I want to make my dot program turn around when they reach edge
so basically i just simply calculate
x = width/2+cos(a)*20;
y = height/2+sin(a)*20;
it's make circular movement. so i want to make this turn around by checking the edge. i also already make sure that y reach the if condition using println command
class particles {
float x, y, a, r, cosx, siny;
particles() {
x = width/2; y = height/2; a = 0; r = 20;
}
void display() {
ellipse(x, y, 20, 20);
}
void explode() {
a = a + 0.1;
cosx = cos(a)*r;
siny = sin(a)*r;
x = x + cosx;
y = y + siny;
}
void edge() {
if (x>width||x<0) cosx*=-1;
if (y>height||y<0) siny*=-1;
}
}
//setup() and draw() function
particles part;
void setup(){
size (600,400);
part = new particles();
}
void draw(){
background(40);
part.display();
part.explode();
part.edge();
}
they just ignore the if condition
There is no problem with your check, the problem is with the fact that presumably the very next time through draw() you ignore what you did in response to the check by resetting the values of cosx and siny.
I recommend creating two new variables, dx and dy ("d" for "direction") which will always be either +1 and -1 and change these variables in response to your edge check. Here is a minimal example:
float a,x,y,cosx,siny;
float dx,dy;
void setup(){
size(400,400);
background(0);
stroke(255);
noFill();
x = width/2;
y = height/2;
dx = 1;
dy = 1;
a = 0;
}
void draw(){
ellipse(x,y,10,10);
cosx = dx*20*cos(a);
siny = dy*20*sin(a);
a += 0.1;
x += cosx;
y += siny;
if (x > width || x < 0)
dx = -1*dx;
if (y > height || y < 0)
dy = -1*dy;
}
When you run this code you will observe the circles bouncing off the edges:
I am trying to convert an SVG arc to a series of line segments. The background is, that I want to draw an arc using (reportlab)[http://www.reportlab.com/].
The svg gives me these parameters (accoring to here).
rx,ry,x-axis-rotation,large-arc-flag,sweep-flag,dx,dy
Now I need to determine lines following this arcs. But I do not understand how I can convert this to something geometrical more usable.
How would I determine the center of the ellipse arc and its rotation?
SVG elliptic arcs are really tricky and took me a while to implement it (even following the SVG specs). I ended up with something like this in C++:
//---------------------------------------------------------------------------
class svg_usek // virtual class for svg_line types
{
public:
int pat; // svg::pat[] index
virtual void reset(){};
virtual double getl (double mx,double my){ return 1.0; };
virtual double getdt(double dl,double mx,double my){ return 0.1; };
virtual void getpnt(double &x,double &y,double t){};
virtual void compute(){};
virtual void getcfg(AnsiString &nam,AnsiString &dtp,AnsiString &val){};
virtual void setcfg(AnsiString &nam,AnsiString &dtp,AnsiString &val,int &an,int &ad,int &av){};
};
//---------------------------------------------------------------------------
class svg_ela:public svg_usek // sweep = 0 arc goes from line p0->p1 CW
{ // sweep = 1 arc goes from line p0->p1 CCW
public: // larc is unused if |da|=PI
double x0,y0,x1,y1,a,b,alfa; int sweep,larc;
double sx,sy,a0,a1,da,ang; // sx,sy rotated center by ang
double cx,cy; // real center
void reset() { x0=0; y0=0; x1=0; y1=0; a=0; b=0; alfa=0; sweep=false; larc=false; compute(); }
double getl (double mx,double my);
// double getdt(double dl,double mx,double my);
double getdt(double dl,double mx,double my) { int n; double dt; dt=divide(dl,getl(mx,my)); n=floor(divide(1.0,dt)); if (n<1) n=1; return divide(1.0,n); }
void getpnt(double &x,double &y,double t);
void compute();
void getcfg(AnsiString &nam,AnsiString &dtp,AnsiString &val);
void setcfg(AnsiString &nam,AnsiString &dtp,AnsiString &val,int &an,int &ad,int &av);
svg_ela() {}
svg_ela(svg_ela& a) { *this=a; }
~svg_ela() {}
svg_ela* operator = (const svg_ela *a) { *this=*a; return this; }
