Processing - Line Implementation Help - java

I jumped into Processing (the language) today. I've been trying to implement a line without the line() function. In other words, I'm trying to replicate the line() function with my own code. I'm almost there, but not. (There's a screen, and you can click around, and this function connects those clicks with lines.)
There are four different line slopes I'm dealing with (m>1, 0
If you could just glance at the following code, and tell me where I've gone wrong, I'd be grateful.
int xStart = -1; // Starting x and y are negative.
int yStart = -1; // No lines are drawn when mouseReleased() and x/y are negative.
boolean isReset = false; // Turns true when 'r' is pressed to reset polygon chain.
int clickCounter = 0; // Changes background color every 10 clicks (after c is pressed).
color backgroundColor = 0; // Starting background color. Changed occasionally.
color lineColor = 255;
int weight = 1;
void setup() {
size(800, 800); // Initial size is 800x800
background(backgroundColor); // ...background is black.
smooth();
stroke(lineColor); //... lines/points are white.
strokeWeight(weight);
}
void draw() {
}
void mousePressed(){
clickCounter++;
}
void mouseReleased(){ // mouseReleased used instead of mousePressed to avoid dragged clicks.
point(mouseX, mouseY); // Draws white point at clicked coordinates.
if((xStart < 0 && yStart < 0) || isReset){ // If x/y negative or if r was pressed, set start points and return. No line drawn.
xStart = mouseX;
yStart = mouseY;
isReset = false; // Reset isReset to false.
return;
}
// Sends starting and ending points to createLine function.
createLine(xStart, yStart, mouseX, mouseY); // createLine(...) - Creates line from start point to end point.
xStart = mouseX; // Start point = last click location. End point = Current click location.
yStart = mouseY; // Sets starting coordinates for next click at current click point.
}
void keyPressed(){
if(key == 'x') // EXTRA CREDIT ADDITION: If x is pressed -> Exit program.
exit();
else if(key == 'c'){ // EXTRA CREDIT ADDITTION: If c pressed -> Set background black to clear all lines/points on screen.
if(clickCounter > 10){
backgroundColor = color(random(255), random(255), random(255)); // EXTRA CREDIT ADDITION: If cleared and clickCounter is greater
clickCounter = 0; // ...than 10, background changes to random color.
}
background(backgroundColor);
xStart = -1; // Must set points negative so line is not drawn after next new point is made (since there will only be one point on the screen).
yStart = -1;
}
else if(key == 'r'){ // If r pressed -> Reset: Next click will create new point that isn't connected with line to current points.
isReset = true;
lineColor = color(random(255), random(255), random(255)); // EXTRA CREDIT ADDITION: When dot chain is "reset", line changes color.
weight = (int)random(10);
strokeWeight(weight); // EXTRA CREDIT ADDITION: ...and line/dot thickness changes.
stroke(lineColor);
}
else
return;
}
// createLine(): Function which draws line from (x0,y0) to (x1,y1).
void createLine(int x0, int y0, int x1, int y1){
// 1) Line function draws from left to right. (Does not work right to left.) Check and swap points if ending point is left of starting point.
if(x1 < x0){
