Transform + scale a set of points - java

I wrote a gui where a user draws something in a (640x480) window. It makes that drawing into a set of points stored in a Vector array. Now, how do I translate those set of points to the origin (0,0 top left corner of the window) or put it at a specified pos? The width and height of the window I want it in is also 640x480.
After that is solved, how do you scale that new set of points to a size I want?
UPDATE 1
I solved the scale issue, but not the positioning issue. The drawing is not going where I tell it to be. Code below of what I have so far.
float scaleX = (float)width/boundingPoints.width;
float scaleY = (float)height/boundingPoints.height;
for(int i = 0; i < cg_points.size()-1; i++){
Point p1 = cg_points.get(i);
Point p2 = cg_points.get(i+1);
g.drawLine((int)(p1.x*scaleX) + pos.x, (int)(p1.y*scaleY) + pos.y, (int)(p2.x*scaleX) + pos.x, (int)(p2.y*scaleY) + pos.y);
}
I want the drawing to start at where pos [x, y] is. What is currently the problem is this. It does follow what pos.x and pos.y does, but it is way off and not starting at pos[x,y].
Here is a screen shot of the issue
As you can see from the picture, the box is where the star is supposed to be. The scaling is right as you can see, just not the pos. That is because the points in the drawing may NOT start at (0,0).
Any suggestions?
Thanks!

To translate a drawing, simply
foreach point in array
point.x += translate.x
point.y += translate.y
If you're going to center a drawing, pick a center (such as averaging all your points), negate that value, then translate all your points by that value.
To scale a drawing:
foreach point in array
point.x *= scale
point.y *= scale

So I solved it...YAY!!! Here is the code below in case you run into the same issue as I had.
float scaleX = (float)width/boundingPoints.width;
float scaleY = (float)height/boundingPoints.height;
int bx = boundingPoints.x;
int by = boundingPoints.y;
for(int i = 0; i < cg_points.size()-1; i++){
Point p1 = cg_points.get(i);
Point p2 = cg_points.get(i+1);
int x1 = (int) ((p1.x-bx)*scaleX);
x1 += pos.x;
int y1 = (int) ((p1.y-by)*scaleY);
y1 += pos.y;
int x2 = (int) ((p2.x-bx)*scaleX);
x2 += pos.x;
int y2 = (int) ((p2.y-by)*scaleY);
y2 += pos.y;
g.drawLine(x1, y1, x2, y2);
}

Related

Rotating a point about the origin using Java

In the math club at my school we are doing a problem involving points that are evenly spaced around a circle. I decided to use computers in assisting us with this problem. Here I have two methods to help create the points.
public Point2D pointRotater(Point2D point, double angle){
double oldX = point.getX(), oldY = point.getY();
double centerX = 750, centerY = 750;
double newX = centerX + (oldX - centerX)*Math.cos(angle) - (oldY - centerY)*Math.sin(angle);
double newY = centerY + (oldX - centerX)*Math.sin(angle) + (oldY - centerY)*Math.cos(angle);
Point2D rPoint = new Point2D.Double(newX, newY);
return rPoint;
}
public void pointGen(int vertices){
lm.clearPoints();
Point2D startP = new Point2D.Double(750, 100);
lm.addPoint(startP);
double angle = 360 / vertices;
for(int i = 1; i < vertices; i++){
lm.addPoint(pointRotater(startP, angle * i));
}
}
lm is simply a class I made to manage the points, and to draw the points.
This does rotate the points, and does rotate them in a circular fashion, however the spacing between the points is clearly not accurate.
Where am I going wrong? I've looked over my code for hours and can't seem to find the problem. Thanks.

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.

