Cannot pitch canvas layer correctly in Mapbox GL JS - mapbox-gl-js

I am moving some code from Leaflet into Mapbox GL JS. I have a 2d animated canvas which is rendered correctly when viewed top-down (pitch 0), rotated (bearing whatever), but is skewed when the pitch isn't zero. I have spent the past few days trying to correct it without much success.
My code needs to be able to convert between screen dimensions and map coordinates. E.g. for a given pixel, what lat-lon results (with map.project([lon, lat]) ). Or for a lat-lon, what pixel does it correspond to (with map.unproject([x,y]) ). When the canvas is rendered with pitch 0, the latitudes are equally spaced (*enough) across the pixels and everything works as desired. The conversions occur correctly.
When pitch is > 0, the coordinate conversions appear to work as expected as well. However, I think Mapbox GL JS takes the canvas, and turns it into a WebGL texture. This texture is then somehow scaled/rotated which turns the previous rectangle canvas into a trapezoid.
I need to be able to include this trapezoid scaling or account for this distortion in the canvas calculations.
Rough Sample
The snippet below is an attempt at replicating what is going on with a far simpler codebase. It's based on https://docs.mapbox.com/mapbox-gl-js/example/canvas-source/. You'll see the circles moving around, turning into ovals at different points and stretching--they should remain circles. This is partly caused by the map.unproject() calls using the screen dimensions, which are used to determine the map bounds. In 2d space, this works well because the screen bounds are identical to the camera view. But I think in 3d space, the screen dimensions are distorted by the camera view, and so the relation is lost between screen--camera--map which causes the skew.
My goal is to either correct the skew, or somehow use the camera properties to create the bounds (and project/unproject), OR there's another way to solve this. Essentially I want what is on the canvas at particular coordinates to stay there and not moved when pitched.
Thank you!
const PITCH = 45; // Change to 0 to see uniform shapes
// Based on https://docs.mapbox.com/mapbox-gl-js/example/canvas-source/
mapboxgl.accessToken = 'pk.eyJ1IjoiYnVzaGZpcmVpbyIsImEiOiJjazU3NGwzNGEwM2QxM2VwcWJ0djk1amFyIn0.DP3giqn33iswMWzlclr9jg';
var map = new mapboxgl.Map({
container: 'map',
zoom: 5,
minZoom: 4,
center: [95.899147, 18.088694],
pitch: PITCH,
style: 'mapbox://styles/mapbox/streets-v11'
});
//Animation from https://javascript.tutorials24x7.com/blog/how-to-draw-animated-circles-in-html5-canvas
var canvas = document.getElementById('canvasID');
var ctx = canvas.getContext('2d');
var circles = [];
var radius = 20;
function Circle(x, y, dx, dy, radius, color) {
this.x = x;
this.y = y;
this.dx = dx;
this.dy = dy;
this.radius = radius;
this.draw = function () {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.strokeStyle = color;
ctx.stroke();
};
this.update = function () {
if (this.x + this.radius > 400 || this.x - this.radius < 0) {
this.dx = -this.dx;
}
if (this.y + this.radius > 400 || this.y - this.radius < 0) {
this.dy = -this.dy;
}
this.x += this.dx;
this.y += this.dy;
this.draw();
};
}
for (var i = 0; i < 5; i++) {
var color =
'#' +
(0x1000000 + Math.random() * 0xffffff).toString(16).substr(1, 6);
var x = Math.random() * (400 - radius * 2) + radius;
var y = Math.random() * (400 - radius * 2) + radius;
var dx = (Math.random() - 0.5) * 2;
var dy = (Math.random() - 0.5) * 2;
circles.push(new Circle(x, y, dx, dy, radius, color));
}
function animate() {
requestAnimationFrame(animate);
ctx.clearRect(0, 0, 400, 400);
for (var r = 0; r < 5; r++) {
circles[r].update();
}
}
animate();
let size = this.map.getContainer();
const nw = map.unproject([0, 0]);
const ne = map.unproject([size.clientWidth, 0]);
const se = map.unproject([size.clientWidth, size.clientHeight]);
const sw = map.unproject([0, size.clientHeight]);
map.on('load', function () {
map.addSource('canvas-source', {
type: 'canvas',
canvas: 'canvasID',
coordinates: [
[nw.lng, nw.lat],
[ne.lng, ne.lat],
[se.lng, se.lat],
[sw.lng, sw.lat],
],
animate: true
});
map.addLayer({
id: 'canvas-layer',
type: 'raster',
source: 'canvas-source'
});
});
body { margin: 0; padding: 0; }
#map { position: absolute; top: 0; bottom: 0; width: 100%; }
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>Canvas Demo</title>
<meta name="viewport" content="initial-scale=1,maximum-scale=1,user-scalable=no">
<link href="https://api.mapbox.com/mapbox-gl-js/v2.3.1/mapbox-gl.css" rel="stylesheet">
<script src="https://api.mapbox.com/mapbox-gl-js/v2.3.1/mapbox-gl.js"></script>
</head>
<body>
<canvas id="canvasID" width="400" height="400">Canvas not supported</canvas>
<div id="map"></div>
</body>
</html>

Related

How can I display some text in the top right corner of a Mapbox map?

