How to know that fitToView() has finished completely - autodesk-forge

I want to know that fitToView() finished completely.
Some program procedures do not work after fitToView() without setTimeout().
For example, the following code not work.
const dbid = [1141]
this.viewer.select(dbid)
this.viewer.fitToView(dbid, viewer.model)
zoom() //This will not work
//code from:
function zoom (){
var nav = viewer.navigation
var pos = nav.getPosition()
var target = nav.getTarget()
var viewdir = new THREE.Vector3()
viewdir.subVectors (pos, target).normalize()
// zooms out by 100 along the view direction
viewdir.multiplyScalar (1000)
pos.add(viewdir)
nav.setPosition(pos)
}
The following code work well.
this.viewer.fitToView(dbid, viewer.model)
setTimeout(function(){
zoom() //This will work fine
}, 2000)
However, I don't want to use the setTimeout as much as possible.
Is there a way to know that fitToView () is finished completely?

If you use version 3.2.1 of the viewer a new event Autodesk.Viewing.CAMERA_TRANSITION_COMPLETED, it will be fired while following transitions are finished:
Go Home transition
Focus / Fit to View transition
Restore State transition
Named Views transition
Any other camera transitions
// Hook the event
viewer.addEventListener(Autodesk.Viewing.CAMERA_TRANSITION_COMPLETED, function(){
console.log('camera is no longer moving');
});
// Trigger an action that will move the camera and fire the event
viewer.fitToView();
You can see more about the Viewer Version changes here.
https://developer.autodesk.com/en/docs/viewer/v2/overview/changelog/3.2.1/

Related

How to get loop animation progress in scripts (Spark AR)

I need to get loop animation progress (and looped) information (if it will be in patch editor, it 's the outputs). But I can't find this information on documentation. How can I get needed information?
For "looped" you can use onAfterIteration event on the TimeDriver:
https://sparkar.facebook.com/ar-studio/learn/documentation/reference/classes/animationmodule.timedriver
For progress, unfortunately there isn't a progress available on the TimeDriver, but you can use a multiTrigger event listener on the animation signal. Depending on what exactly you are trying to achieve, there are a few different ways of doing it:
https://sparkar.facebook.com/ar-studio/learn/documentation/reference/classes/reactivemodule.scalarsignal
For example:
//setup your animation
const Animation = require('Animation');
let driver = Animation.timeDriver({durationMilliseconds:1000, loopCount:Infinity});
let sampler = Animation.samplers.linear(0,1);
let animation = Animation.animate(driver, sampler);
//add listener for "looped" to the driver
driver.onAfterIteration().subscribe(function(e){
//do stuff on here...
});
//add listener for progress to the animation signal
//this will trigger when the animation signal goes above .5
animation.multiTrigger(.5).subscribe(function(e){
//do stuff here...
})

Wrong code in tutorial for event listeners

I am following this tutorial to build a store locator page with a Mapbox map.
I don't want to add custom markers because I already have custom map labels (symbols?), which means I don't need the optional last section of the tutorial and stop right after Add Event Listeners.
Once this is completed, the page should react to clicks in the side panel list, as well as on the map (2 event listeners). However, in the demo provided in the tutorial for that particular step, you can tell the code for the second event listener, the one making the map clickable, is not functioning, which makes me believe there is a mistake in the provided code:
// Add an event listener for when a user clicks on the map
map.on('click', function(e) {
// Query all the rendered points in the view
var features = map.queryRenderedFeatures(e.point, { layers: ['locations'] });
if (features.length) {
var clickedPoint = features[0];
// 1. Fly to the point
flyToStore(clickedPoint);
// 2. Close all other popups and display popup for clicked store
createPopUp(clickedPoint);
// 3. Highlight listing in sidebar (and remove highlight for all other listings)
var activeItem = document.getElementsByClassName('active');
if (activeItem[0]) {
activeItem[0].classList.remove('active');
}
// Find the index of the store.features that corresponds to the clickedPoint that fired the event listener
var selectedFeature = clickedPoint.properties.address;
for (var i = 0; i < stores.features.length; i++) {
if (stores.features[i].properties.address === selectedFeature) {
selectedFeatureIndex = i;
}
}
// Select the correct list item using the found index and add the active class
var listing = document.getElementById('listing-' + selectedFeatureIndex);
listing.classList.add('active');
}
});
Would anyone be able to tell what is wrong with this code?
Turns out the code is incomplete in that the cursor doesn't change to a pointer as you hover over a map label/marker so it doesn't clue you into realising you can click on it, hence my assumption it wasn't working at all. I assume the general users who would then face the map would be equally deceived unless the pointer shows up. So in the tutorial, if you do go ahead and click the marker, it will have the expected behaviour and display the popup, although no pointer is shown.
Here is how to create the pointer, based on this fiddle: https://jsfiddle.net/Twalsh88/5j70wm8n/25/
map.on('mouseenter', 'locations', function(e) {
// Change the cursor style as a UI indicator.
map.getCanvas().style.cursor = 'pointer';
});
map.on('mouseleave', 'locations', function() {
map.getCanvas().style.cursor = '';
});

RxJS/Drag-and-drop: Drag event is triggered on mousedown in Chrome; why?

