Dashed Line SVG Animation - html

I'm newer to working with SVG animations so I apologize in advanced if there is a straightforward answer to this. With a combination of utilizing Scrollmajic.js and GASP I was able to get the SVG to animate when the user scrolls to a specific position. The issue i'm running into is that the animation converts it from a dashed line to a solid stroke. I've done some research and found that using a mask would be the best way to accomplish this though I'm a bit lost on how to approach this method.
https://codepen.io/ncanarelli/pen/wvaeLNa
js:
$(document).ready(function() {
function pathPrepare ($el) {
var lineLength = $el[0].getTotalLength();
$el.css("stroke-dasharray", lineLength);
$el.css("stroke-dashoffset", lineLength);
}
// init controller
var controller = new ScrollMagic.Controller();
// loop through all elements
$(".svg-animation").each(function() {
var $thePath = $(this).find("path#thePath");
// prepare SVG
pathPrepare($thePath);
// build tween
var tween = new TimelineMax()
.add(TweenMax.to($thePath, 1, {
strokeDashoffset: 0,
ease:Linear.easeNone
}))
// build scene
var scene = new ScrollMagic.Scene({
triggerElement: $(this)[0],
duration: 200,
tweenChanges: true,
reverse: true
})
.setTween(tween)
.addTo(controller)
.addIndicators();
});
});
UPDATE: Updated .js to reflect an .each loop + other modifications. Still having issues with implementing a mask.

Related

HTML 5 wait for drawImage to finish in a Vue SPA

I have been trying to debug something for a week and I now suspect the problem is that the drawImage function does not have time to finish. I have a for loop that composes a canvas element by stitching together two different canvas elements and then add that composedCanvas as a frame to a GIF.js object. The problem I keep running into is that the bottom stitched canvas does not appear or partially appears (the picture below started to draw but did not finish) in my output GIF file. My question is how do I ensure synchronous execution of drawImage in the context of a Vue SPA method. I have experimented with Promise, but I have not gotten it to work. Can anyone explain and help me with this, please?
EDIT : I have tried wrapping my drawImage in a promise and await but it raised type errors.
I managed to get it working by properly wrapping the drawImage step in a separate method and inside a promise the proper way. See the code below for an example of two methods that were the culprits but are now fixed.
async composeCanvas( gif , timeStep , visibleLayers , delayInput) {
const mapCnv = this.getMapCanvas();
await this.updateInfoCanvas( timeStep )
const numberVisibleLayers = visibleLayers.length;
const composedCnv = await this.stitchCanvases( mapCnv , numberVisibleLayers );
gif.addFrame(composedCnv, {copy:false, delay: delayInput});
},
async stitchCanvases( mapCanvas , numberVisibleLayers ) {
return new Promise(( resolve ) => {
var composedCnv = document.createElement('canvas');
var ctx = composedCnv.getContext('2d');
var ctx_w = mapCanvas.width;
var ctx_h = mapCanvas.height + ((numberVisibleLayers - 1) * 30) + 40;
composedCnv.width = ctx_w;
composedCnv.height = ctx_h;
[
{
cnv: mapCanvas,
y: 0
},
{
cnv: this.infoCanvas,
y: mapCanvas.height
}
].forEach( ( n ) => {
ctx.beginPath();
ctx.drawImage(n.cnv, 0, n.y, ctx_w, n.cnv.height);
});
resolve(composedCnv)
})
}

