Positioning image on Google Maps with rotate / scale / translate - javascript

I'm developing a user-interface for positioning an image on a google map.
I started from : http://overlay-tiler.googlecode.com/svn/trunk/upload.html which is pretty close to what I want.
But instead of 3 contact points I want a rotate tool, a scale tool and a translate tool (the later exists).
I tried to add a rotate tool but it doesn't work as I expected :
I put a dot on the left bottom corner that control the rotation (around the center of the image). The mouse drag the control dot and I calculate the 3 others points.
My code is based on the mover object but I changed the onMouseMove function :
overlaytiler.Rotater.prototype.rotateDot_ = function(dot, theta, origin) {
dot.x = ((dot.x - origin.x) * Math.cos(theta) - (dot.y - origin.y) * Math.sin(theta)) + origin.x;
dot.y = ((dot.x - origin.x) * Math.sin(theta) + (dot.y - origin.y) * Math.cos(theta)) + origin.y;
dot.render();
};
overlaytiler.Rotater.prototype.onMouseMove_ = function(e) {
var dots = this.controlDots_;
var center = overlaytiler.Rotater.prototype.getCenter_(dots);
// Diagonal length
var r = Math.sqrt(Math.pow(this.x - center.x, 2) + Math.pow(this.y - center.y, 2));
var old = {
x: this.x,
y: this.y
};
// Real position
var newPos = {
x: this.x + e.clientX - this.cx,
y: this.y + e.clientY - this.cy
}
var newR = Math.sqrt(Math.pow(newPos.x - center.x, 2) + Math.pow(newPos.y - center.y, 2));
var theta = - Math.acos((2 * r * r - (Math.pow(newPos.x - old.x, 2) + Math.pow(newPos.y - old.y, 2))) / (2 * r * r));
// Fixed distance position
this.x = (newPos.x - center.x) * (r / newR) + center.x;
this.y = (newPos.y - center.y) * (r / newR) + center.y;
dots[1].x = center.x + (center.x - this.x);
dots[1].y = center.y + (center.y - this.y);
dots[1].render();
overlaytiler.Rotater.prototype.rotateDot_(dots[2], theta, center);
overlaytiler.Rotater.prototype.rotateDot_(dots[0], theta, center);
// Render
this.render();
this.cx = e.clientX;
this.cy = e.clientY;
};
Unfortunately there is a problem with precision and angle sign.
http://jsbin.com/iQEbIzo/4/
After a few rotations the image is highly distorted and rotation is supported only in one direction.
I wonder how I can achieve a great precision and without any distortion.
Maybe my approach is useless here (try to move the corners at the right coordinates), I tried to rotate the image with the canvas but my attempts were unsuccessful.
Edit : Full working version : http://jsbin.com/iQEbIzo/7/

Here is my version of it. #efux and #Ben answers are far more complete and well designed however the maps don't scale in/out when you zoom in/out. Overlays very likely need to do this since they are used to put a "second map" or photograph over the existing map.
Here is the JSFiddle: http://jsfiddle.net/adelriosantiago/3tzzwmsx/4/
The code that does the drawing is the following:
DebugOverlay.prototype.draw = function() {
var overlayProjection = this.getProjection();
var sw = overlayProjection.fromLatLngToDivPixel(this.bounds_.getSouthWest());
var ne = overlayProjection.fromLatLngToDivPixel(this.bounds_.getNorthEast());
var 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';
div.style.transform = 'rotate(' + rot + 'deg)';
};
For sure this code could be implemented on efux and Ben code if needed but I haven't tried yet.
Note that the box marker does not updates its position when the rotation marker moves...

