JavaFX Line segment width - java

I have some code which responds to key presses, and draws points and line segments correspondingly. However, the width of the line segments seems to alternate, even though I don't touch the line stroke width in the code. I'm wondering why this is happening.
Here is the code:
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.scene.shape.Line;
public class DrawLineSegments extends Application {
static double x = 0.0;
static double y = 0.0;
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage primaryStage) throws Exception {
Pane p = new Pane();
Rectangle border = new Rectangle(0, 0, 300, 100);
border.setFill(Color.TRANSPARENT);
Rectangle initialPoint = new Rectangle(border.getWidth() / 2, border.getHeight() / 2, 2, 2);
initialPoint.setFill(Color.BLACK);
x = border.getWidth() / 2;
y = border.getHeight() / 2;
p.getChildren().addAll(border, initialPoint);
p.setOnKeyPressed(e -> {
switch (e.getCode()) {
case UP :
Line upLine = new Line(x + 1, y + 1, x + 1, y + 1 - 7.5);
y = y - 7.5;
upLine.setStroke(Color.BLUEVIOLET);
upLine.setFill(Color.SANDYBROWN);
p.getChildren().add(upLine);
p.getChildren().add(new Rectangle(x, y, 2, 2));
break;
case DOWN :
Line downLine = new Line(x + 1, y + 1, x + 1, y + 1 + 7.5);
y = y + 7.5;
downLine.setStroke(Color.BLUEVIOLET);
downLine.setFill(Color.SANDYBROWN);
p.getChildren().add(downLine);
p.getChildren().add(new Rectangle(x, y, 2, 2));
break;
case LEFT :
Line leftLine = new Line(x - 7.5, y + 1, x + 1, y + 1);
x = x - 7.5;
leftLine.setStroke(Color.BLUEVIOLET);
leftLine.setFill(Color.SANDYBROWN);
p.getChildren().add(leftLine);
p.getChildren().add(new Rectangle(x, y, 2, 2));
break;
case RIGHT :
Line rightLine = new Line(x + 7.5, y + 1, x + 1, y + 1);
x = x + 7.5;
rightLine.setStroke(Color.BLUEVIOLET);
rightLine.setFill(Color.SANDYBROWN);
p.getChildren().add(rightLine);
p.getChildren().add(new Rectangle(x, y, 2, 2));
break;
default:
break;
}
});
Scene scene = new Scene(p);
primaryStage.setScene(scene);
primaryStage.setTitle("Draw Line Segments");
primaryStage.show();
p.requestFocus();
}
}
And an image that perhaps better explains what I'm asking:

You may want to read up on the Coordinate System of a Node
Coordinate System
The Node class defines a traditional computer graphics "local"
coordinate system in which the x axis increases to the right and the y
axis increases downwards. The concrete node classes for shapes provide
variables for defining the geometry and location of the shape within
this local coordinate space. For example, Rectangle provides x, y,
width, height variables while Circle provides centerX, centerY, and
radius.
At the device pixel level, integer coordinates map onto the corners
and cracks between the pixels and the centers of the pixels appear at
the midpoints between integer pixel locations. Because all coordinate
values are specified with floating point numbers, coordinates can
precisely point to these corners (when the floating point values have
exact integer values) or to any location on the pixel. For example, a
coordinate of (0.5, 0.5) would point to the center of the upper left
pixel on the Stage. Similarly, a rectangle at (0, 0) with dimensions
of 10 by 10 would span from the upper left corner of the upper left
pixel on the Stage to the lower right corner of the 10th pixel on the
10th scanline. The pixel center of the last pixel inside that
rectangle would be at the coordinates (9.5, 9.5).
Regarding your problem: Don't use 7.5. Instead use 7 or 8.

Related

Problem drawling points around rotating plane in Processing?

I'm prototyping a script to plot equally spaced points around a rotating plane and Processing is producing unexpected results?
This is my code:
int WHITE = 255;
int BLACK = 0;
void setup() {
size(500, 500);
}
void draw() {
background(WHITE);
translate(width/2, height/2); // move origin to center of window
// center ellipse
noStroke();
fill(255, 0, 0);
ellipse(0, 0, 10, 10); // center point, red
// satellite ellipses
fill(BLACK);
int points = 4;
for (int i = 0; i < points; i++) {
rotate(i * (TWO_PI / points));
ellipse(0, 100, 10, 10); // after plane rotation, plot point of size(10, 10), 100 points above y axis
}
}
When points = 4 I get the output I would expect, but when points = 5 // also when points = 3 or > 4, I get an output that is missing plotted points but still spaced correctly.
