how to find touch position is inside the shape in box2d? - ios4

pls any one help me
i have create the edges in my project.i know how to check touch position is inside the shape
if (fix->TestPoint(locationWorld))
{
CCLOG(#"****touch inside shape***");
}
but i want create hexagon shape and i need to ball create inside hexagon shape and move inside hexagon.
i did ball move inside hexagon shape using below code:
b2BodyDef groundBodyDef;
groundBodyDef.position.Set(0, 0);
b2Body* groundBody = world->CreateBody(&groundBodyDef);
int countVal=[pos count];
// Define the ground box shape.
b2PolygonShape groundBox;
int range=[pos count]-2;
CCLOG(#"countVal=%d,range=%d",countVal,range);
for (int i=0; i<=range; i=i+2)
{
float x1,y1,x2,y2;
x1=[[pos objectAtIndex:i] floatValue];
y1=[[pos objectAtIndex:i+1] floatValue];
if (i==range)
{
x2=[[pos objectAtIndex:0] floatValue];
y2=[[pos objectAtIndex:1] floatValue];
}
else
{
x2=[[pos objectAtIndex:i+2] floatValue];
y2=[[pos objectAtIndex:i+3] floatValue];
}
CCLOG(#"x1=%f,y1=%f,x2=%f,y2=%f",x1,y1,x2,y2);
groundBox.SetAsEdge(b2Vec2(x1/PTM_RATIO,y1/PTM_RATIO),b2Vec2(x2/PTM_RATIO,y2/PTM_RATIO));
groundBody->CreateFixture(&groundBox, 0);
}
but i dont know how to find touch position is inside polygon shape.i use cocos2d with box2d
pls any one help me

Finally i got the answer:
i am checking if the point is inside polygon:
int pnpoly(int npol, float *xp, float *yp, float x, float y)
{
int i, j, c = 0;
for (i = 0, j = npol-1; i < npol; j = i++)
{
if ((((yp[i] <= y) && (y < yp[j])) ||
((yp[j] <= y) && (y < yp[i]))) &&
(x < (xp[j] - xp[i]) * (y - yp[i]) / (yp[j] - yp[i]) + xp[i]))
c = !c;
}
return c;
}

Related

Nan building and looping over an array

I'm able to execute a hello world example, but beyond that I'm new to nan and node add-ons.
I'm concerned about memory leaks so if I'm causing any please let me
know.
And how do I push an array onto that out array similar to
[].push([0, 1]). I'm not sure how to do it in the cleanest way possible without creating a new variable to store it - if possible.
Also if there's anything else I'm doing that's not best practice please let me know! I've been researching this for a while now.
Here's the code I have so far
#include <nan.h>
void Method(const Nan::FunctionCallbackInfo <v8::Value> &info) {
v8::Local <v8::Context> context = info.GetIsolate()->GetCurrentContext();
v8::Local <v8::Array> coordinate = v8::Local<v8::Array>::Cast(info[0]);
unsigned int radius = info[2]->Uint32Value(context).FromJust();
// Also if creating the array is wasteful this way by giving it the max possible size
v8::Local <v8::Array> out = Nan::New<v8::Array>(x * y);
for (int x = -radius; x <= radius; ++x) {
for (int y = -radius; y <= radius; ++y) {
if (x * x + y * y <= radius * radius) {
// I need to push something like [x + coordinate->Get(context, 0), y + coordinate->Get(context, 0)];
out->push_back();
}
}
}
}
I was later able to write this.. If anyone can point out if I approached it correctly and/or if there are any memory issues I need to watch out for.
#include <nan.h>
void Method(const Nan::FunctionCallbackInfo <v8::Value> &info) {
v8::Local <v8::Context> context = info.GetIsolate()->GetCurrentContext();
v8::Local <v8::Array> coordinates v8::Local<v8::Array>::Cast(info[0]);
int radius = info[1]->Int32Value(context).FromJust();
v8::Local <v8::Array> out = Nan::New<v8::Array>();
int index = 0;
for (unsigned int i = 0; i < coordinates->Length(); i++) {
v8::Local <v8::Array> coordinate = v8::Local<v8::Array>::Cast(coordinates->Get(context, i).ToLocalChecked());
int xArg = coordinate->Get(context, 0).ToLocalChecked()->Int32Value(context).FromJust();
int yArg = coordinate->Get(context, 1).ToLocalChecked()->Int32Value(context).FromJust();
for (int xPos = -radius; xPos <= radius; ++xPos) {
for (int yPos = -radius; yPos <= radius; ++yPos) {
if (xPos * xPos + yPos * yPos <= radius * radius) {
v8::Local <v8::Array> xy = Nan::New<v8::Array>();
(void) xy->Set(context, 0, Nan::New(xPos + xArg));
(void) xy->Set(context, 1, Nan::New(yPos + yArg));
(void) out->Set(context, index++, xy);
}
}
}
}
info.GetReturnValue().Set(out);
}
I don't think you have any leaks - in fact there is no implicit memory allocation at all in your code - but in case you need it, I suggest you check the gyp files of my addons for more information on how to build them with asan with g++ or clang. As far as I am concerned, it is a mandatory step when creating Node addons.
https://github.com/mmomtchev/node-gdal-async/blob/master/binding.gyp
https://github.com/mmomtchev/exprtk.js/blob/main/binding.gyp
The option is called --enable_asan

