Currently im trying to make a canvas zoom and also draw again the whole canvas
var painter = document.getElementById('painter');
var cp = painter.getContext('2d');
var scale = 1;
var originx = 0;
var savedData = [];
var originy = 0;
var zoom = 0;
$('#painter').on('mousewheel', function(event) {
var imgData = cp.getImageData(0, 0, painter.width, painter.height);
savedData.push(imgData);
var mousex = event.clientX - painter.offsetLeft;
var mousey = event.clientY - painter.offsetTop;
var wheel = event.deltaY;//n or -n
var zoom = 1 + wheel/2;
cp.translate(
originx,
originy
);
cp.scale(zoom,zoom);
cp.translate(
-( mousex / scale + originx - mousex / ( scale * zoom ) ),
-( mousey / scale + originy - mousey / ( scale * zoom ) )
);
if (savedData.length > 0) {
var imgData = savedData.pop();
cp.putImageData(imgData, 0, 0);
}
originx = ( mousex / scale + originx - mousex / ( scale * zoom ) );
originy = ( mousey / scale + originy - mousey / ( scale * zoom ) );
scale *= zoom;
});
Thing is it does not work. Canvas is never updated... the variables seems to be fine and since I need to draw again the whole canvas Im saving all the data into an array
getImageData & context.putImageData are very expensive operations.
Instead, you could store your original content in a second in-memory-only canvas created with
var secondCanvas = document.createElement('canvas')
var secondContext = secondCanvas.getContext('2d');
secondCanvas.width=mainCanvas.width;
secondCanvas.height=mainCanvas.height;
secondContext.drawImage(mainCanvas,0,0);
Then use that second canvas as an image source for your scaled drawing on the main canvas:
mainContext.drawImage(secondCanvas,x,y);
Once you have your content cached to a second canvas, you can use this Stackoverflow answer to zoom with the mousewheel:
Zoom and pan in animated HTML5 canvas
Related
Hello my dear fellows,
I've been trying to recreate the effect: image scales up as the mouse get closer to the center of the image found on https://www.davidwilliambaum.com/
I have been very unsuccessfull so far, as I am not sure how to approach the problem.
I started a codepen with some ideas : https://codepen.io/dindon-studio/pen/RwLwRKM
As you can see I first get the center coordinate of the image, and then i try some dirty formula to scales it up with the mouse distance.
But it is very buggy and not convincing at all.
Does anyone got a better approach?
Deep thanks for you help!
var mX, mY, distance, element
element = $('.project')
function calculateDistance(elem, mouseX, mouseY) {
return Math.floor(Math.sqrt(Math.pow(mouseX - (elem.offset().left+(elem.width()/2)), 2) + Math.pow(mouseY - (elem.offset().top+(elem.height()/2)), 2))); }
$(document).mousemove(function(e) {
mX = e.pageX;
mY = e.pageY;
distance = calculateDistance(element, mX, mY);
if (distance< 500 && distance >50){
var scaling = 1 + (1/distance) *100
gsap.to(".project", {duration: 0.01, scale: scaling,ease: "power2.in",});
}
});
I build off from your codepen and made some adjustments: https://codepen.io/Mookiie/pen/qBPBmNe
The higher the scalingFactor the closer the mouse needs to be for a size change.
