How can I position a BABYLON.GUI.Image? - babylonjs

I want to display a babylon image but I can't position it, because a BABYLON.GUI.Image doens't seem to have properties like x, y or position.
const advancedTexture = BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI("UI");
const image = new BABYLON.GUI.Image("but", "bvtech_logo.jpg");
image.width = "300px";
image.height = "100px";
//The following 2 lines don't work
image.x = 10;
image.y = "10px";
advancedTexture.addControl(image);

You must use the properties left and top. The problem is that you have to remenber that if you say image.left = 0 it means that the center of the image is at the center of the canvas. So if you want the top left corner of the screen to be the origin (0, 0) you must use a utility function
const positionImage = (image, x, y) => {
const canvas = document.getElementById('myCanvas');
image.left = - canvas.width / 2 + image.width / 2 + x;
image.top = - canvas.height / 2 + image.height / 2 + y;
};
positionImage(myImage, 10, 10);

Related

How to calculate rotation for a box based on a set of four points?

I’m a bit new to working with 3D space and rotation. I have a list of four Vector3 points that represent the corners of a rectangle. What I want to do is use those points to create a box mesh that is rotated to exactly match the angle of rotation of the points.
Here is a babylonjs playground demo showing what I mean. In it you can see I’ve drawn a simple line mesh between the points. That is great and the rectangle drawn is at the expected angle given the data. I’ve also created a box mesh and configured its dimensions to match and placed its center point in the proper center of the points. So far so good, however I cannot figure out how to rotate the box so that it’s top face is parallel with the face of the rectangle.
https://playground.babylonjs.com/#SN5K8L#2
var createScene = function () {
// This creates a basic Babylon Scene object (non-mesh)
var scene = new BABYLON.Scene(engine);
// This creates and positions a free camera (non-mesh)
var target = new BABYLON.Vector3(1.5, 4, 0)
var camera = new BABYLON.ArcRotateCamera("camera1", Math.PI / 2 + Math.PI, Math.PI / 4, 10, target, scene)
// This attaches the camera to the canvas
camera.attachControl(canvas, true);
// This creates a light, aiming 0,1,0 - to the sky (non-mesh)
var light = new BABYLON.HemisphericLight("light", new BABYLON.Vector3(0, 1, 0), scene);
// Default intensity is 1. Let's dim the light a small amount
light.intensity = 0.7;
const axes = new BABYLON.AxesViewer(scene)
const points = [
new BABYLON.Vector3(1, 5, 1),
new BABYLON.Vector3(2, 5, 1),
new BABYLON.Vector3(2, 3, -1),
new BABYLON.Vector3(1, 3, -1)
]
const lines = BABYLON.MeshBuilder.CreateLines("lines", {
points: [...points, points[0]] // add a duplicate of first point to close polygon
}, scene)
const centerPoint = new BABYLON.Vector3(
(points[0].x + points[1].x + points[2].x + points[3].x) / 4,
(points[0].y + points[1].y + points[2].y + points[3].y) / 4,
(points[0].z + points[1].z + points[2].z + points[3].z) / 4
)
const width = Math.sqrt(
Math.pow(points[1].x - points[0].x, 2) +
Math.pow(points[1].y - points[0].y, 2) +
Math.pow(points[1].z - points[0].z, 2)
)
const depth = Math.sqrt(
Math.pow(points[2].x - points[1].x, 2) +
Math.pow(points[2].y - points[1].y, 2) +
Math.pow(points[2].z - points[1].z, 2)
)
const height = 0.15
const box = BABYLON.CreateBox("box", { width, height, depth}, scene)
box.position = centerPoint
//box.rotation = ???
return scene;
};
You can use Vector3.RotationFromAxis to compute the required rotation in Euler angles:
const rotationAxisX = points[1].subtract(points[0])
const rotationAxisZ = points[1].subtract(points[2])
const rotationAxisY = rotationAxisZ.cross(rotationAxisX)
// RotationFromAxis has the side effect of normalising the input vectors
// so retrieve the box dimensions here
const width = rotationAxisX.length()
const depth = rotationAxisZ.length()
const height = 0.15
const rotationEuler = BABYLON.Vector3.RotationFromAxis(
rotationAxisX,
rotationAxisY,
rotationAxisZ
)
const box = BABYLON.CreateBox("box", { width, height, depth}, scene)
box.position = centerPoint
box.rotation = rotationEuler

