Remove image overlay layer in Leaflet - vue.js

I'm trying to place a sketch on a building on the map with Leaflet. I succeeded in this as well, I can place and scale an image in svg format on the map. But when I add a new sketch to the map, I want the old sketch to be deleted from the map.
map.removeLayer(sketchLayer)
sketchLayer.removeFrom(map)
map.removeLayer(L.sketchLayer)
i tried these
My codes,
splitCoordinate (value) {
const topLeftCoordinates = value.top_left.split(',')
const topRightCoordinates = value.top_right.split(',')
const bottomLeftCoordinates = value.bottom_left.split(',')
this.initMap(topLeftCoordinates, topRightCoordinates, bottomLeftCoordinates)
},
initMap (topLeftCoordinates, topRightCoordinates, bottomLeftCoordinates) {
let map = this.$refs.map.mapObject
map.flyTo(new L.LatLng(topLeftCoordinates[0], topLeftCoordinates[1]), 20, { animation: true })
const vm = this
var topleft = L.latLng(topLeftCoordinates[0], topLeftCoordinates[1])
var topright = L.latLng(topRightCoordinates[0], topRightCoordinates[1])
var bottomleft = L.latLng(bottomLeftCoordinates[0], bottomLeftCoordinates[1])
var sketchLayer = L.imageOverlay.rotated(vm.imgUrl, topleft, topright, bottomleft, {
opacity: 1,
interactive: true
})
map.addLayer(sketchLayer)
}

Fix:
The error was related to the javascript scope. I defined the sketchLayer in the data and my problem solved.

Related

Is there any way to convert "data:image/svg+xml;base64" to "data:image/png;base64" with JavaScript? [duplicate]

I want to convert SVG into bitmap images (like JPEG, PNG, etc.) through JavaScript.
Here is how you can do it through JavaScript:
Use the canvg JavaScript library to render the SVG image using Canvas: https://github.com/gabelerner/canvg
Capture a data URI encoded as a JPG (or PNG) from the Canvas, according to these instructions: Capture HTML Canvas as gif/jpg/png/pdf?
jbeard4 solution worked beautifully.
I'm using Raphael SketchPad to create an SVG. Link to the files in step 1.
For a Save button (id of svg is "editor", id of canvas is "canvas"):
$("#editor_save").click(function() {
// the canvg call that takes the svg xml and converts it to a canvas
canvg('canvas', $("#editor").html());
// the canvas calls to output a png
var canvas = document.getElementById("canvas");
var img = canvas.toDataURL("image/png");
// do what you want with the base64, write to screen, post to server, etc...
});
This seems to work in most browsers:
function copyStylesInline(destinationNode, sourceNode) {
var containerElements = ["svg","g"];
for (var cd = 0; cd < destinationNode.childNodes.length; cd++) {
var child = destinationNode.childNodes[cd];
if (containerElements.indexOf(child.tagName) != -1) {
copyStylesInline(child, sourceNode.childNodes[cd]);
continue;
}
var style = sourceNode.childNodes[cd].currentStyle || window.getComputedStyle(sourceNode.childNodes[cd]);
if (style == "undefined" || style == null) continue;
for (var st = 0; st < style.length; st++){
child.style.setProperty(style[st], style.getPropertyValue(style[st]));
}
}
}
function triggerDownload (imgURI, fileName) {
var evt = new MouseEvent("click", {
view: window,
bubbles: false,
cancelable: true
});
var a = document.createElement("a");
a.setAttribute("download", fileName);
a.setAttribute("href", imgURI);
a.setAttribute("target", '_blank');
a.dispatchEvent(evt);
}
function downloadSvg(svg, fileName) {
var copy = svg.cloneNode(true);
copyStylesInline(copy, svg);
var canvas = document.createElement("canvas");
var bbox = svg.getBBox();
canvas.width = bbox.width;
canvas.height = bbox.height;
var ctx = canvas.getContext("2d");
ctx.clearRect(0, 0, bbox.width, bbox.height);
var data = (new XMLSerializer()).serializeToString(copy);
