Stop animation in VivaGraph.JS - javascript

How I can stop the animation for the nodes in VivaGraph.JS
everything is great but nodes still moving and some nodes come out in the frame.
I can't use this example :
https://github.com/anvaka/VivaGraphJS/blob/master/demos/other/constantLayout.html
because is not good for me the determinate for every node a position.
My code :
<!DOCTYPE html>
<html>
<head>
<title>02. Custom node appearance. Vivagraph SVG tutorial.</title>
<script type="text/javascript" src="../../dist/vivagraph.js"></script>
<script type="text/javascript">
function main () {
// Create a graph:
var graph = Viva.Graph.graph();
for(i=0;i<20;i++)
{
graph.addNode(i, '91bad8ceeec43ae303790f8fe238164b');
}
var graphics = Viva.Graph.View.svgGraphics();
graphics.node(function(node) {
var url = 'https://secure.gravatar.com/avatar/' + node.data;
return Viva.Graph.svg('image')
.attr('width', 24)
.attr('height', 24)
.link(url);
});
graphics.placeNode(function(nodeUI, pos) {
nodeUI.attr('x', pos.x - 12).attr('y', pos.y - 12);
});
// Render the graph with our customized graphics object:
var renderer = Viva.Graph.View.renderer(graph, {
graphics : graphics
});
renderer.run();
}
</script>
<style type="text/css" media="screen">
html, body, svg { width: 100%; height: 100%;}
</style>
</head>
<body onload='main()'>
</body>
</html>
I wish I explain good my problem, someone can help me please.

You can use the following methods of the renderer object to accomplish this.
To start the rendering - renderer.run();
To pause the rendering - renderer.pause();
To resume the rendering - renderer.resume();
To reset the scale of the rendering to fit all elements - renderer.reset();
To remove the rendering - renderer.dispose();
Hope this is helpful...

Related

D3 and Leaflet - svg circles not showing

I am trying to draw SVG circles on a map background, but while they are showing up in the elements (using Chrome Dev tools) they are not shown on the page. What am I missing here, why are they hidden?
I have tried to change the fill, opacity of the map and of the circle but I can't figure out why it isn't rendering?
My code:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Leaflet and D3 map</title>
<link rel="stylesheet" href="../leaflet.css" />
<script type="text/javascript" src="../leaflet.js"></script>
<script type="text/javascript" src="../d3.js"></script>
<style type="text/css">
#map{
width: 700px;
height: 600px;
}
</style>
</head>
<body>
<div id="map"></div>
<script type="text/javascript">
//
// LOAD THE MAP FROM MAPBOX & LEAFLET
//
var map = L.map("map").setView([50.0755,14.4378], 12);
mapLink = 'Mapbox';
L.tileLayer (
"link to mapbox",{
attribution:"© " + mapLink + " Contributors",
maxZoom:20,
}).addTo(map);
//
// Create the SVG layer on top of the map
//
L.svg().addTo(map);
// Create the standard variables selecting the SVG in the map element
var svg = d3.select("#map").append("svg");
var g = svg.append("g");
//Load the coordinate for the circle
var objects = [ {"circle":{"coordinates":[50.0755,14.4378]}}];
//Loop through to create a LatLng element that can be projected onto Leaflet map
for(var i = 0;i<objects.length;i++){
objects[i].LatLng = new L.LatLng(objects[i].circle.coordinates[0], objects[i].circle.coordinates[1])
};
//Create the circle object and store it in features
var feature = g.selectAll("circle")
.data(objects)
.enter()
.append("circle")
.style("fill", "red")
.attr("r", 20);
//Make the circle dynamic, by calling the update function whenever view is view is reset
map.on("viewreset", update)
//Call the update also on first load of the web page
update();
//Updates the position of the circle every time the map is updated
function update(){
feature.attr("transform",
function(d){
return "translate("+
map.latLngToLayerPoint(d.LatLng).x+","+
map.latLngToLayerPoint(d.LatLng).y+")";
})
};
</script>
</body>
</html>
As you note, your circle is appended:
But, it is invisible not because of opacity or color, but because you don't set the dimensions of the svg. With default dimensions of the svg, your circle is beyond its border and consequently hidden (it resides in the middle of the map, at [350,300], while the default size of an svg is 300x150 likely browser dependent). Try:
var svg = d3.select("#map")
.append("svg")
.attr("width",700)
.attr("height",600)
As your map is 700 pixels across and 600 pixels high.

