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I'm trying to make a script that will go through the swatches list and will search for a swatch named "Line".
if it will not be found I want to add it but if it already been found I want the script to be ignored.
this is what I did so far, the problem is that if it finds a swatch named "Line" it will create a new pink color for some reason.
var doc = app.activeDocument;
for (i = 0; i < doc.swatches.length; i++)
{
if (doc.swatches[i].name != "Line")
{
var newSpot = doc.spots.add();
var newColor = new CMYKColor();
newColor.cyan = 100;
newColor.magenta = 100;
newColor.yellow = 100;
newColor.black = 100;
newSpot.name = "Line";
newSpot.colorType = ColorModel.SPOT;
newSpot.color = newColor;
}
}
You can try to pick the color by its name first and create a new color only if there is the error:
var doc = app.activeDocument;
try { var color = doc.swatches.getByName('Line') }
catch(e) {
var newColor = new CMYKColor();
newColor.cyan = 100;
newColor.magenta = 100;
newColor.yellow = 100;
newColor.black = 100;
var newSpot = doc.spots.add();
newSpot.name = 'Line';
newSpot.colorType = ColorModel.SPOT;
newSpot.color = newColor;
}
I'm trying to make a sketch in which a sprite animation appears when I click on another sprite. It appears on the middle of the screen and it should be able to be pushed by the mouse which also has a sprite attached to it.
As soon as I want to add the appearing-onMousePressed sprites to a group or to the mouseBlock.displace(), I get an error saying "Uncaught Error: overlap can only be checked between sprites or groups". I don't understand what I'm doing wrong. Is it because the sprites are created through a function? Or is my order of things wrong? Please help me.
var movingBlocks;
var mouseBlock;
var bb1;
var b1;
function preload() {
mouseBlock = loadImage('mouse.png');
}
function setup() {
createCanvas(windowWidth, windowHeight);
mouseBlock = createSprite(200,200);
mouseBlock.addAnimation('normal', 'mouse.png');
movingBlocks = new Group()
var b1 = createSprite(windowWidth-200,100);
b1.addAnimation('normal', 'stamps/static/BB1/1BuildingBlock0000.png','stamps/static/BB1/1BuildingBlock0001.png','stamps/static/BB1/1BuildingBlock0002.png','stamps/static/BB1/1BuildingBlock0003.png','stamps/static/BB1/1BuildingBlock0004.png','stamps/static/BB1/1BuildingBlock0005.png','stamps/static/BB1/1BuildingBlock0006.png','stamps/static/BB1/1BuildingBlock0007.png','stamps/static/BB1/1BuildingBlock0008.png','stamps/static/BB1/1BuildingBlock0009.png','stamps/static/BB1/1BuildingBlock0010.png','stamps/static/BB1/1BuildingBlock0009.png','stamps/static/BB1/1BuildingBlock0008.png','stamps/static/BB1/1BuildingBlock0007.png','stamps/static/BB1/1BuildingBlock0006.png','stamps/static/BB1/1BuildingBlock0005.png','stamps/static/BB1/1BuildingBlock0004.png','stamps/static/BB1/1BuildingBlock0003.png','stamps/static/BB1/1BuildingBlock0002.png','stamps/static/BB1/1BuildingBlock0001.png','stamps/static/BB1/1BuildingBlock0000.png');
b1.scale = 0.15;
b1.onMousePressed= function() {
var bb1 = createSprite(windowWidth/2,windowHeight/2);
bb1.addAnimation('normal', 'stamps/move/BB1Move/1BBMove0000.png','stamps/move/BB1Move/1BBMove0001.png','stamps/move/BB1Move/1BBMove0002.png','stamps/move/BB1Move/1BBMove0003.png','stamps/move/BB1Move/1BBMove0004.png','stamps/move/BB1Move/1BBMove0005.png','stamps/move/BB1Move/1BBMove0006.png','stamps/move/BB1Move/1BBMove0007.png','stamps/move/BB1Move/1BBMove0008.png','stamps/move/BB1Move/1BBMove0009.png','stamps/move/BB1Move/1BBMove0010.png','stamps/move/BB1Move/1BBMove0009.png','stamps/move/BB1Move/1BBMove0008.png','stamps/move/BB1Move/1BBMove0007.png','stamps/move/BB1Move/1BBMove0006.png','stamps/move/BB1Move/1BBMove0005.png','stamps/move/BB1Move/1BBMove0004.png','stamps/move/BB1Move/1BBMove0003.png','stamps/move/BB1Move/1BBMove0002.png','stamps/move/BB1Move/1BBMove0001.png','stamps/move/BB1Move/1BBMove0000.png');
