OpenLayers as a large (changing and growing) image viewer - javascript

Basically, what I'm trying to do is use a map viewer as an image viewer with the same sort of efficient tile-loading, zoom/pan awesomeness without having to build it myself.
Specifically, I need an image viewer that will allow the image to grow and change while not altering the coordinates of any older (unchanged) tiles. This means that the center point (0,0), where the image started growing from, must always remain (0,0). So I'm looking for a library that will allow me to use a very basic Cartesian coordinate system (no map projection!), which will ask for tiles infinitely in all directions with no repetition (as opposed to how map libraries just ignore y-axis above and below the map, but the x axis repeats).
There's another catch. I need zoom level 0 to be zoomed in all the way. Since the image is constantly growing, there's no way to tell what the max zoom level will be, and the coordinates need to be based on the base image layer tiles so that every tile in zoom level z contains 2^z base layer tiles.
I am wondering if this is possible with OpenLayers and how to do it. If it's not, any suggestions of other (open-source javascript) libraries that can do this would be very appreciated! I've tried playing around with Polymaps, but the documentation is lacking too much for me to be able to tell if it will work. So far no luck.
Please let me know if none of this made sense, and I'll try to include some images or better explanations. Thanks!

I ended up using Polymaps after all, since I like it more than OpenLayers, because it's faster and has much smoother scrolling and panning. I wasn't able to do exactly what I wanted, but what I did was close enough.
I ended up writing my own layer (based on the po.image() layer), which disabled infinite horizontal looping of the map. I then wrote my own version of po.url() that modified the requests going to the server for tiles so that zooming was reversed (I just arbitrarily picked a 'max' zoom of 20, then when making a request subtract the zoom level from 20) and the x and y coordinates were converted to cartesian coordinates from the standard row, column coordinates Polymaps uses, based on the zoom level and the map centered at (0,0).
If anyone is interested in the code I can post it here. Let me know!
EDIT: I've posted the code on github at https://github.com/camupod/polymaps
The relevant files are src/Backwards* and examples/backwards (though it actually doesn't work, you might be able to clean some information about how it should work).

Related

Deal With images same as Maps In Javascripts

is there any tool to help me work with an image in the same way i can deal with map, the task is to create a tool that will allow the user to upload a building layout and then set on it points that referring to row data.
i achieved that with Canvas but I'm not feeling it's completed or perfect
Because for example implementing zooming and dragging will make me lose a lot of things like mouse hover on the provide points or the x, y once it's zoomed is different from the actual image (Without zooming)
so any one now like these tool

