I made a map for my Minetest Game I play.
The project is here : https://github.com/amelaye/aiwMapping I created the map with the Python script gdal2tiles, like this : ./gdal2tiles.py -l -p raster -z 0-10 -w none ../map.png ../tiles
Here is the interesting part of code :
var minZoom = 0
var maxZoom = 9
var img = [
20000, // original width of image
20000 // original height of image
]
// create the map
var map = L.map(mapid, {
minZoom: minZoom,
maxZoom: maxZoom
})
var rc = new L.RasterCoords(map, img)
map.setView(rc.unproject([9000, 10554]), 7)
L.control.layers({
'Spawn': layerGeoGlobal(window.geoInfoSpawn, map, rc, 'red', 'star', 'fa'),
}, {
'Bounds': layerBounds(map, rc, img),
}).addTo(map)
L.tileLayer('./tiles/{z}/{x}/{y}.png', {
noWrap: true,
attribution: ''
}).addTo(map)
It works like a charm, but there is a problem : in Minetest, the coords (lat and lon) go to -10000 to 10000. In my Leaflet map, the coords still positive, then they go from 0 to 20000.
How can I solve this problem ?
CRS SIMPLE does not work.
PS : No relative questions have been posted, please read my message carefully.
When gdal2tiles is not given a georeferenced image (or a world file accompanying the image), it will assume that the (0,0) coordinate is at one of the corners of the image, and that one pixel equals one map unit (both horizontally and vertically).
Since your input image is a .png file, the most straightforward way of working around the issue will be creating an appropriate world file.
If your input image is map.png, create a new plain text file named map.pgw with the following contents...
1
0
0
1
-10000
-10000
...then run gdal2tiles.py again. Note that this worldfile assumes that one pixel equals one map unit, and the image's first corner is at the (-10000,-10000) coordinate.
Related
In pyBullet, I have struggled a bit with generating a dataset. What I want to achieve is to get pictures of what the camera is seeing: img = p.getCameraImage(224, 224, renderer=p.ER_BULLET_HARDWARE_OPENGL)
Basically: to get the images that are seen in Synthetic Camera RGB data and Synthetic Camera Depth Data (especially this one), which are the camera windows you can see in the following picture on the left.
p.resetDebugVisualizerCamera(cameraDistance=0.5, cameraYaw=yaw, cameraPitch=pitch, cameraTargetPosition=[center_x, center_y, 0.785])
img = p.getCameraImage(224, 224, renderer=p.ER_BULLET_HARDWARE_OPENGL)
rgbBuffer = img[2]
depthBuffer = img[3]
list_of_rgbs.append(rgbBuffer)
list_of_depths.append(depthBuffer)
rgbim = Image.fromarray(rgbBuffer)
depim = Image.fromarray(depthBuffer)
rgbim.save('test_img/rgbtest'+str(counter)+'.jpg')
depim.save('test_img/depth'+str(counter)+'.tiff')
counter += 1
I already run the following, so I don't know if it is related to the settings. p.configureDebugVisualizer(p.COV_ENABLE_DEPTH_BUFFER_PREVIEW, 1)
I have tried several methods because the depth part is complicated. I don't understand if it needs to be treated separately because of the pixel color information or if I need to work with the project matrixes and view matrixes.
I need to save it as a .tiff because I get some cannot save F to png errors. I tried playing a bit with the bit information but acomplished nothing. In case you asked,
# depthBuffer[depthBuffer > 65535] = 65535
# im_uint16 = np.round(depthBuffer).astype(np.uint16)
# depthBuffer = im_uint16
The following is an example of the the .tiff image
And to end, just to remark that these depth images keep changing (looking at all of them, then to the RGB and passing again to the depth images, shows different images regardless of being the same image. I have never ever seen something like this before.
I thought "I managed to fix this some time ago, might as well post the answer found".
