smooth color interpolation along a "bresenham" line - java

I am trying to interpolate color along a line so that, given two points and their respective RGB values, I can draw a line with a smooth color gradient. Using Bresenham's Line Algorithm, I can now draw lines, but am not sure how to begin interpolating colors between the two end points. The following is part of the drawLine() function that works for all line whose slope are less than 1.
int x_start = p1.x, x_end = p2.x, y_start =p1.y, y_end = p2.y;
int dx = Math.abs(x_end-x_start), dy = Math.abs(y_end-y_start);
int x = x_start, y = y_start;
int step_x = x_start < x_end ? 1:-1;
int step_y = y_start < y_end ? 1:-1;
int rStart = (int)(255.0f * p1.c.r), rEnd = (int)(255.0f * p2.c.r);
int gStart = (int)(255.0f * p1.c.g), gEnd = (int)(255.0f * p2.c.g);
int bStart = (int)(255.0f * p1.c.b), bEnd = (int)(255.0f * p2.c.b);
int xCount = 0;
//for slope < 1
int p = 2*dy-dx;
int twoDy = 2*dy, twoDyMinusDx = 2*(dy-dx);
int xCount = 0;
// draw the first point
Point2D start = new Point2D(x, y, new ColorType(p1.c.r, p1.c.g, p1.c.b));
drawPoint(buff, start);
float pColor = xCount / Math.abs((x_end - x_start));
System.out.println(x_end + " " + x_start);
while(x != x_end){
x+= step_x;
xCount++;
if(p<0){
p+= twoDy;
}
else{
y += step_y;
p += twoDyMinusDx;
}
Point2D draw_line = new Point2D(x, y, new ColorType(p1.c.r*(1-pColor)+p2.c.r*pColor,p1.c.g*(1-pColor)+p2.c.g*pColor,p1.c.b*(1-pColor)+p2.c.b*pColor));
System.out.println(pColor);
drawPoint(buff,draw_line );
}
So what I'm thinking is that, just like drawing lines, I also need some sort of decision parameter p to determine when to change the RGB values. I am thinking of something along lines of as x increments, look at each rgb value and decide if I want to manipualte them or not.
I initialized rStart and rEnd(and so on for g and b) but have no idea where to start. any kind of help or suggestions would be greatly appreciated!
Edit: thanks #Compass for the great suggestion ! Now I've ran into another while trying to implementing that strategy, and I am almost certain it's an easy bug. I just can't see it right now. For some reason my pColor always return 0, I am not sure why. I ran some print statements to make sure xCount is indeed increasing, so I am not sure what else might've made this variable always 0.

I remember figuring this out way back when I was learning GUI! I'll explain the basic concepts for you.
Let's say we have two colors,
RGB(A,B,C)
and
RGB(X,Y,Z)
for simplicity.
If we know the position percentage-wise (we'll call this P, a float 0 for beginning, 1.0 at end) along the line, we can calculate what color should be there using the following:
Resultant Color = RGB(A*(1-P)+X*P,B*(1-P)+Y*P,C*(1-P)+Z*P)
In other words, you average out the individual RGB values along the line.

Actually you will be drawing the line in RGB space as well !
Bresenham lets you compute point coordinates from (X0, Y0) to (X1, Y1).
This is done by a loop on X or Y, with a linear interpolation on the other coordinate.
Just extend the algorithm to draw a line from (X0, Y0, R0, G0, B0) to (X1, Y1, R1, G1, B1), in the same loop on X or Y, with a linear interpolation on the other coordinates.