D3 map SVG performance

I've been struggling the past few days to optimize performance on a D3 map, especially on mobile. I am using SVG transforms for zooming and panning but made the following observation: the overkill comes from path strokes used to fake spacing between countries.
I have uploaded a pair of sample maps for comparison:
http://www.nicksotiriadis.gr/d3/d3-map-1.html
http://www.nicksotiriadis.gr/d3/d3-map-2.html
The only difference between the two maps is the stroke path along the country paths, and the difference in performance is even noticeable on desktop devices - but more obvious on mobile. Removing the path strokes makes mobile performance a breeze..
I tried all kinds of svg stroke shape-rendering options without significant results.
Now to the question. Is there any way to remove a thin border from each country to fake the spacing between countries instead of using a stroke?
If anyone else has a different suggestion I'd love to hear it!
Update: Attaching explanation photo.
What I have drawn is this. The red arrow points to the country joints. When adding a stroke in a color same as the background to the country paths (here depicted in dark grey color) it creates the sense that the countries are seprated - however this adds a serious performance hit on mobile devices. What I am looking for is somehow re-shape the countries paths so that their borderlines are where the blue arrow points, but without having a stroke.
Update 2: People seem not to be able to understand what I am looking for, so I am updating this in order to make the question even clearer.
Let's assume that the original countries paths are shown on the left of this image. What I am looking for is a way that I can somehow 'contract' the paths inwards so that the newly created paths shown in red, leave enough empty space between them that will 'emulate' a stroke between them.
Doing this, will leave no use to having an extra layer of strokes, thus gain performance from only using paths instead of paths+strokes.
Update 2: Hello again, I seem to have found a half-solution to my problem. I managed to extract the topojson to shapefile, edit the shapefile the way I want (used a program named OpenJump), but the conversion takes away all the topojson properties I need - id, country name, so I can't convert back to the original topojson.
Does anyone have any suggestions?
D3 has a thing just for that: topojson.mesh() (see documentation). The idea is that since most countries share borders, there's no need to draw the shared borders twice. If you can draw each border only once, you get as much as 80% reduction in the number of strokes you have to draw. The mesh method does the javascript processing to turn a bunch of closed shapes (countries) into the multiline path of just the borders between them. You can then draw that multiline path into a single <path> object that you position on top of the fills.
The mesh looks like this.
Here's another example.
Finally found the answer. This radically improves d3 map performance!
1) I got my topojson file and extracted to shapefile using mapshaper.org. This gives 3 files: .shp, .shx, .dbf . From what I realized the .dbf file holds all the TopoJSON properties/attributes.
2) Opened the .shp shape file to OpenJUMP http://www.openjump.org/ - Which automatically imports the .dbf file as well.
3) I selected the countries layer and went to Tools > Analysis > Buffer.
4) Checked the Update geometry in source layer box so that the geometry is edited without losing the rest of the attributes/properties and added a negative Fixed Distance -0.1. This shrinked all the country geometries to the result I was looking for.
5) Saved Dataset as ESRI Shapefile
6) Reimported BOTH .shp and .dbf that were produced from OpenJUMP back to mapshaper.org - careful, BOTH files.
7) Exported as TopoJSON. Contains new shape and all original properties/attributes!
The following link has been updated with the new produced map; we have a 'bordered' look without the need of strokes.
http://v7.nicksotiriadis.gr/d3/d3-map-1.html
Compare the performance to this link that has the original shapes + stroke. Please try on mobile to see the performance difference!
http://v7.nicksotiriadis.gr/d3/d3-map-2.html
Also, here is the updated world map TopoJSON file in case someone wants some extra performance! :D
http://v7.nicksotiriadis.gr/d3/js/world-topo-bordered.json
There might be a couple of reasons of this behaviour (on my computer, everything is working fine at the same speed ):
Browser
Which browser do you use ? On Chrome, your exemples are working perfectly.
TopoJson
eg. previous answer.
Animation
You are launching the animation when the page is loading. You might want to add a delay (animation().delay(in ms)). There is also a function in D3: queue(), https://github.com/mbostock/queue which load the data before launching a function.
--
If none of this change your problem, and if you want it to work fine on mobile, you can try to mix D3 and Leaflet (map for mobiles), which is great in term of performance by loading tiles.
One example:
http://bl.ocks.org/zross/6a31f4ef9e778d94c204
Hope it helps

How can I increase map rendering performance in HTML Canvas?

We are developing a web-based game. The map has a fixed size and is procedually generated.
At the moment, all these polygons are stored in one array and checked whether they should be drawn or not. This requires a lot of performance. Which is the best rendering / buffering solution for big maps?
What I've tried:
Quadtrees. Problem: Performance still not as great because there are so many polygons.
Drawing sections of the map to offscreen-canvases. A test run: http://norizon.ch/repo/buffered-map-rendering/ Problem: The browser crashes when trying to buffer that much data and such big images (maybe 2000x2000) still seem to perform badly on a canvas.
(posting comments as an answer for convenience)
One idea could be, when the user is translating the map, to re-use the part that will still be in view, and to draw only the stripe(s) that are no longer corrects.
I believe (do you confirm ?) that the most costly operation is the drawing, not to find which polygon to draw.
If so, you should use your QuadTree to find the polygons that are within the strips. Notice that, given Javascript's overhead, a simple 2D bucket that contains the polygons that are within a given (x,y) tile might be faster to use (if the cost of the quadtree is too high).
Now i have a doubt about the precise way you should do that, i'm afraid you'll have to experiment / benchmark, and maybe choose a prefered browser.
Problems :
• Copying a canvas on itself can be very slow depending on devices/Browsers. (might require to do 2 copy, in fact)
• Using an offscreen canvas can be very slow depending on devices/Browsers. (might not use hardware acceleration when off-screen).
If you are drawing things on top of the map, you can either use a secondary canvas on top of the map canvas, or you'll be forced to use an off-screen canvas that you'll copy on each frame.
I have tried a lot of things and this solution turned out to be the best for us.
Because our map has a fixed size, it is calculated server-side.
One big image atlas with all the required tiles will be loaded at the beginning of the game. For each image on the atlas, a seperate canvas is created. The client loads the whole map data into one two-dimensional array. The values determine, which tile has to be loaded. Maybe it would be even better if the map was drawn on a seperate canvas, so that only the stripes have to be painted. But the performance is really good, so we won't change that.
Three conclusions:
Images are fast. GetImageData is not!
JavaScript has not yet great support for multi threading, so we don't calculate the map client-side in game-time.
Quadtrees are fast. Arrays are faster.

