Toggling multiple tools on Paper.js - paperjs

Can someone show me a working example (JSFiddle or otherwise) of how to have two tools on Paper.js that a user can click on to draw different shapes, say one for circles and one for squares?
Thanks!

You've got at least a couple of options here,
1. Activate Tool from paper.tools
Paper.js allows you to activate a Tool by calling tool.activate(), which causes only that particular Tool to receive Tool events, such as mousedown, mousedrag etc ...
When you create a new Tool via new paper.Tool(), that Tool is added in paper.tools so you can lookup for the Tool within that Array and call tool.activate() on it.
An example:
window.onload = () => {
// Setup Paper
paper.setup(document.querySelector('canvas'))
// Find a Tool in `paper.tools` and activate it
const activateTool = name => {
const tool = paper.tools.find(tool => tool.name === name)
tool.activate()
}
// Tool Path, draws paths on mouse-drag.
// Note: Wrap each Tool in an IIFE to avoid polluting the
// global scope with variables related with that Tool.
;(() => {
const tool = new paper.Tool()
tool.name = 'toolPath'
let path
tool.onMouseDown = function(event) {
path = new paper.Path()
path.strokeColor = '#424242'
path.strokeWidth = 4
path.add(event.point)
}
tool.onMouseDrag = function(event) {
path.add(event.point)
}
})()
// Tool Circle, draws a 30px circle on mousedown
;(() => {
const tool = new paper.Tool()
tool.name = 'toolCircle'
let path
tool.onMouseDown = function(event) {
path = new paper.Path.Circle({
center: event.point,
radius: 30,
fillColor: '#9C27B0'
})
}
})()
// Attach click handlers for Tool activation on all
// DOM buttons with class '.tool-button'
document.querySelectorAll('.tool-button').forEach(toolBtn => {
toolBtn.addEventListener('click', e => {
activateTool(e.target.getAttribute('data-tool-name'))
})
})
}
html,
body,
canvas {
width: 100%;
height: 100%;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/paper.js/0.11.5/paper-core.js"></script>
<button
class="tool-button"
data-tool-name="toolPath">
Draw Paths
</button>
<button
class="tool-button"
data-tool-name="toolCircle">
Stamp Circles
</button>
<canvas resize></canvas>
2. Create a ToolStack Class
However, I find it far more practical to create a ToolStack Class since it allows me to add additional methods later on, i.e isToolActive(), onToolSelect() (for adding is-active classes to DOM tool buttons) etc..
The ToolStack should then implement various methods for handling your Tools, the first and foremost being an activateTool method, that will lookup for a Tool by name and call it's tool.activate() method.
An example:
window.onload = () => {
// Setup Paper
paper.setup(document.querySelector('canvas'))
// Toolstack
class ToolStack {
constructor(tools) {
this.tools = tools.map(tool => tool())
}
activateTool(name) {
const tool = this.tools.find(tool => tool.name === name)
tool.activate()
}
// add more methods here as you see fit ...
}
// Tool Path, draws paths on mouse-drag
const toolPath = () => {
const tool = new paper.Tool()
tool.name = 'toolPath'
let path
tool.onMouseDown = function(event) {
path = new paper.Path()
path.strokeColor = '#424242'
path.strokeWidth = 4
path.add(event.point)
}
tool.onMouseDrag = function(event) {
path.add(event.point)
}
return tool
}
// Tool Circle, draws a 30px circle on mousedown
const toolCircle = () => {
const tool = new paper.Tool()
tool.name = 'toolCircle'
let path
tool.onMouseDown = function(event) {
path = new paper.Path.Circle({
center: event.point,
radius: 30,
fillColor: '#9C27B0'
})
}
return tool
}
// Construct a Toolstack, passing your Tools
const toolStack = new ToolStack([toolPath, toolCircle])
// Activate a certain Tool
toolStack.activateTool('toolPath')
// Attach click handlers for Tool activation on all
// DOM buttons with class '.tool-button'
document.querySelectorAll('.tool-button').forEach(toolBtn => {
toolBtn.addEventListener('click', e => {
toolStack.activateTool(e.target.getAttribute('data-tool-name'))
})
})
}
html,
body,
canvas {
width: 100%;
height: 100%;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/paper.js/0.11.5/paper-core.js"></script>
<button
class="tool-button"
data-tool-name="toolPath">
Draw Paths
</button>
<button
class="tool-button"
data-tool-name="toolCircle">
Stamp Circles
</button>
<canvas resize></canvas>

