How to curl paths into spiral on hover using Raphael JS - javascript

I have a set of Raphael paths that I want to animate when a separate path is hovered over.
The client sent an SVG illustration that I had converted into Raphael code. This is just a small section of the larger image.
What I'm trying to do is as follows:
starting canvas
Start with a set of path objects in a line. When you hover over the red path they animate in a spiral until they form
ending canvas
I've done some research, and I think that I'm going to have to animate each circle along a hidden path that depicts the arcs they have to move to get to the final spiral shape (Animate along a path), but I'm not sure if this is the most efficient way to create this animation.
On top of that, I'm not really sure how to calculate the angle and size of the hidden paths the circles would be following. What is going to be the best way to create this animation?
Thanks!

I think moving each circle along a hidden path is easiest way.
I would suggest to create a new SVG file in InkScape vector editor, draw circles in start and end positions and then connect them with arcs. Save the file. Then open the file in any text editor and copy all data to your JS code (copy path's "d" parameter and coordinates of circles).

It's been more than one year since it's asked but maybe it might help other people.
Using simple algebra thought in high school you can define two functions: linear and spiral.
function linear(i){
x = i*15;
y = x;
return {cx:x+offset,cy:y+offset};
}
function spiral(i){
r = 50 - i*5;
x = r*Math.cos(i);
y = r*Math.sin(i);
return {cx:x+offset,cy:y+offset};
}
This is just a 5 min fiddling, so it might seem cheap. Of course, you can define better algorithms using transform functions.
jsfiddle here

Related

How to create smooth paths with a 2D Canvas in HTML?

With the help of D3js i am generating splines from a set of points on a 2D canvas in HTML and JavaScript.
private spline = d3.line()
.x(p => p.x)
.y(p => p.y)
.curve(d3.curveBundle.beta(1));
This is added to a canvas with some native JS code:
ctx = [HTMLCanvasElement].getContext('2d'); // pseudo-code
ctx.beginPath();
this.spline(points);
ctx.stroke();
ctx.closePath();
This works fine in case I am rendering one path at a time. As soon as I am having multiple pathes with the same starting point, they are starting to overlap. And this causes some unwanted rendering effects: These paths are getting edgy and jaggy.
I've already tried to increae the context.imageSmoothingQuality = 'high' and played around with ctx.globalCompositeOperation without any help.
A possible solution would be IMHO to removed that overlapping part and "glue" the pathes from that point, when they are splitting. The redundant part would be removed and the side effects would be vanished, but this sounds like a hard programming story to figure out reliably where the splines begin.
Important note: These splines or pathes are rendered randomly. Only the starting and ending points are fixed. If you like, have a look at: http://b612-webdesign.de/kardion/guilloche/ (Hit "Aktualisieren" to generate a new graph)
„Minimal“ reproducable example: https://observablehq.com/#nextlevelshit/d3js-canvas-splines
You'll find at ObservableHQ an example of my issue. You can change the code and re-run the rendering at anytime.

2D/3D CAD design in JavaScript

I am having 2D design in microstation and I wanted to represent this design in web using any tool(javascript/Unity 3D or any other) where the web tool will not have all the functionality but basic functionality like reshaping or adding a new shape should be available.
As of now, my approach is once I created a design in microstation then I am capturing properties of shapes like the cordinates of a line and now using these coordinates I wanted to represent in the browser since this is a 2D design so it will be plotted in some location (x,y) for example I have created a line in microstation from (2,2) to (10,10) so it will be a straight line and I have all the coordinates I tried redrawing it in Unity which am able to do but I am facing issue to change the length from (2,2) to (20,20) by mouse click. And my goal is to do it in runtime, not in Unity editor tool.
This is an example of a straight line I wanted to do it for all geometric shape,any guidance would be appreciated.
As of now am trying Unity to do so but struggling in the edit part is there a way to achieve this in unity?
I also looked at various javascript libraries like konvaJS, makerJS, ThreeJS, etc. but except konvajs none of the other library provide facilities like reshaping, in Konva also creating shape using a mouse not found any solution for this.
Can we achieve this by any of the two approaches, of course, am not looking for all functionality only a few custom functionality, if yes which approach will be the best, and which tool should I proceed with?
Any guidance will be helpful.
To draw a line-segment, you can use LineRenderer.
//two points of the line-segment are known (or got from the Transform of GameObject)
Vector3 start;
Vector3 end;
GameObject myLine = new GameObject();
myLine.transform.position = start;
myLine.AddComponent<LineRenderer>();
LineRenderer lr = myLine.GetComponent<LineRenderer>();
lr.material = new Material(Shader.Find("Particles/Alpha Blended Premultiply"));
lr.SetColors(color, color);
lr.SetWidth(0.1f, 0.1f);
lr.SetPosition(0, start);
lr.SetPosition(1, end);
//to change the points of this line
myLine.transform.position = another_start;
lr.SetPosition(0, another_start);
lr.SetPosition(1, another_end);
There are also other solutions:
Use scaled cube or capsule primitive.
3rd-party plugins: vectrosity
To get mouse clicked position, use Camera.main.ScreenToWorldPoint(Input.mousePosition).
To determine when your mouse is clicked, use Input.GetMouseButtonUp.

