I am working on an application using Openlayers3. On the map there are a couple of line segments and text labels. Each line has a color and an associated label.
For the map, I would like to have the text label anchored at a point of a line segment that is drawn on the map. So if I move the map or zoom in or out, that the label sticks to the point. However, if I zoom in or out the labels move (a lot). Dragging the map does not have this effect. Somehow I would like them to stick at a point on the line rather than move around.
Does anyone has some clever advice or links where to look? Googling for terms like 'anchor' or 'fixed point' and trying some of the recommendations did not solve the issue for me. Any help would be very much appreciated!
maybe you can be inspered by the "arrow" example wich use a style function that use geometry segments:
http://jsfiddle.net/davidhequet/7asg74Lc/
var styleFunction = function(feature, resolution) {
var geometry = feature.getGeometry();
var styles = [
// linestring
new ol.style.Style({
stroke: new ol.style.Stroke({
color: '#ffcc33',
width: 2
})
})
];
geometry.forEachSegment(function(start, end) {
var dx = end[0] - start[0];
var dy = end[1] - start[1];
var rotation = Math.atan2(dy, dx);
// arrows
styles.push(new ol.style.Style({
geometry: new ol.geom.Point(end),
text: new ol.style.Text({
textAlign: 'left',
textBaseline: 'bottom',
font: 'Arial',
text: 'test text',
fill: new ol.style.Fill({color: 'red'}),
stroke: new ol.style.Stroke({color: 'white', width: '2'}),
offsetX: 0,
offsetY: 0,
rotation: 0
})
}));
});
return styles;
};
Related
I have a polygon feature in OpenLayers 5. It has some random id which I need to show at the center of the polygon slightly right aligned.
I have used the ol.style.Text() style to display the id on polygon. I can manage the alignment using the offsetX and offsetY options of the class but how can I display the text in html elements or imitate it, because ol.style.Text() only accepts text data.
Overlays in openlayers will definitely solve the problem, I was able get middle point of polygon using getInteriorPoint() on geometry but I don't want to use overlays because there could be large number of polygons on the map and adding overlay for each would deteriorate performance and memory utilization.
Here is the expected output / I am trying to achieve :
Here is my code :
Current code
Also check what I have done to toggle the Id ON and OFF and mention if that can be bettered. The ID could be turned ON and OFF based on zoom level.
Instead of using CSS you could draw the background in a canvas element and use it in an icon style. And use a style function to style the interior point of a polygon without needing to create more features:
var canvas = document.createElement("canvas");
canvas.width = ??;
canvas.height = ??;
var ctx = canvas.getContext("2d");
// draw an arraw and rounded box
.....
.....
var iconUrl = canvas.toDataURL();
var offStyle = new ol.style.Style({
fill: new ol.style.Fill({
color: 'rgba(255,255,255,0)'
}),
stroke: new ol.style.Stroke({
color: 'green',
width: 1.5
})
});
var onStyle = new ol.style.Style({
fill: new ol.style.Fill({
color: 'rgba(255,255,255,0)'
}),
stroke: new ol.style.Stroke({
color: 'black',
width: 1.5
})
});
var styleFunction = function (feature, resolution) {
if (off) { // or use (resolution > ????)
return offStyle;
else {
var styles = [onStyle];
if (feature.getGeometry().getType == 'Polygon') {
styles.push( new ol.style.Style({
geometry: feature.getGeometry().getInteriorPoint(),
image: new ol.style.Icon({
src: iconUrl,
// options to anchor the icon
....
}),
text: new ol.style.Text({
scale: 1,
text: feature.get('.....'),
font: 'normal 10px FontAwesome',
fill: new ol.style.Fill({
color: 'black'
}),
}),
zIndex: 100
}));
}
return styles;
}
}
I have a paper.js layer where users can draw different paths (circles, line, etc). This layer can be panned or zoomed using mouse scrolling or dragging. I use affine matrix transformation to zoom/pan paths in this layer. This works rather well.
What i'm looking for is to create a circle (Path.Circle object) that can be panned and zoomed using matrix, just its radius has to be always fixed (5px for example). So basically matrix transformation needs to be applied only to position of circle, but not to outline of it.
Below is sample of a circle with radius 20px transformedPath, that is zoomed to 2x. Questions is how to keep radius of circle transformedPath fixed (radius = 20px), while applying the matrix transformation.
var transformedPath = new paper.Path.Circle(100,100,20);
transformedPath.strokeColor = 'black';
paper.project.activeLayer.matrix = new paper.Matrix(
2, 0,
0, 2,
0, 0
);
UPDATE. Here's a more general sketch (code below) that is based on solution suggested by sasensi. In this sample blue circle radius stays fixed (this is correct), but problem is that blue circle also stays on the same place instead.
