Texture Mapping is reversed! Java3D - java

I could use some extra eyes to help me see why my texture map is reversed on my object. It prints backwards -- as if seeing it in a mirror. I had suspected that maybe reversing the indices would help, but that just changed where it was mapped without reversing the reversal.
public class MobiusBanner extends Applet {
public static void main(String[] args) {
new MainFrame(new MobiusBanner(), 800, 600);
}
#Override
public void init() {
GraphicsConfiguration gc = SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(gc);
this.setLayout(new BorderLayout());
this.add(canvas, BorderLayout.CENTER);
SimpleUniverse su = new SimpleUniverse(canvas);
su.getViewingPlatform().setNominalViewingTransform();
BranchGroup bg = createSceneGraph();
bg.compile();
su.addBranchGraph(bg);
}
private BranchGroup createSceneGraph() {
BranchGroup root = new BranchGroup();
Shape3D shape = new Shape3D();
shape.setGeometry(mobius().getIndexedGeometryArray());
//Scaling transform
Transform3D tr = new Transform3D();
tr.setScale(0.5);
//Spin transform group
TransformGroup spin = new TransformGroup();
spin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
spin.setCapability(TransformGroup.ALLOW_TRANSFORM_READ);
root.addChild(spin);
//Set appearance
Appearance ap = createTextureAppearance();
ap.setPolygonAttributes(new PolygonAttributes(PolygonAttributes.POLYGON_FILL,
PolygonAttributes.CULL_BACK, 0));
//Set materials
Material mat = new Material();
mat.setLightingEnable(true);
mat.setShininess(30);
ap.setMaterial(mat);
//Overarching Transform group
TransformGroup tg = new TransformGroup(tr);
tg.addChild(shape);
spin.addChild(tg);
shape.setAppearance(ap);
//Set rotation
MouseRotate rotator = new MouseRotate(spin);
BoundingSphere bounds = new BoundingSphere();
rotator.setSchedulingBounds(bounds);
spin.addChild(rotator);
//Set translation
MouseTranslate translator = new MouseTranslate(spin);
translator.setSchedulingBounds(bounds);
spin.addChild(translator);
//Set zoom
MouseZoom zoom = new MouseZoom(spin);
zoom.setSchedulingBounds(bounds);
spin.addChild(zoom);
//Set background
Background background = new Background(1.0f, 1.0f, 1.0f);
background.setApplicationBounds(bounds);
root.addChild(background);
f//Set lighting
AmbientLight light = new AmbientLight(true, new Color3f(Color.BLACK));
light.setInfluencingBounds(bounds);
root.addChild(light);
PointLight ptlight = new PointLight(new Color3f(Color.white),
new Point3f(0.5f, 0.5f, 1f),
new Point3f(1f, 0.2f, 0f));
ptlight.setInfluencingBounds(bounds);
root.addChild(ptlight);
return root;
}//Close branchgroup method
//Create the Mobius shape
private GeometryInfo mobius() {
int m = 100; //number of row points
int n = 100; //number of col points
int p = 4 * ((m - 1) * (n - 1)); //faces * points per face
IndexedQuadArray iqa = new IndexedQuadArray(m * n,
GeometryArray.COORDINATES | GeometryArray.TEXTURE_COORDINATE_2, p);
Point3d[] vertices = new Point3d[m * n];
int index = 0;
//Create vertices
for (int i = 0; i < m; i++) {
for (int j = 0; j < n; j++) {
double u = i * (4 * (Math.PI)) / (m - 1);
double v = -0.3 + (j * (0.6 / (n - 1)));
double x = (1 + v * Math.cos(u / 2)) * Math.cos(u);
double y = (1 + v * Math.cos(u / 2)) * Math.sin(u);
double z = v * Math.sin(u / 2);
vertices[index] = new Point3d(x, y, z);
index++;
}//close nested for loop
}//close for loop
index = 0;
//set texture coordinates
TexCoord2f[] tex = new TexCoord2f[m * n];
for (int i = 0; i < m; i++) {
for (int j = 0; j < n; j++) {
tex[index] = new TexCoord2f();
tex[index] = new TexCoord2f(i * 1f / m, j * 1f / n);
index++;
}
}
iqa.setCoordinates(0, vertices);
iqa.setTextureCoordinates(0, 0, tex);
index = 0;
//set index for coordinates
int[] texIndices = new int[p];
for (int i = 0; i < m - 1; i++) {
for (int j = 0; j < n - 1; j++) {
iqa.setCoordinateIndex(index, i * m + j);
texIndices[index] = i * m + j;
index++;
iqa.setCoordinateIndex(index, i * m + j + 1);
texIndices[index] = i * m + j + 1;
index++;
iqa.setCoordinateIndex(index, (i + 1) * m + j + 1);
texIndices[index] = (i + 1) * m + j + 1;
index++;
iqa.setCoordinateIndex(index, (i + 1) * m + j);
texIndices[index] = (i + 1) * m + j;
index++;
}//close nested for loop
}//close for loop
iqa.setTextureCoordinateIndices(0, 0, texIndices);
//create geometry info and generate normals for shape
GeometryInfo gi = new GeometryInfo(iqa);
NormalGenerator ng = new NormalGenerator();
ng.generateNormals(gi);
return gi;
}
Appearance createTextureAppearance() {
Appearance ap = new Appearance();
BufferedImage bi = new BufferedImage(1024, 128,
BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = (Graphics2D) bi.getGraphics();
g2.setColor(Color.white);
g2.fillRect(0, 0, 1024, 128);
g2.setFont(new Font("Serif", Font.BOLD, 36));
g2.setColor(new Color(200, 0, 0));
g2.drawString("Mobius Strip", 0, 100);
ImageComponent2D image = new ImageComponent2D(ImageComponent2D.FORMAT_RGBA, bi);
Texture2D texture = new Texture2D(Texture.BASE_LEVEL, Texture.RGBA,
image.getWidth(), image.getHeight());
texture.setImage(0, image);
texture.setMagFilter(Texture.BASE_LEVEL_LINEAR);
ap.setTexture(texture);
//Combine Texture and Lighting
TextureAttributes textatt = new TextureAttributes();
textatt.setTextureMode(TextureAttributes.COMBINE);
ap.setTextureAttributes(textatt);
ap.setMaterial(new Material());
return ap;
}
}

You want to reverse only one of the texture coordinates, not both. Try changing
tex[index] = new TexCoord2f(i * 1f / m, j * 1f / n);
to
tex[index] = new TexCoord2f((m-1-i) * 1f / m, j * 1f / n);
or
tex[index] = new TexCoord2f(i * 1f / m, (n-1-j) * 1f / n);

Related

There is a "lag" or "delay" when it comes to changing many ImageIcons inside JLabels. How to avoid?

