This is the troublesome code find coordinates of the middle of a square svg
The code snippet below doesn't work here. You might want to use another editor or check the lin above for easy access.
$(function() {
var ss = {
"y": 40,
"x": 4,
"n": 3, // Speed
"xD": 0,
"yD": 0,
"rotation": 0,
/*"cx":, This is where I want my coords to change
"cy":,*/
};
var move;
var bbox = document.getElementById("block_green").getBBox();
var ctm = document.getElementById("block_green").getCTM()
var cx = bbox.x + bbox.width/2;
var cy = bbox.y + bbox.height/2;
var pt = document.getElementById("svg").createSVGPoint();
pt.x = cx;
pt.y = cy;
pt = pt.matrixTransform(ctm);
setInterval(move, .01);
setInterval(alert(pt.x + ", " pt.y), 20000);
function move() {
ss.x = ss.x + (ss.xD * ss.n);
ss.y = ss.y + (ss.yD * ss.n);
$("#block_green").attr({
y: ss.y,
x: ss.x
}).css({
"-webkit-transform" : "rotate("+ ss.rotation +"deg)",
"-moz-transform": "rotate(" + ss.rotation + "deg)",
"-ms-transform": "rotate(" + ss.rotation + "deg)",
"transform": "rotate(" + ss.rotation + "deg)"
});
}
$(document).keydown(function(e) {
ss.rotation = e.which == 37 ? ss.rotation -2 : ss.rotation;
ss.rotation = e.which == 39 ? ss.rotation +2 : ss.rotation
ss.yD = e.which == 38 ? -1 : ss.yD;
ss.yD = e.which == 40 ? 1 : ss.yD;
ss.xD = e.which == 69 ? 1 : ss.xD;
ss.xD = e.which == 81 ? -1 : ss.xD;
e.preventDefault();
}).keyup(function(e) {
ss.yD = e.which == 38 ? 0 : ss.yD;
ss.yD = e.which == 40 ? 0 : ss.yD;
ss.xD = e.which == 69 ? 0 : ss.xD;
ss.xD = e.which == 81 ? 0 : ss.xD;
e.preventDefault();
});
});
body {
margin: 0;
overflow: hidden;
}
svg {
background-color: black;
width: 100vw;
height: 100vh;
z-index: 1;
}
#block_green {
fill: black;
stroke: #00ff00;
stroke-width: .5px;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<svg id="svg">
<rect x="4" y="4" width="80" height="60" id="block_green"/>
</svg>
This code should alert every 20 seconds, the coordinates of the square. In order to get the coordinates of the center of the square, I've tryied this question:
How to get Mid point of <g> tag in svg using javascript
If you are using codepen, you'll find the proble in lines 9-16 & 18.
First of all, there is a syntax error in your code which will prevent its execution:
setInterval(alert(pt.x + ", " pt.y), 20000);
needs to be
setInterval(alert(pt.x + ", " + pt.y), 20000);
But that's not the major point here. The way you are trying to set up your interval will not work as expected. It will not repeatedly call alert() but instead evaluate the expression alert(pt.x + ", " + pt.y) once when you call setInterval(). For this reason you will see one initial alert popup printing the starting values for pt. The expression will eventually evaluate to undefined which will be taken as the first argument to setInterval(), i.e. the function to call repeatedly is referred to as undefined, which obviously is not what you intended in the first place.
You need to wrap the calculations of the rect's center in a function if you want to have it alert the updated values on repeated calls. You are then able to pass the reference to a function, not to undefined to setInterval(). Check my JSFiddle for the way it might work for you:
function getCenter() {
var bbox = document.getElementById("block_green").getBBox();
var ctm = document.getElementById("block_green").getCTM()
var cx = bbox.x + bbox.width/2;
var cy = bbox.y + bbox.height/2;
var pt = document.getElementById("svg").createSVGPoint();
pt.x = cx;
pt.y = cy;
return pt.matrixTransform(ctm);
}
setInterval(function() {
var pt = getCenter();
alert(pt.x + ", " + pt.y);
}, 20000);
You can do that by applying the transformation of the element to its center. This way is a general approach to obtain absolute coordinates from a local space. The idea is: Compute the center of the rectangle in local coordinates, by using the attribute values directly. Afterwards one applies the transformation of the svg element to that point.
var svg = document.getElementById('root'),
rect = document.getElementById('block_green'),
x = rect.x.baseVal.value,
y = rect.x.baseVal.value,
w = rect.width.baseVal.value,
h = rect.height.baseVal.value,
c = svg.createSVGPoint(),
mtr = rect.getTransformToElement(svg);
c.x = x + w/2;
c.y = y + h/2;
c = c.matrixTransform(mtr);
FIDDLE
Related
I am using Interactjs to drag SVG elements around an SVG viewport, mostly because of it's support for gestures which I will eventually use for rotation on mobile. But I am having a problem with simple dragging.
