStyle.height, 10);
bgWidth = width * initial;
bgHeight = height * initial;
bgPosX = -(bgWidth - width)/2;
bgPosY = -(bgHeight - height)/2;;
setSrcToBackground(img);
img.style.backgroundSize = bgWidth+'px '+bgHeight+'px';
img.style.backgroundPosition = bgPosX+'px '+bgPosY+'px';
img.addEventListener('wheelzoom.reset', reset);
img.addEventListener('wheel', onwheel);
img.addEventListener('mousedown', draggable);
}
var destroy = function (originalProperties) {
img.removeEventListener('wheelzoom.destroy', destroy);
img.removeEventListener('wheelzoom.reset', reset);
img.removeEventListener('load', load);
img.removeEventListener('mouseup', removeDrag);
img.removeEventListener('mousemove', drag);
img.removeEventListener('mousedown', draggable);
img.removeEventListener('wheel', onwheel);
img.style.backgroundImage = originalProperties.backgroundImage;
img.style.backgroundRepeat = originalProperties.backgroundRepeat;
img.src = originalProperties.src;
}.bind(null, {
backgroundImage: img.style.backgroundImage,
backgroundRepeat: img.style.backgroundRepeat,
src: img.src
});
img.addEventListener('wheelzoom.destroy', destroy);
options = options || {};
Object.keys(defaults).forEach(function(key){
settings[key] = options[key] !== undefined ? options[key] : defaults[key];
});
if (img.complete) {
load();
}
img.addEventListener('load', load);
};
// Do nothing in IE9 or below
if (typeof window.btoa !== 'function') {
return function(elements) {
return elements;
};
} else {
return function(elements, options) {
if (elements && elements.length) {
Array.prototype.forEach.call(elements, main, options);
} else if (elements && elements.nodeName) {
main(elements, options);
}
return elements;
};
}
}());
When i scroll it is zoom in and zoom out but only in first tab.What I did wrong,i can't understand.Please help me.Thank you.
Nice work i worked it out and find that you are using wheelzoom(document.querySelector('img.zoom')); here in this code you are using querySelector where this code will return only one element not all element instead of this code you need to use wheelzoom(document.querySelectorAll('img.zoom')); then your example will work . I have tried and its working

