What it's wrong in translation function? - java

I tried to create and translate a polygon in openGL, I create a function for translation but this create a white line from x0 to v_size and I don't understand why ?
This is my function for polygon translation
public void translate1(GL2 gl, double x0, double x1, double y0, double y1){
double step = 0.2;
for(double i = 0; i < v_size; i += step){
gl.glBegin(GL2.GL_POLYGON);
gl.glVertex2d(x0 + i, y0);
gl.glVertex2d(x0 + i, y1);
gl.glVertex2d(x1 + i, y1);
gl.glVertex2d(x1 + i, y0);
gl.glEnd();
}
}
Initial x0 = 0, x1 = 10, y0 = 20, y1 = 30.
Thanks !
Have a nice day!

The reason for this is, that you draw squares every step units away from each other. Since nothing gets cleared in the meantime, the overlapping quads form a line.
It is rather unclear what you are trying to achieve. A translation would usually not draw multiple quads. If you are trying to do an animation, then you'll have to split the movement over multiple frames and draw exactly one square in every frame.

Related

how do you draw a line in a pixel array

I like to have maximum control over the screen, so I have to control every pixel, and that has some pros and cons. one con is that I don't really have the help from any built-in functions. so I have no idea how to draw a line.
I've tried to make a function to handle line drawing but I just can't get it to work!
here's the code I used to draw the line
int startX;
int startY;
int deltaX = x1/x2;
int deltaY = y1/y2;
float deltaPixl = deltaX/deltaY;
for(int i=0;i<deltaY;i=i+1){
if(x1>x2){ startX = x2;}else{ startX=x1;}
if(y1>y2){ startY = y2;}else{ startY=y1;}
pixl(startX+i,round(startY+(deltaPixl*i)),0);
}
it uses a function called pixl so that it easily draw a pixel to the pixel array,
just to clarify why there's a function called pixl in the code.
and when I try to use this code, it doesn't crash, like processing usually does when it has an error!
it just doesn't work, instead just doing nothing!
I'd like some help on this subject, please.
You could get away with simply using PGraphics.
The idea is once you have a PGraphics instance you use dot notation to access the drawing functions used to (as long as they're called between .beginDraw() and .endDraw()).
Using noSmooth() you can get it looking pixel perfect.
Here's a basic sketch to illustrate the idea:
// disable anti-aliasing
noSmooth();
// create a PGraphics layer
PGraphics layer = createGraphics(25, 25);
// render a line
layer.beginDraw();
layer.line(0, 24, 24, 0);
layer.endDraw();
// render the line at 100%
image(layer, 0, 0);
// render the line scaled up
image(layer, 0, 0, width, height);
This should do for most cases. (It's only trickier cases with very small values and transparency that might give you headaches)
If for some reason you need a lot more control, you can you always implement your own method of rasterising. Once place you can probably start with is Bresenham's line algorithm
Regarding your code there are a few things that could go wrong:
float deltaPixl = deltaX/deltaY;: if deltaY is zero you'll run into an exception
you're doing integer division for deltaX and deltaY (potentially making it likely to get 0 for either of the values)
you should try a println() statement before the for loop with the start/end values to get a feel if that loop will actually execute or not. Additionally, within the for loop you can println(i) to see if you get the value you expect.
