I am experimenting with Meteor and KineticJS. What I'm trying to do is to create a shape, and move it towards a mouse click on the stage. The position should be saved to the mongoDB so that all connected clients can be updated.
I haven't gotten far yet, but this is what I've got. I basically need a way to do two things:
How can I make a shape move towards the mouse click on the stage
and stop when it gets there?
Is there a better way of checking
the current position of a shape, other than the gameLoop that I
tried below? It works, but it feels wrong.
Thank you!
//client.js code
var player = null;
var playerAnim = null;
Template.container.rendered = function () {
var myCanvas = document.getElementById('myCanvas');
var stage = new Kinetic.Stage({
container: myCanvas,
width: 1024,
height: 1024
});
var layer = new Kinetic.Layer();
// add the layer to the stage
stage.add(layer);
// add click listener for the stage
$(stage.getContent()).on('click', function(evt) {
//stage was clicked
//Find the player shape in the database
Players.find().forEach(function (dbShape) {
player = new Kinetic.RegularPolygon(dbShape);
// setup an animation to move the player to the right
playerAnim = new Kinetic.Animation(function(frame) {
var velocity = 50;
var dist = velocity * (frame.timeDiff / 1000);
player.move(dist, 0);
Players.update(dbShape._id, {$set: {x: player.attrs.x, y: player.attrs.y}});
}, layer);
playerAnim.start();
layer.add(player);
layer.draw();
});
});
//make a gameLoop to check the position and stop the animation
Meteor.setInterval(function(gameLoop){
if(player.attrs.x > 500){
playerAnim.stop();
}
}, 500);
Meteor.autosubscribe(function () {
// clear the canvas
if (layer) {
layer.removeChildren();
layer.clear();
}
// populate the canvas with the Shapes collection
Players.find().forEach(function (dbShape) {
var player = new Kinetic.RegularPolygon(dbShape);
layer.add(player);
layer.draw();
});
});
}
I would use a tween to do this. Grab your object, get mouse position, and on mousedown or click create a Tween for your node to that mouse position.
layer.on('mousedown', function() {
var mousePos = stage.getMousePosition();
var tween = new Kinetic.Tween({
node: rect,
duration: 1,
x: mousePos.x,
y: mousePos.y,
opacity: 1,
strokeWidth: 6,
scaleX: 1.5
}).play();
});
JSFiddle
Note: To make the layer clickable, we need to add a transparent rectangle with the size of the width and height of the stage to the layer. See in the jsfiddle the Kinetic.Rect I made named var bg
Would putting the check inside the animation work for you?
playerAnim = new Kinetic.Animation(function(frame) {
var velocity = 50;
var dist = velocity * (frame.timeDiff / 1000);
player.move(dist, 0);
Players.update(dbShape._id, {$set: {x: player.attrs.x, y: player.attrs.y}});
if(player.getX() > 500){
this.stop();
}
}, layer);
Related
I have draggable markers on a Here Map, and I'd like to detect when a marker is dragged and dropped onto a Polyline. I haven't been able to find a good way to detect that the marker is dropped on or near the polyline. It would be nice if I could add an "dragend" event listener to the Polyline object, but that doesn't seem to be supported on objects other than the actual map.
Another approach would be to determine the distance to the Polyline from the point that the dragend occurs, but I haven't found a straightforward way to calculate that distance. (Though I've found the example for finding the nearest marker to a point.)
Any suggestions?
It is possible to add dragend event listener on map objects.
