use Teapot instead of CubeObject in object recognition - vuforia

I'm trying to use Teapot instead of the cube object in the object recognition sample app, but the Teapot is placed too far away from my target.
I will really appreciate any help.
Here is my ObjectTargetRenderer:
public class ObjectTargetRenderer implements GLSurfaceView.Renderer, SampleAppRendererControl
{
private static final String LOGTAG = "ObjectTargetRenderer";
private SampleApplicationSession vuforiaAppSession;
private ObjectTargets mActivity;
private SampleAppRenderer mSampleAppRenderer;
private Vector<Texture> mTextures;
private int shaderProgramID;
private int vertexHandle;
private int textureCoordHandle;
private int texSampler2DHandle;
private int mvpMatrixHandle;
private int opacityHandle;
private int colorHandle;
private CubeObject mCubeObject;
private Teapot mTeapot;
private Renderer mRenderer;
private boolean mIsActive = false;
public ObjectTargetRenderer(ObjectTargets activity,
SampleApplicationSession session)
{
mActivity = activity;
vuforiaAppSession = session;
// SampleAppRenderer used to encapsulate the use of RenderingPrimitives setting
// the device mode AR/VR and stereo mode
mSampleAppRenderer = new SampleAppRenderer(this, mActivity, Device.MODE.MODE_AR, false, 10f, 5000f);
}
// Called to draw the current frame.
#Override
public void onDrawFrame(GL10 gl)
{
if (!mIsActive)
return;
// Call our function to render content from SampleAppRenderer class
mSampleAppRenderer.render();
}
// Called when the surface is created or recreated.
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
Log.d(LOGTAG, "GLRenderer.onSurfaceCreated");
// Call Vuforia function to (re)initialize rendering after first use
// or after OpenGL ES context was lost (e.g. after onPause/onResume):
vuforiaAppSession.onSurfaceCreated();
mSampleAppRenderer.onSurfaceCreated();
}
// Called when the surface changed size.
#Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
Log.d(LOGTAG, "GLRenderer.onSurfaceChanged");
// Call Vuforia function to handle render surface size changes:
vuforiaAppSession.onSurfaceChanged(width, height);
// RenderingPrimitives to be updated when some rendering change is done
mSampleAppRenderer.onConfigurationChanged(mIsActive);
// Init rendering
initRendering();
}
public void setActive(boolean active)
{
mIsActive = active;
if(mIsActive)
mSampleAppRenderer.configureVideoBackground();
}
// Function for initializing the renderer.
private void initRendering()
{
// mCubeObject = new CubeObject();
mTeapot = new Teapot();
mRenderer = Renderer.getInstance();
// Now generate the OpenGL texture objects and add settings
for (Texture t : mTextures)
{
GLES20.glGenTextures(1, t.mTextureID, 0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, t.mTextureID[0]);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_RGBA,
t.mWidth, t.mHeight, 0, GLES20.GL_RGBA,
GLES20.GL_UNSIGNED_BYTE, t.mData);
}
SampleUtils.checkGLError("ObjectTarget GLInitRendering");
GLES20.glClearColor(0.0f, 0.0f, 0.0f, Vuforia.requiresAlpha() ? 0.0f
: 1.0f);
shaderProgramID = SampleUtils.createProgramFromShaderSrc(
CubeShaders.CUBE_MESH_VERTEX_SHADER,
CubeShaders.CUBE_MESH_FRAGMENT_SHADER);
vertexHandle = GLES20.glGetAttribLocation(shaderProgramID,
"vertexPosition");
textureCoordHandle = GLES20.glGetAttribLocation(shaderProgramID,
"vertexTexCoord");
texSampler2DHandle = GLES20.glGetUniformLocation(shaderProgramID,
"texSampler2D");
mvpMatrixHandle = GLES20.glGetUniformLocation(shaderProgramID,
"modelViewProjectionMatrix");
opacityHandle = GLES20.glGetUniformLocation(shaderProgramID,
"opacity");
colorHandle = GLES20.glGetUniformLocation(shaderProgramID, "color");
// Hide the Loading Dialog
mActivity.loadingDialogHandler
.sendEmptyMessage(LoadingDialogHandler.HIDE_LOADING_DIALOG);
}
// The render function called from SampleAppRendering by using RenderingPrimitives views.
