I had rendered group of circles .but After zoom in I need to remove them .How can I do that?
here is code for render circles
var allPoints = localStorage.getItem('points');
//console.log(allPoints);
if(allPoints !== null) {
var allPointsDetail = JSON.parse(allPoints);
_.each(allPointsDetail, function(pointDetail, key) {
var pointCordinate =[];
pointCordinate[0] = pointDetail['x'];
pointCordinate[1] = pointDetail['y'];
RP.drawReportingPoints(pointCordinate,pointDetail);
});
}
similarly afterzoom in I had done this much
xAxis: {
events: {
afterSetExtremes: function(event){
if (this.getExtremes().dataMin < event.min){
var top_position = RP.chart.yAxis[0].toPixels(RP.$valueInput.val());
RP.$handleContainer.css('top', top_position);
var allPoints = localStorage.getItem('points');
// allPoints give points detail which is stored in localStorage.these point should remove from chart which was drawn before
}
}
}
}
Thank you in advance.
Related
sorry for my english but i'm italian...
i would like to create a code that calculate if point (with two coordinates) is inside polygon with concave and convex angles. I tried few codes because is too difficult..
var polygon = [
[71.99999994,38.999999714],
[71.000000057,38.999999714],
[69.999999998,38.999999714],
[69.999999998,38.000000007],
[68.999999939,38.000000007],
[67.99999988,38.000000007],
[67.99999988,38.999999714],
[67.99999988,39.999999597],
[68.999999939,39.999999597],
[68.999999939,41.000000008],
[69.999999998,41.000000008],
[71.000000057,41.000000008],
[71.99999994,41.000000008],
[71.99999994,39.999999597],
[71.99999994,38.999999714]
];
var point= [68,38.5];
I hope that you can help me...
Thanks a lot
The algo is based on this site: http://alienryderflex.com/polygon/
It is superfast and handle various polygon types. I have tuned it to javascript and to your data structure.
function IsPointInPolygon(poly_array, test_point) {
var inside = false;
var test_x = test_point[0];
var test_y = test_point[1];
for(var i=0; i<(poly_array.length-1); i++) {
var p1_x = poly_array[i][0];
var p1_y = poly_array[i][1];
var p2_x = poly_array[i+1][0];
var p2_y = poly_array[i+1][1];
if((p1_y<test_y && p2_y>=test_y) || (p2_y<test_y && p1_y>=test_y)) { // this edge is crossing the horizontal ray of testpoint
if((p1_x+(test_y-p1_y)/(p2_y-p1_y)*(p2_x-p1_x)) < test_x) { // checking special cases (holes, self-crossings, self-overlapping, horizontal edges, etc.)
inside=!inside;
}
}
}
return inside;
}
You can call it directly with your variables:
if(IsPointInPolygon(polygon, point)) {
alert('Inside');
}
else {
alert('Outside');
}
I found this code on Stack Overflow: change images on click.
And it works for me. I want it to be random, but how can i prevent it from repeating the images. It should first repeat the images, when the user has clicked through all images.
I have made an JSfiddle with my code: http://jsfiddle.net/gr3f4hp1/
JQuery code:
var images = ["02.jpg","03.jpg","01.jpg"];
$(function() {
$('.change').click(function(e) {
var image = images[Math.floor(Math.random()*images.length)];
$('#bg').parent().fadeOut(200, function() {
$('#bg').attr('src', 'items/'+image);
$(this).fadeIn(200);
});
});
});
Keep track of the numbers that you have generated, and if its a repeat then get a new number.