The data structure of img has to be taken into account!
img = p.getCameraImage(224, 224, shadow = False, renderer=p.ER_BULLET_HARDWARE_OPENGL)
rgb_opengl = (np.reshape(img[2], (IMG_SIZE, IMG_SIZE, 4)))
depth_buffer_opengl = np.reshape(img[3], [IMG_SIZE, IMG_SIZE])
depth_opengl = far * near / (far - (far - near) * depth_buffer_opengl)
seg_opengl = np.reshape(img[4], [IMG_SIZE, IMG_SIZE]) * 1. / 255.
rgbim = Image.fromarray(rgb_opengl)
rgbim_no_alpha = rgbim.convert('RGB')
rgbim_no_alpha.save('dataset/'+obj_name+'/'+ obj_name +'_rgb_'+str(counter)+'.jpg')
# plt.imshow(depth_buffer_opengl)
plt.imsave('dataset/'+obj_name+'/'+ obj_name+'_depth_'+str(counter)+'.jpg', depth_buffer_opengl)
# plt.show()
Final Images:
So I am using Pixels in my Leaflet using crs: L.CRS.Simple and unproject in all the places I reference coordinates, it is working great.
However I am now trying to add a search bar and there is one line that I cannot figure out how to make it use pixels instead of LatLng (it's pulling pixel coords from a file)
var title = data.newsroom, //value searched
loc = [data.latitude, data.longitude] //position found
marker = new L.Marker(new L.latLng(loc), {title: title, icon:icon} );//se property searched
marker.bindPopup("<strong style='color: #84b819'>" + title + "</strong><br>" + data.company + " | " + data.city + "<br>Head: " + data.head);
markersLayer.addLayer(marker);
}
It's the marker = new L.Marker(new L.latLng(loc) line..I can't figure out how to unproject in that line to make it use pixels. Tried 100 different things but...yeah, I am not a coder so It has me dumbfounded.
Thanks in advance!
Try map.latLngToContainerPoint(latlng)
This converts the latlng to your container point.
https://leafletjs.com/reference-1.6.0.html#map-latlngtocontainerpoint
There is an example of the heatmap https://www.mapbox.com/mapbox-gl-js/example/heatmap/ by the number of markers/points on the area. But is there a way to display a heatmap by average pins/markers values? For example if I have 5 pins and their average prop value speed=3 then it will be shown as green cluster/heatmap and if their av. prop val is 6 then it will be red cluster/heatmap.
I found that "clusterAggregates" property can help, but can't find any example of using it.
Thanks
I'll leave my way to do so. Old question, which is sometimes risen, but there are no nice sollution, so... Turf's hexgrid (http://turfjs.org/docs/#hexGrid) can help:
const hexagons = hexGrid(bbox, size);
const collection = // collection of your points;
const hexagonsWithin = collect(hexagons, collection, "propertyToAgretateFrom", "propertyToAggregateIn");
const notEmptyHexagonValues = hexagonsWithin.features.filter(({ properties }) => properties.propertyToAggregateIn.length !== 0);
const notEmptyHexagons = {
"type": "FeatureCollection",
"features": notEmptyHexagonValues,
};
// at this point you're having not empty hexagons as a geojson, which you can add to the map
collect is another method from turf, whatcollection should be you can look up in the docs, because it's changing a lot.
The general idea behind is to "divide" visible part of map (bbox) into hexagons by hexGrid method and and aggregate some properties that you need from every marker inside of every hexagon you'll have into the array, so you can get an average value, for example. And assign a color based on it.
Let's say we have feature.properties.propertyToAgretateFrom as 4 and 5 in two markers. After the aggregation, if these markers were inside one polygon, you'll have it feature.properties.propertyToAggregateIn: [4, 5] - this feature is polygon. From this on you can do pretty much everything you want.
This is the first time I'm trying to use Stencil Test but I have seen some examples using OpenGL and a few on Metal but focused on the Depth test instead. I understand the theory behind the Stencil test but I don't know how to set it up on Metal.
