Perspective View to Parallel View - java

in the example which is given in the book "Computer Graphics for Java Programmers, Second Edition"
there is transformation with view vector
private void shiftToOrigin()
{ float xwC = 0.5F * (xMin + xMax),
ywC = 0.5F * (yMin + yMax),
zwC = 0.5F * (zMin + zMax);
int n = w.size();
for (int i=1; i<n; i++)
if (w.elementAt(i) != null)
{ ((Point3D)w.elementAt(i)).x -= xwC;
((Point3D)w.elementAt(i)).y -= ywC;
((Point3D)w.elementAt(i)).z -= zwC;
}
float dx = xMax - xMin, dy = yMax - yMin, dz = zMax - zMin;
rhoMin = 0.6F * (float) Math.sqrt(dx * dx + dy * dy + dz * dz);
rhoMax = 1000 * rhoMin;
rho = 3 * rhoMin;
}
private void initPersp()
{
float costh = (float)Math.cos(theta),
sinth = (float)Math.sin(theta),
cosph = (float)Math.cos(phi),
sinph = (float)Math.sin(phi);
v11 = -sinth; v12 = -cosph * costh; v13 = sinph * costh;
v21 = costh; v22 = -cosph * sinth; v23 = sinph * sinth;
v32 = sinph; v33 = cosph;
v43 = -rho;
}
float eyeAndScreen(Dimension dim)
// Called in paint method of Canvas class
{ initPersp();
int n = w.size();
e = new Point3D[n];
vScr = new Point2D[n];
float xScrMin=1e30F, xScrMax=-1e30F,
yScrMin=1e30F, yScrMax=-1e30F;
for (int i=1; i<n; i++)
{
Point3D P = (Point3D)(w.elementAt(i));
if (P == null)
{ e[i] = null; vScr[i] = null;
}
else
{ float x = v11 * P.x + v21 * P.y;
float y = v12 * P.x + v22 * P.y + v32 * P.z;
float z = v13 * P.x + v23 * P.y + v33 * P.z + v43;
Point3D Pe = e[i] = new Point3D(x, y, z);
float xScr = -Pe.x/Pe.z, yScr = -Pe.y/Pe.z;
vScr[i] = new Point2D(xScr, yScr);
if (xScr < xScrMin) xScrMin = xScr;
if (xScr > xScrMax) xScrMax = xScr;
if (yScr < yScrMin) yScrMin = yScr;
if (yScr > yScrMax) yScrMax = yScr;
}
}
float rangeX = xScrMax - xScrMin, rangeY = yScrMax - yScrMin;
d = 0.95F * Math.min(dim.width/rangeX, dim.height/rangeY); //d burada
imgCenter = new Point2D(d * (xScrMin + xScrMax)/2,
d * (yScrMin + yScrMax)/2);
for (int i=1; i<n; i++)
{
if (vScr[i] != null){vScr[i].x *= d; vScr[i].y *= d;}
}
return d * Math.max(rangeX, rangeY);
// Maximum screen-coordinate range used in CvHLines for HP-GL
}
here float xScr = -Pe.x/Pe.z, yScr = -Pe.y/Pe.z; when we divide x and y with z that give as a perspective view if we don't divide it with z the view will be parallel(orthogonal)
this is OK but if we want to this parallel view coordinates with hidden line algorithm in same book it calculates lines wrongly. I couldn't find where problem is. What can cause this problem?
here hidden line algorithm:
private void lineSegment(Graphics g, Point3D Pe, Point3D Qe,
Point2D PScr, Point2D QScr, int iP, int iQ, int iStart)
{
double u1 = QScr.x - PScr.x; //t
double u2 = QScr.y - PScr.y; //t
double minPQx = Math.min(PScr.x, QScr.x);//t
double maxPQx = Math.max(PScr.x, QScr.x);//t
double minPQy = Math.min(PScr.y, QScr.y);//t
double maxPQy = Math.max(PScr.y, QScr.y);//t
double zP = Pe.z; //t
double zQ = Qe.z; //t
double minPQz = Math.min(zP, zQ);//t
Point3D[] e = obj.getE();//e eye
Point2D[] vScr = obj.getVScr(); //vscr screen
for (int i=iStart; i<nTria; i++)//t
{
Tria t = tr[i];
int iA = t.iA, iB = t.iB, iC = t.iC;
Point2D AScr = vScr[iA], BScr = vScr[iB], CScr = vScr[iC];
// 1. Minimax test for x and y screen coordinates: //t
if (maxPQx <= AScr.x && maxPQx <= BScr.x && maxPQx <= CScr.x
|| minPQx >= AScr.x && minPQx >= BScr.x && minPQx >= CScr.x
|| maxPQy <= AScr.y && maxPQy <= BScr.y && maxPQy <= CScr.y
|| minPQy >= AScr.y && minPQy >= BScr.y && minPQy >= CScr.y)
continue;
// 2. Test if PQ is an edge of ABC: //t
if ((iP == iA || iP == iB || iP == iC) &&
(iQ == iA || iQ == iB || iQ == iC))
continue;
// 3. Test if PQ is clearly nearer than ABC://t
Point3D Ae = e[iA], Be = e[iB], Ce = e[iC];