You can Work Around This
var usedImages = {};
var usedImagesCount = 0;
function displayImage(){
var num = Math.floor(Math.random() * (imagesArray.length));
if (!usedImages[num]){
document.canvas.src = imagesArray[num];
usedImages[num] = true;
usedImagesCount++;
if (usedImagesCount === imagesArray.length){
usedImagesCount = 0;
usedImages = {};
}
} else {
displayImage();
}
}
you can try this code .
var images = ["02.jpg","03.jpg","01.jpg"];
var imagecon = [];
$(function() {
$('.change').click(function(e) {
if(images.length == 0) { // if no image left
images = imagecon; // put all used image back
imagecon = []; // empty the container
}
var index = Math.floor(Math.random()*images.length);
var image = images[index];
imagecon.push(image); // add used image
images.splice(index,1); // remove it to images
$('#bg').parent().fadeOut(200, function() {
$('#bg').attr('src', 'items/'+image);
$(this).fadeIn(200);
});
});
});
you could add a class to every image that appears like:
image.addClass("viewed")
and write an if statement that show the image only if it hasn't the class viewed:
if(!image.hasClass(viewed)){
(show the image methods);
image.addClass("viewed")
}
I'm not going to make all the code for you, just try this way, learn, fail, success, have fun! :D
Try this image change according to imgCnt variable.
var images = ["01.jpg","02.jpg","03.jpg","01.jpg"];
var imgCnt=1;
$(function() {
$('.change').click(function(e) {
// var image = images[Math.floor(Math.random()*images.length)];
if(imgCnt >= images.length){
imgCnt=0;
}
var image =images[imgCnt];
// alert(image);
$('#bg').parent().fadeOut(200, function() {
$('#bg').attr('src', 'items/'+image);
$(this).fadeIn(200);
imgCnt++;
});
});
});
Demo
There are lots of method here i just push the value of visited image in to Visited array
Campate two array show only differ element
var images = ["02.jpg","03.jpg","01.jpg"];
var visited = [];
$(function() {
$('.change').click(function(e) {
var image = images[Math.floor(Math.random()*images.length)];
visited.push(image);
$('#bg').parent().fadeOut(200, function() {
y = jQuery.grep(images, function(value) {
if(jQuery.inArray(value, visited) == -1){
$('#bg').attr('src', 'items/'+image);
$(this).fadeIn(200);
}
});
} });
});
});
I hopes its help
Well i have this SVG canvas element, i've got to the point so far that once a user clicks and drags the canvas is moved about and off-screen elements become on screen etc....
However i have this is issue in which when ever the user then goes and click and drags again then the translate co-ords reset to 0, which makes the canvas jump back to 0,0.
Here is the code that i've Got for those of you whio don't wanna use JS fiddle
Here is the JSfiddle demo - https://jsfiddle.net/2cu2jvbp/2/
edit: Got the solution - here is a JSfiddle DEMO https://jsfiddle.net/hsqnzh5w/
Any and all sugesstion will really help.
var states = '', stateOrigin;
var root = document.getElementById("svgCanvas");
var viewport = root.getElementById("viewport");
var storeCo =[];
function setAttributes(element, attribute)
{
for(var n in attribute) //rool through all attributes that have been created.
{
element.setAttributeNS(null, n, attribute[n]);
}
}
function setupEventHandlers() //self explanatory;
{
setAttributes(root, {
"onmousedown": "mouseDown(evt)", //do function
"onmouseup": "mouseUp(evt)",
"onmousemove": "mouseMove(evt)",
});
}
setupEventHandlers();
function setTranslate(element, x,y,scale) {
var m = "translate(" + x + "," + y+")"+ "scale"+"("+scale+")";
element.setAttribute("transform", m);
}
function getMousePoint(evt) { //this creates an SVG point object with the co-ords of where the mouse has been clicked.
var points = root.createSVGPoint();
points.x = evt.clientX;
points.Y = evt.clientY;
return points;
}
function mouseDown(evt)
{
var value;
if(evt.target == root || viewport)
{
states = "pan";
stateOrigin = getMousePoint(evt);
console.log(value);
}
}
function mouseMove(evt)
{
var pointsLive = getMousePoint(evt);
if(states == "pan")
{
setTranslate(viewport,pointsLive.x - stateOrigin.x, pointsLive.Y - stateOrigin.Y, 1.0); //is this re-intializing every turn?
storeCo[0] = pointsLive.x - stateOrigin.x
storeCo[1] = pointsLive.Y - stateOrigin.Y;
}
else if(states == "store")
{
setTranslate(viewport,storeCo[0],storeCo[1],1); // store the co-ords!!!
stateOrigin = pointsLive; //replaces the old stateOrigin with the new state
states = "stop";
}
}
function mouseUp(evt)
{
if(states == "pan")
{
states = "store";
if(states == "stop")
{
states ='';
}
}
}
In your mousedown function, you are not accounting for the fact that the element might already have a transform and you are just overwriting it.
