WorldWind Java Google Earth Like Zoom - java

I've created an input handler for NASA Worldwind that I'm trying to replicate Google Earth like zooming with.
I'm trying to make zoom towards the mouse cursor, instead of the center of the screen (like it does by default).
I've got it somewhat working -- except it doesn't zoom towards the lat/long under the cursor consistently, it seems to drift too far. What I want to happen is that the same lat/long is held under the cursor during the duration of the zoom. So, for instance, if you are hovering the cursor over a particular landmark (like a body of water), it will stay under the cursor as the wheel is scrolled.
The code I'm using is based heavily on this: https://forum.worldwindcentral.com/forum/world-wind-java-forums/development-help/11977-zoom-at-mouse-cursor?p=104793#post104793
Here is my Input Handler:
import java.awt.event.MouseWheelEvent;
import gov.nasa.worldwind.awt.AbstractViewInputHandler;
import gov.nasa.worldwind.awt.ViewInputAttributes;
import gov.nasa.worldwind.geom.Position;
import gov.nasa.worldwind.geom.Vec4;
import gov.nasa.worldwind.view.orbit.BasicOrbitView;
import gov.nasa.worldwind.view.orbit.OrbitViewInputHandler;
public class ZoomToCursorViewInputHandler extends OrbitViewInputHandler {
protected class ZoomActionHandler extends VertTransMouseWheelActionListener {
#Override
public boolean inputActionPerformed(AbstractViewInputHandler inputHandler, MouseWheelEvent mouseWheelEvent,
ViewInputAttributes.ActionAttributes viewAction) {
double zoomInput = mouseWheelEvent.getWheelRotation();
Position position = getView().computePositionFromScreenPoint(mousePoint.x, mousePoint.y);
// Zoom toward the cursor if we're zooming in. Move straight out when zooming
// out.
if (zoomInput < 0 && position != null)
return this.zoomToPosition(position, zoomInput, viewAction);
else
return super.inputActionPerformed(inputHandler, mouseWheelEvent, viewAction);
}
protected boolean zoomToPosition(Position position, double zoomInput,
ViewInputAttributes.ActionAttributes viewAction) {
double zoomChange = zoomInput * getScaleValueZoom(viewAction);
BasicOrbitView view = (BasicOrbitView) getView();
System.out.println("================================");
System.out.println("Center Position: \t\t"+view.getCenterPosition());
System.out.println("Mouse is on Position: \t\t"+position);
Vec4 centerVector = view.getCenterPoint();
Vec4 cursorVector = view.getGlobe().computePointFromLocation(position);
Vec4 delta = cursorVector.subtract3(centerVector);
delta = delta.multiply3(-zoomChange);
centerVector = centerVector.add3(delta);
Position newPosition = view.getGlobe().computePositionFromPoint(centerVector);
System.out.println("New Center Position is: \t"+newPosition);
setCenterPosition(view, uiAnimControl, newPosition, viewAction);
onVerticalTranslate(zoomChange, viewAction);
return true;
}
}
public ZoomToCursorViewInputHandler() {
ViewInputAttributes.ActionAttributes actionAttrs = this.getAttributes()
.getActionMap(ViewInputAttributes.DEVICE_MOUSE_WHEEL)
.getActionAttributes(ViewInputAttributes.VIEW_VERTICAL_TRANSLATE);
actionAttrs.setMouseActionListener(new ZoomActionHandler());
}
}
To enable, set this property in the worldwind.xml to point to this class:
<Property name="gov.nasa.worldwind.avkey.ViewInputHandlerClassName"
value="gov.nasa.worldwindx.examples.ZoomToCursorViewInputHandler"/>

After some thinking over this problem I believe there is no closed form analytical solution for it. You just have to take into account to many things: shape of the Earth, how the "eye" moves when you move the center. So the best trick I think you can do is to "follow" the main "zoom" animation and do small adjustments after each animation step. As animation steps are small, calculation errors should also be smaller and they should accumulate less because on next step you take into account all the previous errors. So my idea in the code is roughly following: create a FixZoomPositionAnimator class as
static class FixZoomPositionAnimator extends BasicAnimator
{
static final String VIEW_ANIM_KEY = "FixZoomPositionAnimator";
static final double EPS = 0.005;
private final java.awt.Point mouseControlPoint;
private final Position mouseGeoLocation;
private final Vec4 mouseGeoPoint;
private final BasicOrbitView orbitView;
private final Animator zoomAnimator;
private int lastDxSign = 0;
private int lastDySign = 0;
int stepNumber = 0;
int stepsNoAdjustments = 0;
FixZoomPositionAnimator(BasicOrbitView orbitView, Animator zoomAnimator, java.awt.Point mouseControlPoint, Position mouseGeoLocation)
{
this.orbitView = orbitView;
this.zoomAnimator = zoomAnimator;
this.mouseControlPoint = mouseControlPoint;
this.mouseGeoLocation = mouseGeoLocation;
mouseGeoPoint = orbitView.getGlobe().computePointFromLocation(mouseGeoLocation);
}
public Point getMouseControlPoint()
{
return mouseControlPoint;
}
public Position getMouseGeoLocation()
{
return mouseGeoLocation;
}
private static int sign(double d)
{
if (Math.abs(d) < EPS)
return 0;
else if (d > 0)
return 1;
else
return -1;
}
double calcAccelerationK(double dSign, double lastDSign)
{
// as we are following zoom trying to catch up - accelerate adjustment
// but slow down if we overshot the target last time
if (!zoomAnimator.hasNext())
return 1.0;
else if (dSign != lastDSign)
return 0.5;
else
{
// reduce acceleration over time
if (stepNumber < 10)
return 5;
else if (stepNumber < 20)
return 3;
else
return 2;
}
}
static boolean isBetween(double checkedValue, double target1, double target2)
{
return ((target1 < checkedValue) && (checkedValue < target2))
|| ((target1 > checkedValue) && (checkedValue > target2));
}
static boolean isValid(Position position)
{
return isBetween(position.longitude.degrees, -180, 180)
&& isBetween(position.latitude.degrees, -90, 90);
}
#Override
public void next()
{
// super.next(); // do not call super to avoid NullPointerException!
