Translate transition reset position in javaFX - java

I'm trying to move a circle from (100,200) to (400,200) and after one cycle the circle should start moving from (100,100) to (200,100) and keep repeating that motion. After the first cycle I reset the position of the circle using circle.setCenterX(100) and circle.setCenterY(100). However, this is not reflected in the animation. The circle resets to (400,100) and keeps moving forward in the X direction instead of repeating the motion. I'm new to javaFX. Any help would be appreciated.
import javafx.animation.*;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Test extends Application
{
public static void main(String[] args)
{
launch(args);
}
final double lambda = 0.1; // pixel per millisecond
double posX = 100;
double posY = 200;
double time = 0;
double velocityX = 1*lambda;
double velocityY = 0*lambda;
Circle circle = new Circle(posX, posY, 20, Color.AQUA);
Circle ref1 = new Circle(100, 200, 5, Color.CADETBLUE);
Circle ref2 = new Circle(400, 200, 5, Color.CADETBLUE);
Circle ref3 = new Circle(100, 100, 5, Color.CADETBLUE);
#Override
public void start(Stage stage) throws Exception
{
Pane pane = new Pane();
pane.getChildren().addAll(circle, ref1, ref2, ref3);
BorderPane root = new BorderPane();
root.setCenter(pane);
root.setStyle("-fx-background-color: #29353B");
double WIDTH = 800;
double HEIGHT = 600;
Scene scene = new Scene(root, WIDTH, HEIGHT);
stage.setScene(scene);
stage.show();
move(3000);
}
public void move(double dt) // dt in milliseconds
{
System.out.println(circle.getCenterX()+", "+circle.getCenterY());
TranslateTransition translateTransition = new TranslateTransition(Duration.millis(dt), circle);
//translateTransition.setInterpolator(Interpolator.LINEAR);
translateTransition.setByX(this.velocityX*dt);
translateTransition.setByY(this.velocityY*dt);
translateTransition.setCycleCount(1);
translateTransition.play();
translateTransition.setOnFinished(actionEvent -> { updatePos(dt); move(2000); });
}
public void updatePos(double dt)
{
//this.posX += this.velocityX*dt;
//this.posY += this.velocityY*dt;
this.posX = 100;
this.posY = 100;
circle.setCenterX(this.posX);
circle.setCenterY(this.posY);
}
}

The TranslateTransition modifies the translateX and translateY properties, not the centerX and centerY properties. If you modify the centerX and centerY properties when the animation is complete, you should also reset translateX and translateY to 0 for the circle to appear at those coordinates:
public void updatePos(double dt) {
//this.posX += this.velocityX*dt;
//this.posY += this.velocityY*dt;
this.posX = 100;
this.posY = 100;
circle.setCenterX(this.posX);
circle.setCenterY(this.posY);
circle.setTranslateX(0);
circle.setTranslateY(0);
}
Alternatively, you could use a Timeline instead of a TranslateTransition to directly manipulate the centerX and centerY properties in the animation:
public void move(double dt) /* dt in milliseconds */ {
System.out.println(circle.getCenterX() + ", " + circle.getCenterY());
double targetX = circle.getCenterX() + this.velocityX * dt;
double targetY = circle.getCenterY() + this.velocityY * dt;
Timeline timeline = new Timeline(new KeyFrame(Duration.millis(dt),
new KeyValue(circle.centerXProperty(), targetX),
new KeyValue(circle.centerYProperty(), targetY)));
timeline.setOnFinished(actionEvent -> {
updatePos(dt);
move(2000);
});
timeline.play();
}
public void updatePos(double dt) {
this.posX = 100;
this.posY = 100;
circle.setCenterX(this.posX);
circle.setCenterY(this.posY);
}

Related

How to check if two rotated images overlap in javafx

I have two ImageViews in a javafx program. They both have been rotated and translated a few times. I know their initial angle and position (layoutX,layoutY) and I also have the list of transformation and rotation they went through. How can I tell if they are overlapping one another right now or not?
The images are given below:
Image of an Apple:
Image of an Arrow:
It would also be really helpful if I could determine whether the tip of the arrow is inside the apple image. However, its okay if I can just tell if the images are colliding or not.
The apple Class:
class Apple {
public double height, width, x1, x2, y1, y2;
public ImageView image;
Apple(double x1, double y1, double height, double width) {
this.x1 = x1;
this.y1 = y1;
this.height = height;
this.width = width;
}
Apple(double x1, double y1) {
height = 20;
width = 20;
this.x1 = x1;
this.y1 = y1;
}
public boolean isCollision(double ax, double ay) {
x2 = x1 + width;
y2 = y1 + height;
if (ax > x1 && ax < x2 && ay > y1 && ay < y2) {
return true;
} else {
return false;
}
}
}
The code to create apples:
Apple generateApple() {
double x1, y1, rx, ry;
x1 = 300;
y1 = 250;
rx = 150;
ry = 150;
double xa, ya;
xa = randomno(x1, x1 + rx);
ya = randomno(y1, y1 + ry);
Apple apl = new Apple(xa, ya);
createAppleImage(apl);
return apl;
}
void createAppleImage(Apple apple) {
ImageView appleImage = null;
FileInputStream inputstream5 = null;
try {
inputstream5 = new FileInputStream("C:\\Users\\MAHDI\\Documents\\NetBeansProjects\\ThreadTesting\\apple.jpg");
Image img4 = new Image(inputstream5);
appleImage = new ImageView(img4);
appleImage.setFitHeight(apple.height);
appleImage.setFitWidth(apple.width);
appleImage.setLayoutX(apple.x1);
appleImage.setLayoutY(apple.y1);
System.out.println(" " + apple.x1 + " " + apple.y1);
gameLayout.getChildren().add(appleImage);
} catch (FileNotFoundException ex) {
Logger.getLogger(AppleShooter.class.getName()).log(Level.SEVERE, null, ex);
} finally {
try {
inputstream5.close();
} catch (IOException ex) {
Logger.getLogger(AppleShooter.class.getName()).log(Level.SEVERE, null, ex);
}
}
apple.image = appleImage;
}
The code to create arrow:
FileInputStream inputstream3 = new FileInputStream("C:\\Users\\MAHDI\\Documents\\NetBeansProjects\\ThreadTesting\\arrowpic.png");
Image img2 = new Image(inputstream3);
arrow = new ImageView(img2);
arrow.setFitHeight(arrowheight);
arrow.setFitWidth(arrowwidth);
arrow.setLayoutX(40);
arrow.setLayoutY(420);
arrow.setRotate(-45);
I suggest you start by having a look at Shape.intersects
I would also like to add that I know absolutely nothing about JavaFX and basically hobbled this together from reading the JavaDocs and some other examples
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.Shape;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Test extends Application {
#Override
public void start(Stage primaryStage) {
Rectangle box1 = new Rectangle(10, 10, 100, 100);
box1.setFill(Color.RED);
Rectangle box2 = new Rectangle(120, 10, 100, 100);
box2.setFill(Color.BLUE);
Pane root = new Pane();
root.getChildren().add(box1);
root.getChildren().add(box2);
Scene scene = new Scene(root, 230, 120);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
Timeline timeline = new Timeline(60, new KeyFrame(Duration.millis(500), new EventHandler<ActionEvent>() {
private double delta1 = 0.5;
private double delta2 = -5;
private double angle1 = 0;
private double angle2 = 0;
private Shape oldCollision;
#Override
public void handle(ActionEvent event) {
angle1 += delta1;
angle2 += delta2;
box1.setRotate(angle1);
box2.setRotate(angle2);
if (oldCollision != null) {
root.getChildren().remove(oldCollision);
oldCollision = null;
}
Shape collision = Shape.intersect(box1, box2);
if (collision != null) {
collision.setFill(Color.AQUA);
root.getChildren().add(collision);
}
oldCollision = collision;
// if (box1.intersects(box1.parentToLocal(box2.getBoundsInParent()))) {
// box1.setFill(Color.AQUA);
// box2.setFill(Color.AQUA);
// } else {
// box1.setFill(Color.RED);
// box2.setFill(Color.BLUE);
// }
}
}));
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
I just want to point out that adding and removing the collision Shape is for demonstration purposes only!