Why is this happening?
You're rotating too much: you don't want to rotate by i * angle at every iteration, because if we do we end up rotating so much that points end up overlapping. For example, with the code as is, with 3 points we want to place them at 0, 120, and 240 degrees (or, 120, 240, 360). But that's not what happens:
when i=0 we rotate by 0 degrees. So far so good.
when i=1 we rotate by 120 degrees on top of 0. Still good.
when i=2 we rotate by 240 degrees on top of 120. That's 120 degrees too far!
That's clearly not what we want, so just rotate by the fixed angle TAU / points and things'll work as expected:
for (int i = 0; i < points; i++) {
rotate(TAU / points);
ellipse(0, 100, 10, 10);
}
Alternatively, keep the incrementing angle, but then place the points without using rotate(), by using trigonometry to compute the placement:
float x = 0, y = 100, nx, ny, angle;
for (int i = 0; i < points; i++) {
angle = i * TAU / points;
nx = x * cos(a) - y * sin(a);
ny = x * sin(a) + y * cos(a);
ellipse(nx, ny, 10, 10);
}

Rotating a point around another point Java

Here is a code segment in java intended to rotate the vertices with coordinates A(10,10),B(20,10),C(20,20),D(10,20) of a square by an angle about the center point of the square. The side of the square is 10 points. The angle of rotation is 90 degree. Ideally after rotation A must become B, B must become C, C must become D and D becomes A.
private Point getRotation(Point start, int side, int rotation){
int x = start.getX();
int y = start.getY();
int pivot_x = x + (side/2);
int pivot_y = y + (side/2);
float angle = (float)Math.toRadians(rotation);
int xR = (int)(pivot_x + (x -pivot_x)*Math.cos(angle) - (y - pivot_y)*Math.sin(angle));
int yR = (int)(pivot_y + (x -pivot_x)*Math.sin(angle) + (y - pivot_y)*Math.cos(angle));
return new Point(xR,yR);
}
public static void main(String[] args) {
Square s = new Square();
Point rotatedPoint1= s.getRotation(new Point(10,10), 10, 90);
System.out.println("{"+rotatedPoint1.getX()+","+rotatedPoint1.getY()+"}");
Point rotatedPoint2= s.getRotation(new Point(20,10), 10, 90);
System.out.println("{"+rotatedPoint2.getX()+","+rotatedPoint2.getY()+"}");
Point rotatedPoint3= s.getRotation(new Point(20,20), 10, 90);
System.out.println("{"+rotatedPoint3.getX()+","+rotatedPoint3.getY()+"}");
Point rotatedPoint4= s.getRotation(new Point(10,20), 10, 90);
System.out.println("{"+rotatedPoint4.getX()+","+rotatedPoint4.getY()+"}");
}
The result that is achieved are not correct
point A(10,10) rotated to (20,10) ---- correct
point B(20,10) rotated to (30,10) ---- INCORRECT
point C(20,20) rotated to (30,20) ---- INCORRECT
point D(10,20) rotated to (20,20) ---- INCORRECT
The formula applied is
if (h,k) are the points about which the point (x,y) needs to be rotated by an angle THETA, then the Coordinates after rotation (xR, yR) are
xR = h + (x-h)cos(THETA) - (y-k)sin(THETA)
yR = k + (x-h)sin(THETA) + (y-k)cos(THETA)
Where is the problem?
The problem is your calculation of the square's centroid.
It's supposed to be the same point for all four vertices. However, you calculate as (x+5,y+5) based on each new pair when you call the function. That is:
Call for (10,10), pivot is (15,15)
Call for (20,10), pivot is (25,15)
Call for (20,20), pivot is (25,25)
Call for (10,20), pivot is (15,25)
And you should have rotated them all around the same pivot (15,15).
So you should calculate the pivot before calling the getRotation() method, and pass the pre-calculated pivot as parameter instead of passing the length of the side.

Is there a "fill" function for arbitrary shapes in javafx?

I need to know in which way I can color the following image (PNG) by using JavaFX. This image is currently included in a ImageView of JavaFX:
I want to color region 1 blue, the second one red, and the last two purple. How can I do this in JavaFX? Isn't there some kind of function as in Windows Paint? (You know, the painting bucket that fills a certain area with a color between borders).