Related

Create a Java Point array that moves randomly toward a defined end point

I've issued myself a sort of challenge, and thought I could stand to ask for help getting my head around it. I want to use java Graphics to draw something that looks like lightning striking a given point.
Right now I just have this, which shoots cheap "lightning" in random directions, and I don't care where it ends up.
lightning[0] = new Point(370,130); //This is a given start point.
// Start in a random direction, each line segment has a length of 25
double theta = rand.nextDouble()*2*Math.PI;
int X = (int)(25*Math.cos(theta));
int Y = (int)(25*Math.sin(theta));
//Populate the array with more points
for (int i = 1 ; i < lightning.length ; i++)
{
lightning[i] = new Point(X + lightning[i-1].x, Y + lightning[i-1].y);
boolean plusminus = rand.nextBoolean();
if (plusminus) theta = theta + rand.nextDouble()*(Math.PI/2);
else theta = theta - rand.nextDouble()*(Math.PI/2);
X = (int)(25*Math.cos(theta));
Y = (int)(25*Math.sin(theta));
}
// Draw lines connecting each point
canvas.setColor(Color.WHITE);
for (int i = 1 ; i < lightning.length ; i++)
{
int Xbegin = lightning[i-1].x;
int Xend = lightning[i].x;
int Ybegin = lightning[i-1].y;
int Yend = lightning[i].y;
canvas.drawLine(Xbegin, Ybegin, Xend, Yend);
//if (Xend != Xbegin) theta = Math.atan((Yend - Ybegin)/(Xend - Xbegin));
// Restrict the angle to 90 degrees in either direction
boolean plusminus = rand.nextBoolean();
if (plusminus) theta = theta + rand.nextDouble()*(Math.PI/2);
else theta = theta - rand.nextDouble()*(Math.PI/2);
// 50/50 chance of creating a half-length off-shoot branch on the end
if (rand.nextBoolean())
{
int Xoff = (int)(Xend+(12*Math.cos(theta)));
int Yoff = (int)(Yend+(12*Math.sin(theta)));
canvas.drawLine(Xend, Yend, Xoff, Yoff);
}
}
I'm trying to think of some similar way to create this effect, but have the last point in the array pre-defined, so that the lightning can "strike" a specific point. In other words, I want to populate a Point array in a way that is random, but still converges on one final point.
Anyone care to weigh in?
I think this is fairly simple, accurate, and elegant approach. It uses a divide and conquer strategy. Start with only 2 values:
start point
end point
Calculate the midpoint. Offset that midpoint some value variance (which can be calculated relative to the length). The offset should ideally be normal to the vector connecting start and end, but you could be cheap by making that offset horizontal, as long as your bolts travel mostly vertically, like real lightning. Repeat above procedure for both (start, offset_mid) and (offset_mid, end), but this time using a smaller number for variance. This is a recursive approach which can terminate when either a threshold variance is achieved, or a threshold line segment length. As the recursion unwinds, you can draw all the connector segments. The idea is that the largest variance happens in the center of the bolt (when the start-to-end distance is the longest), and with each recursive call, the distance between points shrinks, and so does the variance. This way, the global variance of the bolt will be much greater than any local variances (like a real lightning bolt).
Here is an image of 3 different bolts generated from the same pre-determined points with this algorithm. Those points happen to be (250,100) and (500,800). If you want bolts that travel in any direction (not just "mostly vertical"), then you'll need to add more complexity to the point shifting code, shifting both X and Y based on the angle of travel of the bolt.
And here is some Java code for this approach. I used an ArrayList since the the divide and conquer approach doesn't know ahead of time how many elements it will end up with.
// play with these values to fine-tune the appearance of your bolt
private static final double VAR_FACTOR = 0.40;
private static final double VAR_DECREASE = 0.55;
private static final int MIN_LENGTH = 50;
public static ArrayList<Point> buildBolt(Point start, Point end) {
ArrayList<Point> bolt = new ArrayList<Point>();
double dx = start.getX() - end.getX();
double dy = start.getY() - end.getY();
double length = Math.sqrt(dx*dx + dy*dy);
double variance = length * VAR_FACTOR;
bolt.add(start);
buildBolt(start, end, bolt, variance);
return bolt;
}
private static void buildBolt(Point start, Point end,
List<Point> bolt, double variance) {
double dx = start.getX() - end.getX();
double dy = start.getY() - end.getY();
double length = Math.sqrt(dx*dx + dy*dy);
if (length > MIN_LENGTH) {
int varX = (int) ((Math.random() * variance * 2) - variance);
int midX = (start.x + end.x)/2 + varX;
int midY = (start.y + end.y)/2;
Point mid = new Point(midX, midY);
buildBolt(start, mid, bolt, variance * VAR_DECREASE);
buildBolt(mid, end, bolt, variance * VAR_DECREASE);
} else {
bolt.add(end);
}
return;
}
Without any graphics experience, I have this advice: it's going to be hard to pick a specific point, then try to reach it in a "random" way. Instead, I'd recommend creating a straight line from the origin to destination, then randomly bending parts of it. You could make several passes, bending smaller and smaller segments down to a certain limit to get the desired look. Again, I'm saying this without any knowledge of the graphics API.