Smooth movement java

I'm working on some AI stuff in Java. When an entity moves towards a point, the movement does not look natural. If its starting point and target are not equal X and Y distances away from each other, the movement looks like this:
What I want it to look move like is this:
Currently, movement is done like so:
int tX = target.x;
int tY = target.y;
if(tX> oX){
getOwner().addX(getOwner().getMoveSpeed());
}
if(tX < oX){
getOwner().addX(-getOwner().getMoveSpeed());
}
if(tY> oY){
getOwner().addY(getOwner().getMoveSpeed());
}
if(tY< oY){
getOwner().addY(-getOwner().getMoveSpeed());
}
I'm guessing that there is a much better method for handling movement than this.
So what I want to know is probably how to work out the angle I need to move along, and then the x and y velocitys needed to do so.
You just need to scale the x and y speeds according to the total distance to be traveled in each direction.
It will help to do the calculations in floating point and round to an int only when you need to assign a position.
int tX = target.x;
int tY = target.y;
float speed = getOwner.getMoveSpeed();
float dX = tX - oX;
float dY = tY - oY;
float dist = Math.sqrt(dX * dX + dY * dY);
float sX = speed * dX / dist;
float sY = speed * dY / dist;
getOwner().addX((int) (sX + 0.5));
getOwner().addY((int) (sY + 0.5));
You're describing the process of drawing a line between two points.
There are relatively simple integer-only algorithms, such as Bresenham that may help.

Moving directly from Point A to Point B

I got x and y (My position) and also destination.x and destination.y (where I want to get). This is not for homework, just for training.
So what I did already is
float x3 = x - destination.x;
float y3 = y - destination.y;
float angle = (float) Math.atan2(y3, x3);
float distance = (float) Math.hypot(x3, y3);
I got angle and distance but don't know how to make it move directly.
Please help!
Thanks!
Maybe using this will help
float vx = destination.x - x;
float vy = destination.y - y;
for (float t = 0.0; t < 1.0; t+= step) {
float next_point_x = x + vx*t;
float next_point_y = y + vy*t;
System.out.println(next_point_x + ", " + next_point_y);
}
Now you have the coordinates of the points on the line. Choose step to small enough according to your need.
To calculate the velocity from a given angle use this:
velx=(float)Math.cos((angle)*0.0174532925f)*speed;
vely=(float)Math.sin((angle)*0.0174532925f)*speed;
*speed=your speed :) (play with the number to see what is the right)
I recommend calculating the x and y components of your movement independently.
using trigonometric operations slows your program down significantly.
a simple solution for your problem would be:
float dx = targetX - positionX;
float dy = targetY - positionY;
positionX = positionX + dx;
positionY = positionY + dy;
in this code example, you calculate the x and y distance from your position to your target
and you move there in one step.
you can apply a time factor (<1) and do the calculation multiple times, to make it look like your object is moving.
Note that + and - are much faster than cos(), sin() etc.

rectangle coordinates after rotation

I'm using swt gc for drawing images. One of the option of my program is to rotate the image. I'm also drawing a rectangle as a border. To rotate I'm using following code:
Transform oldTransform = new Transform(gc.getDevice());
gc.getTransform(oldTransform);
Transform transform = new Transform(GCController.getCanvas().getDisplay());
transform.translate(this.x+width/2, this.y+height/2);
transform.rotate(rotation);
transform.scale(this.scaleX, this.scaleY);
transform.getElements(elements);
transform.translate(-this.x-width/2, -this.y-height/2);
gc.setTransform(transform);
gc.drawImage(image, this.x, this.y);
gc.setTransform(oldTransform);
transform.dispose();
After rotation I would like to calculate positions of corners of my rectangle.
I was trying something like this:
int tx = (this.x+width/2);
int ty = (this.y+height/2);
double rot = rotation * Math.PI/180;
double newX = tx*Math.cos(rot) - ty*Math.sin(rot);
double newY = tx*Math.sin(rot) + ty*Math.cos(rot);
But it does not working as I expected.
I've also tried using transformation matrix which I'm geting into elements array after each transformation:
int tx = (this.x+width/2);
int ty = (this.y+height/2);
double newX = this.x * elements[0] + this.y * elements[2];
double newY = this.x * elements[1] + this.y * elements[3];
But it gives same results as using equations for rotation. Any ideas ?
I've solved it:
int tx = (-width/2);
int ty = (-height/2);
double rot = rotation * Math.PI/180;
double newX = (tx)*Math.cos(rot) - (ty)*Math.sin(rot) + this.x + width/2;
double newY = (tx)*Math.sin(rot) + (ty)*Math.cos(rot) + this.y + height/2;
I had back to 0,0. Make rotation and after rotation translate it back.
You just need to multiply the transformation matrix by the position vector for each of the points of your rectangle.
The Transform class presumably has a method for doing this (would make sense), but I can't find readable "swt gc" API documentation, so I can't tell you what it is.

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