Suggested Approach
You can use a flood fill algorithm.
Sample Code
import javafx.application.Application;
import javafx.geometry.Insets;
import javafx.geometry.Point2D;
import javafx.scene.Scene;
import javafx.scene.image.*;
import javafx.scene.layout.HBox;
import javafx.scene.paint.Color;
import javafx.stage.Stage;
import java.util.Stack;
public class UnleashTheKraken extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(final Stage stage) {
Image original = new Image(
"http://s12.postimg.org/wofhjvy2h/image_2.jpg"
);
WritableImage updateable = new WritableImage(
original.getPixelReader(),
(int) original.getWidth(),
(int) original.getHeight()
);
Kraken kraken = new Kraken(updateable, Color.WHITE);
kraken.unleash(new Point2D(40, 40), Color.BLUE);
kraken.unleash(new Point2D(40, 100), Color.RED);
kraken.unleash(new Point2D(100, 100), Color.GREEN);
kraken.unleash(new Point2D(120, 40), Color.YELLOW);
ImageView originalView = new ImageView(original);
ImageView filledView = new ImageView(updateable);
HBox layout = new HBox(10, originalView, filledView);
layout.setPadding(new Insets(10));
stage.setScene(new Scene(layout));
stage.show();
}
class Kraken {
private final WritableImage image;
private final Color colorToFill;
// tolerance for color matching (on a scale of 0 to 1);
private final double E = 0.3;
public Kraken(WritableImage image, Color colorToFill) {
this.image = image;
this.colorToFill = colorToFill;
}
public void unleash(Point2D start, Color color) {
PixelReader reader = image.getPixelReader();
PixelWriter writer = image.getPixelWriter();
Stack<Point2D> stack = new Stack<>();
stack.push(start);
while (!stack.isEmpty()) {
Point2D point = stack.pop();
int x = (int) point.getX();
int y = (int) point.getY();
if (filled(reader, x, y)) {
continue;
}
writer.setColor(x, y, color);
push(stack, x - 1, y - 1);
push(stack, x - 1, y );
push(stack, x - 1, y + 1);
push(stack, x , y + 1);
push(stack, x + 1, y + 1);
push(stack, x + 1, y );
push(stack, x + 1, y - 1);
push(stack, x, y - 1);
}
}
private void push(Stack<Point2D> stack, int x, int y) {
if (x < 0 || x > image.getWidth() ||
y < 0 || y > image.getHeight()) {
return;
}
stack.push(new Point2D(x, y));
}
private boolean filled(PixelReader reader, int x, int y) {
Color color = reader.getColor(x, y);
return !withinTolerance(color, colorToFill, E);
}
private boolean withinTolerance(Color a, Color b, double epsilon) {
return
withinTolerance(a.getRed(), b.getRed(), epsilon) &&
withinTolerance(a.getGreen(), b.getGreen(), epsilon) &&
withinTolerance(a.getBlue(), b.getBlue(), epsilon);
}
private boolean withinTolerance(double a, double b, double epsilon) {
return Math.abs(a - b) < epsilon;
}
}
}
Answers to additional questions
But wouldn't the image be colored pixel by pixel?
Yes, that's the point, you need to shade the pixels. Everything in computer graphics with bitmapped displays eventually comes down to coloring pixels.
Is this an efficient way in coloring?
It's instantaneous (as far as I can tell) on the sample image you provided. Space-wise it takes up some memory, but all such algorithms will use memory. The sample code I provided is not the most efficient flood fill shading algorithm which could be devised (time or space wise). The wikipedia page I linked has alternate more efficient (and more complicated) algorithms you could apply if you needed to.
Alternate Approach
If you have a cut-out stencil shape for each area, you could stack the stencils and apply ColorAdjust effects to them (such as in: How to change color of image in JavaFX). The ColorAdjust is (likely) a hardware accelerated effect. This alternate is not a general approach though as it requires you to know the stencil shapes.
Shape circle = new Circle(x,y,r);
Shape rect = new Rectangle(x,y,w,h);
Shape region1 = Shape.subtract(circle, rect);// to "cut" the rect away from a circle.
// You'll need to do this twice for each piece.
region1 = Shape.subtract(region1,anotherRect);
region1.setFill(Color.BLUE);
// Then simply add your shape to a node and set it's translation.