It looks to me like labels are meant to be anchored to objects in the map. In this case, I want to display some text on top of the map all of time.
I want it to be in the webgl itself, not an html element on top of it.
There are probably a million different ways to better accomplish your REAL objective, if you'd only state what that is, but anyway, if you're really determined to do what your question states...
Make an image with your text.
Base64 Encode that image.
Initialize the map with preserveDrawingBuffer: true (note, performance will suffer)
Use the following code. Replace the long base64 string with YOUR image. Replace the token with YOUR token.
// TO MAKE THE MAP APPEAR YOU MUST
// ADD YOUR ACCESS TOKEN FROM
// https://account.mapbox.com
mapboxgl.accessToken = 'REPLACEME';
const map = new mapboxgl.Map({
container: 'map', // container ID
// Choose from Mapbox's core styles, or make your own style with Mapbox Studio
style: 'mapbox://styles/mapbox/streets-v11', // style URL
center: [-74.5, 40], // starting position [lng, lat]
zoom: 9, // starting zoom
projection: 'globe', // display the map as a 3D globe,
preserveDrawingBuffer: true
});
map.on('render', () => {
var img, tex, vloc, tloc, vertexBuff, texBuff;
var cvs3d = map.getCanvas();
var ctx3d = cvs3d.getContext("experimental-webgl");
var uLoc;
ctx3d.pixelStorei(ctx3d.UNPACK_FLIP_Y_WEBGL, true);
// create shaders
var vertexShaderSrc = `
attribute vec2 aVertex;
attribute vec2 aUV;
varying vec2 vTex;
uniform vec2 pos;
void main(void) {
gl_Position = vec4(aVertex + pos, 0.0, 1.0);
vTex = aUV;
}`;
var fragmentShaderSrc = `
precision highp float;
varying vec2 vTex;
uniform sampler2D sampler0;
void main(void){
gl_FragColor = texture2D(sampler0, vTex);
}`;
var vertShaderObj = ctx3d.createShader(ctx3d.VERTEX_SHADER);
var fragShaderObj = ctx3d.createShader(ctx3d.FRAGMENT_SHADER);
ctx3d.shaderSource(vertShaderObj, vertexShaderSrc);
ctx3d.shaderSource(fragShaderObj, fragmentShaderSrc);
ctx3d.compileShader(vertShaderObj);
ctx3d.compileShader(fragShaderObj);
var progObj = ctx3d.createProgram();
ctx3d.attachShader(progObj, vertShaderObj);
ctx3d.attachShader(progObj, fragShaderObj);
ctx3d.linkProgram(progObj);
ctx3d.useProgram(progObj);
ctx3d.viewport(0, 0, 64, 64);
vertexBuff = ctx3d.createBuffer();
ctx3d.bindBuffer(ctx3d.ARRAY_BUFFER, vertexBuff);
ctx3d.bufferData(ctx3d.ARRAY_BUFFER, new Float32Array([-1, 1, -1, -1, 1, -1, 1, 1]), ctx3d.STATIC_DRAW);
texBuff = ctx3d.createBuffer();
ctx3d.bindBuffer(ctx3d.ARRAY_BUFFER, texBuff);
ctx3d.bufferData(ctx3d.ARRAY_BUFFER, new Float32Array([0, 1, 0, 0, 1, 0, 1, 1]), ctx3d.STATIC_DRAW);
vloc = ctx3d.getAttribLocation(progObj, 'aVertex');
tloc = ctx3d.getAttribLocation(progObj, 'aUV');
uLoc = ctx3d.getUniformLocation(progObj, 'pos');
var drawImage = function(imgobj, x, y, w, h) {
tex = ctx3d.createTexture();
ctx3d.bindTexture(ctx3d.TEXTURE_2D, tex);
ctx3d.texParameteri(ctx3d.TEXTURE_2D, ctx3d.TEXTURE_MIN_FILTER, ctx3d.NEAREST);
ctx3d.texParameteri(ctx3d.TEXTURE_2D, ctx3d.TEXTURE_MAG_FILTER, ctx3d.NEAREST);
ctx3d.texImage2D(ctx3d.TEXTURE_2D, 0, ctx3d.RGBA, ctx3d.RGBA, ctx3d.UNSIGNED_BYTE, imgobj);
ctx3d.enableVertexAttribArray(vloc);
ctx3d.bindBuffer(ctx3d.ARRAY_BUFFER, vertexBuff);
ctx3d.vertexAttribPointer(vloc, 2, ctx3d.FLOAT, false, 0, 0);
ctx3d.enableVertexAttribArray(tloc);
ctx3d.bindBuffer(ctx3d.ARRAY_BUFFER, texBuff);
ctx3d.bindTexture(ctx3d.TEXTURE_2D, tex);
ctx3d.vertexAttribPointer(tloc, 2, ctx3d.FLOAT, false, 0, 0);
ctx3d.drawArrays(ctx3d.TRIANGLE_FAN, 0, 4);
};
img = new Image();
img.src = 'data:image/png;base64,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';
img.onload = function() {
drawImage(this, 0, 0, 64, 64);
var img2 = new Image();
img2.src = 'data:image/png;base64,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';