var DOMURL = window.URL || window.webkitURL || window;
var img = new Image();
var svgBlob = new Blob([data], {type: "image/svg+xml;charset=utf-8"});
var url = DOMURL.createObjectURL(svgBlob);
img.onload = function () {
ctx.drawImage(img, 0, 0);
DOMURL.revokeObjectURL(url);
if (typeof navigator !== "undefined" && navigator.msSaveOrOpenBlob)
{
var blob = canvas.msToBlob();
navigator.msSaveOrOpenBlob(blob, fileName);
}
else {
var imgURI = canvas
.toDataURL("image/png")
.replace("image/png", "image/octet-stream");
triggerDownload(imgURI, fileName);
}
document.removeChild(canvas);
};
img.src = url;
}
The solution to convert SVG to blob URL and blob URL to png image
const svg=`<svg version="1.1" baseProfile="full" width="300" height="200"
xmlns="http://www.w3.org/2000/svg">
<rect width="100%" height="100%" fill="red" />
<circle cx="150" cy="100" r="80" fill="green" />
<text x="150" y="125" font-size="60" text-anchor="middle" fill="white">SVG</text></svg>`
svgToPng(svg,(imgData)=>{
const pngImage = document.createElement('img');
document.body.appendChild(pngImage);
pngImage.src=imgData;
});
function svgToPng(svg, callback) {
const url = getSvgUrl(svg);
svgUrlToPng(url, (imgData) => {
callback(imgData);
URL.revokeObjectURL(url);
});
}
function getSvgUrl(svg) {
return URL.createObjectURL(new Blob([svg], { type: 'image/svg+xml' }));
}
function svgUrlToPng(svgUrl, callback) {
const svgImage = document.createElement('img');
// imgPreview.style.position = 'absolute';
// imgPreview.style.top = '-9999px';
document.body.appendChild(svgImage);
svgImage.onload = function () {
const canvas = document.createElement('canvas');
canvas.width = svgImage.clientWidth;
canvas.height = svgImage.clientHeight;
const canvasCtx = canvas.getContext('2d');
canvasCtx.drawImage(svgImage, 0, 0);
const imgData = canvas.toDataURL('image/png');
callback(imgData);
// document.body.removeChild(imgPreview);
};
svgImage.src = svgUrl;
}
change svg to match your element
function svg2img(){
var svg = document.querySelector('svg');
var xml = new XMLSerializer().serializeToString(svg);
var svg64 = btoa(xml); //for utf8: btoa(unescape(encodeURIComponent(xml)))
var b64start = 'data:image/svg+xml;base64,';
var image64 = b64start + svg64;
return image64;
};svg2img()
My use case was to have the svg data loaded from a network and this ES6 Class did the Job.
class SvgToPngConverter {
constructor() {
this._init = this._init.bind(this);
this._cleanUp = this._cleanUp.bind(this);
this.convertFromInput = this.convertFromInput.bind(this);
}
_init() {
this.canvas = document.createElement("canvas");
this.imgPreview = document.createElement("img");
this.imgPreview.style = "position: absolute; top: -9999px";
document.body.appendChild(this.imgPreview);
this.canvasCtx = this.canvas.getContext("2d");
}
_cleanUp() {
document.body.removeChild(this.imgPreview);
}
convertFromInput(input, callback) {
this._init();
let _this = this;
this.imgPreview.onload = function() {
const img = new Image();
_this.canvas.width = _this.imgPreview.clientWidth;
_this.canvas.height = _this.imgPreview.clientHeight;
img.crossOrigin = "anonymous";
img.src = _this.imgPreview.src;
img.onload = function() {
_this.canvasCtx.drawImage(img, 0, 0);
let imgData = _this.canvas.toDataURL("image/png");
if(typeof callback == "function"){
callback(imgData)
}
_this._cleanUp();
};
};
this.imgPreview.src = input;
}
}
Here is how you use it
let input = "https://restcountries.eu/data/afg.svg"
new SvgToPngConverter().convertFromInput(input, function(imgData){
// You now have your png data in base64 (imgData).
// Do what ever you wish with it here.
});
If you want a vanilla JavaScript version, you could head over to Babel website and transpile the code there.
