Fabric JS 2D lines into 3Dviews - three.js

I m working on a script that let clients draw the way they want to bend iron with detailed angles. everything is OK.
Now the client want's a 3D view of it. but i have no idea of how to do it (with three.js I guess)
I need a simple 3D view.
Here is what i did till now for 2D view, it's based on FabricJS:
$(function(){
var canvas = this.__canvas = new fabric.Canvas('c', { selection: false });
fabric.Object.prototype.originX = fabric.Object.prototype.originY = 'center';
var Lines = Array();
var Points = Array();
var circleAngles = Array();
var anglesValues = Array();
function radianToDegrees(r){
r = r * 180/Math.PI;
if(r < 0) r = -r;
if(360 - r < r) r = 360 - r;
return 180 - parseFloat(r).toFixed(0);
}
function makeCircle(left, top, line1, line2) {
var c = new fabric.Circle({
left: left,
top: top,
strokeWidth: 0,
radius: 8,
fill: '#000',
stroke: '#000'
});
c.hasControls = c.hasBorders = false;
c.line1 = line1;
c.line2 = line2;
return c;
}
function makeLine(coords) {
return new fabric.Line(coords, {
fill: 'red',
stroke: 'red',
strokeWidth: 2,
selectable: false,
evented: false,
});
}
function makeCircleAngle(angle, startAngle, endAngle){
if (angle == 1) color = 'red'; else color = '#003366';
circleAngle = new fabric.Circle({
radius: 20,
left: Lines[i].get('x1'),
top: Lines[i].get('y1'),
angle: 0,
startAngle: startAngle,
endAngle: endAngle,
strokeDashArray: [3, 2],
stroke: color,
fill: '',
selectable: false,
evented: false,
});
return circleAngle;
}
function makeText(text, x, y){
t = new fabric.Text(text, {
left: x, top: y, fontSize: 13, fill: '#003366', fontFamily: 'Arial',
selectable: false,
evented: false,
});
return t;
}
function drawLinesCanvas(){
$.each(Lines, function(i, e){
canvas.add(e);
})
}
function drawDotsCanvas(){
Points = Array();
p = makeCircle(Lines[0].get('x1'), Lines[0].get('y1'), null, Lines[0]);
Points.push(p)
canvas.add(p);
for(i = 0; i< Lines.length-1; i++){
p = makeCircle(Lines[i].get('x2'), Lines[i].get('y2'), Lines[i], Lines[i+1]);
Points.push(p)
canvas.add( p );
}
if (Lines.length-1 >= 0){
p = makeCircle(Lines[Lines.length-1].get('x2'), Lines[Lines.length-1].get('y2'), Lines[Lines.length-1]);
Points.push(p)
canvas.add( p );
}
}
function calculateAndDrawAngles(){
$.each(circleAngles, function(i, ce){
canvas.remove(ce);
})
$.each(Lines, function(i, l){
canvas.remove(l);
})
$.each(Points, function(i, p){
canvas.remove(p);
})
$.each(anglesValues, function(i, a){
canvas.remove(a);
})
if(Lines.length >= 2){
for(i=1; i<Lines.length; i++){
y11 = Lines[i].get('y1');
y12 = Lines[i].get('y2');
y21 = Lines[i-1].get('y1');
y22 = Lines[i-1].get('y2');
x11 = Lines[i].get('x1');
x12 = Lines[i].get('x2');
x21 = Lines[i-1].get('x1');
x22 = Lines[i-1].get('x2');
angle1 = Math.atan2(y11 - y12, x11 - x12);
angle2 = Math.atan2(y21 - y22, x21 - x22);
angle = angle1 - angle2;
if (angle < 0){
sStartAngle = Math.PI + angle1;
sEndAngle = angle2;
} else {
sStartAngle = angle1 - Math.PI;
sEndAngle = angle2;
}
myAngle = radianToDegrees(angle1 - angle2);
if(sStartAngle > sEndAngle) {
c = makeCircleAngle(1, sStartAngle, sEndAngle);
c1 = makeCircleAngle(2, sEndAngle, sStartAngle);
myAngleText = makeText(myAngle.toString()+'°', Lines[i].get('x1') +20, Lines[i].get('y1') + 20)
} else {
c = makeCircleAngle(2, sStartAngle, sEndAngle);
c1 = makeCircleAngle(1, sEndAngle, sStartAngle);
myAngleText = makeText(myAngle.toString()+'°', Lines[i].get('x1') - 20, Lines[i].get('y1') - 20)
}
circleAngles.push(c, c1);
canvas.add(c, c1);
canvas.add(myAngleText)
anglesValues.push(myAngleText);
}
drawLinesCanvas();
drawDotsCanvas();
}
}
canvas.on('object:moving', function(e) {
var p = e.target;
p.line1 && p.line1.set({ 'x2': p.left, 'y2': p.top });
p.line2 && p.line2.set({ 'x1': p.left, 'y1': p.top });
if (Lines.length > 1){
calculateAndDrawAngles();
}
});
canvas.on('mouse:wheel', function(opt) {
var delta = opt.e.deltaY;
var zoom = canvas.getZoom();
zoom = zoom + delta/200;
if (zoom > 20) zoom = 5;
if (zoom < 0.01) zoom = 0.5;
canvas.zoomToPoint({ x: opt.e.offsetX, y: opt.e.offsetY }, zoom);
opt.e.preventDefault();
opt.e.stopPropagation();
var vpt = this.viewportTransform;
if (zoom < 400 / 1000) {
this.viewportTransform[4] = 200 - 1000 * zoom / 2;
this.viewportTransform[5] = 200 - 1000 * zoom / 2;
