Hi I have Created a Scene in BABYONJS , I am trying to achieve solor system in BABYONjs here i have made earth self rotate but i have tried to move arround that does not work any Idea ?
My Code
Self Rotate
scene.beforeRender = function () {
newEarth.rotate(new BABYLON.Vector3(0, 1, 0) , 0.01,
BABYLON.Space.WORLD);
};
The need is the earth should move arround
Here below i have a solution using pivot matrix
currentMesh.setPivotMatrix(BABYLON.Matrix.Translation(70, 0, 0));
camera.attachControl(canvas, true);
scene.registerBeforeRender(function () {
if (currentMesh) {
currentMesh.rotate(BABYLON.Axis.Y, Math.PI / 64,
BABYLON.Space.LOCAL);
}
});
try this one.
Related
I am a super early user of coding from Italy.
I came up with an idea to promote a company logo on their website and I almost reached the goal so I am sharing this problem.
The idea is to obtain a sort of clipping mask effect when the mouse/cursor move on the image
I've made so far a code that does the work with a still ellipse.
When I set the position parameters of the ellipse as mouseX and mouseY the effect does not work if not just a bit of a glitch at the start.
How can I make it work as intended?
Here you can find the link of what I have now:
https://editor.p5js.org/francesco.ficini.designer/full/FLBuhggW-
Here the code:
let img;
let imgbg2;
let maskImage;
function preload() {
img = loadImage("NeroP.jpg");
imgbg2 = loadImage("RossoP.jpg");
}
function setup() {
createCanvas(400, 225);
img.mask(img);
}
function draw() {
background(imgbg2, 0, 0);
//Immages
image(imgbg2, 0, 0);
image(img,0,0);
// Ellipse Mask
maskImage = createGraphics(400, 225);
maskImage.ellipse(200, 100, 50, 50);
imgbg2.mask(maskImage);
image(imgbg2, 0, 0);
}
The thing about the p5.Image.mask function is that it modifies the image that is being masked. Which means that any pixels that are cleared by the mask are gone for good. So if you want to dynamically change the mask you will need to make a copy of the original and re-apply the modified mask any time it changes.
Additionally you will want to avoid creating images and graphics objects in your draw() function because this can result in excessive memory allocation. Instead create a single set of graphics/images and re-use them.
let img;
let imgbg2;
let maskImage;
let maskResult;
function preload() {
img = loadImage("https://www.paulwheeler.us/files/NeroP.jpeg");
imgbg2 = loadImage("https://www.paulwheeler.us/files/RossoP.jpeg");
}
function setup() {
createCanvas(400, 225);
// Create graphics and image buffers in setup
maskImage = createGraphics(imgbg2.width, imgbg2.height);
maskResult = createImage(imgbg2.width, imgbg2.height);
}
function mouseMoved() {
if (maskResult) {
maskImage.clear();
// Ellipse
maskImage.ellipse(mouseX, mouseY, 50, 50);
// Copy the original imgbg2 to the maskResult image
maskResult.copy(
imgbg2,
0, 0, imgbg2.width, imgbg2.height,
0, 0, imgbg2.width, imgbg2.height
);
// apply the mask to maskResult
maskResult.mask(maskImage);
}
}
function draw() {
//Immagini
image(img, 0, 0);
// draw the masked version of the image
image(maskResult, 0, 0);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.4.0/p5.js"></script>
The game I'm creating doesn't require any physics, however you are able to interact when hovering over/clicking on the sprite by using sprite.setInteractive({cursor: "pointer"});, sprite.on('pointermove', function(activePointer) {...}); and similar. However I noticed two issues with that:
The sprite has some area which are transparent. The interactive functions will still trigger when clicking on those transparent areas, which is unideal.
When playing a sprite animation, the interactive area doesn't seem to entirely (at all?) change, thus if the sprite ends on a frame bigger than the previous, there end up being small areas I can't interact with.
One option I thought of was to create a polygon over my sprite, which covers the area I want to be interactive. However before I do that, I simply wanted to ask if there are simpler ways to fix these issues.
Was trying to find an answer for this myself just now..
Think Make Pixel Perfect is what you're looking for.
this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect());
https://newdocs.phaser.io/docs/3.54.0/focus/Phaser.Input.InputPlugin-makePixelPerfect
This might not be the best solution, but I would solve this problem like this. (If I don't want to use physics, and if it doesn't impact the performance too much)
I would check in the event-handler, if at the mouse-position the pixel is transparent or so, this is more exact and less work, than using bounding-boxes.
