Fill a shape with points - java

I try to draw a leaf looking thing on the screen, and try to fill it with a color. It's like drawing a circle, the difference is, that it's only 270 degrees, and the radius starts from 0 to 100. I first draw the left side, and on each degree I fill the inside. At the end I draw the right side.
Here is to code, maybe it's easier to understand:
canvas = new BufferedImage(SIZE, SIZE, BufferedImage.TYPE_INT_ARGB);
Color black = new Color(0,0,0);
Color green = new Color(0,130,0);
double j = 0.0; // radius
double max = 100.0; // max radius
for (int i = 0; i < 135; i++) { // left side (270 degree / 2)
j += max / 135.0;
// x, y coordinate
int x = (int)(Math.cos(Math.toRadians(i)) * j);
int y = (int)(Math.sin(Math.toRadians(i)) * j);
// draw a circle like thing with radius j
for (int l = i; l < 135 + (135 - i); l++) {
int ix = (int)(Math.cos(Math.toRadians(l)) * j);
int iy = (int)(Math.sin(Math.toRadians(l)) * j);
canvas.setRGB(ix + 256, iy + 256, green.getRGB());
}
canvas.setRGB(x + 256, y + 256, black.getRGB());
}
// draw the right side
for (int i = 135; i < 270; i++) {
j -= max / 135.0;
int x = (int)(Math.cos(Math.toRadians(i)) * j);
int y = (int)(Math.sin(Math.toRadians(i)) * j);
canvas.setRGB(x + 256, y + 256, black.getRGB());
}
This is the result:
As you can see, where the radius is bigger, the leaf is not filled completely.
If I change i to 1350, then divide it with 10 where I calculate x, y, then it's filled, but it's much slower. Is there a better way to properly fill my shape?
Later I also would like to fill my shape with a gradient, so from green to a darker green, then back to green. With my method this is easy, but super slow.
Thanks in advance!

I think that for you the best solution is to use a flood fill algorithm, it's easy to implement in Java and efficient in your case, like you have a simple shape.
Here is a wikipedia article that is really complet : http://en.wikipedia.org/wiki/Flood_fill

Here is a simple suggestion: Instead of drawing the leaf, just put the points that create the outline into an array. The array should run from xMin (smallest X coordiate of the leaf outline) to xMax. Each element is two ints: yMin and yMax.
After rendering all the points, you can just draw vertical lines to fill the space between yMin/yMax for each X coordinate.
If you have gaps in the array, fill them by interpolating between the neighboring points.
An alternative would be to sort the points clockwise or counter-clockwise and use them as the outline for a polygon.