I am currently working on a 2D-simulator game that takes place in a Perlin noise-generated terrain that is shown on a 41x23 grid. The player (as of the moment, at the center but not yet given an overlaying icon) can move using the arrow keys, but doing so will keep the player static but move the map accordingly. However, when I move, the JFrame lags like hell. Some JLabel instances change their ImageIcons slower than others, creating huge latency and un-"playability". I have tried replacing the inefficient function update with four functions that "efficiently" move the player faster - but the lag or delay remains. I have also reformatted and refactored the function, to no avail. So, I am stuck.
For more info, I am using 32x32 icons that represent the structures and the domain, and the JFrame is 1280x720 in size. I am confident that this is not due to hardware, as the program runs with other memory- or core- consuming programs. Is there any way to solve the lag or delay?
Main Class
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JLayeredPane;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.awt.image.RescaleOp;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.GridBagLayout;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Main {
private JFrame frame;
public static ImageIcon water = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/water.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon sand = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/sand.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon grass = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/grass.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon stone = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/stone.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon ice = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/ice.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon oak = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/structure/oak.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon nullstructure = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/structure/nullstructure.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
Main window = new Main();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
* #throws InterruptedException
*/
public Main() throws InterruptedException {
initialize();
}
/**
* Initialize the contents of the frame.
* #throws InterruptedException
*/
private void initialize() throws InterruptedException {
frame = new JFrame();
frame.setResizable(false);
frame.setBounds(0, 0, 1280, 720);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setLayout(null);
Coordinate playerPos = new Coordinate(0,0);
JLabel[][] terrainArray = new JLabel[41][23];
JLabel[][] structureArray = new JLabel[41][23];
JLayeredPane layeredPane = new JLayeredPane();
layeredPane.setBounds(0, 0, 1280, 720);
frame.getContentPane().add(layeredPane);
layeredPane.setLayout(null);
JPanel terrainGrid = new JPanel();
terrainGrid.setBounds(0, 0, 1280, 720);
layeredPane.add(terrainGrid);
GridBagLayout gbl_terrainGrid = new GridBagLayout();
gbl_terrainGrid.columnWidths = new int[]{0};
gbl_terrainGrid.rowHeights = new int[]{0};
gbl_terrainGrid.columnWeights = new double[]{Double.MIN_VALUE};
gbl_terrainGrid.rowWeights = new double[]{Double.MIN_VALUE};
terrainGrid.setLayout(gbl_terrainGrid);
JPanel structureGrid = new JPanel();
layeredPane.setLayer(structureGrid, Integer.valueOf(1));
structureGrid.setBounds(0, 0, 1280, 720);
structureGrid.setBackground(new Color(0,0,0,0));
structureGrid.setOpaque(false);
layeredPane.add(structureGrid);
GridBagLayout gbl_structureGrid = new GridBagLayout();
gbl_structureGrid.columnWidths = new int[]{0};
gbl_structureGrid.rowHeights = new int[]{0};
gbl_structureGrid.columnWeights = new double[]{Double.MIN_VALUE};
gbl_structureGrid.rowWeights = new double[]{Double.MIN_VALUE};
structureGrid.setLayout(gbl_structureGrid);
Coordinate[][] map = new Coordinate[Coordinate.MAP_SIZE][Coordinate.MAP_SIZE];
for(int i = 0; i < Coordinate.MAP_SIZE; i++) {
for(int j = 0; j < Coordinate.MAP_SIZE; j++) {
map[i][j] = new Coordinate(i - ((Coordinate.MAP_SIZE - 1)/2) , j - ((Coordinate.MAP_SIZE - 1)/2));
}
}
for(int i = 0; i < 41; i++) {
for(int j = 0; j < 23; j++) {
terrainArray[i][j] = new JLabel("");
structureArray[i][j] = new JLabel("");
structureArray[i][j].setIcon(Main.nullstructure);
terrainArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnTerrainIcon());
structureArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnStructureIcon());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = i; gbc.gridy = j;
terrainGrid.add(terrainArray[i][j], gbc);
structureGrid.add(structureArray[i][j],gbc);
}
}
frame.addKeyListener(new KeyAdapter() {
#Override
public void keyPressed(KeyEvent e) {
switch(e.getKeyCode()) {
case KeyEvent.VK_UP:
playerPos.setZ(playerPos.getZ() - 1);
moveUP(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_DOWN:
playerPos.setZ(playerPos.getZ() + 1);
moveDOWN(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_RIGHT:
playerPos.setX(playerPos.getX() + 1);
moveRIGHT(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_LEFT:
playerPos.setX(playerPos.getX() - 1);
moveLEFT(terrainArray, structureArray, map, playerPos);
break;
}
}
});
}
public void moveUP(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int x = 0; x < 41; x++) {
for(int z = 22; z > 0; z--) { //23 - 1
terrainArray[x][z].setIcon(terrainArray[x][z-1].getIcon());
structureArray[x][z].setIcon(structureArray[x][z-1].getIcon());
}
terrainArray[x][0].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() - 11)).returnTerrainIcon());
structureArray[x][0].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() - 11)).returnStructureIcon());
}
}
public void moveDOWN(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int x = 0; x < 41; x++) {
for(int z = 0; z < 22; z++) { //23 - 1
terrainArray[x][z].setIcon(terrainArray[x][z+1].getIcon());
structureArray[x][z].setIcon(structureArray[x][z+1].getIcon());
}
terrainArray[x][22].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() + 11)).returnTerrainIcon());
