I new android. Trying to implement bouncing ball each other. Like this
My BouncingBallView class look like:
private ArrayList<Ball> balls;
public BouncingBallView(Context context) {
super(context);
this.balls = new ArrayList<>();
for(int i=0; i<2; i++)
this.balls.add(addBall());
}
public Ball addBall(){
Ball ball;
// Init the ball at a random location (inside the box) and moveAngle
Random rand = new Random();
int radius = 60;
int x = rand.nextInt(500 - radius * 2 - 20) + radius + 10;
int y = rand.nextInt(800- radius * 2 - 20) + radius + 10;
int speed = 10;
int angleInDegree = rand.nextInt(360);
ball = new Ball(x, y, radius, speed, angleInDegree);
return ball;
}
#Override
protected void onDraw(Canvas canvas) {
super.onDraw(canvas);
for(int i=0; i < balls.size(); i++)
balls.get(i).draw(canvas);
for(int i=0; i < balls.size(); i++){
balls.get(i).intersect(canvas);
// Update the ball's state with proper collision response if collided.
balls.get(i).update();
}
for(int i=0; i<balls.size(); i++){
balls.get(i).collide(balls);
}
invalidate();
}
And class Ball has method collide();
public void collide(ArrayList<Ball> balls){
//Log.d("TEst", "LOG");
// Calculate difference between centres
float distX = balls.get(0).getBallX() - balls.get(1).getBallX();
float distY = balls.get(0).getBallY() - balls.get(1).getBallY();
// Get distance with Pythagora
double dist = Math.sqrt((distX * distX) + (distY * distY));
float r = ballRadius + ballRadius;
if ((float) dist <= r) {
Log.d("Collide", "Detected");
this.ballSpeedX = -this.ballSpeedX;
this.ballSpeedY = -this.ballSpeedY++;
}
/*for(int i=0; i < balls.size(); i++) {
for(int j=1; j<balls.size(); j++) {
// Calculate difference between centres
float distX = balls.get(i).getBallX() - balls.get(j).getBallX();
float distY = balls.get(i).getBallY() - balls.get(j).getBallY();
// Get distance with Pythagora
double dist = Math.sqrt((distX * distX) + (distY * distY));
*//*double distance = Math.sqrt(((balls.get(0).getBallX() - balls.get(1).getBallX()) * (balls.get(0).getBallX() - balls.get(1).getBallX())) + ((balls.get(0).getBallY()
- balls.get(1).getBallY()) * (balls.get(0).getBallY() - balls.get(1).getBallY())));*//*
float r = ballRadius + ballRadius;
if ((float) dist <= r) {
Log.d("Collide", "Detected");
this.ballSpeedX = -this.ballSpeedX;
this.ballSpeedY = -this.ballSpeedY++;
}
}
}*/
}
Here, I'm using Pythagoras' theorem, a^2 + b^2 = c^2, to figure out the distance between the two circles' centers. How to calculate if ball count > 2. I try to in loop but it works very bad(frozen ball).
Full code you can find github
Now work like in this video my bouncing ball video
Thx for help ;)
P.s Sorry so poor English.
You can have a counter for balls in each stage, when a ball is destroyed(if you destroy them) you can change the count and you can check (the counter) in the collide method.
But i don't thing that you need to check this condition, if a collision happens then OK else nothing should happen to this method.
Related
The study project is about warping text along bezier curves(recursive polynomial form) on processing using the geomerative library to get shape from a .ttf type font file.(It needs a ttf file in the data directory to function.) currently, the sketch seems to throws errors when
fill(any color); is used at the part where the code draws the character shapes and the bezier curve's length gets shorter than a certain length. If fill(); is not used, the sketch seems to function okay without any errors.
The goal is to use the fill(); function to fill the characters without errors.
I've tried;
1) getting rid of the beginContour(); and endContour(); because I thought it hasn't been written properly.(I thought it was wrong because the contours should only be drawn when the shape is the inner side of a letter but currently, it draws contours when it's not the first or last shape) But the sketch throws errors even when the contour function was not used (fill(); was used).
2) thought it had something to do with the length of the curve, so tried to add a if statement to the part where it draws the letters. So far, I've tried using the width of the RGroup generated from the initial font size and string in void setup(){}, and the length of the bezier curve. The condition examples within the if statement was as follows;
-draw letters when the RGroup shape's width is smaller than the length of the curve
-draw letters when the "indent"(a variable to calculate the position on the curve) value is smaller than the length of the curve. (this case made the sketch to draw letters only when the letters were placed within the curve, but the error still occurred)
-draw letters when the "indent"(a variable to calculate the position on the curve) value is smaller than the width of the RGroup.
I've failed to see where exactly the problem is occurring, so I'm sharing the entire code within the sketch, but I marked the spot where I presume the error is happening with "//*******".
This study was based on the following link.
The geomerative library documentation can be seen from the following link.
