Draw ellipse through points - java

I am trying to implement some movement of points. This movement should go by ellipse path.
Something like this:
I know formula of ellipse:
(x-x0)^2/a^2+(y-y0)^2/b^2=1 where (x0,y0) - center of ellipse, a - length of semi-major axis, b - length of semi-minor axis.
I used Maple to get y from this:
y = (y0*a+sqrt(-x^2*b^2+2*b^2*x*x0-b^2*x0^2+a^2*b^2))/a,
y = (y0*a-sqrt(-x^2*b^2+2*b^2*x*x0-b^2*x0^2+a^2*b^2))/a
For example, I'm using following parameters to get this ellipse:
x randomly from 100 to 800, a=500, b=150, x0=500, y0=500.
But in any cases my points form simple line, not ellipse.
Code snippet:
public static int getYElipse(int a, int b, int x, int x0, int y0){
return (int) ((y0*a-Math.sqrt(-x^2*b^2+2*b^2*x*x0-b^2*x0^2+a^2*b^2))/a);
}
public static int getYElipse2(int a, int b, int x, int x0, int y0){
return (int) ((y0*a+Math.sqrt(-x^2*b^2+2*b^2*x*x0-b^2*x0^2+a^2*b^2))/a);
}
...
int x = randomInt(100, 800);
int y = randomBoolean() ? getYElipse(500,150,x,500,500) : getYElipse2(500,150,x,500,500);
What am I doing wrong? Any example will be appreciated.

Related

Can't get past recursion for Sierpinki's Triangle

I just need to get this code working. I know it's not good form or very efficient but I just need it to draw the Sierpinski's Triangle, recursively. It reaches the first recursive call, but never gets past it and only draws part of the triangle. I know I'm being stupid and the answer will be obvious but I haven't coded in a long time. Thank you for any help!
import javax.swing.*;
import java.awt.*;
public class recursiveTriangle18 extends JApplet
{
private final int APPLET_WIDTH = 800;
private final int APPLET_HEIGHT = 800;
/*
//x is accross and y is down
point 1 - Right A x[0],y[0] (720,600)
point 2 - Left B x[1],y[1]
point 3 - Top C x[2],y[2]
point 4 draws back to point 1 to complete triangle
*/ private int[] xPos = {720, 80, 400, 720};
private int[] yPos = {600, 600, 40, 600};
//-----------------------------------------------------------------
// Sets up the basic applet environment.
//-----------------------------------------------------------------
public void init()
{
setBackground (Color.white);
setSize (APPLET_WIDTH, APPLET_HEIGHT);
}
//-----------------------------------------------------------------
// Draws a rocket using polygons and polylines.
//-----------------------------------------------------------------
public void paint (Graphics page)
{
page.setColor (Color.BLUE);
page.drawPolyline (xPos, yPos, xPos.length);
Triangle(xPos,yPos, 0, page);
}//end of paint
public void Triangle(int[] xPos, int[] yPos, int flag, Graphics page)
{
//Find the distance between 2 points ex. - x,y & x1,y1
int x = xPos[0];
int x1 = xPos[1];
int x2 = xPos[2];
int x3 = xPos[3];
int y = yPos[0];
int y1 = yPos[1];
int y2 = yPos[2];
int y3 = yPos[3];
double dist = Math.sqrt((x-x1)*(x-x1) + (y-y1)*(y-y1));
//find the mid points of each line segment
while (dist >= 100){
int midpointx = ((x+x1)/2);
int midpointy = ((y+y1)/2);
int midpointx1 = ((x1+x2)/2);
int midpointy1 = ((y1+y2)/2);
int midpointx2 = ((x2+x3)/2);
int midpointy2 = ((y2+y3)/2);
//make the x and y array (3 points + first point to finish triangle)
//create x,y Array using the midpoints you calculated
int [] xpoints = {midpointx2, midpointx, midpointx2};
int [] ypoints = {midpointy2,y, midpointy, midpointy2};
int [] xpoints1 = {midpointx, midpointx1, x1, midpointx};
int [] ypoints1 = {midpointy, midpointy1, y1, midpointy};
int [] xpoints2 = {midpointx1, midpointx2,x2,midpointx1};
int [] ypoints2 = {midpointy1, midpointy2,y2,midpointy1};
page.drawPolyline(xpoints1, ypoints1, xpoints1.length);
page.drawPolyline(xpoints2, ypoints2, xpoints2.length);
page.drawPolyline(xpoints, ypoints, xpoints.length);
//if the segment/distance is 300 or so, good length to stop
// Recursive calls for each section of triangle
Triangle(xpoints, ypoints, flag, page);
Triangle(xpoints2, ypoints2, flag, page); // how to get here?
Triangle(xpoints1, ypoints1, flag, page);
}
}
//end of Triangle
}
Triangle(xpoints, ypoints, flag, page);
Triangle(xpoints2, ypoints2, flag, page); // how to get here?
Every Triangle call is making another call to Triangle, so it's an infinite recursion that never returns. You need an if (stop condition) block around the recursive calls to tell it when to stop recursing.
There's also another issue:
double dist = Math.sqrt((x-x1)*(x-x1) + (y-y1)*(y-y1));
//find the mid points of each line segment
while (dist >= 100){
You never update the value of dist, so this is an infinite loop.

