I'm using ThreeJS to paint 3D experiments of planets in a responsive iframe. Here's an illustration of Earth, for example.
This works fine on DOMContentLoaded, but not onresize. The scene is cut off or remains at (0,0) top-left as per its first render. Note, this is the recommended behavior according to webgl anti patterns.
But I want to scale the planet according to the new size of the iframe, both when the window is resized or when orientation changes (and leads to a resize). Essentially, to make it cross-platform and responsive.
I have a few ideas to make this work:
Use innerWidth/innerHeight, even though it is an anti-pattern, but can work if we dispose() and repaint the scene with new height & width of the iframe.
Ensure the disposition and repaint is carried out efficiently, i.e. setTimeout and detect resizeFinish() like so:
function resizeFinish() {
width = window.clientWidth;
height = window.clientHeight;
renderer.setSize(width, height);
render();
if (scene) {
while (scene.children.length > 0) {
scene.remove(scene.children[scene.children.length - 1]);
}
// cleanup without calling render (data needs to be cleaned up before a new scene can be generated)
renderer.dispose(scene.children);
}
alertSize();
}
window.onresize = function() {
clearTimeout(doit);
doit = setTimeout(function() {
resizeFinish();
}, 1000);
};
function render() {
controls.update();
sphere.rotation.y += 0.003;
clouds.rotation.y += 0.005;
requestAnimationFrame(render);
renderer.render(scene, camera);
}
Is this good enough?
Related
I am playing with <canvas> tag and just encountered a problem:
https://jsfiddle.net/awguo/6yLqa5hz/
I want to get the coordinates of a point when I click on a canvas.
I searched for a while and found some functions, but as a 300x300 canvas, the point of its right-bottom point is (300,150). Shouldn't it be 300,300 (because the img is 300x300 and the canvas is 100% on it)?
Why?
What should I do to get the 300x300?
You must adjust the event.clientX and event.clientY coordinates returned by your event handlers by the offset of the canvas element vs the window. To do that you can use canvas.getBoundingClientRect to get the left & top canvas offsets. Be sure to listen for resize & scroll events. When those events happen you must re-fetch the canvas's current offset.
// Fetch offsetX & offsetY variables that contain the
// canvas offset versus the window
// Re-fetch when the window is resized or scrolled
function reOffset(){
var BB=canvas.getBoundingClientRect();
offsetX=BB.left;
offsetY=BB.top;
}
var offsetX,offsetY;
reOffset();
window.onscroll=function(e){ reOffset(); }
window.onresize=function(e){ reOffset(); }
Here's how to use the offsets to calculate correct mouse coordinates in an event handler:
function handleMouseDown(e){
// tell the browser we're handling this event
e.preventDefault();
e.stopPropagation();
// calculate the mouse position
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
// your stuff
}
function getMousePos(canvas, evt) {
var rect = canvas.getBoundingClientRect();
return {
x: evt.clientX,
y: evt.clientY
};
}
Is enough to work. You image is 350px big, not 300px.
I'm trying to draw an image on a canvas, then use css to fit the canvas within a certain size. It turns out that many browsers don't scale the canvas down very nicely. Firefox on OS X seems to be one of the worst, but I haven't tested very many. Here is a minimal example of the problem:
HTML
<img>
<canvas></canvas>
CSS
img, canvas {
width: 125px;
}
JS
var image = document.getElementsByTagName('img')[0],
canvas = document.getElementsByTagName('canvas')[0];
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
Running in a codepen: http://codepen.io/ford/pen/GgMzJd
Here's the result in Firefox (screenshot from a retina display):
What's happening is that both the <img> and <canvas> start at the same size and are scaled down by the browser with css (the image width is 783px). Apparently, the browser does some nice smoothing/interpolation on the <img>, but not on the <canvas>.
I've tried:
image-rendering, but the defaults seem to already be what I want.
Hacky solutions like scaling the image down in steps, but this didn't help: http://codepen.io/ford/pen/emGxrd.
Context2D.imageSmoothingEnabled, but once again, the defaults describe what I want.
How can I make the image on the right look like the image on the left? Preferably in as little code as possible (I'd rather not implement bicubic interpolation myself, for example).