Overall I recommend checking Kevin Workman's How to Debug guide.
Additionally you could use lerp() to calculate linearly interpolated position between the line's start and end points. Pass each coordinate and a normalized (between 0.0, 1.0) value, where 0.0 = at the start point, 1.0 = at the end point and anything in between is on the line (e.g. 0.5 = 50% along the line).
Here's a basic example:
void drawLinePoints(int x1, int y1, int x2, int y2, int numberOfPoints){
// for each point
for(int i = 0; i < numberOfPoints; i++){
// map the counter to a normalized (0.0 to 1.0) value for lerp
// 0.0 = 0 % along the line, 0.5 = 50% along the line, 1.0 = 100% along the line
float t = map(i, 0, numberOfPoints, 0.0, 1.0);
// linearly interpolate between the start / end points (and snap to whole pixels (casting to integer type))
int x = (int)lerp(x1, x2, t);
int y = (int)lerp(y1, y2, t);
// render the point
point(x, y);
}
}
void setup(){
// render points are large squares
strokeWeight(6);
strokeCap(PROJECT);
}
void draw(){
// clear frame
background(255);
// calculate distance
float distance = dist(10, 10, mouseX, mouseY);
// map distance the number of points to illustrate interpolation (more points = continuous line)
int numPoints = (int)distance / 8;
// render points along the line
drawLinePoints(10, 10, mouseX, mouseY, numPoints);
}
For the sake of completeness here's the above snippet using the pixels[] instead:
void drawLinePoints(int x1, int y1, int x2, int y2, int numberOfPoints){
// for each point
for(int i = 0; i < numberOfPoints; i++){
// map the counter to a normalized (0.0 to 1.0) value for lerp
// 0.0 = 0 % along the line, 0.5 = 50% along the line, 1.0 = 100% along the line
float t = map(i, 0, numberOfPoints, 0.0, 1.0);
// linearly interpolate between the start / end points (and snap to whole pixels (casting to integer type))
int x = (int)lerp(x1, x2, t);
int y = (int)lerp(y1, y2, t);
// convert the x, y coordinate to pixels array index and render the point in black
pixels[x + (y * width)] = color(0);
}
}
void setup(){
noSmooth();
}
void draw(){
// clear frame
loadPixels();
java.util.Arrays.fill(pixels, color(255));
// calculate distance
float distance = dist(10, 10, mouseX, mouseY);
// map distance the number of points to illustrate interpolation (more points = continuous line)
int numPoints = (int)distance;
// render points along the line
drawLinePoints(10, 10, mouseX, mouseY, numPoints);
// update pixels
updatePixels();
}
I'm a bit late but I found a very simple method for line drawing to a pixel array on this website.
Here is a simple implementation I made in Monogame (btw sorry its not using processing - I have never used it):
public void drawLine(int x1, int y1, int x2, int y2)
{
//this will store the colour data of the canvas pixels
Color[] canvasData = new Color[canvas.Width * canvas.Height];
//store the pixel data of the canvas in canvasData
canvas.GetData<Color>(canvasData);
//drawing line starts here
int dx = x2 - x1;
int dy = y2 - y1;
for (int x = x1; x < x2; x++)
{
int y = y1 + dy * (x - x1) / dx;
//[y*canvas.Width+x] converts the 2d array index to a 1d array index
canvasData[y * canvas.Width + x] = Color.Black;
}
//line drawing ended
//setting the canvas' pixels to the modified pixels with the line
canvas.SetData<Color>(canvasData);
}