img2.onload = function() {
drawImage(img2, 64-16, 64-16, 16, 16); // draw in bottom right corner
}
};
});
Fiddle (you have to change map token in order to see it in action): https://jsfiddle.net/rygj51ca/1/
The above code will render an image of a smiley on the mapbox canvas, bottom left corner, every time the map renders.
If you want text in "the top right corner", then you don't want it in the map at all, you want it over the map.
In that case, the best way is just to use a different HTML element, styled however you like. Along these lines:
<div id="map" />
<div id="text-overlay" style="position: absolute; right: 0; top: 0;>Here's my text</div>

Coordinates from getBoundingClientRect() are off on Ionic 3 app

I am writing an Ionic 3 application to take small pictures.
I am using the Camera Preview plugin to do this:
Then I get the coordinates of the green box using this:
<div id="mask" style="width:100%;height:100px;border:10px solid rgb(125, 255, 0);" *ngIf="!picture"> </div>
var box = document.getElementById("mask");
var rect = box.getBoundingClientRect();
console.log("MASK: "+rect.left+" "+rect.top+" "+rect.width+" "+rect.height)
Then I crop the image using the coordinates I got from the box to get this:
I am using the following code to crop the image:
generateFromImage(img, x, y, w, h, quality: number = 1, callback) {
var canvas: any = document.createElement("canvas");
var image = new Image();
image.src = img;
image.onload = () => {
canvas.width = w;
canvas.height = h;
var ctx = canvas.getContext("2d");
ctx.drawImage(image, x+this.offsetX, y+this.offsetY, w*this.scaleX, h*this.scaleY, 0, 0, w, h);
var dataUrl = canvas.toDataURL('image/jpeg', quality);
callback(dataUrl)
}
}
Where x,y,w,h are the coordinates I got from box.getBoundingClientRect().
As you can see, I had to introduce an offsetX, offsetY, scaleX, scaleY to adjust the coordinates because it was not working.
drawImage() parameters are sx,sy,sw,sh (source box -> coordinates from the original image) and x,y,w,h (destination -> coordinate of the destination image). I do not understand why it is off.
After some trial and error, I found that the following configuration works for my iPhone 8:
offsetX=125
offsetY=48
scaleX=1.7
scaleY=1.4
The Y coordinate difference I suspect that has something to do with the application toolbar. I have no idea why x is off and why using the same w and h on both source and destination does not keep the aspect ratio.
I did not test on another devices but it will most certainly fail because the offsets and scale factors will be different.
Why is it happening? Why do I need to fix the coordinates?
Thanks for your help!
Your main problem is probably that you don't take the CSS scaling into account.
The coordinates we use in drawImage are relative to the image's natural size (i.e, the one of the media, not of the <img>). This means that you can't come from the rendered transform matrix (getBoundingClientRect) to the media's one directly.
You need to first determine the scale that has been applied by CSS, so you can transform your screen space coordinates to the media's space.
var img_bbox = img.getBoundingClientRect();
// the ratio by which our image has been scaled by CSS
var scale_x = img_bbox.width / img.naturalWidth;
var scale_y = img_bbox.height / img.naturalHeight;
// ...then
ctx.drawImage(img,
rect.left / scale_x,
rect.top / scale_y,
rect.width/ scale_x,
rect.height / scale_y,
0,
0,
rect.width,
rect.height
);
Now, you will also have to take into account the difference between the position of your rectangle and the one of your <img>, so e.g x will actually be (rect_bbox.left - img_bbox.left) / scale_x.
One thing you didn't cleared up though, is if you wanted to crop inside, or outside the border, i.e should the border itself be part of the cropped area.