rotation is supported only in one direction
This is due to how you calculate the angle between two vectors.
It always gives you the same vector no matter if the mouse is right of the dot or not. I've found a solution in a german math board (unfortunately I cant access the site without using the cache of Google : cached version).
Note that in this example the angle α is on both sides the same and not as you would expect -α in the second one. To find out if the vector a is always on "the same side" of vector b you can use this formula.
ax*by - ay*bx
This is either positive or negative. You you simply can change the sign of the angle to α * -1.
I modified some parts of your code.
overlaytiler.Rotater.prototype.rotateDot_ = function(dot, theta, origin) {
// translate to origin
dot.x -= origin.x ;
dot.y -= origin.y ;
// perform rotation
newPos = {
x: dot.x*Math.cos(theta) - dot.y*Math.sin(theta),
y: dot.x*Math.sin(theta) + dot.y*Math.cos(theta)
} ;
dot.x = newPos.x ;
dot.y = newPos.y ;
// translate back to center
dot.x += origin.x ;
dot.y += origin.y ;
dot.render();
};
If you want to know, how I rotate the points please reference to this site and this one.
overlaytiler.Rotater.prototype.onMouseMove_ = function(e) {
var dots = this.controlDots_;
var center = overlaytiler.Rotater.prototype.getCenter_(dots);
// get the location of the canvas relative to the screen
var rect = new Array() ;
rect[0] = dots[0].canvas_.getBoundingClientRect() ;
rect[1] = dots[1].canvas_.getBoundingClientRect() ;
rect[2] = dots[2].canvas_.getBoundingClientRect() ;
// calculate the relative center of the image
var relCenter = {
x: (rect[0].left + rect[2].left) / 2,
y: (rect[0].top + rect[2].top) / 2
} ;
// calculate a vector from the center to the bottom left of the image
dotCorner = {
x: rect[1].left - (rect[1].left - relCenter.x) * 2 - relCenter.x,
y: rect[1].top - (rect[1].top - relCenter.y) * 2 - relCenter.y
} ;
// calculate a vector from the center to the mouse position
mousePos = {
x: e.clientX - relCenter.x,
y: e.clientY - relCenter.y
} ;
// calculate the angle between the two vector
theta = calculateAngle(dotCorner, mousePos) ;
// is the mouse-vector left of the dot-vector -> refer to the german math board
if(dotCorner.y*mousePos.x - dotCorner.x*mousePos.y > 0) {
theta *= -1 ;
}
// calculate new position of the dots and render them
overlaytiler.Rotater.prototype.rotateDot_(dots[2], theta, center);
overlaytiler.Rotater.prototype.rotateDot_(dots[1], theta, center);
overlaytiler.Rotater.prototype.rotateDot_(dots[0], theta, center);
// Render
this.render();
this.cx = e.clientX;
this.cy = e.clientY;
};
You can see that I wrote some function for vector calculations (just to make the code more readable):
function calculateScalarProduct(v1,v2)
{
return (v1.x * v2.x + v1.y * v2.y) ;
}
function calculateLength(v1)
{
return (Math.sqrt(v1.x*v1.x + v1.y*v1.y)) ;
}
function calculateAngle(v1, v2)
{
return (Math.acos(calculateScalarProduct(v1,v2) / (calculateLength(v1)*calculateLength(v2)))) ;
}
This is my working solution. Comment if you don't understand something, so I can make my answer more comprehensive.
Working example: JSBin
Wow, this was a tough one.

Related

Detect mouse is near circle edge

I have a function which gets the mouse position in world space, then checks to see if the mouse is over or near to the circle's line.
The added complication how ever is the circle is transformed at an angle so it's more of an ellipse. I can't see to get the code to detect that the mouse is near the border of circle and am unsure where I am going wrong.
This is my code:
function check(evt){
var x = (evt.offsetX - element.width/2) + camera.x; // world space
var y = (evt.offsetY - element.height/2) + camera.y; // world space
var threshold = 20/scale; //margin to edge of circle
for(var i = 0; i < obj.length;i++){
// var mainAngle is related to the transform
var x1 = Math.pow((x - obj[i].originX), 2) / Math.pow((obj[i].radius + threshold) * 1,2);
var y1 = Math.pow((y - obj[i].originY),2) / Math.pow((obj[i].radius + threshold) * mainAngle,2);
var x0 = Math.pow((x - obj[i].originX),2) / Math.pow((obj[i].radius - threshold) * 1, 2);
var y0 = Math.pow((y - obj[i].originY),2) / Math.pow((obj[i].radius - threshold) * mainAngle, 2);
if(x1 + y1 <= 1 && x0 + y0 >= 1){
output.innerHTML += '<br/>Over';
return false;
}
}
output.innerHTML += '<br/>out';
}
To understand it better, I have a fiddle here: http://jsfiddle.net/nczbmbxm/ you can move the mouse over the circle, it should say "Over" when you are within the threshold of being near the circle's perimeter. Currently it does not seem to work. And I can't work out what the maths needs to be check for this.
There is a typo on line 34 with orignX
var x1 = Math.pow((x - obj[i].orignX), 2) / Math.pow((obj[i].radius + threshold) * 1,2);
should be
var x1 = Math.pow((x - obj[i].originX), 2) / Math.pow((obj[i].radius + threshold) * 1,2);
now you're good to go!
EDIT: In regards to the scaling of the image and further rotation of the circle, I would set up variables for rotation about the x-axis and y-axis, such as
var xAngle;
var yAngle;
then as an ellipse can be written in the form
x^2 / a^2 + y^2 / b^2 = 1
such as in Euclidean Geometry,
then the semi-major and semi-minor axes would be determined by the rotation angles. If radius is the circles actual radius. then
var semiMajor = radius * cos( xAngle );
var semiMinor = radius;
or
var semiMajor = radius;
var semiMinor = radius * cos( yAngle );
you would still need to do some more transformations if you wanted an x and y angle.
so if (xMouseC, yMouseC) are the mouse coordinates relative to the circles centre, all you must do is check if that point satisfies the equation of the ellipse to within a certain tolerance, i.e. plug in
a = semiMajor;
b = semiMinor;
x = xMouseC;
y = yMouseC;
and see if it is sufficiently close to 1.
Hope that helps!

