I have a question about icon property including anchor, anchor Origin, offset, offset Origin. because the open layers web didn't give more explanation and it confuses me, when i change anchor or offset, they both can change icon position, and offset and size both can cut the icon, and what does Origin mean, those properties confuse me for a long time.
Thanks for any help in advance.
anchor: specifies where the "tip" point of the icon is. To use mouse pointers as an analogy, standard arrow has its anchor on the top-left corner, a cross has the active part exactly in the middle, etc. OpenLayers allows you to specify that via a vector between [0,0] and [1,1] (e.g. [0.5, 0.5] is in the middle, etc.).
anchorOrigin: which part of the icon should the anchor be applied from. Default is top-left, meaning that the top-left corner would be used as a point of reference if anchor is to be applied. I'd say that it's probably least confusing to ignore it and go with the default, only modifying anchor.
offset: if you only want to use a part of your input image as the icon (because, for instance, there's some unnecessary margin), you can shift the active area by [x, y] pixels
offsetOrigin: which point of the icon should be used as the point of reference for the offset property.
Note that if you use offset then it makes sense to have a look at size.
Related
I'm using aframe for a VR project I'm doing and I'm using checkpoint on the ground to lead the user around the 3D space. I received help before on how to create a checkpoint here
Here is the link to the most current iteration of my project -> https://museum-exhibit-demo.glitch.me/webVR.html
Is it possible to have the animation that takes you to the cylinder also change the view of the camera and height? Basically once I click the cylinder to take me to the position it will also snap my view to the text on the wall even if it is not eye height
Great Demo. I've prepared a candidate solution on glitch (app). This solution changes the height of the camera, and the horizontal direction/yaw of the camera. It does not change the pitch of the camera. Ideally any AR/VR app would minimise forcing a change of camera orientation. If you forcibly change the pitch of the camera that's like permanently tilting the floor of the user. If you just change the yaw then that just permanently changes the horizontal direction they are look. Changing the pitch can be done, but I think from a user perspective that might cause more problems than it is worth, changing the yaw is just about OK. Similar recommendations were previously mentioned in https://stackoverflow.com/a/47667912/10849562.
I'll break down the solution code by how it solves your two issues, to have the animation that takes you to the cylinder also change the height of the camera, and separately how it can change the view/direction? I'll add in line references to the solution were relevant.
Change the height to match the height of the text
First you need to know the height of the text associated with the checkpoint cylinder. One way to do this is to provide the id of the related a-text entity to the goto component. To do that I added a new component property textId to your goto component (L79). Then in each of the places where you have used the goto component the textId property was set. For example for the checkpoint cylinder associated with the Welcome! text, the goto component was changed to goto="textId: welcome" (L298).
The id of the associated a-text enitity can be accessed from methods of the goto component using this.data.textId which will be different for each goto component. Using this information within the component, the position of the a-text enitity can be found in a similar way to how you found the rig position, by finding the a-text element with document.querySelector L83 and then finding the position L93.
let text = document.querySelector(`#${this.data.textId}`);
text.object3D.getWorldPosition(textPos);
Note that instead of using text.getAttribute("position") the getWorldPosition method is used instead. That is because you have wrapped your a-text elements inside a-entity elements that also have positions set. getAttribute("position") only gives you the position relative to its parent entity, but this solution requires the absolute/world position of the text. Of course other solutions might do things different, and it's also possible to change the HTML structure of your demo so that you could use getAttribute("position"). getWorldPosition is a method from THREE.js (which A-Frame is based on) and stores the position in the textPos variable. You can use textPos in the same way as rigPos. Instead of rigPos.y you can now do textPos.y to get the height of the text as the end point of the position animation to change the height of the camera.
Note that 1.6 is taken away from the height in the solution. The default height of the camera in A-Frame is 1.6. You've handled this by reducing the position of the camera by -1.1 in the #pov entity.
Change the direction of the camera match the direction of the text
First we need to know the direction of the text with respect to its associated checkpoint cylinder. Because we now have access to the position of the cylinder the direction vector between from the cylinder to the text can be calculated (L111). From this the azimuthal angle or yaw angle of the direction from the checkpoint cylinder to the text can be calculated (L115). To do this calculation a function getYaw was created (L46) to calculate the yaw angle.
Because you have already applied a yaw rotation of 90 degrees on your #pov entity that wraps your a-camera entity, the yaw angle is calculated from the negative z-axis (0, 0, -1).
Now that you have the direction the text is from the checkpoint cylinder, you need to know the yaw direction the camera is currently pointing in. You can find this out from the rotation component of the a-camera entity. Just like finding the position of any entity, you can find the a-camera element with document.querySelector (L84) and the find its yaw angle camera.getAttribute("rotation").y (L116). You can then calculate the target yaw angle that you should set the rig to by calculating the relative angle from the camera entity to the text entity which is called targetRigYaw in the solution (L117).
Note that there are lots of applications of a mod function. This simply ensures that all yaw angles are always positive and between [0, 360] which helps simplify things when applying angles.
