KineticJS - Shape.setPosition(); - javascript

I'm having a bit of trouble playing around with KineticJS.
As you can see from my fiddle, I am able to access the Shape object (box) inside of my drop event, to get the x,y coordinates, and I'm performing math on them to get the new coordinates I want to 'snap' the shape to, but I can't figure out how on earth to set the position and redraw the box.
The docs are sparse, at best:
http://www.kineticjs.com/api-docs.php (See Shape.setPosition( x, y))
Has anyone here messed with this library yet?
EDIT: My now working fiddle: http://jsfiddle.net/Programmer/m4MZk/

check out the "Animals on the Beach" lab which is an example of snapping shape objects into place based on their coordinates:
http://www.html5canvastutorials.com/labs/html5-canvas-animals-on-the-beach-game-with-kineticjs/

This worked for me and has now been extended into a full circuit diagram drawing app.
It's based on the Animals on the Beach code but a bit simpler.
http://reviseomatic.org/help/e-tools/Diagram%20Designer%20Circuits.php
wire1vImg.on('dragend', function() {
var point = wire1vImg.getPosition();
var newX = Math.round(point.x / 15) * 15;
var newY = Math.round(point.y / 15) * 15;
wire1vImg.setPosition(newX, newY);
stage.draw();
});

Related

Convert 2D shape into 3D in d3.js and adjust height according to the value in ANGULAR

I am using d3.js v6 to create a 3D graph of the below 2D chart representation. This circle has multiple squares in it and each square has been assigned a color based on the value. The bigger the value, more darker the square.
Now I want to convert this in 3D shape where only the height of a particular square increases when the value gets high, so the result would be somehow similar to the image below. The base would be circular but the height of each value would go up based on the value
I am trying to achieve this in angular, if anyone could please help me out. Here is the Stackblitz Link
I made the one as you requested.
source code on github
here's working demo: https://stackoverflow-angular-3d-chart.surge.sh/
This involved several intricate steps.
I couldn't go any deeper from this answer because every part that I mentioned here could be hours worth tutorial. These are what I've felt interesting when I was working on it.
Used Stacks
EDIT: the stackblitz code is now outdated. I've used the most recent version for each package.
Three.js r143
D3.js v7.6.1
Angular.js v14
Getting Circle Grid
experiment note on ObservableHQ: https://observablehq.com/#rabelais/circle-inside-grids
First I've experimented on SVG with D3.js to get proper circle grid.
It seemed daunting but turned out very simple. I've slightly modified Midpoint circle algorithm to fill box grids in circular shape. It is little different from filling grids in 3d space; 2d space has top left corner as beginning of everything. In 3d space, everything starts from center.
const midPointX = gridWidth / 2;
const midPointY = gridHeight / 2;
const { midPointX, midPointY, radius } = config;
const getCollision = ({ x, y }) => {
return (midPointX - x) ** 2 + (midPointY - y) ** 2 - radius ** 2 > 0;
}
Calculating Gaps
d3's scale band supports automatic calculation of gaps and content size in responsive environment.
const scaleBandX = d3
.scaleBand()
.domain(d3.range(0, config.gridWidth))
.range([config.margin, config.svgWidth - config.margin * 2])
.paddingInner(0.2);
const scaleBandY = d3
.scaleBand()
.domain(d3.range(0, config.gridHeight))
.range([config.margin, config.svgHeight - config.margin * 2])
.paddingInner(0.2);
scaleBandX.bandwidth(); // width of box in 2d space
scaleBandY.bandwidth(); // height of box in 2d space
scaleBandX(boxIndex); // x position of box in 2d space with gap
scaleBandY(boxIndex); // y position of box in 2d space with gap
as D3 assumes vector calculation as normal, it was pretty easy to apply the very same method in 3D.
Expressing on 3D space
I've used Three.js to express everything in 3D. The app is running on Angular per request but it does not matter which frontend framework is used.
Everything about expressing 2d bar chart on 3d is very trivial. However, the dimension is different from 2d; the positions have to be swapped.
// code to make a single bar mesh
makeBar(d: typeof gridData[0]) {
// length and height is swapped. because camera is looking from 90 degree angle by default.
const geo = new T.BoxGeometry(d.w, d.l, d.h, 32, 32);
const mat = new T.MeshPhysicalMaterial({ color: 'red' });
const mesh = new T.Mesh(geo, mat);
mesh.position.x = d.x;
// z and y is also swapped. because of the same reason.
mesh.position.z = d.y;
mesh.position.y = d.z;
return mesh;
}
then each element is assigned as 3d Group, to make them centered altogether.
EDIT: color scheme was missing. it is now added.