find position of a point with origin, angle and radius

im stuck with a trigonometry problem in a javascript game im trying to make.
with a origin point(xa,ya) a radius and destination point (ya,yb) I need to find the position of a new point.
//calculate a angle in degree
function angle(xa, ya, xb, yb)
{
var a= Math.atan2(yb - ya, xb - xa);
a*= 180 / Math.PI;
return a;
}
function FindNewPointPosition()
{
//radius origine(xa,xb) destination(ya,yb)
var radius=30;
var a = angle(xa, xb, ya, yb);
newpoint.x = xa + radius * Math.cos(a);
newpoint.y = ya + radius * Math.sin(a);
return newpoint;
}
Imagine a image because I dont have enough reputation to post one :
blue square is the map (5000x5000), black square (500x500) what players see (hud).
Cross(400,400) is the origin and sun(4200,4200) the destination.
The red dot (?,?) indicate to player which direction take to find the sun ..
But sun and cross position can be reverse or in different corner or anywhere !
At the moment the red dot do not do that at all ..
Tks for your help.
Why did you use ATAN2? Change to Math.atan() - you will get angle in var A
Where you have to place your red dot? inside hud?
Corrected code
https://jsfiddle.net/ka9xr07j/embedded/result/
var obj = FindNewPointPosition(400,4200,400,4200); - new position 417. 425
Finally I find a solution without using angle.
function newpointposition(origin, destination)
{
// radius distance between cross and red dot
var r=30;
// calculate a vector
var xDistance = destination.x - origin.x;
var yDistance = destination.y - origin.y;
// normalize vector
var length = Math.sqrt(xDistance * xDistance + yDistance * yDistance);
xDistance /= length;
yDistance /= length;
// add the radius
xDistance = xDistance * r;
yDistance = yDistance * r;
var newpoint = { x: 0, y: 0 };
newpoint.x = origin.x + xDistance;
newpoint.y = origin.y + yDistance;
return newpoint;
}
var radar = newpointposition({
x: 500,
y: 800
}, {
x: 3600,
y: 2850
});
alert(radar.x + ' ' + radar.y);
ty Trike, using jsfiddle really help me.

convert 3d coordinates to 2d screen coordinates (plane mesh)

Hello I have a plane in three.js with width 5000 and height 5000. With the following code I convert 3d coordinates into 2d, more specific I get the top left point of the plane and the bottom right.
I initialize my camera with position x: 0, y: 0, z: 70000 and rotation x:0,y:0,z:0.
The coordinates I get if I don't rotate my camera (using orbit controls) are correct:
however if I rotate my camera the coordinates are not correct and I cant figure out why.
Here is my code so far:
var vec3 = new THREE.Vector3();
vec3.set( _that.model.position.x - 2500, _that.model.position.y + 2500, _that.model.position.z ); // top left corner
vec3.project( _that.vise.camera );
var percX = Math.abs(vec3.x + 1) / 2;
var percY = Math.abs(-vec3.y + 1) / 2;
this.topLeft = {
x : percX * _that.vise.options.generic.container.clientWidth,
y : percY * _that.vise.options.generic.container.clientHeight
}
var vec4 = new THREE.Vector3();
vec4.set( _that.model.position.x + 2500, _that.model.position.y - 2500, _that.model.position.z ); // top left corner
vec4.project( _that.vise.camera );
var percX = Math.abs(vec4.x + 1) / 2;
var percY = Math.abs(-vec4.y + 1) / 2;
this.bottomRight = {
x : percX * _that.vise.options.generic.container.clientWidth,
y : percY * _that.vise.options.generic.container.clientHeight
}
this.projectedVector = {
x : Math.abs(this.topLeft.x - this.bottomRight.x),
y : Math.abs(this.topLeft.y - this.bottomRight.y)
}
Take a look on this:
http://www.threejsgames.com/extensions/#threex.objcoord
It includes a translation of 3D to Screen Position, is this what you want?