`context.textBaseline = 'middle'` is not working when trying to align text vertically in canvas

Why in my simple example textBaseline = 'middle' is not working? Why my text is shifted to the top?
const size = 100;
const canvas = document.getElementById('canvas');
canvas.width = size;
canvas.height = size;
const context = canvas.getContext('2d');
context.font = "bold " + (size * 0.95) + "px Arial";
context.fillStyle = 'blue';
context.textAlign = "center";
context.textBaseline = 'middle';
context.fillText('SO', size / 2, size / 2);
canvas {
border: 1px solid red;
}
<canvas id="canvas"></canvas>
Ok, after figuring out what the cap height is, I managed to find a solution which suits my needs(center uppercase characters vertically in the canvas). I calculated cap height ratio using this tool.
const size = 100;
const canvas = document.getElementById('canvas');
canvas.width = canvas.height = size;
const context = canvas.getContext('2d');
context.font = "bold " + (size) + "px Arial";
context.fillStyle = 'blue';
context.textAlign = "center";
context.textBaseline = 'hanging';
const capHeightRatio = 0.72; // for Arail
context.fillText('SO', size / 2, (size - (size * capHeightRatio)) / 2);
canvas {
border: 1px solid red;
}
<canvas id="canvas"></canvas>
I assume that you want to vertical align text in canvas
.Alignment in canvas is purely based on the x and y values. textBaseline will just align the text in the position specified near the y co-ordinate only.
Run this snippet to understand
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
const baselines = ['top', 'hanging', 'middle', 'alphabetic', 'ideographic', 'bottom'];
ctx.font = '36px serif';
ctx.strokeStyle = 'red';
baselines.forEach(function (baseline, index) {
ctx.textBaseline = baseline;
let y = 75 + index * 75;
ctx.beginPath();
ctx.moveTo(0, y + 0.5);
ctx.lineTo(550, y + 0.5);
ctx.stroke();
ctx.fillText('Abcdefghijklmnop (' + baseline + ')', 0, y);
});
<canvas id="canvas" width="550" height="500"></canvas>
Reference

What is the most practical way to create coordinate grid with JavaFX 3D?

