Flex/actionscript snapshot with clipping rectangle and scaling matrix - apache-flex

var snapshot:ImageSnapshot = ImageSnapshot.captureImage(someSprite);
var file:FileReference = new FileReference();
file.save(snapshot.data,'abc.png');
In the above code I am able to capture an image.
But I also want to apply a scalingMatrix(for zoomIn/Out) and a clipping rectangle to it.
How to do it?
I tried capturebitmapdata too, but with that I can't even get a proper image. See here. So I don't want to use that.

sw = someSprite.stage.stageWidth;
sh = someSprite.stage.stageHeight;
var cr:Rectangle = new Rectangle(x,y,cw,ch);//you have to check that this clip rectangle should not overshoot your stage
//cr is the clip rectangle
var bmp:BitmapData = new BitmapData(sw,sh);
bmp.draw(someSprite,null,null,null,cr);
var bmp1:BitmapData = new BitmapData(cw,ch);
bmp1.copyPixels(bmp,cr,new Point(0,0));
var enc:JPEGEncoder = new JPEGEncoder();
var data:ByteArray = encoder.encode(bmd1);
new FileReference().save(data,'image.jpeg');
The above code allows you to draw only the portion inside the clip rectangle.
In my case I didn't have to take into account a scaling matrix, even though
I was using zoom In/Out features.

Related

How to add fontawasome icon as a layer in geotools using javafx (Desktop App)?

I have been using java 17 and I'm unable to add icons into the map as a layer. please help me.
void drawTarget(double x, double y) {
SimpleFeatureTypeBuilder builder = new SimpleFeatureTypeBuilder();
builder.setName("MyFeatureType");
builder.setCRS( DefaultGeographicCRS.WGS84 ); // set crs
builder.add("location", LineString.class); // add geometry
// build the type
SimpleFeatureType TYPE = builder.buildFeatureType();
// create features using the type defined
SimpleFeatureBuilder featureBuilder = new SimpleFeatureBuilder(TYPE);
// GeometryFactory geometryFactory = JTSFactoryFinder.getGeometryFactory();
// Coordinate[] coords =
// new Coordinate[] {new Coordinate(79,25.00), new Coordinate(x, y)};
// line = geometryFactory.createLineString(coords);
// ln = new javafx.scene.shape.Line();
FontAwesomeIcon faico = new FontAwesomeIcon();
faico.setIconName("FIGHTER_JET");
faico.setX(76);
faico.setY(25);
faico.setVisible(true);
// TranslateTransition trans = new TranslateTransition();
// trans.setNode(faico);
featureBuilder.add(faico);
SimpleFeature feature = featureBuilder.buildFeature("FeaturePoint");
DefaultFeatureCollection featureCollection = new DefaultFeatureCollection("external", TYPE);
featureCollection.add(feature); // Add feature 1, 2, 3, etc
Style style5 = SLD.createLineStyle(Color.YELLOW, 2f);
Layer layer5 = new FeatureLayer(featureCollection, style5);
map.addLayer(layer5);
// mapFrame.getMapPane().repaint();
}
I want to add a font-awesome icon to the map
Currently, your code is attempting to use an Icon as a Geometry in your feature. I'm guessing that's what isn't working since you don't say.
If you want to use an Icon to display the location of a Feature then you will need two things.
A valid geometry in your feature, probably a point (since an Icon is normally a point)
A valid Style to be used by the Renderer to draw your feature(s) on the map. Currently, you are asking for the line in your feature to be drawn using a yellow line (style5 = SLD.createLineStyle(Color.YELLOW, 2f);)
I can't really help with step 1, since I don't know where your fighter jet currently is.
For step 2 I suggest you look at the SLD resources to give you some clues of how the styling system works before going on the manual to see how GeoTools implements that.
Since you are trying to add an Icon I suggest you'd need something like:
List<GraphicalSymbol> symbols = new ArrayList<>();
symbols.add(sf.externalGraphic(svg, "svg", null)); // svg preferred
symbols.add(sf.externalGraphic(png, "png", null)); // png preferred
symbols.add(sf.mark(ff.literal("circle"), fill, stroke)); // simple circle backup plan
Expression opacity = null; // use default
Expression size = ff.literal(10);
Expression rotation = null; // use default
AnchorPoint anchor = null; // use default
Displacement displacement = null; // use default
// define a point symbolizer of a small circle
Graphic city = sf.graphic(symbols, opacity, size, rotation, anchor, displacement);
PointSymbolizer pointSymbolizer =
sf.pointSymbolizer("point", ff.property("the_geom"), null, null, city);
rule1.symbolizers().add(pointSymbolizer);
featureTypeStyle.rules().add(rule1);
But that assumes that you can convert your FontAwesomeIcon into a static representation that the renderer can draw (png, svg). If it doesn't work like that (I don't use JavaFX) then you may need to add a new MarkFactory to handle them.