checking edge for circular movement

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:

Reaction-Diffusion algorithm on Processing + Multithreading

I have made an implementation of the Reaction-Diffusion algorithm on Processing 3.1.1, following a video tutorial. I have made some adaptations on my code, like implementing it on a torus space, instead of a bounded box, like the video.
However, I ran into this annoying issue, that the code runs really slow, proportional to the canvas size (larger, slower). With that, I tried optmizing the code, according to my (limited) knowledge. The main thing I did was to reduce the number of loops running.
Even then, my code still ran quite slow.
Since I have noticed that with a canvas of 50 x 50 in size, the algorithm ran at a good speed, I tried making it multithreaded, in such a way that the canvas would be divided between the threads, and each thread would run the algorithm for a small region of the canvas.
All threads read from the current state of the canvas, and all write to the future state of the canvas. The canvas is then updated using Processing's pixel array.
However, even with multithreading, I didn't see any performance improvement. By the contrary, I saw it getting worse. Now sometimes the canvas flicker between a rendered state and completely white, and in some cases, it doesn't even render.
I'm quite sure that I'm doing something wrong, or I may be taking the wrong approach to optimizing this algorithm. And now, I'm asking for help to understand what I'm doing wrong, and how I could fix or improve my code.
Edit: Implementing ahead of time calculation and rendering using a buffer of PImage objects has removed flickering, but the calculation step on the background doesn't run fast enough to fill the buffer.
My Processing Sketch is below, and thanks in advance.
ArrayList<PImage> buffer = new ArrayList<PImage>();
Thread t;
Buffer b;
PImage currentImage;
Point[][] grid; //current state
Point[][] next; //future state
//Reaction-Diffusion algorithm parameters
final float dA = 1.0;
final float dB = 0.5;
//default: f = 0.055; k = 0.062
//mitosis: f = 0.0367; k = 0.0649
float feed = 0.055;
float kill = 0.062;
float dt = 1.0;
//multi-threading parameters to divide canvas
int threadSizeX = 50;
int threadSizeY = 50;
//red shading colors
color red = color(255, 0, 0);
color white = color(255, 255, 255);
color black = color(0, 0, 0);
//if redShader is false, rendering will use a simple grayscale mode
boolean redShader = true;
//simple class to hold chemicals A and B amounts
class Point
{
float a;
float b;
Point(float a, float b)
{
this.a = a;
this.b = b;
}
}
void setup()
{
size(300, 300);
//initialize matrices with A = 1 and B = 0
grid = new Point[width][];
next = new Point[width][];
for (int x = 0; x < width; x++)
{
grid[x] = new Point[height];
next[x] = new Point[height];
for (int y = 0; y < height; y++)
{
grid[x][y] = new Point(1.0, 0.0);
next[x][y] = new Point(1.0, 0.0);
}
}
int a = (int) random(1, 20); //seed some areas with B = 1.0
for (int amount = 0; amount < a; amount++)
{
int siz = 2;
int x = (int)random(width);
int y = (int)random(height);
for (int i = x - siz/2; i < x + siz/2; i++)
{
for (int j = y - siz/2; j < y + siz/2; j++)
{
int i2 = i;
int j2 = j;
if (i < 0)
{
i2 = width + i;
} else if (i >= width)
{
i2 = i - width;
}
if (j < 0)
{
j2 = height + j;
} else if (j >= height)
{
j2 = j - height;
}
grid[i2][j2].b = 1.0;
}
}
}
initializeThreads();
}
/**
* Divide canvas between threads
*/
void initializeThreads()
{
ArrayList<Reaction> reactions = new ArrayList<Reaction>();
for (int x1 = 0; x1 < width; x1 += threadSizeX)
{
for (int y1 = 0; y1 < height; y1 += threadSizeY)
{
int x2 = x1 + threadSizeX;
int y2 = y1 + threadSizeY;
if (x2 > width - 1)
{
x2 = width - 1;
}
if (y2 > height - 1)
{
y2 = height - 1;
}
Reaction r = new Reaction(x1, y1, x2, y2);
reactions.add(r);
}
}
b = new Buffer(reactions);
t = new Thread(b);
t.start();
}
void draw()
{
if (buffer.size() == 0)
{
return;
}
PImage i = buffer.get(0);
image(i, 0, 0);
buffer.remove(i);
//println(frameRate);
println(buffer.size());
//saveFrame("output/######.png");
}
/**
* Faster than calling built in pow() function
*/
float pow5(float x)
{
return x * x * x * x * x;
}
class Buffer implements Runnable
{
ArrayList<Reaction> reactions;
boolean calculating = false;
public Buffer(ArrayList<Reaction> reactions)
{
this.reactions = reactions;
