Hey if i have a simple rectangle class, how can i make it so that it creates that rectangle next to each other in a grid like pattern? maybe like 10 rows 10 columns?
public class Vak {
private int posX = 0;
private int posY = 0;
private int width = 50;
private int height = 50;
private Color colour;
public Vak(Color c, int x, int y){
this.colour = c;
this.posX = x;
this.posY = y;
}
public int vakPosY(){
return this.posY;
}
public int vakPosX(){
return this.posX;
}
public void draw (Graphics g){
g.setColor(this.colour);
g.drawRect(posX, posY, width, height);
}
public void move(int numberPixelsX, int numberPixelsY){
this.posX = this.posX + numberPixelsX;
this.posY = this.posY + numberPixelsY;
}
}
this is my code for rectangle "vak"
Is this what you are looking for?
int mapWidth = 10;
int mapHeight = 10;
// tileWidth and tileHeight should probably be public static const fields or static readonly properties of some class, but I put them here for now.
int tileWidth = 50; // Pixels
int tileHeight = 50; // Pixels
// tiles should probably be a field of a Map class (if you have one)
Vak[][] tiles = new Vak[mapWidth][mapHeight];
for(int x = 0; x < mapWidth; x++)
{
for(int y = 0; y < mapHeight; y++)
{
tiles[x][y] = new Vak(Color.white, x*tileWidth, y*tileHeight);
}
}
And then in the drawing part of the main loop:
for(Vak[] row : tiles)
{
for(Vak tile : row)
{
tile.draw(g);
}
}
Related
i am trying to make all the circles i draw flicker in my code. i am currently able to make the latest circle that was drawn to flicker but the goal is to make all the circles on the canvas flicker.
here is my code;
float colour = random(256);
final int DIAM = 20;
final int MAX_NUM = 1000;
int numPointsX = 0;
int numPointsY = 0;
int [] xPos = new int[MAX_NUM];
int [] yPos = new int [MAX_NUM];
boolean start = false;
void setup() {
size (500, 500);
}
void draw() {
if (start) {
if (xPos[numPointsX-1] > 0 || (yPos[numPointsY-1]>0)) {
fill(random(256), random(256), random(256));
circle(xPos[numPointsX-1], yPos[numPointsY-1], DIAM);
}
}
println(xPos[0]);
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
int x = mouseX;
int y = mouseY;
xPos[numPointsX] = x;
yPos[numPointsY] = y;
numPointsX += 1;
numPointsY += 1;
start = true;
}
You need to draw all the circles in a loop with a different color in each frame:
void draw() {
background(255);
fill(random(256), random(256), random(256));
for (int i = 0; i< numPointsX; ++i) {
circle(xPos[i], yPos[i], DIAM);
}
}
Complete example:
float colour = random(256);
final int DIAM = 20;
final int MAX_NUM = 1000;
int numPointsX = 0;
int numPointsY = 0;
int [] xPos = new int[MAX_NUM];
int [] yPos = new int [MAX_NUM];
boolean start = false;
void setup() {
size (500, 500);
}
void draw() {
background(255);
fill(random(256), random(256), random(256));
for (int i = 0; i< numPointsX; ++i) {
circle(xPos[i], yPos[i], DIAM);
}
}
void mouseClicked() {
insertXandY();
}
void insertXandY() {
int x = mouseX;
int y = mouseY;
xPos[numPointsX] = x;
yPos[numPointsY] = y;
numPointsX += 1;
numPointsY += 1;
start = true;
}
I'm working on a Java Game using LWJGL. I made a particle system and would like to obtain same result as found on this website: http://play.cubedpixels.de
This is what I got so far:
I tried my best and the problem is it's stopping and they are only moving in one direction. Also the lines are not like on this website. On the website it's smoother and better. They are using OpenGL too.
How to solve these problems and make my implementation better, more like it is one the website?
The code below shows two classes: ParticleGalaxy and Particle. Latter one is inner class of the former, but for clarity I've split them into separate snippets.