// The state is owned by SampleAppRenderer which is controlling it's lifecycle.
// State should not be cached outside this method.
public void renderFrame(State state, float[] projectionMatrix)
{
// Renders video background replacing Renderer.DrawVideoBackground()
mSampleAppRenderer.renderVideoBackground();
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glEnable(GLES20.GL_CULL_FACE);
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
// did we find any trackables this frame?
for (int tIdx = 0; tIdx < state.getNumTrackableResults(); tIdx++)
{
TrackableResult result = state.getTrackableResult(tIdx);
Trackable trackable = result.getTrackable();
printUserData(trackable);
if (!result.isOfType(ObjectTargetResult.getClassType()))
continue;
ObjectTarget objectTarget = (ObjectTarget) trackable;
Matrix44F modelViewMatrix_Vuforia = Tool
.convertPose2GLMatrix(result.getPose());
float[] modelViewMatrix = modelViewMatrix_Vuforia.getData();
// deal with the modelview and projection matrices
float[] modelViewProjection = new float[16];
float[] objectSize = objectTarget.getSize().getData();
Matrix.translateM(modelViewMatrix, 0, objectSize[0]/2, objectSize[1]/2,
objectSize[2]/2);
Matrix.scaleM(modelViewMatrix, 0, objectSize[0]/2,
objectSize[1]/2, objectSize[2]/2);
Matrix.multiplyMM(modelViewProjection, 0, projectionMatrix, 0, modelViewMatrix, 0);
// activatrigidBodyTarget.xmle the shader program and bind the vertex/normal/tex coords
GLES20.glUseProgram(shaderProgramID);
GLES20.glVertexAttribPointer(vertexHandle, 3, GLES20.GL_FLOAT,
false, 0, mTeapot.getVertices());
GLES20.glUniform1f(opacityHandle, 0.3f);
GLES20.glUniform3f(colorHandle, 0.0f, 0.0f, 0.0f);
GLES20.glVertexAttribPointer(textureCoordHandle, 2,
GLES20.GL_FLOAT, false, 0, mTeapot.getTexCoords());
GLES20.glEnableVertexAttribArray(vertexHandle);
GLES20.glEnableVertexAttribArray(textureCoordHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,
mTextures.get(0).mTextureID[0]);
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false,
modelViewProjection, 0);
GLES20.glUniform1i(texSampler2DHandle, 0);
// pass the model view matrix to the shader
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false,
modelViewProjection, 0);
// finally render
GLES20.glDrawElements(GLES20.GL_TRIANGLES,
mTeapot.getNumObjectIndex(), GLES20.GL_UNSIGNED_SHORT,
mTeapot.getIndices());
// disable the enabled arrays
GLES20.glDisableVertexAttribArray(vertexHandle);
GLES20.glDisableVertexAttribArray(textureCoordHandle);
SampleUtils.checkGLError("Render Frame");
}
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_BLEND);
mRenderer.end();
}
private void printUserData(Trackable trackable)
{
String userData = (String) trackable.getUserData();
Log.d(LOGTAG, "UserData:Retreived User Data \"" + userData + "\"");
}
public void setTextures(Vector<Texture> textures)
{
mTextures = textures;
}
}

If the object is far, it could be that the Z translation or scaling is wrong. Check if your objectSize[2] is correct. Anyway, you can control the distance with Matrix.translateM (the last argument is Z)

Related

Calling a String in Processing

I'm new to processing/java/code but was hoping for some help with my sketch.
I am trying to create an ink-looking sketch, with letters/characters displayed, then faded out instead of particles themselves. Inspired by https://openprocessing.org/sketch/1576908 I've run into errors with the entire particle constructor with an error on the line void update(p):
//update the velocity and location of particle
void update(p){
this.acceleration.add(createVector((noise(this.location.x)*2-1), (noise(this.location.y)*2-1)));
this.velocity.add(this.acceleration);
this.acceleration.set(0,0);
this.location.add(this.velocity);
this.alpha -= this.rate ;
// here is the recursion condition
if(this.alpha<=this.palpha*0.25 && this.palpha>10) {
p.push(new particle(this.location.x, this.location.y, this.rate*0.25, this.palpha*0.5));
}
}
Here is my full code
Thank you!