Related

How to draw lines pointing to mouse in Processing

I am trying to make a program where there are lines in a grid pointing towards the mouse like magnets. I am a beginner in Processing, can someone point me towards a tutorial on how to do that or give me some code and explain what it does?
int x1 = 0;
int x2 = 0;
int y1 = 0;
int y2 = 0;
void setup() {
size(200, 200);
}
void draw() {
background(255, 255, 0);
x1 = (mouseX + 100) / 2;
y1 = (mouseY + 100) / 2;
x2 = -1 * x1 + 200;
y2 = -1 * y1 + 200;
line(x1, y1, x2, y2);
}
There's plenty of solutions for this project. One of the easiest is to use Processing's PVector class.
The PVector class can be used for two or three dimensional vectors. A vector is an entity that has both magnitude and direction. The PVector class, however, stores the components of the vector (x,y for 2D, and x,y,z for 3D). The magnitude and direction are calculated from the components and can be accessed via the methods mag() and heading().
A two dimensional vector in Processing is defined through x and y components:
PVector v = new PVector(xComponent, yComponent);
With some mathematical formulae, you can determine magnitude and direction using the x- and y-components. But we don't need to determine these.
Below, I've attached completed solution code. Most of it should make sense to you. But it's worth understanding what is going on with PVector.
A nested for loop within void draw() contains x and y variables that represent the coordinates of each grid vertex.
We first define PVector v as a vector given by an x-component of mouseX - x, or the difference between the x-positions of the mouse and each grid point. Similarly, the y-component given by mouseY - y has the same difference.
Creating a variable PVector u initialized from v.setMag(15) holds a PVector that has the same direction as v, but with a length of just 15.
Now to draw the lines. Vectors represent an offset, not a position (in this case), so drawing a line from a grid point to an offset of a grid point is key.
Hence line(x, y, x + u.x, y + u.y), where u.x and u.y are the x- and y-components of the vector u.
void setup() {
size(600, 600); // Set the size of the canvas to 600x600.
}
void draw() {
background(255);
stroke(200); // Set the stroke color to black
int distVertLine = width / 10; // This variable defines the distance between each subsequent vertical line.
for(int i = 0; i < width; i += distVertLine) {
line(i, 0, i, height); // Draw a line at x=i starting at the top of the canvas (y=0) and going to the bottom (y=height)
}
int distHorizLine = height / 10; // This variable defines the distance between each subsequent vertical line.
for(int i = 0; i < width; i += distHorizLine) {
line(0, i, width, i); // Draw a line at y=i starting at the left of the canvas (x=0) and going to the right (x=width)
}
stroke(0); // Set the stroke to black.
// Use a nested for loop to iterate through all grid vertices.
for(int x = 0; x <= width; x += width/10) {
for(int y = 0; y <= height; y += height/10) {
PVector v = new PVector(mouseX - x, mouseY - y); // Define a vector that points in the direction of the mouse from each grid point.
PVector u = v.setMag(15); // Make the vector have a length of 15 units.
line(x, y, x + u.x, y + u.y); // Draw a line from the grid vertex to the terminal point given by the vector.
}
}
}
The answer already given by Ben Myers is excellent! The code below has a few small modifications:
the two for loops for the grid lines have been combined (since width and height are equal);
the construction of the vector is combined with setting the magnitude;
some minor changes to colors and comments.
Modified code:
void setup() {
// Set the size of the canvas to 600x600 pixels.
size(600, 600);
}
void draw() {
// There are 10x10 grid cells that each have a size of 60x60 pixels.
int gridSize = width / 10;
// Set the background color to anthracite and the stroke color to orange.
background(56, 62, 66);
stroke(235, 113, 52);
// Draw vertical and horizontal grid lines.
for (int lineIndex = 0; lineIndex < gridSize; lineIndex++) {
line(lineIndex * gridSize, 0, lineIndex * gridSize, height);
line(0, lineIndex * gridSize, width, lineIndex * gridSize);
}
// Set the stroke color to blue.
stroke(0, 139, 225);
// Use a nested for loop to iterate through all grid cells.
for (int x = 0; x <= width; x += gridSize) {
for (int y = 0; y <= height; y += gridSize) {
// Define a vector that points in the direction of the mouse from
// each grid point and set the vector length to 15 units.
PVector vector = new PVector(mouseX - x, mouseY - y).setMag(15);
// Draw a line from the grid point to the end point using the vector.
line(x, y, x + vector.x, y + vector.y);
}
}
}

Drawing rectangles from center of given coordinate

I made a program where user enters number of rectangles to be drawn and coordinates at which the rectangles are drawn. My rectangles are currently drawn like this:
and I want to achieve this:
This is the code I use to draw the rectangles:
int povecaj_kvadrat=0;
for(int x=0;x<broj_kvadrata;x++) {
Rectangle2D.Float kvadrat=new Rectangle2D.Float(brojevi_koordinate[0],brojevi_koordinate[1],50+povecaj_kvadrat,50+povecaj_kvadrat);
ploca.draw((kvadrat));
povecaj_kvadrat=povecaj_kvadrat+15;
}
}
How do I set the coordinates of the rectangles so that they are drawn like in the second image?
You will have to take into account the additional size of each Rectangle, along with its position within the loop to compute the correct coordinates of each rectangle.
The additional size has been moved as a variable (diffSize), so that your loop can use its value.
The difference in coordinates between two iterations will be half this diff size, multiplied by the inverse of the position in the loop, because the lower the increment (x) and the Rectangle size, the bigger the coordinates .
int gap = 0;
int maxNumber = 3;
int diffSize = 20;
int[] coordinates = { 10, 10 };
for (int x = 0; x <= maxNumber; x++) {
Rectangle2D.Float rectangle = new Rectangle2D.Float(
coordinates[0] + ((diffSize / 2) * (maxNumber - x)),
coordinates[1] + ((diffSize / 2) * (maxNumber - x)),
50 + gap, 50 + gap);
g2d.draw((rectangle));
gap = gap + diffSize;
}
Note that I am unsure of the correct behaviour if diffSize is odd (because (diffSize / 2) will be rounded down to the nearest int value), so I would keep an even value for diffSize.

