After looking through similar questions posted to the forum and not finding something that helped me solve my own problem, I'm posting it.
I'm using SVG.js to generate SVG shapes in a web document. I'd like one of those shapes to ”follow” the mouse/cursor.
By that I mean: The shape has a fixed position/anchor point (at its original center) and it can only move a limited distance (let's say 50px) away from this fixed point.
I want the shape to move in the direction of the cursor, whenever the cursor moves, but never further than a defined distance away from its orignal position. I'm attaching a short animation to illustrate my description:
If the cursor were to disappear, the shape would snap back to its original center.
I know my way around Javascript, HTML and CSS. This type of element-manipulation is new to me and the math is giving my quite the headache, any help would be great.
It looks like I need the shape to basically rotate around its original center, with an angle relative to the cursor? I'm really unsure how to solve this. I have tried using a method to calculate the angle described in this post. My shape moves, but not as intended:
// init
var draw = SVG().addTo('body')
// draw
window.shape = draw.circle(25, 25).stroke({
color: '#000',
width: 2.5
}).fill("#fff");
shape.attr("id", "circle1");
shape.move(50, 50)
// move
var circle = $("#circle1");
var dist = 10;
$(document).mousemove(function(e) {
// angle
var circleCenter = [circle.offset().left + circle.width() / 2, circle.offset().top + circle.height() / 2];
var angle = Math.atan2(e.clientX - circleCenter[0], -(e.clientY - circleCenter[1])) * (180 / Math.PI);
var x = Math.sin(angle) * dist;
var y = (Math.cos(angle) * dist) * -1;
shape.animate().dmove(x, y);
})
<script src="https://cdnjs.cloudflare.com/ajax/libs/svg.js/3.0.16/svg.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Note: It does not matter to me whether the solution depends on jQuery or not (ideally it doesn't).
After more fiddling around with some solutions to calculating angles and distances, I found the answer.
I'm using a fixed reference point to calculate the angle of the direct line between the center of the shape and the cursor. Then I move the shape relative to this reference point and by a given amount:
// Init canvas
var draw = SVG().addTo('body')
// Draw reference/anchor
var shape_marker_center = draw.circle(3,3).fill("#f00").move(150, 150);;
var grafikCenter = [shape_marker_center.attr("cx"), shape_marker_center.attr("cy")]
// Draw shapes
var shape = draw.circle(25, 25).stroke({color: '#000', width: 2.5 }).fill("none");
shape.attr("id", "circle1").attr({cx: grafikCenter[0], cy:grafikCenter[1]})
var shape2 = draw.circle(50, 50).stroke({color: '#000', width: 2.5 }).fill("none");
shape2.attr("id", "circle2").attr({cx: grafikCenter[0], cy:grafikCenter[1]})
var shape3 = draw.circle(75, 75).stroke({color: '#000', width: 2.5 }).fill("none");
shape3.attr("id", "circle3").attr({cx: grafikCenter[0], cy:grafikCenter[1]})
$(document).mousemove(function(e) {
var pointA = [shape_marker_center.attr("cx"), shape_marker_center.attr("cy")];
var pointB = [e.clientX, e.clientY];
var angle = Math.atan2(pointB[1] - pointA[1], pointB[0] - pointA[0]) * 180 / Math.PI ;
//
var distance_x_1 = Math.cos(angle*Math.PI/180) * 16;
var distance_y_1 = Math.sin(angle*Math.PI/180) * 16;
var distance_x_2 = Math.cos(angle*Math.PI/180) * 8;
var distance_y_2 = Math.sin(angle*Math.PI/180) * 8;
//
shape.center((grafikCenter[0] + distance_x_1), (grafikCenter[1] + distance_y_1));
shape2.center((grafikCenter[0] + (distance_x_2) ), (grafikCenter[1] + (distance_y_2)));
})
svg {
width: 100vw;
height: 100vh;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/svg.js/3.0.16/svg.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
Related
I am using svg.js to create an animation of a bicyle rider. Semi-complete version here: https://pedalfuriously.neocities.org/. I'm running in to a bit of a problem with moving and rotating svg elements during animation created with requestAnimationFrame (rather than the svg.js built in animation).
If you take a look at the link, and use the cadence slider to make the rider pedal very fast, and then flip the slider quickly all the way back to zero, you can see that his lower leg "jiggles" in a disconnected way. What's really doing my head in is that the postion of the legs are determined in each frame based on an absolute relation to the rotation of the cranks (rather than taking some delta time value to determine movement over that frame).