<div class="container">
<!--?xml version="1.0" encoding="UTF-8"?-->
<svg viewBox="0 0 100 100">
<g class="shape" transform="scale(0.1) translate(-300, 0) rotate(10)">
<polygon xmlns="http://www.w3.org/2000/svg" points="350,75 379,161 469,161 397,215 423,301 350,250 277,301 303,215 231,161 321,161" />
</g>
</svg>
</div>
Interactjs doesn't give the current cursor x,y,so it is computed from a delta x,y, (event.dx, event.dy) accumulated over events, offset from the starting position (event.x0, event.y0). I then translate this into local coordinates for the target element (in case it has been rotated, skewed, etc.) (as per this SO answer) before applying it as a translation transform upon the element's current transform.
interact('.shape').draggable({
onstart: dragStartListener,
onmove: dragMoveListener,
onend: dragEndListener
});
var svg = document.getElementsByTagName('svg')[0];
var pt = svg.createSVGPoint();
function dragStartListener(event) {
event.target.transform.baseVal.consolidate();
console.clear();
}
function dragMoveListener(event) {
var target = event.target;
var currentCursor = getCurrentCursor(event);
var translationMatrix = getMatrixForTranslation(target, currentCursor.x, currentCursor.y);
target.transform.baseVal.getItem(0).setMatrix(target.transform.baseVal.getItem(0).matrix.multiply(translationMatrix));
}
function dragEndListener(event) {
var target = event.target;
target.removeAttribute('data-x');
target.removeAttribute('data-y');
}
function getMatrixForTranslation(target, x, y) {
return target.ownerSVGElement.createSVGMatrix().translate(x, y);
}
function getCurrentCursor(event) {
var target = event.target;
// keep the change in cursor on page in the data-x/data-y attributes
var x = (parseFloat(target.getAttribute('data-x')) || 0) + event.dx;
var y = (parseFloat(target.getAttribute('data-y')) || 0) + event.dy;
target.setAttribute('data-x', x);
target.setAttribute('data-y', y);
pt.x = event.x0 + x; // calculate the new whole page coordinates
pt.y = event.y0 + y;
// convert to object space coordinates ... https://stackoverflow.com/a/5223921/5610106
var globalPoint = pt.matrixTransform(svg.getScreenCTM().inverse());
var globalToLocal = target.getTransformToElement(svg).inverse();
var inObjectSpace = globalPoint.matrixTransform(globalToLocal);
console.log('cursor: x: ' + inObjectSpace.x + '; y: ' + inObjectSpace.y);
return {x: inObjectSpace.x, y: inObjectSpace.y};
}
JSFiddle here.
I am manipulating the element's "transform" attribute, via target.transform.baseVal.getItem(0).setMatrix(), rather than via CSS transforms since I need the units to be in the same units of the SVG space. Also, I can easily consolidate() them into a single matrix I can send back to the server so the shapes can be rendered easily on other views.
But simple dragging is causing a large jump on first event, and then the target element, while following the cursor, is not under the cursor.
Any ideas on how I should be doing this?
I did this some time ago:
<script>
var ns = 'http://www.w3.org/2000/svg'
var svg = document.createElementNS( ns,'svg')
svg.id = 'svg'
svg.style.height = '100%'
svg.style.width = '100%'
rect = document.createElementNS( ns,'rect')
rect.setAttribute('width', '100px')
rect.setAttribute('height', '100px')
rect.setAttribute('fill', 'green')
svg.append(rect )
document.body.append(svg)
svg = document.getElementById('svg')
var mousedown = false;
window.onmousemove = (e) => {
var x = e.clientX
var y = e.clientY
svg.onmousedown = (e) => {
var x = e.clientX
var y = e.clientY
diffX = Math.abs(e.target.getBoundingClientRect().left - x)
diffY = Math.abs(e.target.getBoundingClientRect().top - y )
console.log(diffY +' || '+e.target.getBoundingClientRect().top+' || '+y)
mousedown = true;
}
if(mousedown) {
e.target.setAttribute('x', x - diffX)
e.target.setAttribute('y', y - diffY)
window.onmouseup = () => {
mousedown = false;
}
}
}
</script>
I implemented a freehand drawing of a path using native JS. But as expected path edges are little aggressive and not smooth. So I have an option of using simplifyJS to simplify points and then redraw path. But like here, instead of smoothening after drawing, I am trying to find simplified edges while drawing
Here is my code:
var x0, y0;
var dragstart = function(event) {
var that = this;
var pos = coordinates(event);
x0 = pos.x;
y0 = pos.y;
that.points = [];
};
var dragging = function(event) {
var that = this;
var xy = coordinates(event);
var points = that.points;
var x1 = xy.x, y1 = xy.y, dx = x1 - x0, dy = y1 - y0;
if (dx * dx + dy * dy > 100) {
xy = {
x: x0 = x1,
y: y0 = y1
};
} else {
xy = {
x: x1,
y: y1
};
}
points.push(xy);
};
But it is not working as in the link added above. Still edges are not good. Please help.
The following code snippet makes the curve smoother by calculating the average of the last mouse positions. The level of smoothing depends on the size of the buffer in which these values are kept. You can experiment with the different buffer sizes offered in the dropdown list. The behavior with a 12 point buffer is somewhat similar to the Mike Bostock's code snippet that you refer to in the question.
