Mouse wheel zoom limitation in OpenLayers 3 - openlayers-3

I know that the OpenLayers 3 ol.interaction.MouseWheelZoom accumulates mouse wheel events for an amount of time before it actually fires the event, which is a wanted behavior. However it seems that it limits the maximum zoom step to a constant range. This can be seen in the following function:
/**
* #private
* #param {ol.Map} map Map.
*/
ol.interaction.MouseWheelZoom.prototype.doZoom_ = function(map) {
var maxDelta = ol.MOUSEWHEELZOOM_MAXDELTA;
var delta = goog.math.clamp(this.delta_, -maxDelta, maxDelta);
var view = map.getView();
goog.asserts.assert(!goog.isNull(view));
map.render();
ol.interaction.Interaction.zoomByDelta(map, view, -delta,
this.lastAnchor_,
this.duration_);
this.delta_ = 0;
this.lastAnchor_ = null;
this.startTime_ = undefined;
this.timeoutId_ = undefined;
};
taken from
https://github.com/openlayers/ol3/blob/master/src/ol/interaction/mousewheelzoominteraction.js
In my application this is an unwanted feature, as the user needs to be able to zoom as much and as quickly as possible. Is there a way to overcome this limitation e.g. by building a custom interaction or altering my map configuration somehow?

Currently the max delta can only be configured through a compiler define when creating a custom build.
To achieve this, you will want something like this in your build configuration (here: a max delta of 10):
“define”: [
“ol.MOUSEWHEELZOOM_MAXDELTA=10”
]
See https://github.com/openlayers/ol3/blob/master/tasks/readme.md if you need more general information on build configurations and the build task.

Related

Why is the server response after a Drag&Drop so large and slow

I'm having some performance issues dragging cards between grids. From a backend perspective, storing the data from the grids after a change takes about 200ms.
But then, when the backend work seems to be done, it takes another 2,5 seconds for the frontend to get the response from the request. The request that's taking so long contact 2 rpc events: grid-drop and grid-dragend.
The response is also unusually large I think. Just to give you an idea, see screenshot ... notice the tiny scrollbar at the right. 🙂
TTFB is 2,42s, download size about half a MB.
Any ideas what's going on here and how I can eliminate this?
I'm using Vaadin 21.0.4, spring boot 2.5.4.
Steps I've taken to optimise performance:
Optimize db query + indexing
Use #cacheable where possible
Implemented the cards using LitElement
This is the drop listener:
ComponentEventListener<GridDropEvent<Task>> dropListener = event -> {
if (dragSource != null) {
// The item ontop or below where the source item is dropped. Used to calculate the index of the newly dropped item(s)
Optional<Task> targetItem = event.getDropTargetItem();
// if the item is dropped on an existing row and the dragged item contains the same items that's being dropped.
if (targetItem.isPresent() && draggedItems.contains(targetItem.get())) {
return;
}
// Add dragged items to the grid of the target room
Grid<Task> targetGrid = event.getSource();
Optional<Room> room = dayPlanningView.getRoomForGrid(targetGrid);
// The items of the target Grid. Using listdataview so this would not retrigger the query
List<Task> targetItems = targetGrid.getListDataView().getItems().toList();
// Calculate the position of the dropped item
int index = targetItem.map(task -> targetItems.indexOf(task)
+ (event.getDropLocation() == GridDropLocation.BELOW ? 1 : 0))
.orElse(0);
room.ifPresent(r -> service.plan(draggedItems, r, index, dayPlanningView.getSelectedDate()));
// send event to update other users
Optional<ScheduleUpdatedEvent> scheduleUpdatedEvent = room.map(r -> new ScheduleUpdatedEvent(PlanningMasterDetailView.this, r.getId()));
scheduleUpdatedEvent.ifPresent(Broadcaster::broadcast);
// remove items from the source grid. using list provider so items can be removed without DB round-trip.
productionOrderGrid.getListDataView().removeItems(draggedItems);
}
};
I'm a bit stuck now, as I'm kinda out of ideas 😦
Thanks
You should use the TemplateRenderer/LitRenderer instead of the ComponentRenderer because the generated server-side components are affecting the performance:
Read more here: https://vaadin.com/blog/top-5-most-common-vaadin-performance-pitfalls-and-how-to-avoid-them

