I'm looking to use a multipoint geometry to hold different points of features I have on my map, but I need to rotate them around a point.
Does Openlayers 3 have any functionality that would allow me to take a Multipoint and rotate it around one of those points?
ol.coordinates.rotate() exists but does not perform the action I need.
Is this part of the library or a trigonometry exercise for the implementor?
I ended up creating multiplie ol.geom.Point objects and using the following function to rotate them around a given point:-
rotateGeometry = function(pointLongitude, pointLatitude, originLongitude, originLatitude, angle) {
angle = angle * Math.PI / 180.0;
return [Math.cos(angle) * (pointX - originX) - Math.sin(angle) * (pointY - originY) + originX, Math.sin(angle) * (pointX - originX) + Math.cos(angle) * (pointY - originY) + originY];
}
Feeding in my coordinates that worked. An extension of this could be feeding it a multipoint geometry, with a nominated axis point, and rotate all other geometries around it using this function in one go.
Oh, and I had to invert the angle sent in to rotate correctly, but that may be my implementation.
Comments welcomed.
Related
I have a sphere in threejs, and I'd like a ring to animate over the top of it.
I have the following progress:
https://codepen.io/EightArmsHQ/pen/zYRdQOw/2919f1a1bdcd2643390efc33bd4b73c9?editors=0010
In the animate function, I call:
const scale = Math.cos((circlePos / this.globeRadius) * Math.PI * 0.5);
console.log(scale);
this.ring.scale.set(scale, scale, 1);
My understanding is that the sin and cos functions are exactly what I need to work out how far around the circle the ring has gotten to. However, the animation actually shows the ring fall inside the sphere, before eventually hitting the 0 scale at the outside of the sphere.
Ideally, I'd also like to just be changing the radius of the sphere but I cannot work out how to do that either, so I think it may be an issue of using the scale function.
How can I keep the ring on the surface of the sphere?
Not quite. Consider this:
You have a right triangle whose bases are your x and y, with a hypotenuse of r = globeRadius. So by Pythagoras' theorem, we have:
x2 + y2 = r2.
So if we solve for the height, y, we get:
y = √(r2 - x2).
Thus, in your code, you could write it e.g. like this:
const scale = Math.sqrt(this.globeRadius * this.globeRadius - circlePos * circlePos);
However, this is the scale in terms of world units, not relative to the objects. So for this to work, you need to either divide by your radius again, or just initialise your ring with radius 1:
this.ringGeometry = new THREE.RingGeometry(1, 1.03, 32);
Here I gave it an arbitrary ring width of 0.03 - you may of course adjust it to your own needs.
I'm working on an educational map project in which different map projections are displayed. I'd like to implement a morph transition between choosing different projections.
I've found a great example how to implement it, and I've had not much troubles to recreate it. Unfortunately, I also need the capability to clip the projections. This works flawlessly with the target states, but not when morphing the projections.
You can see it in this example when choosing "orthographic" as first projection and for example "equirectangular" as second one:
https://bl.ocks.org/alexmacy/082cb12c8f4d5c0d5c4445c16a3db383
The clipping path follows the darker line instead of the current map extent. Is there a way to implement it correctly?
This is a lot trickier to implement than appears, I remember looking at this a few years back. The cleanest solution is to create a new preclipping function that determines which portions of the projected earth should be behind/covered by portions closer to the origin. But it turns out this is relatively hard to define - at least my me - and also hard to use in a new preclipping function.
Instead we could cheat. There are a couple ways, I'll propose one that nearly does the trick - you can still see some overlap though. We'll use d3's antimeridian preclipping to make sure no features stretch over the antimeridian, then we'll use a clip angle to remove portions of the earth that need to be removed.
Setting Clip Angle
When the hybrid projection is purely orthographic, clipping angle is great: the clip angle is the same in all directions. Here it should be 90 degrees.
When the equirectangular is dominant in the hybrid projection, the clipping angle is not needed (I use an angle of 180 degrees, which doesn't clip anything below). This is because the entire earth should still be visible.
But otherwise, the hybrid clip angle is not the same in all directions - this is why this is not a perfect solution. However, it does remove nearly all the overlap. So as we go from the projection being mostly equirectangular to wholly orthogrpahic, we slowly reduce the clip angle.
Example
Starting with an equirectangular projection and transitioning to an orthographic, we'll start transitioning the clipAngle from 180 degrees to 90 degrees only once we get 40 percent of the way trough the transition:
function getProjection(d) {
var clip = Math.PI; // Starting with 180 degrees: don't clip anything.
var projection = d3.geoProjection(project)
.rotate([posX, posY])
.fitExtent([[10, 10], [width - 10, height - 10]], {
type: "Sphere"
})
// Apply the two pre clipping functions:
.preclip( function(stream){
stream = d3.geoClipAntimeridian(stream) // cut antimeridian
return d3.geoClipCircle(clip)(stream) // apply clip angle
})
var path = d3.geoPath(projection);
function project(λ, φ) {
λ *= 180 / Math.PI,
φ *= 180 / Math.PI;
var p0 = projections[0]([λ, φ]),
p1 = projections[1]([λ, φ]);
// Don't actually clip anything until t == 0.4
if(t > 0.4) {
clip = Math.PI/2 + (0.60-(t-0.4)) * Math.PI/2
}
return [
(1 - t) * p0[0] + t * p1[0],
(1 - t) * -p0[1] + t * -p1[1]
];
}
return path(d)
}
Here's an example.