This code should work for you (in 3.0 API version):
var lineString = new H.geo.LineString([0, 0, 0, 50, 50, 0]),
polyline = new H.map.Polyline(lineString, {style: {lineWidth: 15, strokeColor: 'red'}}),
marker = new H.map.Marker({lat: 30, lng: 0});
// Ensure that the marker can receive drag events
marker.draggable = true;
// add objects to the map
map.addObjects([polyline, marker]);
// set map center and zoom
map.setCenter({lat: 30, lng: 0});
map.setZoom(3);
// disable map's behavior and calculate the offset between mouse and target's position
// when starting to drag a marker object:
marker.addEventListener('dragstart', function(ev) {
var target = ev.target,
pointer = ev.currentPointer,
targetPosition = map.geoToScreen(target.getGeometry());
target['offset'] = new H.math.Point(pointer.viewportX - targetPosition.x, pointer.viewportY - targetPosition.y);
behavior.disable();
}, false);
// Listen to the drag event and move the position of the marker
marker.addEventListener('drag', function(ev) {
var target = ev.target,
pointer = ev.currentPointer;
target.setGeometry(map.screenToGeo(pointer.viewportX - target['offset'].x, pointer.viewportY - target['offset'].y));
}, false);
// re-enable behavior and check if marker was dropped on polyline
marker.addEventListener('dragend', function(ev) {
behavior.enable();
var pointer = ev.currentPointer,
objects = map.getObjectsAt(pointer.viewportX, pointer.viewportY),
droppedOnPolyline = false;
objects.forEach(function(object) {
if (object === polyline) {
droppedOnPolyline = true;
}
});
console.log('marker dropped on polyline? %s', droppedOnPolyline);
}, false);
I'm pretty new to paperjs. My animation is working for this I use the following javascript:
view.onFrame = function () {
drawYellowBlock();
}
The function drawYellowBlock draws a yellow block but this animated. When the animation is done I want to stop view.onFrame because I have the feeling it is unnecessary to keep it running while nothing is happening any more. Then when a button is clicked I should be able to activate the onFrame again.
Is this possible and necessary?
So I want my draw function to be something like this:
var scale = 0;
function drawYellowBlock() {
scale = scale + 0.1
//animate block
if(scale < = 1){
//make block grow
}
else{
//stop onFrame
}
$('button').click(function(){
scale = 0;
//start onFrame and Animation
});
You can simply set up a flag used in onFrame method to check if you should animate or not.
Here is a sketch demonstrating the solution.
// Draw the item with a small initial scale.
var item = new Path.Rectangle({
from: view.center - 100,
to: view.center + 100,
fillColor: 'orange',
applyMatrix: false
});
item.scaling = 0.1;
// Draw instructions.
new PointText({
content: 'Press space to start animation',
point: view.center + [0, -80],
justification: 'center'
});
// Create a flag that we will use to know wether we should animate or not.
var animating = false;
// On space key pressed...
function onKeyDown(event) {
if (event.key === 'space') {
// ...start animation.
animating = true;
}
}
// On frame...
function onFrame() {
// ...if animation has started...
if (animating) {
// ...scale up the item.
item.scaling += 0.05;
// When item is totally scaled up...
if (item.scaling.x >= 1) {
// ...stop animation.
animating = false;
}
}
}
You can do something like this
function draw () {
drawYellowBlock();
view.onFrame = undefined
}
view.onFrame = draw
function onclickHandler(){
view.onFrame = draw
}
just remove the function reference from the onFrame handler once its done and append the function back once the button is clicked
MathBox is great math visualization tool created on top of Three.js and ShaderGraph.js. I'm currently working on explorable explanations for college math and want to use both A-Frame and MathBox in single project (A-Frame driving webVR stuff, scenes, events, physics, roomscale for HTC Vive and MathBox for 2D/3D math visualizations, animations).
I've asked about this in MathBox's google group here: https://groups.google.com/forum/#!topic/mathbox/FwCxKeNQ0-g
Steve Wittens (creator of MathBox) answered:
"A-Frame and MathBox are both based on three.js so the compatibility is possible in theory, but nobody has made the necessary bindings. You'd probably want to look at the examples/test/context.html example to help you figure out how to connect on the MathBox side."
Code from examples/test/context.html that he mentions:
var WIDTH = 640;
var HEIGHT = 480;
// Vanilla Three.js
var renderer = new THREE.WebGLRenderer();
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, WIDTH / HEIGHT, .01, 1000);
// Insert into document
document.body.appendChild(renderer.domElement);
// MathBox context
var context = new MathBox.Context(renderer, scene, camera).init();
var mathbox = context.api;
// Set size
renderer.setSize(WIDTH, HEIGHT);
context.resize({ viewWidth: WIDTH, viewHeight: HEIGHT });
// Place camera and set background
camera.position.set(0, 0, 3);
renderer.setClearColor(new THREE.Color(0xFFFFFF), 1.0);
// MathBox elements
view = mathbox
.set({
focus: 3,
})
.cartesian({
range: [[-2, 2], [-1, 1], [-1, 1]],
scale: [2, 1, 1],
});
// Initialize grid (something similar like aframe-gridhelper-component)
view.grid({
divideX: 30,
width: 1,
opacity: 0.5,
zBias: -5,
});
// Animated Math.sin() function
view.interval({
id: 'sampler',
width: 64,
expr: function (emit, x, i, t) {
y = Math.sin(x + t) * .7;
emit(x, y);
},
channels: 2,
});
How should I connect a MathBox and A-Frame?