ParticleGalaxy:
public class ParticleGalaxy
{
private int count;
private int width;
private int height;
private int mousex;
private int mousey;
public ArrayList<Particle> particles = new ArrayList();
private Random random = new Random();
private TimerUtil timer = new TimerUtil();
int state = 0;
int a = 255;
int r = 255;
int g = 0;
int b = 0;
public ParticleGalaxy(int count, int width, int height)
{
this.count = count;
this.width = width;
this.height = height;
for(int i = 0; i < count; i++)
{
this.particles.add(
new Particle(this.random.nextInt(width),
this.random.nextInt(height)));
}
}
public void drawParticles(int mousex, int mousey)
{
this.mousex = mousex;
this.mousey = mousey;
for(Particle p : this.particles)
{
if(p.reset)
{
p.resetPosSize();
p.reset = false;
}
int x = Math.abs(p.getX() - mousex);
int y = Math.abs(p.getY() - mousey);
if((x < 40 && x > -40) && (y<35 && y>-40))
{
p.setConnect(true);
}
else
{
p.setConnect(false);
}
p.draw();
}
}
}
Particle:
public class Particle
{
private int x;
private int y;
private int k;
private int movey;
private int movex;
private int starty;
private int startx;
private int locationy;
private int locationx;
private float size;
private boolean reset;
private boolean connect;
private Random random = new Random();
private TimerUtil timer = new TimerUtil();
private boolean moving = false;
private boolean start = false;
public Particle(int x, int y)
{
this.x = x;
this.y = y;
this.startx = x;
this.starty = y;
this.size = genRandom(0.57F, 0.71F);
}
public void setConnect(boolean bool)
{
connect = bool;
}
public int getX()
{
return x;
}
public int getY()
{
return y;
}
private void drawLine(int xto, int yto, int xfrom, int yfrom)
{
GL11.glLineWidth(1.2f);
GL11.glColor3f(1.0f, 1.0f, 1.0f);
GL11.glBegin(GL11.GL_LINE_STRIP);
GL11.glVertex2d(xto, yto);
GL11.glVertex2d(xfrom, yfrom);
GL11.glEnd();
}
public void draw()
{
if(!start)
{
start = true;
movex = height - random.nextInt(height);
movey = width - random.nextInt(width);
move(startx, starty, movex, movey);
}
float speed = 1;
float elapsed = 0.01f;
// On starting movement
float distance = (float)Math.sqrt(Math.pow(movex - startx, 2) +
Math.pow(movey - starty, 2));
float directionX = (movex - startx) / distance;
float directionY = (movey - starty) / distance;
if(moving == true)
{
x += directionX * speed * elapsed;
y += directionY * speed * elapsed;
if(Math.sqrt(Math.pow(x - startx, 2) + Math.pow(y - starty, 2)) >= distance)
{
x = (int)movex;
y = (int)movey;
resetPosSize();
this.reset = true;
moving = false;
}
}
this.k += 1;
int xx = 0;
int yy = 0;
this.locationx = this.x + xx;
this.locationy = this.y + yy;
if(locationx < 0 || locationy < 0)
this.reset = true;
if(locationx > width || locationy > height)
this.reset = true;
GuiUtils.drawCircle(this.x + xx, this.y + yy, this.size, -1);
if(connect)
{
for(Particle p : particles)
{
if(p.connect)
drawLine(locationx, locationy, p.locationx, p.locationy);
}
}
}
public void move(int startX, int startY, int endX, int endY)
{
x = (int)startX;
y = (int)startY;
moving = true;
}
public void resetPosSize()
{
this.x = this.random.nextInt(ParticleGalaxy.this.width);
this.y = this.random.nextInt(ParticleGalaxy.this.height);
startx = x;
starty = y;
movex = height - random.nextInt(height);
movey = width - random.nextInt(width);
move(startx, starty, movex, movey);
}
public float genRandom(float min, float max)
{
return (float)(min + Math.random() * (max - min + 1.0F));
}
}
I am getting strange rings of black on my spheres when I render with lighting. I just added lighting and I cannot figure out why the black rings are being created.
Here is my code for my tracer.
