Read & change rotate value of an Element in SnapSVG - javascript

Pls Check out this incomplete fiddle (https://jsfiddle.net/JayKandari/srqLLd97/).
Markup:
<svg id="paper" ></svg>
<div id="workingArea">
<button onclick="calculateTransform()">Get Transform</button>
<div class="results">
Transform: <span class="transformResult"></span>
</div>
<button onclick="rotateText('add')">Rotate + 10 Degrees</button>
<button onclick="rotateText('sub')">Rotate - 10 Degrees</button>
</div>
JS Code:
console.clear();
var paper = Snap("#paper");
var t = paper.text(0, 0, "SnapSVG is Awesome !");
//Translate to 250, 250 & Scale by 2 & 45Deg Rotate
t.transform('T250,250 S2 R45');
// Enable Drag
t.drag();
var calculateTransform = function() {
var currentTransform = t.transform().string;
console.log('test', currentTransform)
$('.results .transformResult').html(currentTransform)
}
var rotateText = function(op) {
// Read Current Rotate Value here.
var rotateVal = 0;
// add/Subtract based on option
if(op == 'add'){
rotateVal += 10;
}else if(op == 'sub') {
rotateVal -= 10;
}
// Calculate newTransform here.
var newTransform = 'T250,250 R' + rotateVal;
// Update object's rotation here.
t.attr({transform: newTransform });
}
Problems:
Read current transformation applied to Element.
Rotate current Element to a specific value.

What you probably are after in your mind is something like this...
var rotateVal = t.transform().localMatrix.split().rotate;
localMatrix gives the matrix specifically applied to that element.
globalMatrix gives the total matrix applying to that element (eg matrices from outer containers).
diffMatrix gives the difference between localMatrix and globalMatrix.
split() ( docs here ) breaks down that matrix into its elements. So we can find 'rotate' from here.
example fiddle
So this is the answer I think you are after.
However, I would actually design the code the slightly different if this is just a minimal example of a more complex design.
Rather than doing something like transform().localMatrix.split().rotate, I would store your own transform components. So something like...
var rotate = 45;
var tx = 250;
var ty = 250;
...then in func
rotate += +10;
var newTransform = 'T'+tx+','+ty+'R'+rotate;
The reason for this, is that you are now controlling precisely the values, and its not really prone to errors (from the lib or misunderstanding about matrices). If you look at your matrix values you display, you will note there are subtle rounding differences, plus with complex matrix calculations, the values aren't quite what we expect and don't always split in a nice easy way that makes sense.
So if this is the main example, the first bit of code will probably suffice. If you are doing more complex transformations, I would think about controlling the values yourself and building up the transform string like the latter example.

Related

THREE JS applying Gradient to imported Models

The difference between the following two spheres - in terms of how their gradient colors were applied, comes down to one statement:
sphereGeometry = sphereGeometry.toNonIndexed();
Being that I really like the smoother look that .toNonIndexed() gives us, I tried applying it to some of the imported “.glb” models available on the THREE.js GIT - but it’s not working.
For example, here’s what happens when I use the horse model available here: https://github.com/mrdoob/three.js/blob/master/examples/models/gltf/Horse.glb
It basically completely ignore my colors and defaults to red and black for some reason.
But when I comment out the .toNonIndexed() line, it gives me the colors I asked for - except you definitely see the triangles, which is the look I'm trying to avoid:
Here's my code for loading the object:
function loadAny3DModel() {
loader.load("./Horse.glb", function(theHorse) {
console.log("===>'theHorse' has arrived!!!\n");
var horseScene = theHorse.scene;
horseMesh = horseScene.children[0];
var horseGeometry = horseMesh.geometry;
let horseMat = horseMesh.material;
var horseVertexPositionsArray = horseGeometry.attributes.position;
// Here's the command that isn't working:
// horseGeometry = horseGeometry.toNonIndexed();
// horseVertexPositionsArray = horseGeometry.attributes.position;
let theColor = new THREE.Color();
let colorsArray = [];
for(let i = 0; i < horseVertexPositionsArray.count; i++) {
let randC1 = "purple";
let randC2 = "white";
let chosenColor = i % 2 == 0 ? randC1 : randC2;
theColor.set(chosenColor);
colorsArray.push(theColor.r, theColor.g, theColor.b);
}
horseGeometry.setAttribute("color", new THREE.Float32BufferAttribute(colorsArray, 3));
horseMat.vertexColors = true;
render();
scene.add(horseScene);
}
}
What should I be doing to get the smoother gradients going?
=====================================================================
UPDATE:
Here is a very rough idea of what I'm trying to do: extend a gradient over an entire model, as opposed to every single triangle that is forming the model. (Compare this image to the one above.)
If you comment in the following line...
horseGeometry = horseGeometry.toNonIndexed();
...it means you create a new (!) geometry. As long as you don't assign the geometry back to Mesh.geometry, this code won't have any effect. So the fix is to add the following line after using toNonIndexed():
horseMesh.geometry = horseGeometry;

