Rectangle with Double Values vs Int Values - java

I am making a game in java and my player can be rotated 360 degrees. I have to make a hitbox that rotates and moves with the player. I used a Rectangle to do this, however, it uses int values instead of double values and as a result, the hitbox's positioning is a little off (because I add double values to integers). How do I fix this?
I've already tried Rectangle2D.Double but I can't modify the x and y values.
Here is the relevant code:
Declaration:
private Rectangle hitbox;
private Shape transformed;
Initialization
hitbox = new Rectangle((int) x, (int) y + 20, currentImg.getWidth(), currentImg.getHeight()/2 + 20);
transformed = hitbox;
Movement
hitbox.x += xM * Math.sin(Math.toRadians(angle));
hitbox.y += yM * Math.cos(Math.toRadians(angle));
Rotation
AffineTransform transform = new AffineTransform();
transform.rotate(Math.toRadians(this.angle), hitbox.x + hitbox.getWidth()/2, hitbox.y + hitbox.getHeight()/2);
transformed = transform.createTransformedShape(hitbox);

Related

draw images with random rotation java + processing

I'm drawing arrows using Java and I can draw them straight but now I need to have the arrows pointing in different directions.
In my current code, I draw a triangle and then a square.
Is there a way to group the two after they've been drawn and then rotate them at a random angle?
Right now I'm only able to rotate the triangle and square separately, causing some messy thing.
void setup() {
size(400, 400);
}
void draw() {
float r = random(24, 64);
background(255);
drawArrow(r);
//drawPlus(r);
saveFrame("dataArrow/plus####.png");
if (frameCount == 100) {
exit();
}
}
void drawArrow(float r){
float base = r * 2;
float xStart = random(1, width-base - 1);
float xEnd = xStart + base;
float k = 0.5 * base;
float y = random(k, width-k);
float middleBase = base/2 + xStart;
float rectSide = 0.5 * base;
float rectX1 = middleBase - rectSide/2;
float rectX2 = middleBase + rectSide/2;
fill(0);
triangle(xStart, y, xEnd, y, middleBase, y - k);
rect(rectX1, y, rectSide, rectSide);
}
not sure if this exactly what you mean but here is how to move things around
push and pop matrix allows you to organize things that should have the same translations
https://processing.org/reference/pushMatrix_.html
https://processing.org/reference/rotate_.html
https://processing.org/reference/translate_.html
basic example
pushMatrix();//start of new translation and rotation things
translate(xAmount,yAmount);//this moves the origin
rotate(angle);//this rotates around origin
//drawing around the point of rotation 0,0 here
//drawing...
popMatrix();//reset all translations and rotations to before

