Svg getPointAtLength works differently in different browsers any alternative? - javascript

I am working on svg based application. here user can draw different shapes like rect,circle,line etc. I need to convert these shapes into 'path' and then i need all points in the path.
My solution is working fine for all shapes, except 'circle'. once user finishes the drawing, i convert the circle to 'path' using 'arc'. and when i try to find path point using 'getPointAtLength' , i get different values in different browser. which changes the end result.
So far, 'Opera' displaying best result. below is my code. I have three questions:-
1) How i can fix this?
2) is there any alternative way to find all points in svg path?
3) is there any other way to represent circle in form of path?
jsFiddle Link is http://jsfiddle.net/xfpDA/
<body>
<script>
function roundDecimalNumber(number, places) {
var place;
if (!places)
place = 3;
else
place = places;
number=parseFloat(number);
number = number.toFixed(place);
number = parseFloat(number);
return number;
}
function path2Array(node) {
var pointsArray = new Array();
var point,tx,ty,cordinatesXY;
for (var i = 0; i < node.getTotalLength(); i+=0.2) {
point = node.getPointAtLength(i);
tx=roundDecimalNumber(point.x);
ty=roundDecimalNumber(point.y);
cordinatesXY = {
x: tx,
y: ty
};
pointsArray.push(cordinatesXY);
}
return pointsArray;
}
</script>
<svg id="svg" width="800" height="600" viewBox="528 139 268 192">
<path id="square" fill="none" stroke="blue" d="M 636.866, 216.994 a 25.490,29.18 0 1,0 50.981,0 a 25.490,29.180 0 1,0 -50.981,0 z"/>
</svg>
<script>
var svg=document.getElementById('svg');
var pathSquare=document.getElementById('square');
pathPoints=path2Array(pathSquare);
var d='';
var point;
for(var i=0;i<pathPoints.length;i++){
point=pathPoints[i];
if(i===0)
{
d='M '+point.x+','+point.y+' L ';
}
else{
d+=point.x+' '+point.y+' ';
}
}
var dynamicSquare=document.createElementNS("http://www.w3.org/2000/svg", "path");
dynamicSquare.setAttribute("d", d);
dynamicSquare.setAttribute("fill", 'none');
dynamicSquare.setAttribute("stroke", 'red');
dynamicSquare.setAttribute("transform", 'matrix(1 0 0 1 100 0)');
svg.appendChild(dynamicSquare);
</script>
</body>
i am on ubuntu and firefox version is 28.0

Related

Fill the intersection area between circle and function in JSXGraph

I have a circle and simple function Math.cos(x)
I want the circle to be filled when it intersects with that function (fill only the upper side). But it's not working.
Script:
// circle
var point1 = app.board.create('point', [0,0], {size: 2, strokeWidth:2 })
var point2 = app.board.create('point', [6,0], {size: 2, strokeWidth:2 })
var circle = app.board.create('circle', [point1,point2], {strokeColor: "#f00", strokeWidth: 2 })
// function
var func = app.board.create('functiongraph',[function(x){ return Math.cos(x)}]);
// intersection
var curve = app.board.create('curve', [[], []], {strokeWidth: 0, fillColor: "#09f", fillOpacity: 0.8})
curve.updateDataArray = function() {
var a = JXG.Math.Clip.intersection(circle, func, this.board);
this.dataX = a[0];
this.dataY = a[1]
};
app.board.update()
Output
Expected output (I did it on Paint)
Thank you in advance :)
This can easily realized with the next version of JSXGraph which will be released next week: With the inequality element the area above the cosine curve can be marked. The inequality element is a closed curve and can be intersected with a circle. In v1.2.3, the intersection does not work because of a small bug.
For the clipping, the next version contains new elements curveintersection, curveunion, curvedifference which make it easier to use the methods of JXG.Math.Clip, but of course your approach with JXG.Math.Clip will still work.
Here is the code:
var f = board.create('functiongraph', ['cos(x)']);
var ineq = board.create('inequality', [f], {
inverse: true, fillOpacity: 0.1
});
var circ = board.create('circle', [[0,0], 4]);
var clip = board.create('curveintersection', [ineq, circ], {
fillColor: 'yellow', fillOpacity: 0.6
});
Actually, the inequality element does the same as enxaneta does "by hand".
In the next example I'm building the d attribute for the path using Math.cos().
I suppose your function may be different.
Please observe that at the end at the d attribute the path is closing the upper part of the svg canvas.
I'm using the pth inside a clipPath and I'm clipping the circle with it.
let d ="M";
for(let x = -50; x<=50; x+=1){
d+=`${x}, ${5*Math.cos(x/5)} `
}
d+="L50,-50L-50,-50z"
pth.setAttribute("d",d);
<svg viewBox="-50 -50 100 100" width="200">
<clipPath id="clip">
<path id="pth"/>
</clipPath>
<circle r="45" clip-path="url(#clip)" fill="blue"/>
</svg>
In order to better understand how I'm building the path please take a look at the next example:
let d ="M";
for(let x = -50; x<=50; x+=1){
d+=`${x}, ${5*Math.cos(x/5)} `
}
d+="L50,-50L-50,-50z"
pth.setAttribute("d",d);
<svg viewBox="-50 -50 100 100" width="200">
<circle r="45" fill="blue"/>
<path id="pth" fill="rgba(250,0,0,.4)"/>
</svg>

