java graphics gouraud shading - java

I want to fill triangles with gouraud shading
I calculated normals for each vertex and used the following code but it dosn't work correctly
I interpolated colors against y using these formulas
Ir = Ir2 - (Ir2 - Ir1)* (v2.y -y)/dy;
Ig = Ig2 - (Ig2 - Ig1)* (v2.y -y)/dy;
Ib = Ib2 - (Ib2 - Ib1)* (v2.y -y)/dy;
and against x direction using
rr = r2- (r2-r1)*(Xs2-j)/dxs;
in method drawCurrentTriangle(Graphics2D g) how can i calculate color from interpolated vertex normal.(there is no lights in the scene (only triangle color))
public boolean convert(Triangle triangle) {
ensureCapacity();
clearCurrentScan();
triangle.getVlist()[0].r = triangle.normals[0].x;
triangle.getVlist()[0].g = triangle.normals[0].y;
triangle.getVlist()[0].b = triangle.normals[0].z;
triangle.getVlist()[1].r = triangle.normals[1].x;
triangle.getVlist()[1].g = triangle.normals[1].y;
triangle.getVlist()[1].b = triangle.normals[1].z;
triangle.getVlist()[2].r = triangle.normals[2].x;
triangle.getVlist()[2].g = triangle.normals[2].y;
triangle.getVlist()[2].b = triangle.normals[2].z;
for (int i = 0; i < 3; i++) {
Vector3d v1 = triangle.getVlist()[i];
Vector3d v2;
if (i == 2) {
v2 = triangle.getVlist()[0];
} else {
v2 = triangle.getVlist()[i + 1];
}
// ensure v1.y < v2.y
if (v1.y > v2.y) {
Vector3d temp = v1;
v1 = v2;
v2 = temp;
}
double dy = v2.y - v1.y;
Ir1 = v1.r;
Ig1 = v1.g;
Ib1 = v1.b;
Ir2 = v2.r;
Ig2 = v2.g;
Ib2 = v2.b;
// ignore horizontal lines
if (dy == 0) {
continue;
}
int startY = Math.max(FastMath.ceil(v1.y), minY);
int endY = Math.min(FastMath.ceil(v2.y) - 1, maxY);
top = Math.min(top, startY);
bottom = Math.max(bottom, endY);
double dx = v2.x - v1.x;
double Ir;
double Ig;
double Ib;
double Ic;
double Ia;
double Yc;
// special case: vertical line
if (dx == 0) {
int x = FastMath.ceil(v1.x);
// ensure x within view bounds
x = Math.min(maxX + 1, Math.max(x, minX));
for (int y = startY; y <= endY; y++) {
Ir = Ir2 - (Ir2 - Ir1)* (v2.y -y)/dy;
Ig = Ig2 - (Ig2 - Ig1)* (v2.y -y)/dy;
Ib = Ib2 - (Ib2 - Ib1)* (v2.y -y)/dy;
scans[y].setBoundary(x, Ir, Ig, Ib);
}
} else {
// scan-convert this edge (line equation)
double gradient = dx / dy;
// (slower version)
for (int y = startY; y <= endY; y++) {
int x = FastMath.ceil(v1.x + (y - v1.y) * gradient);
// ensure x within view bounds
x = Math.min(maxX + 1, Math.max(x, minX));
Ir = Ir2 - (Ir2 - Ir1)* (v2.y -y)/dy;
Ig = Ig2 - (Ig2 - Ig1)* (v2.y -y)/dy;
Ib = Ib2 - (Ib2 - Ib1)* (v2.y -y)/dy;
scans[y].setBoundary(x, Ir, Ig, Ib);
}
// check if visible (any valid scans)
for (int i = top; i <= bottom; i++) {
if (scans[i].isValid()) {
return true;
}
}
return false;
}
}
}
protected void drawCurrentTriangle(Graphics2D g) {
int y = scanConverter.getTopBoundary();
double Xs1 = 0;
double Xs2 = 0;
double dxs = 0;
double r1 = 0;
double g1 = 0;
double b1 = 0;
double r2 = 0;
double g2 = 0;
double b2 = 0;
double rr = 0;
double gg = 0;
double bb = 0;
while (y <= scanConverter.getBottomBoundary()) {
GouraudTriangleScanConverter.Scan scan = scanConverter.getScan(y);
if (scan.isValid()) {
r1 = scan.rL;
g1 = scan.gL;
b1 = scan.bL;
r2 = scan.rR;
g2 = scan.gR;
b2 = scan.bR;
Xs1 = scan.left;
Xs2 = scan.right;
dxs = Xs2-Xs1;
for (int j = scan.left; j < scan.right; j++) {
rr = r2- (r2-r1)*(Xs2-j)/dxs;
gg = g2- (g2-g1)*(Xs2-j)/dxs;
bb = b2- (b2-b1)*(Xs2-j)/dxs;
if(rr > 255) rr = 255;
if(gg > 255) gg = 255;
if(bb > 255) bb = 255;
g.setColor(new Color((int)rr, (int)gg, (int)bb));
g.drawLine(j,y,j,y);
}
//g.drawLine(scan.right,y,scan.right,y);
}
y++;
}
}
public static class Scan {
public int left;
public int right;
public double rL = -1;
public double gL = -1;
public double bL = -1;
public double rR = -1;
public double gR = -1;
public double bR = -1;
/**
* Sets the left and right boundary for this scan if
* the x value is outside the current boundary.