I would like to create a 3D demo application with JavaFX to visualize movements of points in 3D space and first I need to set up a coordinate grid for visual reference. Unfortunately, I was not able to find a sample code for a grid like in this picture:
Does anyone know what is the most practical way to create something like it?
There are a few solutions out there already.
FXyz3D library has a CubeWorld class, that gives you precisely a reference grid.
It is quite easy to use. Just import the 'org.fxyz3d:fxyz3d:0.3.0' dependency from JCenter and use it:
CubeWorld cubeWorld = new CubeWorld(5000, 500, true);
Sphere sphere = new Sphere(100);
sphere.setMaterial(new PhongMaterial(Color.FIREBRICK));
sphere.getTransforms().add(new Translate(100, 200, 300));
Scene scene = new Scene(new Group(cubeWorld, sphere), 800, 800, true, SceneAntialiasing.BALANCED);
As you can see, the solution is based on using 2D rectangles for each face, and the grid lines are created with 3D cylinders. It has very nice features (like self lightning or frontal faces according to camera don't show grid), but it is quite intensive in nodes (sample above has 168 nodes).
There are other solutions that use a lower number of nodes. For instance, for this sample, that also happens to be related to Leap Motion, I used a TriangleMesh.
This is an easy solution, and with just two meshes. However, you see the triangles, instead of squares.
So let's try to get rid of the triangles. For that I'll use a PolygonMesh, as in this other question, based on the 3DViewer project that is available at the OpenJFX repository, contains already a PolygonalMesh implementation, that allows any number of points per face, so any polygon can be a face.
This will give you a plane grid based in square faces:
private PolygonMesh createQuadrilateralMesh(float width, float height, int subDivX, int subDivY) {
final float minX = - width / 2f;
final float minY = - height / 2f;
final float maxX = width / 2f;
final float maxY = height / 2f;
final int pointSize = 3;
final int texCoordSize = 2;
// 4 point indices and 4 texCoord indices per face
final int faceSize = 8;
int numDivX = subDivX + 1;
int numVerts = (subDivY + 1) * numDivX;
float points[] = new float[numVerts * pointSize];
float texCoords[] = new float[numVerts * texCoordSize];
int faceCount = subDivX * subDivY;
int faces[][] = new int[faceCount][faceSize];
// Create points and texCoords
for (int y = 0; y <= subDivY; y++) {
float dy = (float) y / subDivY;
double fy = (1 - dy) * minY + dy * maxY;
for (int x = 0; x <= subDivX; x++) {
float dx = (float) x / subDivX;
double fx = (1 - dx) * minX + dx * maxX;
int index = y * numDivX * pointSize + (x * pointSize);
points[index] = (float) fx;
points[index + 1] = (float) fy;
points[index + 2] = 0.0f;
index = y * numDivX * texCoordSize + (x * texCoordSize);
texCoords[index] = dx;
texCoords[index + 1] = dy;
}
}
// Create faces
int index = 0;
for (int y = 0; y < subDivY; y++) {
for (int x = 0; x < subDivX; x++) {
int p00 = y * numDivX + x;
int p01 = p00 + 1;
int p10 = p00 + numDivX;
int p11 = p10 + 1;
int tc00 = y * numDivX + x;
int tc01 = tc00 + 1;
int tc10 = tc00 + numDivX;
int tc11 = tc10 + 1;
faces[index][0] = p00;
faces[index][1] = tc00;
faces[index][2] = p10;
faces[index][3] = tc10;
faces[index][4] = p11;
faces[index][5] = tc11;
faces[index][6] = p01;
faces[index++][7] = tc01;
}
}
int[] smooth = new int[faceCount];
PolygonMesh mesh = new PolygonMesh(points, texCoords, faces);
mesh.getFaceSmoothingGroups().addAll(smooth);
return mesh;
}
So you can use 2 or 3 of them to create a coordinate system like this:
public Group createGrid(float size, float delta) {
if (delta < 1) {
delta = 1;
}
final PolygonMesh plane = createQuadrilateralMesh(size, size, (int) (size / delta), (int) (size / delta));
final PolygonMesh plane2 = createQuadrilateralMesh(size, size, (int) (size / delta / 5), (int) (size / delta / 5));
PolygonMeshView meshViewXY = new PolygonMeshView(plane);
meshViewXY.setDrawMode(DrawMode.LINE);
meshViewXY.setCullFace(CullFace.NONE);
PolygonMeshView meshViewXZ = new PolygonMeshView(plane);
meshViewXZ.setDrawMode(DrawMode.LINE);
meshViewXZ.setCullFace(CullFace.NONE);
meshViewXZ.getTransforms().add(new Rotate(90, Rotate.X_AXIS));
PolygonMeshView meshViewYZ = new PolygonMeshView(plane);
meshViewYZ.setDrawMode(DrawMode.LINE);
meshViewYZ.setCullFace(CullFace.NONE);
meshViewYZ.getTransforms().add(new Rotate(90, Rotate.Y_AXIS));
PolygonMeshView meshViewXY2 = new PolygonMeshView(plane2);
meshViewXY2.setDrawMode(DrawMode.LINE);
meshViewXY2.setCullFace(CullFace.NONE);
meshViewXY2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
PolygonMeshView meshViewXZ2 = new PolygonMeshView(plane2);
meshViewXZ2.setDrawMode(DrawMode.LINE);
meshViewXZ2.setCullFace(CullFace.NONE);
meshViewXZ2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
meshViewXZ2.getTransforms().add(new Rotate(90, Rotate.X_AXIS));
PolygonMeshView meshViewYZ2 = new PolygonMeshView(plane2);
meshViewYZ2.setDrawMode(DrawMode.LINE);
meshViewYZ2.setCullFace(CullFace.NONE);
meshViewYZ2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
meshViewYZ2.getTransforms().add(new Rotate(90, Rotate.Y_AXIS));
return new Group(meshViewXY, meshViewXY2, meshViewXZ, meshViewXZ2 /*, meshViewYZ, meshViewYZ2 */);
}
Note that I've duplicated the plane to mock a wider stroke every 5 lines.
Finally adding axes:
public Group getAxes(double scale) {
Cylinder axisX = new Cylinder(1, 200);
axisX.getTransforms().addAll(new Rotate(90, Rotate.Z_AXIS), new Translate(0, -100, 0));
axisX.setMaterial(new PhongMaterial(Color.RED));
Cylinder axisY = new Cylinder(1, 200);
axisY.getTransforms().add(new Translate(0, 100, 0));
axisY.setMaterial(new PhongMaterial(Color.GREEN));
Cylinder axisZ = new Cylinder(1, 200);
axisZ.setMaterial(new PhongMaterial(Color.BLUE));
axisZ.getTransforms().addAll(new Rotate(90, Rotate.X_AXIS), new Translate(0, 100, 0));
Group group = new Group(axisX, axisY, axisZ);
group.getTransforms().add(new Scale(scale, scale, scale));
return group;
}
Now you have:
final Group axes = getAxes(0.5);
final Group grid = createGrid(200, 10);
final Sphere sphere = new Sphere(5);
sphere.getTransforms().add(new Translate(20, 15, 40));
Scene scene = new Scene(new Group(axes, grid, sphere), 800, 800, true, SceneAntialiasing.BALANCED);
The total amount of nodes of this sample is 14.
Of course, it can be improved to add labels and many other features.