More sophisticated techniques could be implemented to get the smoothed point from the positions stored in the buffer (weighted average, linear regression, cubic spline smoothing, etc.) but this simple average method may be sufficiently accurate for your needs.
var strokeWidth = 2;
var bufferSize;
var svgElement = document.getElementById("svgElement");
var rect = svgElement.getBoundingClientRect();
var path = null;
var strPath;
var buffer = []; // Contains the last positions of the mouse cursor
svgElement.addEventListener("mousedown", function (e) {
bufferSize = document.getElementById("cmbBufferSize").value;
path = document.createElementNS('http://www.w3.org/2000/svg', 'path');
path.setAttribute("fill", "none");
path.setAttribute("stroke", "#000");
path.setAttribute("stroke-width", strokeWidth);
buffer = [];
var pt = getMousePosition(e);
appendToBuffer(pt);
strPath = "M" + pt.x + " " + pt.y;
path.setAttribute("d", strPath);
svgElement.appendChild(path);
});
svgElement.addEventListener("mousemove", function (e) {
if (path) {
appendToBuffer(getMousePosition(e));
updateSvgPath();
}
});
svgElement.addEventListener("mouseup", function () {
if (path) {
path = null;
}
});
var getMousePosition = function (e) {
return {
x: e.pageX - rect.left,
y: e.pageY - rect.top
}
};
var appendToBuffer = function (pt) {
buffer.push(pt);
while (buffer.length > bufferSize) {
buffer.shift();
}
};
// Calculate the average point, starting at offset in the buffer
var getAveragePoint = function (offset) {
var len = buffer.length;
if (len % 2 === 1 || len >= bufferSize) {
var totalX = 0;
var totalY = 0;
var pt, i;
var count = 0;
for (i = offset; i < len; i++) {
count++;
pt = buffer[i];
totalX += pt.x;
totalY += pt.y;
}
return {
x: totalX / count,
y: totalY / count
}
}
return null;
};
var updateSvgPath = function () {
var pt = getAveragePoint(0);
if (pt) {
// Get the smoothed part of the path that will not change
strPath += " L" + pt.x + " " + pt.y;
// Get the last part of the path (close to the current mouse position)
// This part will change if the mouse moves again
var tmpPath = "";
for (var offset = 2; offset < buffer.length; offset += 2) {
pt = getAveragePoint(offset);
tmpPath += " L" + pt.x + " " + pt.y;
}
// Set the complete current path coordinates
path.setAttribute("d", strPath + tmpPath);
}
};
html, body
{
padding: 0px;
margin: 0px;
}
#svgElement
{
border: 1px solid;
margin-top: 4px;
margin-left: 4px;
cursor: default;
}
#divSmoothingFactor
{
position: absolute;
left: 14px;
top: 12px;
}
<div id="divSmoothingFactor">
<label for="cmbBufferSize">Buffer size:</label>
<select id="cmbBufferSize">
<option value="1">1 - No smoothing</option>
<option value="4">4 - Sharp curves</option>
<option value="8" selected="selected">8 - Smooth curves</option>
<option value="12">12 - Very smooth curves</option>
<option value="16">16 - Super smooth curves</option>
<option value="20">20 - Hyper smooth curves</option>
</select>
</div>
<svg xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink" version="1.1" id="svgElement" x="0px" y="0px" width="600px" height="400px" viewBox="0 0 600 400" enable-background="new 0 0 600 400" xml:space="preserve">
Quadtratic Bézier polyline smoothing
#ConnorsFan solution works great and is probably providing a better rendering performance and more responsive drawing experience.
In case you need a more compact svg output (in terms of markup size) quadratic smoothing might be interesting.
E.g. if you need to export the drawings in an efficient way.
Simplified example: polyline smoothing
Green dots show the original polyline coordinates (in x/y pairs).
Purple points represent interpolated middle coordinates – simply calculated like so:
[(x1+x2)/2, (y1+y2)/2].
The original coordinates (highlighted green) become quadratic bézier control points
whereas the interpolated middle points will be the end points.
let points = [{
x: 0,
y: 10
},
{
x: 10,
y: 20
},
{
x: 20,
y: 10
},
{
x: 30,
y: 20
},
{
x: 40,
y: 10
}
];
path.setAttribute("d", smoothQuadratic(points));
function smoothQuadratic(points) {
// set M/starting point
let [Mx, My] = [points[0].x, points[0].y];
let d = `M ${Mx} ${My}`;
renderPoint(svg, [Mx, My], "green", "1");
// split 1st line segment
let [x1, y1] = [points[1].x, points[1].y];
let [xM, yM] = [(Mx + x1) / 2, (My + y1) / 2];
d += `L ${xM} ${yM}`;
renderPoint(svg, [xM, yM], "purple", "1");
for (let i = 1; i < points.length; i += 1) {
let [x, y] = [points[i].x, points[i].y];
// calculate mid point between current and next coordinate
let [xN, yN] = points[i + 1] ? [points[i + 1].x, points[i + 1].y] : [x, y];
let [xM, yM] = [(x + xN) / 2, (y + yN) / 2];
// add quadratic curve:
d += `Q${x} ${y} ${xM} ${yM}`;
renderPoint(svg, [xM, yM], "purple", "1");
renderPoint(svg, [x, y], "green", "1");
}
return d;
}
pathRel.setAttribute("d", smoothQuadraticRelative(points));
function smoothQuadraticRelative(points, skip = 0, decimals = 3) {
let pointsL = points.length;
let even = pointsL - skip - (1 % 2) === 0;
// set M/starting point
let type = "M";
let values = [points[0].x, points[0].y];
let [Mx, My] = values.map((val) => {
return +val.toFixed(decimals);
});
let dRel = `${type}${Mx} ${My}`;
// offsets for relative commands
let xO = Mx;
let yO = My;
// split 1st line segment
let [x1, y1] = [points[1].x, points[1].y];
let [xM, yM] = [(Mx + x1) / 2, (My + y1) / 2];
let [xMR, yMR] = [xM - xO, yM - yO].map((val) => {
return +val.toFixed(decimals);
});
dRel += `l${xMR} ${yMR}`;
xO += xMR;
yO += yMR;
for (let i = 1; i < points.length; i += 1 + skip) {
// control point
let [x, y] = [points[i].x, points[i].y];
let [xR, yR] = [x - xO, y - yO];
// next point
let [xN, yN] = points[i + 1 + skip] ?