Here a function that works without libraries and returns a Promise:
/**
* converts a base64 encoded data url SVG image to a PNG image
* #param originalBase64 data url of svg image
* #param width target width in pixel of PNG image
* #return {Promise<String>} resolves to png data url of the image
*/
function base64SvgToBase64Png (originalBase64, width) {
return new Promise(resolve => {
let img = document.createElement('img');
img.onload = function () {
document.body.appendChild(img);
let canvas = document.createElement("canvas");
let ratio = (img.clientWidth / img.clientHeight) || 1;
document.body.removeChild(img);
canvas.width = width;
canvas.height = width / ratio;
let ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, canvas.width, canvas.height);
try {
let data = canvas.toDataURL('image/png');
resolve(data);
} catch (e) {
resolve(null);
}
};
img.onerror = function() {
resolve(null);
};
img.src = originalBase64;
});
}
On Firefox there is an issue for SVGs without set width / height.
See this working example including a fix for the Firefox issue.
This is an old question, in 2022 we have ES6 and we don't need 3rd party libraries.
Here is a very basic way to convert svg images into other formats.
The trick is to load the svg element as an img element, then use a canvas element to convert the image into the desired format. So, four steps are needed:
Extract svg as xml data string.
Load the xml data string into a img element
Convert the img element to a dataURL using a canvas element
Load the converted dataURL into a new img element
Step 1
Extracting a svg as xml data string is simple, we don't need to convert it as a base64 string. We just serialize it as XML then we encode the string as a URI:
// Select the element:
const $svg = document.getElementById('svg-container').querySelector('svg')
// Serialize it as xml string:
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
// Encode it as a data string:
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
Step 2
Loading the xml data string into a img element:
// This function returns a Promise whenever the $img is loaded
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
$img.src = url
})
}
Step 3
Converting the img element to a dataURL using a canvas element:
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
return $canvas.toDataURL(`image/${format}`, 1.0)
Step 4
Loading the converted dataURL into a new img element:
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
Here you have a working snippet:
const $svg = document.getElementById('svg-container').querySelector('svg')
const $holder = document.getElementById('img-container')
const $label = document.getElementById('img-format')
const destroyChildren = $element => {
while ($element.firstChild) {
const $lastChild = $element.lastChild ?? false
if ($lastChild) $element.removeChild($lastChild)
}
}
const loadImage = async url => {
const $img = document.createElement('img')
$img.src = url
return new Promise((resolve, reject) => {
$img.onload = () => resolve($img)
$img.onerror = reject
})
}
const convertSVGtoImg = async e => {
const $btn = e.target
const format = $btn.dataset.format ?? 'png'
$label.textContent = format
destroyChildren($holder)
const svgAsXML = (new XMLSerializer()).serializeToString($svg)
const svgData = `data:image/svg+xml,${encodeURIComponent(svgAsXML)}`
const img = await loadImage(svgData)
const $canvas = document.createElement('canvas')
$canvas.width = $svg.clientWidth
$canvas.height = $svg.clientHeight
$canvas.getContext('2d').drawImage(img, 0, 0, $svg.clientWidth, $svg.clientHeight)
const dataURL = await $canvas.toDataURL(`image/${format}`, 1.0)
console.log(dataURL)
const $img = document.createElement('img')
$img.src = dataURL
$holder.appendChild($img)
}
const buttons = [...document.querySelectorAll('[data-format]')]
for (const $btn of buttons) {
$btn.onclick = convertSVGtoImg
}
.wrapper {
display: flex;
flex-flow: row nowrap;
width: 100vw;
}
.images {
display: flex;
flex-flow: row nowrap;
width: 70%;
}
.image {
width: 50%;
display: flex;
flex-flow: row wrap;
justify-content: center;
}
.label {
width: 100%;
text-align: center;
}
<div class="wrapper">
<div class="item images">
<div class="image left">
<div class="label">svg</div>
<div id="svg-container">
<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="200" height="200" viewBox="0 0 248 204">
<path fill="#1d9bf0" d="M221.95 51.29c.15 2.17.15 4.34.15 6.53 0 66.73-50.8 143.69-143.69 143.69v-.04c-27.44.04-54.31-7.82-77.41-22.64 3.99.48 8 .72 12.02.73 22.74.02 44.83-7.61 62.72-21.66-21.61-.41-40.56-14.5-47.18-35.07 7.57 1.46 15.37 1.16 22.8-.87-23.56-4.76-40.51-25.46-40.51-49.5v-.64c7.02 3.91 14.88 6.08 22.92 6.32C11.58 63.31 4.74 33.79 18.14 10.71c25.64 31.55 63.47 50.73 104.08 52.76-4.07-17.54 1.49-35.92 14.61-48.25 20.34-19.12 52.33-18.14 71.45 2.19 11.31-2.23 22.15-6.38 32.07-12.26-3.77 11.69-11.66 21.62-22.2 27.93 10.01-1.18 19.79-3.86 29-7.95-6.78 10.16-15.32 19.01-25.2 26.16z"/>
</svg>
</div>
</div>
<div class="image right">
<div id="img-format" class="label"></div>
<div id="img-container"></div>
</div>
</div>
<div class="item buttons">
<button id="btn-png" data-format="png">PNG</button>
<button id="btn-jpg" data-format="jpeg">JPG</button>
<button id="btn-webp" data-format="webp">WEBP</button>
</div>
</div>
Svg to png can be converted depending on conditions:
If svg is in format SVG (string) paths:
create canvas
create new Path2D() and set svg as parameter
draw path on canvas
create image and use canvas.toDataURL() as src.