You are going to need to either look for, and parse, any existing transform. Or an easier approach would be to keep a record of the old x and y offsets and when a new mousedown happens add them to the new offset.
I am trying to re-size a circle using papeJS but since i used two onMouseDrag function it if conflicting. I am unable to create it. Can anyone help me. Here is the fiddle with circle
Here is the code.
<script type="text/paperscript" canvas="canvas">
var raster = new Raster({
source: 'Chrysanthemum.jpg',
position: view.center
});
var path = null;
var circles = [];
var isDrawing = false;
var draggingIndex = -1;
var segment, movePath;
var resize = false;
project.activeLayer.selected = false;
function onMouseDrag(event) {
if (!isDrawing && circles.length > 0) {
for (var ix = 0; ix < circles.length; ix++) {
if (circles[ix].contains(event.point)) {
draggingIndex = ix;
break;
}
}
}
if (draggingIndex > -1) {
circles[draggingIndex].position = event.point;
} else {
path = new Path.Circle({
center: event.point,
radius: (event.downPoint - event.point).length,
fillColor: null,
strokeColor: 'black',
strokeWidth: 10
});
path.removeOnDrag();
isDrawing = true;
}
}
;
function onMouseUp(event) {
if (isDrawing) {
circles.push(path);
}
isDrawing = false;
draggingIndex = -1;
}
;
function onMouseMove(event) {
project.activeLayer.selected = false;
if (event.item)
event.item.selected = true;
resize = true;
}
var segment, path;
var movePath = false;
function onMouseDown(event) {
segment = path = null;
var hitResult = project.hitTest(event.point, hitOptions);
if (!hitResult)
return;
if (hitResult) {
path = hitResult.item;
if (hitResult.type == 'segment') {
segment = hitResult.segment;
} else if (hitResult.type == 'stroke') {
var location = hitResult.location;
segment = path.insert(location.index + 1, event.point);
path.smooth();
}
}
movePath = hitResult.type == 'fill';
if (movePath)
project.activeLayer.addChild(hitResult.item);
}
</script>
First, your code (on jsfiddle) does not run.
The paperjs external resource returned a 404. https://raw.github.com/paperjs/paper.js/master/dist/paper.js works for paperjs.
The raster source was for a local file, not a URI.
In onMouseDown, project.hitTest references an undefined hitOptions.
It seems from your question that you want to be able to drag the circle segments to resize the circle, and you tried using two onMouseDrag functions to do that, which would not work. Instead, both operations should be in the same onMouseDrag, using if-then-else to choose between them. To make this work as expected, the item that was hit should be stored in onMouseDown instead of whatever circle your code finds at the beginning of onMouseDrag. For example, here onMouseDrag can either "move" or "resize" (jsfiddle here):
<script type="text/paperscript" canvas="myCanvas">
var raster = new Raster({
source: 'http://i140.photobucket.com/albums/r10/Array39/Chrysanthemum.jpg',
position: view.center
});
var circles = [];
var hitItem = null;
var currentAction = null;
function onMouseMove(event) {
project.activeLayer.selected = false;
if (event.item) {
event.item.selected = true;
}
}
function onMouseDown(event) {
hitItem = null;
var aColor = new Color('black');
for (var i = 0; i < circles.length; i++) {
circles[i].fillColor = aColor;
}
view.draw();
var hitResult = project.hitTest(event.point);
for (var i = 0; i < circles.length; i++) {
circles[i].fillColor = null;
}
view.draw();
if (!hitResult) {
return; //only happens if we don't even hit the raster
}
hitItem = hitResult.item;
if (circles.indexOf(hitItem) < 0) {
var newCircle = new Path.Circle({
center: event.point,
radius: 2,
strokeColor: 'black',
strokeWidth: 10
});
hitItem = newCircle;
circles.push(hitItem);
currentAction = 'resize';
return;
}
if (hitResult.type == 'segment') {
currentAction = 'resize';
} else if (hitResult.type == 'stroke') {
hitItem.insert(hitResult.location.index + 1, event.point);
hitItem.smooth();
currentAction = 'resize';
} else if (hitResult.type == 'fill') {
currentAction = 'move';
}
}
function onMouseDrag(event) {
if (!hitItem) {
return;
}
if (currentAction == 'move') {
hitItem.position = event.point;
} else if (currentAction == 'resize') {
if ((event.downPoint - event.point).length >= 1) {
hitItem.fitBounds(new Rectangle(event.downPoint, event.point), true);
}
}
};
</script>
<canvas id="myCanvas"></canvas>
Also note:
In onMouseDown, the function returns if !hitResult, so you do not need to test if (hitResult) right after that return.