[points[i + 1 + skip].x, points[i + 1 + skip].y] :
[points[pointsL - 1].x, points[pointsL - 1].y];
let [xNR, yNR] = [xN - xO, yN - yO];
// mid point
let [xM, yM] = [(x + xN) / 2, (y + yN) / 2];
let [xMR, yMR] = [(xR + xNR) / 2, (yR + yNR) / 2];
type = "q";
values = [xR, yR, xMR, yMR];
// switch to t command
if (i > 1) {
type = "t";
values = [xMR, yMR];
}
dRel += `${type}${values
.map((val) => {
return +val.toFixed(decimals);
})
.join(" ")} `;
xO += xMR;
yO += yMR;
}
// add last line if odd number of segments
if (!even) {
values = [points[pointsL - 1].x - xO, points[pointsL - 1].y - yO];
dRel += `l${values
.map((val) => {
return +val.toFixed(decimals);
})
.join(" ")}`;
}
return dRel;
}
function renderPoint(svg, coords, fill = "red", r = "2") {
let marker =
'<circle cx="' +
coords[0] +
'" cy="' +
coords[1] +
'" r="' +
r +
'" fill="' +
fill +
'" ><title>' +
coords.join(", ") +
"</title></circle>";
svg.insertAdjacentHTML("beforeend", marker);
}
svg {
border: 1px solid #ccc;
width: 45vw;
overflow: visible;
margin-right: 1vw;
}
path {
fill: none;
stroke-linecap: round;
stroke-linejoin: round;
stroke-opacity: 0.5;
}
<svg id="svg" viewBox="0 0 40 30">
<path d="M 0 10 L 10 20 20 10 L 30 20 40 10" fill="none" stroke="#999" stroke-width="1"></path>
<path id="path" d="" fill="none" stroke="red" stroke-width="1" />
</svg>
<svg id="svg2" viewBox="0 0 40 30">
<path d="M 0 10 L 10 20 20 10 L 30 20 40 10" fill="none" stroke="#999" stroke-width="1"></path>
<path id="pathRel" d="" fill="none" stroke="red" stroke-width="1" />
</svg>
Example: Svg draw Pad
const svg = document.getElementById("svg");
const svgns = "http://www.w3.org/2000/svg";
let strokeWidth = 0.25;
// rounding and smoothing
let decimals = 2;
let getNthMouseCoord = 1;
let smooth = 2;
// init
let isDrawing = false;
var points = [];
let path = "";
let pointCount = 0;
const drawStart = (e) => {
pointCount = 0;
isDrawing = true;
// create new path
path = document.createElementNS(svgns, "path");
svg.appendChild(path);
};
const draw = (e) => {
if (isDrawing) {
pointCount++;
if (getNthMouseCoord && pointCount % getNthMouseCoord === 0) {
let point = getMouseOrTouchPos(e);
// save to point array
points.push(point);
}
if (points.length > 1) {
let d = smoothQuadratic(points, smooth, decimals);
path.setAttribute("d", d);
}
}
};
const drawEnd = (e) => {
isDrawing = false;
points = [];
// just illustrating the ouput
svgMarkup.value = svg.outerHTML;
};
// start drawing: create new path;
svg.addEventListener("mousedown", drawStart);
svg.addEventListener("touchstart", drawStart);
svg.addEventListener("mousemove", draw);
svg.addEventListener("touchmove", draw);
// stop drawing, reset point array for next line
svg.addEventListener("mouseup", drawEnd);
svg.addEventListener("touchend", drawEnd);
svg.addEventListener("touchcancel", drawEnd);
function smoothQuadratic(points, skip = 0, decimals = 3) {
let pointsL = points.length;
let even = pointsL - skip - (1 % 2) === 0;
// set M/starting point
let type = "M";
let values = [points[0].x, points[0].y];
let [Mx, My] = values.map((val) => {
return +val.toFixed(decimals);
});
let dRel = `${type}${Mx} ${My}`;
// offsets for relative commands
let xO = Mx;
let yO = My;
// split 1st line segment
let [x1, y1] = [points[1].x, points[1].y];
let [xM, yM] = [(Mx + x1) / 2, (My + y1) / 2];
let [xMR, yMR] = [xM - xO, yM - yO].map((val) => {
return +val.toFixed(decimals);
});
dRel += `l${xMR} ${yMR}`;
xO += xMR;
yO += yMR;
for (let i = 1; i < points.length; i += 1 + skip) {
// control point
let [x, y] = [points[i].x, points[i].y];
let [xR, yR] = [x - xO, y - yO];
// next point
let [xN, yN] = points[i + 1 + skip] ?