Now before you point out to me how Rectangle is not ImageView, make sure you take the time to have read of the JavaDocs for ImageView and Rectangle for the reasons why I choose it for this example

JavaFX Canvas: Draw a shape exclusively within another shape

I'm currently developing a game in Java, and I've been trying to figure out how to draw a shape (e.g. a circle) to the canvas, on top of a different shape (e.g. a square), but to only draw the parts of the circle which are intersecting the square, similar to a clipping mask between layers in Photoshop.
I've tried using GraphicsContext.clearRect() to clear the areas where the bottom shape is not, but that removes the background.
The code below produces this result:
However, this is the result I desire:
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.paint.Color;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
public class CircleWithinSquareTest extends Application {
#Override
public void start(Stage stage) throws Exception {
int width = 200;
int height = 200;
Canvas canvas = new Canvas(width, height);
GraphicsContext gc = canvas.getGraphicsContext2D();
AnimationTimer timer = new AnimationTimer() {
final int bgCellSize = 8;
final int x = 100;
final int y = 100;
double angle = 0;
#Override
public void handle(long now) {
/* Draw checkered background */
gc.setFill(Color.WHITE);
gc.fillRect(0, 0, width, height);
gc.setFill(Color.LIGHTGRAY);
boolean odd = false;
for (int y = 0; y < height; y += bgCellSize) {
odd = !odd;
for (int x = odd ? 0 : bgCellSize; x < width; x += bgCellSize * 2) {
gc.fillRect(x, y, bgCellSize, bgCellSize);
}
}
/* Draw square */
gc.setFill(Color.BLUE);
gc.fillRect(x, y, 50, 50);
/* Draw circle */
gc.save();
angle += 5;
if (angle >= 360) {
angle = 0;
}
Rotate r = new Rotate(angle, x, y);
gc.setTransform(r.getMxx(), r.getMyx(), r.getMxy(), r.getMyy(), r.getTx(), r.getTy());
gc.setFill(Color.RED);
gc.fillOval(x, y, 30, 30);
gc.restore();
}
};
timer.start();
Group root = new Group(canvas);
Scene scene = new Scene(root);
stage.setScene(scene);
stage.show();
}
}
You can use clipping, add next code before setTransform:
gc.beginPath();
gc.rect(x, y, 50, 50);
gc.closePath();
gc.clip();

How to set axis (triad) at fixed position on screen in JavaFX?

How to set axis (triad) at fixed position on screen in JavaFX? I am currently developing one application in which I want to show axis (triad) at fixed position on my screen (i.e. bottom-left corner). I want rotation of axis should be in sync with the main object. Zoom and Translate operation should not be applied to axis.
But I am facing some difficulties to show axis at specific position on screen.
I have used screenToLocal method to get fixed position in scene but it only returns Point2D object which is not helpful to set 3D translate values.
Can you please give me solution for this problem?
Source code based on this example is as below:
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.geometry.BoundingBox;
import javafx.geometry.Bounds;
import javafx.geometry.Point2D;
import javafx.geometry.Point3D;
import javafx.scene.DepthTest;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.Material;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.Cylinder;
import javafx.scene.shape.DrawMode;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.Sphere;
import javafx.scene.shape.TriangleMesh;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Transform;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
public class TrafoTest extends Application {
final Group root = new Group();
Group axis = new Group();
final XformWorld world = new XformWorld();
final PerspectiveCamera camera = new PerspectiveCamera(true);
final XformCamera cameraXform = new XformCamera();
final XformCamera cameraXform2 = new XformCamera();
final XformCamera cameraXform3 = new XformCamera();
private static final double CAMERA_INITIAL_DISTANCE = -1000;
private static final double CAMERA_NEAR_CLIP = 0.1;
private static final double CAMERA_FAR_CLIP = 10000.0;
private static final double MOUSE_SPEED = 1;
private static final double ROTATION_SPEED = 4.0;
private static final double TRACK_SPEED = 0.02;
double mousePosX, mousePosY, mouseOldX, mouseOldY, mouseDeltaX, mouseDeltaY;
double mouseFactorX, mouseFactorY;
Stage stage;
#Override
public void start(Stage primaryStage) {
root.getChildren().add(world);
root.setDepthTest(DepthTest.ENABLE);
buildCamera();
buildBodySystem();
Scene scene = new Scene(root, 800, 600, true);
scene.setFill(Color.GREY);
handleMouse(scene);
this.stage = primaryStage;
primaryStage.setTitle("TrafoTest");
primaryStage.setScene(scene);
primaryStage.show();
scene.setCamera(camera);
mouseFactorX = 180.0 / scene.getWidth();
mouseFactorY = 180.0 / scene.getHeight();
}
private void buildCamera() {
root.getChildren().add(cameraXform);
cameraXform.getChildren().add(cameraXform2);
cameraXform2.getChildren().add(cameraXform3);
cameraXform3.getChildren().add(camera);
camera.setNearClip(CAMERA_NEAR_CLIP);
camera.setFarClip(CAMERA_FAR_CLIP);
camera.setTranslateZ(CAMERA_INITIAL_DISTANCE);
}
private void buildBodySystem() {
PhongMaterial whiteMaterial = new PhongMaterial();
whiteMaterial.setDiffuseColor(Color.WHITE);
whiteMaterial.setSpecularColor(Color.LIGHTBLUE);
Box box = new Box(400, 200, 100);
box.setMaterial(whiteMaterial);
box.setDrawMode(DrawMode.LINE);
PhongMaterial redMaterial = new PhongMaterial();
redMaterial.setDiffuseColor(Color.DARKRED);
redMaterial.setSpecularColor(Color.RED);
Sphere sphere = new Sphere(5);