example:
const canvas = document.createElement('canvas');
const ctx = canvas.getContext('2d');
let svgText = 'M10 10 h 80 v 80 h -80 Z';
let p = new Path2D('M10 10 h 80 v 80 h -80 Z');
ctx.stroke(p);
let url = canvas.toDataURL();
const img = new Image();
img.src = url;
Note that Path2D not supported in ie and partially supported in edge. Polyfill solves that:
https://github.com/nilzona/path2d-polyfill
Create svg blob and draw on canvas using .drawImage():
make canvas element
make a svgBlob object from the svg xml
make a url object from domUrl.createObjectURL(svgBlob);
create an Image object and assign url to image src
draw image into canvas
get png data string from canvas: canvas.toDataURL();
Nice description:
https://web.archive.org/web/20200125162931/http://ramblings.mcpher.com:80/Home/excelquirks/gassnips/svgtopng
Note that in ie you will get exception on stage of canvas.toDataURL(); It is because IE has too high security restriction and treats canvas as readonly after drawing image there. All other browsers restrict only if image is cross origin.
Use canvg JavaScript library. It is separate library but has useful functions.
Like:
ctx.drawSvg(rawSvg);
var dataURL = canvas.toDataURL();
I recently discovered a couple of image tracing libraries for JavaScript that indeed are able to build an acceptable approximation to the bitmap, both size and quality. I'm developing this JavaScript library and CLI :
https://www.npmjs.com/package/svg-png-converter
Which provides unified API for all of them, supporting browser and node, non depending on DOM, and a Command line tool.
For converting logos/cartoon/like images it does excellent job. For photos / realism some tweaking is needed since the output size can grow a lot.
It has a playground although right now I'm working on a better one, easier to use, since more features has been added:
https://cancerberosgx.github.io/demos/svg-png-converter/playground/#
There are several ways to convert SVG to PNG using the Canvg library.
In my case, I needed to get the PNG blob from inline SVG.
The library documentation provides an example (see OffscreenCanvas example).
But this method does not work at the moment in Firefox. Yes, you can enable the gfx.offscreencanvas.enabled option in the settings. But will every user on the site do this? :)
However, there is another way that will work in Firefox too.
const el = document.getElementById("some-svg"); //this is our inline SVG
var canvas = document.createElement('canvas'); //create a canvas for the SVG render
canvas.width = el.clientWidth; //set canvas sizes
canvas.height = el.clientHeight;
const svg = new XMLSerializer().serializeToString(el); //convert SVG to string
//render SVG inside canvas
const ctx = canvas.getContext('2d');
const v = await Canvg.fromString(ctx, svg);
await v.render();
let canvasBlob = await new Promise(resolve => canvas.toBlob(resolve));
For the last line thanks to this answer
get data URIs from SVG:
data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}
prepare an Image
create a canvas and use toDataURL to export.