String[] particles = {"a", "b", "c", "d"} ; //string of particles
int velocity;
int acceleration;
int location;
int alpha;
int p;
void setup() {
size(600, 600);
background(255);
}
void draw() {
if(mousePressed) {
// spawn a new particle and add it to the array
particles.push(text(particles, mouseX, mouseY, 75));
textSize(random(20, 40));
}
// update and show the particles
for(int i=particles.length-2; i>=0; i--) {
particles[i].update(particles);
particles[i].show();
if(particles[i].alpha<=2) particles.splice(i, 5); // remove the dead particle
}
}
//particle class
class particle{
//constructor called when creating an instance of this class
// x & y are the location, r is the rate of decay, a is the starting alpha value
particle(float x, float y, float r, float a){
this.location = createVector(x,y) ;
this.velocity = createVector(random(-1,1),random(-1,1));
this.acceleration = createVector();
this.alpha = this.palpha=a ;
this.amp=4; // size of the particle
this.rate = r;
}
//update the velocity and location of particle
void update(p){
this.acceleration.add(createVector((noise(this.location.x)*2-1), (noise(this.location.y)*2-1)));
this.velocity.add(this.acceleration);
this.acceleration.set(0,0);
this.location.add(this.velocity);
this.alpha -= this.rate ;
// here is the recursion condition
if(this.alpha<=this.palpha*0.25 && this.palpha>10) {
p.push(new particle(this.location.x, this.location.y, this.rate*0.25, this.palpha*0.5));
}
}
//show the particles
void show(){
noStroke() ;
fill(0,35,25, this.alpha) ;
ellipse(this.location.x, this.location.y, this.amp);
}
} // end particle class```
You have at least two separate questions here:
how to port the p5.js sketch to Processing ?
how to add text for each particle ?
In the future I recommend breaking the problem down to simpler/shorter problems that can be tackle independently.
How let's look at the syntax errors Processing presents:
1.
particles.push(text(particles, mouseX, mouseY, 75));
errors with
The function "text()" expects parameters like: "text(int, float, float, float)"
The issue here is slightly masked. It looks like instead of calling text(yourTextString, yourTextX, yourTextY); you have different parameters. In reality there are two issues here:
push() is JavaScript Array's function. You need to use an ArrayList and its add() method instead in Processing (Java).
currently the particle class doesn't handle text. You can add a String text property which you can supply with a modified contructor: Particle(float x, float y, float r, float a, String text) (and you'd assign the constructor argument to the instance property (e.g. this.text = textl)
createVector exists in p5.js. In Processing you can switch this to new PVector(). Additionally you need to declare the variables initialised in the constructor as part of the class (e.g. location, velocity, acceleration, alpha, palpha, amp, rate).