nextWithTilt(); // works OK on tilted Earth
// nextOld(); // IMHO better looking but stops working is user tilts the Earth
}
private void nextOld()
{
stepNumber++;
Vec4 curProjection = orbitView.project(mouseGeoPoint);
Rectangle viewport = orbitView.getViewport();
// for Y sign is inverted
double dX = (mouseControlPoint.x - curProjection.x);
double dY = (mouseControlPoint.y + curProjection.y - viewport.getHeight());
if (Math.abs(dX) > EPS || Math.abs(dY) > EPS)
{
double dCX = (mouseControlPoint.x - viewport.getCenterX());
double dCY = (mouseControlPoint.y + viewport.getCenterY() - viewport.getHeight());
final double stepPx = 10;
// As the Earth is curved and we are not guaranteed to have a frontal view on it
// latitude an longitude lines are not really parallel to X or Y. But we assume that
// locally they are parallel enough both around the mousePoint and around the center.
// So we use reference points near center to calculate how we want to move the center.
Vec4 controlPointRight = new Vec4(viewport.getCenterX() + stepPx, viewport.getCenterY());
Vec4 geoPointRight = orbitView.unProject(controlPointRight);
Position positionRight = (geoPointRight != null) ? orbitView.getGlobe().computePositionFromPoint(geoPointRight) : null;
Vec4 controlPointUp = new Vec4(viewport.getCenterX(), viewport.getCenterY() - stepPx);
Vec4 geoPointUp = orbitView.unProject(controlPointUp);
Position positionUp = (geoPointUp != null) ? orbitView.getGlobe().computePositionFromPoint(geoPointUp) : null;
Position centerPosition = orbitView.getCenterPosition();
double newCenterLongDeg;
if (Math.abs(dCX) <= 1.0) // same X => same longitude
{
newCenterLongDeg = mouseGeoLocation.longitude.degrees;
}
else if (positionRight == null) // if controlPointRight is outside of the globe - don't try to fix this coordinate
{
newCenterLongDeg = centerPosition.longitude.degrees;
}
else
{
double scaleX = -dX / stepPx;
// apply acceleration if possible
int dXSign = sign(dX);
double accScaleX = scaleX * calcAccelerationK(dXSign, lastDxSign);
lastDxSign = dXSign;
newCenterLongDeg = centerPosition.longitude.degrees * (1 - accScaleX) + positionRight.longitude.degrees * accScaleX;
// if we overshot - use non-accelerated mode
if (!isBetween(newCenterLongDeg, centerPosition.longitude.degrees, mouseGeoLocation.longitude.degrees)
|| !isBetween(newCenterLongDeg, -180, 180))
{
newCenterLongDeg = centerPosition.longitude.degrees * (1 - scaleX) + positionRight.longitude.degrees * scaleX;
}
}
double newCenterLatDeg;
if (Math.abs(dCY) <= 1.0) // same Y => same latitude
{
newCenterLatDeg = mouseGeoLocation.latitude.degrees;
}
else if (positionUp == null) // if controlPointUp is outside of the globe - don't try to fix this coordinate
{
newCenterLatDeg = centerPosition.latitude.degrees;
}
else
{
double scaleY = -dY / stepPx;
// apply acceleration if possible
int dYSign = sign(dY);
double accScaleY = scaleY * calcAccelerationK(dYSign, lastDySign);
lastDySign = dYSign;
newCenterLatDeg = centerPosition.latitude.degrees * (1 - accScaleY) + positionUp.latitude.degrees * accScaleY;
// if we overshot - use non-accelerated mode
if (!isBetween(newCenterLatDeg, centerPosition.latitude.degrees, mouseGeoLocation.latitude.degrees)
|| !isBetween(newCenterLatDeg, -90, 90))
{
newCenterLatDeg = centerPosition.latitude.degrees * (1 - scaleY) + positionUp.latitude.degrees * scaleY;
}
}
Position newCenterPosition = Position.fromDegrees(newCenterLatDeg, newCenterLongDeg);
orbitView.setCenterPosition(newCenterPosition);
}
if (!zoomAnimator.hasNext())
stop();
}
private void nextWithTilt()
{
stepNumber++;
if (!zoomAnimator.hasNext() || (stepsNoAdjustments > 20))
{
System.out.println("Stop after " + stepNumber);
stop();
}
Vec4 curProjection = orbitView.project(mouseGeoPoint);
Rectangle viewport = orbitView.getViewport();
System.out.println("----------------------------------");
System.out.println("Mouse: mouseControlPoint = " + mouseControlPoint + "\t location = " + mouseGeoLocation + "\t viewSize = " + viewport);
System.out.println("Mouse: curProjection = " + curProjection);
double dX = (mouseControlPoint.x - curProjection.x);
double dY = (viewport.getHeight() - mouseControlPoint.y - curProjection.y); // Y is inverted
Vec4 dTgt = new Vec4(dX, dY);
// sometimes if you zoom close to the edge curProjection is calculated as somewhere
