Convert HTML Path to SVG - dictionary

I've grabbed some code from somewhere to create an interactive UK map using SVG.
You can see it here:
I'm wondering how I can get the blue area into one big polygon as opposed to separate areas. Any help would seriously appreciated!
Many thanks in advance.

You can group the smaller polygon paths like
<g id="England">
<path .... />
<path .... />
<path .... />
</g>
and then treat them as 1 larger polygon for the purposes of color fill and click area. If you want to remove the inner borders just set the stroke to the same color as the fill.
The only thing you can't do is stroke the outer group since it itself doesn't have a shape, its just the collection of the inner shapes and theres no way to just stroke the edges that do not border another group member. For that you probably would need to actually merge the polygons, which might be easier to do in Inkscape or Adobe Illustrator
See my example here where I've grouped the western US states. Click anywhere in the group to change the color. In the svg(html panel) code, the CA-WA-OR are the last 3 paths at the bottom...
http://jsfiddle.net/webchemist/K9jdD/

Get the original geographic data file in a 'shapefile' or other geospatial data format, load into a GIS package (Quantum GIS is free, open source, and featureful) then do a polygon dissolve operation.
You can also do this with the GEOS library which has an interface to C, Python and R if you can program in any of those languages.

Related

How does a non-tile based map works?

Ok, here is the thing. Recently i decided i wanted to understand how Random map generation works. I found some papers and some arguments. The most interesting one was "Diamond Square algorithm" and "Midpoint Displacement". I still have to try to apply those to a software, but other than that, i ran into this site: http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
As you can see, the idea is to use polygons. But i have no idea how to apply that a Tile-Based map, not even how to create those polygons using the tools i have (c++ and sdl). I am assuming there is no way to do it ( please correct me if i am wrong.) But if i am not, how does a non-tile map works, and how are these polygons generated?
This answer will not give you directly the answers you're looking for, but hopefully will get you close enough!
The Problem
I think what blocks you is how to represent the data. You're probably used to a 2D grid that simply represent the type of each tile. As you know, this is fine to handle a tile-based map, but doesn't properly allow you to model worlds where tiles are of a different shape.
Graphs
What I suggest to you, is to see the problem a bit differently. A grid is nothing more than a graph (more info) with nodes that have 4 (or 8 if you allow diagonals) implicit neighbor nodes. So first, what I would do if I was you, would be to move from your strict standard 2D grid to a more "loose" graph, where each node has a position, a position, a list of neighbors (in most cases you'll have corners with 2 neighbors, borders with 3 and "middle" tiles with 4) and finally a rendering component which simply draws your tile on screen at the given position. Once this is done, you should be able to have the exact same results on screen that you currently have with your "2D Tile-Based" engine by simply calling the rendering component with each node who's bounding box (didn't touch it in what you should add to your node, but I'll get back to this later) intersects with the camera's frustum (in a 2D world, it would most likely if the position +/- the size intersects the RECT currently being drawn).
Search
The more generic approach will also help you doing stuff like pathfinding with generic algorithms that explore nodes until they find a valid path (see A* or Dijkstra). Even if you decided to stick to a good old 2D Tile Map game, these techniques would still be useful!
Yeah but I want Polygons
I hear you! So, if you want polygons, basically all you need to do, is add to your nodes a list of vertices and the appropriate data that you might need to render your polygons (either vertex color, textures and U/V maps, etc...) and update your rendering component to do the appropriate OpenGL (this for example should help) calls to draw your nodes. Once again, the first step to iteratively upgrade your 2D Tile Engine to a polygon map engine would be to, for each tile in your map, give each of your nodes two triangles, a texture resource (the tile), and U/V mappings (0,0 - 0,1 - 1,0 and 1,1). Once again, when this step is done, you should have a "generic" polygon based tile map engine. The creation of most of this data can be created procedurally by calculating coordinates based on tile position, tile size, etc...
Convex Polygons
If you decide that you ever might need NPCs to navigate on your map or want to allow your player to navigate by clicking the map, I would suggest that you always use convex polygons (the triangle being the simplest for of a convex polygon). This allows your code that assume that two different positions on the same polygon can be navigated to in straight line.
Complex Maps
Based on the link you provided, you want to have rather complex maps. In this case, the author used Voronoi Diagrams to generate the polygons of the map. There are already solutions to do triangulation like that, but you might also want to use other techniques that are easier to work with if you're just switching to 3D like this one for example. Once you have interesting results, you should consider implementing serialization to save/open your map data from the game. If you want to create an editor, be aware that it might be a lot of work but can be worth it if you want people to help you creating maps or to add elements to the maps (like geometry that's not part of the terrain).
I went all over the place with this answer, but hopefully it helps!
Just iterate over all the tiles, and do a hit-test from the centre of the tile to the polys. Turn the type of the tile into the type of the polygon. Did you need more than that?
EDIT: Sorry, I realize that probably isn't helpful. Playing with procedural algorithms can be fun and profitable. Start with a loop that iterates over all tiles and chooses randomly whether or not the tile is occupied. Then, iterate over them again and choose whether it is occupied or its neighbour is.
Also, check out the source code for this: http://dustinfreeman.org/toys/wall7-dustin.html