I think I've been able to confirm what aspect of my code is causing the problem. Here is a minimal example that doesn't exhibit the exact behaviour, but I think illustrates the kind of thing I think is responsible:
var draw = SVG("drawing").viewbox(0, 0, 400, 400)
var origin = {
x: 70,
y: 70
}
var length = 60
var blueLine = draw.group()
blueLine.line(0, 0, 0 + length, 0).move(origin.x, origin.y)
.stroke({
color: "#00f",
width: 4
})
blueLine.angle = 0
var greenLine = draw.group()
greenLine.line(0, 0, 0 + length, 0).move(origin.x, origin.y)
.stroke({
color: "#0f0",
width: 4
})
greenLine.angle = 0
var previous = 0
var dt = 0
var step = function(timestamp) {
dt = timestamp - previous
previous = timestamp
blueLine.angle += 0.18 * dt
blueLine.rotate(blueLine.angle, origin.x, origin.y)
var endX = Math.cos(toRad(blueLine.angle)) * length
var endY = Math.sin(toRad(blueLine.angle)) * length
// Comment out this line, and rotation works fine
greenLine.move(endX, endY)
greenLine.angle = blueLine.angle - 10
// Comment out this line, and movement works fine
greenLine.rotate(greenLine.angle, origin.x, origin.y)
// But they don't work together. If I both move and rotate
// the green line, it goes in this crazy huge arc, rather
// than rotating neatly around the end of the blue line
// as expected.
window.requestAnimationFrame(step)
}
window.requestAnimationFrame(step)
function toRad(deg) {
return deg * (Math.PI / 180)
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/svg.js/2.6.4/svg.js"></script>
<div id="drawing"></div>
Something else I noticed with my actual code is that if I move the position of the legs, it changes the severity of the problem, or even stops it altogether. If the hips are positioned all the way near the front of the bicycle, the problem is not nearly as bad. Also, if I disable rotation on the lower legs, there is no jiggling. In some positions, the lower leg will just rotate out of the screen instantly on load, even before any motion has been started.
I'm hoping for some guidance on wether I'm misunderstanding the way manipulating elements works, either in svg.js in particular, or SVG in general.
Thank you kind vector graphics experts!
Here is the actual code for the legs. The step() function would probably be the most relevant. Not sure if it will be helpful:
Rider.Leg = function(foot, front, xOffset, yOffset) {
var upper = front ? SVGE.upperLeg : SVGE.upperLegBack
var lower = front ? SVGE.lowerLeg : SVGE.lowerLegBack
this.foot = foot
this.draw = foot.draw
this.geo = {
upper: {
x: this.foot.pedal.gear.x + 150,
y: this.foot.pedal.gear.y - 750,
length: 396
},
lower: {
length: 390
}
}
this.upper = this.draw.group().svg(upper).move(this.geo.upper.x, this.geo.upper.y)
.transform({ scale: 0.95, cx: 0, cy: 0 })
this.lower = this.draw.group().svg(lower).move(this.geo.upper.x, this.geo.upper.y)
}
// Step function does not take in a time argument. Positioning of legs is based only on
// the absolute position of other elements, none of which jiggle.
Rider.Leg.prototype.step = function () {
var angle = this.pedalAngle() - Math.PI
var ha = this.scaleneAngle(this.geo.lower.length, this.geo.upper.length, this.pedalDistance())
var ka = this.scaleneAngle(this.pedalDistance(), this.geo.lower.length, this.geo.upper.length)
var x = this.geo.upper.length * Math.cos(ha + angle)
var y = this.geo.upper.length * Math.sin(ha + angle)
this.upper.rotate(Drive.toDeg(angle + ha), 0, 0)
this.lower.move(this.geo.upper.x + x, + this.geo.upper.y + y)
this.lower.rotate(Drive.toDeg(angle + ha + ka - Math.PI), 0, 0)
}
// Gets the distance between the hip joint and the pedal
Rider.Leg.prototype.pedalDistance = function () {
var pos = this.foot.getPos()
var xDist = this.geo.upper.x - pos.x
var yDist = this.geo.upper.y - pos.y
return Math.hypot(xDist, yDist)
}
// Gets the angle between the hip joint and the pedal
Rider.Leg.prototype.pedalAngle = function () {
var pos = this.foot.getPos()
var xDist = this.geo.upper.x - pos.x
var yDist = this.geo.upper.y - pos.y
return Math.atan2(yDist, xDist)
}
Rider.Leg.prototype.scaleneAngle = function (a, b, c) {
return Math.acos(((b * b) + (c * c) - (a * a)) / (2 * b * c))
}
When you call move() on a group it is internally represented as a translation. svg.js figures out crazy ways to translate the object to the new place without changing any other transformations. That often does not work out. Especially not, when you rotate.
