Simple algorithm for annotations request from server on map - ios

What is a good enough method of knowing when to go out to the server and request for annotations?
i.e. knowing when the area on the screen was not yet exposed by the user?
If I have a LAT1,LON1 LAT2,LON2 specifying the screen boundaries, or maybe the screen's center as LAT,LON, how can I know that the surface the user has moved to has never been exposed or even just a part of it?
Weird, but I can't find ideas online, Any methods would be welcome!
Thanks!

store a set of MKMapRect objects that the map showed in a NSMutableSet maybe -- you then have all the areas that were visible previously. (combine rects when it makes sense to keep the set reasonable)
when you get a new MKMapRect (after a scroll or zoom of the map view -- the delegate is informed here) see if the new visibleMapRect lies within an old one or just intersects or is not inside the rect at all
an MKMapRect can be treated almost like a CGRect :)

Related

Getting the current visible entities in RealityKit

Currently, RealityKit doesn't have any method that provides the currently visible entities. In SceneKit we do have a method for that particular functionality—nodesInsideFrustum(pointOfView).
Our internal solution is to create a big fake bounding box in front of the camera. We then check intersections between the "frustum" bounding box and each entity's bounding box. That, of course, is a bit cumbersome and inaccurate. I wonder if someone can come up with a better solution who is willing to share it.
You could combine two ARView methods:
ARView.project(position) to get the 2D point in screen space
ARView.bounds.contains(point) to know if it's visible on screen
But it's not enough, you also have to check if the object is behind you:
Entity.position(relativeTo: cameraAnchor) (with cameraAnchor being an AnchorEntity(.camera)) to have the local position
the sign of localPosition.z shows if it's in front or behind the camera

Swift - Detect the user drawing through defined points/areas.

My app already has the drawing enabled for the user on the screen. How can I define certain points in the screen and detect when the user draws through that point? Read about a few swift methods but can't quite grasp if they are applicable for what I need, also I can't find any "collision" methods.
You can use the .containspoint method. However I would recommend you to use a rectangle and not a point. It`s very difficult to draw over one certain point. So you could use CGRect for a rectangle and then again .containspoint(from the user touched point).

Interact with complex figure in iOS

I need to be able to interact with a representation of a cilinder that has many different parts in it. When the users taps over on of the small rectangles, I need to display a popover related to the specific piece (form).
The next image demonstrates a realistic 3d approach. But, I repeat, I need to solve the problem, the 3d is NOT required (would be really cool though). A representation that complies the functional needs will suffice.
The info about the parts to make the drawing comes from an API (size, position, etc)
I dont need it to be realistic really. The simplest aproximation would be to show a cilinder in a 2d representation, like a rectangle made out of interactable small rectangles.
So, as I mentioned, I think there are (as I see it) two opposite approaches: Realistic or Simplified
Is there a way to achieve a nice solution in the middle? What libraries, components, frameworks that I should look into?
My research has led me to SceneKit, but I still dont know if I will be able to interact with it. Interaction is a very important part as I need to display a popover when the user taps on any small rectangle over the cylinder.
Thanks
You don't need any special frameworks to achieve an interaction like this. This effect can be achieved with standard UIKit and UIView and a little trigonometry. You can actually draw exactly your example image using 2D math and drawing. My answer is not an exact formula but involves thinking about how the shapes are defined and break the problem down into manageable steps.
A cylinder can be defined by two offset circles representing the end pieces, connected at their radii. I will use an orthographic projection meaning the cylinder doesn't appear smaller as the depth extends into the background (but you could adapt to perspective if needed). You could draw this with CoreGraphics in a UIView drawRect.
A square slice represents an angle piece of the circle, offset by an amount smaller than the length of the cylinder, but in the same direction, as in the following diagram (sorry for imprecise drawing).
This square slice you are interested in is the area outlined in solid red, outside the radius of the first circle, and inside the radius of the imaginary second circle (which is just offset from the first circle by whatever length you want the slice).
To draw this area you simply need to draw a path of the outline of each arc and connect the endpoints.
To check if a touch is inside one of these square slices:
Check if the touch point is between angle a from the origin at a.
Check if the touch point is outside the radius of the inside circle.
Check if the touch point is inside the radius of the outside circle. (Note what this means if the circles are more than a radius apart.)
To find a point to display the popover you could average the end points on the slice or find the middle angle between the two edges and offset by half the distance.
Theoretically, doing this in Scene Kit with either SpriteKit or UIKit Popovers is ideal.
However Scene Kit (and Sprite Kit) seem to be in a state of flux wherein nobody from Apple is communicating with users about the raft of issues folks are currently having with both. From relatively stable and performant Sprite Kit in iOS 8.4 to a lot of lost performance in iOS 9 seems common. Scene Kit simply doesn't seem finished, and the documentation and community are both nearly non-existent as a result.
That being said... the theory is this:
Material IDs are what's used in traditional 3D apps to define areas of an object that have different materials. Somehow these Material IDs are called "elements" in SceneKit. I haven't been able to find much more about this.
It should be possible to detect the "element" that's underneath a touch on an object, and respond accordingly. You should even be able to change the state/nature of the material on that element to indicate it's the currently selected.
When wanting a smooth, well rounded cylinder as per your example, start with a cylinder that's made of only enough segments to describe/define the material IDs you need for your "rectangular" sections to be touched.
Later you can add a smoothing operation to the cylinder to make it round, and all the extra smoothing geometry in each quadrant of unique material ID should be responsive, regardless of how you add this extra detail to smooth the presentation of the cylinder.
Idea for the "Simplified" version:
if this representation is okey, you can use a UICollectionView.
Each cell can have a defined size thanks to
collectionView:layout:sizeForItemAtIndexPath:
Then each cell of the collection could be a small rectangle representing a
touchable part of the cylinder.
and using
collectionView:(UICollectionView *)collectionView
didSelectItemAtIndexPath:(NSIndexPath *)indexPath
To get the touch.
This will help you to display the popover at the right place:
CGRect rect = [collectionView layoutAttributesForItemAtIndexPath:indexPath].frame;
Finally, you can choose the appropriate popover (if the app has to work on iPhone) here:
https://www.cocoacontrols.com/search?q=popover
Not perfect, but i think this is efficient!
Yes, SceneKit.
When user perform a touch event, that mean you knew the 2D coordinate on screen, so your only decision is to popover a view or not, even a 3D model is not exist.
First, we can logically split the requirement into two pieces, determine the touching segment, showing right "color" in each segment.
I think the use of 3D model is to determine which piece of data to show in your case if I don't get you wrong. In that case, the SCNView's hit test method will do most of work for you. What you should do is to perform a hit test, take out the hit node and the hit's local 3D coordinate of this node, you can then calculate which segment is hit by this touch and do the decision.
Now how to draw the surface of the cylinder would be the only left question, right? There are various ways to do, for example simply paint each image you need and programmatically and attach it to the cylinder's material or have your image files on disk and use as material for the cylinder ...
I think the problem would be basically solved.

