Arranged lables for QML pie slices - charts

When some values are small in QML pie chart, slice labels are messed up:
How can I arrange slice labels like this?
Note that this is available in telerik and /or dev components for c#.

I used of #luffy 's comment and with some modification, I reached to following code and result:
import QtQuick 2.4
Rectangle {
id: root
// public
property string fontFamily: "sans-serif"
property int fontPointSize: 9
property double donutHoleSize: 0.4 //0~1
property string title: 'title'
property variant points: []//[['Zero', 60, 'red'], ['One', 40, 'blue']] // y values don't need to add to 100
width: 500
height: 700
// private
onPointsChanged: myCanvas.requestPaint()
Canvas {
id: myCanvas
anchors.fill: parent
property double factor: Math.min(width, height)
Text { // title
text: title
anchors.horizontalCenter: parent.horizontalCenter
font.pixelSize: 0.03 * myCanvas.factor
}
onPaint: {
var context = getContext("2d")
var total = 0 // automatically calculated from points.y
var start = -Math.PI / 2 // Start from vertical. 0 is 3 o'clock and positive is clockwise
var radius = 0.25 * myCanvas.factor
var pixelSize = 0.03 * myCanvas.factor // text
context.font = root.fontPointSize + 'pt ' + root.fontFamily
var i = 0;
for(i = 0; i < points.length; i++) total += points[i][1] // total
context.clearRect(0, 0, width, height) // new points data
//--------------------------------------------------------
var end = 0;
var center = 0;
var angle = 0;
var midSlice = 0;
var point = 0;
var topRightCnt = 0
var bottomRightCnt = 0
var topLeftCnt = 0
var bottomLeftCnt = 0
var itemsPos = []
center = Qt.vector2d(width / 2, height / 2) // center
for(i = 0; i < points.length; i++) {
end = start + 2 * Math.PI * points[i][1] / total // radians
angle = (start + end) / 2 // of line
midSlice = Qt.vector2d(Math.cos((end + start) / 2), Math.sin((end + start) / 2)).times(radius) // point on edge/middle of slice
point = midSlice.times(1 + 1.4 * (1 - Math.abs(Math.cos(angle)))).plus(center) // elbow of line
if(point.x<center.x && point.y<=center.y) {
topLeftCnt++;
itemsPos[i] = "tl"
}
else if(point.x<center.x && point.y>center.y) {
bottomLeftCnt++;
itemsPos[i] = "bl"
}
else if(point.x>=center.x && point.y<=center.y) {
topRightCnt++;
itemsPos[i] = "tr"
}
else {
bottomRightCnt++;
itemsPos[i] = "br"
}
start = end // radians
}
//--------------------------------------------------------
end = 0;
angle = 0;
midSlice = 0;
point = 0;
var itemPosCounterTR = 0;
var itemPosCounterTL = 0;
var itemPosCounterBR = 0;
var itemPosCounterBL = 0;
for(i = 0; i < points.length; i++) {
end = start + 2 * Math.PI * points[i][1] / total // radians
// pie
context.fillStyle = points[i][2]
context.beginPath()
midSlice = Qt.vector2d(Math.cos((end + start) / 2), Math.sin((end + start) / 2)).times(radius) // point on edge/middle of slice
context.arc(center.x, center.y, radius, start, end) // x, y, radius, startingAngle (radians), endingAngle (radians)
context.lineTo(center.x, center.y) // center
context.fill()
// text
context.fillStyle = points[i][2]
angle = (start + end) / 2 // of line
point = midSlice.times(1 + 1.4 * (1 - Math.abs(Math.cos(angle)))).plus(center) // elbow of line
//---------------------------------------------
var textX = 0;
var textY = 0;
var dis = 0;
var percent = points[i][1] / total * 100
var text = points[i][0] + ': ' + (percent < 1? '< 1': Math.round(percent)) + '%' // display '< 1%' if < 1
var textWidth = context.measureText(text).width
