I am trying to scale a shape that I have in Java around a certain point.
When I use the AffineTransform.scale method, it scales based on the top left corner. Is there anyway to scale anchored at a point (say the center of the window for this case).
Thanks,
Ty
I agree with Hovercraft Full of Eels that the proper way to do this is to translate the center to the top left corner, scale, then translate the top left corner back to the center.
However, if you want it to perform it in fewer than three steps, the transform is:
x ⟼ S(x – c) + c = Sx + (c – Sc),
where S is the scaling transformation, and c is the center in coordinates relative to the top left.
So, you need to do your scaling, then translate by c – Sc.
Related
Java has a really non-intuitive coordinate scale where the origin (0,0) is at the top left and the Y coordinate increases downwards.
Normally graphs have (0, 0) at the bottom left and the Y coordinate increases upwards.
This makes drawing points and shapes in relation to each other in a graph very difficult.
How can I change it so that the origin is at (0, 0) and Y goes upward?
Thanks
This is not "non-intuitive" if you study display hardware since the screen coordinates also begin in the upper left quadrant.
The solution is to separate your model from your view a la Model-View-Controller, to have your model's coordinates oriented as you see fit, and to write methods that translate model to view and back again where needed.
Firstly, apologies for the long title; I could not think of a way to sufficiently cover my problem yet also compact it further.
I am in the process of creating a 2D game in Java with a character in the centre of the screen. My character has a collision box and I have images on the map (looking from above) which also have collision boxes.
However, I'd like to be able to have a "slide" situation if a collision occurs into a side that is not perpendicular to my direction.
For example, if my character is moving east, and there is a wall to his east going in the southwest to northeast direction, instead of just noting that there is an object to the east and not moving, I'd like my character to be able to "slide" along the wall, moving northeast to achieve the attempted Eastern movement.
Is there any easy way to do this?
If it helps in any way, I am using Java Slick2D, and have the collision box of the character as a rectangle where he stands, and the collision boxes of other objects as polygons.
Thanks in advance for any replies!
When you have solved the problem of identifying when a collision has occurred, the sliding motion can be achieved by calculating the component of the motion that is perpendicular to the wall and subtract that from your motion vector.
Say you have a motion vector v = (v_x, v_y) and the normal of the wall n = (n_x,n_y). The normal vector should be of length 1.
Then your new motion vector should be
v_new = v - (v * n) * n.
That in X and Y separately is
v_new_x = v_x - (v_x * n_x + v_y * n_y) * n_y,
and the same way for Y
Class java.awt.geom.Area has a method intersects( Area a ) which should be useful for determining the "point" of impact, call it P. If the character's collision box is a rectangle and the obstacle is bounded by an arbitrary polygon you'll have to determine
the point or side of the rectangle participating in the collision
the point or side of the polygon participating in the collision
If side meets side (they should be parallel), the charcter can't move any more in the current direction; no slide should occur. Equally, if a rectangle side meets a polygon point, movement is blocked.
If a point meets a point, you might resolve this by (arbitrarily?) select one of the sides of the polygon and handle the situation based on that.
Finally, if a rectangle corner meets a slanting side, you'll have to analyze the geometry of this side. (Verify that a 10-to-4 side is met by the upper right (lower left) hand corner if going north or east (south or west), or a 7-to-1 side is met by the upper left (lower right) hand corner when going north or west (south or east)). Then you can determine the forced path along the slanted side.
While this sounds relatively simple, there may be much more complex situations lurking literally round the corner if the collision boxes of objects - polygons - may have concave sections.
so I'm pretty new with opengl and creating 3d shapes. So for my example I have two squares, one with a height/width 2 with the center at the origin coordinate (0,0,-10), and one that is to the far left side of the window. I am trying to rotate the square that lies in the origin along the x-z plane without rotating the square that is located to the far left side of the screen. My approach to this was to save each xyz coordinate of the center square to a variable, and creating a method that uses the behavior of cos(theta) to rotate the square along the x-z plane. My code works, but I assume this is a horrible approach as there must be some more efficient method that is already created that can do the same functionality. I looked at glRotatef(), but from what I understood this only rotates my camera view which in the end would rotate both the middle square and the far left square whereas I only want to rotate the middle square. Is there some other method that already exists that can easily rotate a single 2d shape in 3d space?