[points[i + 1 + skip].x, points[i + 1 + skip].y] :
[points[pointsL - 1].x, points[pointsL - 1].y];
let [xNR, yNR] = [xN - xO, yN - yO];
// mid point
let [xM, yM] = [(x + xN) / 2, (y + yN) / 2];
let [xMR, yMR] = [(xR + xNR) / 2, (yR + yNR) / 2];
type = "q";
values = [xR, yR, xMR, yMR];
// switch to t command
if (i > 1) {
type = "t";
values = [xMR, yMR];
}
dRel += `${type}${values
.map((val) => {
return +val.toFixed(decimals);
})
.join(" ")} `;
xO += xMR;
yO += yMR;
}
// add last line if odd number of segments
if (!even) {
values = [points[pointsL - 1].x - xO, points[pointsL - 1].y - yO];
dRel += `l${values
.map((val) => {
return +val.toFixed(decimals);
})
.join(" ")}`;
}
return dRel;
}
/**
* based on:
* #Daniel Lavedonio de Lima
* https://stackoverflow.com/a/61732450/3355076
*/
function getMouseOrTouchPos(e) {
let x, y;
// touch cooordinates
if (
e.type == "touchstart" ||
e.type == "touchmove" ||
e.type == "touchend" ||
e.type == "touchcancel"
) {
let evt = typeof e.originalEvent === "undefined" ? e : e.originalEvent;
let touch = evt.touches[0] || evt.changedTouches[0];
x = touch.pageX;
y = touch.pageY;
} else if (
e.type == "mousedown" ||
e.type == "mouseup" ||
e.type == "mousemove" ||
e.type == "mouseover" ||
e.type == "mouseout" ||
e.type == "mouseenter" ||
e.type == "mouseleave"
) {
x = e.clientX;
y = e.clientY;
}
// get svg user space coordinates
let point = svg.createSVGPoint();
point.x = x;
point.y = y;
let ctm = svg.getScreenCTM().inverse();
point = point.matrixTransform(ctm);
return point;
}
body {
margin: 0;
font-family: sans-serif;
padding: 1em;
}
* {
box-sizing: border-box;
}
svg {
width: 100%;
max-height: 75vh;
overflow: visible;
}
textarea {
width: 100%;
min-height: 50vh;
resize: none;
}
.border {
border: 1px solid #ccc;
}
path {
fill: none;
stroke: #000;
stroke-linecap: round;
stroke-linejoin: round;
}
input[type="number"] {
width: 3em;
}
input[type="number"]::-webkit-inner-spin-button {
opacity: 1;
}
#media (min-width: 720px) {
svg {
width: 75%;
}
textarea {
width: 25%;
}
.flex {
display: flex;
gap: 1em;
}
.flex * {
flex: 1 0 auto;
}
}
<h2>Draw quadratic bezier (relative commands)</h2>
<p><button type="button" id="clear" onclick="clearDrawing()">Clear</button>
<label>Get nth Mouse position</label><input type="number" id="nthMouseCoord" value="1" min="0" oninput="changeVal()">
<label>Smooth</label><input type="number" id="simplifyDrawing" min="0" value="2" oninput="changeVal()">
</p>
<div class="flex">
<svg class="border" id="svg" viewBox="0 0 200 100">
</svg>
<textarea class="border" id="svgMarkup"></textarea>
</div>
<script>
function changeVal() {
getNthMouseCoord = +nthMouseCoord.value + 1;
simplify = +simplifyDrawing.value;;
}
function clearDrawing() {
let paths = svg.querySelectorAll('path');
paths.forEach(path => {
path.remove();
})
}
</script>
How it works
save mouse/cursor positions in a point array via event listeners
Event Listeners (including touch events):
function getMouseOrTouchPos(e) {
let x, y;
// touch cooordinates
if (e.type == "touchstart" || e.type == "touchmove" || e.type == "touchend" || e.type == "touchcancel"
) {
let evt = typeof e.originalEvent === "undefined" ? e : e.originalEvent;
let touch = evt.touches[0] || evt.changedTouches[0];
x = touch.pageX;
y = touch.pageY;
} else if ( e.type == "mousedown" || e.type == "mouseup" || e.type == "mousemove" || e.type == "mouseover" || e.type == "mouseout" || e.type == "mouseenter" || e.type == "mouseleave") {
x = e.clientX;
y = e.clientY;
}
// get svg user space coordinates
let point = svg.createSVGPoint();
point.x = x;
point.y = y;
let ctm = svg.getScreenCTM().inverse();
point = point.matrixTransform(ctm);
return point;
}
It's crucial to translate HTML DOM cursor coordinates to SVG DOM user units unless your svg viewport corresponds to the HTML placement 1:1.
let ctm = svg.getScreenCTM().inverse();
point = point.matrixTransform(ctm);
optional: skip cursor points and use every nth point respectively (pre processing – aimed at reducing the total amount of cursor coordinates)
optional: similar to the previous measure: smooth by skipping polyine segments – the curve control point calculation will skip succeeding mid and control points (post processing – calculate curves based on retrieved point array but skip points).