Need to scale already projected data using d3 geoPath.projection(null)

Based on d3 (ver 1.4) documentation https://github.com/d3/d3-geo/blob/master/README.md#geoProjection , the d3 projection should be set to null to use the data's raw coordinates. How do I scale if the projection looks correct using null? Here is the code:
var path = d3.geoPath()
.projection(null)
.context(context);
bands.features.forEach(function(d, i) {
context.beginPath();
context.fillStyle = colors[i];
context.globalAlpha = .5;
path(d);
context.fill();
});
I have tried defining my own projection but the projection looks incorrect. Here is the code
var project = d3.geoProjection(function(x,y){
return [x,y]
});
var path = d3.geoPath()
.projection(project)
.context(context);
I would take a look at d3.geoTransform which should be better suited for showing already projected Cartesian data than d3.projection. From Mike Bostock:
But what if your geometry is already planar? That is, what if you just want to take projected geometry, but still translate or scale it to fit the viewport?
You can implement a custom geometry transform to gain complete control over the projection process.
To see a better example than what I can do here (and to read the rest of the quote), see this Bl.ock
For example, for your case you might use something like:
function scale (scaleFactor) {
return d3.geoTransform({
point: function(x, y) {
this.stream.point(x * scaleFactor, y * scaleFactor);
}
});
}
path = d3.geoPath().projection(scale(2));
As for why the custom projection shown
var project = d3.geoProjection(function(x,y){
return [x,y] });
changes/distorts the projection, I do not know (I had similar results testing this answer), but if this projection's output is useable, it can be scaled fairly easily:
var project = d3.geoProjection(function(x,y){
return [x,y] }).scale(1000);
Thanks for your suggestion. My problem turned out to not be a scale problem but a matrix transformation issue. I am using the d3marchingsquares.isobands software and I needed to transpose my data prior to sending it into marching squares.
My project is create a map similar to https://earth.nullschool.net/ but using Google Maps.
I am adapting Roger Veciana's "Isobands from a geotiff with d3" demo http://bl.ocks.org/rveciana/de0bd586eafd7fcdfe29227ccbdcd511. This is almost complete but having issues resizing the canvas layer. Next I am going to overlay Danny Cochran's windable canvas layer over the temperature contours. I updated Danny Cochran's code to work with the latest Google Map's version.

a failed attempt at placing a dot over an image based on known lat and lng points