ellipse(this.location.x, this.location.y, this.amp); is missing the last argument: ellipse(this.location.x, this.location.y, this.amp, this.amp);
This is a modified version of your code with the above notes applied:
// original sketch by OpenProcessing user Prasad
// https://openprocessing.org/sketch/1576908
String[] particlesText = {"a", "b", "c", "d"} ; //string of text
// array of particles
ArrayList<Particle> particles = new ArrayList<Particle>();
int velocity;
int acceleration;
int location;
int alpha;
int p;
void setup() {
size(600, 600);
background(255);
}
void draw() {
if(mousePressed) {
// spawn a new particle and add it to the array
// use % to loop over text (e.g .a,b,c,d,a...etc)
int textIndex = particles.size() % particlesText.length;
// grab the text from the array
String text = particlesText[textIndex];
// add a new particle providing text as well
particles.add(new Particle((float)mouseX, (float)mouseY,5.0, 75.0, text));
textSize(random(20, 40));
}
// update and show the particles
for(int i=particles.size()-2; i>=0; i--) {
Particle particle = particles.get(i);
particle.update(particles);
particle.show();
if(particle.alpha<=2) particles.remove(i); // remove the dead particle
}
}
//particle class
class Particle{
PVector location;
PVector velocity;
PVector acceleration;
float alpha;
float palpha;
float amp;
float rate;
String text = "";
//constructor called when creating an instance of this class
// x & y are the location, r is the rate of decay, a is the starting alpha value
Particle(float x, float y, float r, float a, String text){
this.location = new PVector(x,y) ;
this.velocity = new PVector(random(-1,1),random(-1,1));
this.acceleration = new PVector();
this.alpha = this.palpha=a ;
this.amp=4; // size of the particle
this.rate = r;
this.text = text;
}
//update the velocity and location of particle
void update(ArrayList<Particle> p){
this.acceleration.add(new PVector((noise(this.location.x)*2-1), (noise(this.location.y)*2-1)));
this.velocity.add(this.acceleration);
this.acceleration.set(0,0);
this.location.add(this.velocity);
this.alpha -= this.rate ;
// here is the recursion condition
if(this.alpha<=this.palpha*0.25 && this.palpha>10) {
p.add(new Particle(this.location.x, this.location.y, this.rate*0.25, this.palpha*0.5, this.text));
}
}
//show the particles
void show(){
noStroke() ;
fill(0,35,25, this.alpha);
//render the ellipse
ellipse(this.location.x, this.location.y, this.amp, this.amp);
// render the text
textSize(this.amp * 6);
text(this.text, this.location.x, this.location.y);
}
} // end particle class
(Note that you can choose not to render the ellipses and you can tweak the text size to something that makes more sense aesthetically. Also, when you're using other people's code, always credit them.)

HaxeFlixel. Access violation reading location 0x00000008

I have a sprite that I can drag around on screen. I want to be able to drag this sprite into an area (box). As it stands now I can only drop the sprite into the box, but when I drag it directly inn, the the program crashes.
*Im developing in FlashDevelop but windows gave me av option to debug in VS.
I debugged in VS and got this ERROR:
Unhandled exception at 0x00ACCEE9 in Proj.exe: 0xC0000005: Access violation reading location 0x00000008.
Relevant code:
class Drag extends FlxGroup {
var mouseJoint:DistanceJoint;
public inline function registerPhysSprite(spr:FlxNapeSprite)
{
MouseEventManager.add(spr, createMouseJoint);
}
function createMouseJoint(spr:FlxSprite)
{
var body:Body = cast(spr, FlxNapeSprite).body;
mouseJoint = new DistanceJoint(FlxNapeState.space.world, body, new Vec2(FlxG.mouse.x, FlxG.mouse.y),
body.worldPointToLocal(new Vec2(FlxG.mouse.x, FlxG.mouse.y)), 0, 0);
mouseJoint.space = FlxNapeState.space;
}
override public function update():Void
{
super.update();
if (mouseJoint != null)
{
mouseJoint.anchor1 = new Vec2(FlxG.mouse.x, FlxG.mouse.y);
if (FlxG.mouse.justReleased)
{
mouseJoint.space = null;
}
}
}
}
class PlayState extends FlxNapeState {
override public function create()
{
super.create();
bgColor = FlxColor.BLACK;
napeDebugEnabled = true;
var light = new Light(10, 10);
var box = new Box(100, 100);
var drag:Drag;
createWalls(1, 1, 1024, 768, 10, new Material(1, 1, 2, 1, 0.001));
add(light);
add(box);
drag = new Drag();
add(drag);
drag.registerPhysSprite(light);
light.body.velocity.y = 200;
FlxNapeState.space.listeners.add(new InteractionListener(
CbEvent.BEGIN,
InteractionType.COLLISION,
Light.CB_TYPE,
Box.CB_TYPE,
collideLightBox));
}
function collideLightBox(callback:InteractionCallback)
{
var light:Light = cast callback.int1.castBody.userData.sprite;
light.kill();
}
}
class Light extends FlxNapeSprite {
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(10, 10, FlxColor.TRANSPARENT);
var radius = 5;
drawCircle(5, 5, radius, FlxColor.WHITE);
createCircularBody(radius);
body.cbTypes.add(CB_TYPE);
body.userData.sprite = this;
}
}
class Box extends FlxNapeSprite {
public static var CB_TYPE(default, null) = new CbType();
public function new(x:Float, y:Float)
{
super(x, y);
makeGraphic(100, 50, FlxColor.GREEN);
createRectangularBody(width, height);
body.cbTypes.add(CB_TYPE);
body.type = BodyType.STATIC;
}
}
If you're possibly accessing a null pointer, consider the answer given in this question:
Why is this Haxe try-catch block still crashing, when using Release mode for C++ target
That way you can turn on null pointer checks in hxcpp so you can get better debug information.
