I need to scale my Openlayer layer map in order to display full map [ fit to screen ] while print preview is set [ A4, A3 ... A0 page setup ]. Now after apply the css transform : scale() to the map div the mouse over position is not working properly.
I found a issues in but didn't found any solution.
ol issues #5747
Any suggestion?
I had the same problem. But my situation was on "click query" and it goes to offset.
My solution is as follows. Hope it a little help.
var px = evt.pixel[0]/0.8;
var py = evt.pixel[1]/0.8;
var geoPt = map.getCoordinateFromPixel([px,py]);
var x = geoPt[0];
var y = geoPt[1];
Related
I'm a newbie in babylon.js and I'm trying to create something exactly like that
https://sketchfab.com/3d-models/anatomy-of-the-human-brain-2019-4870387fd52b4706a87b1f3337356579
I had imported the model and add a button to the scene when I click on it the data appear as expected.
the problem is the button in away from the model.
here's waht i did.
https://www.babylonjs-playground.com/#JUKXQD#341
is there any better way than what i did ?
The buttons on sketchfab are not 3D buttons but HTML buttons added as an HTML layer on top of the canvas that renders the 3D. on each frame the HTML position is updated.
Something along the lines of this:
https://www.babylonjs-playground.com/debug.html#JUKXQD#344
Notice that the projection is happening on each frame:
scene.onBeforeRenderObservable.add(() => {
pointArray.forEach(point => {
// project from the stored picked point to the 2D screen)
var p = BABYLON.Vector3.Project(point.position,
BABYLON.Matrix.Identity(),
scene.getTransformMatrix(),
camera.viewport.toGlobal(scene.getEngine().getRenderHeight(), scene.getEngine().getRenderHeight()));
point.element.style.top = (p.y - point.element.offsetHeight / 2) + "px";
point.element.style.left = (p.x + point.element.offsetWidth) + "px";
})
});
For example, if you go to Twitter and click on an image, you can see they have a nice color that is close to what you see on the image. I tried looking up ways to achieve this as well as trying to figure it out on my own but no luck. I'm not sure if there's a color: relative property or not.
if you want to use the a colour that exists in your image and set it as a background colour you need to use the canvas element in the following manner:
HTML (this is your image)
<img src="multicolour.jpg" id="mainImage">
JS
window.onload = function() {
// get the body element to set background (this can change dependending of your needs)
let body = document.getElementsByTagName("body")
// get references to the image element that contains the picture you want to match with background
let referenceImage = document.getElementById("mainImage");
// create a canvas element (but don't add it to the page)
let canvas = document.createElement("canvas");
// make the canvas size the same as your image
canvas.width = referenceImage.offsetWidth
canvas.height = referenceImage.offsetHeight
// create the canvas context
let context = canvas.getContext('2d')
// usage your image reference to draw the image in the canvas
context.drawImage(referenceImage,0,0);
// select a random X and Y coordinates inside the drawn image in the canvas
// (you don't have to do this one, but I did to demonstrate the code)
let randomX = Math.floor(Math.random() * (referenceImage.offsetWidth - 1) + 1)
let randomY = Math.floor(Math.random() * (referenceImage.offsetHeight - 1) + 1)
// THIS IS THE MOST IMPORTANT LINE
// getImageData takes 4 arguments: coord x, coord y, sample size w, and sample size h.
// in our case the sample size is going to be of 1 pixel so it retrieves only 1 color
// the method gives you the data object which constains and array with the r, b, g colour data from the selected pixel
let color = context.getImageData(randomX, randomY, 1, 1).data
// use the data to dynamically add a background color extracted from your image
body[0].style.backgroundColor = `rgb(${color[0]},${color[1]},${color[2]})`
}
here is a gif of the code working... hopefully this helps
UPDATE
Here is the code to select two random points and create a css3 background gradient
window.onload = function() {
// get the body element to set background (this can change dependending of your needs)
let body = document.getElementsByTagName("body")
// get references to the image element that contains the picture you want to match with background
let referenceImage = document.getElementById("mainImage");
// create a canvas element (but don't add it to the page)
let canvas = document.createElement("canvas");
// make the canvas size the same as your image
canvas.width = referenceImage.offsetWidth
canvas.height = referenceImage.offsetHeight
// create the canvas context
let context = canvas.getContext('2d')
// usage your image reference to draw the image in the canvas
context.drawImage(referenceImage,0,0);
// select a random X and Y coordinates inside the drawn image in the canvas
// (you don't have to do this one, but I did to demonstrate the code)
let randomX = Math.floor(Math.random() * (referenceImage.offsetWidth - 1) + 1)
let randomY = Math.floor(Math.random() * (referenceImage.offsetHeight - 1) + 1)
// THIS IS THE MOST IMPORTANT LINE
// getImageData takes 4 arguments: coord x, coord y, sample size w, and sample size h.