tint(255,127);
bb1.scale = 0.4;
}
// movingBlocks.add(bb1);
}
function draw() {
background(240,240,240);
mouseBlock.position.x = mouseX;
mouseBlock.position.y = mouseY;
mouseBlock.scale=0.3;
// mouseBlock.displace(bb1);
drawSprites();
}
I've found it! I needed to change things about the order of my code. The place where I add a sprite to a group had to be relocated and then I could say mouseBlock.displace(movingBlocks);
var movingBlocks;
var mouseBlock;
var bb1;
var b1;
function preload() {
mouseBlock = loadImage('mouse.png');
}
function setup() {
createCanvas(windowWidth, windowHeight);
mouseBlock = createSprite(200,200);
mouseBlock.addAnimation('normal', 'mouse.png');
movingBlocks = new Group()
var b1 = createSprite(windowWidth-200,100);
b1.addAnimation('normal', 'stamps/static/BB1/1BuildingBlock0000.png','stamps/static/BB1/1BuildingBlock0001.png','stamps/static/BB1/1BuildingBlock0002.png','stamps/static/BB1/1BuildingBlock0003.png','stamps/static/BB1/1BuildingBlock0004.png','stamps/static/BB1/1BuildingBlock0005.png','stamps/static/BB1/1BuildingBlock0006.png','stamps/static/BB1/1BuildingBlock0007.png','stamps/static/BB1/1BuildingBlock0008.png','stamps/static/BB1/1BuildingBlock0009.png','stamps/static/BB1/1BuildingBlock0010.png','stamps/static/BB1/1BuildingBlock0009.png','stamps/static/BB1/1BuildingBlock0008.png','stamps/static/BB1/1BuildingBlock0007.png','stamps/static/BB1/1BuildingBlock0006.png','stamps/static/BB1/1BuildingBlock0005.png','stamps/static/BB1/1BuildingBlock0004.png','stamps/static/BB1/1BuildingBlock0003.png','stamps/static/BB1/1BuildingBlock0002.png','stamps/static/BB1/1BuildingBlock0001.png','stamps/static/BB1/1BuildingBlock0000.png');
b1.scale = 0.15;
b1.onMousePressed= function() {
var bb1 = createSprite(windowWidth/2,windowHeight/2);
bb1.addAnimation('normal', 'stamps/move/BB1Move/1BBMove0000.png','stamps/move/BB1Move/1BBMove0001.png','stamps/move/BB1Move/1BBMove0002.png','stamps/move/BB1Move/1BBMove0003.png','stamps/move/BB1Move/1BBMove0004.png','stamps/move/BB1Move/1BBMove0005.png','stamps/move/BB1Move/1BBMove0006.png','stamps/move/BB1Move/1BBMove0007.png','stamps/move/BB1Move/1BBMove0008.png','stamps/move/BB1Move/1BBMove0009.png','stamps/move/BB1Move/1BBMove0010.png','stamps/move/BB1Move/1BBMove0009.png','stamps/move/BB1Move/1BBMove0008.png','stamps/move/BB1Move/1BBMove0007.png','stamps/move/BB1Move/1BBMove0006.png','stamps/move/BB1Move/1BBMove0005.png','stamps/move/BB1Move/1BBMove0004.png','stamps/move/BB1Move/1BBMove0003.png','stamps/move/BB1Move/1BBMove0002.png','stamps/move/BB1Move/1BBMove0001.png','stamps/move/BB1Move/1BBMove0000.png');
tint(255,127);
bb1.scale = 0.4;
movingBlocks.add(bb1);
// mouseBlock.displace(bb1);
}
}
function draw() {
background(240,240,240);
mouseBlock.position.x = mouseX;
mouseBlock.position.y = mouseY;
mouseBlock.scale=0.3;
// for(var i=0; i<allSprites.length;i++){
// var block1 = allSprites[i];
// }
mouseBlock.displace(movingBlocks);
drawSprites();
}
So I am using this npm package: node-stl
And its working great. However the regexp syntax, mathematics and geometrical calculations are somewhat confusing to me. Especially all at the same time.
Basically what I want to achieve is to extend the script to calculate the bounding box of the STL.