Also, if you're trying to debug hxcpp directly in FlashDevelop (step-through and all that), that feature isn't released yet, but I spoke with the team recently and they're working on it.

How to know if an 3DObject is Looked at in VR

I am using RajawaliVR library.
I have added a plane and applied texture to it. Know I want to know when my object is being looked at so that I can trigger some even. Is there anything in RajawaliVR or google cardboad that can help me achieve this.
Material cruiserMaterial = new Material();
cruiserMaterial.setDiffuseMethod(new DiffuseMethod.Lambert());
cruiserMaterial.setColorInfluence(0);
cruiserMaterial.enableLighting(true);
try {
cruiserMaterial.addTexture(new Texture("spaceCruiserTex",
R.drawable.image2));
} catch (TextureException e) {
e.printStackTrace();
}
Object3D leftPlane = new Plane(10f, 10f, 1, 1, 1);
leftPlane.setMaterial(cruiserMaterial);
leftPlane.setRotZ(90);
Object3D container = new Object3D();
container.addChild(leftPlane);
container.setRotX(90);
container.setRotY(90);
container.setRotZ(90);
container.setZ(-20);
getCurrentScene().addChild(container);
Just put this in your renderers main loop (OnDrawFrame), iterate a list with objects and pass the object as parameter. The method will return true if you are currently looking at an object.
private static final float YAW_LIMIT = 0.12f;
private static final float PITCH_LIMIT = 0.12f;
/**
* Check if user is looking at object by calculating where the object is in eye-space.
*
* #return true if the user is looking at the object.
*/
private boolean isLookingAtObject(WorldObject object) {
float[] initVec = { 0, 0, 0, 1.0f };
float[] objPositionVec = new float[4];
// Convert object space to camera space. Use the headView from onNewFrame.
Matrix.multiplyMM(mModelView, 0, this.getHeadViewMatrix(), 0, object.getModel().getModelMatrix().getFloatValues(), 0);
Matrix.multiplyMV(objPositionVec, 0, mModelView, 0, initVec, 0);
float pitch = (float) Math.atan2(objPositionVec[1], -objPositionVec[2]);
float yaw = (float) Math.atan2(objPositionVec[0], -objPositionVec[2]);
return Math.abs(pitch) < PITCH_LIMIT && Math.abs(yaw) < YAW_LIMIT;
}

Wrong results when trying to get sizes of a pane with css-formattings

I came across a strange behaviour of JavaFX when i tried to obtain the bordersizes (bounds) of a pane that has some css-effects//formattings applied to it. In my application i have to lookup the exact sizes of different objects in order to connect them with lines (imagine some sort of UML-diagramm editor, the start and endpoints of the lines are the border coordinates of the objects).
Now to my problem: whenever i try to get the bordersizes of an object in the same method where this object is put on the scene graph, the result does not include any css attributes like padding, bordersize, strokes and so on. The exact result gets returned if the object already exists on the scene graph before i lookup the size. It seems to be that JavaFX has to wait for one rendering pass (16,7ms) to actually update the real bounds and sizes on an object. Is there any way to get the size of an object (especially those which extend Pane) in the same method as it is created? I don't really like the workaround with waiting for 16,7ms, because it creates some unwanted behaviour in my application.