You can fix the pixelation issue by scaling the canvas's backing store by the window.devicePixelRatio value. Unfortunately, the shoddy image filtering seems to be a browser limitation at this time, and the only reliable fix is to roll your own.
Replace your current onload with:
image.onload = function() {
var dpr = window.devicePixelRatio;
canvas.width = image.width * dpr;
canvas.height = image.height * dpr;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
Results:
Tested on Firefox 35.0.1 on Windows 8.1. Note that your current code doesn't handle browser zoom events, which could reintroduce pixelation. You can fix this by handling the resize event.
Canvas is not quite meant to be css zoomed : Try over-sampling : use twice the required canvas size, and css scaling will do a fine job in down-scaling the canvas.
On hi-dpi devices you should double yet another time the resolution to reach the
same quality.
(even on a standard display, X4 shines a bit more).
(Image, canvas 1X, 2X and 4X)
var $ = document.getElementById.bind(document);
var image = $('fntimg');
image.onload = function() {
drawAllImages();
}
image.src = "http://upload.wikimedia.org/wikipedia/commons/thumb/0/00/Helvetica_Neue_typeface_weights.svg/783px-Helvetica_Neue_typeface_weights.svg.png"
function drawAllImages() {
drawImage(1);
drawImage(2);
drawImage(4);
}
function drawImage(x) {
console.log('cv' + x + 'X');
var canvas = $('cv' + x + 'X');
canvas.width = x * image.width;
canvas.height = x * image.height;
var context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}
img,
canvas {
width: 125px;
}
<br>
<img id='fntimg'>
<canvas id='cv1X'></canvas>
<canvas id='cv2X'></canvas>
<canvas id='cv4X'></canvas>
<br>
It's not good idea to scale canvas and think that you solved the image scale problem.you can pass your dynamic value to canvas,and then draw with that size whatever you want.
here is link of canvas doc: http://www.w3docs.com/learn-javascript/canvas.html
Simple answer, you can't do it. The canvas is just like a bitmap, nothing more.
My idea:
You should redraw the whole surface on zooming, and make sure you scale the image you're drawing to the canvas. As it is a vector graphic, this should work. But you're going to have to redraw the canvas for sure.
I'm trying to generate large png screenshots of web pages using PhantomJS, which is built on webkit. I have the application generating screenshots just fine (using their raster.js example.) But, I want the text to be larger (rather than 12-16px) - I don't care about the images becoming grainy. I thought that I could simply scale/zoom the webpage doing something like:
document.documentElement.style.webkitTransform = "scale(2.0)";
But that causes the content of the page to escape the viewport. You can see this if you evaluate that line of code in Chrome. Is it possible to scale a whole web page (duplicating "Ctrl +" functionality of the browser) in JavaScript/Phantom.js?
My current phantom.js script looks like:
var page = new WebPage(),
address, output, size;
if (phantom.args.length < 2 || phantom.args.length > 3) {
console.log('Usage: rasterize.js URL filename');
phantom.exit();
} else {
address = phantom.args[0];
output = phantom.args[1];
page.viewportSize = { width: 1280, height: 1024 };
page.open(address, function (status) {
if (status !== 'success') {
console.log('Unable to load the address!');
} else {
page.evaluate(function () {
document.body.style.webkitTransform = "scale(2.0)";
});
window.setTimeout(function () {
page.render(output);
phantom.exit();
}, 200);
}
});
}
Try
page.zoomFactor=2.0;
The webkitTransform CSS property is not going to do what you want, with or without setting the origin. For one thing, it does not change the dimensions of elements (ie, no relayout occurs, the element(s) are zoomed within their current bounding boxes).
Update
You forgot to set the CSS transform-origin property, so your content expands half up and half down (the default is 50% 50%) and the upper part escapes.
So set it to 0% 0% to get the transform happen only down and right:
document.body.style.webkitTransformOrigin = "0% 0%";
You will also have to set the body width to 50% to avoid it ending twice as large as your viewport:
document.body.style.width = "50%";
Old answer - disregard
This resolves only vertical alignment
Ok, the scaling goes up and down, but the viewport extends only down. The fix fortunately is easy: move your content down of half its height.
