Openlayers fit extent with bounce - animation

I am attempting to animate between two extents, with an increase in zoom during the middle of the animation, to create a bouncing or flying effect when going between locations which are far apart. Right now I am using view.fit(extent, {duration: 2000}). The problem is the zoom does not change at all during the animation. When I am panning from one extent to another which are far apart, you just see a bunch of tiles flying by at a very low zoom level.

For a fly effect, you'll want to combine a center animation with two zoom animations, and start those at the same time. You can calculate the center and zoom from your desired extent (myExtent). Something like
var resolution = view.getResolutionForExtent(myExtent);
var zoom = view.getZoomForResolution(resolution);
var center = ol.extent.getCenter(myExtent);
view.animate({
center: center,
duration: duration
});
view.animate({
zoom: zoom - 1,
duration: duration / 2
}, {
zoom: zoom,
duration: duration / 2
});
Something similar is also shown as "Fly to Bern" in the official animation example (http://openlayers.org/en/latest/examples/animation.html).

Related

How to avoid gimbal lock using device orientation to move camera position in ThreeJS?

I'm trying to use the browser's deviceorientation to move a camera in a ThreeJS scene, but am unable to avoid gimbal lock when beta hits 90.
I've created a demo site here: https://mattparrilla.github.io/gimbal-lock
Load the site on a mobile device and move the phone to portrait (so phone is upright along the gravity vector) and wiggle it around to see the cube move wildly.
Here is the meat of my code:
let initialOrientation;
function onDeviceOrientation (e) {
// use initial angle as our "origin"
if (!initialOrientation) {
initialOrientation = {
alpha: e.alpha,
beta: e.beta,
gamma: e.gamma
}
}
// move camera X and Y positions between -5 and 5 depending on
// angles of beta and gamma, keeping Z position fixed
// the calc[Gamma|Beta]Offset functions maps my angle between -1 and 1 for use with lerp
camera.position.set(
THREE.MathUtils.lerp(0, 5, calcGammaOffset(e.gamma, initialOrientation.gamma)),
THREE.MathUtils.lerp(0, 5, calcBetaOffset(e.beta, initialOrientation.beta)),
5
)
camera.lookAt(0, 0, 0);
}
I know I need to use either quaternions or rotation matrices, and I can calculate either (ThreeJS has convenient methods) I just don't understand them well enough to translate from existing examples to my own use case.
The entire app can be viewed here: https://github.com/mattparrilla/gimbal-lock

How to affect background brightness based on camera rotation using OrbitControls.js

(Hello, it's my first ever post here)
here's what I'd like to incorporate in this simple example:
I would like to make the background turn from light to dark gradually when the user is closer to a particular orientation – in this case (example above) the desired orientation is a steep angle so that the foreshortened anamorphic image looks like a regular skull (the value of the background indicating the angle user should aim for – kind of like playing Hot and Cold)
when the user reaches the desired orientation (the background is then accordingly 100% dark) I would like it to lock rotation and trigger a video file in the background or a pop up window.
I assume it has to do with accessing the camera rotation values inside OrbitControls and setting some kind of an Event?? i have no idea how to access it.
Any kind of help, suggestions to edit the thread or explanation would be greatly appreciated, thank you so much in advance!
You could use camera.position to calculate the best vantage point. First, you have to figure out what the desired position is (I'm not sure how the wooden board is being placed, but this position seems to be close to: { x: 6.8, y: 0.6, z: -1.8})
var vantagePoint = new THREE.Vector3(6.8, 0.6, -1.8);
var distance = 100;
var normalized = 1;
var endColor = new THREE.Color(0xff9900);
var startColor = new THREE.Color(0x0099ff);
scene.background = startColor;
animate() {
distance = vantagePoint.distanceTo(camera.position);
normalized = THREE.Math.smoothstep(distance, 5, 100); // Converts [1, 100] => [0, 1]
// Resets the color on each frame
startColor.set(0x0099ff);
startColor.lerp(endColor, normalized);
}
The closer to 0 you are, the closer you are to seeing the skull. You can then use that value to change the color of scene.background. Anything beyond 10 and you're 'cold', and you get hotter as you approach 0.
https://threejs.org/docs/#api/en/math/Vector3.distanceTo
Update:
You can then transform the distance to a normalized value in the range of [0, 1] by using Math.smoothstep(). Then interpolate the value of the colors with this normalized value using Color.lerp