BBox calculation of svg <g> elements

I just came across a weired case of bouncing box calculation and it seems I did not grasp the whole truth yet.
First of all, a bounding box is defined as the tightest box, an untransformed element can be enclosed with.
I always was under the impression, that for groups, that means, that it gets basically the union of the bounding box of all children.
However, today I came across this:
<g id="outer">
<g id="inner" transform="translate(100, 100)">
<rect x="0" y="0" width="100" height="100" />
</g>
</g>
The bounding boxes of the elements are as follows:
rect: x: 0, y: 0, w: 100, h: 100
#inner: x: 0, y: 0, w: 100, h: 100
#outer: x: 100, y: 100, w: 100, h: 100
My expectation would have been, that all boxes are the same but as you can see, the outer box is NOT the union of the inner elements (in that case it would equal the #inner's bbox). Instead it takes into account the transformation of the inner elements.
So, is it right to say, that the bbox of a group is the union of the TRANSFORMED bbox's of its children? Or more programatically said, the union of all getBoundingClientRect calls (assuming that scroll is 0 because getCoundingClientRect ignores scroll)?
I would really appreciate a link pointing me to the correct part of the specs.
The bounding box returned by getBBox is the box in the element's transformed coordinate system
Returns the tight bounding box in current user space (i.e., after application of the ‘transform’ attribute, if any) on the geometry of all contained graphics elements, exclusive of stroking, clipping, masking and filter effects)...
The outer SVG element has a different co-ordinate system. I.e. where it places the origin is not the same as the inner <g> element because of the inner element's transform.
getBoundingClientRect operates in the global co-ordinate system however.
In this demo the red polygon represents the #outer BBox during an animation where the rect is rotating.
const SVG_NS = 'http://www.w3.org/2000/svg';
let o = outer.getBBox()
let i = inner.getBBox()
let BBpoly = drawBBox(o);
function drawBBox(bb){
let p = [{x:bb.x,y:bb.y},
{x:bb.x+bb.width,y:bb.y},
{x:bb.x+bb.width,y:bb.y+bb.height},
{x:bb.x,y:bb.y+bb.height}];
let BBpoly = drawPolygon(p, BBoxes);
return BBpoly;
}
function drawPolygon(p, parent) {
let poly = document.createElementNS(SVG_NS, 'polygon');
let ry = [];
for (var i = 0; i < p.length; i++) {
ry.push(String(p[i].x + ", " + p[i].y));
}
var points = ry.join(" ");
poly.setAttributeNS(null, 'points', points);
parent.appendChild(poly);
return poly;
}
function updatePolygon(p,poly){
let ry = [];
for (var i = 0; i < p.length; i++) {
ry.push(String(p[i].x + ", " + p[i].y));
}
var points = ry.join(" ");
poly.setAttributeNS(null, 'points', points);
}
let a = 0;
function Frame(){
requestAnimationFrame(Frame);
inner.setAttributeNS(null,"transform", `rotate(${a}, 120,120)`)
let bb = outer.getBBox()
let p = [{x:bb.x,y:bb.y},
{x:bb.x+bb.width,y:bb.y},
{x:bb.x+bb.width,y:bb.y+bb.height},
{x:bb.x,y:bb.y+bb.height}];
updatePolygon(p,BBpoly);
a++
}
Frame()
svg{border:1px solid; width:300px;}
polygon{fill:none; stroke:red; }
<svg viewBox="0 0 250 250">
<g id="BBoxes"></g>
<g id="outer">
<g id="inner">
<rect x="70" y="70" width="100" height="100" />
</g>
</g>
</svg>