*/
public void setBoundary(int x, double r, double g, double b) {
if (x > max)
max = x;
if (x < left) {
left = x;
rL = r;
gL = g;
bL = b;
}
if (x - 1 > right) {
right = x - 1;
rR = r;
gR = g;
bR = b;
}
}
/**
* Determines if this scan is valid (if left <= right).
*/
public boolean isValid() {
return (left <= right);
}
}
how can i apply colors to mesh.when i in
fix colors(no lighting)

Related

Libgdx: how to pick a color with a float value

I want to make a sort of a colorwheel where you enter a float value to get a certain color
Here is the code i currently have:
private Color Wheel(float WheelPos) {
WheelPos = 255 - WheelPos;
if(WheelPos < 85) {
return new Color((255 - WheelPos * 3)/255, 0,(WheelPos * 3)/255,1);
}
if(WheelPos < 170) {
WheelPos -= 85;
return new Color(0, (WheelPos * 3)/255, (255 - WheelPos * 3)/255,1);
}
WheelPos -= 170;
return new Color((WheelPos * 3)/255, (255 - WheelPos * 3)/255, 0,1);
}
the colors between the r,g,b colors look not colorfull at all
How do i make these colors brighter?
If you want everything to be bright, you can use your input value as the hue, and then calculate color from hue, saturation, and value (saturation and value both being at maximum).
Math taken from Android's Color class and simplified for full saturation/value:
//note, hue is on 0-360 scale.
public static Color hueToSaturatedColor(float hue) {
float r,g,b;
float Hprime = hue/60;
float X = 1 - Math.abs(Hprime%2 - 1);
if (Hprime<1){
r = 1;
g = X;
b = 0;
} else if (Hprime<2){
r = X;
g = 1;
b = 0;
} else if (Hprime<3){
r = 0;
g = 1;
b = X;
} else if (Hprime<4){
r = 0;
g = X;
b = 1;
} else if (Hprime<5){
r = X;
g = 0;
b = 1;
} else if (Hprime<6){
r = 1;
g = 0;
b = X;
} else {
r = 0;
g = 0;
b = 0;
}
return new Color(r, g, b, 1);
}

draw mandlebrot onto bitmap

I am currently converting java code into c# code and i have it almost working i think but I am trying to draw the mandlebrot onto the bitmap but nothing is displaying . The form pops up but nothing is drawn onto it.
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace Assignment1
{
public partial class Form1 : Form
{
public Form1()
{
init();
start();
stop();
destroy();
InitializeComponent();
}
public struct HSBColor
{
float h;
float s;
float b;
int a;
public HSBColor(float h, float s, float b)
{
this.a = 0xff;
this.h = Math.Min(Math.Max(h, 0), 255);
this.s = Math.Min(Math.Max(s, 0), 255);
this.b = Math.Min(Math.Max(b, 0), 255);
}
public HSBColor(int a, float h, float s, float b)
{
this.a = a;
this.h = Math.Min(Math.Max(h, 0), 255);
this.s = Math.Min(Math.Max(s, 0), 255);
this.b = Math.Min(Math.Max(b, 0), 255);
}
public float H
{
get { return h; }
}
public float S
{
get { return s; }
}
public float B
{
get { return b; }
}
public int A
{
get { return a; }
}
public Color Color
{
get
{
return FromHSB(this);
}
}
public static Color FromHSB(HSBColor hsbColor)
{
float r = hsbColor.b;
float g = hsbColor.b;
float b = hsbColor.b;
if (hsbColor.s != 0)
{
float max = hsbColor.b;
float dif = hsbColor.b * hsbColor.s / 255f;
float min = hsbColor.b - dif;
float h = hsbColor.h * 360f / 255f;
if (h < 60f)
{
r = max;
g = h * dif / 60f + min;
b = min;
}
else if (h < 120f)
{
r = -(h - 120f) * dif / 60f + min;
g = max;
b = min;
}
else if (h < 180f)
{
r = min;
g = max;
b = (h - 120f) * dif / 60f + min;
}
else if (h < 240f)
{
r = min;
g = -(h - 240f) * dif / 60f + min;
b = max;
}
else if (h < 300f)
{
r = (h - 240f) * dif / 60f + min;
g = min;
b = max;
}
else if (h <= 360f)
{
r = max;
g = min;
b = -(h - 360f) * dif / 60 + min;
}
else
{
r = 0;
g = 0;
b = 0;
}
}
return Color.FromArgb
(
hsbColor.a,
(int)Math.Round(Math.Min(Math.Max(r, 0), 255)),
(int)Math.Round(Math.Min(Math.Max(g, 0), 255)),
(int)Math.Round(Math.Min(Math.Max(b, 0), 255))
);
}
}
private const int MAX = 256; // max iterations
private const double SX = -2.025; // start value real
private const double SY = -1.125; // start value imaginary
private const double EX = 0.6; // end value real
private const double EY = 1.125; // end value imaginary
private static int x1, y1, xs, ys, xe, ye;
private static double xstart, ystart, xende, yende, xzoom, yzoom;
private static bool action, rectangle, finished;
private static float xy;
private Image picture;
private Graphics g1;
private Cursor c1, c2;
//private HSB HSBcol=new HSB();
public void init() // all instances will be prepared
{
//HSBcol = new HSB();
this.Size = new Size(640,480);