The desired outcome is that both circles move to new position, but blue circle radius stays fixed.
// draw a normal circle
var normalCircle = new Path.Circle({
center: new Point(100,100),
radius: 50,
fillColor: 'orange',
});
// draw another circle that will have scale transformation reversed
var notScalingCircle = new Path.Circle({
center: new Point(100,100),
radius: 30,
fillColor: 'blue',
});
// draw instructions
new PointText({
content: 'press mouse button down to zoom in and see that blue circle size does not change',
point: view.center + [0, -80],
justification: 'center'
});
function transformLayer(matrix) {
// scale layer
// project.activeLayer.applyMatrix = false;
project.activeLayer.matrix = matrix;
// scale item with inverted amount to make it display like if it was not scaled with the layer
notScalingCircle.matrix = matrix.clone().invert();
}
var matrix = new paper.Matrix(
2,0,
0,1.5,
50,30
);
// on mouse down...
function onMouseDown() {
// ...scale up
transformLayer(matrix);
}
// on mouse up...
function onMouseUp() {
// ...scale down
transformLayer(matrix.clone().invert());
}
I think that the best way do that is, when you scale your layer with a given amount, to scale your circle with the inverted amount.
That will make your circle look like if it was not scaled.
Here is a sketch demonstrating the solution:
// draw a normal circle
var normalCircle = new Path.Circle({
center: view.center,
radius: 50,
fillColor: 'orange'
});
// draw another circle that will have scale transformation reversed
var notScalingCircle = new Path.Circle({
center: view.center,
radius: 30,
fillColor: 'blue'
});
// draw instructions
new PointText({
content: 'press mouse button down to zoom in and see that blue circle size does not change',
point: view.center + [0, -80],
justification: 'center'
});
function scaleLayer(amount) {
// scale layer
project.activeLayer.scale(amount, view.center);
// scale item with inverted amount to make it display like if it was not scaled with the layer
notScalingCircle.scale(1 / amount);
}
// on mouse down...
function onMouseDown() {
// ...scale up
scaleLayer(3);
}
// on mouse up...
function onMouseUp() {
// ...scale down
scaleLayer(1 / 3);
}
Edit
In response to the new example, you just have to invert the scaling transformation on the item and not all the matrix (which also include translation and rotation).
Here is the corrected sketch:
// draw a normal circle
var normalCircle = new Path.Circle({
center: new Point(100, 100),
radius: 50,
fillColor: 'orange'
});
// draw another circle that will have scale transformation reversed
var notScalingCircle = new Path.Circle({
center: new Point(100, 100),
radius: 30,
fillColor: 'blue'
});
// draw instructions
new PointText({
content: 'press mouse button down to zoom in and see that blue circle size does not change',
point: view.center + [0, -80],
justification: 'center'
});
function transformLayer(matrix) {
// scale layer
// project.activeLayer.applyMatrix = false;
project.activeLayer.matrix = matrix;
// just invert the scale and not all matrix
notScalingCircle.scale(1 / matrix.scaling.x, 1 / matrix.scaling.y);
}
var matrix = new paper.Matrix(
2, 0,
0, 1.5,
50, 30
);
// on mouse down...
function onMouseDown() {
// ...scale up
transformLayer(matrix);
}
// on mouse up...
function onMouseUp() {
// ...scale down
transformLayer(matrix.clone().invert());
}
I'm writing an application where users can mark regions on a world map. Now these regions can be very small, so that it's hard to click on them when not zoomed in.
Is there a way how I can define (e.g. in the style function) that a (rectangle) feature should always be rendered with at least e.g. 10px × 10px?