double zA = Ae.z, zB = Be.z, zC = Ce.z;
if (minPQz >= zA && minPQz >= zB && minPQz >= zC)
continue;
// 4. Do P and Q (in 2D) lie in a half plane defined
// by line AB, on the side other than that of C?
// Similar for the edges BC and CA.
double eps = 0.1; // Relative to numbers of pixels //t
if (Tools2D.area2(AScr, BScr, PScr) < eps &&
Tools2D.area2(AScr, BScr, QScr) < eps ||
Tools2D.area2(BScr, CScr, PScr) < eps &&
Tools2D.area2(BScr, CScr, QScr) < eps ||
Tools2D.area2(CScr, AScr, PScr) < eps &&
Tools2D.area2(CScr, AScr, QScr) < eps)
continue;
// 5. Test (2D) if A, B and C lie on the same side
// of the infinite line through P and Q://t
double PQA = Tools2D.area2(PScr, QScr, AScr);
double PQB = Tools2D.area2(PScr, QScr, BScr);
double PQC = Tools2D.area2(PScr, QScr, CScr);
if (PQA < +eps && PQB < +eps && PQC < +eps ||
PQA > -eps && PQB > -eps && PQC > -eps)
continue;
// 6. Test if neither P nor Q lies behind the
// infinite plane through A, B and C://t
int iPol = refPol[i];
Polygon3D pol = (Polygon3D)polyList.elementAt(iPol);
double a = pol.getA(), b = pol.getB(), c = pol.getC(),
h = pol.getH(), eps1 = 1e-5 * Math.abs(h),
hP = a * Pe.x + b * Pe.y + c * Pe.z,
hQ = a * Qe.x + b * Qe.y + c * Qe.z;
if (hP > h - eps1 && hQ > h - eps1)
continue;
// 7. Test if both P and Q behind triangle ABC://t
boolean PInside =
Tools2D.insideTriangle(AScr, BScr, CScr, PScr);
boolean QInside =
Tools2D.insideTriangle(AScr, BScr, CScr, QScr);
if (PInside && QInside)
return;
// 8. If P nearer than ABC and inside, PQ visible;//t
// the same for Q:
double h1 = h + eps1;
boolean PNear = hP > h1, QNear = hQ > h1;
if (PNear && PInside || QNear && QInside)
continue;
// 9. Compute the intersections I and J of PQ
// with ABC in 2D.
// If, in 3D, such an intersection lies in front of
// ABC, this triangle does not obscure PQ.
// Otherwise, the intersections lie behind ABC and
// this triangle obscures part of PQ:
double lambdaMin = 1.0, lambdaMax = 0.0;
for (int ii=0; ii<3; ii++)
{ double v1 = BScr.x - AScr.x, v2 = BScr.y - AScr.y,
w1 = AScr.x - PScr.x, w2 = AScr.y - PScr.y,
denom = u2 * v1 - u1 * v2;
if (denom != 0)
{ double mu = (u1 * w2 - u2 * w1)/denom;
// mu = 0 gives A and mu = 1 gives B.
if (mu > -0.0001 && mu < 1.0001)
{ double lambda = (v1 * w2 - v2 * w1)/denom;
// lambda = PI/PQ
// (I is point of intersection)
if (lambda > -0.0001 && lambda < 1.0001)
{ if (PInside != QInside &&
lambda > 0.0001 && lambda < 0.9999)
{ lambdaMin = lambdaMax = lambda;
break;
// Only one point of intersection
}
if (lambda < lambdaMin) lambdaMin = lambda;
if (lambda > lambdaMax) lambdaMax = lambda;
}
}
}
Point2D temp = AScr; AScr = BScr;
BScr = CScr; CScr = temp;
}
float d = obj.getD();
if (!PInside && lambdaMin > 0.001)
{ double IScrx = PScr.x + lambdaMin * u1,
IScry = PScr.y + lambdaMin * u2;
// Back from screen to eye coordinates:
double zI = 1/(lambdaMin/zQ + (1 - lambdaMin)/zP),
xI = -zI * IScrx / d, yI = -zI * IScry / d;
if (a * xI + b * yI + c * zI > h1) continue;
Point2D IScr = new Point2D((float)IScrx, (float)IScry);
if (Tools2D.distance2(IScr, PScr) >= 1.0)
lineSegment(g, Pe, new Point3D(xI, yI, zI), PScr,
IScr, iP, -1, i + 1);
}
if (!QInside && lambdaMax < 0.999)
{ double JScrx = PScr.x + lambdaMax * u1,
JScry = PScr.y + lambdaMax * u2;
double zJ =
1/(lambdaMax/zQ + (1 - lambdaMax)/zP),
xJ = -zJ * JScrx / d, yJ = -zJ * JScry / d;
if (a * xJ + b * yJ + c * zJ > h1) continue;
Point2D JScr = new Point2D((float)JScrx, (float)JScry);
if (Tools2D.distance2(JScr, QScr) >= 1.0)
lineSegment(g, Qe, new Point3D(xJ, yJ, zJ),
QScr, JScr, iQ, -1, i + 1);
}
return;
// if no continue-statement has been executed
}
drawLine(g, PScr.x, PScr.y, QScr.x, QScr.y);
}
}

