I'm developing a user-interface for positioning an image on a google map. I started from : http://overlay-tiler.googlecode.com/svn/trunk/upload.html which is pretty close to what I want.
But instead of 3 contact points I want a rotate tool, a scale tool and a translate tool (the later exists).
I tried to add a rotate tool but it doesn't work as I expected :
I put a dot on the left bottom corner that control the rotation (around the center of the image). The mouse drag the control dot and I calculate the 3 others points.
My code is based on the mover object but I changed the onMouseMove function :
overlaytiler.Rotater.prototype.rotateDot_ = function(dot, theta, origin) {
dot.x = ((dot.x - origin.x) * Math.cos(theta) - (dot.y - origin.y) * Math.sin(theta)) + origin.x;
dot.y = ((dot.x - origin.x) * Math.sin(theta) + (dot.y - origin.y) * Math.cos(theta)) + origin.y;
dot.render();
};
overlaytiler.Rotater.prototype.onMouseMove_ = function(e) {
var dots = this.controlDots_;
var center = overlaytiler.Rotater.prototype.getCenter_(dots);
// Diagonal length
var r = Math.sqrt(Math.pow(this.x - center.x, 2) + Math.pow(this.y - center.y, 2));
var old = {
x: this.x,
y: this.y
};
// Real position
var newPos = {
x: this.x + e.clientX - this.cx,
y: this.y + e.clientY - this.cy
}
var newR = Math.sqrt(Math.pow(newPos.x - center.x, 2) + Math.pow(newPos.y - center.y, 2));
var theta = - Math.acos((2 * r * r - (Math.pow(newPos.x - old.x, 2) + Math.pow(newPos.y - old.y, 2))) / (2 * r * r));
// Fixed distance position
this.x = (newPos.x - center.x) * (r / newR) + center.x;
this.y = (newPos.y - center.y) * (r / newR) + center.y;
dots[1].x = center.x + (center.x - this.x);
dots[1].y = center.y + (center.y - this.y);
dots[1].render();
overlaytiler.Rotater.prototype.rotateDot_(dots[2], theta, center);
overlaytiler.Rotater.prototype.rotateDot_(dots[0], theta, center);
// Render
this.render();
this.cx = e.clientX;
this.cy = e.clientY;
};
Unfortunately there is a problem with precision and angle sign.
http://jsbin.com/iQEbIzo/4/
After a few rotations the image is highly distorted and rotation is supported only in one direction.
I wonder how I can achieve a great precision and without any distortion.
Maybe my approach is useless here (try to move the corners at the right coordinates), I tried to rotate the image with the canvas but my attempts were unsuccessful.
Edit : Full working version : http://jsbin.com/iQEbIzo/7/
Here is my version of it. @efux and @Ben answers are far more complete and well designed however the maps don't scale in/out when you zoom in/out. Overlays very likely need to do this since they are used to put a "second map" or photograph over the existing map.
Here is the JSFiddle: http://jsfiddle.net/adelriosantiago/3tzzwmsx/4/
The code that does the drawing is the following:
DebugOverlay.prototype.draw = function() {
var overlayProjection = this.getProjection();
var sw = overlayProjection.fromLatLngToDivPixel(this.bounds_.getSouthWest());
var ne = overlayProjection.fromLatLngToDivPixel(this.bounds_.getNorthEast());
var div = this.div_;
div.style.left = sw.x + 'px';
div.style.top = ne.y + 'px';
div.style.width = (ne.x - sw.x) + 'px';
div.style.height = (sw.y - ne.y) + 'px';
div.style.transform = 'rotate(' + rot + 'deg)';
};
For sure this code could be implemented on efux and Ben code if needed but I haven't tried yet.
Note that the box marker does not updates its position when the rotation marker moves...
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