Code is working when value is hard coded but is not working when it is taken from the DOM with getElementByID("x")

So this is my function which i am having the issue with, it is using the p5.js library.
function SprayCanTool(){
this.name = "sprayCanTool";
this.icon = "assets/sprayCan.jpg";
var spread ;
var points = 13 ;
this.draw = function(){
var r = random(5,10);
spread = document.getElementById("size-slider").value;
if(mouseIsPressed){
for(var i = 0; i < points; i++){
point(random(mouseX-spread, mouseX + spread),random(mouseY-spread, mouseY+spread));
}
}
};
this.populateOptions = function(){
select(".options").html( " <label>Size of Spray: </label> <input id='size-slider' type='range' min='10' max='200' step='1' value='10'> ");
}
}
Like shown above, the code doesn't work , i can not adjust the size of the spray and the spray simply does not display onto the canvas at all.
As shown above the minimum value spread can be is 10. When i add console.log(spread,points) into the draw method, the expected 10,13 is outputted into the console.
When i hardcode the value as any number , and remove the spread = document.getElementById("size-slider").value; part, the code works as i have intended it to work (except off course i can not adjust the size using the slider)
Does anyone know what is causing this issue?
Ok nevermind my puzzle has unpuzzled itself out now. I was looking in the wrong place, i am getting the error because i was trying to add integer with a float, and with javascript for some reason that adds them together like they were both strings.
I have managed to fix my issue by replacing:
point(random(mouseX-spread, mouseX + spread),random(mouseY-spread, mouseY+spread));
with
point(random(int(mouseX)-int(spread), int(mouseX) + int(spread)),random(int(mouseY)-int(spread), int(mouseY)+int(spread)))

