I would like to find the current side and update the $currentFace property in my Cube class, every time the cube is rotated.
Here is my JSFiddle: http://jsfiddle.net/joecritch/tZBDW/
As you can see, I am updating the $currentFace successfully when I directly go to a face, using the menu. However, I am using a different approach for keyboard controls (using a 3D Matrix so that the cube doesn't go onto an incorrect axis).
What's the best way to calculate this?
I have an event handler for afterRotation, so the calculation code can be placed in there.
__afterRotation: function(e) {
// ...
// Insert calculation code?
// ...
}
Related
I have a requirement to display the current area of a Polygon during a Modify interaction.
I know how to listen for the modifyend event and, when it fires, calculate the area and display it in an overlay, but looking at the documentation, the interaction doesn't fire any other event while the vertex of a polygon is being dragged. I tried using the handleDragEvent function in the options of the Pointer interaction (which is the superclass of the Modify interaction) like this:
this.modify = new Modify({
handleDragEvent: (ev)=>{
console.log('drag event', ev);
// compute the new area and display it in an overlay
return true;
},
features: this.select.getFeatures(),
});
While the above does fire, defining the handleDragEvent in this way has the effect of not allowing the modification of the Polygon at all (I experimented returning both true and false and the effect is the same).
I was able to achieve the same effect in the Draw interaction by calculating the area and displaying it in an overlay inside the geometryFunction but I don't know how to achieve the same in the Modify interaction.
Any ideas? Code that simply fires when the vertex of a polygon is moved and has access to the feature / geometry being modified is enough, I can take it from there.
I have six planes set up as cube with textures to display a 360-degree jpg set. I positioned the planes 1000 away and made them 2000 (plus a little because the photos have a tiny bit of overlap) in height and width.
The a-camera is positioned at origin, within this cube, with wasd controls set to false, so the camera is limited to rotating in place. (I am coding on a laptop, using mouse drag to move the camera.)
I also have a sphere (invisible), placed in between the camera and the planes, and have added an event listener to it. This seemed simpler than putting event listeners on each of the six planes.
My current problem is wanting to enforce minimum and maximum tilt limits. Following is the function "handleTilt" for this purpose. The minimum tilt allowed depends on the size of the fov.
function handleTilt() {
console.log("handleTilt called");
var sceneEl = document.querySelector("a-scene");
var elCamera = sceneEl.querySelector("#rotationCam");
var camRotation = elCamera.getAttribute('rotation');
var xTilt = camRotation['x'];
var fov = elCamera.getAttribute('fov');
var minTilt = -65 + fov/2;
camRotation['x'] = xTilt > minTilt ? xTilt : minTilt;
// enforce maximum (straight up)
if (camRotation['x'] > 90) {
camRotation['x'] = 90;
}
console.log(camRotation);
}
The event handler is set up in this line:
<a-entity geometry="primitive:sphere" id="clickSphere"
radius="50" position="0 0 0" mousemove="handleTilt()">
When I do this, a console.log call on #clickSphere shows the event handler exists. But it is never invoked when I run the program and move the mouse to drag the camera to different angles.
As an alternative, I made the #clickSphere listen for onClick as follows:
<a-entity geometry="primitive:sphere" id="clickSphere"
radius="50" position="0 0 0" onclick="handleTilt()">
The only change is "mousemove" to "onclick". Now, the "handleClick()" function executes with each click, and if the camera was rotated to a value less than the minimum, it is put back to the minumum.
One bizarre thing, though, after clicking and adjusting the rotation a few times, the program goes into a state where I can't rotate the camera down below the minimum any more. It is as if the mousemove listener had become engaged, even though the only listener coded is the onclick. I can't for the life of me figure out why this kicks in.
Would it be possible to get some advice as to what I might be doing wrong, or a plan for troubleshooting? I'm new to aframe and JavaScript.
An alternative plan for enforcing the min and max camera tilts in real time would also be an acceptable solution.
I just pushed out this piece on the docs for ya: https://aframe.io/docs/0.6.0/components/look-controls.html#customizing-look-controls
While A-Frame’s look-controls component is primarily meant for VR with sensible defaults to work across platforms, many developers want to use A-Frame for non-VR use cases (e.g., desktop, touchscreen). We might want to modify the mouse and touch behaviors.
The best way to configure the behavior is to copy and customize the current look-controls component code. This allows us to configure the controls how we want (e.g., limit the pitch on touch, reverse one axis). If we were to include every possible configuration into the core component, we would be left maintaining a wide array of flags.
The component lives within a Browserify/Webpack context so you’ll need to replace the require statements with A-Frame globals (e.g., AFRAME.registerComponent, window.THREE, AFRAME.constants.DEFAULT_CAMERA_HEIGHT), and get rid of the module.exports.
Can modify https://github.com/aframevr/aframe/blob/master/src/components/look-controls.js to hack in your min/max just for mouse/touch.
