I'm trying to create a Thermometer where I have an empty(white) stem and when getting a certain degrees Celsius, the stem fills up with mercury(red) by having two separate GRects(one white, the red one overlays the white). The trouble I'm having is that I can't make it seem like the mercury is filling up from the bottom. It either fills "down" starting at the top left corner going down like a normal GRect, or the red doesn't show up at all. I can't figure out how to invert the y coordinates so that it builds up instead of down..... Please help!! Thanks.
This is what I have for the positioning of the stems:
//Empty stem
GRect stemwhite = new GRect(200, 50, 50, 300);
stemwhite.setFilled(true);
stemwhite.setFillColor(Color.WHITE);
add(stemwhite);
//Fill stem
GRect stemred = new GRect(200, 50, 50, 300 * (tempC / 100);
stemred.setFilled(true);
stemred.setFillColor(Color.RED);
add(stemred);
tempC is the degrees Celsius that the user inputs. The only problem with this is the red is at the top of the white stem. I've tried a couple different things, like " -(300 * (tempC / 100); ", but nothing has worked yet.
Related
So I have this program to test the possibility of an object to slide down in a ramp given its friction, object mass and ramp angle. However I need to animate the box if the force is positive. Just a simple animation moving the box from that point to the end of the ramp. But I can't. Please help
private void drawTransform(Graphics g, double modifier) {
// redtowhite = new GradientPaint(0,0,color.RED,100, 0,color.WHITE);
Rectangle rect = new Rectangle(130,350, 350, 15);
Rectangle box = new Rectangle((int) (rect.getX()+300), 300, 50, 50);
AffineTransform at = new AffineTransform();
at.rotate(-Math.toRadians(modifier), rect.getX(), rect.getY() + rect.height);
// Transform the shape and draw it to screen
Graphics2D g2d = (Graphics2D) g;
g2d.setColor(Color.DARK_GRAY);
// g2d.fillRect(0, 0, 350, 600);
g2d.fill(at.createTransformedShape(rect));
g2d.draw(at.createTransformedShape(box));
}
Screenshot:
If all you want to do is move the box, this can be done by simply updating it's X position. You should be able to manipulate the rectangle's X position directly using something like "box.x++". Alternatively you could create a variable and reference that to provide the initial X co-ordinate, then updating that variable will "move" the box. One issue is this will only move the box along the X axis, hence you will also need some kind of constant downward force acting as gravity. This is easy to achieve, just minus the box's Y position value when it is not colliding with the ground, or your ramp.
Another approach is velocity based movement using vectors, however you mentioned that the animation should be simple. If you do want a smoother animation velocity based movement will provide this but you will need to perform a little research first.
I'm a beginner in JavaFx 3d modelling. I'm trying to create a 3d-model of boxes in a room. I have the dimensions of the boxes and the coords from the front-left-bottom corner of every box. I've tried to set the coords with setTranslateX(), but the result isn't correct. Here is the pice of my code where I try to set the coords:
for (int i = 0; i < Main.load.size(); i++) {
Load l=Main.load.get(i);
Box sphere = new Box(l.getLength()*10, l.getWidth()*10, l.getHeight()*10);
sphere.setTranslateX(l.getX()*10);
sphere.setTranslateY(l.getY()*10);
sphere.setTranslateZ(l.getZ()*10);
PhongMaterial m = new PhongMaterial();
m.setDiffuseColor(new Color(Math.random(),Math.random(),Math.random(),1));
m.setSpecularColor(Color.BLACK);
sphere.setMaterial(m);
root.getChildren().add(sphere);
}
I hope someone can help me.
Here is an example:
Sizes:
blue (30,50,50)
pink (10,10,20)
Position:
blue (0,0,0)
pink (30,0,0)
And this is what I get
When you do a translation of a JavaFX 3D object like a Box you need to account half the width of the object along any axis. The default placement for a Box is to be centered at the origin meaning the center of the Box object is at 0,0,0. Your width is 30 * 10 but your translateX converts to 0*10=0. So the right most edge of your blue box will be X=150 (300 / 2.0 = 150). Your Pink Box has a translateX of 10*30=300. The center of the pink box will be translated to 300 which means the left most edge will be at 300 - (width/2.0) = 300 - (50) = 250.
I am trying to draw a rectangle around multiline text in iText.
The user will be able to enter some lines of text. The font size of the text might be different and it can be formatted (bold, underlined...).
I use this code to draw the text:
ColumnText ct = new ColumnText(cb);
Phrase phrase = new Phrase("Some String\nOther string etc...\n test");
ct.setSimpleColumn(myText......);
ct.addElement(phrase);
ct.go();
I know how to draw a rectangle, but I am not able to draw a rectangle outlining this text.
It sounds as if you are missing only a single piece of the puzzle to meet your requirement. That piece is called getYLine().
Please take a look at the DrawRectangleAroundText example. This example draws the same paragraph twice. The first time, it adds a rectangle that probably looks like the solution you already have. The second time, it adds a rectangle the way you want it to look:
The first time, we add the text like this:
ColumnText ct = new ColumnText(cb);
ct.setSimpleColumn(120f, 500f, 250f, 780f);
Paragraph p = new Paragraph("This is a long paragraph that doesn't"
+ "fit the width we defined for the simple column of the"
+ "ColumnText object, so it will be distributed over several"
+ "lines (and we don't know in advance how many).");
ct.addElement(p);
ct.go();
You define your column using the coordinates:
llx = 120;
lly = 500;
urx = 250;
ury = 780;
This is a rectangle with lower left corner (120, 500), a width of 130 and a height of 380. Hence you draw a rectangle like this:
cb.rectangle(120, 500, 130, 280);
cb.stroke();
Unfortunately, that rectangle is too big.