Maybe a mathbox system?
AFRAME.registerSystem('mathbox', {
init: function () {
var sceneEl = this.el;
if (!sceneEl.renderStarted) {
return sceneEl.addEventListener('renderstart', this.init.bind(this));
}
this.context = new MathBox.Context(sceneEl.renderer, sceneEl.object3D, sceneEl.camera).init();
this.mathbox = this.context.api;
// MathBox elements
this.view = mathbox
.set({
focus: 3,
})
.cartesian({
range: [[-2, 2], [-1, 1], [-1, 1]],
scale: [2, 1, 1],
});
};
}
});
And then you can write components that talk to mathbox.
AFRAME.registerComponent('mathbox-grid', {
init: function () {
var view = this.el.sceneEl.systems.mathbox.view;
view.grid({
divideX: 30,
width: 1,
opacity: 0.5,
zBias: -5,
});
}
});
And then just:
<a-scene>
<a-entity mathbox-grid></a-entity>
</a-scene>
Though you will probably need to bind a lot more stuff like positioning, rotation, scale? You can also prefab it:
AFRAME.registerPrimitive('a-mb-grid', {
defaultComponents: {'mathbox-grid': {}}
});
<a-mb-grid></a-mb-grid>
Alternative / Quick Path
if you don't want the declarative goodness, let A-Frame create the scene/renderer/camera, and use the three.js object3Ds directly in combination with mathbox. Here is documentation about scene and how to access its object3Ds
I am creating a walkthrough for the interior of a building and am wondering how to draw a marker on a StreetViewPanorama. Maybe I'm missing something basic, but everything I have read indicates that you need a lat and lng to draw the marker.
Here is what I have:
var initPosPanoID, streetView;
function initPano() {
// Set StreetView provider.
var streetViewOptions = {
zoom: 0,
panoProvider: getCustomPanorama,
pano : "lobby",
addressControlOptions: {
position: google.maps.ControlPosition.BOTTOM_CENTER
}
};
// Create a StreetView object.
var streetViewDiv = document.getElementById('map');
streetView = new google.maps.StreetViewPanorama(streetViewDiv, streetViewOptions);
// Add links when it happens "links_change" event.
google.maps.event.addListener(streetView, "links_changed", createCustomLink);
google.maps.event.addListener(streetView, "pano_changed", function() {
var panoCell = document.getElementById('pano-cell');
panoCell.innerHTML = panorama.getPano();
});
}
function getCustomPanoramaTileUrl(panoID, zoom, tileX, tileY) {
// Return a pano image given the panoID.
return "images/he/" + panoID + '.jpg';
}
function getHeading(panoID) {
var heading;
switch(panoID) {
case "lobby":
heading = 0;
break;
case "secorner":
heading = 100;
break;
}
return heading;
}
function getCustomPanorama(panoID) {
// get a custom heading for the pano
var heading = getHeading(panoID);
var streetViewPanoramaData = {
links: [],
copyright: 'Imagery (c) HumanElement',
tiles: {
tileSize : new google.maps.Size(1024, 512),
worldSize : new google.maps.Size(1024, 512),
// The heading in degrees at the origin of the panorama
// tile set.
centerHeading : heading,
getTileUrl : getCustomPanoramaTileUrl
}
};
switch(panoID) {
case "lobby":
// Description of this point.
streetViewPanoramaData["location"] = {
pano: 'lobby',
description: "Human Element",
latLng: new google.maps.LatLng(42.282138, -83.751471)
};
return streetViewPanoramaData;
case "secorner":
streetViewPanoramaData["location"] = {
pano: 'secorner',
description: "SouthEast Corner",
latLng: new google.maps.LatLng(42.282078, -83.751413)
};
return streetViewPanoramaData;
}
}
function createCustomLink() {
var links = streetView.getLinks();
var panoID = streetView.getPano();
switch(panoID) {
case "lobby":
links.push({
description : "SouthEast Corner",
pano : "secorner",
heading : 280
});
break;
case "secorner":
links.push({
description : "HumanElement Lobby",
pano : "lobby",
heading : 90
});
break;
}
}
I would like to have different markers or touchpoints at different locations, but am not sure how to get them on there.
