I have a (circular) dial. I would like to place text centered at a specific angle on the dial. A simple analogy would be a clock face with text above each hour mark. I can write text along an arc, placing text at the top (12h) position, then rotate that path to place it at a specific angle. The only solution I could think of was to create 1 layer for each text then rotate that layer appropriately (10 deg, 20 deg, 30 deg, etc.). This seems a brute force method, and I have not even been able to get it to work (yet). So, is there a better, standard way to do this?
TIA
ken
Definitely no standard way. But there are scripts that can make that easier. They can be found here (some come with a self-contained doc, go directly to the download page.
dial-marks will generate marks (with round sides if required). It's easy to remove the excess point to keep only arcs. You can have other uses for that one if you are in clocks.
ofn-path-edit (break apart function) is used to make one path per stroke
text-along-path can then be used to add text (centered) on each of these paths.
Results of the three main steps
If you want to script this, plenty of code to borrow from in these scripts.
Related
I have been working on an animated graphics project with very specific requirements, and after quite a bit of searching and test coding, I have figured that I could take several approaches, but the Khronos and MDN documentation I have been reading coupled with other posts I have seen here don't answer all of my questions regarding my particular project. In the meantime, I have written short test programs (setting infrastructure for testing).
Firstly, I should describe the project:
The main object drawn to the screen is a simple quad surrounded by a black outline (LINE_LOOP or LINES will do, probably, though I have had issues with z-fighting...that will be left for another question). When the user interacts with the program, exactly one new quad is created and immediately drawn, but for a set amount of time its vertices move around until the quad moves to its final destination. (Note that translations won't do.) Random black lines are also drawn, and sometimes those lines also move around.
Once one of the quads reaches its final spot, it never moves again.
A new quad is always atop old quads (closer to the screen). That means that I need to layer the quads and lines from oldest to newest.
*this also means that it would probably be best to assign z-values to each quad and line, even if the graphics are in pixel coordinates and use an orthographic matrix. Would everyone agree with this?
Given these parameters, I have a few options with varying levels of complexity:
1> Take the object-oriented approach and just assign a buffer to each quad, and the same goes for the random lines. --creation and destruction of buffers every frame for the one shape that is moving. I truthfully think that this is a terrible idea that might only work in a higher level library that does heavy optimization underneath. This approach also doesn't take advantage of the fact that almost every quad will stay the same.
[vertices0] ... , [verticesN]
Draw x N (many draws for many small-size buffers)
2> Assign a z-value to each quad, outline, and line (as mentioned above). Allocate a huge vertex buffer and element buffer to store all permanently-in-their-final-positions quads. Resize only in the very unlikely case someone interacts for long enough. Create a second tiny buffer to store the one temporary moving quad and use bufferSubData every frame. When the quad reaches its destination, bufferSubData it into the large buffer and overwrite the small buffer upon creation of the next quad...all on the same frame. The main questions I have here are: is it possible (safe?) to use bufferSubData and draw it on the same frame? Also, would I use DYNAMIC_DRAW on both buffers even though the larger one would see fewer updates?
[permanent vertices ... | uninitialized (keep a count)]
bufferSubData -> [tempVerticesForOneQuad]
Draw 2x
3> Still create the large and small buffers, but instead of using bufferSubData every frame, create a second shader program and add an attribute for the new/moving quad that explicitly sets the vertex positions for the animation (I would pass vertex index attributes). Only draw with the small buffer when the quad is moving. For the frame when the quad reaches its destination, draw both large and small buffer, but then bufferSubData the final coordinates into the large permanent buffer to be used in the next frame.
switchToShaderProgramA();
[permanent vertices...| uninitialized (keep a count)]
switchToShaderProgramB();
[temp vertices] <- shader B accepts indices for each vertex so we can do all animation in the vertex shader
---last frame of movement arrives : bufferSubData into the permanent vertices buffer for when the the next quad is created
I get the sense that the third option might be the best, but I would like to learn whether there are some other factors that I did not consider. For example, my assumption that a program switch, additional attributes, and vertex shader manipulation would be faster than just substituting the buffer values as in 2>. The advantage of approach 3> (I think) is that I can defer the buffer substitution to a time when nothing needs to be drawn.