} else {
if (vpt[4] >= 0) {
this.viewportTransform[4] = 0;
} else if (vpt[4] < canvas.getWidth() - 1000 * zoom) {
this.viewportTransform[4] = canvas.getWidth() - 1000 * zoom;
}
if (vpt[5] >= 0) {
this.viewportTransform[5] = 0;
} else if (vpt[5] < canvas.getHeight() - 1000 * zoom) {
this.viewportTransform[5] = canvas.getHeight() - 1000 * zoom;
}
}
});
canvas.on('mouse:down', function(opt) {
var evt = opt.e;
if (evt.altKey === true) {
this.isDragging = true;
this.selection = false;
this.lastPosX = evt.clientX;
this.lastPosY = evt.clientY;
}
});
canvas.on('mouse:move', function(opt) {
if (this.isDragging) {
var e = opt.e;
this.viewportTransform[4] += e.clientX - this.lastPosX;
this.viewportTransform[5] += e.clientY - this.lastPosY;
this.requestRenderAll();
this.lastPosX = e.clientX;
this.lastPosY = e.clientY;
}
});
canvas.on('mouse:up', function(opt) {
this.isDragging = false;
this.selection = true;
});
$('#addRight').on('click', function(){
fromPoint = Lines[Lines.length - 1];
Lines.push(makeLine([ fromPoint.get('x2'), fromPoint.get('y2'), fromPoint.get('x2') - 50, fromPoint.get('y2') + 50 ]))
calculateAndDrawAngles()
});
$('#addLeft').on('click', function(){
fromPoint = Lines[0];
Lines.unshift(makeLine([ fromPoint.get('x1') + 50, fromPoint.get('y1') + 50, fromPoint.get('x1'), fromPoint.get('y1') ]))
calculateAndDrawAngles()
});
function drawGrid(){
options = {
distance: 10,
width: c.width,
height: c.height,
param: {
stroke: '#ebebeb',
strokeWidth: 1,
selectable: false
}
},
gridLen = options.width / options.distance;
for (var i = 0; i < gridLen; i++) {
distance = i * options.distance,
horizontal = new fabric.Line([ distance, 0, distance, options.width], options.param),
vertical = new fabric.Line([ 0, distance, options.width, distance], options.param);
canvas.add(horizontal);
canvas.add(vertical);
if(i%5 === 0){
horizontal.set({stroke: '#cccccc'});
vertical.set({stroke: '#cccccc'});
};
canvas.sendBackwards(horizontal);
canvas.sendBackwards(vertical);
};
}
Lines = [makeLine([ 100, 50, 400, 50 ])];
drawGrid();
drawLinesCanvas();
drawDotsCanvas();
});
<script src="https://cdnjs.cloudflare.com/ajax/libs/fabric.js/3.6.3/fabric.min.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.3.1/jquery.min.js"></script>
<canvas id="c" width="500" height="400" style="border:1px solid #ccc;"></canvas>
<div class="text-center">
<button class="btn btn-info" id="addLeft">Ajouter un point à gauche</button>
<button class="btn btn-info" id="addRight">Ajouter un point à droite</button>
</div>

Just an option, when you can obtain the coordinates of points and use them to build a bended iron:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, innerWidth / innerHeight, 1, 1000);
camera.position.setScalar(10);
var renderer = new THREE.WebGLRenderer();
renderer.setSize(innerWidth, innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var obtained_data = [];
for (let i = 0; i < 10; i++) {
obtained_data.push(
new THREE.Vector2(i, Math.random() * 8 * 0.5 - 0.5) // fill the data with example coordinates
);
}
//console.log(obtained_data);
var dataLength = obtained_data.length;
var geom = new THREE.PlaneBufferGeometry(1, 10, dataLength - 1, 10); // size on Y and its segmentation is up to you
geom.rotateX(Math.PI * 0.5);
var pos = geom.getAttribute("position");
for (let i = 0; i < pos.count; i++) {
let idx = i % dataLength;
let x = obtained_data[idx].x;
let y = obtained_data[idx].y;
pos.setXY(i, x, y);
}
pos.needsUpdate = true;
geom.computeVertexNormals();
var mat = new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
});
var iron = new THREE.Mesh(geom, mat);
scene.add(iron);
renderer.setAnimationLoop(() => {
renderer.render(scene, camera);
});
body {
overflow: hidden;
margin: 0;
}
<script src="https://threejs.org/build/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>

Related

How to create rotation on perspective camera on Three.js?

I have build a little 3D-TileMap in Three.js.
Currently, i have problems with my PerspectiveCamera. I wan't to add some camera handling like Map rotating or zooming. The zooming always works, here i'm only use the field of view and mousewheel.
But how i can implement a rotating of my map? When i'm using the coordinates of camera to modify x, y or z, i've misunderstand the calculation.
