java 2D drawing - java

im trying to make a swing app that draws a function's graph(simple for now ex. x+2)
but i'm having problems to make mathematical coordinates of my points depending on screen coordinates .
I want it to simply draw a line that goes from P1(0,1) to P2(1,2) inside my graph.
here is my code :
import java.awt.*;
import javax.swing.*;
public class Graph extends JPanel {
protected void paintComponent(Graphics g) {
int YP1,YP2;
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
int h = getHeight();
int w = getWidth();
// Draw axeX.
g2.draw(new Line2D.Double(0, h/2, w, h/2)); //to make axisX in the middle
// Draw axeY.
g2.draw(new Line2D.Double(w/2,h,w/2,0));//to make axisY in the middle of the panel
//line between P1(0,1) and P2(1,2) to draw function x+1
Point2D P1 = new Point2D.Double(w/2,(h/2)+1);
Point2D P2 = new Point2D.Double((w/2)+1,(h/2)+2);
g2.draw(new Line2D.Double(P1,P2));
}
public static void main(String[] args) {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new Graphe());
f.setSize(400,400);
f.setLocation(200,200);
f.setVisible(true);
}
}
thanks.

import java.awt.*;
import javax.swing.*;
public class Graph extends JPanel {
private static final int UNIT = 20;
protected void paintComponent(Graphics g) {
int YP1,YP2;
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
int h = getHeight();
int w = getWidth();
// Draw axeX.
g2.draw(new Line2D.Double(0, h/2, w, h/2)); //to make axisX in the middle
// Draw axeY.
g2.draw(new Line2D.Double(w/2,h,w/2,0));//to make axisY in the middle of the panel
//line between P1(0,1) and P2(1,2) to draw function x+1
Point2D P1 = new Point2D.Double(w/2,(h/2)+ UNIT);
Point2D P2 = new Point2D.Double((w/2)+ UNIT,(h/2)+ 2*UNIT); //considering 20 = 1 unit in your syste,
g2.draw(new Line2D.Double(P1,P2));
}
public static void main(String[] args) {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new Graphe());
f.setSize(400,400);
f.setLocation(200,200);
f.setVisible(true);
}
}
Tryout this code read comments to get the solution

The center of your coordinate system (0,0) is painted at (w/2, h/2). The missing part is the scale, in other words: how many pixels make one unit on the x axis and y axis.
So usually you multiply your unit value by the scaling factor (like 10, if you want 10 pixel per unit) and add the offset of the axis from the left or lower boundary. The annoying part is the (0,0) on screen coordinates is the upper left corner and height counts from top to bottom (reversed y axis). That makes it a bit more complicated:
xOnScreenPos = (xUnit * xScale) + xScaleOffset;
yOnScreenPos = -(yUnit * yScale) + yScaleOffset;

Related

Java: Cannot display paintComponent

I have been trying to develop a program that has human stick figure with an arrow. So the issue here is, the drawing under paintComponent doesn't get displayed when ImageIcon as background is added. How do I get to display the painting on top of the background image. My coding is as follows.
public class Drawing
{
public Drawing()
{
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
//f.getContentPane().setBackground(new Color(204,229,255));
f.getContentPane().add(new ArrowPanel());
f.setSize(1000,600);
//f.setLocation(200,200);
f.setLayout(new BorderLayout());
f.setContentPane(new JLabel(new ImageIcon("/Users/marian/NetBeansProjects/Drawing/src/drawing/wall.jpg")));
f.setLayout(new FlowLayout());
f.setVisible(true);
}
public static void main(String[] args)
{
new Drawing();
}
}
class ArrowPanel extends JPanel
{
double phi;
int barb;
public ArrowPanel()
{
phi = Math.toRadians(40);
barb = 30;
}
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
int w = getWidth();
int h = getHeight();
Point sw = new Point(w/8, h*7/8);
Point ne = new Point(w*7/8, h/8);
g2.draw(new Line2D.Double(sw, ne));
//drawArrowHead(g2, sw, ne, Color.red);
drawArrowHead(g2, ne, sw, Color.blue);
Ellipse2D.Double head = new Ellipse2D.Double(90,60,20,20);
g2.draw(head);
Line2D.Double body=new Line2D.Double(100,80,100,120);
g2.draw(body);
Line2D.Double arm1=new Line2D.Double(100,100,80,100);
g2.draw(arm1);
Line2D.Double arm2=new Line2D.Double(100,100,120,75);
g2.draw(arm2);
Line2D.Double leg1=new Line2D.Double(100,120,85,135);
g2.draw(leg1);
Line2D.Double leg2=new Line2D.Double(100,120,115,135);
g2.draw(leg2);
}
private void drawArrowHead(Graphics2D g2, Point tip, Point tail, Color color)
{
g2.setPaint(color);
double dy = tip.y - tail.y;
double dx = tip.x - tail.x;
double theta = Math.atan2(dy, dx);
//System.out.println("theta = " + Math.toDegrees(theta));
double x, y, rho = theta + phi;
for(int j = 0; j < 2; j++)
{
x = tip.x - barb * Math.cos(rho);
y = tip.y - barb * Math.sin(rho);
g2.draw(new Line2D.Double(tip.x, tip.y, x, y));
rho = theta - phi;
}
}
}
Im still learning Java, could someone help to solve this problem. Thank you.
If you want to use different layers in your Swing Application, you should use a LayeredPane instead of a JPanel. And you should avoid setting different LayoutManagers. This code sets the last LayoutManager, so the first line is useless:
f.setLayout(new BorderLayout());
f.setContentPane(new JLabel(new ImageIcon("/Users/marian/NetBeansProjects/Drawing/src/drawing/wall.jpg")));
f.setLayout(new FlowLayout());
Here is an article on how to use LayeredPanes Tutorial
You replace your ArrowPanel with the call of setContentPane():
f.getContentPane().add(new ArrowPanel());
...
f.setContentPane(new JLabel(new ImageIcon("/Users/marian/NetBeansProjects/Drawing/src/drawing/wall.jpg")));
Try changing the order of these two statements, EG put the getContentPane() call after the setContentPane().