how to know if any x or y point is on svg path

i have a svg path and i want to know if my mouse is on svg path or not, if it is i want to change the cursor to mouse to pointer.
This could have been easily done by adding mouse hover property on path and also with Recognize point(x,y) is inside svg path or outside
with this solution.
but there is a twist, I have another transparent layer over it, because of which I cannot have those two solutions.
right now I am making top layer display none and it works fine. but because of this my mouse pointer and the action I do such as moving a certain element on mouse move is slow,
hence i want to find out if there is any other better way without making display equal to none.
please find the fiddle example, I want to change the cursor to pointer when its on mypath element and also want myline should be moving as i move mouse over the layer, i can do display to none on layer for time being, but i noticed on firefox, line movement is not that smooth,
https://jsfiddle.net/shyam_bhiogade/9a7zuou2/6/
<svg width="400" height="400">
<g>
<path id="mypath" d="M10 200 L200 90 L200 200" fill="transparent" stroke="black" stroke-width="5" />
<rect class="interactiveArea" width="500" height="500" style="fill:rgb(0,0,255);stroke-width:3;stroke:rgb(0,0,0);opacity:0.2" />
<line id="myline" x1="20" y1="0" x2="20" y2="400" stroke-width="2" stroke="black" />
</g>
</svg>
I have used the solution given at https://bl.ocks.org/mbostock/8027637 , it returns the distance of x and y point from the path, if the distance is less than 1px or width of the stroke, I consider that x and y point is on the path.
function closestPoint(pathNode, point) {
var pathLength = pathNode.getTotalLength(),
precision = 8,
best,
bestLength,
bestDistance = Infinity;
// linear scan for coarse approximation
for (var scan, scanLength = 0, scanDistance; scanLength <= pathLength; scanLength += precision) {
if ((scanDistance = distance2(scan = pathNode.getPointAtLength(scanLength))) < bestDistance) {
best = scan, bestLength = scanLength, bestDistance = scanDistance;
}
}
// binary search for precise estimate
precision /= 2;
while (precision > 0.5) {
var before,
after,
beforeLength,
afterLength,
beforeDistance,
afterDistance;
if ((beforeLength = bestLength - precision) >= 0 && (beforeDistance = distance2(before = pathNode.getPointAtLength(beforeLength))) < bestDistance) {
best = before, bestLength = beforeLength, bestDistance = beforeDistance;
} else if ((afterLength = bestLength + precision) <= pathLength && (afterDistance = distance2(after = pathNode.getPointAtLength(afterLength))) < bestDistance) {
best = after, bestLength = afterLength, bestDistance = afterDistance;
} else {
precision /= 2;
}
}
best = [best.x, best.y];
best.distance = Math.sqrt(bestDistance);
return best;
function distance2(p) {
var dx = p.x - point[0],
dy = p.y - point[1];
return dx * dx + dy * dy;
}
}

SVG getTotalLength() won't return the right size for non-scaling-stroke - get SVG scale

