How to import full json model in three.js - json

I'm new to three.js.
We're doing a project and I'm having a trouble in loading JSON model to the index file.
This is what I need.
This is my JSON model code
<html>
<head>
<title>My first Three.js app</title>
<style>
body { margin: 0; }
canvas { width: 100%; height: 100% }
</style>
</head>
<body>
<script src="js/three.js"></script>
<script>
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer( { alpha: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000, 0 ); // the default
document.body.appendChild( renderer.domElement );
camera.position.z = 5;
var render = function (){
renderer.render(scene, camera);
};
render();
</script>
</body>
And This is my JSON model
https://www.dropbox.com/s/ybztwwah9ncp68p/scene.json?dl=0
I exported this several times. So I'm pretty sure there's no problem with the JSON model.
But I'm having the problem on loading this JSON model using THREE.ObjectLoader.
It doesn't work.
This is the code function I used to import the JSON model.
var loader = new THREE.ObjectLoader();
Loader.load("scene.json",function(obj){
scene.add(obj);
});
How can this be corrected? I tried many times.
Any help is appreciated .
Thanks.

var loader = new THREE.JSONLoader();
loader.load( 'scene.json', function (o) {
scene.add(o);
});
*see the small "l" at loader.load
working example: http://threejs.org/examples/webgl_loader_json_claraio.html
if you want to use Object Loader, you must parse your json:
http://threejs.org/docs/api/loaders/ObjectLoader.html

Related

Export Google visualization as picture

I'm trying to convert a wordtree Google visualization to an image. The current code below runs the wordtree so I can see the visual, but I can't figure out the last section to convert to an image or export as an image. (var my_div = section to end)
I have tried changing code from link below, but can't get it to save as an image.
https://developers.google.com/chart/interactive/docs/printing
I'm also doing this inside of jsfiddle.net to try and make this work.
<html>
<head>
<script type="text/javascript" src="https://www.gstatic.com/charts/loader.js"></script>
<script type="text/javascript">
google.charts.load('current'); // Don't need to specify chart libraries!
google.charts.setOnLoadCallback(drawVisualization);
function drawVisualization() {
google.visualization.drawChart({
"containerId": "mywordtree",
"dataSourceUrl": "https://docs.google.com/spreadsheets/d/1vi-YzV7s7eZ25938Q57DbZvT0iqggiCqRvDgxeZtP6c/edit?usp=sharing",
"query":"SELECT A",
"chartType": "WordTree",
"options": {
wordtree: {
format: 'implicit',
//alt type is 'suffix', 'prefix'
type: 'suffix',
word: 'prescription'
}
}
});
}
var my_div = document.getElementById('chart_div');
var my_chart = new google.visualization.ChartType(mywordtree);
google.visualization.events.addListener(my_chart, 'ready', function () {
mywordtree.innerHTML = '<img src="' + my_chart.getImageURI() + '">';
});
my_chart.draw(data);
</script>
</head>
<body style="font-family: Arial;border: 0 none;">
<div id="mywordtree" style="width: 1000px; height: 1000px;"></div>
</body>
</html>
first, in order to generate an image of the chart,
you need to wait for the chart's 'ready' event.
in order to wait for the 'ready' event,
you need access to the chart object.
you will not be able to use the google.visualization.drawChart method,
because it does not return a handle to the chart.
next, the WordTree chart, does not have a method for getImageURI,
so you will need to create the image manually, from a blob.
see following working snippet...
google.charts.load('current').then(function () {
// get chart container
var container = document.getElementById('mywordtree');
// create chart
var chart = new google.visualization.ChartWrapper({
chartType: 'WordTree',
containerId: container.id,
dataSourceUrl: 'https://docs.google.com/spreadsheets/d/1vi-YzV7s7eZ25938Q57DbZvT0iqggiCqRvDgxeZtP6c/edit?usp=sharing',
options: {
wordtree: {
format: 'implicit',
//alt type is 'suffix', 'prefix'
type: 'suffix',
word: 'prescription'
}
}
});
// listen for ready event
google.visualization.events.addListener(chart, 'ready', function () {
var domUrl; // object url
var image; // chart image
var imageUrl; // chart image url
var svg; // svg element
// add svg namespace to chart
svg = container.getElementsByTagName('svg')[0];
svg.setAttribute('xmlns', 'http://www.w3.org/2000/svg');
// create image url from svg
domUrl = window.URL || window.webkitURL || window;
imageUrl = domUrl.createObjectURL(new Blob([svg.outerHTML], {type: 'image/svg+xml'}));
// create chart image
image = new Image();
image.onload = function() {
// replace chart with image
container.innerHTML = image.outerHTML;
}
image.src = imageUrl;
});
// draw chart
chart.draw();
});
<script src="https://www.gstatic.com/charts/loader.js"></script>
<div id="mywordtree"></div>