Here is an example which does take the border area too.
onload = crop;
function crop() {
// get the rendered bounding box of our elements
var r_bbox = rect.getBoundingClientRect();
var img_bbox = img.getBoundingClientRect();
// the ratio by which our image has been scaled by CSS
var scale_x = img_bbox.width / img.naturalWidth;
var scale_y = img_bbox.height / img.naturalHeight;
// our output coords
var output = {
x: r_bbox.left - img_bbox.left,
y: r_bbox.top - img_bbox.top,
w: r_bbox.width,
h: r_bbox.height
};
var ctx = canvas.getContext('2d');
canvas.width = output.w;
canvas.height = output.h;
ctx.drawImage(img,
// source
// we need to scale all coords by the CSS scaling
output.x / scale_x,
output.y / scale_y,
output.w / scale_x,
output.h / scale_y,
// destination, to rendered space, no scaling
0,
0,
output.w,
output.h
);
}
img{
width: 200px;
height: 200px;
}
#rect{
position:absolute;
left: 42px;
top: 50px;
width: 100px;
height: 50px;
z-index: 2;
border: 5px solid rgba(0,255,0,.5);
}
*{
vertical-align: top;
}
<img id="img" src="https://upload.wikimedia.org/wikipedia/commons/5/55/John_William_Waterhouse_A_Mermaid.jpg">
<div id="rect"></div>
<canvas id="canvas"></canvas>
And one which takes only what is inside the border-area
onload = crop;
function crop() {
// get the rendered bounding box of our elements
var r_bbox = rect.getBoundingClientRect();
var img_bbox = img.getBoundingClientRect();
// the ratio by which our image has been scaled by CSS
var scale_x = img_bbox.width / img.naturalWidth;
var scale_y = img_bbox.height / img.naturalHeight;
// our output coords
var output = {
// rect.clientLeft is the size of the left border
// so add it to 'x'
x: r_bbox.left - img_bbox.left + rect.clientLeft,
// same as for 'x'
y: r_bbox.top - img_bbox.top + rect.clientTop,
// size of padding box
w: rect.clientWidth,
h: rect.clientHeight
};
var ctx = canvas.getContext('2d');
canvas.width = output.w;
canvas.height = output.h;
ctx.drawImage(img,
output.x / scale_x,
output.y / scale_y,
output.w / scale_x,
output.h / scale_y,
0,
0,
output.w,
output.h
);
}
/* scale our image through CSS */
img{
width: 200px;
height: 200px;
}
#rect{
position:absolute;
left: 42px;
top: 50px;
width: 100px;
height: 50px;
z-index: 2;
border: 5px solid rgba(255,0,0,.5);
background: rgba(0,255,0,.5);
}
*{
vertical-align: top;
}
<img id="img" src="https://upload.wikimedia.org/wikipedia/commons/5/55/John_William_Waterhouse_A_Mermaid.jpg">
<div id="rect"></div>
<canvas id="canvas"></canvas>

How target a movieClip in animate cc in this drag drop code

is there a way to modify this code for animate cc to make object in the stage and interact with it ?
it is a bit of pain to make drag and drop in createjs for animate cc
there is nothing in the web that describe how to do it for animate cc or flash cc even the documentation has nothing to tell about drag and drop in the canvas
//Stage
var stage = new createjs.Stage("demoCanvas");
//VARIABLES
//Drag Object Size
dragRadius = 40;
//Destination Size
destHeight = 100;
destWidth = 100;
//Circle Creation
var label = new createjs.Text("DRAG ME", "14px Lato", "#fff");
label.textAlign="center";
label.y -= 7;
var circle = new createjs.Shape();
circle.graphics.setStrokeStyle(2).beginStroke("black")
.beginFill("red").drawCircle(0,0, dragRadius);
//Drag Object Creation
//Placed inside a container to hold both label and shape
var dragger = new createjs.Container();
dragger.x = dragger.y = 100;
dragger.addChild(circle, label);
dragger.setBounds(100, 100, dragRadius*2, dragRadius*2);
//DragRadius * 2 because 2*r = width of the bounding box
var label2 = new createjs.Text("HERE", "bold 14px Lato", "#000");
label2.textAlign = "center";
label2.x += 50;
label2.y += 40;
var box = new createjs.Shape();
box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
var destination = new createjs.Container();
destination.x = 350;
destination.y = 50;
destination.setBounds(350, 50, destHeight, destWidth);
destination.addChild(label2, box);
//DRAG FUNCTIONALITY =====================
dragger.on("pressmove", function(evt){
evt.currentTarget.x = evt.stageX;
evt.currentTarget.y = evt.stageY;
stage.update(); //much smoother because it refreshes the screen every pixel movement instead of the FPS set on the Ticker
if(intersect(evt.currentTarget, destination)){
evt.currentTarget.alpha=0.2;
box.graphics.clear();
