I have a 2D tile map (made of 25 tiles, each 30*30 pixels) drawn on a JPanel. How can I get the rectangular coordinates of each tile?
The "basic" approach might be do something like...
int tileWidth = 30;
int tileHeight = 30;
// Coordinates in the physical world, like a mouse point for example...
int x = ...;
int y = ...;
int col = (int)Math.floor(x / (double)tileWidth);
int row = (int)Math.floor(y / (double)tileHeight);
This will return the virtual grid x/y position of each tile based on the physical x/y coordinate
You can then use something like...
int tileX = col * tileWidth;
int tileY = row * tileHeight;
The tile rectangle then becomes tileX x tileY x tileWidth x tileHeight
Now, while this works. A better solution would be to use something like java.awt.Rectangle and maintain a List of them, each would represent a individual tile in the real world.
You could then use Rectangle#contains to determine if a given tile contains the coordinates you are looking for.
The other benefit of this, is Rectangle is printable using Graphics2D#draw and/or Graphics2D#fill
Related
I've made a lighting engine which allows for shadows. It works on a grid system where each pixel has a light value stored as an integer in an array. Here is a demonstration of what it looks like:
The shadow and the actual pixel coloring works fine. The only problem is the unlit pixels further out in the circle, which for some reason makes a very interesting pattern(you may need to zoom into the image to see it). Here is the code which draws the light.
public void implementLighting(){
lightLevels = new int[Game.WIDTH*Game.HEIGHT];
//Resets the light level map to replace it with the new lighting
for(LightSource lightSource : lights) {
//Iterates through all light sources in the world
double circumference = (Math.PI * lightSource.getRadius() * 2),
segmentToDegrees = 360 / circumference, distanceToLighting = lightSource.getLightLevel() / lightSource.getRadius();
//Degrades in brightness further out
for (double i = 0; i < circumference; i++) {
//Draws a ray to every outer pixel of the light source's reach
double radians = Math.toRadians(i*segmentToDegrees),
sine = Math.sin(radians),
cosine = Math.cos(radians),
x = lightSource.getVector().getScrX() + cosine,
y = lightSource.getVector().getScrY() + sine,
nextLit = 0;
for (double j = 0; j < lightSource.getRadius(); j++) {
int lighting = (int)(distanceToLighting * (lightSource.getRadius() - j));
double pixelHeight = super.getPixelHeight((int) x, (int)y);
if((int)j==(int)nextLit) addLighting((int)x, (int)y, lighting);
//If light is projected to have hit the pixel
if(pixelHeight > 0) {
double slope = (lightSource.getEmittingHeight() - pixelHeight) / (0 - j);
nextLit = (-lightSource.getRadius()) / slope;
/*If something is blocking it
* Using heightmap and emitting height, project where next lit pixel will be
*/
}
else nextLit++;
//Advances the light by one pixel if nothing is blocking it
x += cosine;
y += sine;
}
}
}
lights = new ArrayList<>();
}
The algorithm i'm using should account for every pixel within the radius of the light source not blocked by an object, so i'm not sure why some of the outer pixels are missing.
Thanks.
EDIT: What I found is, the unlit pixels within the radius of the light source are actually just dimmer than the other ones. This is a consequence of the addLighting method not simply changing the lighting of a pixel, but adding it to the value that's already there. This means that the "unlit" are the ones only being added to once.
To test this hypothesis, I made a program that draws a circle in the same way it is done to generate lighting. Here is the code that draws the circle:
BufferedImage image = new BufferedImage(WIDTH, HEIGHT,
BufferedImage.TYPE_INT_RGB);
Graphics g = image.getGraphics();
g.setColor(Color.white);
g.fillRect(0, 0, WIDTH, HEIGHT);
double radius = 100,
x = (WIDTH-radius)/2,
y = (HEIGHT-radius)/2,
circumference = Math.PI*2*radius,
segmentToRadians = (360*Math.PI)/(circumference*180);
for(double i = 0; i < circumference; i++){
double radians = segmentToRadians*i,
cosine = Math.cos(radians),
sine = Math.sin(radians),
xPos = x + cosine,
yPos = y + sine;
for (int j = 0; j < radius; j++) {
if(xPos >= 0 && xPos < WIDTH && yPos >= 0 && yPos < HEIGHT) {
int rgb = image.getRGB((int) Math.round(xPos), (int) Math.round(yPos));
if (rgb == Color.white.getRGB()) image.setRGB((int) Math.round(xPos), (int) Math.round(yPos), 0);
else image.setRGB((int) Math.round(xPos), (int) Math.round(yPos), Color.red.getRGB());
}
xPos += cosine;
yPos += sine;
}
}
Here is the result:
The white pixels are pixels not colored
The black pixels are pixels colored once
The red pixels are pixels colored 2 or more times
So its actually even worse than I originally proposed. It's a combination of unlit pixels, and pixels lit multiple times.
