I'm working on a interactive sort application. I must represent numbers as rectangles, and for example, when the sorting algorithm is running, when two numbers are swapped, the rectangles must be swapped. I want to do this with animations. How can I swap the rectangles? I currently testing this using transition but I have some problems. I have two rectangles in a group. When I try to swap the rectangles, both will meet in the middle and stop. Here's the code:
Rectangle r1 = rectangles.get(numbers[0]);
Rectangle r2 = rectangles.get(numbers[1]);
TranslateTransition translateTransition = new TranslateTransition();
translateTransition.setNode(r1);
translateTransition.setDuration(Duration.millis(1000));
translateTransition.setFromX(r1.getX());
translateTransition.setToX(r2.getX());
TranslateTransition translateTransition2 = new TranslateTransition();
translateTransition2.setNode(r2);
translateTransition2.setDuration(Duration.millis(1000));
translateTransition2.setFromX(r2.getX());
translateTransition2.setToX(r1.getX());
translateTransition2.play();
translateTransition.play();
I need a pane similar with canvas. I need to be able to set the rectangles coordinates.
TranslateTransition works with translateX property of the Node. Thus, if you positioned rectangles using setLayout, relocate or just constructor parameter TranslateTransition wouldn't work for you.
You either need to start using translateX coordinates or use Timeline instead of TranslateTransition.
You can read more about layout and translate in JavaDoc for layout
Here is translateX based swap example:
public void start(Stage primaryStage) {
final Rectangle r1 = new Rectangle(50, 50, Color.RED);
final Rectangle r2 = new Rectangle(50, 50, Color.BLUE);
// note I use translate to position rectangles
r1.setTranslateX(50);
r2.setTranslateX(250);
Button btn = new Button();
btn.setText("Move it");
btn.relocate(100, 100);
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
double x1 = r1.getTranslateX();
double x2 = r2.getTranslateX();
TranslateTransition translateTransition = new TranslateTransition();
translateTransition.setNode(r1);
translateTransition.setDuration(Duration.millis(1000));
translateTransition.setToX(x2);
TranslateTransition translateTransition2 = new TranslateTransition();
translateTransition2.setNode(r2);
translateTransition2.setDuration(Duration.millis(1000));
translateTransition2.setToX(x1);
translateTransition2.play();
translateTransition.play();
}
});
Pane root = new Pane();
root.getChildren().addAll(btn, r1, r2);
Scene scene = new Scene(root, 400, 350);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
}
Related
I am trying to draw a texture on a sphere with JavaFX (16). I add the material with the texture but the texture is stretched to the whole surface. It is possible to set the texture on only a portion of the surface? Like the image below (not mine, taken from SO):
My code so far (very trivial):
public void start(Stage stage) throws Exception {
Sphere sphere = new Sphere(200);
PhongMaterial material = new PhongMaterial();
material.setDiffuseMap(new Image(new File("picture.png").toURI().toURL().toExternalForm()));
sphere.setMaterial(material);
Group group = new Group(sphere);
Scene scene = new Scene( new StackPane(group), 640, 480, true, SceneAntialiasing.BALANCED);
scene.setCamera(new PerspectiveCamera());
stage.setScene(scene);
stage.show();
}
The reason why the texture you apply is stretched to the whole sphere is that the texture coordinates that define the Sphere mesh are mapping the whole sphere surface, and therefore, when you apply a diffuse image, it is translated 1-1 to that surface.
You could create a custom mesh, with custom texture coordinates values, but that can be more complex.
Another option is to create the diffuse image "on demand", based on your needs.
For a sphere, a 2D image that can be wrapped around the 3D sphere can be defined by a 2*r*PI x 2*r rectangular container (a JavaFX Pane for our purposes).
Then, you can draw inside your images, scaling and translating them accordingly.
Finally, you need a way to convert that drawing into an image, and for that you can use Scene::snapshot.
Just to play around with this idea, I'll create a rectangular grid that will be wrapped around the sphere, in order to have some kind of a coordinate system.
private Image getTexture(double r) {
double h = 2 * r;
double w = 2 * r * 3.125; // 3.125 is ~ PI, rounded to get perfect squares.