box.graphics.setStrokeStyle(3)
.beginStroke("#0066A4")
.rect(0, 0, destHeight, destWidth);
}else{
evt.currentTarget.alpha=1;
box.graphics.clear(); box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
}
});
//Mouse UP and SNAP====================
dragger.on("pressup", function(evt) {
if(intersect(evt.currentTarget, destination)){
dragger.x = destination.x + destWidth/2;
dragger.y = destination.y + destHeight/2;
dragger.alpha = 1;
box.graphics.clear();
box.graphics.setStrokeStyle(2).beginStroke("black").rect(0, 0, destHeight, destWidth);
stage.update(evt);
}
});
//Tests if two objects are intersecting
//Sees if obj1 passes through the first and last line of its
//bounding box in the x and y sectors
//Utilizes globalToLocal to get the x and y of obj1 in relation
//to obj2
//PRE: Must have bounds set for each object
//Post: Returns true or false
function intersect(obj1, obj2){
var objBounds1 = obj1.getBounds().clone();
var objBounds2 = obj2.getBounds().clone();
var pt = obj1.globalToLocal(objBounds2.x, objBounds2.y);
var h1 = -(objBounds1.height / 2 + objBounds2.height);
var h2 = objBounds2.width / 2;
var w1 = -(objBounds1.width / 2 + objBounds2.width);
var w2 = objBounds2.width / 2;
if(pt.x > w2 || pt.x < w1) return false;
if(pt.y > h2 || pt.y < h1) return false;
return true;
}
//Adds the object into stage
stage.addChild(destination, dragger);
stage.mouseMoveOutside = true;
stage.update();
thanks
I am not exactly sure what you are asking. The demo you showed works fine (looks like it came from this codepen), and it is not clear what you are trying to add. This demo was made directly in code, not with Animate CC - which is really good for building assets, animations, and display list structure, but you should write application code around what gets exported.
There are plenty of documentation and examples online for Drag and Drop, in the EaselJS GitHub, and EaselJS docs:
DragAndDrop demo in GitHub
Live demo on EaselJS demos page
Documentation on pressMove
Tutorial on Mouse Events which includes Drag and Drop
I recommend narrowing down what you are trying to do, show what code or approaches you have tried so far, and posting specific questions here.
Lastly, here is the first part of an ongoing series for working with Animate CC: http://blog.gskinner.com/archives/2015/04/introduction-to-the-flash-cc-html5-canvas-document.html
Cheers.

Drag, drop and shape rotation with Raphael JS

I'm using RaphaelJS 2.0 to create several shapes in a div. Each shape needs to be able to be dragged and dropped within the bounds of the div, independently. Upon double clicking a shape, that shape needs to rotate 90 degrees. It may then be dragged and dropped and rotated again.
I've loaded some code onto fiddler: http://jsfiddle.net/QRZMS/. It's basically this:
window.onload = function () {
var angle = 0;
var R = Raphael("paper", "100%", "100%"),
shape1 = R.rect(100, 100, 100, 50).attr({ fill: "red", stroke: "none" }),
shape2 = R.rect(200, 200, 100, 50).attr({ fill: "green", stroke: "none" }),
shape3 = R.rect(300, 300, 100, 50).attr({ fill: "blue", stroke: "none" }),
shape4 = R.rect(400, 400, 100, 50).attr({ fill: "black", stroke: "none" });
var start = function () {
this.ox = this.attr("x");
this.oy = this.attr("y");
},
move = function (dx, dy) {
this.attr({ x: this.ox + dx, y: this.oy + dy });
},
up = function () {
};
R.set(shape1, shape2, shape3, shape4).drag(move, start, up).dblclick(function(){
angle -= 90;
shape1.stop().animate({ transform: "r" + angle }, 1000, "<>");
});
}
The drag and drop is working and also one of the shapes rotates on double click. However, there are two issues/questions:
How can I attach the rotation onto each shape automatically without having to hard-code each item reference into the rotate method? I.e. I just want to draw the shapes once, then have them all automatically exposed to the same behaviour, so they can each be dragged/dropped/rotated independently without having to explicitly apply that behaviour to each shape.
After a shape has been rotated, it no longer drags correctly - as if the drag mouse movement relates to the original orientation of the shape rather than updating when the shape is rotated. How can I get this to work correctly so that shapes can just be dragged and rotated many times, seamlessley?
Many thanks for any pointers!