finished = false;
//addMouseListener(this);
//addMouseMotionListener(this);
//c1 = new Cursor(Cursor.WAIT_CURSOR);
//c2 = new Cursor(Cursor.CROSSHAIR_CURSOR);
x1 = this.Width;
y1 = this.Height;
xy = (float)x1 / (float)y1;
Bitmap img = new Bitmap(1, 1);
g1 = Graphics.FromImage(img);
finished = true;
}
public void destroy() // delete all instances
{
if (finished)
{
//removeMouseListener(this);
//removeMouseMotionListener(this);
picture = null;
g1 = null;
c1 = null;
c2 = null;
GC.Collect(); // garbage collection
}
}
public void start()
{
action = false;
rectangle = false;
initvalues();
xzoom = (xende - xstart) / (double)x1;
yzoom = (yende - ystart) / (double)y1;
mandelbrot();
}
public void stop()
{
}
public void paint(Graphics g)
{
update(g);
}
public void update(Graphics g)
{
g.DrawImage(picture, 0, 0);
if (rectangle)
{
Pen WhitePen = new Pen(Color.White);
if (xs < xe)
{
if (ys < ye) g.DrawRectangle(WhitePen, xs, ys, (xe - xs), (ye - ys));
else g.DrawRectangle(WhitePen, xs, ye, (xe - xs), (ys - ye));
}
else
{
if (ys < ye) g.DrawRectangle(WhitePen, xe, ys, (xs - xe), (ye - ys));
else g.DrawRectangle(WhitePen, xe, ye, (xs - xe), (ys - ye));
}
}
}
private void mandelbrot() // calculate all points
{
int x, y;
float h, b, alt = 0.0f;
Pen FractalPen;
action = false;
//SetCursor(c1);
//showStatus("Mandelbrot-Set will be produced - please wait...");
for (x = 0; x < x1; x+=2)
for (y = 0; y < y1; y++)
{
h = pointcolour(xstart + xzoom * (double)x, ystart + yzoom * (double)y); // color value
if (h != alt)
{
b = 1.0f - h * h; // brightnes
///djm added
//HSBcol.fromHSB(h,0.8f,b); //convert hsb to rgb then make a Java Color
Color color = HSBColor.FromHSB(new HSBColor(h * 255, 0.8f * 255, b * 255)); // VERY IMPORTANT
//g1.setColor(col);
//djm end
//djm added to convert to RGB from HSB
//g1.setColor(Color.getHSBColor(h, 0.8f, b));
//djm test
//Color col = Color.getHSBColor(h,0.8f,b);
//int red = col.getRed();
//int green = col.getGreen();
//int blue = col.getBlue();
//djm
alt = h;
FractalPen = new Pen(color);
g1.DrawLine(FractalPen, x, y, x + 1, y);
}
}
//showStatus("Mandelbrot-Set ready - please select zoom area with pressed mouse.");
//setCursor(c2);
action = true;
}
private float pointcolour(double xwert, double ywert) // color value from 0.0 to 1.0 by iterations
{
double r = 0.0, i = 0.0, m = 0.0;
int j = 0;
while ((j < MAX) && (m < 4.0))
{
j++;
m = r * r - i * i;
i = 2.0 * r * i + ywert;
r = m + xwert;
}
return (float)j / (float)MAX;
}
private void initvalues() // reset start values
{
xstart = SX;
ystart = SY;
xende = EX;
yende = EY;
if ((float)((xende - xstart) / (yende - ystart)) != xy )
xstart = xende - (yende - ystart) * (double)xy;
}
/*public void mousePressed(MouseEvent e)
{
e.consume();
if (action)
{
xs = e.getX();
ys = e.getY();
}
}
public void mouseReleased(MouseEvent e)
{
int z, w;
e.consume();
if (action)
{
xe = e.getX();
ye = e.getY();
if (xs > xe)
{
z = xs;
xs = xe;
xe = z;
}
if (ys > ye)
{
z = ys;
ys = ye;
ye = z;
}
w = (xe - xs);
z = (ye - ys);
if ((w < 2) && (z < 2)) initvalues();
else
{
if (((float)w > (float)z * xy)) ye = (int)((float)ys + (float)w / xy);
else xe = (int)((float)xs + (float)z * xy);
xende = xstart + xzoom * (double)xe;
yende = ystart + yzoom * (double)ye;
xstart += xzoom * (double)xs;
ystart += yzoom * (double)ys;
}
xzoom = (xende - xstart) / (double)x1;
yzoom = (yende - ystart) / (double)y1;
mandelbrot();
rectangle = false;
repaint();
}
}
public void mouseEntered(MouseEvent e)
{
}
public void mouseExited(MouseEvent e)
{
}
public void mouseClicked(MouseEvent e)
{
}
public void mouseDragged(MouseEvent e)
{
e.consume();
if (action)
{
xe = e.getX();
ye = e.getY();
rectangle = true;
repaint();
}
}
public void mouseMoved(MouseEvent e)
{
}
public String getAppletInfo()
{
return "fractal.class - Mandelbrot Set a Java Applet by Eckhard Roessel 2000-2001";
}*/
}
}
Bitmap img = new Bitmap(1, 1);
This could be the problem. You forgot to replace it with width,height. Like this
Bitmap img = new Bitmap(x1, y1);
call your paint method like this (picturebox is not needed, but for me it was fastest when painting with winforms:
Rectangle r = new Rectangle();
var g = pictureBox1.CreateGraphics();
var pea = new PaintEventArgs(g, r);
yourPaintMethod(pea);
calls:
public void yourPaintMethod(PaintEventArgs e ) {
Graphics g = e.Graphics;
Pen pBlack = new Pen(Color.Black, 1);
g.DrawLine(pBlack........ etc.

