Is there a way, to find was camera move caused by ScreenSpaceCameraController or by calling to any camera change methods such as flyTo?
There is a way to edit ScreenSpaceCameraController add some event, like onZoom, onTilt, onTranslate and onModify but is there any way to do that without Cesium modification?
Related
I read the wiki but it's very confusing for me. Can someone explain it in easy language? There are few doubts I have
1. Is capture listener and normal listener are also one of the many listeners provided by scene2D like InputListener, ClickListener etc
What is the difference between target and listener actor?
No, these terms describe whether you've assigned one of the types of listeners as a capture listener or not. Capture listeners allow an actor a chance to reject an event on one of its descendents. For example, some kind of group widget can decide whether to reject presses on a button that is in it based on some criteria. I think the built-in ScrollPane class uses this to prevent buttons and sliders from being manipulated while the view is being scrolled. Most people will not have a reason to use this, as it is for custom widgets that have very particular behavior.
Target and listener actors are usually the same. The listener actor is the actor you attached the listener to, and by default it will also be the target. But you can change the target actor to something else. This is just a feature to allow you to create listeners with custom behavior. Most people will not have a use for this. I don't even think it is used by any of the built-in classes.
The complexities of the listener system were designed to get button and widgets to react to input like a traditional UI. Unless you are designing widgets with customized input behavior, you only need
ChangeListener for the UI widgets (buttons and sliders).
If you're using Scene2D for stuff other than UI (the game scene) you'll subclass InputListener to react to touches. Or maybe GestureListener.
I built a small game using Scene2D and found that it is a bit clumsy for non-UI stuff. I wouldn't do it again, personally. So I would say 99% of people making simple games should only ever use ChangeListener.
The action system is nice for tweening stuff, but you can just add actions to the stage root and react to them externally with your own non-actor classes.
We would like to trigger/auto-start an animation/simulation of a specific object (Revit ElementID) when the model loads in the Forge viewer. The goal would be to move a cube (Revit ElementID) back and forth on the floor in a repeating loop. Would this be possible using any relevant extension or code?
Yes it is possible but there is no built-in extension you can use out of the box. The animation logic has to be a custom implementation.
From a given ElementId/UniqueId you need to find the corresponding dbId, see that reply for a starting point on how to do that.
From a given dbId, you can obtain fragmentIds and use those to apply transforms to the components in the viewer. The animation logic has to be by your own application. You can refer to that article How to create animations in the viewer? or one of the several demos I wrote performing animations:
Kinematics - source
Physics - source
You can use the Autodesk.Viewing.GEOMETRY_LOADED_EVENT and Autodesk.Viewing.OBJECT_TREE_CREATED_EVENT to trigger the animation logic, so you can make sure the model is fully loaded. See also that article: Asynchronous viewer events notification.
Hope that helps.
I'm trying to draw polygon on my map using ngmap. The map is displayed correctly as this example is showing, but when I finish the draw, this is what I'm getting:
ng-map.min.js:25 Uncaught TypeError: Cannot read property 'onMapOverlayCompleted' of undefined
I used the same code of the example.
My questions:
1- How can I solve this error?
2- If I want to let the user draw only polygon form, I have tried to set the value of drawingMode to "polygon" but I'm always having the other draw options (circle...). How can let only the polygon draw?
3- How can I let the user clear the drawn polygon?
4- Is it possible to detect the action of putting (drawing) every points. I mean that to draw a line in the polygon for example I need at least two points. Can I detect when the user draw the first point then the second and get its coordinates?
Edit
This is the whole error that I see when I include ng-map.js instead of ng-map.min.js :
Uncaught TypeError: Cannot read property 'onMapOverlayCompleted' of undefined
at index (http://localhost:8080/bower_components/ngmap/build/scripts/ng-map.js:2690:44)
at Array.reduce (native)
at Uw.<anonymous> (http://localhost:8080/bower_components/ngmap/build/scripts/ng-map.js:2691:39)
at P4._.z.trigger (https://maps.google.com/maps/api/js?key=MY_API_KEY&libraries=placeses,visualization,drawing,geometry,places:99:121)
at P4.<anonymous> (https://maps.google.com/maps/api/js?key=MY_API_KEY&libraries=placeses,visualization,drawing,geometry,places:37:81)
at C4._.z.trigger (https://maps.google.com/maps/api/js?key=MY_API_KEY&libraries=placeses,visualization,drawing,geometry,places:99:121)
at C4.<anonymous> (https://maps.google.com/maps/api/js?key=MY_API_KEY&libraries=placeses,visualization,drawing,geometry,places:37:81)
at Object._.z.trigger (https://maps.google.com/maps/api/js?key=MY_API_KEY&libraries=placeses,visualization,drawing,geometry,places:99:121)
at F4 (https://maps.google.com/maps-api-v3/api/js/28/14/drawing_impl.js:7:70)
at G4 (https://maps.google.com/maps-api-v3/api/js/28/14/drawing_impl.js:4:249)
Edit 2
I solved the first question:
My problem was that I'm using routes in the app.js. So the html and the controller are linked in it. To solve the problem, I put $scope.onMapOverlayCompleted instead of
var vm = this;
vm.onMapOverlayCompleted because I don't write the the ng-controller="DrawingManagerCtrl as vm" in my HTML. Then in the HTML I put on-overlaycomplete="onMapOverlayCompleted()" and it works.