I've tried several times to wrap my head around the new transform engine, to no avail. So, I've gone back to first principles.
I've finally managed to correctly drag and drop an object thats undergone several transformations, after trying to work out the impact of the different transformations - t,T,...t,...T,r,R etc...
So, here's the crux of the solution
var ox = 0;
var oy = 0;
function drag_start(e)
{
};
function drag_move(dx, dy, posx, posy)
{
r1.attr({fill: "#fa0"});
//
// Here's the interesting part, apply an absolute transform
// with the dx,dy coordinates minus the previous value for dx and dy
//
r1.attr({
transform: "...T" + (dx - ox) + "," + (dy - oy)
});
//
// store the previous versions of dx,dy for use in the next move call.
//
ox = dx;
oy = dy;
}
function drag_up(e)
{
// nothing here
}
That's it. Stupidly simple, and I'm sure it's occurred to loads of people already, but maybe someone might find it useful.
Here's a fiddle for you to play around with.
... and this is a working solution for the initial question.
I solved the drag/rotate issue by re-applying all transformations when a value changes. I created a plugin for it.
https://github.com/ElbertF/Raphael.FreeTransform
Demo here:
http://alias.io/raphael/free_transform/
As amadan suggests, it's usually a good idea to create functions when multiple things have the same (initial) attributes/properties. That is indeed the answer to your first question. As for the second question, that is a little more tricky.
When a Rapheal object is rotated, so is the coordinate plane. For some reason, dmitry and a few other sources on the web seem to agree that it's the correct way to implement it. I, like you, disagree. I've not managed to find an all round good solution but I did mange to create a work around. I'll briefly explain and then show the code.
Create a custom attribute to store the current state of rotation
Depending on that attribute you decide how to handle the move.
Providing that you are only going to be rotating shapes by 90 degrees (if not it becomes a lot more difficult) you can determine how the coordinates should be manipulated.
var R = Raphael("paper", "100%", "100%");
//create the custom attribute which will hold the current rotation of the object {0,1,2,3}
R.customAttributes.rotPos = function (num) {
this.node.rotPos = num;
};
var shape1 = insert_rect(R, 100, 100, 100, 50, { fill: "red", stroke: "none" });
var shape2 = insert_rect(R, 200, 200, 100, 50, { fill: "green", stroke: "none" });
var shape3 = insert_rect(R, 300, 300, 100, 50, { fill: "blue", stroke: "none" });
var shape4 = insert_rect(R, 400, 400, 100, 50, { fill: "black", stroke: "none" });
//Generic insert rectangle function
function insert_rect(paper,x,y, w, h, attr) {
var angle = 0;
var rect = paper.rect(x, y, w, h);
rect.attr(attr);
//on createion of the object set the rotation position to be 0
rect.attr({rotPos: 0});
rect.drag(drag_move(), drag_start, drag_up);
//Each time you dbl click the shape, it gets rotated. So increment its rotated state (looping round 4)
rect.dblclick(function(){
var pos = this.attr("rotPos");
(pos++)%4;
this.attr({rotPos: pos});
angle -= 90;
rect.stop().animate({transform: "r" + angle}, 1000, "<>");
});
return rect;
}
//ELEMENT/SET Dragger functions.
function drag_start(e) {
this.ox = this.attr("x");
this.oy = this.attr("y");
};
//Now here is the complicated bit
function drag_move() {
return function(dx, dy) {
//default position, treat drag and drop as normal
if (this.attr("rotPos") == 0) {
this.attr({x: this.ox + dx, y: this.oy + dy});
}
//The shape has now been rotated -90
else if (this.attr("rotPos") == 1) {
this.attr({x:this.ox-dy, y:this.oy + dx});
}
else if (this.attr("rotPos") == 2) {
this.attr({x: this.ox - dx, y: this.oy - dy});
}
else if (this.attr("rotPos") == 3) {
this.attr({x:this.ox+dy, y:this.oy - dx});
}
}
};
function drag_up(e) {
}
I can't really think of clear concise way to explain how the drag_move works. I think it's probably best that you look at the code and see how it works. Basically, you just need to work out how the x and y variables are now treated from this new rotated state. Without me drawing lots of graphics I'm not sure I could be clear enough. (I did a lot of turning my head sideways to work out what it should be doing).
There are a few drawbacks to this method though:
It only works for 90degree rotations (a huge amount more calculations would be needed to do 45degrees, nevermind any given degree)
There is a slight movement upon drag start after a rotation. This is because the drag takes the old x and y values, which have been rotated. This isn't a massive problem for this size of shape, but bigger shapes you will really start to notice shapes jumping across the canvas.