Q to T simplification: Since we are splitting the polyline coordinates evenly we can simplify the path d output by using the quadratic shorthand command T repeating the previous tangents.
Converting to relative commands and rounding
Based on x/y offsets globally incremented by the previous command's end point.
Depending on your layout sizes you need to tweak smoothing values.
For a "micro smoothing" you should also include these css properties:
path {
fill: none;
stroke: #000;
stroke-linecap: round;
stroke-linejoin: round;
}
Further reading
Change T command to Q command in SVG
There are already some implementations for this on github e.g. https://github.com/epistemex/cardinal-spline-js
You dont have to change anything on your input for that and can only change the draw function, that the line between the points is smooth. With that the points dont slip a bit during the simplification.
Trying to put together a small game for practice and I came across a issue. The point is to catch the goblin but I don't know how to make the game detect that player has hit the goblin.
So far you can only detect touched if your position Y and X matches with the enemies axis. How can I either increase the width for both or a better way of detecting touch.
try it out here: https://jsfiddle.net/acbkk7cs/4/
Style:
#map{
margin: 0 auto;
height: 510px;
width: 510px;
background-image:url(background.png);
}
.character{
background-image:url(character.png);
z-index:1;
position: relative;
top: 150px;
left: 150px;
height: 32px;
width: 33px;
}
.monster{
background-image:url(monster.png);
position: relative;
height: 32px;
width: 30px;
}
Javascript:
$(document).ready(function(){
var char = {
player : $(".character"),
x: 150,
y: 150
};
var monster = {
npc : $(".monster"),
x: 100,
y: 100
};
var keypush = {};
$(document).on("keydown keyup", function(e){
var keyN = e.which;
keypush[keyN] = e.type === "keydown";
});
function moveCharacter(){
if (keypush[37]) char.x -=2;
if (keypush[38]) char.y -=2;
if (keypush[39]) char.x +=2;
if (keypush[40]) char.y +=2;
char.player.css({transform:"translate3D("+ char.x +"px, "+ char.y +"px, 0)"});
monster.npc.css({transform:"translate3D("+ monster.x +"px, "+ monster.y +"px, 0)"});
var playerPosX = char.player.position().top;
var monsterPosX = monster.npc.position().top;
var playerPosY = char.player.position().left;
var monsterPosY = monster.npc.position().left;
if ( playerPosX === monsterPosX
&& playerPosY === monsterPosY
){
document.getElementById("pos").innerHTML="Touched";
} else {
document.getElementById("pos").innerHTML="Off";
}
//backend logs
console.log(char.x);
}
(function engine(){
moveCharacter();
window.requestAnimationFrame(engine);
}());
});
HTML:
<div id = "map">
<div class = "character">
</div>
<div class = "monster">
<p id = "pos" style = "color:yellow;font- weight:bold;position:relative;left:5px;font-size:20px;">Position: </p>
</div>
</div>
The easiest and fastest way is to calculate the distance between the character and the monster: fiddle using circle collision.
var dx = playerPosX - monsterPosX,
dy = playerPosY - monsterPosY,
touchDistance = 30;
if ( Math.sqrt( dx * dx + dy * dy ) < touchDistance )
document.getElementById("pos").innerHTML="Touched";
else
document.getElementById("pos").innerHTML="Off";
Here, I eyeballed the touchDistance, but it's actual value should be the sum of the radius of the player sprite and the radius of the monster sprite. This works best if they are circles:
/**
* (ax,ay) and (bx,by) are the center positions, and ar, br their radii.
*/
function circleCollision( ax, ay, ar, bx, by, br ) {
return Math.sqrt( (ax-bx)*(ax-bx) + (ay-by)*(ay-by) ) <= ar + br;
}
A second common way to determine collision is to use 'bounding boxes', or in this case, rectangles/squares: Fiddle using rectangle collision.
function rectangleCollision( pLeft, pTop, pRight, pBottom, mLeft, mTop, mRight, mBottom ) {
return
( (pLeft >= mLeft && pLeft < mRight ) || (pRight >= mLeft && pRight < mRight ) )
&& ( (pBottom >= mTop && pBottom < mBottom) || (pTop >= mTop && pTop < mBottom) )
}
I used interact.js library to write this piece of code which works absolutely fine standalone on chrome, firefox and w3schools "Try it Yourself" (doesn't work on Edge and IE for some reason). The problem is that when I call a template.phtml with this code inside from the layout.xml, the magento renders it only once, thus the user is not allowed to resize the cubes.