Warp an SVG in JavaScript into an arc

I saw a d3 helper function which can create an svg arc: making an arc in d3.js
Is there a way to bend an existing svg into an arc in d3.js? If not, how can it be done in JavaScript? The initial image could be a square with negative space inside that makes a silhouette of something like a cat.
I included a drawing of what I want. I eventually want to make more and create a ring, and then concentric rings of smaller transformations.
I think conformal mapping is the way to go. As an example, I have started with the original square source and the circularly arranged (and appropriately warped) squares using conformal mapping. See the Circular Image and the Corresponding Square Image. Note, however, that I first converted the SVG source into a png image, and then applied conformal mapping transformation to each pixel in the png image. If anyone has a method of mapping entirely in the SVG domain [where the source uses only straight lines and bezier curves], pl. let us know!
I am not able to provide the code -- it is too complex and uses proprietary libraries). Here is a way to do it.
In order to compute the conformal mapping, I used a complex algebra library. JEP is one example. For each pixel in the OUTPUT image, you set Z = (x, y) where (x, y) are the coordinates of the pixel and Z is a complex variable with real part x and imaginary part y. Then you compute NEWZ = f(Z) where f is any function you want. for circle, I used an expression such as "(ln(Z*1)/pi)*6-9" where the log (ln) provides circularity, the 6 implies 6 bent squares in a circle and the -9 is a scaling factor to center and place the image. From the (X, Y) values of the NEWZ, you look up the old image to find the pixel to place in the new image. When the (X, Y) values are outside the size of the old image, I just use tiling of the old image to determine the pixel. When X and Y are fractional (non-integer) you average the neighbors in a weighted way.

How to create merged shapes based upon blurred originals

I'm using easeljs and attempting to generate a simple water simulation based on this physics liquid demo. The issue I'm struggling with is the final step where the author states they "get hard edges". It is this step that merges the particles into an amorphous blob that gives the effect of cohesion and flow.
In case the link is no longer available, in summary, I've followed the simulation "steps" and created a prototype for particle liquid with the following :
Created a particle physics simulation
Added a blur filter
Apply a threshold to get "hard edges"
So I wrote some code that is using a threshold check to color red (0xFF0000) any shapes/particles that meet the criteria. In this case the criteria is any that have a color greater than RGB (0,0,200). If not, they are colored blue (0x0000FF).
var blurFilter = new createjs.BlurFilter(emitter.size, emitter.size*3, 1);
var thresholdFilter = new createjs.ThresholdFilter(0, 0, 200, 0xFF0000, 0x0000FF);
Note that only blue and red appear because of the previously mentioned threshold filter. For reference, the colors generated are RGB (0,0,0-255). The method r() simply generates a random number up to the passed in value.
graphics.beginFill(createjs.Graphics.getRGB(0,0,r(255)));
I'm using this idea of applying a threshold criteria so that I can later set some boundaries around the particle adhesion. My thought is that larger shapes would have greater "gravity".
You can see from the fountain of particles running below in the attached animated gif that I've completed Steps #1-2 above, but it is this Step #3 that I'm not certain how to apply. I haven't been able to identify a single filter that I could apply from easeljs that would transform the shapes or merge them in any way.
I was considering that I might be able to do a getBounds() and draw a new shape but they wouldn't truly be merged at that time. Nor would they exhibit the properties of liquid despite being larger and appearing to be combined.
bounds = blurFilter.getBounds(); // emitter.size+bounds.x, etc.
The issue really becomes how to define the shapes that are blurred in the image. Apart from squinting my eyes and using my imagination I haven't been able to come to a solution.
I also looked around for a solution to apply gravity between shapes so they could, perhaps, draw together and combine but maybe it's simply that easeljs is not the right tool for this.
Thanks for any thoughts on how I might approach this.