Draw Fibonacci Arcs

I am attempting to create an application that draws Fibonacci Arcs similar to these.
However, I'd like full circles instead of arcs, and I'd like to draw more than the three Fibonacci lines shown in the picture. I've created an application using JFreeChart to attempt to accomplish this. However, here is the result when trying to draw the same arcs (but as circles) shown in the previous picture.
Initially, it just looks wrong, but when I zoom out, it is indeed a circle, but it's way too big.
To calculate the arcs, you draw a line, then take a Fibonacci ratio - let's use .381 for example - the percentage of that line. If you look at the first picture, you'll see the innermost arc intersects the line at .381% the distance of the line from the centre of the circle. First I calculate this point. Then I construct a line from the .381% point to the centre. Then I take the distance of this line, which should be the radius. Then I use this radius to draw the circle.
Here's the code to calculate the radius. Where stop and start are the stop and start points of the line drawn.
multiplier = ratio38Value + i;
diffx = (stop.getX() - start.getX()) * multiplier;
diffy = (stop.getY() - start.getY()) * multiplier;
xValue = start.getX() + diffx;
yValue = start.getY() + diffy;
point = new Point(xValue, yValue);
lineSegment = new Line(point, stop);
radius = lineSegment.getDistance();
circle = new Circle(stop.getX(), stop.getY(), radius);
circles.add(circle);
Here is the code to calculate the distance of a line
public double getDistance(){
double x = Math.pow(endPoint.getX() - startPoint.getX(), 2);
double y = Math.pow(endPoint.getY() - startPoint.getY(), 2);
return Math.sqrt(x + y);
}
I get back a list of circle objects (this is an object I created that holds the radius and centre point) one for each circle that needs to be drawn and then draw them.
List<Circle> circles = fibonacciCalculations.getFibonacciArcs(startPoint, endPoint);
if(circles != null)
{
for (Circle circle : circles){
double xCenter = circle.getX();
double yCenter = circle.getY();
double radius = circle.getRadius();
plot.addAnnotation(new XYShapeAnnotation(new Ellipse2D.Double(xCenter - radius, yCenter - radius, radius + radius, radius + radius)));
}
}
I think the issue has something to do with how the x-axis of time and the y axis of price doesn't exactly correlate. What I mean is, if the radius is 20, you'll be going 20 units away from the centre at each point. So say you're stock price is only 5 dollars, at your lowest point you will then be at -15. If that is the case, I have no idea how to fix it. But it also could be some error in my logic. Any ideas would be appreciated.
EDIT: While the bars look like they may be weekly bars in the first picture, they are indeed daily bars. Also, I have already converted the coordinates from data space to x y coordinates. I use this code below to do that.
#Override
public void chartMouseMoved(ChartMouseEvent event) {
Rectangle2D dataArea = cp.getScreenDataArea();
JFreeChart chart = event.getChart();
XYPlot plot = (XYPlot) chart.getPlot();
ValueAxis xAxis = plot.getDomainAxis();
ValueAxis yAxis = plot.getRangeAxis();
double x = xAxis.java2DToValue(event.getTrigger().getX(), dataArea,
RectangleEdge.BOTTOM);
double y = yAxis.java2DToValue(event.getTrigger().getY(), dataArea,
RectangleEdge.LEFT);
I'm not sure of the proper terminology, so lets call the actual (x,y) coordinates that represent where you are on your monitor "screen space" and let's call the (x,y) coordinates of the chart "chart space".
My issue was I was converting the points from screen space to chart space and then calculating my points. Instead, I should have calculated all my points in screen space, and then converted each calculated point to chart space.
Where i is the amount of groups of arcs I want to draw. (i = 0, then I am drawing circles for the 38, 50, 62 ratios, i = 1 then I'm drawing circles for the -1.68, -1.50...1.50, 1.68 ratios) I use this code to get my points that are a given ratio between the center and the starting point.
multiplier = ratio62Value + i;
diffx = (stop.getX() - start.getX()) * multiplier;
diffy = (stop.getY() - start.getY()) * multiplier;
xValue = start.getX() + diffx;
yValue = start.getY() + diffy;
point = new Point(xValue, yValue);
line = new Line(point, stop);
line.calculateCirclePoints();
Here is the method to calculate the points on the circle. Where, endPoint is the center point, and the radius is the distance from the start point to the end point.
public void calculateCirclePoints(){
double radius = getDistance();
double radians;
double x;
double y;
Point currentPoint;
for (int degrees = 0; degrees <= 360; degrees += 1){
radians = Math.toRadians(degrees);
x = endPoint.getX() + (radius * Math.cos(radians));
y = endPoint.getY() + (radius * Math.sin(radians));
currentPoint = new Point(x, y);
points.add(currentPoint);
}
}
Lastly, I convert all of these points to chart space, and draw them on the chart.
public static Point converPointTo2D(Point point, Rectangle2D dataArea, XYPlot plot){
double x;
double y;
CustomNumberAxis xAxis = (CustomNumberAxis) plot.getDomainAxis();
CustomNumberAxis yAxis = (CustomNumberAxis) plot.getRangeAxis();
x = xAxis.java2DToValue(point.getX(), dataArea,
RectangleEdge.BOTTOM);
y = yAxis.java2DToValue(point.getY(), dataArea,
RectangleEdge.RIGHT);
return new Point(x, y);
}
One point to note, the radius of the circles is dependent on how much of a specific chart you're showing. A circle drawn on a 1 year chart from point a to point b will be smaller than a circle drawn on a 5 year chart from those same points.