Use this as your doubling function and you'll be fine:
page.evaluate(function() {
var h = $('body').height();
$('body').css('position', 'relative');
$('body').css('top', h/2 + 'px');
$('body').css('-webkit-transform', 'scale(2.0)');
});
Be aware anyway that getBoundingClientRect() and page.clipRect behaves weirdly when dealing with this transform.
In a drag+drop situation using Flex, I am trying to get the object center aligned to the point of drop- somehow, irrespective of the adjustments to height and width, it is always positioning drop point to left top.
here is the code..
imageX = SkinnableContainer(event.currentTarget).mouseX;
imageY = SkinnableContainer(event.currentTarget).mouseY;
// Error checks if imageX/imageY dont satisfy certain conditions- move to a default position
// img.width and img.height are both defined and traced to be 10- idea to center image to drop point
Image(event.dragInitiator).x = imageX-(img.width)/2;
Image(event.dragInitiator).y = imageY-(img.height)/2
The last 2 lines don't seem to have any effect. Any ideas why-must be something straightforward, that I am missing...
You can use the following snippet:
private function on_drag_start(event:MouseEvent):void
{
var drag_source:DragSource = new DragSource();
var drag_initiator:UIComponent = event.currentTarget as UIComponent;
var thumbnail:Image = new Image();
// Thumbnail initialization code goes here
var offset:Point = this.localToGlobal(new Point(0, 0));
offset.x -= event.stageX;
offset.y -= event.stageY;
DragManager.doDrag(drag_initiator, drag_source, event, thumbnail, offset.x + thumbnail.width / 2, offset.y + thumbnail.height / 2, 1.0);
}
Here is one important detail. The snippet uses stage coordinate system.
If you use event.localX and event.localY, this approach will fail in some cases. For example, you click-and-drag a movie clip. If you use localX and localY instead of stage coordinates, localX and localY will define coordinates in currently clicked part of the movie clip, not in the whole movie clip.
Use the xOffset and yOffset properties in the doDrag method of DragManager.
Look here for an example.
Fullscreen mode and I have been battling for a while in this Flex application, and I'm coming up short on Google results to end my woes. I have no problem going into fullscreen mode by doing a Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;, but the rest of the content just sits there in the top, left corner at it's original size.
All right, says I, I'll just do a stage.scaleMode = StageScaleMode.SHOW_ALL and make it figure out how to pull this off. And it looks like it does. Except that when you mouse over the individual checkboxes and buttons and various components, they all fidget slightly. Just a slight jump up or down as they resize...on mouse over. Well, this is frustrating, but bearable. I can always just invoke invalidateSize() explicitly for all of them.
But for the comboboxes. The ones at the bottom have their menus go off the bottom of the screen, and when I pop out of fullscreen mode, their drop downs cut off half way. I have no idea how to fix that. Can someone step in here, and put me out of my misery?
What is the right way to scale a Flex application up to fullscreen?
var button:Button = button_fullscreen;
try {
if(stage.displayState == StageDisplayState.FULL_SCREEN) {
Application.application.stage.displayState = StageDisplayState.NORMAL;
button.label = "View Fullscreen Mode";
stage.scaleMode = StageScaleMode.NO_SCALE;
} else {
Application.application.stage.displayState = StageDisplayState.FULL_SCREEN;
button.label = "Exit Fullscreen Mode";
stage.scaleMode = StageScaleMode.SHOW_ALL;
}
invalidateSizes(); // Calls invalidateSize() explicitly on several components.
} catch(error:SecurityError) {
Alert.show("The security settings of your computer prevent this from being displayed in fullscreen.","Error: "+error.name+" #"+error.errorID);
} catch(error:Error) {
Alert.show(error.message,error.name+" #"+error.errorID);
}
Sometimes things go wrong with flex :)
try the following approach
stage.align = StageAlign.TOP_LEFT;
then on resize or added to stage set the scaling manually
private function updateScaling():void
{
if(stage.stageWidth != width || stage.stageHeight != height)
{
var scaling:Number = 1;
if(width>height)
{
scaling = stage.stageWidth / width;
}
else
{
scaling = stage.stageHeight / height;
}
scaleX = scaleY = scaling;
}
}