// way beyond where it is and it leads to overflow. This is a protection against it
if (Math.abs(dX) > viewport.width / 4 || Math.abs(dY) > viewport.height / 4)
{
Vec4 unproject = orbitView.unProject(new Vec4(mouseControlPoint.x, viewport.getHeight() - mouseControlPoint.y));
System.out.println("!!!End Mouse:"
+ " dX = " + dX + "\t" + " dY = " + dY
+ "\n" + "unprojectPt = " + unproject
+ "\n" + "unprojectPos = " + orbitView.getGlobe().computePositionFromPoint(unproject)
);
stepsNoAdjustments += 1;
return;
}
if (Math.abs(dX) <= EPS && Math.abs(dY) <= EPS)
{
stepsNoAdjustments += 1;
System.out.println("Mouse: No adjustment: " + " dX = " + dX + "\t" + " dY = " + dY);
return;
}
else
{
stepsNoAdjustments = 0;
}
// create reference points about 10px away from the center to the Up and to the Right
// and then map them to screen coordinates and geo coordinates
// Unfortunately unproject often generates points far from the Earth surface (and
// thus with significantly less difference in lat/long)
// So this longer but more fool-proof calculation is used
final double stepPx = 10;
Position centerPosition = orbitView.getCenterPosition();
Position eyePosition = orbitView.getEyePosition();
double pixelGeoSize = orbitView.computePixelSizeAtDistance(eyePosition.elevation - centerPosition.elevation);
Vec4 geoCenterPoint = orbitView.getCenterPoint();
Vec4 geoRightPoint = geoCenterPoint.add3(new Vec4(pixelGeoSize * stepPx, 0, 0));
Vec4 geoUpPoint = geoCenterPoint.add3(new Vec4(0, pixelGeoSize * stepPx, 0));
Position geoRightPosition = orbitView.getGlobe().computePositionFromPoint(geoRightPoint);
Position geoUpPosition = orbitView.getGlobe().computePositionFromPoint(geoUpPoint);
Vec4 controlCenter = orbitView.project(geoCenterPoint);
Vec4 controlRight = orbitView.project(geoRightPoint);
Vec4 controlUp = orbitView.project(geoUpPoint);
Vec4 controlRightDif = controlRight.subtract3(controlCenter);
controlRightDif = new Vec4(controlRightDif.x, controlRightDif.y); // ignore z for scale calculation
Vec4 controlUpDif = controlUp.subtract3(controlCenter);
controlUpDif = new Vec4(controlUpDif.x, controlUpDif.y); // ignore z for scale calculation
double scaleRight = -dTgt.dot3(controlRightDif) / controlRightDif.getLengthSquared3();
double scaleUp = -dTgt.dot3(controlUpDif) / controlUpDif.getLengthSquared3();
Position posRightDif = geoRightPosition.subtract(centerPosition);
Position posUpDif = geoUpPosition.subtract(centerPosition);
double totalLatDifDeg = posRightDif.latitude.degrees * scaleRight + posUpDif.latitude.degrees * scaleUp;
double totalLongDifDeg = posRightDif.longitude.degrees * scaleRight + posUpDif.longitude.degrees * scaleUp;
Position totalDif = Position.fromDegrees(totalLatDifDeg, totalLongDifDeg);
// don't copy elevation!
Position newCenterPosition = Position.fromDegrees(centerPosition.latitude.degrees + totalLatDifDeg,
centerPosition.longitude.degrees + totalLongDifDeg);
// if we overshot - try to slow down
if (!isValid(newCenterPosition))
{
newCenterPosition = Position.fromDegrees(centerPosition.latitude.degrees + totalLatDifDeg / 2,
centerPosition.longitude.degrees + totalLongDifDeg / 2);
if (!isValid(newCenterPosition))
{
System.out.println("Too much overshot: " + newCenterPosition);
stepsNoAdjustments += 1;
return;
}
}
System.out.println("Mouse:"
+ " dX = " + dX + "\t" + " dY = " + dY
+ "\n"
+ " centerPosition = " + centerPosition
+ "\n"
+ " geoUpPoint = " + geoUpPoint + "\t " + " geoUpPosition = " + geoUpPosition
+ "\n"
+ " geoRightPoint = " + geoRightPoint + "\t " + " geoRightPosition = " + geoRightPosition
+ "\n"
+ " posRightDif = " + posRightDif
+ "\t"
+ " posUpDif = " + posUpDif
+ "\n"
+ " scaleRight = " + scaleRight + "\t" + " scaleUp = " + scaleUp);
System.out.println("Mouse: oldCenterPosition = " + centerPosition);
System.out.println("Mouse: newCenterPosition = " + newCenterPosition);
orbitView.setCenterPosition(newCenterPosition);
}
}
Update
FixZoomPositionAnimator was updated to take into account the fact that one a large scale you can't assume that longitude and latitude lines go parallel to X and Y. To work this around reference points around the center are used to calculate adjustment. This means that the code will not work if the globe size is less than about 20px (2*stepPx) or if the user has tilted the Earth making latitude/longitude significantly non-parallel to X/Y.