Example
<!-- test data-->
<svg width="400" height="400"><g transform="translate(23.915343915343925,-80.03971756398937)" class="glyph" stroke="#000000" fill="#a0a0a0"><path d="M74.97 108.70L74.97 108.70L100.08 110.77Q93.89 147.91 87.35 179.89L87.35 179.89L148.23 179.89L148.23 194.34Q143.76 277.91 113.84 339.81L113.84 339.81Q144.44 363.54 163.70 382.46L163.70 382.46L146.51 402.75Q128.62 384.18 101.80 361.83L101.80 361.83Q75.32 405.85 34.39 436.80L34.39 436.80L17.20 415.82Q57.43 386.93 82.20 345.66L82.20 345.66Q57.78 326.40 27.86 304.39L27.86 304.39Q44.37 257.96 56.75 203.97L56.75 203.97L19.26 203.97L19.26 179.89L61.90 179.89Q69.47 145.16 74.97 108.70ZM93.20 323.99L93.20 323.99Q118.65 272.06 123.12 203.97L123.12 203.97L82.20 203.97Q69.47 260.03 55.71 297.17L55.71 297.17Q76.01 311.61 93.20 323.99ZM160.26 285.13L160.26 260.37L239.71 260.37L239.71 216.01Q268.25 191.24 294.05 155.48L294.05 155.48L170.58 155.48L170.58 130.71L322.94 130.71L322.94 155.48Q297.49 191.93 265.50 223.92L265.50 223.92L265.50 260.37L337.38 260.37L337.38 285.13L265.50 285.13L265.50 397.59Q265.50 431.64 237.65 431.64L237.65 431.64L187.09 431.64L180.21 407.57Q202.22 407.91 227.67 407.91L227.67 407.91Q239.71 407.91 239.71 390.03L239.71 390.03L239.71 285.13L160.26 285.13Z"></path></g></svg>
<button title="download">svg2png</button>
<script>
const output = {"name": "result.png", "width": 64, "height": 64}
document.querySelector("button").onclick = () => {
const svgElem = document.querySelector("svg")
// const uriData = `data:image/svg+xml;base64,${btoa(svgElem.outerHTML)}` // it may fail.
const uriData = `data:image/svg+xml;base64,${btoa(new XMLSerializer().serializeToString(svgElem))}`
const img = new Image()
img.src = uriData
img.onload = () => {
const canvas = document.createElement("canvas");
[canvas.width, canvas.height] = [output.width, output.height]
const ctx = canvas.getContext("2d")
ctx.drawImage(img, 0, 0, output.width, output.height)
// 👇 download
const a = document.createElement("a")
const quality = 1.0 // https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/imageSmoothingQuality
a.href = canvas.toDataURL("image/png", quality)
a.download = output.name
a.append(canvas)
a.click()
a.remove()
}
}
</script>
Here are my 2 cents. Somehow Download anchor tag is not working as expected in code snippet, however it was working fine in Chrome.
Here is working jsFiddle
const waitForImage = imgElem => new Promise(resolve => imgElem.complete ? resolve() : imgElem.onload = imgElem.onerror = resolve);
const svgToImgDownload = ext => {
if (!['png', 'jpg', 'webp'].includes(ext))
return;
const _svg = document.querySelector("#svg_container").querySelector('svg');
const xmlSerializer = new XMLSerializer();
let _svgStr = xmlSerializer.serializeToString(_svg);
const img = document.createElement('img');
img.src = 'data:image/svg+xml;base64,' + window.btoa(_svgStr);
waitForImage(img)
.then(_ => {
const canvas = document.createElement('canvas');
canvas.width = _svg.clientWidth;
canvas.height = _svg.clientHeight;
canvas.getContext('2d').drawImage(img, 0, 0, _svg.clientWidth, _svg.clientHeight);
return canvas.toDataURL('image/' + (ext == 'jpg' ? 'jpeg' : ext), 1.0);
})
.then(dataURL => {
console.log(dataURL);
document.querySelector("#img_download_btn").innerHTML = `Download`;
})
.catch(console.error);
};
document.querySelector('#map2Png').addEventListener('click', _ => svgToImgDownload('png'));
document.querySelector('#map2Jpg').addEventListener('click', _ => svgToImgDownload('jpg'));
document.querySelector('#map2Webp').addEventListener('click', _ => svgToImgDownload('webp'));
<div id="svg_container" style="float: left; width: 50%">
<svg width="200" height="200" viewBox="-100 -100 200 200">
<circle cx="0" cy="20" r="70" fill="#D1495B" />
<circle cx="0" cy="-75" r="12" fill="none" stroke="#F79257" stroke-width="2" />
<rect x="-17.5" y="-65" width="35" height="20" fill="#F79257" />
</svg>
</div>
<div>
<button id="map2Png">PNG</button>
<button id="map2Jpg">JPG</button>
<button id="map2Webp">WEBP</button>
</div>
<div id="img_download_btn"></div>

ArcGIS map polygon store in ArcGIS

I have to store the created polygon in ArcGIS. Once the polygon is stored in ArcGIS, it returns an ID (Object ID). With the object ID, the administrator can access the polygon in ArcGIS. I found a piece of code in one of our old systems the code is written in version 3xx.
