I've got a simple code and a simple map with adding features and clustering them all together. Straight from example:
var vectorSource = new ol.source.Vector({
projection: 'EPSG:4326'
});
var clusterSource = new ol.source.Cluster({
distance: 30,
source: vectorSource
});
var styleCache = {};
var clusters = new ol.layer.Vector({
source: clusterSource,
style: function(feature, resolution) {
var size = feature.get('features').length;
var style = styleCache[size];
var src;
if (!style) {
if( size == 1 ){
src = 'images/location-single.png';
}else{
src = 'images/location-multi.png';
}
style = [
new ol.style.Style({
image: new ol.style.Circle({
radius: 5,
fill: new ol.style.Fill({
color: '#5bc0de'
})
})
}),
new ol.style.Style({
image: new ol.style.Icon(({
// scale: 1 + rnd,
// rotateWithView: (rnd < 0.9) ? true : false,
// rotation: 360 * rnd * Math.PI / 180,
anchor: [0.45, 1],
anchorXUnits: 'fraction',
anchorYUnits: 'fraction',
// opacity: rnd,
src: src
})),
text: new ol.style.Text({
text: size.toString(),
fill: new ol.style.Fill({
color: '#000'
})
})
})
];
styleCache[size] = style;
}
return style;
}
});
var map = new ol.Map({
target: 'map', // The DOM element that will contains the map
renderer: 'canvas', // Force the renderer to be used
layers: [
// Add a new Tile layer getting tiles from OpenStreetMap source
new ol.layer.Tile({
source: new ol.source.OSM()
}),
clusters
],
// Create a view centered on the specified location and zoom level
view: new ol.View({
center: ol.proj.transform([2.1833, 41.3833], 'EPSG:4326', 'EPSG:3857'),
zoom: 6
})
});
Now i got cluster function working fine. But i need to show coordinates for every point in the cluster, i've tryed to use map.forEachFeatureAtPixel, but it doesent work for ALL the features in the cluster. How do i select them all?
Oh. I think i got it! A cluster is a feature and got its properties. so we can GET all features in a cluster by using .getProperties()
as in:
map.on('singleclick', function(event) {
map.forEachFeatureAtPixel(event.pixel, function(feature) {
var featuresInCluster = feature.getProperties().features;
});
});
But i would really like to know if is there another way?
/***First create a select interaction object by assigning the cluster layer you created**/
var select = new ol.interaction.Select({
layers: [clusters]
});
/**Then add the created select object**/
map.addInteraction(select);
var selectedFeatures = select.getFeatures();
/**Then write this code**/
selectedFeatures.on('add', function (event) {
// event.target only contains the clustered point
var feature = event.target.item(0);
console.log(feature)
});
/***HOPE IT WILL WORK**//
Related
I am using Mapbox GL JS to capture frame by frame video of the animation of a geoJson (similar to what is described here: https://docs.mapbox.com/mapbox-gl-js/example/animate-a-line/).
The strategy for encoding mapbox animations into mp4 here are described here:
https://github.com/mapbox/mapbox-gl-js/issues/5297 and https://github.com/mapbox/mapbox-gl-js/pull/10172 .
I would like to show the distance the polyline has covered as I draw each frame. I need the distance to be in the GL itself (as opposed to, for example, an HTML element on top of the canvas), since that's where I'm capturing the video from.
Can someone help describe a performant strategy for doing this to me?
Aside from tearing apart the Mapbox GL JS, why not simply try drawing directly onto the mapbox canvas?
In this example, there are two canvases, created identically.
With the second, there is another requestAnimationFrame loop that adds an overlay.