//build a bezier curve using the recursive polynomial form
//number of control points(num+1 points)
int num = 4;
//arraylist to store the picked values
ArrayList<Point> pt;
float nfac;
import geomerative.*;
RFont fnt;
RGroup rg;
RPoint [][]rp;
String str = "(O_o)/ Oooh";
FloatList X;
FloatList Y;
FloatList SUM;
void setup(){
size(1000,1000,P2D);
RG.init(this);
pt = new ArrayList<Point>();
//pick a number of points with random positions and store x,y values in them
for(int i=0; i<=num; i++){
float x = random(0,width);
float y = random(0,height);
pt.add(new Point(x,y));
}
fnt = new RFont("Zapfino.ttf",100);
//RCommand.setSegmentAngle(random(0,HALF_PI));
//RCommand.setSegmentator(RCommand.ADAPTATIVE);
RCommand.setSegmentLength(3);
RCommand.setSegmentator(RCommand.UNIFORMLENGTH);
rg = fnt.toGroup(str);
rp = rg.getPointsInPaths();
X = new FloatList();
Y = new FloatList();
SUM = new FloatList();
}
void draw(){
background(255);
noFill();
strokeCap(ROUND);
strokeWeight(2);
//draw points
beginShape();
for(int i=0; i<=num; i++){
vertex(pt.get(i).x,pt.get(i).y);
}
endShape();
for(int i=0; i<=num; i++){
ellipse(pt.get(i).x,pt.get(i).y,10,10);
}
//draw curve
nfac = 1;
for(int i=0; i<num; i++){
nfac *= (i+1);
}
strokeWeight(2);
beginShape();
int Bzindex = 0;
for(float t=0; t<=1; t+=0.01){
float x = 0;
float y = 0;
Bzindex++;
for(int i=0; i<=num; i++){
float coef = 1;
float kfac = 1;
float k_nfac = 1;
for(int k=i; k>0; k--){
kfac *= k;
}
for(int k=(num-i); k>0; k--){
k_nfac *= k;
}
coef = nfac/(kfac*k_nfac);
x += coef*(pow((1-t),num-i)*pow(t,i)*pt.get(i).x);
y += coef*(pow((1-t),num-i)*pow(t,i)*pt.get(i).y);
}
vertex(x,y);
X.set(Bzindex,x);
Y.set(Bzindex,y);
}
endShape();
//get arclength by pulling points from a floatlist
int numberOfDivisions = X.size()-2;
int maxPoint = numberOfDivisions+1;
float sum = 0;
float prevPointX = X.get(0);
float prevPointY = Y.get(0);
for(int i=1; i<=maxPoint; i++){
float pointX = X.get(i);
float pointY = Y.get(i);
sum += dist(pointX,pointY,prevPointX,prevPointY);
SUM.set(i-1,sum);
prevPointX = pointX;
prevPointY = pointY;
}
//
//*******************************************************
noFill();
//creates error only when using fill();
fill(0,255,0);
stroke(0);
//noStroke();
strokeWeight(4);
float indent = SUM.get(0);
beginShape();
for(int i=0; i<rp.length; i++){
if(i>0){
beginContour();
}
for(int j=0; j<rp[i].length; j++){
float t = 0;
indent = rp[i][j].x+SUM.get(0);
//
float targetArcLength = indent;
int index = IndexOfLargestValueSmallerThan(targetArcLength);
if(SUM.get(index)==targetArcLength){
t = index/(SUM.size()-1);
}else{
float lengthBefore = SUM.get(index);
float lengthAfter = SUM.get(index+1);
float segmentLength = lengthAfter - lengthBefore;
float segmentFraction = (targetArcLength - lengthBefore)/segmentLength;
t = (index+segmentFraction)/(SUM.size()-1);
}
float x = 0;
float y = 0;
float vx = 0;
float vy = 0;
for(int l=0; l<=num; l++){
float coef = 1;
float kfac = 1;
float k_nfac = 1;
for(int k=l; k>0; k--){
kfac *= k;
}
for(int k=(num-l); k>0; k--){
k_nfac *= k;
}
coef = nfac/(kfac*k_nfac);
x += coef*(pow((1-t),num-l)*pow(t,l)*pt.get(l).x);
y += coef*(pow((1-t),num-l)*pow(t,l)*pt.get(l).y);
float v = (pow(1-t,num-l)*l*pow(t,l-1))+((num-l)*pow(1-t,num-l-1)*(-1)*pow(t,l));
vx += coef*pt.get(l).x*(v);
vy += coef*pt.get(l).y*(v);
}
PVector P = new PVector(x,rp[i][j].y+y);
PVector ldir = new PVector(P.x-x,P.y-y);
PVector dir = new PVector(vy,-vx);
//
ldir.rotate(dir.heading()+PI/2);
vertex(x+ldir.x,y+ldir.y);
}
if(i<rp.length&&i>0){
endContour();
}
}
endShape();
//**************************************************************
}
int IndexOfLargestValueSmallerThan(float _targetArcLength){
int index = 0;
for(int i=0; i<SUM.size()-1; i++){
if(SUM.get(i)<=_targetArcLength){
index = i;
}
}
return index;
}
void mouseDragged(){
int which = -1;
if((mouseX<width)&&(mouseX>0)&&(mouseY<height)&&(mouseY>0)){
for(int i=0; i<=num; i++){
if(dist(mouseX,mouseY,pt.get(i).x,pt.get(i).y)<50){
which = i;
pt.get(which).update(mouseX,mouseY);
}
}
}
}
class Point{
float x,y;
Point(float _x, float _y){
x = _x;
y = _y;
}
void update(float _newx, float _newy){
x = _newx;
y = _newy;
}
}
Sometimes the error happens when the sketch is loaded. Most of the time, it loads okay but throws an error when you drag the point around a bit. The error code sometimes refers to the point where the control points of the curve are updated by mouse position, but because error somtimes occurs when the sketch is loaded as well, I didn't think it was a problem connected to the updated positions.