function calculateCenter(image) {
var rect1 = image.getBoundingClientRect();
var x = rect1.left + rect1.width * 0.5;
var y = rect1.top + rect1.height * 0.5;
return { x: x, y: y }
}
function getDistance(x1, y1, x2, y2){
let y = x2 - x1;
let x = y2 - y1;
return Math.sqrt(x * x + y * y);
}
function distanceFromCenter(image, mouseX, mouseY) {
var imageCenter = calculateCenter(image);
return getDistance(imageCenter.x, imageCenter.y, mouseX, mouseY)
}
function adjustImage(image, mX, mY) {
var distance = distanceFromCenter(image, mX, mY);
const baseScale = 1
const maxScaling = 1.5;
const scalingFactor = 1;
const adjustedScaling = maxScaling - ((distance / 1000) * scalingFactor)
const scaling = adjustedScaling >= baseScale ? adjustedScaling : baseScale
gsap.to(image, {duration: 0.01, scale: scaling, ease: "power2.in",});
}
$(document).mousemove(function(e) {
const mX = e.pageX;
const mY = e.pageY;
const images = $("img")
images.each(function() {
adjustImage(this, mX, mY)
})
});
What I want:
I have a div and I want to move it around the canvas but limit it to canvas width and height
What I have:
I'm using p5.dom.js library
P5js code:
let dragging = false;
let offsetX, offsetY, onsetX, onsetY;
let canvasWidth, canvasHeight;
let currentDragDiv;
function setup() {
canvasWidth = windowWidth < 400 ? 400 : windowWidth;
canvasHeight = windowHeight < 400 ? 400 : windowHeight;
canvas = createCanvas(canvasWidth, canvasHeight)
.mousePressed(createDiv);
}
function draw() {
background(200);
if(dragging){
if(mouseX + onsetX < canvasWidth && mouseX + offsetX > 0){
currentDragDiv.position(mouseX + offsetX, currentDragDiv.y);
}
if(mouseY + onsetY < canvasHeight && mouseY + offsetY > 0 ){
currentDragDiv.position(currentDragDiv.x, mouseY + offsetY);
}
}
}
function createDiv(){
let div = createDiv("")
.mousePressed(function(){ dragDiv(div); })
.mouseReleased(function(){ dropDiv(div); })
.position(mouseX, mouseY);
}
function dropDiv(){
dragging = false;
currentDragDiv = null;
}
function dragDiv(d){
currentDragDiv = d;
dragging = true;
offsetX = currentDragDiv.x - mouseX;
offsetY = currentDragDiv.y - mouseY;
onsetX = currentDragDiv.width + offsetX;
onsetY = currentDragDiv.height + offsetY;
}
The Problem:
This code is working great but if the user moves the mouse too quickly, the div doesn't go until the border of the canvas things like this happens (I dragged and moved the div very fast to the right and it stoped in the middle of screen). This problem makes the variable onsetX and onsetY goes wrong and mess up a lit bit deppending on how much the div is away from the canvas border.
Is it possible to remove this "error" and make the div go until the border of canvas?
Observations:
I removed some of the code that I think it's not necessary for this question.
The variables onsetX and onsetY are the oposite of offsetX and offsetY, it's the position of the border from the mouse position, but because english isn't my native language, I didn't know how to name the variable. Recommendations would be good.
In your current code the dragging is completely omitted, if the border of the canvas is exceeded:
if(mouseX + onsetX < canvasWidth && mouseX + offsetX > 0){
currentDragDiv.position(mouseX + offsetX, currentDragDiv.y);
}
if (mouseY + onsetY < canvasHeight && mouseY + offsetY > 0 ){
currentDragDiv.position(currentDragDiv.x, mouseY + offsetY);
}
Instead of that you have to limit the dragging to the range from 0 to canvasWidth respectively 0 to canvasHeight. This means you have to "clamp" the dragging to this range:
function draw() {
let newX, newY;
background(200);
if(dragging){
newX = mouseX + offsetX;
if ( newX > canvasWidth ) {
newX = canvasWidth - currentPostIt.width;
}
if ( newX < 0 ) {
newX = 0;
}
newY = mouseY + offsetY;
if ( newY > canvasHeight ) {
newY = canvasHeight - currentPostIt.height;
}
if ( newY < 0 ) {
newY = 0;
}
currentDragDiv.position(newX, newY);
}
}
I'm currently working on a googly eye that follows your mouse movements. I've been able to center the googly and listen for mouse movements, but I'm having trouble finding the center of the page after I've resized it.
var DrawEye = function(eyecontainer, pupil, eyeposx, eyeposy){
// Initialise core variables
var r = $(pupil).width()/2;
var center = {
x: $(eyecontainer).width()/2 - r,
y: $(eyecontainer).height()/2 - r
};
var distanceThreshold = $(eyecontainer).width()/2.2 - r;
var mouseX = 0, mouseY = 0;
// Listen for mouse movement
$(window).mousemove(function(e){
var d = {
x: e.pageX - r - eyeposx - center.x,
y: e.pageY - r - eyeposy - center.y
};
var distance = Math.sqrt(d.x*d.x + d.y*d.y);
if (distance < distanceThreshold) {
mouseX = e.pageX - eyeposx - r;
mouseY = e.pageY - eyeposy - r;
} else {
mouseX = d.x / distance * distanceThreshold + center.x;
mouseY = d.y / distance * distanceThreshold + center.y;
}
});
// Update pupil location
var pupil = $(pupil);
var xp = 0, yp = 0;
var loop = setInterval(function(){
// change 1 to alter damping/momentum - higher is slower
xp += (mouseX - xp) / 5;
yp += (mouseY - yp) / 5;
pupil.css({left:xp, top:yp});
}, 1);
};
var pariseye1 = new DrawEye("#eyeleft", "#pupilleft", 650, 300);
I'm trying to get it to follow the mouse no matter how big or small the window size is, I'm just having trouble figuring that out.