Here is my current work:
function Input(renderer, camera) {
var press = false
var sensitivity = 0.2
renderer.domElement.addEventListener('mousemove', event => {
if(!press){ return }
camera.position.x += event.movementX * sensitivity
camera.position.y += event.movementY * sensitivity
camera.position.z += event.movementY * sensitivity / 10
})
renderer.domElement.addEventListener('mousedown', () => { press = true })
renderer.domElement.addEventListener('mouseup', () => { press = false })
renderer.domElement.addEventListener('mouseleave', () => { press = false })
renderer.domElement.addEventListener('mousewheel', event => {
// Add MIN/MAX LIMITS
const ratio = camera.position.y / camera.position.z
camera.position.y -= (event.wheelDelta * sensitivity * ratio)
camera.position.z -= (event.wheelDelta * sensitivity)
camera.updateProjectionMatrix()
})
}
var controls;
const Type = 'WebGL'; // WebGL or Canvas
var _width, _height, CUBE_SIZE, GRID, TOTAL_CUBES, WALL_SIZE, HALF_WALL_SIZE,
MAIN_COLOR, SECONDARY_COLOR, cubes, renderer, camera, scene, group
var clock = new THREE.Clock();
clock.start();
var FOV = 45;
_width = window.innerWidth
_height = window.innerHeight
CUBE_SIZE = 80 /* width, height */
GRID = 12 /* cols, rows */
TOTAL_CUBES = (GRID * GRID)
WALL_SIZE = (GRID * CUBE_SIZE)
HALF_WALL_SIZE = (WALL_SIZE / 2)
MAIN_COLOR = 0xFFFFFF
SECONDARY_COLOR = 0x222222
cubes = []
var directions = [];
var normalized = [];
switch(Type) {
case 'WebGL':
renderer = new THREE.WebGLRenderer({antialias: true})
break;
case 'Canvas':
renderer = new THREE.CanvasRenderer({antialias: true})
break;
}
camera = new THREE.PerspectiveCamera(FOV, (_width / _height), 0.1, 10000)
scene = new THREE.Scene()
group = new THREE.Object3D()
/* -- -- */
setupCamera(0, 0, 800)
setupBox(group)
setupFloor(group)
setupCubes(group)
setupLights(group)
group.position.y = 10
group.rotation.set(-60 * (Math.PI/180), 0, -45 * (Math.PI/180))
scene.add(group)
setupRenderer(document.body)
window.addEventListener('resize', resizeHandler, false)
new Input(renderer, camera);
/* -- -- */
function resizeHandler() {
_width = window.innerWidth
_height = window.innerHeight
renderer.setSize(_width, _height)
camera.aspect = _width / _height
camera.updateProjectionMatrix()
}
/* -- CAMERA -- */
function setupCamera(x, y, z) {
camera.position.set(x, y, z)
scene.add(camera)
}
/* -- BOX -- */
function setupBox(parent) {
var i, boxesArray, geometry, material
boxesArray = []
geometry = new THREE.BoxGeometry(WALL_SIZE, WALL_SIZE, 0.05)
geometry.faces[8].color.setHex(SECONDARY_COLOR)
geometry.faces[9].color.setHex(SECONDARY_COLOR)
geometry.colorsNeedUpdate = true
material = new THREE.MeshBasicMaterial({
color : MAIN_COLOR,
vertexColors : THREE.FaceColors,
overdraw: 0.5
})
for (i = 0; i < 5; i++) {
boxesArray.push(new THREE.Mesh(geometry, material))
}
// back
boxesArray[0].position.set(0, HALF_WALL_SIZE, -HALF_WALL_SIZE)
boxesArray[0].rotation.x = 90 * (Math.PI/180)
// right
boxesArray[1].position.set(HALF_WALL_SIZE, 0, -HALF_WALL_SIZE)
boxesArray[1].rotation.y = -90 * (Math.PI/180)
// front
boxesArray[2].position.set(0, -HALF_WALL_SIZE, -HALF_WALL_SIZE)
boxesArray[2].rotation.x = -90 * (Math.PI/180)
// left
boxesArray[3].position.set(-HALF_WALL_SIZE, 0, -HALF_WALL_SIZE)
boxesArray[3].rotation.y = 90 * (Math.PI/180)
// bottom
boxesArray[4].position.set(0, 0, -WALL_SIZE)
boxesArray.forEach(function(box) {
box.renderOrder = 1;
parent.add(box)
});
}
/* -- FLOOR -- */
function setupFloor(parent) {
var i, tilesArray, geometry, material
tilesArray = []
geometry = new THREE.PlaneBufferGeometry(WALL_SIZE, WALL_SIZE)
material = new THREE.MeshLambertMaterial({
color : MAIN_COLOR,
overdraw: 1
})
for (i = 0; i < 8; i++) {
tilesArray.push(new THREE.Mesh(geometry, material))
}
tilesArray[0].position.set(-WALL_SIZE, WALL_SIZE, 0)
tilesArray[1].position.set(0, WALL_SIZE, 0)
tilesArray[2].position.set(WALL_SIZE, WALL_SIZE, 0)
tilesArray[3].position.set(-WALL_SIZE, 0, 0)
tilesArray[4].position.set(WALL_SIZE, 0, 0)
tilesArray[5].position.set(-WALL_SIZE, -WALL_SIZE, 0)
tilesArray[6].position.set(0, -WALL_SIZE, 0)
tilesArray[7].position.set(WALL_SIZE, -WALL_SIZE, 0)
tilesArray.forEach(function(tile) {
tile.receiveShadow = true
tile.renderOrder = 4;
parent.add(tile)
})
}
/* -- CUBES --*/
function setupCubes(parent) {
var i, geometry, material, x, y, row, col
geometry = new THREE.BoxGeometry(CUBE_SIZE, CUBE_SIZE, 0.05)
material = new THREE.MeshPhongMaterial( {
map: new THREE.TextureLoader().load('http://ak.game-socket.de/assets/grass.png'),
normalMap: new THREE.TextureLoader().load('http://ak.game-socket.de/assets/paper_low_nmap.png'),
overdraw: 1,
depthTest: true,
depthWrite: true
} );
x = 0
y = 0
row = 0
col = 0
for (i = 0; i < TOTAL_CUBES; i++) {
cubes.push(new THREE.Mesh(geometry, material))
if ((i % GRID) === 0) {
col = 1
row++
} else col++
x = -(((GRID * CUBE_SIZE) / 2) - ((CUBE_SIZE) * col) + (CUBE_SIZE/2))
y = -(((GRID * CUBE_SIZE) / 2) - ((CUBE_SIZE) * row) + (CUBE_SIZE/2))
cubes[i].position.set(x, y, 0)
}
cubes.forEach(function(cube, index) {
if(index % 2 == 0) {
directions[index] = -1;
normalized[index] = false;
} else {
directions[index] = 1;
normalized[index] = true;
}
cube.castShadow = true
cube.receiveShadow = true
cube.rotation.x = 0;
cube.renderOrder = 3;
cube.doubleSide = true;
parent.add(cube)
})
}
/* -- LIGHTS -- */
function setupLights(parent) {
var light, soft_light
light = new THREE.DirectionalLight(MAIN_COLOR, 1.25)
soft_light = new THREE.DirectionalLight(MAIN_COLOR, 1.5)
light.position.set(-WALL_SIZE, -WALL_SIZE, CUBE_SIZE * GRID)
light.castShadow = true
soft_light.position.set(WALL_SIZE, WALL_SIZE, CUBE_SIZE * GRID)
parent.add(light).add(soft_light)
}
/* -- RENDERER -- */
function setupRenderer(parent) {
renderer.setSize(_width, _height)
renderer.setClearColor(MAIN_COLOR, 1.0);
parent.appendChild(renderer.domElement)
}
var speed = 0.003;
var reach = 40;
function render() {
var delta = clock.getDelta();
requestAnimationFrame(render);
cubes.forEach(function(cube, index) {
cube.castShadow = true
cube.receiveShadow = true
if(directions[index] >= 1) {
++directions[index];
if(directions[index] >= reach) {
directions[index] = -1
}
cube.rotation.x += speed;
} else if(directions[index] <= -1) {
--directions[index];
if(directions[index] <= -reach) {
directions[index] = 1
}
cube.rotation.x -= speed;
}
});
renderer.render(scene, camera)
}
render();
html, body, canvas {
padding: 0;
margin: 0;
width: 100%;
height: 100%;
display: block;
}
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/build/three.min.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/renderers/CanvasRenderer.js"></script>
<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/renderers/Projector.js"></script>
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<script src="https://rawcdn.githack.com/mrdoob/three.js/dev/examples/js/shaders/ParallaxShader.js"></script>
By option, i don't want, that the rotating/zooming reach the end of the map - The user is not able to look under the map, as example.