I solved also the second question by using:
drawing-control-options="{position: 'TOP_CENTER',drawingModes:['polygon']}"
I'm want now to solve the other problems.
Any help please?
3
As the example you referenced shows, the overlaycomplete callback function receives e (Event) as the first parameter. This OverlayCompleteEvent object contains reference to the drawn overlay at Event.overlay (see docs of the original Google Maps JS API more info, since ng-map is only wrapper of the original API after all, specifically "OverlayCompleteEvent object specification" section).
Using that you can get the reference to the created overlay, store it and then later call .setMap(null) on it to delete it from map. E.g:
$scope.myDrawnOverlays = []; //array where you store drawn overlays
$scope.onMapOverlayCompleted(e){
...
myDrawnOverlays.push(e.overlay); //store reference to the drawn overlay after it's drawn
}
$scope.deleteAllDrawnOverlays(){
for(var i = 0; i < myDrawnOverlays.length; i++){
myDrawnOverlays[i].setMap(null); //remove overlays from map one by one
}
myDrawnOverlays = [];
}
Then whenever you want to delete all overlays, just call the function $scope.deleteAllDrawnOverlays (you can tie it to some button using ng-click or do whatever you want with it).
4
This is NOT possible using google.maps.drawing.DrawingManager which is used in your example. The reason is that DrawingManager doesn't support events for clicking at the map while drawing (see docs again for possible events, section "DrawingManager class").
So except hacky workarounds which could break any time with new api release, the only possible solution is to implement drawing of polygon yourself and not use DrawingManager. Check for example this SO answer, specifically the referenced example (right-clicks on map). They don't use ng-map, but basically what would you have to do is to add on-click="mapClickHandler" to your ng-map, in the mapClickHandler get position where you clicked on map, draw Marker there which would look like a dot and if you have more dots connect them with lines.
This is however too much for one question, you would have to probably read up on ng-map and relevant sections of Google Maps Js Api yourself.
I am looking for a way to capture user click and create a pin on the map view. Does anyone has any idea where can I start, I was not able to find anything.
There are two solutions for your issue.
Using RN's native MapView component, there are no easy solutions. You can create a pin when `onRegionChangeComplete is triggered. But you'll get the coordinates of the center of the map only. I've set up a running example for you here.
You can use this very well done package. In this package, there is an onPress method that you can use. It'll return you the coordinate of the point you just pressed.
You should look at the onRegionChange prop from the MapView component. That's a function that will be triggered whenever the user drags the map. Between that and the annotations props you should be able to achieve what you want.
I am using the Map control in Windows Phone 8.
I need to implement a page where user can select his location using the map control.
I am trying to know when the app was first manipulated by the user.
Some background info:
I saw that when the control is shown, it automatically centers the world map, and CenterChanged event is raised.
I am not able to understand how ManipulationStarted, ManipulationDelta and ManipulationCompleted work.
the first time I drag, ManipulationStarted is not called, only ManipulationCompleted.
I could consider the first manipulation by user as being the 2nd time the CenterChanged is fired.
But this is a hack or a guess, I am not happy not having a good understanding how it works.
The Map control intercepts and handles Manipulation events and as such you don't get all of them. Remember, once routed events are marked at e.Handled=true they no longer bubble up.
Depending on your Scenario WP8 exposes the UseOptimizedManipulationRouting property which might prove useful. Setting UseOptimizedManipulationRouting=false causes Map, Pivot and other controls to not swallow events for nested controls.
If that doesn't help, have a look at the following Nokia Wiki article where the author ran into the same problem as you did and used Touch.FrameReported to get out of it # http://www.developer.nokia.com/Community/Wiki/Real-time_rotation_of_the_Windows_Phone_8_Map_Control