Trying to draw a standard marker does not work without the lat/lng.
I thought about trying to create it around a google.maps.Point thinking I might be able to use the x and y from my tiles, but couldn't seem to get that working.
The other options I see are related to google.maps.drawing.DrawingManager.
Does anyone have any advice on this?
Setting up the map this way helped: It creates the map and panorama separately and then sets the panorama into the map, rather than just having the panorama object by itself.
map = new google.maps.Map(document.getElementById('map'), {
center: position,
zoom: 10
});
// Create the panorama and set it into the map
panorama = new google.maps.StreetViewPanorama(
document.getElementById('map'), {
position: position,
pov: {
heading: 0,
pitch: -10
},
// Override the default panoId to outside the building to start
pano:'e_giRekRylYAAAQn7y2xAg'
});
map.setStreetView(panorama);
For placing markers on the map, I found an excellent plugin which creates points and then places elements on those points.
https://github.com/marmat/google-maps-api-addons/tree/master/panomarker
So far this is working very well. If you have an interior walkthrough, you should be able to toggle markers based on the PanoId. You can even add click listeners to open up dialogs.
I write JS app where I draw a lot of polylines using array of points, but in avery point I have some additional properties in this point (GPS data, speed etc).
I want to show these additional props onmouseover or onmouseclick event.
I have two ways:
use the standard polylines and event handler. But in this case I can't to determine additional properties for start point of this polyline cause I can't to save these props in polyline properties. There is one solution - save in array additional properties and try to find them by LatLng of first point of the polyline, but it's too slow I guess..
extend polyline and save additional properties in new Object, but I can't to extend mouse events :(
To extend polyline I use this code:
function myPolyline(prop, opts){
this.prop = prop;
this.Polyline = new google.maps.Polyline(opts);
}
myPolyline.prototype.setMap = function(map) {
return this.Polyline.setMap(map);
}
myPolyline.prototype.getPath = function() {
return this.Polyline.getPath();
}
myPolyline.prototype.addListener= function(prop) {
return this.Polyline.addListener();
}
myPolyline.prototype.getProp= function() {
return this.prop;
}
myPolyline.prototype.setProp= function(prop) {
return this.prop = prop;
}
and create new object in for loop (i - index of current point in array of points) like that:
var polyline_opts = {
path: line_points,
strokeColor: color,
geodesic: true,
strokeOpacity: 0.5,
strokeWeight: 4,
icons: [
{
icon: lineSymbol,
offset: '25px',
repeat: '50px'
}
],
map: map
};
var add_prop = {
id: i,
device_id: device_id
};
...
devices_properties[device_id].tracks[(i-1)] = new myPolyline(add_prop, polyline_opts);
Where:
line_points - array of points (just two points),
i - current point index
devices_properties[device_id].tracks - array of extended polylines (with add properties) by my device_id index
After that I set event handler like that:
var tmp = devices_properties[device_id].tracks[(i-1)];
google.maps.event.addListener(tmp.Polyline, 'click', function(e) {
...
console.log(tmp.prop.id);
...
}
But in this case I always get the same id in console..
When I use
google.maps.event.addListener(devices_properties[device_id].tracks[(i-1)].Polyline, 'click', function(e) {
...
console.log(???); // How to get parent of polyline fired the event?
...
}
I don't know how to get parent of polyline fired the event?
I answer my own question - It's done, I've just have some troubles with using "for" instead "$.each" :)
Before I use:
for ( i = 1; i < devices_properties[device_id].history_points.length; i++ ) {
...
create myPolyline
...
}
and it's doesn't work - created one event handle.
After:
$.each(devices_properties[device_id].history_points, function(i, tmp){
...
create myPolyline ()
...
}
and it works - create a lot of event handlers.
To handle event I use this:
google.maps.event.addListener(c_polyline.Polyline, 'mouseover', function(e) {
var prop = c_polyline.getProp();
...
console.log(prop.id, prop.device_id);
}