Use videoTexture as opacityTexture

How do I use video (mp4) as alpha map in babylonJS?
In three.js applying a video as texture is as simple as assigning the video texture to alphaMap (instead of the diffuse map).
Here's the expected result in three.js - Demo.
I attempted to do the same in babylonJS to no avail. Here's what I have so far babylonJs demo
var mat = new BABYLON.StandardMaterial("mat", scene);
var videoTexture = new BABYLON.VideoTexture("video", ["textures/babylonjs.mp4", "textures/babylonjs.webm"], scene, true, true);
mat.opacityTexture = videoTexture;
Any ideas are welcome.
Thanks
You can use videoTexture.getAlphaFromRGB = true; to use all three channels combined for the alpha. By default it only uses the red channel, which does not have enough variance in the source video for it to show.
The complete example:
var mat = new BABYLON.StandardMaterial("mat", scene);
var videoTexture = new BABYLON.VideoTexture("video", ["textures/babylonjs.mp4", "textures/babylonjs.webm"], scene, true, true);
videoTexture.getAlphaFromRGB = true;
mat.opacityTexture = videoTexture;

Openlayers marker size

I have an openlayers map with markers added as geometry vector points. In the style option I set a size for each. However, the problem is, that if I zoom in or zoom out, they all become the same size until I load the entire page again. In other words, once I zoom in or out, they are all the same.
var layer_style = OpenLayers.Util.extend({},
OpenLayers.Feature.Vector.style['default']);
var style = OpenLayers.Util.extend({}, layer_style);
var pointLayer = new OpenLayers.Layer.Vector("Point Layer");
map.addLayers([terrain, road, satellite, hybrid, pointLayer]);
var lonlat = new OpenLayers.LonLat(0, 140);
lonlat.transform(proj, map.getProjectionObject());
map.setCenter(lonlat, 2);
var point = new OpenLayers.Geometry.Point(-40, -40);
point = point.transform(proj, map.getProjectionObject());
style.pointRadius = 10;
var pointFeature = new OpenLayers.Feature.Vector(point, null, style);
pointLayer.addFeatures([pointFeature]);
var point = new OpenLayers.Geometry.Point(-40, -40);
point = point.transform(proj, map.getProjectionObject());
style.pointRadius = 40;
var pointFeature = new OpenLayers.Feature.Vector(point, null, style);
pointLayer.addFeatures([pointFeature]);
When I load this, I get two markers, one size 10, the other 40. But when I zoom in or out, they all become same size.
You are overwriting the pointRadius property of the style object each time, so in the end the last value will be used as OpenLayers will only point to the style.
What you need to do is use a lookup to let the pointRadius depend on a given feature attribute.
See Rule-based Styling: http://trac.osgeo.org/openlayers/wiki/Styles#Rule-basedStyling

Applying blur filter to BitmapData

Here's the code I am using to blur an image using BitmapData. The function is called on a Slider_changeHandler(event:Event):voidevent and the value of the slider is passed to the function as blurvalue.
The problem is the function works but seems to be cummalative (if that's the correct word!), that is, suppose I slide it to the maximum and after that try to reduce the blur by sliding it back towards the front the blur still keeps increasing. How do I make it to work so when I will slide it up blur increases and when I slide it back blur decreases and when slider is at 0, no blur is applied.
var blur:BlurFilter = new BlurFilter();
blur.blurX = blurvalue;
blur.blurY = blurvalue;
blur.quality = BitmapFilterQuality.MEDIUM;
bitmapdata.applyFilter(bitmapdata,new
Rectangle(0,0,bitmapdata.width,bitmapdata.height),new Point(0,0),
blur);
return bitmapdata;
how about returning a clone of the original bitmapData with the filter applied ?
e.g.
var result:BitmapData = bitmapdata.clone();
var blur:BlurFilter = new BlurFilter();
blur.blurX = blurvalue;
blur.blurY = blurvalue;
blur.quality = BitmapFilterQuality.MEDIUM;
result.applyFilter(result,new
Rectangle(0,0,bitmapdata.width,bitmapdata.height),new Point(0,0),blur);
return result;
Also, if you're using the BlurFilter, you might need a larger rectangle, depending on the amount of blur. For that, you can use the generateFilterRect() method to get correct sized rectangle for the filter.
If I were you, I'd take the BitmapData and put it in a Bitmap object, then add the filters:
var bitmap:Bitmap = new Bitmap(bitmapData);
var blur:BlurFilter = new BlurFilter();
blur.blurX = blurvalue;
blur.blurY = blurvalue;
blur.quality = BitmapFilterQuality.MEDIUM;
bitmap.filters = [blur];
By doing this (interchanging the filters array), you're not making the filters cumulative.