var textHeight = 15
var diameter = radius * 2
var topCircle = center.y - radius
var leftCircle = center.x - radius
if(itemsPos[i] === "tr") {
textX = leftCircle + 1.15 * diameter
dis = Math.floor((1.15*radius) / topRightCnt) //Math.floor((height/2) / topRightCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle -(0.15*diameter) + (itemPosCounterTR*dis) + (textHeight/2)
itemPosCounterTR++
}
else if(itemsPos[i] === "br") {
textX = leftCircle + 1.15 * diameter
dis = Math.floor((1.15*radius) / bottomRightCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle+(1.15*diameter) - ((bottomRightCnt-itemPosCounterBR-1)*dis) - (textHeight/2)
itemPosCounterBR++
}
else if(itemsPos[i] === "tl") {
textX = leftCircle - (0.15 * diameter) - textWidth
dis = Math.floor((1.15*radius) / topLeftCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle-(0.15*diameter) + ((topLeftCnt-itemPosCounterTL-1)*dis) + (textHeight/2)
itemPosCounterTL++;
}
else {
textX = leftCircle - (0.15 * diameter) - textWidth //-0.2 * width - textWidth
dis = Math.floor((1.15*radius) / bottomLeftCnt)
dis = (dis < 20 ? 20 : dis)
textY = topCircle+(1.15*diameter) - (itemPosCounterBL*dis) - (textHeight/2)
itemPosCounterBL++
}
//---------------------------------------------
context.fillText(text, textX, textY)
// line
context.lineWidth = 1
context.strokeStyle = points[i][2]
context.beginPath()
context.moveTo(center.x + midSlice.x, center.y + midSlice.y) // center
var endLineX = (point.x < center.x ? (textWidth + 0.5 * pixelSize) : (-0.5 * pixelSize)) + textX;
context.lineTo(endLineX, textY+3)
context.lineTo(endLineX + (point.x < center.x? -1: 1) * ((0.5 * pixelSize)+textWidth), textY+3) // horizontal
context.stroke()
start = end // radians
}
if(root.donutHoleSize > 0) {
root.donutHoleSize = Math.min(0.99, root.donutHoleSize);
var holeRadius = root.donutHoleSize * radius;
context.fillStyle = root.color
context.beginPath()
context.arc(center.x, center.y, holeRadius, 0, 2*Math.PI) // x, y, radius, startingAngle (radians), endingAngle (radians)
//context.lineTo(center.x, center.y) // center
context.fill()
}
}
}
}
And it's result:
Thanks #luffy.

Related

simd_quatF to euler angle

Im trying to convert my quats to euler, but out of x/y/z components, only my X has accurate value and y/z is incorrect :- ( can any1 have a look/help ?
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Double>{
var angles = SIMD3<Double>();
let qfloat = quat.vector
let q = SIMD4<Double>(Double(qfloat.x),Double(qfloat.y),Double(qfloat.z), Double(qfloat.w))
// roll (x-axis rotation)
let sinr_cosp : Double = 2.0 * (q.w * q.x + q.y * q.z);
let cosr_cosp : Double = 1.0 - 2.0 * (q.x * q.x + q.y * q.y);
angles.x = atan2(sinr_cosp, cosr_cosp);
// pitch (y-axis rotation)
let sinp : Double = 2 * (q.w * q.y - q.z * q.x);
if (abs(sinp) >= 1){
angles.y = copysign(Double.pi / 2, sinp); // use 90 degrees if out of range
}
else{
angles.y = asin(sinp);
}
// yaw (z-axis rotation)
let siny_cosp : Double = 2 * (q.w * q.z + q.x * q.y);
let cosy_cosp : Double = 1 - 2 * (q.y * q.y + q.z * q.z);
angles.z = atan2(siny_cosp, cosy_cosp);
return angles;
}
Wiki example converted to swifht.
TIA
My solution would be to let the (SceneKit) library do it:
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
let n = SCNNode()
n.simdOrientation = quat
return n.simdEulerAngles
}
I took a look at and converted it to Swift,
https://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/
It works for me.