Naming variables the same as objects makes searching more difficult, e.g., in your code path is an instance of Path.
Using the same variable for different purposes makes code more difficult to parse, e.g., in your code path is used to create new circles as well as to store which circle has been selected.
You have multiple variables defined twice: path, movePath, and segment.
If a variable will only be used in a single function, e.g., movePath and segment, then it makes the code more readable if the variable is defined in that function. Also, movePath is only used in a single if-statement, which just adds items back to the layer, but the only items not in the layer have been removed when the circle was originally drawn. Since those items cannot be hit, the item that was hit must already be in the layer.
The variable segment is not used.
It makes the code flow/read better if the functions are ordered logically. In this case, onMouseMove should go first because it happens before the button is clicked. Then onMouseDown goes next because it must happen before the other actions. Then onMouseDrag, and finally onMouseUp.
Instead of creating new circles in onMouseDrag and then throwing them away on the next drag, it makes more sense to create one in onMouseDown if there was no item hit, or if the hit item is not a circle. Then in onMouseDown, you just resize that circle. Path.scale or Path.fitBounds can be used for such resizing.
Instead of using multiple boolean variables to keep track of the current action (e.g., resize vs move), it is more logical to have a single variable keeping track of the current action.
Instead of your code to find whether the point is within a circle, the code I am using temporarily sets the circles' fillColor, do the hitTest, and then clears the circles' fillColor. I did this because when you hit a stroke, the shape of the circle changes, for which your code to find the draggingIndex does not account.
I want to move a specific node (say i have the node reference), to a desired location (say to the top left corner of the canvas). I tried doing something similar to one in the sample project, where they move nodes while dragging with the mouse. But it doesn't seem to work. I am not seeing the node move as i expected. This is the code i have.
$("#someElement").click(function() {
sys.eachNode(function(node, pt) {
if (node.name === "specificNode") {
// moveToOrigin
var s = arbor.Point(1, 1);
var p = sys.fromScreen(s);
node.fixed = true;
node.p = p;
node.fixed = false;
node.tempMass = 1000;
}
}
});
To move a node to a desired position get the desired position relative to the canvas and set it via particle system's fromScreen(...) function:
var point = point;
var pos = canvas.offset();
var s = arbor.Point(point.x-pos.left, point.x-pos.top);
node.p = particleSystem.fromScreen(s);
You need to set position of node first, then again iterate each loop for nodes.
redraw: function () {
gfx.clear()
particleSystem.eachNode(function (node, pt) {
//var node = particleSystem.getNode("Carrol Wahi")
if (node.data.color == "yellow") {
var pos = $(canvas).offset();
var point = particleSystem.fromScreen(arbor.Point(pos.left + 150, pos.top));
node._fixed = true;
node._p = point;
//console.log("x=" + point.x + ", y=" + point.y);
node.tempMass = .1
}
});
particleSystem.eachEdge(function (edge, pt1, pt2) {
// your code goes here
}
particleSystem.eachNode(function (node, pt) {
//your code goes here
})
}