Related

Angular animation on scroll

I build an webpage with angular, each module is an component it has an animation in it but it run's only when the page opens but i need to perform the animation while the component is visibile on the screen. i just tried below like hide and show the component by checking the scrollY of the page. is there any better way to do it?
#HostListener('window:scroll', ['$event']) onWindowScroll(e: any) {
if (window.pageYOffset < 180) {
this.heroShown = 0;
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console.log(document.body.scrollTop);
console.log(window.pageYOffset);
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`
for that you can use a Intersection Observer.
The observer fires an event when the element is visible.
So when the event fires you can start your animation.
private createObserver() {
const options = {
rootMargin: '0px',
threshold: this.threshold,
};
const isIntersecting = (entry: IntersectionObserverEntry) =>
entry.isIntersecting || entry.intersectionRatio > 0;
this.observer = new IntersectionObserver((entries, observer) => {
entries.forEach(entry => {
if (isIntersecting(entry)) {
this.subject$.next({ entry, observer });
}
});
}, options);
}
a other way to archive this is using a framwork like gsap
There you can use something like a scrolltrigger.
Check the docs here.

Drag and Drop in meteor

I am trying to use drag and drop on background image in a div but nothing is working. I did not find any drag and drop module for image in meteor. Is there any module or any default function in meteor to drag a background image. After uploading image is coming in div background now i want that user can drag that image and can set it's position. This is my code where i am showing image in background after uploading.
<div id="edit-image" class="text-center {{page}} {{isIosDevices}} {{profileHeader}}" style="{{myCoverPicture}}">
{{> uploaderbg profileHeader="profileHeader" userProfile=this.profile fromProfile=true}}
</div>
======= Interact JS ==================
'click .text-center': function (e) {
var isDraggable = interact('#test-img').draggable(); // true
}
<div id="my-image" class="text-center" style="">
<img src="{{myPicture}}" id="test-img" />
</div>
=================================================
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const instance = this;
var ImageAxis1 = Meteor.user().profile.imageAxis;
values=ImageAxis1.split(' ');
instance.offsetx = new ReactiveVar(values[0]);
instance.offsety = new ReactiveVar(values[1]);
//console.log(ImageAxis1);
// fixed in this example
instance.bgUrl = new ReactiveVar(Meteor.user().profile.coverPicture);
})
Template.dragImgBg.helpers({
offsetx() {
return Template.instance().offsetx.get()
},
offsety() {
return Template.instance().offsety.get()
},
bgUrl() {
return Template.instance().bgUrl.get()
}
})
let active = false
Template.dragImgBg.events({
'mouseup' (/* event, templateInstance */) {
active = false
},
'mouseout .img-bg-movable' (/* event, templateInstance */) {
active = false
},
'mousedown .img-bg-movable' (/* event, templateInstance */) {
active = true
},
'mousemove'(event, templateInstance) {
if (!active) {
return
}
const movementx = event.originalEvent.movementX;
const movementy = event.originalEvent.movementY;
const oldx = templateInstance.offsetx.get();
const oldy = templateInstance.offsety.get();
let data = $('#data_img_pos')[0];
data.value = (oldx + movementx)+" "+(oldy + movementy);
templateInstance.offsetx.set(oldx + movementx);
templateInstance.offsety.set(oldy + movementy);
}
})
<template name="dragImgBg">
<div id="edit-image" class="img-bg-movable bg-img text-center {{page}} {{isIosDevices}}" style="background-position: {{offsetx}}px {{offsety}}px;background-image: url({{bgUrl}});">
{{> uploaderbg profileHeader="profileHeader" userProfile=this.profile fromProfile=true}}
</div>
</template>
After realizing, that this is not trivial in Blaze using third party libraries I tried to write some custom code.
Consider the following Template:
<template name="dragImgBg">
<div class="img-bg-movable" style="background-position: {{offsetx}}px {{offsety}}px;background-image: url({{bgUrl}});"></div>
</template>
with the following (examplatory) CSS:
.img-bg-movable {
width: 600px;
height: 250px;
overflow: hidden;
border: solid 1px #AAAAAA;
cursor: grab;
}
.img-bg-movable:active:hover {
cursor: grabbing;
}
As you can see the div is dynamically accepting styles, such as background image url (the one you get from your uploaded images) and x / y offset for the position.
The values for those styles are saved in reactive sources like a ReactiveVar and provided by simple helpers:
Template.dragImgBg.onCreated(function helloOnCreated () {
const instance = this
instance.offsetx = new ReactiveVar(0)
instance.offsety = new ReactiveVar(0)
// fixed in this example
instance.bgUrl = new ReactiveVar('https://upload.wikimedia.org/wikipedia/commons/3/3f/Caldwell_68_Corona_Australis_Dark_Molecular_Cloud.jpg')
})
Template.dragImgBg.helpers({
offsetx() {
return Template.instance().offsetx.get()
},
offsety() {
return Template.instance().offsety.get()
},
bgUrl() {
return Template.instance().bgUrl.get()
}
})
In order to change these values (and thus move the image) there needs to be some events that check, whether the element has been left-mouse-pressed and the mouse is moved.
If so, the delta values of the mouse-move are added to the reactive offset x / y sources. If the mouse is released or moved outside the image the values won't be applied.
let active = false
Template.dragImgBg.events({
'mouseup' (/* event, templateInstance */) {
active = false
},
'mouseout .img-bg-movable' (/* event, templateInstance */) {
active = false
},
'mousedown .img-bg-movable' (/* event, templateInstance */) {
active = true
},
'mousemove'(event, templateInstance) {
if (!active) {
return
}
const movementx = event.originalEvent.movementX
const movementy = event.originalEvent.movementY
const oldx = templateInstance.offsetx.get()
const oldy = templateInstance.offsety.get()
templateInstance.offsetx.set(oldx + movementx)
templateInstance.offsety.set(oldy + movementy)
}
})
The originalEevnt refers to the original event that is wrapped by the Template's jQuery event. You may customize the Template your needs.
If you know for example the dimensions of the image you could stop updating the position of offsetx or offsety reach these boundaries.
If you want to make this persistent (like for a user profile page) you can save the values of bgUrl (or the image file id of the uploaded image) and the offset x / y values in a collection and load these vlaues in onCreated 's autorun routine.