Raytracing: Dark rings appear

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;

Collision Detection in a Tile Based Platformer

I have a set of methods in my platformer in progress to detect and resolve collisions between entities and the tilemap, but they are doing a bad job of it.
The bottom method is the one being called, like this:
player.velocity = player.velocity.add(getFinalCollisionVector());
where player.velocity is a Vec2D.
private List<Rectangle2D> getCollidingTiles(){
List<Rectangle2D> collidingTiles = new ArrayList<Rectangle2D>();
for(int x = (int) (this.getX()/Tile.SIZE); x <= (int) (this.getX()/Tile.SIZE) + this.getRect2D().getWidth()/Tile.SIZE; x++){
for(int y = (int) (this.getX()/Tile.SIZE); y <= (int) (this.getX()/Tile.SIZE) + this.getRect2D().getHeight()/Tile.SIZE; y++){
if(map.getTileAt(x, y).getAttribute(Attribute.SOLID))
if(map.getCollisionBoxAt(x,y).isColliding(this.collisionBox))
collidingTiles.add(new Rectangle2D.Double(x, y, Tile.SIZE, Tile.SIZE));
}
}
return collidingTiles;
}
private List<Vec2D> getAllTileCollisionVectors(){
List<Rectangle2D> collidingTiles = getCollidingTiles();
List<Vec2D> collisionVectors = new ArrayList<Vec2D>();
for(Rectangle2D rec : collidingTiles){
collisionVectors.add(getCorrectionVector(rec));
}
return collisionVectors;
}
private Vec2D getCorrectionVector(Rectangle2D target)
{
Vec2D ret = new Vec2D();
double x1 = (this.getX() + this.getSize().x) - target.getX();
double x2 = this.getX() - (target.getX() + target.getWidth());
double y1 = (this.getY() + this.getSize().y) - target.getY();
double y2 = this.getY() - (target.getY() + target.getHeight());
// calculate displacement along X-axis
if (x1 < x2)
{
ret.x = x1;
}
else if (x1 > x2)
{
ret.x = x2;
}
// calculate displacement along Y-axis
if (y1 < y2)
{
ret.y = y1;
}
else if (y1 > y2)
{
ret.y = y2;
}
return ret;
}
protected Vec2D getFinalCollisionVector(){
List<Vec2D> collisionVectors = getAllTileCollisionVectors();
if(collisionVectors.size() < 1)
return new Vec2D(0,0);
Vec2D finalVector = new Vec2D();
for(Vec2D vec : collisionVectors){
finalVector = finalVector.add(vec);
}
return finalVector;
}
What am I doing wrong in my code? This is the behavior that the player shows, where he falls (due to gravity) to that point, and then he freezes.
OP here:
Since there are no other answers, I've posted my own.