Transparency update via slider doesn't work in Firefox Mobile

I've created a slider to change the transparency of a cube created with three.js. The code works well with all browsers in the desktop. However, in the Android System (version 5.0), the Firefox browser (version of May 8) is unable to update the transparency.
Here is the web page with the applet: http://www.im-uff.mat.br/tmp/how/simple-11.html
The code is here:
<!-- saved from url=(0016)http://localhost -->
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
<title>Orthogonal Projections 1</title>
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<script src="threejs.r91/build/three.js"></script>
<script src="threejs.r91/examples/js/controls/TrackballControls.js"></script>
<script src="threejs.r91/examples/js/loaders/DDSLoader.js"></script>
<script src="threejs.r91/examples/js/loaders/MTLLoader.js"></script>
<script src="threejs.r91/examples/js/loaders/OBJLoader.js"></script>
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<script type="text/javascript">
window.addEventListener('load',
function()
{
document.getElementById('tr').style.visibility = "visible";
});
var transparency_value = 0;
function MakeQuadrilateral(x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4)
{
var geo = new THREE.Geometry();
// generate vertices
geo.vertices.push( new THREE.Vector3(x1,y1,z1));
geo.vertices.push( new THREE.Vector3(x2,y2,z2));
geo.vertices.push( new THREE.Vector3(x3,y3,z3));
geo.vertices.push( new THREE.Vector3(x4,y4,z4));
geo.faces.push( new THREE.Face3(0,1,2));
geo.faces.push( new THREE.Face3(0,2,3));
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return geo;
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{
var canvas = document.createElement('canvas');
var size = 256; // CHANGED
canvas.width = size;
canvas.height = size;
var context = canvas.getContext('2d');
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context.textAlign = 'center';
context.font = '48px Times';
context.fillText(text, size / 2, size / 2);
var amap = new THREE.Texture(canvas);
amap.needsUpdate = true;
var mat = new THREE.SpriteMaterial({
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transparent: false,
useScreenCoordinates: false,
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});
var sp = new THREE.Sprite(mat);
return(sp);
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!! document.createElement('canvas').getContext('experimental-webgl');}
catch(e){return false;}})();
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context0.controls.target.set(0, 0, 0);
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context0.controls.dynamicDampingFactor = 0.2;
context0.controls.staticMoving = false;
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}
};
var onError = function ( xhr ) { };
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objLoader.setMaterials( materials );
objLoader.setPath( 'obj/' );
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{
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{
if (child instanceof THREE.Mesh)
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{
var n = child.material.length;
for (i = 0; i < n; i++)
{
child.material[i].transparent = true;
child.material[i].opacity = (1 - transparency_value/100.0);
};
}
else
{
child.material.transparent = true;
child.material.opacity = (1 - transparency_value/100.0);
}
// Edges
var edges = new THREE.LineSegments(new THREE.EdgesGeometry(child.geometry), new THREE.LineBasicMaterial( {color: 0x000000}) );
edges.name = "pdp-edges";
context0.scene.add(edges);
// Vertices
var geometry = new THREE.Geometry().fromBufferGeometry( edges.geometry );
console.log('Geometry vertices length: ' + geometry.vertices.length);
var vertices = [];
var isNew;
var tolerance = 0.0000001;
if (geometry.vertices.length > 0)
{
vertices.push(new THREE.Vector3(geometry.vertices[0].x, geometry.vertices[0].y, geometry.vertices[0].z));
}
for (i = 1; i < geometry.vertices.length; i++)
{
l = vertices.length;
isNew = true;
for (j = 0; j < l; j++)
{
var d = geometry.vertices[i].distanceTo(vertices[j]);
if (d < tolerance)
{
isNew = false;
}
}
if (isNew == true)
{
vertices.push(new THREE.Vector3(geometry.vertices[i].x, geometry.vertices[i].y, geometry.vertices[i].z));
}
}
/*
alert('Unique vertices: ' + vertices.length);
for (i = 0; i < vertices.length; i++)
{
alert(vertices[i].x);
}
*/
// https://github.com/stemkoski/stemkoski.github.com/blob/master/Three.js/Polyhedra.html
// https://stemkoski.github.io/Three.js/Polyhedra.html
// Fit screen
child.geometry.computeBoundingSphere();
var fov = context0.camera.fov * ( Math.PI / 180 );
var objectSize = child.geometry.boundingSphere.radius;
var distance = 0.7*Math.abs( objectSize / Math.sin( fov / 2 ) );
context0.camera.position.z = 2.5*distance;
context0.camera.position.x = 2.5*distance;
context0.camera.position.y = 2.5*distance;
// PLANE PROJECTIONS
var geometry_xy = new THREE.Geometry().fromBufferGeometry( edges.geometry );
var geometry_xz = new THREE.Geometry().fromBufferGeometry( edges.geometry );
var geometry_yz = new THREE.Geometry().fromBufferGeometry( edges.geometry );
geometry_xy.dynamic = true;
geometry_xz.dynamic = true;
geometry_yz.dynamic = true;