structureArray[x][22].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() + 11)).returnStructureIcon());
}
}
public void moveLEFT(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int z = 0; z < 23; z++) {
for(int x = 40; x > 0; x--) {
terrainArray[x][z].setIcon(terrainArray[x-1][z].getIcon());
structureArray[x][z].setIcon(structureArray[x-1][z].getIcon());
}
terrainArray[0][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20, playerPos.getZ() - 11 + z)).returnTerrainIcon());
structureArray[0][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20, playerPos.getZ() - 11 + z)).returnStructureIcon());
}
}
public void moveRIGHT(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int z = 0; z < 23; z++) {
for(int x = 0; x < 40; x++) {
terrainArray[x][z].setIcon(terrainArray[x+1][z].getIcon());
structureArray[x][z].setIcon(structureArray[x+1][z].getIcon());
}
terrainArray[40][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() + 20, playerPos.getZ() - 11 + z)).returnTerrainIcon());
structureArray[40][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() + 20, playerPos.getZ() - 11 + z)).returnStructureIcon());
}
}
public static ImageIcon brightenImage(ImageIcon input, float brightness, float offset) {
BufferedImage bI = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_RGB);
Graphics2D bIgr = bI.createGraphics();
bIgr.drawImage(input.getImage(), 0, 0, null);
bIgr.dispose();
BufferedImage bO = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_RGB);
RescaleOp rop = new RescaleOp(brightness, offset, null);
bO = rop.filter(bI, null);
ImageIcon output = new ImageIcon(bO);
return output;
}
// public void update(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
// for(int i = 0; i < 41; i++) {
// for(int j = 0; j < 23; j++) {
// terrainArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnTerrainIcon());
// structureArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnStructureIcon());
// }
// }
// }
public Coordinate findEntry(Coordinate[][] map, Coordinate pos) {
Coordinate entry = null;
for(int x = 0; x < Coordinate.MAP_SIZE; x++) {
for(int z = 0; z < Coordinate.MAP_SIZE; z++) {
if(pos.getX() == map[x][z].getX() && pos.getZ() == map[x][z].getZ()) {
entry = map[x][z];
}
}
}
return entry;
}
}
Coordinate Class
import javax.swing.ImageIcon;
public class Coordinate {
private int x, z;
private int alt;
public static final int MAP_SIZE = 199;
private ImageIcon str = Main.nullstructure;
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getZ() {
return z;
}
public void setZ(int z) {
this.z = z;
}
public int getAlt() {
return alt;
}
public void setAlt(int alt) {
this.alt = alt;
}
public Coordinate(int x0, int z0) {
this.x = x0;
this.z = z0;
int a = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.1, z*0.1));
int b = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.05, z*0.05));
int c = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.01, z*0.01));
this.alt = (int) ((0.55*c) + (0.25*b) + (0.20*a));
if(Math.random() < 0.05 && alt >= 52 && alt < 70) {
str = Main.oak;
}
}
public ImageIcon returnTerrainIcon() {
if(alt >= 0 && alt < 50) {
return Main.water;
}
else if(alt >= 50 && alt < 52) {
return Main.brightenImage(Main.sand, (float) ((float) 0.95 + ((alt - 50) * 0.025)), (float) 0.36);
}
else if(alt >= 52 && alt < 70) {
return Main.brightenImage(Main.grass, (float) ((float) 0.85 + ((alt - 52) * 0.025)), (float) 0.36);
}
else if(alt >= 80 && alt < 90) {
return Main.brightenImage(Main.stone, (float) ((float) 0.65 + ((alt - 70) * 0.05)), (float) 0.36);
}
else {
return Main.ice;
}
}
public ImageIcon returnStructureIcon() {
return str;
}
}
Perlin (Not original)
import java.util.Random;
//<pre>
// Copyright 2001 Ken Perlin
// Courtesy of https://mrl.cs.nyu.edu/~perlin/experiments/packing/render/Noise.java
/**
Computes Perlin Noise for one, two, and three dimensions.<p>
The result is a continuous function that interpolates a smooth path
along a series random points. The function is consitent, so given
the same parameters, it will always return the same value.
#see ImprovedNoise
*/
public final class Noise {
/**
Initialization seed used to start the random number generator.
*/
static Random randseed = new Random();
public static int seed = (int) Math.floor(randseed.nextInt());
private static final int P = 8;
private static final int B = 1 << P;
private static final int M = B - 1;
private static final int NP = 8;
private static final int N = 1 << NP;
private static int p[] = new int[B + B + 2];
private static double g2[][] = new double[B + B + 2][2];
private static double g1[] = new double[B + B + 2];
private static double[][] points = new double[32][3];
static {
init();
}
private static double lerp(double t, double a, double b) {
return a + t * (b - a);
}
private static double s_curve(double t) {
return t * t * (3 - t - t);
}
/**
Computes noise function for one dimension at x.
#param x 1 dimensional parameter
#return the noise value at x
*/
public static double noise(double x) {
int bx0, bx1;
double rx0, rx1, sx, t, u, v;
t = x + N;
bx0 = ((int) t) & M;
bx1 = (bx0 + 1) & M;
rx0 = t - (int) t;
rx1 = rx0 - 1;
sx = s_curve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return lerp(sx, u, v);
}
/**
Computes noise function for two dimensions at the point (x,y).
#param x x dimension parameter
#param y y dimension parameter
#return the value of noise at the point (x,y)
*/
public static double noise(double x, double y) {
int bx0, bx1, by0, by1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v, q[];
int i, j;
t = x + N;
bx0 = ((int) t) & M;
bx1 = (bx0 + 1) & M;
rx0 = t - (int) t;
rx1 = rx0 - 1;
t = y + N;
by0 = ((int) t) & M;
by1 = (by0 + 1) & M;
ry0 = t - (int) t;
ry1 = ry0 - 1;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = s_curve(rx0);
sy = s_curve(ry0);
q = g2[b00];
u = rx0 * q[0] + ry0 * q[1];
q = g2[b10];
v = rx1 * q[0] + ry0 * q[1];
a = lerp(sx, u, v);
q = g2[b01];
u = rx0 * q[0] + ry1 * q[1];
q = g2[b11];
v = rx1 * q[0] + ry1 * q[1];
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
/**
Computes noise function for three dimensions at the point (x,y,z).