Finding the change needed in location to move around the circumference of a circle#2

I asked about this yesterday as well and was told that I needed to be using radians. I had assumed that was the answer but there does appear to be another problem with the code below. I am trying to write a method which will allow my Gladiators to rotate a central point between the two, to circle each other so to speak. Below is my code. Gladiator variable target is of Gladiator type and is set to the second party in the rotation. center[0] is the x location, center[1] is y.
public void rotate(Gladiator a, int angle) {
double x1;
double y1;
double x2;
double y2;
double r;
double midx;
double midy;
int currentAngle;
r = getDistance(a,a.target)/2;
midx = (a.center[0]-a.target.center[0])/2;
midy = (a.center[1]-a.target.center[1])/2;
currentAngle = (int)Math.toDegrees(Math.atan2(a.center[1] - midy, a.center[0] - midx));
x1 = Math.cos(Math.toRadians(currentAngle+angle)) * r;
y1 = Math.sin(Math.toRadians(currentAngle+angle)) * r;
x2 = Math.cos(Math.toRadians(currentAngle+angle)) * -r;
y2 = Math.sin(Math.toRadians(currentAngle+angle)) * -r;
a.move((int)x1,(int)y1);
a.target.move((int)x2,(int)y2);
}
Anyone see anything wrong with this? At the moment they end up meeting towards what I would think would be the middle of my circle, waaay closer than they were. Any thoughts?
Edit: Also, I am currently running this twice... once for each Gladiator involved. I can do that and just have them rotate half the desired amount each time, but it would be better if I could rotate them as a whole then disinclude the second party from the Gladiator list I am iterating through. What would be the most simple implementation of this?
Edit2: I think part of my problem was that I wasn't calling Math.toDegrees on my atan2 equation. I noticed it wasn't getting any new angle value other than 0, now it is. Still, there is something wrong. They rotate from horizontal to vertical but are moving much further from each other on each rotation and once they get to the vertical alignment they end up rotating the other direction just a few degrees (rather than 45, my current input) and then do get much closer together like before.
Edit3: Note that the move method's parameters are the change needed, not the actual coordinates.
I see you are using int a lot, be very careful since you may get stuck depending on angle.
I did a quick rewrite to simplify your repetition and use the radian logic that was recommended. (Untested).
I also converted your locations to double to avoid odd integer arithmetic problems. (Your midx/midy calculations were in int math)
After finishing I realized you were rotating around (0,0) rather than the midpoint, and your mid variables were confusingly named.
//I would do double inline with the initialization, but left here in case you had another reason
double x1,y1, x2,y2, r, midx,midy, newAngle;
x1 = a.center[0];
y1 = a.center[1];
x2 = a.target.center[0];
y1 = a.target.center[1];
r = getDistance(a, a.target)/2;
midx = x1 + (x2 - x1)/2;
midy = y1 + (y2 - y1)/2;
newAngle = Math.toRadians(angle) +
Math.atan2(midy, midx);
x1 = Math.cos(newAngle) * r + midx;
y1 = Math.sin(newAngle) * r + midy;
x2 = Math.cos(newAngle) * -r + midx;
y2 = Math.sin(newAngle) * -r + midy;
a.move((int)x1,(int)y1);
a.target.move((int)x2,(int)y2);

Java - drawing an arrow between two objects with static dimensions

i'm stuck on following problem;
I have a rectangle (50x40 px lets say, position : x1,y1) and a cirle (radius 30, positin x2,y2). Now I want to draw an arrow between them
void drawArrow(Graphics g1, int x1, int y1, int x2, int y2,) {
//x1 and y1 are coordinates of circle or rectangle
//x2 and y2 are coordinates of circle or rectangle, to this point is directed the arrow
Graphics2D g = (Graphics2D) g1.create();
double dx=x2-x1;
double dy=y2-y1;
double angle = Math.atan2(dy, dx);
int len = (int) Math.sqrt(dx*dx + dy*dy);
AffineTransform at = AffineTransform.getTranslateInstance(x1, y1);
at.concatenate(AffineTransform.getRotateInstance(angle));
g.transform(at);
g.drawLine(0,0,len,0);
g.fillPolygon(new int[] {len, len-ARR_SIZE, len-ARR_SIZE, len},
new int[] {0, -ARR_SIZE, ARR_SIZE, 0}, 4);
}
This Code obviously connects only the specific points of rect and circle ( on this picture i connected the points in the middle http://imageshack.us/photo/my-images/341/arrk.jpg/ ). Do you have any idea how to achieve stg like this? (http://imageshack.us/photo/my-images/833/arr2u.jpg/ ) ... my idea was to shorten the length and calculate the new coordinates, but i'm bit struggling with it.
// I call this function this way:
drawArrow(g,temp.x+radius/2,temp.y+radius/2,temp2.x+width/2,temp2.y+height/2);
Easiest way is to set the clipping. If you add your circle and your rect to the clipping, it won't draw on it.
It doesn't solve the problem or drawing the arrow though. To solve this problem, you need to use Shape.getBounds(), figure out the bounds for the rectangle, then calculate the angle to your circle and use trigonometry to find the right spot on the rectangle

How to draw an arc?

