Dashed line path following the moving images in D3 - d3.js

Here i'm working on moving images dynamically with random x and y, inside a zooming & dragging SVG. Now I want to append dashed path following these moving images. Similar to the image below:
I found a D3 example, where a dotted path following the mouse. I tried the same code to create a path for one image for the time being. Instead of mouse X & Y coordinates, i used the random X and Y values of moving image.
var pt = [];
pt.push(randomX);pt.push(randomY);
tick(pt);
function tick(pt) {
// push a new data point onto the back
ptdata.push(pt);
// Redraw the path:
path.attr("d", function(d) { return line(d);})
// If more than 100 points, drop the old data pt off the front
if (ptdata.length > npoints) {
ptdata.shift();
}
}
But the result was thick lines displayed in a disorder manner on top of the background image (Grass Texture image). Please check out the FIDDLE and please suggest a way to create dashed line path for the moving images.

First problem: "result was thick lines displayed"
Reason you need to give fill none
.line {
fill: none;
stroke: #000;
stroke-width: 1.5px;
stroke-dasharray: 2,5;
}
You had not given the style for the line.
Second problem: disorder manner on top of the background image
The reason is you running the time interval in a span of 50 millisecond,
but transition to move the image from point 1 to point 2 is 6000 millisecond thus the images are not able to move to its new calculated random position.
In short the anomaly is because you creating new points in 50 milliseconds but want to transition into the new place in 6000 milliseconds, so the points are not able to move to its position.
I have corrected the time interval to create points to 1 second.
Also i have changed the transition time of image to move in 100 milliseconds.
Working code here

Related

gsap Flip.fit svg element not moving to expected coordinates because of { duration: x }

I am confused with gsap's Flip.fit moving to coordinates.
I have a game board with 182 tiles and 182 playing tiles.
The goal
When the user clicks the bag, a random playing tile is selected and is "supposed" to move over the tile on the board.
If you change
Flip.fit(PTILE[tileArray], TILE[tileArray], {duration: 1 , scale: true});
when changing { duration: 0, ... } the move works as expected, however no animation. When duration is above zero, the final location is very random.
codepen
I'm not sure how the duration affects the final position, however, I found a way to get the positions right. That is reset the transform of your PTILE before telling GSAP to do the Flip animation.
// reset transform value
gsap.set(PTILE[tileArray], { transform: "" });
// animate with new transform value
Flip.fit(PTILE[tileArray], TILE[tileArray], {
duration: 1,
scale: true
});
My reason is that PTITLE and TITLE are placed in different <g> tags which means their transform systems are inconsistent. Plus, Flip.fit() will act like gsap.to() with new TITLE position is the to object, GSAP will try to calculate the from object from your original transforms which are already set in the SVG as transform:matrix(). This process, somehow, is messing up. So what I did is give GSAP an exact transform value for the from object, which is empty.
Ok, I found out that Inkscape stores the SVG with inline transforms that threw the animation off. I tried saving in plain or optimised, but still had no luck.
So there are two solutions.
Use SVGOMG an online SVG cleaner.
Use Affinity Designer application which can export and flatten transforms.
The key to rule out other factors is to use relative coordinates and flatten transforms.
I have included a screenshot of Affinity exporting options.
Affinity Export screenshot

Snap SVG animating existing matrix

I use Snap.svg to create a simple card game. I loaded drawed cards from file and moved them to specific location using matrix translate.
It's svg element now looks kinda like this:
<g id="card11" inkscape:label="#g3908" transform="matrix(1.5621,0,0,1.5621,625.1085,529.3716)" cardposition="4" style="visibility: visible;" class="card inhand hand-4 ofplayer1">...</g>
However, now I'm trying to animate them to a specific position (same for all cards) using this:
function animateTo(object, x, y, scaleX, scaleY, time) {
var matrix = object.transform().localMatrix;
var added = new Snap.Matrix();
added.translate(x, y);
added.scale(scaleX, scaleY);
added.add(matrix);
object.animate({transform: added}, time);
}
or something like this:
function animateTo(object, x, y, scaleX, scaleY, time) {
object.animate({transform: "t100,100"}, time);//this one I tried to use to understand how snap animations works
}
And here is my problem - when it animates, it allways first deletes the animation matrix of object and start animate from it's original location with blank matrix (where the object would be without transform attribute).
For example, when I tried:
var matrix = object.transform().localMatrix;
object.animate({transform: matrix}, time);
I expected it will do nothing, but my object blinks to the top left corner (blank matrix) and animates to position where it should stay.
What am I doing wrong? I need to animate that object from some matrix state to another (ideally the same one for every object). Is it somehow possible? Like I can specify start transform attribute somehow?
Thanks.
According to Ian's advice, I've used toTransformString:
object.animate({transform: matrix.toTransformString()}, time);
but of course, I had to use it in previous transformations too using
object.attr({transform: added.toTransformString()});//this
//object.transform(added);//instead of this
However, getting local matrix still works as expected. Animation now works and I can use matrix.translate() - to relative move the object or object.animate({transform: "t100,100"}, time).
I also can modify a,b,c,d,e,f attributes of the matrix directly. (or use transform: "T100,100")
It works!
Thanks!