#param x x dimension parameter
#param y y dimension parameter
#param z z dimension parameter
#return the noise value at the point (x, y, z)
*/
static public double noise(double x, double y, double z) {
int bx, by, bz, b0, b1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, rz, sx, sy, sz, a, b, c, d, u, v, q[];
bx = (int) Math.IEEEremainder(Math.floor(x), B);
if (bx < 0)
bx += B;
rx0 = x - Math.floor(x);
rx1 = rx0 - 1;
by = (int) Math.IEEEremainder(Math.floor(y), B);
if (by < 0)
by += B;
ry0 = y - Math.floor(y);
ry1 = ry0 - 1;
bz = (int) Math.IEEEremainder(Math.floor(z), B);
if (bz < 0)
bz += B;
rz = z - Math.floor(z);
//if (bx < 0 || bx >= B + B + 2)
//System.out.println(bx);
b0 = p[bx];
bx++;
b1 = p[bx];
b00 = p[b0 + by];
b10 = p[b1 + by];
by++;
b01 = p[b0 + by];
b11 = p[b1 + by];
sx = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz);
q = G(b00 + bz);
u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
q = G(b10 + bz);
v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
a = lerp(sx, u, v);
q = G(b01 + bz);
u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
q = G(b11 + bz);
v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
b = lerp(sx, u, v);
c = lerp(sy, a, b);
bz++;
rz--;
q = G(b00 + bz);
u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
q = G(b10 + bz);
v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
a = lerp(sx, u, v);
q = G(b01 + bz);
u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
q = G(b11 + bz);
v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
b = lerp(sx, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
private static double[] G(int i) {
return points[i % 32];
}
private static void init() {
int i, j, k;
double u, v, w, U, V, W, Hi, Lo;
java.util.Random r = new java.util.Random(seed);
for (i = 0; i < B; i++) {
p[i] = i;
g1[i] = 2 * r.nextDouble() - 1;
do {
u = 2 * r.nextDouble() - 1;
v = 2 * r.nextDouble() - 1;
} while (u * u + v * v > 1 || Math.abs(u) > 2.5 * Math.abs(v) || Math.abs(v) > 2.5 * Math.abs(u) || Math.abs(Math.abs(u) - Math.abs(v)) < .4);
g2[i][0] = u;
g2[i][1] = v;
normalize2(g2[i]);
do {
u = 2 * r.nextDouble() - 1;
v = 2 * r.nextDouble() - 1;
w = 2 * r.nextDouble() - 1;
U = Math.abs(u);
V = Math.abs(v);
W = Math.abs(w);
Lo = Math.min(U, Math.min(V, W));
Hi = Math.max(U, Math.max(V, W));
} while (u * u + v * v + w * w > 1 || Hi > 4 * Lo || Math.min(Math.abs(U - V), Math.min(Math.abs(U - W), Math.abs(V - W))) < .2);
}
while (--i > 0) {
k = p[i];
j = (int) (r.nextLong() & M);
p[i] = p[j];
p[j] = k;
}
for (i = 0; i < B + 2; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0; j < 2; j++) {
g2[B + i][j] = g2[i][j];
}
}
points[3][0] = points[3][1] = points[3][2] = Math.sqrt(1. / 3);
double r2 = Math.sqrt(1. / 2);
double s = Math.sqrt(2 + r2 + r2);
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++)
points[i][j] = (i == j ? 1 + r2 + r2 : r2) / s;
for (i = 0; i <= 1; i++)
for (j = 0; j <= 1; j++)
for (k = 0; k <= 1; k++) {
int n = i + j * 2 + k * 4;
if (n > 0)
for (int m = 0; m < 4; m++) {
points[4 * n + m][0] = (i == 0 ? 1 : -1) * points[m][0];
points[4 * n + m][1] = (j == 0 ? 1 : -1) * points[m][1];
points[4 * n + m][2] = (k == 0 ? 1 : -1) * points[m][2];
}
}
}
private static void normalize2(double v[]) {
double s;
s = Math.sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
public static double mapTo(double a1, double a2, double b1, double b2, double x) {
return b1 + ((x-a1)*(b2-b1))/(a2-a1);
}
}
The icons and resources to be used are in this Github code (repository, I guess, I am new to Github):
https://github.com/rubiksRepository/Perlin.git
I would appreciate any help given. Thanks!
So far, Raildex's suggestion is working. The compilation of the map into a single buffered image has reduced the lag tremendously and made the game "playable". For additions in the code, I have made a texture class that supports the textures used; and a MapField whose object has fields that have the compiled BufferImage.
import java.awt.image.BufferedImage;
public class MapField {
private BufferedImage terrain;
private BufferedImage structure;
public MapField(Coordinate[][] map) {
BufferedImage[] colsT = new BufferedImage[Coordinate.MAP_SIZE];
BufferedImage[] colsS = new BufferedImage[Coordinate.MAP_SIZE];
for(int z = 0; z < Coordinate.MAP_SIZE; z++) {
colsT[z] = Texture.mergeTeU(map[z]);
colsS[z] = Texture.mergeStU(map[z]);
}
terrain = Texture.mergeH(colsT);
structure = Texture.mergeH(colsS);
}
public BufferedImage getTerrain() {
return terrain;
}
public void setTerrain(BufferedImage terrain) {
this.terrain = terrain;
}
public BufferedImage getStructure() {
return structure;
}
public void setStructure(BufferedImage structure) {
this.structure = structure;
}
}
Also in the Texture class, there are methods that can be used to merge rows and columns of BufferedImages, using a Graphics2D drawing process:
public static BufferedImage toBI(ImageIcon input) {
BufferedImage output = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics2D outputGr = output.createGraphics();
outputGr.drawImage(input.getImage(), 0, 0, null);
outputGr.dispose();
return output;
}
public static BufferedImage mergeH(BufferedImage[] x) {
int i = 0;
BufferedImage rowOutput = new BufferedImage(x[0].getWidth() * x.length, x[0].getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D rowOutputG = rowOutput.createGraphics();
for(BufferedImage xBI : x) {
rowOutputG.drawImage(xBI, i * x[0].getWidth(), 0, null);
i++;
}
rowOutputG.dispose();
return rowOutput;
}
public static BufferedImage mergeTeH(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnTerrainIcon());
}
return mergeH(xIcons);
}
public static BufferedImage mergeStH(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnStructureIcon());
}
return mergeH(xIcons);
}
public static BufferedImage mergeU(BufferedImage[] x) {
int i = 0;
BufferedImage colOutput = new BufferedImage(x[0].getWidth(), x[0].getHeight() * x.length, BufferedImage.TYPE_INT_ARGB);
Graphics2D colOutputG = colOutput.createGraphics();
for(BufferedImage xBI : x) {
colOutputG.drawImage(xBI, 0, i * x[0].getHeight(), null);
i++;
}
colOutputG.dispose();
return colOutput;
}
public static BufferedImage mergeTeU(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnTerrainIcon());
}
return mergeU(xIcons);
}
public static BufferedImage mergeStU(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnStructureIcon());
}
return mergeU(xIcons);
}
So the bottomline is: for scroll-based maps, you can compile the textures corresponding to the map to improve playability (FPS or lag reduction). For interaction with the game, editing the BufferedImage at a pixel range via turning it to transparency or changing textures can help, at least for me. Not really great in answering the general gist since I am addressing my case only (trying to emulate this solution on others though) and the scroll-base map is on a case-to-case basis, but I hope my solution helps.