Related

Find Centroid of Quadrilateral

Help me please with how to find Centroid of Quadrilateral? I have this constructor:
public Quadrilateral(Point a, Point b, Point c, Point d) {
if (a == null || b == null || c == null || d == null) {
throw new IllegalArgumentException();
}
if (collinear(a, b, c)) {
throw new IllegalArgumentException();
}
double[][] points = { { a.getX(), a.getY() }, { b.getX(), b.getY() },
{ c.getX(), c.getY() }, { d.getX(), d.getY() } };
if (!isConvex(points)) {
throw new IllegalArgumentException();
}
this.a = a;
this.b = b;
this.c = c;
this.d = d;
}
Then I find four centroids of triangles inside quadrilateral:
public Point centroid() {
Point center1 = centroidTriangle(a,b,c);
Point center2 = centroidTriangle(a,c,d);
Point center3 = centroidTriangle(a,d,b);
Point center4 = centroidTriangle(b,d,c);
return null;
}
private Point centroidTriangle(Point a, Point b, Point c) {
double xx = (a.getX() + b.getX() + c.getX()) / 3;
double xy = (a.getY() + b.getY() + c.getY()) / 3;
return new Point(xx, xy);
}
Then I need to find two diagonals between "leftUp" - "rightDown" and "leftDown"-"rightUp" centroids.
But how can I find position of centroid to make correct pairs of them? And how to find then centroid of all quadrilateral?
Good day.
After finding centers of triangles you need to find intersection of lines which made with (center1,center2) and (center3,center4). So point of intersection is Centroid of Quadrilateral
public Point centroid() {
Point center1 = centroidTriangle(a,b,c);
Point center2 = centroidTriangle(a,c,d);
Point center3 = centroidTriangle(a,d,b);
Point center4 = centroidTriangle(b,d,c);
return new Segment(center1,center2)
.intersection(new Segment(center3,center4));
}
Segment:
import java.util.Objects;
import static java.lang.Math.sqrt;
import static java.lang.StrictMath.pow;
class Segment {
Point start;
Point end;
public Segment(Point start, Point end) {
if(Objects.isNull(start) || Objects.isNull(end) || start.equals(end))
throw new RuntimeException();
this.start = start;
this.end = end;
}
double length() {
return sqrt(pow(end.getX() - start.getX(), 2) + pow(end.getY() - start.getY(), 2));
}
Point middle() {
return new Point((start.getX() + end.getX()) / 2, (start.getY() + end.getY()) / 2);
}
Point intersection(Segment another) {
double k1 = (end.getY() - start.getY()) / (end.getX() - start.getX());
double k2 = (another.end.getY() - another.start.getY()) / (another.end.getX() - another.start.getX());
if (k1 == k2) return null;
double b1 = (start.getY() * end.getX() - end.getY() * start.getX()) / (end.getX() - start.getX());
double b2 = (another.start.getY() * another.end.getX() - another.end.getY() * another.start.getX()) /
(another.end.getX() - another.start.getX());
double x = (b2 - b1) / (k1 - k2);
double y = (k1 * b2 - k2 * b1) / (k1 - k2);
if ((x > start.getX() && x > end.getX()) || (x > another.start.getX() && x > another.end.getX()) ||
(x < start.getX() && x < end.getX()) || (x < another.start.getX() && x < another.end.getX()) ||
(y > start.getY() && y > end.getY()) || (y > another.start.getY() && y > another.end.getY()) ||
(y < start.getY() && y < end.getY()) || (y < another.start.getY() && y < another.end.getY()))
return null;