I've also shown how it can be recorded with MediaRecorder.
const canvas1 = document.getElementById('canvas1')
const canvas2 = document.getElementById('canvas2')
const video = document.getElementById('output')
const status = document.getElementById('status')
let x = 0 // Value to be displayed
const setupCanvas = (canvas) => {
canvas.height = 300
canvas.width = 300
const canvas1Ctx = canvas.getContext('2d')
canvas1Ctx.fillStyle = 'black'
canvas1Ctx.fillRect(300, 100, 100, 100)
const animateCanvas = () => {
x += 2;
if (x > 300) x = 10
canvas1Ctx.fillStyle = 'rgba(20,20,20,1)'
canvas1Ctx.fillRect(0, 0, canvas.width, canvas.height)
canvas1Ctx.beginPath()
canvas1Ctx.arc(x, 100, 20, 0, 2 * Math.PI)
canvas1Ctx.fillStyle = 'rgba(250,0,0,1)'
canvas1Ctx.fill()
requestAnimationFrame(animateCanvas)
}
animateCanvas()
}
const addOverlay = (canvas) => {
const canvasCtx = canvas2.getContext('2d')
function animateOverlay() {
canvasCtx.font = '48px serif'
canvasCtx.fillStyle = 'white'
canvasCtx.fillText(`X: ${x}`, 10, 50)
requestAnimationFrame(animateOverlay)
}
animateOverlay()
}
const initVideoCapture = () => {
var videoStream = canvas2.captureStream(30)
var mediaRecorder = new MediaRecorder(videoStream)
var chunks = []
mediaRecorder.ondataavailable = function(e) {
chunks.push(e.data)
}
mediaRecorder.onstop = function(e) {
var blob = new Blob(chunks, {
'type': 'video/mp4'
})
chunks = []
var videoURL = URL.createObjectURL(blob)
video.src = videoURL
}
mediaRecorder.ondataavailable = function(e) {
chunks.push(e.data)
}
mediaRecorder.start()
status.textContent = 'Recording...'
setTimeout(function() {
mediaRecorder.stop()
status.textContent = 'Complete'
}, 5000)
}
setupCanvas(canvas1)
setupCanvas(canvas2)
addOverlay(canvas2)
initVideoCapture()
<canvas id="canvas1"></canvas>
<canvas id="canvas2"></canvas>
<video id="output" autoplay controls></video>
<p>Status: <span id="status">Loading</span></p>
Try this :
// show the distance a polyline has covered while animating it in mapbox gl js
var map = new mapboxgl.Map({
container: 'map',
style: 'mapbox://styles/mapbox/streets-v9',
center: [-74.5, 40],
zoom: 9,
})
var geojson = {
type: 'Feature',
properties: {},
geometry: {
type: 'LineString',
coordinates: [
[-74.5, 40],
[-74.45, 40.7],
[-74.36, 40.8],
[-74.36, 41.2],
],
},
}
map.on('load', function () {
map.addLayer({
id: 'route',
type: 'line',
source: {
type: 'geojson',
data: geojson,
},
layout: {
'line-join': 'round',
'line-cap': 'round',
},
paint: {
'line-color': '#888',
'line-width': 8,
},
})
var lineDistance = turf.lineDistance(geojson, 'kilometers')
var arc = []
var maxTravelTime = 0
for (var i = 0; i < lineDistance; i += lineDistance / 200) {
var segment = turf.along(geojson, i, 'kilometers')
arc.push(segment.geometry.coordinates)
}
map.addLayer({
id: 'point',
type: 'symbol',
source: {
type: 'geojson',
data: {
type: 'FeatureCollection',
features: [
{
type: 'Feature',
properties: {},
geometry: {
type: 'Point',
coordinates: arc[0],
},
},
],
},
},
layout: {
'icon-image': 'car',
'icon-rotate': ['get', 'bearing'],
'icon-rotation-alignment': 'map',
'icon-allow-overlap': true,
'icon-ignore-placement': true,
},
})
function animate() {
map.getSource('point').setData(geojson)
if (maxTravelTime < lineDistance) {
maxTravelTime += lineDistance / 200
} else {
maxTravelTime = 0
}
requestAnimationFrame(animate)
}
animate()
})
I have loaded different textures using textureLoader and I am trying to update them using dat.gui controls.
Why is the code below not working?
gui.add(mesh.position, "y", -1, 1, 0.1);
gui.add(mesh.material, "map", { alpha: alphaTexture, color: colorTexture, normal: normalTexture })
.onChange(() => {
mesh.material.needsUpdate = true;
console.log("updated");
});
It gives this error:
"Uncaught TypeError: m is undefined" [error][1]
After some tweaking, I found that the values of object(or array) in the third argument only supports string types, so passing a object as a value would not work.