The way this works is that where the rectangle overlaps the circle, that part of the circle will be removed.

Java draw circle and lines on Swing

I'm trying to draw a circle with a random center inside a big bigger circular surface. (I'm actually trying to simulate a human and his eyesight inside a room!) I need to draw a random line (call it line1) passing through its center which will intersect with the surface. line1 does not necessarily pass the center of circular surface. I also need to draw two lines forming 60 degree, facing on one side of line1. Can anyone help me with that?
I created an example of what I need to draw.
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Point;
import java.util.Random;
import javax.swing.JFrame;
public class ShapeTest extends JFrame{
int width=500;
int height=500;
public ShapeTest(){
setSize(width,height);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setResizable(false);
setLocationRelativeTo(null);
setVisible(true);
}
public static void main(String a[]){
new ShapeTest();
}
public void paint(Graphics g){
// Circular Surface
drawCircleByCenter(g, width/2, height/2, width/2);
Random r = new Random();
Point center = new Point();
center.x=r.nextInt(width/2);
center.y=r.nextInt(width/2);
drawCircleByCenter(g, center.x, center.y, width/15);
}
void drawCircleByCenter(Graphics g, int x, int y, int radius){
//g.setColor(Color.LIGHT_GRAY);
g.drawOval(x-radius, y-radius, 2*radius, 2*radius);
}
}
Start by changing your method to draw a circle based on its center and radius to a method which returns a Ellipse2D object representing the circle. This will allow us to do some clipping and other things with the shape besides just draw it.
Setting the clip to be the shape of your large circle prevents stray marks from being made where you don't want them (think "color inside the lines"). This is important because when we draw the circles and lines inside the big circle, some of them will be too big and would otherwise mark outside the bounds of the big circle.
Once we set the clip, we use the method Line2D getVector(Point2D, double, length) with an origin at the center of the large circle, a random angle and a random length (capped to keep the small blue circle inside the big circle). Think of this a random polar coordinate with the center of the large circle as the origin. The end point of this vector is used to mark the center of the small circle.
Using the center of the small circle as a starting point, we can generate two vectors in opposite directions (just negate the length of one to get it going the other direction) by using a random direction angle. We use a length equal to the diameter of the big circle to make certain that the lines will always go all the way up to the edge of the big circle (but not past, thanks to our clip).
We simply add 60 and 120 degrees to the angle of our blue dashed line and draw two green lines calculating the vectors the same way we did for the two blue dashed lines, except we don't need to create ones with negated lengths. We can also add a normal vector in for good measure simply by adding 90 degrees to the angle of the blue dashed line.
Lastly, we pick some random polar coordinates (just like we did for the small blue circle) to represent some people, and using the intersection of the people with the areas created by the various lines, we can see where they are at and draw them up with color coded values.
Now that we have all the people, we eliminate the clip and draw the big circle and voila!
Check out Draw a line at a specific angle in Java for details on how I calculated the vectors for the lines.
But enough talk, here's the code:
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.Stroke;
import java.awt.geom.Area;
import java.awt.geom.Ellipse2D;
import java.awt.geom.Line2D;
import java.awt.geom.Path2D;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;
public class ShapeTest extends JFrame {
private static final long serialVersionUID = 1L;
private int width = 500;
private int height = 500;
private int padding = 50;
private BufferedImage graphicsContext;
private JPanel contentPanel = new JPanel();
private JLabel contextRender;
private Stroke dashedStroke = new BasicStroke(3.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_ROUND, 2f, new float[] {3f, 3f}, 0f);
private Stroke solidStroke = new BasicStroke(3.0f);
private RenderingHints antialiasing;