how to dragging Threejs point

I'm trying to huge graph visualization with threejs r86(latest master version), for showing 600,000 nodes I found a way to draw them faster than using mesh with THREE.points but know I need to make them draggable, after many searches I found raycast to found closest object to mouse point but I have a problem becouse all of taht points are just an object and can not be changed seperately.
function Graph3(Nodes, Edges) {
this.renderer = new THREE.WebGLRenderer({ alpha: true});
var width = window.innerWidth , height = window.innerHeight;
this.renderer.setSize(width, height, false);
document.body.appendChild(this.renderer.domElement);
this.scene = new THREE.Scene(),
this.camera = new THREE.PerspectiveCamera(100, width / height, 0.1, 3000),
this.controls = new THREE.OrbitControls(this.camera);
this.controls.enableKeys = true;
this.controls.enableRotate = false;
var material, geometry;
self = this;
material = new THREE.LineBasicMaterial({color: '#ccc'});
geometry = new THREE.Geometry();
geometry.vertices = Nodes.map(function(item){return new THREE.Vector3(item.pos.x,item.pos.y,item.pos.z);});
// this.vertices = geometry.vertices;
this.line = new THREE.LineSegments(geometry, material);
this.scene.add(this.line);
var Node = new THREE.Group();
material = new THREE.PointsMaterial( { color:0x000060 ,size:1 } );
this.particles = new THREE.Mesh(geometry,material)
this.particles = new THREE.Points( geometry, material);
this.scene.add( this.particles );
dragControls = new THREE.DragControls([this.particles], this.camera/*,this.scene*/, this.renderer.domElement);
this.camera.position.z = 200;
var raycaster = new THREE.Raycaster();
var mouse = new THREE.Vector2();
document.addEventListener( 'click', function ( event ) {
// calculate mouse position in normalized device coordinates
// (-1 to +1) for both components
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
console.log(mouse);
}, false );
stats = new Stats();
document.body.appendChild(stats.dom);
this.animate = function()
{
raycaster.setFromCamera( mouse, self.camera );
var intersections = raycaster.intersectObject( self.particles );
intersection = ( intersections.length ) > 0 ? intersections[ 0 ] : null;
if ( intersection !== null) {
console.log(intersection);
}
requestAnimationFrame( self.animate );
stats.update();
self.renderer.render(self.scene, self.camera);
}
this.animate();}
I had able to change all the points with dragControls but can't move them seperatly
I had found EventsControls.js file which help us to handle events but I couldn't use it
Here you can check how to target individual parts of a buffer geometry with a raycaster:
https://github.com/mrdoob/three.js/blob/master/examples/webgl_interactive_buffergeometry.html
As for moving them, refer to this question and answer:
How to quickly update a large BufferGeometry?
Thanks for helping me in previous question.
I am making my points in 2d plane (z = 0) and I could making them with bufferGeometry and RawShaderMaterial but now I have another problem in dragging them, how raycaster do? it need vec3 positions but I have changed it for performance purpose.
var Geo = new THREE.BufferGeometry();
var position = new Float32Array( NodeCount * 2 );
var colors = new Float32Array( NodeCount * 3 );
var sizes = new Float32Array( NodeCount );
for ( var i = 0; i < NodeCount; i++ ) {
position[ 2*i ] = (Math.random() - 0.5) * 10;
position[ 2*i + 1 ] = (Math.random() - 0.5) * 10;
colors[ 3*i ] = Math.random();
colors[3*i+1] = Math.random();
colors[3*i+2] = Math.random();
// sizes
sizes[i] = Math.random() * 5 ;
}
Geo.addAttribute( 'position', new THREE.BufferAttribute( position, 2 ) );
Geo.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
Geo.addAttribute( 'size', new THREE.BufferAttribute( sizes, 1 ) );
points = new THREE.Points( Geo, new THREE.RawShaderMaterial({
vertexShader:`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
attribute vec2 position; /// reason of problem
varying vec3 vColor;
attribute vec3 color;
attribute float size;
void main() {
vColor = color;
gl_PointSize = size;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position , 0, 1 );
}`,
fragmentShader:`
precision highp float;
varying vec3 vColor;
void main() {
gl_FragColor = vec4( vColor, 1.0 ) ;
}`
}) );
scene.add( points );
and my using of raycaster:
function mouseDown(e) {
e.preventDefault();
var mouse = new THREE.Vector2();
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
// mouse.z = 0;
raycaster.setFromCamera(mouse, camera);
raycaster.far = camera.position.z + 3;
const intersect = raycaster.intersectObject(points);
console.log(intersect);
if (intersect.length > 0) {
controls.enabled = false;
console.log(intersect);
selection = intersect[0].index;
}
}
function mouseUp(e) {
controls.enabled = true;
var vector = new THREE.Vector3();
vector.x = (( event.clientX / window.innerWidth ) * 2 - 1);
vector.y = (- ( event.clientY / window.innerHeight ) * 2 + 1);
vector.z = 1.0;
console.log(camera.position.z);
vector.unproject( camera );
var dir = vector.sub( camera.position ).normalize();
var distance = - camera.position.z / dir.z;
var temp = camera.position.clone().add( dir.multiplyScalar( distance ) );
var pos = points.geometry.attributes.position;
pos.setXY(selection, temp.x, temp.y);
pos.updateRange.offset = selection; // where to start updating
pos.updateRange.count = 1; // how many vertices to update
pos.needsUpdate = true;
selection = undefined;
}