Flex/ActionScript - rotate Sprite around its center

I have created a Sprite in Actionscript and rendered it to a Flex Canvas. Suppose:
var fooShape:Sprite = new FooSpriteSubclass();
fooCanvas.rawChildren.addChild(myshape);
//Sprite shape renders on screen
fooShape.rotation = fooNumber;
This will rotate my shape, but seems to rotate it around the upper-left
point of its parent container(the canvas).
How can I force the Sprite to rotate about is own center point? I could obviously
write code to calculate the rotation, and then have it re-render, but I think there
must be a built-in way to do this, and certainly do not want to 'reinvent the wheel'
if possible.
I am using FlexBuilder, and therefore do not have access to the full Flash API.
Thank you much!
The following steps are required to rotate objects based on a reference point (using Matrix object and getBounds):
Matrix translation (moving to the reference point)
Matrix rotation
Matrix translation (back to original position)
For example to rotate an object 90 degrees around its center:
// Get the matrix of the object
var matrix:Matrix = myObject.transform.matrix;
// Get the rect of the object (to know the dimension)
var rect:Rectangle = myObject.getBounds(parentOfMyObject);
// Translating the desired reference point (in this case, center)
matrix.translate(- (rect.left + (rect.width/2)), - (rect.top + (rect.height/2)));
// Rotation (note: the parameter is in radian)
matrix.rotate((90/180)*Math.PI);
// Translating the object back to the original position.
matrix.translate(rect.left + (rect.width/2), rect.top + (rect.height/2));
Key methods used:
Matrix.rotate
Matrix.translate
DisplayObject.getBounds
Didn't have much luck with the other examples. This one worked for me. I used it on a UIComponent.
http://www.selikoff.net/2010/03/17/solution-to-flex-image-rotation-and-flipping-around-center/
private static function rotateImage(image:Image, degrees:Number):void {
// Calculate rotation and offsets
var radians:Number = degrees * (Math.PI / 180.0);
var offsetWidth:Number = image.contentWidth/2.0;
var offsetHeight:Number = image.contentHeight/2.0;
// Perform rotation
var matrix:Matrix = new Matrix();
matrix.translate(-offsetWidth, -offsetHeight);
matrix.rotate(radians);
matrix.translate(+offsetWidth, +offsetHeight);
matrix.concat(image.transform.matrix);
image.transform.matrix = matrix;
}
Actually I had to add this code to make above solutions work for me.
private var _rotateCount = 0;
var _origginalMatrix:Matrix=new Matrix();
.........
if (_rotateCount++ >= 360 / angleDegrees)
{
myObject.transform.matrix = _origginalMatrix;
_rotateCount = 0;
return;
}
var matrix:Matrix = myObject.transform.matrix;
....
Without that after some long time rotated object slowly moves somewhere right top.
An alternative solution is to put your object inside another View, move it so that your image's center is at the container's top-left corner, and then rotate the container.
import spark.components.*;
var myContainer:View = new View();
var myImage:Image = new Image();
myContainer.addElement(myImage);
myImage.x = myImage.width / -2;
myImage.y = myImage.height / -2;
addElement(myContainer);
myContainer.rotation = whateverAngle;
One issue might be that the width of the image isn't know at the moment it is created, so you might want to find a way around that. (Hardcode it, or see if myImage.preliminaryWidth works)
/**
* Rotates the object based on its center
* Parameters: #obj => the object to rotate
* # rotation => angle to rotate
* */
public function RotateAroundCenter(obj:Object, rotation:Number):void
{
var bound:Rectangle = new Rectangle();
// get the bounded rectangle of objects
bound = obj.getRect(this);
// calculate mid poits
var midx1:Number = bound.x + bound.width/2;
var midy1:Number = bound.y + bound.height/2;
// assign the rotation
obj.rotation = rotation;
// assign the previous mid point as (x,y)
obj.x = midx1;
obj.y = midy1;
// get the new bounded rectangle of objects
bound = obj.getRect(this);
// calculate new mid points
var midx2:Number = bound.x + bound.width/2;
var midy2:Number = bound.y + bound.height/2;
// calculate differnece between the current mid and (x,y) and subtract
//it to position the object in the previous bound.
var diff:Number = midx2 - obj.x;
obj.x -= diff;
diff = midy2 - obj.y;
obj.y -= diff;
}
//////////////////
Usage:
you can use the above function as described below,
var img:Canvas = new Canvas()
RotateAroundCenter(img, rotation);
This will help you
REf: http://subashflash.blogspot.in/2010/08/rotation-of-object-based-on-center.html
If you want to rotate around the center, merely center the asset inside your sprite by setting the internal assets x and y to half of the width and height of the asset. This swill center your content and allow it to rotate around a center point.
An example of runtime loaded assets is as follows:
var loader:Loader = new Loader():
var request:URLRequest = new URLRequest(path/to/asset.ext);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onLoaderComplete);
loader.load(request);
private function _onLoaderComplete(e:Event):void
{
var mc:MovieClip = e.target.content as MovieClip;
mc.x = -mc.width * 0.5;
mc.y = -mc.height * 0.5;
mc.rotation = 90;
addChild(mc);
}

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