// in our case the sample size is going to be of 1 pixel so it retrieves only 1 color
// the method gives you the data object which constains and array with the r, b, g colour data from the selected pixel
let colorOne = context.getImageData(randomX, randomY, 1, 1).data
// THE SAME TO OBTAIN ANOTHER pixel data
let randomX2 = Math.floor(Math.random() * (referenceImage.offsetWidth - 1) + 1)
let randomY2 = Math.floor(Math.random() * (referenceImage.offsetHeight - 1) + 1)
let colorTwo = context.getImageData(randomX2, randomY2, 1, 1).data
// use the data to dynamically add a background color extracted from your image
//body[0].style.backgroundColor = `rgb(${allColors[0]},${allColors[1]},${allColors[2]})`
body[0].style.backgroundImage = `linear-gradient(to right, rgb(${colorOne[0]},${colorOne[1]},${colorOne[2]}),rgb(${colorTwo[0]},${colorTwo[1]},${colorTwo[2]}))`;
}
The following are your options.
1. Use an svg.
As far as I know there's no way to have javascript figure out what color is being used in a png and set it as a background color. But you can work the other way around. You can have javascript set the background color and an svg image to be the same color.
See this stackoverflow answer to learn more about modifying svgs with javascript.
2. Use a custom font.
There are fonts out there that provide a bunch of icons instead of letters, you can also create your own font if you feel so inclined to do so. With css you just have to set the font-color of that icon to be the same as the background-color of your other element.
Font Awesome provides a bunch of useful custom icons. If the image you need to use happens to be similar to one of theirs, you can just go with them.
3. Use canvas
If you really want to spend the time to code it up you can use a html <canvas/> element and put the image into it. From there you can inspect certain details about the image like its color, then apply that color to other elements. I won't go into too much detail about using this method as it seems like it's probably overkill for what you're trying to do, but you can read up more about from this stackoverflow answer.
4. Just live with it.
Not a fun solution, but this is usually the option I go with. You simply have to hard-code the color of the image into your css and live with it. If you ever need to modify the color of the image, you have to remember to update your css also.
I am having trouble to set obj position before placing it in the scene.
is there a logical map or structure you follow to lay the objects without constant refreshing while adjusting x,y,z coordinates?
Maybe you can use the a-animation to do that! Or you can
use the entity.addEventListener to update the position.
Do you want layout? https://github.com/ngokevin/aframe-layout-component
Or do you want to:
var sceneEl = document.querySelector('a-scene');
var el = document.createElement('a-entity');
el.setAttribute('position', '1 2 3');
sceneEl.appendChild(el);
I have a div shape with before: and after: so it looks like a cross shape (Rotated).
But now my problem is, that the background is logically also rotated. I'd like that the background image isn't rotated and the image should be the size of the div.
I already tried to add a transform rotate to the place where I added the background but it didnt rotate back. Also for the size I tried background-size to adjust it, didnt work either.
Here is my jsbin: http://jsbin.com/iYogaCE/29/edit
thanks in advance!
nick
Well, I tried for a while to get a version working with pure CSS and HTML, but I was unable to do so. I believe that double pseudo selectors, aka ::after and ::before, would allow it to be possible, but I don't think that you can do it in pure CSS in one object currently.
With that being said, the way I accomplished it using one element is the much more common way - by using a canvas. With canvas it becomes pretty simple. Hopefully the comments make it easy to understand
Live demo here
// Gets a list of all the canvases to create an X for
var canvases = document.getElementsByClassName('profile');
// Allows the X to be drawn on multiple canvases without being redrawn
var tempCanvas = drawX();
// Gives the canvases a background image (the person's profile)
// If you wanted different images for each you could easily create an array
// and iterate through it for each canvas
var background = new Image();
background.src = "http://asta-design.ch/gameotion/wp-content/uploads/2013/03/placeholder.jpg";
// Once the image has loaded, apply the Xs
background.onload = function() {
// Do it for each canvas
for(var i = 0, j = canvases.length; i < j; i ++)
{
// Gets the current canvas and context
var canvas = canvases[i];
var context = canvas.getContext('2d');
// Allows the portrait only to be shown through the generated X
context.globalCompositeOperation = "destination-atop";
// Draws the profile picture
context.drawImage(background, 0,0, canvas.width, canvas.height)
// Cuts out everything that is not within the X
context.drawImage(tempCanvas, 0, 0);
}
}
// Creates the X to use as the cut out
function drawX() {
// Creates a hidden canvas to draw the X on
var offscreenCanvas = document.createElement('canvas');
var offscreenCtx = offscreenCanvas.getContext('2d');
// The width/height of the original canvas, not sure why "canvas.width" doesn't work here...