function SendFeaturesToParent()
{
editingEnabled = false;
editToolbar.deactivate();
lyrMeters.clearSelection();
polygon = currentEVT.graphic.geometry;
var query = new Query();
query.geometry = polygon;
lyrAreas.applyEdits(null, [currentEVT.graphic], null);
var attributes = [];
var featureValues = [];
for (var x = 0; x < selectedfeatures.length; x++) {
featureValues.push("METER_ID: " + selectedfeatures[x].attributes["METER_ID"] + ", Type: " + selectedfeatures[x].attributes["Type"]);
attributes.push(selectedfeatures[x].attributes);
}
console.log("attributes"+ attributes);
//Send the array of meter values back to the parent page.
var objectId = lyrAreas._defnExpr;
objectId = objectId.split('=');
window.parent.postMessage(
{
event_id: 'my_cors_message',
data: attributes,
objectId: objectId[1]
},
"*" //or "www.parentpage.com"
);
$('#modelConfirm').modal('hide');
}
I need to implement in latest version of arcGIS API 4.23. What are the applyEdits do?
/**** modified code in 4.23 */
var token = '';
const PermitAreaURL = "url_1";
const locatorUrl = "url_2";
const streetmapURL = "url_3";
const streetmapLebelsURL = "url_4";
const MetersURL = "url_5";
const MetersWholeURL = "url_6";
require(["esri/config",
"esri/Map",
"esri/views/MapView",
"esri/layers/FeatureLayer",
"esri/layers/TileLayer",
"esri/layers/VectorTileLayer",
"esri/layers/GraphicsLayer",
"esri/widgets/Search",
"esri/widgets/Sketch/SketchViewModel",
"esri/geometry/geometryEngineAsync",
],
function (esriConfig, Map, MapView, FeatureLayer, TileLayer, VectorTileLayer, GraphicsLayer, Search, SketchViewModel, geometryEngineAsync) {
esriConfig.apiKey = "AAPK3f43082c24ae493196786c8b424e9f43HJcMvP1NYaqIN4p63qJnCswIPsyHq8TQHlNtMRLWokqJIWYIJjga9wIEzpy49c9v";
const graphicsLayer = new GraphicsLayer();
const streetmapTMLayer = new TileLayer({
url: streetmapURL
});
const streetmapLTMLayer = new VectorTileLayer({
url: streetmapLebelsURL
});
const lyrwholeMeters = new FeatureLayer({
url: MetersWholeURL,
outFields: ["*"],
});
const lyrMeters = new FeatureLayer({
url: MetersURL,
outFields: ["*"],
});
// const permitAreaUrl = new FeatureLayer({
// url: PermitAreaURL,
// outFields: ["*"],
// });
// console.log(lyrMeters);
const map = new Map({
basemap: "arcgis-topographic", // Basemap layer service
layers: [streetmapTMLayer, streetmapLTMLayer, lyrMeters, lyrwholeMeters, graphicsLayer]
});
const view = new MapView({
map: map,
center: [-95.9406, 41.26],
zoom: 16,
maxZoom: 21,
minZoom: 13,
container: "viewDiv" // Div element
});
view.when(() => {
const polygonSymbol = {
type: "simple-fill", // autocasts as new SimpleFillSymbol()
color: [207, 34, 171, 0.5],
outline: {
// autocasts as new SimpleLineSymbol()
color: [247, 34, 101, 0.9],
}
};
const sketchViewModel = new SketchViewModel({
view: view,
layer: graphicsLayer,
polygonSymbol: polygonSymbol,
});
sketchViewModel.create("polygon", { mode: "hybrid" });
// Once user is done drawing a rectangle on the map
// use the rectangle to select features on the map and table
sketchViewModel.on("create", async (event) => {
if (event.state === "complete") {
// this polygon will be used to query features that intersect it
const geometries = graphicsLayer.graphics.map(function (graphic) {
return graphic.geometry
});
const queryGeometry = await geometryEngineAsync.union(geometries.toArray());
selectFeatures(queryGeometry);
}
});
});
// This function is called when user completes drawing a rectangle
// on the map. Use the rectangle to select features in the layer and table
function selectFeatures(geometry) {
console.log(geometry.rings);
// create a query and set its geometry parameter to the
// rectangle that was drawn on the view
const query = {
geometry: geometry,
outFields: ["*"]
};
lyrwholeMeters.queryFeatures(query).then(function (results) {
var lyr = results.features;
console.log(lyr);
// save the polygon
lyr.applyEdits({
addFeatures: [geometry] /*updates*/
});
lyr.forEach(element => {
console.log(`MeterID-${element.attributes.METER_ID}, OBJECTID-${element.attributes.OBJECTID}, Passport_ID-${element.attributes.Passport_ID}`);
});
});
}
// search widget
const searchWidget = new Search({
view: view,
});
view.ui.add(searchWidget, {
position: "top-left",
index: 2
});
});
applyEdits method is the way you to add/update/delete features in a feature layer. Both version of the library have the method although in version 4 takes an object that contain the edits instead of the separated parameters. In your code, version 3, it is,
lyrAreas.applyEdits(null, [currentEVT.graphic], null);
first parameter is for new features, second for updates on features and third for features to delete.