H.ui.Control with React

I'm looking to add a react element with H.ui.Control. Is this possible? and how might it be done?
// sudo code of what I did
componentDidMount() {
...
let button = new H.ui.Control(this.myButtonControl);
button.setPosition('top-left');
this._ui.addControl('button-control', button);
...
}
myButtonControl() {
return <button className="H_btn">Hello World</button>
}
A new <div class="H_ctl"></div>, appears where the control was suppose to be, but not the button.
While it's not exactly what I wanted to do, I did find a solution. I created a generic class that extends H.ui.Control, in this case ButtonGroupControl.
class ButtonGroupControl extends H.ui.Control {
constructor(buttons: []) {
super();
this._buttons = buttons;
this.addClass('H_grp');
}
renderInternal(el, doc) {
this._buttons.forEach((button, i) => {
let btn = doc.createElement('button');
btn.className = 'H_btn';
btn.innerText = this._buttons[i].label;
btn.onclick = this._buttons[i].callback;
el.appendChild(btn);
})
super.renderInternal(el, doc);
}
}
export default ButtonGroupControl;
Then, inside my map component, I created passed array of items into the control, like so:
const mapToolsControl: ButtonGroupControl = new ButtonGroupControl([
{
label: 'Add Field',
callback: () => {
console.log('callback: adding field');
}
},
{
label: 'Remove Field',
callback: () => {
console.log('callback: remove field');
}
}
]);
Lastly, I added the control to the map like:
this._map.addControl('map-tools-control', mapToolsControl);
This results in the following (it's a link because I don't have enough points to embed yet):
Screenshot of Result
Here is what i have done (adding two buttons to the map)
var U_I = new H.ui.UI(map);
var container = new H.ui.Control();
container.addClass('here-ctrl here-ctrl-group');
var button = new H.ui.base.Element('button', 'here-ctrl-icon map_control');
container.addChild(button);
button.addEventListener('click', function() { alert(1); });
var button = new H.ui.base.Element('button', 'here-ctrl-icon map_center');
container.addChild(button);
button.addEventListener('click', function() { alert(2); });
container.setAlignment('top-right');
U_I.addControl('myControls', container );
U_I.addControl('ScaleBar', new H.ui.ScaleBar() );
the rendering is made by css (here is an extract)
button.here-ctrl-icon {
width: 25px;
height: 25px;
margin: 2px 0 0 2px;
}
.map_control { background: url("images/map_control.png") no-repeat scroll 0 0 transparent; }
.map_center { background: url("images/map_center.png") no-repeat scroll 0 0 transparent; }
H.ui.base.Button(); is not working ... it creates a div
It is not possible to add attributes to button such as alt or title thru the api.
I still have to deal with the addEventListener ... (not working !)
the result :
my new nice controls