//svg_ela* operator = (const svg_ela &a) { ...copy... return this; }
};
//---------------------------------------------------------------------------
void svg_ela::getpnt(double &x,double &y,double t)
{
double c,s,xx,yy;
t=a0+(da*t);
xx=sx+a*cos(t);
yy=sy+b*sin(t);
c=cos(-ang);
s=sin(-ang);
x=xx*c-yy*s;
y=xx*s+yy*c;
}
//---------------------------------------------------------------------------
void svg_ela::compute()
{
double ax,ay,bx,by; // body
double vx,vy,l,db;
int _sweep;
double c,s,e;
ang=pi-alfa;
_sweep=sweep;
if (larc) _sweep=!_sweep;
e=divide(a,b);
c=cos(ang);
s=sin(ang);
ax=x0*c-y0*s;
ay=x0*s+y0*c;
bx=x1*c-y1*s;
by=x1*s+y1*c;
ay*=e; // transform to circle
by*=e;
sx=0.5*(ax+bx); // mid point between A,B
sy=0.5*(ay+by);
vx=(ay-by);
vy=(bx-ax);
l=divide(a*a,(vx*vx)+(vy*vy))-0.25;
if (l<0) l=0;
l=sqrt(l);
vx*=l;
vy*=l;
if (_sweep)
{
sx+=vx;
sy+=vy;
}
else{
sx-=vx;
sy-=vy;
}
a0=atanxy(ax-sx,ay-sy);
a1=atanxy(bx-sx,by-sy);
// ay=divide(ay,e);
// by=divide(by,e);
sy=divide(sy,e);
da=a1-a0;
if (fabs(fabs(da)-pi)<=_acc_zero_ang) // half arc is without larc and sweep is not working instead change a0,a1
{
db=(0.5*(a0+a1))-atanxy(bx-ax,by-ay);
while (db<-pi) db+=pi2; // db<0 CCW ... sweep=1
while (db>+pi) db-=pi2; // db>0 CW ... sweep=0
_sweep=0;
if ((db<0.0)&&(!sweep)) _sweep=1;
if ((db>0.0)&&( sweep)) _sweep=1;
if (_sweep)
{
// a=0; b=0;
if (da>=0.0) a1-=pi2;
if (da< 0.0) a0-=pi2;
}
}
else if (larc) // big arc
{
if ((da< pi)&&(da>=0.0)) a1-=pi2;
if ((da>-pi)&&(da< 0.0)) a0-=pi2;
}
else{ // small arc
if (da>+pi) a1-=pi2;
if (da<-pi) a0-=pi2;
}
da=a1-a0;
// realny stred
c=cos(+ang);
s=sin(+ang);
cx=sx*c-sy*s;
cy=sx*s+sy*c;
}
//---------------------------------------------------------------------------
The atanxy(x,y) is the same as atan2(y,x). You can ignore class svg_usek. Usage of svg_ela is simple first feed the SVG parameters to it:
x0,y0 is start point (from previous <path> element)
x1,y1 is endpoint (x0+dx,y0+dy)
a,b are as yours rx,ry
alfa rotation angle [rad] so you need to convert from degrees...
sweep,larc are as yours.
And then call svg_ela::compute(); that will compute all variables needed for interpolation. When this initialization is done then to obtain any point from the arc just call svg_ela::getpnt(x,y,t); where x,y is the returned coordinate and t=<0,1> is input parameter. All the other methods are not important for you. To render your ARC just do this:
svg_ela arc; // your initialized arc here
int e; double x,y,t;
arc.getpnt(x,y,0.0);
Canvas->MoveTo(x,y);
for (e=1,t=0.0;e;t+=0.02)
{
if (t>=1.0) { t=1.0; e=0; }
arc.getpnt(x,y,t);
Canvas->LineTo(x,y);
}
Do not forget that SVG <g> and <path> can have transform matrices so you should apply them after each svg_ela::getpnt(x,y,t) call.
If you are interested how the stuff works compute() simply:
rotates the space so the ellipse semi-axises are axis aligned.
scale the space so ellipse becomes circle.
compute center point for circle
center lies on line that is perpendicular to line (x0,y0),(x1,y1) and also lies on its midpoint. The distance is computed by Pytagoras and direction from sweep and larc combination.
scale back to ellipse
rotate back
Now we have real center position so also compute the real endpoint angles relative to it. Now for each point on ellipse it is enough to compute it by standard parametric equation of ellipse and rotate to desired position which is what getpnt(x,y,t) does.
Hope it helps a bit.
Here related QA:
Express SVG arc as series of curves
with some images explaining the math behind SVG arcs (using the same variable names as here)
For my Java SVG application I needed a conversion of path arc to lines. I used the above code and converted it into a Java class and performed some cleanup.
package de.berndbock.tinysvg.helper;
/**
* Breaks down SVG arcs into line segments.