I apologize for the vague title, I really can't figure out a batter way to sum it up. Suggestions are more than welcome.
I'm working on a project that really doesn't NEED a google map, it'd just create extra overhead for this project. But, I can't figure out how to do this WITHOUT google maps... so far.
If I were to place a graphical overlay of a floor plan into google maps, I could use a browser location to approximate a users position. For this, it's a VERY large place, so there's room for some poor accuracy.
Now what I'm trying to do is knowing the bounding of that overlay, place the image into a div, then calculate the users position in the div based on their browser lat/lng.
I'm able to get close using an image that is square in that the top of the sides are horizontal and vertical, because that crates my area. But since none of the world works like that, I need an area that isn't square to appear squared. I'm really struggling on the math.
Here's what I'm trying to do!
And here's a link that tests my concept, but doesn't account for an image that needs to be rotated on a map: http://www.freeptools.com/mapster/singlerun/maptest.php
Like I said, I'm sure that this can be done, but I haven't been able to figure out the math for it just yet. It's driving me crazy.
Here's my code that's doing the magic. A function gets the browser coordinates and sends them to the initialize function. Then based on mapping it myself earlier, I have the bounds of the image I'm trying to map. I'm using the haversine formuls to try to get the height and width at the points of the user (since the map curves, it'll be inaccurate anywhere else) position, then the distance from the top and left most points, then taking the distance from the left/top and dividing it by the width/height to get a percentage of how far they are from the left/top to position the dot. This idea, while I can't get it to be super accurate, works in this example, because the image lines up horizontally on a map. My problem is how do I calculate those distances when the image is rotated on a map? I can't figure out that math.
function initialize(y3, x3) { //lat, lon
//var overlayBounds = new google.maps.LatLngBounds(new google.maps.LatLng(41.11246878918085, -90.5712890625), new google.maps.LatLng(47.68652571374621, -82.001953125));
var box = $("#map_canvas");
//image bounds
var x1 = -82.001953125;
var x2 = -90.5712890625;
var y1 = 41.11246878918085;
var y2 = 47.68652571374621;
var boxWidth = x2 - x1;
var boxHeight = y2 - y1;
//now we need to figure out where this rests, first we get the percentage
//var posLeft = haversine(y3, x1, y3, x3); //(x3 - x1);
var posLeft = (x3 - x1);
var posLeftPct = (posLeft/boxWidth)*100;
//var posTop = haversine(y2, x3, y3, x3); //(y2 - y3);
var posTop = (y2 - y3);
var posTopPct = (posTop/boxHeight)*100;
box.append('<img src="http://www.freeptools.com/mapster/icons/icon23.png" style="position:absolute; z-index:200; right:'+posLeftPct+'%; top:'+posTopPct+'%">');
}
Assuming the area is a parallelogram, you'll need to know 3 of the vertices of the area and the width/height of the area where you want to draw the pin(e.g. the floorplan-image).
The following will use the Geo-and LatLon-libraries from http://www.movable-type.co.uk/scripts/latlong.html
An image for better understanding:
initially calculate some values:
bearings(nw to sw and nw to ne) via LatLon.bearingTo
distances(sw to nw and ne to nw) via LatLon.distanceTo
now calculate the intersections(marked as intersection-x and intersection-y in the image) via LatLon.intersection
The calculation would be:
intersection-x:
LatLon.intersection(ne, bearingNWtoSW, target, bearingNWtoNE)
intersection-y:
LatLon.intersection(sw, bearingNWtoNE, target,bearingNWtoSW)
now calculate percentual values for the distance of border-north to target and border-west to target:
border-north to target:
((distanceNWtoNE-(target.distanceTo(intersection-x)))*100)/distanceNWtoNE
border-west to target:
((distanceNWtoSW-(target.distanceTo(intersection-y)))*100)/distanceNWtoSW
Finally calculate the coordinates based on the width/height of the given floorplan and the results of the previous calculation
x=((width*distanceBorderNorthToTargetInPercent)/100);
y=((height*distanceBorderWestToTargetInPercent)/100);
A method(extension of the mentioned LatLon-library) that performs all these calculations:
/**
*#param w int width of the drawing
*#param h int height of the drawing
*#param sw object LatLon of southwest of the drawing
*#param nw object LatLon of northwest of the drawing
*#param ne object LatLon of northeast of the drawing
*#return mixed object with x/y-coordinates or null when LatLon is outside of the area
**/
LatLon.prototype.translate = function(w,h,sw,nw,ne) {
var x = {distance:nw.distanceTo(ne),bearing:nw.bearingTo(ne)},
y = {distance:nw.distanceTo(sw),bearing:nw.bearingTo(sw)},
intersectionY = LatLon.intersection(sw, x.bearing, this, y.bearing),
intersectionX = LatLon.intersection(ne, y.bearing, this, x.bearing),
distanceX,distanceY;
if(intersectionX && intersectionY){
distanceX=((x.distance-(this.distanceTo(intersectionX)))*100)/x.distance,
distanceY=((y.distance-(this.distanceTo(intersectionY)))*100)/y.distance;
return {x:((w*distanceX)/100),y:((h*distanceY)/100)};
}
return null;
};
Demo:http://jsfiddle.net/doktormolle/nsbqpcvg/embedded/result/
Hover the highlighted floorplan on the google-map to see the result of the calculation(the google-Maps-API is only used for the demonstration, the calculation will be done without using the Maps-API)