loader for app.json published from editor

I published a ready-textured model using the editor and then tried to load it with the JSONLoader. whatever i´m trying to resolve that issue (tried the ObjectLoader) - it seems I´m missing an important thing: the model just won´t show up.
<body ontouchstart="">
<script src="js/three.js"></script>
<script src="js/app.js"></script>
<script src="js/TrackballControls.js"></script>
<script src="js/JSONLoader.js"></script>
<script src="js/PerspectiveCamera.js"></script>
<script>
width=window.innerWidth;
height=window.innerHeight;
start();
animate();
function start(){
camera=new THREE.PerspectiveCamera(45,width/height,1,10000);
camera.position.set(0,0,-80);
control=new THREE.TrackballControls(camera);
control.addEventListener("change",render);
scene=new THREE.Scene();
var loader = new THREE.JSONLoader();
loader.load( 'app.json', function ( geometry, materials ) {
var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
loader.onLoadComplete=function(){scene.add( mesh )}
});
renderer=new THREE.WebGLRenderer();
renderer.setClearColor(0xaaaaaa);
renderer.setSize(width,height);
document.body.appendChild(renderer.domElement);
renderer.render(scene,camera);
}
function animate(){
requestAnimationFrame(animate);
control.update();
}
function render(){
renderer.render(scene,camera);
}
</script>
</body>
I guess this is pretty messy copy&paste&trial&error you´re looking at.
This is the app.json-file.
Can someone point me in the right direction?
I've made a box, applied MeshStanardMaterial with a texture, put directional light there and then I did File -> Export Scene. I got a "scene.json" file.
After this in code I loaded the scene with ObjectLoader
var loader = new THREE.ObjectLoader();
loader.load( 'scene.json', function(object){
scene.add(object);
console.log(scene.children);
});
as the result I got a scene with a box and a directional light.
example
And a small remark, in your example code you don't call render() function from animate() function.

How to print a specific extent of an ArcGis Map?