for (i = 0; i < geometry_xy.vertices.length; i++)
{
var xOld = geometry_xy.vertices[i].x;
var yOld = geometry_xy.vertices[i].y;
var zOld = geometry_xy.vertices[i].z;
geometry_xy.vertices[i].set(xOld, yOld, -distance/3);
geometry_xz.vertices[i].set(xOld, -distance/3, zOld);
geometry_yz.vertices[i].set(-distance/3, yOld, zOld);
// console.log(geometry_xy.vertices[i].x + ' ' + geometry_xy.vertices[i].y + ' ' + geometry_xy.vertices[i].z);
}
geometry_xy.verticesNeedUpdate = true;
geometry_xz.verticesNeedUpdate = true;
geometry_yz.verticesNeedUpdate = true;
var edges_xy = new THREE.LineSegments(geometry_xy, new THREE.LineBasicMaterial( {color: 0x000000}) );
var edges_xz = new THREE.LineSegments(geometry_xz, new THREE.LineBasicMaterial( {color: 0x000000}) );
var edges_yz = new THREE.LineSegments(geometry_yz, new THREE.LineBasicMaterial( {color: 0x000000}) );
edges_xy.name = "pdp-edges-xy";
edges_xz.name = "pdp-edges-xz";
edges_yz.name = "pdp-edges-yz";
context0.scene.add(edges_xy);
context0.scene.add(edges_xz);
context0.scene.add(edges_yz);
// VERTICES
var vertexGeometry = new THREE.SphereGeometry(child.geometry.boundingSphere.radius/35.0, 12, 6 );
var vertexMaterial = new THREE.MeshBasicMaterial( { color: 0x000000 } );
var vertexSingleMesh = new THREE.Mesh( vertexGeometry );
var vertexAmalgam = new THREE.Geometry();
for (var i = 0; i < vertices.length; i++)
{
var vMesh = vertexSingleMesh.clone();
vMesh.position.set(vertices[i].x, vertices[i].y, vertices[i].z);
THREE.GeometryUtils.merge( vertexAmalgam, vMesh );
}
var vertexMesh = new THREE.Mesh( vertexAmalgam, vertexMaterial );
vertexMesh.name = "pdp-vertices";
context0.scene.add(vertexMesh);
context0.scene.getObjectByName("pdp-vertices").visible = false;
// PLANES
var d = distance/3;
var xyGeometry = MakeQuadrilateral( d, -d, -d,
d, d, -d,
-d, d, -d,
-d, -d, -d);
var xyPlane = new THREE.Mesh(xyGeometry, new THREE.MeshBasicMaterial({color: 0x090909, side: THREE.DoubleSide, opacity: 0.2, transparent: true }));
xyPlane.name = "xyPlane";
context0.scene.add(xyPlane);
var d = distance/3;
var xzGeometry = MakeQuadrilateral( d, -d, d,
d, -d, -d,
-d, -d, -d,
-d, -d, d);
var xzPlane = new THREE.Mesh(xzGeometry, new THREE.MeshBasicMaterial({color: 0x090909, side: THREE.DoubleSide, opacity: 0.2, transparent: true }));
xzPlane.name = "xzPlane";
context0.scene.add(xzPlane);
var d = distance/3;
var yzGeometry = MakeQuadrilateral( -d, -d, d,
-d, -d, -d,
-d, d, -d,
-d, d, d);
var yzPlane = new THREE.Mesh(yzGeometry, new THREE.MeshBasicMaterial({color: 0x090909, side: THREE.DoubleSide, opacity: 0.2, transparent: true }));
yzPlane.name = "yzPlane";
context0.scene.add(yzPlane);
// AXES
var xVector = new THREE.ArrowHelper(new THREE.Vector3(1, 0, 0),
new THREE.Vector3(-d, -d, -d ),
2*d + 0.5*d, 0x0000ff, 0.2*d, 0.1*d);
xVector.name = "xVector";
xVector.line.visible = true;
xVector.cone.visible = true;
context0.scene.add( xVector );
var xLabel = makeSpriteText("y");
xLabel.name = "xLabel";
xLabel.position.set(d + 0.7*d, -d, -d);
xLabel.scale.set( d, d, d );
context0.scene.add(xLabel);
var yVector = new THREE.ArrowHelper(new THREE.Vector3(0, 1, 0),
new THREE.Vector3(-d, -d, -d),
2*d + 0.5*d, 0x0000ff, 0.2*d, 0.1*d);
yVector.name = "yVector";
yVector.line.visible = true;
yVector.cone.visible = true;
context0.scene.add(yVector );
var yLabel = makeSpriteText("z");
yLabel.name = "yLabel";
yLabel.position.set(-d, d + 0.6*d, -d);
yLabel.scale.set( 10, 10, 10 );
context0.scene.add(yLabel);
var zVector = new THREE.ArrowHelper(new THREE.Vector3(0, 0, 1),
new THREE.Vector3(-d, -d, -d),
2*d + 0.5*d, 0x0000ff, 0.2*d, 0.1*d);
zVector.name = "zVector";
zVector.line.visible = true;
zVector.cone.visible = true;
context0.scene.add(zVector );
var zLabel = makeSpriteText("x");
zLabel.name = "zLabel";
zLabel.position.set(-d, -d, d + 0.7*d);
zLabel.scale.set( 10, 10, 10 );
context0.scene.add(zLabel);
}
});
}, onProgress, onError );
});
// var ambLight = new THREE.AmbientLight(0x404040);
// context0.scene.add(ambLight);
context0.light = new THREE.DirectionalLight(0xffffff, 1);
context0.light.position = context0.camera.position;
context0.scene.add(context0.light);
// Run
context0.camera.updateProjectionMatrix();
render();
animate();
loaded = true;
} // End of init()
function animate()
{
/* One animation tick */
requestAnimationFrame(animate);
context0.controls.update();
render();
} // End of animate()
function render()
{
/* renders our little scene */
context0.renderer.render(context0.scene, context0.camera);
} // End of render()
</script>
</head>
<body> <!-- <body onload='disableScroll();'> -->
<center>
<table>
<tr>
<td>
<span id="webglcontext0" style="width:410px; height:50px; display: table-cell; text-align:center; vertical-align: middle; border-style: solid; border-width: 1px;"></span>
<div id="msgwebglcontext0" style="text-align:center; display: table; margin-left: -3px;">
<span style="width:743px; height:30px; display: table-cell; text-align:justify; padding:10px; vertical-align: middle; border-style: solid; border-width: 1px;">
Por favor, espere o navegador carregar a página. Caso
isto já tenha acontecido e o applet abaixo não executou, isto significa que seu navegador parece não suportar WebGL ou esta opção não está habilitada.