End of Update
Update #2
I've moved previous logic to nextOld and added nextWithTilt. The new function should work even if the world is tilted but as the base logic is more complicated now, there is no acceleration anymore which IMHO makes it a bit worse for more typical cases. Also there are still a log of logging inside nextWithTilt because I'm not quite sure it really works OK. Use at your own risk.
End of Update #2
and then you may use it as
public class ZoomToCursorViewInputHandler extends OrbitViewInputHandler
{
public ZoomToCursorViewInputHandler()
{
ViewInputAttributes.ActionAttributes actionAttrs = this.getAttributes()
.getActionMap(ViewInputAttributes.DEVICE_MOUSE_WHEEL)
.getActionAttributes(ViewInputAttributes.VIEW_VERTICAL_TRANSLATE);
actionAttrs.setMouseActionListener(new ZoomActionHandler());
}
protected class ZoomActionHandler extends VertTransMouseWheelActionListener
{
#Override
public boolean inputActionPerformed(AbstractViewInputHandler inputHandler, MouseWheelEvent mouseWheelEvent,
final ViewInputAttributes.ActionAttributes viewAction)
{
double zoomInput = mouseWheelEvent.getWheelRotation();
Position position = wwd.getCurrentPosition();
Point mouseControlPoint = mouseWheelEvent.getPoint();
// Zoom toward the cursor if we're zooming in. Move straight out when zooming
// out.
if (zoomInput < 0 && position != null)
{
boolean res = super.inputActionPerformed(inputHandler, mouseWheelEvent, viewAction);
BasicOrbitView view = (BasicOrbitView) getView();
OrbitViewMoveToZoomAnimator zoomAnimator = (OrbitViewMoveToZoomAnimator) uiAnimControl.get(VIEW_ANIM_ZOOM);
// for continuous scroll preserve the original target if mouse was not moved
FixZoomPositionAnimator old = (FixZoomPositionAnimator) uiAnimControl.get(FixZoomPositionAnimator.VIEW_ANIM_KEY);
if (old != null && old.getMouseControlPoint().equals(mouseControlPoint))
{
position = old.getMouseGeoLocation();
}
FixZoomPositionAnimator fixZoomPositionAnimator = new FixZoomPositionAnimator(view, zoomAnimator, mouseControlPoint, position);
fixZoomPositionAnimator.start();
uiAnimControl.put(FixZoomPositionAnimator.VIEW_ANIM_KEY, fixZoomPositionAnimator);
return res;
}
else
{
uiAnimControl.remove(FixZoomPositionAnimator.VIEW_ANIM_KEY); // when zoom direction changes we don't want to make position adjustments anymore
return super.inputActionPerformed(inputHandler, mouseWheelEvent, viewAction);
}
}
}
// here goes aforementioned FixZoomPositionAnimator
}

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I am writing an Android App with Android Studio (using Java). The app is using Google Maps and has a layer with field ownership information that it's getting from a geoserver. The code to set this up is as follows, and is working well.
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super(x, y);
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The code above will produce the following overlay on Google Maps. On the geoserver, the layer is saved as EPSG:31287 (Austria Lambert).
What I would like to do now is to get the feature information, when I click on one of the fields. I tried around a lot, but am unable to figure out how to calculate the necessary values (width, height, x, y, bbox) to get the feature information from the latitude and longitude I clicked at. To be specific, these are the values from the query that I'm missing.
String url = "http://xxxxxxxxxxx.at/geoserver/wms" +
"?service=WMS" +
"&version=1.1.1" +
"&request=GetFeatureInfo" +
"&layers=satgrass:INSPIRE_SCHLAEGE_2020_POLYGON" +
"&query_layers=satgrass:INSPIRE_SCHLAEGE_2020_POLYGON" +
"&exceptions=application/vnd.ogc.se_inimage" +
"&x=" + // ????????
"&y=" + // ????????
"&bbox=" + // ????????
"&width=" + // ????????
"&height=" + // ????????
"&srs=EPSG:900913" + // EPSG:900913 or EPSG:31287 ?
"&format=image/png" +
"&info_format=application/json" +
"&transparent=true" +
"&feature_count=50";
What I got done so far (I think) is to calculate the x and y position of where I clicked from the latitute, longitude and the zoom level.
private void getFeatureInfo(LatLng latLng) {
// get current zoom
int zoom = (int)mMap.getCameraPosition().zoom;
// get "click" point coordinates in pixels
long pointNorthWestX = lonToX(latLng.longitude, zoom);
long pointNorthWestY = latToY(latLng.latitude, zoom);
}
public static long lonToX(double lon, int zoom) {
int offset = 256 << (zoom - 1);
return (int)Math.floor(offset + (offset * lon / 180));
}
public static long latToY(double lat, int zoom) {
int offset = 256 << (zoom - 1);
return (int)Math.floor(offset - offset / Math.PI * Math.log((1 + Math.sin(Math.toRadians(lat))) / (1 - Math.sin(Math.toRadians(lat)))) / 2);
}
Unfortunately, these values seem to be way off in comparison of what I get when I click the same position in the layer preview on geoserver.