I'm trying to print a specific zone on an Arcgis maps with the JS API (not the extend that is displayed).
I didn't find any method or option to do this so I tried to change the extend and then print the map :
var extent = new esri.geometry.Extent(
-620526.0922336339,
5993991.149960931,
108988.90572005256,
6293624.300838808,
myMap.spatialReference
);
myMap.setExtent(extent, true).then(function() {
console.log('setExtend is finished');
var template = new esri.tasks.PrintTemplate();
template.exportOptions = {
width : 500,
height : 500
};
template.format = 'jpg';
template.layout = 'MAP_ONLY';
var params = new esri.tasks.PrintParameters();
params.map = myMap;
params.template = template;
var printTask = new esri.tasks.PrintTask(urlToThePrintServer);
printTask.execute(params);
});
Since setExtent is asynchonous and return a defered I have to use the 'then' method.
I can see the map moving but the defered doesn't seem to works ... (I don't see the console.log()).
is there another way to print a specific extend of a map ?
if not why is the 'then' method never called ?
(I'm using the 3.12 JS API)
Your code looks good to me, though obviously you didn't post all your JavaScript or any of your HTML. Maybe you're not requiring the modules you need. Or maybe your code is trying to run before the map is loaded, though that's unlikely because as you say, the map does move. Or maybe something else is wrong.
I put a full working example at http://jsfiddle.net/06jtccx0/ . Hopefully you can compare that to what you're doing and figure out what is wrong with your code. Here's the same code for your convenience:
<!DOCTYPE html>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<meta name="viewport" content="initial-scale=1, maximum-scale=1,user-scalable=no"/>
<title>Simple Map</title>
<link rel="stylesheet" href="http://js.arcgis.com/3.13/esri/css/esri.css">
<style>
html, body, #map {
height: 100%;
width: 100%;
margin: 0;
padding: 0;
}
body {
background-color: #FFF;
overflow: hidden;
font-family: "Trebuchet MS";
}
</style>
<script src="http://js.arcgis.com/3.13/"></script>
<script>
var myMap;
var urlToThePrintServer = "http://sampleserver6.arcgisonline.com/arcgis/rest/services/Utilities/PrintingTools/GPServer/Export%20Web%20Map%20Task";
require(["esri/map", "dojo/domReady!"], function(Map) {
myMap = new Map("map", {
basemap: "topo", //For full list of pre-defined basemaps, navigate to http://arcg.is/1JVo6Wd
center: [-122.45, 37.75], // longitude, latitude
zoom: 13
});
myMap.on("load", function(map) {
var extent = new esri.geometry.Extent(
-620526.0922336339,
5993991.149960931,
108988.90572005256,
6293624.300838808,
myMap.spatialReference
);
myMap.setExtent(extent, true).then(function() {
console.log('setExtend is finished');
require([
"esri/tasks/PrintTemplate",
"esri/tasks/PrintParameters",
"esri/tasks/PrintTask"
], function(
PrintTemplate,
PrintParameters,
PrintTask
) {
var template = new PrintTemplate();
template.exportOptions = {
width : 500,
height : 500
};
template.format = 'jpg';
template.layout = 'MAP_ONLY';
var params = new PrintParameters();
params.map = myMap;
params.template = template;
var printTask = new PrintTask(urlToThePrintServer);
printTask.execute(params, function(response) {
console.log("The printed document is at " + response.url);
window.open(response.url);
});
});
});
});
});
</script>
</head>
<body>
<div id="map"></div>
</body>
</html>