I'm using javascript to get a path length and apply half of it to the stroke-DashArray. My problem is that I use vector-effect="non-scaling-stroke" so that no mather the scale, it allways keeps a stroke-width:2px; The non-scaling seems to affect every part of the stroke properties including the DashArray so I need to get the scale of the svg to then scale path.getTotalLength();.
Is there a way to get the SVG computed scale using javascript to use as multiplier of the path lenght?
I made a codepen.io to demonstrate the issue. Just resize the view port to see the stroke change.
Would just like to draw more attention to Sam's comment/answer above, which worked for me!
path.getBoundingClientRect().width/path.getBBox().width will return a scale number.
You can then multiply the scale by the length of the path with path.getTotalLength() * scale;
For anyone struggling with this now, the scaling solution suggested above wasn't working for me, which I think is because I'm not sizing my svg proportionally (it is set to fill the browser window). I discovered a straightforward solution for my use case with boundingClientRect and the pythagorean theorem though:
let boundingClient=el.getBoundingClientRect();
let pathLength=Math.sqrt(boundingClient.width**2 + boundingClient.height**2);
This gets it pretty spot-on for me, and it just needs to be recalculated whenever the window resizes.
I think that you must divide the viewbox size / SVG width
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Document</title>
</head>
<body>
<button onclick="dashAni(myPath, 50, 3500)">start</button>
<svg id="mySVG" width="200" height="200" viewBox="0 0 500 500">
<path
vector-effect="non-scaling-stroke"
id="myPath" d="M 50,250 c 0 -100 150 -100 200 0
c 50 100 200 100 200 0
c -0 -100 -150 -100 -200 0
c -50 100 -200 100 -200 0
z"
stroke="#eee"
stroke-width="5" fill="none" />
</svg>
<script>
var dashAni = function(path, length, duration){
var dashPath = path.cloneNode(true);
mySVG.appendChild(dashPath);
var pathLen=path.getTotalLength()/2.5;
var aktPos=0
var sumSteps = duration / (1000/60) // 60 pics per second
var step=0;
var pathAnim;
dashPath.setAttribute('stroke-dasharray', length + ' ' + (pathLen - length));
dashPath.setAttribute('stroke', "red");
dashPath.setAttribute('stroke-dashoffset', aktPos);
var anim=function(){
aktPos = pathLen/sumSteps*step*-1;
//aktLen = easeInOutQuad(step/sumSteps)*len;
dashPath.setAttribute('stroke-dasharray', length + ' ' + pathLen);
dashPath.setAttribute('stroke-dashoffset', aktPos);
if (step <= (sumSteps)){
step++;
pathAnim = setTimeout(anim, 1000/60) //1000/60 pics/second
} else {
mySVG.removeChild(dashPath);
clearTimeout(pathAnim);
}
}
anim();
}
</script>
</body>
</html>

Raphael Js : How to re-arrange the elements inside a raphael set in a curve path

I was working in Raphael Js to create a layout in svg. I have created some circles that are arranged in rows and column. Say there are 15 circles in columns and 5 in rows like in the image attached.
Here all the elements are first drawn in a straight line. This is good and as wished. But in some sets drawn, I would want to skew the whole set and also arrange them in a curve (horizontal/vertical). I was trying to use a range slider to determine the curve of the elements.
How can I achieve it?
draw arch (or any complex path)
get path's (x,y) value
plot circles using path. QED.
NOTE: In Raphael, use paper.circle(..) instead of svgdoc.appendChild() with getCircle().
function getCircle(x,y, width, height) {
var xmlns = "http://www.w3.org/2000/svg";
var xlink = "http://www.w3.org/1999/xlink";
var Elem; // ouput SVG element
Elem = document.createElementNS(xmlns,"use");
Elem.setAttributeNS(null, 'x', x);
Elem.setAttributeNS(null, 'y', y);
Elem.setAttributeNS(null, 'width', width);
Elem.setAttributeNS(null, 'height', height);
Elem.setAttributeNS(xlink, 'xlink:href', '#sym01');
return Elem;
}
var svgdoc = document.getElementById('mySVG');
var curve1 = document.getElementById('curve1');
var len = curve1.getTotalLength();
for (var y_pos = 0; y_pos < 10; ++y_pos) {
for (var i = 0; i <= 20; ++i) {
var pt = curve1.getPointAtLength( (i*5/100)*len);
svgdoc.appendChild(getCircle(pt.x-5,pt.y+y_pos*20, 10,10));
}
}
<svg id='mySVG' width="400" height="400">
<!-- symbol definition NEVER draw -->
<symbol id="sym01" viewBox="0 0 40 40">
<circle cx="20" cy="20" r="17" stroke-width="2" stroke="red" fill="pink"/>
</symbol>
<path id="curve1" d="M10 100 Q 200 -10 390 100" stroke="red" fill="transparent"/>
<!-- actual drawing with "use" element -->
</svg>

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