Constrain jquery draggable to stay only on the path of a circle - javascript

So Im trying to make something where the user is able to drag planets along their orbits and it will continuously update the other planets. Ideally I would like this to work with ellipses too.
So far I can drag an image node with jquery and check/change the coordinates, but i cannot update the position reliably while the user is dragging the object. I know there is an axis and a rectangle containment for draggable but this doesn't really help me.
I have a site for calculating planetary orbits http://www.stjarnhimlen.se/comp/ppcomp.html and a formula i think should help me if i can figure out how to constrain the draggable object with coordinate checks Calculating point on a circle's circumference from angle in C#?
But it seems like there should be an easier way to have a user drag a sphere along a circular track while it updates coords for other spheres
here's what i have so far. It's not much
http://jsfiddle.net/b3247uc2/2/
Html
<script src="//code.jquery.com/jquery-1.10.2.js"></script>
<script src="//code.jquery.com/ui/1.11.2/jquery-ui.js"></script>
Js
var $newPosX = 100,
$newPosY = 100;
//create image node
var x = document.createElement("IMG");
x.src = "http://upload.wikimedia.org/wikipedia/commons/a/a4/Sol_de_Mayo_Bandera_Argentina.png";
x.width = 100;
x.height = 100;
x.id = "sun";
x.hspace = 100;
x.vspace = 100;
document.body.appendChild(x);
//coords
var text = document.createTextNode($newPosX + " " + $newPosY);
document.body.appendChild(text);
//make sun draggable and update coords
$("#sun").draggable({
drag: function (event, ui) {
$newPosX = $(this).offset().left;
$newPosY = $(this).offset().top;
}
});
//0 millisecond update for displayed coords
setInterval(check, 0);
function check() {
//tries to constrain movement, doesn't work well
/*
if ($newPosX > 300) {
$("#sun").offset({
left: 200
});
}
*/
text.nodeValue = ($newPosX + " " + $newPosY);
}
Edit:
I found this and am trying to modify it to suit my purposes but have so far not had luck.
http://jsfiddle.net/7Asn6/
Ok so i got it to drag
http://jsfiddle.net/7Asn6/103/
This is pretty close to what I want but can be moved without being clicked on directly
http://jsfiddle.net/7Asn6/104/
Ok final edit on this question. This one seems to work well and have fixed my problems. I would still very much like to hear peoples implementation ideas or ideas to make it work smoother.
http://jsfiddle.net/7Asn6/106/