return new Point(x, y);
}
}

How to detect if two paths intersect in android?

I'm making a small sprouts app where the user can draw paths between dots or on the screen with paths. I create arraylists of the coordinates of the paths and then attempt to compare them four points at a time to see if they intersect with paths already drawn. Right now, it isn't detecting any collisions. Here some of my code so far:
//ArrayList of the currentPath that is being drawn
ArrayList<float[]> currentPath = new ArrayList<>();
//ArrayList of Paths that have been drawn so far
private ArrayList <ArrayList<float[]>> paths = new ArrayList<>();
public boolean checkPath() {
if (paths.size() == 0) {
return true;
} else {
boolean noCollisions = true;
for (int i = 0; i < paths.size(); i++) { //Loop through path array to compare each path
for (int j = 0; j < paths.get(i).size() - 1; j++) { //Loop through each path to compare points
for (int k = 0; k < currentPath.size() - 1; k++) {
float end1Y = currentPath.get(k + 1)[1];
float start1Y = currentPath.get(k)[1];
float start1X = currentPath.get(k)[0];
float end1X = currentPath.get(k + 1)[0];
float end2Y = paths.get(i).get(j + 1)[1];
float start2Y = paths.get(i).get(j)[1];
float start2X = paths.get(i).get(j)[0];
float end2X = paths.get(i).get(j + 1)[0];
double A1 = end1Y - start1Y;
double B1 = start1X - end1X;
double C1 = A1 * start1X + B1 + start1Y;
double A2 = end2Y - start2Y;
double B2 = start2X - end2X;
double C2 = A2 * start2X + B2 * start2Y;
double det = (A1 * B2) - (A2 * B1);
if (det == 0) {
//Lines are either parallel, are collinear or overlapping partially
if ((A1 * start2X) + (B1 * start2Y) == C1) {
//they are the on the same line, check if they are in the same space
if ((Math.min(start1X, end1X) < start2X) && (Math.max(start1X, end1X) > start2X)) {
noCollisions = false;
}
//one end point is okay, now checking the other
if ((Math.min(start1X, end1X) < end2X) && (Math.max(start1X, end1X) > end2X)) {
noCollisions = false;
} else{
noCollisions = true;
}
}
} else {
//Lines intersect somewhere, but do the segments intersect?
double x = (B2 * C1 - B1 * C2) / det;
double y = (A1 * C2 - A2 * C1) / det;
//check to see if the intersection is within the bounding box of the segments.
if((x > Math.min(start1X, end1X) && x < Math.max(start1X, end1X)) && (y > Math.min(start1Y, end1Y) && y < Math.max(start1Y, end1Y))){
//We are within the bounding box of the first line segment, now check the second
if((x > Math.min(start2X, end2X) && x < Math.max(start2X, end2X)) && (y > Math.min(start2Y, end2Y) && y < Math.max(start2Y, end2Y))){
//the segments intersect
noCollisions = false;
}
} else {
noCollisions = true;
}
}
}
}
}
return noCollisions;
}
}
I'm trying to use matrices and determinantes to figure out if there is any intersection occurring.
Please try to replace below line
double C1 = A1 * start1X + B1 + start1Y;
by following line
double C1 = A1 * start1X + B1 * start1Y;
Ain't this easier?
Region region1, region2;
boolean intersect;
Region clip = new Region(0, 0, screenWidth, screenHeight);
region1.setPath(path1, clip);
region2.setPath(path2, clip);
if (!region1.quickReject(region2))
intersect = true;
else intersect = false;
(I know I'm late)

