Is there an easy way to visualize a custom hit area shape?
As described here
https://konvajs.github.io/docs/events/Custom_Hit_Region.html
the hitFunc attribute can be set to a function that uses the supplied context to draw a custom hit area / region. Something like this:
var star = new Konva.Star({
...
hitFunc: function (context) {
context.beginPath()
context.arc(0, 0, this.getOuterRadius() + 10, 0, Math.PI * 2, true)
context.closePath()
context.fillStrokeShape(this)
}
})
For debugging purposes, I would like an easy way to toggle visual rendering of the shape (circle in this case), eg by filling it yellow.
Thanks :)
Currently, there is no public API for that. But you still can add hit canvas into the page somewhere and see how it looks:
const hitCanvas = layer.hitCanvas._canvas;
document.body.appendChild(hitCanvas);
// disable absolute position:
hitCanvas.style.position = '';
http://jsbin.com/mofocagupi/1/edit?js,output
Or you can add hit canvas on top of the stage and apply an opacity to make scene canvases visible:
const hitCanvas = layer.hitCanvas._canvas;
stage.getContainer().appendChild(hitCanvas);
hitCanvas.style.opacity = 0.5;
hitCanvas.style.pointerEvents = 'none';
http://jsbin.com/gelayolila/1/edit?js,output
Openlayers provides useful functions for drawing boxes and rectangles and also has ol.geom.Geometry.prototype.rotate(angle, anchor) for rotating a geometry around a certain anchor. Is it possible to lock the rotation of a box/rectangle while modifying it?
Using the OpenLayers example located here to draw a box with a certain rotation to illustrate the point:
I would like the box/rectangle to maintain its rotation while still being able to drag the sides longer and shorter. Is there a simple way to achieve this?
Answering with the solution I came up with.
First of all, add the feature(s) to a ModifyInteraction so you are able to modify by dragging the corners of the feature.
this.modifyInteraction = new Modify({
deleteCondition: eventsCondition.never,
features: this.drawInteraction.features,
insertVertexCondition: eventsCondition.never,
});
this.map.addInteraction(this.modifyInteraction);
Also, add event handlers upon the events "modifystart" and "modifyend".
this.modifyInteraction.on("modifystart", this.modifyStartFunction);
this.modifyInteraction.on("modifyend", this.modifyEndFunction);
The functions for "modifystart" and "modifyend" look like this.
private modifyStartFunction(event) {
const features = event.features;
const feature = features.getArray()[0];
this.featureAtModifyStart = feature.clone();
this.draggedCornerAtModifyStart = "";
feature.on("change", this.changeFeatureFunction);
}
private modifyEndFunction(event) {
const features = event.features;
const feature = features.getArray()[0];
feature.un("change", this.changeFeatureFunction);
// removing and adding feature to force reindexing
// of feature's snappable edges in OpenLayers
this.drawInteraction.features.clear();
this.drawInteraction.features.push(feature);
this.dispatchRettighetModifyEvent(feature);
}
The changeFeatureFunction is below. This function is called for every single change which is done to the geometry as long as the user is still modifying/dragging one of the corners. Inside this function, I made another function to adjust the modified rectangle into a rectangle again. This "Rectanglify"-function moves the corners which are adjacent to the corner which was just moved by the user.
private changeFeatureFunction(event) {
let feature = event.target;
let geometry = feature.getGeometry();
// Removing change event temporarily to avoid infinite recursion
feature.un("change", this.changeFeatureFunction);
this.rectanglifyModifiedGeometry(geometry);
// Reenabling change event
feature.on("change", this.changeFeatureFunction);
}
Without going into too much detail, the rectanglify-function needs to
find rotation of geometry in radians
inversely rotate with radians * -1 (e.g. geometry.rotate(radians * (-1), anchor) )
update neighboring corners of the dragged corner (easier to do when we have a rectangle which is parallel to the x and y axes)
rotate back with the rotation we found in 1
--
In order to get the rotation of the rectangle, we can do this:
export function getRadiansFromRectangle(feature: Feature): number {
const coords = getCoordinates(feature);
const point1 = coords[0];
const point2 = coords[1];
const deltaY = (point2[1] as number) - (point1[1] as number);
const deltaX = (point2[0] as number) - (point1[0] as number);
return Math.atan2(deltaY, deltaX);
}
I'm drawing a Circle using ol.interaction.Draw.
this.draw = new ol.interaction.Draw({
source: this.vectorSource,
type: 'Circle'
});
this.draw.on('drawend', function( evt ){
// evt.feature have no geometry !!!
}
But How can I get the Circle geometry or anything that tell me how to draw same circle again?