private Random random = new Random();
public static void main(String[] args) {
//you should always use the SwingUtilities.invodeLater() method
//to perform actions on swing elements to make certain everything
//is happening on the correct swing thread
Runnable swingStarter = new Runnable()
{
#Override
public void run(){
new ShapeTest();
}
};
SwingUtilities.invokeLater(swingStarter);
}
public ShapeTest(){
antialiasing = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
graphicsContext = new BufferedImage(width + (2 * padding), width + (2 * padding), BufferedImage.TYPE_INT_RGB);
contextRender = new JLabel(new ImageIcon(graphicsContext));
contentPanel.add(contextRender);
contentPanel.setSize(width + padding * 2, height + padding * 2);
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setResizable(false);
this.setContentPane(contentPanel);
//take advantage of auto-sizing the window based on the size of its contents
this.pack();
this.setLocationRelativeTo(null);
this.paint();
setVisible(true);
}
public void paint() {
Graphics2D g2d = graphicsContext.createGraphics();
g2d.setRenderingHints(antialiasing);
//Set up the font to print on the circles
Font font = g2d.getFont();
font = font.deriveFont(Font.BOLD, 14f);
g2d.setFont(font);
FontMetrics fontMetrics = g2d.getFontMetrics();
//clear the background
g2d.setColor(Color.WHITE);
g2d.fillRect(0, 0, graphicsContext.getWidth(), graphicsContext.getHeight());
//set up the large circle
Point2D largeCircleCenter = new Point2D.Double((double)width / 2 + padding, (double)height / 2 + padding);
double largeCircleRadius = (double)width / 2;
Ellipse2D largeCircle = getCircleByCenter(largeCircleCenter, largeCircleRadius);
//here we build the small circle
Point2D smallCircleCenter = new Point2D.Double();
double smallCircleRadius = 15;
//we need to make certain it is confined inside the larger circle
//so we choose the following values carefully
//we want to go a random direction from the circle, so chose an
//angle randomly in any direction
double smallCenterVectorAngle = random.nextDouble() * 360.0d;
//and we want to be a random distance from the center of the large circle, but
//we limit the distance based on the radius of the small circle to prevent it
//from appearing outside the large circle
double smallCenterVectorLength = random.nextDouble() * (largeCircleRadius - smallCircleRadius);
Line2D vectorToSmallCenter = getVector(largeCircleCenter, smallCenterVectorAngle, smallCenterVectorLength);
//the resulting end point of the vector is a random distance from the center of the large circle
//in a random direction, and guaranteed to not place the small circle outside the large
smallCircleCenter.setLocation(vectorToSmallCenter.getP2());
Ellipse2D smallCircle = getCircleByCenter(smallCircleCenter, smallCircleRadius);
//before we draw any of the circles or lines, set the clip to the large circle
//to prevent drawing outside our boundaries
g2d.setClip(largeCircle);
//chose a random angle for the line through the center of the small circle
double angle = random.nextDouble() * 360.0d;
//we create two lines that start at the center and go out at the angle in
//opposite directions. We use 2*largeCircleRadius to make certain they
//will be large enough to fill the circle, and the clip we set prevent stray
//marks outside the big circle
Line2D centerLine1 = getVector(smallCircleCenter, angle, largeCircleRadius * 2);
Line2D centerLine2 = getVector(smallCircleCenter, angle, -largeCircleRadius * 2);
//now we just add 20 and 120 to our angle for the center-line, start at the center
//and again, use largeCircleRadius*2 to make certain the lines are big enough
Line2D sightVector1 = getVector(smallCircleCenter, angle + 60, largeCircleRadius * 2);
Line2D sightVector2 = getVector(smallCircleCenter, angle + 120, largeCircleRadius * 2);
Path2D visible = new Path2D.Double();
visible.moveTo(sightVector1.getX2(), sightVector1.getY2());
visible.lineTo(smallCircleCenter.getX(), smallCircleCenter.getY());
visible.lineTo(sightVector2.getX2(), sightVector2.getY2());
visible.closePath();
Path2D greenSide = new Path2D.Double();
greenSide.moveTo(centerLine1.getX2(), centerLine1.getY2());
greenSide.lineTo(smallCircleCenter.getX(), smallCircleCenter.getY());
greenSide.lineTo(centerLine2.getX2(), centerLine2.getY2());
greenSide.lineTo(sightVector1.getX2(), sightVector1.getY2());
greenSide.closePath();