As of right now, if you resize the page the googly eye still follows the mouse, but it becomes slight ajar and doesn't quite follow the mouse exactly. It seems like where it's actually tracking the mouse stays the same.
I'm fairly new to javascript, so if anyone could help that would be great!
Thanks, James
I have a simple sword image (drawn pointing up) that is in an 'open world' game setting, so the player can move around the world to all coordinates. I would like the sword to point at the mouse.
My issue (I think) is that the world coordinates and webpage coordinates do not match up. For example, the player could be at location (6000, 6000), while the mouse coordinates would only be between 0 and 1600 (or whatever the width of the screen is). On top of that, the webpage won't always exist in the same place.
Thoughts so far:
So I need to calculate the position of the mouse relative to the canvas, or vice versa.
Formula I was using. This worked in an older project of mine for XNA:
var xdir = mouse.x - swordcenter.x;
var ydir = mouse.y - swordcenter.y;
var theta = (Math.atan2( ydir, xdir ) - Math.PI/2.0) * (180.0/Math.PI);
I feel like the solution should be simpler than what I'm thinking, but no formula has been working so far. Any ideas?
So the question I suppose is why isn't this working? And my best guess is because of the difference in coordinates. I can't figure out how to factor it in.
Edit: I have figured out how to factor it in. With the following code, the mouse position is put in to game coordinates. So if the mouse hovers over the player, then the mouse pos and player pos are equal. However, the image still spins rapidly with the mouse movement.
document.addEventListener('mousemove', function(e){
mouse.x = e.clientX || e.pageX;
mouse.y = e.clientY || e.pageY;
var view = document.getElementById('viewport');
var rect = view.getBoundingClientRect();
mouse.x -= rect.left;
mouse.y -= rect.top;
var camX = clamp(x - canvas.width/2, -1000, 1000 - canvas.width);
var camY = clamp(y - canvas.height/2, -1000, 1000 - canvas.height);
mouse.x += camX;
mouse.y += camY;
}, false);
Edit 2: Here is how I get the angle:
var getAngle = function() {
var xdir = mouse.x - x;//where x and y are the sword center
var ydir = mouse.y - y;
var theta = Math.atan2( ydir, xdir ) * (180.0/Math.PI);
return theta;
}
Edit 3: Here is how I draw the image:
var draw = function(ctx) {
ctx.fillRect(x-15, y-15, 30, 30);//background player rect
ctx.save();
ctx.translate(x, y);//x and y is the center of the sword/player
ctx.rotate(getAngle());
//this correctly draws the sword on top of the player rect, except for rotation
ctx.drawImage(stanceTexture, -stanceTexture.width/2, -stanceTexture.height/2);
ctx.restore();
};
After all the additional math done to compute the correct "in-game" mouse location, it turns out that my canvas context wanted radians as well. Much confuse. Every other post I found regarding this turns the value back into degrees (WRONG) so I hope this helps someone else out. So here is the complete answer,
document.addEventListener('mousemove', function(e){
mouse.x = e.clientX || e.pageX;
mouse.y = e.clientY || e.pageY;
var view = document.getElementById('viewport');
var rect = view.getBoundingClientRect();
mouse.x -= rect.left;
mouse.y -= rect.top;
var camX = clamp(x - canvas.width/2, world.minX, world.maxX - canvas.width);
var camY = clamp(y - canvas.height/2, world.minY, world.maxX - canvas.height);
mouse.x += camX;
mouse.y += camY;
}, false);
var getAngle = function() {
var xdir = mouse.x - x;//where x and y are the sword center
var ydir = mouse.y - y;
//Note: I only subtract Math.PI/2 to flip the image 180 degrees.