Still, I am still not sure of how to work with the randomly-appearing lines. I can't take the "single quad vertex buffer" approach since the number of lines cannot be predicted. Might I also allocate a large buffer for the moving lines? Those also stay after the quad is finished moving, though I don't think that I could use the vertex shader trick because there would be too many attributes to set (as opposed to the 4 for the one quad). I suppose that I could create a large "permanent line data" buffer first, but what to do during the animation is tricky because the lines move. Maybe bufferSubData() + draw on the same frame is not terrible? Or it could be. This is where I need advise.
I understand that this question might not be too specific code-wise, but I don't believe that I would be allowed to show the core of the program. All I have is the typical WebGL boilerplate ready.
I am looking forward to hearing people's thoughts on how I might proceed and whether there are any trade-offs I might have missed when considering the three options above.
Thank you in advance, and please feel free to ask any additional questions if clarification is necessary.
Honestly, for what you're describing, it doesn't sound to me like it matters which you choose. On modern hardware, drawing a few hundred quads and a few thousand lines each frame would not really tax the hardware much.
Having said that, I agree that approach 1 seems very inefficient. Approach 2 sounds perfectly fine. You can safely draw a buffer on the same frame that you uploaded the data. I don't think it matters much whether you use DYNAMIC_DRAW or STATIC_DRAW for the buffer. I tend to think of dynamic buffers as being something you're updating every frame. If you only update it every few seconds or less, then static is fine. Approach 3 is also fine. Between 2 and 3, I'd say do whichever is easier for you to understand and program.
Likewise, for the lines, I would use a separate buffer. It sounds like that one changes per frame, so I would use DYNAMIC_DRAW for that. Allocating a single large buffer for it and performing a glBufferSubData() per frame is probably a fine strategy. As always, trying it and profiling it will tell you for sure.
So I've started development on a rouge-like platformer. It would be difficult to explain exactly what it's like, but that doesn't matter. What does matter is how many sprites I need.
I have 4 classes and 4 races. (As of now, may add more later) Thief, Warrior, Wizard, and Archer. They all have different suits. As for race; Human, Elven, Reptillian, and Dwarven. Since the player can choose their race and class, do I need to make a sprite of every movement option for every combination of these? That would equal up to 16 different sprites. But since I'm adding movement, jumping, attacking, etc... Ugh I'm getting a headache just thinking about it, Help please?
you can do this with skeletal animation sprites.
You need to have a body sprite for each class and each race, but you can have a bone, and split the bone from bodies. Then you animate the bone, and allocate the proper body to it.
means that you design a run animation for bone, then when you need to play animation for any class and race, just apply the bone to specific sprites.
see this.
You will have to do a lot of drawing anyway, but what you can do is separate the classes and the races from the different movements. For exemple, draw a body without any outfit and any race specific attribut (assuming the dwarf and the elven have the same body size... ). Draw this body in all the positions you want. Then draw sprites with the only the heads of every characters, and then the outfits without anything int them.
Then, for each character, in the draw event, draw the standard body, then the character specific head, then the outfit.
The trick is to draw your body animations in such a way that the outfit and the head stay approximately the same during the movements, and the body does all the moving.
But in the end, all depends on the style you want. I would recommend my solution if you do some pixel art. Otherwise, if your characters are very detailed, you may want to use the skeletal animations as Ali Bahrami suggested.
i recommend creating a basic sprite for each race and then copying it and just adding the appropriate clothing / armour for each class.
The problem I am facing is following.
I have a number of 3D head scans, some of them are taken correctly (like attached example) but in many it is easy to see that the scanned person had his head not exactly aligned with the machine's front and thus one side of the texture (and depth map) seems to be "wider" (the exact reason is that one side was taken more from behind, it can be easily seen if you look at the ears).
Fortunately when I go from the cylindrical coordinates to carthesian ones and render the face with XNA, the face is symmetrical.
Now the thing is that I would like the texture and depth maps of all my heads by as nice and symmetrical as the correct one (because later i want to align them and perform PCA).
The idea I have at the moment is that I could interpolate the surfaces between all of the vertices and from those interpolations take new vertices that are equally distanced from each other.
This solutions seems a lot of work and maybe its an overkill.
Maybe there is some other way (like geting that interpolation data from DirectX/XNA that has to calculate it at some point anyway).
I will be most thankful for helpful answers.