sphere.setMaterial(redMaterial);
sphere.setTranslateX(200.0);
sphere.setTranslateY(-100.0);
sphere.setTranslateZ(-50.0);
axis = drawReferenceFrame();
world.getChildren().addAll(axis);
world.getChildren().add(box);
world.getChildren().addAll(sphere);
}
private void handleMouse(Scene scene) {
scene.setOnMousePressed((MouseEvent me) -> {
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseOldX = me.getSceneX();
mouseOldY = me.getSceneY();
});
scene.setOnMouseDragged((MouseEvent me) -> {
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseDeltaX = (mousePosX - mouseOldX);
mouseDeltaY = (mousePosY - mouseOldY);
if (me.isPrimaryButtonDown()) {
cameraXform.ry(mouseDeltaX * 180.0 / scene.getWidth());
cameraXform.rx(-mouseDeltaY * 180.0 / scene.getHeight());
BoundingBox point = (BoundingBox) root.screenToLocal(new BoundingBox(root.getLayoutX()+350, root.getLayoutY()+650, 0, 0,0, 20));
System.out.println(point);
axis.setTranslateX(point.getMinX());
axis.setTranslateY(point.getMinY());
axis.setTranslateZ(point.getMinZ());
} else if (me.isSecondaryButtonDown()) {
cameraXform2.setTx((cameraXform2.t.getX() + (-mouseDeltaX)*MOUSE_SPEED*TRACK_SPEED));
cameraXform2.setTy((cameraXform2.t.getY() + (-mouseDeltaY)*MOUSE_SPEED*TRACK_SPEED));
camera.setTranslateZ(camera.getTranslateZ() + mouseDeltaY);
}
});
scene.setOnScroll(new EventHandler<ScrollEvent>() {
#Override
public void handle(ScrollEvent event) {
double z = cameraXform3.getTranslateZ();
double newZ = z - event.getDeltaY() * MOUSE_SPEED * 0.05;
cameraXform3.setTranslateZ(newZ);
}
});
}
public static void main(String[] args) {
launch(args);
}
private Group drawReferenceFrame(){
Group G1= new Group();
Cylinder CX = new Cylinder(2,25);
Cylinder CY = new Cylinder(2,25);
Cylinder CZ = new Cylinder(2,25);
Sphere S = new Sphere(4);
Material mat =new PhongMaterial(Color.WHITE);
PhongMaterial Xmat = new PhongMaterial();
Xmat.setDiffuseColor(Color.GREEN);
PhongMaterial Ymat = new PhongMaterial();
Ymat.setDiffuseColor(Color.BLUE);
PhongMaterial Zmat = new PhongMaterial();
Zmat.setDiffuseColor(Color.RED);
S.setMaterial(Zmat);
CY.setMaterial(mat);
// CY.setRotationAxis(Rotate.X_AXIS);
// CY.setRotate(90);
CY.setTranslateY(-12.5);
CX.setMaterial(mat);
CX.setTranslateX(15);
CX.setRotationAxis(Rotate.Z_AXIS);
CX.setRotate(90);
CZ.setMaterial(mat);
CZ.setRotationAxis(Rotate.X_AXIS);
CZ.setRotate(90);
CZ.setTranslateZ(-12.5);
G1.getChildren().addAll(CX,CY,CZ,S);
TriangleMesh coneMeshY = createCone(3.5f, 7.5f);
TriangleMesh coneMeshX = createCone(3.5f, 7.5f);
TriangleMesh coneMeshZ = createCone(3.5f, 7.5f);
MeshView yCone = new MeshView(coneMeshY);
MeshView xCone = new MeshView(coneMeshX);
MeshView zCone = new MeshView(coneMeshZ);
yCone.setMaterial(Ymat);
yCone.setTranslateY(-32.5);
yCone.setDrawMode(DrawMode.FILL);
xCone.setMaterial(Xmat);
xCone.setTranslateY(-3.75);
xCone.setRotationAxis(Rotate.Z_AXIS);
xCone.setRotate(90);
xCone.setTranslateX(28.5);
xCone.setDrawMode(DrawMode.FILL);
zCone.setRotationAxis(Rotate.X_AXIS);
zCone.setTranslateY(-3.75);
zCone.setRotate(90);
zCone.setTranslateZ(-28.5);
zCone.setDrawMode(DrawMode.FILL);
zCone.setMaterial(Zmat);
G1.getChildren().addAll(xCone,yCone,zCone);
// G1.setScale(0.45);
return G1;
}
private TriangleMesh createCone( float radius, float height) {
int divisions=500;
TriangleMesh mesh = new TriangleMesh();
mesh.getPoints().addAll(0,0,0);
double segment_angle = 2.0 * Math.PI / divisions;
float x, z;
double angle;
double halfCount = (Math.PI / 2 - Math.PI / (divisions / 2));
for(int i=divisions+1;--i >= 0; ) {
angle = segment_angle * i;
x = (float)(radius * Math.cos(angle - halfCount));
z = (float)(radius * Math.sin(angle - halfCount));
mesh.getPoints().addAll(x,height,z);
}
mesh.getPoints().addAll(0,height,0);
mesh.getTexCoords().addAll(0,0);
for(int i=1;i<=divisions;i++) {
mesh.getFaces().addAll(
0,0,i+1,0,i,0, //COunter clock wise
divisions+2,0,i,0,i+1,0 // Clock wise
);
}
return mesh;
}
}
class XformWorld extends Group {
final Translate t = new Translate(0.0, 0.0, 0.0);
final Rotate rx = new Rotate(0, 0, 0, 0, Rotate.X_AXIS);
final Rotate ry = new Rotate(0, 0, 0, 0, Rotate.Y_AXIS);
final Rotate rz = new Rotate(0, 0, 0, 0, Rotate.Z_AXIS);
public XformWorld() {
super();
this.getTransforms().addAll(t, rx, ry, rz);
}
}
class XformCamera extends Group {
Point3D px = new Point3D(1.0, 0.0, 0.0);
Point3D py = new Point3D(0.0, 1.0, 0.0);
Rotate r;
Transform tx = new Rotate();
Translate t = new Translate();
public XformCamera() {
super();
}
public void rx(double angle) {
r = new Rotate(angle, px);
this.tx = tx.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(tx);
}
public void ry(double angle) {
r = new Rotate(angle, py);
this.tx = tx.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(tx);
}
public void setTx(double x) {
t.setX(x);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
public void setTy(double y) {
t.setY(y);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
}
In above code, first I have translated the axis at left-bottom corner of my screen, but after rotating the main object (ie. BOX and SPHERE), axis is also translated.I wanted to rotate main object and axis about their own origins.
If I tried to zoom in (changed camera Z position), then also I axis location changed with respect to screen.
In above cases, I wanted to display my axis at left-bottom corner of the screen and Rotation of the axis should be in sync with the main object.
I wanted the axis to be fixed at left, bottom corner of the screen and axis should rotate about it's own origin.
