OpenLayers 3 show/hide layers - openlayers-3

I am creating an application which utilises a map created and managed by the OpenLayers 3 library. I want to be able to switch which layer is visible using the zoom level (i.e. zoom out to get an overview of countries, zoom in to get an overview of cities). There are three categories of layers (3 different zoom levels), and within each category there are 3 colours which the pins I am using could be (which are all separate layers as well) so in total there are 9 layers.
What I want is to develop the ability to filter which layers are displayed, which means showing/hiding the existing layers depending on which zoom level we are at.
There is some code to demonstrate how the map is generated and how one type of layer is generated but if there is more detail required please let me know. I don't believe there will be an issue with this, however.
function setUpMap(vectorLayers, $scope){
var view = new ol.View({
center: ol.proj.fromLonLat([2.808981, 46.609599]),
zoom: 4
});
map = new ol.Map({
target: 'map',
layers: vectorLayers,
overlays: [overlay],
view: view
});
view.on("change:resolution", function(e){
var oldValue = e.oldValue;
var newValue = e.target.get(e.key);
if (newValue > 35000){
if (oldValue < 35000)
//This is where I will show group 1
} else if (newValue > 10000){
if (oldValue < 10000 || oldValue > 35000)
//This is where I will show group 2
} else {
if (oldValue > 10000)
//This is where I will show group 3
}
});
addClickEventsToMapItems($scope);
}
I tried something like this and got no success:
function showLayer(whichLayer){
vectorLayers[1].setVisibility(false);
vectorLayers[2].setVisibility(false);
vectorLayers[3].setVisibility(false);
vectorLayers[whichLayer].setVisibility(true);
}
I am open to suggestions. Please let me know! :)

You can listen to the resolution:change event on your ol.Map instance:
map.getView().on('change:resolution', function (e) {
if (map.getView().getZoom() > 0) {
vector.setVisible(true);
}
if (map.getView().getZoom() > 1) {
vector.setVisible(false);
}
});
Example on Plunker: http://plnkr.co/edit/szSCMh6raZfHi9s6vzQX?p=preview
It's also worth to take a look at the minResolution and maxResolution options of ol.layer which can switch automaticly for you. But it works by using the view's resolution, not the zoomfactor:
http://openlayers.org/en/v3.2.1/examples/min-max-resolution.html

why dont you use minResolution/maxResolution parameters during vector layer initialasation, check the api here
If you dont know the resolution but you know only the scale, use the following function to get the resolution out of the scale
function getResolutionFromScale(scale){
var dpi = 25.4 / 0.28;
var units = map.getView().getProjection().getUnits();
var mpu = ol.proj.METERS_PER_UNIT[units];
var res = scale / (mpu * 39.37 * dpi);
return res;
}

Related

384x384px tile to diplay at 384x384px on map (retina)

I serve TMS tile with in two flavours: 256px or 384px through renderd option scale=1.5.
With Openlayers 3, the only way I found to display these 384px tiles their original size is to transform the canvas context like this:
map.getViewport().getElementsByTagName('canvas')[0].getContext("2d").setTransform(1.5, 0, 0, 1.5, -w, -h);
I think it's not the proper way to go, so what would be the right one?
I played a bit with a special ol.tilegrid but with no success, see here:
https://jsfiddle.net/yvecai/owwc5bo8/8/
The output I aim for is on the right map.
There is no need to create a special tile grid or to apply any canvas scaling. All you need to do is set the tilePixelRatio of the source properly, which would be 1.5 in your case:
source: new ol.source.XYZ({
url: "http://www5.opensnowmap.org/base_snow_map_high_dpi/{z}/{x}/{y}.png?debug",
attributions: [/* ... */],
tilePixelRatio: 1.5
})
Also note that your expectation of the result is wrong. I updated your fiddle to compare the standard 256px tiles (on the right) with the hidpi 384px tiles (on the left). If you are viewing the fiddle on a hidpi display, you'll notice the difference. https://jsfiddle.net/owwc5bo8/9/
To summarize:
If you want to display high-dpi tiles on a mobile device with good sharpness, use tilePixelRatio :
https://jsfiddle.net/owwc5bo8/9/
If you want to display tiles with a size differnet than 256x256, create a proper ol.tilegrid, and a proper ol.view:
https://jsfiddle.net/owwc5bo8/12/
var extent = ol.proj.get('EPSG:3857').getExtent();
var tileSizePixels = 384;
var tileSizeMtrs = ol.extent.getWidth(extent) / 384;
var resolutions = [];
for (var i = -1; i <= 20; i++) {
resolutions[i] = tileSizeMtrs / (Math.pow(2, i));
}
var tileGrid = new ol.tilegrid.TileGrid({
extent: extent,
resolutions: resolutions,
tileSize: [384, 384]
});
var center = ol.proj.fromLonLat(
ol.proj.toLonLat([2, 49], 'EPSG:4326'),
'EPSG:3857');
var zoom = 5;
var view1 = new ol.View({
center: center,
zoom: zoom,
maxResolution: 40075016.68557849 / 384
});

