我正在尝试使用反投影将JPG底图投影到正交投影上。我已经能够在D3的第3版中使用它,但我在D3的v4中遇到了问题。出于某种原因,v4给了我源图像的边缘作为背景(而不是我指定的黑色背景)。 v4中的逆投影是否存在任何已知问题或对此有任何修复?
<title>Final Project</title>
<style>
canvas {
background-color: black;
}
</style>
<body>
<div id="canvas-image-orthographic"></div>
<script src="//d3js.org/d3.v4.min.js"></script>
<script>
// Canvas element width and height
var width = 960,
height = 500;
// Append the canvas element to the container div
var div = d3.select('#canvas-image-orthographic'),
canvas = div.append('canvas')
.attr('width', width)
.attr('height', height);
// Get the 2D context of the canvas instance
var context = canvas.node().getContext('2d');
// Create and configure the Equirectangular projection
var equirectangular = d3.geoEquirectangular()
.scale(width / (2 * Math.PI))
.translate([width / 2, height / 2]);
// Create and configure the Orthographic projection
var orthographic = d3.geoOrthographic()
.scale(Math.sqrt(2) * height / Math.PI)
.translate([width / 2, height / 2])
.clipAngle(90);
// Create the image element
var image = new Image(width, height);
image.crossOrigin = "Anonymous";
image.onload = onLoad;
image.src = 'https://tatornator12.github.io/classes/final-project/32908689360_24792ca036_k.jpg';
// Copy the image to the canvas context
function onLoad() {
// Copy the image to the canvas area
context.drawImage(image, 0, 0, image.width, image.height);
// Reads the source image data from the canvas context
var sourceData = context.getImageData(0, 0, image.width, image.height).data;
// Creates an empty target image and gets its data
var target = context.createImageData(image.width, image.height),
targetData = target.data;
// Iterate in the target image
for (var x = 0, w = image.width; x < w; x += 1) {
for (var y = 0, h = image.height; y < h; y += 1) {
// Compute the geographic coordinates of the current pixel
var coords = orthographic.invert([x, y]);
// Source and target image indices
var targetIndex,
sourceIndex,
pixels;
// Check if the inverse projection is defined
if ((!isNaN(coords[0])) && (!isNaN(coords[1]))) {
// Compute the source pixel coordinates
pixels = equirectangular(coords);
// Compute the index of the red channel
sourceIndex = 4 * (Math.floor(pixels[0]) + w * Math.floor(pixels[1]));
sourceIndex = sourceIndex - (sourceIndex % 4);
targetIndex = 4 * (x + w * y);
targetIndex = targetIndex - (targetIndex % 4);
// Copy the red, green, blue and alpha channels
targetData[targetIndex] = sourceData[sourceIndex];
targetData[targetIndex + 1] = sourceData[sourceIndex + 1];
targetData[targetIndex + 2] = sourceData[sourceIndex + 2];
targetData[targetIndex + 3] = sourceData[sourceIndex + 3];
}
}
}
// Clear the canvas element and copy the target image
context.clearRect(0, 0, image.width, image.height);
context.putImageData(target, 0, 0);
}
</script>
答案 0 :(得分:2)
问题在于反转功能不是一对一的。我知道有两种方法可以解决问题。一,计算构成投影的光盘区域,并跳过该半径之外的像素。或者两个(我在下面使用),计算坐标的前向投影,看它们是否与你开始时的x,y坐标相匹配:
if (
(Math.abs(x - orthographic(coords)[0]) < 0.5 ) &&
(Math.abs(y - orthographic(coords)[1]) < 0.5 )
)
基本上这要求[x,y]
等于projection(projection.invert([x,y]))
。通过确保该语句相等(或接近相等),则像素确实在投影盘中。这是必需的,因为多个svg点可以表示给定的lat长,但projection()
仅返回您想要的那个。
上面的代码块中存在舍入误差的容差因子,只要前向投影在原始x的半个像素内,y坐标就会被绘制(看起来效果很好):
我有一个更新的bin here(点击运行,我取消选中自动运行)。
当然,与计算投影光盘的半径相比,这是涉及计算更多的过程(但该方法仅限于投影到光盘的投影)。
这{{}}}的两个答案可能会进一步解释 - 它们涵盖了两种方法。