Update: some code I currently use:
on the drawing side:
var draw = new ol.interaction.Draw({
source: vectorSource,
type: 'LineString',
geometryFunction: function(coordinates, geometry) {
if(!geometry) {
geometry = new ol.geom.Polygon(null);
}
var start = coordinates[0];
var end = coordinates[1];
geometry.setCoordinates([[
start,
[start[0], end[1]],
end,
[end[0], start[1]],
start
]]);
return geometry;
},
maxPoints: 2
});
draw.on('drawend', function(e) {
var extent = e.feature.getGeometry().getExtent();
extent = app.map.rlonlate(extent); // own function to convert it from map coordinates into lat/lon
// some code to save the extent to the database
});
and on the displaying side:
vectorSource.addFeature(
new ol.Feature({
geometry: ol.geom.Polygon.fromExtent(app.map.lonlate(extent)),
// … some more custom properties like a display name …
})
);
the style function:
function(feature) {
return [new ol.style.Style({
stroke: new ol.style.Stroke({
color: feature.get('mine') ? '#204a87' : '#729fcf',
width: 2
}),
fill: new ol.style.Fill({
color: 'rgba(255, 255, 255, ' + (feature.get('mine') ? '0.5' : '0.2') + ')'
})
})];
}
Using a style function is a good idea. The second argument of the style function is resolution which you can use to check if your feature geometry would be smaller than e.g. 10 px at the current resolution:
var styleFn = function(feature, resolution) {
var minSizePx = 30;
var minSize = minSizePx * resolution;
var extent = feature.getGeometry().getExtent();
if (ol.extent.getWidth(extent) < minSize || ol.extent.getHeight(extent) < minSize) {
// special style for polygons that are too small
var center = new ol.geom.Point(ol.extent.getCenter(extent));
return new ol.style.Style({
geometry: center,
image: ...
} else {
// normal style
return defaultStyle;
}
};
http://jsfiddle.net/ukc0nmy2/1/
In order to help users to draw a boxarea with minimum of 100 px at width and height, I've thought to start drawing in red color (fill and border of box) and then change automatically to green when it reaches the 100 px mentioned while user is drawing the feature.
Any idea how to do this?
I got it something like that when user has finished drawing, but in my opinion, that behavior is not enough comfortable.
Thanks in advance
UPDATE:
http://jsfiddle.net/jonataswalker/41j800kv/
Found a better solution. Put these conditions inside a ol.interaction.Draw#StyleFunction:
var draw = new ol.interaction.Draw({
source: vectorSource,
type: 'LineString',
maxPoints: 2,
style: function(feature){
var style;
var geometry = feature.getGeometry();
var extent = geometry.getExtent();
var topLeft =
map.getPixelFromCoordinate(ol.extent.getTopLeft(extent));
var bottomLeft =
map.getPixelFromCoordinate(ol.extent.getBottomLeft(extent));
var topRight =
map.getPixelFromCoordinate(ol.extent.getTopRight(extent));
var width = topRight[0] - topLeft[0];
var height = bottomLeft[1] - topLeft[1];
coords_element.innerHTML =
'width: ' + width + '<br>height: ' + height;
if (width > 100 && height > 100) {
style = new ol.style.Style({
fill: new ol.style.Fill({
color: 'rgba(255, 255, 255, 0.2)'
}),
stroke: new ol.style.Stroke({
color: 'red',
width: 2
})
});
} else {
style = new ol.style.Style({
fill: new ol.style.Fill({
color: 'rgba(255, 255, 255, 0.2)'
}),
stroke: new ol.style.Stroke({
color: '#ffcc33',
width: 2
})
});
}
return [style];
},
geometryFunction: function(coordinates, geometry) {
if (!geometry) {
geometry = new ol.geom.Polygon(null);
}
var start = coordinates[0];
var end = coordinates[1];
geometry.setCoordinates([
[start, [start[0], end[1]], end, [end[0], start[1]], start]
]);
return geometry;
}
});
Take this piece of code and put some conditions on it:
Using the latest version of ol3. 3.13.1 you may do the following to achieve your goal.
Create a map with a layer and add a dragbox interaction
var raster = new ol.layer.Tile({
source: new ol.source.OSM()
});
var map = new ol.Map({
layers: [raster],
target: 'map',
view: new ol.View({
center: [0, 0],
zoom: 2
})
});
var selectOnBoxInt = new ol.interaction.DragBox({
condition : ol.events.condition.always
});
map.addInteraction(selectOnBoxInt);
//set it active on start up
selectOnBoxInt.setActive(true);
Create two css classes holding styles for your drawbox
//this is the deafult
.ol-dragbox {
background-color: rgba(255,0,0,0.4);
border-color: rgba(2500,0,0,1);
border-width:2;
}
//this is when width,height>100
.ol-mydragbox {
background-color: rgba(0,255,0,0.4);
border-color: rgba(0,255,0,1);
border-width:2;
}
asign a boxdrag event to your drawbox interaction so you can truck down its width, height and make the style changes. For this action, and for the sake of time, I use jquery. You may use your imagination to do it without jquery.
selectOnBoxInt.on('boxdrag',function(e){
var width = Math.abs(e.target.box_.endPixel_[0] - e.target.box_.startPixel_[0]);
var height = Math.abs(e.target.box_.endPixel_[1] - e.target.box_.startPixel_[1]);
if (width>100 && height>100){
$('.ol-dragbox').removeClass('ol-dragbox').addClass('ol-mydragbox');
$('.ol-box').removeClass('ol-box').addClass('ol-mydragbox');
} else {
$('.ol-mydragbox').removeClass('ol-mydragbox').addClass('ol-dragbox');
}
});
And a fiddle to see it in action.