How to make the ends of Cylinder transparent in JavaFX

I'm currently trying to make the ends of a Cylinder completely transparent whilst keeping the sides a Material.
I'm unsure how to achieve this. This thread mentions it but all the links are broken
I think I need to use a clipping plane? Although I don't know where to start with that.
Here's what I'm currently using to just simply set a translucent material!
Cylinder line = new Cylinder(getRadius()/4, height);
lineMaterial = new PhongMaterial();
lineMaterial.setDiffuseColor(new Color(1,1,1,0.5));
lineMaterial.diffuseMapProperty();
line.setMaterial(lineMaterial);
One possible way to get transparency is by using a png as the diffuse image, with some transparent pixels.
While this works, if you apply over a built-in JavaFX Cylinder, you won't get the expected result, because the Cylinder applies the same image to both the vertical tube and the two cap faces. So this won't work for your case.
There could be an option to remove the caps from the cylinder mesh and get just a tube, but unfortunately it doesn't export its triangle mesh.
So far, the best option is to create directly the mesh of a tube, and for that we can reuse the mesh of the Cylinder by checking the open source code at the (new) OpenJDK/JFX GitHub repository.
The following method creates a TriangleMesh of a Tube of height h, radius r, with div divisions (producing 2 * div triangles). It is the exact same code as the one in Cylinder, but without the caps points, texture coordinate and faces arrays.
private static TriangleMesh createMesh(int div, float h, float r) {
final int nPoints = div * 2;
final int tcCount = (div + 1) * 2;
final int faceCount = div * 2;
float textureDelta = 1.f / 256;
float dA = 1.f / div;
h *= .5f;
float points[] = new float[nPoints * 3];
float tPoints[] = new float[tcCount * 2];
int faces[] = new int[faceCount * 6];
int smoothing[] = new int[faceCount];
int pPos = 0, tPos = 0;
for (int i = 0; i < div; ++i) {
double a = dA * i * 2 * Math.PI;
points[pPos + 0] = (float) (Math.sin(a) * r);
points[pPos + 1] = h;
points[pPos + 2] = (float) (Math.cos(a) * r);
tPoints[tPos + 0] = 1 - dA * i;
tPoints[tPos + 1] = 1 - textureDelta;
pPos += 3; tPos += 2;
}
// top edge
tPoints[tPos + 0] = 0;
tPoints[tPos + 1] = 1 - textureDelta;
tPos += 2;
for (int i = 0; i < div; ++i) {
double a = dA * i * 2 * Math.PI;
points[pPos + 0] = (float) (Math.sin(a) * r);
points[pPos + 1] = -h;
points[pPos + 2] = (float) (Math.cos(a) * r);
tPoints[tPos + 0] = 1 - dA * i;
tPoints[tPos + 1] = textureDelta;
pPos += 3; tPos += 2;
}
// bottom edge
tPoints[tPos + 0] = 0;
tPoints[tPos + 1] = textureDelta;
tPos += 2;
int fIndex = 0;
// build body faces
for (int p0 = 0; p0 < div; ++p0) {
int p1 = p0 + 1;
int p2 = p0 + div;
int p3 = p1 + div;
// add p0, p1, p2
faces[fIndex+0] = p0;
faces[fIndex+1] = p0;
faces[fIndex+2] = p2;
faces[fIndex+3] = p2 + 1;
faces[fIndex+4] = p1 == div ? 0 : p1;
faces[fIndex+5] = p1;
fIndex += 6;
// add p3, p2, p1
faces[fIndex+0] = p3 % div == 0 ? p3 - div : p3;
faces[fIndex+1] = p3 + 1;
faces[fIndex+2] = p1 == div ? 0 : p1;
faces[fIndex+3] = p1;
faces[fIndex+4] = p2;
faces[fIndex+5] = p2 + 1;
fIndex += 6;
}
for (int i = 0; i < div * 2; ++i) {
smoothing[i] = 1;
}
TriangleMesh m = new TriangleMesh();
m.getPoints().setAll(points);
m.getTexCoords().setAll(tPoints);
m.getFaces().setAll(faces);
m.getFaceSmoothingGroups().setAll(smoothing);
return m;
}
Now you will need to create a MeshView so you can add it to your scene:
private static MeshView createTube(int div, float h, float r) {
MeshView meshView = new MeshView(createMesh(div, h, r));
// meshView.setDrawMode(DrawMode.LINE);
meshView.setCullFace(CullFace.NONE);
PhongMaterial material = new PhongMaterial(Color.RED);
meshView.setMaterial(material);
return meshView;
}
Create and add one to your scene:
MeshView tube = createTube(64, 5f, 1.6f);
Scene scene = new Scene(new Group(tube), 600, 600, true, SceneAntialiasing.BALANCED);
And you will get your tube:
You can also apply a diffuse image as texture:
material.setDiffuseMap(new Image(getClass.getResourceAsStream("440px-JavaFX_Logo.png")));

How can I set the value of c when generating a Mandelbrot fractal?

