How to make an animated navbar? - animation

I want to create an animated navbar where if I click on the hamburger menu bar then the bar including all element will animate and show some effect. How can I implement this?

This Example set opacity to an element dynamically, i hope you will understand the basics.
function setOpacity(element) {
let opacity = parseInt(element.style.opacity);
element.style.opacity = opacity;
setInterval(() => {
opacity = opacity + 0.1;
element.style.opacity = opacity;
}, 50);
}

Related

How to change geometry color on click in three.js

I am new to three.js. I found an example on the official website. I want to change the color of geometry by clicking the button. How can I do this? I tried to use the mouse click event to do it, but it was useless.
function init(){
......
......
......
$("red").onclick(function (e) {
rollOverMesh.material.color=0xff3333;
});
}
You just have to set color like this :
rollOverMesh.material.color = new THREE.Color(0xff3333);
Assuming rollOverMesh is a Mesh. Please try
var onClick = function() {
rollOverMesh.material.color = new THREE.Color(0xffffff * Math.random());
rollOverMesh.material.needsUpdate = true;
};
$('red').click(onClick);
If you want to change material in live scene, you must set material again.
JSFiddle: https://jsfiddle.net/bkr1gc4e/

Display HTML text annotation on click of three.js geometry?

I would like to add 2d text annotations to a 3d object similar to this.
I haven't found any tutorials on overlaying a 3d object with HTML elements that can be turned off and on with click. I did find this but wasn't sure if there was another way other than rendering to the canvas.
Display text over Canvas only onmouseover
Seems like I should be able to toggle display styles of absolute-positioned elements, but I can't figure it out. Any pointers are greatly appreciated
There are a lot tutorials to determine the object when clicking on the canvas (using raycaster and projection). Basically, you want it the other way round: having a 3D coordinate and want to get the 2D coordinate above the canvas where you can postion a html element.
I would do it the following way:
Html structure
<div style="position: relative">
<canvas></canvas>
<div id="tip" style="position: absolute; display: none">Some text</div>
</div>
Determine the clicked object
var selectedObject;
// using jquery
$('canvas').on('click', function(event) {
// get 2D viewport coordinates
var mouse = new THREE.Vector2();
mouse.x = (event.offsetX / SCREEN_WIDTH) * 2 - 1;
mouse.y = - (event.offsetY / SCREEN_HEIGHT) * 2 + 1;
// raycast
var vector = new THREE.Vector3(mouse.x, mouse.y, 0.5).unproject(camera);
var raycaster = new THREE.Raycaster(camera.position, vector.sub(camera.position).normalize());
var intersects = raycaster.intersectObjects(arrayOfObjects, true);
if(intersects.length > 0 ) {
selectedObject = intersects[0].object;
// toggle html element
$('#tip').css('display', 'block');
$('#tip').text(selectedObject.userData.note);
// assuming that the actual position is at the center of the mesh, otherwise the text will display somewhere else
// alternatively you could store and pass the point of click: intersects[0].point
positionTip(selectedObject.position);
}
});
position the html element (if you manipulate the camera, then you need to call this each time, so the element's position will update too)
function positionTip(pos3D) {
var v = pos3D.project(camera);
var left = SCREEN_WIDTH * (v.x + 1) / 2;
var top = SCREEN_HEIGHT * (-v.y + 1) / 2;
$('#tip').css({ left: left, top: top });
}
DISCLAIMER: I cannot guarantee that these code snippets work out of the box. I just copied some pieces of code from my project and made some additions/modifications for generalisation.

Skrollr: Smooth scrolling

I would like to achieve a smooth scrolling when turning a mouse wheel. Currently, when I do one turn, the scrollbar kinda jumps and the animation is jumpy.
Example of this behaviour:
http://areaaperta.com/nicescroll/
Can this scrolling be achieved using skrollr only? If so, how?
I tried following code
var s = skrollr.init({
render: function(data) {
//Debugging - Log the current scroll position.
console.log(data.curTop);
},
smoothScrolling: true,
smoothScrollingDuration: 500,
easing: {
WTF: Math.random,
inverted: function(p) {
return 1-p;
}
}
});
but it doesn't make a big difference. The animation is little bit smoother (i.e. background slides for a while and then stops), but the scrolling itself is still jumpy.
I would prefer to solve this with skrollr only as I think it is prepared for it instead of adding another plugin.
This is a quote from Petr Tichy (ihatetomatoes.net):
For smooth animations, animate cheap properties.
The best result you'll get, when you keep animating only the cheap CSS
properties.
transform: scale(1.2)
transform: translateX(100px)
transform: rotate(90deg)
opacity: 0.5
These 4 properties will let you change the size, position, rotation
and opacity of your elements.
Combination of these CSS properties will enable you to create pretty
much most of you ideas and will get you the best results.
If you come across lagging and choppy scrolling animations, give the
animated element transform: translateZ(0).
This will promote the element into composite layers and will get rid
of the lag.
Try to include this script
jQuery(function () {
var $window = jQuery(window);
var scrollTime = 0.5;
var scrollDistance = 150;
$window.on("mousewheel DOMMouseScroll", function (event) {
event.preventDefault();
var delta = event.originalEvent.wheelDelta / 120 || -event.originalEvent.detail / 3;
var scrollTop = $window.scrollTop();
var finalScroll = scrollTop - parseInt(delta * scrollDistance);
TweenMax.to($window, scrollTime, {
scrollTo: {
y: finalScroll,
autoKill: true
},
ease: Power1.easeOut,
overwrite: 5
});
});
});
I had this problem also (With Chrome on Mac)
I solved by this plug-in :
https://github.com/simov/simplr-smoothscroll
<!-- After jQuery -->
<script src="jquery.mousewheel.min.js"></script>
<script src="jquery.simplr.smoothscroll.min.js"></script>
<script type="text/javascript">$.srSmoothscroll();</script>