You could now use the targetRigYaw as the angle to set your rig to to change the view direction to look at the text. However depending on the yaw angles of the text direction and camera direction, this angle might be greater than 180 degrees. You can imagine that you could rotate left or right to end up looking in a particular direction. Unless the direction you would like to look in is directly behind you, one of the direction will be a shorted rotation than the other. L120-123 change the targetRigYaw angle so that you are always rotating in the shortest angular direction to end up looking at the text.
In order to animate the yaw in the same way as you animated the position you can add second component to the #pov entity. In the solution this is called animation__rotation (L144). The A-Frame docs describe how you can add multiple animation using the __ notation https://aframe.io/docs/1.0.0/components/animation.html#multiple-animations.
We can then set the animation__rotation component to perform an animation of the rotation of the #pov entity in a similar way to the position. The animation__rotation component is set using setAttribute to rotate from the current yaw angle of the rig to the targetRigYaw angle, and the duration of the animation is set to the same length as the position animation.
I hope this helps solve your two questions. Please let me know if you have any questions. I've added comment to the code, however there were quite a few snippets that I added that might not be obvious what they do.
I have an object rotated around point (0,0). I can't change the anchor point. The rotation is done by another system and I can't influence that. All I have control of is the position of the element (and I can access the rotation value).
Now, I'd like to adjust the element position to make it appear like it's rotating around a specific pivot point.
How it is:
How I want it to be:
I could be wrong (your description honestly isn't great) but it looks to me like you just want to have the anchor point (that you have no control over) in the center of your image. So you just need to know the anchor point, and then calculate, probably, the top-left corner of your image based on the center of it being at the same point as the anchor. If the anchor point is (a,b), the width and height of your image are w and h, respectively, then the top-left corner of your image should go at the point (a - w/2, b - h/2). That is you need to subtract off half of both dimensions.
Every time I create a sprite to use as css background-image, I have to crunch the math and remind myself how to remember the X and the Y coordinates in pixels. How can I remember it or see it visually to keep it straight?
I came up with this graphic, hope it's helpful to someone else as well.
Think 'Y' rhymes with 'SKY' so thats your top measurement (distance in px) from the top. That leaves 'X' as the remaining distance (distance from left in pixels)
When I say distance from left and distance from top, I am referring to the distance in pixels from the side of your overall image to when the part you want to show, begins.
I usually keep the images anywhere on the Sprite sheet and then check out there co-ordinates by clicking on each graphic element in Fireworks(i use fireworks) and then negating the co-ordinates. For eg:if an element is at x=23px and y=20px, then in the CSS, i use background-position:-23px -20px. This always does the work.
When I resize a window, I can do so using the top,bottom,left or right sides or top-right,top-left,bottom-right or bottom-left corners.
Is there a way to know which one is used when I'm resizing?
I don't know if there is an elegant solution because different operating systems handle borders differently.
My suggestion is
to compute the difference between the current and previous window size each time it is drawn
Get the mouse cursor's position.
If the window X changes, the border used is probably the left or right -- whichever the mouse cursor is closest to. If the Y changes, probably the top or bottom border the cursor is closest to.
If both change, the corner the mouse cursor is closest to is probably it.
A few corner cases may come up. For example, a window can be resized on some systems using the keyboard. It can potentially also be resized programatically, like when the user changes to a resolution too low to contain your window. These things can be handled in most cases by detecting of the mouse button is clicked while the resize is taking place.
Also, it is possible to resize just the width or height from the corner. In these cases, you may have to choose a threshold for mouse distance from corner that would decide whether it is actually at a corner.
I have a rectangle of any arbitrary width and height. I know X,Y, width, and height. How do I solve the upper right hand coordinates when the rectangle is rotated N degrees? I realized if it were axis aligned I would simply solve for (x,y+width). Unforunatly this doesn't hold true when I apply a transform matrix on the rectangle to rotate it around its center.
It's usually easiest and fastest to let Flash's display code do these kinds of things for you. Create an empty Sprite and put it inside the rectangle's display object at the corner you want to track. Then, find the location of that sprite in the coordinate space of your choice:
var p:Point = new Point(0,0);
myRectangle.myCornerSprite.localToGlobal( p );
someDisplayObject.globalToLocal( p ); // for a coord space besides the stage
This gets you out of making any assumptions about the rectangle's design (i.e. registration point), and works even if the rectangle should be skewed or scaled as well as being rotated. Plus, this will be much easier to implement and maintain then a mess of cosines and whatnot.
(Note that the code above assumes that "upper right" refers to a specific corner - if you want to examine whichever corner happens to upper-rightmost at the moment, I'd simply add do the same thing with a sprite at all four corners, and pick whichever is to the upper right in global coords.)
You just have to calculate the point on a circle for the given radius. The center of your rectangle will be the circle's origin and any corner will be a point on the circle's circumference. You need to use trigonometry to calculate the new point using the rotation. I don't have time right now to explain all this, but here is a link to a decent 2D Javascript library I've used in the past and which should give you everything you need (bearing in mind that the math is virtually the same in Javascript and ActionScript) to work it out for yourself.
http://jsdraw2d.jsfiction.com/viewsourcecode.htm