Connecting images with lines

I tried to make match two pairs with lines quiz. I have couple of images on left, and couple of images on right, and I need to connect it with lines when you click on pair of images. It should work for any combinantion, so if I click for example on image 1 on left and image 3 on right, they should be connected with line. Then if I click again on image 1 on right, and image 2 on left, previous line should be deleted, and the new one between those two images need to be made.
Html snippet:
function lineDistance(x, y, x0, y0){
return Math.sqrt((x -= x0) * x + (y -= y0) * y);
};
function drawLine(a, b, line) {
var pointA = $(a ).offset();
var pointB = $(b).offset();
var pointAcenterX = $(a).width() / 2;
var pointAcenterY = $(a).height() / 2;
var pointBcenterX = $(b).width() / 2;
var pointBcenterY = $(b).height() / 2;
var angle = Math.atan2(pointB.top - pointA.top, pointB.left - pointA.left) * 180 / Math.PI;
var distance = lineDistance(pointA.left, pointA.top, pointB.left, pointB.top);
// Set Angle
$(line).css('transform', 'rotate(' + angle + 'deg)');
// Set Width
$(line).css('width', distance + 'px');
// Set Position
$(line).css('position', 'absolute');
if(pointB.left < pointA.left) {
$(line).offset({top: pointA.top + pointAcenterY, left: pointB.left + pointBcenterX});
} else {
$(line).offset({top: pointA.top + pointAcenterY, left: pointA.left + pointAcenterX});
}
}
new drawLine('.a', '.b', '.line');
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="question">
<div id="old" class="left_side one_half svg left">
<img class="a" src="assets/svg/Kerze.svg">
<img src="assets/svg/Telefon.svg">
<img src="assets/svg/Schreibmaschine.svg">
<img src="assets/svg/TV_old.svg">
<img src="assets/svg/Zeitstopper.svg">
<img src="assets/svg/Besen.svg">
<img src="assets/svg/Waschen.svg">
</div>
<div class="left_side one_half svg right">
<img src="assets/svg/Iwatch.svg">
<img src="assets/svg/Laptop.svg">
<img src="assets/svg/Staubsauger.svg">
<img src="assets/svg/Waschmaschine.svg">
<img src="assets/svg/TV_new.svg">
<img src="assets/svg/Gluehbirne.svg">
<img class="b" src="assets/svg/Iphone.svg">
<div class="line"></div>
</div>
</div>
I manage to make a line between two images (from class a to class b), and it is always calculated to be exactly on right angle, but I can not make it appear to work as I described above. Any ideas? Thanks.
var setLeft = false, setRight = false;
$('.leftSide img').click(function(){
$('.leftSide img').removeClass('a');
$(this).addClass('a');
setLeft = true;
new drawLine('.a', '.b', '.line');
});
$('.rightSide img').click(function(){
$('.rightSide img').removeClass('b');
$(this).addClass('b');
setRight = true;
new drawLine('.a', '.b', '.line');
});
You can use a flag variables and when click on an image from the right, set the right flag variable to be true and do the same with the other.
Then inside your function drawLine just check if the two flags are true then draw the line between a and b and set the two flag variables to false.
function lineDistance(x, y, x0, y0){
return Math.sqrt((x -= x0) * x + (y -= y0) * y);
};
function drawLine(a, b, line) {
if(setLeft && setRight){
setLeft = false;
setRight = false;
var pointA = $(a).offset();
var pointB = $(b).offset();
console.log(pointA);
console.log(pointB);
var pointAcenterX = $(a).width() / 2;
var pointAcenterY = $(a).height() / 2;
var pointBcenterX = $(b).width() / 2;
var pointBcenterY = $(b).height() / 2;
var angle = Math.atan2(pointB.top - pointA.top, pointB.left - pointA.left) * 180 / Math.PI;
var distance = lineDistance(pointA.left, pointA.top, pointB.left, pointB.top);
// Set Angle
$(line).css('transform', 'rotate(' + angle + 'deg)');
// Set Width
$(line).css('width', distance + 'px');
// Set Position
$(line).css('position', 'absolute');
if(pointB.left < pointA.left) {
$(line).offset({top: pointA.top + pointAcenterY, left: pointB.left + pointBcenterX});
} else {
$(line).offset({top: pointA.top + pointAcenterY, left: pointA.left + pointAcenterX});
}
}
}
//new drawLine('.a', '.b', '.line');
var setLeft = false, setRight = false;
$('.leftSide img').click(function(){
$('.leftSide img').removeClass('a');
$(this).addClass('a');
setLeft = true;
new drawLine('.a', '.b', '.line');
});
$('.rightSide img').click(function(){
$('.rightSide img').removeClass('b');
$(this).addClass('b');
setRight = true;
new drawLine('.a', '.b', '.line');
});
.left{
float:left;
}
.right{
float:right;
}
.one_half{
width:40%;
}
img{
max-width:100%;
}
.line{
background: red;
height:1px;
}
.question{
position: relative;
overflow: hidden;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div class="question">
<div id="old" class="left_side one_half svg left leftSide">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
</div>
<div class="left_side one_half svg right rightSide">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<img src="https://www.w3schools.com/css/trolltunga.jpg">
<div class="line"></div>
</div>
</div>