Java JPanel Scaling

Hey Guys I have succesfully made a GUI in java that will scale polygons and circles using a slider. Everything works but I was wondering if there is a way to change the Origin point(Where it scales from). Right now it scales from the corner and I would like it to scale from the middle so I can start it in the middle and it scales out evenly. Also, If anyone could tell me an easy way to replace the Rectangle I have with an Image of some kind so you can scale the Picture up and down would be great! Thank you! Here is my code:
import javax.swing.*;
public class Fred
{
public static void main(String[] args)
{
TheWindow w = new TheWindow();
w.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //X wont close the window with out this line
w.setSize(375,375);
w.setVisible(true);
}
}
import java.awt.*;
import javax.swing.*;
import javax.swing.event.*;
public class TheWindow extends JFrame
{
private JSlider slider; //declare slider
private drawRect myPanel; //declare/ create panel
public TheWindow()
{
super("Slider Example"); //make title
myPanel = new drawRect();
myPanel.setBackground(Color.green); //change background color
slider = new JSlider(SwingConstants.VERTICAL, 0, 315, 10);// restrains the slider from scaling square to 0-300 pixels
slider.setMajorTickSpacing(20); //will set tick marks every 10 pixels
slider.setPaintTicks(true); //this actually paints the ticks on the screen
slider.addChangeListener
(
new ChangeListener()
{
public void stateChanged(ChangeEvent e)
{
myPanel.setD(slider.getValue()); //Wherever you set the slider, it will pass that value and that will paint on the screen
}
}
);
add(slider, BorderLayout.WEST); //similar to init method, adds slider and panel to GUI
add(myPanel, BorderLayout.CENTER);
}
}
import java.awt.*;
import javax.swing.*;
public class drawRect extends JPanel
{
private int d = 25; //this determines the beginning length of the rect.
public void paintComponent(Graphics g)//paints circle on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
g.fillRect(15,15, d, d); //paints rectangle on screen
//x , y, width, height
}
public void setD(int newD)
{
d = (newD >= 0 ? newD : 10); //if number is less than zero it will use 10 for diameter(compressed if statement)
repaint();
}
public Dimension getPrefferedSize()
{
return new Dimension(200, 200);
}
public Dimension getMinimumSize()
{
return getPrefferedSize();
}
}
Changing the "origin point" so it becomes the center of the "zoom" is basically just the process of subtract half of d from the center point.
So, assuming the the center point is 28 ((25 / 2) + 15), you would simply then subtract d / 2 (25 / 2) from this point, 28 - (25 / 2) = 15 or near enough...
I modified the paintComponent method for testing, so the rectangle is always at the center of the panel, but you can supply arbitrary values in place of the originX and originY
#Override
public void paintComponent(Graphics g)//paints circle on the screen
{
super.paintComponent(g); //prepares graphic object for drawing
int originX = getWidth() / 2;
int originY = getHeight() / 2;
int x = originX - (d / 2);
int y = originY - (d / 2);
System.out.println(x + "x" + y);
g.fillRect(x, y, d, d); //paints rectangle on screen
//x , y, width, height
}
As for scaling an image, you should look at Graphics#drawImage(Image img, int x, int y, int width, int height, ImageObserver observer), beware though, this will scaling the image to the absolute size, it won't keep the image ratio.
A better solution might be to use a double value of between 0 and 1 and multiple the various elements by this value to get the absolute values you want