Does anyone know what the necessary calculation steps are to get the feature information at the position I clicked at from the latitude, longitude and zoom level? I'd be really thankful for any help with this.
A getFeatureRequest is, essentially, the getMap request you used to fetch the map you are querying with some parameters added. You must add QUERY_LAYERS which is the names of the layers you want information about, and X & Y (or I & J in version 1.3.0) which are the location of the pixel you want information about (so where you clicked). Optionally, you can add an info_format to control the returned format.
For further details I suggest you read the standard document.
I have found the solution for this and it was way easier than I thought. The geoserver already supports projection transformations from the LatLon value that I get from clicking on the map to the XY-Coordinates that are needed for the getFeatureInfo() request.
I have change the code to the following.
private void getFeatureInfo(LatLng latLng) {
String url = "http://xxxxxxxxxx.at/geoserver/wms" +
"?service=WMS" +
"&version=1.1.1" +
"&request=GetFeatureInfo" +
"&layers=satgrass:INSPIRE_SCHLAEGE_2020_POLYGON" +
"&query_layers=satgrass:INSPIRE_SCHLAEGE_2020_POLYGON" +
"&exceptions=application/vnd.ogc.se_inimage" +
"&x=128" +
"&y=128" +
"&bbox=" + (latLng.longitude - 0.0000000001) + "," + (latLng.latitude - 0.0000000001) + "," + (latLng.longitude + 0.0000000001) + "," + (latLng.latitude + 0.0000000001) +
"&width=256" +
"&height=256" +
"&srs=EPSG:4326" +
"&format=image/png" +
"&info_format=application/json" +
"&transparent=true" +
"&feature_count=50";
}
The width and height are both 256, which I have initially set in the TileProvider. The x and y values are both 128, which would be the center of each tile.
What I basically needed to do now is to create a bounding box in which the geoserver will look for features. I made that as small as possible (should be in cm or mm range) so only ever 1 feature is returned. For that, I'm distracting 0.0000000001 from the minX and minY values and adding 0.0000000001 to the maxX and maxY values.
The important part was to use EPSG:4326 for this request. The geoserver will then automatically calculate the projection for the EPSG:31287 layer and return the feature information at that point.

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Transformer trans = mChart.getTransformer(dataSet.getAxisDependency());
mXBounds.set(mChart, dataSet);
float intensity = dataSet.getCubicIntensity();
cubicPath.reset();
if (mXBounds.range >= 1) {
float prevDx = 0f;
float prevDy = 0f;
float curDx = 0f;
float curDy = 0f;
// Take an extra point from the left, and an extra from the right.
// That's because we need 4 points for a cubic bezier (cubic=4), otherwise we get lines moving and doing weird stuff on the edges of the chart.
// So in the starting `prev` and `cur`, go -2, -1
// And in the `lastIndex`, add +1
final int firstIndex = mXBounds.min + 1;
final int lastIndex = mXBounds.min + mXBounds.range;
Entry prevPrev;
Entry prev = dataSet.getEntryForIndex(Math.max(firstIndex - 2, 0));
Entry cur = dataSet.getEntryForIndex(Math.max(firstIndex - 1, 0));
Entry next = cur;
int nextIndex = -1;
if (cur == null) return;
// let the spline start
cubicPath.moveTo(cur.getX(), cur.getY() * phaseY);
mPath.moveTo(cur.getX(), cur.getY() * phaseY);
for (int j = mXBounds.min + 1; j <= mXBounds.range + mXBounds.min; j++) {
prevPrev = prev;
prev = cur;
cur = nextIndex == j ? next : dataSet.getEntryForIndex(j);
nextIndex = j + 1 < dataSet.getEntryCount() ? j + 1 : j;
next = dataSet.getEntryForIndex(nextIndex);
prevDx = (cur.getX() - prevPrev.getX()) * intensity;
prevDy = (cur.getY() - prevPrev.getY()) * intensity;
curDx = (next.getX() - prev.getX()) * intensity;
curDy = (next.getY() - prev.getY()) * intensity;
cubicPath.cubicTo(prev.getX() + prevDx, (prev.getY() + prevDy) * phaseY,
cur.getX() - curDx,
(cur.getY() - curDy) * phaseY, cur.getX(), cur.getY() * phaseY);
mPath.cubicTo(prev.getX() + prevDx, (prev.getY() + prevDy) * phaseY,
cur.getX() - curDx,
(cur.getY() - curDy) * phaseY, cur.getX(), cur.getY() * phaseY);
mPaths.add(mPath);
// Log.i("Curve", (prev.getX() + prevDx)+" | "+ ((prev.getY() + prevDy) * phaseY)+" | "+ (cur.getX() - curDx)+" | "+ ((cur.getY() - curDy) * phaseY)+" | "+ cur.getX()+" | "+ (cur.getY() * phaseY));
}
}
// if filled is enabled, close the path
if (dataSet.isDrawFilledEnabled()) {
cubicFillPath.reset();
cubicFillPath.addPath(cubicPath);
//drawCubicFill(mBitmapCanvas, dataSet, cubicFillPath, trans, mXBounds);
}
mRenderPaint.setColor(dataSet.getColor());
mRenderPaint.setStyle(Paint.Style.STROKE);
trans.pathValueToPixel(cubicPath);
//mBitmapCanvas.drawPath(cubicPath, mRenderPaint);
for(int i=0; i<mPaths.size();i++)
{
mRenderPaint.setStrokeWidth(i+30);
mBitmapCanvas.drawPath(mPaths.get(i), mRenderPaint);
}
mRenderPaint.setPathEffect(null);
}
}
I tried to divide the path into separate parts and change the thickness of the line while drawing them, but the result is totally wrong.