How can I change ol.source.OSM tile url based on level (z value)

We supply tiles for levels 0-9. So when the user goes to a zoom level 10 or higher I want the URL to change back to the default values of Open Street Map.
I've tried this and it almost works. When level 10 or higher is selected I change the URL using the ol.source.OSM.setURLs() function. But in some cases - not all - the image is still set to our local URL. I'm assuming this is some kind of caching issue but not sure.
$scope.tilesource = new ol.source.OSM({
url : '/'+$scope.tileRoot+'/tiles/{z}/{x}/{y}.png',
wrapX : false
});
var raster = new ol.layer.Tile({
source : $scope.tilesource
});
$scope.tilesource.on('tileloadstart', function(arg) {
//console.log(arg.tile.src_);
if ($scope.tileLevelsSupported.search(arg.tile.tileCoord[0]) == -1) {
$scope.tilesource.setUrls(["https://a.tile.openstreetmap.org/{z}/{x}/{y}.png", "https://b.tile.openstreetmap.org/{z}/{x}/{y}.png", "https://c.tile.openstreetmap.org/{z}/{x}/{y}.png"]);
} else {
$scope.tilesource.setUrl('/'+$scope.tileRoot+'/tiles/{z}/{x}/{y}.png');
}
});
I've tried several methods on OSM and Tile but have had no luck. On those instances when the Tile URL is wrong I get the File Not Found 404 error (expected), but then it corrects itself and the tile gets loaded.
Thanks in advance.
Instead of changing the URL, you could use two different layers with the minResolution and maxResolution options:
var raster = new ol.layer.Tile({
source : $scope.tilesource,
minResolution: 200,
maxResolution: 10000000
});
var osmLayer = new ol.layer.Tile({
source: new ol.source.OSM(),
minResolution: 0,
maxResolution: 200
});
When you zoom in from level 9 to 10, the raster layer will become invisible and the osm layer will appear.