Transform + scale a set of points

I wrote a gui where a user draws something in a (640x480) window. It makes that drawing into a set of points stored in a Vector array. Now, how do I translate those set of points to the origin (0,0 top left corner of the window) or put it at a specified pos? The width and height of the window I want it in is also 640x480.
After that is solved, how do you scale that new set of points to a size I want?
UPDATE 1
I solved the scale issue, but not the positioning issue. The drawing is not going where I tell it to be. Code below of what I have so far.
float scaleX = (float)width/boundingPoints.width;
float scaleY = (float)height/boundingPoints.height;
for(int i = 0; i < cg_points.size()-1; i++){
Point p1 = cg_points.get(i);
Point p2 = cg_points.get(i+1);
g.drawLine((int)(p1.x*scaleX) + pos.x, (int)(p1.y*scaleY) + pos.y, (int)(p2.x*scaleX) + pos.x, (int)(p2.y*scaleY) + pos.y);
}
I want the drawing to start at where pos [x, y] is. What is currently the problem is this. It does follow what pos.x and pos.y does, but it is way off and not starting at pos[x,y].
Here is a screen shot of the issue
As you can see from the picture, the box is where the star is supposed to be. The scaling is right as you can see, just not the pos. That is because the points in the drawing may NOT start at (0,0).
Any suggestions?
Thanks!
To translate a drawing, simply
foreach point in array
point.x += translate.x
point.y += translate.y
If you're going to center a drawing, pick a center (such as averaging all your points), negate that value, then translate all your points by that value.
To scale a drawing:
foreach point in array
point.x *= scale
point.y *= scale
So I solved it...YAY!!! Here is the code below in case you run into the same issue as I had.
float scaleX = (float)width/boundingPoints.width;
float scaleY = (float)height/boundingPoints.height;
int bx = boundingPoints.x;
int by = boundingPoints.y;
for(int i = 0; i < cg_points.size()-1; i++){
Point p1 = cg_points.get(i);
Point p2 = cg_points.get(i+1);
int x1 = (int) ((p1.x-bx)*scaleX);
x1 += pos.x;
int y1 = (int) ((p1.y-by)*scaleY);
y1 += pos.y;
int x2 = (int) ((p2.x-bx)*scaleX);
x2 += pos.x;
int y2 = (int) ((p2.y-by)*scaleY);
y2 += pos.y;
g.drawLine(x1, y1, x2, y2);
}

draw an angled square using sine and cosine

this is my first time posting on a forum. But I guess I will just jump in and ask.. I am trying to draw a rectangle with x, y, width, height, and angle. I do not want to create a graphics 2D object and use transforms. I'm thinking that's an inefficient way to go about it. I am trying to draw a square with rotation using a for loop to iterate to the squares width, drawing lines each iteration at the squares height. My understanding of trig is really lacking so... My current code draws a funky triangle. If there is another question like this with an answer sorry about the duplicate. If you have got any pointers on my coding I would love some corrections or pointers.
/Edit: Sorry about the lack of a question. I was needing to know how to use sine and cosine to draw a square or rectangle with a rotation centered at the top left of the square or rectangle. By using sin and cos with the angle to get the coordinates (x1,y1) then using the sin and cos functions with the angle plus 90 degrees to get the coordinates for (x2,y2). Using the counter variable to go from left to right drawing lines from top to bottom changing with the angle.
for (int s = 0; s < objWidth; s++){
int x1 = (int)(s*Math.cos(Math.toRadians(objAngle)));
int y1 = (int)(s*Math.sin(Math.toRadians(objAngle)));
int x2 = (int)((objWidth-s)*Math.cos(Math.toRadians(objAngle+90)));
int y2 = (int)((objHeight+s)*Math.sin(Math.toRadians(objAngle+90)));
b.setColor(new Color((int)gArray[s]));
b.drawLine(objX+x1, objY+y1, objX+x2, objY+y2);
}
It is called the Rotation matrix.
If your lines has the following coordinates before rotation:
line 1: (0, 0) - (0, height)
line 2: (1, 0) - (1, height)
...
line width: (width, 0) - (width, height)
Then applying the rotation matrix transform will help you:
for (int s = 0; s < objWidth; s++){
int x1 = cos(angle)*s
int y1 = sin(angle)*s
int x2 = s * cos(angle) - objHeight * sin(angle)
int y2 = s * sin(angle) + objHeight * cos(angle)
//the rest of code
}
Hope I didn't make a mistakes.
Do you mean like a "rhombus"? http://en.wikipedia.org/wiki/Rhombus (only standing, so to speak)
If so, you can just draw four lines, the horizontal ones differing in x by an amount of xdiff = height*tan(objAngle).
So that your rhombus will be made up by lines with points as
p1 = (objX,objY) (lower left corner)
p2 = (objX+xdiff,objY+height) (upper left corner)
p3 = (objX+xdiff+width,objY+height) (upper right corner)
p4 = (objX+xdiff+width,objY) (lower right corner)
and you will draw lines from p1 to p2 to p3 to p4 and back again to p1.
Or did you have some other shape in mind?