AudioKit clicking/zipper noise when changing parameter values

I have an iOS app with an AudioKit effects chain, built like this:
IN --\ AKEqualizerFilter -- AKLowPassFilter -- AKChorus -- AKDelay -- AKReverb ---|
\___________________________________________________________________________| DryWet -> OUT
The amount of each effect is controlled by its local dry/wet mixer, and the whole chain can be brought in/out using the final dry/wet mixer. I'm finding that I get clicks/zipper noise when moving the sliders controlling individual AU parameters, particularly the reverb and delay. I've tried different options in AKSettings.bufferLength and AKSettings.rampDuration, but can't seem get rid of it. Are there are any other strategies I might try?
None of the examples I've seen suggest that there's any special way to access the parameters, so they're just being called from our UI, using generic UISliders. However, I did try calling the parameter change off the main thread, but nothing changed.
UPDATE 3: Okay, so digging around more it seems like AKOperationEffect is the way to go, however, I'm still not sure how to control it. I've set it up like this:
var delTime = 0.33
if useSync == true {
let tempo = SequencerController.sharedInstance.currentTempo
let beatDur = (60000 / tempo) / 1000
// we'll make the default a dotted-eighth
delTime = 0.75 * beatDur
}
let opEffect = AKOperationEffect(input) { input, params in
return input.smoothDelay(time: params[0], feedback: params[1], samples: 1024, maximumDelayTime: 10.0)
}
opEffect.parameters = [delTime, 0.]
where input is from the previous node -- so, in this chain, from the chorus. This does get me the delay time (without zippering!) but I can't find a way to control the dry/wet mix. Is this not possible with AKOperationEffect perhaps?

Printing an image to a dye based application

I am learning about fluid dynamics (and Haxe) and have come across this awesome project and thought I would try to extend to it to help me learn. A demo of the original project in action can be seen here.
So far, I have created a side menu of items containing different shapes. When the user clicks on one of the shapes, then, clicks onto the canvas, the image selected should be imprinted onto the dye. The user will then move the mouse and explore the art etc.
To try and achieve this I did the following:
import js.html.webgl.RenderingContext;
function imageSelection(): Void{
document.querySelector('.myscrollbar1').addEventListener('click', function() {
// twilight image clicked
closeNav();
reset();
var image:js.html.ImageElement = cast document.querySelector('img[src="images/twilight.jpg"]');
gl.current_context.texSubImage2D(cast fluid.dyeRenderTarget.writeToTexture, 0, Math.round(mouse.x), Math.round(mouse.y), RenderingContext.RGB, RenderingContext.UNSIGNED_BYTE, image);
TWILIGHT = true;
});
After this call, inside the update function, I have the following:
override function update( dt:Float ){
time = haxe.Timer.stamp() - initTime;
performanceMonitor.recordFrameTime(dt);
//Smaller number creates a bigger ripple, was 0.016
dt = 0.090;//#!
//Physics
//interaction
updateDyeShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
mouseForceShader.isMouseDown.set(isMouseDown && lastMousePointKnown);
//step physics
fluid.step(dt);
particles.flowVelocityField = fluid.velocityRenderTarget.readFromTexture;
if(renderParticlesEnabled){
particles.step(dt);
}
//Below handles the cycling of colours once the mouse is moved and then the image should be disrupted into the set dye colours.
}
However, although the project builds, I can't seem to get the image imprinted onto the canvas. I have checked the console log and I can see the following error:
WebGL: INVALID_ENUM: texSubImage2D: invalid texture target
Is it safe to assume that my cast for the first param is not allowed?
I have read that the texture target is the first parameter and INVALID_ENUM in particular means that one of the gl.XXX parameters are just flat out wrong for that particular function.
Looking through to the file writeToTexture is declared as so: public var writeToTexture (default, null):GLTexture;. WriteToTexture is a wrapper around a regular webgl handle.
I am using Haxe version 3.2.1 and using Snow to build the project. WriteToTexture is defined inside HaxeToolkit\haxe\lib\gltoolbox\git\gltoolbox\render
writeToTexture in gltoolbox is a GLTexture. With snow and snow_web, this is defined in snow.modules.opengl.GL as:
typedef GLTexture = js.html.webgl.Texture;
So we're simply dealing with a js.html.webgl.Texture here, or WebGLTexture in native JS.
Which means that yes, this is definitely not a valid value for texSubImage2D()'s target, which is specified to take one of the gl.TEXTURE_* constants.
A GLenum specifying the binding point (target) of the active texture.
From this description it's obvious that the parameter isn't actually for the texture itself - it merely gives some info on how the active texture should be used.
The question then becomes how the "active" texture can be set. bindTexture() can be used for this.