Now let's add the text once more at slightly different coordinates:
ct = new ColumnText(cb);
ct.setSimpleColumn(300f, 500f, 430f, 780f);
ct.addElement(p);
ct.go();
Instead of using (300, 500) as lower left corner for the rectangle, we ask the ct object for its current Y position using the getYLine() method:
float endPos = ct.getYLine() - 5;
As you can see, I subtract 5 user units, otherwise the bottom line of my rectangle will coincide with the baseline of the final line of text and that doesn't look very nice. Now I can use the endPos value to draw my rectangle like this:
cb.rectangle(300, endPos, 130, 780 - endPos);
cb.stroke();
I was developing an task when I decided to use java.awt.Rectangle to calculate the intersection between two rectangles.
I realised that the output is different from what I expected. I'm not sure if I understood how this method works or not.
For the values in the example here
java.awt.Rectangle[x=0,y=10,width=5,height=8]
java.awt.Rectangle[x=3,y=15,width=17,height=14]
I expect the intersection to be java.awt.Rectangle[x=3,y=10,width=2,height=8] but the program prints java.awt.Rectangle[x=3,y=15,width=2,height=3] instead!
here is my code:
public void printIntersection(){
Rectangle r1 = new Rectangle(0, 10, 5, 8);
Rectangle r2 = new Rectangle(3, 15, 17, 14);
Rectangle r3 = r1.intersection(r2);
System.out.println(r1);
System.out.println(r2);
System.out.println(r3);
}
Can anyone help me by pointing out what am I missing here?
UPDATE:
The source of my confusion is that the code treats the (x,y) values in the constructor as the bottom-left corner, while the class doc suggests that they are the upper-left corner!
The answer you are getting is correct.
The method works like this.
1st Rectangle:
X co-ordinates: 0
Y co-ordinates: 10
Width: 5
Height: 8
2nd Rectangle:
X co-ordinates: 3
Y co-ordinates: 15
Width: 17
Height: 14
For the intersection the X and Y co-ordinates are same as 2nd rectangle. Width is 5-3=2 and Height is 18-15=3
I also had trouble with this. The way I think about it is that the grid used is inverted on the y axis. Because point 0.0 is at the top left of the screen with point 0,1 being below rather than above that point you can get the answer you are expecting by inverting the the y axis in your original code.
For example.
public void printIntersection(){
Rectangle r1 = new Rectangle(0, 10 * -1 , 5, 8);
Rectangle r2 = new Rectangle(3, 15 * -1, 17, 14);
Rectangle r3 = r1.intersection(r2);
System.out.println(r1);
System.out.println(r2);
System.out.println(r3);
}
This should give you the answer you are expecting
The opposite corners of your rectangles are (0,10),(5,18) and (3,15),(20,29), so the intersection is (3,15),(5,18), so I think the result is the expected one. Notice the opposite corners of the resultant one are the bottom-right of the first one and the top-left of the second one.
Edit: The way it works is: the starting point is (x,y), and the sides are calculated adding the widthand height to the starting point, so the opposite corner will be (x+width,y+height)
Final note: (0,0) is the upper-left corner of the canvas:
Here is an example: (0,0,4,4) and (2,2,4,4) intersection is (2,2,2,2): (2,2) is the upper-left one and (2+2,2+2) is opposite corner
I need to plot a polynomial given a start point and an end point. I've looked at using the paincomponent to do do it, but I'm getting confused because the origin is in the top left corner and I need my grid lines to be dynamic.
How do I make it so I can create a dynamic scale and what java class is best used for plotting a function?
For example if the user were to enter -2 2 x^2 the plotter would need to create a grid that goes from -2 has 0 in the middle and 2 on the right for the x coordinates. However if the user enters x^3 we have negative coordinates in the y plane and I'll need to slide the line containing the x coordinates up to accomidate.
Thanks!
The way I think you could do this(and I may be wrong) is to draw the y-line and x-line of your graph, and label the values for x and y using drawString at the correct position.
To illustrate this I did this example for you:
public void paintComponent(Graphics g)
{
Graphics2D g2 = (Graphics2D) g;
Point2D.Double from = new Point2D.Double(300, 100);
Point2D.Double to = new Point2D.Double(300, 300);
Line2D.Double line = new Line2D.Double(from, to);
g2.draw(line);
Point2D.Double from2 = new Point2D.Double(150, 200);
Point2D.Double to2 = new Point2D.Double(450, 200);
Line2D.Double line2 = new Line2D.Double(from2, to2);
g2.draw(line2);
g2.drawString("-1", 290, 215);
}
The drawString method would draw "-1" below 0. So you could use the same thing to draw -2 below -1, etc.
I know this sounds inefficient, but it's the only way I can think of.
Hope someone else will have a better solution for you.
It shouldn't be too difficult to transform the y-coordinate if you know the size of area you want to paint to. But to be honest, why don't you use one of the plotting libs like JFreeChart, ...?