func quatToEulerAngles(_ quat: simd_quatf) -> SIMD3<Float>{
var angles = SIMD3<Float>();
let qfloat = quat.vector
// heading = x, attitude = y, bank = z
let test = qfloat.x*qfloat.y + qfloat.z*qfloat.w;
if (test > 0.499) { // singularity at north pole
angles.x = 2 * atan2(qfloat.x,qfloat.w)
angles.y = (.pi / 2)
angles.z = 0
return angles
}
if (test < -0.499) { // singularity at south pole
angles.x = -2 * atan2(qfloat.x,qfloat.w)
angles.y = -(.pi / 2)
angles.z = 0
return angles
}
let sqx = qfloat.x*qfloat.x;
let sqy = qfloat.y*qfloat.y;
let sqz = qfloat.z*qfloat.z;
angles.x = atan2(2*qfloat.y*qfloat.w-2*qfloat.x*qfloat.z , 1 - 2*sqy - 2*sqz)
angles.y = asin(2*test)
angles.z = atan2(2*qfloat.x*qfloat.w-2*qfloat.y*qfloat.z , 1 - 2*sqx - 2*sqz)
return angles
}

cc exited with 256 while using Cairo

using Cairo ;
using Gtk ;
using GLib ;
public class ClockWidget : DrawingArea {
private Time time ;
private int minute_offset ;
private bool dragging ;
public signal void time_changed (int hour, int minute) ;
public ClockWidget () {
add_events (Gdk.EventMask.BUTTON_PRESS_MASK
| Gdk.EventMask.BUTTON_RELEASE_MASK
| Gdk.EventMask.POINTER_MOTION_MASK);
update () ;
Timeout.add (1000, update) ;
set_size_request (100, 100) ;
}
public override bool draw (Cairo.Context cr) {
int y = get_allocated_height () / 2 ;
int x = get_allocated_width () / 2 ;
var radius = double.min (get_allocated_width () / 2,
get_allocated_height () / 2) - 5 ;
// clock back
cr.arc (x, y, radius, 0, 2 * 3.14) ;
cr.set_source_rgb (1, 1, 1) ;
cr.fill_preserve () ;
cr.set_source_rgb (0, 0, 0) ;
cr.stroke () ;
// clock ticks
for (int i = 0; i < 12; i++) {
int inset ;
cr.save () ;
if (i % 3 == 0) {
inset = (int) (0.2 * radius) ;
} else {
inset = (int) (0.1 * radius) ;
cr.set_line_width (0.5 * cr.get_line_width ()) ;
}
cr.move_to (x + (radius - inset) * Math.cos (i * Math.PI / 6),
y + (radius - inset) * Math.sin (i * Math.PI / 6));
cr.line_to (x + radius * Math.cos (i * Math.PI / 6),
y + radius * Math.sin (i * Math.PI / 6));
cr.stroke ();
cr.restore ();
}
// clock hands
var hours = this.time.hour ;
var minutes = this.time.minute + this.minute_offset ;
var seconds = this.time.second ;
/* hour hand: the hour hand is rotated 30 degrees (pi/6r) per hour + 1/2 a degree (pi/360r) per minute */
cr.save () ;
cr.set_line_width (2.5 * cr.get_line_width ()) ;
cr.move_to (x, y) ;
cr.line_to (x + radius / 2 * Math.sin (Math.PI / 6 * hours
+ Math.PI / 360 * minutes),
y + radius / 2 * -Math.cos (Math.PI / 6 * hours
+ Math.PI / 360 * minutes));
cr.stroke ();
cr.restore ();
// minute hand:
// the minute hand is rotated 6 degrees (pi/30 r) per minute
cr.move_to (x, y);
cr.line_to (x + radius * 0.75 * Math.sin (Math.PI / 30 * minutes),
y + radius * 0.75 * -Math.cos (Math.PI / 30 * minutes));
cr.stroke ();
// seconds hand:
// operates identically to the minute hand
cr.save ();
cr.set_source_rgb (1, 0, 0); // red
cr.move_to (x, y);
cr.line_to (x + radius * 0.7 * Math.sin (Math.PI / 30 * seconds),
y + radius * 0.7 * -Math.cos (Math.PI / 30 * seconds));
cr.stroke ();
cr.restore ();
return false ;
}
public override bool button_press_event (Gdk.EventButton event) {
var minutes = this.time.minute + this.minute_offset;
// From
// http://mathworld.wolfram.com/Point-LineDistance2-Dimensional.html
var px = event.x - get_allocated_width () / 2;
var py = get_allocated_height () / 2 - event.y;
var lx = Math.sin (Math.PI / 30 * minutes);