Cesium path onto terrain: line connecting 2 points goes under the terrain

I have a path moving over time.
I use Cesium.sampleTerrain to get positions elevation and drape them on the terrain.
The problem is that, even if all points are on the terrain, the line connecting 2 points sometimes goes under the terrain.
How can I do to drape also connecting lines on the terrain?
Here is my code:
var promise = Cesium.sampleTerrain(terrainProvider, 14, positions);
Cesium.when(promise, function(updatedPositions) {
var cartesianPositions = Cesium.Ellipsoid.WGS84.cartographicArrayToCartesianArray(updatedPositions);
var sample = new Cesium.SampledPositionProperty();
sample.setInterpolationOptions({
interpolationDegree : 3,
interpolationAlgorithm : Cesium.HermitePolynomialApproximation
});
$(cartesianPositions).each(function(index, cartPosition) {
var time = Cesium.JulianDate.addSeconds(start, index*10, new Cesium.JulianDate());
sample.addSample(time, cartPosition);
})
var target = viewer.entities.add({
position: sample,
path: {
resolution: 60,
material:Cesium.Color.BLUE,
width: 4,
trailTime: 422*10,
leadTime: 0
}
});
});
So like Matthew says; Cesium doesn't currently support a 'polyline' type entity with draping over terrain.
If you find that the Entity API isn't giving you what you need, it might be worth digging into the lower-level Primitives API to gain finer control - more specifically the GroundPrimitive geometry.
Among others; GroundPrimitives currently support the CorridorGeometry.
I have no experience with temporal data plotting within Cesium, but I would suggest you consider this approach rather than the async promise approach, which (IMO) seems like more of a hack born from the absence of a GroundPrimitive-type solution at the time.
Here's a crude example of a GroundPrimitive in action (note we don't need any z values):
var viewer = new Cesium.Viewer('cesiumContainer');
var corridorInstance = new Cesium.GeometryInstance({
geometry : new Cesium.CorridorGeometry({
vertexFormat : Cesium.VertexFormat.POSITION_ONLY,
positions : Cesium.Cartesian3.fromDegreesArray([
-122.26, 46.15,
-122.12, 46.26,
]),
width : 100
}),
id : 'myCorridor',
attributes : {
color : new Cesium.ColorGeometryInstanceAttribute(0.0, 1.0, 1.0, 0.5)
}
});
var corridorPrimitive = new Cesium.GroundPrimitive({
geometryInstance : corridorInstance
});
viewer.scene.primitives.add(corridorPrimitive);
viewer.camera.setView({
destination: Cesium.Cartesian3.fromDegrees(-122.19, 46.20, 10000.0)
});
Which will give you this:
Cesium does not currently support draping lines on terrain, but it is on our road map and really important to us. This is actually an extremely complicated problem to handle correctly in all cases (and is even more complicated because of the limitations of WebGL). It will require a lot of research and experimentation and there's no hard timeline for when it will be finished. We should have a version of it for static lines by spring as part of our 3D Tiles work, but dynamic lines are probably further out.
If you're interested in following development of this feature, keep your eye on issue #2172 in our GitHub repository. We'll also make announcements on our blog/twitter/forum when this feature is part of an official release.