Can I do a 1000% zoom with JavaScript vector art?

I'm planning to commission a developer to help me create a simple mathematical art piece. I'm wondering if the following can be accomplished with JavaScript vector art, and if not, what approach you would recommend.
The image will start off with some intersecting lines forming a shape. This is essentially an image zoomed in 1000% or more, and the user can scroll to zoom out until the full image fits the width of the screen.
Naturally, an actual image of this size would be huge, so I'm thinking it would be better to draw it programmatically, which might also enable the line thickness to scale up a bit as you zoom out, so that they're not nearly invisible when zoomed all the way out. The image can not look pixellated when zoomed all the way in, but achieving this with some “trickery” like swapping out images is also ok.
Example:
Basically the reverse of zoom.it but at a significantly larger scale.
http://zoom.it/
Some libraries I've looked at are:
paper.js
fabric.js
leaflet.js
raphael.js
How can an extreme zoomout like this be accomplished?
You are definitely on the right track. I think what you want is very possible on the web using HTML5. You are correct in that the easiest/best performing implementation of this would be using vector graphics. You can use image tiles, however the preprocessing and bandwidth requirements for tiling get large very quickly.
Here are some of my thoughts from working with some of the libraries you listed:
Leaflet.js - Leaflet supports both drawing SVG elements as well as image tiling (if you wanted to go that approach). Leaflet is also "mobile first" in that it supports things such as pinch zooming and double tap to zoom out of the box. Scroll zooming is also supported out of the box. Getting something up and going with Leaflet is simple. As far as I know Leaflet is writing SVG to the DOM; which is something to keep in mind.
Raphael - Raphael is capable of what you want, however you may need to implement zooming aspects yourself. This is definitely possible to do and shouldn't be too difficult, but something to keep in mind. Raphael will write SVG elements to the DOM; which can get a bit unruly if you have many many SVG elements. However, you may be able to optimize this and create/destroy elements as you are zooming.
Paper and Fabric - These both appear to render SVG to Canvas (different than writing SVG to the DOM). These both look really powerful, and seem to have good APIs for zooming. You would likely still need to hook up scroll/touch gestures to get zooming to work the way you want. These both should perform very well as they are using lower level APIs which should bypass many issues you might have with doing this in the DOM.

How to animate shapes on top of a leaflet map

I'm new to leaflet, looking for some advice.
I'd like to create an animation of a marker of some sort (for example, an html5 filled arc or shape) to replay GPS tracks on a map. I may want several animated markers and I want to stay flexible with the behavior and performance. Can anyone recommend a good way to go about creating this type of animation?
It looks like I could create a canvas layer (L.TileLayer.Canvas) and draw on it using a technique for linear animation (e.g. http://www.html5canvastutorials.com/advanced/html5-canvas-linear-motion-animation/), but I'm not yet sure if this works, or if I need to call redraw() and how the performance would be. Or I could try and make customer markers and move them by setting the lat/lon on them at some interval.
Has anyone come across this and can recommend a solution (above ideas or other)? Ideally as I change zoom levels, the animation will "scale" and have good performance. Thanks!
The RaphaelLayer plugin lets you create some pretty fancy animations:
http://dynmeth.github.com/RaphaelLayer/
yes there are a couple of ways to approach the problem...
drawing onto an interactive map is challenging because you need to recalculate your position on pan and zoom events; in addition to managing your actual animation.
This is an excellent example using the D3 library to manage the animation in a continuous loop, you may be a able to modify the code for multiple animations.
http://zevross.com/blog/2014/09/30/use-the-amazing-d3-library-to-animate-a-path-on-a-leaflet-map/
If you want a little more of the knuts and bolts of how the drawing process works then this project might be a better starting point
http://bl.ocks.org/Sumbera/11114288#L.CanvasOverlay.js
This grabs the overlay pane (a leaflet canvas which you can draw on) and... draws on it...
and you will absolutely want to check out this link which describes the drawing process for an interactive map

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