*
* #author Bernd Bock <chef#bernd-bock.de>
*/
public class ArcSegmenter {
private static final double PI2 = Math.PI * 2;
private static final double ACC_ZERO_ANG = 0.000001 * Math.PI / 180.0;
private final double x0;
private final double y0;
private final double x1;
private final double y1;
private final double a;
private final double b;
private final double alfa;
private final boolean sweep;
private final boolean larc;
private double sx, sy, a0, a1, da, ang; // sx, sy rotated center by ang
// private double cx, cy; // real center
public ArcSegmenter(double x0, double y0, double x1, double y1 , double a, double b, double alfa, int sweep, int larc) {
this.x0 = x0;
this.y0 = y0;
this.x1 = x1;
this.y1 = y1;
this.a = a;
this.b = b;
this.alfa = alfa;
this.sweep = sweep != 0;
this.larc = larc != 0;
compute();
}
private void compute() {
double ax, ay, bx, by; // body
double vx, vy, l, db;
boolean _sweep;
double c, s, e;
ang = Math.PI - alfa;
_sweep = sweep;
if (larc) {
_sweep = !_sweep;
}
e = a / b;
c = Math.cos(ang);
s = Math.sin(ang);
ax = x0 * c - y0 * s;
ay = x0 * s + y0 * c;
bx = x1 * c - y1 * s;
by = x1 * s + y1 * c;
ay *= e; // transform to circle
by *= e;
sx = 0.5 * (ax + bx); // mid point between A,B
sy = 0.5 * (ay + by);
vx = (ay - by);
vy = (bx - ax);
l = a * a / (vx * vx + vy * vy) - 0.25;
if (l < 0) {
l = 0;
}
l = Math.sqrt(l);
vx *= l;
vy *= l;
if (_sweep) {
sx += vx;
sy += vy;
}
else {
sx -= vx;
sy -= vy;
}
a0 = Math.atan2(ay - sy, ax - sx);
a1 = Math.atan2(by - sy, bx - sx);
sy = sy / e;
da = a1 - a0;
if (Math.abs(Math.abs(da) - Math.PI) <= ACC_ZERO_ANG) { // half arc is without larc and sweep is not working instead change a0,a1
db = (0.5 * (a0 + a1)) - Math.atan2(by - ay, bx - ax);
while (db < -Math.PI) {
db += PI2; // db<0 CCW ... sweep=1
}
while (db > Math.PI) {
db -= PI2; // db>0 CW ... sweep=0
}
_sweep = false;
if ((db < 0.0) && (!sweep)) {
_sweep = true;
}
if ((db > 0.0) && ( sweep)) {
_sweep = true;
}
if (_sweep) {
if (da >= 0.0) {
a1 -= PI2;
}
if (da < 0.0) {
a0 -= PI2;
}
}
}
else if (larc) { // big arc
if ((da < Math.PI) && (da >= 0.0)) {
a1 -= PI2;
}
if ((da > -Math.PI) && (da < 0.0)) {
a0 -= PI2;
}
}
else { // small arc
if (da > Math.PI) {
a1 -= PI2;
}
if (da < -Math.PI) {
a0 -= PI2;
}
}
da = a1 - a0;
// center point calculation:
// c = Math.cos(ang);
// s = Math.sin(ang);
// cx = sx * c - sy * s;
// cy = sx * s + sy * c;
}
public Point getpnt(double t) {
Point result = new Point();
double c, s, x, y;
t = a0 + da * t;
x = sx + a * Math.cos(t);
y = sy + b * Math.sin(t);
c = Math.cos(-ang);
s = Math.sin(-ang);
result.x = x * c - y * s;
result.y = x * s + y * c;
return result;
}
// public Point getCenterPoint() {
// return new Point(cx, cy);
// }
}
If you need the center point, then uncomment the respective lines.
Sample code to give you an idea of the usage:
ArcSegmenter segmenter = new ArcSegmenter(currentPoint.x, currentPoint.y, endPoint.x, endPoint.y, rx, ry, phi, sf, lf);
Point p1, p2;
p1 = segmenter.getpnt(0.0);
Line line;
for (double t = increment; t < 1.000001f; t += increment) {
p2 = segmenter.getpnt(t);
line = new Line(null, parent, p1.x, p1.y, p2.x, p2.y);
elements.add(line);
p1 = p2;
}
For context: I am going to analyze the breathing movement of parents during kangaroo mother care and I wish to respect their privacy by not recording them, but only the movement of stickers I placed on their chest and stomach.
So far, I'm able to track 2 colours based on webcam input through the code below. However, I would like to record only the tracked colours instead of the webcam feed as to preserve the privacy of the parent.