The following code shows the problem. The size when creating the pane containing the rectangle does not equal the size when pressing the "show size" button.
public class SzenarioView extends GridPane
{
private Group paintingLayer;
public SzenarioView()
{
super();
paintingLayer = new Group();
paintingLayer.getStylesheets().add(TestStarter.class.getResource("ReprBox.css").toString());
Rectangle r1 = new Rectangle(0, 0, 1000, 1000);
r1.setFill(Color.AZURE);
paintingLayer.getChildren().add(r1);
Button b1 = new Button("Show Size");
b1.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent arg0) {
for(Node n : paintingLayer.getChildren())
{
System.out.println("Border...");
System.out.println(getNodeBorderCoords(n, BorderTypes.RIGHT)[0]);
System.out.println(getNodeBorderCoords(n, BorderTypes.RIGHT)[1]);
System.out.println("End Border");
}
}
});
Button b2 = new Button("Add CCSBTN");
b2.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
BorderPane bp = new BorderPane();
bp.getStylesheets().add(TestStarter.class.getResource("ReprBox.css").toString());
Rectangle rcss = new Rectangle(50, 50);
bp.setTop(rcss);
bp.getStyleClass().add("my-box");
setObjectOnScreen(bp, 100, 100);
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[0]);
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[1]);
}
});
this.add(b1, 0, 0);
this.add(b2, 1, 0);
this.add(paintingLayer, 1, 1);
this.setMaxHeight(500);
this.setMaxWidth(700);
this.setHgap(10);
this.setVgap(10);
this.setPadding(new Insets(10, 10, 10, 10));
}
public void setObjectOnScreen(Node obj, double toX, double toY)
{
obj.setLayoutX(toX);
obj.setLayoutY(toY);
paintingLayer.getChildren().add(obj);
}
public double[] getNodeBorderCoords(Node n, BorderTypes type)
{
double x = 0;
double y = 0;
double bx = n.getBoundsInLocal().getWidth();
double by = n.getBoundsInLocal().getHeight();
switch (type)
{
case LEFT:
x = n.getLayoutX();
y = n.getLayoutY() + by / 2;
break;
case RIGHT:
x = n.getLayoutX() + bx ;
y = n.getLayoutY() + by / 2;
break;
case TOP:
x = n.getLayoutX() + bx / 2;
y = n.getLayoutY();
break;
case BOTTOM:
x = n.getLayoutX() + bx / 2;
y = n.getLayoutY() + by;
break;
}
double[] ret =
{ x, y, };
return ret;
}
}
The CSS-File
#CHARSET "ISO-8859-1";
.my-box {
-fx-border-color: rgb(255, 0, 0);
-fx-border-radius: 2;
-fx-padding: 1 1 1 1;
-fx-border-width: 5 5 5 5;
}
By the way, it doesn't matter if use getBoundsInLocal() or getBoundsInParent() .
UPDATE
Here are two workarounds that can be used:
Thread t = new Thread(new Runnable() {
#Override
public void run() {
try {
Thread.sleep(17);
} catch (InterruptedException e) {
e.printStackTrace();
}
Platform.runLater(new Runnable() {
#Override
public void run() {
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[0]);
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[1]);
}
});
}
});
t.start();
But delaying the call might cause some strange behaviour like i stated in my post. But i found another "solution" recently.
bp.snapshot(new SnapshotParameters(), new WritableImage(5, 5));
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[0]);
System.out.println(getNodeBorderCoords(bp, BorderTypes.RIGHT)[1]);
The snapshot() method applies all css effects (and all other layout work) on the node. After that, the returned values of the borders are correct.
There are 2 approaches:
You can use binding instead of static size call. It gives benefits of additional support for update after resize but adds a bit of listeners handling burden on FX enging.
Wrapping size reading logic into Platform.runLater() will put it later into event queue and should address premature size access issue.

Is there an existing PropertyGrid UITypeEditor for type "ChartColorPalette"?

I'm trying to write a simple property grid to allow the users to modify the colours of a Chart. By default, a Chart has a "Palette" property, which is of the enumeration type "ChartColorPalette". If the object which underlies my property grid also has a "Palette" property of the same type, I get the drop-down list of possible values. What I don't get however, is the little stripey images to the left of the value names.
Now, I can write a UITypeEditor derived class and have the "PaintValue" draw little resource bitmaps which I have culled from the screen using "Paint" or somesuch, but this seems rather tedious.