int personCount = 5;
Area visibleArea = new Area(visible);
visibleArea.intersect(new Area(largeCircle));
Area greenSideArea = new Area(greenSide);
greenSideArea.intersect(new Area(largeCircle));
//we create a list of the people in the circle to
//prevent overlap
ArrayList<Shape> people = new ArrayList<Shape>();
people.add(smallCircle);
int i = 0;
personLoop: while (i < personCount){
double personCenterVectorAngle = random.nextDouble() * 360.0d;
double personCenterVectorLength = random.nextDouble() * (largeCircleRadius - smallCircleRadius);
Line2D vectorToPersonCenter = getVector(largeCircleCenter, personCenterVectorAngle, personCenterVectorLength);
Point2D personCircleCenter = vectorToPersonCenter.getP2();
Ellipse2D personCircle = getCircleByCenter(personCircleCenter, smallCircleRadius);
//this little loop lets us skip a person if they have overlap
//with another person, since people don't generally overlap
Area personArea = new Area(personCircle);
for (Shape person : people)
{
Area overlapArea = new Area(person);
overlapArea.intersect(personArea);
//this means that we have found a conflicting
//person, so should skip them
if (!overlapArea.isEmpty()){
continue personLoop;
}
}
people.add(personCircle);
personArea.intersect(visibleArea);
Area greenSideAreaTest = new Area(personCircle);
greenSideAreaTest.intersect(greenSideArea);
if (personArea.isEmpty()){
if (greenSideAreaTest.isEmpty()){
g2d.setColor(Color.orange);
System.out.println("Person " + i + " is behind the blue line");
}
else {
System.out.println("Person " + i + " is in front of the blue line");
g2d.setColor(Color.cyan);
}
}
else
{
System.out.println("Person " + i + " is between the green lines");
g2d.setColor(Color.magenta);
}
//alternatively to circles intersecting the area of interest, we can check whether the center
//is in the area of interest which may make more intuitive sense visually
// if (visibleArea.contains(personCircleCenter)){
// System.out.println("Person " + i + " is between the green lines");
// g2d.setColor(Color.magenta);
// }
// else {
// if (greenSideArea.contains(personCircleCenter)) {
// System.out.println("Person " + i + " is in front of the blue line");
// g2d.setColor(Color.cyan);
// }
// else{
// g2d.setColor(Color.orange);
// System.out.println("Person " + i + " is behind the blue line");
// }
// }
g2d.fill(personCircle);
g2d.setColor(Color.black);
String itemString = "" + i;
Rectangle2D itemStringBounds = fontMetrics.getStringBounds(itemString, g2d);
double textX = personCircleCenter.getX() - (itemStringBounds.getWidth() / 2);
double textY = personCircleCenter.getY() + (itemStringBounds.getHeight()/ 2);
g2d.drawString("" + i, (float)textX, (float)textY);
i++;
}
//fill the small circle with blue
g2d.setColor(Color.BLUE);
g2d.fill(smallCircle);
//draw the two center lines lines
g2d.setStroke(dashedStroke);
g2d.draw(centerLine1);
g2d.draw(centerLine2);
//create and draw the black offset vector
Line2D normalVector = getVector(smallCircleCenter, angle + 90, largeCircleRadius * 2);
g2d.setColor(Color.black);
g2d.draw(normalVector);
//draw the offset vectors
g2d.setColor(new Color(0, 200, 0));
g2d.draw(sightVector1);
g2d.draw(sightVector2);
//we save the big circle for last, to cover up any stray marks under the stroke
//of its perimeter. We also set the clip back to null to prevent the large circle
//itselft from accidentally getting clipped
g2d.setClip(null);
g2d.setStroke(solidStroke);
g2d.setColor(Color.BLACK);
g2d.draw(largeCircle);
g2d.dispose();
//force the container for the context to re-paint itself
contextRender.repaint();
}
private static Line2D getVector(Point2D start, double degrees, double length){
//we just multiply the unit vector in the direction we want by the length
//we want to get a vector of correct direction and magnitute
double endX = start.getX() + (length * Math.sin(Math.PI * degrees/ 180.0d));
double endY = start.getY() + (length * Math.cos(Math.PI * degrees/ 180.0d));
Point2D end = new Point2D.Double(endX, endY);
Line2D vector = new Line2D.Double(start, end);
return vector;
}
private static Ellipse2D getCircleByCenter(Point2D center, double radius)
{
Ellipse2D.Double myCircle = new Ellipse2D.Double(center.getX() - radius, center.getY() - radius, 2 * radius, 2 * radius);
return myCircle;
}
}
The logic of the geometry turned out to be more tricky than I'd presumed, but this is what I think you are after.