Related

Multistage of svg transform animation with Snap SVG

I'm building a small UI which provides users progress of downloading or loading certain information. Here is the codes so far
http://jsfiddle.net/pge1wukj/4/
var s = Snap("svg");
var movepath = s.select("#movePath").attr({
"fill":"none"
});
var dapath = s.select("#dapath").attr({
stroke: "#cdcdcd",
"stroke-width": 5,
});
var dapoints = [242,334.5, 372,334.5, 372,390, 320.5,390.5 ,308.5,421.5 ,293.5,391.5 ,242,391]
var circle = s.select("circle");
var poly = s.select("polygon");
$("a").click(function(){
circle.animate({
opacity: 0
},100);
poly.polyAnimate(dapoints,100,mina.linear,function(){
moveAlongPath(poly,{x:308,y:421},s.halfArc(308,421,135,382,50,0),100);
});
dapath.animate({
d:"M135,382.5c0,52.159,85,79.031,170.001,79.498 C 390.3,462.466,475.598,436.344,475,382.5",
},100,function(){
dapath.animate({d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},100,function(){
dapath.animate({
d:"M135,382.292c0,0,85.999-22.759,171-22.292c85.299,0.468,169,22.292,169,22.292"
},100,function(){
dapath.animate({
d:"M136,382.415c0,0,90.999,13.118,176,13.585c85.299,0.468,164-13.585,164-13.585"
},100,function(){
dapath.animate({
d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},500,mina.bounce,function(){
var pathclone = dapath.clone().attr({
stroke: "blue",
strokeDashoffset: 500,
strokeDasharray: 500
});
var datext = s.text(100,330,"90").attr("style","text-align: center");
var banner = s.group(poly,datext);
moveAlongPath(banner,{x:136,y:382.415},movepath,3600);
var tick = 0;
var interval = setInterval(function(){
tick += 1;
var red = Math.random()*255;
var blue = Math.random()*255;
var green = Math.random()*255;
var hex = Snap.rgb(red,green,blue);
var dadatext = $("text").text(tick+" %")
if(tick % 10 == 0){
dadatext.attr({"font-size":"30px","fill":hex});
};
if (tick >= 100){clearTimeout(interval)};
},36);
pathclone.animate({
"stroke-dashoffset":0,
},5300);
var paths = Snap.set().push(dapath,pathclone);
paths.animate({
d:"M135,382.5c0,0,30,17,42,17c10,0.208,298-17,298-17"
},300,function(){
paths.animate({
d:"M135,382.5c0,0,287,17.208,297,17c12,0,43-17,43-17"
},2900,function(){
paths.animate({d:"M135,382.5c0,0,287,17.208,297,17c12,0,43-17,43-17"},100,function(){
paths.animate({
d:"M135,382.5c0,0,85.999-0.467,171,0c85.299,0.468,169,0,169,0"
},200,function(){
$("a").off("click");
/* End of animation */
/* Ready for next transformation*/
banner.animate({
transform: "rotate(180deg)"
},200);
})
})
});
})
});
});
})
})
});
});`
At the end of the animation, the banner should rotate 180 deg on the sharp point. However it doesn't animate as i expected. Is there any solution to this ? transforming animation is intimidating and i don't fully understand it....
I think what you are missing is that you need to provide the original transform to include, otherwise it will assume you are just replacing that transform.
So with this line...
banner.animate({ transform: 'rotate(180)' },200);
What this really means is, I'm going to overwrite any current transforms and animate to a new one of rotate(180).
What you probably want is...keep any existing transforms, and now rotate(180) as well.
So you probably want something more like this...transform() with no parameters will give us the existing transform. So we can combine.
transform -> existingtransform then apply additional transform
This would look like the following.
banner.animate({ transform: banner.transform() + " s-1,1" },200);
I'm not quite sure of the rotation effect you are after (did you mean it to go upside down or back to front?), but 's-1,1' may have been what you were thinking of.
jsfiddle example
Edit: jsfiddle with alternate rotation.
Note, for this, you need to take into account 'where' the polygon is, in relation to the group, as its offset as you have moved it (and then also moved the group).
Edit: The rotation center point is quite difficult, as we have the polygon points offset (not centred around 0) and then translated. Also the group they are in is translated, so you've kinda of got 3 things going on.
To try and help understand getting the actual points, I have rewritten the rotation animation.
banner.animate({ transform: banner.transform() + "r180," + banner.getBBox(1).cx + ',' + banner.getBBox(1).y2 },200);
We get the bounding box, which calculates the centre for us. The pivot point is mid length cx, and the lowest y point is y2.
I suspect there is an easier way to get the whole thing working to reduce the transform complexity in the overall code, but there's a bit too much to break down for a question here.
jsfiddle with getBBox

Laser Animation with TweenJS and EaselJS

So, I'm trying to create a laser effect, similar to the one located at http://map.norsecorp.com/
For this example, I have a 500x500 canvas. The current javascript part of the solution is located below:
function shootLaser(x, y) {
var beam = new createjs.Shape();
beam.graphics.beginFill("red");
beam.graphics.moveTo(0,1.5).lineTo(70,0).lineTo(70,3).closePath();
beam.x = 80;
beam.y = 50;
stage.addChild(beam);
beam.setBounds(0,0,70,3);
createjs.Tween.get(beam,{ loop: true, onChange: beamUpdate })
.to({ x: 400 }, 1000, createjs.Ease.linear());
}
function beamUpdate(e) {
var beam = e.currentTarget.target;
var targetX = e.currentTarget._curQueueProps.x;
if( targetX - beam.x < beam.getBounds().width ) {
beam.scaleX = (targetX - beam.x) / targetX;
} else {
beam.scaleX = 1;
}
}
This draws the line the way that I want to. However the scaleX method doesn't quite work (not even close really, it just gets extremely small very fast).
The problem is that I can't find a way to shrink the "laser" once it hits it's target. If I shoot it from 0px to 250px. It should hit 250px and begin shrinking until the 250th pixel has "consumed" it for lack of a better term. Any help is greatly appreciated.
P.S. I'm also open to doing this with other libraries or tools. I just haven't found them yet.