This variation leaves the axes at the origin, moves the box to
P = (size / 2, -size / 2, -size / 2)
relative to the axes, and pans the camera toward the bottom, center of the screen. Uncomment the call to camera.setTranslateX() to pan left. Moving the mouse causes the group to rotate about the axes' origin. Press shift to rotate about z, and use the mouse wheel to dolly the camera.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
/**
* #see http://stackoverflow.com/a/37734966/230513
* #see http://stackoverflow.com/a/37714700/230513
* #see http://stackoverflow.com/a/37685167/230513
* #see http://stackoverflow.com/a/37370840/230513
*/
public class TriadBox extends Application {
private static final double SIZE = 300;
private final Content content = Content.create(SIZE);
private static final class Content {
private static final double WIDTH = 3;
private final Group group = new Group();
private final Rotate rx = new Rotate(0, Rotate.X_AXIS);
private final Rotate ry = new Rotate(0, Rotate.Y_AXIS);
private final Rotate rz = new Rotate(0, Rotate.Z_AXIS);
private final Box xAxis;
private final Box yAxis;
private final Box zAxis;
private final Box box;
private static Content create(double size) {
Content c = new Content(size);
c.group.getChildren().addAll(c.box, c.xAxis, c.yAxis, c.zAxis);
c.group.getTransforms().addAll(c.rz, c.ry, c.rx);
return c;
}
private Content(double size) {
xAxis = createBox(size * 2, WIDTH, WIDTH);
yAxis = createBox(WIDTH, size * 2, WIDTH);
zAxis = createBox(WIDTH, WIDTH, size * 2);
double edge = 3 * size / 4;
box = new Box(edge, edge, edge);
box.setMaterial(new PhongMaterial(Color.CORAL));
box.setTranslateX(size / 2);
box.setTranslateY(-size / 2);
box.setTranslateZ(-size / 2);
}
private Box createBox(double w, double h, double d) {
Box b = new Box(w, h, d);
b.setMaterial(new PhongMaterial(Color.AQUA));
return b;
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("JavaFX 3D");
Scene scene = new Scene(content.group, SIZE * 2, SIZE * 2, true);
primaryStage.setScene(scene);
scene.setFill(Color.BLACK);
scene.setOnMouseMoved((final MouseEvent e) -> {
if (e.isShiftDown()) {
content.rz.setAngle(e.getSceneX() * 360 / scene.getWidth());
} else {
content.rx.setAngle(e.getSceneY() * 360 / scene.getHeight());
content.ry.setAngle(e.getSceneX() * 360 / scene.getWidth());
}
});
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(SIZE * 6);
//camera.setTranslateX(SIZE / 2);
camera.setTranslateY(-SIZE / 2);
camera.setTranslateZ(-4.5 * SIZE);
scene.setCamera(camera);
scene.setOnScroll((final ScrollEvent e) -> {
camera.setTranslateZ(camera.getTranslateZ() + e.getDeltaY());
});
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
It may be easier to have separate groups for the rotatable content versus the fixed triad. In the example below, cube contains a single child, box, and three transforms, rx, ry and rz. In contrast, axes contains three axes with no transforms. The axes are translated to the lower left corner as a group, leaving the mouse handler free to manipulate the Rotate instances belonging to cube.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
/**
* #see http://stackoverflow.com/a/37685167/230513
* #see http://stackoverflow.com/a/37370840/230513
*/
public class TriadBox extends Application {
private static final double SIZE = 300;
private final Content content = Content.create(SIZE);
private static final class Content {
private static final double WIDTH = 3;
private final Group group = new Group();
private final Group cube = new Group();
private final Group axes = new Group();
private final Rotate rx = new Rotate(0, Rotate.X_AXIS);
private final Rotate ry = new Rotate(0, Rotate.Y_AXIS);
private final Rotate rz = new Rotate(0, Rotate.Z_AXIS);
private final Box xAxis;
private final Box yAxis;
private final Box zAxis;
private final Box box;
private static Content create(double size) {
Content c = new Content(size);
c.cube.getChildren().add(c.box);
c.cube.getTransforms().addAll(c.rz, c.ry, c.rx);
c.axes.getChildren().addAll(c.xAxis, c.yAxis, c.zAxis);
c.axes.setTranslateX(-size / 2);
c.axes.setTranslateY(size / 2);
c.group.getChildren().addAll(c.cube, c.axes);
return c;
}
private Content(double size) {
xAxis = createBox(size*2, WIDTH, WIDTH);
yAxis = createBox(WIDTH, size*2, WIDTH);
zAxis = createBox(WIDTH, WIDTH, size*2);
double edge = 3 * SIZE / 4;
box = new Box(edge, edge, edge);
box.setMaterial(new PhongMaterial(Color.CORAL));
}
private Box createBox(double w, double h, double d) {
Box b = new Box(w, h, d);
b.setMaterial(new PhongMaterial(Color.AQUA));
return b;
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("JavaFX 3D");
Scene scene = new Scene(content.group, SIZE * 2, SIZE * 2, true);
primaryStage.setScene(scene);
scene.setFill(Color.BLACK);
scene.setOnMouseMoved((final MouseEvent e) -> {
content.rx.setAngle(e.getSceneY() * 360 / scene.getHeight());
content.ry.setAngle(e.getSceneX() * 360 / scene.getWidth());
});
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(SIZE * 6);
camera.setTranslateZ(-3 * SIZE);
scene.setCamera(camera);
scene.setOnScroll((final ScrollEvent e) -> {
camera.setTranslateZ(camera.getTranslateZ() + e.getDeltaY());
});
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
How to set axis (triad) at fixed position…I also wanted axis rotation in sync with box.
In this example, the Content.create() factory method translates the triad of axes is to the point
P = (-size / 2, size / 2, 0)
Because its separate group has no transforms, the triad's origin "sticks" to that point in the space viewed by the camera.
In contrast, the example below translates the triad of axes is to the point
P = (-size / 2, size / 2, size / 2)
Because the axes are in the same group as box, they undergo the same rotations.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
/**
* #see https://stackoverflow.com/a/37714700/230513
* #see https://stackoverflow.com/a/37685167/230513
* #see https://stackoverflow.com/a/37370840/230513
*/
public class TriadBox extends Application {
private static final double SIZE = 300;
private final Content content = Content.create(SIZE);
private static final class Content {
private static final double WIDTH = 3;
private final Group group = new Group();
private final Rotate rx = new Rotate(0, Rotate.X_AXIS);
private final Rotate ry = new Rotate(0, Rotate.Y_AXIS);
private final Rotate rz = new Rotate(0, Rotate.Z_AXIS);
private final Box xAxis;
private final Box yAxis;
private final Box zAxis;
private final Box box;
private static Content create(double size) {
Content c = new Content(size);
c.group.getChildren().addAll(c.box, c.xAxis, c.yAxis, c.zAxis);
c.group.getTransforms().addAll(c.rz, c.ry, c.rx);
return c;
}
private Content(double size) {
xAxis = createBox(size * 2, WIDTH, WIDTH);
xAxis.setTranslateY(size / 2);
xAxis.setTranslateZ(size / 2);
yAxis = createBox(WIDTH, size * 2, WIDTH);
yAxis.setTranslateX(-size / 2);
yAxis.setTranslateZ(size / 2);
zAxis = createBox(WIDTH, WIDTH, size * 2);
zAxis.setTranslateX(-size / 2);
zAxis.setTranslateY(size / 2);
double edge = 3 * size / 4;
box = new Box(edge, edge, edge);
box.setMaterial(new PhongMaterial(Color.CORAL));
}
private Box createBox(double w, double h, double d) {
Box b = new Box(w, h, d);
b.setMaterial(new PhongMaterial(Color.AQUA));
return b;
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("JavaFX 3D");
Scene scene = new Scene(content.group, SIZE * 2, SIZE * 2, true);
primaryStage.setScene(scene);
scene.setFill(Color.BLACK);
scene.setOnMouseMoved((final MouseEvent e) -> {
if (e.isShiftDown()) {
content.rz.setAngle(e.getSceneX() * 360 / scene.getWidth());
} else {
content.rx.setAngle(e.getSceneY() * 360 / scene.getHeight());
content.ry.setAngle(e.getSceneX() * 360 / scene.getWidth());
}
});
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(SIZE * 6);
camera.setTranslateZ(-3.5 * SIZE);
scene.setCamera(camera);
scene.setOnScroll((final ScrollEvent e) -> {
camera.setTranslateZ(camera.getTranslateZ() + e.getDeltaY());
});
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
I wanted to rotate both main object and axis about their own center.