Here is the main file that calculates the volume and weight of the STL being parsed/read.
var fs = require('fs');
// Vertex
function Vertex (v1,v2,v3) {
this.v1 = Number(v1);
this.v2 = Number(v2);
this.v3 = Number(v3);
}
// Vertex Holder
function VertexHolder (vertex1,vertex2,vertex3) {
this.vert1 = vertex1;
this.vert2 = vertex2;
this.vert3 = vertex3;
}
// transforming a Node.js Buffer into a V8 array buffer
function _toArrayBuffer (buffer) {
var
ab = new ArrayBuffer(buffer.length),
view = new Uint8Array(ab);
for (var i = 0; i < buffer.length; ++i) {
view[i] = buffer[i];
}
return ab;
}
// calculation of the triangle volume
// source: http://stackoverflow.com/questions/6518404/how-do-i-calculate-the-volume-of-an-object-stored-in-stl-files
function _triangleVolume (vertexHolder) {
var
v321 = Number(vertexHolder.vert3.v1 * vertexHolder.vert2.v2 * vertexHolder.vert1.v3),
v231 = Number(vertexHolder.vert2.v1 * vertexHolder.vert3.v2 * vertexHolder.vert1.v3),
v312 = Number(vertexHolder.vert3.v1 * vertexHolder.vert1.v2 * vertexHolder.vert2.v3),
v132 = Number(vertexHolder.vert1.v1 * vertexHolder.vert3.v2 * vertexHolder.vert2.v3),
v213 = Number(vertexHolder.vert2.v1 * vertexHolder.vert1.v2 * vertexHolder.vert3.v3),
v123 = Number(vertexHolder.vert1.v1 * vertexHolder.vert2.v2 * vertexHolder.vert3.v3);
return Number(1.0/6.0)*(-v321 + v231 + v312 - v132 - v213 + v123);
}
// parsing an STL ASCII string
function _parseSTLString (stl) {
var totalVol = 0;
// yes, this is the regular expression, matching the vertexes
// it was kind of tricky but it is fast and does the job
var vertexes = stl.match(/facet\s+normal\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+outer\s+loop\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+endloop\s+endfacet/g);
vertexes.forEach(function (vert) {
var preVertexHolder = new VertexHolder();
vert.match(/vertex\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s+([-+]?\b(?:[0-9]*\.)?[0-9]+(?:[eE][-+]?[0-9]+)?\b)\s/g).forEach(function (vertex, i) {
var tempVertex = vertex.replace('vertex', '').match(/[-+]?[0-9]*\.?[0-9]+/g);
var preVertex = new Vertex(tempVertex[0],tempVertex[1],tempVertex[2]);
preVertexHolder['vert'+(i+1)] = preVertex;
});
var partVolume = _triangleVolume(preVertexHolder);
totalVol += Number(partVolume);
})
var volumeTotal = Math.abs(totalVol)/1000;
return {
volume: volumeTotal, // cubic cm
weight: volumeTotal * 1.04 // gm
}
}
// parsing an STL Binary File
// (borrowed some code from here: https://github.com/mrdoob/three.js/blob/master/examples/js/loaders/STLLoader.js)
function _parseSTLBinary (buf) {
buf = _toArrayBuffer(buf);
var
headerLength = 80,
dataOffset = 84,
faceLength = 12*4 + 2,
le = true; // is little-endian
var
dvTriangleCount = new DataView(buf, headerLength, 4),
numTriangles = dvTriangleCount.getUint32(0, le),
totalVol = 0;
for (var i = 0; i < numTriangles; i++) {
var
dv = new DataView(buf, dataOffset + i*faceLength, faceLength),
normal = new Vertex(dv.getFloat32(0, le), dv.getFloat32(4, le), dv.getFloat32(8, le)),
vertHolder = new VertexHolder();
for(var v = 3; v < 12; v+=3) {
var vert = new Vertex(dv.getFloat32(v*4, le), dv.getFloat32((v+1)*4, le), dv.getFloat32( (v+2)*4, le ) );
vertHolder['vert'+(v/3)] = vert;
}
totalVol += _triangleVolume(vertHolder);
}
var volumeTotal = Math.abs(totalVol)/1000;
return {
volume: volumeTotal, // cubic cm
weight: volumeTotal * 1.04 // gm
}
}
// NodeStl
// =======
// > var stl = NodeStl(__dirname + '/myCool.stl');
// > console.log(stl.volume + 'cm^3');
// > console.log(stl.weight + 'gm');
function NodeStl (stlPath) {
var
buf = fs.readFileSync(stlPath),
isAscii = true;
for (var i=0, len=buf.length; i<len; i++) {
if (buf[i] > 127) { isAscii=false; break; }
}
if (isAscii)
return _parseSTLString(buf.toString());
else
return _parseSTLBinary(buf);
}
module.exports = NodeStl;
If anyone could help me with this it would be great. I know and it feels like it simple. That I just need to know max/min of the different directions(x,y,z) and could then calculate the bounding box.
