what can I use insead putPixel method - java

I would like to draw line using Bresenham Algorithm but I have problem. I dont know, what should I use instead putPixel() method in my code:
public void Line(int x0, int y0, int x1, int y1){
int deltaX = x1-x0;
int deltaY = y1-y0;
double error = 0;
double realError = deltaY/(double) deltaX;
double j = y0;
for(int i = x0; i<= x1; i++){
putpixel(i,(int)j);
j += realError;
}
}
All tutorials have putpixel() method. What can I use instead of this method?

There is no method in Java (awt or Swing) that deliberately paints a single pixel.
You need to use one of these:
drawLine() with starting and final coordinates equal to each other
fillRect() with width and length equal to 1.
Or draw the line as an image, if that's plausible for you. You could use BufferedImage#setRGB().

Related

creating a slope in Java

Im trying to create a slope in java. I can use the DrawLine function and it'll create a perfect one but I dont want to use that but rather create my own function for it. The problem is that it has gaps between the dots.
import java.applet.Applet;
import java.awt.Graphics;
public class slope extends Applet{
public void drawLine(int x1, int y1, int x2, int y2, Graphics g) {
double m = (y2 - y1) / (double)(x2-x1);
double y = y1;
for (int x =x1; x < x2; x++) {
drawPoint(x,(int)y,g);
y +=m;
}
}
public void paint(Graphics g) {
drawLine(20, 10, 300, 700, g); //has spaces between the dots
g.drawLine(20, 10, 300, 700); //this is perfect
}
private void drawPoint(int x, int y, Graphics g) {
g.drawLine(x, y, x, y);
}
}
Two loops: you loop over x++ only when deltaX > deltaY.
else you loop over y++ only.
Dual stepping x and y in the same loop, deciding which should be incremented (assuming you have x as a function of y too) could lead to slower drawing due to extra tests and adjacent pixels may look like a dot in the line. You'd need to play with color intensity to do antialiasing by hand (gold plating). Two loops is much simpler.
fyi, you are trying to generate an image, you could also just set ints in a matrix and make an offscreen raw image (BufferedImage and it's .setRGB() method), which you draw later. That would likely be faster and avoid visible painting delays.
Generally this is done by using an algorithm that doesn't step only along the x or y axis, but adjust the update increment by a variable amount, such that each dot is at most sqrt(2) away from each other.
So, if you think you have a point at the x value, but when you calculate it, you find that it is 3.5 pixels away (because the slope is very steep), you fall into a routine that calculates (typically recursively) an intermediate pixel between that x step
(x, y)
(0, 0) to (1, 5) distance 5.09
-> fill routine
(0, 0) to (0.5, 2.5) distance 2.69
-> fill routine
(0, 0) to (0.25, 1.25) distance 1.34 < 1.41
(0.25, 1.25) to (0.5, 2.5) distance 1.34 < 1.41
(0.5, 2.5) to (0.75, 3.75) distance 1.34 < 1.41
(0.75, 3.75) to (1, 5) distance 1.34 < 1.41
(1, 5) to (2, 10) etc...
The reason one uses 1.41 (sqrt(2)) as the maximum distance allowed is because a of pixels at a 45 degree angle from the bottom of the screen would still appear connected.
Now, in your plotting, you'll need to round the values to align to the exact pixels. There are a number of ways to do this. The simplest is just to round to the next valid value, and this works most of the time. It does have one unfortunate side effect, that is your line will appear to have jagged steps (where the rounding is moving the pixel more, the step will appear more jagged). This jaggedness is called "aliasing" as the true point is presenting through a non-true representation of the point (the alias).
A second approach is to alternatively darken both pixels proportionally, based on how close the point is. A point that is at (0.5) on the x axis would darken both pixels by 50% while a point that is at (0.25) would darken the 0 pixel by 75% and the 1 pixel by 25%. This is anti-aliasing, and may result in a line that is slightly more fuzzy, but appears to be straighter. This fuzziness can be somewhat combated by drawing a thicker line.
I hope this gives you some idea of the math behind many of the higher quality drawing routines, and certainly there are approaches that are even more sophisticated than the one I just presented.
Based on the Bresenham Algorithm, here is a java implementation that
assumes x2 > x1 and y2 > y1 and uses integer arithmetic
import java.applet.Applet;
import java.awt.*;
public class Slope extends Applet{
private int x1 = 20, y1 = 10;
private int x2 = 300, y2 = 700;
#Override
public void paint(Graphics g) {
drawLine(x1, y1, x2, y2, g);
//g.drawLine(x1, y1, x2, y2, g);
}
private void drawPoint(int x, int y, Graphics g) {
g.drawLine(x,y,x,y);
}
#Override
public void init(){
this.setSize(500,700);
}
private void drawLine(int x1,int y1,int x2,int y2,Graphics g){
int dx = x2 - x1;
int dy = y2 - y1;
int xi = 1;
int D = 2*dx - dy;
int x = x1;
for(int y = y1; y <y2; y++) {
drawPoint(x,y,g);
if(D > 0) {
x = x + xi;
D = D - 2 * dy;
}
D = D + 2 * dx;
}
}
}