Paper.js Subraster Selecting Wrong Area

I'm working in a Paper.js project where we're essentially doing image editing. There is one large Raster. I'm attempting to use the getSubRaster method to copy a section of the image (raster) that the user can then move around.
After the raster to edit is loaded, selectArea is called to register these listeners:
var selectArea = function() {
if(paper.project != null) {
var startDragPoint;
paper.project.layers[0].on('mousedown', function(event) { // TODO should be layer 0 in long run? // Capture start of drag selection
if(event.event.ctrlKey && event.event.altKey) {
startDragPoint = new paper.Point(event.point.x + imageWidth/2, (event.point.y + imageHeight/2));
//topLeftPointOfSelectionRectangleCanvasCoordinates = new paper.Point(event.point.x, event.point.y);
}
});
paper.project.layers[0].on('mouseup', function(event) { // TODO should be layer 0 in long run? // Capture end of drag selection
if(event.event.ctrlKey && event.event.altKey) {
var endDragPoint = new paper.Point(event.point.x + imageWidth/2, event.point.y + imageHeight/2);
// Don't know which corner user started dragging from, aggregate the data we have into the leftmost and topmost points for constructing a rectangle
var leftmostX;
if(startDragPoint.x < endDragPoint.x) {
leftmostX = startDragPoint.x;
} else {
leftmostX = endDragPoint.x;
}
var width = Math.abs(startDragPoint.x - endDragPoint.x);
var topmostY;
if(startDragPoint.y < endDragPoint.y) {
topmostY = startDragPoint.y;
} else {
topmostY = endDragPoint.y;
}
var height = Math.abs(startDragPoint.y - endDragPoint.y);
var boundingRectangle = new paper.Rectangle(leftmostX, topmostY, width, height);
console.log(boundingRectangle);
console.log(paper.view.center);
var selectedArea = raster.getSubRaster(boundingRectangle);
var selectedAreaAsDataUrl = selectedArea.toDataURL();
var subImage = new Image(width, height);
subImage.src = selectedAreaAsDataUrl;
subImage.onload = function(event) {
var subRaster = new paper.Raster(subImage);
// Make movable
subRaster.onMouseEnter = movableEvents.showSelected;
subRaster.onMouseDrag = movableEvents.dragItem;
subRaster.onMouseLeave = movableEvents.hideSelected;
};
}
});
}
};
The methods are triggered at the right time and the selection box seems to be the right size. It does indeed render a new raster for me that I can move around, but the contents of the raster are not what I selected. They are close to what I selected but not what I selected. Selecting different areas does not seem to yield different results. The content of the generated subraster always seems to be down and to the right of the actual selection.
Note that as I build the points for the bounding selection rectangle I do some translations. This is because of differences in coordinate systems. The coordinate system where I've drawn the rectangle selection has (0,0) in the center of the image and x increases rightward and y increases downward. But for getSubRaster, we are required to provide the pixel coordinates, per the documentation, which start at (0,0) at the top left of the image and increase going rightward and downward. Consequently, as I build the points, I translate the points to the raster/pixel coordinates by adding imageWidth/2 and imageHeight/2`.
So why does this code select the wrong area? Thanks in advance.
EDIT:
Unfortunately I can't share the image I'm working with because it is sensitive company data. But here is some metadata:
Image Width: 4250 pixels
Image Height: 5500 pixels
Canvas Width: 591 pixels
Canvas Height: 766 pixels
My canvas size varies by the size of the browser window, but those are the parameters I've been testing in. I don't think the canvas dimensions are particularly relevant because I'm doing everything in terms of image pixels. When I capture the event.point.x and event.point.y to the best of my knowledge these are image scaled coordinates, but from a different origin - the center rather than the top left. Unfortunately I can't find any documentation on this. Observe how the coordinates work in this sketch.