}
public void run()
{
while (true)
{
if (buffer.size() < 1000)
{
calculate();
if (isDone())
{
buffer.add(currentImage);
Point[][] temp;
temp = grid;
grid = next;
next = temp;
calculating = false;
}
}
}
}
boolean isDone()
{
for (Reaction r : reactions)
{
if (!r.isDone())
{
return false;
}
}
return true;
}
void calculate()
{
if (calculating)
{
return;
}
currentImage = new PImage(width, height);
for (Reaction r : reactions)
{
r.calculate();
}
calculating = true;
}
}
class Reaction
{
int x1;
int x2;
int y1;
int y2;
Thread t;
public Reaction(int x1, int y1, int x2, int y2)
{
this.x1 = x1;
this.x2 = x2;
this.y1 = y1;
this.y2 = y2;
}
public void calculate()
{
Calculator c = new Calculator(x1, y1, x2, y2);
t = new Thread(c);
t.start();
}
public boolean isDone()
{
if (t.getState() == Thread.State.TERMINATED)
{
return true;
} else
{
return false;
}
}
}
class Calculator implements Runnable
{
int x1;
int x2;
int y1;
int y2;
//weights for calculating the Laplacian for A and B
final float[][] laplacianWeights = {{0.05, 0.2, 0.05},
{0.2, -1, 0.2},
{0.05, 0.2, 0.05}};
/**
* x1, x2, y1, y2 delimit a rectangle. The object will only work within it
*/
public Calculator(int x1, int y1, int x2, int y2)
{
this.x1 = x1;
this.x2 = x2;
this.y1 = y1;
this.y2 = y2;
//println("x1: " + x1 + ", y1: " + y1 + ", x2: " + x2 + ", y2: " + y2);
}
#Override
public void run()
{
reaction();
show();
}
public void reaction()
{
for (int x = x1; x <= x2; x++)
{
for (int y = y1; y <= y2; y++)
{
float a = grid[x][y].a;
float b = grid[x][y].b;
float[] l = laplaceAB(x, y);
float a2 = reactionDiffusionA(a, b, l[0]);
float b2 = reactionDiffusionB(a, b, l[1]);
next[x][y].a = a2;
next[x][y].b = b2;
}
}
}
float reactionDiffusionA(float a, float b, float lA)
{
return a + ((dA * lA) - (a * b * b) + (feed * (1 - a))) * dt;
}
float reactionDiffusionB(float a, float b, float lB)
{
return b + ((dB * lB) + (a * b * b) - ((kill + feed) * b)) * dt;
}
/**
* Calculates Laplacian for both A and B at same time, to reduce amount of loops executed
*/
float[] laplaceAB(int x, int y)
{
float[] l = {0.0, 0.0};
for (int i = x - 1; i < x + 2; i++)
{
for (int j = y - 1; j < y + 2; j++)
{
int i2 = i;
int j2 = j;
if (i < 0)
{
i2 = width + i;
} else if (i >= width)
{
i2 = i - width;
}
if (j < 0)
{
j2 = height + j;
} else if (j >= height)
{
j2 = j - height;
}
int weightX = (i - x) + 1;
int weightY = (j - y) + 1;
l[0] += laplacianWeights[weightX][weightY] * grid[i2][j2].a;
l[1] += laplacianWeights[weightX][weightY] * grid[i2][j2].b;
}
}
return l;
}
public void show()
{
currentImage.loadPixels();
//renders the canvas using the pixel array
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
float a = next[x][y].a;
float b = next[x][y].b;
int pix = x + y * width;
float diff = (a - b);
color c;
if (redShader) //aply red shading
{
float thresh = 0.5;
if (diff < thresh)
{
float diff2 = map(pow5(diff), 0, pow5(thresh), 0, 1);
c = lerpColor(black, red, diff2);
} else
{
float diff2 = map(1 - pow5(-diff + 1), 1 - pow5(-thresh + 1), 1, 0, 1);
c = lerpColor(red, white, diff2);
}
} else //apply gray scale shading
{
c = color(diff * 255, diff * 255, diff * 255);
}
currentImage.pixels[pix] = c;
}
}
currentImage.updatePixels();
}
}
A programmer had a problem. He thought “I know, I’ll solve it with threads!”. has Now problems. two he
Processing uses a single rendering thread.
It does this for good reason, and most other renderers do the same thing. In fact, I don't know of any multi-threaded renderers.
You should only change what's on the screen from Processing's main rendering thread. In other words, you should only change stuff from Processing's functions, not your own thread. This is what's causing the flickering you're seeing. You're changing stuff as it's being drawn to the screen, which is a horrible idea. (And it's why Processing uses a single rendering thread in the first place.)
You could try to use your multiple threads to do the processing, not the rendering. But I highly doubt that's going to be worth it, and like you saw, it might even make things worse.
If you want to speed up your sketch, you might also consider doing the processing ahead of time instead of in real time. Do all your calculations at the beginning of the sketch, and then just reference the results of the calculations when it's time to draw the frame. Or you could draw to a PImage ahead of time, and then just draw those.