Combining 2 dots in 2 images by moving and re-sizing one of the images

I need to place a picture with glasses on a face dynamically.
Example: http://jsfiddle.net/r8VAb/1/
I know the coordinates of the center of the glasses and eyes, in the example marked with red dots.
Now need to move the picture and make the dots combine, but have no idea ho to rotate to get the right dots combine having in attention that the left dot will have to be the axis.
Also, since I resize the glasses in first place, then when moving the dots don't combine I guess because the coordinates are not the same anymore after resizing.
Maybe I'm doing this in a total wrong way and there's some other way more effective and easy. I'm a backend/database developer and this is something new to me.
This is how I am doing it:
$(document).ready(function () {
// Glasses points Coordinates
$('#glasses').data("left", {x: 84,y: 40});
$('#glasses').data("right", {x: 223,y: 40});
//Picture points coordinates
$('#picture').data("left", {x: 96,y: 163});
$('#picture').data("right", {x: 209,y: 140});
});
$('#button').click(function () {
$('#glasses_place').attr('src', $('#glasses').attr('src'));
resize(); // Glasses need to be resized to match the eyes distance
positioning(); // Glasses need to
});
function resize() {
var distance_eyes = Math.floor(px_distance($('#picture').data("left").x, $('#picture').data("left").y, $('#picture').data("right").x, $('#picture').data("right").y));
var distance_glasses = Math.floor(px_distance($('#glasses').data("left").x, $('#glasses').data("left").y, $('#glasses').data("right").x, $('#glasses').data("right").y));
var diff = Math.floor(distance_glasses - distance_eyes);
// Glasses can be smaller or larger than face
if (distance_glasses > distance_eyes) {
var resize = $('#glasses').width() - diff;
} else {
var resize = $('#glasses').width() + diff;
}
alert("Now resizing");
$('#glasses_place').css('width', resize);
}
function px_distance(lx, ly, rx, ry) {
a = rx - lx;
b = ry - ly;
distance = Math.sqrt(a * a + b * b);
return distance;
}
function positioning() {
var moveY = Math.floor($('#picture').data("left").y - $('#glasses').data("left").y);
alert("Moving Down");
$('#glasses_place').css('margin-top', moveY);
var moveX = Math.floor($('#picture').data("left").x - $('#glasses').data("left").x);
alert("Moving Right");
$('#glasses_place').css('margin-left', moveX);
}
Thanks for helping.
function rotate() {
var firstY = $('#picture').data("left").y,
lastY = $('#picture').data("right").y,
firstX = $('#picture').data("left").x,
lastX = $('#picture').data("right").x;
// angle of eye line
var deg = Math.atan2(lastY - firstY, lastX - firstX) / Math.PI * 180;
var degStr = 'rotate(' + deg + 'deg)';
$('#glasses_place').css({
'-moz-transform': degStr,
'-webkit-transform': degStr,
'-ms-transform': degStr,
'-o-transform': degStr
});
}
See: http://jsfiddle.net/r8VAb/2/
Who not use canvas for that?
Update
Result with correct formulas:
You need:
Proportionality
Pythagorean theorem
Rotation matrix
See comments in http://jsfiddle.net/r8VAb/7/