print("LEFT TO RIGHT SWITCH. \n");
createLine(x1, y1, x0, y0); // Drawing the line left to right cuts the number of line types we have to deal with to 4 regions.
return; // Regions: slope > 1; 0 < slope < 1; -1 < slope < 0; slope < -1.
}
// Declare/Initialize data needed to draw line with midpoint algorithm.
int dx = x1 - x0;
int dy = y1 - y0; //dy = Negative when y0 is lower on screen than y2, because origin is top left.
print(y0 + " " + x0 + " " +y1 + " " + x1+ " x y \n");
print(dy + " " + dx + " dx dy\n");
// Handle vertical & horizontal lines...
if(dx == 0 || dy == 0){ // If slope is vertical or horizontal, create line with simple function.
while(y1 != y0){ // If vertical -> Paint by incrementing/decrementing y until points connect.
if(y1 > y0){ // If new point is above -> Draw upwards.
y0 = y0 + 1;
point(x0, y0);
}
else{ // It new point below -> Draw downwards.
y0 = y0 - 1;
point(x0, y0);
}
}
while(x1 != x0){ // If horizontal -> Paint by incrementing x until points connect (will be left to right line always).
x0 = x0 + 1;
point(x0, y0);
}
return;
}
// Handle slanted lines...
double tempDX = x1 - x0;
double tempDY = y1 - y0; // Had to create dx and dy as doubles because typecasting dy/dx to a double data type wasn't working.
double m = (-tempDY / tempDX); // m = line slope. (Note - The dy value is negative because positive y is downwards on the screen.)
print("SLOPE CALCULATED: " + m + "\n");
int deltaN = (2 * -dx); // deltaX is the amount to increment d after choosing the next pixel on the line.
int deltaNE = (2 * (-dy - dx)); // ...where X is the direction moved for that next pixel.
int deltaE = (2 * -dy); // deltaX variables are used below to plot line.
int deltaSE = (2 * (dy + dx));
int deltaS = (2 * dx);
int x = x0;
int y = y0;
int d = 0; // d = Amount d-value changes from pixel to pixel. Depends on slope.
int region = 0; // region = Variable to store slope region. Different regions require different formulas.
if(m > 1){ // if-statement: Initializes d, depending on the slope of the line.
d = -dy - (2 * dx); // If slope is 1-Infiniti. -> Use NE/N initialization for d.
region = 1;
}
else if(m == 1)
region = 2;
else if(m > 0 && m < 1){
d = (2 * -dy) - dx; // If slope is 0-1 -> Use NE/E initialization for d.
region = 3;
}
else if(m < 0 && m > -1){
d = (2 * dy) + dx; // If slope is 0-(-1) -> Use E/SE initliazation for d.
region = 4;
}
else if(m == -1)
region = 5;
else if(m < -1){
d = dy + (2 * dx); // If slope is (-1)-(-Infiniti) -> Use SE/S initialization for d.
region = 6;
}
while(x < x1){ // Until points are connected...
if(region == 1){ // If in region one...
if(d <= 0){ // and d<=0...
d += deltaNE; // Add deltaNE to d, and increment x and y.
x = x + 1;
y = y - 1;
}
else{
d += deltaN; // If d > 0 -> Add deltaN, and increment y.
y = y - 1;
}
}
else if(region == 2){
x = x + 1;
y = y - 1;
}
else if(region == 3){
if(d <= 0){
d += deltaE;
x = x + 1;
}
else{
d += deltaNE;
x = x + 1;
y = y - 1;
}
}
else if(region == 4){
if(d <= 0){
d += deltaSE;
x = x + 1;
y = y + 1;
}
else{
d += deltaE;
x = x + 1;
}
}
else if(region == 5){
x = x + 1;
y = y + 1;
}
else if(region == 6){
if(d <= 0){
d += deltaSE;
x = x + 1;
y = y + 1;
}
else{
d += deltaS;
y = y + 1;
}
}
point(x, y);
}
return;
}