Thats why you should avoid these absolute transformations and go with relative ones. Just call untransform before every move and go from zero. Then you can do:
greenLine.transform({x:endX, y:endY, relative: true})
To move the line by a certain amount. That should work way better.
I am trying to draw a wavy line using Paper.js. At the moment a wavy line is drawn, but the waves are highly irregular, especially in the corners.
Also I am relying on the simplify() and smooth()methods, which means that the path only becomes round after finishing the drawing.
For small waves this is not a problem, with large ones it becomes fairly obvious. (increase the minDistance and maxDistance, as well as waveSideStep)
paper.setup(document.getElementById('papercanvas'));
let wavePath;
let waveEndAngle;
this.wave_ = new paper.Tool();
this.wave_.minDistance = 5;
this.wave_.maxDistance = 5;
this.wave_.onMouseDown = function(event) {
new paper.Layer().activate();
wavePath = new paper.Path();
wavePath.strokeColor = '#000';
wavePath.strokeWidth = 10;
wavePath.strokeCap = 'square';
wavePath.strokeJoin = 'round';
wavePath.add(event.point);
};
this.wave_.onMouseDrag = function(event) {
let waveSideStep = Math.sin(wavePath.length / 10) * 10;
wavePath.add(new paper.Point(
event.point.x + Math.cos(event.delta.angleInRadians + (Math.PI / 2)) * waveSideStep,
event.point.y + Math.sin(event.delta.angleInRadians + (Math.PI / 2)) * waveSideStep));
waveEndAngle = event.delta.angle - 90;
};
this.wave_.onMouseUp = function(event) {
wavePath.smooth();
wavePath.simplify();
paper.view.draw();
};
canvas {
width: 100%;
height: 100%;
}
canvas[resize] {
width: 100%;
height: 100%;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/paper.js/0.10.2/paper-core.js"></script>
<canvas id="papercanvas" width="600" height="600"></canvas>
Is there a better way to draw a wavy line?
Alternativly, is there an easy way to repeat (and bend) a value onto a path, similar to the way brushes are used in Illustrator?
Interesting tool :-)
I don't have enough time for a full answer, but here is my advice:
Create a trajectory path which is just a highly smoothed/simplified version of your mouse trajectory (give a high tolerance when smoothing)
Compute a simple wave around this trajectory curve, this result can be smoothed/simplified at each step (in the onMouseDrag function)
That's it.
In easelJS, what is the best way to rotate an object around another? What I'm trying to accomplish is a method to rotate the crosshair around the circle pictured below, just like a planet orbits the sun:
I've been able to rotate objects around their own center point, but am having a difficult time devising a way to rotate one object around the center point of a second object. Any ideas?
Might make sense to wrap content in a Container. Translate the coordinates so the center point is where you want it, and then rotate the container.
To build on what Lanny is suggesting, there may be cases where you don't want to rotate the entire container. An alternative would be to use trigonometric functions and an incrementing angle to calculate the x/y position of the crosshair. You can find the x/y by using an angle (converted to radians) and Math.cos(angleInRadians) for x and Math.sin(angleInRadians) for y, the multiply by the radius of the orbit.
See this working example for reference.
Here's a complete snippet.
var stage = new createjs.Stage("stage");
var angle = 0;
var circle = new createjs.Shape();
circle.graphics.beginFill("#FF0000").drawEllipse(-25, -25, 50, 50).endFill();
circle.x = 100;
circle.y = 100;
var crosshair = new createjs.Shape();
crosshair.graphics.setStrokeStyle(2).beginStroke("#FF0000").moveTo(5, 0).lineTo(5, 10).moveTo(0, 5).lineTo(10, 5).endStroke();
stage.addChild(circle);
stage.addChild(crosshair);
createjs.Ticker.addEventListener("tick", function(){
angle++;
if(angle > 360)
angle = 1;
var rads = angle * Math.PI / 180;
var x = 100 * Math.cos(rads);
var y = 100 * Math.sin(rads);
crosshair.x = x + 100;
crosshair.y = y + 100;
stage.update();
});
Put another point respect to origin point with the same direction
var one_meter = 1 / map_resolution;
// get one meter distance from pointed points
var extra_x = one_meter * Math.cos(temp_rotation);
var extra_y = one_meter * Math.sin(-temp_rotation);
var new_x = mapXY.x + extra_x;
var new_y = mapXY.y + extra_y;
var home_point = new createjs.Shape().set({ x: new_x, y: new_y });
home_point.graphics.beginFill("Blue").drawCircle(0, 0, 10);
stage.addChild(home_point);
stage.update();
I am trying to replicate this effect: https://dribbble.com/shots/1754428-Wave?list=users&offset=5
I want to animate a plane's vertices simlarly to the link I've provided. I know that it's achieved using a sine wave propagation, but I can't figure out how to start the movement from the central point of the plane. Right now, I have something like this
(function drawFrame(ts){
window.requestAnimationFrame(drawFrame);
var vLength = plane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = plane.geometry.vertices[i];
v.z = Math.sin(ts / 500 + (v.x * (vLength / 2)) * (v.y / (vLength / 2))) * 3 + 5;
}
It works kind of OK, but notice how in the top left and bottom right corners the movement is inward, towards the centre of the plane and not outwards, as it should be. The other two corners are behaving in exactly the way I want them to be.