For that, I would return to the original example that has separate groups for the content and triad. The variation below adds the same threes Rotate transforms to both cube and axes. As a result, the setOnMouseMoved() implementation causes the the two to rotate in synchrony. Mouse over the stage to see the effect.
import javafx.application.Application;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
/**
* #see https://stackoverflow.com/a/37743539/230513
* #see https://stackoverflow.com/a/37370840/230513
*/
public class TriadBox extends Application {
private static final double SIZE = 300;
private final Content content = Content.create(SIZE);
private static final class Content {
private static final double WIDTH = 3;
private final Group group = new Group();
private final Group cube = new Group();
private final Group axes = new Group();
private final Rotate rx = new Rotate(0, Rotate.X_AXIS);
private final Rotate ry = new Rotate(0, Rotate.Y_AXIS);
private final Rotate rz = new Rotate(0, Rotate.Z_AXIS);
private final Box xAxis;
private final Box yAxis;
private final Box zAxis;
private final Box box;
private static Content create(double size) {
Content c = new Content(size);
c.cube.getChildren().add(c.box);
c.cube.getTransforms().addAll(c.rz, c.ry, c.rx);
c.cube.setTranslateX(size / 2);
c.axes.getChildren().addAll(c.xAxis, c.yAxis, c.zAxis);
c.axes.getTransforms().addAll(c.rz, c.ry, c.rx);
c.axes.setTranslateX(-size / 2);
c.group.getChildren().addAll(c.cube, c.axes);
return c;
}
private Content(double size) {
xAxis = createBox(size, WIDTH, WIDTH);
yAxis = createBox(WIDTH, size, WIDTH);
zAxis = createBox(WIDTH, WIDTH, size);
double edge = 3 * size / 5;
box = new Box(edge, edge, edge);
box.setMaterial(new PhongMaterial(Color.CORAL));
}
private Box createBox(double w, double h, double d) {
Box b = new Box(w, h, d);
b.setMaterial(new PhongMaterial(Color.AQUA));
return b;
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("JavaFX 3D");
Scene scene = new Scene(content.group, SIZE * 2, SIZE * 2, true);
primaryStage.setScene(scene);
scene.setFill(Color.BLACK);
scene.setOnMouseMoved((final MouseEvent e) -> {
if (e.isShiftDown()) {
content.rz.setAngle(e.getSceneX() * 360 / scene.getWidth());
} else {
content.rx.setAngle(e.getSceneY() * 360 / scene.getHeight());
content.ry.setAngle(e.getSceneX() * 360 / scene.getWidth());
}
});
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(SIZE * 6);
camera.setTranslateZ(-4 * SIZE);
scene.setCamera(camera);
scene.setOnScroll((final ScrollEvent e) -> {
camera.setTranslateZ(camera.getTranslateZ() + e.getDeltaY());
});
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
In order to see what you were seeing, I made these changes to TrafoTest and set the scene to black.
I then modified this example to make the scene look more like yours, adding a sphere on one corner and shifting the axes to the corner opposite. I substituted a variation of your custom rotation Group and your mouse handler from here. The new group also rotates around z when isShiftDown(). Also note the slightly simpler camera dolly in the setOnScroll() handler. In particular, note that the axes can be translated independently as a group. Try this variation in Content.create().
c.axes.setTranslateX(c.axes.getTranslateX() - 20);
c.axes.setTranslateY(c.axes.getTranslateY() + 20);
c.axes.setTranslateZ(c.axes.getTranslateZ() + 20);
import javafx.application.Application;
import javafx.geometry.Point3D;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.DrawMode;
import javafx.scene.shape.Sphere;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Transform;
import javafx.stage.Stage;
/**
* #see https://stackoverflow.com/a/37755149/230513
* #see https://stackoverflow.com/a/37743539/230513
* #see https://stackoverflow.com/a/37370840/230513
*/
public class TriadBox extends Application {
private static final double SIZE = 300;
private final Content content = Content.create(SIZE);
private double mousePosX, mousePosY, mouseOldX, mouseOldY, mouseDeltaX, mouseDeltaY;
private static final class Content {
private static final double WIDTH = 3;
private final Xform group = new Xform();
private final Group cube = new Group();
private final Group axes = new Group();
private final Box xAxis;
private final Box yAxis;
private final Box zAxis;
private final Box box;
private final Sphere sphere;
private static Content create(double size) {
Content c = new Content(size);
c.cube.getChildren().addAll(c.box, c.sphere);
c.axes.getChildren().addAll(c.xAxis, c.yAxis, c.zAxis);
c.group.getChildren().addAll(c.cube, c.axes);
return c;
}
private Content(double size) {
double edge = 3 * size / 4;
xAxis = createBox(edge, WIDTH, WIDTH, edge);
yAxis = createBox(WIDTH, edge / 2, WIDTH, edge);
zAxis = createBox(WIDTH, WIDTH, edge / 4, edge);
box = new Box(edge, edge / 2, edge / 4);
box.setDrawMode(DrawMode.LINE);
sphere = new Sphere(8);
PhongMaterial redMaterial = new PhongMaterial();
redMaterial.setDiffuseColor(Color.CORAL.darker());
redMaterial.setSpecularColor(Color.CORAL);
sphere.setMaterial(redMaterial);
sphere.setTranslateX(edge / 2);
sphere.setTranslateY(-edge / 4);
sphere.setTranslateZ(-edge / 8);
}
private Box createBox(double w, double h, double d, double edge) {
Box b = new Box(w, h, d);
b.setMaterial(new PhongMaterial(Color.AQUA));
b.setTranslateX(-edge / 2 + w / 2);
b.setTranslateY(edge / 4 - h / 2);
b.setTranslateZ(edge / 8 - d / 2);
return b;
}
}
private static class Xform extends Group {
private final Point3D px = new Point3D(1.0, 0.0, 0.0);
private final Point3D py = new Point3D(0.0, 1.0, 0.0);
private Rotate r;
private Transform t = new Rotate();
public void rx(double angle) {
r = new Rotate(angle, px);
this.t = t.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
public void ry(double angle) {
r = new Rotate(angle, py);
this.t = t.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
public void rz(double angle) {
r = new Rotate(angle);
this.t = t.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
}
#Override
public void start(Stage primaryStage) throws Exception {
primaryStage.setTitle("JavaFX 3D");
Scene scene = new Scene(content.group, SIZE * 2, SIZE * 2, true);
primaryStage.setScene(scene);
scene.setFill(Color.BLACK);
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setFarClip(SIZE * 6);
camera.setTranslateZ(-2 * SIZE);
scene.setCamera(camera);
scene.setOnMousePressed((MouseEvent e) -> {
mousePosX = e.getSceneX();
mousePosY = e.getSceneY();
mouseOldX = e.getSceneX();
mouseOldY = e.getSceneY();
});
scene.setOnMouseDragged((MouseEvent e) -> {
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = e.getSceneX();
mousePosY = e.getSceneY();
mouseDeltaX = (mousePosX - mouseOldX);
mouseDeltaY = (mousePosY - mouseOldY);
if (e.isShiftDown()) {
content.group.rz(-mouseDeltaX * 180.0 / scene.getWidth());
} else if (e.isPrimaryButtonDown()) {
content.group.rx(+mouseDeltaY * 180.0 / scene.getHeight());
content.group.ry(-mouseDeltaX * 180.0 / scene.getWidth());
} else if (e.isSecondaryButtonDown()) {
camera.setTranslateX(camera.getTranslateX() - mouseDeltaX * 0.1);
camera.setTranslateY(camera.getTranslateY() - mouseDeltaY * 0.1);
camera.setTranslateZ(camera.getTranslateZ() + mouseDeltaY);
}
});
scene.setOnScroll((final ScrollEvent e) -> {
camera.setTranslateZ(camera.getTranslateZ() + e.getDeltaY());
});
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}

Bidirectional property binding via expression or some approach to work around it

I am relatively new to property bindings and I am looking for some high-level advice on how to approach a design problem, which I will try to describe a simple example of here.