Unexpected lines/polygons when converting JSON to topoJSON

I want to display the topoJSON on a leaflet map with d3. Doing that, I follow this example hosted on GitHub.
That is the code I derived from the gitHub example:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>D3 Test</title>
<link rel="stylesheet" href="http://cdn.leafletjs.com/leaflet-0.7.3/leaflet.css">
<script type="text/javascript" src="https://d3js.org/d3.v3.min.js"></script>
<script type="text/javascript" src="http://d3js.org/topojson.v1.min.js"></script>
<script src="http://cdn.leafletjs.com/leaflet-0.7.3/leaflet.js"></script>
</head>
<body>
<div id="map" style="width:600px; height:600px;"></div>
<script>
var map = new L.Map("map", {
center: [37.8, -96.9],
zoom: 4
})
.addLayer(new L.TileLayer("http://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png"));
var svg = d3.select(map.getPanes().overlayPane).append('svg');
var g = svg.append('g').attr('class', 'leaflet-zoom-hide');
d3.json("pathToTopotJson", function(error, collection) {
if (error) throw error;
console.log(collection)
var bounds = d3.geo.bounds(topojson.feature(collection, collection.objects.collection));
var path = d3.geo.path().projection(projectPoint);
var feature = g.selectAll('path')
.data(topojson.feature(collection, collection.objects.collection).features)
.enter()
.append('path');
map.on('viewreset', reset);
reset();
// Reposition the SVG to cover the features.
function reset() {
var bottomLeft = projectPoint(bounds[0]),
topRight = projectPoint(bounds[1]);
svg.attr('width', topRight[0] - bottomLeft[0])
.attr('height', bottomLeft[1] - topRight[1])
.style('margin-left', bottomLeft[0] + 'px')
.style('margin-top', topRight[1] + 'px');
var translation = -bottomLeft[0] + ',' + -topRight[1];
g.attr('transform', 'translate(' + -bottomLeft[0] + ',' + -topRight[1] + ')');
feature.attr('d', path);
}
// Use Leaflet to implement a D3 geographic projection.
function projectPoint(x) {
var point = map.latLngToLayerPoint(new L.LatLng(x[1], x[0]));
return [point.x, point.y];
}
})
</script>
The topoJSON gets displayed. But, with unexpected Polygons/Lines:
When I display the JSON the polygons/lines are not there:
Whats going wrong with topoJSON? Is it something in my code or did the converting go wrong?
Whats going wrong with topoJSON? Is it something in my code or did the converting go wrong?
There's nothing wrong, that is a common artifact when a polygon crosses the antimeridian.
Reproject your data to a different map projection to avoid the antimeridian altogether, or use the --spherical and --cartesian topojson command-line options to work around the problem.
You should do a bit of research into antimeridian crossings. Also, try isolating the problematic geometries (i.e. russia), and seeing if that geometry alone gets transformed to TopoJSON and displayed in a proper manner. Isolating problematic geometries will make your life easier, and will make bugs more apparent.