OL3.0 you can create/edit Features, but not Circles... http://openlayers.org/en/v3.0.0/examples/draw-and-modify-features.html
OL3.5 you can create circles, but you can't edit .... http://openlayers.org/en/v3.5.0/examples/draw-features.html
OL_Latest you can't edit circles too: http://openlayers.org/en/latest/examples/draw-and-modify-features.html
I would be happy if I could reproduce the same circle later.
To get the center and radius of the circle feature drawn use the below code
this.draw.on('drawend', function( evt ){
var geometry = evt.feature.getGeometry();
var radius = geometry.getRadius();
var center = geometry.getCenter();
// .... your code
});
Since a circle is drawn the Geometry type would be of type ol.geom.Circle.
Using this Geometry object you can get the radius and center using getRadius() and getCenter() method. For more information about ol.geom.Circle go through this link.
http://openlayers.org/en/latest/apidoc/ol.geom.Circle.html
Almost there!
I'm now able to reproduce the "circle" by adding a geometry function to the draw intaraction.
var geometryFunction = ol.interaction.Draw.createRegularPolygon(90);
this.draw = new ol.interaction.Draw({
source: this.vectorSource,
type: 'Circle',
geometryFunction: geometryFunction,
});
this will generate geometries to the feature so I can store it and load it again later, but it is not a real circle, it is just composed by a 90 points polygon. so I can't edit it as a circle.
Some idea to get the radius of this geometry?
{"type":"Feature","geometry":{"type":"Polygon","coordinates":[[[-4804935.286197088,-2605909.2147242804],[-4804836.58537814,-2605831.0293000625],[-4804743.578928918,-2605746.149310523],[-4804656.719967494,-2605654.988282439],[-4804576.431661996,-2605557.9903431754],[-4804503.105168979,-2605455.6280569425],[-4804437.097727745,-2605348.4001225093],[-4804378.730919913,-2605236.8289435934],[-4804328.289102704,-2605121.458083764],[-4804286.018023582,-2605002.849618253],[-4804252.123622994,-2604881.581395582],[-4804226.771031053,-2604758.244222341],[-4804210.083763039,-2604633.4389848416],[-4804202.143117644,-2604507.773721655],[-4804202.987780893,-2604381.8606613115],[-4804212.613637674,-2604256.3132395847],[-4804230.973791778,-2604131.7431108924],[-4804257.978794381,-2604008.757168381],[-4804293.497079825,-2603887.954587199],[-4804337.355606593,-2603769.923905379],[-4804389.340700352,-2603655.2401565393],[-4804449.199094949,-2603544.462068375],[-4804516.639166305,-2603438.1293405974],[-4804591.332353169,-2603336.7600155673],[-4804672.914757844,-2603240.8479544464],[-4804760.988919055,-2603150.860431155],[-4804855.125748342,-2603067.2358558625],[-4804954.866620535,-2602990.3816390927],[-4805059.72560813,-2602920.672206864],[-4805169.19184868,-2602858.4471765244],[-4805282.732033666,-2602804.009702166],[-4805399.793006718,-2602757.6249976917],[-4805519.804458544,-2602719.5190447196],[-4805642.1817054115,-2602689.8774916218],[-4805766.328537677,-2602668.8447490656],[-4805891.640124453,-2602656.5232864586],[-4806017.505960285,-2602652.973132728],[-4806143.312839472,-2602658.211583866],[-4806268.447843544,-2602672.213118665],[-4806392.301327342,-2602694.909523055],[-4806514.269889141,-2602726.1902224356],[-4806633.759310369,-2602765.902820383],[-4806750.187450577,-2602813.8538411125],[-4806862.987083566,-2602869.809672071],[-4806971.608660867,-2602933.4977020747],[-4807075.522989073,-2603004.607649443],[-4807174.22380802,-2603082.793073661],[-4807267.230257243,-2603167.6730632004],[-4807354.089218667,-2603258.834091285],[-4807434.3775241645,-2603355.8320305482],[-4807507.704017182,-2603458.194316781],[-4807573.711458416,-2603565.4222512143],[-4807632.078266247,-2603676.99343013],[-4807682.520083456,-2603792.3642899594],[-4807724.791162578,-2603910.972755471],[-4807758.685563167,-2604032.240978142],[-4807784.038155108,-2604155.5781513825],[-4807800.725423122,-2604280.383388882],[-4807808.666068517,-2604406.0486520687],[-4807807.821405267,-2604531.961712412],[-4807798.195548487,-2604657.509134139],[-4807779.8353943825,-2604782.0792628312],[-4807752.83039178,-2604905.0652053426],[-4807717.312106336,-2605025.867786525],[-4807673.453579567,-2605143.8984683445],[-4807621.468485809,-2605258.5822171844],[-4807561.610091211,-2605369.3603053484],[-4807494.170019856,-2605475.693033