Java Swing GUI for equation 5((θ/β) - cos(2πθ/β)) - to draw continuous graph

This is an extension to my previous question posted here -- Java Swing GUI for equation 5((θ/β) - cos(2πθ/β))
I have implemented the Java program based on the answers provided in the post an here is my program:
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class DisplacementFunctionNew extends JFrame {
public DisplacementFunctionNew() {
setLayout(new BorderLayout());
add(new CosGraph(), BorderLayout.CENTER);
}
public static void main(String[] args) {
DisplacementFunctionNew frame = new DisplacementFunctionNew();
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(6000, 6000);
frame.setVisible(true);
frame.setLocationRelativeTo(null);
frame.setTitle("SineWave");
}
class CosGraph extends JPanel {
public void paintComponent(Graphics g) {
int graphHeight = 5; // Declared this to set the height of graph based on the value given here.
super.paintComponent(g);
int xBase = 100;
int top = 100;
int yScale = 100;
int xAxis = 360;
int yBase = top + yScale;
g.drawLine(xBase, top, xBase, top + 2 * yScale);
g.drawLine(xBase, yBase, xBase + xAxis, yBase);
g.setColor(Color.red);
double maxY = 0;
for (int i = 0; i < 360; i++) {
maxY = Math.max(maxY, Math.abs(getValue(i)));
}
int x, y;
for (int i = 0; i < 360; i++) {
x = xBase + i;
y = yBase - (int) (getValue(i)*graphHeight / maxY * yScale);
g.drawLine(x, y, x, y);
}
}
private double getValue(int theta) {
int beta = 45;
double b = (theta / (double) beta);
double angle = 2 * Math.PI * (b);
double c = Math.cos(angle);
double s = (b - c);
return s;
}
}
}
Now in this program I want to have a variable called graphHeight that helps to increase the height of the graph. If I give the value of the variable as 1 then I can see the output like this:
Now if I try to increase the height to 5 then I get the graph but it is not shown smoothly or continuous curve, I get the output like this:
Can someone please help me how to get the output as smooth continuous curve?
You are drawing a curve using points. You are placing one point at each location on the x axis -- this makes sense to do.
When the graph is small, it looks fine, because the y separation of these points is relatively small. However, as you increase the graph size, this flaw becomes more noticeable.
The solution here is to fill in the vertical space with lines. You have a few options for the exact implementation of this:
Draw a line from [x(i), y(i)] to [x(i+1),y(i+1)] -- this is easy, but may not look the way you want.
Draw a line from [x(i), y(i)] to [x(i),y(i+1)] -- this is still pretty easy, but it won't be quite correct: you're continuing up so that you could be an entire pixel off.
Draw a line from [x(i), y(i)] to [x(i),(y(i)+y(i+1))/2], and then from [x(i+1), (y(i)+y(i+1))/2] to [x(i+1),y(i+1)] -- this is what 1 should do (neglecting anti-aliasing), and will be the most correct of your possible options.
I would suggest number 3. Note that you can implement this with a loop of the form:
int lastY = yBase - (int) (getValue(0)*graphHeight / maxY * yScale);
for (int i = 1; i < 360; i++) {
x = xBase + i;
y = yBase - (int) (getValue(i)*graphHeight / maxY * yScale);
g.drawLine(x-1, lastY, x-1, (y+lastY)/2);
g.drawLine(x, (y+lastY)/2, x, y);
}
If the one pixel overlap bothers you, you can make it a bit more complex such that the second line starts at +/- 1 pixel (depending on if the function is increasing or decreasing).
Alternatively, you can implement number 3 by manually drawing the line, using a for loop, and basically write a special-case version of Bresenham's line algorithm.
You use graphHeight to define the y of the next point to be painted with g.drawLine(x, y, x, y);. The distance between drawn points will be related to the graphHeight variable