jfeaturelib, java for glcm

I am doing my program using jfeaturelib for searching glcm features. I am using this haralick.java and already run my program perfectly using this demo HaralickDemo.java. All I want to know is how to use horizontal neigbhor 0 degree only or 90 degree only. This is the code:
private void calculate() {
calculateGreyValues();
final int imageWidth = image.getWidth();
final int imageHeight = image.getHeight();
final int d = HARALICK_DIST;
int i, j, pos;
// image is not empty per default
for (int y = 0; y < imageHeight; y++) {
for (int x = 0; x < imageWidth; x++) {
pos = imageWidth * y + x;
// horizontal neighbor: 0 degrees
i = x - d;
// j = y;
if (!(i < 0)) {
increment(grayValue[pos], grayValue[pos - d]);
}
// vertical neighbor: 90 degree
// i = x;
j = y - d;
if (!(j < 0)) {
increment(grayValue[pos], grayValue[pos - d * imageWidth]);
}
// 45 degree diagonal neigbor
i = x + d;
j = y - d;
if (i < imageWidth && !(j < 0)) {
increment(grayValue[pos], grayValue[pos + d - d * imageWidth]);
}
// 135 vertical neighbor
i = x - d;
j = y - d;
if (!(i < 0) && !(j < 0)) {
increment(grayValue[pos], grayValue[pos - d - d * imageWidth]);
}
}
}
And can you explain me detail of this haralick.java program?

Point in Polygon Android

I am developing an android application. In the application I have integrated map with polygon. Now I want to check whether the given marker is inside the polygon or not. Help Me please.
Following function is used to check the lat long in the polygon
pnpoly(no_of_vertex, lat, lng,(float) (point.latitude),(float) (point.longitude))
boolean pnpoly(int nvert, float vertx[], float verty[], float testx, float testy)
{
int i, j;
boolean c = false;
for (i = 0, j = nvert-1; i < nvert; j = i++) {
if ( ((verty[i]>testy) != (verty[j]>testy)) &&
(testx < (vertx[j]-vertx[i]) * (testy-verty[i]) / (verty[j]-verty[i]) + vertx[i]) )
c =true;
}
return c;
}
I got the solution to my question following is the code
**private boolean isPointInPolygon(LatLng tap, ArrayList<LatLng> vertices) {
int intersectCount = 0;
for(int j=0; j<vertices.size()-1; j++) {
if( LineIntersect(tap, vertices.get(j), vertices.get(j+1)) ) {
intersectCount++;
}
}
return (intersectCount%2) == 1; // odd = inside, even = outside;
}
private boolean LineIntersect(LatLng tap, LatLng vertA, LatLng vertB) {
double aY = vertA.latitude;
double bY = vertB.latitude;
double aX = vertA.longitude;
double bX = vertB.longitude;
double pY = tap.latitude;
double pX = tap.longitude;
if ( (aY>pY && bY>pY) || (aY<pY && bY<pY) || (aX<pX && bX<pX) ) {
return false; }
double m = (aY-bY) / (aX-bX);
double bee = (-aX) * m + aY; // y = mx + b
double x = (pY - bee) / m;
return x > pX;
}**

