three.js get double clicked 3d object - object

Ciao, I am trying to accomplish this: I would be able to know wich 3d object is double clicked in my scene, and animate camera position to bring the object in the center of the screen.
I tried without success to adapt the interactive cubes example that uses raycaster and projector...
http://www.gioblu.com/GiO/web/solarsystem/index_backup
As you can see you can navigate in space and change camera position with right and left mouse button. I would be able to come back to initial camera position (earth in the center of the screen) with a double click on the planet.

Why didn't you had success by adapting the example? What errors are occuring? Did you mean this example?
Because raycaster and projector is the way you are looking for.
First of all you need an eventListener for the ondblclick Event on your container. In the event function you can copy&paste from the linked example:
1) Saving mouse coordinates
mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1;
mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1;
2) Project coordinates to world system via the camera and create a ray
var vector = new THREE.Vector3( mouse.x, mouse.y, 1 );
projector.unprojectVector( vector, camera );
raycaster.set( camera.position, vector.sub( camera.position ).normalize() );
3) Check if the double clicked element is your planet
var intersects = raycaster.intersectObject( "your_planet" );
if ( intersects.length > 0 ) {
reset your camera
}
Hope this helps!

Related

Calculating the correct width to resize image to display in a CListCtrl

At the moment I am having to fudge my code like this:
CRect rcList;
m_ListThumbnail.GetClientRect(rcList);
rcList.DeflateRect(25, 25);
// Use monitor 1 to work out the thumbnail sizes
CRect rcMonitor = m_monitors.rcMonitors.at(0);
m_iThumbnailWidth = rcList.Width();
double dHt = ((double)rcMonitor.Height() / (double)rcMonitor.Width()) * (double)m_iThumbnailWidth;
m_iThumbnailHeight = (int)dHt;
I fudge it by deflating the rectangle by 25. m_ListThumbnail is a CListCtrl and I am trying to render my thumbnails so that I do not need a horizontal scroll bar.
When I render the thumbnails of the monitors, I attempt to massage these thumbnail values (incomplete):
nWidth = m_iThumbnailWidth;
double dHt = ((double)rcCapture.Height() / (double)rcCapture.Width()) * (double)m_iThumbnailWidth;
nHeight = (int)dHt;
if (nHeight > m_iThumbnailHeight)
{
AfxMessageBox(L"Need to investigate!");
}
Where rcCapture is the size of the monitor.
If I remove the DeflateRect line, my window displays like this:
As you can see, it is note as I expected. There is a horizontal scroll bar and I have to resize quite a bit to see the thumbnail:
All I want to compute is a set of thumbnail dimensions so that the scaled down monitor image is going to fit in the CListCtrl. I don't really want the user to have to resize the window.
Update
With my adjusted code which now uses the primary monitor aspect ratio to work out the thumbnail sizes (as added above) renders the app with better whitespace:
That was the reason of the extra space at the bottom because the monitors were 16:9 and I was squishing into 4:3. So that is fixed.
But as you can see, using the CListCtrl client width is not sufficient.
Update
This is the rendering code:
// Set the mode first!
SetStretchBltMode(dcImage, COLORONCOLOR);
int iTop = (m_iThumbnailHeight - nHeight) / 2;
// Copy (and resize)
bRet = ::StretchBlt(dcImage, 0, iTop,
nWidth,
nHeight,
dcScreen.m_hDC,
rcCapture.left,
rcCapture.top,
rcCapture.Width(),
rcCapture.Height(), SRCCOPY | CAPTUREBLT);
The control renders the icon with a margin. When I used GetItemPosition function it indicated that the x value was 21. This is why my DeflateRect(25, 25) worked. But I don;t know how the CListCtrl computed that margin value.
Eventually I found out how to do this without deflating, by using the SetIconSpacing function. Like this:
m_ListThumbnail.SetIconSpacing(
CSize(m_iThumbnailWidth, ::GetSystemMetrics(SM_CXHSCROLL)));
Once the above has been done the window looks like this:
Things might be a little different when there are 3 or 4 monitor thumbnails, thus causing a vertical scroll bar. But I only have two monitors to test with.