In case its relevant, I have included the rotating code I made myself for the middle square: (btw the blue class is just some class I made that has the squares coordinates and the circle degree for cos(theta))
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) {
blue.setCircle(blue.getCircle()+1f);//getCircle is initially zero and gets incremented by 1 for everytime the program loops with the user holding the left button.
blue.setXfrontTR((float)Math.cos(Math.toRadians(blue.getCircle())));//Changing top-right x coordinate of the middle square
blue.setZfrontTR(-10f+ ((float)Math.cos(Math.toRadians(blue.getCircle()+270f)))); //Changing top-right z coordinate of the middle square.
blue.setXfrontTL((float)Math.cos(Math.toRadians(blue.getCircle()+180f)));
blue.setZfrontTL(-10f+ ((float)Math.cos(Math.toRadians(blue.getCircle()+90f))));//Changing top-left x,z coordinates
blue.setXfrontBL((float)Math.cos(Math.toRadians(blue.getCircle()+180f)));
blue.setZfrontBL(-10f+ ((float)Math.cos(Math.toRadians(blue.getCircle()+90f))));//Changing bottom-left x,z coordinates
blue.setXfrontBR((float)Math.cos(Math.toRadians(blue.getCircle())));
blue.setZfrontBR(-10f+ ((float)Math.cos(Math.toRadians(blue.getCircle()+270f))));//Changing bottom-right x-z coordinates
}
If you give each object that requires independent movement a model-view matrix you can achieve this. The other option to quickly draw/move a few independent objects is to:
for each object:
pushMatrix()
draw object
popMatrix()
while in the modelview matrix...
The method of drawing depends greatly on the OpenGL version you're coding to but the above will work for simple drawing. I'm not an expert on OpenGL / 3D programming so, if you wait a bit you may hear(see) better wisdom than what I offer :)
I'm trying to write a in-app joystick axis calibration tool.
The joystick axis area should be a rectangle, but in the reality it's a non-linear closed curve and I want to increase the accuracy.
The calibration should work this way:
we have a measured value, and this way we get the correct value:
Correct value = [(measured value)/range] * wantedrange
where range is the difference between the maximum and minimum value measured for that axis.
But there is also an offset to move the center point to the right position, how to calculate it?
EDIT: I also made an image: green rectangle is the expected area, red shape is the "real" inaccurate measured area, finally blue is the wanted calibrated area that I shift to (0,0) so that I can use the ratio to convert coordinates to the bigger green rectangle.
EDIT2:
This image explains how calibration can be even more accurate, thanks to zapl answer:
If we find the blue rectangle center, we can divide the rectangle in 4 rectangles and calculate a ratio between that range and the green rectangle's range.
And the code should be something like this:
if(value<axiscenter) correctedvalue = ((value-axismin)/(axiscenter-axismin)) * wantedaxisrange;
else correctedvalue = wantedaxisrange + ((value-offset-axiscenter)/(axismax-axiscenter-axismin)) * wantedaxisrange;
You can get the position of the blue rectangle by instructing the user to move the joystick along the edges so that the values you see are the red curve. You should also instruct user to leave joystick in centered position since you usually need to know the center. Calcuated center is not always the real center position.
For each axis separate those values by the side of the center they are on and find those that are the closest to the center point. That would work with calculated center. Now you have the blue rectangle.
E.g. on X axis you see values ranging from 0-20 and 80-100, center is ~50 > blue rectangle is 20 - 80.
Assuming you want to calibrate it so that values are 0-100 (green) you calculate correction for the x axis as
calibratedX = (uncalibrated - 20) * 100 / 60
Values are shifted by 20 to the right (-20 to normalize them to 0-60) and their range is 60 (80 - 20) which you want to upscale to 0-100. After that clip values to 0-100 since they will be outside for every point on the red line that was outside the blue rectangle.
Result looks like
where pink are the values after transformation, and the pink area outside the green rectangle is cut away.
Regarding the center point: just run it through those calculations as well.
I understand this code here. The point of origin is 0,0 or top left of the JFrame and the width of the rectangle is 9 and height covers from bottom to top.
Rectangle left = new Rectangle(0,0,WIDTH/9,HEIGHT);
But I don't quite understand this. What is the point of origin here? Is 9 being multiplied by 8 or is it saying the measurement is 9 by 8? What is the purpose of the multiplication sign?
Rectangle right = new Rectangle((WIDTH/9)*8,0,WIDTH/9,HEIGHT);
What is the purpose of the multiplication sign?
The x origin of the rectangle is 8/9 of the way across the JFrame. It's right justified (I assume).
Rectangle right = new Rectangle( (WIDTH/9)*8, 0, WIDTH/9, HEIGHT);
This means that the x origin is real 9/8th of the WIDTH. And its width is 1/9th WIDTH variable. Looks like this would move the rectangle horizontally.
Without seeing the whole code it's hard to know, but I'd assume that WIDTH is the total width of whatever will contain the two rectangles. In that case, you'll end up with two rectangles that themselves have a width one-ninth of the total width, and occupy the left and right sides of the container.
Since the co-ordinates are the top left corner of the rectangle, to make the one-ninth width rectangle occupy the right side of the container, the x co-ordinate needs to be eight-ninths of the total width, which is what (WIDTH/9)*8 calculates.
a bit of reworking of the values gives us
Rectangle right = new Rectangle(WIDTH-(WIDTH/9),0,WIDTH/9,HEIGHT);
this means that the right side of right falls on WIDTH