Java Rotate 3D Vertices around Y axis - java

I have a 3D model and I need to rotate its vertices around the Y axis (The axis going straight up in my case). For example lets say i have the vert
(3,2,3)(x,y,z) and when i rotate around the Y axis only the x and z's will change. how could I implement this in java using degrees? Thanks in advance!
(FYI) this is for rotating the points on my hitbox. Each "box" is just a triangle but wrapped in a cube so i can just check if a point is in the cube. This is done per triangle per model. This works perfectly because im able to walk through meshes with holes in them and everything. However, if any rotation is applied weird things start to happen.
Edit: here is my code using Andys method
public static boolean checkPointCollision(Vector3f pos){
boolean hit=false;
float px=Math.round(pos.x);
float py=Math.round(pos.y);
float pz=Math.round(pos.z);
px=pos.x;
py=pos.y;
pz=pos.z;
long startTime=System.currentTimeMillis();
float xmin,ymin,zmin,xmax,ymax,zmax,scale,rot;
//Cube Collisions
for (Entity entity : entities) {
int colID=entity.getCollisionIndex();
boolean entHasHitbox = entity.hasHitbox();
if(colID!=-1 && hit==false && entHasHitbox){
//Gets the entitys variables
scale = entity.getScale();
rot = entity.getRotY();
//Converts to radians
rot = (float) Math.toRadians(rot);
xmin = 0;
ymin = 0;
zmin = 0;
xmax = 0;
ymax = 0;
zmax = 0;
switch(entity.getCollisionType()){
case 1:
if(entHasHitbox){
//Gets the entities hitbox
List<Vector3f> hitboxMins = entity.getHitboxMin();
List<Vector3f> hitboxMaxs = entity.getHitboxMax();
for (int i = 0; i < hitboxMins.size(); i++) {
//Gets the entities hitbox points
Vector3f min = hitboxMins.get(i);
Vector3f max = hitboxMaxs.get(i);
//Sets all local position vars to the hitboxes mins and maxes
xmin = min.x;
ymin = min.y;
zmin = min.z;
xmax = max.x;
ymax = max.y;
zmax = max.z;
//Applies the models scale
xmin *=scale;
ymin *=scale;
zmin *=scale;
xmax *=scale;
ymax *=scale;
zmax *=scale;
//Rotates points
float nxmin = (float) (Math.cos(rot) * xmin - Math.sin(rot) * zmin);
float nzmin = (float) (Math.sin(rot) * xmin + Math.cos(rot) * zmin);
float nxmax = (float) (Math.cos(rot) * xmax - Math.sin(rot) * zmax);
float nzmax = (float) (Math.sin(rot) * xmax + Math.cos(rot) * zmax);
//Sets old points to new ones
xmin = nxmin;
zmin = nzmin;
xmax = nxmax;
zmax = nzmax;
//Increase local points to the entitys world position
xmin += entity.getPosition().x;
xmax += entity.getPosition().x;
ymin += entity.getPosition().y;
ymax += entity.getPosition().y;
zmin += entity.getPosition().z;
zmax += entity.getPosition().z;
//Debug
if(entities.get(17)==entity){//entities.get(17).increaseRotation(0, 10, 0);
System.out.println(xmin+","+ymin+","+zmin);
}
//Check if point is in the hitbox
if(px>=xmin && px<=xmax
&& py>=ymin && py<=ymax
&& pz>=zmin && pz<=zmax)
{
hit=true;
//Ends to loop
i=hitboxMins.size();
}
}
}
break;
}
}
}
long endTime = System.currentTimeMillis()-startTime;
if(endTime>10){
System.out.println("Delay in Point Collision");
}
return hit;
}

Multiply your points by the following matrix:
[ c 0 -s ]
[ 0 1 0 ]
[ s 0 c ]
i.e.
[newx] [ c 0 -s ] [x]
[newy] = [ 0 1 0 ] [y]
[newz] [ s 0 c ] [z]
where (x, y, z) are your original coordinates, (newx, newy, newz) are your rotated coordinates, and c = cos(angle) and s = sin(angle). Note that Java's trig functions take their parameters as radians, so you need to convert the angle in degrees appropriately.
If you've not used matrices before, this is equivalent to the following three expressions:
newx = c * x - s * z
newy = y
newz = s * x + c * z