Rendering from two cameras at the same time in A-Frame

the recent v0.3.0 blog post mentions WebVR 1.0 support allowing "us to have different content on the desktop display than the headset, opening the door for asynchronous gameplay and spectator modes." This is precisely what I'm trying to get working. I'm looking to have one camera in the scene represent the viewpoint of the HMD and a secondary camera represent a spectator of the same scene and render that view to a canvas on the same webpage. 0.3.0 removes the ability to render a-scene to a specific canvas in favor of embedded component. Any thoughts on how to accomplish two cameras rendering a single scene simultaneously?
My intention is to have a the desktop display show what a user is doing from a different perspective. My end goal is to be able to build a mixed reality green screen component.
While there may be a better or cleaner way to do this in the future, I was able to get a second camera rendering by looking at examples of how this is done in the THREE.js world.
I add a component to a non-active camera called spectator. in the init function I set up a new renderer and attach to div outside the scene to create a new canvas. I then call the render method inside the tick() part of the lifecycle.
I have not worked out how to isolate the movement of this camera yet. The default look controls of the 0.3.0 aframe scene still control both camera
Source code:
https://gist.github.com/derickson/334a48eb1f53f6891c59a2c137c180fa
I've created a set of components that can help with this. https://github.com/diarmidmackenzie/aframe-multi-camera
Here's an example showing usage with A-Frame 1.2.0 to display the main camera on the left half of the screen, and a secondary camera on the right half.
<!DOCTYPE html>
<html>
<head>
<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
<script src="https://cdn.jsdelivr.net/gh/diarmidmackenzie/aframe-multi-camera#latest/src/multi-camera.min.js"></script>
</head>
<body>
<div>
<a-scene>
<a-entity camera look-controls wasd-controls position="0 1.6 0">
<!-- first secondary camera is a child of the main camera, so that it always has the same position / rotation -->
<!-- replace main camera (since main camera is rendered across the whole screen, which we don't want) -->
<a-entity
id="camera1"
secondary-camera="outputElement:#viewport1;sequence: replace"
>
</a-entity>
</a-entity>
<!-- PUT YOUR SCENE CONTENT HERE-->
<!-- position of 2nd secondary camera-->
<a-entity
id="camera2"
secondary-camera="outputElement:#viewport2"
position="8 1.6 -6"
rotation="0 90 0"
>
</a-entity>
</a-scene>
</div>
<!-- standard HTML to contrl layout of the two viewports-->
<div style="width: 100%; height:100%; display: flex">
<div id="viewport1" style="width: 50%; height:100%"></div>
<div id="viewport2" style="width: 50%; height:100%"></div>
</div>
</body>
</html>
Also here as a glitch: https://glitch.com/edit/#!/recondite-polar-hyssop
It's also been suggested that I post the entire source code for the multi-camera component here.
Here it is...
/* System that supports capture of the the main A-Frame render() call
by add-render-call */
AFRAME.registerSystem('add-render-call', {
init() {
this.render = this.render.bind(this);
this.originalRender = this.el.sceneEl.renderer.render;
this.el.sceneEl.renderer.render = this.render;
this.el.sceneEl.renderer.autoClear = false;
this.preRenderCalls = [];
this.postRenderCalls = [];
this.suppresssDefaultRenderCount = 0;
},
addPreRenderCall(render) {
this.preRenderCalls.push(render)
},
removePreRenderCall(render) {
const index = this.preRenderCalls.indexOf(render);
if (index > -1) {
this.preRenderCalls.splice(index, 1);
}
},
addPostRenderCall(render) {
this.postRenderCalls.push(render)
},
removePostRenderCall(render) {
const index = this.postRenderCalls.indexOf(render);
if (index > -1) {
this.postRenderCalls.splice(index, 1);
}
else {
console.warn("Unexpected failure to remove render call")
}
},
suppressOriginalRender() {
this.suppresssDefaultRenderCount++;
},
unsuppressOriginalRender() {
this.suppresssDefaultRenderCount--;
if (this.suppresssDefaultRenderCount < 0) {
console.warn("Unexpected unsuppression of original render")