Processing/Line Graphing - Help

I posted something similar yesterday, but got nothing. I spent a few hours today problem-solving, but didn't progress any.
I'm using Processing (the language) and trying to implement a method that draws a line between two points. (I don't want to use the library's line() method.)
My lineCreate method works great for positive slopes, but fails with negative slopes. Can you help figure out why?
Here's the lineCreate() code:
void createLine(int x0, int y0, int x1, int y1){
//...
// Handle slanted lines...
double tempDX = x1 - x0;
double tempDY = y1 - y0; // Had to create dx and dy as doubles because typecasting dy/dx to a double data type wasn't working.
double m = (-tempDY / tempDX); // m = line slope. (Note - The dy value is negative
int deltaN = (2 * -dx); // deltaX is the amount to increment d after choosing the next pixel on the line.
int deltaNE = (2 * (-dy - dx)); // ...where X is the direction moved for that next pixel.
int deltaE = (2 * -dy); // deltaX variables are used below to plot line.
int deltaSE = (2 * (dy + dx));
int deltaS = (2 * dx);
int x = x0;
int y = y0;
int d = 0; // d = Amount d-value changes from pixel to pixel. Depends on slope.
int region = 0; // region = Variable to store slope region. Different regions require different formulas.
if(m > 1){ // if-statement: Initializes d, depending on the slope of the line.
d = -dy - (2 * dx); // If slope is 1-Infiniti. -> Use NE/N initialization for d.
region = 1;
}
else if(m == 1)
region = 2;
else if(m > 0 && m < 1){
d = (2 * -dy) - dx; // If slope is 0-1 -> Use NE/E initialization for d.
region = 3;
}
else if(m < 0 && m > -1){
d = (2 * dy) + dx; // If slope is 0-(-1) -> Use E/SE initliazation for d.
region = 4;
}
else if(m == -1)
region = 5;
else if(m < -1){
d = dy + (2 * dx); // If slope is (-1)-(-Infiniti) -> Use SE/S initialization for d.
region = 6;
}
while(x < x1){ // Until points are connected...
if(region == 1){ // If in region one...
if(d <= 0){ // and d<=0...
d += deltaNE; // Add deltaNE to d, and increment x and y.
x = x + 1;
y = y - 1;
}
else{
d += deltaN; // If d > 0 -> Add deltaN, and increment y.
y = y - 1;
}
}
else if(region == 2){
x = x + 1;
y = y - 1;
}
else if(region == 3){ // If region two...
if(d <= 0){
d += deltaE;
x = x + 1;
}
else{
d += deltaNE;
x = x + 1;
y = y - 1;
}
}
else if(region == 4){ // If region three...
if(d <= 0){
d += deltaSE;
x = x + 1;
y = y + 1;
}
else{
d += deltaE;
x = x + 1;
}
}
else if(region == 5){
x = x + 1;
y = y + 1;
}
else if(region == 6){ // If region four...
if(d <= 0){
d += deltaSE;
x = x + 1;
y = y + 1;
}
else{
d += deltaS;
y = y + 1;
}
}
point(x, y); // Paints new pixel on line going towards (x1,y1).
}
return;
}
Have a look at this page. It explains the whole theory behind line drawing with code examples.
There are a number of known algorithm for line drawing. Read about them here.

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