I want to track 2 colours, but only record the movement of those two colours and hide the video feed

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

Algorithm to get spiral position by coordinate

This question is a reverse of these questions:
Find the position nth element of a rectangular tiled spiral?
Coordinate Algorithm - Rotate around the center
Looping in a spiral
Currently I have this code which gets the coordinate of the nth element in a spiral of squares:
private int[] getPos(int n) {
int x = 0, z = 0;
if (--n >= 0) {
int v = (int) Math.floor(Math.sqrt(n + .25) - 0.5);
int spiralBaseIndex = v * (v + 1);
int flipFlop = ((v & 1) << 1) - 1;
int offset = flipFlop * ((v + 1) >> 1);
x += offset; z += offset;
int cornerIndex = spiralBaseIndex + (v + 1);
if (n < cornerIndex) {
x -= flipFlop * (n - spiralBaseIndex + 1);
} else {
x -= flipFlop * (v + 1);
z -= flipFlop * (n - cornerIndex + 1);
}
}
return new int[]{x,z};
}
Now I need a function that maps the other way, any ideas?
Okay. On the assumption that your spiral is, in fact, a square spriral, this is simple enough.
First, we can tell which spiral "level" (or which ring) the position will be on by using this:
//parameter "position" assumed
int level = 0;
int layerSize = 1;
while(position > layerSize * layerSize) {
layerSize += 2;
level++;
}
We know this is the case because each spiral puts squares on either side of the previous spiral (that's the +2) and so the level the position is on is going to be in the area of the largest possible square spiral.
At this point you can use getPos to get the position of (layerSize * layerSize + 1) after that, just walk the spiral shape until your position number is reached.

Resources