I've abandonded the old implementation,started from the ground up, and it works now. This is the new implementation:
public Corners getCornersAreSolid(double x, double y) {
int leftTile = (int)(x / Tile.SIZE);
int rightTile = (int)((x + moveData.collisionBox.getWidth()) / Tile.SIZE);
int topTile = (int)(y / Tile.SIZE);
int bottomTile = (int)((y + moveData.collisionBox.getHeight()) / Tile.SIZE);
boolean topLeft = hasAttribute(map, Attribute.SOLID, topTile, leftTile);
boolean topRight = hasAttribute(map, Attribute.SOLID, topTile, rightTile);
boolean bottomLeft = hasAttribute(map, Attribute.SOLID, bottomTile, leftTile);
boolean bottomRight = hasAttribute(map, Attribute.SOLID, bottomTile, rightTile);
Corners solidCorners = new Corners();
solidCorners.topLeft = topLeft;
solidCorners.topRight = topRight;
solidCorners.bottomRight = bottomRight;
solidCorners.bottomLeft = bottomLeft;
return solidCorners;
}
private boolean hasAttribute(GameMap map, Attribute attribute, int tileY, int tileX) {
boolean result = false;
if (tileX >= 0 && tileX < map.getWidthInTiles() && tileY >= 0 && tileY < map.getHeightInTiles()) {
result = map.getTileAt(tileX, tileY).getAttribute(attribute);
}
return result;
}
public Vec2D getNextPosition() {
int currCol = (int) (getX() / Tile.SIZE);
int currRow = (int) (getY() / Tile.SIZE);
double destX = getX() + moveData.velocity.x;
double destY = getY() + moveData.velocity.y;
double tempX = getX();
double tempY = getY();
Corners solidCorners = getCornersAreSolid(getX(), destY);
boolean topLeft = solidCorners.topLeft;
boolean topRight = solidCorners.topRight;
boolean bottomLeft = solidCorners.bottomLeft;
boolean bottomRight = solidCorners.bottomRight;
this.framesSinceLastCollision += 1;
if(moveData.velocity.y < 0) {
if(topLeft || topRight) {
moveData.velocity.y = 0;
tempY = currRow * Tile.SIZE;
this.framesSinceLastCollision = 0;
}
else {
tempY += moveData.velocity.y;
}
}
else if(moveData.velocity.y > 0) {
if(bottomLeft || bottomRight) {
moveData.velocity.y = 0;
tempY = (currRow + 1) * Tile.SIZE - moveData.collisionBox.getHeight() % Tile.SIZE - 1 ;
this.framesSinceLastCollision = 0;
}
else {
tempY += moveData.velocity.y;
}
}
solidCorners = getCornersAreSolid(destX, getY());
topLeft = solidCorners.topLeft;
topRight = solidCorners.topRight;
bottomLeft = solidCorners.bottomLeft;
bottomRight = solidCorners.bottomRight;
if(moveData.velocity.x < 0) {
if(topLeft || bottomLeft) {
moveData.velocity.x = 0;
tempX = currCol * Tile.SIZE;
this.framesSinceLastCollision = 0;
}
else {
tempX += moveData.velocity.x;
}
}
if(moveData.velocity.x > 0) {
if(topRight || bottomRight) {
moveData.velocity.x = 0;
tempX = (currCol + 1) * Tile.SIZE - moveData.collisionBox.getWidth() % Tile.SIZE -1 ;
this.framesSinceLastCollision = 0;
}
else {
tempX += moveData.velocity.x;
}
}
return new Vec2D(tempX, tempY);
}
private static class Corners{
public boolean topLeft, topRight;
public boolean bottomLeft, bottomRight;
public Corners(){
topLeft = false;
topRight = false;
bottomLeft = false;
bottomRight = false;
}
}

Canny Edge Detection using Processing

I am looking for a copy paste implementation of Canny Edge Detection in the processing language. I have zero idea about Image processing and very little clue about Processing, though I understand java pretty well.
Can some processing expert tell me if there is a way of implementing this http://www.tomgibara.com/computer-vision/CannyEdgeDetector.java in processing?
I think if you treat processing in lights of Java then some of the problems could be solved very easily. What it means is that you can use Java classes as such.
For the demo I am using the implementation which you have shared.
>>Original Image
>>Changed Image
>>Code
import java.awt.image.BufferedImage;
import java.util.Arrays;
PImage orig;
PImage changed;
void setup() {
orig = loadImage("c:/temp/image.png");
size(250, 166);
CannyEdgeDetector detector = new CannyEdgeDetector();
detector.setLowThreshold(0.5f);
detector.setHighThreshold(1f);
detector.setSourceImage((java.awt.image.BufferedImage)orig.getImage());
detector.process();
BufferedImage edges = detector.getEdgesImage();
changed = new PImage(edges);
noLoop();
}
void draw()
{
//image(orig, 0,0, width, height);
image(changed, 0,0, width, height);
}
// The code below is taken from "http://www.tomgibara.com/computer-vision/CannyEdgeDetector.java"
// I have stripped the comments for conciseness
public class CannyEdgeDetector {
// statics
private final static float GAUSSIAN_CUT_OFF = 0.005f;
private final static float MAGNITUDE_SCALE = 100F;
private final static float MAGNITUDE_LIMIT = 1000F;
private final static int MAGNITUDE_MAX = (int) (MAGNITUDE_SCALE * MAGNITUDE_LIMIT);
// fields
private int height;
private int width;
private int picsize;
private int[] data;
private int[] magnitude;
private BufferedImage sourceImage;
private BufferedImage edgesImage;
private float gaussianKernelRadius;
private float lowThreshold;
private float highThreshold;
private int gaussianKernelWidth;
private boolean contrastNormalized;
private float[] xConv;
private float[] yConv;
private float[] xGradient;
private float[] yGradient;
// constructors
/**
* Constructs a new detector with default parameters.