Em caso de dúvidas, entre em contato conosco pelo e-mail:
conteudosdigitais#im.uff.br.
</span>
</div>
</td>
<td align="center">
<input
name="transparency_range"
id="tr"
type="range"
min="0" // default 0
max="100" // default 100
step="1" // default 1
value="0" // default min + (max-min)/2
oninput="updateTransparency(this.value)" onchange="updateTransparency(this.value)" ondrag="updateTransparency(this.value)"
style="visibility: hidden"
>
<br>
<span id="texto">0</span>
</td>
</tr>
</table>
</center>
<script type="text/javascript">
function updateTransparency(val)
{
transparency_value = val;
if ((loaded == true))
{
if ( Array.isArray( context0.scene.getObjectByName("pdp-faces").material ) )
{
var n = context0.scene.getObjectByName("pdp-faces").material.length;
for (i = 0; i < n; i++)
{
context0.scene.getObjectByName("pdp-faces").material[i].transparent = true;
context0.scene.getObjectByName("pdp-faces").material[i].opacity = (1 - transparency_value/100.0);
context0.renderer.render(context0.scene, context0.camera);
};
}
else
{
context0.scene.getObjectByName("pdp-faces").material.transparent = true;
context0.scene.getObjectByName("pdp-faces").material.opacity = (1 - transparency_value/100.0);
context0.renderer.render(context0.scene, context0.camera);
}
}
document.getElementById("texto").innerHTML = val;
}
</script>
</body>
</html>
Any hint about what is happening here?
Thanks in advance, Humberto.

Key down event to change background canvas

So I'm trying to have the down arrow make the background of my canvas change. I'm having trouble just getting the button press to work itself.
Also I was told that I would have to have a function redraw all the shapes that are already there at the beginning as well, which I am also stuck on what to change.
Here is a JSFiddle of what I have going so far, any suggestions are appreciated!
https://jsfiddle.net/u8avnky2/
var mainCanvas = document.getElementById("canvas");
var mainContext = mainCanvas.getContext('2d');
//rotate canvas
function buttonClick() {
mainContext.rotate(20*Math.PI/180);
}
//key down event
window.addEventListener('keydown', function(event) {
if (event.keyCode === 40) {
fillBackgroundColor();
}
});
function fillBackgroundColor() {
var colors = ["red", "green", "blue", "orange", "purple", "yellow"];
var color = colors[Math.floor(Math.random()*colors.length)];
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
mainContext.fillStyle = color;
mainContext.fillRect(0, 0, canvas.width, canvas.height);
}
function check() {
mainContext.clearRect(square.x,square.y,square.w,square.h);
}
var circles = new Array();
var requestAnimationFrame = window.requestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
function Circle(radius, speed, width, xPos, yPos) {
this.radius = radius;
this.speed = speed;
this.width = width;
this.xPos = xPos;
this.yPos = yPos;
this.opacity = .1 + Math.random() * .5;
this.counter = 0;
var signHelper = Math.floor(Math.random() * 2);
if (signHelper == 1) {
this.sign = -1;
} else {
this.sign = 1;
}
}
//drawing circle
Circle.prototype.update = function () {
this.counter += this.sign * this.speed;
mainContext.beginPath();
mainContext.arc(this.xPos + Math.cos(this.counter / 100) * this.radius,
this.yPos + Math.sin(this.counter / 100) * this.radius,
this.width,
0,
Math.PI * 2,
false);
mainContext.closePath();
mainContext.fillStyle = 'rgba(255, 255, 51,' + this.opacity + ')';
mainContext.fill();
};
function setupCircles() {
for (var i = 0; i < 25; i++) {
var randomX = Math.round(-200 + Math.random() * 700);
var randomY = Math.round(-200 + Math.random() * 700);
var speed = .2 + Math.random() * 3;
var size = 5 + Math.random() * 100;
var radius = 5 + Math.random() * 100;
var circle = new Circle(radius, speed, size, randomX, randomY);
circles.push(circle);
}
drawAndUpdate();
}
setupCircles();
function drawAndUpdate() {
mainContext.clearRect(0, 0, 1000, 1000);
for (var i = 0; i < circles.length; i++) {
var myCircle = circles[i];
myCircle.update();
}
requestAnimationFrame(drawAndUpdate);
}
jsFiddle : https://jsfiddle.net/CanvasCode/u8avnky2/1/
I added a variable known as color globally, so the fillBackgroundColor can access that instead.
var color = "white";
Then in your drawAndUpdate function we just do a fillRect with the color variable using the canvas width and height and it works.
function drawAndUpdate() {
mainContext.fillStyle = color;
mainContext.fillRect(0, 0, mainCanvas.width, mainCanvas.height);
for (var i = 0; i < circles.length; i++) {
var myCircle = circles[i];
myCircle.update();
}
requestAnimationFrame(drawAndUpdate);
}

How do i bind onclick event to piechart segment?