EaselJS: Changing a Shape Objects Dimensions

Total noob question. I've been abusing Google and for some reason, have surprisingly not been able to find anything regarding this...? I feel like I'm missing something here. :P
I currently have a resize() function that modifies the canvas dimensions to the size of the window. In a minimal example (which also uses jQuery), I have a variable that references my Shape object. According to the documents, the Shape Object does not include a width & height property. What is the most efficient way of resizing a Shape Object? Removing/redrawing dynamically?
This is what I have:
var stage;
var bgColor;
$(document).ready(function(){
init();
});
function init()
{
stage = new createjs.Stage("canvasStage");
bgColor = new createjs.Shape();
bgColor.graphics.beginFill("#000000").drawRect(0,0, stage.canvas.width, stage.canvas.width);
stage.addChild(bgColor);
$(window).resize(function(){windowResize();});
windowResize();
}
function windowResize()
{
stage.canvas.width = $(window).width();
stage.canvas.height = $(window).height();
//bgColor.width = $(window).height();// No width property
//bgColor.height = $(window).height();// NO height property
stage.update();}
You can use the shape's scaleX and scaleY to scale the shape.
Note: The Shape Object extends the DisplayObject so you might also want to look at the DisplayObject docs for many more useful properties/methods.
myShape.scaleX=1.2;
myShape.scaleY=1.2;
as mentioned by #markE, only scaleX and scaleY are available.
A way to work around the problem is to instantiate shapes with 1px width and 1px height:
mc_bg = new createjs.Shape();
mc_bg.graphics.beginFill("#CCCCCC").drawRect(0,0,1,1);
stage.addChild(mc_bg);
mc_left = new createjs.Shape();
mc_left.graphics.beginFill("#333333").drawRect(0,0,1,1);
stage.addChild(mc_left);
mc_circle = new createjs.Shape();
mc_circle.graphics.beginFill("#888888").drawCircle(0,0,1,1);
stage.addChild(mc_circle);
Allowing to set your dimensions with pixel units without conversion directly by using scaleX and scaleY before rendering:
mc_bg.scaleX = stage_width;
mc_bg.scaleY = stage_height;
mc_left.scaleX = stage_width/2;
mc_left.scaleY = stage_height;
mc_circle.x = stage_width/4;
mc_circle.y = stage_width/4;
mc_circle.scaleX = stage_width/4;
mc_circle.scaleY = stage_width/4;
stage.update();
See fiddle example with live resizing on window resize: https://jsfiddle.net/jckleinbourg/go3fs1zt/
Conversion methods to change scale --> dimensions and vice versa:
function dimToScale(origDim, desiredDim)
{
return desiredDim / origDim;
}
function scaleToDim(origDim, scale)
{
return scale * origDim;
}

d3js how to scroll or tween properties

I have a div, #scrollable, with a scrollbar and I want to scroll to the end.
I can do it by setting the div's "scrollTop" property to the value of the div's "scrollHeight" property thus:
var scrollable = d3.select("#scrollable");
scrollable.property("scrollTop", scrollable.property("scrollHeight"));
but I can't figure out how, if at all, I can tween it.
var scrollheight = scrollable.property("scrollHeight");
d3.select("#scrollable").transition().property("scrollTop", scrollheight);
doesn't work.
Thanks for any ideas.
Regards
You can use a custom d3 tween to transition arbitrary properties like scrollTop.
mbostock's Smooth Scrolling example demonstrates using a custom tween to scroll the entire document.
And here is the example adapted to your context (also viewable interactively on bl.ocks.org):
var scrollable = d3.select("#scrollable");
d3.select("#down").on('click', function() {
var scrollheight = scrollable.property("scrollHeight");
d3.select("#scrollable").transition().duration(3000)
.tween("uniquetweenname", scrollTopTween(scrollheight));
});
function scrollTopTween(scrollTop) {
return function() {
var i = d3.interpolateNumber(this.scrollTop, scrollTop);
return function(t) { this.scrollTop = i(t); };
};
}

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