How do I fix the "Coordinates out of bounds" error in my code in Java?

Here is what my code looks like. I am getting an error that says "Exception in thread "main" java.lang.arrayIndexOutofBoundsException: Coordinate out of bounds!"
I do not know what this means or how to fix it, so any help is greatly appreciated.
import java.awt.Color;
public class Assignment9 {
/**
* #param args
* #return
*/
public static void removeBlue(Picture pic){
Color cPic = pic.get(100,100);
//remove blue color pane from image, set blue weight to 0
int h = pic.height();
int w = pic.width();
System.out.println(cPic);
//^this shows the red, green, and blue weights
int b = cPic.getBlue();
int r = cPic.getRed();
int g = cPic.getGreen();
System.out.println("r=" +r +"g="+g+"b="+b);
pic.setColor(w, h, r, g, 0);
for(int x=0; x<w ; x++){
//need to set color
pic.setColor(w, h, r, g, 0);}
}
public static void drawredStripe(Picture pic){
//draw a red vertical stripe that is 200 pixels wide through the middle of the image
Color cPic = pic.get(100,100);
int h = pic.height();
int w = pic.width();
int b = cPic.getBlue();
int r = cPic.getRed();
int g = cPic.getGreen();
for(int x=0; x<h ; x++){
for (int y = (w/2)-100; y <(w/2)+100; y++){
//need to set color
pic.setColor(x, y, r, 0, 0);
}
}
}
public static void main(String[] args) {
// TODO Auto-generated method stub
Picture dolphin= new Picture("dolphin_swimming.jpg");
removeBlue(dolphin);
dolphin.show();
drawredStripe(dolphin);
dolphin.show();
}
}
I am going to guess it is
pic.setColor(w, h, r, g, 0);
You are iterating over x, yet not not using x in that for loop in removeBlue.
The coordinate (w,h) might be out of bounds which is what the error claims
In your calls to setColor, the x and y values (the first two argments to the method call) are the coordinates. And those coordinates must lie within the bounds set by the Picture you are trying to modify:
If the width of a Picture is w, then the bounds for the x coordinate are [0 ... w - 1] inclusive.
If the height of a Picture is h, then the bounds for the y coordinate are [0 ... h - 1] inclusive.
The "coordinates out of bounds" message says that the coordinates (i.e. the x and y values) don't lie within the respective bounds.
For example you are doing this:
int h = pic.height();
int w = pic.width();
// ...
pic.setColor(w, h, r, g, 0);
The bounds on the X axis are 0 to w - 1, but you are providing a x value of w. The bounds on the Y axis are 0 to h - 1, but you are providing a y value of h. (And there are other places in your code where you are making this and similar mistakes.)
I do not know what this means or how to fix it, so any help is greatly appreciated.
Read and understand the above explanation.
Look at the places where you are calling setColor and analyse whether the x and y values you use are in bounds.
If necessary, change the code.
Test ... and repeat the previous steps as required.