Maths calculation: Compare coordinates to make reasonable shape

i have a mathematical problem. Im making a game where the user is a 12 year old kid. The child's goal is to calculate the area of a drawn shape. In easy and medium mode, the shapes are given and hard coded so they are not hardcore. in the hard mode 5 coordinates are randomly generated and here is where the problem comes. I need to make a shape which area is calculable by a 12 y/o child. With the random coordinates come various hard things, such as intersections, or odd points on a line connecting 2 other points and so. Is there any way to calculate and avoid such problems?
Here is my code which makes the random points + draws it on a dot grid in the application:
private void gameHard ()
{
//distance between points is 65 pixels, the numbers that are generated are 1-8
x1=(genRandomInt())*65;
x2=(genRandomInt())*65;
x3=(genRandomInt())*65;
x4=(genRandomInt())*65;
x5=(genRandomInt())*65;
y1=(genRandomInt())*65;
y2=(genRandomInt())*65;
y3=(genRandomInt())*65;
y4=(genRandomInt())*65;
y5=(genRandomInt())*65;
compareRCoordinates ();
areaImage = new JPanel ()
{
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.WHITE);
g2.fillRect(0,0,780,650);
g2.setColor(Color.BLACK);
int xnum = 65, ynum = 65;
for(ynum=65;ynum<650;ynum=ynum+65)
{
int x=0, y=0;
for(xnum = 65;xnum<780;xnum=xnum+65)
{
x = xnum-9;
y = ynum-9;
g2.fillOval(x,y,18,18);
}
xnum=xnum+65;
}
g2.setColor(Color.RED);
g2.setStroke(new BasicStroke(6));
g2.drawLine(x1,y1,x2,y2);
g2.drawLine(x2,y2,x3,y3);
g2.drawLine(x3,y3,x4,y4);
g2.drawLine(x4,y4,x5,y5);
g2.drawLine(x5,y5,x1,y1);
}
};
areaImage.setBounds(20,20,780,650);
areaImage.setBorder(BorderFactory.createLineBorder(Color.black));
this.add(areaImage);
roundsPlayed++;
}
Here's the outline of a fairly straightforward method.
Choose five distinct random points.
Calculate the centroid of the five points (that is, the average X co-ordinate and the average Y co-ordinate).
Calculate the angle from the centroid to each of the five original points. If one of the points happens to be the centroid, then pick any number at all (such as 0) as the angle.
Arrange the points in order of the angle calculated. Ties can be broken arbitrarily.
OK, the points now make a pentagon in the order you've arranged them (including a line segment from the last point to the first one). It's not necessarily convex, but it won't have any "crossing over". You can draw this on the screen.
And you can calculate the area as
( x1 * y2 + x2 * y3 + x3 * y4 + x4 * y5 + x5 * y1 - y1 * x2 - y2 * x3 - y3 * x4 - y4 * x5 - y5 * x1 ) / 2
My basic idea is I divide your 64 (8 by 8) possible points into 5 disjoint rectangular areas and pick one random point from each area. The areas are picked so that connecting the points in order will never cause any connecting lines to cross. It’s quite simple — maybe too simple?
x1 = genRandomInt(1, 3) * 65;
y1 = genRandomInt(1, 4) * 65;
x2 = genRandomInt(1, 3) * 65;
y2 = genRandomInt(5, 8) * 65;
x3 = genRandomInt(4, 8) * 65;
y3 = genRandomInt(6, 8) * 65;
x4 = genRandomInt(4, 8) * 65;
y4 = genRandomInt(4, 5) * 65;
x5 = genRandomInt(6, 8) * 65;
y5 = genRandomInt(1, 3) * 65;
Write genRandomInt(int from, int to) so that it returns a random int in the interval from from through to inclusive. In the code above I have between 10 and 15 possible points in each of the rectangular areas.
Using arrays for the coordinates facilitates.
One could use a random distance to the prior points so points are not near. I'll be math lazy and simply repeat selecting new random numbers till the random point is no longer near.
Finally I cheat and use java.awt.Polygon to check that the new candidate point is not inside the polygon till that.
Polygon one can draw, and even fill.
The fields:
int[] xs = new int[5]; // xs[0] till xs[4]
int[] ys = new int[5];
Polygon pentagon;
Picking random points:
final int NEAR = 20;
for (int i = 0; i < 5; ++i) {
// Pull random numbers for this i'th point till okay.
for (;;) {
xs[i] = random ...
ys[i] = random ...
// Check that the point is not inside the polygon till now:
if (i >= 3) {
Polygon polygon = new Polygon(xs, ys, i);
if (polygon.contains(xs[i], ys[i]) {
continue; // Inside
}
}
// Check that the point are apart:
boolean near = false;
for (int j = 0; j < i && !near; ++j) {
near = Math.abs(xs[i] - xs[j]) < NEAR
&& Math.abs(ys[i] - ys[j]) < NEAR;
}
if (near) {
continue; // Too near
}
break; // Found point i
}
}
pentagon = new Polygon(xs, ys, 5);
Drawing:
g2.setColor(Color.RED);
g2.setStroke(new BasicStroke(6));
g2.draw(pentagon);
g2.setColor(Color.TEAL);
g2.fill(pentagon);
... draw grid
As you might image there might be sufficient looping. Endless when the first four points cover the largest part of the screen.

smooth color interpolation along a "bresenham" line

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.

Rendering an isometric map in java with individual rectangles

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

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