Converting an Ellipse2D to Polygon

I have a Java swing application where I can draw hot spots. I am allowing user to draw Rectangle , Polygon and Circle.
For Circle I am using Ellipse2D
Ellipse2D.Double ellipseDouble = new Ellipse2D.Double(x,y,width,height);
g.draw(ellipseDouble);
Above works fine and it does draw an ellipse/circle.
Now the problems when I want the region to be used in HTML Image map.
Html Image map doesn't support Ellipse so I was thinking to use polygon for Ellipse2D but really don't know how would I convert it.
Does anyone know how would I go about it converting an Ellipse2D to Polygon ponits?
Use FlatteningPathIterator.
See e.g. http://java-sl.com/tip_flatteningpathiterator_moving_shape.html where point moves following custom Shape.
You can get list of Points and create Polygon.
Maybe someone will find this one useful: this is pdfbox ellipse or circle (width=height) draw function inside rectangle, it make ellipse as polygon initially to draw.
Code based on math function of ellipse at poin [0 , 0]: x^2/a^2 + y^2/b^2 = 1
private PdfBoxPoligon draw_Ellipse_or_Circle_as_poligon_with_PDFBOX (
PDPageContentStream content, float bottomLeftX, float bottomLeftY,
float width, float height, boolean draw) throws IOException {
PdfBoxPoligon result = new PdfBoxPoligon();
float a = width/2;
float b = height/2;
int points = (int) (a*b/20);
if (DEBUG) {
System.out.println("points=" + points);
}
//top arc
for (float x = -a; x < a; x = x + a / points) {
result.x.add(bottomLeftX + a + x);
float y = (float) Math.sqrt((1-(x*x)/(a*a))*(b*b));
result.y.add(bottomLeftY+b+y);
}
//bottom arc
for (float x = a; x >= -a; x = x - a / points) {
result.x.add(bottomLeftX + a + x);
float y = -(float) Math.sqrt((1-(x*x)/(a*a))*(b*b));
result.y.add(bottomLeftY+b+y);
}
result.x.add(result.x.get(0));
result.y.add(result.y.get(0));
if (draw) {
for (int i=1; i < result.x.size(); i++) {
content.addLine(result.x.get(i-1), result.y.get(i-1), result.x.get(i), result.y.get(i));
}
}
return result;
}

Rendering an isometric map in java with individual rectangles

I've been researching for the past hour or so and I can't seem to render an isometric map. I want to achieve something like this.
But I am getting this.... I am storing my map as tiles in a 1 dimensional array like so:
private final int width, height;
private final int tileWidth, length;
private int[] tiles;
public Level(int width, int height) {
this.width = width;
this.height = height;
tiles = new int[width * height];
tileWidth = 68;
length = 48;
}
I am passing through 10, 10 as the parameters for width and height. And I render the map like so:
public void render(Graphics g) {
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
g.setColor(Color.red);
if (x % 2 == 0)
g.drawRect(x * tileWidth, y * length / 2, tileWidth, length);
else
g.fillRect((x * tileWidth) + (tileWidth / 2), (y * length / 2), width, length);
}
}
}
Any help would be really appreciated, I've wanted to learn to make isometric games but have been stuck with flat 2D for a while.
For just tiles, you could use a shear transform:
Graphics2D g2d = (Graphics2D) g;
AffineTransform at = AffineTransform.getShearInstance(1, 0);
g2d.transform(at);
// rest of your drawing code here
You may also want to set the shear anchor point:
double sa_x = 100, sa_y = 100; // or whatever
AffineTransform at = new AffineTransform();
// S3: Move back to original origin
at.translate(sa_x, sa_y);
// S2: Shear
at.shear(1, 0);
// S1: Set origin
at.translate(-sa_x, -sa_y);
You can vary the shear factor 1 to get different amounts of shear.
Instead of drawing rects, you need to draw lines at isometric angles.
The angles in isometric geometry are 30 degrees, 90 degrees, 150 degrees, 210 degrees and 270 degrees (in radians: pi/6, pi/2, 5pi/6, 7pi/6, 3pi/2, 11pi/6.).
cos(pi/6) is sqrt(3)/2 or 0.866... and sin(pi/6) is 1/2 or 0.5. (This is meaningful because of http://en.wikipedia.org/wiki/File:Sin-cos-defn-I.png )
This means that if you want to draw a line at the angle pi/6 that is D pixels long starting at x1,y1:
x2 = x1+cos(pi/6)*D e.g. x1+D*sqrt(3)/2
y2 = y1+sin(pi/6)*D e.g. y1+D/2
and draw from x1,y1 to x2,y2.
All the other angles are either reflections of this (one dimension or both are made negative) or straight up and down (trivial to draw).
To calculate where on the screen to draw an isometric object, consider that isometric geometry has three dimensions: X, Y, Z. Movement by Z will just make you draw D higher or D lower. Movement by X or Y will move you in one isometric angled direction or the other, by the same x and y as the distance of drawing one tile line in that direction (so similar formula to the above).