The error code is as follows;
a.lang.AssertionError
at processing.opengl.PSurfaceJOGL$2.run(PSurfaceJOGL.java:412)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.AssertionError
at jogamp.opengl.glu.tessellator.Sweep.AddRightEdges(Sweep.java:358)
at jogamp.opengl.glu.tessellator.Sweep.SweepEvent(Sweep.java:1105)
at jogamp.opengl.glu.tessellator.Sweep.__gl_computeInterior(Sweep.java:1339)
at jogamp.opengl.glu.tessellator.GLUtessellatorImpl.gluTessEndPolygon(GLUtessellatorImpl.java:526)
at com.jogamp.opengl.glu.GLU.gluTessEndPolygon(GLU.java:896)
at processing.opengl.PJOGL$Tessellator.endPolygon(PJOGL.java:641)
at processing.opengl.PGraphicsOpenGL$Tessellator.tessellatePolygon(PGraphicsOpenGL.java:12621)
at processing.opengl.PGraphicsOpenGL.tessellate(PGraphicsOpenGL.java:2255)
at processing.opengl.PGraphicsOpenGL.endShape(PGraphicsOpenGL.java:1965)
at processing.core.PGraphics.endShape(PGraphics.java:1707)
at processing.core.PApplet.endShape(PApplet.java:11641)
at bezier_polynomial_recursive_text_03.draw(bezier_polynomial_recursive_text_03.java:218)
at processing.core.PApplet.handleDraw(PApplet.java:2475)
at processing.opengl.PSurfaceJOGL$DrawListener.display(PSurfaceJOGL.java:866)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:692)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:674)
RuntimeException: java.lang.AssertionError
at jogamp.opengl.GLAutoDrawableBase$2.run(GLAutoDrawableBase.java:443)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1293)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147)
at com.jogamp.newt.opengl.GLWindow.display(GLWindow.java:759)
at com.jogamp.opengl.util.AWTAnimatorImpl.display(AWTAnimatorImpl.java:81)
at com.jogamp.opengl.util.AnimatorBase.display(AnimatorBase.java:452)
at com.jogamp.opengl.util.FPSAnimator$MainTask.run(FPSAnimator.java:178)
at java.util.TimerThread.mainLoop(Timer.java:555)
at java.util.TimerThread.run(Timer.java:505)
I don't think this would be a direct answer to my question, but it did stop the errors from occurring while using both fill() and the P2D renderer. The main problem, as pointed out by laancelot above, indeed seems to have been connected with stack overflow. So I approached the problem in two ways written below; Conclusion: The direct reason was a poorly expressed math formula.
1) switching the RPoints inside a class.
-I don't think this was the direct reason the errors were occurring, because at the stage where only this part of rewriting the code was done, the errors were still there. But maybe it was part of the problem. I'm not sure.
2) rewriting the part where the code expresses the formula to evaluate bezier curves at a specific point.
-Previously, the formula was made by using the explicit definition of a bezier curve with degree n. And, as a result, the formula had to be calculated(more like made) for every point in the RPoint points. As is mentioned on the wikipedia page about bezier curves, this way of computing is not recommended.
-on the revised code, the formula used to warp text was expressed in the polynomial form. Thus, it was able to pre-calculate the coefficients of the polynomial before the RPoint points were iterated. This seems to have solved the problem.
I'm still not really confident about what actually caused the problem and why it has been solved, and which part of the code I should show to explain this to others, so I'll share the entire code that has been rewritten. You need processing, the geomerative library, and a ttf type font file in a data folder to test the code. I have marked the place where the revised version of the formula is implicated. (It's still really messy....)