I have a OpenLayers 3 map on which I'm showing all kinds of data. One of them is showing boats that are detected by a nearby radar. Currently I'm displaying boats as a simple vector Circle. I'd like to display it as a vector shaped as a boat.
As far as I'm informed, my best bet is using a *.png icon, and doing something like this:
style: new ol.style.Icon({
image: new ol.style.Icon(({
anchor: [0.5, 0.5],
anchorXUnits: 'fraction',
anchorYUnits: 'fraction',
opacity: 1,
scale: 1,
src: '/Content/images/boat.png',
rotation: 0
}))
});
This works but I'd like to have a vector that doesn't scale when i zoom in/out. My current solution for some different data is displaying a rectangle, but it scales when zooming:
var style = (function () {
function (feature, resolution) {
// font size
if (resolution > 0.4) var fontSize = '12px';
else var fontSize = '14px';
var temperature = feature.get('temperature') || '-';
temperature = temperature.replace(/,/g, '.');
return [new ol.style.Style({
fill: fill,
stroke: stroke,
text: new ol.style.Text({
font: 'bold ' + fontSize + ' helvetica,sans-serif',
text: Math.round(temperature * 100) / 100 + '°C',
fill: new ol.style.Fill({ color: '#000' })
}),
geometry: function (feature) {
var startingCoordinates = feature.getGeometry().getCoordinates();
var coordinates = [[
[startingCoordinates[0] + 0, startingCoordinates[1] + 0],
[startingCoordinates[0] + 33, startingCoordinates[1] + 0],
[startingCoordinates[0] + 33, startingCoordinates[1] + (-11.35)],
[startingCoordinates[0] + 0, startingCoordinates[1] + (-11.35)],
[startingCoordinates[0] + 0, startingCoordinates[1] + 0]
]];
return new ol.geom.Polygon(coordinates);
}
})]
}
})()
Is there a better solution for this than using startingCoordinates + (constant * resolution)? Are there any significant performance differences in using vector vs. png? Thanks
EDIT: After consulting with few colleagues of mine, I'm basically trying to have this http://openlayers.org/en/v3.5.0/examples/regularshape.html but with a custom shape.
EDIT2: Actually more like this http://dev.openlayers.org/examples/graphic-name.html 'The named symbols "lightning", "rectangle" and "church" are user defined.'
I know this is an old question but answering for others as this was the top result while I was looking into how to do this.
My solution is to use a data:image/svg+xml with an svg to provide an icon you can programmatically generate
new ol.style.Style({
image: new ol.style.Icon({
// svg of an equilateral triangle 25px wide at the base
src: `data:image/svg+xml,${encodeURIComponent('<svg xmlns="http://www.w3.org/2000/svg" version="1.1" height="21.65" width="25" id="canvas"><polygon points="0,0 25,0 12.5,21.65" style="fill:rgba(0,0,0,1);"></polygon></svg>')}`,
}),
})
Note: you don't need to base64 encode svg in a data url but you do need to encodeURIComponent() it for non webkit browsers.
This is how I've done it, its similar to the original but without me having to work out what the coordinates should be, I just provide how big by pixels it is and let the map calculate the rest.
geometry: function (feature) {
var startingCoordinates =feature.getGeometry().getCoordinates();
var pixel = map.getPixelFromCoordinate(startingCoordinates);
var p1,p2,p3,p4,polyCoords=[],sizex=90, sizey=30;
p1 = pixel;
p2 = [pixel[0]+sizex,p1[1]];
p3 = [pixel[0]+sizex,pixel[1]+sizey];
p4 = [pixel[0],pixel[1]+sizey];
var p = [p1,p2,p3,p4,p1];
for (var c = 0; c < 5;c++){
polyCoords.push(map.getCoordinateFromPixel(p[c]));
}
return new ol.geom.Polygon([polyCoords]);
}
this gives me a rectangle, which is what I wanted.