126],[-4807419.4768329915,-2605577.0623581563],[-4807337.8944283165,-2605672.974419277],[-4807249.8202671055,-2605762.9619425684],[-4807155.683437819,-2605846.586517861],[-4807055.9425656255,-2605923.440734631],[-4806951.083578031,-2605993.1501668594],[-4806841.61733748,-2606055.375197199],[-4806728.077152494,-2606109.8126715575],[-4806611.016179442,-2606156.197376032],[-4806491.004727617,-2606194.303329004],[-4806368.627480749,-2606223.944882102],[-4806244.480648483,-2606244.977624658],[-4806119.169061707,-2606257.299087265],[-4805993.303225876,-2606260.8492409955],[-4805867.496346689,-2606255.610789858],[-4805742.361342616,-2606241.6092550587],[-4805618.507858818,-2606218.9128506687],[-4805496.539297019,-2606187.632151288],[-4805377.049875791,-2606147.9195533404],[-4805260.621735584,-2606099.968532611],[-4805147.822102594,-2606044.0127016525],[-4805039.200525293,-2605980.324671649],[-4804935.286197088,-2605909.2147242804]]]},"properties": null}
The Polygon's centroid can be the circle center I think.... the distance of this centroid to any point in the border can be the radius.... I don't know how to get this using JS.
To take the center:
this.draw.on('drawend', function( evt ){
var aa = evt.feature.getGeometry().getExtent();
var oo = ol.extent.getCenter(aa);
console.log( oo );
});
Now I must find a way to take the radius.
Im doing some practices on XNA, and i created a class that represents a Camera.
My objective is that when the user press some keys make a translation of the camera (not the target) 90 degrees in the X axys (to see an object that i placed in the scene from different angles). By the moment i move the camera in X, Y, and Z without problems.
Actually to set up my camera i use the following lines of code:
public void SetUpCamera()
{
#region ## SET DEFAULTS ##
this.FieldOfViewAngle = 45.0f;
this.AspectRatio =1f;
this.NearPlane = 1.0f;
this.FarPlane = 10000.0f;
#endregion
this.ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(this.FieldOfViewAngle), 16 / 9, this.NearPlane, this.FarPlane);
this.ViewMatrix = Matrix.CreateLookAt(new Vector3(this.PositionX, this.PositionY, this.PositionZ), new Vector3(this.TargetX, this.TargetY, this.TargetZ), Vector3.Up);
}
I have this method to move the camera:
public void UpdateView()
{
this.ViewMatrix = Matrix.CreateLookAt(new Vector3(this.PositionX, this.PositionY, this.PositionZ), new Vector3(this.TargetX, this.TargetY, this.TargetZ), Vector3.Up);
}
Then in the game (update event handler i have the following code)
if (keyboardstate.IsKeyDown(Keys.NumPad9))
{
this.GameCamera.PositionZ -= 1.0f;
}
if (keyboardstate.IsKeyDown(Keys.NumPad3))
{
this.GameCamera.PositionZ += 1.0f;
}
this.GameCamera.UpdateView();
I would like to know how to make this camera translation of 90 degrees to surround one object that i placed in the screen.
To explain my self better about the camera movement here is a video on youtube that uses the exact movement that im trying to describe (see from 14 second)
http://www.youtube.com/watch?v=19mbKZ0I5u4
Assuming the camera in the video is orbiting the car, here is how you would accomplish that in XNA.
For the sake of readability, we'll just use vectors instead of their individual components. So 'target' means it's a Vector3 that includes TargetX, TargetY, & TargetZ. Same with the camera’s position. You can break X, Y, Z values out into fields and make Vector3s out of them to plug into this code if you want to later, but really it would be best for you to work at vector level instead of component level.
//To orbit the car (target)
cameraPosition = Vector3.Transform(cameraPosition – target, Matrix.CreateRotationY(0.01f)) + target;
this.ViewMatrix = Matrix.CreateLookAt(cameraPosition, target, Vector3.Up);
Since all matrix rotations act about an axis that intersects the world origin, to use a rotation matrix to rotate the camera around the car, the object of rotation has to be shifted such that the target (and thus the rotation axis) is located at the world origin. CameraPosition - target accomplishes that. Now cameraPosition can be rotated a little bit. Once cameraPosition is rotated a little bit, it needs to be sent back to the scene at hand, that's what the '+ target' at the end of the line is for.
The 0.01f can be adjusted to whatever rotation rate suits you.