<!-- CSS -->
<style type="text/css">
svg {
width: 100%;
height: 300px;
background-color: #CDC9C9;
-ms-touch-action: none;
touch-action: none;
}
.edit-rectangle {
fill: black;
stroke: #fff;
}
body { margin: 0; }
</style>
<!-- Content -->
<br>
<svg>
</svg>
<br>
<button onclick="location.href = 'square';" id="previousbutton">Go back</button>
<button onclick="location.href = 'squaresection';" style="float:right" id="nextButton">Proceed to next step</button>
<br>
<br>
<script type="text/javascript" src="interact.js">
</script>
<!-- JavaScript -->
<script type="text/javascript">
var svgCanvas = document.querySelector('svg'),
svgNS = 'http://www.w3.org/2000/svg',
rectangles = [];
labels = [];
rectNumb = 5;
function Rectangle (x, y, w, h, svgCanvas) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
this.stroke = 0;
this.el = document.createElementNS(svgNS, 'rect');
this.el.setAttribute('data-index', rectangles.length);
this.el.setAttribute('class', 'edit-rectangle');
rectangles.push(this);
this.draw();
svgCanvas.appendChild(this.el);
}
function Label (x, y, text, svgCanvas){
this.x = x;
this.y = y;
this.text = text;
this.el = document.createElementNS(svgNS, 'text');
labels.push(this);
this.draw();
svgCanvas.appendChild(this.el);
}
Label.prototype.draw = function () {
this.el.setAttribute('x', this.x);
this.el.setAttribute('y', this.y);
this.el.setAttribute('font-family', "Verdana");
this.el.setAttribute('font-size', 14);
this.el.setAttribute('fill', "black");
this.el.innerHTML = this.text;
}
Rectangle.prototype.draw = function () {
this.el.setAttribute('x', this.x + this.stroke / 2);
this.el.setAttribute('y', this.y + this.stroke / 2);
this.el.setAttribute('width' , this.w - this.stroke);
this.el.setAttribute('height', this.h - this.stroke);
this.el.setAttribute('stroke-width', this.stroke);
}
interact('.edit-rectangle')
// change how interact gets the
// dimensions of '.edit-rectangle' elements
.rectChecker(function (element) {
// find the Rectangle object that the element belongs to
var rectangle = rectangles[element.getAttribute('data-index')];
// return a suitable object for interact.js
return {
left : rectangle.x,
top : rectangle.y,
right : rectangle.x + rectangle.w,
bottom: rectangle.y + rectangle.h
};
})
/*
.draggable({
max: Infinity,
onmove: function (event) {
var rectangle = rectangles[event.target.getAttribute('data-index')];
rectangle.x += event.dx;
rectangle.y += event.dy;
rectangle.draw();
}
})
*/
.resizable({
onstart: function (event) {},
onmove : function (event) {
if (event.target.getAttribute('data-index') > 0)
{
// Main Rect
var rectangle = rectangles[event.target.getAttribute('data-index')];
var rectangle2 = rectangles[event.target.getAttribute('data-index') - 1];
if (rectangle.w - event.dx > 10 && rectangle2.w + event.dx > 10){
rectangle.x += event.dx;
rectangle.w = rectangle.w - event.dx;
rectangle2.w = rectangle2.w + event.dx;
}
rectangle.draw();
rectangle2.draw();
var label = labels[event.target.getAttribute('data-index')];
var label2 = labels[event.target.getAttribute('data-index') - 1];
label.text = rectangle.w + " mm";
label2.text = rectangle2.w + " mm";
label.x = rectangle.x + rectangle.w / 4;
label2.x = rectangle2.x + rectangle2.w / 4;
label.draw();
label2.draw();
}
},
onend : function (event) {},
edges: {
top : false, // Disable resizing from top edge.
left : true,
bottom: false,
right : false // Enable resizing on right edge
},
inertia: false,
// Width and height can be adjusted independently. When `true`, width and
// height are adjusted at a 1:1 ratio.
square: false,
// Width and height can be adjusted independently. When `true`, width and
// height maintain the aspect ratio they had when resizing started.
preserveAspectRatio: false,
// a value of 'none' will limit the resize rect to a minimum of 0x0
// 'negate' will allow the rect to have negative width/height
// 'reposition' will keep the width/height positive by swapping
// the top and bottom edges and/or swapping the left and right edges
invert: 'reposition',
// limit multiple resizes.
// See the explanation in the #Interactable.draggable example
max: Infinity,
maxPerElement: 3,
});
interact.maxInteractions(Infinity);
var positionX = 50,
positionY = 80,
width = 80,
height = 80;
for (var i = 0; i < rectNumb; i++) {
positionX = 50 + 82 * i;
new Rectangle(positionX, positionY, width, height, svgCanvas);
}
for (var i = 0; i < rectNumb; i++) {
positionX = 50 + 82 * i;
new Label(positionX + width/4, positionY + height + 20, width +" mm", svgCanvas);
}
</script>
Any suggestions of what I could do to implement this code into magento would be much appreciated.
Magento did not render the code only once. The problem was that canvas event listener always assumed that pointer coordinates were wrong. Since canvas is the first element of the page(because it is the first element in that .phtml file), event listener assumed it will be displayed at the top, but that was not the case because of the way magento page rendering works.