import java.awt.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.image.BufferedImage;
import java.io.*;
import java.util.Random;
import javax.imageio.ImageIO;
import javax.swing.*;
class HumanEyesightLines {
int rad = 150;
int radSmall = 15;
int pad = 10;
JPanel gui = new JPanel(new BorderLayout());
BufferedImage img = new BufferedImage(
2 * (rad + pad),
2 * (rad + pad),
BufferedImage.TYPE_INT_RGB);
Timer timer;
JLabel imgDisplay;
Random rnd = new Random();
RenderingHints rh = new RenderingHints(
RenderingHints.KEY_ANTIALIASING,
RenderingHints.VALUE_ANTIALIAS_ON);
HumanEyesightLines() {
imgDisplay = new JLabel(new ImageIcon(img));
gui.add(imgDisplay);
File f = new File(System.getProperty("user.home"));
final File f0 = new File("HumanEyesiteLines");
f0.mkdirs();
try {
Desktop.getDesktop().open(f0);
} catch (IOException ex) {
ex.printStackTrace();
}
ActionListener animationListener = new ActionListener() {
int ii = 0;
#Override
public void actionPerformed(ActionEvent e) {
paintImage();
ii++;
if (ii < 100) {
System.out.println(ii);
File f1 = new File(f0, "eg" + ii + ".png");
try {
ImageIO.write(img, "png", f1);
} catch (IOException ex) {
ex.printStackTrace();
}
}
}
};
timer = new Timer(100, animationListener);
paintImage();
}
float[] dash = {3f, 3f};
float phase = 0f;
private final void paintImage() {
Graphics2D g = img.createGraphics();
g.setRenderingHints(rh);
g.setStroke(new BasicStroke(2f));
// fill the BG
g.setColor(Color.WHITE);
g.fillRect(0, 0, 2 * (rad + pad), 2 * (rad + pad));
// draw the big circle
Point center = new Point(rad + pad, rad + pad);
Shape bigCircle = new Ellipse2D.Double(pad, pad, 2 * rad, 2 * rad);
g.setColor(Color.MAGENTA.darker());
g.fill(bigCircle);
// set the clip to that of the big circle
g.setClip(bigCircle);
// draw the small circle
int xOff = rnd.nextInt(rad) - rad / 2;
int yOff = rnd.nextInt(rad) - rad / 2;
int x = center.x - xOff;
int y = center.y - yOff;
Shape smallCircle = new Ellipse2D.Double(
x - radSmall, y - radSmall,
2 * radSmall, 2 * radSmall);
g.setColor(Color.YELLOW);
g.fill(smallCircle);
g.setColor(Color.ORANGE);
g.draw(smallCircle);
g.setStroke(new BasicStroke(
1.5f,
BasicStroke.CAP_BUTT,
BasicStroke.JOIN_ROUND,
2f,
dash,
phase));
// I don't know what the rule is for where the blue line goes, so
// will use the top left corner of the image as a 2nd anchor point.
int x0 = 0;
int y0 = 0;
double grad = (double) (y - y0) / (double) (x - x0);
// now calculate the RHS point from y = mx + b
// where b = 0 and m is the gradient
int x1 = 2 * (pad + rad);
int y1 = (int) (grad * x1);
Line2D.Double line1 = new Line2D.Double(x0, y0, x1, y1);
g.setColor(Color.BLUE);
g.draw(line1);
//find the perpendicular gradient.
double perpGrad = -1d / grad;
double perpTheta = Math.atan(perpGrad);
// angle from perp
double diffTheta = Math.PI / 6d;
g.setColor(Color.GREEN);
double viewLine1Theta = perpTheta + diffTheta;
Line2D.Double viewLine1 = getLine(x, y, viewLine1Theta);
double viewLine2Theta = perpTheta - diffTheta;
Line2D.Double viewLine2 = getLine(x, y, viewLine2Theta);
g.draw(viewLine1);
g.draw(viewLine2);
g.setColor(Color.BLACK);
Line2D.Double viewPerp = getLine(x, y, perpTheta);
g.draw(viewPerp);
g.setColor(Color.RED);
g.draw(bigCircle);
g.dispose();
imgDisplay.repaint();
}
/**
* Returns a Line2D starting at the point x1,y1 at angle theta.