I've also been working on a sketch to illustrate the problem of this question. To use it, hold Ctrl + Alt and drag a box on the image. This should trigger some logging data and attempt to get a subraster, but I get an operation insecure error, which I think is because of security settings in the image request header. Using the base 64 string instead of the URL doesn't give the security error, but doesn't do anything. Using that string in the sketch produces a super long URL I can't paste here. But to get that you can download the image (or any image) and convert it here, and put that as the img.src.
The problem is that the mouse events all return points relative to 0, 0 of the canvas. And getSubRaster expects the coordinates to be relative to the 0, 0 of the raster item it is extracting from.
The adjustment needs to be eventpoint - raster.bounds.topLeft. It doesn't really have anything to do with the image width or height. You want to adjust the event points so they are relative to 0, 0 of the raster, and 0, 0 is raster.bounds.topLeft.
When you adjust the event points by 1/2 the image size that causes event points to be offset incorrectly. For the Mona Lisa example, the raster size (image size) is w: 320, h: 491; divided by two they are w: 160, h: 245.5. But bounds.topLeft of the image (when I ran my sketch) was x: 252.5, y: 155.5.
Here's a sketch that shows it working. I've added a little red square highlighting the selected area just to make it easier to compare when it's done. I also didn't include the toDataURL logic as that creates the security issues you mentioned.
Here you go: Sketch
Here's code I put into an HTML file; I noticed that the sketch I put together links to a previous version of the code that doesn't completely work.
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Rasters</title>
<script src="./vendor/jquery-2.1.3.js"></script>
<script src="./vendor/paper-0.9.25.js"></script>
</head>
<body>
<main>
<h3>Raster Bug</h3>
<div>
<canvas id="canvas"></canvas>
</div>
<div id="position">
</div>
</main>
<script>
// initialization code
$(function() {
// setup paper
$("#canvas").attr({width: 600, height: 600});
var canvas = document.getElementById("canvas");
paper.setup(canvas);
// show a border to make range of canvas clear
var border = new paper.Path.Rectangle({
rectangle: {point: [0, 0], size: paper.view.size},
strokeColor: 'black',
strokeWidth: 2
});
var tool = new paper.Tool();
// setup mouse position tracking
tool.on('mousemove', function(e) {
$("#position").text("mouse: " + e.point);
});
// load the image from a dataURL to avoid CORS issues
var raster = new paper.Raster(dataURL);
raster.position = paper.view.center;
var lt = raster.bounds.topLeft;
var startDrag, endDrag;
console.log('rb', raster.bounds);
console.log('lt', lt);
// setup mouse handling
tool.on('mousedown', function(e) {
startDrag = new paper.Point(e.point);
console.log('sd', startDrag);
});
tool.on('mousedrag', function(e) {
var show = new paper.Path.Rectangle({
from: startDrag,
to: e.point,
strokeColor: 'red',
strokeWidth: 1
});
show.removeOn({
drag: true,
up: true
});
});
tool.on('mouseup', function(e) {
endDrag = new paper.Point(e.point);
console.log('ed', endDrag);
var bounds = new paper.Rectangle({
from: startDrag.subtract(lt),
to: endDrag.subtract(lt)
});
console.log('bounds', bounds);
var sub = raster.getSubRaster(bounds);
sub.bringToFront();
var subData = sub.toDataURL();
sub.remove();
var subRaster = new paper.Raster(subData);
subRaster.position = paper.view.center;
});
});
var dataURL = ; // insert data or real URL here
</script>
</body>
</html>