How can I rotate an onscreen component in Java?

import javax.swing.*;
import java.awt.*;
public class JFrameAnimationTest extends JFrame {
public static void main(String[] args) throws Exception{
AnimationPanel animation = new AnimationPanel();
JFrameAnimationTest frame = new JFrameAnimationTest();
frame.setSize(600, 480);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(animation);
frame.setVisible(true);
for(int i = 0; i < 100; i++) {
animation.incX(1);
//animation.incY(1);
animation.repaint();
Thread.sleep(10);
}
}
}
class AnimationPanel extends JPanel {
int x = 10;
int y = 10;
public AnimationPanel() {
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLUE);
g.drawRect(x, y, 20, 20);
g.fillRect(x, y, 20, 20);
}
protected void incX(int X) {
x += X;
}
protected void incY(int Y) {
y += Y;
}
}
So anyways theres my code. It probably looks a bit jumbled as I am not used to stackoverflow just yet so I apologize.
Here's my question: This program makes this small rectangle slowly move to the right; how can I add rotation to the rectangles movement during that time period?
Note: I haven't actually compiled this code, but you get the gist.
public void paintComponent( Graphics g )
{
super.paintComponent( g );
Graphics2D g2d = (Graphics2D) g;
// The 20x20 rectangle that you want to draw
Rectangle2D rect = new Rectangle2D.Double( 0, 0, 20, 20 );
// This transform is used to modify the rectangle (an affine
// transform is a way to do operations like translations, rotations,
// scalings, etc...)
AffineTransform transform = new AffineTransform();
// 3rd operation performed: translate the rectangle to the desired
// x and y position
transform.translate( x + 10, y + 10 );
// 2nd operation performed: rotate the rectangle around the origin
transform.rotate( rotation );
// 1st operation performed: translate the rectangle such that it is
// centered on the origin
transform.translate( -10, -10 );
// Apply the affine transform
Shape s = transform.createTransformedShape( rect );
// Fill the shape with the current paint
g2d.fill( s );
// Stroke the edge of the shape with the current paint
g2d.draw( s );
}
Also note that you should really be using something like a javax.swing.Timer when you modify x, y, and rotation and when you call repaint(). That way all of it happens on the event dispatch thread.

Draw a circle with a radius and points around the edge

I'm really stuck on how to go about programming this. How to draw a circle in Java with a radius and points around the edge?
I need to draw a circle within a JFrame with a radius and points around the circumference. i can mathematically calculate how to find the coordinates of the point around the edge but i cant seem to be able to program the circle. I am currently using a Ellipse2D method but that doesn't seem to work and doesn't return a radius, as under my understanding, it doesn't draw the circle from the center rather from a starting coordinate using a height and width.
My current code is on a separate frame but I need to add it to my existing frame.
import java.awt.*;
import javax.swing.*;
import java.awt.geom.*;
public class circle extends JFrame {
public circle() {
super("circle");
setSize(410, 435);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
Panel sp = new Panel();
Container content = getContentPane();
content.add(sp);
setContentPane(content);
setVisible(true);
}
public static void main (String args[]){
circle sign = new circle();
}
}
class Panel extends JPanel {
public void paintComponent(Graphics comp) {
super.paintComponent(comp);
Graphics2D comp2D = (Graphics2D) comp;
comp2D.setColor(Color.red);
Ellipse2D.Float sign1 = new Ellipse2D.Float(0F, 0F, 350F, 350F);
comp2D.fill(sign1);
}
}
Points on a circle may be specified as a function of the angle θ:
x = a + r cos(θ)
y = b + r sin(θ)
Here, increments of 2π/8 are shown.
Addendum: As suggested in a comment by #Christoffer Hammarström, this revised example reduces the number of magic numbers in the original. The desired number of points becomes a parameter to the constructor. It also adapts the rendering to the container's size.
/** #see https://stackoverflow.com/questions/2508704 */
public class CircleTest extends JPanel {
private static final int SIZE = 256;
private int a = SIZE / 2;
private int b = a;
private int r = 4 * SIZE / 5;
private int n;
/** #param n the desired number of circles. */
public CircleTest(int n) {
super(true);
this.setPreferredSize(new Dimension(SIZE, SIZE));
this.n = n;
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g;
g2d.setRenderingHint(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.black);
a = getWidth() / 2;
b = getHeight() / 2;
int m = Math.min(a, b);
r = 4 * m / 5;
int r2 = Math.abs(m - r) / 2;
g2d.drawOval(a - r, b - r, 2 * r, 2 * r);
g2d.setColor(Color.blue);
for (int i = 0; i < n; i++) {
double t = 2 * Math.PI * i / n;
int x = (int) Math.round(a + r * Math.cos(t));
int y = (int) Math.round(b + r * Math.sin(t));
g2d.fillOval(x - r2, y - r2, 2 * r2, 2 * r2);
}
}
private static void create() {
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.add(new CircleTest(9));
f.pack();
f.setVisible(true);
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
create();
}
});
}
}
Try something like this:
public class CirclePanel extends JPanel
{
public static void main(String[] args) throws Exception
{
JFrame f = new JFrame();
f.setContentPane(new CirclePanel());
f.setSize(700,500);
f.setVisible(true);
}
public void paint(Graphics g)
{
super.paint(g);
//Draws the line
g.drawOval(0,0,this.getWidth(), this.getHeight());
//draws filled circle
g.setColor(Color.red);
g.fillOval(0,0,this.getWidth(), this.getHeight());
}
}
You can also override the paint method in the frame class, but then the you would have to calculate in the size of the window decorations and it gets dirty there...
I recommend to take some time to review the "midpoint circle algorithm or Bresenham's circle algorithm". The accepted solution is based on very costly math operations like float multiplication and trigonometric functions.