When programs pause, look for while() loops that don't resolve properly. I inserted the following println statements into your while loop to print out what was happening. Then I recreated the problematic condition and quit the program, and checked the console for signs of what was going wrong.
println("top of the while loop to ya...");
println("x: " + x + ", x1: " + x1);
println("region: " + region + ", d: " + d);
It looks like region 6 is causing the pausing problem. If d > 0, it is never decreased and x is never increased, so there is no way to satisfy the while condition.
With the same set of statements you can troubleshoot the inaccurate line issue. It occurs in region 4, but I'll leave the details as an exercise.

Related

How can I check if values in one array are equal are equal without checking the same thing

I have this array
Ball[] balls = new Ball[7]; // 7 just being an example
In my Ball class, I have getters and setters for x and y values.
I'm trying to compare the x and y values to make sure that they don't intersect.
My first thought was to make a loop looking like
for(Ball b1 : balls) {
for(Ball b2 : balls) {
if(b1.intersects(b1, b2)) {. . .} // I made intersects, not my issue
}
}
But this is no good, as it compares:
balls 0 to balls 0
balls 1 to balls 1
etc.
for(int i = 0; i < balls.length; i++) {
System.out.println(f.getContentPane().getWidth() + "\n" + f.getContentPane().getHeight());
int radius = 10 + rand.nextInt(20);
balls[i] = new Ball(360, radius,
rand.nextInt(f.getContentPane().getWidth() - 4 * radius - 5) + radius + 5,
rand.nextInt(f.getContentPane().getHeight() - 4 * radius - 5) + radius + 5
);
}
for(Ball b1 : balls) {
for (Ball b2 : balls) {
while (b1.intersects(b1, b2)) {
System.out.println("Ball started out inside of another, replacing now.");
b1.setX(rand.nextInt(f.getContentPane().getWidth() - 2 * b1.getRadius() - 5) + b1.getRadius() + 5);
b1.setY(rand.nextInt(f.getContentPane().getHeight() - 2 * b1.getRadius() - 5) + b1.getRadius() + 5);
}
}
}
////////////// class change //////////////////
class Ball {
private int direction;
private int radius;
private int x,y;
Ball(int direction, int radius, int x, int y) {
this.direction = direction;
this.radius = radius;
this.x = x;
this.y = y;
}
// Getters + Setters here
boolean intersects(Ball b1, Ball b2) {
double x = Math.pow((b2.getX() - b1.getX()), 2); // Distance formula
double y = Math.pow((b2.getY() - b1.getY()), 2); // Distance formula
double r = b1.getRadius() + b2.getRadius();
//System.out.println(x + " + " + y + " <= " + r );
return x + y <= r;
}
}
(Ignore that I didn't put my first hunk of code in a method and class, I've done that in my actual code.)
I, for whatever reason, can't think of a way to do this without a whole lot of if statements
(So I'm asking for the best way to do this)
One way to compare every distinct (i.e., no ball with itself) pair of Balls, without comparing any pair more than once would be:
for (int i = 0; i < balls.length; ++i) {
Ball b1 = balls[i];
for (int j = i+1; j < balls.length; ++j) {
Ball b2 = balls[j];
if (b1.intersects(b1, b2)) {
// ...
}
}
}
Detecting new collisions introduced in the process of resolving previous ones just means making multiple passes over balls until you no longer have any collisions. A simple, perhaps naive, way of doing this would be something like this:
boolean foundCollision;
int numTries = 0;
int maxTries = 1000000;
do {
foundCollision = false;
for (int i = 0; i < balls.length; ++i) {
Ball b1 = balls[i];
for (int j = i+1; j < balls.length; ++j) {
Ball b2 = balls[j];
if (b1.intersects(b1, b2)) {
foundCollision = true;
// resolve collision...
}
}
++numTries;
} while (foundCollision && numTries < maxTries);
if (numTries >= maxTries)
System.err.println("Couldn't sort out balls after " + maxTries + "tries: what now?");