I'm assuming the reason that you are using transform is that you can animate the rotation. If this isn't necessary then you could use the .rotate() function which always rotates around the center of the element and so would eliminate the 2nd drawback I mentioned.
This isn't a complete solution, but it should definitely get you going along the correct path. I would be interested to see a full working version.
I've also created a version of this on jsfiddle which you can view here: http://jsfiddle.net/QRZMS/3/
Good luck.
I usually create an object for my shape and write the event handling into the object.
function shape(x, y, width, height, a)
{
var that = this;
that.angle = 0;
that.rect = R.rect(x, y, width, height).attr(a);
that.rect.dblclick(function() {
that.angle -= 90;
that.rect.stop().animate({
transform: "r" + that.angle }, 1000, "<>");
});
return that;
}
In the above, the constructor not only creates the rectangle, but sets up the double click event.
One thing to note is that a reference to the object is stored in "that". This is because the "this" reference changes depending on the scope. In the dblClick function I need to refer to the rect and angle values from my object, so I use the stored reference that.rect and that.angle
See this example (updated from a slightly dodgy previous instance)
There may be better ways of doing what you need, but this should work for you.
Hope it help,
Nick
Addendum: Dan, if you're really stuck on this, and can live without some of the things that Raphael2 gives you, I'd recommend moving back to Raphael 1.5.x. Transforms were just added to Raphael2, the rotation/translation/scale code is entirely different (and easier) in 1.5.2.
Look at me, updating my post, hoping for karma...
If you don't want to use a ElbertF library, you can transform Cartesian Coordinates in Polar Coordinates.
After you must add or remove the angle and transform again in Cartesian Coordinate.
We can see this example with a rect rotate in rumble and moved.
HTML
<div id="foo">
</div>
JAVASCRIPT
var paper = Raphael(40, 40, 400, 400);
var c = paper.rect(40, 40, 40, 40).attr({
fill: "#CC9910",
stroke: "none",
cursor: "move"
});
c.transform("t0,0r45t0,0");
var start = function () {
this.ox = this.type == "rect" ? this.attr("x") : this.attr("cx");
this.oy = this.type == "rect" ? this.attr("y") : this.attr("cy");
},
move = function (dx, dy) {
var r = Math.sqrt(Math.pow(dx, 2) + Math.pow(dy, 2));
var ang = Math.atan2(dy,dx);
ang = ang - Math.PI/4;
dx = r * Math.cos(ang);
dy = r * Math.sin(ang);
var att = this.type == "rect" ? { x: this.ox + dx, y: this.oy + dy} : { cx: this.ox + dx, cy: this.oy + dy };
this.attr(att);
},
up = function () {
};
c.drag(move, start, up);?
DEMO
http://jsfiddle.net/Ef83k/74/
my first thought was to use getBBox(false) to capture the x,y coordinates of the object after transform, then removeChild() the original Raphael obj from the canvas, then redraw the object using the coordinate data from getBBox( false ). a hack but i have it working.
one note though: since the object the getBBox( false ) returns is the CORNER coordinates ( x, y) of the object you need to calculate the center of the re-drawn object by doing ...
x = box['x'] + ( box['width'] / 2 );
y = box['y'] + ( box['height'] / 2 );
where
box = shapeObj.getBBox( false );
another way to solve the same problem

Making paths and images draggable in Raphael js

Is it possible to be able to drag and drop objects other than just circles and rectangles around a page using Raphael js?
I want to add in paths and images which you can then move around but its proving tricky.
I would like to work this out with Raphael because of its support with touch interfaces.
Here is the code
<script>
window.onload = function () {
var R = Raphael(0, 0, "100%", "100%"),
r = R.circle(100, 100, 50).attr({fill: "hsb(0, 1, 1)", stroke: "none", opacity: .5}),
g = R.circle(210, 100, 50).attr({fill: "hsb(.3, 1, 1)", stroke: "none", opacity: .5}),
b = R.circle(320, 100, 50).attr({fill: "hsb(.6, 1, 1)", stroke: "#fff", "fill-opacity": 0, "stroke-width": 0.8, opacity: .5}),
p = R.path("M 250 250 l 0 -50 l -50 0 l 0 -50 l -50 0 l 0 50 l -50 0 l 0 50 z") .attr({fill: "hsb(.8, 1, 1)", stroke: "none", opacity: .5});
var start = function () {
this.ox = this.attr("cx");
this.oy = this.attr("cy");
this.animate({r: 70, opacity: .25}, 500, ">");
},
move = function (dx, dy) {
this.attr({cx: this.ox + dx, cy: this.oy + dy});
},
up = function () {
this.animate({r: 50, opacity: .5}, 500, ">");
};
R.set(r, g, b, p).drag(move, start, up);
};
</script>
The key here (that I found) is to convert the x and y deltas into translate values, which the path object understands.