Frame by frame animation with Javascript

I'm doing a frame by frame animation with Javascript by animating a sequence of images.
The code for the animation is quite simple.
My problem is, there can be a lot of images, presently 200 but can be up to 1000. Loading the images simultanely can take some times. I'd like to play the animation with 30 images initially and preload the remain in the background. But sometimes, the images take a time to load thus breaking the animation.
How can I pause the animation with a "buffering" and continue the animation when the next image is available ? Also how to skip the preloading when the images are already cached ? Could use some suggestion to improve the code.
HTML
<div class="video-stream">
<img alt="" src="images/stream/Calque-120.jpg" />
<img alt="" src="images/stream/Calque-121.jpg" />
<img alt="" src="images/stream/Calque-122.jpg" />
<img alt="" src="images/stream/Calque-123.jpg" />
<img alt="" src="images/stream/Calque-124.jpg" />
<img alt="" src="images/stream/Calque-125.jpg" />
<img alt="" src="images/stream/Calque-126.jpg" />
<img alt="" src="images/stream/Calque-127.jpg" />
<img alt="" src="images/stream/Calque-128.jpg" />
<img alt="" src="images/stream/Calque-129.jpg" />
<img alt="" src="images/stream/Calque-130.jpg" />
<img alt="" src="images/stream/Calque-131.jpg" />
<img alt="" src="images/stream/Calque-132.jpg" />
<img alt="" src="images/stream/Calque-133.jpg" />
<img alt="" src="images/stream/Calque-134.jpg" />
<img alt="" src="images/stream/Calque-135.jpg" />
<img alt="" src="images/stream/Calque-136.jpg" />
<img alt="" src="images/stream/Calque-137.jpg" />
<img alt="" src="images/stream/Calque-138.jpg" />
<img alt="" src="images/stream/Calque-139.jpg" />
<img alt="" src="images/stream/Calque-140.jpg" />
<img alt="" src="images/stream/Calque-141.jpg" />
<img alt="" src="images/stream/Calque-142.jpg" />
<img alt="" src="images/stream/Calque-143.jpg" />
<img alt="" src="images/stream/Calque-144.jpg" />
<img alt="" src="images/stream/Calque-145.jpg" />
<img alt="" src="images/stream/Calque-146.jpg" />
<img alt="" src="images/stream/Calque-147.jpg" />
<img alt="" src="images/stream/Calque-148.jpg" />
<img alt="" src="images/stream/Calque-149.jpg" />
</div>
CSS
.video-stream
{
position: relative;
}
.video-stream img
{
display: none;
height: auto;
left: 0;
max-width: 100%;
position: absolute;
top: 0;
vertical-align: top;
}
Javascript
var current = 0, // current playing image index
next = 1, // next image index to play
interval = 60, // animation speed
hide_delay = 1, // Delay to hide the current image
img_num = 200, // Total number of image
pack = 10, // Images being preloaded simultanely
idx_start = 149, // The images are index-suffixed so this is the index of the first image to preload
idx_end = 300; // index of the last image in the sequence
var load_more = function()
{
if(idx_start < idx_end)
{
// Preloading images
var temp = [],
temp_html = '';
for(var i = 0; i < pack && idx_start < idx_end; i++)
{
temp[i] = 'images/stream/Calque-' + (++idx_start) + '.jpg';
}
preloadPictures(temp, function()
{
$.each(temp, function(i, v)
{
temp_html += '<img src=' + v + ' />';
});
// Inject into dom
$('.video-stream').append(temp_html);
});
}
}
var play_stream = function()
{
$('.video-stream').find('img').eq(current).delay(interval).fadeOut(hide_delay)
.end().eq(next).delay(interval).hide().fadeIn(hide_delay, play_stream);
if(next < img_num - 1)
{
next++;
}
else
{
next = 0;
}
if(current < img_num - 1)
{
current++;
}
else
{
current = 0;
}
// Background preload
if(idx_start < idx_end)
{
load_more();
}
};
$(window).load(function()
{
play_stream();
});
This is a tricky way of doing it but here it is. You just need an array of images to pass through instead of my count;
var count = 0;
var buffer = 1;
var Vbuffer = 2;
setInterval(function() {
$('#img .' + buffer).prop('src', 'https://placeholdit.imgix.net/~text?txtsize=33&txt=' + count + '&w=150&h=150');
buffer = buffer % 3 + 1;
$('#img img').not('.' + Vbuffer).hide();
$('#img .' + Vbuffer).show();
Vbuffer = Vbuffer % 3 + 1;
count++;
}, 1000);
var buffer2 = 1;
var Vbuffer2 = 2;
var arrayOfImg = ['https://placeholdit.imgix.net/~text?txtsize=33&txt=one&w=150&h=150',
'https://placeholdit.imgix.net/~text?txtsize=33&txt=two&w=150&h=150',
'https://placeholdit.imgix.net/~text?txtsize=33&txt=three&w=150&h=150',
'https://placeholdit.imgix.net/~text?txtsize=33&txt=four&w=150&h=150',
'https://placeholdit.imgix.net/~text?txtsize=33&txt=five&w=150&h=150'
]
var count2 = 0;
var arrayCount = arrayOfImg.length;
setInterval(function() {
$('#img2 .' + buffer2).prop('src', arrayOfImg[count2]);
buffer2 = buffer2 % 3 + 1;
$('#img2 img').not('.' + Vbuffer2).hide();
$('#img2 .' + Vbuffer2).show();
Vbuffer2 = Vbuffer2 % 3 + 1;
count2 = (count2 + 1) % arrayCount;
}, 1000);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
wait 3 seconds while the buffer loads
<div id='img'>
<img src='' class='1' />
<img src='' class='2' />
<img src='' class='3' />
</div>
<div id='img2'>
<img src='' class='1' />
<img src='' class='2' />
<img src='' class='3' />
</div>
EDIT
Added arrays to the results, so you can pass in an array of img sources to role through.