Jumping ball physics in java, gravity

I've made a simple code to get jumping ball positions, but I definitely missed something, because I get this:
Here's the code for getting x and y positions:
public Vector2f[] draw() {
float x = 0, y = height; // height - float value from class constructor;
ArrayList<Vector2f> graphic = new ArrayList<Vector2f>();
for(;;){
Vector2f a = new Vector2f(x, y);
graphic.add(a);
ySpeed -= 10;
y += ySpeed*Math.cos(angle);
x += xSpeed*Math.sin(angle);
if(y <= 0){
// float coef = -10 * y / ySpeed;
// ySpeed = ((ySpeed + coef) * (-1) ) * bouncyness;
ySpeed = (ySpeed * (-1)) * bouncyness;
System.out.println(ySpeed + " " + y);
y = 0;
}
if(x > Main.width)
break;
}
Vector2f[] graphicArray = new Vector2f[graphic.size()];
for (int i = 0; i < graphic.size(); i++) {
graphicArray[i] = graphic.get(i);
}
return graphicArray;
}
On its iteration y gets lower than the X axis on the first run. Then being zeroed,
So max height that you will get in that iteration is lower than original height.
The same happens later,
Until y will get to 0 without being set to it ( I think it will always converge to it ).
If you will set your height to be divided by 10 it should look alright.
For the bouncing case change if ( y <= 0) to if ( y<= 10 ) and remove y = 0 statement.
The correct situation ( not bouncing ), set y = Math.abs(y)
A few thoughts
I don't have a clue what you are doing with the angle. To me, it looks plain wrong. Try to get rid of it.
You should integrate the acceleration twice over one timestep to make it work physically correct.
x += v + acc * ∆time * ∆time * 0.5;
v += acc * ∆time;
Make y = -y when y < 0.
Where your ∆time is 1 and your acc is -10, I guess.

Get average color on bufferedimage and bufferedimage portion as fast as possible

I am trying to find image in an image. I do this for desktop automation. At this moment, I'm trying to be fast, not precise. As such, I have decided to match similar image solely based on the same average color.
If I pick several icons on my desktop, for example:
And I will search for the last one (I'm still wondering what this file is):
You can clearly see what is most likely to be the match:
In different situations, this may not work. However when image size is given, it should be pretty reliable and lightning fast.
I can get a screenshot as BufferedImage object:
MSWindow window = MSWindow.windowFromName("Firefox", false);
BufferedImage img = window.screenshot();
//Or, if I can estimate smaller region for searching:
BufferedImage img2 = window.screenshotCrop(20,20,50,50);
Of course, the image to search image will be loaded from template saved in a file:
BufferedImage img = ImageIO.read(...whatever goes in there, I'm still confused...);
I explained what all I know so that we can focus on the only problem:
Q: How can I get average color on buffered image? How can I get such average color on sub-rectangle of that image?
Speed wins here. In this exceptional case, I consider it more valuable than code readability.
I think that no matter what you do, you are going to have an O(wh) operation, where w is your width and h is your height.
Therefore, I'm going to post this (naive) solution to fulfil the first part of your question as I do not believe there is a faster solution.
/*
* Where bi is your image, (x0,y0) is your upper left coordinate, and (w,h)
* are your width and height respectively
*/
public static Color averageColor(BufferedImage bi, int x0, int y0, int w,
int h) {
int x1 = x0 + w;
int y1 = y0 + h;
long sumr = 0, sumg = 0, sumb = 0;
for (int x = x0; x < x1; x++) {
for (int y = y0; y < y1; y++) {
Color pixel = new Color(bi.getRGB(x, y));
sumr += pixel.getRed();
sumg += pixel.getGreen();
sumb += pixel.getBlue();
}
}
int num = w * h;
return new Color(sumr / num, sumg / num, sumb / num);
}
There is a constant time method for finding the mean colour of a rectangular section of an image but it requires a linear preprocess. This should be fine in your case. This method can also be used to find the mean value of a rectangular prism in a 3d array or any higher dimensional analog of the problem. I will be using a gray scale example but this can be easily extended to 3 or more channels simply by repeating the process.
Lets say we have a 2 dimensional array of numbers we will call "img".
The first step is to generate a new array of the same dimensions where each element contains the sum of all values in the original image that lie within the rectangle that bounds that element and the top left element of the image.
You can use the following method to construct such an image in linear time:
int width = 1920;
int height = 1080;
//source data
int[] img = GrayScaleScreenCapture();
int[] helperImg = int[width * height]
for(int y = 0; y < height; ++y)
{
for(int x = 0; x < width; ++x)
{
int total = img[y * width + x];
if(x > 0)
{
//Add value from the pixel to the left in helperImg
total += helperImg[y * width + (x - 1)];
}
if(y > 0)
{
//Add value from the pixel above in helperImg
total += helperImg[(y - 1) * width + x];
}
if(x > 0 && y > 0)
{
//Subtract value from the pixel above and to the left in helperImg
total -= helperImg[(y - 1) * width + (x - 1)];
}
helperImg[y * width + x] = total;
}
}
Now we can use helperImg to find the total of all values within a given rectangle of img in constant time:
//Some Rectangle with corners (x0, y0), (x1, y0) , (x0, y1), (x1, y1)
int x0 = 50;
int x1 = 150;
int y0 = 25;
int y1 = 200;
int totalOfRect = helperImg[y1 * width + x1];
if(x0 > 0)
{
totalOfRect -= helperImg[y1 * width + (x0 - 1)];
}
if(y0 > 0)
{
totalOfRect -= helperImg[(y0 - 1) * width + x1];
}
if(x0 > 0 && y0 > 0)
{
totalOfRect += helperImg[(y0 - 1) * width + (x0 - 1)];
}
Finally, we simply divide totalOfRect by the area of the rectangle to get the mean value:
int rWidth = x1 - x0 + 1;
int rheight = y1 - y0 + 1;
int meanOfRect = totalOfRect / (rWidth * rHeight);
Here's a version based on k_g's answer for a full BufferedImage with adjustable sample precision (step).
public static Color getAverageColor(BufferedImage bi) {
int step = 5;
int sampled = 0;
long sumr = 0, sumg = 0, sumb = 0;
for (int x = 0; x < bi.getWidth(); x++) {
for (int y = 0; y < bi.getHeight(); y++) {
if (x % step == 0 && y % step == 0) {
Color pixel = new Color(bi.getRGB(x, y));
sumr += pixel.getRed();
sumg += pixel.getGreen();
sumb += pixel.getBlue();
sampled++;
}
}
}
int dim = bi.getWidth()*bi.getHeight();
// Log.info("step=" + step + " sampled " + sampled + " out of " + dim + " pixels (" + String.format("%.1f", (float)(100*sampled/dim)) + " %)");
return new Color(Math.round(sumr / sampled), Math.round(sumg / sampled), Math.round(sumb / sampled));
}