move multiple images from one canvas to other canvas

There is an example given at http://www.rgraph.net/blog/2013/january/an-example-of-html5-canvas-drag-n-drop.html
I am not able to add multiple images into canvas 1 and move those added images to canvas 2. Also I should be able to drag(move the added image within canvas 2) those added images in second canvas.
function dragDrop(e, ui) {
// get the drop point (be sure to adjust for border)
var x = parseInt(ui.offset.left - offsetX) - 1;
var y = parseInt(ui.offset.top - offsetY);
// get the drop payload (here the payload is the $tools index)
var theIndex = ui.draggable.data("toolsIndex");
// drawImage at the drop point using the dropped image
ctx.drawImage($tools[theIndex], x, y, 32, 32);
}
http://jsfiddle.net/cyur7/
This jsfiddle link is working fine.
This solution uses the KineticJS library to accomplish your need.
Here is code and a Fiddle: http://jsfiddle.net/m1erickson/bSpBF/
<!DOCTYPE html>
<html>
<head>
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<script src="http://d3lp1msu2r81bx.cloudfront.net/kjs/js/lib/kinetic-v4.5.1.min.js"></script>
<style>
body{ background-color: ivory; padding:10px;}
#container1,#container2{
border:solid 1px #ccc;
margin-top: 10px;
width:300px;
height:100px;
}
#container2{
height:300px;
}
</style>
<script>
$(function(){
var highlightWidth=8;
var stage = new Kinetic.Stage({
container: 'container1',
width: 300,
height: 100
});
var layer = new Kinetic.Layer();
stage.add(layer);
var dropzone = new Kinetic.Stage({
container: 'container2',
width: 300,
height: 300
});
var dropLayer = new Kinetic.Layer();
dropzone.add(dropLayer);
// these must go after the creation of stages & layers
addBackground(stage,layer,dropLayer);
layer.draw();
addBackground(dropzone,dropLayer,layer);
dropLayer.draw();
// get images & then trigger start()
var images={};
var URLs = {
house1: 'https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house204-3.jpg',
house2: 'https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house204-4.jpg',
house3: 'https://dl.dropboxusercontent.com/u/139992952/stackoverflow/house204-1.jpg'
};
loadImages(URLs,start);
function start(){
var house1=kImage(images.house1,10,10,50,50,layer);
var house2=kImage(images.house2,75,10,50,50,layer);
var house3=kImage(images.house3,140,10,50,50,layer);
layer.draw();
}
function swapStagesIfSelected(sourceLayer,destinationLayer,startX,startY){
// get all elements on the source layer
var elements=sourceLayer.get("Image");
// don't let dropped elements fall off the stage
var totalWidth=0;
var maxHeight=-999;
var layerWidth=destinationLayer.getStage().getWidth();
var layerHeight=destinationLayer.getStage().getHeight();
for(var i=0;i<elements.length;i++){
if(elements[i].isSelected){
totalWidth+=elements[i].getWidth();
maxHeight=Math.max(elements[i].getHeight(),maxHeight);
}
}
if(startX+totalWidth>layerWidth){
startX=layerWidth-totalWidth-15;
}
if(startY+maxHeight>layerHeight){
startY=layerHeight-maxHeight-15;
}
// move all selected images
// to the clicked x/y of the destination layer
for(var i=0;i<elements.length;i++){
var element=elements[i];
if(element.isSelected){
var img=element.getImage();
kImage(img,startX,startY,element.getWidth(),element.getHeight(),destinationLayer);
startX+=element.getWidth()+10;
element.remove();
}
}
sourceLayer.draw();
destinationLayer.draw();
}
// build the specified KineticJS Image and add it to the specified layer
function kImage(image,x,y,width,height,theLayer){
var image=new Kinetic.Image({
image:image,
x:x,
y:y,
width:width,
height:height,
strokeWidth:0.1,
stroke:"green",
draggable:true
});
image.myLayer=theLayer;
image.isSelected=false;
image.on("click",function(){
highlight(this);
this.myLayer.draw();
});
image.myLayer.add(image);
return(image);
}
// build a background image and add it to the specified stage
function addBackground(theStage,theLayer,otherLayer){
var background = new Kinetic.Rect({
x: 0,
y: 0,
width: theStage.getWidth(),
height: theStage.getHeight(),
fill: "white",
stroke: "green",
strokeWidth: 1
});
background.on("click",function(){
var pos=theStage.getMousePosition();
var mouseX=parseInt(pos.x);
var mouseY=parseInt(pos.y);
swapStagesIfSelected(otherLayer,theLayer,mouseX,mouseY);
});
theLayer.add(background);
}
///////////// Image loader
function loadImages(URLs, callback) {
var loaded = 0;
var needed = 0;
for(var url in URLs) { needed++; console.log(url); }
for(var url in URLs) {
images[url] = new Image();
images[url].onload = function() {
if(++loaded >= needed) {
callback(images);
}
};
images[url].src = URLs[url];
}
}
///////////// Toggle Highlighting
function highlight(element,setStrokeWidth){
if(setStrokeWidth){
element.setStrokeWidth(setStrokeWidth);
}else{
if(element.getStrokeWidth()>5){
element.setStrokeWidth(0.1);
element.isSelected=false;
}else{
element.setStrokeWidth(highlightWidth);
element.isSelected=true;
}
}
}
}); // end $(function(){});
</script>
</head>
<body>
<p>Click on image(s) to toggle selection</p>
<p>Then click in the other canvas to drop</p>
<div id="container1"></div>
<div id="container2"></div>
<button id="clear">Clear Hightlights</button>
<button id="swap">Swap Selected</button>
</body>
</html>

Loading JSON with Group in canvas with fabric.js

I want to save the objects of the canvas and put them to JSON, but when I do it with a Group, I get the following error:
o.setCoords is not a function in all.js (Zeile 10403), while executing _calcBound() Function on the Rect-Object.
Here my test code:
<script type="text/javascript">
$(document).ready(function() {
var canvas = new fabric.Canvas("pitch_600");
var group = new fabric.Group();
var rect = new fabric.Rect({
width: 100,
height: 200,
left: 10,
top: 50,
fill: 'black'
});
group.add(rect);
canvas.add(group);
var saved = JSON.stringify(canvas.toDatalessJSON());
canvas.clear();
console.debug(saved);
canvas.loadFromJSON(saved);
});
</script>
<canvas id="pitch_600" width="650px" height="454px"></canvas>
On http://tacticboards.xaga.de/test.html You can find a online demo of it.
I hope you can help.