Java Graphics2D Panning and Zooming / Translating and Scaling

I've got a JPanel I'm drawing onto and I'm trying to get it so that you can use the mouse wheel to "zoom" in and out by modifying the variable scale. Right now what happens is you can zoom in or out but all of the drawing shifts to the right and downwards when you zoom in and then back up and left when zooming out.
I want to make it so that it adjusts as if you were zooming in on the point at the center of the JPanel but I can't figure out how to calculate the right offset to translate by…
Anybody got an idea of how to do this, or even better a cleaner way of achieving this whole pan and zoom ability?
I am basically plotting a bunch of coordinates that came from a system where 0,0 is in the lower left corner and fall between the bounds:
xMin = 661208
xMax = 662618
yMin = 4291657
yMax = 4293285
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
double scale = details.getScale();
double xOffset = details.getxOffset();
double yOffset = details.getyOffset();
g2.scale(scale, -scale);
// Dividing offset by scale makes panning 1:1 with the cursor still. yMax to account for the
// fact we needed to flip around the y axis to make it right-side up.
g2.translate((-xMin + xOffset / scale), (-yMax + yOffset / scale));
// Code to draw stuff goes here. It uses coordinates between xMin-xMax and yMin-yMax to draw.
.
.
.
}
Here is an example with the wheel:
public class GraphicsOnly extends JPanel implements MouseWheelListener {
Shape[] shapes;
Dimension size;
double scale = 1.0;
private static int source = 100;
public GraphicsOnly() {
addMouseWheelListener(this);
size = new Dimension(10,10);
setBackground(new Color(240,200,200));
}
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
if(shapes == null) initShapes();
// Keep shapes centered on panel.
double x = (getWidth() - scale*size.width)/2;
double y = (getHeight() - scale*size.height)/2;
AffineTransform at = AffineTransform.getTranslateInstance(x, y);
at.scale(scale, scale);
g2.setPaint(Color.blue);
g2.draw(at.createTransformedShape(shapes[0]));
g2.setPaint(Color.green.darker());
g2.draw(at.createTransformedShape(shapes[1]));
g2.setPaint(new Color(240,240,200));
g2.fill(at.createTransformedShape(shapes[2]));
g2.setPaint(Color.red);
g2.draw(at.createTransformedShape(shapes[2]));
}
public Dimension getPreferredSize() {
int w = (int)(scale*size.width);
int h = (int)(scale*size.height);
return new Dimension(w, h);
}
private void initShapes() {
shapes = new Shape[3];
int w = getWidth();
int h = getHeight();
shapes[0] = new Rectangle2D.Double(w/16, h/16, w*7/8, h*7/8);
shapes[1] = new Line2D.Double(w/16, h*15/16, w*15/16, h/16);
shapes[2] = new Ellipse2D.Double(w/4, h/4, w/2, h/2);
size.width = w;
size.height = h;
}
public static void main(String[] args) {
GraphicsOnly app = new GraphicsOnly();
JFrame f = new JFrame();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.getContentPane().add(new JScrollPane(app));
f.setSize(400, 400);
f.setLocation(200,200);
f.setVisible(true);
}
#Override
public void mouseWheelMoved(MouseWheelEvent e) {
// TODO Auto-generated method stub
if(e.getWheelRotation() >0){
source = source-e.getScrollAmount();
}else{
source = source+e.getScrollAmount();
}
scale = source/100.0;
System.out.println(scale);
repaint();
revalidate();
}
}

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