public class Tracer {
public Camera Cam;
public int Width, Height;
public BufferedImage Image;
public Color BackGroundColor;
public int StartX, StartY, EndX, EndY,RowCount,ColCount;
public ArrayList<GeometricObject> GeoObjects;
public ArrayList<LightObject> LightObjects;
public boolean Tracing;
public double AmbientLight;
public Tracer(Camera cam, int width, int height, BufferedImage image, Color backGroundColor, int startX, int startY, int endX, int endY, int rowCount, int colCount, ArrayList<GeometricObject> Geoobjects,ArrayList<LightObject> Lightobjects,double ambientLight) {
super();
Cam = cam;
Width = width;
Height = height;
Image = image;
BackGroundColor = backGroundColor;
StartX = startX;
StartY = startY;
EndX = endX;
EndY = endY;
RowCount = rowCount;
ColCount = colCount;
GeoObjects = Geoobjects;
LightObjects = Lightobjects;
if(ambientLight > 1){
AmbientLight = 1;
}else if(ambientLight < 0){
AmbientLight = 0;
}else{
AmbientLight = ambientLight;
}
}
public void TracePixelFast(int x, int y) {
Color color = new Color(BackGroundColor.r,BackGroundColor.g,BackGroundColor.b);
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, 1, 1, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, 1,1, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0) {
color = Cal_Pixel(x,y);
Image.setRGB(x, y, color.toInt());
break;
}
}
}
public void TracePixelSmooth(int x, int y) {
Image.setRGB(x, y,Cal_Pixel(x,y).toInt());
}
public Color Cal_Pixel(int x,int y){
Color color = new Color(BackGroundColor);
Color colorh = new Color(BackGroundColor);
Color bgc = new Color(BackGroundColor);
int HIT = 0;
int MISS = 0;
for (int row = 0; row < RowCount; row++) {
for (int col = 0; col < ColCount; col++) {
double min = Double.MAX_VALUE;
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, row, col, RowCount, ColCount),Cam.GetRayDir(Width, Height, x, y, row, col, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
colorh = ShadePixel(GO, r, hit);
HIT++;
} else {
double min2 = Double.MAX_VALUE;
for (int o2 = 0; o2 < GeoObjects.size(); o2++) {
if(o!=o2){
GeometricObject GO2 = GeoObjects.get(o2);
double hit2 = GO2.hit(r);
if (hit2 != 0.0 && hit2 < min2) {
min2 = hit2;
bgc = ShadePixel(GO2, r, hit2);
}
}
}
MISS++;
}
}
}
}
for(int h = 0;h < HIT;h++){
color.Add(colorh);
}
for(int m = 0;m < MISS;m++){
color.Add(bgc);
}
color.Divide(RowCount * ColCount);
return color;
}
public Color ShadePixel(GeometricObject GO,Ray ray,double t){
ArrayList<Color> PixelShade = new ArrayList<Color>();
Normal normal = GO.Cal_Normal(ray, t);
for(int l = 0;l < LightObjects.size();l++){
LightObject light = LightObjects.get(l);
Vector3D r_Dir = light.Pos.Sub(normal.Origin);
r_Dir.normalize();
Ray raytolight = new Ray(normal.Origin,r_Dir);
int WAS_HIT = 0;
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject NGO = GeoObjects.get(o);
double hit = NGO.hit(raytolight);
if (hit != 0.0) {
WAS_HIT = 1;
}
}
if(WAS_HIT == 0){
double Dot = normal.Direction.Dot(r_Dir);
if(Dot < 0){
Dot = 0;
}
double Diffuse = 1 - AmbientLight;
Color color = new Color(GO.Color);
double Shade = AmbientLight + Diffuse*Dot;
color.Mul(Shade);
PixelShade.add(color);
}else{
Color color = new Color(GO.Color);
double Shade = AmbientLight;
color.Mul(Shade);
PixelShade.add(color);
}
}
Color Final = new Color();
for(int s = 0;s < PixelShade.size();s++){
Final.Add(PixelShade.get(s));
}
Final.Divide(PixelShade.size());
return Final;
}
public void TraceArea(boolean SmoothTracing) {
Tracing = true;
if(SmoothTracing){
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelSmooth(x,y);
}
}
}else{
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelFast(x,y);
}
}
}
}
}
And here is the code for the sphere.
public class Sphere extends GeometricObject{
public Vector3D Center;
public double Radius;
public Sphere(Vector3D Center,double Radius,Color Color){
this.Center = Center;
this.Radius = Radius;
this.Color = Color;
}
public double hit(Ray ray) {
double a = ray.Direction.Dot(ray.Direction);
double b = 2 * ray.Origin.Sub(Center).Dot(ray.Direction);
double c = ray.Origin.Sub(Center).Dot(ray.Origin.Sub(Center))-Radius*Radius;
double discreminant = b*b-4*a*c;
if(discreminant < 0.0f){
return 0.0;
}else{
double t = (-b - Math.sqrt(discreminant))/(2*a);
if(t > 10E-9){
return t;
}else{
return 0.0;
}
}
}
public Normal Cal_Normal(Ray ray,double t) {
Vector3D NPos = new Vector3D(ray.Origin.x + ray.Direction.x*t,ray.Origin.y + ray.Direction.y*t,ray.Origin.z + ray.Direction.z*t);
Vector3D NDir = NPos.Sub(Center).Div(Radius);
return new Normal(NPos,NDir);
}
}
I am sure the problem is in shadepixel() but I could be wrong.
I just found out that the more objects that I add the more rings there are:
1 object no rings.
2 objects 1 ring.
3 objects 2 rings.
If you need me to post more of my code.Just ask and I will.
When I get back from school I will post my color class and fix the color problem. I still do not understand why the more objects (spheres) I add, the more rings there are. Can anyone explain to me why this is happening?