Implementing Three.js SSAOPass in AFrame

I was able to successfully integrate Threejs Effect composer in aframe as a component by exporting everything as THREE.Effectcomposer, THREE.SSAOPass etc. and adding the effect inside a aframe component and i tweaked the AFrame renderer to update the effects in the scene. OutlinePass from threejs worked fine in this code but SSAO is not working and i don't get any errors. Please someone help me figure out the problem. the code for SSAOPass looks like this
AFRAME.registerComponent('ssao', {
init: function () {
this.el.addEventListener('that', evt => this.onEnter());
this.el.addEventListener('mouseleave', evt => this.onLeave());
setTimeout(() => this.el.emit("that"), 2000);
},
onEnter: function () {
const scene = this.el.sceneEl.object3D;
const camera = this.el.sceneEl.camera;
const renderer = this.el.sceneEl.renderer;
const render = renderer.render;
const composer = new THREE.EffectComposer(renderer);
//let renderPass = new THREE.RenderPass(scene, camera);
//let outlinePass = new THREE.OutlinePass(new THREE.Vector2(window.innerWidth, window.innerHeight), scene, camera);
const ssaoPass = new THREE.SSAOPass( scene, camera, window.innerWidth, window.innerHeight );
//composer.addPass(renderPass);
//composer.addPass(outlinePass);
ssaoPass.kernelRadius = 16;
composer.addPass( ssaoPass );
// let objects = [];
// this.el.object3D.traverse(node => {
// if (!node.isMesh) return;
// objects.push(node);
// });
// outlinePass.selectedObjects = objects;
// outlinePass.renderToScreen = true;
// outlinePass.edgeStrength = this.data.strength;
// outlinePass.edgeGlow = this.data.glow;
// outlinePass.visibleEdgeColor.set(this.data.color);
// HACK the AFRAME render method (a bit ugly)
const clock = new THREE.Clock();
this.originalRenderMethod = render;
let calledByComposer = false;
renderer.render = function () {
if (calledByComposer) {
render.apply(renderer, arguments);
} else {
calledByComposer = true;
composer.render(clock.getDelta());
calledByComposer = false;
}
};
},
onLeave: function () {
this.el.sceneEl.renderer.render = this.originalRenderMethod;
},
remove: function () {
this.onLeave();
}
});
I have also created a glitch project which i am sharing here. Please feel free to join and collaborate in my project
Edit link: https://glitch.com/edit/#!/accessible-torpid-partridge
Site link:https://accessible-torpid-partridge.glitch.me
Thanks in advance
The code is correct, all you need is to tweak the exposed SSAOShader uniforms: SSAOPass.kernelRadius, SSAOPass.minDistance, SSAOPass.maxDistance - like in the Three.js example.
Keep in mind - the scale in the example is huge, so the values will need to be different in a default aframe scene.
It's a good idea to be able to dynamically update a component (via setAttribute() if you properly handle updates), so you can see what's going on in realtime. Something like I did here - SSAO in a-frame (also based on Don McCurdys gist.
I've used some basic HTML elements, most threejs examples use dat.GUI - it is made for demo / debug tweaks.

How to integrate a progress bar into angularjs directive with file upload

I need to create a progress bar for file uploads. I know my progress event listener is working. Is there are more "angular way" to be doing this? How can I update the progress bar from inside my event listener?
As a preface, please feel free to correct and critique the general logic flow if it too needs help.
I have this canvas...
<canvas id="progress"></canvas>
I have an angularjs directive that uploads files. I added a progress event listener (only showing relevant parts)...
link: function postLink(scope, element, attrs, ctrl) {
var fileUpload = function (img, file) {
var xhr = new XMLHttpRequest();
xhr.upload.addEventListener("progress", function(e) {
if (e.lengthComputable) {
var percentage = Math.round((e.loaded * 100) / e.total);
// UPDATE THE PROGRESS BAR HERE
}
}, false);
}
element.bind('change', function (evt) {
var files = evt.target.files;
var canvas = document.getElementById("progress"),
context = canvas.getContext("2d");
context.fillStyle = 'lighgray';
context.fillRect(0, 0, 200, 18);
context.moveTo(0, 0);
context.fillStyle = 'darkgray';
context.fillRect(0, 0, 1, 18);
for(var i = 0; i < files.length; i++) {
fileUpload(files, files[i]);
}
}
}
Have a look at Angular UI Bootstrap: http://angular-ui.github.io/bootstrap/
It provides directives for Bootstrap UI elements including the progress bar.
It looks like you'd just have to bind the upload progress value with the bar, and it will automatically update.
(Gotta love two-way data binding.)
take a look at HTML5 progress tag, your code will look like
if (e.lengthComputable) {
var percentage = Math.round((e.loaded * 100) / e.total);
$('progress').val(percentage);
}
I do know it has many problems with compatibility and it looks different in different browsers (though you can fix it using css3: nice example)
in your case you should fill rectangle again and again
if (e.lengthComputable) {
var percentage = e.loaded / e.total;
context.fillRect(0, 0, progressWidth*percentage, 18);
}
I get rid of *100% because you'd better use var progressWidth = 200 when you create context
look this example, it shows better what I mean (and sorry for my English)