How do i bind onclick event to piechart segment?
https://github.com/sauminkirve/HTML5/blob/master/PieChart/piechart.html
A pie chart segment is really a wedge. You have several ways to hit-test a wedge.
One way is the math way:
Test if the mouse is within the radius of a circle created by the wedges.
If the radius test is true, then calculate the angle of the mouse versus the circle's centerpoint.
Compare that angle to each wedge. If the angle is between the starting and ending angle of a specific wedge's arc, then the mouse is inside that wedge.
Another way is to use canvas's built in path hit-testing method: isPointInPath
Redefine one wedge. There's no need to actually stroke or fill that wedge. Just do the commands from beginPath to closePath.
Use context.isPointInPath(mouseX,mouseY) to hit-test if the mouse is inside that wedge.
If isPointInPath returns true, you've discovered the wedge under the mouse. If not, then redefine & hit-test each of the other wedges.
Here's something I coded a while back that hit-tests the wedges of a pie chart when hovering and moves the wedge out of the pie when a wedge is clicked.
It uses the isPointInPath method to do the hit-testing:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.lineJoin = "round";
var $canvas = $("#canvas");
var canvasOffset = $canvas.offset();
var offsetX = canvasOffset.left;
var offsetY = canvasOffset.top;
var scrollX = $canvas.scrollLeft();
var scrollY = $canvas.scrollTop();
function Wedge(cx, cy, radius, startAngleDeg, endAngleDeg, fill, stroke, linewidth) {
this.cx = cx;
this.cy = cy;
this.radius = radius;
this.startAngle = startAngleDeg * Math.PI / 180;
this.endAngle = endAngleDeg * Math.PI / 180;
this.fill = fill;
this.stroke = stroke;
this.lineWidth = linewidth;
this.offsetX = 0;
this.offsetY = 0;
this.rr = radius * radius;
this.centerX = cx;
this.centerY = cy;
this.midAngle = this.startAngle + (this.endAngle - this.startAngle) / 2;
this.offsetDistance = 15;
this.explodeX = this.offsetDistance * Math.cos(this.midAngle);
this.explodeY = this.offsetDistance * Math.sin(this.midAngle);
this.isExploded = false;
};
Wedge.prototype.draw = function(fill, stroke) {
this.define();
this.fillStroke(fill, stroke);
ctx.beginPath();
ctx.arc(this.cx, this.cy, this.radius, 0, Math.PI * 2);
ctx.closePath();
ctx.lineWidth = 0.50;
ctx.stroke();
}
Wedge.prototype.fillStroke = function(fill, stroke) {
ctx.fillStyle = fill || this.fill;
ctx.fill();
ctx.strokeStyle = stroke, this.stroke;
ctx.lineWidth = this.lineWidth;
ctx.stroke();
}
Wedge.prototype.define = function() {
var x = this.cx + this.offsetX;
var y = this.cy + this.offsetY;
ctx.beginPath();
ctx.arc(x, y, this.radius, this.startAngle, this.endAngle);
ctx.lineTo(x, y);
ctx.closePath();
}
Wedge.prototype.ptAtAngle = function(radianAngle) {
var xx = (this.cx + this.offsetX) + this.radius * Math.cos(radianAngle);
var yy = (this.cy + this.offsetY) + this.radius * Math.sin(radianAngle);
return ({
x: x,
y: y
});
}
Wedge.prototype.explode = function(isExploded) {
this.isExploded = isExploded;
this.offsetX = isExploded ? this.explodeX : 0;
this.offsetY = isExploded ? this.explodeY : 0;
this.draw();
}
Wedge.prototype.isPointInside = function(x, y) {
var dx = x - (this.cx + this.offsetX);
var dy = y - (this.cy + this.offsetY);
if (dx * dx + dy * dy > this.rr) {
return (false);
}
var angle = (Math.atan2(dy, dx) + Math.PI * 2) % (Math.PI * 2);
return (angle >= this.startAngle && angle <= this.endAngle);
}
Wedge.prototype.marker = function(pos) {
ctx.beginPath();
ctx.arc(pos.x, pos.y, 3, 0, Math.PI * 2);
ctx.closePath();
ctx.fillStyle = "red";
ctx.fill();
}
function handleMouseDown(e) {
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
clear();
for (var i = 0; i < wedges.length; i++) {
var wedge = wedges[i].wedge;
if (wedge.isPointInside(mouseX, mouseY)) {
wedge.explode(!wedge.isExploded);
}
wedge.draw();
}
}
function handleMouseUp(e) {
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// Put your mouseup stuff here
isDown = false;
}
function handleMouseOut(e) {
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
// Put your mouseOut stuff here
isDown = false;
}
function handleMouseMove(e) {
e.preventDefault();
mouseX = parseInt(e.clientX - offsetX);
mouseY = parseInt(e.clientY - offsetY);
for (var i = 0; i < wedges.length; i++) {
var wedge = wedges[i].wedge;
if (wedge.isPointInside(mouseX, mouseY)) {
wedge.draw("black");
} else {
wedge.draw();
}
}
}
$("#canvas").mousedown(function(e) {
handleMouseDown(e);
});
$("#canvas").mousemove(function(e) {
handleMouseMove(e);
});
$("#canvas").mouseup(function(e) {
handleMouseUp(e);
});
$("#canvas").mouseout(function(e) {
handleMouseOut(e);
});
function clear() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
}
var PI2 = Math.PI * 2;
var cx = 150;
var cy = 150;
var r = 100;
var line = 2;
var stroke = "black";
var wedges = [];
wedges.push({
percent: 18,
fill: "red"
});
wedges.push({
percent: 30,
fill: "blue"
});
wedges.push({
percent: 25,
fill: "green"
});
wedges.push({
percent: 13,
fill: "purple"
});
wedges.push({
percent: 14,
fill: "gold"
});
var rAngle = 0;
for (var i = 0; i < wedges.length; i++) {
var wedge = wedges[i];
var angle = 360 * wedge.percent / 100;
wedge.wedge = new Wedge(cx, cy, r, rAngle, rAngle + angle, wedge.fill, "black", 1);
wedge.wedge.draw();
rAngle += angle;
}
window.onscroll = function(e) {
var BB = canvas.getBoundingClientRect();
offsetX = BB.left;
offsetY = BB.top;
}
body {
background-color: ivory;
}
#canvas {
border: 1px solid red;
}
<script src="https://ajax.googleapis.com/ajax/libs/jquery/1.9.1/jquery.min.js"></script>
<h4>Hover wedge to highlight it<br>Click wedge to explode that wedge</h4>
<canvas id="canvas" width=300 height=300></canvas>

Capturing the mouse coordinates on every step of a jQuery animation

I'm trying to get the mouse coordinates during a jQuery animation, I'm doing this because I'm working on an interactive plug-in which moves the background image inside a div from covercss property to 100% of it's scale when the user go over the element.