//n number of points
int num = 4;
//arraylist to store the picked values
ArrayList<cntrlPoint> pt;
//import the geomerative library
import geomerative.*;
//string
String str = "(O_o)/ Oooh";
FloatList X;
FloatList Y;
FloatList SUM;
RClass rc;
void setup() {
size(1000, 1000, P2D);
pt = new ArrayList<cntrlPoint>();
//pick a number of points with random positions
for (int i=0; i<=num; i++) {
float x = random(0, width);
float y = random(0, height);
pt.add(new cntrlPoint(x, y));
}
RG.init(this);
rc = new RClass();
X = new FloatList();
Y = new FloatList();
SUM = new FloatList();
}
void draw() {
background(255);
noFill();
strokeWeight(2);
drwCntrlPoints();
drwCurve();
gtArcLength();
fill(0,255,0);
rc.crtPoly(pt);
rc.drwText();
}
void drwCntrlPoints() {
//draw points
beginShape();
for (int i=0; i<=num; i++) {
vertex(pt.get(i).x, pt.get(i).y);
}
endShape();
for (int i=0; i<=num; i++) {
ellipse(pt.get(i).x, pt.get(i).y, 10, 10);
}
}
void drwCurve() {
//draw curve
float curveDetail = 0.01;
float nfac = 1;
for (int i=0; i<num; i++) {
nfac *= (i+1);
}
int arcIndex = 0;
strokeWeight(2);
beginShape();
for (float t=0; t<=1; t+=curveDetail) {
float x = 0;
float y = 0;
arcIndex++;
for (int i=0; i<=num; i++) {
float coef = 1;
float kfac = 1;
float k_nfac = 1;
for (int k=i; k>0; k--) {
kfac *= k;
}
for (int k=(num-i); k>0; k--) {
k_nfac *= k;
}
coef = nfac/(kfac*k_nfac);
x += coef*(pow((1-t), num-i)*pow(t, i)*pt.get(i).x);
y += coef*(pow((1-t), num-i)*pow(t, i)*pt.get(i).y);
}
vertex(x, y);
X.set(arcIndex, x);
Y.set(arcIndex, y);
}
endShape();
}
void gtArcLength() {
//get arclength by pulling points from a floatlist
int numberOfDivisions = X.size()-2;
int maxPoint = numberOfDivisions+1;
float sum = 0;
float prevPointX = X.get(0);
float prevPointY = Y.get(0);
for (int i=1; i<=maxPoint; i++) {
float pointX = X.get(i);
float pointY = Y.get(i);
sum += dist(pointX, pointY, prevPointX, prevPointY);
SUM.set(i-1, sum);
prevPointX = pointX;
prevPointY = pointY;
}
}
//*******factorial
int fact(int fa){
if(fa==1){
return 1;
}
if(fa==0){
return 1;
}
else{
return fa*fact(fa-1);
}
}
//********************
int IndexOfLargestValueSmallerThan(float _targetArcLength) {
int index = 0;
for (int i=0; i<SUM.size()-1; i++) {
if (SUM.get(i)<=_targetArcLength) {
index = i;
}
}
return index;
}
void mouseDragged() {
int which = -1;
if ((mouseX<width)&&(mouseX>0)&&(mouseY<height)&&(mouseY>0)) {
for (int i=0; i<=num; i++) {
if (dist(mouseX, mouseY, pt.get(i).x, pt.get(i).y)<80) {
which = i;
}
}
if (which>-1) {
pt.get(which).update(mouseX, mouseY);
}
}
}
class RClass {
//get ttf file
//create rfont
RFont fnt;
//turn rfont to rgroup to get points
RGroup rg;
//going to get point in path, so that the characters in the string can be seperated
RPoint [][]rp;
//floatlist to store coefficients
FloatList Cx;
FloatList Cy;
RClass() {
fnt = new RFont("Zapfino.ttf", 100);
rg = fnt.toGroup(str);
rp = rg.getPointsInPaths();
//RCommand.setSegmentAngle(random(0,HALF_PI));
//RCommand.setSegmentator(RCommand.ADAPTATIVE);
RCommand.setSegmentLength(3);
RCommand.setSegmentator(RCommand.UNIFORMLENGTH);
Cx = new FloatList();
Cy = new FloatList();
}
//**********************************here
void crtPoly(ArrayList<cntrlPoint> _pt){
float ptsize = _pt.size();
for(int j=0; j<ptsize; j++){
float coefx = 0;
float coefy = 0;
float pi = 1;
float sigx = 0;
float sigy = 0;
for(int m=0; m<=j-1; m++){
pi *= (ptsize-1-m);
}
for(int i=0; i<=j; i++){
sigx += (pow(-1,i+j)*pt.get(i).x)/(fact(i)*fact(j-i));
sigy += (pow(-1,i+j)*pt.get(i).y)/(fact(i)*fact(j-i));
}
coefx = pi*sigx;
coefy = pi*sigy;
Cx.set(j,coefx);
Cy.set(j,coefy);
}
}
//**************************************
void drwText() {
float indent = SUM.get(0);
beginShape();
for (int i=0; i<rp.length; i++) {
if(i>0){
beginContour();
}
for (int j=0; j<rp[i].length; j++) {
float t = 0;
indent = rp[i][j].x+SUM.get(0);
float targetArcLength = indent;
int index = IndexOfLargestValueSmallerThan(targetArcLength);
if (SUM.get(index)==targetArcLength) {
t = index/(SUM.size()-1);
} else {
float lengthBefore = SUM.get(index);
float lengthAfter = SUM.get(index+1);
float segmentLength = lengthAfter - lengthBefore;
float segmentFraction = (targetArcLength - lengthBefore)/segmentLength;
t = (index+segmentFraction)/(SUM.size()-1);
}
//***************************here
float x = 0;
float y = 0;
float vx = 0;
float vy = 0;
for(int l=0; l<=num; l++){
x += Cx.get(l)*pow(t,l);
y += Cy.get(l)*pow(t,l);
}
for(int l=1; l<=num; l++){
vx += l*Cx.get(l)*pow(t,l-1);
vy += l*Cy.get(l)*pow(t,l-1);
}
//**************************************
PVector P = new PVector(x, rp[i][j].y+y);
PVector ldir = new PVector(P.x-x, P.y-y);
PVector dir = new PVector(vy, -vx);
//
ldir.rotate(dir.heading()+PI/2);
vertex(x+ldir.x, y+ldir.y);
}
if(i>0&&i<rp.length){
endContour();
}
}
endShape();
}
}
class cntrlPoint{
float x,y;
cntrlPoint(float _x, float _y){
x = _x;
y = _y;
}
void update(float _newx, float _newy){
x = _newx;
y = _newy;
}
}
I'm trying to create a Roomba program with a ball that bounces around the screen that cleans the tiles that it passes over. The program should start with all grey tiles and when the ball passes over them then the tiles turn white. Currently I have the ball that bounces around everywhere and a grid method which creates a 5x5 grid.