Here is my Color code.
public class Color {
public float r,g,b;
public Color(){
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
public Color(float fr,float fg,float fb){
r = fr;
g = fg;
b = fb;
}
public Color(Color color){
r = color.r;
g = color.g;
b = color.b;
}
public void Add(Color color){
r += color.r;
g += color.g;
b += color.b;
}
public void Divide(int scalar){
r /= scalar;
g /= scalar;
b /= scalar;
}
public void Mul(double mul){
r *= mul;
g *= mul;
b *= mul;
}
public int toInt(){
return (int) (r*255)<<16 | (int) (g*255)<<8 | (int) (b*255);
}
There are multiple issues with this code, but the direct reason for the rings is that color component values are overflowing 0-255 range. This in turn is caused by incorrect calculations in what I take to be an attempt at antialiasing in Cal_Pixel(), as well as by no control whatsoever of numeric range in ShadePixel().
Think about how you can visually debug this scene.
First are the normals correct? Display them as the colour to see.
Taking the range for each component [-1..1] to the range [0..255]:
r = 255*(n.x + 1)/2;
g = 255*(n.y + 1)/2;
b = 255*(n.z + 1)/2;
Once you think they look correct move on to the next stage and build it up stage by stage.
e.g. you might look at if your dot product is as expected (again [-1..1] because the vectors are supposedly normalised):
r = 255*(dot + 1)/2;
g = 255*(dot + 1)/2;
b = 255*(dot + 1)/2;
I want to add to my activList elements that have 3 parameters (an iD and their x y position) using: activList.add(new Fiducial(iD, x, y ));
import TUIO.*;
TuioProcessing tuioClient;
// Grid variables
int cols = 10, rows = 10;
int rectangleWidth = 100;
int rectangleHeight = 60;
// these are some helper variables which are used
// to create scalable graphical feedback
int k, l, iD;
float cursor_size = 15;
float object_size = 60;
float table_size = 760;
float scale_factor = 1;
float x, y;
ArrayList<Fiducial> activList;
public class Fiducial {
public int iD;
public float x;
public float y;
}
void draw() {
// Begin loop for columns
for ( k = 0; k < cols; k++) {
// Begin loop for rows
for ( l = 0; l < rows; l++) {
fill(255);
stroke(0);
rect(k*rectangleWidth, l*rectangleHeight, rectangleWidth, rectangleHeight);
}
}
// This part detects the fiducial markers
float obj_size = object_size*scale_factor;
float cur_size = cursor_size*scale_factor;
ArrayList<TuioObject> tuioObjectList = tuioClient.getTuioObjectList();
for (int i=0; i<tuioObjectList.size (); i++) {
TuioObject tobj= tuioObjectList.get(i);
stroke(0);
fill(0, 0, 0);
pushMatrix();
translate(tobj.getScreenX(width), tobj.getScreenY(height));
rotate(tobj.getAngle());
rect(-80, -40, 80, 40);
popMatrix();
fill(255);
x = round(10*tobj.getX ());
y = round(10*tobj.getY ());
iD = tobj.getSymbolID();
activList.add(new Fiducial(iD, x, y ));
}
}
When running this, I get the error "The constructor FiducialDetection.Fiducial(int,float,float) is undefined" at this line:
activList.add(new Fiducial(iD, x, y ));
I don't get it, I defined it using:
public class Fiducial {
public int iD;
public float x;
public float y;
}
Why do I still get this error ?
You have to add constructor with argument.
public class Fiducial {
public int iD;
public float x;
public float y;
public Fiducial(int iD, float x, float y) {
this.iD = iD;
this.x = x;
this.y = y;
}
}
I made a program that uses a 2D array to draw a grid, but I am getting a null pointer exception. Here is my code:
Cell[][] Cells;
void setup(){
size(500,500);
background(255);
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
Cells[x][y] = new Cell(round(random(255)),x * 10,y * 10,10,10);
}
}
}
void draw(){
for (int x = 0; x < 50; x++) {
for (int y = 0; y < 50; y++) {
Cells[x][y].Draw();
}
}
}
class Cell{
int X;
int Y;
int Width;
int Height;
int Color;
Cell(int C,int X,int Y,int Width,int Height){
Color = C;
X = X;
Y = Y;
Width = Width;
Height = Height;
}
void Draw(){
fill(Color);
rect(X,Y,Width,Height);
}
}
and here is the error message:
Exception in thread "Animation Thread" java.lang.NullPointerException
at Grid.setup(Grid.java:27)
at processing.core.PApplet.handleDraw(PApplet.java:2103)
at processing.core.PGraphicsJava2D.requestDraw(PGraphicsJava2D.java:190)
at processing.core.PApplet.run(PApplet.java:2006)
at java.lang.Thread.run(Thread.java:662)
what am I doing wrong?
You missed to create the array:
Cell[][] cells = new Cell[50][50];