Expand area created by two points by a percentage of their distance

I have two geo points that create a box (each point is a corner). I want to create a slightly bigger box. The following snippet is the code that creates the box.
private Box createRouteBox(DirectionsRoute route){
Box box;
Bounds bounds = route.bounds;
LatLng northeast = bounds.northeast;
LatLng southwest = bounds.southwest;
Point northeastPoint = new Point(northeast.lng, northeast.lat);
Point southwestPoint = new Point(southwest.lng, southwest.lat);
box = new Box(northeastPoint, southwestPoint);
return box;
}
Could you give me a suggestion how to move forward?
try something like this
private Box expandedBox(Point northeastPoint, Point southwestPoint){
// percentage of distance to set as padding to the box
Double offset = 0.1;
Double distance = pointDistance(northeastPoint, southwestPoint);
Double padding = (distance * offset);
// get current x, y
Double neX = northeastPoint.getX();
Double neY = northeastPoint.getY();
Double swX = southwestPoint.getX();
Double swY = southwestPoint.getY();
// init new x, y
Double neX2, neY2, swX2, swY2;
if(neX > swX){
neX2 = neX + padding;
swX2 = swX - padding;
} else {
neX2 = neX - padding;
swX2 = swX + padding;
}
if(neY > swY){
neY2 = neY + padding;
swY2 = swY - padding;
} else {
neY2 = neY - padding;
swY2 = swY + padding;
}
northeastPoint = new Point(neX2, neY2);
southwestPoint = new Point(swX2, swY2);
return new Box(northeastPoint, southwestPoint);
}
private Double pointDistance(Point p1, Point p2) {
return Math.sqrt((p2.getY() - p1.getY()) * (p2.getY() - p1.getY()) + (p2.getX() - p1.getX()) * (p2.getX() - p1.getX()));
}
You can change the offset to a percentage of the distance you want.

how to Smooth catmull rom spline curve when it is moving like amaging wire in libgdx

i have tried to move my curve but it is not moving well, when it changes its direction from left to right or right to left then the movement is quite awkward.
i want to move my curve like this video
video of curve movement what i actually want.
In this video when a it change its direction it is so graceful but in my case it change its direction and the curve gives a crazy shape at newly added point.
Experts please solve this problem.
here is my code
//create paths
private Bezier<Vector2> path1;
private CatmullRomSpline<Vector2> path2;
private ShapeRenderer sr;
int height,width;
Vector2 starting,ending,endingControl;
ArrayList<Vector2> listOfPoints;
Vector3 touchPos;
float timeDifference;
Boolean leftPos=false,rightPos=false;
Boolean isTouch=false,isTouchUp=false;
Vector2 mVector2;
private OrthographicCamera cam;
Vector2[] controlPoints;
#Override
public void create () {
width = Gdx.graphics.getWidth();
height = Gdx.graphics.getHeight();
ending=new Vector2(width/2,height/2);
endingControl=new Vector2(ending.x,ending.y+10);
starting=new Vector2(width/2,0);
controlPoints = new Vector2[]{starting,starting,ending,ending};
// set up the curves
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
listOfPoints=new ArrayList<Vector2>();
// setup ShapeRenderer
sr = new ShapeRenderer();
sr.setAutoShapeType(true);
sr.setColor(Color.BLACK);
cam=new OrthographicCamera();
cam.setToOrtho(false);
listOfPoints.add(new Vector2(width/2,0)); //starting
listOfPoints.add(new Vector2(width/2,0)); //starting
}
#Override
public void resize(int width, int height) {
// TODO Auto-generated method stub
super.resize(width, height);
cam.update();
}
#Override
public void render () {
cam.update();
Gdx.gl.glClearColor(1f, 1f, 1f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
sr.begin();
sr.set(ShapeType.Filled);
if(Gdx.input.isTouched())
{
if(!isTouch){
listOfPoints.add(new Vector2(ending.x+2, ending.y-4));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
//endingControl.x=ending.y;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
isTouch=true;
ending.x+=3;
}
else {
if(isTouch){
listOfPoints.add(new Vector2(ending.x-2, ending.y-4));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
isTouch=false;
ending.x-=3;
}
moveAndReduce();
for(int i = 0; i < 100; ++i){
float t = i /100f;
Vector2 st = new Vector2();
Vector2 end = new Vector2();
path2.valueAt(st,t);
path2.valueAt(end, t-0.01f);
sr.rectLine(st.x, st.y, end.x, end.y,3);
}
sr.end();
}
#Override
public void dispose () {
sr.dispose();
}
public void moveAndReduce()
{
for(Vector2 vector2:listOfPoints)
{
vector2.y-=3 ;
}
if(listOfPoints.size()>3 && listOfPoints.get(3).y<-1)
{
listOfPoints.remove(0);
listOfPoints.set(0, listOfPoints.get(1));
int s=listOfPoints.size();
controlPoints=new Vector2[s+2];
listOfPoints.toArray(controlPoints);
controlPoints[s]=ending;
controlPoints[s+1]=ending;
path2 = new CatmullRomSpline<Vector2>(controlPoints, false);
}
}
Going by the video the curve does not look like it is constrained by control points but just a simple trace of and accelerating point.