Disabling gravity for a specific object in Matter.js

I'm working on a project using Matter.js where I want gravity enabled in general, but I want to be able to disabled and re-enable it for a single object at certain times. I do not want to set that object as static, because I want the physics engine to handle it in other ways, I just don't want gravity to affect it.
I found this question that deals with disabling gravity in general, but as I said I want gravity to work for most objects. Is there a simple way to do this?
Here is a simple code snippet that you could have toggle on/off to accomplish what you're asking (where body is the object that should ignore gravity, and noGravity is a boolean that can be toggled to turn it on and off):
Events.on(engine, 'beforeUpdate', function() {
var gravity = engine.world.gravity;
if (noGravity) {
Body.applyForce(body, body.position, {
x: -gravity.x * gravity.scale * body.mass,
y: -gravity.y * gravity.scale * body.mass
});
}
});
Disable the built in gravity and then apply your own selectively, something like this but filter only the bodies you want:
engine.world.gravity.scale = 0;
Events.on(engine, 'beforeUpdate', function() {
var bodies = Composite.allBodies(engine.world);
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
if (body.isStatic || body.isSleeping)
continue;
body.force.y += body.mass * 0.001;
}
});
I know this is an old question, but nowadays you can use this:
body.ignoreGravity = true;
I found that was very easy to implement that. Just look for the Engine._bodiesApplyGravity function on the Matter source code and just put whatever condition you need for a body to be excluded.
Engine._bodiesApplyGravity = function (bodies, gravity) {
var gravityScale = typeof gravity.scale !== 'undefined' ? gravity.scale : 0.001;
if ((gravity.x === 0 && gravity.y === 0) || gravityScale === 0) {
return;
}
for (var i = 0; i < bodies.length; i++) {
var body = bodies[i];
// I just added body.ignoreGravity
if (body.isStatic || body.isSleeping || body.ignoreGravity)
continue;
// apply gravity
body.force.y += body.mass * gravity.y * gravityScale;
body.force.x += body.mass * gravity.x * gravityScale;
}
};
This seems to provide a counter force. I'm not sure where the 200 is coming from it just worked. Maybe the engine calculates force twice a cycle.
playerBody.force.y = -engine.world.gravity.y / 200;
You will have to run it every cycle to keep it up.
In my case I wanted an object to follow the mouse. Setting isStatic: true made gravity not apply to give me full control over the object's position.
there is an official working example
this.matter.add.image(100, 100, 'block').setIgnoreGravity(true);
ignoring gravity phaser3 matter physic

Bilateral filter algorithm

I'm trying to implement a simple bilateral filter in javascript. This is what I've come up with so far:
// For each pixel
for (var y = kernelSize; y < height-kernelSize; y++) {
for (var x = kernelSize; x < width-kernelSize; x++) {
var pixel = (y*width + x)*4;
var sumWeight = 0;
outputData[pixel] = 0;
outputData[pixel+1] = 0;
outputData[pixel+2] = 0;
outputData[pixel+3] = inputData[pixel+3];
// For each neighbouring pixel
for(var i=-kernelSize; i<=kernelSize; i++) {
for(var j=-kernelSize; j<=kernelSize; j++) {
var kernel = ((y+i)*width+x+j)*4;
var dist = Math.sqrt(i*i+j*j);
var colourDist = Math.sqrt((inputData[kernel]-inputData[pixel])*(inputData[kernel]-inputData[pixel])+
(inputData[kernel+1]-inputData[pixel+1])*(inputData[kernel+1]-inputData[pixel+1])+
(inputData[kernel+2]-inputData[pixel+2])*(inputData[kernel+2]-inputData[pixel+2]));
var curWeight = 1/(Math.exp(dist*dist/72)*Math.exp(colourDist*colourDist*8));
sumWeight += curWeight;
outputData[pixel] += curWeight*inputData[pixel];
outputData[pixel+1] += curWeight*inputData[pixel+1];
outputData[pixel+2] += curWeight*inputData[pixel+2];
}
}
outputData[pixel] /= sumWeight;
outputData[pixel+1] /= sumWeight;
outputData[pixel+2] /= sumWeight;
}
}
inputData is from a html5 canvas object and is in the form of rgba.
My images are either coming up with no changes or with patches of black around edges depending on how i change this formula:
var curWeight = 1/(Math.exp(dist*dist/72)*Math.exp(colourDist*colourDist*8));
Unfortunately I'm still new to html/javascript and image vision algorithms and my search have come up with no answers. My guess is there is something wrong with the way curWeight is calculated. What am I doing wrong here? Should I have converted the input image to CIElab/hsv first?
I'm no Javasript expert: Are the RGB values 0..255? If so, Math.exp(colourDist*colourDist*8) will yield extremely large values - you'll probably want to scale colourDist to the range [0..1].
BTW: Why do you calculate the sqrt of dist and colourDist if you only need the squared distance afterwards?
First of all, your images turn out black/weird in the edges because you don't filter the edges. A short look at your code would show that you begin at (kernelSize,kernelSize) and finish at (width-kernelSize,height-kernelSize) - this means that you only filter a smaller rectangle inside the image where your have a margin of kernelSize on each side which is unfilterred. Without knowing your javscript/html5, I would assume that your outputData array is initialized with zero's (which means black) and then not touching them would leave them black. See my link the comment to your post for code that does handle the edges.
Other than that, follow #nikie's answer - your probably want to make sure the color distance is clamped to the range of [0,1] - youo can do this by adding the line colourDist = colourDist / (MAX_COMP * Math,sqrt(3)) (directly after the first line to calculate it). where MAX_COMP is the maximal value a color component in the image can have (usually 255)
I've found the error in the code. The problem was I was adding each pixel to itself instead of its surrounding neighbours. I'll leave the corrected code here in case anyone needs a bilateral filter algorithm.
outputData[pixel] += curWeight*inputData[kernel];
outputData[pixel+1] += curWeight*inputData[kernel+1];
outputData[pixel+2] += curWeight*inputData[kernel+2];