http://www.nathancolgate.com/post/2946823151/drag-and-drop-paths-in-raphael-js
Effectively the same approach:
var paper = Raphael(10, 50, 320, 200);
var tri = paper.path("M0 0L0 20L25 10L0 0Z").attr("fill", "#ff0");
var rex = paper.rect(10, 20, 50, 50).attr("fill", "#ff0");
var start = function () {
this.odx = 0;
this.ody = 0;
this.animate({"fill-opacity": 0.2}, 500);
},
move = function (dx, dy) {
this.translate(dx - this.odx, dy - this.ody);
this.odx = dx;
this.ody = dy;
},
up = function () {
this.animate({"fill-opacity": 1}, 500);
};
tri.drag(move, start, up);
rex.drag(move, start, up);
As translate is being deprecated in Raphael, I've modified Nathan's answer to work with transform:
var paper = Raphael(10, 50, 320, 200);
var tri = paper.path("M0 0L0 20L25 10L0 0Z").attr("fill", "#ff0");
var start = function () {
this.lastdx ? this.odx += this.lastdx : this.odx = 0;
this.lastdy ? this.ody += this.lastdy : this.ody = 0;
this.animate({"fill-opacity": 0.2}, 500);
},
move = function (dx, dy) {
this.transform("T"+(dx+this.odx)+","+(dy+this.ody));
this.lastdx = dx;
this.lastdy = dy;
},
up = function () {
this.animate({"fill-opacity": 1}, 500);
};
tri.drag(move, start, up);
I'm relatively new to Raphael and came up with this through trial and error, so someone out there might have an explanation of why it works or a cleaner way of doing it ;)
I experimented with this a little while ago, and got it working using the following approach:
Add an initially hidden, styled, absolutely positioned div with a transparent background and suitable border styling to your page, and using jQuery/UI make it draggable.
Add a click event to each of the Rapahel/SVG elements you wish to be draggable, and in this event add code to resize and reposition the div over the element which has just been clicked and then make it visible.
Add code to the div which updates the position of the Raphael element when it is dragged.
I extended this to add resizing capabilities, and this also worked well, but going forward it would be great to see drag, drop and resize capabilities (ideally properly integrated into the library rather than using jQuery) built into Raphael, as these features would open up a whole bunch of possibilities for in-browser designers using pure Raphael.
Try this for non-circles. Circles attributes are different than images, text, etc, I think.
var start = function () {
this.ox = this.attr("x");
this.oy = this.attr("y");
this.animate({r: 70, opacity: .25}, 500, ">");
},
move = function (dx, dy) {
this.attr({x: this.ox + dx, y: this.oy + dy});
},
up = function () {
this.animate({r: 50, opacity: .5}, 500, ">");
};
I would recommend you raphael.draggable library, that makes the trick for you. I used it with a map application that allows the user to use zoom over the map and then drag it.
I had a problem with this library in IE8 because in the function events refering to mousedown, mousemove, etc. IE drops an exception, telling the user that event is null. You can solve it by replacing the event by e and adding e = e || event in the raphael.draggable.js script. This fix doesn't affect other browsers.
So, the method mousemove in the startDragger is:
function startDragger() {
document.onmousemove = function(e) {
e = e || event
if (paper.draggable.current()) {
var transX = e.clientX - lastDragX;
var transY = e.clientY - lastDragY;
paper.draggable.current().translate(transX, transY);
lastDragX = e.clientX;
lastDragY = e.clientY;
}
};
}
And the link:
https://github.com/mephraim/raphael.draggable
Hope this could help you.
it's not that hard if you understand the usual dragging functions Chris Butler gave you.
I use this:
var start = function () {
//storing original coordinates
this.xSource = this.attrs.path[0][1];
this.ySource = this.attrs.path[0][2];
this.xDest = this.attrs.path[1][1];
this.yDest = this.attrs.path[1][2];
this.attr({opacity: 0.5});
},
move = function (dx, dy) {
//move will be called with dx and dy
var xS = this.xSource+dx;
var xD = this.xDest+dx;
var yS = this.ySource+dy;
var yD = this.yDest+dy;
this.attr({path: "M"+ xS +" "+ yS +"L"+ xD +" "+yD});
},
drag = function(){
this.node.drag(this.move,this.start,this.up);
};
You can also know which sort of figure you're dragging in the functions with this.type, so that you can make these functions work for all sort of figures.
In case anyone is still looking for a solution, here's a plugin that scales, rotates and drags all shapes including paths.
https://github.com/ElbertF/Raphael.FreeTransform