Morphing with Velocity.js doesnt work

Hej,
i have this plunker: http://plnkr.co/edit/bKzi6rU3lIXT4Nz2wkR8?p=info
<!DOCTYPE html>
<head>
<meta charset="utf-8">
<link rel="stylesheet" type="text/css" href="stilovi/main.css">
<title>Testing</title>
</head>
<body>
<div id="avengers"></div>
</body>
<script src="snap.svg-min.js"></script>
<script src="http://code.jquery.com/jquery-2.1.4.min.js"></script>
<script src="https://rawgit.com/julianshapiro/velocity/master/velocity.min.js"></script>
<script>
function fetchXML(url, callback) {
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.onreadystatechange = function(evt) {
//Do not explicitly handle errors, those should be
//visible via console output in the browser.
if (xhr.readyState === 4) {
callback(xhr.responseXML);
}
};
xhr.send(null);
};
/*var list = ["test3.svg","test.2svg"];*/
//fetch the document
fetchXML("test3.svg", function(newSVGDoc) {
//import it into the current DOM
var n = document.importNode(newSVGDoc.documentElement, true);
document.getElementById("avengers").appendChild(n);
var ironman = document.getElementsByTagName("polygon");
var ironmanlist = Array.prototype.slice.call(ironman);
/*alert(ironmanlist.length);*/
ironmanlist.forEach(function(elem, i) {
/*for (var index = 0; index < elem.points.length; ++index){
//2.test case morphing each point (not working)//
console.log(elem.points[index]);
$.Velocity(elem.points[index],{x:100,y:100},{duration:Math.floor(Math.random() * (3000 - 1000 + 1)) + 1000}, "ease-in-out");
//3.test case morphing each point in another way (not working)//
/*$(elem.points[index])
.velocity({x:100,y:100},{duration:Math.floor(Math.random() * (3000 - 1000 + 1)) + 1000}, "ease-in-out");
console.log(elem.points[index]);
}*/
//1. working test case (translation)//
console.log(elem.points[0].x);
$.Velocity(elem, {
translateX: -300
}, {
duration: Math.floor(Math.random() * (3000 - 1000 + 1)) + 1000
}, "ease-in-out");
//$.Velocity(elem,{rotateZ:"45deg"},{duration:Math.floor(Math.random() * (3000 - 1000 + 1)) + 1000}, "ease-in-out");
console.log(elem.points[0].x);
//End of 1. working test case//
});
console.log(ironmanlist);
});
</script>
</html>
With my code, and some examples. What I want to do is morph each polygon from one SVG image, into another polygon from another SVG image. The translation works, but I'm not sure how to do a morph.
Can anyone help, or check the code and tell me what I am doing wrong?
There are a lot of polygons, and I need it to be fast so i went with velocity.js for this.
I was also thinking of maybe moving it all to three.js, and maybe convert it to a format that would be best to use with three.js. But if it is a possibilty to use it as svg and keep a great performance i would do so.
As far as I'm aware, velocity.js doesn't support this as (taken from their website):
In general, Velocity can animate any property that takes a single numeric value.
As SVG paths usually (always?) consist of multiple values, morphing is way beyond their current scope.
However, I can highly recommend Snap for morphing SVG paths.

Why does a <h2> Header clip the succeeding SVG element?

I tried a basic visualization with d3.js and dimple from udacity, however, I observe an effect I can't explain:
I run a simple dimple.js visualization which is embedded in an svg element which works fine.
When I preceed the svg element with a header, ... - see line 27
d3.select("body").append("h2").text("World Cup Attendance");
...the chart within the svg element seems to get translated and clipped at the bottom.
Why does adding this line alter the chart?
To my understanding the SVG element is an independent element which has its own relative coordinate system - not affected by preceding html elements...
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<script src="http://d3js.org/d3.v3.min.js"></script>
<script src="http://dimplejs.org/dist/dimple.v2.1.2.min.js"></script>
<style>
circle.dimple-series-1 {
fill: red;
}
</style>
<script type="text/javascript">
function draw(data) {
/*
D3.js setup code
*/
"use strict";
var margin = 75,
width = 1400 - margin,
height = 600 - margin;
// this line moves the labels of the x axis
d3.select("body").append("h2").text("World Cup Attendance");
var svg = d3.select("body")
.append("svg")
.attr("width", width + margin)
.attr("height", height + margin)
.append('g')
//.attr("transform", "translate(0,-30)")
.attr('class','chart');
var data = [
{ "year":"1980", "attendance":245000 },
{ "year":"1984", "attendance":245000 },
{ "year":"1988", "attendance":304400 }
];
/*
Dimple.js Chart construction code
*/
var myChart = new dimple.chart(svg, data);
var x = myChart.addTimeAxis("x", "year");
myChart.addMeasureAxis("y", "attendance");
x.dateParseFormat = "%Y";
x.tickFormat = "%Y";
// x.timeInterval = 4;
myChart.addSeries(null, dimple.plot.line);
myChart.addSeries(null, dimple.plot.scatter);
myChart.draw();
};
</script>
</head>
<body>
<script type="text/javascript">
/*
Use D3 (not dimple.js) to load the TSV file
and pass the contents of it to the draw function
*/
draw();
// d3.tsv("world_cup.tsv", draw);
</script>
</body>
</html>
I am going to guess it's because of this dimple method, "dimple._parentHeight". It calculates the height of the parent element of the svg and has a workaround for a firefox issue, so you could see a difference based on the container of the svg (body, in this instance) having or not having another element in it.
Your best bet (and what I've done for a similar reason) is to wrap the svg inside a div which will compute the height correctly :
var svg = d3.select("body")
.append("div")
.append("svg")