HTML canvas fillRect with low opacity doesn't affect dark pixels

Repeatedly drawing a semi-opaque black rectangle over the entire canvas before each animation frame is an easy way to get an afterimage effect for moving shapes and it gives me exactly what I need - up to a point. With too slow a fade it doesn't fade all the way to black. Here's an example:
var canv = document.createElement('canvas');
document.body.appendChild(canv);
var ctx = canv.getContext('2d');
ctx.fillStyle = 'rgba(0, 0, 0, 1)';
ctx.fillRect(0, 0, 100, 100);
ctx.fillStyle = 'rgba(255, 255, 255, 1)';
ctx.fillRect(20, 20, 60, 60);
window.requestAnimationFrame(doFade);
function doFade() {
// Never fades away completely
ctx.fillStyle = 'rgba(0, 0, 0, 0.02)';
ctx.fillRect(20, 20, 60, 60);
window.requestAnimationFrame(doFade);
}
jsfiddle
This looks to me like a numeric precision problem - you can't expect the canvas to keep floating point pixel values around - but I'm not sure how to get around this.
I tried reading the image into a pattern, blanking the canvas, and then filling with the pattern at lower opacity in the hope that I could make rounding error work in my favor, but it seems to have the same result.
Short of reading out the image data and setting to black any pixels below a certain threshold, which would be prohibitively slow, I'm running out of ideas and could use some suggestions.
Thanks!
I thought I'd share my solution for the benefit of anyone else who might run into this problem. I was hoping to avoid doing any pixel-level manipulation, but beyond a certain threshold it's just not possible with the built-in canvas operations because the underlying bitmap is only 8 bits per channel and small fades will work out to less than one least significant bit and won't have any effect on the image data.
My solution was to create an array representing the age of each pixel. After each frame is drawn, I scan the imageData array, looking only at the alpha channel. If the alpha is 255 I know the pixel has just been written, so I set the age to 0 and set the alpha to 254. For any other non-zero alpha values, I increment the pixel age and then set the new alpha based on the pixel age.
The mapping of pixel age to alpha value is done with a lookup table that's populated when the fade rate is set. This lets me use whatever decay curve I want without extra math during the rendering loop.
The CPU utilization is a bit higher, but it's not too much of a performance hit and it can do smooth fades over several seconds and always fades entirely to black eventually.

Kinetic JS - Rotate image based on mouse angle

I am trying to rotate an image on its center using the angle of the mouse on the stage. It rotates using:
dlayerA1.rotate(degree);
but it flys all over and does not rotate on its center!! Complete project http://jsfiddle.net/user373721/eHJgJ/.
Would appreciate your suggestions, thanks in advance.
Simple solution is that you are not rotating an image at all, you are rotating the layer, also your layer is centered at 0,0 , so your image rotates around that. If you initially set up your image at 0,0 you will see that it rotates much nicer.
Try these simple test changes:
// reposition the layer
dlayerA1 = new Kinetic.Layer({x: 50,y: 50});
//move the image
dImage1 = new Kinetic.Image({
x: 0,
y: 0,
image: dicom1,
width: 150,
height: 150
});
//inside handleMouseMove(), switch it to dImage1 being rotated <---- this is the fix that answers your original question
dImage1.rotate(degree);

Rotating a single image (but not the others) on an html5 canvas?

