Draw only objects inside canvas - Unity - World Space - user-interface

Hi Stackoverflow community !
Is there any way to render only objects (Panels, Images...) that are "inside" the canvas.
I thought about using objects' position to see if they're inside the canvas rectangle, but the best would be to also render objects partially when a part of them is inside the canvas.
Like if the canvas was used as a "mask" of visibilty.
Thank you in advance every one ! :)
OuiMerci.

As Stud pointed out, there's an easy to use "Mask" component made for the UI system that works like a charm. :)

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camera.lookAt not called when THREE controls are being used

I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.

three js clickable cube texture

I am new on the JavaScript and HTML. I am on learning process. I successfully made a cube and textured it. I also want to add different html link to open pages in "iframe".
I used the example of http://mrdoob.github.com/three.js/examples/canvas_geometry_cube.html
This is what I did http://olcaysahin.com/pages/cube.html
If anyone knows any tutorial or similar approach to make each face clickable, appreciated.
Thanks
Have a look at http://mrdoob.github.com/three.js/examples/canvas_interactive_cubes.html.
The from variable intersects, you can determine which face was clicked on from either the faceIndex or the face normal.

How to make objects snap to a position in html5 canvas?

I'm looking into making a jigsaw game using html5 canvas and JavaScript. I have the images(pieces) in place, and they are draggable, but I'd like the pieces to act like they are on a grid so that when you click and hold while dragging an image it can only be placed on certain tiles within the 3x3 grid.
A similar question was asked on Stack before but the only response pointed to a drupal module and I'm not using drupal. I found one more similar solution online that uses Asp.net but I'm hoping to solve this all on the front-end, and if I have to use some server-side code I only know PHP.
The renderGrid function for canvas it seems, just draws a grid, but doesn't make it functional for snapping objects to certain places.
Does anyone have clues on how to do this?
Use divide/floor down math when setting coordinates. E.g. to space x for each 24 pixels:
var gridx = Math.floor(x/24)*24;

How to rotate 2 images independently on html canvas

I want to show a set of gears using HTML canvas. I've got the following http://jsfiddle.net/jeepstone/RpmuE/ but the little cog rotates around the big cog rather than staying fixed and just rotating. Once I have it fixed I can work out the relative speeds of the cogs but I can't work out why it moves around the main cog.
Any ideas?
Demo
Hah cool idea, the main thing I think causing the issue was a missing restore. A thing to remember is you want to do your translates before the rotations. Otherwise you will translate the canvas, and then rotate the whole canvas thus rotating everything on the context.
Ah ok. That makes sense. Bring on the gearbox!

Region selection in canvas

I'm setting up an experimental html5 website using canvas.
I am drawing 3 circles all next to each other and all I want to know is how to be able to select them.
I'd like them to become links, in a way. Not tags, since everything's gonna be created using javascript.
Something like kinetic JS : http://www.kineticjs.com/, but without the extra library.
I have found some scripts that are using ghost canvas and contexts, but the examples are for dragging and stuff. I only want to be able to select my shape and execute some code.
Thank you!
I am thinking you might want to look into the IsPointInPath() method. It will help you figure out whether or not the mouse clicked on your canvas object.
See Detect mouseover of certain points within an HTML canvas?
if you are talented in xml i suggest you to use canvas + SVG (http://www.w3schools.com/svg/)
And follow this simple example.
http://jsvectoreditor.googlecode.com/svn/trunk/index.html
regarding to SVG and Canvas , the differences are obvious, as you can load bitmaps in SVG, and you can draw lines using the canvas API. However, creating the image may be easier using one technology over the other, depending on whether your graphic is mainly line-based or more image-like.

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