this.suppresssDefaultRenderCount = 0;
}
},
render(scene, camera) {
renderer = this.el.sceneEl.renderer
// set up THREE.js stats to correctly count across all render calls.
renderer.info.autoReset = false;
renderer.info.reset();
this.preRenderCalls.forEach((f) => f());
if (this.suppresssDefaultRenderCount <= 0) {
this.originalRender.call(renderer, scene, camera)
}
this.postRenderCalls.forEach((f) => f());
}
});
/* Component that captures the main A-Frame render() call
and adds an additional render call.
Must specify an entity and component that expose a function call render(). */
AFRAME.registerComponent('add-render-call', {
multiple: true,
schema: {
entity: {type: 'selector'},
componentName: {type: 'string'},
sequence: {type: 'string', oneOf: ['before', 'after', 'replace'], default: 'after'}
},
init() {
this.invokeRender = this.invokeRender.bind(this);
},
update(oldData) {
// first clean up any old settings.
this.removeSettings(oldData)
// now add new settings.
if (this.data.sequence === "before") {
this.system.addPreRenderCall(this.invokeRender)
}
if (this.data.sequence === "replace") {
this.system.suppressOriginalRender()
}
if (this.data.sequence === "after" ||
this.data.sequence === "replace")
{
this.system.addPostRenderCall(this.invokeRender)
}
},
remove() {
this.removeSettings(this.data)
},
removeSettings(data) {
if (data.sequence === "before") {
this.system.removePreRenderCall(this.invokeRender)
}
if (data.sequence === "replace") {
this.system.unsuppressOriginalRender()
}
if (data.sequence === "after" ||
data.sequence === "replace")
{
this.system.removePostRenderCall(this.invokeRender)
}
},
invokeRender()
{
const componentName = this.data.componentName;
if ((this.data.entity) &&
(this.data.entity.components[componentName])) {
this.data.entity.components[componentName].render(this.el.sceneEl.renderer, this.system.originalRender);
}
}
});
/* Component to set layers via HTML attribute. */
AFRAME.registerComponent('layers', {
schema : {type: 'number', default: 0},
init: function() {
setObjectLayer = function(object, layer) {
if (!object.el ||
!object.el.hasAttribute('keep-default-layer')) {
object.layers.set(layer);
}
object.children.forEach(o => setObjectLayer(o, layer));
}
this.el.addEventListener("loaded", () => {
setObjectLayer(this.el.object3D, this.data);
});
if (this.el.hasAttribute('text')) {
this.el.addEventListener("textfontset", () => {
setObjectLayer(this.el.object3D, this.data);
});
}
}
});
/* This component has code in common with viewpoint-selector-renderer
However it's a completely generic stripped-down version, which
just delivers the 2nd camera function.
i.e. it is missing:
- The positioning of the viewpoint-selector entity.
- The cursor / raycaster elements.
*/
AFRAME.registerComponent('secondary-camera', {
schema: {
output: {type: 'string', oneOf: ['screen', 'plane'], default: 'screen'},
outputElement: {type: 'selector'},
cameraType: {type: 'string', oneOf: ['perspective, orthographic'], default: 'perspective'},
sequence: {type: 'string', oneOf: ['before', 'after', 'replace'], default: 'after'},
quality: {type: 'string', oneOf: ['high, low'], default: 'high'}
},
init() {
if (!this.el.id) {
console.error("No id specified on entity. secondary-camera only works on entities with an id")
}
this.savedViewport = new THREE.Vector4();
this.sceneInfo = this.prepareScene();
this.activeRenderTarget = 0;
// add the render call to the scene
this.el.sceneEl.setAttribute(`add-render-call__${this.el.id}`,
{entity: `#${this.el.id}`,
componentName: "secondary-camera",
sequence: this.data.sequence});
// if there is a cursor on this entity, set it up to read this camera.
if (this.el.hasAttribute('cursor')) {
this.el.setAttribute("cursor", "canvas: user; camera: user");
this.el.addEventListener('loaded', () => {
this.el.components['raycaster'].raycaster.layers.mask = this.el.object3D.layers.mask;
const cursor = this.el.components['cursor'];
cursor.removeEventListeners();
cursor.camera = this.camera;
cursor.canvas = this.data.outputElement;
cursor.canvasBounds = cursor.canvas.getBoundingClientRect();
cursor.addEventListeners();
cursor.updateMouseEventListeners();
});
}
if (this.data.output === 'plane') {