Here's a link to what I currently have:
http://codepen.io/gbnikolov/pen/QwjGPg
All suggestions and ideas are more then welcome!
I have found the function you are after it was fun!
(function drawFrame(ts){
var center = new THREE.Vector2(0,0);
window.requestAnimationFrame(drawFrame);
var vLength = plane.geometry.vertices.length;
for (var i = 0; i < vLength; i++) {
var v = plane.geometry.vertices[i];
var dist = new THREE.Vector2(v.x, v.y).sub(center);
var size = 5.0;
var magnitude = 2.0;
v.z = Math.sin(dist.length()/size + (ts/500)) * magnitude;
}
plane.geometry.verticesNeedUpdate = true;
renderer.render(scene, camera);
}());
The circular pattern is created by creating a point as I did above called center. This is where the wave originates. We calculate distance to the center point. We then sin the distance from the center point to create the up/down. Next we add the time ts to create the movement. Finally we add some variables to tweak the size of the wave.
I'm sorry to say that Math really isn't my strong suit. Normally I can get by, but this has got me totally stumped.
I'm trying to code up a quiz results screen in HTML/CSS/Javascript.
On my interface, I have a semicircle (the right hemisphere of a target).
I have a range of 'scores' (integers out of 100 - so 50, 80, 90 etc.).
I need to plot these points on the semicircle to be n% away from the centre, where n is the value of each score - the higher the score, the closer to the centre of the target the point will appear.
I know how wide my semicircle is, and have already handled the conversion of the % values so that the higher ones appear closer to the centre while the lower ones appear further out.
What I can't wrap my head around is plotting these points on a line that travels out from the centre point (x = 0, y = target height/2) of the target at a random angle (so the points don't overlap).
Any suggestions are gratefully received!
Do you have an example of what you want this to look like? It sounds like you want to divide up the circle into N slices where N is the number of points you need to display, then plot the points along each of those radii. So you might have something like:
Edit: code was rotating about the origin, not the circle specified
var scores = [];
//...
//assume scores is an array of distances from the center of the circle
var points = [];
var interval = 2 * Math.PI / N;
var angle;
for (var i = 0; i < N; i++) {
angle = interval * i;
//assume (cx, cy) are the coordinates of the center of your circle
points.push({
x: scores[i] * Math.cos(angle) + cx,
y: scores[i] * Math.sin(angle) + cy
});
}
Then you can plot points however you see fit.
After much headscratching, I managed to arrive at this solution (with the help of a colleague who's much, much better at this kind of thing than me):
(arr_result is an array containing IDs and scores - scores are percentages of 100)
for (var i = 0; i < arr_result.length; i++){
var angle = angleArray[i]; // this is an array of angles (randomised) - points around the edge of the semicircle
var radius = 150; // width of the semicircle
var deadZone = 25 // to make matters complicated, the circle has a 'dead zone' in the centre which we want to discount
var maxScore = 100
var score = parseInt(arr_result[i]['score'], 10)
var alpha = angle * Math.PI
var distance = (maxScore-score)/maxScore*(radius-deadZone) + deadZone
var x = distance * Math.sin(alpha)
var y = radius + distance * Math.cos(alpha)
$('#marker_' + arr_result[i]['id'], templateCode).css({ // target a specific marker and move it using jQuery
'left' : pointX,
'top': pointY
});
}
I've omitted the code for generating the array of angles and randomising that array - that's only needed for presentational purposes so the markers don't overlap.
I also do some weird things with the co-ordinates before I move the markers (again, this has been omitted) as I want the point to be at the bottom-centre of the marker rather than the top-left.