Code to draw a star

I looked up how to draw a star in Java, and I found the following code:
public void paint(Graphics g) {
drawStar(g,Color.BLACK,5,300,300,100,1…
drawStar(g,Color.RED,6,100,100,20,20);
drawStar(g,Color.BLUE,9,200,400,40,40)…
drawStar(g,Color.YELLOW,27,400,200,10,…
drawStar(g,Color.GREEN,400,300,300,250…
}
public double circleX(int sides, int angle) {
double coeff = (double)angle/(double)sides;
return Math.cos(2*coeff*Math.PI-halfPI);
}
public double circleY(int sides, int angle) {
double coeff = (double)angle/(double)sides;
return Math.sin(2*coeff*Math.PI-halfPI);
}
public void drawStar(Graphics g, Color c, int sides, int x, int y, int w, int h) {
Color colorSave = g.getColor();
g.setColor(c);
for(int i = 0; i < sides; i++) {
int x1 = (int)(circleX(sides,i) * (double)(w)) + x;
int y1 = (int)(circleY(sides,i) * (double)(h)) + y;
int x2 = (int)(circleX(sides,(i+2)%sides) * (double)(w)) + x;
int y2 = (int)(circleY(sides,(i+2)%sides) * (double)(h)) + y;
g.drawLine(x1,y1,x2,y2);
}
}
}
halfPI is defined as a private static variable outside the body
I don't quite get the logic behind these methods. Could someone offer an explanation?
You can follow the graphics object carefully line by line and see what happens to it. It looks like the writer's algorithm uses sine and cosine the evenly split the circle at the same sized angles depending on the number of sides. Then for each side, it draws the line. It is a good beginner program to test and make it work and don't worry if you can't make the basic math work, those are just rather easy trigonometric expressions depending on the arguments that are passed to the drawing method and the helper methods.

java.awt.Graphics.fillRect() misbehaving

Below I have a simple method for painting a set of objects onto an java.awt.applet.Applet. I thought this was very straightforward, but it ends up only painting the objects as a single pixel at the top-left corner of the applet. The idea is that the Display class takes in a set of fairly lightweight objects that extend GameObject and contain information about their location, size, and appearance on the screen, and then draws them pixel-by-pixel onto the applet, stretching and positioning them proportionally depending on the specified display height and width. In testing this, I set the width and height of the Display to 128, and pass two objects to the Display, which are both 32-pixel squares (both return 32 for getWidth() and getHeight()), one is red and returns 24 for getX() and getY(), and the other is blue and returns 16 for getX() and getY(). I put the Display in a javax.swing.JFrame and use a java.awt.BorderLayout to ensure it fills the frame (I use add(display, java.awt.BorderLayout.CENTER); within the aforementioned javax.swing.JFrame).
As far as I can tell, this should be paining a blue 32-pixel square that's 16 pixels from the top and left edges and a red 32-pixel square that is either obscured by or obscuring part of the other one. However, all I get is a single red or blue pixel in the top-left corner of the Display. This is consistent no matter how big or small the window is.
Code
public class Display extends java.awt.applet.Applet
{
private int w,h;
private ArrayPP<GameObject> gameObjects;//ArrayPP is my way of making a dynamically expanding array. It is similar to Vector, but has many more useful methods I use elsewhere.
public Display(int width, int height)
{
w = width;
h = height;
}
public void addGameObject(GameObject go)
{
gameObjects.add(go);
}
public void refresh(java.awt.Graphics g)
{
int x, y, w, h;
final int W = getWidth(), H = getHeight();
for (GameObject go : gameObjects)//Draw all objects
for (x = go.getX(), y = go.getY(), w = go.getWidth() + x, h = go.getHeight() + y; y < h; y++)//Draw all lines of the object
for (x = go.getX(); x < w; x++)//Draw all the pixels on this line of the object
{
g.setColor(go.getColorForPixel(x, y));
g.fillRect((x / this.w) * W, (y / this.h) * H, w/W, h/H);
}
}
}
public interface GameObject
{
public int getX();
public int getY();
public int getWidth();
public int hetHeight();
public java.awt.Color getColorForPixel(int x, int y);
}
Question
Why is java.awt.Graphics.fillRect(int x, int y, int width, int height) only painting the topleft corner of the applet?
Solution
The solution lies in the line that reads
g.fillRect((x / this.w) * W, (y / this.h) * H, w/W, h/H);
wherein integer calculations cause all values to be 0. The solution is as follows:
g.fillRect((int)(((float)x/(float)this.w) *W),
(int)(((float)y/(float)this.h) *H),
(int)((float)W/(float)w),
(int)((float)H/(float)h));
The problem lies with
(x / this.w) * W
If x and this.w are both integers and x
Convert one or more of x and w to float to force a floting point division.
(int)(((float)x/(float)this.w) *W)