var ly = Math.cos (Math.PI / 30 * minutes);
var u = lx * px + ly * py;
// on opposite side of origin
if (u < 0) {
return false;
}
var d2 = Math.pow (px - u * lx, 2) + Math.pow (py - u * ly, 2);
if (d2 < 25) { // 5 pixels away from the line
this.dragging = true;
print ("got minute hand\n");
}
return false;
}
public override bool button_release_event (Gdk.EventButton event) {
if (this.dragging) {
this.dragging = false;
emit_time_changed_signal ((int) event.x, (int) event.y);
}
return false;
}
public override bool motion_notify_event (Gdk.EventMotion event) {
if (this.dragging) {
emit_time_changed_signal ((int) event.x, (int) event.y);
}
return false;
}
private void emit_time_changed_signal (int x, int y) {
// decode the minute hand
// normalise the coordinates around the origin
x -= get_allocated_width () / 2;
y -= get_allocated_height () / 2;
// phi is a bearing from north clockwise, use the same geometry as
// we did to position the minute hand originally
var phi = Math.atan2 (x, -y);
if (phi < 0) {
phi += Math.PI * 2;
}
var hour = this.time.hour;
var minute = (int) (phi * 30 / Math.PI);
// update the offset
this.minute_offset = minute - this.time.minute;
redraw_canvas ();
time_changed (hour, minute);
}
private bool update () {
// update the time
this.time = Time.local (time_t ());
redraw_canvas ();
return true; // keep running this event
}
private void redraw_canvas () {
var window = get_window ();
if (null == window) {
return;
}
var region = window.get_clip_region ();
// redraw the cairo canvas completely by exposing it
window.invalidate_region (region, true);
window.process_updates (true);
}
static int main (string[] args) {
Gtk.init (ref args);
var window = new Window ();
var clock = new ClockWidget ();
window.add (clock);
window.destroy.connect (Gtk.main_quit);
window.show_all ();
Gtk.main ();
return 0;
}
}
How do I solve it??
This is the error displayed:
/usr/bin/ld: /tmp/ccSTGo5z.o: undefined reference to symbol 'pow##GLIBC_2.2.5'
//lib/x86_64-linux-gnu/libm.so.6: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
error: cc exited with status 256
Compilation failed: 1 error(s), 1 warning(s)
You need to link against libm which is the library which provides the pow() function, which you’re using.
Typically this is achieved by passing -lm in your linker flags. I can’t give a more concrete answer because you haven’t said what build system you’re using.
valac -X -lm --pkg gtk+-3.0 clock_widget.vala
I had to compile it with this code.

Can't make number negative

I have this swift code:
x = Float(arc4random_uniform(30))
y = Float(arc4random_uniform(30))
z = Float(arc4random_uniform(30))
coords.x = 0.00 - x
coords.y = 0.00 - y
coords.z = 0.00 - z
print("\(coords.x) \(coords.y) \(coords.z) xyz")
For some reason it always outputs the numbers as positive, I have also tried:
x = -Float(arc4random_uniform(30))
y = -Float(arc4random_uniform(30))
z = -Float(arc4random_uniform(30))
coords.x = x
coords.y = y
coords.z = z
and...
x = -1 * Float(arc4random_uniform(30))
y = -1 * Float(arc4random_uniform(30))
z = -1 * Float(arc4random_uniform(30))
coords.x = x
coords.y = y
coords.z = z
...and even one more where I had to cast the random number as an Int to multiply it by -1 within the Float cast.
x = Float(-1*Int(arc4random_uniform(30)))
...
The console output is always something like:
24.0 27.0 29.0 xyz
...no negative numbers.
What am I doing wrong?