I have a sprite I'm animating on an html canvas using normal sprite sheet blitting. On certain key events I'd like to change the direction of the sprite (ie, flip it, or rotate it 180 degrees) without changing anything (the other sprites) on the canvas.
Does anyone know how to do this?
So I was having this issue with my game; I had cells for up, down, and left animations, but no right cells. So I needed to flip the left cells to draw the right cells.
For each sprite I keep track of it's current top and left in the canvas, as well as each cell's top and left in the sprite sheet.
I've seen previous answers showing a simple horizontal flip as just translating the origin and flipping (inverse scale) of the axes, BUT this does not take into account that with sprites, flipping the origin will mess up the sprite's registration point (its top and left on the canvas).
This issue manifested in the sprite being mirrored correctly, but it's position being off by the width of the sprite. I solved it by taking into account the width of the sprite. Notice how I'm using CanvasRenderingContext2D.prototype.drawImage with 9 arguments since I'm slicing a sprite out of a sprite sheet:
// check if we need to flip image (special case for right movement)
if(sprite.translated){
context.save();
context.translate(context.canvas.width, 0);
context.scale(-1, 1);
context.drawImage(sprite.sheet,
cell.left,
cell.top,
sprite.width,
sprite.height,
// secret sauce: change the destination's X registration point
context.canvas.width - sprite.left - sprite.width,
sprite.top,
sprite.width, sprite.height);
context.restore();
} else {
// Assumes cells are all the same width and height, set in sprite
context.drawImage(sprite.sheet, cell.left, cell.top, sprite.width,
sprite.height, sprite.left, sprite.top, sprite.width, sprite.height);
}
Note: I also could have done the math in the translate, since it's meant to simplify calculations elsewhere.
Simply redraw the sprite, with a rotate transformation. Transformations in HTML Canvas 2D Context
The canvas is just an off-screen buffer. It won't be cleared unless you tell it to, and nothing else will be changed unless you tell it to.
There's a bunch of different situations in which you may have to redraw the area of or around the sprite. Otherwise, you'll get a ghosting effect where part of the old sprite is still visible below the new drawing, or other drawings become obscured. Some reasons are:
Your sprite is partially transparent,
Your sprite is partially translucent,
Other drawings are made on top of your sprite,
Your sprite is non-rectangular,
You're doing flips that are not multiples of 90 degrees.
So that might be a bit more work, and there are several different approaches to doing that. You could simply redraw the entire scene, or just the specific objects at the location, perhaps using the clip method.
A completely different direction might be to use other HTML elements, img or div, with absolute positioning and CSS3 transformations. That's basically a bit of trickery to delegate the rendering of your scene to the browser.
While I appreciate Shtééf's answer, after a bit of research, I have found that rotating the canvas you are actually using to display doesn't seem to be ideal. The saving, rotating and restoring while trying to create complex animations (aka think Street Fighter 2 not astroids) causes the canvas to flicker in even Chrome.
I have found however a usable strategy. The idea here is that you actually create two canvases, one will be for your game and the other will be a backbuffer of sorts and it will be used to rotate or scale your sprites. You essentially transform the backbuffer canvas, draw the image in question, then transfer it to your main canvas and restore (or not) the backbuffer. In this manner, you only rotate the hidden canvas and only effect the sprite in question not the entire game board.
The code looks something like this (work in progress):
mainContext.clearRect(lastXpos, lastYpos, lastWidth, lastHeight);
backContext.clearRect(0, 0, lastWidth, lastHeight);
lastXpos = xpos;
lastYpos = ypos;
lastWidth = width;
lastHeight = height;
backContext.save();
//check the direction of the sprite
//turn the backContext to this direction
//SPRITE_INVERTED==-1
if (spriteXDirection == SPRITE_INVERTED || spriteYDirection == SPRITE_INVERTED)
{
var horScale = 0;
var verScale = 0;
if (spriteXDirection == SPRITE_INVERTED)
{
horScale = width;
}
if (spriteYDirection == SPRITE_INVERTED)
{
verScale = height;
}
backContext.translate(horScale, verScale);
backContext.scale(spriteXDirection, spriteYDirection);
}
//draw the sprite not we always use 0,0 for top/left
backContext.drawImage(animations[currentPlay].sheet,
animationX,
animationY,
width,
height, 0, 0, width, height);
//Get the image data from the back context
var image = backContext.getImageData(0, 0, width, height);
//flip the back context back to center - or not, I haven't decided how to optimize this yet.
backContext.restore();
//transfer the image to your main context
mainContext.putImageData(image, xpos, ypos);
This has saved me a lot of headaches in understanding how to translate my sprites without having everything on my gameboard move all over the place. It also seems to perform better then modifying the main context.
Why don't you use save() and restore
ctx.save(); // save current state
ctx.rotate(Math.PI); // rotate
ctx.drawImage(link,x,y,20,20); // draws a chain link or dagger
ctx.restore(); // restore original states (no rotation etc)
How to rotate one image in a canvas?

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