Different wallpaper for each monitor in a multi-monitor setup in Windows 10

There are a number of questions and answers about setting wallpapers programmatically on multi-monitor setups in Windows, but I'm asking specifically for Windows 10 (and maybe Windows 8) because it seems to work differently from all the explanations I found.
Raymond Chen has an article "How do I put a different wallpaper on each monitor?" (https://devblogs.microsoft.com/oldnewthing/?p=25003), also quoted in Monitors position on Windows wallpaper. The core concepts is that Windows places the top-left corner of the provided bitmap at the top-left corner of the primary monitor, and wraps around to fill any desktop space to the left and/or above that. I understand that, I wrote a little program using that knowledge, and it works beautifully in Windows 7.
How it works: I create a bitmap that conceptually covers the whole desktop space, as the user sees it. I draw the contents of each monitor to that bitmap in its appropriate position (the program is written in C++ using VCL, but the principle remains the same in other programming environments):
TRect GetMonitorRect_WallpaperCoords(int MonitorNum)
{
Forms::TMonitor *PrimaryMonitor = Screen->Monitors[0];
Forms::TMonitor *Monitor = Screen->Monitors[MonitorNum];
// Get the rectangle in desktop coordinates
TRect Rect(Monitor->Left, Monitor->Top, Monitor->Left + Monitor->Width, Monitor->Top + Monitor->Height);
// Convert to wallpaper coordinates
Rect.Left += PrimaryMonitor->Left - Screen->DesktopLeft;
Rect.Top += PrimaryMonitor->Top - Screen->DesktopTop;
Rect.Right += PrimaryMonitor->Left - Screen->DesktopLeft;
Rect.Bottom += PrimaryMonitor->Top - Screen->DesktopTop;
return Rect;
}
std::unique_ptr<Graphics::TBitmap> CreateWallpaperBitmap_WallpaperCoords()
{
std::unique_ptr<Graphics::TBitmap> Bmp(new Graphics::TBitmap);
Bmp->PixelFormat = pf24bit;
Bmp->Width = Screen->DesktopWidth;
Bmp->Height = Screen->DesktopHeight;
// Draw background (not that we really need it: it will never be visible)
Bmp->Canvas->Brush->Style = bsSolid;
Bmp->Canvas->Brush->Color = clBlack;
Bmp->Canvas->FillRect(TRect(0, 0, Bmp->Width, Bmp->Height));
for (int MonitorNum = 0; MonitorNum < Screen->MonitorCount; ++MonitorNum)
{
TDrawContext DC(Bmp->Canvas, GetMonitorRect_WallpaperCoords(MonitorNum));
DrawMonitor(DC);
}
return Bmp;
}
(The draw context uses a coordinate translation rect so that the code int DrawMonitor function can draw in a rectangle like (0, 0, 1920, 1080) without having to wonder where in the full bitmap it is drawing, and with a clip rect so that DrawMonitor can not accidentally draw outside of the monitor it's drawing on).
Then I convert that bitmap to an image that will properly wrap around when placed at the top-left corner of the primary monitor (as Raymond Chen describes in his article):
std::unique_ptr<Graphics::TBitmap> ConvertWallpaperToDesktopCoords(std::unique_ptr<Graphics::TBitmap> &Bmp_WallpaperCoords)
{
std::unique_ptr<Graphics::TBitmap> Bmp_DesktopCoords(new Graphics::TBitmap);
Bmp_DesktopCoords->PixelFormat = Bmp_WallpaperCoords->PixelFormat;
Bmp_DesktopCoords->Width = Bmp_WallpaperCoords->Width;
Bmp_DesktopCoords->Height = Bmp_WallpaperCoords->Height;
// Draw Bmp_WallpaperCoords to Bmp_DesktopCoords at four different places to account for all
// possible ways Windows wraps the wallpaper around the left and bottom edges of the desktop
// space
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft, Screen->DesktopTop, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft + Screen->DesktopWidth, Screen->DesktopTop, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft, Screen->DesktopTop + Screen->DesktopHeight, Bmp_WallpaperCoords.get());
Bmp_DesktopCoords->Canvas->Draw(Screen->DesktopLeft + Screen->DesktopWidth, Screen->DesktopTop + Screen->DesktopHeight, Bmp_WallpaperCoords.get());
return Bmp_DesktopCoords;
}
Then I install that bitmap as a wallpaper by writing the appropriate values in the registry and calling SystemParametersInfo with SPI_SETDESKWALLPAPER:
void InstallWallpaper(const String &Fn)
{
// Install wallpaper:
// There are 3 name/data pairs that have an effect on the desktop wallpaper, all under HKCU\Control Panel\Desktop:
// - Wallpaper (REG_SZ): file path and name of wallpaper
// - WallpaperStyle (REG_SZ):
// . 0: Centered
// . 1: Tiled
// . 2: Stretched
// - TileWallpaper (REG_SZ):
// . 0: Don't tile
// . 1: Tile
// We don't use the Wallpaper value itself; instead we use SystemParametersInfo to set the wallpaper.
// The file name needs to be absolute!
assert(Ioutils::TPath::IsPathRooted(Fn));
std::unique_ptr<TRegistry> Reg(new TRegistry);
Reg->RootKey = HKEY_CURRENT_USER;
if (Reg->OpenKey(L"Control Panel\\Desktop", false))
{
Reg->WriteString(L"WallpaperStyle", L"1");
Reg->WriteString(L"TileWallpaper", L"1");
Reg->CloseKey();
}
SystemParametersInfoW(SPI_SETDESKWALLPAPER, 1, Fn.c_str(), SPIF_UPDATEINIFILE | SPIF_SENDCHANGE);
}
But when I test it in Windows 10, it doesn't work properly anymore: Windows 10 puts the wallpaper completely in the wrong place. Seeing as other people have asked questions about multi-monitor wallpapers in the past, I'm hoping there are people with experience of it on Windows 10.
As far as I can see, Windows 10 places the top-left corner of the provided bitmap at the top-left corner of the desktop space (by which I mean the bounding rectangle of all monitors), instead of the top-left corner of the primary monitor. In code, that means: I leave out the ConvertWallpaperToDesktopCoords step, and then it works fine as far as I can see.
But I can't find any documentation on this, so I don't know if this is officially explanation of how Windows 10 does it. Use with care. Also I don't know when this different behavior started: in Windows 10, or maybe earlier in Windows 8.