Very slow hover interactions in OpenLayers 3 with any browser except Chrome

I have two styles of interactions, one highlights the feature, the second places a tooltop with the feature name. Commenting both out, they're very fast, leave either in, the map application slows in IE and Firefox (but not Chrome).
map.addInteraction(new ol.interaction.Select({
condition: ol.events.condition.pointerMove,
layers: [stationLayer],
style: null // this is actually a style function but even as null it slows
}));
$(map.getViewport()).on('mousemove', function(evt) {
if(!dragging) {
var pixel = map.getEventPixel(evt.originalEvent);
var feature = null;
// this block directly below is the offending function, comment it out and it works fine
map.forEachFeatureAtPixel(pixel, function(f, l) {
if(f.get("type") === "station") {
feature = f;
}
});
// commenting out just below (getting the feature but doing nothing with it, still slow
if(feature) {
target.css("cursor", "pointer");
$("#FeatureTooltip").html(feature.get("name"))
.css({
top: pixel[1]-10,
left: pixel[0]+15
}).show();
} else {
target.css("cursor", "");
$("#FeatureTooltip").hide();
}
}
});
I mean this seems like an issue with OpenLayers-3 but I just wanted to be sure I wasn't overlooking something else here.
Oh yeah, there's roughly 600+ points. Which is a lot, but not unreasonably so I would think. Zooming-in to limit the features in view definitely helps. So I guess this is a # of features issue.
This is a known bug and needs more investigation. You can track progress here: https://github.com/openlayers/ol3/issues/4232.
However, there is one thing you can do to make things faster: return a truthy value from map.forEachFeatureAtPixel to stop checking for features once one was found:
var feature = map.forEachFeatureAtPixel(pixel, function(f) {
if (f.get('type') == 'station') {
return feature;
}
});
i had same issue, solved a problem by setInterval, about this later
1) every mouse move to 1 pixel fires event, and you will have a quee of event till you stop moving, and the quee will run in calback function, and freezes
2) if you have an objects with difficult styles, all element shown in canvas will take time to calculate for if they hit the cursor
resolve:
1. use setInterval
2. check for pixels moved size from preview, if less than N, return
3. for layers where multiple styles, try to simplify them by dividing into multiple ones, and let only one layer by interactive for cursor move
function mouseMove(evt) {
clearTimeout(mm.sheduled);
function squareDist(coord1, coord2) {
var dx = coord1[0] - coord2[0];
var dy = coord1[1] - coord2[1];
return dx * dx + dy * dy;
}
if (mm.isActive === false) {
map.unByKey(mm.listener);
return;
}
//shedules FIFO, last pixel processed after 200msec last process
const elapsed = (performance.now() - mm.finishTime);
const pixel = evt.pixel;
const distance = squareDist(mm.lastP, pixel);
if (distance > 0) {
mm.lastP = pixel;
mm.finishTime = performance.now();
mm.sheduled = setTimeout(function () {
mouseMove(evt);
}, MIN_ELAPSE_MSEC);
return;
} else if (elapsed < MIN_ELAPSE_MSEC || mm.working === true) {
// console.log(`distance = ${distance} and elapsed = ${elapsed} mesc , it never should happen`);
mm.sheduled = setTimeout(function () {
mouseMove(evt);
}, MIN_ELAPSE_MSEC);
return;
}
//while multithreading is not working on browsers, this flag is unusable
mm.working = true;
let t = performance.now();
//region drag map
const vStyle = map.getViewport().style;
vStyle.cursor = 'default';
if (evt.dragging) {
vStyle.cursor = 'grabbing';
}//endregion
else {
//todo replace calback with cursor=wait,cursor=busy
UtGeo.doInCallback(function () {
checkPixel(pixel);
});
}
mm.finishTime = performance.now();
mm.working = false;
console.log('mm finished', performance.now() - t);
}
In addition to #ahocevar's answer, a possible optimization for you is to utilize the select interaction's select event.
It appears that both the select interaction and your mousemove listener are both checking for hits on the same layers, doing double work. The select interaction will trigger select events whenever the set of selected features changes. You could listen to it, and show the popup whenever some feature is selected and hide it when not.
This should reduce the work by half, assuming that forEachFeatureAtPixel is what's hogging the system.