The equation for generating a Mandelbrot fractal is Zn+1 = Zn^2+C. The issue is that, in a computer program, C is used for zoom/resolution and location on screen. My question is, how can I make it so that I can get a fractal like this:
Wolfram
(equation f(z) = sin(z/c), z0 = c )
My code (from Rosetta Code):
public class MandelbrotSet extends JFrame {
private static final long serialVersionUID = 5513426498262284949L;
private final int MAX_ITER = 570;
private final double ZOOM = 150;
private BufferedImage image;
private double zx, zy, cX, cY, tmp;
public MandelbrotSet() {
super("Mandelbrot Set");
setBounds(100, 100, 800, 600);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
image = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_RGB);
for (int y = 0; y < getHeight(); y++) {
for (int x = 0; x < getWidth(); x++) {
zx = zy = 0;
cX = (x - 400) / ZOOM;
cY = (y - 300) / ZOOM;
int iter = MAX_ITER;
while (zx * zx + zy * zy < 4 && iter > 0) {
tmp = zx * zx - zy * zy + cX;
zy = 2.0 * zx * zy + cY;
zx = tmp;
iter--;
}
image.setRGB(x, y, iter | (iter << 8));
}
}
}
#Override
public void paint(Graphics g) {
g.drawImage(image, 0, 0, this);
}
public static void main(String[] args) {
new MandelbrotSet().setVisible(true);;
}
}
By trigonometric theorems
sin(A+i*B)=sin(A)*cos(i*B)+ cos(A)*sin(i*B)
=sin(A)*cosh(B )+i*cos(A)*sinh(B )
and for the quotient using z=x+i*y and c=a+i*b
(x+i*y)/(a+i*b)=(x+i*y)*(a-i*b)/(a*a+b*b)
so that for the sine expression above
A = (a*x+b*y)/(a*a+b*b)
B = (a*y-b*x)/(a*a+b*b)
In javascript a small script to generate this fractal can look like this:
function cosh(x) { return 0.5*(Math.exp(x)+Math.exp(-x)); }
function sinh(x) { return 0.5*(Math.exp(x)-Math.exp(-x)); }
function rgb(r,g,b) { return "rgb("+r+","+g+","+b+")"; }
var colors = new Array(24);
for(var k=0; k<8; k++) {
colors[ k] = rgb(k*64,(7-k)*64,(7-k)*64);
colors[ 8+k] = rgb((7-k)*64,k*64,(7-k)*64);
colors[16+k] = rgb((7-k)*64,(7-k)*64,k*64);
}
var cvs = document.getElementById('sine-fractal');
var ctx = cvs.getContext('2d');
var cx = 0.0, cy = 0.0;
var dx = 1.0;
var tiles = 100;
var scale = Math.min(cvs.width, cvs.height) / tiles;
ctx.scale(scale, scale);
function localx(i) { return cx-dx + 2*i*dx/tiles; }
function localy(j) { return cy-dx + 2*j*dx/tiles; }
for (var i = 0; i < tiles; i++) {
var a = localx(i);
for (var j = 0; j < tiles; j++) {
var b = localy(j);
var r2 = a*a + b*b;
var x = a, y = b;
var rounds = 0;
var max = 500;
while (x * x + y * y < 4 && rounds < max) {
var u = (a*x + b*y) / r2, v = (a*y - b*x) / r2;
x = Math.sin(u) * cosh(v);
y = Math.cos(u) * sinh(v);
rounds++;
}
ctx.fillStyle = colors[rounds % 24];
ctx.fillRect(i, j, 1, 1);
}
}
<canvas id='sine-fractal' width=200 height=200></canvas>

JavaCV Perspective Correction

I converted the perspective correction code implemented using OpenCV and C++ at:
https://opencv-code.com/tutorials/automatic-perspective-correction-for-quadrilateral-objects/
to obtain the following OpenCV code implemented in Java:
public class project
{
static Point2f center;
public static void main(String args[])
{
System.loadLibrary(Core.NATIVE_LIBRARY_NAME);
center = new Point2f(0,0);
Mat src = new Mat();
src = Highgui.imread("image.jpg");
if(src == null)
{
System.out.println("Image not loaded");
System.exit(1);
}
Mat bw = new Mat();
Imgproc.cvtColor(src, bw, Imgproc.COLOR_BGR2GRAY);
Imgproc.blur(bw, bw, new Size(3,3));
Imgproc.Canny(bw, bw, 100, 100, 3,true);
Mat lines = new Mat();
int threshold = 70;
int minLineSize = 30;
int lineGap = 10;
Imgproc.HoughLinesP(bw, lines, 1, Math.PI / 180, threshold,
minLineSize, lineGap);
for (int x = 0; x < lines.cols(); x++)
{
double[] vec = lines.get(0, x);
double[] val = new double[4];
val[0] = 0;
val[1] = ((float) vec[1] - vec[3]) / (vec[0] - vec[2]) * -vec[0] + vec[1];
val[2] = src.cols();
val[3] = ((float) vec[1] - vec[3]) / (vec[0] - vec[2]) * (src.cols() - vec[2]) + vec[3];
lines.put(0, x, val);
}
List<Point2f> corners = new ArrayList<Point2f>();
for (int i = 0; i < lines.cols(); i++)
{
for (int j = i+1; j < lines.cols(); j++)
{
Mat m1 = null,m2 = null;
double[] d1 = lines.get(0,i);
double[] d2 = lines.get(0, j);
m1.put(0, i, d1);
m2.put(0, j, d2);
Point2f pt = computeIntersect(m1, m2);
if (pt.x >= 0 && pt.y >= 0)
corners.add(pt);
}
}
List<Point2f> approx = new ArrayList<Point2f>();
List<Point2f> curve;
MatOfPoint2f mat2f = new MatOfPoint2f();
for(int k=0;k<corners.size();++k)
{
Point2f rec = corners.get(k);
Point p = new Point(rec.x,rec.y);
mat2f.fromArray(p);
}
MatOfPoint2f mat2frec = new MatOfPoint2f();
Imgproc.approxPolyDP(mat2f, mat2frec, Imgproc.arcLength(mat2f, true) * 0.02,true);