Pane pane = new Pane();
pane.setPrefSize(w, h);
pane.getStyleClass().add("pane-grid");
Group rootAux = new Group(pane);
Scene sceneAux = new Scene(rootAux, rootAux.getBoundsInLocal().getWidth(), rootAux.getBoundsInLocal().getHeight());
sceneAux.getStylesheets().add(getClass().getResource("/style.css").toExternalForm());
SnapshotParameters sp = new SnapshotParameters();
return rootAux.snapshot(sp, null);
}
where style.css has:
.pane-grid {
-fx-background-color: #D3D3D333,
linear-gradient(from 0.5px 0.0px to 50.5px 0.0px, repeat, black 5%, transparent 5%),
linear-gradient(from 0.0px 0.5px to 0.0px 50.5px, repeat, black 5%, transparent 5%);
}
.pane-solid {
-fx-background-color: black;
}
(based on this answer)
With a radius of 400, you get this image:
each square is 50x50, and there are 50x16 squares.
If you apply this diffuse map to an Sphere:
#Override
public void start(Stage stage) {
PhongMaterial earthMaterial = new PhongMaterial();
earthMaterial.setDiffuseMap(getTexture(400));
final Sphere earth = new Sphere(400);
earth.setMaterial(earthMaterial);
Scene scene = new Scene(root, 800, 600, true);
scene.setFill(Color.WHITESMOKE);
stage.setScene(scene);
stage.show();
}
you get:
In theory, now you could fill any of the grid squares, like:
private Image getTexture(double r) throws IOException {
double h = 2 * r;
double w = 2 * r * 3.125;
Pane pane = new Pane();
pane.setPrefSize(w, h);
pane.getStyleClass().add("pane-grid");
Rectangle rectangle = new Rectangle(50, 50, Color.RED);
rectangle.setStroke(Color.WHITE);
rectangle.setStrokeWidth(2);
// fill rectangle at 20 x 10
rectangle.setTranslateX(20 * 50 + 1);
rectangle.setTranslateY(10 * 50 + 1);
Group rootAux = new Group(pane, rectangle);
...
with the result:
Now that you have a well positioned image (for now just a red rectangle), you can get rid of the grid, and simply use a black color for the texture image:
private Image getTexture(double r) throws IOException {
double h = 2 * r;
double w = 2 * r * 3.125;
Pane pane = new Pane();
pane.setPrefSize(w, h);
// pane.getStyleClass().add("pane-grid");
pane.getStyleClass().add("pane-solid");
resulting in:
Now it is up to you to apply this idea to your needs. Note that you can use an ImageView with size 50x50, or 100x100, ... instead of the red rectangle, so you can use a more complex image.
I have been having this issue for a long time, and no matter what answers on here I try I keep having an issue.
This is a previous question of mine that had no resolution to it JavaFX 3D PerspectiveCamera affects drag position of a node
(nor did the answers/links provided in the question)
Essentially I am trying to drag a node while keeping the mouse position at to the clicked position of the node while dragging.
The original thought was to do an event.getScreenX() or event.getSceneX() to get the initial position on mouseClicked, and then compare/update in the mouse dragged.
The issue is that when I zoom the camera in and out(camera.setTranslateZ()), for some reason the values will increase/decrease depending on the zoom, i.e., the node drags slower/stays with the mouse when the camera is zoomed out.
For what it's worth I also have scaled the main node by 10, which I think might have something to do with this as one of the examples did seem to break when the scale and/or camera were changed; however the example also doesn't work, with no scale.