Three.js intersection raycaster

I have created some geometry and some functions to move and detect it.
It works perfect but now I have inserted it into a javascript UI library http://dhtmlx.com/ and doesn't work well. The problem is this: for example using raycaster, it find intersection with geometry also when geometry isn't under the mouse. It looks like all geometries are moved up from original position and draw is a fake.
I made an example in this url : http://www.felpone.netsons.org/web-threejs%20-%20Copia/contact_manager/prova2.html. You can see the complete code in the console.
As you can see in the live example you can drag the cube also if you click above it.
I think its because mouse coordinates are document coordinates, and not the coordinates in your canvas.
In my applications I determine the correct coordinates for rays like this:
var mouseX = event.clientX - myCanvas.offsetLeft;
var mouseY = event.clientY - myCanvas.offsetTop;
var mouseXForRay = (mouseX / this.canvas.width) * 2 - 1;
var mouseYForRay = -(mouseY / this.canvas.height) * 2 + 1;

How can you keep rotated draggable objects inside the Raphael paper?

I have an application with many draggable objects that can also be rotated in 90 degree increments. I'm trying to figure out how to stop the user from dragging the objects outside the Raphael paper (canvas).
This is fairly simple for unrotated objects. I can simply see if the current x and y coordinates are less than 0 and set them to 0 instead. I can adjust similarly by checking if they are outside the canvas width and height.
However, a problem arises when the object is rotated because for some odd reason the coordinate plane rotates as well. Is there an easy way to keep objects inside the canvas? Or is there an example of some this somewhere?
I have spent many hours fiddling with this and I can't seem to make sense of the rotated coordinate plane in order to adjust my calculations. Even when debugging the current coordinates, they seem to shift oddly if I drag an object, release it, and then drag the object again.
Any help is greatly appreciated.
Thanks,
Ryan
I had a similar problem, I needed to move a shape within the boundaries of another shape, so what I did was:
element.drag(onstart, onmove, onend);
...
onStart: function(x,y,e){
// Initialize values so it doesn't recalculate per iteration
// this allows to resume dragging from the point it were left
App.oldX = 0;
App.oldY = 0;
App.currentCircleX = App.fingerPath.attr('cx');
App.currentCircleY = App.fingerPath.attr('cy');
},
onMove: function(dx,dy,x,y,e){
App.setDirection(dx,dy);
},
onEnd: function(e){
// nothing to do here for now
},
// this function tells the element to move only if it's within the bound area
setDirection: function(dx, dy){
var isXYinside;
this.newX = this.currentCircleX - (this.oldX - dx);
this.newY = this.currentCircleY - (this.oldY - dy);
// HERE is the key, this method receives your bounding path and evaluates the positions given and then returns true or false
isXYinside = Raphael.isPointInsidePath(this.viewportPath, this.newX, this.newY);
this.oldX = dx;
this.oldY = dy;
// so if it is within the bound area, will move, otherwise will just stay there
if (isXYinside) {
this.fingerPath.attr({
"cx": this.newX,
"cy": this.newY
});
this.currentCircleX = this.newX;
this.currentCircleY = this.newY;
}
}
I know this is an old one, but I stumbled upon this question when trying to figure out a way to do it. So here's my 2 cents in case someone has this problem.
Reference:
Raphael.isPointInsidePath
Have you tried Element.getBBox()
There Are 2 flavones which give the result before rotation and after rotation
You should toggle the Boolean argument and test it

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