Nokia / HERE maps goes back to level 0 zoom after map.zoomTo - javascript

My javascript code loops through some user data and adds each one as a marker to a container. It then adds that container to a nokia map and uses the Display zoomTo to zoom to the bounding box of the container holding all the markers.
However, right after that happens, the map just zooms itself all the way back out. The zoomTo call is the very last of my code that executes so it seems like something weird is going on.
this.finishMapping = function () {
map.objects.add(multiMapContainer);
var markerHopefully = multiMapContainer.objects.get(0);
$.ajax({
dataType: "jsonp",
url: "https://route.api.here.com/routing/7.2/calculateroute.json?app_id=WgevZ2m4AF8WHx1TY6GS&app_code=G11AO2dbvCRTdCjfTf-mUw&waypoint0=geo!" + markerHopefully.coordinate.latitude + "," + markerHopefully.coordinate.longitude + "&waypoint1=geo!" + markerHopefully.coordinate.latitude + "," + markerHopefully.coordinate.longitude + "&mode=fastest;car;",
success: function (data) {
onRouteCalculated(data)
},
jsonp: "jsoncallback"
});
function onRouteCalculated(data) {
if (data.response) {
var position = data.response.route[0].waypoint[0].mappedPosition;
var coordinate = new nokia.maps.map.StandardMarker([position.latitude, position.longitude]);
var tempContainer = new nokia.maps.map.Container();
tempContainer.objects.add(coordinate);
map.zoomTo(multiMapContainer.getBoundingBox().merge(tempContainer.getBoundingBox()), false);
}
}
}
I debugged through it in Chrome and I can see that zoomTo does actually zoom to the proper bounding box, but then right after I hit the 'continue' button it jumps back to the highest zoom level.

I recently came across a similar issue. The basic issue was that the containing <DIV> for the map was itself being initialized during the map initialization. My problem was compounded because map.zoomTo() doesn't work during map initialization anyway (since 2.5.3 map loading is always asynchronous)
The crux of the issue was that I was trying to use zoomTo() on a 0x0 pixel map since the <DIV> wasn't displayed yet - hence I ended up with a zoomLevel zero map.
The solution is to add listeners to the map as shown:
map.addListener("displayready", function () {
if(bbox){map.zoomTo(bbox, false);}
});
map.addListener("resize", function () {
if(bbox){map.zoomTo(bbox, false);}
});
And set up the bbox parameter as each coordinate is received as shown:
function onCoordinateReceived(coordinate){
if(bbox){
bbox = nokia.maps.geo.BoundingBox.coverAll([
bbox.topLeft, bbox.bottomRight, coordinate]);
} else {
bbox = nokia.maps.geo.BoundingBox.coverAll([coordinate]);
}
map.zoomTo(bbox, false);
}
So that:
If the map is already intialized and displayed the zoomTo() in the onCoordinateReceived() will fire
If the map completes intialization after onCoordinateReceived(), the zoomTo() in the displayready listener will fire.
If the <DIV> update occurs last, the zoomTo() in the resize listener will fire, which will alter from a zoomed Out map to the "right" zoom level.

Related

How to find marker position in AFrame using JavaScript?