QGis: How to import svg or raster images into Quantum GIS?

these vector or raster files being classic files without geocoordinates. They are lat/long projection, I want to import them into QGIS, scale them up/down, place them to their right place, and they become reusable shp or raster geocoordinated layers.
Edit: I'am from the wikipedia Graphic Lab>Map workshop, we want to work more using GIS. We litteraly have hundreds maps to migrate to GIS technologies....
File:Chinese_plain_5c._BC-en.svg
File:Vignobles_basse_loire.svg
Partial Solution: load SVG into Inkscape, Save as DXF file, then you can load this into QGIS. This should at least get you most of the linework into QGIS.
However, it won't yet be properly georeferenced or styled, and different layers may be in different places because the SVG has some scaling and translating operators on parts of the map data that QGIS or Inkscape is ignoring. You'll probably need to work with a layer at a time. This probably isn't a problem since maybe you are only interested in the added data on the map, and not the base map (country outlines etc) since you will probably want to overlay your data onto standard map base layer (natural earth, OpenStreetMap tiles).
The only way I see to do the transformation at present is to work out the affine transformation parameters and use the QgsAffine plugin, but that does require you to work out the parameters beforehand by fitting known source coordinates to known target coordinates.
But to do hundreds? You might be better off writing some custom SVG parsing code for each one...
If you only want to display it in the correct place, scale and rotation treat it as an SVG icon.
1. create a point layer and put a single point at the georeferenced centre of the SVG you will load.
2. edit the symbology and load the SVG as an icon
3. set the size units to map units
4. supply the appropriate dimensions
5. rotate as necessary
The redraw is very slow and painful, but if you use Project>import/Export>Export map as image you can make a georeferenced raster.

Google Maps API v3 - circle sector

I would like to draw sector of circle on map defined by point, radius, startAngle and stopAngle. I found lots of exmaples but with polygons etc whitch was too complicated for my case.
Thanks for any help!
a Circle is an object with no defined sides. Only a radius and a center point.
You are required to use a polygon to build a semi circle as it is a two sied object
There is not always an easy way out in coding, and typicaly they are the bad ways to do things (unless your talking about somthing like JQ/Bootstrap)
Here is a fairly stright forware implementation
http://googlemaps.googlermania.com/google_maps_api_v3/en/draw-semi-circle.html
This was refered in this question
Google Maps Polygon Incorrectly Rendered
they even provide a working example for you to rip apart
http://maps.forum.nu/temp/gm_bearing.html

Do objects drawn by Flash Graphics class exist as objects?