EDIT
coords is of type MyDict which I created:
class MyDict : NSDictionary {
var x: Float = 0.0
var y: Float = 0.0
var z: Float = 0.0
}
This is how I am printing the values:
print("\(coords.x) \(coords.y) \(coords.z) xyz")
EDIT
MyDict is now:
struct Coords {
var x: Float = 0.0
var y: Float = 0.0
var z: Float = 0.0
}
EDIT
Code for context - this is happening in a loop:
for nodeInnermost in nodeInner.childNodes {
if (nodeInnermost.name?.localizedStandardContains("ship"))! {
print(nodeInnermost.childNodes.first ?? "FIRST DOESNT EXIST")
var seqArray = [fadeOut, fadeIn]
var displacements = [] as Array<Coords>
var count = 0
var coords = Coords()
while count < 5 {
if childCount < 5 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 4 && childCount < 10 {
coords.x = -Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 9 && childCount < 15 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 14 && childCount < 20 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 19 && childCount < 25 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 24 && childCount < 30 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 29 && childCount < 35 {
coords.x = Float(arc4random_uniform(30))
coords.y = Float(arc4random_uniform(30))
coords.z = Float(arc4random_uniform(30))
}
else if childCount > 34 && childCount < 40 {
coords.x = -Float(arc4random_uniform(30))
coords.y = -Float(arc4random_uniform(30))
coords.z = -Float(arc4random_uniform(30))
}
//print("\(x) \(y) \(z) xyz")
displacements.append(coords)
print("\(coords.x) \(coords.y) \(coords.z) xyz")
let moveBy = SCNAction.move(by: SCNVector3Make(coords.x, coords.y, coords.z), duration: 0.5)
seqArray.append(fadeOut)
seqArray.append(moveBy)
seqArray.append(fadeIn)
count+=1
}
while count < 10 {
let moveBy = SCNAction.move(by: SCNVector3Make(displacements[9 - count].x, displacements[9 - count].y, displacements[9 - count].z), duration: 0.5)
seqArray.append(fadeOut)
seqArray.append(moveBy)
seqArray.append(fadeIn)
count+=1
}
let sequence = SCNAction.sequence(seqArray)
let animation = SCNAction.repeatForever(sequence)
nodeInnermost.childNodes.first?.runAction(animation)
}
}
SAMPLE OUTPUT:
https://pastebin.com/Ak1pb6wP
It makes no sense for your MyDict to extend NSDictionary nor should it be a class. Once you make it a proper struct, your code works fine.
struct MyDict {
var x: Float = 0.0
var y: Float = 0.0
var z: Float = 0.0
}
var coords = MyDict()
coords.x = -Float(arc4random_uniform(30))
coords.y = -Float(arc4random_uniform(30))
coords.z = -Float(arc4random_uniform(30))
print("\(coords.x) \(coords.y) \(coords.z) xyz")
Output:
-24.0 -28.0 -4.0 xyz

How to get Sprite pixel alpha information in cocos2d js/c++

I am working on a scratch and win game, I used clipper node for this.
But I want to know the event when whole sprite is clippe?
Is there any other way to know it, plz help me
I solved this issue by using following method:-
I create one rendure texture and add an sprite on it.
I found answer here:- http://discuss.cocos2d-x.org/t/render-texture-get-percentage-of-transparent/21123
here is the code:-
var WINDOW_WIDTH = cc.director.getWinSize().width;
var WINDOW_HEIGHT = cc.director.getWinSize().height;
rt = new cc.RenderTexture(WINDOW_WIDTH, WINDOW_HEIGHT,
sprite.getTexture().getPixelFormat());
rt.setPosition(WINDOW_WIDTH / 2, WINDOW_HEIGHT / 2);
this.addChild(rt, 5);
getPercentageTransparent: function () {
//
var s = rt.getSprite().getContentSize();
var tx = s.width;
var ty = s.height;
var bitsPerPixel = 4 * 8;
var bytesPerPixel = bitsPerPixel / 8;
var bytesPerRow = bytesPerPixel * tx;
var myDataLength = bytesPerRow * ty;
var numberOfPixels = tx * ty;
var numberOfTransparent = 0;
var rawImagePixels = new Uint8Array(myDataLength);
rt.begin();
gl.readPixels(0, 0, tx, ty, gl.RGBA, gl.UNSIGNED_BYTE, rawImagePixels);
rt.end();
var x, y;
for (y = 0; y < ty; y++) {
// just want the last byte (alpha) for each pixel
for (x = 0; x < tx; x++) {
var alpha = rawImagePixels[(y * 4 * tx + ((x * 4) + 3))];
if (alpha < 1) {
numberOfTransparent++;
}
}
}
cc.log("Number of pixels" + numberOfPixels);
cc.log("Number of Trasparent" + numberOfTransparent);
cc.log("percentage " + (numberOfTransparent / numberOfPixels) * 100);
return (numberOfTransparent / numberOfPixels) * 100;
},

(Physics engine for games like Sugar, Sugar) SpriteKit performance optimization for many physics sprites

I'm a iOS game developer and I saw an interesting physics & draw game "Sugar, Sugar" recently. In the game, there are lots of pixel particles (thousands of them) generated from the screen and free falling to the ground. Player can draw any shape of lines, which can guide those particles to certain cups. A image from google:
I'm trying to achieve similar effect using SpriteKit with Swift. Here's what I got:
Then I encounter a performance problem. Once the number of particles > 100. The CPU and energy costs are very high. (I use iPhone 6s). So I believe the Physics Engine in "Sugar, Sugar" is much simpler than the realistic SpriteKit. But I don't know what's the physics engine there and how can I achieve this in SpriteKit?