Rotating canvas around a point and getting new x,y offest

I am writing a multitouch jigsaw puzzle using html5 canvas in which you can rotate the pieces around a point. Each piece has their own canvas the size of their bounding box. When the rotation occurs, the canvas size must change, which I am able to calculate and is working. What I can't figure out, is how to find the new x,y offsets if I am to have this appear to be rotating around the pivot (first touch point).
Here is an image to better explain what I'm trying to achieve. Note the pivot point is not always the center, otherwise I could just halve the difference between the new bounds and the old.
So I know the original x, y, width, height, rotation angle, new bounds(rotatedWidth, rotatedHeight), and the pivot X,Y relating to original object. What I can't figure out how to get is the x/y offset for the new bounds (to make it appear that the object rotated around the pivot point)
Thanks in advance!
First we need to find the distance from pivot point to the corner.
Then calculate the angle between pivot and corner
Then calculate the absolute angle based on previous angle + new angle.
And finally calculate the new corner.
Snapshot from demo below showing a line from pivot to corner.
The red dot is calculated while the rectangle is rotated using
translations.
Here is an example using an absolute angle, but you can easily convert this into converting the difference between old and new angle for example. I kept the angles as degrees rather than radians for simplicity.
The demo first uses canvas' internal translation and rotation to rotate the rectangle. Then we use pure math to get to the same point as evidence that we have calculated the correct new x and y point for corner.
/// find distance from pivot to corner
diffX = rect[0] - mx; /// mx/my = center of rectangle (in demo of canvas)
diffY = rect[1] - my;
dist = Math.sqrt(diffX * diffX + diffY * diffY); /// Pythagoras
/// find angle from pivot to corner
ca = Math.atan2(diffY, diffX) * 180 / Math.PI; /// convert to degrees for demo
/// get new angle based on old + current delta angle
na = ((ca + angle) % 360) * Math.PI / 180; /// convert to radians for function
/// get new x and y and round it off to integer
x = (mx + dist * Math.cos(na) + 0.5)|0;
y = (my + dist * Math.sin(na) + 0.5)|0;
Initially you can verify the printed x and y by seeing that the they are exact the same value as the initial corner defined for the rectangle (50, 100).
UPDATE
It seems as I missed the word in: offset for the new bounds... sorry about that, but what you can do instead is to calculate the distance to each corner instead.
That will give you the outer limits of the bound and you just "mix and match" the corner base on those distance values using min and max.
New Live demo here
The new parts consist of a function that will give you the x and y of a corner:
///mx, my = pivot, cx, cy = corner, angle in degrees
function getPoint(mx, my, cx, cy, angle) {
var x, y, dist, diffX, diffY, ca, na;
/// get distance from center to point
diffX = cx - mx;
diffY = cy - my;
dist = Math.sqrt(diffX * diffX + diffY * diffY);
/// find angle from pivot to corner
ca = Math.atan2(diffY, diffX) * 180 / Math.PI;
/// get new angle based on old + current delta angle
na = ((ca + angle) % 360) * Math.PI / 180;
/// get new x and y and round it off to integer
x = (mx + dist * Math.cos(na) + 0.5)|0;
y = (my + dist * Math.sin(na) + 0.5)|0;
return {x:x, y:y};
}
Now it's just to run the function for each corner and then do a min/max to find the bounds:
/// offsets
c2 = getPoint(mx, my, rect[0], rect[1], angle);
c2 = getPoint(mx, my, rect[0] + rect[2], rect[1], angle);
c3 = getPoint(mx, my, rect[0] + rect[2], rect[1] + rect[3], angle);
c4 = getPoint(mx, my, rect[0], rect[1] + rect[3], angle);
/// bounds
bx1 = Math.min(c1.x, c2.x, c3.x, c4.x);
by1 = Math.min(c1.y, c2.y, c3.y, c4.y);
bx2 = Math.max(c1.x, c2.x, c3.x, c4.x);
by2 = Math.max(c1.y, c2.y, c3.y, c4.y);
to rotate around the centre point of the canvas you can use this function:
function rotate(context, rotation, canvasWidth, canvasHeight) {
// Move registration point to the center of the canvas
context.translate(canvasWidth / 2, canvasHeight/ 2);
// Rotate 1 degree
context.rotate((rotation * Math.PI) / 180);
// Move registration point back to the top left corner of canvas
context.translate(-canvasWidth / 2, -canvasHeight/ 2);
}
Here is the way that worked best for me. First I calculate what is the new width and height of that image, then I translate it by half of that amount, then I apply the rotation and finally I go back by the original width and height amount to re center the image.
var canvas = document.getElementById("canvas")
const ctx = canvas.getContext('2d')
drawRectangle(30,30,40,40,30,"black")
function drawRectangle(x,y,width,height, angle,color) {
drawRotated(x,y,width,height,angle,ctx =>{
ctx.fillStyle = color
ctx.fillRect(0,0,width,height)
})
}
function drawRotated(x,y,width,height, angle,callback)
{
angle = angle * Math.PI / 180
const newWidth = Math.abs(width * Math.cos(angle)) + Math.abs(height * Math.sin(angle));
const newHeight = Math.abs(width * Math.sin(angle)) + Math.abs(height * Math.cos(angle));
var surface = document.createElement('canvas')
var sctx = surface.getContext('2d')
surface.width = newWidth
surface.height = newHeight
// START debug magenta square
sctx.fillStyle = "magenta"
sctx.fillRect(0,0,newWidth,newHeight)
// END
sctx.translate(newWidth/2,newHeight/2)
sctx.rotate(angle)
sctx.translate(-width/2,-height/2)
callback(sctx)
ctx.drawImage(surface,x-newWidth/2,y-newHeight/2)
}
#canvas{
border:1px solid black
}
<canvas id="canvas">
</canvas>

Categories

Resources