Problem description
The goal in this example is to allow the user to specify a box/rectangular region interactively in a pannable and zoomable 2D space. The 2D screen-space in which the box is depicted, maps to a 2D "real-space" (e.g. voltage vs time cartesian space, or GPS, or whatever). The user should be able to zoom/pan his viewport vertically/horizontally at any time, thereby changing the mapping between these two spaces.
screen-space <-------- user-adjustable mapping --------> real-space
The user specifies the rectangle in his viewport by dragging borders/corners, as in this demo:
class InteractiveHandle extends Rectangle {
private final Cursor hoverCursor;
private final Cursor activeCursor;
private final DoubleProperty centerXProperty = new SimpleDoubleProperty();
private final DoubleProperty centerYProperty = new SimpleDoubleProperty();
InteractiveHandle(DoubleProperty x, DoubleProperty y, double w, double h) {
super();
centerXProperty.bindBidirectional(x);
centerYProperty.bindBidirectional(y);
widthProperty().set(w);
heightProperty().set(h);
hoverCursor = Cursor.MOVE;
activeCursor = Cursor.MOVE;
bindRect();
enableDrag(true,true);
}
InteractiveHandle(DoubleProperty x, ObservableDoubleValue y, double w, ObservableDoubleValue h) {
super();
centerXProperty.bindBidirectional(x);
centerYProperty.bind(y);
widthProperty().set(w);
heightProperty().bind(h);
hoverCursor = Cursor.H_RESIZE;
activeCursor = Cursor.H_RESIZE;
bindRect();
enableDrag(true,false);
}
InteractiveHandle(ObservableDoubleValue x, DoubleProperty y, ObservableDoubleValue w, double h) {
super();
centerXProperty.bind(x);
centerYProperty.bindBidirectional(y);
widthProperty().bind(w);
heightProperty().set(h);
hoverCursor = Cursor.V_RESIZE;
activeCursor = Cursor.V_RESIZE;
bindRect();
enableDrag(false,true);
}
InteractiveHandle(ObservableDoubleValue x, ObservableDoubleValue y, ObservableDoubleValue w, ObservableDoubleValue h) {
super();
centerXProperty.bind(x);
centerYProperty.bind(y);
widthProperty().bind(w);
heightProperty().bind(h);
hoverCursor = Cursor.DEFAULT;
activeCursor = Cursor.DEFAULT;
bindRect();
enableDrag(false,false);
}
private void bindRect(){
xProperty().bind(centerXProperty.subtract(widthProperty().divide(2)));
yProperty().bind(centerYProperty.subtract(heightProperty().divide(2)));
}
//make a node movable by dragging it around with the mouse.
private void enableDrag(boolean xDraggable, boolean yDraggable) {
final Delta dragDelta = new Delta();
setOnMousePressed((MouseEvent mouseEvent) -> {
// record a delta distance for the drag and drop operation.
dragDelta.x = centerXProperty.get() - mouseEvent.getX();
dragDelta.y = centerYProperty.get() - mouseEvent.getY();
getScene().setCursor(activeCursor);
});
setOnMouseReleased((MouseEvent mouseEvent) -> {
getScene().setCursor(hoverCursor);
});
setOnMouseDragged((MouseEvent mouseEvent) -> {
if(xDraggable){
double newX = mouseEvent.getX() + dragDelta.x;
if (newX > 0 && newX < getScene().getWidth()) {
centerXProperty.set(newX);
}
}
if(yDraggable){
double newY = mouseEvent.getY() + dragDelta.y;
if (newY > 0 && newY < getScene().getHeight()) {
centerYProperty.set(newY);
}
}
});
setOnMouseEntered((MouseEvent mouseEvent) -> {
if (!mouseEvent.isPrimaryButtonDown()) {
getScene().setCursor(hoverCursor);
}
});
setOnMouseExited((MouseEvent mouseEvent) -> {
if (!mouseEvent.isPrimaryButtonDown()) {
getScene().setCursor(Cursor.DEFAULT);
}
});
}
//records relative x and y co-ordinates.
private class Delta { double x, y; }
}
public class InteractiveBox extends Group {
private static final double sideHandleWidth = 2;
private static final double cornerHandleSize = 4;
private static final double minHandleFraction = 0.5;
private static final double maxCornerClearance = 6;
private static final double handleInset = 2;
private final Rectangle rectangle;
private final InteractiveHandle ihLeft;
private final InteractiveHandle ihTop;
private final InteractiveHandle ihRight;
private final InteractiveHandle ihBottom;
private final InteractiveHandle ihTopLeft;
private final InteractiveHandle ihTopRight;
private final InteractiveHandle ihBottomLeft;
private final InteractiveHandle ihBottomRight;
InteractiveBox(DoubleProperty xMin, DoubleProperty yMin, DoubleProperty xMax, DoubleProperty yMax){
super();
rectangle = new Rectangle();
rectangle.widthProperty().bind(xMax.subtract(xMin));
rectangle.heightProperty().bind(yMax.subtract(yMin));
rectangle.xProperty().bind(xMin);
rectangle.yProperty().bind(yMin);
DoubleBinding xMid = xMin.add(xMax).divide(2);
DoubleBinding yMid = yMin.add(yMax).divide(2);
DoubleBinding hx = (DoubleBinding) Bindings.max(
rectangle.widthProperty().multiply(minHandleFraction)
,rectangle.widthProperty().subtract(maxCornerClearance*2)
);
DoubleBinding vx = (DoubleBinding) Bindings.max(
rectangle.heightProperty().multiply(minHandleFraction)
,rectangle.heightProperty().subtract(maxCornerClearance*2)
);
ihTopLeft = new InteractiveHandle(xMin,yMax,cornerHandleSize,cornerHandleSize);
ihTopRight = new InteractiveHandle(xMax,yMax,cornerHandleSize,cornerHandleSize);
ihBottomLeft = new InteractiveHandle(xMin,yMin,cornerHandleSize,cornerHandleSize);
ihBottomRight = new InteractiveHandle(xMax,yMin,cornerHandleSize,cornerHandleSize);
ihLeft = new InteractiveHandle(xMin,yMid,sideHandleWidth,vx);
ihTop = new InteractiveHandle(xMid,yMax,hx,sideHandleWidth);
ihRight = new InteractiveHandle(xMax,yMid,sideHandleWidth,vx);
ihBottom = new InteractiveHandle(xMid,yMin,hx,sideHandleWidth);
style(ihLeft);
style(ihTop);
style(ihRight);
style(ihBottom);
style(ihTopLeft);
style(ihTopRight);
style(ihBottomLeft);
style(ihBottomRight);
getChildren().addAll(rectangle
,ihTopLeft, ihTopRight, ihBottomLeft, ihBottomRight
,ihLeft, ihTop, ihRight, ihBottom
);
rectangle.setFill(Color.ALICEBLUE);
rectangle.setStroke(Color.LIGHTGRAY);
rectangle.setStrokeWidth(2);
rectangle.setStrokeType(StrokeType.CENTERED);
}
private void style(InteractiveHandle ih){
ih.setStroke(Color.TRANSPARENT);
ih.setStrokeWidth(handleInset);
ih.setStrokeType(StrokeType.OUTSIDE);
}
}
public class Summoner extends Application {
DoubleProperty x = new SimpleDoubleProperty(50);
DoubleProperty y = new SimpleDoubleProperty(50);
DoubleProperty xMax = new SimpleDoubleProperty(100);
DoubleProperty yMax = new SimpleDoubleProperty(100);
#Override
public void start(Stage primaryStage) {
InteractiveBox box = new InteractiveBox(x,y,xMax,yMax);
Pane root = new Pane();
root.getChildren().add(box);
Scene scene = new Scene(root, 300, 250);
primaryStage.setScene(scene);
primaryStage.show();
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
After the rectangle has been specified by the user, its coordinates (in real-space) are passed on to or read by a different part of the program.