// The value to subtract will depend on the original angle of your image
var theta = Math.atan2( ydir, xdir ) - Math.PI/2.0;
return theta;
}
var draw = function(ctx) {
ctx.fillRect(x-15, y-15, 30, 30);//background player rect
ctx.save();
ctx.translate(x, y);//x and y is the center of the sword/player
ctx.rotate(getAngle());
//this correctly draws the sword on top of the player rect, except for rotation
ctx.drawImage(stanceTexture, -stanceTexture.width/2, -stanceTexture.height/2);
ctx.restore();
};
You don't need trigonometry for that.
Basic vector calculus is enough:
const sword_length = 10;
var sword_x_start = 0;
var sword_y_start = 0;
var mouse_x = ...; // current mouse position
var mouse_y = ...;
var dx = (mouse_x - sword_x_start);
var dy = (mouse_y - sword_y_start);
// sword to mouse distance
var length = Math.sqrt( dx*dx + dy*dy );
// unit vector, see: http://en.wikipedia.org/wiki/Unit_vector
// in sword to mouse direction:
var unit_v_x = dx / length;
var unit_v_y = dy / length;
// and now coordinates of the sword pointing to mouse:
var sword_x_end = sword_x_start + unit_v_x * sword_length ;
var sword_y_end = sword_y_start + unit_v_y * sword_length ;
There are several excellent stack questions (1, 2) about unprojecting in Three.js, that is how to convert (x,y) mouse coordinates in the browser to the (x,y,z) coordinates in Three.js canvas space. Mostly they follow this pattern:
var elem = renderer.domElement,
boundingRect = elem.getBoundingClientRect(),
x = (event.clientX - boundingRect.left) * (elem.width / boundingRect.width),
y = (event.clientY - boundingRect.top) * (elem.height / boundingRect.height);
var vector = new THREE.Vector3(
( x / WIDTH ) * 2 - 1,
- ( y / HEIGHT ) * 2 + 1,
0.5
);
projector.unprojectVector( vector, camera );
var ray = new THREE.Ray( camera.position, vector.subSelf( camera.position ).normalize() );
var intersects = ray.intersectObjects( scene.children );
I have been attempting to do the reverse - instead of going from "screen to world" space, to go from "world to screen" space. If I know the position of the object in Three.js, how do I determine its position on the screen?
There does not seem to be any published solution to this problem. Another question about this just showed up on Stack, but the author claims to have solved the problem with a function that is not working for me. Their solution does not use a projected Ray, and I am pretty sure that since 2D to 3D uses unprojectVector(), that the 3D to 2D solution will require projectVector().
There is also this issue opened on Github.
Any help is appreciated.
Try with this:
var width = 640, height = 480;
var widthHalf = width / 2, heightHalf = height / 2;
var vector = new THREE.Vector3();
var projector = new THREE.Projector();
projector.projectVector( vector.setFromMatrixPosition( object.matrixWorld ), camera );
vector.x = ( vector.x * widthHalf ) + widthHalf;
vector.y = - ( vector.y * heightHalf ) + heightHalf;
For modern Three.js (r75), a vector can be projected onto the screen with:
var width = window.innerWidth, height = window.innerHeight;
var widthHalf = width / 2, heightHalf = height / 2;
var pos = object.position.clone();
pos.project(camera);
pos.x = ( pos.x * widthHalf ) + widthHalf;
pos.y = - ( pos.y * heightHalf ) + heightHalf;
For everyone getting deprecated or warnings logs, the accepted answer is for older Three.js versions. Now it's even easier with:
let pos = new THREE.Vector3();
pos = pos.setFromMatrixPosition(object.matrixWorld);
pos.project(camera);
let widthHalf = canvasWidth / 2;
let heightHalf = canvasHeight / 2;
pos.x = (pos.x * widthHalf) + widthHalf;
pos.y = - (pos.y * heightHalf) + heightHalf;
pos.z = 0;
console.log(pos);
None of these answers worked for me but they were very close, so I investigated a little bit more and combining some code from those answers plus this article I was able to make it work with the following snippet
const vector = new THREE.Vector3();
const canvas = renderer.domElement; // `renderer` is a THREE.WebGLRenderer
obj.updateMatrixWorld(); // `obj´ is a THREE.Object3D
vector.setFromMatrixPosition(obj.matrixWorld);
vector.project(camera); // `camera` is a THREE.PerspectiveCamera
const x = Math.round((0.5 + vector.x / 2) * (canvas.width / window.devicePixelRatio));
const y = Math.round((0.5 - vector.y / 2) * (canvas.height / window.devicePixelRatio));