Translate Java 3D coordinates to 2D screen coordinates

I'm working with a Java 3D application called "Walrus" that is used to display directed graphs. The code already has a feature to highlight a node and draw label adjacent in graph given its screen coordinates.
Upon rotating the screen, the node is no more highlighted.
What I have is the node coordinates in 3D. I need to draw label to it.
Code for highlight using 3D coordinates
Point3d p = new Point3d();
m_graph.getNodeCoordinates(node, p);
PointArray array = new PointArray(1, PointArray.COORDINATES);
array.setCoordinate(0, p);
m_parameters.putModelTransform(gc);
gc.setAppearance(m_parameters.getPickAppearance());
How can I draw Label with 3D coordinates( Raster graphics throws error Renderer: Error creating immediate mode Canvas3D graphics context )
How can I convert 3D coordinates to 2D screen and use existing code to draw label at 2D screen point
Thanks,
Dakshina
I have an algorithm/method for converting [x,y,z] into [x,y] with the depth parameter:
The x value is : (int) (x - (z / depth * x))
The y value is : (int) (y - (z / depth * y))
Essentially, the depth is the focal point. The vanishing point will be at [0,0,depth].
Here's what i used to convert my 3D coordinates into perspective 2D, x2 and y2 being the 2dimensional coordinates, xyz being the 3D coordinates.
use these formulas:
x2 = cos(30)*x - cos(30)*y
y2 = sin(30)*x + sin(30)*y + z
I picked the angle 30 as it is easy for perspective purposes, also used in Isometric grids for drawing 3D on 2D papers. As the z axe will be the vertical one, x and y are the ones at 60 degrees from it right and left. Isometric Grid Picture.
I'm still working on rotation, but without altering the axes, just coordinate rotation in 3D.
Enjoy.
I found the solution.
This is the function to display Text3D at image 2D coordinates
public void drawLabel(GraphicsContext3D gc, double x, double y, int zOffset, String s) {
boolean frontBufferRenderingState = gc.getFrontBufferRendering();
gc.setBufferOverride(true);
gc.setFrontBufferRendering(true);
Point3d eye = getEye();
double labelZ = zOffset * LABEL_Z_OFFSET_SCALE
+ LABEL_Z_SCALE * eye.z + LABEL_Z_OFFSET;
double xOffset = LABEL_X_OFFSET * m_pixelToMeterScale;
double yOffset = LABEL_Y_OFFSET * m_pixelToMeterScale;
Point3d p = new Point3d(x + xOffset, y + yOffset, 0.0);
{
// Project given (x, y) coordinates to the plane z=labelZ.
// Convert from image-plate to eye coordinates.
p.x -= eye.x;
p.y -= eye.y;
double inversePerspectiveScale = 1.0 - labelZ / eye.z;
p.x *= inversePerspectiveScale;
p.y *= inversePerspectiveScale;
// Convert from eye to image-plate coordinates.
p.x += eye.x;
p.y += eye.y;
}
Transform3D scale = new Transform3D();
scale.set(LABEL_SCALE);
Vector3d t = new Vector3d(p.x, p.y, labelZ);
Transform3D translation = new Transform3D();
translation.set(t);
translation.mul(scale);
Transform3D transform = new Transform3D(m_imageToVworld);
transform.mul(translation);
gc.setModelTransform(transform);
//-----------------
int fontSize=(int)(10*m_magnification);
if(fontSize>20)
fontSize=20;
//---------------
// XXX: Courier may not be available on all systems.
Text2D text = new Text2D(s, new Color3f(1.0f, 1.0f, 1.0f),
"Courier", fontSize, Font.BOLD);
gc.draw(text);
gc.flush(true);
// NOTE: Resetting the model transform here is very important.
// For some reason, not doing this causes the immediate
// following frame to render incorrectly (but subsequent
// frames will render correctly). In some ways, this
// makes sense, because most rendering code assumes that
// GraphicsContext3D has been set to some reasonable
// transform.
gc.setModelTransform(m_objectTransform);
gc.setFrontBufferRendering(frontBufferRenderingState);
}
This is the function to take 3D coordinates and convert them to image 2D coordinates and render using above function
private boolean displayOnScreenLabel(int node, String label) {
boolean success = false;
try {
Transform3D transform = m_parameters.getObjectToEyeTransform();
Point3d nodeC = new Point3d();
m_graph.getNodeCoordinates(node, nodeC);
transform.transform(nodeC);
Point3d eye = m_parameters.getEye();
double perspectiveScale = 1.0 / (1.0 - nodeC.z / eye.z);
double centerX = eye.x + nodeC.x * perspectiveScale;
double centerY = eye.y + nodeC.y * perspectiveScale;
GraphicsContext3D gc = m_canvas.getGraphicsContext3D();
m_parameters.drawLabel(gc, centerX, centerY, m_labelZOffsetCounter++, label);
success = true;
} catch (final java.lang.OutOfMemoryError error) {
JOptionPane.showMessageDialog(m_frame, "The 3D Graphics is unable to find enough memory on your system. Kill the application!", "Out Of Memory!", JOptionPane.ERROR_MESSAGE);
} catch (Exception e) {
success = false;
}
return success;
}

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