My rationale
My first instinct was to use the built-in scale/translate properties in JavaFX nodes to implement the mapping, but we want borders and handles to have a consistent size/appearance regardless of zoom-state; zooming should only embiggen the conceptual rectangle itself, not thicken the borders or corner-handles.
(In the following, arrows represent causality/influence/dependency. For example, A ---> B could mean property B is bound to property A (or it could mean that event-handler A sets property B), and <-----> could represent a bidirectional binding. A multi-tailed arrow such as --+--> could represent a binding that depends on multiple input observables.)
So my question became: which of the following should I do?
real-space-properties ---+--> screen-space-properties
real-space-properties <--+--- screen-space properties
or something different, using <---->
On the one hand, we have mouse events and the rendered rectangle itself in screen-space. This argues for a self-contained interactive rectangle (whose screen-space position/dimension properties we can observe (as well as manipulate, if we wanted to) externally) as per the demo above.
mouse events -----> screen-space properties ------> depicted rectangle
|
|
--------> real-space properties -----> API
On the other hand, when the user adjusts pan/zoom, we want the rectangle's properties in real-space (not screen-space) to be preserved. This argues for binding the screen-space properties to real-space properties using pan&zoom-state properties:
pan/zoom properties
|
|
real-space properties ---+--> screen-space properties ------> depicted rectangle
|
|
-------> API
If I try to put together both approaches above, I run into a problem:
mouse events
|
pan/zoom properties |
| |
| v
real-space properties <--+--> screen-space properties ------> depicted rectangle
| *
|
-------> API
This diagram makes a lot of sense to me, but I don't think the kind of "bidirectional" 3-way binding at * is possible, directly. But is there perhaps a simple way to emulate/work around it? Or should I take an entirely different approach?
Here's an example of a rectangle on a zoom & pannable pane with a constant stroke width. You just have to define the scale factor as a property of the pane, bind a it to a property in the calling class and divide that into a property that's bound to the strokewidth of the rectangle.
import javafx.animation.KeyFrame;
import javafx.animation.KeyValue;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.property.DoubleProperty;
import javafx.beans.property.SimpleDoubleProperty;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Scene;
import javafx.scene.control.ScrollPane;
import javafx.scene.control.ScrollPane.ScrollBarPolicy;
import javafx.scene.input.MouseButton;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.layout.AnchorPane;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.scene.shape.StrokeType;
import javafx.stage.Stage;
import javafx.util.Duration;
public class ZoomAndPanExample extends Application {
private ScrollPane scrollPane = new ScrollPane();
private final DoubleProperty zoomProperty = new SimpleDoubleProperty(1.0d);
private final DoubleProperty strokeWidthProperty = new SimpleDoubleProperty(1.0d);
private final DoubleProperty deltaY = new SimpleDoubleProperty(0.0d);
private final Group group = new Group();
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage primaryStage) {
scrollPane.setPannable(true);
scrollPane.setHbarPolicy(ScrollBarPolicy.NEVER);
scrollPane.setVbarPolicy(ScrollBarPolicy.NEVER);
AnchorPane.setTopAnchor(scrollPane, 10.0d);
AnchorPane.setRightAnchor(scrollPane, 10.0d);
AnchorPane.setBottomAnchor(scrollPane, 10.0d);
AnchorPane.setLeftAnchor(scrollPane, 10.0d);
AnchorPane root = new AnchorPane();
Rectangle rect = new Rectangle(80, 60);
rect.setStroke(Color.NAVY);
rect.setFill(Color.web("#000080", 0.2));
rect.setStrokeType(StrokeType.INSIDE);
rect.strokeWidthProperty().bind(strokeWidthProperty.divide(zoomProperty));
group.getChildren().add(rect);
// create canvas
PanAndZoomPane panAndZoomPane = new PanAndZoomPane();
zoomProperty.bind(panAndZoomPane.myScale);
deltaY.bind(panAndZoomPane.deltaY);
panAndZoomPane.getChildren().add(group);
SceneGestures sceneGestures = new SceneGestures(panAndZoomPane);
scrollPane.setContent(panAndZoomPane);
panAndZoomPane.toBack();
scrollPane.addEventFilter( MouseEvent.MOUSE_CLICKED, sceneGestures.getOnMouseClickedEventHandler());
scrollPane.addEventFilter( MouseEvent.MOUSE_PRESSED, sceneGestures.getOnMousePressedEventHandler());
scrollPane.addEventFilter( MouseEvent.MOUSE_DRAGGED, sceneGestures.getOnMouseDraggedEventHandler());
scrollPane.addEventFilter( ScrollEvent.ANY, sceneGestures.getOnScrollEventHandler());
root.getChildren().add(scrollPane);
Scene scene = new Scene(root, 600, 400);
primaryStage.setScene(scene);
primaryStage.show();
}
class PanAndZoomPane extends Pane {
public static final double DEFAULT_DELTA = 1.3d;
DoubleProperty myScale = new SimpleDoubleProperty(1.0);
public DoubleProperty deltaY = new SimpleDoubleProperty(0.0);
private Timeline timeline;
public PanAndZoomPane() {
this.timeline = new Timeline(60);
// add scale transform
scaleXProperty().bind(myScale);
scaleYProperty().bind(myScale);
}
public double getScale() {
return myScale.get();
}
public void setScale( double scale) {
myScale.set(scale);
}
public void setPivot( double x, double y, double scale) {
// note: pivot value must be untransformed, i. e. without scaling
// timeline that scales and moves the node
timeline.getKeyFrames().clear();
timeline.getKeyFrames().addAll(
new KeyFrame(Duration.millis(200), new KeyValue(translateXProperty(), getTranslateX() - x)),
new KeyFrame(Duration.millis(200), new KeyValue(translateYProperty(), getTranslateY() - y)),
new KeyFrame(Duration.millis(200), new KeyValue(myScale, scale))
);
timeline.play();
}
/**
* fit the rectangle to the width of the window
*/
public void fitWidth () {
double scale = getParent().getLayoutBounds().getMaxX()/getLayoutBounds().getMaxX();
double oldScale = getScale();
double f = (scale / oldScale)-1;
double dx = getTranslateX() - getBoundsInParent().getMinX() - getBoundsInParent().getWidth()/2;
double dy = getTranslateY() - getBoundsInParent().getMinY() - getBoundsInParent().getHeight()/2;
double newX = f*dx + getBoundsInParent().getMinX();
double newY = f*dy + getBoundsInParent().getMinY();
setPivot(newX, newY, scale);
}
public void resetZoom () {
double scale = 1.0d;
double x = getTranslateX();
double y = getTranslateY();
setPivot(x, y, scale);
}
public double getDeltaY() {
return deltaY.get();
}
public void setDeltaY( double dY) {
deltaY.set(dY);
}
}
/**
* Mouse drag context used for scene and nodes.