Limit length of line in standard draw

I currently have a program with a grid and lines that will be drawn between dots in the grid. It uses standard draw. I wish to limit the length of the lines, so that they can only go from the adjacent points, but do not know how I would do this.
Thanks
StdDraw.setCanvasSize(400, 400);
StdDraw.setXscale(0, 10);
StdDraw.setYscale(0, 10);
//dots
double radius = .15;
double spacing = 2.0;
for (int i = 0; i <= 4; i++) {
for (int j = 0; j <= 4; j++) {
StdDraw.setPenColor(StdDraw.GRAY);
StdDraw.filledCircle(i * spacing, j * spacing, radius );
}
}
StdDraw.setPenColor(StdDraw.BLUE);
StdDraw.text(0, 9.5, player1_name);
StdDraw.setPenColor(StdDraw.RED);
StdDraw.text(5, 9.5, player2_name);
int turn = 1;
for (int i = 0; i <= 40; i++) {
if (turn % 2 == 0)
StdDraw.setPenColor(StdDraw.RED);
else
StdDraw.setPenColor(StdDraw.BLUE);
while(!StdDraw.mousePressed()) { }
double x = StdDraw.mouseX();
double y = StdDraw.mouseY();
System.out.println(x + " " + y);
StdDraw.setPenRadius(.01);
StdDraw.show(200);
while(!StdDraw.mousePressed()) { }
double x2 = StdDraw.mouseX();
double y2 = StdDraw.mouseY();
StdDraw.show(200);
double xround = Math.round(x);
double yround = Math.round(y);
double x2round = Math.round(x2);
double y2round = Math.round(y2);
int xroundb = (int) xround;
int yroundb = (int) yround;
int x2roundb = (int) x2round;
int y2roundb = (int) y2round;
StdDraw.line(xround, yround, x2round, y2round);
System.out.println("Line Drawn");
StdDraw.show();
Ah I get it. You are not asking about the actual line method which does work correctly, you want logic such that line is not called if adjacent dots are not selected.
Well, first we need to know which adjacent connections are allowed. That is can we have Vertical? Horizontal? Diagonal? I will explain each just in case
So you have spacing = 2.0. Well, that should be sufficient to check for adjacency.
if (Math.abs(x2round - xround) > spacing) {
// don't draw
} else if (Math.abs(y2round - yround) > spacing)) {
// don't draw
} else if (Math.abs(y2round - yround) > 0.0) && Math.abs(x2round - xround) > 0.0) {
// don't draw if diagonal connections are forbidden
// if diagonal is allowed, remove this else if condition
} else {
StdDraw.line(xround, yround, x2round, y2round);
}
So if you don't draw, then you have to enforce your game logic. Perhaps the player forfeits a turn. Perhaps the player is given another chance to select adjacent dots. It is up to you. It is always a bit crazy comparing doubles due to roundoff, so instead of using 0.0, you might want to choose a very small epsilon double value to make sure you catch all cases.