I have encountered two problems:
I cannot make the grid and the ball appear in the same simulation while running the program, it's either one or the other.
I'm having trouble with finding a way to analyze if the ball has passed over certain squares in the grid, perhaps I need to create an object for the grid/ball?
My code:
import edu.princeton.cs.introcs.StdDraw;
public class Roomba {
private static int windowWidth = 200;
private static int windowHeight = 200;
private static double x = 100;
private static double y = 100;
private static double vx = 2;
private static double vy = 4;
private static int radius = 5;
private static boolean inGame = true;
public static void updateLocations() {
x += vx;
y += vy;
}
public static void drawGrid() {
StdDraw.setScale(0, 5);
int[][] grid = new int[5][5];
for (int x = 0; x < grid.length; x++) {
for (int y = 0; y < grid.length; y++) {
grid[x][y] = 255;
}
}
for (int x = 0; x < grid.length; x++) {
for (int y = 0; y < grid.length; y++) {
StdDraw.square(x, y, 1);
}
}
}
public static void updateVelocities() {
if (y + radius >= windowHeight) {
vy = -vy;
} else if (y - radius <= 0) {
vy = -vy;
}
if (x >= 194 || x <= 6) {
vx = -vx;
}
}
public static void setBackground() {
StdDraw.clear(StdDraw.GRAY);
// drawGrid();
}
public static void drawBall() {
StdDraw.setPenColor(StdDraw.BLACK);
StdDraw.filledCircle(x, y, radius);
// StdDraw.setPenColor(StdDraw.RED);
// StdDraw.filledSquare(x + 3, y + 3, 1);
StdDraw.setPenColor(StdDraw.BLACK);
StdDraw.text(100, 70, "x is: " + x + " y is: " + y);
}
public static void draw() {
setBackground();
drawBall();
}
public static void main(String[] args) {
StdDraw.setCanvasSize(800, 800);
StdDraw.setXscale(0, windowWidth);
StdDraw.setYscale(0, windowHeight);
while (true) {
if (inGame) {
draw();
updateVelocities();
updateLocations();
} else {
StdDraw.text(100, 100, "Game Over");
}
// change to if all tiles have been cleaned
// if (x + radius > windowWidth || x - radius < 0) {
// inGame = false;
// }
StdDraw.show(20);
}
}
}
Maybe the background is being drawn over the ball or vice verse? Try to draw the ball first then the background? Make sure the ball is actually being rendered at the correct size and not as the entire screen. I'm not to familiar with 2D graphics but maybe there is some z fighting?
In my class, we are given the task as follows:
For this assignment you will attempt to make a program for computing the overlapping area of a set of shapes, implementing Monte Carlo integration, as discussed in class.
Make AreaEstimator.java, a program that estimates the area of overlap of an arbitrary number of circles and triangles using randomized estimation. The program's arguments will be the number of randomly-generated points to be used in this trial, followed by the coordinates of the points that define the shapes. For example,
java AreaEstimator 1000000 circle 2.0 2.0 1.0 triangle 1.0 1.0 2.5 3.0 2.0 -3.0 circle 2.5 1.0 3.0
would generate one million random points to estimate the overlap of a triangle whose vertices are ( 1.0, 1.0 ), ( 2.5, 3.0 ), ( 2.0, -3.0 ), with two circles whose centers are at ( 2.0, 2.0 ) and ( 2.5, 1.0 ), and whose radii are 1.0 and 3.0, respectively.