Does anyone know if there is already a type editor for the "ChartColorPalette" enumeration which I can use to get the little bitmaps ?
as it happens, writing the UITypeEditor is not that tricky, and not that much code either.
Firstly I created a type editor that looked like this:
private class ChartColorPaletteEditor : UITypeEditor
{
public override bool GetPaintValueSupported(ITypeDescriptorContext context)
{
return true;
}
public override void PaintValue(PaintValueEventArgs e)
{
String paletteName = e.Value.ToString();
String baseName = this.GetType().Namespace + ".MyChart";
ResourceManager mgr = new ResourceManager(baseName, this.GetType().Assembly);
Bitmap bmp = mgr.GetObject(paletteName) as Bitmap;
if (bmp != null)
{
e.Graphics.DrawImage(bmp, e.Bounds);
bmp.Dispose();
}
}
}
I attached this to my control property in the usual way:
[DefaultValue(typeof(ChartColorPalette), "BrightPastel")]
[Editor(typeof(ChartColorPaletteEditor), typeof(System.Drawing.Design.UITypeEditor))]
[Category("Appearance")]
[Description("The named palette to use when choosing the colour scheme for the chart series lines.")]
public ChartColorPalette Palette { get; set; }
Then I added a small PNG resource for each of the little palette images. I had a derived control "MyChart" which inherited from "Chart" and I added the images to that as resources (making sure to set the "Persistance" property to "Embedded in .resx" to save having to keep the PNG files about). The names of the PNG files matched the names in the ChartColorPalette enumeration.
The only issue was where to get the little 20 x 14 images from. I originally just culled them using Paint.exe but didn't like that, so I wrote some code to generate them for me. That was fairly simple, once I had found the colour values that are used by the Charting control. One subtlety is that, where there are more than 12 colours in a palette, the little bitmap uses every other colour. That code looked like this:
using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Reflection;
using System.Windows.Forms.DataVisualization.Charting;
namespace ConsoleApplication10
{
class Program
{
static void Main(string[] args)
{
Enum.GetValues(typeof(ChartColorPalette)).OfType<ChartColorPalette>().ToList().ForEach(GeneratePNG);
}
static void GeneratePNG(ChartColorPalette palette)
{
if (palette == ChartColorPalette.None) return;
Color[] colours = palette.GetColors();
if (colours.Length >= 12)
{
colours = new Color[] { colours[0], colours[2], colours[4], colours[6], colours[8], colours[10] };
}
else
{
colours = new Color[] { colours[0], colours[1], colours[2], colours[3], colours[4], colours[5] };
}
using (Bitmap bmp = new Bitmap(20, 14))
{
using (Graphics gr = Graphics.FromImage(bmp))
{
using (SolidBrush b1 = new SolidBrush(colours[0]),
b2 = new SolidBrush(colours[1]),
b3 = new SolidBrush(colours[2]),
b4 = new SolidBrush(colours[3]),
b5 = new SolidBrush(colours[4]),
b6 = new SolidBrush(colours[5]))
{
int height = bmp.Height - 2;
gr.DrawRectangle(Pens.Black, 0, 0, bmp.Width - 1, bmp.Height - 1);
gr.FillRectangle(b1, new Rectangle(1, 1, 3, height));
gr.FillRectangle(b2, new Rectangle(4, 1, 3, height));
gr.FillRectangle(b3, new Rectangle(7, 1, 3, height));