How can I efficiently draw many pixels on a Canvas?

I'm making my first game using Java on Android. I need to draw a lot of pixels which together should create a line. My first approach was to make a large array of booleans, create a loop, and draw a pixel when the associated boolean was true.
It wasn't a good idea of course (the array is about 200x300). Now I remember only the position of the first pixel of the line, and every next pixel has to remember his follower. It works pretty well, but when the line gets longer (but still not very long), the efficiency is bad (<20 fps after 4000 frames).
This is the function that I use to draw a line (only one for now). Can anybody help me improve its efficiency?
public void drawLine(Canvas canvas, int beginx, int beginy) {
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.RED);
paint.setStrokeWidth(3);
int x = beginx;
int y = beginy;
while(C.mGrid[x][y].nx != -1) {
//canvas.drawLine(x, y, C.mGrid[x][y].nx, C.mGrid[x][y].ny, paint);
canvas.drawPoint(x, y, paint);
Grid temp = C.mGrid[x][y];
if ((C.mGrid[x][y].nx == x) && (C.mGrid[x][y].ny == y)) break;
x = temp.nx;
y = temp.ny;
}
}
and Grid.java:
package com.qwak.achtung;
public float x = 0,y = 0;
public int px = -1, py = -1, nx = -1, ny = -1;
public Grid(float x, float y) {
this.x = x;
this.y = y;
}
public void set(int px, int py, int nx, int ny) {
this.px = px;
this.py = py;
this.nx = nx;
this.ny = ny;
}
public void setp(int px, int py) {
this.px = px;
this.py = py;
}
public void setn(int nx, int ny) {
this.nx = nx;
this.ny = ny;
}
PS: It looks like this http://c.wrzuta.pl/wi10559/11f7d10b00110e504e25ebd3/0/andek 14 is fps (on my phone (samsung Spica) it run better - 40 but after a while it decreases to 20 and even less) and 983 is number of frames at all.
There is a drawLine method in the canvas object.
Use the example here: How to draw a line in android
canvas.drawLine(0, 0, 20, 20, paint);
If you want to draw a curve. Find the function of the curve. A Parabola for example is x=y^2. You can get points from the curve: 1 = 1, 2 = 4, 3 = 9, 4 = 16... etc.. If your drawing pixel by pixel you can plug in your x and get your y and draw it.
Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);
paint.setColor(Color.RED);
paint.setStrokeWidth(3);
for(int i = beginx; i < CanvasWidth; i++)
{
int x = i;
int y = i * i; //x=y^2
canvas.drawPoint(x, y, paint);
}
To keep a record of points that were visited you could do the following:
class Point
{
int x;
int y;
}
List<Point> points = new List<Point>();
onMove(int newX, int newY)
{
Point p = new Point();
p.x = newX;
p.y = newY;
points.add(p);
}
onDraw()
{
for(Point p : points)
{
canvas.drawPoint(p.x, p.y, paint);
}
}
You want to look into the bresenham algorithm. A bresenham algorithm is a method to draw or rasterize a line. It's a bit different from the subdivision of a grid in a certain angle for example a morton-curve. It's a bit like compute the scalar product for every angle like recall here Traversing a 2D array in an angle.

Categories