OL3 V3.1.1 to V3.8.2 broke ol.source.xyz from PouchDB

I recently updated my Cordova mobile mapping app from OL3 V3.1.1 to V3.7.0 to V3.8.2.
Am using PouchDB to store off-line tiles, and with V3.1.1 tiles were visible.
Here is the code snippet:
OSM_bc_offline_pouchdb = new ol.layer.Tile({
//maxResolution: 5000,
//extent: BC,
//projection: spherical_mercator,
//crossOrigin: 'anonymous',
source: new ol.source.XYZ({
//adapted from: http://jsfiddle.net/gussy/LCNWC/
tileLoadFunction: function (imageTile, src) {
pouchTilesDB_osm_bc_baselayer.getAttachment(src, 'tile', function (err, res) {
if (err && err.error == 'not_found')
return;
//if(!res) return; // ?issue -> causes map refresh on movement to stop
imageTile.getImage().src = window.URL.createObjectURL(res);
});
},
tileUrlFunction: function (coordinate, projection) {
if (coordinate == null)
return undefined;
// OSM NW origin style URL
var z = coordinate[0];
var x = coordinate[1];
var y = coordinate[2];
var imgURL = ["tile", z, x, y].join('_');
return imgURL;
}
})
});
trails_mobileMap.addLayer(OSM_bc_offline_pouchdb);
OSM_bc_offline_pouchdb.setVisible(true);
Moving to both V3.7.0 and V3.8.2 causes the tiles to not display. Read the API and I'm missing why this would happen.
What in my code needs updating to work with OL-V3.8.2?
Thanks,
Peter
Your issue might be related to the changes to ol.TileCoord in OpenLayers 3.7.0. From the release notes:
Until now, the API exposed two different types of ol.TileCoord tile coordinates: internal ones that increase left to right and upward, and transformed ones that may increase downward, as defined by a transform function on the tile grid. With this change, the API now only exposes tile coordinates that increase left to right and upward.
Previously, tile grids created by OpenLayers either had their origin at the top-left or at the bottom-left corner of the extent. To make it easier for application developers to transform tile coordinates to the common XYZ tiling scheme, all tile grids that OpenLayers creates internally have their origin now at the top-left corner of the extent.
This change affects applications that configure a custom tileUrlFunction for an ol.source.Tile. Previously, the tileUrlFunction was called with rather unpredictable tile coordinates, depending on whether a tile coordinate transform took place before calling the tileUrlFunction. Now it is always called with OpenLayers tile coordinates. To transform these into the common XYZ tiling scheme, a custom tileUrlFunction has to change the y value (tile row) of the ol.TileCoord:
function tileUrlFunction = function(tileCoord, pixelRatio, projection){
var urlTemplate = '{z}/{x}/{y}';
return urlTemplate
.replace('{z}', tileCoord[0].toString())
.replace('{x}', tileCoord[1].toString())
.replace('{y}', (-tileCoord[2] - 1).toString());
}
If this is your issue, try changing your tileUrlFunction to
function (coordinate, projection) {
if (coordinate == null)
return undefined;
// OSM NW origin style URL
var z = coordinate[0];
var x = coordinate[1];
var y = (-coordinate[2] - 1);
var imgURL = ["tile", z, x, y].join('_');
return imgURL;
}

Image zoom in Xamarin forms

I want to implement Xamarin forms image zoom property. I did search the internet for quite some time but I didn't find any relevant documentation, can anyone provide me some information on how to implement it in Xamarin Forms?
Currently there is no zoom property for image. You have to use custom renderer to acheive that.
Try using ScaleTo, Itz similar to zoom but not exactly zoom functionality.. Hope it helps...
var img = new Image {
Source = "foo.png",
Scale = .9
};
var stepper = new Stepper {
Minimum = .1,
Maximum = 1,
Increment = .1,
Value = .9,
};
stepper.ValueChanged += async (object sender, ValueChangedEventArgs e) => {
img.ScaleTo(e.NewValue);
};
I had the same need to implement zoom, click, ... on images on Xamarin Forms.
On the forum i find a plugin that define custom renderers for the 3 platforms that can allow you to get coordinates of click on image and then to implement the zoom you want to do.
Here the website of the plugin : http://www.mrgestures.com/
It costs 10euros for every application you develop. Depending on what you need to implement and how many times you will need it it's not expensive at all.
The issue comes with scale property that its scaled to the center of x and y ,
I've implemented this extension no need for extra renderer.
public static Task<bool> ScaleTo(this VisualElement view, double scale, double anchorX, double anchorY, uint length = 250, Easing easing = null)
{
var tcs = new TaskCompletionSource<bool>();
if (easing == null)
{
easing = Easing.Linear;
}
new Animation(
(v) =>
{
view.Scale = scale;
view.AnchorX = anchorX;
view.AnchorY = anchorY;
}, 0, length
).Commit(view, nameof(view), 16, length, easing, finished: (f, a) => tcs.SetResult(a));
return tcs.Task;
}
You can implement pinch to zoom by using a pinch gesture recognizer.
Here is the documentation on pinch to zoom
https://learn.microsoft.com/en-us/xamarin/xamarin-forms/app-fundamentals/gestures/pinch
At the same time if you want to add pan, you can combine the above code with
https://learn.microsoft.com/en-us/xamarin/xamarin-forms/app-fundamentals/gestures/pan
Then you would have a pretty good full screen image viewer in Xamarin.Forms
You can use this library, just install on your .netstandard project and that's it!
You can then use Rg.Plugin.Popup and add the image dynamically by providing the link
xmlns:pinch="clr-namespace:Xamarin.Forms.PinchZoomImage;assembly=Xamarin.Forms.PinchZoomImage"
<pinch:PinchZoom.Content>
<Image Source="xxamarin.jpg" />
</pinch:PinchZoom.Content>

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