*/
public CannyEdgeDetector() {
lowThreshold = 2.5f;
highThreshold = 7.5f;
gaussianKernelRadius = 2f;
gaussianKernelWidth = 16;
contrastNormalized = false;
}
public BufferedImage getSourceImage() {
return sourceImage;
}
public void setSourceImage(BufferedImage image) {
sourceImage = image;
}
public BufferedImage getEdgesImage() {
return edgesImage;
}
public void setEdgesImage(BufferedImage edgesImage) {
this.edgesImage = edgesImage;
}
public float getLowThreshold() {
return lowThreshold;
}
public void setLowThreshold(float threshold) {
if (threshold < 0) throw new IllegalArgumentException();
lowThreshold = threshold;
}
public float getHighThreshold() {
return highThreshold;
}
public void setHighThreshold(float threshold) {
if (threshold < 0) throw new IllegalArgumentException();
highThreshold = threshold;
}
public int getGaussianKernelWidth() {
return gaussianKernelWidth;
}
public void setGaussianKernelWidth(int gaussianKernelWidth) {
if (gaussianKernelWidth < 2) throw new IllegalArgumentException();
this.gaussianKernelWidth = gaussianKernelWidth;
}
public float getGaussianKernelRadius() {
return gaussianKernelRadius;
}
public void setGaussianKernelRadius(float gaussianKernelRadius) {
if (gaussianKernelRadius < 0.1f) throw new IllegalArgumentException();
this.gaussianKernelRadius = gaussianKernelRadius;
}
public boolean isContrastNormalized() {
return contrastNormalized;
}
public void setContrastNormalized(boolean contrastNormalized) {
this.contrastNormalized = contrastNormalized;
}
// methods
public void process() {
width = sourceImage.getWidth();
height = sourceImage.getHeight();
picsize = width * height;
initArrays();
readLuminance();
if (contrastNormalized) normalizeContrast();
computeGradients(gaussianKernelRadius, gaussianKernelWidth);
int low = Math.round(lowThreshold * MAGNITUDE_SCALE);
int high = Math.round( highThreshold * MAGNITUDE_SCALE);
performHysteresis(low, high);
thresholdEdges();
writeEdges(data);
}
// private utility methods
private void initArrays() {
if (data == null || picsize != data.length) {
data = new int[picsize];
magnitude = new int[picsize];
xConv = new float[picsize];
yConv = new float[picsize];
xGradient = new float[picsize];
yGradient = new float[picsize];
}
}
private void computeGradients(float kernelRadius, int kernelWidth) {
//generate the gaussian convolution masks
float kernel[] = new float[kernelWidth];
float diffKernel[] = new float[kernelWidth];
int kwidth;
for (kwidth = 0; kwidth < kernelWidth; kwidth++) {
float g1 = gaussian(kwidth, kernelRadius);
if (g1 <= GAUSSIAN_CUT_OFF && kwidth >= 2) break;
float g2 = gaussian(kwidth - 0.5f, kernelRadius);
float g3 = gaussian(kwidth + 0.5f, kernelRadius);
kernel[kwidth] = (g1 + g2 + g3) / 3f / (2f * (float) Math.PI * kernelRadius * kernelRadius);
diffKernel[kwidth] = g3 - g2;
}
int initX = kwidth - 1;
int maxX = width - (kwidth - 1);
int initY = width * (kwidth - 1);
int maxY = width * (height - (kwidth - 1));
//perform convolution in x and y directions
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += width) {
int index = x + y;
float sumX = data[index] * kernel[0];
float sumY = sumX;
int xOffset = 1;
int yOffset = width;
for(; xOffset < kwidth ;) {
sumY += kernel[xOffset] * (data[index - yOffset] + data[index + yOffset]);
sumX += kernel[xOffset] * (data[index - xOffset] + data[index + xOffset]);
yOffset += width;
xOffset++;
}
yConv[index] = sumY;
xConv[index] = sumX;
}
}
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += width) {
float sum = 0f;
int index = x + y;
for (int i = 1; i < kwidth; i++)
sum += diffKernel[i] * (yConv[index - i] - yConv[index + i]);
xGradient[index] = sum;
}
}
for (int x = kwidth; x < width - kwidth; x++) {
for (int y = initY; y < maxY; y += width) {
float sum = 0.0f;
int index = x + y;
int yOffset = width;
for (int i = 1; i < kwidth; i++) {
sum += diffKernel[i] * (xConv[index - yOffset] - xConv[index + yOffset]);
yOffset += width;
}
yGradient[index] = sum;
}
}
initX = kwidth;
maxX = width - kwidth;
initY = width * kwidth;
maxY = width * (height - kwidth);
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += width) {
int index = x + y;
int indexN = index - width;
int indexS = index + width;
int indexW = index - 1;
int indexE = index + 1;
int indexNW = indexN - 1;
int indexNE = indexN + 1;
int indexSW = indexS - 1;
int indexSE = indexS + 1;
float xGrad = xGradient[index];
float yGrad = yGradient[index];
float gradMag = hypot(xGrad, yGrad);
//perform non-maximal supression
float nMag = hypot(xGradient[indexN], yGradient[indexN]);
float sMag = hypot(xGradient[indexS], yGradient[indexS]);