Related

Draw cylinder from point X to point Y in Processing

I have to points in 3D space that I want to draw a cylinder between. I currently have this code:
applet.pushMatrix();
applet.stroke(0);
applet.fill(0);
applet.line(this.start.x, this.start.y, this.start.z, this.end.x, this.end.y, this.end.z); //debug, shows where the cylinder should be
applet.translate(this.start.x, this.start.y);
applet.beginShape(PConstants.TRIANGLE_STRIP);
float xdif = this.end.x - this.start.x;
float ydif = this.end.y - this.start.y;
float zdif = this.end.z - this.start.z;
float rx = (float)Math.atan(ydif / xdif);
float ry = (float)Math.atan(zdif / xdif);
float rz = (float)Math.atan(zdif == 0 ? 0 : ydif / zdif);
applet.rotateZ((float) (rx - Math.PI / 2));
applet.rotateY((float) (ry - Math.PI / 2));
applet.rotateX((float) (rz - Math.PI / 2));
float r = 20;
float len = HelperFunctions.distance(this.start, this.end) / 2;
boolean w = false;
for (int i = 0; i < 2; i += 1) {
for (float j = 0; j < Math.PI * 2 + 0.2; j += 0.4) {
w = !w;
float z = (i + (w ? 0 : 1)) * len;
float x = (float)(r * Math.cos(j));
float y = (float)(r * Math.sin(j));
applet.vertex(y, x, z);
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applet.popMatrix();
The cylinder does draw correctly, however, it doesn't rotate correctly. I'm trying to use trig to determine the rotation angles, however, I'm not sure I've done it correctly. How would I get the correct angles to rotate around such that it is drawn from Vector start to Vector end?
Vector is a custom class with just a float x, y, z, and HelperFunctions.distance takes two Vectors and calculates the distance (pythagoras).
Thanks in advance.

Image edge detection algorithm: creating a 2D mesh

Let's first start off with what I am trying to do. I would like to be able to take PNG file with a transparent background and find anywhere from 90 to 360 points along the edge of the subject of the image. Here is a rough example of what I mean. Given this image of Mario and Yoshi:
I want to make a circle that is centered at the center of the image with a diameter slightly larger than the largest side of the image to serve as a reference. Then, I want to go around the circle at set intervals, and trace a line towards the center until it hits a non-transparent pixel. Here is what that would look like:
I have attempted to implement this a few different times, all of which failed, and I was hoping to get some guidance or insight as to what I am doing wrong. Here is an image of the math I am using behind the code (sorry if the quality is not great, I don't have a scanner):
The Line 1 is either the top, bottom, left or right edge of the image, and Line 2 goes through the center of the circle at the given angle. The point where lines 1 and 2 intersect should be on the edge of the image, and is where we should start looking for the edge of the image's subject.
Here is the code that I came up with from this idea. I did it in Java because BufferedImage is really easy to use, but I am going to translate this over to C# (XNA) for the final product.
public class Mesh {
private int angleA, angleB, angleC, angleD;
private BufferedImage image;
private Point center;
public ArrayList<Point> points = new ArrayList<>();
public Mesh(BufferedImage image) {
center = new Point(image.getWidth() / 2, image.getHeight() / 2);
angleA = (int) (Math.atan(center.y / center.x) * (180 / Math.PI));
angleB = 180 - angleA;
angleC = 180 + angleA;
angleD = 360 - angleA;
this.image = image;
for(int angle = 0; angle <= 360; angle+=4){
Point point = getNext(angle);
if(point != null) points.add(point);
}
}
private Point getNext(int angle) {
double radians = angle * Math.PI / 180;
double xStep = Math.cos(radians);
double yStep = Math.sin(radians);
int addX = angle >= 90 && angle <= 270 ? 1 : -1;
int addY = angle >= 0 && angle <= 180 ? 1 : -1;
double x, y;
if (xStep != 0) {
double slope = yStep / xStep;
double intercept = center.y - (slope * center.x);
if (angle >= angleA && angle <= angleB) {
y = 0;
x = -intercept / slope;
} else if (angle > angleB && angle < angleC) {
x = 0;
y = intercept;
} else if (angle >= angleC && angle <= angleD) {
y = image.getHeight() - 1;
x = (y - intercept) / slope;
} else {
x = image.getWidth() - 1;
y = slope * x + intercept;
}
} else {
x = center.x;
y = angle <= angleB ? 0 : image.getHeight();
}
if (x < 0) x = 0;
if (x > image.getWidth() - 1) x = image.getWidth() - 1;
if (y < 0) y = 0;
if (y > image.getHeight() - 1) y = image.getHeight() - 1;
double distance = Math.sqrt(Math.pow(x - center.x, 2) + Math.pow(y - center.y, 2));
double stepSize = Math.sqrt(Math.pow(xStep, 2) + Math.pow(yStep, 2));
int totalSteps = (int) Math.floor(distance / stepSize);
for (int step = 0; step < totalSteps; step++) {
int xVal = (int) x;
int yVal = (int) y;
if(xVal < 0) xVal = 0;
if(xVal > image.getWidth() -1) xVal = image.getWidth() -1;
if(yVal < 0) yVal = 0;
if(yVal > image.getHeight()-1) yVal = image.getHeight() -1;
int pixel = image.getRGB(xVal, yVal);
if ((pixel >> 24) == 0x00) {
x += (Math.abs(xStep) * addX);
y += (Math.abs(yStep) * addY);
} else {
return new Point(xVal, yVal);
}
}
return null;
}
}
The algorithm should be returning all positive points that are all ordered in counterclockwise rotation (and non-overlapping) but I have failed to get the desired output (this being my most recent attempt) so just to restate the question, is there a formalized way of doing this, or can someone find the mistake I made in my logic. For visual reference, the Mario and Yoshi Traced image is sort of what the final output should look like, but with many more points (which would give more detail to the mesh).