But I do not understand what the max/min for x,y and z is here. Please answer if you have an idea.
I've made a new branch https://github.com/johannesboyne/node-stl/tree/boundingbox could you please verify whether the applied algorithm works?
Best,
Johannes
Edit: If the branch is stable -> works I'll push it into v.0.1.0 (don't know why it is still 0.0.1)
I am getting the values of the properties of an object(top,width...) as an object is being scaled/moved by using this function :
canvas.on('object:scaling', onObjectModification);
canvas.on('object:moving', onObjectModification);
canvas.on('object:rotating', onObjectModification);
function onObjectModification(e) {
var activeObject = e.target;
var reachedLimit = false;
objectLeft = activeObject.left,
objectTop = activeObject.top,
objectWidth = activeObject.width,
objectHeight = activeObject.height,
canvasWidth = canvas.width,
canvasHeight = canvas.height;
}
How can I get the same for each object that are being moved as a group? I need the values to be constantly changing as the object:scaling event provide.
I know of the event selection:created but I am lost how to use that to attain what I want. Any help from you guys would be highly appreciated.
Thanks
during object scaling width and height will not change. They will be the same all the time, just scaleX and scaleY will change.
You have to write a function that will iterate on possibile group sub objects.
canvas.on('object:scaling', onObjectModification);
canvas.on('object:moving', onObjectModification);
canvas.on('object:rotating', onObjectModification);
function onObjectModification(e) {
var activeObject = e.target;
if (!activeObject) {
return;
}
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var reachedLimit = false;
var objectLeft = activeObject.left;
var objectTop = activeObject.top;
// this provide scaled height and width
var objectWidth = activeObject.getWidth();
var objectHeight = activeObject.getHeight();
if (activeObject._objects) {
objs = activeObject._objects;
for (var i= 0; i < objs.length; i++) {
var obj = objs[i];
var objWidth = activeObject.getWidth() * activeObject.scaleX;
var objHeight = activeObject.getHeight() * activeObject.scaleY;
}
}
}
I'm referring to the official example on Phaser.io site, but have copied it here for reference below. What I want, and repeatedly fail to achieve is that the moving (with keyboard keys) starfield sprite would not collide with other vegies sprites.
I did go through the docs and looked here on SO and their forum, and it seems that the solutions should be easy enough; to just put the following code in the update() function:
game.world.bringToTop(sprite);
But, for some reason this is not working for me, so please tell me what I'm doing wrong.
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });
function preload() {
game.load.image('sky', 'assets/skies/sky4.png');
game.load.image('starfield', 'assets/misc/starfield.jpg');
game.load.spritesheet('veggies', 'assets/sprites/fruitnveg64wh37.png', 64, 64);
}
var sprite;
var cursors;
var veggies;
function create() {
game.add.image(0, 0, 'sky');
// Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);
// Make things a bit more bouncey
game.physics.p2.defaultRestitution = 0.8;
// Add a sprite
sprite = game.add.tileSprite(300, 450, 200, 50, 'starfield');
// Enable if for physics. This creates a default rectangular body.