You create an array of floats the length in pixels matching the length of the line in the x direction. For example if screen is 200 pixels wide the line can be 100 so the array is 100 in length. Set each float in the array to the start value half the screen height. I call the array line in this answer. You call it what you like.
The you assign a head index that is the index of the rightmost point. Each frame you move the head index up by one. If it is over the array length-1 you set it to zero (beginning of array)
Rendering the Path
When you draw the line you draw all the points from head + 1
Path p = new Path();
for(int i = 0; i < 100; ++i){
p.lineTo(i, line[(i + head + 1) % 100]); // add path points
}
// draw the path;
Moving up and down
To make it move you have a movement float move that is 0 for no movement or positive and negative values the move up or down.
When you want it to move increase the move amount by a fixed value.
// moving down
if(move < maxMove){ // set a max move amount eg 10
move += moveAmount; // moveAmount 0.2 just as an example
}
Same for moving up, but subtract
When there is no input you move the move amount back to zero by a fixed rate
// assume this is code run when no input
if(move != 0){
if(Math.abs(move) < moveAmount){ // if close to zero set to zero
move = 0;
}else{
move -= Math.sign(move) * moveAmount; // else move towards zero at
// fixed rate
}
}
Moving forward
The line does not move forward, just appears to do so as we move the head position up the array each frame.
Back to moving the line's head the following move the line head position up or down (but is not complete the last line is modified to create a smoother curve)
float pos = line[head]; // get the pos of line at head
head += 1; // move the head forward 1
head %= 100; // if past end of array move to 0
line[head] = pos + move; // set the new head position
A better curve
This will move the head of the line up or down depending on move. The curve we get is not that nice so to make it a little smoother you need to change the rate the move value changes the head position.
// an sCurve for any value of move the result is from -1 to 1
// the greater or smaller move the closer to 1 or -1 the value gets
// the value -1.2 controls the rate at which the value moves to 1 or -1
// the closer to -1 the value is the slower the value moves to 1 or -1
float res = (2 / (1 + Math.pow(move,-1.2))) -1;
This in effect changes the shape of the lines curve to a almost sine wave when moving up and down
// so instead of
//line[head] = pos + move; // set the new head position
line[head] = pos + ( (2 / (1 + Math.pow(move,-1.2))) -1 ) * maxSpeed;
// max speed is the max speed the line head can move up or down
// per frame in pixels.
Example to show the curve
Below is a Javascript implementation that does it as outlined above (is not intended as answer code). Use the keyboard Arrow Up and Arrow down to move the line
If you are using a tablet or phone then the following image is what you will see as way to late for me to add and test touch for the example
const doFor = (count, callback) => {var i = 0; while (i < count) { callback(i ++) } };
const keys = {
ArrowUp : false,
ArrowDown : false,
};
function keyEvents(e){
if(keys[e.code] !== undefined){
keys[e.code] = event.type === "keydown";
e.preventDefault();
}
}
addEventListener("keyup", keyEvents);
addEventListener("keydown", keyEvents);
focus();
var gameOver = 0;
var gameOverWait = 100;
var score = 0;
var nextWallIn = 500
var nextWallCount = nextWallIn;
var wallHole = 50;
const wallWidth = 5;
const walls = [];
function addWall(){
var y = (Math.random() * (H - wallHole * 2)) + wallHole *0.5;
walls.push({
x : W,
top : y,
bottom : y + wallHole,
point : 1, // score point
});
}
function updateWalls(){
nextWallCount += 1;
if(nextWallCount >= nextWallIn){
addWall();
nextWallCount = 0;
nextWallIn -= 1;
wallHole -= 1;
}
for(var i = 0; i < walls.length; i ++){
var w = walls[i];
w.x -= 1;
if(w.x < -wallWidth){
walls.splice(i--,1);
}
if(w.x >= line.length- + wallWidth && w.x < line.length){
var pos = line[head];
if(pos < w.top || pos > w.bottom){
gameOver = gameOverWait;
}
}
if(w.point > 0 && w.x <= line.length){
score += w.point;
w.point = 0;
}
}
}
function drawWalls(){
for(var i = 0; i < walls.length; i ++){
var w = walls[i];
ctx.fillStyle = "red";
ctx.fillRect(w.x,0,wallWidth,w.top);
ctx.fillRect(w.x,w.bottom,wallWidth,H-w.bottom);
}
}
const sCurve = (x,p) => (2 / (1 + Math.pow(p,-x))) -1;
const ctx = canvas.getContext("2d");
var W,H; // canvas width and height
const line = [];
var move = 0;
var curvePower = 1.2;