Aligning text in a geomatric shaped div

Can i align a text in a div with a geometric shape, like this
https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQ5z8OYxnypDr09mmfFMunJj31x_XtfG3MFj0vlAa_ceoCnts0OfQ
without hiding some of text?
Update:
I need something like this, above is a circle, but also i need something like this for parallelogram:
http://i39.tinypic.com/4r2ikm.jpg
Here's a js fiddle code
fiddle
Found it some where.
Here's the script
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var text = "'Twas the night before Christmas, when all through the house, Not a creature was stirring, not even a mouse. And so begins the story of the day of Christmas";
var font = "12pt verdana";
var textHeight = 15;
var lineHeight = textHeight + 5;
var lines = [];
var cx = 150;
var cy = 150;
var r = 100;
initLines();
wrapText();
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2, false);
ctx.closePath();
ctx.strokeStyle = "skyblue";
ctx.lineWidth = 2;
ctx.stroke();
// pre-calculate width of each horizontal chord of the circle
// This is the max width allowed for text
function initLines() {
for (var y = r * .90; y > -r; y -= lineHeight) {
var h = Math.abs(r - y);
if (y - lineHeight < 0) {
h += 20;
}
var length = 2 * Math.sqrt(h * (2 * r - h));
if (length && length > 10) {
lines.push({
y: y,
maxLength: length
});
}
}
}
// draw text on each line of the circle
function wrapText() {
var i = 0;
var words = text.split(" ");
while (i < lines.length && words.length > 0) {
line = lines[i++];
var lineData = calcAllowableWords(line.maxLength, words);
ctx.fillText(lineData.text, cx - lineData.width / 2, cy - line.y + textHeight);
words.splice(0, lineData.count);
};
}
// calculate how many words will fit on a line
function calcAllowableWords(maxWidth, words) {
var wordCount = 0;
var testLine = "";
var spacer = "";
var fittedWidth = 0;
var fittedText = "";
ctx.font = font;
for (var i = 0; i < words.length; i++) {
testLine += spacer + words[i];
spacer = " ";
var width = ctx.measureText(testLine).width;
if (width > maxWidth) {
return ({
count: i,
width: fittedWidth,
text: fittedText
});
}
fittedWidth = width;
fittedText = testLine;
}
}
yes this can be achieved through these links
link1 and link2.
and then set the div's by giving postioning :) cheers.
give border radius and get your shape. and use some margins to get it accurate. The link i have posted will help you.

Resources