Does anyone have any idea? It's extremely frustrating with how simple this task is, yet hard to actually accomplish. I would think that as the mouse would drag, regardless if it dragged 1 pixel with the mouse zoomed in, or 100 pixels with the mouse zoomed out that it wouldn't cause this issue, so I'm wondering if there is some sort of bug with this? Any thoughts are appreciated, thank you.
public class Move extends Application {
double x0,xDiff;
double y0,yDiff;
#Override
public void start(Stage primaryStage) {
Box b = new Box(100,100,1);
b.setLayoutX(0);
b.setLayoutY(0);
// b.setTranslateZ(20000);
Pane root = new Pane();
root.getChildren().add(b);
PhongMaterial p = new PhongMaterial();
p.setDiffuseColor(Color.RED);
b.setMaterial(p);
Scene scene = new Scene(root, 2000, 1250,true);
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setTranslateZ(-1000);
camera.setFarClip(2000);
scene.setCamera(camera);
primaryStage.setTitle("Hello World!");
primaryStage.setScene(scene);
primaryStage.show();
b.setOnMousePressed(event
->{
x0 = event.getSceneX();
y0 = event.getSceneY();
event.consume();
});
b.setOnMouseDragged(event
->{
xDiff = event.getSceneX() - x0;
yDiff = event.getSceneY() - y0;
b.setLayoutX(b.getLayoutX() + xDiff);
b.setLayoutY(b.getLayoutY() + yDiff);
x0 = event.getSceneX();
y0 = event.getSceneY();
});
primaryStage.setOnScroll(event
->{
if (event.getDeltaY() > 0)
{
camera.setTranslateZ(camera.getTranslateZ() + 45);
}
else
{
camera.setTranslateZ(camera.getTranslateZ() - 45);
}
});
}
/**
* #param args the command line arguments
*/
public static void main(String[] args) {
launch(args);
}
}
I am making a simple simulation, and have had a good amount of trouble finding the X and Y coordinates of a rotated, weirdly sized, imageView node. (The blue bit is the front)
The goal is to find out an XY coordinate relative to the direction that the imageView is pointing, after it has been rotated. I can find the angle that the imageView is at relative to its starting position but I cannot figure out how to get an XY coordinate of the imageView relative to this angle. Since the .setRotate(angle) method does not change the X and Y location of the imageView, how should I go about finding a point that the imageView is facing?
Minimal example of the rotation and imageView I am using:
Main.java
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
Group root = new Group();
primaryStage.setScene(new Scene(root, 500, 500));
Image robotImage = null;
try {
robotImage = new Image(new FileInputStream("res\\robot.png"));
} catch (FileNotFoundException e) {
e.printStackTrace();
}
ImageView robot = new ImageView(robotImage);
robot.setLayoutX(125);
robot.setLayoutY(125);
System.out.println("PreRotate X: " + robot.getLayoutX() + "PreRotate Y: " + robot.getLayoutY());
robot.setRotate(45);
System.out.println("PostRotate X: " + robot.getLayoutX() + "PostRotate Y: " + robot.getLayoutY());
root.getChildren().add(robot);
primaryStage.show();
}
public static void main(String[] args) {
launch(args);
}
}
I have already tried using the bounds of the imageView along with lines that lay on top of the imageView, but that requires me to find the new max/min x/y every time that the imageView changes its max/min x/y.
For example:
if (turnAngle < 35) {
directionLine.setStartX(robotLeftRightAngle.getBoundsInParent().getMaxX());
directionLine.setStartY(robotLeftRightAngle.getBoundsInParent().getMinY());
directionLine.setEndX(robotRightLeftAngle.getBoundsInParent().getMinX() + ((robotLeftRightAngle.getBoundsInParent().getMaxX() - robotRightLeftAngle.getBoundsInParent().getMinX()) / 2));
directionLine.setEndY(robotRightLeftAngle.getBoundsInParent().getMinY() + ((robotLeftRightAngle.getBoundsInParent().getMinY() - robotRightLeftAngle.getBoundsInParent().getMinY()) / 2));
}
else if (turnAngle < 55) {
directionLine.setStartX(robotLeftRightAngle.getBoundsInParent().getMaxX());
directionLine.setStartY(robotLeftRightAngle.getBoundsInParent().getMaxY());
directionLine.setEndX(robotRightLeftAngle.getBoundsInParent().getMinX() + ((robotLeftRightAngle.getBoundsInParent().getMaxX() - robotRightLeftAngle.getBoundsInParent().getMinX()) / 2));
directionLine.setEndY(robotRightLeftAngle.getBoundsInParent().getMinY() + ((robotLeftRightAngle.getBoundsInParent().getMaxY() - robotRightLeftAngle.getBoundsInParent().getMinY()) / 2));
}
And so on all the way to 360. DRY yikes.