I want to draw irregular shapes. For the sake of simplicity lets consider the following 2D polygon:
I want the stencil to pass where the number of overlapping triangles is odd, so that I can reach something like this, where the white area is the area to be ignored:
I'm doing the following steps in the exact order:
Setting the depthStencilPixelFormat:
mtkView.depthStencilPixelFormat = .stencil8
mtkView.clearStencil = .allZeros
Stencil attachment:
let textureDescriptor = MTLTextureDescriptor.texture2DDescriptor(pixelFormat: .stencil8, width: drawable.texture.width, height: drawable.texture.height, mipmapped: true)
textureDescriptor.textureType = .type2D
textureDescriptor.storageMode = .private
textureDescriptor.usage = [.renderTarget, .shaderRead, .shaderWrite]
mainPassStencilTexture = device.makeTexture(descriptor: textureDescriptor)
let stencilAttachment = MTLRenderPassStencilAttachmentDescriptor()
stencilAttachment.texture = mainPassStencilTexture
stencilAttachment.clearStencil = 0
stencilAttachment.loadAction = .clear
stencilAttachment.storeAction = .store
renderPassDescriptor.stencilAttachment = stencilAttachment
Stencil descriptor:
stencilDescriptor.depthCompareFunction = MTLCompareFunction.always
stencilDescriptor.isDepthWriteEnabled = true
stencilDescriptor.frontFaceStencil.stencilCompareFunction = MTLCompareFunction.equal
stencilDescriptor.frontFaceStencil.stencilFailureOperation = MTLStencilOperation.keep
stencilDescriptor.frontFaceStencil.depthFailureOperation = MTLStencilOperation.keep
stencilDescriptor.frontFaceStencil.depthStencilPassOperation = MTLStencilOperation.invert
stencilDescriptor.frontFaceStencil.readMask = 0x1
stencilDescriptor.frontFaceStencil.writeMask = 0x1
stencilDescriptor.backFaceStencil = nil
depthStencilState = device.makeDepthStencilState(descriptor: stencilDescriptor)
and lastly, Im setting the reference value and the stencil state in the main pass:
renderEncoder.setStencilReferenceValue(0x1)
renderEncoder.setDepthStencilState(self.depthStencilState)
Am I missing something because the result I got is just like there is no stencil at all. I can see some differences when changing the settings of the depth test but nothing happens when changing the settings of the stencil ...
Any clue?
Thank you in advance
You're clearing the stencil texture to 0. The reference value is 1. The comparison function is "equal". So, the comparison will fail (1 does not equal 0). The operation for when the stencil comparison fails is "keep", so the stencil texture remains 0. Nothing changes for subsequent fragments.
I would expect that you'd get no rendering, although depending on the order of your vertexes and the front-face winding mode, you may be looking at the back faces of your triangles, in which case the stencil test is effectively disabled. If you don't otherwise care about front vs. back, just set both stencil descriptors the same way.
I think you need to do two passes: first, a stencil-only render; second, the color render governed by the stencil buffer. For the stencil only, you would make the compare function .always. This will toggle (invert) the low bit for each triangle that's drawn over a given pixel, giving you an indication of even or odd count. Because neither the compare function nor the operation involve the reference value, it doesn't matter what it is.
For the second pass, you'd set the compare function to .equal and the reference value to 1. The operations should all be .keep. Also, make sure to set the stencil attachment load action to .load (not .clear).
I am not sure what the exact technical term for this question would be so please pardon the noobish question.
I have a leaflet map like this:
var map = L.map("dvMapContainer",
{
}).setView([39.782388193, -86.14135265], 14);
I am adding a marker to this map like this:
var vehicleMarker = new L.Marker([39.782388193, -86.14135265], { id: 'vehicle', icon: cssIcon });
map.addLayer(vehicleMarker);
Every few seconds, I update the position of the vehicleMarker and center the map
vehicleMarker.setLatLng(newLatLng);
map.setView(newLatLng, 18);
This works fine however the effect is not very visually pleasing as the map is constantly moving. I would like to move only the marker until it gets close to the edge of the map and then recenter the map. Is that possible ? Any hints/solutions will be much appreciated.
Each time you check (every few seconds), you can compare your marker location with the map bounds:
var bounds = map.getBounds();
if(vehicleMarker.getLatLng().lng > bounds.getEast()-.001 || vehicleMarker.getLatLng().lng < bounds.getWest()+.001 || vehicleMarker.getLatLng().lat > bounds.getNorth()-.001 || vehicleMarker.getLatLng().lat < bounds.getSouth()+.001)
//change bounds
If your next marker location is close to your current bounds, then change your map's current bounds.
You can change the .001 depending on how far zoomed out you are.
More info on bounds here: http://leafletjs.com/reference.html#latlngbounds