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.

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.

Polygon Intersection fails, collision "size" too big

OK, so I'm trying to make a simple asteroids clone. Everything works fine, except for the collision detection.
I have two different versions, the first one uses java.awt.geom.Area:
// polygon is a java.awt.Polygon and p is the other one
final Area intersect = new Area();
intersect.add(new Area(polygon));
intersect.intersect(new Area(p.polygon));
return !intersect.isEmpty();
This works like a charm... if you don't care about 40% CPU for only 120 asteroids :(
So I searched the net for the famous separating axis theorem, since I'm not thaaaaaat good a the math I took the implementation from here and converted it to fit my Java needs:
public double dotProduct(double x, double y, double dx, double dy) {
return x * dx + y * dy;
}
public double IntervalDistance(double minA, double maxA, double minB,
double maxB) {
if (minA < minB) {
return minB - maxA;
} else {
return minA - maxB;
}
}
public double[] ProjectPolygon(double ax, double ay, int p, int[] x, int[] y) {
double dotProduct = dotProduct(ax, ay, x[0], y[0]);
double min = dotProduct;
double max = dotProduct;
for (int i = 0; i < p; i++) {
dotProduct = dotProduct(x[i], y[i], ax, ay);
if (dotProduct < min) {
min = dotProduct;
} else if (dotProduct > max) {
max = dotProduct;
}
}
return new double[] { min, max };
}
public boolean PolygonCollision(Asteroid ast) {
int edgeCountA = points;
int edgeCountB = ast.points;
double edgeX;
double edgeY;
for (int edgeIndex = 0; edgeIndex < edgeCountA + edgeCountB; edgeIndex++) {
if (edgeIndex < edgeCountA) {
edgeX = xp[edgeIndex] * 0.9;
edgeY = yp[edgeIndex] * 0.9;
} else {
edgeX = ast.xp[edgeIndex - edgeCountA] * 0.9;
edgeY = ast.yp[edgeIndex - edgeCountA] * 0.9;
}
final double x = -edgeY;
final double y = edgeX;
final double len = Math.sqrt(x * x + y * y);
final double axisX = x / len;
final double axisY = y / len;
final double[] minMaxA = ProjectPolygon(axisX, axisY, points, xp,
yp);
final double[] minMaxB = ProjectPolygon(axisX, axisY, ast.points,
ast.xp, ast.yp);
if (IntervalDistance(minMaxA[0], minMaxA[1], minMaxB[0], minMaxB[1]) > 0) {
return false;
}
}
return true;
}
It works... kinda. Actually it seems that the "collision hull" of the asteroids is too big when using this code, it's like 1.2 times the size of the asteroid. And I don't have any clue why.
Here are two pictures for comparison:
http://www.spielecast.de/stuff/asteroids1.png
http://www.spielecast.de/stuff/asteroids2.png
As you can hopefully see, the asteroids in picture one are much denser than the ones in picture 2 where is use the SAT code.
So any ideas? Or does anyone knows a Polygon implementation for Java featuring intersection tests that I could use?
It looks like your second result is doing collision detection as if the polygons were circles with their radius set to the most distant point of the polygon from the center. Most collision detection stuff I've seen creates a simple bounding box (either a circle or rectangle) into which the polygon can fit. Only if two bounding boxes intersect (a far simpler calculation) do you continue on to the more detailed detection. Perhaps the appropriated algorithm is only intended as a bounding box calculator?
EDIT:
Also, from wikipedia
The theorem does not apply if one of the bodies is not convex.
Many of the asteroids in your image have concave surfaces.

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