if (approx.size() != 4)
{
System.out.println("The object is not quadrilateral!");
}
// Get mass center
for (int i = 0; i < corners.size(); i++)
{
center.x = center.x + corners.get(i).x;
center.y = center.y + corners.get(i).y;
}
center.x *= (1. / corners.size());
center.y *= (1. / corners.size());
sortCorners(corners, center);
Mat dst = src.clone();
// Draw lines
for (int i = 0; i < lines.cols(); i++)
{
double[] v = lines.get(0, i);
Scalar cc = new Scalar(0,255,0,0);
Core.line(dst, new Point(v[0], v[1]), new Point(v[2], v[3]), cc);
}
Scalar c1 = new Scalar(0,0,255,0);
Scalar c2 = new Scalar(0,255,0,0);
Scalar c3 = new Scalar(255,0,0,0);
Scalar c4 = new Scalar(255,255,255,0);
// Draw corner points
Core.circle(dst, new Point(corners.get(0).x,corners.get(0).y), 3, c1, 2);
Core.circle(dst, new Point(corners.get(1).x,corners.get(1).y), 3, c2, 2);
Core.circle(dst, new Point(corners.get(2).x,corners.get(2).y), 3, c3, 2);
Core.circle(dst, new Point(corners.get(3).x,corners.get(3).y), 3, c4, 2);
Scalar c5 = new Scalar(0,255,255,0);
// Draw mass center
Core.circle(dst, new Point(center.x,center.y), 3, c5, 2);
Mat quad = Mat.zeros(300, 220, CvType.CV_8UC3);
List<Point2f> quad_pts = new ArrayList<Point2f>();
quad_pts.add(new Point2f(0, 0));
quad_pts.add(new Point2f(quad.cols(), 0));
quad_pts.add(new Point2f(quad.cols(), quad.rows()));
quad_pts.add(new Point2f(0, quad.rows()));
Mat transmtx = Imgproc.getPerspectiveTransform((Mat) corners, (Mat) quad_pts);
Imgproc.warpPerspective(src, quad, transmtx, quad.size());
MatOfByte matOfByte = new MatOfByte();
Highgui.imencode(".jpg", dst, matOfByte);
byte[] byteArray = matOfByte.toArray();
BufferedImage bufImage = null;
try
{
InputStream in = new ByteArrayInputStream(byteArray);
bufImage = ImageIO.read(in);
File outputfile = new File("Image.jpg");
ImageIO.write(bufImage, "jpg", outputfile);
}
catch (Exception e) {
e.printStackTrace();
}
MatOfByte matOfByte2 = new MatOfByte();
Highgui.imencode(".jpg", dst, matOfByte2);
byte[] byteArray2 = matOfByte2.toArray();
BufferedImage bufImage2 = null;
try
{
InputStream in = new ByteArrayInputStream(byteArray2);
bufImage2 = ImageIO.read(in);
File outputfile2 = new File("Quadrilateral.jpg");
ImageIO.write(bufImage, "jpg", outputfile2);
}
catch (Exception e) {
e.printStackTrace();
}
}
static Point2f computeIntersect(Mat es, Mat es2)
{
int size = (int) es.total() * es.channels();
float[] buff = new float[size];
es.get(0, 0, buff);
int size1 = (int) es.total() * es.channels();
float[] buff1 = new float[size1];
es.get(0, 0, buff1);
float x1=buff[0], y1 = buff[1], x2 = buff[2], y2 = buff[3];
float x3 = buff1[0], y3 = buff1[1], x4 = buff1[2], y4 = buff1[3];
float denom;
float d;
d = (Float) null;
d = (float)((x1 - x2) * (y3 - y4)) - ((y1 - y2) * (x3 - x4));
if (d != (Float) null)
{
Point2f pt = new Point2f();
pt.x = ((x1 * y2 - y1 * x2) * (x3 - x4) - (x1 - x2) * (x3 * y4 - y3 * x4)) / d;
pt.y = ((x1 * y2 - y1 * x2) * (y3 - y4) - (y1 - y2) * (x3 * y4 - y3 * x4)) / d;
return pt;
}
else
return new Point2f(-1, -1);
}
static void sortCorners(List<Point2f> corners,Point2f center)
{
List<Point2f> top = null, bot = null;
for (int i = 0; i < corners.size(); i++)
{
if (corners.get(i).y < center.y)
top.add(corners.get(i));
else
bot.add(corners.get(i));
}
Point2f tl = top.get(0).x > top.get(1).x ? top.get(1) : top.get(0);
Point2f tr = top.get(0).x > top.get(1).x ? top.get(0) : top.get(1);
Point2f bl = bot.get(0).x > bot.get(1).x ? bot.get(1) : bot.get(0);
Point2f br = bot.get(0).x > bot.get(1).x ? bot.get(0) : bot.get(1);
corners.clear();
corners.add(tl);
corners.add(tr);
corners.add(br);
corners.add(bl);
}
}
I'm having trouble converting List< Point2f > to MatOfPoint2f. The arcLength(..) function is therefore not working and the code doesn't seem to work. I'm hoping someone can help.
This a part of the implementation that i used in my project.I already had the exact corner points using an algo i developed but the rest is given in this code.Do not use point2fs. Use point arrays and them convert them into matofpoint2fs.
the jarfile containing Imshow can be downloaded from here.It is very effective in testing your o/p at any point of time. Add this package to your program: https://github.com/master-atul/ImShow-Java-OpenCV
Details regarding approxpolydp:
http://docs.opencv.org/java/org/opencv/imgproc/Imgproc.html#approxPolyDP%28org.opencv.core.MatOfPoint2f,org.opencv.core.MatOfPoint2f,double,boolean%29
And u don't have to use arclength. Just give an approx value for epsilon depending on the clarity of your input.(like 2.0 or 3.0..)