I'm using a camera and barcode markers. In order for my cannon to shoot I need to spawn a sphere when a clicked. I tried to get the marker position by using .getAttribute('position') but I'm getting disappointing results e.g. null and [object, object]. Is there a real way to to access the coordinates of a marker in AFrame? So far it creates a sphere but right in the camera because its unable to find the location of the marker.
Javascript
var sceneEl = document.querySelector('a-scene'); //select scene
var markerEl = document.querySelector('#cannonMarker');
// trigger event when button is pressed.
document.addEventListener("click", function (e) {
var pos = markerEl.getAttribute('position');
var Sphere = document.createElement('a-sphere');
Sphere.setAttribute('dynamic-body', {
shape: 'sphere',
mass: 4
});
Sphere.setAttribute('position', pos);
sceneEl.appendChild(Sphere);
console.log('Sphere coordinates:' + pos);
});
Provided the marker is being recognized and the references are correct
markerEl.getAttribute('position')
should return the current marker position.
If your script is in the <head> element, the marker may not yet exist when the code is executed.
It's a good idea to throw your code into an a-frame component:
HTML:
<a-scene ball-spawner></a-scene>
js:
AFRAME.registerComponent('ball-spawner', {
init: function() {
// your code here - the scene should be ready
}
})
I've made a slight modification to your code (working glitch here):
var sceneEl = document.querySelector('a-scene'); //select scene
var markerEl = document.querySelector('a-marker');
// trigger event when button is pressed.
sceneEl.addEventListener("click", function (e) {
if (markerEl.object3D.visible === false) {
return;
}
var pos = markerEl.getAttribute('position');
var Sphere = document.createElement('a-sphere');
Sphere.setAttribute('radius', 0.5)
Sphere.setAttribute('dynamic-body', {
shape: 'sphere',
mass: 4
});
Sphere.setAttribute('position', pos);
sceneEl.appendChild(Sphere);
});
}
When the marker gets out of vision, it's position is 'last remembered'. So it's the same place on the screen. That's why there's a return if the marker element is not visible.
It seems to be working as you want since the ball is falling out of a transparent box on the marker (the box is a nice way to be sure the marker is recognized):

Draw a circle by pressing ctrl & dragging mouse in leaflet

I'm trying to develop a function with leaflet which make user be able to draw a circle by pressing ctrl & dragging mouse, as the following
let mouseDownPos = null
let mouseUpPos = null
L.Map.CircleSelector = L.Map.Drag.extend({
_onMouseDown: function(e) {
if (!e.ctrlKey)
return
let map = this._map
map.dragging.disable()
mouseDownPos = map.containerPointToLatLng(this._point)
},
_onMouseUp: function(e) {
if (!e.ctrlKey) {
this._map.dragging.enable()
return
}
let map = this._map
mouseUpPos = map.containerPointToLatLng(this._point)
let radius = map.distance(mouseDownPos, mouseUpPos)
L.circle(mouseDownPos, {radius: radius}).addTo(map)
map.dragging.enable()
}
})
L.Map.mergeOptions({circleSelector: true})
L.Map.addInitHook('addHandler', 'circleSelector', L.Map.CircleSelector)
When I press ctrl & drag mouse on the map, it still does not work.
I've tried to print text to console at the beginning in _onMouseDown(), it shows nothing.
It seems that the event doesn't trigger.
What should I need to modify? Thank you.
Finally I extend leaflet.draw to approach my goal.
Refer to the source code of L.Draw.Circle, I extend my selector from L.Draw.Circle. The mainly modified part is in _onMouseUp, as the following
L.Map.CircleSelector = L.Draw.SimpleShape.extend({
_onMouseUp: function (e) {
// TODO
// 1. Get the circle center & radius
// 2. Calculate distances between center & markers
// 3. If the distance in step 2 <= radius, it is in the circle
// 4. Anything you'd like to do......
}
})
The rest code of the event can be referred to L.Draw.Circle, e.g., addHooks, _onMouseMove......