PS:
I use one single image as texture for all those particles, only loaded once to save performance. I only use SKSpriteNode, no ShapeNode is used for performance reason too.
I have not done a sand sim for a long time so I thought I would create a quick demo for you.
It is done in javascript, left mouse adds sand, right mouse draws lines. Depending on the machine it will handle thousands of grains of sand.
It works by creating an array of pixels, each pixel has a x,y position a delta x,y and a flag to indicate it is inactive (dead). Every frame I clear the display and then add the walls. Then for each pixel I check if there are pixels to the sides or below (depending on the direction of movement) and add sideways slippage, bounce of wall, or gravity. If a pixel has not moved for some time I set it as dead and only draw it to save time on the calculations.
The sim is very simple, the first pixel (grain) will never bump into another because it is drawn with a clear display, pixels can only see pixels created before them. But this works well as they self organize and will not overlap each other.
You can find the logic in the function display, (second function from bottom) there is some code for auto demo, then code for drawing the walls, displaying the walls, getting the pixel data and then doing the sim for each pixel.
Its not perfect (like the game you have mentioned) but it is just a quick hack to show how it is done. Also I made it to big for the inset window so best viewed full page.
/** SimpleFullCanvasMouse.js begin **/
const CANVAS_ELEMENT_ID = "canv";
const U = undefined;
var w, h, cw, ch; // short cut vars
var canvas, ctx, mouse;
var globalTime = 0;
var createCanvas, resizeCanvas, setGlobals;
var L = typeof log === "function" ? log : function(d){ console.log(d); }
createCanvas = function () {
var c,cs;
cs = (c = document.createElement("canvas")).style;
c.id = CANVAS_ELEMENT_ID;
cs.position = "absolute";
cs.top = cs.left = "0px";
cs.width = cs.height = "100%";
cs.zIndex = 1000;
document.body.appendChild(c);
return c;
}
resizeCanvas = function () {
if (canvas === U) { canvas = createCanvas(); }
canvas.width = Math.floor(window.innerWidth/4);
canvas.height = Math.floor(window.innerHeight/4);
ctx = canvas.getContext("2d");
if (typeof setGlobals === "function") { setGlobals(); }
}
setGlobals = function(){ cw = (w = canvas.width) / 2; ch = (h = canvas.height) / 2; }
mouse = (function(){
function preventDefault(e) { e.preventDefault(); }
var mouse = {
x : 0, y : 0, w : 0, alt : false, shift : false, ctrl : false, buttonRaw : 0,
over : false, // mouse is over the element
bm : [1, 2, 4, 6, 5, 3], // masks for setting and clearing button raw bits;
mouseEvents : "mousemove,mousedown,mouseup,mouseout,mouseover,mousewheel,DOMMouseScroll".split(",")
};
var m = mouse;
function mouseMove(e) {
var t = e.type;
m.x = e.offsetX; m.y = e.offsetY;
if (m.x === U) { m.x = e.clientX; m.y = e.clientY; }
m.alt = e.altKey; m.shift = e.shiftKey; m.ctrl = e.ctrlKey;
if (t === "mousedown") { m.buttonRaw |= m.bm[e.which-1]; }
else if (t === "mouseup") { m.buttonRaw &= m.bm[e.which + 2]; }
else if (t === "mouseout") { m.buttonRaw = 0; m.over = false; }
else if (t === "mouseover") { m.over = true; }
else if (t === "mousewheel") { m.w = e.wheelDelta; }
else if (t === "DOMMouseScroll") { m.w = -e.detail; }
if (m.callbacks) { m.callbacks.forEach(c => c(e)); }
e.preventDefault();
}
m.addCallback = function (callback) {
if (typeof callback === "function") {
if (m.callbacks === U) { m.callbacks = [callback]; }
else { m.callbacks.push(callback); }
} else { throw new TypeError("mouse.addCallback argument must be a function"); }
}
m.start = function (element, blockContextMenu) {
if (m.element !== U) { m.removeMouse(); }
m.element = element === U ? document : element;
m.blockContextMenu = blockContextMenu === U ? false : blockContextMenu;
m.mouseEvents.forEach( n => { m.element.addEventListener(n, mouseMove); } );
if (m.blockContextMenu === true) { m.element.addEventListener("contextmenu", preventDefault, false); }
}
m.remove = function () {
if (m.element !== U) {
m.mouseEvents.forEach(n => { m.element.removeEventListener(n, mouseMove); } );
if (m.contextMenuBlocked === true) { m.element.removeEventListener("contextmenu", preventDefault);}
m.element = m.callbacks = m.contextMenuBlocked = U;
}
}
return mouse;
})();
var done = function(){
window.removeEventListener("resize",resizeCanvas)
mouse.remove();
document.body.removeChild(canvas);
canvas = ctx = mouse = U;
L("All done!")