Node.JS trigger click event to OS

I'm looking for a way to trigger a click event to the OS from a NodeJS application. All I need is to have control over x/y and mouse button.
Is there anything that does that? I've searched for existing packages but didn't find any...
RobotJS does exactly what you want!
http://github.com/octalmage/robotjs
Try this code:
//Get the mouse position, move it, then click.
var robot = require("robotjs");
//Get the mouse position, returns an object with x and y.
var mouse = robot.getMousePos();
console.log("Mouse is at x:" + mouse.x + " y:" + mouse.y);
//Move the mouse down by 100 pixels.
robot.moveMouse(mouse.x, mouse.y + 100);
//Left click!
robot.mouseClick();

Raphaël-ZPD click to zoom in/out

Does anyone know how to trigger zoom in/out with Raphaël-ZPD by clicking on a button?
If take a look to the code of Raphael-ZPD you would see that all the zooming and panning are made by using svg matrices. In the particular case of zooming, it first draw a reference point where the mouse is, and calculates the zoom direction relative to that point, using the delta of the mouse wheel to apply the amount of zoom.
Now, if you want to use a button, you would have to decide the delta on your code, and you could maybe use the center of the screen as the relative point to calculate the direction of zooming.
For starters you could just use the svg scale property, something like this could be ok if you are using Raphael ZPD:
paper = Raphael('container',600, 600);
paper.ZPD({ zoom: true, pan: true, drag: false });
scale = 1;
var zoomin = document.getElementById('in')
var zoomout = document.getElementById('out')
zoomin.onclick = function(){
scale *= 1.2
paper.canvas.setAttribute("transform", "scale("+scale+")")
}
zoomout.onclick = function(){
scale *= 0.8
paper.canvas.setAttribute("transform", "scale("+scale+")")
}
Here is Fiddle with a working example
I reccomend to add some translate calculating the center of the screen, so the zoom doesn't go to corner. But think all this could point you in the right direction.

JavaFX: how to set correct tooltip position?

I have a TextField for which I want a Tooltip to be shown under some circumstances.
After performing checks I run the followig code:
textFieldUsername.setTooltip(new Tooltip("Enter username!"));
textFieldUsername.getTooltip().setAutoHide(true);
textFieldUsername.getTooltip().show(textFieldUsername, 1, 1);
So when somebody tries to login with empty username he gets a prompting Tooltip over the "username" TextField.
But when it comes to action, the Tooltip pops up in the top left corner of the screen.
Should I calculate coords of my scene, then add my TextField coords to them, or there is a way to set these 1, 1 arguments from the call of show() to be relative to the TextField position?
I think the coordinates are always relative to the screen. To calculate component coordinates you need to incorporate scene and window coordinates.
Point2D p = label.localToScene(0.0, 0.0);
label.getTooltip().show(label,
p.getX() + label.getScene().getX() + label.getScene().getWindow().getX(),
p.getY() + label.getScene().getY() + label.getScene().getWindow().getY());

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