gr.FillRectangle(b4, new Rectangle(10, 1, 3, height));
gr.FillRectangle(b5, new Rectangle(13, 1, 3, height));
gr.FillRectangle(b6, new Rectangle(16, 1, 3, height));
}
}
String path = System.Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);
path = Path.Combine(path, #"Visual Studio 2010\Projects\DataVisualization.Charting\Palette Bitmaps");
String filename = palette.ToString() + ".png";
bmp.Save(Path.Combine(path, filename), ImageFormat.Png);
}
}
}
public static class Extensions
{
public static Color[] GetColors(this ChartColorPalette value)
{
switch (value)
{
case ChartColorPalette.Berry:
return GetColors(0x8a2be2, 0xba55d3, 0x4169e1, 0xc71585, 0x0000ff, 0x8a2be2, 0xda70d6, 0x7b68ee, 0xc000c0, 0x0000cd, 0x800080);
case ChartColorPalette.Bright:
return GetColors(0x008000, 0x0000ff, 0x800080, 0x00ff00, 0xff00ff, 0x008080, 0xffff00, 0x808080, 0x00ffff, 0x000080, 0x800000, 0xff0000, 0x808000, 0xc0c0c0, 0xff6347, 0xffe4b5);
case ChartColorPalette.BrightPastel:
return GetColors(0x418cf0, 0xfcb441, 0xe0400a, 0x056492, 0xbfbfbf, 0x1a3b69, 0xffe382, 0x129cdd, 0xca6b4b, 0x005cdb, 0xf3d288, 0x506381, 0xf1b9a8, 0xe0830a, 0x7893be);
case ChartColorPalette.Chocolate:
return GetColors(0xa0522d, 0xd2691e, 0x8b0000, 0xcd853f, 0xa52a2a, 0xf4a460, 0x8b4513, 0xc04000, 0xb22222, 0xb65c3a);
case ChartColorPalette.EarthTones:
return GetColors(0xff8000, 0xb8860b, 0xc04000, 0x6b8e23, 0xcd853f, 0xc0c000, 0x228b22, 0xd2691e, 0x808000, 0x20b2aa, 0xf4a460, 0x00c000, 0x8fbc8b, 0xb22222, 0x8b4513, 0xc00000);
case ChartColorPalette.Excel:
return GetColors(0x9999ff, 0x993366, 0xffffcc, 0xccffff, 0x660066, 0xff8080, 0x0066cc, 0xccccff, 0x000080, 0xff00ff, 0xffff00, 0x00ffff, 0x800080, 0x800000, 0x008080, 0x0000ff);
case ChartColorPalette.Fire:
return GetColors(0xffd700, 0xff0000, 0xff1493, 0xdc143c, 0xff8c00, 0xff00ff, 0xffff00, 0xff4500, 0xc71585, 0xdde221);
case ChartColorPalette.Grayscale:
return GetColors(0xc8c8c8, 0xbdbdbd, 0xb2b2b2, 0xa7a7a7, 0x9c9c9c, 0x919191, 0x868686, 0x7b7b7b, 0x707070, 0x656565, 0x5a5a5a, 0x4f4f4f, 0x444444, 0x393939, 0x2e2e2e, 0x232323);
case ChartColorPalette.Light:
return GetColors(0xe6e6fa, 0xfff0f5, 0xffdab9, 0xfffacd, 0xffe4e1, 0xf0fff0, 0xf0f8ff, 0xf5f5f5, 0xfaebd7, 0xe0ffff);
case ChartColorPalette.Pastel:
return GetColors(0x87ceeb, 0x32cd32, 0xba55d3, 0xf08080, 0x4682b4, 0x9acd32, 0x40e0d0, 0xff69b4, 0xf0e68c, 0xd2b48c, 0x8fbc8b, 0x6495ed, 0xdda0dd, 0x5f9ea0, 0xffdab9, 0xffa07a);
case ChartColorPalette.SeaGreen:
return GetColors(0x2e8b57, 0x66cdaa, 0x4682b4, 0x008b8b, 0x5f9ea0, 0x3cb371, 0x48d1cc, 0xb0c4de, 0xffffff, 0x87ceeb);
case ChartColorPalette.SemiTransparent:
return GetColors(0xff6969, 0x69ff69, 0x6969ff, 0xffff69, 0x69ffff, 0xff69ff, 0xcdb075, 0xffafaf, 0xafffaf, 0xafafff, 0xffffaf, 0xafffff, 0xffafff, 0xe4d5b5, 0xa4b086, 0x819ec1);
case ChartColorPalette.None:
default:
return GetColors(0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000);
}
}
private static Color[] GetColors(params Int32[] values)
{
return values.Select(value => Color.FromArgb(255, Color.FromArgb(value))).ToArray(); // alpha channel of 255 for fully opaque
}
}
}
Hope this is useful to someone out there...

Resources