You would have to do some minor calculations, but it should work well.
btw.: if the origin is not 0, you would would have to compensate in the calculations for this. (in this example, the origin offset is implemented)
Here is a demo, for the click event:
let Scene = {
preload ()
{
this.load.spritesheet('brawler', 'https://labs.phaser.io/assets/animations/brawler48x48.png', { frameWidth: 48, frameHeight: 48 });
},
create ()
{
// Animation set
this.anims.create({
key: 'walk',
frames: this.anims.generateFrameNumbers('brawler', { frames: [ 0, 1, 2, 3 ] }),
frameRate: 8,
repeat: -1
});
// create sprite
const cody = this.add.sprite(200, 100).setOrigin(0);
cody.play('walk');
cody.setInteractive();
// just info text
this.mytext = this.add.text(10, 10, 'Click the Sprite, or close to it ...', { fontFamily: 'Arial' });
// event to watch
cody.on('pointerdown', function (pointer) {
// calculate x,y position of the sprite to check
let x = (pointer.x - cody.x) / (cody.displayWidth / cody.width)
let y = (pointer.y - cody.y) / (cody.displayHeight / cody.height);
// just checking if the properties are set
if(cody.anims && cody.anims.currentFrame){
let currentFrame = cody.anims.currentFrame;
let pixelColor = this.textures.getPixel(x, y, currentFrame.textureKey, currentFrame.textureFrame);
// alpha > 0 a visible pixel of the sprite, is clicked
if(pixelColor.a > 0) {
this.mytext.text = 'Hit';
} else {
this.mytext.text = 'No Hit';
}
// just reset the textmessage
setTimeout(_ => this.mytext.text = 'Click the Sprite, or close to it ...' , 1000);
}
}, this);
}
};
const config = {
type: Phaser.AUTO,
width: 400,
height: 200,
scene: Scene
};
const game = new Phaser.Game(config);
<script src="https://cdn.jsdelivr.net/npm/phaser#3.55.2/dist/phaser.js"></script>
When I click a button, I want OrbitControls(camera) be in front of the object(face side) smoothly by using tween.js.
I use this code but find that after changing controls.target and panning far from the target object, I only can zoom in a little level, and after I zoom in, I can't pan.
Is there another way to look at a object? Thanks!
var from = {
x: controls.target.x,
y: controls.target.y,
z: controls.target.z
};
var to = {
x: object.getWorldPosition().x,
y: object.getWorldPosition().y,
z: object.getWorldPosition().z
};
var tween = new TWEEN.Tween(from)
.to(to, 1000)
.easing(TWEEN.Easing.Quadratic.InOut) // | TWEEN.Easing.Linear.None
.onUpdate(function () {
controls.target.set( this.x, this.y, this.z )
})
.onComplete(function () {
controls.target.set( this.x, this.y, this.z )
})
.start();
Try the following: When the animation starts, disable the controls via controls.enabled = false; to prevent any interference with your animation. Next, implement the onComplete() callback of one of your tweens like so:
.onComplete(function() {
controls.enabled = true;
camera.getWorldDirection( lookDirection );
controls.target.copy( camera.position ).add( lookDirection.multiplyScalar( 10 ) );
})
The idea is enabling the controls again, computing the current look direction of your view and then setting a new target for the controls. You can also set a predefined target if you need an exact target spot for each camera position. The value 10 is in world units and determines how far away the target should be along the look direction.
Updated fiddle: https://jsfiddle.net/ckgo7qu8/
How can I rotate a sprite in the direction of drag while being draged? I dont want the sprite rotate towards the input pointer (toch,mouse) if its not pixel perfect clicked. Also I would like to still be able to use physics on the sprite using the phaser framework.
update: function() {
this.game.physics.arcade.collide(this.car, this.block);
// this.game.physics.arcade.overlap(this.car, this.traffic, this.bremsen);
/*if(this.car.input.pixelPerfectOver=true){
this.angleBetweenPoints();
};*/
//this.car.rotate=this.car.angle;
//game.debug.spriteInputInfo(this.car, 32, 32);
},
angleBetweenPoints: function (point1, point2) {
this._dragPoint = new Phaser.Point(this.car.x, this.car.y);
Phaser.Math.angleBetween(this.car.x,
this.car.y, game.input.activePointer.x,game.input.activePointer.y);
this.car.angle= Phaser.Math.angleBetween(this.game.input.activePointer.x,
this.game.input.activePointer.y, this._dragPoint.x,this._dragPoint.y);
},
animatecar: function(sprite, event) {
if ((this.angleBetweenPoints(this.car.y, this.game.input.activePointer.y)) > 0.1) {
console.log(this.angleBetweenPoints(this.car.y, game.input.y));
}
this.car.input.enableDrag();
},
You are assigning rotation to the sprite directly, but when using physics bodies, you should change rotation on the body:
this.car.body.rotation = ... // For radians
this.car.body.angle = ... // For degrees
Looking for some advice (example would be great) on dragging and dropping SVGs using RaphaelJS.
I have found how to drag an object created withint Raphael
window.onload = function() {
var R = Raphael("canvas", 500, 500);
var c = R.circle(100, 100, 50).attr({
fill: "hsb(.8, 1, 1)",
stroke: "none",
opacity: .5
});
var start = function () {
...
},
move = function (dx, dy) {
...
},
up = function () {
...
};
c.drag(move, start, up);
};
But I need to be able to adapt this to work with a seperate SVG file(s) so for example
myPage.html has myImage.svg, I need to be able to drag myImage.svg around the 'canvas'.
I'm thinking something like
var c = R.SOMEMETHOD('myImage.svg');
...
c.drag(move, start, up);
For example.
Is there a way to do this and if so, an example would be brilliant!
This magic method doesn't exist in RaphaelJS. But there is a way to accomplish this. You can have a look at the raphael-svg-import project on GitHub which works well for basic svgs
Then, you'll want to use a grouping facility as you cannot use the Set functionnality of RaphaelJS
1 - import your SVG
2 - As you import, mark the elements so they belong to the same group
Enjoy !!