Internally Flash obviously keeps a list of the primitives drawn using Graphics so I wondered if you have many such primitives in a Sprite, can you re-position/remove/alter individual items rather than clear and re-draw everything? Or is this deeper into the bowels of Flash than you're allowed (or recommended) to go?
Drawing primitives aren't accessible to user code once they've been committed to the graphics context, but if you need fast drawing objects you should use shapes instead of sprites. Sprites are containers that can contain other sprites and graphics contexts, Shapes are objects with only graphics contexts and non interactive.
Sprite -> DisplayObjectContainer - > InteractiveObject -> DisplayObject
Shape -> DisplayObject
Unfortunately, it is impossible: Once the items are drawn, you can only modify the full shape, but not the drawing itself.
To give you more of an explanation, I googled about how Flash actually calculates display objects. Unfortunately, I couldn't find anything specific.
But I found enough to make an educated guess: [EDIT]: I found a very interesting PDF on the Anatomy of a Flash. It explains the rendering tree and how graphics objects are treated internally.
I know for a fact that all shape tweens created in the IDE are compiled into shape sequences (each frame is stored as a separate image). And it makes sense to do it that way: Each new frame of the movie must be calculated, all vector images are added to a tree, each rendered as bitmaps, combined and drawn as one final bit plane, in order to be displayed. So it is only logical to do every possible shape calculation at compile time, rather than at runtime.
Then again, a bitmap would store 32 bits of color information for every single pixel, while vectors are stored in simple values, storing x and y coordinates, line style, fill style, etc. Some vectors can be grouped, so that for more complex shapes, line and fill styles only have to be stored once, and only coordinates are necessary for the rest. Also, primitive shapes like circles and rectangles require less information than objects combined from many individual points and lines.
[EDIT]: The above mentioned PDF says this:
Both AS3 and AS3 DisplayObjects are
converted to SObjects internally.
SObjects have a character associated.
Based on the character type it has
different drawing methods, but it all
resumes to drawing fills with
different source of colors.
It would take a very, very complex vector shape to require more single pieces of information than its bitmap representation, provided it is larger than a few pixels in width and height. Therefore, keeping simple shapes as vector representations consumes considerably less memory than storing full bitmaps - and so it is logical not to do shape rendering at compile time, as well (except for complicated shapes - then the "cacheAsBitmap" property comes into play).
Consider what I've said about vectors, line style and fill style, etc. - sounds quite a lot like the sequence of commands we have to write when drawing in ActionScript, right? I would assume these commands are simply converted 1:1 into exactly the kind of vector representations I was talking about. This would make the compiler faster, the binaries smaller, and the handling of both the IDE shapes and the AS shapes exactly the same.
[EDIT]: Turns out I was not quite right on that:
Edge & Colors
LSObjects tree is traversed and a list of edges is created
Edges have colors associated
Strokes are converted to edges
Colors are sources of display data, eg. Bitmaps, Video, Solid fills,
Gradients
Rasterization
Edges are sorted and a color is calculated for each pixel – pixels are
touched only once
Presentation
After the main rasterizer is done painting, the memory buffer is
copied to the screen
Now imagine all of those vectors were freely editable:
The sequence of commands would no longer be final! What if you were to add, move or erase one at runtime? For example: Having a rectangle inside of a filled rectangle subtracts the inner shape from the outer shape. What if you moved one of the corner points to the outside? The result would be a completely different shape! Or if you added one point? You could not store the shape as a rectangle any longer, requiring 5 point items to draw the same thing that once had been one rect item. In short: All the groupings and memory optimizations would no longer work. And it would also slow down runtime graphics considerably. That's why it is only allowed to add new elements to the shape, but not to modify them once they are drawn. And why you have to clear and redraw your graphics, if you want existing shapes to change.
[EDIT]: You can always do complex stuff by doing the calculations yourself. I still believe it was a good decision not to integrate those into basic graphics functionality.