*/
private final Line2D.Double getLine(double x1, double y1, double theta) {
double m;
double b;
double x2;
double y2;
if (theta < (-Math.PI / 2d)) {
System.out.println("CHANGE IT! " + theta);
m = Math.tan(theta);
b = y1 - (m * x1);
x2 = 0;
y2 = (m * x2) + b;
} else {
m = Math.tan(theta);
b = y1 - (m * x1);
x2 = 2 * (rad + pad);
y2 = (m * x2) + b;
}
/*
* System.out.println("Perp theta: " + theta); System.out.println("Line
* grad: " + m); System.out.println("Line off: " + b);
* System.out.println("x1,y1: " + x1 + "," + y1);
* System.out.println("x2,y2: " + x2 + "," + y2);
*
*/
return new Line2D.Double(x1, y1, x2, y2);
}
public JComponent getGui() {
return gui;
}
public void start() {
timer.start();
}
public void stop() {
timer.stop();
}
public static void main(String[] args) {
Runnable r = new Runnable() {
#Override
public void run() {
HumanEyesightLines hel = new HumanEyesightLines();
hel.start();
JOptionPane.showMessageDialog(null, hel.getGui());
hel.stop();
}
};
// Swing GUIs should be created and updated on the EDT
// http://docs.oracle.com/javase/tutorial/uiswing/concurrency
SwingUtilities.invokeLater(r);
}
}

Drawing arrows to circles

I am working on creating graphs with vertices and edges. The graph is directed, so the edges are represented as arrows. My problem is getting the correct coordinates for the arrows.
A Vertex has a Coordinate (see class below), while an Edge goes from a Vertex to another Vertex. The challenge is that a vertex is drawn with a fixed radius (see picture below). I'm having problems getting the arrow pointing to the correct place on the circles circumference. It seems like with the code I currently have, the arrow points to the top-left corner, not the closest point.
I have the following method for drawing the arrows:
public static void drawArrow(Graphics g, Color color, int size,
Coordinate from, Coordinate to, Coordinate offset) {
Graphics2D g2 = (Graphics2D) g.create();
g2.setColor(color);
double dx = to.x - from.x, dy = to.y - from.y;
double angle = Math.atan2(dy, dx);
int len = (int) Math.sqrt(dx*dx + dy*dy);
AffineTransform at = AffineTransform.getTranslateInstance(from.x + offset.x, from.y + offset.y);
at.concatenate(AffineTransform.getRotateInstance(angle));
g2.transform(at);
// Draw horizontal arrow starting in (0, 0)
g2.drawLine(0, 0, len, 0);
g2.fillPolygon(new int[] {len, len-size, len-size, len},
new int[] {0, -size, size, 0}, 4);
}
I got the essentials of the arrow code from an answer by aioobe, here.
I this method by overriding Edge's paintComponent function:
#Override
public void paintComponent(Graphics g) {
double radius = this.from.getRadius();
Coordinate vector = this.from.getPosition().clone();
vector.normalize();
vector.x = vector.x * radius; vector.y = vector.y * radius;
Coordinate to = new Coordinate(this.to.getPosition().x - vector.x,
this.to.getPosition().y - vector.y);
GraphicsUtils.drawArrow(g, this.color, ARROW_SIZE,
this.from.getPosition(), to,
new Coordinate(radius, radius));
}
As the drawArrow method does what it's supposed to, it draws an arrow from a to b, I want to change the way that I am calling it in the above method. For example, by using the offset parameter for the drawArrow method or something alike.
The Coordinate class:
public class Coordinate {
public double x;
public double y;
...
public void normalize() {
double length = Math.sqrt(Math.pow(this.x, 2) + Math.pow(this.y, 2));
this.x = this.x / length;
this.y = this.y / length;
}
...
}
A screenshot of my current output:
Note there are both arrows from D to E and E to D. The latter is not showing because the arrow head is behind D's circle.
Now to be clear, the problem is:
In the paintComponent-method, I am taking the radius of the circle and multiplying it with the normalized (see method) vector. This would give me a point of the circle's circumference, but it seems that always results in the top-left corner, which I don't get. I want to calculate the point on the circumference closest to the source vertex.
Like so:
Any suggestions?
You can calculate the arrow endpoints from the coordinates of the vertex centers and the vertex image radius. If (xa, ya) and (xb, yb) are the centers of two vertices a and b, and the vertices are drawn with radius r, then the directed line from a to be can be represented as
x = xa + t*(xb - xa)
y = ya + t*(yb - ya)
for a parameter t that varies from 0 to 1. Since t == 1 corresponds to a distance of d = sqrt((xb - xa)2 + (yb - ya)2), you just need to evaluate the above for t = r / d and t = (d-r) / d. (No trig required.)

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