While in version 4 it should be,
lyrAreas.applyEdits({
updateFeatures: [currentEVT.graphic] /*updates*/
});
the object goes all the informations about the edits, in this case you only have updates.
I am not completely sure about this line,
var objectId = lyrAreas._defnExpr;
objectId = objectId.split('=');
I am guessing is the definition expression of the feature layer, a sql expression, that is why in the next line it is split, to use later the value. Version 3 library did not expose the property but gives set and get methods.
Version 4 have the property and works in similar way. In this case for latest version it should be,
var objectId = lyrAreas.definitionExpression;
objectId = objectId.split('=');
So I do not think you will have
ArcGIS API v3 - FeatureLayer
ArcGIS API v4 - FeatureLayer

Making a value dynamic in Spark AR via Script

Coming from this Question Tweening Colors on Spark AR via Script i now try to make start and end color dynamically bounded. I propably havn't swallowed the whole concept of reactive programming yet, but i tried to make a factory so the value is a function... yet its not working, or only with the initial values. Using the set function and restarting animation doesnt change a thing. What am i missing? Thank you and best regards!
const pink = [.99, .682, .721, 1];
const blue = [.0094, .0092, .501, 1];
const yellow = [0.9372, .7725, 0, 1];
function ColorFactory() {
this.sourceCol = pink;
this.targetCol = blue;
this.set = function (_col1, _col2) {
this.sourceCol = _col1;
this.targetCol = _col2;
}
this.get = function (id) {
switch (id) {
case 'source': return this.sourceCol;
default: return this.targetCol;
}
}
}
var colfac = new ColorFactory();
const timeDriver = Animation.timeDriver(timeDriverParameters);
const rotSampler = Animation.samplers.easeInQuad(0, 35);
const alphaSampler = Animation.samplers.linear(1, 0);
const colSampler = Animation.samplers.linear(colfac.get('source'), colfac.get('target'));
const colorAnimation = Animation.animate(timeDriver, colSampler);
timedriver.start();
//doesnt make change anything, same colors as before:
colfac.set(blue, yellow);
timedriver.reset();
timedriver.start();
So how could i make the set of colors dynamic? Anyone?
The only "good" option for you is to do something like this:
const colors = [];
const driver = A.timeDriver({ durationMilliseconds : 1000 });
// On NativeUI monitor selected index event
ui.selectedIndex.monitor.subscribe(
(val) => {
const sampler = A.samplers.linear(colors[val.oldValue, colors[val.newValue]);
const colorAnimation = A.animate(driver, sampler);
// bind here to shader
})

how to re initialize webglglobe with vue

I am using http://www.webglearth.org/api for a globe on my vue app.