This issue was resolved simply by measuring the height of content above canvas and just mathematically subtracting that from pointers position before passing it to event listener.
The problem with this solution is that it works only for single page or with multiple pages that have the same height of content above canvas(=>same design). If anyone knows a way in which person would not need to "recalculate" the height for every single page that has different design, sharing knowledge would be much appreciated.
I am trying to create something with SVG that responds to mouse movement combined with random movement.
you can check the code here
https://jsfiddle.net/hass/Lfv2yjyf/
$(document).ready(function(){
var d = document;
var mysvg = d.getElementById("mysvg");
var mx,my,random,xmid,ymid,input;
setInterval(function() {
//svg size
var svgw = $("svg").width();
var svgh = $("svg").height();
//center point of svg
xmid = svgw/2;
ymid = svgh/2;
//random numbers
random = {
a: Math.floor(Math.random()*25),
b: Math.floor(Math.random()*25),
c: Math.floor(Math.random()*25)
};
//add event to svg
mysvg.addEventListener("mousemove", function(e) {
//aqcuire mouse position relative to svg
mx = e.clientX;
my = e.clientY;
//add <path> to svg
input = '<path d="M ' + xmid + ',' + ymid + ' l ' + 0 + ',' + 0 + ' ' + ((mx-xmid)/2) + ',' + random.a + ' ' + ((mx-xmid)-((mx-xmid)/2)) + ',' + ((my-ymid)-random.a) + ' ' + '" stroke="orange" stroke-width="7" stroke-linejoin="round" fill="none" />';
});
//display datas
$("#status1").html("X Position : " + mx + "<br>Y Position: " + my + "<br><br>Center Point X: " + xmid + "<br><br>Center Point Y: " + ymid + "<br><br>Width: " + svgw + "<br>Height: " + svgh + "<br><br>Random Value a: " + random.a + "<br>Random Value b: " + random.b + "<br>Random Value c: " + random.c);
$("#mysvg").html(input);
}, 10);
});
My problem here is the random movement of the line at midpoint only responds when I move the mouse, I know it doesn't work because the random value is only acquired with mouse movement.
what I'm trying to do is I want the random movement even without the mouse movement.
so I want to know how I acquire the values of global object in setInterval every 10 milliseconds or whatever value I set at "setInterval" function but I prefer almost every millisecond so I could get the random vibrating effect.
I also tried to write the "path" outside of mousemove function and it works and this is something I wanted to achieve
https://jsfiddle.net/hass/d2L4hda5/
but the problem here is when I check the console (browser's development tool → console tab) the values of the mouse x and mouse y is "NaN". but the rendering works.
I cannot figure out what I'm missing here.
so I want to get some advice if second link is what I want to achieve and get the right values of mouse x and mouse y or any other technique that works best.
Regards.
I'm not entirely sure what you problem is here. Is your problem that you can't seem to see the values iof mx and my in your browser tools? How are you trying to read them? Note that they aren't global variables. They are local to the ready() function. So, for instance, you won't be able to see the value if you simply type mx into the console.
Note also, that you don't need to keep adding the mousemove event handler every time your interval timer function gets called. It can be totally independent. See below.
$(document).ready(function(){
var d = document;
var mysvg = d.getElementById("mysvg");
var mx,my,random,xmid,ymid,input;
//svg size
var svgw = $("svg").width();
var svgh = $("svg").height();
//center point of svg
xmid = svgw/2;
ymid = svgh/2;
//add event to svg
mysvg.addEventListener("mousemove", function(e) {
//aqcuire mouse position relative to svg
mx = e.clientX;
my = e.clientY;
});
setInterval(function() {
//random numbers
random = {
a: Math.floor(Math.random()*25),
b: Math.floor(Math.random()*25),
c: Math.floor(Math.random()*25)
};
//add <path> to svg
input = '<path d="M ' + xmid + ',' + ymid + ' l ' + 0 + ',' + 0 + ' ' + ((mx-xmid)/2) + ',' + random.a + ' ' + ((mx-xmid)-((mx-xmid)/2)) + ',' + ((my-ymid)-random.a) + ' ' + '" stroke="orange" stroke-width="7" stroke-linejoin="round" fill="none" />';
//display datas
$("#status1").html("X Position : " + mx + "<br>Y Position: " + my + "<br><br>Center Point X: " + xmid + "<br><br>Center Point Y: " + ymid + "<br><br>Width: " + svgw + "<br>Height: " + svgh + "<br><br>Random Value a: " + random.a + "<br>Random Value b: " + random.b + "<br>Random Value c: " + random.c);
$("#mysvg").html(input);
}, 10);
});
html, body {
width: 100%;
height: 100%;
padding: 0;
margin: 0;
}
body {
overflow: hidden;
}
#wrapper {
width: 100%;
min-height: 100%;
margin: 0 auto;
position: relative;
}
svg {
position: absolute;
bottom: 0;
left: 0;
right: 0;
margin: 0 auto;
width: 100%;
height: 100%;
outline: 1px solid blue;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<div id="wrapper">
<p id="status1"></p>
<svg id="mysvg" width="300" height="300"></svg>
</div>