Changing All Icons Rotating Down to One

I currently have a giant table of "auditpoints", some of those points are "automated". If they are automated they receive a gear icon in their row. The gear icon is not the only icon each row receives. Each row, no matter if it's automated or not receives two other icons, a pencil and a toggle button. When an automated point "runs" the gear icon rotates until it is finished "running". I've have implemented some code to ran all of these points at once but I have a small problem. When you click my button to run all these points all three of the icons I have mentioned rotate and this is not the result I am looking for. The line commented out in my code snippet (and it's matching bracket) will prevent the code from running all of the automated points. Commenting out the line is what causes all the icons to rotate. I know this line is required to get the automated points to run properly as it used in the single execution of automated points I just don't know what to change it to. It obviously shouldn't be click because you are no longer clicking the gear icon to get a point to run I just don't know what to change it to but the classes in that click function are related to the gear icon.
Hopefully this is a very easy question to solve and doesn't waste anyone's time. Thank you!
private updateAuto() {
var self = this;
$(".auditPointRow").each(function () {
//self.el.on("click", ".update, .edit", function () {
var row = $(this).closest(".auditPointRow");
var id = row.data("id");
var automated = (<string>row.data("automated")).toLowerCase() == "true";
var running = true;
if (automated && $(this).closest(".edit").length == 0) {
var gear = $(this).find(".fa");
var maxTurns = 120;
gear.css("transition", "transform linear " + maxTurns * 2 + "s");
gear.css("transform", "rotate(" + (maxTurns * 360) + "deg)");
var request = $.ajax(self.root + "api/sites/" + self.site.ID + "/auditpoints/" + id, {
"type": "PATCH", data: JSON.stringify([
{
Op: "Replace"
, Path: "/score"
, Value: "run"
}
])
});
request.done(function () {
gear.css("transition", "").css("transform", "rotate(0deg)");
row.prev().find("td").css("background-color", "");
if (row.prev().qtip("api")) {
row.prev().qtip("api").destroy(true);
}
});
}
//}
});
}
I think I found a solution to my problem. I used .each again to go through all of the "gears" and only rotate them.
private updateAuto() {
var self = this;
//$(".auditPointRow").each(function () {
$(".update, .edit").each(function () {
//Left out the rest of the code so this answer isn't too
//long, none of it changed if that matters.
});
//});
}
For some reason the result runs very slowly (but it runs!) and I'm not sure why so if anyone has any better suggestion/optimizations please feel free to leave those here.
Edit: I realized I didn't to go through .each twice, that's what was slowing to down so I removed that first each that went over auditPoints and just did the ones with gears instead.

setAbstractView() prevents mousedown events from propagating to KmlFeatures

Using the Google Earth plugin, I want to be able to allow the user to select placemarks on the ground while the camera is moving, but am not sure how this is possible. It seems that when you call setAbstractView(), even with the flyToSpeed set to SPEED_TELEPORT, the Google Earth plugin ignores any mouse down events except for those to the GEGlobe.
Here's the code, altered slightly (from http://code.google.com/apis/ajax/playground/#draggable_placemark) to illustrate my issue:
var ge;
var placemark;
var dragInfo = null;
var la;
var lat = 37;
var lon = -122;
google.load("earth", "1");
function init() {
google.earth.createInstance('map3d', initCallback, failureCallback);
}
function tick() {
la.set(lat, lon,
0, // altitude
ge.ALTITUDE_RELATIVE_TO_GROUND,
0, // heading
0, // straight-down tilt
5000 // range (inverse of zoom)
);
ge.getView().setAbstractView(la);
lon = lon + 0.00000001;
}
function initCallback(instance) {
ge = instance;
ge.getWindow().setVisibility(true);
// add a navigation control
ge.getNavigationControl().setVisibility(ge.VISIBILITY_AUTO);
// add some layers
ge.getLayerRoot().enableLayerById(ge.LAYER_BORDERS, true);
ge.getLayerRoot().enableLayerById(ge.LAYER_ROADS, true);
// create the placemark
placemark = ge.createPlacemark('');
var point = ge.createPoint('');
point.setLatitude(lat);
point.setLongitude(lon);
placemark.setGeometry(point);
// add the placemark to the earth DOM
ge.getFeatures().appendChild(placemark);
// look at the placemark we created
la = ge.createLookAt('');
placemark.setName('Drag Me!');
ge.getOptions().setFlyToSpeed(ge.SPEED_TELEPORT);
tick();
// Comment this next line out and the drag works as expected.
google.earth.addEventListener(ge, "frameend", tick);
// listen for mousedown on the window (look specifically for point placemarks)
google.earth.addEventListener(ge.getWindow(), 'mousedown', function(event) {
console.log("target type = " + event.getTarget().getType());
if (event.getTarget().getType() == 'KmlPlacemark' &&
event.getTarget().getGeometry().getType() == 'KmlPoint') {
//event.preventDefault();
var placemark = event.getTarget();
dragInfo = {
placemark: event.getTarget(),
dragged: false
};
}
});
// listen for mousemove on the globe
google.earth.addEventListener(ge.getGlobe(), 'mousemove', function(event) {
if (dragInfo) {
event.preventDefault();
var point = dragInfo.placemark.getGeometry();
point.setLatitude(event.getLatitude());
point.setLongitude(event.getLongitude());
dragInfo.dragged = true;
}
});
// listen for mouseup on the window
google.earth.addEventListener(ge.getWindow(), 'mouseup', function(event) {
if (dragInfo) {
if (dragInfo.dragged) {
// if the placemark was dragged, prevent balloons from popping up
event.preventDefault();
}
dragInfo = null;
}
});
document.getElementById('installed-plugin-version').innerHTML =
ge.getPluginVersion().toString();
}
function failureCallback(errorCode) {
}
​
If you comment out line 56, where tick() is called at each frameend, everything works as in the unaltered code: you can successfully drag the place mark. But when line 56 is in, you can't. So the problem is really with setAbstractView keeping mousedown events from propagating to either the globe or whatever placemark or feature was being clicked.
Any ideas? Is there a workaround for this?
The issue isn't caused by the setAbstractView method, it is caused because of the repeated calls to the tick method via framend.
To explain, you have set up the tick method as an event handler for the frameend event.
Then the tick method updates the view immediately, triggering the frameend event, ad infinitum ...
This pattern causes an issue with the browser message loop, in effect it is blocking the other drag events. Think of it like a very tight loop that is causing a deadlock. To work it you can use setTimeout with a value of 0 to execute the code. This way the animation won't be processed until all other pending drag messages are processed.
The key part is a the modification to your tick() method.
function tick() {
// prevent deadlock
setTimeout(function () {
la.set(lat, lon, 0, ge.ALTITUDE_RELATIVE_TO_GROUND, 0, 0, 5000);
ge.getView().setAbstractView(la);
lon += 0.00001;
}, 0);
};
Here, I made a fully working example for you http://jsfiddle.net/fraser/JFLaT/
I tested it and it is working in Chrome, IE, Firefox on Windows 8 and Chrome, Safari, Firefox on OSX.