You should iterate over real image pixels, not polar grid points.
So correct pixel-walking code might look as
for(int x = 0; x < WIDTH; ++x) {
for(int y = 0; y < HEIGHT; ++y) {
double distance = Math.hypot(x - xCenter, y - yCenter);
if(distance <= radius) {
image.setRGB(x, y, YOUR_CODE_HERE);
}
}
}
Of course this snippet can be optimized choosing good filling polygon instead of rectangle.
This can be solved by anti-aliasing.
Because you push float-coordinate information and compress it , some lossy sampling occur.
double x,y ------(snap)---> lightLevels[int ?][int ?]
To totally solve that problem, you have to draw transparent pixel (i.e. those that less lit) around that line with a correct light intensity. It is quite hard to calculate though. (see https://en.wikipedia.org/wiki/Spatial_anti-aliasing)
Workaround
An easier (but dirty) approach is to draw another transparent thicker line over the line you draw, and tune the intensity as needed.
Or just make your line thicker i.e. using bigger blurry point but less lit to compensate.
It should make the glitch less obvious.
(see algorithm at how do I create a line of arbitrary thickness using Bresenham?)
An even better approach is to change your drawing approach.
Drawing each line manually is very expensive.
You may draw a circle using 2D sprite.
However, it is not applicable if you really want the ray-cast like in this image : http://www.iforce2d.net/image/explosions-raycast1.png
Split graphic - gameplay
For best performance and appearance, you may prefer GPU to render instead, but use more rough algorithm to do ray-cast for the gameplay.
Nonetheless, it is a very complex topic. (e.g. http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ )
Reference
Here are more information:
http://what-when-how.com/opengl-programming-guide/antialiasing-blending-antialiasing-fog-and-polygon-offset-opengl-programming/ (opengl-antialias with image)
DirectX11 Non-Solid wireframe (a related question about directx11 with image)
I'm new to OpenCV, but with a bit of luck and a lot of time I was able to hack together some code that detects individual cells in a chessboard like so:
The image frame is being stored in a Mat and the corners are being stored in a MatOfPoint2f.
Code to show how I'm using the matrices to draw the cells individually:
private void draw(final Mat frame) {
for (int x = 0; x < BOARD_SIZE - 1; x++)
for (int y = 0; y < BOARD_SIZE - 1; y++) {
final int index = x + y * BOARD_SIZE;
final Point topLeft = cornerPoints.get(index);
final Point bottomLeft = cornerPoints.get(index + BOARD_SIZE);
final Point topRight = cornerPoints.get(index + 1);
final Point bottomRight = cornerPoints.get(index + 1 + BOARD_SIZE);
// left line
Imgproc.line(frame, topLeft, bottomLeft, DEBUG_COLOR);
// right line
Imgproc.line(frame, topRight, bottomRight, DEBUG_COLOR);
// top line
Imgproc.line(frame, topLeft, topRight, DEBUG_COLOR);
// bottom line
Imgproc.line(frame, bottomLeft, bottomRight, DEBUG_COLOR);
}
}
How would I use the four points (the corners of the cells) to get the RGB values of the pixels inside of the each quadrilateral?
Create a mask from your vertices. You can use fillPoly for that.
Then iterate over pixels. If pixel(x,y) is valid in your mask, read RGB else continue. Restrict pixel iteration range using your extreme vertices.
Masking works. If you have lots of polygons, or not too much RAM, a point-in-polygon test may be more efficient, especially if you can guarantee that your quadrilaterals are convex. See this reference
i have created a 10x10 grid in the center of the screen in android, now i would like to give each square in the grid a coordinate. for example top left square in the grid would be 0 then 1, 2,3 and so on. But i dont know how to do this. i am trying to do this in a draw class which extends view. my code of what i am trying is below
public int coordinates(int posX, int posY){
int startX = (screenWidth / 2) - (rectSide / 2);
int startY = (screenHeight / 2) - (rectSide / 2);
//for(int i=0; i<=10000; i+=100){
xCoord = (startX + (posX*100));
yCoord = (startY + (posY*100));
}
You know you start at point 0,0 top left. So assuming you have equally spaces squares you can just do the screen height / 10 to get how far apart each square should be in the y direction. And then do the same for the x direction. Say your screen was 1000 pixels tall.
Then your grid at position (0,1) would be at (0,100) pixels. (0,2) would be (0,200) you are just multiplying the y coordinate by the height of each square in the grid.
I am working on a sample project in Java, specifically Android, with OpenGL ES 2.0. I am looking to create a terrain for a player to move across. The player needs to move up and down the terrains hieght following the heightmap. The terrain is not flat. I am using Blender to create the terrain and heightmap. The terrain is being imported as an obj file.
The import and the drawing is working fine but i am having issues making the coordinates follow the heightmap. It doesn't seem to follow it 100%. The player moves up or down too soon every so often or he drops below the terrain.