if (!this.data.outputElement.hasLoaded) {
this.data.outputElement.addEventListener("loaded", () => {
this.configureCameraToPlane()
});
} else {
this.configureCameraToPlane()
}
}
},
configureCameraToPlane() {
const object = this.data.outputElement.getObject3D('mesh');
function nearestPowerOf2(n) {
return 1 << 31 - Math.clz32(n);
}
// 2 * nearest power of 2 gives a nice look, but at a perf cost.
const factor = (this.data.quality === 'high') ? 2 : 1;
const width = factor * nearestPowerOf2(window.innerWidth * window.devicePixelRatio);
const height = factor * nearestPowerOf2(window.innerHeight * window.devicePixelRatio);
function newRenderTarget() {
const target = new THREE.WebGLRenderTarget(width,
height,
{
minFilter: THREE.LinearFilter,
magFilter: THREE.LinearFilter,
stencilBuffer: false,
generateMipmaps: false
});
return target;
}
// We use 2 render targets, and alternate each frame, so that we are
// never rendering to a target that is actually in front of the camera.
this.renderTargets = [newRenderTarget(),
newRenderTarget()]
this.camera.aspect = object.geometry.parameters.width /
object.geometry.parameters.height;
},
remove() {
this.el.sceneEl.removeAttribute(`add-render-call__${this.el.id}`);
if (this.renderTargets) {
this.renderTargets[0].dispose();
this.renderTargets[1].dispose();
}
// "Remove" code does not tidy up adjustments made to cursor component.
// rarely necessary as cursor is typically put in place at the same time
// as the secondary camera, and so will be disposed of at the same time.
},
prepareScene() {
this.scene = this.el.sceneEl.object3D;
const width = 2;
const height = 2;
if (this.data.cameraType === "orthographic") {
this.camera = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, 1, 1000 );
}
else {
this.camera = new THREE.PerspectiveCamera( 45, width / height, 1, 1000);
}
this.scene.add(this.camera);
return;
},
render(renderer, renderFunction) {
// don't bother rendering to screen in VR mode.
if (this.data.output === "screen" && this.el.sceneEl.is('vr-mode')) return;
var elemRect;
if (this.data.output === "screen") {
const elem = this.data.outputElement;
// get the viewport relative position of this element
elemRect = elem.getBoundingClientRect();
this.camera.aspect = elemRect.width / elemRect.height;
}
// Camera position & layers match this entity.
this.el.object3D.getWorldPosition(this.camera.position);
this.el.object3D.getWorldQuaternion(this.camera.quaternion);
this.camera.layers.mask = this.el.object3D.layers.mask;
this.camera.updateProjectionMatrix();
if (this.data.output === "screen") {
// "bottom" position is relative to the whole viewport, not just the canvas.
// We need to turn this into a distance from the bottom of the canvas.
// We need to consider the header bar above the canvas, and the size of the canvas.
const mainRect = renderer.domElement.getBoundingClientRect();
renderer.getViewport(this.savedViewport);
renderer.setViewport(elemRect.left - mainRect.left,
mainRect.bottom - elemRect.bottom,
elemRect.width,
elemRect.height);
renderFunction.call(renderer, this.scene, this.camera);
renderer.setViewport(this.savedViewport);
}
else {
// target === "plane"
// store off current renderer properties so that they can be restored.
const currentRenderTarget = renderer.getRenderTarget();
const currentXrEnabled = renderer.xr.enabled;
const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;
// temporarily override renderer proeperties for rendering to a texture.
renderer.xr.enabled = false; // Avoid camera modification
renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows
const renderTarget = this.renderTargets[this.activeRenderTarget];
renderTarget.texture.encoding = renderer.outputEncoding;
renderer.setRenderTarget(renderTarget);
renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897
renderer.clear();
renderFunction.call(renderer, this.scene, this.camera);
this.data.outputElement.getObject3D('mesh').material.map = renderTarget.texture;
// restore original renderer settings.
renderer.setRenderTarget(currentRenderTarget);
renderer.xr.enabled = currentXrEnabled;
renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;
this.activeRenderTarget = 1 - this.activeRenderTarget;
}
}
});