This is the closest workaround that I could think of..
/* GUI options */
const guiOptions = {
mesh_material_map: "color",
};
/* Textures */
const textureLoader = new THREE.TextureLoader(loadingManager);
const colorTexture = textureLoader.load("/textures/door/color.jpg");
const alphaTexture = textureLoader.load("/textures/door/alpha.jpg");
const normalTexture = textureLoader.load("/textures/door/normal.jpg");
const guiTextureHash = {
color: colorTexture,
alpha: alphaTexture,
normal: normalTexture,
};
/* Add to gui */
gui.add(guiOptions, "mesh_material_map", Object.keys(guiTextureHash)).onChange((value) => {
mesh.material.map = guiTextureHash[value];
mesh.needsUpdate = true;
console.log("updated", value);
});
I found your topic looking for a texture picker. It's probably a little away from your starting point but could help some other. I finally made a simple texture picker with a dropdown selection key with dat.gui. The goal is to be able to change on the fly my matcap texture, going through an array of loaded texture.
const gui = new dat.GUI()
const textureLoader = new THREE.TextureLoader()
const myMatCap = [
textureLoader.load('./textures/matcaps/1.png'),
textureLoader.load('./textures/matcaps/2.png'),
textureLoader.load('./textures/matcaps/3.png')
]
const parameters = {
color: 0xff0000,
matCapTexture: 0
}
const updateAllMaterials = () => {
scene.traverse( (child)=>{
if(child instanceof THREE.Mesh && child.material instanceof THREE.MeshMatcapMaterial) {
child.material.matcap = myMatCap[ parameters.matCapTexture]
child.material.needsUpdate = true
}
})
}
gui.add(parameters, 'matCapTexture', {
terracotta: 0,
grey: 1,
chrome: 2,
}).onFinishChange(()=>{
updateAllMaterials()
})
let mesh = new THREE.Mesh(
geometry,
new THREE.MeshMatcapMaterial({
side: THREE.DoubleSide,
matcap: myMatCap[ parameters.matCapTexture ]
})
);
scene.add(mesh)
i trying to display vector layer as WFS from local GeoServer in OpenLayers 6.3.1. When i trying add new vector layer, at the map i see only base map. However all data at GeoServer has projection EPSG:3857.
How to fix this problem?
My code:
var vectorSource = new VectorSource({
format: new GeoJSON(),
url: function(extent) {
return 'http://localhost:8080/geoserver/geodata/ows?service=WFS&version=1.0.0&request=GetFeature&typeName=geodata%3Amlink&maxFeatures=50&outputFormat=application%2Fjson';
},
strategy: bboxStrategy,
});
var vector = new VectorLayer({
source: vectorSource
});
var map = new Map({
layers: [
new TileLayer({
source: new OSM(), //projection: 'EPSG:3857',
opacity: 0.7
}),
vector],
target: document.getElementById('map'),
view: new View({
//projection: 'EPSG:3857',
center: [6181942.5743,7443423.3883],
zoom: 11
//maxZoom: 19,
//zoom: 12
})
});
I have a dataset of 100000 and i am sending in the patch of 10000 each while fetching the data i am adding the markers and redrawing the cluster so in the end i get a single cluster of 100000. But once i zoom in and try to zoom out again they overlap in patches of 10000 each instead reforming the single cluster of 100000.