var curveSpeed = 0.2;
var maxSpeed = 10;
var headMoveMultiply = 2;
var head;
function init(){
line.length = 0;
doFor(W / 2,i => line[i] = H / 2);
head = line.length - 1;
move = 0;
walls.length = 0;
score = 0;
nextWallIn = 500
nextWallCount = nextWallIn;
wallHole = 50;
ctx.font = "30px arial black";
}
function stepLine(){
var pos = line[head];
head += 1;
head %= line.length;
line[head] = pos + sCurve(move,curvePower)*headMoveMultiply ;
}
function drawLine(){
ctx.beginPath();
ctx.strokeStyle = "black";
ctx.lineWidth = 3;
ctx.lineJoin = "round";
ctx.lineCap = "round";
for(var i = 0; i <line.length; i++){
ctx.lineTo(i,line[(i + head + 1) % line.length]);
}
ctx.stroke();
}
function mainLoop(time){
if(canvas.width !== innerWidth || canvas.height !== innerHeight){
W = canvas.width = innerWidth;
H = canvas.height = innerHeight;
init();
}
if(gameOver === 1){
gameOver = 0;
init();
}
ctx.setTransform(1,0,0,1,0,0);
ctx.clearRect(0,0,W,H);
if(keys.ArrowUp){
if(move > - maxSpeed){
move -= curveSpeed;
}
}else if(keys.ArrowDown){
if(move < maxSpeed){
move += curveSpeed;
}
}else{
move -= Math.sign(move)*curveSpeed;
if(Math.abs(move) < curveSpeed){
move = 0;
}
}
if(gameOver === 0){
stepLine();
updateWalls();
}
drawLine();
drawWalls();
ctx.fillStyle = "Black";
ctx.textAlign = "left";
ctx.fillText("Score : " + score, 10,30);
if(gameOver > 0){
ctx.textAlign = "center";
ctx.fillText("Crashed !!", W / 2,H * 0.4);
gameOver -= 1;
}
requestAnimationFrame(mainLoop);
}
requestAnimationFrame(mainLoop);
canvas {
position : absolute;
top : 0px;
left : 0px;
z-index : -10;
}
<br><br><br>Up down arrow keys to move line.
<canvas id=canvas></canvas>

collision detection doesn't push back

Alright, so I'm working on collision detection for a 3d game, this is what I got so far:
public void mapCol(Spatial map, Node model2){
Mesh m = (Mesh) ((Node) map).getChild("obj_mesh0");
int c = 0;
m.updateWorldBound(true);
boolean col = false;
c = m.getMeshData().getPrimitiveCount(0);
// System.out.println(c);
Vector3[][] v3 = new Vector3[c][3];
for(int s = 0; s < c; s++){
v3[s] = null;
v3[s] = m.getMeshData().getPrimitive(s, 0, v3[s]);
Vector3 min = new Vector3((float)Math.min((float) Math.min(v3[s][0].getXf(), v3[s][1].getXf()), v3[s][2].getXf()),
(float)Math.min((float)Math.min(v3[s][0].getYf(), v3[s][1].getYf()), v3[s][2].getYf()),
(float)Math.min((float)Math.min(v3[s][0].getZf(), v3[s][1].getZf()), v3[s][2].getZf()));
Vector3 max = new Vector3((float) Math.max((float)Math.max(v3[s][0].getXf(), v3[s][1].getXf()), v3[s][2].getXf()),
(float)Math.max((float)Math.max(v3[s][0].getYf(), v3[s][1].getYf()), v3[s][2].getYf()),
(float)Math.max((float)Math.max(v3[s][0].getZf(), v3[s][1].getZf()), v3[s][2].getZf()));
Vector3 v2 = new Vector3();
v2 = max.add(min, v2);
v2.divideLocal(2);
if(max.getXf() > model2.getTranslation().getXf() - sp1.getRadius()&&
min.getXf() < model2.getTranslation().getXf() + sp1.getRadius() &&
max.getZf() > model2.getTranslation().getZf() - sp1.getRadius() &&
min.getZf() < model2.getTranslation().getZf() + sp1.getRadius() &&
max.getYf() > model2.getTranslation().getYf() + sp1.getRadius()&&
!col){
float cosine = (float) v2.dot(v2);
float angle = (float) Math.toDegrees(Math.acos( cosine ));
float pangle = (float) Math.toDegrees(Math.atan2((min.getX() + ((max.getX() - min.getX())/2)) - model2.getTranslation().getX(), (min.getZ() + ((max.getZ() - min.getZ())/2) - model2.getTranslation().getZ())));
if(min.getY() < max.getY()){
System.out.println("pangle:" + pangle + " angle:" + angle);
model2.setTranslation(
(min.getX() + ((max.getX() - min.getX())/2)) - (Math.sin(Math.toRadians(pangle)) * (sp1.getRadius())),
model2.getTranslation().getYf(),
(min.getZ() + ((max.getZ() - min.getZ())/2)) - (-Math.cos(Math.toRadians(pangle)) * (sp1.getRadius()))
);
col = true;
}
}
}
}
Now the part to really look at is right here:
model2.setTranslation(
(min.getX() + ((max.getX() - min.getX())/2)) - (Math.sin(Math.toRadians(pangle)) * (sp1.getRadius())),
model2.getTranslation().getYf(),
(min.getZ() + ((max.getZ() - min.getZ())/2)) - (-Math.cos(Math.toRadians(pangle)) * (sp1.getRadius()))
);
Any idea why it wouldn't set model2 modle2's radius away from the wall? (making it stop at the way and able to go no further)
float cosine = v2.dot(v2)
is intentional ?
Because it just gives you length of v2, squared.
Probably that should be
float cosine = velocity.dot(normalVector)/(velocity.length()*normalVector.length())
, if you wanted cosine of angle between them, but I don't fully understand your code, so I don't know.

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