Making a circle in an array (Tile based game light map)

I am making a tiled based game in java and I want to make a light map.
I am having some issues. I have the lightmap array that has lights placed on it that affect the array. Lights emit in a circle shape. It seems ok so far but its not exactly what I wanted.
Here is my code so far:
for(float i = 0; i < strength + 1; i++){
for(double u = 0.0f; u < 360; u += 0.5){
double angle = u * Math.PI / 180;
int x2 = (int)(x + i * Math.cos(angle));
int y2 = (int)(y + i * Math.sin(angle));
if(map[y2][x2] > 1 - 1 / i)
map[y2][x2] = 1 - 1 / i;
}
}
Result:
As you can see in the result, it seems as though the light is expanding too much on the bottom left side (red x's). How do I fix this?
Background info:
Strength:
The radius of how far the light reaches. This also
determines how bright the light will be at each tile of the array.
The Array "map" is a 2D float array. The engine I am using uses float
values for the alpha channel. The range is 0 (completely transparent)
to 1 (completely opaque).
Solution (Thanks to Gene):
for(int x2 = -strength; x2 <= strength; x2++){
for (int y2 = -strength; y2 <= strength; y2++) {
double r = Math.sqrt(x2 * x2 + y2 * y2);
double inv_rad = r <= strength + 1 ? 1 / r : 0;
if(map[y + y2][x + x2] > 1 - (float) inv_rad)
map[y + y2][x + x2] = 1 - (float) inv_rad;
}
}
Your algorithm suffers from integer truncation of the map indicies. Try it the other away around. Compute the distance from each pixel in a square surrounding the center to the center. From this distance calculate what the intensity ought to be. It will be something like this:
for (x = -R; x <= R; x++)
for (y = -R; y <= R; y++) {
double r = Math.sqrt(x * x + y * y);
double inv_rad = r <= R ? 1 / r : 0; // truncate outside radius R
map[yc + y][xc + x] = 1 - inv_rad;
}
Here xc and yc are the integer center coordinates. R is the half-size of the box around the center.
when i try to add this to my project i only get o.o back
the values i entered where 500, 500,50
private float map[][] = new float[1000][1000];
public void test(int x, int y, float strength){
public void addLight(int x,int y,int strength ){
for(int x2 = -strength; x2 <= strength; x2++){
for (int y2 = -strength; y2 <= strength; y2++) {
double r = Math.sqrt(x2 * x2 + y2 * y2);
double inv_rad = r <= strength + 1 ? 1 / r : 0;
if(map[y + y2][x + x2] > 1 - (float) inv_rad)
map[y + y2][x + x2] = 1 - (float) inv_rad;
System.out.println(map[y + y2][x + x2]);
}
}
}

Jumping ball physics in java, gravity

I've made a simple code to get jumping ball positions, but I definitely missed something, because I get this:
Here's the code for getting x and y positions:
public Vector2f[] draw() {
float x = 0, y = height; // height - float value from class constructor;
ArrayList<Vector2f> graphic = new ArrayList<Vector2f>();
for(;;){
Vector2f a = new Vector2f(x, y);
graphic.add(a);
ySpeed -= 10;
y += ySpeed*Math.cos(angle);
x += xSpeed*Math.sin(angle);
if(y <= 0){
// float coef = -10 * y / ySpeed;
// ySpeed = ((ySpeed + coef) * (-1) ) * bouncyness;
ySpeed = (ySpeed * (-1)) * bouncyness;
System.out.println(ySpeed + " " + y);
y = 0;
}
if(x > Main.width)
break;
}
Vector2f[] graphicArray = new Vector2f[graphic.size()];
for (int i = 0; i < graphic.size(); i++) {
graphicArray[i] = graphic.get(i);
}
return graphicArray;
}
On its iteration y gets lower than the X axis on the first run. Then being zeroed,
So max height that you will get in that iteration is lower than original height.
The same happens later,
Until y will get to 0 without being set to it ( I think it will always converge to it ).
If you will set your height to be divided by 10 it should look alright.
For the bouncing case change if ( y <= 0) to if ( y<= 10 ) and remove y = 0 statement.
The correct situation ( not bouncing ), set y = Math.abs(y)
A few thoughts
I don't have a clue what you are doing with the angle. To me, it looks plain wrong. Try to get rid of it.
You should integrate the acceleration twice over one timestep to make it work physically correct.
x += v + acc * ∆time * ∆time * 0.5;
v += acc * ∆time;
Make y = -y when y < 0.
Where your ∆time is 1 and your acc is -10, I guess.