var mapDiv = document.getElementById('newmap');
map = new google.maps.Map(mapDiv, {
center: new google.maps.LatLng(latitude, longitude),
zoom: 3,
panControl: true,
mapTypeControl: true,
mapTypeControlOptions: {
style: google.maps.MapTypeControlStyle.DROPDOWN_MENU
},
zoomControl: true,
zoomControlOptions: {
position: google.maps.ControlPosition.LEFT_TOP,
},
streetViewControl: true,
mapTypeId: google.maps.MapTypeId.ROADMAP
});
function addMarker1(locations,outletname,outletData)
{
var infoWindow = new google.maps.InfoWindow();
markers = locations.map(function(location, i)
{
return new google.maps.Marker
({
position: location,
});
});
markerCluster = new MarkerClusterer(map, markers,{imagePath: 'https://developers.google.com/maps/documentation/javascript/examples/markerclusterer/m'});
new_arr=new_arr.concat(markers);
markerCluster.clearMarkers()
markerCluster.addMarkers(new_arr);
markerCluster.redraw();
}
// this is sending data 10000 each
for (var i = 0; i < outletDataLen; i++) {
outletArray.push(outletData[i]['Outletview']['name']);
j.push({
lat: parseFloat(outletData[i]['Outletview']['latitude']),
lng: parseFloat(outletData[i]['Outletview']['longitude'])
});
outletname.push(outletData[i]['Outletview']['name']);
}
addMarker1(j, outletname, outletData);
The solution is to clear the data before looping through the markers
if (markerCluster)
{
markerCluster.clearMarkers();
markerCluster.resetViewport();
markers = [];
markerCluster.removeMarker(new_arr);
}
How can I rotate ImageSurface around it's origin if I have applied translate to it ?
It does not rotate around origin. Can someone explain me is it using "align point" as center of rotation ?
EDIT
My ImageSurface is rotating like it has distante point of rotation and it scales up.
function _createFb() {
this.fbLogo = new ImageSurface({
size : [true, true],
content : 'images/fb.png',
properties: {
zIndex: 10
}
});
var fbModifier = new StateModifier({
origin: [0.5,0.5],
align:[0.5,0.5],
transform: Transform.scale(0.4,0.4,1)
});
var fbPosModifier = new StateModifier({
transform: Transform.translate(-250,520,0)
});
this.fbLogo.on("mouseleave", function(){
fbModifier.setTransform(Transform.rotateZ(Math.PI/4), { duration: 1000});
});
this.layout.content.add(fbModifier).add(fbPosModifier).add(this.fbLogo);
}
MY SOLUTION
function _createFb() {
this.fbLogo = new ImageSurface({
size : [true, true],
content : 'images/fb.png',
properties: {
zIndex: 10
}
});
var fbModifier = new StateModifier({
origin: [0.5,0.5],
align:[0.5,0.5],
transform: Transform.scale(0.4,0.4,1)
});
var fbPosModifier = new StateModifier({
transform: Transform.translate(-250,520,0)
});
var fbRotateModifier = new Modifier();
var transitionable = new Transitionable(0);
this.fbLogo.on("mouseleave", function(){
transitionable.reset(0);
fbRotateModifier.transformFrom(function(){
return Transform.rotateZ(transitionable.get());
}
);
transitionable.set(2 * Math.PI, {curve: "inOutQuad", duration: 500});
});
this.layout.content.add(fbModifier).add(fbPosModifier).add(fbRotateModifier).add(this.fbLogo);
}
This can be done using straight Famo.us, no need to modify CSS. Here's an example. Some of these modifiers can be combined, but I'm breaking them up for clarity. Centering the origin is first applied to a Surface. Rotations now pivot about the newly defined origin. Then the rotated Surface is translated.
var surface = new Surface({
size : [100,100],
properties : {background : 'red'}
});
var translateModifier = new Modifier({
transform : Transform.translate(100,0,0)
});
//rotates around and around based on your current system time
var rotateModifier = new Modifier({
transform : function(){ return Transform.rotateZ(Date.now() * .001) }
});
var centerModifier = new Modifier({
origin : [.5,.5]
});
context
.add(translateModifier)
.add(rotateModifier)
.add(centerModifier)
.add(surface)
I had similar problems to spin an element. The transform origin needs to be set center (50% 50%). I used css class for this.
.myClass {
-webkit-transform-origin: 50% 50% !important;
}
var myElem = new Surface({
size: [40, 40],
classes: ['myClass']
});
this.myElemModifier = new StateModifier();
// called from user action
this.myElemModifier.setTransform(
Transform.rotateZ(Math.PI), { duration: 5000 }
);