JavaScript: Collision detection

How does collision detection work in JavaScript?
I can't use jQuery or gameQuery - already using prototype - so, I'm looking for something very simple. I am not asking for complete solution, just point me to the right direction.
Let's say there's:
<div id="ball"></div>
and
<div id="someobject0"></div>
Now the ball is moving (any direction). "Someobject"(0-X) is already pre-defined and there's 20-60 of them randomly positioned like this:
#someobject {position: absolute; top: RNDpx; left: RNDpx;}
I can create an array with "someobject(X)" positions and test collision while the "ball" is moving... Something like:
for(var c=0; c<objposArray.length; c++){
........ and code to check ball's current position vs all objects one by one....
}
But I guess this would be a "noob" solution and it looks pretty slow.
Is there anything better?
Here's a very simple bounding rectangle routine. It expects both a and b to be objects with x, y, width and height properties:
function isCollide(a, b) {
return !(
((a.y + a.height) < (b.y)) ||
(a.y > (b.y + b.height)) ||
((a.x + a.width) < b.x) ||
(a.x > (b.x + b.width))
);
}
To see this function in action, here's a codepen graciously made by #MixerOID.
An answer without jQuery, with HTML elements as parameters:
This is a better approach that checks the real position of the elements as they are being shown on the viewport, even if they're absolute, relative or have been manipulated via transformations:
function isCollide(a, b) {
var aRect = a.getBoundingClientRect();
var bRect = b.getBoundingClientRect();
return !(
((aRect.top + aRect.height) < (bRect.top)) ||
(aRect.top > (bRect.top + bRect.height)) ||
((aRect.left + aRect.width) < bRect.left) ||
(aRect.left > (bRect.left + bRect.width))
);
}
The first thing to have is the actual function that will detect whether you have a collision between the ball and the object.
For the sake of performance it will be great to implement some crude collision detecting technique, e.g., bounding rectangles, and a more accurate one if needed in case you have collision detected, so that your function will run a little bit quicker but using exactly the same loop.
Another option that can help to increase performance is to do some pre-processing with the objects you have. For example you can break the whole area into cells like a generic table and store the appropriate object that are contained within the particular cells. Therefore to detect the collision you are detecting the cells occupied by the ball, get the objects from those cells and use your collision-detecting function.
To speed it up even more you can implement 2d-tree, quadtree or R-tree.
You can try jquery-collision. Full disclosure: I just wrote this and released it. I didn't find a solution, so I wrote it myself.
It allows you to do:
var hit_list = $("#ball").collision("#someobject0");
which will return all the "#someobject0"'s that overlap with "#ball".
Mozilla has a good article on this, with the code shown below.
2D collision detection
Rectangle collision
if (rect1.x < rect2.x + rect2.width &&
rect1.x + rect1.width > rect2.x &&
rect1.y < rect2.y + rect2.height &&
rect1.height + rect1.y > rect2.y) {
// Collision detected!
}
Circle collision
if (distance < circle1.radius + circle2.radius) {
// Collision detected!
}
bcm's answer, which has 0 votes at this time, is actually a great, under-appreciated answer. It uses good old Pythagoras to detect when objects are closer than their combined bounding circles. Simple collision detection often uses rectangular collision detection, which is fine if your sprites tend to be, well, rectangular. If they are circular (or otherwise less than rectangular), such as a ball, an asteroid, or any other shape where the extreme corners are usually transparent, you may find this efficient routine to be the most accurate.