Collision system for an object?

I am making a small game, 2D, and I have a player.
EDIT:
This is what I have right now:
int oldX = player.x;
int oldY = player.y;
int newX = oldX - player.getSpeedX();
int newY = oldY - player.getSpeedY();
if(player.getBounds().intersects(brush1.getBounds())){
player.x = newX;
player.y = newY;
}else{
player.x = oldX;
player.y = oldY;
}
But, it is acting really weird, it changes speed when I go in from one side, etc.
For a formula and code that checks the intersection of a line segment and a circle, have a look at this SO answer.
The rest of the code should be quite clear, before you make a move, check if a collision occurs, if it would, don't move.
Depending on the behaviour you prefer, you could also move as close to the wall as possible and then move parallel to it to let the circle "slide" along the wall. This can be done by projecting the movement vector on a line with the same direction as the wall.
EDIT: Some comments on how to use the code from the answer to check for collisions:
The code uses a Dot function that computes the dot product of two vectors. You can either create a Vector class (a good exercise and it is useful for such projects) or compute just the dot product directly using the formulas here.
A vector class will make some of the code easier to read, but you can also operate on floats directly. For example, let's have a look at the computation of d (Direction vector of ray) and f (Vector from center sphere to ray start) as described at the start of the answer. With a vector class, this will be as easy as the formulas used there:
// L, E, C, d and f are of some vector type
d = L - E;
f = E - C;
Without a vector class, you'll have seperate x/y coordinates for all of the variables, bloating the code a bit but doing just the same:
// Twice as much variables, but all of them are usual floats.
dx = Lx - Ex;
dy = Ly - Ey;
fx = Ex - Cx;
fy = Ey - Cy;
I think your code snippet has a few bugs. Suggested fixes:
int oldX = player.x;
int oldY = player.y;
// *add* speed to old pos to get new pos
int newX = oldX + player.getSpeedX();
int newY = oldY + player.getSpeedY();
if(player.getBounds().intersects(brush1.getBounds())){
// Collision! Keep old position.
// Reverse speed (just a suggestion).
player.setSpeedX(-player.getSpeedX());
player.setSpeedY(-player.getSpeedY());
}else{
// No collision. Set position to *new* pos, not old pos.
player.x = newX;
player.y = newY;
}