Does anybody know how to add a background colour, whilst still being able to track colour?
import processing.video.*;
Capture video;
final int TOLERANCE = 20;
float XRc = 0;// XY coordinate of the center of the first target
float YRc = 0;
float XRh = 0;// XY coordinate of the center of the second target
float YRh = 0;
int ii=0; //Mouse click counter
color trackColor; //The first color is the center of the robot
color trackColor2; //The second color is the head of the robot
void setup() {
size(640,480);
video = new Capture(this,640,480);
video.start();
trackColor = color(255,0,0);
trackColor2 = color(255,0,0);
smooth();
}
void draw() {
background(0);
if (video.available()) {
video.read();
}
video.loadPixels();
image(video,0,0);
float r2 = red(trackColor);
float g2 = green(trackColor);
float b2 = blue(trackColor);
float r3 = red(trackColor2);
float g3 = green(trackColor2);
float b3 = blue(trackColor2);
int somme_x = 0, somme_y = 0;
int compteur = 0;
int somme_x2 = 0, somme_y2 = 0;
int compteur2 = 0;
for(int x = 0; x < video.width; x++) {
for(int y = 0; y < video.height; y++) {
int currentLoc = x + y*video.width;
color currentColor = video.pixels[currentLoc];
float r1 = red(currentColor);
float g1 = green(currentColor);
float b1 = blue(currentColor);
if(dist(r1,g1,b1,r2,g2,b2) < TOLERANCE) {
somme_x += x;
somme_y += y;
compteur++;
}
else if(compteur > 0) {
XRc = somme_x / compteur;
YRc = somme_y / compteur;
}
if(dist(r1,g1,b1,r3,g3,b3) < TOLERANCE) {
somme_x2 += x;
somme_y2 += y;
compteur2++;
}
else if(compteur2 > 0) {
XRh = somme_x2 / compteur2;
YRh = somme_y2 / compteur2;
}
}
}
if(XRc != 0 || YRc != 0) { // Draw a circle at the first target
fill(trackColor);
strokeWeight(0.05);
stroke(0);
ellipse(XRc,YRc,20,20);
}
if(XRh != 0 || YRh != 0) {// Draw a circle at the second target
fill(trackColor2);
strokeWeight(0.05);
stroke(0);
ellipse(XRh,YRh,20,20);
}
}
void mousePressed() {
if (mousePressed && (mouseButton == RIGHT)) { // Save color where the mouse is clicked in trackColor variable
if(ii==0){
if (mouseY>480){mouseY=0;mouseX=0;}
int loc = mouseX + mouseY*video.width;
trackColor = video.pixels[loc];
ii=1;
}
else if(ii==1){
if (mouseY>480){mouseY=0;mouseX=0;}
int loc2 = mouseX + mouseY*video.width;
trackColor2 = video.pixels[loc2];
ii=2;
}
}
}
Try adding the background(0); right before you draw the first circle. It should cover the video and you can draw the circles on top of it.
Regards
Jose
I have written an image resizer using Lanczos re-sampling. I've taken the implementation straight from the directions on wikipedia. The results look good visually, but for some reason it does not match the result from Matlab's resize with Lanczos very well (in pixel error).
Does anybody see any errors? This is not my area of expertise at all...
Here is my filter (I'm using Lanczos3 by default):
double lanczos_size_ = 3.0;
inline double sinc(double x) {
double pi = 3.1415926;
x = (x * pi);
if (x < 0.01 && x > -0.01)
return 1.0 + x*x*(-1.0/6.0 + x*x*1.0/120.0);
return sin(x)/x;
}
inline double LanczosFilter(double x) {
if (std::abs(x) < lanczos_size_) {
double pi = 3.1415926;
return sinc(x)*sinc(x/lanczos_size_);
} else {
return 0.0;
}
}
And my code to resize the image:
Image Resize(Image& image, int new_rows, int new_cols) {
int old_cols = image.size().cols;
int old_rows = image.size().rows;
double col_ratio =
static_cast<double>(old_cols)/static_cast<double>(new_cols);
double row_ratio =
static_cast<double>(old_rows)/static_cast<double>(new_rows);
// Apply filter first in width, then in height.
Image horiz_image(new_cols, old_rows);
for (int r = 0; r < old_rows; r++) {
for (int c = 0; c < new_cols; c++) {
// x is the new col in terms of the old col coordinates.
double x = static_cast<double>(c)*col_ratio;
// The old col corresponding to the closest new col.
int floor_x = static_cast<int>(x);
horiz_image[r][c] = 0.0;
double weight = 0.0;
// Add up terms across the filter.