float wMag = hypot(xGradient[indexW], yGradient[indexW]);
float eMag = hypot(xGradient[indexE], yGradient[indexE]);
float neMag = hypot(xGradient[indexNE], yGradient[indexNE]);
float seMag = hypot(xGradient[indexSE], yGradient[indexSE]);
float swMag = hypot(xGradient[indexSW], yGradient[indexSW]);
float nwMag = hypot(xGradient[indexNW], yGradient[indexNW]);
float tmp;
if (xGrad * yGrad <= (float) 0 /*(1)*/
? Math.abs(xGrad) >= Math.abs(yGrad) /*(2)*/
? (tmp = Math.abs(xGrad * gradMag)) >= Math.abs(yGrad * neMag - (xGrad + yGrad) * eMag) /*(3)*/
&& tmp > Math.abs(yGrad * swMag - (xGrad + yGrad) * wMag) /*(4)*/
: (tmp = Math.abs(yGrad * gradMag)) >= Math.abs(xGrad * neMag - (yGrad + xGrad) * nMag) /*(3)*/
&& tmp > Math.abs(xGrad * swMag - (yGrad + xGrad) * sMag) /*(4)*/
: Math.abs(xGrad) >= Math.abs(yGrad) /*(2)*/
? (tmp = Math.abs(xGrad * gradMag)) >= Math.abs(yGrad * seMag + (xGrad - yGrad) * eMag) /*(3)*/
&& tmp > Math.abs(yGrad * nwMag + (xGrad - yGrad) * wMag) /*(4)*/
: (tmp = Math.abs(yGrad * gradMag)) >= Math.abs(xGrad * seMag + (yGrad - xGrad) * sMag) /*(3)*/
&& tmp > Math.abs(xGrad * nwMag + (yGrad - xGrad) * nMag) /*(4)*/
) {
magnitude[index] = gradMag >= MAGNITUDE_LIMIT ? MAGNITUDE_MAX : (int) (MAGNITUDE_SCALE * gradMag);
//NOTE: The orientation of the edge is not employed by this
//implementation. It is a simple matter to compute it at
//this point as: Math.atan2(yGrad, xGrad);
} else {
magnitude[index] = 0;
}
}
}
}
private float hypot(float x, float y) {
return (float) Math.hypot(x, y);
}
private float gaussian(float x, float sigma) {
return (float) Math.exp(-(x * x) / (2f * sigma * sigma));
}
private void performHysteresis(int low, int high) {
Arrays.fill(data, 0);
int offset = 0;
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
if (data[offset] == 0 && magnitude[offset] >= high) {
follow(x, y, offset, low);
}
offset++;
}
}
}
private void follow(int x1, int y1, int i1, int threshold) {
int x0 = x1 == 0 ? x1 : x1 - 1;
int x2 = x1 == width - 1 ? x1 : x1 + 1;
int y0 = y1 == 0 ? y1 : y1 - 1;
int y2 = y1 == height -1 ? y1 : y1 + 1;
data[i1] = magnitude[i1];
for (int x = x0; x <= x2; x++) {
for (int y = y0; y <= y2; y++) {
int i2 = x + y * width;
if ((y != y1 || x != x1)
&& data[i2] == 0
&& magnitude[i2] >= threshold) {
follow(x, y, i2, threshold);
return;
}
}
}
}
private void thresholdEdges() {
for (int i = 0; i < picsize; i++) {
data[i] = data[i] > 0 ? -1 : 0xff000000;
}
}
private int luminance(float r, float g, float b) {
return Math.round(0.299f * r + 0.587f * g + 0.114f * b);
}
private void readLuminance() {
int type = sourceImage.getType();
if (type == BufferedImage.TYPE_INT_RGB || type == BufferedImage.TYPE_INT_ARGB) {
int[] pixels = (int[]) sourceImage.getData().getDataElements(0, 0, width, height, null);
for (int i = 0; i < picsize; i++) {
int p = pixels[i];
int r = (p & 0xff0000) >> 16;
int g = (p & 0xff00) >> 8;
int b = p & 0xff;
data[i] = luminance(r, g, b);
}
} else if (type == BufferedImage.TYPE_BYTE_GRAY) {
byte[] pixels = (byte[]) sourceImage.getData().getDataElements(0, 0, width, height, null);
for (int i = 0; i < picsize; i++) {
data[i] = (pixels[i] & 0xff);
}
} else if (type == BufferedImage.TYPE_USHORT_GRAY) {
short[] pixels = (short[]) sourceImage.getData().getDataElements(0, 0, width, height, null);
for (int i = 0; i < picsize; i++) {
data[i] = (pixels[i] & 0xffff) / 256;
}
} else if (type == BufferedImage.TYPE_3BYTE_BGR) {
byte[] pixels = (byte[]) sourceImage.getData().getDataElements(0, 0, width, height, null);
int offset = 0;
for (int i = 0; i < picsize; i++) {
int b = pixels[offset++] & 0xff;
int g = pixels[offset++] & 0xff;
int r = pixels[offset++] & 0xff;
data[i] = luminance(r, g, b);
}
} else {
throw new IllegalArgumentException("Unsupported image type: " + type);
}
}
private void normalizeContrast() {
int[] histogram = new int[256];
for (int i = 0; i < data.length; i++) {
histogram[data[i]]++;
}
int[] remap = new int[256];
int sum = 0;
int j = 0;
for (int i = 0; i < histogram.length; i++) {
sum += histogram[i];
int target = sum*255/picsize;
for (int k = j+1; k <=target; k++) {
remap[k] = i;
}
j = target;
}
for (int i = 0; i < data.length; i++) {
data[i] = remap[data[i]];
}
}
private void writeEdges(int pixels[]) {
if (edgesImage == null) {
edgesImage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
}
edgesImage.getWritableTile(0, 0).setDataElements(0, 0, width, height, pixels);
}
}
I've been spending some time with the Gibara Canny implementation and I'm inclined to agree with Settembrini's comment above; further to this one needs to change the implementation of the Gaussian Kernel generation.