JQuery-UI Draggable locked to the window

I created a really simple map and I wanted it to be dragable.
Here is the code:
http://jsfiddle.net/AeABp/
It works, I can move the map around how I want. But I want it to be locked to the "window", so that there is never white space when it get dragged, I hope you understand what I mean.
I also had a look at the the overview from jquery-ui, but didn't find anything that I needed.
You need to constrain movement to a set of coordinates to make it work properly. Took a bit of messing with, but the containment constrains the element based on the top left corner of the element.
$(function() {
var con = $('#container');
var cw = con.width( ), ch = con.height( );
var map = $('#map');
var mw = map.width( ), mh = map.height( );
var x1 = -mw + cw, y1 = -mh + ch;
map.draggable({containment:[x1,y1,0,0]});
});
There's an easy way to do it (if i understood well):
$('#map').draggable({
containment: 'window',
scroll: false
});

Add and remove textbox using javascript

At onclick event I am adding marker (image pin.png):
var relativeX = event.pageX;
var relativeY = event.pageY;
R.image("pin.png", relativeX, relativeY, 22, 22);
R in this code is Raphael paper: var R = Raphael("paper", 500, 500);
And I have to add also textbox next to this pin. It will be something like description of this marker. There should also be delete icon next to it that would remove both marker and textbox. User can add unlimited number of markers.
How can I add this textbox and icon/button to remove both marker and it's textbox?
I am using JQuery and Raphael.
Raphael's ability to handle text is absolutely horrible. I recently had to do something simular for a project, and i ended up using an HTML5 canvas to generate an image, and then load that image into my project.
So say you create your rect in Raphael, then you'll want to generate an image with your description in it:
var width = myRect.getBBox().width
var height = myRect.getBBox().height
var canvas = jQuery("<canvas width="+width+"px height="+height+"px />");
var context = canvas[0].getContext("2d");
context.font = "10pt Calibri ";
context.textAlign = "left";
context.textBaseline = "top";
context.fillText("this is text", xPos, yPos);
and then you'll want to move it into raphael:
var img = canvas[0].toDataURL("image/png"); //turns the canvas object into a png and returns the dynamic url
var bb = myRect.getBBox();
paper.image(img,bb.x,bb.y,300,400)
Its not the 'easiest solution in the world.. but i think you'll find that other options are not very fun to deal with.
Other options include
var description = paper.text(0,0,"this is text");
which may work better for you, but if you're doing any thing with zooming in and out, or even possibly dragging objects, you will have a hard time.
as for your adding markers bit, you'll probably want a function that says something like
function addMarker(x,y){
var marker = paper.set();
marker.push(
paper.rect(x,y,5,20).attr({fill:"#000"}),
paper.rect(x,y,10,5).attr({fill:"#000"}),
);
}
and you'll want a click function as well, something like
$("paper").click(function(e){
addMarker(e.offsetX,e.offsetY)
});
I hope this helps some. Feel free to comment if you need any more help.
edit:
To remove raphael elements, you can use
myElement.remove();
or even
myElement.hide();
edit:
I thought you might have been looking for an input field... Which is something that Raphael can't handle. So you're going to have to do some work arounds.
If you create an input field and then position it absolutely on top of your raphael program you can achieve this.
var textbox = $("<textarea/>");
textbox.css({"z-index" : 2, "position" : "absolute"});
textbox.css("left",myRaphaelElement.getBBox().x)
textbox.css("top",myRaphaelElement.getBBox().y)
$("body").append(textbox)
and i imagine you're going to want the user to be able to save what they write.. which is where you'll add a butotn and do something like
button.onclick(function(){
// write code here that involves the bit i wrote earlier in my post
// that takes textbox.val() as your text.
});
better?
I ended using simple javascript:
var relativeX = event.pageX;
var relativeY = event.pageY;
$('.marker').append('<div class="pin_container" style="top:' + relativeY + 'px; left:' + relativeX + 'px;"> <input type="text" name="textbox" id="textbox' + counter + '" value="" class="pin_textbox"><input type="button" id="remove" class="delete_button" value=" "></div>');
counter++;
$(".delete_button").click(function () {
$(this).parent().remove();
});
Operations on text in Raphael are way to much complicated.

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