How could I implement such mouseover effect that whenever mouse is over the linechart it shows every lines Y-value in an tooltip on hovered X?
So, in the end by moving mouse over the chart it should always show a tooltip that is updated constantly with Y value based on changed X? Now it shows tooltip only on X-scales steps e.g. 2010,2011,2012,2013,2014...
I don't have time at this very moment to write a complete solution, but I can try to point you in the right direction in terms of the part you will need that is directly related to the Google Charts API.
There Is Not A Simple Solution
First off, I'd like to make it very clear that there is not, to my knowledge, a simply solution built into the Google Charts API for this. Anything you right for this will involve rendering your own tooltip element, positioning it to the mouse location, and filling the tooltip with data yourself.
A JavaScript Framework of your choice will probably help a lot. Most have plugins or modules to handle mouseover and mouse position detection, though I can't recommend any specifically because I haven't tried this.
Chart Layout Interface
What you need to get the data values belonging to the mouse location is the Chart Layout Interface. You can get this as follows:
// create a line chart and set up a variable to store your interface
// on outside the scope of your ready handler, so you can use the
// interface in your mouse event code.
var layoutInterface;
var chart = new google.visualization.LineChart(document.getElementById('container-id'));
// set up a handler for the chart's ready event
// the chart layout interface is not available until the chart has
// been drawn
var readyHandler = function(){
layoutInterface = chart.getChartLayoutInterface();
};
// register the event handler
google.visualization.events.addListener(chart, 'ready', readyHandler);
I learned this from the demo here.
You will be using the getHAxisValue(xCoordinate) and getVAxisValue(yCoordinate) methods on the layout interface to get the data values corresponding to the x and y coordinates of the chart. The coordinates are relative to the chart's container element. See the Line Chart Documentation for information on methods available on the layout interface.
Mouse Event Handling
The mouse handling part of this is beyond the scope of my knowledge, but I do know that it is possible. I think you need to register a mouse enter event handler on your chart's container element, which would then register a mouse move, and mouse exit on the same element. The mouse exit would set display:none on your tooltip element and de-register the mouse move handler. The mouse move handler would set the absolute position of your tooltip element to the mouse location, and set it's content to the values retrieved from the chart layout interface.
Good Luck!
deviantART muro has a set of brilliant tools of painting. And I'm very curious how to implement these brushes like Sketch and Paintbrush, arithmetically?
Using any normal programming language to explain is okay, though I prefer C++ or JavaScript. I think it's better than read their JS source code.
I'd say it works something like:
Track mouse movement
On captured mouse movement, draw your desired brush from saved "Old mouse position" to captured "New mouse position", iterating at a pixel's distance at a time
If you move the mouse too fast for the script to capture, it will just look like a computed long straight line (which is what it looks like Muro is doing). If you want to get real fancy you can calculate the trajectory from previous mouse positions and draw that instead for a "smoother" line.
Since you specified Javascript you'd probably want to draw it in a canvas object.
EDIT 1:
Sketch specifically seems to save mouse movements and then loop through, say the 20 latest mouse movements for each mouse movement and draw a bezier curve from that point to the current point.
So, something like (pseudo code)
Object mousemovements = [];
on.mousemove(event)
{
if (mousemovements.length > 20)
{
mousemovements.removeLast();
}
mousemovements.insertAtBeginning([ event.mouseX, event.mouseY ]);
for-each (movement in mousemovements)
{
drawBeziercurveFromTo(movement.mouseX, movement.mouseY,
event.mouseX, event.mouseY);
}
}
Jquery/Canvas DEMO based on the above pseudo code
EDIT 2:
I had a closer look at how "Sketch" worked and it seems that they update the mouse pointer positions, moving the older points closer to the newer points. Something like this:
This DEMO works pretty much like the sketch brush
I am drawing lines using Canvas (HTML 5), since lines/shapes are not stored as objects in Canvas, I cannot attach unique events to it (eg onmouseclick)
I wish to attach a onmouseover event to a line, is it possible by getting to know if the mouse if over a particular line (using its 2 X and 2 Y co-ordinates) in Canvas using Javascript. Would this work for different line widths (eg: 2,5 pixels)
Want to avoid using SVG as the entire project is built on Canvas
Please advise.
You would need to use math formulas to calculate the area of the line and whether a certain point intersects with it.
Here's a basic example:
Find mouse coordinates relative to position of the canvas (How to find mouse pos on element)
Calculate whether mouse x/y is inside some rectangle (Point in rectangle formula)
Done.
There is a function isPointInPath(x,y). It will return true if a point is on the current path.
You will have to call that for every line you want to check and the best way to do that is at the same time as you draw.
The best way is using some canvas frameworks. Look at "LibCanvas :: Creating Lines" (dont forget to dblClick at canvas)