Pixel Perfect Collision Detection in HTML5 Canvas

I want to check a collision between two Sprites in HTML5 canvas. So for the sake of the discussion, let's assume that both sprites are IMG objects and a collision means that the alpha channel is not 0. Now both of these sprites can have a rotation around the object's center but no other transformation in case this makes this any easier.
Now the obvious solution I came up with would be this:
calculate the transformation matrix for both
figure out a rough estimation of the area where the code should test (like offset of both + calculated extra space for the rotation)
for all the pixels in the intersecting rectangle, transform the coordinate and test the image at the calculated position (rounded to nearest neighbor) for the alpha channel. Then abort on first hit.
The problem I see with that is that a) there are no matrix classes in JavaScript which means I have to do that in JavaScript which could be quite slow, I have to test for collisions every frame which makes this pretty expensive. Furthermore I have to replicate something I already have to do on drawing (or what canvas does for me, setting up the matrices).
I wonder if I'm missing anything here and if there is an easier solution for collision detection.
I'm not a javascript coder but I'd imagine the same optimisation tricks work just as well for Javascript as they do for C++.
Just rotate the corners of the sprite instead of every pixel. Effectively you would be doing something like software texture mapping. You could work out the x,y position of a given pixel using various gradient information. Look up software texture mapping for more info.
If you quadtree decomposed the sprite into "hit" and "non-hit" areas then you could effectively check to see if a given quad tree decomposition is all "non-hit", "all hit" or "possible hit" (ie contains hits and non-hit pixels. The first 2 are trivial to pass through. In the last case you then go down to the next decomposition level and repeat the test. This way you only check the pixels you need too and for large areas of "non-hit" and "hit" you don't have to do such a complex set of checks.
Anyway thats just a couple of thoughts.
I have to replicate something I already have to do on drawing
Well, you could make a new rendering context, plot one rotated white-background mask to it, set the compositing operation to lighter and plot the other rotated mask on top at the given offset.
Now if there's a non-white pixel left, there's a hit. You'd still have to getImageData and sift through the pixels to find that out. You might be able to reduce that workload a bit by scaling the resultant image downwards (relying on anti-aliasing to keep some pixels non-white), but I'm thinking it's probably still going to be quite slow.
I have to test for collisions every frame which makes this pretty expensive.
Yeah, I think realistically you're going to be using precalculated collision tables. If you've got space for it, you could store one hit/no hit bit for every combination of sprite a, sprite b, relative rotation, relative-x-normalised-to-rotation and relative-y-normalised-to-rotation. Depending on how many sprites you have and how many steps of rotation or movement, this could get rather large.
A compromise would be to store the pre-rotated masks of each sprite in a JavaScript array (of Number, giving you 32 bits/pixels of easily &&-able data, or as a character in a Sring, giving you 16 bits) and && each line of intersecting sprite masks together.
Or, give up on pixels and start looking at eg. paths.
Same problem, an alternative solution. First I use getImageData data to find a polygon that surrounds the sprite. Careful here because the implementation works with images with transparent background that have a single solid object. Like a ship. The next step is Ramer Douglas Peucker Algorithm to reduce the number of vertices in the polygon. I finally get a polygon of very few vertices easy and cheap to rotate and check collisions with the other polygons for each sprite.
http://jsfiddle.net/rnrlabs/9dxSg/
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
var img = document.getElementById("img");
context.drawImage(img, 0,0);
var dat = context.getImageData(0,0,img.width, img.height);
// see jsfiddle
var startPixel = findStartPixel(dat, 0);
var path = followPath(startPixel, dat, 0);
// 4 is RDP epsilon
map1 = properRDP(path.map, 4, path.startpixel.x, path.startpixel.y);
// draw
context.beginPath();
context.moveTo(path.startpixel.x, path.startpixel.x);
for(var i = 0; i < map.length; i++) {
var p = map[i];
context.lineTo(p.x, p.y);
}
context.strokeStyle = 'red';
context.closePath();
context.stroke();

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