How should I approach this? Am I using the wrong transformation? Did I not see a method that can be used for this? I know that there must be a better approach. Thanks for reading.
I'm not sure I 100% understand the question. The transformations between coordinate systems but it's hard to tell the coordinate systems you need to convert between from your description, so I assume you want to convert between the coordinate system of robot to the coordinate system of group.
It's possible to use localToParent to convert from the coordinate system of a node to that of the parent which accomodates for all transforms. (parentToLocal would achieve the inverse transformation, but this does not seem to be the required transformation in this case.)
The following example modifies the start and end points of a line to the coordinates of the top left and a point 100 px above of the Rectangle in the Rectangle's coordinate system:
#Override
public void start(Stage primaryStage) {
Group root = new Group();
primaryStage.setScene(new Scene(root, 500, 500));
Rectangle robot = new Rectangle(100, 20, Color.RED);
robot.setLayoutX(125);
robot.setLayoutY(125);
Line line = new Line(125, 125, 125, 25);
robot.rotateProperty().addListener(o -> {
Point2D start = robot.localToParent(0, 0);
Point2D end = robot.localToParent(0, -100);
line.setStartX(start.getX());
line.setStartY(start.getY());
line.setEndX(end.getX());
line.setEndY(end.getY());
});
RotateTransition rotateTransition = new RotateTransition(Duration.seconds(5), robot);
rotateTransition.setCycleCount(Animation.INDEFINITE);
rotateTransition.setFromAngle(0);
rotateTransition.setToAngle(360);
rotateTransition.setInterpolator(Interpolator.LINEAR);
rotateTransition.play();
root.getChildren().addAll(robot, line);
primaryStage.show();
}
So I want to put a dot on a circle. I don't want it centered I want it for example in the right corner of the circle but I want it to be a part of the circle not just another circle placed on top of this one. The reason I want it this way is to show the Rotation Transition of the circle more clearly. How do make this happen?
You could put the Circles in a Group and rotate that group instead of the Circle:
public void start(Stage primaryStage) {
Circle circle = new Circle(100);
Circle dot = new Circle(20, 30, 10, Color.RED);
Group group = new Group(circle, dot);
group.setLayoutX(100);
group.setLayoutY(200);
Pane root = new Pane(group);
Scene scene = new Scene(root, 500, 500);
RotateTransition transition = new RotateTransition(Duration.seconds(1), group);
transition.setByAngle(360);
transition.setInterpolator(Interpolator.LINEAR);
transition.setCycleCount(Animation.INDEFINITE);
transition.play();
primaryStage.setScene(scene);
primaryStage.show();
}
I need to use path gradients (vary the stroke color along a path), but currently couldn't find a way to do it with the current JavaFX API. Note that this is different than applying a linear gradient to a path element. This may seem to work for straight line segments, but fails in some arc configurations and multiple connected path elements.
Would someone offer any suggestions for an approach to this problem?
You can try the following approach:
#Override
public void start(Stage primaryStage) {
Group root = new Group();
// CREATE CANVAS
final Canvas canvas = new Canvas(300, 250);
// GET GRAPHICS CONTEXT
final GraphicsContext gc = canvas.getGraphicsContext2D();
// DRAW THE SHAPE (LINE)
gc.beginPath();
gc.moveTo(50, 50); //Begin
gc.lineTo(150, 200); //End
gc.closePath();
// CREATE THE LINEAR EFFECT
LinearGradient lg = new LinearGradient(0, 0, 1, 1, true,
CycleMethod.REFLECT, new Stop(0.0, Color.RED),
new Stop(0.5, Color.GREEN),
new Stop(1.0, Color.BLUE));
// SET & STROKE WITH LINEAR
gc.setLineWidth(20);
gc.setStroke(lg);
gc.stroke();
//ADD CANVAS NODE TO ROOT
root.getChildren().add(canvas);
primaryStage.setScene(new Scene(root));
primaryStage.show();
}