(sort is the function used to sort the corners).
int a[][],imgarr[][];
Point p[];
BufferedImage img;
int w,h;
void sort()
{
int x = (a[0][0] + a[1][0] + a[2][0] + a[3][0])/4;
int y = (a[0][1] + a[1][1] + a[2][1] + a[3][1])/4;
int j = 0;
int order[] = new int[4];
double tans[] = new double[4];
double tans1[] = new double[4];
int tmpar[][] = new int[4][2];
p = new Point[4];
for(int i = 0;i<4;i++)
{
tans1[i] = tans[i] = Math.atan2(a[i][1] - y , a[i][0] - x);//finding angles for sorting corners
}
Arrays.sort(tans1);
for(int i = 0;i<2;i++)
{
double temp = tans1[i];
tans1[i]= tans1[3-i];
tans1[3-i] = temp;
}
for(int i=0;i<4;i++)
{
for(j = 0;j<4;j++)
{
if(tans1[i]==tans[j])
break;
}
order[i] = j;
}
for(int i = 0;i<4;i++)
{
for(j=0;j<2;j++)
{
tmpar[i][j] = a[i][j];
}
}
for(int i = 0;i<4;i++)
{
for(j = 0;j<2;j++)
{
a[i][j] = tmpar[order[i]][j];
}
}
p[0] = new Point(a[0][1],a[0][0]);
p[1] = new Point(a[1][1],a[1][0]);
p[2] = new Point(a[2][1],a[2][0]);
p[3] = new Point(a[3][1],a[3][0]);
}
void transform() throws Exception
{
Point farray[] = new Point[4];
try
{
img = ImageIO.read(new File("C:/Users/Documents/a.jpg"));
}
catch(Exception r)
{
System.out.println("no file");
}
PixelGrabber pg;
if(img==null)
{
return;
}
w = img.getWidth();
h = img.getHeight();
imgarr = new int[h][w];
try
{
for(int i = 0; i < h ; i++)
{
pg = new PixelGrabber(img,0,i,w,1,imgarr[i],0,w);
pg.grabPixels();
}
changeto256();
}
catch(Exception e)
{
System.out.println("here "+e);
}
int m=0;
byte array[] = new byte[w*h];
int iar[] = new int[w*h];
for(int i = 0 ; i < h ; i++)
{
for(int j = 0 ; j < w ; j++)
{
array[m++]= (byte)imgarr[i][j];
}
}
farray[3] = new Point(0,0);
farray[0] = new Point(w,0);
farray[1] = new Point(w,h);
farray[2] = new Point(0,h);
Mat mat = new Mat(h,w, CvType.CV_8U);
mat.put(0, 0, array);
Imshow is = new Imshow("try");
MatOfPoint2f quad = new MatOfPoint2f(p);
MatOfPoint2f rect = new MatOfPoint2f(farray);
Mat transmtx = Imgproc.getPerspectiveTransform(quad,rect);
Mat output = new Mat(w,h,CvType.CV_8U);
Imgproc.warpPerspective(mat, output, transmtx, new size(w,h),Imgproc.INTER_CUBIC);
is.showImage(output);
MatOfByte matOfByte = new MatOfByte();
Highgui.imencode(".jpg", output, matOfByte);
byte[] byteArray = matOfByte.toArray();
File f = new File("retrieve1.jpg");
BufferedImage img1 =null;
InputStream in = new ByteArrayInputStream(byteArray);
img1 = ImageIO.read(in);
WritableRaster raster = (WritableRaster)img1.getData();
raster.setDataElements(0,0,byteArray);
img1.setData(raster);
try
{
ImageIO.write(img1,"jpg",f);
}
catch(Exception e)
{}
}

How do I draw rectangles in jpanel based on calculated averages

I have a gui where data is entered and the averages are calculated for 5 different sets of data. These are stored in an array with the five averages in the five positions.
How do I make it draw rectangles in a jpanel to look like a graph of those 5 averages ?
..make it draw rectangles in a jpanel to look like a graph...
Assuming, youre talking about bar graph,
Have a look at this example :
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class SimpleBarChart extends JPanel {
private double[] value;
private String[] languages;
private String title;
public SimpleBarChart(double[] val, String[] lang, String t) {
languages = lang;
value = val;
title = t;
}
#Override
public void paintComponent(Graphics graphics) {
super.paintComponent(graphics);
if (value == null || value.length == 0) {
return;
}
double minValue = 0;
double maxValue = 0;
for (int i = 0; i < value.length; i++) {
if (minValue > value[i]) {
minValue = value[i];
}
if (maxValue < value[i]) {
maxValue = value[i];
}
}
Dimension dim = getSize();
int clientWidth = dim.width;
int clientHeight = dim.height;
int barWidth = clientWidth / value.length;
Font titleFont = new Font("Book Antiqua", Font.BOLD, 15);
FontMetrics titleFontMetrics = graphics.getFontMetrics(titleFont);
Font labelFont = new Font("Book Antiqua", Font.PLAIN, 10);
FontMetrics labelFontMetrics = graphics.getFontMetrics(labelFont);
int titleWidth = titleFontMetrics.stringWidth(title);
int q = titleFontMetrics.getAscent();
int p = (clientWidth - titleWidth) / 2;
graphics.setFont(titleFont);
graphics.drawString(title, p, q);
int top = titleFontMetrics.getHeight();
int bottom = labelFontMetrics.getHeight();
if (maxValue == minValue) {
return;
}
double scale = (clientHeight - top - bottom) / (maxValue - minValue);
q = clientHeight - labelFontMetrics.getDescent();
graphics.setFont(labelFont);
for (int j = 0; j < value.length; j++) {
int valueP = j * barWidth + 1;
int valueQ = top;
int height = (int) (value[j] * scale);
if (value[j] >= 0) {
valueQ += (int) ((maxValue - value[j]) * scale);
} else {
valueQ += (int) (maxValue * scale);
height = -height;
}
graphics.setColor(Color.blue);
graphics.fillRect(valueP, valueQ, barWidth - 2, height);
graphics.setColor(Color.black);
graphics.drawRect(valueP, valueQ, barWidth - 2, height);
int labelWidth = labelFontMetrics.stringWidth(languages[j]);
p = j * barWidth + (barWidth - labelWidth) / 2;
graphics.drawString(languages[j], p, q);
}
}
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setSize(350, 300);
double[] value = new double[5];
String[] languages = new String[5];
value[0] = 1;
languages[0] = "Visual Basic";
value[1] = 2;
languages[1] = "PHP";
value[2] = 3;
languages[2] = "C++";
value[3] = 4;
languages[3] = "C";
value[4] = 5;
languages[4] = "Java";
frame.getContentPane().add(new SimpleBarChart(value, languages,
"Programming Languages"));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
}
Also see JFreeChart and if you dont mind using an external library.
Example that you might need via #trashGod : example and its source code.

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