Google Maps KMZ file not rendering in IE8 and IE7

I have a web app with a map in it. I've added a nice little custom map control to turn on and off different layers on the map. Currently there are only two layers, and it all works nice and fine in most browsers.
Except for IE8+7. None of the layers are showing on the map when turned on. As far as I can tell the map is loading the kmz/kml files (when preserveViewport is set to false, the map moves to the right location) but they're just not appearing. One layer contains polylines, and the other contains markers. The code I use is below:
function someFunction() {
//code to initialise map etc goes here...
var layers = [];
//Create 1st layer
var exchangeslayer = new google.maps.KmlLayer('http://link.to.file/exchanges.kmz'
suppressInfoWindows: true,
preserveViewport: true
});
layers.push({name: "Exchanges", layer: exchangeslayer});
//Code to create second layer
var nyclayer = new google.maps.KmlLayer('http://www.nyc.gov/html/dot/downloads/misc/cityracks.kml'
suppressInfoWindows: true,
preserveViewport: false
});
layers.push({name: "NY City Tracks", layer: nyclayer});
addCustomLayerControls(layers);
}
function addCustomLayerControls(layers) {
//there is code here that would generate the divs for the custom map control
var container; //container is a div element created via javascript
for (var i = 0; i < layers.length; i++) {
this.addLayerLabelToContainer(layers[i], container);
}
//some more code
}
function addLayerLabelToContainer(layer, container) {
var map; //Assume I get a reference to the map
//some code here to make pretty labels for the map controls...
var layerLabel; // layerLabel is a div element created via javascript
google.maps.event.addDomListener(layerLabel, 'click', function() {
if(layer.layer.map == null) {
layer.layer.setMap(map);
} else {
layer.layer.setMap(null);
}
});
}
So as it turns out my problem related to CSS. One of my stylesheets was applying max-width: 100% to all img tags. This was playing havok with the map markers/polylines.
Its obvious now that I see it, but when you think the problem is to do with the javascript its not so obvious. As such, I'll leave this answer here for anyone else who makes the same mistake as me.
If you modify addLayerLabelToContainer() like this then it works in IE as expected. Verified it loads KMZ correctly in IE 8 and 9.
function addLayerLabelToContainer(layer, container) {
// var map; //Assume I get a reference to the map
//some code here to make pretty labels for the map controls...
var layerLabel; // layerLabel is a div element created via javascript
if(layer.layer.map == null) {
layer.layer.setMap(map);
} else {
layer.layer.setMap(null);
}
}
Don't need to invoke addDomListener(). Also note the API syntax:
addDomListener(instance:Object, eventName:string, handler:Function)
Also minor fix of syntax errors in someFunction as follows:
function someFunction() {
// var map; //assume map is initialised, I've just removed that code
var layers = [];
// see https://developers.google.com/maps/documentation/javascript/layers
//Create 1st layer
var exchangeslayer = new google.maps.KmlLayer(
'http://kml-samples.googlecode.com/svn/trunk/kml/kmz/simple/big.kmz',
{ suppressInfoWindows: true, preserveViewport: true
});
layers.push( {name: "Exchanges", layer: exchangeslayer} );
// ...
addCustomLayerControls(layers);
}

OpenLayers - clear 'map' div

I am using OpenLayers to display dynamically loaded images. The code I am using is:
var map;
function init(strURL) {
map = new OpenLayers.Map('map');
var options = { numZoomLevels: 3,
isBaseLayer: true, };
var graphic = new OpenLayers.Layer.Image(
'City Lights',
strURL + "?sc=page",
new OpenLayers.Bounds(-180, -88.759, 180, 88.759),
new OpenLayers.Size(580, 288),
options
);
// graphic.events.on({
// loadstart: function () {
// OpenLayers.Console.log("loadstart");
// },
// loadend: function () {
// OpenLayers.Console.log("loadend");
// }
// });
var jpl_wms = new OpenLayers.Layer.WMS("NASA Global Mosaic",
"http://t1.hypercube.telascience.org/cgi-bin/landsat7",
{ layers: "landsat7" }, options);
map.addLayers([graphic, jpl_wms]);
map.addControl(new OpenLayers.Control.LayerSwitcher());
map.zoomToMaxExtent();
}
I am calling this function on a button click event and passing the strURL (sources of the images) at that time. The result is, with each click a different image is loaded and displayed on the web page but is not clearing the previous image. So I 5 different images on the webpage are shown with 5 clicks and so on.
My javascript knowledge is limited, so my apologies if this is a stupid question. How to stop this behavior? Thanks for any assistance.
Also, I didn't quite understand the lines:
var jpl_wms = new OpenLayers.Layer.WMS("NASA Global Mosaic",
"http://t1.hypercube.telascience.org/cgi-bin/landsat7",
{ layers: "landsat7" }, options);
But I know these lines are needed since I'm getting js error if I remove them.
So currently you are calling init(strURL) with each button click? Divide that code into two parts:
On page load, create map and layer objects
On button click, just update URL of existing image layer. Image layer has setUrl(url) method for that: http://dev.openlayers.org/apidocs/files/OpenLayers/Layer/Image-js.html#OpenLayers.Layer.Image.setUrl
Here is sample, that should explain it: http://jsfiddle.net/mEHrN/6/
About var jpl_wms = ... - it creates WMS layer, that should display Landsat imagery (but that URL doesn't seem to work). If you remove it, remember also to remove it from map.addLayers:
map.addLayers([graphic]);
Probably this was reason, why you got JS error.