The Gibara Canny uses:
(g1 + g2 + g3) / 3f / (2f * (float) Math.PI * kernelRadius * kernelRadius)
The averaging across a pixel (+-0.5 pixels) in (g1 + g2 + g3) / 3f is great, but the correct variance calculation on the bottom half of the equation for single dimensions is:
(g1 + g2 + g3) / 3f / (Math.sqrt(2f * (float) Math.PI) * kernelRadius)
The standard deviation kernelRadius is sigma in the following equation:
Single direction gaussian
I'm assuming that Gibara is attempting to implement the two dimensional gaussian from the following equation: Two dimensional gaussian where the convolution is a direct product of each gaussian. Whilst this is probably possible and more concise, the following code will correctly convolve in two directions with the above variance calculation:
// First Convolution
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += sourceImage.width) {
int index = x + y;
float sumX = data[index] * kernel[0];
int xOffset = 1;
int yOffset = sourceImage.width;
for(; xOffset < k ;) {;
sumX += kernel[xOffset] * (data[index - xOffset] + data[index + xOffset]);
yOffset += sourceImage.width;
xOffset++;
}
xConv[index] = sumX;
}
}
// Second Convolution
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += sourceImage.width) {
int index = x + y;
float sumY = xConv[index] * kernel[0];
int xOffset = 1;
int yOffset = sourceImage.width;
for(; xOffset < k ;) {;
sumY += xConv[xOffset] * (xConv[index - xOffset] + xConv[index + xOffset]);
yOffset += sourceImage.width;
xOffset++;
}
yConv[index] = sumY;
}
}
NB the yConv[] is now the bidirectional convolution, so the following gradient Sobel calculations are as follows:
for (int x = initX; x < maxX; x++) {
for (int y = initY; y < maxY; y += sourceImage.width) {
float sum = 0f;
int index = x + y;
for (int i = 1; i < k; i++)
sum += diffKernel[i] * (yConv[index - i] - yConv[index + i]);
xGradient[index] = sum;
}
}
for (int x = k; x < sourceImage.width - k; x++) {
for (int y = initY; y < maxY; y += sourceImage.width) {
float sum = 0.0f;
int index = x + y;
int yOffset = sourceImage.width;
for (int i = 1; i < k; i++) {
sum += diffKernel[i] * (yConv[index - yOffset] - yConv[index + yOffset]);
yOffset += sourceImage.width;
}
yGradient[index] = sum;
}
}
Gibara's very neat implementation of non-maximum suppression requires that these gradients be calculated seperately, however if you want to output an image with these gradients one can sum them using either Euclidean or Manhattan distances, the Euclidean would look like so:
// Calculate the Euclidean distance between x & y gradients prior to suppression
int [] gradients = new int [picsize];
for (int i = 0; i < xGradient.length; i++) {
gradients[i] = Math.sqrt(Math.sq(xGradient[i]) + Math.sq(yGradient[i]));
}
Hope this helps, is all in order and apologies for my code! Critique most welcome
In addition to Favonius' answer, you might want to try Greg's OpenCV Processing library which you can now easily install via Sketch > Import Library... > Add Library... and select OpenCV for Processing
After you install the library, you can have a play with the FindEdges example:
import gab.opencv.*;
OpenCV opencv;
PImage src, canny, scharr, sobel;
void setup() {
src = loadImage("test.jpg");
size(src.width, src.height);
opencv = new OpenCV(this, src);
opencv.findCannyEdges(20,75);
canny = opencv.getSnapshot();
opencv.loadImage(src);
opencv.findScharrEdges(OpenCV.HORIZONTAL);
scharr = opencv.getSnapshot();
opencv.loadImage(src);
opencv.findSobelEdges(1,0);
sobel = opencv.getSnapshot();
}
void draw() {
pushMatrix();
scale(0.5);
image(src, 0, 0);
image(canny, src.width, 0);
image(scharr, 0, src.height);
image(sobel, src.width, src.height);
popMatrix();
text("Source", 10, 25);
text("Canny", src.width/2 + 10, 25);
text("Scharr", 10, src.height/2 + 25);
text("Sobel", src.width/2 + 10, src.height/2 + 25);
}
Just as I side note. I studied the Gibara Canny implementation some time ago and found some flaws. E.g. he separates the Gauss-Filtering in 1d filters in x and y direction (which is ok and efficient as such), but then he doesn't apply two passes of those filters (one after another) but just applies SobelX to the x-first-pass-Gauss and SobelY to the y-first-pass-Gauss, which of course leads to low quality gradients. Thus be careful just by copy-past such code.

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