}
resizeCanvas(); // create and size canvas
mouse.start(canvas,true); // start mouse on canvas and block context menu
window.addEventListener("resize",resizeCanvas); // add resize event
var simW = 200;
var simH = 200;
var wallCanvas = document.createElement("canvas");
wallCanvas.width = simW;
wallCanvas.height = simH;
var wallCtx = wallCanvas.getContext("2d");
var bounceDecay = 0.7;
var grav = 0.5;
var slip = 0.5;
var sandPerFrame = 5;
var idleTime = 50;
var pixels = [];
var inactiveCounter = 0;
var demoStarted;
var lastMouse;
var wallX;
var wallY;
function display(){ // Sim code is in this function
var blocked;
var obstructed;
w = canvas.width;
h = canvas.height;
var startX = Math.floor(w / 2) - Math.floor(simW / 2);
var startY = Math.floor(h / 2) - Math.floor(simH / 2);
if(lastMouse === undefined){
lastMouse = mouse.x + mouse.y;
}
if(lastMouse === mouse.x + mouse.y){
inactiveCounter += 1;
}else{
inactiveCounter = 0;
}
if(inactiveCounter > 10 * 60){
if(demoStarted === undefined){
wallCtx.beginPath();
var sy = simH / 6;
for(var i = 0; i < 4; i ++){
wallCtx.moveTo(simW * (1/6) - 10,sy * i + sy * 1);
wallCtx.lineTo(simW * (3/ 6) - 10,sy * i + sy * 2);
wallCtx.moveTo(simW * (5/6) + 10,sy * i + sy * 0.5);
wallCtx.lineTo(simW * (3/6) +10,sy * i + sy * 1.5);
}
wallCtx.stroke();
}
mouse.x = startX * 4 + (simW * 2);
mouse.y = startY * 4 + (simH * 2 )/5;
lastMouse = mouse.x + mouse.y;
mouse.buttonRaw = 1;
}
ctx.setTransform(1,0,0,1,0,0); // reset transform
ctx.globalAlpha = 1; // reset alpha
ctx.clearRect(0,0,w,h);
ctx.strokeRect(startX+1,startY+1,simW-2,simH-2)
ctx.drawImage(wallCanvas,startX,startY); // draws the walls
if(mouse.buttonRaw & 4){ // if right button draw walls
if(mouse.x/4 > startX && mouse.x/4 < startX + simW && mouse.y/4 > startY && mouse.y/4 < startY + simH){
if(wallX === undefined){
wallX = mouse.x/4 - startX
wallY = mouse.y/4 - startY
}else{
wallCtx.beginPath();
wallCtx.moveTo(wallX,wallY);
wallX = mouse.x/4 - startX
wallY = mouse.y/4 - startY
wallCtx.lineTo(wallX,wallY);
wallCtx.stroke();
}
}
}else{
wallX = undefined;
}
if(mouse.buttonRaw & 1){ // if left button add sand
for(var i = 0; i < sandPerFrame; i ++){
var dir = Math.random() * Math.PI;
var speed = Math.random() * 2;
var dx = Math.cos(dir) * 2;
var dy = Math.sin(dir) * 2;
pixels.push({
x : (Math.floor(mouse.x/4) - startX) + dx,
y : (Math.floor(mouse.y/4) - startY) + dy,
dy : dx * speed,
dx : dy * speed,
dead : false,
inactive : 0,
r : Math.floor((Math.sin(globalTime / 1000) + 1) * 127),
g : Math.floor((Math.sin(globalTime / 5000) + 1) * 127),
b : Math.floor((Math.sin(globalTime / 15000) + 1) * 127),
});
}
if(pixels.length > 10000){ // if over 10000 pixels reset