moving an object from point to point in a linear path

I'm trying to move a sprite across the screen in a straight line, towards on the location where've I touched the screen, what i did was upon the update() in each loop , it checks to see if the current sprite's location x y is == to the destination x ,y . if it hasn't sprite's x++ and y++...
the thing is ..it ain't moving in a straight line... as there are cases where the x or y coordinate reaches the destination x or y first... how do i changed it so that the both x and y meets the destination together?
my current pseudo code for the sprite object
destX = destination X
destY = destination Y
posX = current X
posY = current Y
public void update(){
if(destX > posX && destY < posY)
{
posX++;
posY--;
}
else if (destX > posX && destY > posY){
posX++;
posY++;
}
else if(destX < posX && destY > posY)
{
posX--;
posY++;
}
else if(destX < posX && destY < posY){
posX--;
posY--;
}
else if(destX < posX)
posX--;
else if(destX > posX)
posX++;
else if(destY < posY)
posY--;
else if(destY > posY)
posY++;
Check out: http://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm
This simple algorithm will tell you each X,Y coordinate on a line between two points. You could use this algorithm to compute all of the positions it needs to visit, store the coordinates in an array, and iterate over the array as you update the position.
From the Article:
function line(x0, x1, y0, y1)
int deltax := x1 - x0
int deltay := y1 - y0
real error := 0
real deltaerr := abs (deltay / deltax) // Assume deltax != 0 (line is not vertical),
// note that this division needs to be done in a way that preserves the fractional part
int y := y0
for x from x0 to x1
plot(x,y)
error := error + deltaerr
if error ≥ 0.5 then
y := y + 1
error := error - 1.0
This is the most primitive version. The article contains a better generalized algorithm that you should look at.
I am dealing with a similair problem as yours. (I have an arraylist holding the history of positions my player has gone and I want to use that to rewind the game.)
Instead of simply increasing x and y position with 1 you can:
Calculate the angle between the source postion and your destination
position.
Calculate the new direction using a variable which
represents the speed
Update your postion using calculated direction
I made a class of that. I hope it is usefull.
import java.awt.geom.Point2D;
public class MyVelocityCalculator {
public static void main(String[] args) {
Point2D.Double currentPosition = new Point2D.Double();
Point2D.Double destinationPosition = new Point2D.Double();
currentPosition.setLocation(100, 100);
destinationPosition.setLocation(50, 50);
Double speed = 0.5;
Point2D.Double nextPosition = MyVelocityCalculator.getVelocity(currentPosition, destinationPosition, speed);
System.out.println("player was initially at: "+currentPosition);
System.out.println("player destination is at: "+destinationPosition);
System.out.println("half seconds later player should be at: "+nextPosition);
}
public static final Point2D.Double getVelocity(Point2D.Double currentPosition, Point2D.Double destinationPosition, double speed){
Point2D.Double nextPosition = new Point2D.Double();
double angle = calcAngleBetweenPoints(currentPosition, destinationPosition);
double distance = speed;
Point2D.Double velocityPoint = getVelocity(angle, distance);
nextPosition.x = currentPosition.x + velocityPoint.x;
nextPosition.y = currentPosition.y + velocityPoint.y;
return nextPosition;
}
public static final double calcAngleBetweenPoints(Point2D.Double p1, Point2D.Double p2)
{
return Math.toDegrees( Math.atan2( p2.getY()-p1.getY(), p2.getX()-p1.getX() ) );
}
public static final Point2D.Double getVelocity(double angle, double speed){
double x = Math.cos(Math.toRadians(angle))*speed;
double y = Math.sin(Math.toRadians(angle))*speed;
return (new Point2D.Double(x, y));
}
}
Don't use integers. This is a very bad idea to work with ints. Use floats. The main concept is: define the number of steps you want to perform (s). Compute differences in X and Y (diffX and diffY). Don't take absolute values: Compute them this way
float diffX = destX - currentX;
Then compute the xMove and yMove values by dividing diffX and diffY by s (number of steps).
float moveX = diffX / s;
float moveY = diffY / s;
And now you have to add for each iteration the moveX and moveY values to the current position.
And for drawing it, you should use Graphics2D, which supports floating points. If you don't want to use Graphics2D, you can round the floats to ints, using Math.round(float).

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