Canvas Clear in Paper.js

Does anyone know the best way to clear a canvas using paper.js
I tried the regular canvas clearing methods but they do not seem to work with paper.js
Html
<canvas id="myCanvas" style="background:url(images/graphpaper.jpg); background-repeat:no-repeat" height="400px" width="400px;"></canvas>
<button class="btn btn-default button" id="clearcanvas" onClick="clearcanvas();" type="button">Clear</button>
Javascript/Paperscript
<script type="text/paperscript" canvas="myCanvas">
// Create a Paper.js Path to draw a line into it:
tool.minDistance = 5;
var path;
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
function onMouseDown(event) {
// Create a new path and give it a stroke color:
path = new Path();
path.strokeColor = 'red';
path.strokeWidth= 3;
path.opacity="0.4";
// Add a segment to the path where
// you clicked:
path.add(event.point, event.point);
}
function onMouseDrag(event) {
// Every drag event, add a segment
// to the path at the position of the mouse:
path.add(event.point, event.point);
}
</script>
Regular clearing does not work because paper.js maintains a scene graph and takes care of drawing it for you. If you want to clear all items that you have created in a project, you need to delete the actual items:
project.activeLayer.removeChildren(); works as long as all your items are inside one layer. There is also project.clear() which removes everything, including the layer.
In case someone comes looking for an answer with little experience in Javascript, I made a simple example :
1) As Jürg Lehni mentioned project.activeLayer.removeChildren(); can be used to remove all items inside active layer.
2) To reflect the cleaning you have to call paper.view.draw();.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>Circles</title>
<link rel="stylesheet" href="style.css">
<script type="text/javascript" src="paper-full.js"></script>
<script type="text/paperscript" canvas="canvas">
function onMouseUp(event) {
var circle = new Path.Circle({
center: event.middlePoint,
radius: event.delta.length / 2
});
circle.strokeColor = 'black';
circle.fillColor = 'white';
}
</script>
<script type="text/javascript">
paper.install(window);
window.onload = function () {
paper.setup('canvas');
document.getElementById('reset').onclick = function(){
paper.project.activeLayer.removeChildren();
paper.view.draw();
}
};
</script>
</head>
<body>
<canvas style="background-color: #eeeeed" id="canvas" resize></canvas>
<input id="reset" type="button" value="Reset"/>
</body>
</html>
CSS :
html,
body {
margin: 0;
overflow: hidden;
height: 100%;
}
/* Scale canvas with resize attribute to full size */
canvas[resize] {
width: 58%;
height: 100%;
}
you can use project.activeLayer.removeChildren(); for clear entire layer,
or you can add your new paths to group and remove all childrens in group
var myPath;
var group = new Group();
function onMouseDown(event) {
myPath = new Path();
}
function onMouseDrag(event) {
myPath.add(event.point);
}
function onMouseUp(event) {
var myCircle = new Path.Circle({
center: event.point,
radius: 10
});
myCircle.strokeColor = 'black';
myCircle.fillColor = 'red';
group.addChild(myCircle);
}
// connect your undo function and button
document.getElementById('clearbutton').onclick = btnClear;
function btnClear(){
group.removeChildren();
}
c.width = c.width; ctx.clearRect(0,0,c.width,c.height); should be a good catchall if you've not tried it.
Beware however - setting canvas width will reset the canvas state including any applied transforms.
A quick google took me to https://groups.google.com/forum/#!topic/paperjs/orL7YwBdZq4 which specifies another (more paper.js specific) solution:
project.activeLayer.removeChildren();

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