How to draw a circular path in Azure Maps? - azure

I cannot get a path with radius to draw on an Azure Map Tile. The response is valid but the rendered map tile does NOT include the circle.
Path key/value:
path=ra300||-122.3950336 47.566848
Full example URL: (works great, just no PATH!)
https://atlas.microsoft.com/map/static/png?api-version=1.0&subscription-key=<myAzureMapsAPIKey>&layer=basic&zoom=5&center=-122.3950336,47.566848&height=600&width=600&pins=default||-121.95066667 45.9135|-121.062 46.707&format=png&path=ra300||-122.3950336 47.566848
Can anyone see what I'm doing wrong?

Thanks for the feedback! If you adjust the zoom level, you can see the circle. The first available zoom level to see the circle properly is level 8.

Related

What does inkscape:transform-center-x/y means?

I am using Inkscape to make SVG image and a little confused about the "transform-center-x" attribute like below:
<circle
style="display:inline;fill:#0000ff;fill-opacity:1;stroke:#000000;stroke-width:1.13386"
id="beacon-21737"
cx="-121.04593"
cy="42.20393"
r="1.9999999"
inkscape:transform-center-x="-0.6614634"
inkscape:transform-center-y="-10.318751"
inkscape:label="beacon"
transform="rotate(-90)">
</circle>
It seems not equal to rotate(angle, x, y). Please help me understand the meaning of the "transform-center-x/y".
This is a property of the grafical interface. If you click twice on a grafical object, you can rotate or skew it around a center indicated by a cross:
The cross can be moved by dragging it. Its position is stored in the inkscape:transform-center attribute. The value is in coordinates relative to the center of the bounding box of the grafical object. This position will also be used for other transforms, for example when you use the Object -> Transformation... dialog.
The SVG namespace transform will not reflect that center. Inkscape has an internal optimization algorithm to express rotations and other transforms, so the grafical and the standardized center might not coincide.
As always, other renderers will simply ignore tags and attributes in the inkscape namespace.

Is it possible to translate an SVG path to GeoJSON?

My objective here is to allow users to specify territories or regions given a background world-map overlay, which is an SVG generated from GeoJSON data using D3. I have done the part where the territories' points are pinpointed by the user, and an SVG is generated. This works well.
Now I would like to save the territory's coordinates, using the background map's projection, scale and translation. I saw a lot of documentation about translating GeoJSON data to SVG s, but nothing about the other way. Is it even possible ?
Thanks Ben Lyall, eventually I used the native SVG functions getTotalLength() and getPointAtLength() to convert my path to an array of top/left positions (in pixels), then d3's projection.invert() to translate them into coordinates.

How do I rotate or scale (transform) an SVG path relative to its center point?

I'm trying to rotate and scale shapes within an SVG around their center point. I've looked into several libraries, including Jquery, Greensock, D3, RaphaelJS, but I haven't been able to find any that provide a straightforward way to accomplish this. Each animates the shape from the origin point (which I understand is the default). I want to be able to spin a shape around its center point or scale it up or down from the center point.
Here are a couple examples using Greensock and D3 that illustrate the default behavior: http://jsbin.com/AHEXiPa/1/edit?html,js,output
Each of these examples bounce in and out from the top left as opposed to remaining stationary and expanding from the center of the triangle out in all directions.
Can one of the libraries I mentioned accomplish this, or is there another library or method I should consider?
Ideally, I need to be able to apply the animation/transform to an existing object in the DOM. D3 is good at this for instance, but Raphael seems to require converting an SVG to Raphael first prior to injecting it into the DOM.
Really its a case of pick the library that suits your needs, and then you will figure a way. As BigBadaboom says, if you do a search, there are lots of solutions.
To try and combine your questions, as sometimes the tricky bit is using an existing DOM object, I've included an example in Snap.svg. You can often do something similar in most libraries.
jsfiddle here Fiddle using your existing html.
s = Snap("#mySVGContainer1"); // create a canvas from existing svg
var triangle1 = s.select("#myShape1").transform("r90"); //select&transform existing object
p = Snap("#mySVGContainer2");
var triangle2 = p.select("#myShape2");
var bbox = triangle2.getBBox(); //bounding box, centre cx/cy
//rotate and scale with transform string (raphael/snap format)
triangle2.animate({ transform: "r180," + bbox.cx + ',' + bbox.cy + "s3,3," + bbox.cx + "," + bbox.cy }, 2000);
For rotations, as #Ian points out, you can specify the center of rotation. For other transformations, changes are defined relative to the path's (0,0) point.
The easiest way to get transformations to work relative to the path's center is to either:
Define the path so that it is centered around the (0,0) point; or
Wrap the path in a <g> element, and then translate it so it is centered on the (0,0) point of the <g> element's coordinate system.
Then, you can apply rotations, scales and transforms (on the <g> element, if using) and they will all be nicely centred.
The trickiest part is figuring out the "center" of an arbitrary shape. #Ian's approach of using the center of the bounding box will usually give decent results. If your shape is a polygon there are d3 functions you could use.
Example showing a shape moving with the mouse, rotating and changing scale, all centered around the center of the bounding box:
http://fiddle.jshell.net/LgfE3/
Edit: simplier jsfiddle
I've been looking for a long time, and will settle for the following.
1. Design your svg shape at coordinate x:0,y:0.
2. Identify by hand the center of rotation, by example, center = [ x:50,y:100].
3. Build a spinIt() function such :
function spinIt() {
needle.transition()
.duration(2000)
.attrTween("transform", tween);
function tween() {
return d3.interpolateString("rotate(-180, 50, 100)", "rotate(90, 50, 100)");
}
}
4. Use it on a triger:
svg.on("click", spinIt);
http://jsfiddle.net/SHF2M/79/