Drawing World Map - Performance & Interaction - iOS

I’d like to use a Shapefile to generate an interactive world map. I was able to import the data and use CG Paths to draw the map into one large view.
The map needs to support panning, zooming and touch interaction. For that, I've created a UIScrollView and placed the MapView (large view with all of the countries drawn) into it.
I need to improve two aspects of it:
Performance / rendering
I have drawn the map much larger than the screen size, in order to make it look reasonable when I zoom in. There are a few problems with this. First, when I'm zoomed out, I need the border stroke/line to be wider so they are visible. When I zoom in, I'd like the stroke to be a thinner. Also, when I zoom in, I can still see that the map is a blurry. I don't want to increase the view size too much.
How can I make the map look crisp when I'm zoomed in? I attempted to redraw the map on zoom in, but it takes far too long. Can I somehow only re render onscreen stuff?
Touch Interaction
I need to be able to have a touch event for every different country.
Possible approach?
I was thinking of trying to separate every country onto it’s own view. That should make touches easy to handle. Then I’m thinking I can possibly redraw the appropriate views that are on screen/zoomed to.
I've played with an app that does something similar ("World Maps"), and I can see that when you pan or zoom, the map is blurry for a second but then becomes clear. What is going on there?
use mapkit and provide custom tiles. dont reinvent the wheel and try to write yet another map framework
I think that you have to create different scaled area image from the big map image. how to say... imagine the google map, how it works... I think that provide many different zoom factor image for every area of the world... then merged display on the screen while user need show it ...
use code implemented the map effect is impossible on current iPhone device, out of the ability of the iOS device

LocationToViewportPoint issue

I have an issue with this where LocationToViewportPoint for Bing Maps is calculating based on current viewport of the map as opposed to calculating the target viewport point.
The reason is because if the user is panning/zooming the map, this method will return inconsistent results.
I've tried reflecting this method but to no avail, does anyone have any more insight on how to solve this problem?
Solved this:
What I had to do was turn off the AnimationLevel for (panning/zooming) and explicitly SetView to the target bounding rectangle and then performed whatever calculations I needed to calculate the Map's new center point.
I then changed the AnimationLevel back on and then setting the new Map's center point for the map to zoom/pan to.
Apparently the LocationToViewportPoint had a dependency on AnimationLevel and "current" view.

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