With Flash CS5, and the XFL file format, this data is now accessible as XML.
For my example, you could make a tile map composed of 'Graphic' items from a MovieClip with various frames being various tiles. Instantly you come to the problem of needing to access those inaccessible frame indexes from 'Shape' objects.
If you put them into a symbol (even one that is not exported), you can find it in a file in your LIBRARY folder (after saving as 'xfl'). It mirrors the Library contents.
<DOMSymbolItem xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://ns.adobe.com/xfl/2008/" name="Tileset_Level_Test" itemID="4e00fe7f-00000450" linkageExportForAS="true" linkageClassName="Tileset_Level_Test" sourceLibraryItemHRef="Symbol 1" lastModified="1308719656" lastUniqueIdentifier="3">
<timeline>
<DOMTimeline name="Tileset_Level_Test">
<layers>
<DOMLayer name="Layer 1" color="#4FFF4F" current="true" isSelected="true" autoNamed="false">
<frames>
<DOMFrame index="0" keyMode="9728">
<elements>
<DOMSymbolInstance libraryItemName="Tileset_Test" name="" symbolType="graphic" firstFrame="8" loop="play once">
<transformationPoint>
<Point/>
</transformationPoint>
</DOMSymbolInstance>
<DOMSymbolInstance libraryItemName="Tileset_Test" name="" symbolType="graphic" firstFrame="4" loop="play once">
<matrix>
<Matrix tx="48"/>
</matrix>
<transformationPoint>
<Point/>
</transformationPoint>
</DOMSymbolInstance>
... lots more...
</elements>
</DOMFrame>
</frames>
</DOMLayer>
</layers>
</DOMTimeline>
</timeline>
</DOMSymbolItem>
The XML looks quite complex, but you can process it down to something much simpler with the XML class, and (for instance) construct a collision mask from a MovieClip mirroring those frame indexes, and identify spawn points and other special classes of things. Or you might process the data and draw the whole map yourself, having only needed a way to build it visually. All you might really care about is tx,ty attributes in the Matrix (for where a tile is placed), and 'firstFrame' attribute in the 'DOMSymbolInstance' (for which tile).
Anyways, you could preprocess it with an AIR applet to make just the data you want, and then either poop out a .as file to include in the project, or simplified XML, or whatever you like. Or use whatever other tools/languages you prefer, and add that processing step to your build scripting.
The xfl file format is also handy for tracking down and fixing all manner of things which Flash is too broken/buggy/AFU to fix, such as leftover font references in obscure parts of parts of parts.... You can either fix them in the library, or literally delete the file of the offending part, or edit the XML by hand. Grep and sed and find and xargs are all your friends for these tasks. Especially for things like snapping all coordinates to integer values, or proper cell boundaries, since all of Flash 'snapping' is horribly broken, too. Piping XML files through sed can be quite hazardous to files that you have not backed up, but quite rewarding for evil people who know what they're up to, and use version control.
Well every DisplayObject has only one graphic reference. So if you want to move (or scale etc.) several graphic objects in one Sprite, I suggest you use the display tree as it was intended.
Just add several children (Sprites or MovieClips or ...) in one Sprite each being redrawn when necessary.

C# GDI: Union/Outline of Overlapping Ellipses

Banging my head on the wall with this one...
Google searches so far null...
I have a ton of over lapping circles in a mapping program...they represent radar ranges for installations such as fixed operating bases, strategic facilities, anti-aircraft assets...
Most if not all overlap one or many of their bretheren...some may stand alone...Imagine an outlying installation with limited range...
I am trying to draw the UNION of the aggregated collection of circle objects...technically ellipses bound by rectangles...
I am trying to draw the outside boundary of the air defense system...I want to eliminate all drawing of the portion of the child ellipses that fall within that outer boundry...
If an outlying station is standing alone so to speak it should be drawn as a simple circle...
Should I link a picture?
What the heck here it is...image is a bit big so I linked it
image 1024x1024
What I want to draw is union outline of the British and then of the Germans...
So far I can't figure out how to this in C# GDI...
I Do not want to fill the path using the Winding Mode Flag...I want to Draw the OUTLINE..
Any help greatly appreciated...
Oneway
Create a new image, render the circles in solid colour to that area, then overlay that image on your map at, say, 50% opacity.
Alternatively, run an edge detect on that solid-colour image to find the overall outline.

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