*/
class DragContext {
double mouseAnchorX;
double mouseAnchorY;
double translateAnchorX;
double translateAnchorY;
}
/**
* Listeners for making the scene's canvas draggable and zoomable
*/
public class SceneGestures {
private DragContext sceneDragContext = new DragContext();
PanAndZoomPane panAndZoomPane;
public SceneGestures( PanAndZoomPane canvas) {
this.panAndZoomPane = canvas;
}
public EventHandler<MouseEvent> getOnMouseClickedEventHandler() {
return onMouseClickedEventHandler;
}
public EventHandler<MouseEvent> getOnMousePressedEventHandler() {
return onMousePressedEventHandler;
}
public EventHandler<MouseEvent> getOnMouseDraggedEventHandler() {
return onMouseDraggedEventHandler;
}
public EventHandler<ScrollEvent> getOnScrollEventHandler() {
return onScrollEventHandler;
}
private EventHandler<MouseEvent> onMousePressedEventHandler = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) {
sceneDragContext.mouseAnchorX = event.getX();
sceneDragContext.mouseAnchorY = event.getY();
sceneDragContext.translateAnchorX = panAndZoomPane.getTranslateX();
sceneDragContext.translateAnchorY = panAndZoomPane.getTranslateY();
}
};
private EventHandler<MouseEvent> onMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) {
panAndZoomPane.setTranslateX(sceneDragContext.translateAnchorX + event.getX() - sceneDragContext.mouseAnchorX);
panAndZoomPane.setTranslateY(sceneDragContext.translateAnchorY + event.getY() - sceneDragContext.mouseAnchorY);
event.consume();
}
};
/**
* Mouse wheel handler: zoom to pivot point
*/
private EventHandler<ScrollEvent> onScrollEventHandler = new EventHandler<ScrollEvent>() {
#Override
public void handle(ScrollEvent event) {
double delta = PanAndZoomPane.DEFAULT_DELTA;
double scale = panAndZoomPane.getScale(); // currently we only use Y, same value is used for X
double oldScale = scale;
panAndZoomPane.setDeltaY(event.getDeltaY());
if (panAndZoomPane.deltaY.get() < 0) {
scale /= delta;
} else {
scale *= delta;
}
double f = (scale / oldScale)-1;
double dx = (event.getX() - (panAndZoomPane.getBoundsInParent().getWidth()/2 + panAndZoomPane.getBoundsInParent().getMinX()));
double dy = (event.getY() - (panAndZoomPane.getBoundsInParent().getHeight()/2 + panAndZoomPane.getBoundsInParent().getMinY()));
panAndZoomPane.setPivot(f*dx, f*dy, scale);
event.consume();
}
};
/**
* Mouse click handler
*/
private EventHandler<MouseEvent> onMouseClickedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent event) {
if (event.getButton().equals(MouseButton.PRIMARY)) {
if (event.getClickCount() == 2) {
panAndZoomPane.resetZoom();
}
}
if (event.getButton().equals(MouseButton.SECONDARY)) {
if (event.getClickCount() == 2) {
panAndZoomPane.fitWidth();
}
}
}
};
}
}

JavaFx: Check current position of PathTransition while running

I want to get the current position (x,y) of a Circle (javafx.scene.shape.Circle) i am moving via a PathTransition, while the transition is running/happening.
So i need some kind of task, that checks the position of the circle every 50 milliseconds (for example).
I also tried this solution Current circle position of javafx transition which was suggested on Stack Overflow, but i didn't seem to work for me.
Circle projectile = new Circle(Playground.PROJECTILE_SIZE, Playground.PROJECTILE_COLOR);
root.getChildren().add(projectile);
double duration = distance / Playground.PROJECTILE_SPEED;
double xOff = (0.5-Math.random())*Playground.WEAPON_OFFSET;
double yOff = (0.5-Math.random())*Playground.WEAPON_OFFSET;
Line shotLine = new Line(player.getCurrentX(), player.getCurrentY(), aimLine.getEndX() + xOff, aimLine.getEndY() + yOff);
shotLine.setEndX(shotLine.getEndX() + (Math.random()*Playground.WEAPON_OFFSET));
PathTransition pt = new PathTransition(Duration.seconds(duration), shotLine, projectile);
// Linear movement for linear speed
pt.setInterpolator(Interpolator.LINEAR);
pt.setOnFinished(new EventHandler<ActionEvent>() {
public void handle(ActionEvent event) {
// Remove bullet after hit/expiration
projectile.setVisible(false);
root.getChildren().remove(projectile);
}
});
projectile.translateXProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> observable, Number oldValue, Number newValue) {
double x = collider.getTranslateX() - projectile.getTranslateX();
double y = collider.getTranslateY() - projectile.getTranslateY();
double distance = Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2));
System.out.println("Distance: "+ distance);
if (distance < 50) {
System.out.println("hit");
}
}
});
pt.play();
A PathTransition will move a node by manipulating its translateX and translateY properties. (A TranslateTransition works the same way.)
It's hard to answer your question definitively as your code is so incomplete, but if the projectile and collider have the same parent in the scene graph, converting the initial coordinates of the projectile and collider by calling localToParent will give the coordinates in the parent, including the translation. So you can observe the translateX and translateY properties and use that conversion to check for a collision. If they have different parents, you can do the same with localToScene instead and just convert both to coordinates relative to the scene.
Here's a quick SSCCE. Use the left and right arrows to aim, space to shoot:
import javafx.animation.Animation;
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.beans.binding.Bindings;
import javafx.beans.binding.BooleanBinding;
import javafx.geometry.Point2D;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;
import javafx.util.Duration;
public class ShootingGame extends Application {
#Override
public void start(Stage primaryStage) {
final double width = 400 ;
final double height = 400 ;
final double targetRadius = 25 ;
final double projectileRadius = 5 ;
final double weaponLength = 25 ;
final double weaponX = width / 2 ;
final double weaponStartY = height ;
final double weaponEndY = height - weaponLength ;
final double targetStartX = targetRadius ;
final double targetY = targetRadius * 2 ;;
Pane root = new Pane();
Circle target = new Circle(targetStartX, targetY, targetRadius, Color.BLUE);
TranslateTransition targetMotion = new TranslateTransition(Duration.seconds(2), target);
targetMotion.setByX(350);
targetMotion.setAutoReverse(true);
targetMotion.setCycleCount(Animation.INDEFINITE);
targetMotion.play();
Line weapon = new Line(weaponX, weaponStartY, weaponX, weaponEndY);
weapon.setStrokeWidth(5);
Rotate weaponRotation = new Rotate(0, weaponX, weaponStartY);
weapon.getTransforms().add(weaponRotation);
Scene scene = new Scene(root, width, height);
scene.setOnKeyPressed(e -> {
if (e.getCode() == KeyCode.LEFT) {
weaponRotation.setAngle(Math.max(-45, weaponRotation.getAngle() - 2));
}
if (e.getCode() == KeyCode.RIGHT) {
weaponRotation.setAngle(Math.min(45, weaponRotation.getAngle() + 2));
}
if (e.getCode() == KeyCode.SPACE) {
Point2D weaponEnd = weapon.localToParent(weaponX, weaponEndY);
Circle projectile = new Circle(weaponEnd.getX(), weaponEnd.getY(), projectileRadius);
TranslateTransition shot = new TranslateTransition(Duration.seconds(1), projectile);
shot.setByX(Math.tan(Math.toRadians(weaponRotation.getAngle())) * height);
shot.setByY(-height);
shot.setOnFinished(event -> root.getChildren().remove(projectile));
BooleanBinding hit = Bindings.createBooleanBinding(() -> {
Point2D targetLocation = target.localToParent(targetStartX, targetY);
Point2D projectileLocation = projectile.localToParent(weaponEnd);
return (targetLocation.distance(projectileLocation) < targetRadius + projectileRadius) ;
}, projectile.translateXProperty(), projectile.translateYProperty());
hit.addListener((obs, wasHit, isNowHit) -> {
if (isNowHit) {
System.out.println("Hit");
root.getChildren().remove(projectile);
root.getChildren().remove(target);
targetMotion.stop();
shot.stop();
}
});
root.getChildren().add(projectile);
shot.play();
}
});
root.getChildren().addAll(target, weapon);
primaryStage.setScene(scene);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}

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