The correct example:
http://i55.tinypic.com/332mio2.jpg
Incorrect example:
http://i54.tinypic.com/309ujvt.jpg
It's probably possible to salvage (some of) the bad scans to some degree using some coordinate transformations, but you would have to guess the "incorrectness" of the alignment and it's probably impossible to do automatically.
But, unless the original subject is dead (or otherwise unavailable); it's probably a lot easier to redo the scans.
Making another scan is very likely to be quicker, and you won't loose quality as transforming the bad scans probably will. The nose on the incorrect sample seems to be shadowing the side of the nose, and no fancy algorithm can ever fix the missing data.
I have a map that I converted from a raster graphic into an SVG file by converting the differently coloured areas into paths.
I know how to do a basic point-in-polygon check given an array of edges, but the svg:path elements represent multiple polygons as well as masks (to account for seas etc) and extracting that information by parsing the d attribute seems rather heavy-handed.
Is there a JS library that allows me to simplify that check? I basically want to create random points and then check whether they are on land (i.e. inside the polygons) or water (i.e. outside).
As SVG elements seem to allow for mouse event handling, I would think that this shouldn't be much of a problem (i.e. if you can tell whether the mouse pointer is on top of an element, you are already solving the point-in-polygon problem).
EDIT: Complicating the matter a bit, I should mention that the svg:path elements seem to be based on curves rather than lines, so just parsing the d attribute to create an array of edges doesn't seem to be an option.
As the elements can take a fill attribute, a ghetto approach of rendering the SVG on a canvas and then finding the colour value of the pixel at the given point could work, but that seems like a really, really awful way to do it.
The answers on Hit-testing SVG shapes? may help you in this quest. There are issues with missing browser support, but you could perhaps use svgroot.checkIntersection to hit test a small (perhaps even 0 width/height would work?) rectangle within your polygon shape.
The approach I suggested as a last resort seems to be the easiest solution for this problem.
I found a nice JS library that makes it easy to render SVG on a canvas. With the SVG rendered, all it takes is a call to the 2D context's getImageData method for a 1x1 region at the point you want to check. I guess it helps to create a copy of the SVG with colour coding to make the check easier if your SVG is more complex than the one I'm using (you'll have to check the RGBA value byte-by-byte).
This feels terribly hackish as you're actually inspecting the pixels of a raster image, but the performance seems to be decent enough and the colour checks can be written in a way that allows for impurities (e.g. near the edges).
I guess if you want relative coordinates you could try creating a 1-to-1 sized canvas and then divide the pixel coordinates by the canvas dimensions.
If somebody comes up with a better answer, I'll accept it instead. Until then, this one serves as a placeholder in case someone comes here with the same problem looking for an easy solution.
I have a tile based map where several tiles are walls and others are walkable. the walkable tiles make up a graph I would like to use in path planning. My question is are their any good algorithms for finding a path which visits every node in the graph, minimising repeat visits?
For example:
map example http://img220.imageshack.us/img220/3488/mapq.png
If the bottom yellow tile is the starting point, the best path to visit all tiles with least repeats is:
path example http://img222.imageshack.us/img222/7773/mapd.png
There are two repeat visits in this path. A worse path would be to take a left at the first junction, then backtrack over three already visited tiles.
I don't care about the end node but the start node is important.
Thanks.
Edit:
I added pictures to my question but cannot see them when viewing it. here they are:
http://img220.imageshack.us/img220/3488/mapq.png
http://img222.imageshack.us/img222/7773/mapd.png
Additionally, in the graphs I need this for there will never be a situation where min repeats = 0. That is, to step on every tile in the map the player must cross his own path at least once.
Your wording is bad -- it allows a reduction to an NP-complete problem. If you could minimize repeat visits, then could you push them to 0 and then you would have a Hamiltonian Cycle. Which is solvable, but hard.
This sounds like it could be mapped onto the traveling salesman problem ... and so likely ends up being NP complete and no efficient deterministic algorithm is known.
Finding a path is fairly straight forward -- find a (or the minimum) spanning subtree and then do a depth/breadth-first traversal. Finding the optimal route is the really difficult bit.
You could use one of the dynamic optimization techniques to try and converge on a fairly good solution.
Unless there is some attribute of the minimum spanning subtree that could be used to generate the best path ... but I don't remember enough graph theory for that.