I trying to achieve drag and drop functionality using RxJS. It works, almost, but the drag event gets triggered on mousedown, and I don't understand why.
Here's simplified version of the code, I'm listening on document just to make the example easier.
const down = Rx.Observable.fromEvent(document, 'mousedown');
const up = Rx.Observable.fromEvent(document, 'mouseup');
const move = Rx.Observable.fromEvent(document, 'mousemove');
const drag = down.switchMap(() => move.takeUntil(up).take(1));
const dragging = drag.switchMap(() => move.takeUntil(up));
const drop = drag.switchMap(() => up.take(1));
down, up, dragging and drop works as expected, but drag gets triggered directly on mousedown, why?
JSBin:
http://jsbin.com/rafurudofe/1/edit?js,console,output
Edit:
Seems like it works as expected in IE, but not in Chrome.

verify when a clipAction animation finished playing in three.js

I’ve made an animated mesh in Blender containing two animations clips that I named intro and idle. I’ve export it with the Blender exporter in JSON. Everything works great. I can toggle which animation I want to play. My problem is that I want to play the first animation entirely and then switch to the second animation that I’ll set to loop.
Here is the parts of the code I use for the JSON and animation part :
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load('models/feuille(19fevrier).json',
function (geometry, materials) {
mesh = new THREE.SkinnedMesh(geometry,
new THREE.MeshLambertMaterial({
skinning: true
}));
mixer = new THREE.AnimationMixer(mesh);
action.intro = mixer.clipAction(geometry.animations[ 0 ]);
action.idle = mixer.clipAction(geometry.animations[ 1 ]);
action.intro.setEffectiveWeight(1);
action.idle.setEffectiveWeight(1);
action.intro.enabled = true;
action.idle.enabled = true;
action.intro.setLoop(THREE.LoopOnce, 0);
scene.add(mesh);
scene.traverse(function(children){
objects.push(children);
});
action.intro.play();
});
What I was looking for is a function that tells me that the action is complete, somethings like onComplete event when a clipAction finished playing. I found this response on the three.js GitHub :
mesh.mixer.addEventListener('finished',function(e){
// some code
});
It seems to work but I don’t really understand the addEventListener in that context and neither what function(e) means.
There is the link of the code I found on GitHub
addEventListener is part of the standard JavaScript dispatchEvent/addEventListener concept for handling events. The three.js Animation subsystem dispatches an event whenever the animation is finished. From AnimationAction.js:
this._mixer.dispatchEvent( {
type: 'finished', action: this,
direction: deltaTime < 0 ? -1 : 1
} );
As you can see, the e event argument provides you with the complete AnimationAction object (e.action), as well as an integer representing the direction of the animation (e.direction).
Do not feel discouraged by the fact that this is undocumented behavior (three.js has grown a lot faster than Mr Doob could ever properly document). Make use of the available functionality, but do keep an eye open for possible changes in feature releases.

browser response on dragover - html5 drag and drop

I am using html5 drag and drop.
When I drag an image or link from any given webpage, the browser-window is recognizing the dragover event.
For example dragging an image over a browser tab, makes the browser switching the window. Same works for example with dragging links to bookmarks.
Now when I drag my custom draggable element, there is no reaction from the browser. Is there a way to change this behavior?
I don't understand what you want to achieve, but it seems that you want to make something happens when you move your custom element outside the document or the window.
You should try binding a handler with a dragleave or something like that. Here is an example from another question:
var dropTarget = $('.dropTarget'),
html = $('html'),
showDrag = false,
timeout = -1;
html.bind('dragenter', function () {
dropTarget.addClass('dragging');
showDrag = true;
});
html.bind('dragover', function(){
showDrag = true;
});
html.bind('dragleave', function (e) {
showDrag = false;
clearTimeout( timeout );
timeout = setTimeout( function(){
if( !showDrag ){ dropTarget.removeClass('dragging'); }
}, 200 );
});
I think that could work for you, but for further help you should extend your issue's description.
Also I ll leave some HTML5 drag and drop docs here