how to trigger JQuery .draggable() on elements created by templates?

I have a standard template in an Html file like:
<template name="cards">
{{#each all_cards}}
{{> card_item}}
{{/each}}
</template>
<template name="card_item">
<div class="card" style="left:{{position.x}}px; top:{{position.y}}px">
{{title}}
</div>
</template>
I want to have the cards (css selector .card) become draggable with JQuery.
Now since Meteor automagically updates the DOM using the template, when and how do I know where to call .draggable() on what??
EDIT: This is so far my solution which makes pending movements on other client visible with a wobble animation (using CSS3):
Template.card_item.events = {
'mouseover .card': function (e) {
var $target = $(e.target);
var $cardContainer = $target.hasClass('card') ? $target : $target.parents('.card');
$cardContainer.draggable({containment: "parent", distance: 3});
},
'dragstart .card': function (e) {
Session.set("dragging_id", e.target.id);
$(e.target).addClass("drag");
pos = $(e.target).position();
Events.insert({type: "dragstart", id:e.target.id, left: pos.left, top: pos.top});
},
'dragstop .card': function (e) {
pos = $(e.target).position();
Events.insert({type: "dragstop", id:e.target.id, left: pos.left, top: pos.top});
Cards.update(e.target.id, {$set: {left:pos.left, top:pos.top}});
Session.set("dragging_id", null);
}
}
Events.find().observe({
added: function(event) {
if (event.type == "dragstart" && !Session.equals("dragging_id", event.id)) {
$("#"+event.id).draggable({disabled: true});
$("#"+event.id).addClass("wobble");
}
if (event.type == "dragstop" && !Session.equals("dragging_id", event.id)) {
$("#"+event.id).animate({left: event.left, top: event.top}, 250);
Events.remove({id:this.id});
$("#"+event.id).draggable({disabled: false});
}
}
});
EDIT: This approach doesn't seem to work in the latest versions of Meteor, e.g. v0.5.0. See my comment below.
Looks like we're working on similar things! I've got a working proof of concept for a simple Magic: The Gathering app. Here's how I have dragging implemented at the moment:
In a <head> section in one of your html files, include the jQuery UI script:
<script src="jquery-ui-1.8.20.custom.min.js"></script>
Then, in a js file, make sure elements become draggable on mouseover (note: this is sub-optimal on touchscreens since it requires two touches to drag... I'm looking for a better touchscreen solution):
Template.card_item.events['mouseover .card, touchstart .card'] = function (e) {
var $target = $(e.target);
if (!$target.data('isDraggable')) {
$target.data('isDraggable', true).draggable();
}
};
And finally, handle the drag and dragstop events:
var prevDraggedTime = 0
Template.card_item.events['drag .card'] = function (e) {
// get the cardId from e
var now = new Date().getTime();
var position;
if (now - prevDraggedTime > 250) {
position = $(e.target).position();
Cards.update(cardId, {$set: {x: position.top, y: position.left}});
prevDraggedTime = now;
}
}
Template.card_item.events['dragstop .card'] = function (e) {
// get the cardId from e
var position = $(e.target).position();
Cards.update(cardId, {$set: {x: position.top, y: position.left}});
}

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