Minicraft Collision Detection

I'm trying to understand how this code works for collision detection. I can tell the goal is a bounding box, and that we are testing each possible point for the entity, but I am uncertain of the purpose of the signed shift operator in this instance. In fact I don't even understand why it would ever be useful, just what it does. Can anyone elaborate?
protected boolean move2(int xa, int ya) {
if (xa != 0 && ya != 0) throw new IllegalArgumentException("Move2 can only move along one axis at a time!");
int xto0 = ((x) - xr) >> 4;
int yto0 = ((y) - yr) >> 4;
int xto1 = ((x) + xr) >> 4;
int yto1 = ((y) + yr) >> 4;
int xt0 = ((x + xa) - xr) >> 4;
int yt0 = ((y + ya) - yr) >> 4;
int xt1 = ((x + xa) + xr) >> 4;
int yt1 = ((y + ya) + yr) >> 4;
boolean blocked = false;
for (int yt = yt0; yt <= yt1; yt++)
for (int xt = xt0; xt <= xt1; xt++) {
if (xt >= xto0 && xt <= xto1 && yt >= yto0 && yt <= yto1) continue;
level.getTile(xt, yt).bumpedInto(level, xt, yt, this);
if (!level.getTile(xt, yt).mayPass(level, xt, yt, this)) {
blocked = true;
return false;
}
}
if (blocked) return false;
List<Entity> wasInside = level.getEntities(x - xr, y - yr, x + xr, y + yr);
List<Entity> isInside = level.getEntities(x + xa - xr, y + ya - yr, x + xa + xr, y + ya + yr);
for (int i = 0; i < isInside.size(); i++) {
Entity e = isInside.get(i);
if (e == this) continue;
e.touchedBy(this);
}
isInside.removeAll(wasInside);
for (int i = 0; i < isInside.size(); i++) {
Entity e = isInside.get(i);
if (e == this) continue;
if (e.blocks(this)) {
return false;
}
}
x += xa;
y += ya;
return true;
}
It may be worth noting that the Entity knows its exact x and y position by pixel, but a tile doesn't know its position at all. The world has an array of tiles, but only knows its tile position... so when it comes time to do collision detection the function must have to determine which tile position to get from the player position.
The full source is available here: http://www.ludumdare.com/compo/ludum-dare-22/?action=preview&uid=398
Note that tiles are 16x16
Dividing by a power of two is often expressed as a right-shift n bits where n is the power.
Used to be when writing C or assembly you did that because it was MUCH faster than doing an actual divide. Left shift is the same as multiplying by the equivalent power of two and is also MUCH faster than hardware multiply. Nowadays most compilers will special-case this and emit shifts instead of multiply/divide for powers of 2.
Of course if your tile size is not a power of 2 you have to divide instead.

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