I'm near to completing the plug-in but the animation is buggy because it work on the last position of the mouse fired by mousemove event of jQuery.
Does exists some way to avoid the problem?
This is my situation:
$(settings.selector).hover(function (e) {
$(this).bind('mousemove', setFollowMouse);
}, function () {
$(this).unbind('mousemove', setFollowMouse);
zoomOut();
});
var setFollowMouse = function (e) {
var o = {offsetLeft:this.offsetLeft, offsetTop:this.offsetTop};
if (!settings.bg.zooming_in && settings.bg.current_scale != 100) {
settings.bg.zooming_in = true;
zoomIn(e, o);
} else {
followMouse(e, o);
}
}
var zoomIn = function (e, o) {
$({scale:settings.bg.min_perc}).animate ({
scale:100
},{
easing:settings.zoom_in.easing,
duration:settings.zoom_in.duration,
step:function () {
settings.bg.current_scale = this.scale;
followMouse(e, o);
},
complete:function () {
settings.bg.current_scale = 100;
settings.bg.zooming_in = false;
followMouse(e, o);
}
});
}
var followMouse = function (e, o) {
var m_x = e.pageX - o.offsetLeft;
var m_y = e.pageY - o.offsetTop;
settings.bg.perc_pos_x = ((m_x * 100) / (a_w - bg_w)) + '%';
settings.bg.perc_pos_y = ((m_y * 100) / (a_h - bg_h)) + '%';
var bg_w = getScalePercent(settings.bg.width, settings.bg.current_scale);
var a_w = settings.container.width;
var bg_h = getScalePercent(settings.bg.height, settings.bg.current_scale);
var a_h = settings.container.height;
var bpx = - (bg_w - a_w) * m_x / a_w;
var bpy = - (bg_h - a_h) * m_y / a_h;
$(settings.selector).css({
backgroundPosition:bpx + 'px ' + bpy + 'px'
,backgroundSize:bg_w + 'px ' + bg_h + 'px'
});
}
As you see, I use animation to calculate the progressive scaling of the background-image, and trying to calculating it with the follow mouse method, but if I sto moving the mouse, the animation works with the last mousemove event.pageX and Y mouse position.
I've done this because I have problems with make animation method fluid if I trying to rewrite it continuously by with the mouse.
Should I follow some different way to avoid the bug?
forgive my dodgy math; but this should help!
<html>
<head>
<script type="text/javascript" charset="utf-8">
window.onload = function () {
var img = new Image();
img.src = 'http://wallpapers.free-review.net/wallpapers/23/Autumn_Theme_-_Windows_7_Backgrounds.jpg';
var canvas = document.getElementById("canvas1");
canvas.width = img.width;
canvas.height = img.height;
canvas.addEventListener('mousemove', onMouseMove, false);
var ctx = canvas.getContext("2d");
var scale = 0.9;
var scaledwidth = canvas.width * scale;
var scaledheight = canvas.height * scale;
var scaledcenterX = scaledwidth /2;
var scaledcenterY = scaledheight /2;
var animloop = setInterval(function() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.drawImage(img, scaledwidth, scaledheight, canvas.width - scaledcenterX, canvas.height - scaledcenterY, 0, 0, canvas.width, canvas.height);
}, .01);
function onMouseMove(e) {
mouseX = e.clientX - canvas.offsetLeft;
mouseY = e.clientY - canvas.offsetTop;
scale = mouseX/1000;
scaledwidth = canvas.width * scale;
scaledheight = canvas.height * scale;
}
};
</script>
<style>
body {
background: #001;
background-size: cover;
overflow: hidden;
}
#canvas1 {
position: absolute;
top: 0;
left: 0;
padding: 0;
margin: 0;
height: 100% auto;
}
</style>
</head>
<body>
<canvas id="canvas1"></canvas>
</body>
</html>
I've just solved the problem with this simple edit to my code:
var setFollowMouse = function (e) {
settings.mouse.x = e.pageX - this.offsetLeft;
settings.mouse.y = e.pageY - this.offsetTop;
if (!settings.bg.zooming_in && settings.bg.current_scale != 100) {
settings.bg.zooming_in = true;
zoomIn();
} else {
followMouse();
}
}
the old one:
var setFollowMouse = function (e) {
var o = {offsetLeft:this.offsetLeft, offsetTop:this.offsetTop};
if (!settings.bg.zooming_in && settings.bg.current_scale != 100) {
settings.bg.zooming_in = true;
zoomIn(e, o);
} else {
followMouse(e, o);
}
}
this has removed the buggy behavior.

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