Hit testing against text shapes

I want to know whether a given point is inside or outside of a text shape. As you will notice in the sample I provided below, hitTest will return true as soon as the point is inside of the TextItem's bounds, and not only if the point is inside of the character itself. (You can experience this behavior best when you place your mouse pointer in the middle of the #)
Sample: Hit-testing against TextItem
I also tried drawing the character based on paths (as Raphaƫl is doing in their font samples) to use the paths itself for hit-testing but stumbled upon some quite strange behavior where (some) characters are not drawn correctly. (If you copy the path definition into a vector image software like Inkscape the text shapes are drawn correctly)
Sample: Drawing text as path
What is the most promising way to find out whether a given point is inside or outside of a text shape?
You can hit-test a text shape (or any other mathematically irregular shape) by texting whether the pixel under the mouse is transparent or not.
You can get the pixel-array for the entire canvas using:
var data=context.getImageData(0,0,canvas.width,canvas.height).data;
Then you can fetch the opacity (alpha) value for the pixel under the mouse like this:
var pixelIsTransparent = data[(mouseY*canvas.width+mouseX)*4+3]==0
If the pixel is not transparent then you're over the text shape.
If you have other non-text drawings on the canvas then those non-text drawings might give false-positives for your hit-tests. A workaround for that is to use a second in-memory canvas containing only your text-shape and then do hit testing against the pixels on that second canvas.
Here's example code and a Demo:
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
var $canvas=$("#canvas");
var canvasOffset=$canvas.offset();
var offsetX=canvasOffset.left;
var offsetY=canvasOffset.top;
ctx.strokeStyle='gray';
ctx.font='300px verdana';
var wasHit=false;
var isHit=false;
draw();
var data=ctx.getImageData(0,0,canvas.width,canvas.height).data;
$("#canvas").mousemove(function(e){handleMouseMove(e);});
function draw(){
ctx.fillStyle=(isHit)?'green':'lightgray';
ctx.fillText("M",25,250);
ctx.strokeText("M",25,250);
}
function handleMouseMove(e){
e.preventDefault();
e.stopPropagation();
mouseX=parseInt(e.clientX-offsetX);
mouseY=parseInt(e.clientY-offsetY);
isHit=(data[(mouseY*cw+mouseX)*4+3]>10)
if(!isHit==wasHit){
draw();
wasHit=isHit;
}
}
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>
<p>Hit test: Move mouse over letter</p>
<canvas id="canvas" width=300 height=300></canvas>
After spending quite some time debugging paper.js code I finally found the solution for this problem.
Instead of using Path you are supposed to use CompoundPath:
A compound path contains two or more paths, holes are drawn where the paths overlap. All the paths in a compound path take on the style of the backmost path and can be accessed through its item.children list.
I also updated the example from above:
http://jsfiddle.net/64v7s6L9/1/

jqplot pointlabels off position in IE9+

In IE9+, the point labels seem to only occupy the 4th quadrant of the chart (as if the entire chart was scaled down) when using jqplotToImageStr. The chart displays normally otherwise (within the page when divs are used for the labels I believe)
Fixed it by adding the css rule:
.jqplot-point-label {
text-align: left;
}
this is because the toimage function has a handler for center aligned text (which is the default), which is causing things to be positioned incorrectly.
The culprit:
if ($(el).css('textAlign') === 'center') {
templeft = left + (canvasWidth - context.measureText(w).width)/2 - transx;
}
In chrome the textAlign property actually comes up as -webkit-center, and is thus ignored.

d3 autospace overlapping tick labels

Is there a way in d3 to not draw overlapping tick labels? For example, if I have a bar chart, but the bars are only 5 pixels wide and the labels are 10 pixels wide, I end up with a cluttered mess. I'm currently working on an implementation to only draw the labels when they do not overlap. I can't find any existing way to do that, but wasn't sure if anyone else had dealt with this problem.
There is no way of doing this automatically in D3. You can set the number of ticks or the tick values explicitly (see the documentation), but you'll have to figure out the respective numbers/values yourself. Another option would be to rotate the labels such that there is less chance of them overlapping.
Alternatively, like suggested in the other answer, you could try using a force layout to place the labels. To clarify, you would use the force layout on the labels only -- this is completely independent of the type of chart. I have done this in this example, which is slightly more relevant than the one linked in the other answer.
Note that if you go with the force layout solution, you don't have to animate the position of the labels. You could simply compute the force layout until it converges and then plot the labels.
I've had a similar problem with multiple (sub-)axis, where the last tick overlaps my vertical axis in some situations (depending on the screen width), so I've just wrote a little function that compares the position of the end of the text label with the position of the next axis. This code is very specific to my use case, but could adapted easily to your needs:
var $svg = $('#svg');
// get the last tick of each of my sub-axis
$('.tick-axis').find('.tick:last-of-type').each(function() {
// get position of the end of this text field
var endOfTextField = $(this).offset().left + $(this).find('text').width();
// get the next vertical axis
var $nextAxis = $('line[data-axis="' + $(this).closest('.tick-axis').attr('data-axis') + '"]');
// there is no axis on the very right, so just use the svg width
var positionOfAxis = ($nextAxis.length > 0) ? $nextAxis.offset().left : $svg.offset().left + $svg.width();
// hide the ugly ones!
if (endOfTextField > positionOfAxis) {
$(this).attr('class', 'tick hide');
}
});
The ticks with color: aqua are the hidden ones:

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