Here is my code for the Circle class:
public class Circle {
private double xcenter;
private double ycenter;
private double radius;
private double xcmax;
private double xcmin;
private double ycmax;
private double ycmin;
public Circle ( double xcenter, double ycenter, double radius){
if(radius <= 0){
throw new IllegalArgumentException();
}
this.xcenter = xcenter;
this.ycenter = ycenter;
this.radius = radius;
}
public void maxAndMinCircle (){ //find the minimun and maximum for the plane according to this circle
xcmax = (this.xcenter + this.radius);
ycmax = (this.ycenter + this.radius);
xcmin = (this.xcenter - this.radius);
ycmin = (this.ycenter - this.radius);
}
public double getXCMax (){
return xcmax;
}
public double getYCMax () {
return ycmax;
}
public double getXCMin() {
return xcmin;
}
public double getYCMin(){
return ycmin;
}
public boolean outsideCircle(double randX, double randY){ // find if the random point passed thru is in this circle
double distance = Math.sqrt((randX-this.xcenter)*(randX-this.xcenter) + (randY-this.ycenter) * (randY - this.ycenter));
return distance >= radius;
}}
The Triangle Class:
public class Triangle {
private double cornerx1;
private double cornery1;
private double cornerx2;
private double cornery2;
private double cornerx3;
private double cornery3;
private double xtmax;
private double xtmin;
private double ytmax;
private double ytmin;
private Double[] corners;
public Triangle (double cornerx1, double cornery1, double cornerx2, double cornery2, double cornerx3, double cornery3){
corners = new Double [6];
corners[0] = cornerx1;
corners[1] = cornery1;
corners[2] = cornerx2;
corners[3] = cornery2;
corners[4] = cornerx3;
corners[5] = cornery3;
}
public void maxAndMinTriangle (){ // find the minimum and maximum of the plane according to this triangle
xtmax = corners[0];
for(int i=1;i < corners.length;i += 2){
if(corners[i] > xtmax){
xtmax = corners[i];
}
}
xtmin = corners[0];
for(int i=1;i < corners.length;i += 2){
if(corners[i] < xtmin){
xtmin = corners[i];
}
}
ytmax = corners[1];
for(int i=1;i < corners.length;i += 2){
if(corners[i] > ytmax){
ytmax = corners[i];
}
}
ytmin = corners[1];
for(int i=1;i < corners.length;i += 2){
if(corners[i] < ytmin){
ytmin = corners[i];
}
}
}
public double getXTMax (){
return xtmax;
}
public double getYTMax () {
return ytmax;
}
public double getXTMin() {
return xtmin;
}
public double getYTMin(){
return ytmin;
}
//public static boolean isLeft (double x1, double y1, double x2, double y2, double x3, double y3){
//return ( 0 <= ( ( x2 - x1 ) * ( y - y1) )- (( y2 - y1) * ( x - x1)));
//}
public boolean isLeft1 (double randX, double randY){ // find if this point is to the left of the first line
return ( 0 <= ( ( corners[2] - corners[0] ) * ( randY - corners[1]) )- (( corners[3] - corners[1]) * ( randX - corners[0])));
}
public boolean isLeft2 (double randX, double randY){ // find if this point is to the left of the second line
return ( 0 <= ( ( corners[4] - corners[0]) * ( randY - corners[1]) )- (( corners[5] - corners[1]) * ( randX - corners[0])));
}
public boolean isLeft3 (double randX, double randY){ // find if this point is to the left of the third line
return ( 0 <= ( ( corners[4] - corners[2] ) * ( randY - corners[3]) )- (( corners[5] - corners[3]) * ( randX - corners[2])));
}
public boolean outsideTriangle ( double randX, double randY ){ // find if this point is inside of the triangle
int counter = 0;
if (isLeft1(randX,randY)){
counter++;
}
if (isLeft2(randX,randY)){
counter++;
}
if (isLeft3(randX,randY)){
counter++;
}
return counter == 2; // must be to the left of exactly 2 of the lines
}}
And then the AreaEstimator class:
public class AreaEstimator{
public static double[] maxAndMinValues (Circle[] circles,Triangle[] triangles){
// find maximum and minimum values according to all of the triangles and circles
double xmax = -100;
double ymax = -100;
double xmin = 100;
double ymin = 100;
for (int l=0; l < circles.length; l++){
if (xmax < circles[l].getXCMax()){
xmax = circles[l].getXCMax();
}
if (ymax < circles[l].getYCMax()){
ymax = circles[l].getYCMax();
}
if (xmin > circles[l].getXCMin()){
xmin = circles[l].getXCMin();
}
if (ymin > circles[l].getYCMin()){
ymin = circles[l].getYCMin();
}
}
for ( int m = 0; m < triangles.length; m++){
if(xmax < triangles[m].getXTMax()){
xmax = triangles[m].getXTMax();
}
if(ymax < triangles[m].getYTMax()){
ymax = triangles[m].getYTMax();
}
if(xmin > triangles[m].getXTMin()){
xmin = triangles[m].getXTMin();
}
if(ymin > triangles[m].getYTMin()){
ymin = triangles[m].getYTMin();
}
}
double[] result = new double [4];
result[0] = xmax;
result[1] = ymax;
result[2] = xmin;
result[3] = ymin;
return result;
}
public static void main (String[] args) {
double numThrows = Integer.parseInt(args[0]); // initialize amount of throws
if (numThrows <= 0){
throw new IllegalArgumentException();
}
int countCircles = 0; // find the amount of circles given
for ( int i = 1; i<args.length; i++){
if(args[i].equals("circle")){
countCircles++;
}
}
