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Comments (13)

lillichoung avatar lillichoung commented on May 27, 2024

You can alter the script.js to listen to mousemove on the overlay layer instead of the canvas

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mrtsglk avatar mrtsglk commented on May 27, 2024

I had the same question and someone helped me. You can check out his work.

https://codepen.io/Sempervivum/pen/bGYPXJg

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ChrisCalabrese avatar ChrisCalabrese commented on May 27, 2024

I had the same question and someone helped me. You can check out his work.

https://codepen.io/Sempervivum/pen/bGYPXJg

Thanks I'll try to leverage this. Very much appreciated.

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ChrisCalabrese avatar ChrisCalabrese commented on May 27, 2024

Thanks for the replies! I managed to get the particles to animate below the page elements using the JavaScript and min .js file @networkmrt provided. However, I'm not able to get the event listener to work with the original version of the fluid GL JS file. How do I tweak the code so it works with the original script.js file? I can't modify the webgl-fluid.umd.min.js because its minified.

This works:

<script src="https://unpkg.com/[email protected]/dist/webgl-fluid.umd.min.js">
</script>

window['webgl-fluid'].default(document.querySelector('canvas'));
	
document.querySelector('#wrap').addEventListener('mousemove', event => {
    console.log('move');
    newEvent = new event.constructor(event.type, event);
    document.querySelector('canvas').dispatchEvent(newEvent);
});`

This does not work:

<script src="myurl/files/fluid/script.js"></script>

window['script'].default(document.querySelector('canvas'));
	
document.querySelector('#wrap').addEventListener('mousemove', event => {
    console.log('move');
    newEvent = new event.constructor(event.type, event);
    document.querySelector('canvas').dispatchEvent(newEvent);
});

What am I doing wrong? :S

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EscVM avatar EscVM commented on May 27, 2024

Have you discovered what was your problem?

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MiracleCK avatar MiracleCK commented on May 27, 2024

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anasnaciri avatar anasnaciri commented on May 27, 2024

So I spent yesterday playing with the code trying to achieve this, and I think I achieved it :
1st thing : listen to window instead of canvas :
window.addEventListener(mousemove, function)
"2nd thing : change the event property from offsetX and offsetY to clientX and clientY
Next you will have to apply some changes to the function ### updatePointerMoveData :

  • change the canvas.width and height in these two lines :
    pointer.texcoordX = posX / canvas.width;
    pointer.texcoordY = 1.0 - posY / canvas.height;
    it should be something like this :
    pointer.texcoordX = posX / (canvas.width/2);
    pointer.texcoordY = 1 - posY / (canvas.height/2);
    This worked for me because i am setting the canvas size to 100vw and 100vh
    these were all the changes i made and it worked fine for me

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MiracleCK avatar MiracleCK commented on May 27, 2024

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gurdeepdesigner avatar gurdeepdesigner commented on May 27, 2024

This animation not working on mobile, how to solve this issue? any reference please send me urgent

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MiracleCK avatar MiracleCK commented on May 27, 2024

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gurdeepdesigner avatar gurdeepdesigner commented on May 27, 2024

This animation not working on mobile, how to solve this issue? any reference please send me urgent. Anyone please help me out

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