Simulating mouse events in Actionscript 3

Given stage coordinates (x,y), I want to make my flash app behave just as if the user clicked at position (x,y). That is, something like
function simulateClick(x:Number, y:Number):void{
var e:MouseEvent = new MouseEvent(MouseEvent.CLICK, true, false, x, y)
stage.dispatchEvent(e);
}
I've found a bunch of pages talking about this kind of thing, and they all give solutions similar to the above. However, this isn't equivalent to the user clicking at (x,y). There are two problems:
The first is that e.stageX and e.stageY are both 0. I can't set them directly. The documentation says they are calculated when e.localX and e.localY are set, but this isn't happening when I set e.localX before dispatchEvent, nor in the event listener.
I could rewrite all of my event listeners with something like this:
var p:Point = e.target.localToGlobal(new Point(e.localX, e.localY));
Is this the only option?
The second problem is that my event listeners are registered with children of stage, not stage itself. So I need to find out what target to call dispatchEvent on. Clearly Flash is capable of determining what the target should be, ie which object owns the topmost pixel visible at position (x,y), because it does so when the user actually clicks. Is there an easy way to get at this information, or should I just write my own recursive function to do the same thing? I'm using DisplayObjectContainer.getObjectsUnderPoint at the moment, but it's not quite right.
I'm writing in FlashDevelop, if that makes any difference.
e.stageX/Y is populated correctly for me... also getObjectsUnderPoint() seems to work fine. I'm assuming that the x/y values passed to simulateClick are global coordinates?
edit: as pointed out in the comments, the mouse event must be dispatched on InteractiveObject instances... modified the code accordingly.
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.DisplayObject;
import flash.display.InteractiveObject;
import flash.display.Sprite;
import flash.events.MouseEvent;
import flash.geom.Point;
public function simulateClick(x:Number, y:Number):void
{
var objects:Array = stage.getObjectsUnderPoint(new Point(x, y));
var target:DisplayObject;
while(target = objects.pop())
{
if(target is InteractiveObject)
{
break;
}
}
if(target !== null)
{
var local:Point = target.globalToLocal(new Point(x, y));
var e:MouseEvent = new MouseEvent(MouseEvent.CLICK, true, false, local.x, local.y);
target.dispatchEvent(e);
}
}
public function addedToStage():void
{
var parent:Sprite = new Sprite();
stage.addChild(parent);
var child:Sprite = new Sprite();
child.name = 'child 1';
child.graphics.beginFill(0xff0000, 1);
child.graphics.drawRect(0, 0, 200, 200);
child.graphics.endFill();
var child2:Sprite = new Sprite();
child2.name = 'child 2';
child2.graphics.beginFill(0xff00ff, 1);
child2.graphics.drawRect(0, 0, 100, 100);
child2.graphics.endFill();
child2.x = 150;
child2.y = 150;
var bmpData:BitmapData = new BitmapData(80, 80, false, 0x00ff00);
var bmp:Bitmap = new Bitmap(bmpData);
bmp.name = 'bitmap';
child2.addChild(bmp);
parent.addChild(child);
parent.addChild(child2);
child2.addEventListener(MouseEvent.CLICK, function(e:MouseEvent):void
{
trace('target: ' + e.target.name);
trace('localX: ' + e.localX);
trace('localY: ' + e.localY);
trace('stageX: ' + e.stageX);
trace('stageY: ' + e.stageY);
});
simulateClick(190, 190);
}
Output:
target: child 2
localX: 40
localY: 40
stageX: 190
stageY: 190
For question 1: After you create the MouseEvent (assigning it a local x,y) you should be able to directly reference e.stageX and set it to what you want prior to dispatching the event. It's just a property of the MouseEvent instance.
For #2, currentTarget is always the thing that is topmost under the mouse, while target is the thing that is dispatching the event -- assuming the event is genuinely being dispatched by mouse interaction. In your case, you can set the target to be whatever object you have dispatching the event, and set the currentTarget arbitrarily. The question really is whether this is the most efficient way to deal with what's under the mouse right now; and the answer is, probably not. You'd be a lot better off using a MOUSE_OVER event to keep tabs on what the mouse is over right now, store that as a variable you can use when you want to call this, and don't try to iterate the whole display chain all the time (because Flash natively does that much faster than you can do it in a loop). If you put a mouseOver on the stage, and just check the currentTarget, you'll be getting whatever the topmost item is under the mouse on every frame where it changes.
You should be aware that (to prevent some obvious nasty scripts), certain actions cannot be triggered by mouse events that are generated dynamically by actionscript. These include opening a file reference and going fullscreen.
I have faced this issue too, gave me a bit of a headache.
In my situation I was creating the event, performing a bit of complex computations, but I couldn't retrieve global coordinates even though I had already set local coordinates.
Actually the solution was quite obvious in my case...
Global coordinates are populated only AFTER the event is dispatched, otherwise how can the event know how to translate local to global?
This is another pitfall, on top of not checking for the object used to dispatch event being an InteractiveObject.
I post this because someone else may face this issue due to both pitfalls. A quick answer easy to read.

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