How to set total height on Jinvert Scroll

I've created a horizontal scrolling website with parallax using Jquery Plugin called Jinvertscroll. However, the scrolling stops before reaching the end of the page. Demo at https://dl.dropboxusercontent.com/u/246684898/VipSitaraman.com/examples/index.htm. Please tell me how to change the total scroll length on the plug in.
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>Vip Sitaraman</title>
<link rel="stylesheet" href="css/example.css" />
<body style="background-color:#383938">
<div id="main">
<div class="suit scroll">
<img id="animation" src="images/1.png" alt="" />
</div>
<div class="plane scroll">
<img class="plane" src="images/plane.png" alt="" />
</div>
<div class="pinned scroll">
<a id="navv">< </a><a id="nav"> ></a>
</div>
<div class="bg scroll">
<img src="images/bg.jpg" alt="" />
</div>
<div class="horizon scroll">
<img src="images/horizon_01.png" alt="" />
</div>
<div class="middle scroll">
<img src="images/middle_01.png" alt="" />
</div>
<div class="front scroll">
<img src="images/front_01.png" alt="" />
</div>
<div class="research scroll" id="research">
</div>
<div class="music scroll" id="music">
</div>
</div>
</div>
</div>
<script type="text/javascript" src="../libs/jquery.min.js"></script>
<script type="text/javascript" src="../dist/js/jquery.jInvertScroll.js"></script>
<script type="text/javascript">
(function($) {
$.jInvertScroll(['.scroll'], // an array containing the selector(s) for the elements you want to animate
{
height: 3000, // optional: define the height the user can scroll, otherwise the overall length will be taken as scrollable height
onScroll: function(percent) { //optional: callback function that will be called when the user scrolls down, useful for animating other things on the page
console.log(percent);
}
});
}(jQuery));
</script>
<script type='text/javascript'>//<![CDATA[
$(window).load(function(){
var b = 300
var bodyHeight = $("body").height()-$(window).height();
window.onscroll = function() {
if($('#animation').attr('src') != 'images/suit.gif'){
$('#animation').attr('src','images/suit.gif');
};
};
});//]]>
</script>
<script type='text/javascript'>//<![CDATA[
$(function (){
var sdegree = 0;
var orig = 0;
var z = 1 + Math.random() * 20
$(window).scroll(function () {
if (sdegree > -10 && sdegree < 10 && sdegree - orig >= 0) {
orig = sdegree;
sdegree = sdegree + 1;
} else if (sdegree > -10 && sdegree < 10 && sdegree - orig < 0) {
orig = sdegree;
sdegree = sdegree - 1;
} else if (sdegree <= -10) {
orig = sdegree;
sdegree = sdegree + 1;
} else if (sdegree >= 10) {
orig = sdegree;
sdegree = sdegree - 1;
} else {
orig = sdegree;
}
var srotate = "rotate(" + sdegree + "deg)";
$('.plane').css('z-index','z');
$(".plane").css({
transform: srotate
});
});
});
//]]>
</script>
<script type="text/javascript">
$(function() {
$("#nav").click(function() {
$('html,body').animate({
scrollTop: $(document).scrollTop()+800
}, 1000);
if($('#animation').attr('src') != 'images/suit.gif'){
$('#animation').attr('src','images/suit.gif');
}
});
});
</script>
<script type="text/javascript">
$(function() {
$("#navv").click(function() {
$('html,body').animate({
scrollTop: $(document).scrollTop()-800
}, 1000);
});
});
</script>
</body>
</html>
If all you need is to define size, here's what you are looking for:
$.jInvertScroll(['.myScrollableElements'], {
width: 'auto', // Page width (auto or int value)
height: 'auto', // Page height (the shorter, the faster the scroll)
onScroll: function(percent) {
// Callback function that will be called each time the user
// scrolls up or down, useful for animating other parts
// on the page depending on how far the user has scrolled down
// values go from 0.0 to 1.0 (with 4 decimals precision)
}
});
SOURCE

Categories

Resources