im trying to draw an arc - just a simple looking arc from point (x1,y1) to point (x2,y2)
how do i do that?
i been using the so complex and not freindly to user method called drawArc on Graphics class. no luck yet tho.
thats what i tried:
void drawArc(Graphics2D g, int x1, int y1, int x2, int y2) {
AffineTransform prev = g.getTransform();
double dx = x2 - x1, dy = y2 - y1;
double angle = Math.atan2(dy, dx);
int len = (int) Math.sqrt(dx*dx + dy*dy);
AffineTransform at = AffineTransform.getTranslateInstance(x1, y1);
at.rotate(angle);
g.transform(at);
g.drawArc(len/2, len/2, len ,len/2, 0, 60);
g.setTransform(prev);
}
thanks ahead.
graphics.drawLine(x1,y1,x2,y2) is the simplest possible arc that you can draw with these information.
Probably it is not what you want. If you want something more ... curvy you need to define somehow how curvy it is, in what direction. The drawArc method requires you to calculate an ellipse that touches both points. The arc is the segment of the circle between those points. There is an infinite number of possible ellipses. (The drawLine example assumes an infinite ellipse.) But this requires more information (what ellipse to chose) and some calculation.
If you want to draw curves between two points and control points (what you probably want) you need to look into QuadCurve2D or CubicCurve2D and drawShape. You can find sample code here.

Java 1.5 Issue with drawing shape using lines and angles

Hey, I'm trying to write a method that takes a starting Cartesian coordinate(x,y) an angle (in degrees), a length and a number of sides and draws a shape to an applet. So far this is what I have but, I cant figure out what I'm doing wrong. I plan on using line transformations for the actual angle change and that's not written in yet but the logic for drawing a line at an angle should work but isn't as far as I can tell. Could I get a couple of new eyes to look at this and tell me if I'm missing something.
public void paint(Graphics g)
{
g.setColor(Color.BLACK);
Point startPt = new Point(0,0);
//Function in question
drawRegularPolygon(g, startPt, 5,60,50);
}
public static void drawRegularPolygon(Graphics g, Point2D startPoint, int numOfSides, int angle, int length)
{
Point2D current = startPoint;
for(int i=0; i<numOfSides; i++)
{
drawAngularLine(g, current, angle, length);
current = getEndPoint(current ,length,angle);
}
}
public static void drawAngularLine(Graphics g, Point2D startPoint, int angle, int length)
{
g.setColor(Color.BLACK);
Point2D endPoint = getEndPoint(startPoint, length, angle);
((Graphics2D) g).draw(new Line2D.Double(startPoint, endPoint));
}
private static Point2D getEndPoint(Point2D p, int length, int angle)
{
//Starting point you know (x1, x2),
//end point is (x1 + l * cos(ang), y1 + l * sin(ang))
//where l is the length and ang is the angle.
Point2D retVal = p;
double x = Math.cos(Math.toRadians(angle)*length+p.getX());
double y = Math.sin(Math.toRadians(angle)*length+p.getY());
retVal.setLocation(x,y);
return retVal;
}
A couple things. The first is to be careful about what you're taking sin/cosine of. It's not cos(angle*length) but rather length*cos(angle).
The second point is to think about coordinate systems. It might help to do the math assuming the initial point is (0,0), and then translate to the screen coordinates. This helps avoid the confusion of the y-axis seeming to be upside-down (values increase from top to bottom).
So assuming we just want a point that's length,angle away from the origin in a standard right-handed system, we'd get:
x1 = length * cos(angle)
y1 = length * sin(angle)
But since negative-y is up, we actually want
x2 = length * cos(angle)
y2 = -length * sin(angle)
To mentally check this, picture that you're doing this math at the origin (0,0) which is in the upper left, and have an angle of 45°. If y2 were positive, we'd end up seeing an angle that looks to us like -45°.
Now translate the origin to our starting point (x_i, y_i), to get our final values:
x_f = x_i + length * cos(angle)
y_f = y_i + (-length * cos(angle)) = y_i - length * cos(angle)
Alternatively, if it makes more sense to work in a standard right-handed coordinate system, you probably could get away with doing all the math as if (0,0) were in the center, and then applying a translation and a y-axis mirror transformation, but this screen coordinate system isn't too difficult to work within once you get used to flipping the y values around.
You are drawing a line with the same start point and end point - so nothing is drawn.
Java objects are passed by reference, so:
private static Point2D getEndPoint(Point2D p, int length, int angle){
Point2D retVal = p;
retVal.setLocation(x,y);
return retVal;
}
is also changing the starting point p. So it draws a line of length 1 (does it show a dot on the screen?).
Try using:
Point2D retVal = p.clone();

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