Great answer Andrew Reid! I just made one small change. I removed the t > 0.4 if statement and used this clip for transitioning into an orthogrpahic projection:
clip = Math.PI/2 + (1 - t) * Math.PI/2
.. and this clip for transitioning out of an orthogrpahic projection:
clip = Math.PI/2 + t * Math.PI/2
I like this because it's slightly cleaner, is a 'catch-all' for any t value and having the reverse is also useful.
I'm trying to rotate a Curve (especially a EllipseCurve) in Three.js. My app looks basically like this: http://jsfiddle.net/w9914420/krw8nwLn/14/
But EllipseCurve can't be rotated at the Y-Axis. Is there a way to "transform" such 2D-curves to 3D-curves in Three.js? Three.js provides CatmullRomCurve3, CubicBezierCurve3 and LineCurve3 for 3D-curves, but I don't get a nice circle (or ellipse) with these methods – and I need something that is based on Three.js' Curve because I need the getPoint and getTangent methods.
Edit
OK, the problem isn't the curve path itself, it's the calculation of getPoint.
I've created an own version, but don't get the math the calculate the z axis right. Something like this works for the first few values of this.rotation (around -0.5 and 0.5 – higher values doesn't have the same effect in distance):
getPointOnCurve(t) {
const radians = 2 * Math.PI * t
return new THREE.Vector3(
this.radius * Math.cos(radians),
this.radius * Math.sin(radians),
this.radius * Math.cos(radians) * this.rotation
)
}
I need to know better about the math that's needed for this, definitely.
I'm using d3.js to create a bubble chart, which I'm then trying to wrap partially around a sphere in three.js. I'd like the end result to look like a dandelion, as pictured here:
The bubble chart on a 2d plane looks like this. I'm trying to wrap it half-way around a sphere to create that dandelion effect.
I have three semi-working solutions, yet none exactly follow the curve of a sphere when viewed from the side
Example A - zCoord = new THREE.Vector2(xCoord, yCoord).length();
This gives a linear looking cone effect, not a curved effect. I think I somehow need to calculate a quadratic curves instead of a linear line but I'm stuck trying to figure it out.
Example B - zCoord = (diameter / 2 ) * Math.cos(phi);
This uses code from the periodic table of elements and spirals the data along the z axis.
Example C - Close to what I want, but it doesn't wrap around sphere enough, and everything seems to bunch up together. I'd like to preserve the padding or space around the mini-spheres
zCoord = (diameter / 2 );
var vector = new THREE.Vector3(xCoord, yCoord, zCoord).normalize().multiplyScalar(diameter / 2);
jsfiddle link to try out the methods
May not be the most efficient solution, but I did get pretty close using Mercator Projection. It's almost like I'm UV wrapping, but with Vector2 points.
My solution involved mapping X,Y coords to latitude and longitude, then projecting them onto a sphere using mercator projection.
var latitude = data[i].position.x / R;
var longitude = (2 * Math.atan(Math.exp(data[i].position.y / R))) - (Math.PI / 2);
xCoord = R * Math.cos(latitude) * Math.cos(longitude);
yCoord = R * Math.cos(latitude) * Math.sin(longitude);
zCoord = R * Math.sin(latitude);
link to jsfiddle showing tweening from 2d > 3d
I'm finding the angle between the centre of my circle and the triangle in degrees like so:
atan2((centre.y-triangle.y), (centre.x-triangle.x) * 180 / PI - 90
I'm setting the rotation of my triangle object which takes degrees as a parameter. The issue is all of my triangles are not rotated outwards correctly, which I presume is a result of the calculation of my position which is done like this:
triangle.x = -(width / 2) + (stage.width / 2) + radius * sin((index / total) * (2 * PI))
Here is an example of what happens, as you can see the last few triangles in the circle appear to be facing outwards correctly.
OK, I need some answer space to put all this info.
First of all you need to calculate the angle of a given triangle. You can do that with the following:
int angle = (360 / numberOfElements) * triangleIndex;
You also need to work out a "slice" (don't no what that is, just read it) to use for calculating the new positon:
var slice = (2 * Math.PI / numberOfElements) * triangleIndex;
Next, you need to work out the position of each triangle:
int tempRadius = radius + (int)(triangleHeight / 2);
int traingleCentreX = (int)(centre.X + tempRadius * Math.Cos(slice));
int traingleCentreY = (int)(centre.Y + tempRadius * Math.Sin(slice));
//assuming centre is the centre of the circle
[Credit for all this maths goes to this answer
]
Now that you have the correct position of each of your triangles, you should be able to apply the rotation (using angle) and it should look amaze-balls!
NOTE: Positions will be calculating starting at the right (i.e. 90 degrees). So when doing the rotation add an extra 90 degrees!
http://jsfiddle.net/TcENr/ (it as the quickest to test!)
The issue with the subtle offset of the rotation was because I wasn't adding the half width and height of the triangle to it's position, this fixed the problem:
rotation = atan2(centreY-(triangleY+triangleHalfHeight),centreX-(triangleX+triangleHalfWidth)) * 180 / Math.PI - 90;