Circle[] circles = new Circle [countCircles];
for ( int i = 1; i<args.length; i++){
if (args[i].equals("circle")){
for ( int k = 0; k< countCircles; k++){
double xcenter = Double.parseDouble(args[i+1]);
double ycenter = Double.parseDouble(args[i+2]);
double radius = Double.parseDouble(args[i+3]);
circles[k] = new Circle (xcenter, ycenter, radius); //values associated with this circle
circles[k].maxAndMinCircle();//max and min value of the circle itself
}
}
}
int countTriangles = 0; // find the amount of the triangles given
for ( int i = 1; i < args.length; i++){
if(args[i].equals("triangle")){
countTriangles++;
}
}
Triangle[] triangles = new Triangle [countTriangles];
for ( int i = 1; i<args.length; i++){
if (args[i].equals("triangle")){
for ( int p = 0; p< countTriangles; p++){
double cornerx1 = Double.parseDouble(args[i+1]);
double cornery1 = Double.parseDouble(args[i+2]);
double cornerx2 = Double.parseDouble(args[i+3]);
double cornery2 = Double.parseDouble(args[i+4]);
double cornerx3 = Double.parseDouble(args[i+5]);
double cornery3 = Double.parseDouble(args[i+6]);
triangles[p] = new Triangle (cornerx1, cornery1, cornerx2, cornery2, cornerx3, cornery3);
//values associated with this triangle
triangles[p].maxAndMinTriangle(); //max and min value of the triangle itself
}
}
}
boolean dartsInOverlap = true;
double countInOverlap = 0; // initialize amount of darts in the overlapping shape
double[]result = maxAndMinValues(circles,triangles);
for(int i= 0;i < numThrows;i++){
double randX= (Math.random() * (result[0]-result[2]) + result[2]) ; // generate a random x value
double randY= (Math.random() * (result[1]-result[3])+ result[3]); // generate a random y value
for ( int h = 0; h < circles.length && dartsInOverlap; h++){
if (circles[h].outsideCircle(randX, randY)){
dartsInOverlap = false; // if the point is outside of the circle, it returns false
}
}
for ( int q = 0; q < triangles.length && dartsInOverlap; q++){
if (triangles[q].outsideTriangle(randX, randY)){
dartsInOverlap = false; // if the point is outside of the triangle, it returns false
}
}
if (dartsInOverlap){
countInOverlap++; // counts up the amount of points in the overlapping shape
}
dartsInOverlap = true;
}
System.out.println("This many darts were in the overlap between the shapes:" + countInOverlap);
// counts up the amount of points in the overlapping shape
System.out.println("The estimated overlapped areas is" + (result[0]-result[2])*(result[1]-result[3]) *(countInOverlap/numThrows));
//finds estimated area
}}
My code has worked for a few test cases, if in the command line there is only a circle and triangle entered, or only a sole circle. A triangle by itself or any other combination will give me answers far from the desired area estimation. I have looked and reviewed my code, and it all seems logical. So, where in my code could the problem persist? Any help would be appreciated.
There is at least a typo in maxAndMinTriangle. You wrote a 1 where you need a 0
xtmax = corners[0];
for(int i=1;i < corners.length;i += 2){
...
xtmin = corners[0];
for(int i=1;i < corners.length;i += 2){
it should be
xtmax = corners[0];
for(int i=0;i < corners.length;i += 2){
...
xtmin = corners[0];
for(int i=0;i < corners.length;i += 2){
anything i do seems to break down my code into unusable rubbish. Note that it is also a mess... but at least it does work almost properly.
Here are some details:
it's sort of a particle system but with images. koffer stands for bag and it has to be a sort of eplosion of rotating bags that get slightly bigger or smaller for the depth effect and they fade away in time and after leaving the screen it should be deleted.
For now i got half of the bags that explode to turn random ways and half of the bags don't do that. They all fade but don't get deleted after leaving the screen. there is no slight resize yet. But most of all i have to use an arraylist() and don't know how to implement that.
here is my code:
Main Class BagEplode:
PImage coffre;
float life = 255;
int i = 0;
Ball [] balls = new Ball [200];
void setup(){
size (600,600,P3D);
noStroke();
smooth();
coffre = loadImage("coffre.png");
for (i = 0; i < balls.length; i ++)
{
balls[i] = new Ball();
}
}
void draw()
{
clear();
life -= 2.5;
for (int i = 0; i < balls.length; i++)
{
if(i <= 4)
{
balls[i].kleur();
image(coffre, balls[i].x, balls[i].y);
tint(255, life);
balls[i].update();
}
//else
//{
//}
}
}
and i got the Class Ball:
class Ball
{
public void kleur(){
}
float x = width/2;
float y = 601;
float vX = random(1,4);
float vY = random(-9,-5);
float sizeX = 0 ;
float sizeY = 0 ;
float draaiHoek = 0;
float angle = random(-3,3);
public void update(){
x += vX ;
y += vY ;
vY += 0.125;
sizeX = 64 ;
sizeY = 64 ;
draaiHoek -=angle;
imageMode(CENTER);
pushMatrix();
translate(x,y);
rotate((radians(draaiHoek)));
image(coffre, 0, 0);
imageMode(CORNER);
popMatrix();
//if (x > width || x < 0 || y > height || y < 0)
//{
//}
}
}
Thanx for helping me in advance. I hope i really can get some pointers.