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++) {
if (i >= 0 && i < old_cols) {
double lanc_term = LanczosFilter(x - i);
horiz_image[r][c] += image[r][i]*lanc_term;
weight += lanc_term;
}
}
// Normalize the filter.
horiz_image[r][c] /= weight;
// Strap the pixel values to valid values.
horiz_image[r][c] = (horiz_image[r][c] > 1.0) ? 1.0 : horiz_image[r][c];
horiz_image[r][c] = (horiz_image[r][c] < 0.0) ? 0.0 : horiz_image[r][c];
}
}
// Now apply a vertical filter to the horiz image.
Image new_image(new_cols, new_rows);
for (int r = 0; r < new_rows; r++) {
double x = static_cast<double>(r)*row_ratio;
int floor_x = static_cast<int>(x);
for (int c = 0; c < new_cols; c++) {
new_image[r][c] = 0.0;
double weight = 0.0;
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++) {
if (i >= 0 && i < old_rows) {
double lanc_term = LanczosFilter(x - i);
new_image[r][c] += horiz_image[i][c]*lanc_term;
weight += lanc_term;
}
}
new_image[r][c] /= weight;
new_image[r][c] = (new_image[r][c] > 1.0) ? 1.0 : new_image[r][c];
new_image[r][c] = (new_image[r][c] < 0.0) ? 0.0 : new_image[r][c];
}
}
return new_image;
}
Here is Lanczosh in one single loop. no errors.
Uses mentioned at top procedures.
void ResizeDD(
double* const pixelsSrc,
const int old_cols,
const int old_rows,
double* const pixelsTarget,
int const new_rows, int const new_cols)
{
double col_ratio =
static_cast<double>(old_cols) / static_cast<double>(new_cols);
double row_ratio =
static_cast<double>(old_rows) / static_cast<double>(new_rows);
// Now apply a filter to the image.
for (int r = 0; r < new_rows; ++r)
{
const double row_within = static_cast<double>(r)* row_ratio;
int floor_row = static_cast<int>(row_within);
for (int c = 0; c < new_cols; ++c)
{
// x is the new col in terms of the old col coordinates.
double col_within = static_cast<double>(c)* col_ratio;
// The old col corresponding to the closest new col.
int floor_col = static_cast<int>(col_within);
double& v_toSet = pixelsTarget[r * new_cols + c];
v_toSet = 0.0;
double weight = 0.0;
for (int i = floor_row - lanczos_size_ + 1; i <= floor_row + lanczos_size_; ++i)
{
for (int j = floor_col - lanczos_size_ + 1; j <= floor_col + lanczos_size_; ++j)
{
if (i >= 0 && i < old_rows && j >= 0 && j < old_cols)
{
const double lanc_term = LanczosFilter(row_within - i + col_within - j);
v_toSet += pixelsSrc[i * old_rows + j] * lanc_term;
weight += lanc_term;
}
}
}
v_toSet /= weight;
v_toSet = (v_toSet > 1.0) ? 1.0 : v_toSet;
v_toSet = (v_toSet < 0.0) ? 0.0 : v_toSet;
}
}
}
The line
for (int i = floor_x - lanczos_size_ + 1; i < floor_x + lanczos_size_; i++)
should be
for (int i = floor_x - lanczos_size_ + 1; i <= floor_x + lanczos_size_; i++)
Do not know but perhaps other mistakes linger too.
I think there is a mistake in your sinc function. Below the fraction bar you have to square pi and x. Additional you have to multiply the function with lanczos size
L(x) = **a***sin(pi*x)*sin(pi*x/a) * (pi**²**x**²**)^-1
Edit: My mistake, there is all right.
I write some code to draw a text on a j2me canvas without using drawString.
For some reasons I can't use drawString method.
So, when I run my program, I deal with abnormal character spacing.
Please help me to solve the problem. This is my code:
public void paint(Graphics g) {
...
String str = ... ;
int x0 = 10;
int y0 = getHeight() - 50;
Font f = g.getFont();
int charWidth = 0;
for (int i = 0; i < str.length(); i++) {
char ch = str.charAt(i);
charWidth = f.charWidth(ch);
x0 += charWidth;
g.drawChar(ch, x0, y0, 0);
}
...
}
instead use this:
public void paint(Graphics g) {
...
String str = ... ;
int x0 = 10;
int y0 = getHeight() - 50;
Font f = g.getFont();
int lastWidth = 0;
for (int i = 0; i < str.length(); i++) {
char ch = str.charAt(i);
g.drawChar(ch, x0 + lastWidth, y0, 0);
lastWidth += f.charWidth(ch);
}
...
}
In your drawChar method,you use 0(it is equal to Graphics.TOP|Graphics.LEFT) so you would increase "lastWidth" after draw current char,or use another anchor(for example Graphics.TOP|Graphics.RIGHT) for drawChar.