Flot: Legend updates only when the plotpan event occurs?

The legend to my graph only occurs whenever the plotpan event occurs. Here is my updateLegend function found below which I am sure the program goes into of course using tracing messages
However, the only time the legend updates anymore since I included the plotpan functionality, is right after a plotpan occurs. I am unsure as to what is causing this, as such I am unable to address the problem. Here is the JSFiddle that will be more helpful than the following isolated segment of code.
var updateLegendTimeout = null;
var latestPosition = null;
function updateLegend(){
var series = (plot.getData())[0];
legends.eq(0).text(series.label ="x: " + (local_x)+" y: "+ (local_y));
}
placeholder.bind("plothover", function (event, pos, item) {
if (item){
local_x = item.datapoint[0].toFixed(2);
local_y = item.datapoint[1].toFixed(2);
console.log("x:" + local_x + ", " + "y:" + local_y);
}
if (!updateLegendTimeout){
updateLegendTimeout = setTimeout(updateLegend, 50);
updateLegendTimeout = null;
}
});
What exactly is this line of code intended to do?
legends.eq(0).text(series.label ="x: " + (x)+" y: "+ (y));
It seems to be assigning the series.label but I don't believe it's actually modifying the contents of the legend div. It updates when you pan, though, because that forces a redraw of the grid (which redraws the legend).
The easiest fix is to call setupGrid manually after you change the legend.
function updateLegend(x,y){
var series = (plot.getData())[0];
var legends = $(placeholder_id+ ".legendLabel");
series.label ="x: " + (x)+" y: "+ (y);
plot.setupGrid();
clearTimeout(updateLegendTimeout);
}
This is relatively expensive, though (redrawing the grid on every mouse move). Another line of attack would be to manually set the text of the legend div but this might interfere with flots internal legend drawing. If you really want to show the nearest point position, perhaps leave the legend alone and do it in a div of your own.
Finally, I'm not quite sure where you are going with all those setTimeout. Seems like an over complication to me and you could simplify this quite a bit.
Update fiddle.

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