What I Have So Far:
1)What I am doing is importing the OBJ file into project. Reading the farthest point from terrain object and using this as the object length ( this value * 2 ). This tells me how many vertices are in the object along one side.
2)I then get the difference in the players position to terrain origin in world coordinates. I take the x and z values and divide each by the OBJ object length*2 to give the region of the terrain the object is in. This will give me the percentage of where the x and z position the player is in reference to the terrain.
3) I open the heightmap and multiply the percentages above to the image of the heightmap to get the x and y position on the heightmap to read the height from.
Below is what I am working with.
public float getHeightOfTerrain(float worldX, float worldZ){
// worldX and worldZ are the players position
// Currentmatrix is the matrix used for positioning the terrain
float terrainX = worldX - CurrentMatrix[12] + objLength;
float terrainZ = worldZ - CurrentMatrix[14] + objLength;
return getHeight(terrainX, terrainZ);
}
................
float MAX_HEIGHT = 20;
float MAX_PIXEL_COLOR = 256*256*256;
................
public float getHeight(float x, float z){
float posX = x / (objLength*2);
float posZ = z / (objLength*2);
if(posX < 0 || posX > 1 || posZ < 0 || posZ > 1){ // if over 1 which is 100% of terrain then return
return 0;
}
float imgX = posX * bitmapOfMap.getWidth();
float imgZ = bitmapOfMap.getHeight() - (posZ * bitmapOfMap.getHeight()); // subtract BC bitmap y reads in reverse
if(imgX < 0 || imgX >= bitmapOfMap.getWidth() || imgZ < 0 || imgZ >= bitmapOfMap.getHeight()){ // if over then return
return 0;
}
float height = bitmapOfMap.getPixel((int)imgX, (int)imgZ);
height += MAX_PIXEL_COLOR/2f;
height /= MAX_PIXEL_COLOR/2f;
height *= MAX_HEIGHT;
return height;
}
The smaller the terrain height, the better this setup works. The bigger change in terrain height, the worse this system works. I have tried different obj and heightmaps, recreating over and over thinking this may be the issue but the same problems exist.
Am I doing this completely wrong? Any help would be appreciated. Anyone know a better way? I really want to keep my OBJ file import and read from that for customization.
I went ahead and created the terrain just by the heightmap, no OBJ import. Then applied my code above and had the same exact issue. So I dug a bit deeper in what is exactly going on step by step. It all started from the way I was keep track of the terrains location on x, y, and z then subtract that from the players position. I was tracking the players position from a seperate array of x, y, z and then terrains position from the matrix[12], matrix[13], matrix[14] as x, y, z.
This was the issue. I can't use the floats in the matrices as positioning relative values. I had to keep a seperate x, y, z for the terrain as well.
So from.....
float terrainX = worldX - CurrentMatrix[12] + objLength;
float terrainZ = worldZ - CurrentMatrix[14] + objLength;
to
float x, y, z = 0;
.....
float terrainX = z;
float terrainZ = x;
Now the model works perfect! .... moves up and down the terrain appropriately following the heightmap. I hope this helps anyone that may be having the same issue.
The applet used is like the first quadrant of a Cartisian Plane with the domain and range (0, 200). My assignment is to draw a house and a sun in this applet.
I am trying to draw the circle for the sun. I really have no idea where to start. We are learning about for loops and nested loops so it probably pertains to that. We haven't got to arrays and general functions like draw.circle do not exist for this applet. If it helps, here is how I drew my roof for the house (two right triangles): Notice it is drawn pixel by pixel. I suspect my teacher wants the same kind of thing for the circle.
//roof
//left side
double starty = 100;
for(double x = 16; x <= 63; x++){
for(int y = 100; y <= starty; y++){
img.set(x, y, JRaster.purple);
}
starty += 1;
}
//right side
double startx = 110;
for(int y = 100; y <= 147; y++){
for(double x = 63; x <= startx; x++){
img.set(x , y, JRaster.purple);
}
startx -= 1;
}
Here's how I would draw the north-east quarter of a circle, pixel by pixel. You can just repeat this with slight variations for the other three quarters. No trigonometry required!
Start by drawing the eastern most point of the circle. Then you'll draw more pixels, moving northwards and westwards, until you get to the northern most point of the circle.
Calculate the distance of the point you've just drawn from the centre. If it's more than the radius, then your next pixel will be one to the left, otherwise, your next pixel will be the one above.
Repeat the previous step till you get to the northern most point.
Post a comment if you get stuck, with converting this to Java, or with adjusting it for the other three quarters of the circle.
I won't give you code, but you should remember how a circle is made. Going from theta=0 to theta=2*pi, the circle is traced by x=cos x, y=sin x.
So, using a for loop that increments a double(here called theta) by something like 0.01 until 2*pi(2*Math.PI or roughly 6.28) plot off Math.cos(theta), Math.sin(theta).