pixels = [];
}
}
// get the canvas pixel data
var data = ctx.getImageData(startX, startY,simW,simH);
var d = data.data;
// handle each pixel;
for(var i = 0; i < pixels.length; i += 1){
var p = pixels[i];
if(!p.dead){
var ind = Math.floor(p.x) * 4 + Math.floor(p.y) * 4 * simW;
d[ind + 3] = 0;
obstructed = false;
p.dy += grav;
var dist = Math.floor(p.y + p.dy) - Math.floor(p.y);
if(Math.floor(p.y + p.dy) - Math.floor(p.y) >= 1){
if(dist >= 1){
bocked = d[ind + simW * 4 + 3];
}
if(dist >= 2){
bocked += d[ind + simW * 4 * 2 + 3];
}
if(dist >= 3){
bocked += d[ind + simW * 4 * 3 + 3];
}
if(dist >= 4){
bocked += d[ind + simW * 4 * 4 + 3];
}
if( bocked > 0 || p.y + 1 > simH){
p.dy = - p.dy * bounceDecay;
obstructed = true;
}else{
p.y += p.dy;
}
}else{
p.y += p.dy;
}
if(d[ind + simW * 4 + 3] > 0){
if(d[ind + simW * 4 - 1] === 0 && d[ind + simW * 4 + 4 + 3] === 0 ){
p.dx += Math.random() < 0.5 ? -slip/2 : slip/2;
}else
if(d[ind + 4 + 3] > 0 && d[ind + simW * 4 - 1] === 0 ){
p.dx -= slip;
}else
if(d[ind - 1] + d[ind - 1 - 4] > 0 ){
p.dx += slip/2;
}else
if(d[ind +3] + d[ind + 3 + 4] > 0 ){
p.dx -= slip/2;
}else
if(d[ind + 1] + d[ind + 1] > 0 && d[ind + simW * 4 + 3] > 0 && d[ind + simW * 4 + 4 + 3] === 0 ){
p.dx += slip;
}else
if(d[ind + simW * 4 - 1] === 0 ){
p.dx += -slip/2;
}else
if(d[ind + simW * 4 + 4 + 3] === 0 ){
p.dx += -slip/2;
}
}
if(p.dx < 0){
if(Math.floor(p.x + p.dx) - Math.floor(p.x) <= -1){
if(d[ind - 1] > 0){
p.dx = -p.dx * bounceDecay;
}else{
p.x += p.dx;
}
}else{
p.x += p.dx;
}
}else
if(p.dx > 0){
if(Math.floor(p.x + p.dx) - Math.floor(p.x) >= 1){
if(d[ind + 4 + 3] > 0){
p.dx = -p.dx * bounceDecay;
}else{
p.x += p.dx;
}
}else{
p.x += p.dx;
}
}
var ind = Math.floor(p.x) * 4 + Math.floor(p.y) * 4 * simW;
d[ind ] = p.r;
d[ind + 1] = p.g;
d[ind + 2] = p.b;
d[ind + 3] = 255;
if(obstructed && p.dx * p.dx + p.dy * p.dy < 1){
p.inactive += 1;
if(p.inactive > idleTime){
p.dead = true;
}
}
}else{
var ind = Math.floor(p.x) * 4 + Math.floor(p.y) * 4 * simW;
d[ind ] = p.r;
d[ind + 1] = p.g;
d[ind + 2] = p.b;
d[ind + 3] = 255;
}
}
ctx.putImageData(data,startX, startY);
}
function update(timer){ // Main update loop
globalTime = timer;
display(); // call demo code
// continue until mouse right down
if (!(mouse.buttonRaw & 2)) { requestAnimationFrame(update); } else { done(); }
}
requestAnimationFrame(update);
/** SimpleFullCanvasMouse.js end **/
* { font-family: arial; }
canvas { image-rendering: pixelated; }
<p>Right click drag to draw walls</p>
<p>Left click hold to drop sand</p>
<p>Demo auto starts in 10 seconds is no input</p>
<p>Sim resets when sand count reaches 10,000 grains</p>
<p>Middle button quits sim</p>