How to set the rotation center of an MKAnnotationView

I've got a problem with my MKAnnotationViews when MKUserTrackingModeFollowWithHeading is enabled on the MKMapView.
I positioned my images using the centerOffset property of the MKAnnotationView. Specifying the coordinates of the pin's tip relative to the coordinate system at the center of the image is somewhat counter-intutive, but I came up with the following formula:
annotationView.centerOffset = CGPointMake(imageWidth/2.0 - tipXCoordinate, imageHeight/2.0 - tipYCordinate);
This works fine for zooming the map in and out. The tips of the pins keep their relative position on the map.
However, when I enable MKUserTrackingModeFollowWithHeading, it won't work anymore. The Pins rotate around the center of the image, instead of the tip. So when the map rotates, the tips do no point to the locations they are supposed to annotate.
I've played around a bit with the frameand centerproperties of the MKAnnotationView, but I feel, they are having no effect on the alignement of the pins whatsoever.
Interestingly, the MKPinAnnotationView does not seem to use centerOffset at all, but a shifted frame instead. However, I was unable to reproduce this. Changing the frame of my custom view did not move it at all.
Thanks for any insights you can provide :-)
Solution:
Don't use centerOffset! Use annotationView.layer.anchorPoint instead. The coordinate system of achor point is much nicer, too. Coordinates range from 0.0 (top/left) to 1.0 (bottom/right) of the image rectangle:
annotationView.layer.anchorPoint = CGPointMake(tipXCoordinate/imageWidth, tipYCordinate/imageHeight);
A friend asks me to let you know that you should "try this for instance":
self.layer.anchorPoint = CGPointMake (0.5f, 1.0f);

Coordinate system and sprite transformation

I'm using andengine to create a physic simulation via box2d.
The bodies are created through PhysicsFactory using Sprites.
My idea is to procedurally position these sprites, following this pattern:
basically one central sprites which represent my world coordinates center, and a series of cloned sprites that are created by rotating the base sprite around myWorld center (the "X" inside the circle).
I've tried to use opengl way inside andengine (translate, rotate, back-translate)
super(stamiRadious, 0, image); //stamiDoadious is te distance from radix (world center) and "petal" attach point
this.setRotationCenter(0, 0);
this.setRotation((float) Math.toDegrees(angleRad));
this.setPosition(this.getX()+radixX, this.getY()+radixY);
but i failed: results are not right (wrong final position, and wrong box2d body property as if the sprite is much larger than the image)
I belive part of the problem relies on my interpretation on setRotation and setRotationCenter, and in general on my understanding of andengine coordinates system + box2d cordinates system.
Any thoughts/links to doc/explanation?
Once you created a Physics representation (Body) of a Sprite, you should be very careful on how you modify the Sprite! Usually you don't modify the Sprite anymore at all, but instead modify the Body, by calling
someBody.setTransform(); // Note that positions must be divided by PhysicsConstants.PIXEL_TO_METER_RATIO_DEFAULT!
Hope that helped :)

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