But for clarity, here is a more fully realized version of the code:
function doCollide(x1, y1, w1, x2, y2, w2) {
var xd = x1 - x2;
var yd = y1 - y2;
var wt = w2 + w1;
return (xd * xd + yd * yd <= wt * wt);
}
Where the parameters to pass in are the x,y and width values of two different sprite objects.
This is a lightweight solution I've come across -
function E() { // Check collision
S = X - x;
D = Y - y;
F = w + W;
return (S * S + D * D <= F * F)
}
The big and small variables are of two objects, (x coordinate, y coordinate, and w width)
From here.
//Off the cuff, Prototype style.
//Note, this is not optimal; there should be some basic partitioning and caching going on.
(function () {
var elements = [];
Element.register = function (element) {
for (var i=0; i<elements.length; i++) {
if (elements[i]==element) break;
}
elements.push(element);
if (arguments.length>1)
for (var i=0; i<arguments.length; i++)
Element.register(arguments[i]);
};
Element.collide = function () {
for (var outer=0; outer < elements.length; outer++) {
var e1 = Object.extend(
$(elements[outer]).positionedOffset(),
$(elements[outer]).getDimensions()
);
for (var inner=outer; inner<elements.length; innter++) {
var e2 = Object.extend(
$(elements[inner]).positionedOffset(),
$(elements[inner]).getDimensions()
);
if (
(e1.left+e1.width)>=e2.left && e1.left<=(e2.left+e2.width) &&
(e1.top+e1.height)>=e2.top && e1.top<=(e2.top+e2.height)
) {
$(elements[inner]).fire(':collision', {element: $(elements[outer])});
$(elements[outer]).fire(':collision', {element: $(elements[inner])});
}
}
}
};
})();
//Usage:
Element.register(myElementA);
Element.register(myElementB);
$(myElementA).observe(':collision', function (ev) {
console.log('Damn, '+ev.memo.element+', that hurt!');
});
//detect collisions every 100ms
setInterval(Element.collide, 100);
This is a simple way that is inefficient, but it's quite reasonable when you don't need anything too complex or you don't have many objects.
Otherwise there are many different algorithms, but most of them are quite complex to implement.
For example, you can use a divide et impera approach in which you cluster objects hierarchically according to their distance and you give to every cluster a bounding box that contains all the items of the cluster. Then you can check which clusters collide and avoid checking pairs of object that belong to clusters that are not colliding/overlapped.
Otherwise, you can figure out a generic space partitioning algorithm to split up in a similar way the objects to avoid useless checks. These kind of algorithms split the collision detection in two phases: a coarse one in which you see what objects maybe colliding and a fine one in which you effectively check single objects.
For example, you can use a QuadTree (Wikipedia) to work out an easy solution...
Take a look at the Wikipedia page. It can give you some hints.
hittest.js; detect two transparent PNG images (pixel) colliding.
Demo and download link
HTML code
<img id="png-object-1" src="images/object1.png" />
<img id="png-object-2" src="images/object2.png" />
Init function
var pngObject1Element = document.getElementById( "png-object-1" );
var pngObject2Element = document.getElementById( "png-object-2" );
var object1HitTest = new HitTest( pngObject1Element );
Basic usage
if( object1HitTest.toObject( pngObject2Element ) ) {
// Collision detected
}

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