From my understanding, you need to replace balls array of type- Ball with an ArrayList of type Ball
import java.util.ArrayList;
public class Ball {
PImage coffre;
float life = 255;
int i = 0;
//Ball [] balls = new Ball [200];
ArrayList<Ball> balls= new ArrayList<Ball>();
void setup(){
size (600,600,P3D);
noStroke();
smooth();
coffre = loadImage("coffre.png");
/* for (i = 0; i < balls.length; i ++)
{
balls[i] = new Ball();
}
*/
for(int i=0;i<balls.size();i++)
{
balls.add(new Ball());
}
}
void draw()
{
clear();
life -= 2.5;
/* for (int i = 0; i < balls.length; i++)
{
if(i <= 4)
{
balls[i].kleur();
image(coffre, balls[i].x, balls[i].y);
tint(255, life);
balls[i].update();
}
*/
for (int i = 0; i < balls.size(); i++)
{
if(i <= 4)
{
balls.get(i).kleur();
image(coffre, balls.get(i).x, balls.get(i).y);
tint(255, life);
balls.get(i).update();
}
//else
//{
//}
}
}
}
I am trying to write a program like bouncingBall. but i generated N obstacles in the screen. Each time the ball touch the obstacle, the obstacle disappears and shows up at another random place. i am trying to use 2 dimension array to store the random-gernerated obstacles' point (x,y).
Right now if I input N>50, it gives me outofbound.
But what i want is to store point from (0,0) to (50,50)..what should I do achieve this with 2-dimentional array?
Thanks!
import java.util.ArrayList;
public class BouncingBall {
public static void main(String[] args) {
if (args.length < 1) {
System.out.println("Usage: java BouncingBall N");
System.exit(0);
}
int N = Integer.parseInt(args[0]);
if (N > 2500) {
System.out.println("Usage: java BouncingBall N<=2500");
System.exit(0);
}
double[][] myArray = new double[50][50];
// set the scale of the coordinate system
StdDraw.setXscale(-1.0, 1.0);
StdDraw.setYscale(-1.0, 1.0);
// initial values
double rx = 0.480, ry = 0.860; // position
double vx = 0.015, vy = 0.023; // velocity
double radius = 0.02; // radius
double x;
double y;
double a[] = new double[2];
StdDraw.setPenColor(StdDraw.WHITE);
StdDraw.filledSquare(0, 0, 1.0);
StdDraw.setPenColor(StdDraw.BLACK);
for(int i=0; i <= N; i++){
x = 2.0*(double)Math.random()-1.0;
y = 2.0*(double)Math.random()-1.0;
for (int t=0;t <50;t++){
for (int j=0;j <50;j++){
myArray[t][j]= x;
myArray[j][t]= y;
}
}
StdDraw.filledSquare(x, y, 0.02);
}
// main animation loop
while (true) {
// bounce off wall according to law of elastic collision
if (Math.abs(rx + vx) > 1.0 - radius) vx = -vx;
if (Math.abs(ry + vy) > 1.0 - radius) vy = -vy;
// clear the background
StdDraw.setPenColor(StdDraw.WHITE);
StdDraw.filledSquare(0, 0, 1.0);
StdDraw.clear();
StdDraw.setPenColor(StdDraw.BLACK);
for(int t=0; t <= N; t++){
for (int j=0;j <50;j++){
x = myArray[t][j];
y = myArray[j][t];
}
if ((Math.abs(rx + vx) > x - radius)||(Math.abs(ry + vy) > y - radius))
{ //if the ball touch the square
vx = -vx;
vy = -vy;
if (args.length == 2 && args[1].equals("-d")){
x = 2.0*(double)Math.random()-1.0; //new random x
y = 2.0*(double)Math.random()-1.0; //new random y
}else{
;
}
StdDraw.filledSquare(x, y, 0.02);
}
else{
StdDraw.filledSquare(x, y, 0.02); //if not touched, keep it.
}
}
rx = rx + vx;
ry = ry + vy;
StdDraw.filledCircle(rx, ry, radius);
// display and pause for 20 ms
StdDraw.show(20);
}
}
}
Imagine that the user inputs -1 for N, then x and y won't get a value because the loops bodies won't run.
Simple workaround: assign a default value to x and y (0 for example)
double x = 0;
double y = 0;
You need to initialize both x and y:
double x = 0;
double y = 0;
Your ArrayIndexOutOfBoundsException is occurring because you only define the array to be 50x50
double[][] myArray = new double[50][50];
yet access an index greater than that using t:
x = myArray[t][j];
you have to initialize your local variables, local variables dont get default values
int double x=0.0;
int double y=0.0;
would solve the compiler error.
if N>50
for (int t=0;t <50;t++){
for (int j=0;j <50;j++){
myArray[t][j]= x; // ArrayIndexOutOfBound Exection occurs here
myArray[j][t]= y;
}
}