Creating a Squircle

I'm a first year programmer. I'm trying to create a squircle. (square with round corners).
So far i have managed to get. I have been given the constants of a,b and r. If anyone could help i would be really thankful. I'm a total noob to this. So be nice :)
package squircle;
import java.awt.*;
import javax.swing.*;
import java.lang.Math;
public class Main extends javax.swing.JApplet {
public void paint(Graphics g){
// (x-a)^4 + (y-b)^4 = r^4
// y = quadroot( r^4 - (x-a)^4 + b)
// x values must fall within a-r < x < a+r
int[] xPoints = new int[200];
int[] yPoints = new int[200];
int[] mypoints = new int[200];
for(int c = 0; c <200; c++){
int a = 100;
int r = 100;
int b = 100;
double x = c ;
double temp = (r*r*r*r);
double temp2 = x-a;
double temp3 = ((temp2)*(temp2)*(temp2)*(temp2));
double temp6 = Math.sqrt(temp-temp3);
double y = (Math.sqrt(temp6) + b );
double z = (y*-1)+300;
mypoints[c]=(int)z;
// if (c>100){
// y = y*1;
// }
// else if(c<100){
// y = y*1;
// }
xPoints[c]=(int)x;
yPoints[c]=(int)y;
// change the equation to find x co-ordinates
// change it to find y co-ordinates.
// r is the minor radius
// (a,b) is the location of the centre
// a = 100
// b = 100
// r = 100
// x value must fall within 0 or 200
}
g.drawPolygon(xPoints, yPoints, xPoints.length);
g.drawPolygon(xPoints, (mypoints), xPoints.length);
}
}
Is it homework or is there some other reason why you're not using Graphics#drawRoundRect()?
If you are submitting this as homework there are some elements of style that may help you. What are the roles of 200, 100 and 300? These are "magic constants" which should be avoided. Are they related or is it just chance that they have these values? Suggest you use symbols such as:
int NPOINTS = 200;
or
double radius = 100.0
That would reveal whether the 300 was actually the value you want. I haven't checked.
Personally I wouldn't write
y*-1
but
-y
as it's too easy to mistype the former.
I would also print out the 200 points as floats and see if you can tell by eye where the error is. It's highly likely that the spurious lines are either drawn at the start or end of the calculation - it's easy to make "end-effect" errors where exactly one point is omitted or calculated twice.
Also it's cheap to experiment. Try iterating c from 0 to 100. or 0 to 10, or 0 to 198 or 1 to 200. Does your spurious line/triangle always occur?
UPDATE Here is what I think is wrong and how to tackle it. You have made a very natural graphics error and a fence-post error (http://en.wikipedia.org/wiki/Off-by-one_error) and it's hard to detect what is wrong because your variable names are poorly chosen.
What is mypoints? I believe it is the bottom half of the squircle - if you had called it bottomHalf then those replying woulod have spotted the problem quicker :-).
Your graphics problem is that you are drawing TWO HALF-squircles. Your are drawing CLOSED curves - when you get to the last point (c==199) the polygon is closed by drawing back to c==0. That makes a D-shape. You have TWO D-shapes, one with the bulge UP and one DOWN. Each has a horizontal line closing the polygon.
Your fence-post error is that you are drawing points from 0 to 199. For the half-squircle you want to draw from 0 to 200. That's 201 points! The loss of one point means that you have a very slightly sloping line. The bottom lines slopes in tghe opposite direction from the top. That gives you a very then wedge shape, which you refer to as a triangle. I'm guessing that your triangle is not actually closed but like a slice from a pie but very then/sharp.
(The code below could be prettier and more compact. However it is often useful to break symmetrical problems into quadrants or octants. It would also be interesting to use an anngle to sweep out the polygon).
You actually want ONE polygon. The code should be something like:
int NQUADRANT = 100;
int NPOINTS = 4*NQUADRANT ; // closed polygon
double[] xpoints = new double[NPOINTS];
double[] ypoints = new double[NPOINTS];
Your squircle is at 100, 100 with radius 100. I have chosen different values here
to emphasize they aren't related. By using symbolic names you can easily vary them.
double xcenter = 500.0;
double ycentre = 200.0;
double radius = 100.;
double deltax = radius/(double) NQUADRANT;
// let's assume squircle is centered on 0,0 and add offsets later
// this code is NOT complete or correct but should show the way
// I might have time later
for (int i = 0; i < NPOINTS; i++) {
if (i < NQUADRANT) {
double x0 = -radius + i* deltax;
double y0 = fourthRoot(radius, x0);
x[i] = x0+xcenter;
y[i] = y0+ycenter;
}else if (i < 2*NQUADRANT) {
double x0 = (i-NQUADRANT)* deltax;
double y0 = fourthRoot(radius, x0);
x[i] = x0+xcenter;
y[i] = y0+ycenter;
}else if (i < 3*NQUADRANT) {
double x0 = (i-2*NQUADRANT)* deltax;
double y0 = -fourthRoot(radius, x0);
x[i] = x0+xcenter;
y[i] = y0+ycenter;
}else {
double x0 = -radius + (i-3*NQUADRANT)* deltax;
double y0 = -fourthRoot(radius, x0);
x[i] = x0+xcenter;
y[i] = y0+ycenter;
}
}
// draw single polygon
private double fourthRoot(double radius, double x) {
return Math.sqrt(Math.sqrt(radius*radius*radius*radius - x*x*x*x));
}
There is a javascript version here. You can view the source and "compare notes" to potentially see what you are doing wrong.
Ok, upon further investigation here is why you are getting the "triangle intersecting it". When you drawPolygon the points are drawn and the last point connects the first point, closing the points and making the polygon. Since you draw one half it is drawn (then connected to itself) and then the same happens for the other side.
As a test of this change your last couple lines to this:
for( int i = 0; i < yPoints.length; i++ ) {
g.drawString( "*", xPoints[ i ], yPoints[ i ] );
}
for( int i = 0; i < mypoints.length; i++ ) {
g.drawString( "*", xPoints[ i ], mypoints[ i ] );
}
// g.drawPolygon( xPoints, yPoints, xPoints.length );
// g.drawPolygon( xPoints, ( mypoints ), xPoints.length );
It is a little crude, but I think you'll get the point. There are lots of solutions out there, personally I would try using an array of the Point class and then sort it when done, but I don't know the specifics of what you can and can not do.
Wow, are you guys overthinking this, or what! Why not just use drawLine() four times to draw the straight parts of the rectangle and then use drawArc() to draw the rounded corners?

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