I have a route called globe that initializes the globe with new WE.map. when I change routes and go back it re initializes but re adds scripts to my head which jam up the globe tiles from loading. Is there a way to keep and re use an instantiated object? Or any tips that could help with this
I tried saving my created globe in the store and re using it though it wont reload without doing a WE.map and that method adds the headers
this method is being called on vue create
initialize(data) {
var earth = WE.map("earth_div");
WE.tileLayer(
"https://webglearth.github.io/webglearth2-offline/{z}/{x}/{y}.jpg",
{
tileSize: 256,
bounds: [[-85, -180], [85, 180]],
minZoom: 0,
maxZoom: 16,
attribution: "WebGLEarth example",
tms: true
}
).addTo(earth);
data.forEach(doc => {
let latlng = [];
console.log(typeof doc.data().images);
console.log(doc.data().galleryTitle);
latlng[0] = doc.data().lat;
latlng[1] = doc.data().lng;
console.log(latlng);
var marker = WE.marker(latlng).addTo(earth);
marker.element.id = doc.data().safeTitle;
let popup = `${doc.data().location}`;
marker
.bindPopup(popup, { maxWidth: 150, closeButton: true })
.openPopup();
marker.element.onclick = e => {
console.log(e.target.parentElement.id);
var gallery = e.target.parentElement.id;
this.$router.push({ path: "/gallery/" + gallery });
};
});
// Start a simple rotation animation
var before = null;
requestAnimationFrame(function animate(now) {
console.log('animating')
var c = earth.getPosition();
var elapsed = before ? now - before : 0;
before = now;
earth.setCenter([c[0], c[1] + 0.1 * (elapsed / 30)]);
// requestAnimationFrame(animate);
});
earth.setView([46.8011, 8.2266], 3);
this.$store.commit('setEarth',earth)
},
I would like the globe to re initiate without re adding headers.

Can’t access to custom canvas attribute in Vue

Has anyone used this component with Vue?
https://www.npmjs.com/package/aframe-draw-component.
I want to use Advanced Usage with “aframe-draw-component”.
it works with raw html but not vue.js. codepen example
// html
<a-scene fog="type: exponential; color:#000">
<a-sky acanvas rotation="-5 -10 0"></a-sky>
</a-scene>
// js
const chars = 'ABCDEFGHIJKLMNOPQRWXYZ'.split('')
const font_size = 8
AFRAME.registerComponent("acanvas", {
dependencies: ["draw"],
init: function(){
console.log(this.el.components)
this.draw = this.el.components.draw // get access to the draw component
this.draw.canvas.width = '512'
this.draw.canvas.height = '512'
this.cnvs = this.draw.canvas
const columns = this.cnvs.width / font_size
this.drops = []
for (let x = 0; x < columns; x++) {
this.drops[x] = 1
}
this.ctx = this.draw.ctx
},
tick: function() {
this.ctx.fillStyle = 'rgba(0,0,0,0.05)'
this.ctx.fillRect(0, 0, this.cnvs.width, this.cnvs.height)
this.ctx.fillStyle = '#0F0'
this.ctx.font = font_size + 'px helvetica'
for(let i = 0; i < this.drops.length; i++) {
const txt = chars[Math.floor(Math.random() * chars.length)]
this.ctx.fillText(txt, i * font_size, this.drops[i] * font_size)
if(this.drops[i] * font_size > this.cnvs.height && Math.random() > 0.975) {
this.drops[i] = 0 // back to the top!
}
this.drops[i] = this.drops[i] + 1
}
this.draw.render()
}
})
No matter where I put in Vue component, I get this error:
App.vue?b405:124 Uncaught (in promise) TypeError: Cannot read property ‘canvas’ of undefined
at NewComponent.init (eval at
It can’t find the custom dependency “draw”.
Can somebody help me ?
Thanks.
The canvas element is at Your disposal in the el.components.draw.canvas reference.
You can either create Your standalone vue script, or attach it to an existing component like this:
AFRAME.registerComponent("vue-draw", {
init: function() {
const vm = new Vue({
el: 'a-plane',
mounted: function() {
setTimeout(function() {
var draw = document.querySelector('a-plane').components.draw; /
var ctx = draw.ctx;
var canvas = draw.canvas;
ctx.fillStyle = 'red';
ctx.fillRect(68, 68, 120, 120);
draw.render();
}, 100)
}
});
}
})
Working fiddle: https://jsfiddle.net/6bado2q2/2/
Basically, I just accessed the canvas, and told it to draw a rectangle.
Please keep in mind, that Your error may persist when You try to access the canvas before the draw component managed to create it.
My no-brainer solution was just a timeout. Since the scene loads, and starts rendering faster, than the canvas is being made, I would suggest making a interval checking if the canvas element is defined somehow, and then fire the vue.js script.Also keep in mind, that You can work on existing canvas elements with the build in canvas texture: https://aframe.io/docs/0.6.0/components/material.html