game.physics.p2.enable(sprite);
veggies = game.add.group();
veggies.enableBody = true;
veggies.physicsBodyType = Phaser.Physics.P2JS;
var vegFrames = [ 1, 3, 4, 8 ];
for (var i = 0; i < 10; i++)
{
var veg = veggies.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.pick(vegFrames));
veg.body.setCircle(26);
}
text = game.add.text(20, 20, 'move with arrow keys', { fill: '#ffffff' });
cursors = game.input.keyboard.createCursorKeys();
}
function update() {
sprite.body.setZeroVelocity();
game.world.bringToTop(veggies);
if (cursors.left.isDown)
{
sprite.body.moveLeft(400);
sprite.tilePosition.x -= 8;
}
else if (cursors.right.isDown)
{
sprite.body.moveRight(400);
sprite.tilePosition.x += 8;
}
if (cursors.up.isDown)
{
sprite.body.moveUp(400);
sprite.tilePosition.y -= 8;
}
else if (cursors.down.isDown)
{
sprite.body.moveDown(400);
sprite.tilePosition.y += 8;
}
}
edit: Solution which worked in the end thanks to SirSandman's answer:
var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.image('stars', 'assets/misc/starfield.jpg');
game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32);
game.load.image('panda', 'assets/sprites/spinObj_01.png');
game.load.image('sweet', 'assets/sprites/spinObj_06.png');
}
var ship;
var starfield;
var cursors;
function create() {
// Enable P2
game.physics.startSystem(Phaser.Physics.P2JS);
// Turn on impact events for the world, without this we get no collision callbacks
game.physics.p2.setImpactEvents(true);
game.physics.p2.restitution = 0.8;
// Create our collision groups. One for the player, one for the pandas
var playerCollisionGroup = game.physics.p2.createCollisionGroup();
var pandaCollisionGroup = game.physics.p2.createCollisionGroup();
// This part is vital if you want the objects with their own collision groups to still collide with the world bounds
// (which we do) - what this does is adjust the bounds to use its own collision group.
game.physics.p2.updateBoundsCollisionGroup();
starfield = game.add.tileSprite(0, 0, 800, 600, 'stars');
starfield.fixedToCamera = true;
var pandas = game.add.group();
pandas.enableBody = true;
pandas.physicsBodyType = Phaser.Physics.P2JS;
for (var i = 0; i < 4; i++)
{
var panda = pandas.create(game.world.randomX, game.world.randomY, 'panda');
panda.body.setRectangle(40, 40);
// Tell the panda to use the pandaCollisionGroup
panda.body.setCollisionGroup(pandaCollisionGroup);
// Pandas will collide against themselves and the player
// If you don't set this they'll not collide with anything.
// The first parameter is either an array or a single collision group.
panda.body.collides(pandaCollisionGroup);
panda.body.velocity.x = 500;
panda.body.velocity.y = 500;
}
// Create our ship sprite
ship = game.add.sprite(200, 200, 'ship');
ship.scale.set(2);
ship.smoothed = false;
ship.animations.add('fly', [0,1,2,3,4,5], 10, true);
ship.play('fly');
game.physics.p2.enable(ship, false);
ship.body.setCircle(28);
ship.body.fixedRotation = true;
// Set the ships collision group
ship.body.setCollisionGroup(playerCollisionGroup);
// The ship will collide with the pandas, and when it strikes one the hitPanda callback will fire, causing it to alpha out a bit
// When pandas collide with each other, nothing happens to them.
game.camera.follow(ship);
cursors = game.input.keyboard.createCursorKeys();
}
function hitPanda(body1, body2) {
// body1 is the space ship (as it's the body that owns the callback)
// body2 is the body it impacted with, in this case our panda
// As body2 is a Phaser.Physics.P2.Body object, you access its own (the sprite) via the sprite property:
body2.sprite.alpha -= 0.1;
}
function update() {
ship.body.setZeroVelocity();
if (cursors.left.isDown)
{
ship.body.moveLeft(200);
}
else if (cursors.right.isDown)
{
ship.body.moveRight(200);
}
if (cursors.up.isDown)
{
ship.body.moveUp(200);
}
else if (cursors.down.isDown)
{
ship.body.moveDown(200);
}
if (!game.camera.atLimit.x)
{
starfield.tilePosition.x += (ship.body.velocity.x * 16) * game.time.physicsElapsed;
}
if (!game.camera.atLimit.y)
{
starfield.tilePosition.y += (ship.body.velocity.y * 16) * game.time.physicsElapsed;
}
}
function render() {
game.debug.text('Collide with the Pandas!', 32, 32);
}
I P2 you have to set the Collisiongroups in contrast to arcarde.
I think you have to set a collisiongroup for the sprite like that:
var veggCollisionGroup = game.physics.p2.createCollisionGroup();
and then define with which other groups this group shell collide like that in the Loop:
veggies.body.setCollisionGroup(veggCollisionGroup);
veggies.body.collides(veggCollisionGroup);
And then the your tilesprite should collide with your other tilesprites.
Source:
http://phaser.io/examples/v2/p2-physics/collision-groups
if i should be wrong you will find your answer in the examples. :)