var size = 200;
offscreenCanvas.width = size;
offscreenCanvas.height = size;
// Creates the rectangles sloped positively
offscreenCtx.save();
offscreenCtx.translate(3 * size / 4, 3 * size / 4);
offscreenCtx.rotate(Math.PI/4);
offscreenCtx.fillRect(-size/2, -size/2, size * .3, size);
// Loads the state before the first rectangle was created
offscreenCtx.restore();
// Creates the rectangles sloped positively
offscreenCtx.translate(3 * size / 4, 1 * size / 4);
offscreenCtx.rotate(-Math.PI/4);
offscreenCtx.fillRect(-size/2, -size/2, size * .3, size);
// Returns the canvas with the X
return offscreenCanvas;
}
You can't rotate a CSS background independently of the element it is attached to.
The only way you're going to be able to do this is to have the rotated content in an additional element inside your existing one, and only rotate the inner element.
eg:
<div> <-- background applied to this element
<div>....</div> <-- but this one is rotated
</div>
Now your background will remain static while the content inside it rotates.
If you can't have any extra markup, you could still achieve this without changing the HTML, by using CSS the :before selector to create an additional pseudo-element behind the main element. Apply the background to that instead of the main element; after that it's similar to what I described above with the extra markup.
Hope that helps.
I have made a resizeable custom overlay with an image and it works, you can see it here,
debug. In the upper right hand corner and lower left corner there are some red corner icons that you can drag and resize the image and overlay. The problem is that when you make the image smaller, it leaves behind remnants of the lager scale images.
I then added a function to remove the overlay before drawing the new one, straight out of the example, overlay.onRemove(); It worked, but as soon as you un click the marker it gives the error "parentnode: object is null or undefined", you can see it here debug2
If you view the source on them, the drag listener in on line 173 and calls the overlay = new USGSOverlay(bounds, srcImage, map, 'yes'); on line 194.
The function is on line 71. and looks for ifDrag and then deletes the previous overlay, I am baffled as to why it works but as soon as you un click the marker it throws the error and breaks the script.
It would be awesome if someone could provide me with a fix or workaround to the error. This is a very nice feature to have and am too close to give up. Thanks.
I believe your problem is in the draw function:
var div;
USGSOverlay.prototype.draw = function() {
// Size and position the overlay. We use a southwest and northeast
// position of the overlay to peg it to the correct position and size.
// We need to retrieve the projection from this overlay to do this.
var overlayProjection = this.getProjection();
// Retrieve the southwest and northeast coordinates of this overlay
// in latlngs and convert them to pixels coordinates.
// We'll use these coordinates to resize the DIV.
var sw = overlayProjection.fromLatLngToDivPixel(this.bounds_.getSouthWest());
var ne = overlayProjection.fromLatLngToDivPixel(this.bounds_.getNorthEast());
// Size the image's DIV to fit the indicated dimensions.
div = this.div_;
div.style.left = sw.x + 'px';
div.style.top = ne.y + 'px';
div.style.width = (ne.x - sw.x) + 'px';
div.style.height = (sw.y - ne.y) + 'px';
}
Don't you want to remove the external declaration of var div and make the references within the draw function reference this.div? I believe that is your problem.
Shouldn't the last lines of draw be implemented like this:
//Remove this line:
//div = this.div_;
this.div_.style.left = sw.x + 'px';
this.div_.style.top = ne.y + 'px';
this.div_.style.width = (ne.x - sw.x) + 'px';
this.div_.style.height = (sw.y - ne.y) + 'px';
You also have similar code in the add function. I suggest that you make the code in add similar - just work directly with this.div_; it looks like you might be getting a reference mixed around.
We came to the conclusion that too many events were fired and killed the script, 'dragend' was the solution (Not perfect but works), works in all browsers and have set opacity at 50% to get the perfect alignment to the location. Appreciate your help. Cheers.