I want to draw millimeter paper into a pdf, but when I measure the printed document I'm a bit off (drawn cm < 1 cm). I'm using the size of an A4 Paper (210 * 297) and the pageWidth and pageHeight to calculate the pixel per mm (used the average of both hoping this would work). I also tried different option when printing the document (with & without margin etc.), but this didn't work as well.
public class TestPrint extends Application {
protected static final float DINA4_IN_MM_WIDTH = 210;
protected static final float DINA4_IN_MM_HEIGHT = 297;
protected static final int LEFTSIDE = 35;
protected static final int TEXT_FONT_SIZE = 11;
protected static final int TOP_MARGIN = 60;
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
File file = new File("test.pdf");
double windowWidth = 600;
double windowHeight = 1000;
float x = LEFTSIDE;
PDFont font = PDType1Font.TIMES_ROMAN;
PDPage page = new PDPage(PDRectangle.A4);
PDRectangle pageSize = page.getMediaBox();
PDDocument mainDocument = new PDDocument();
mainDocument.addPage(page);
float stringHeight = font.getFontDescriptor().getFontBoundingBox().getHeight() * TEXT_FONT_SIZE;
float y = pageSize.getHeight() - stringHeight / 1000f - TOP_MARGIN;
float pixelPerMM = (pageSize.getWidth() / DINA4_IN_MM_WIDTH + pageSize.getHeight() / DINA4_IN_MM_HEIGHT) / 2;
float displayW = 520;
float displayH = 300;
try {
PDPageContentStream contents = new PDPageContentStream(mainDocument, page, AppendMode.APPEND, true);
drawBackgroundRaster(contents, x, y, displayW, displayH, pixelPerMM);
contents.close();
mainDocument.save(file);
ImageView imgView = getImageViewFromDocument(mainDocument, windowHeight);
VBox vBox = new VBox(imgView);
Scene scene = new Scene(vBox, windowWidth, windowHeight);
primaryStage.setScene(scene);
primaryStage.show();
} catch (IOException e) {
e.printStackTrace();
}
}
// draw millimeter paper with dots, two boxes shall be 1cm
private void drawBackgroundRaster(PDPageContentStream contents, float x, float y, float displayW, float displayH,
float pixelPerMM) throws IOException {
// rasterColor = grey
Color rasterColor = new Color(175, 175, 175);
contents.setStrokingColor(rasterColor);
float dotSize = 0.5f;
// draw vertical lines
for (int i = 0; i <= displayW; i++) {
float xPos = x + i * pixelPerMM;
if (xPos > displayW + x) {
break;
}
contents.moveTo(xPos, y);
if (i % 5 == 0) {
contents.setLineDashPattern(new float[] {}, 0);
contents.lineTo(xPos, y - displayH);
}
contents.stroke();
}
// draw dots and horizontal lines
for (int i = 0; i <= displayH; i++) {
float yPos = y - i * pixelPerMM;
if (yPos < y - displayH) {
break;
}
contents.moveTo(x, yPos);
if (i % 5 == 0) {
contents.setLineDashPattern(new float[] {}, 0);
contents.lineTo(x + displayW, yPos);
} else {
contents.setLineDashPattern(new float[] { dotSize, pixelPerMM - dotSize }, dotSize / 2);
contents.lineTo(x + displayW, yPos);
}
contents.stroke();
}
contents.setLineDashPattern(new float[] {}, 0);
contents.moveTo(x, y);
contents.lineTo(x + displayW, y);
contents.lineTo(x + displayW, y - displayH);
contents.lineTo(x, y - displayH);
contents.lineTo(x, y);
contents.stroke();
}
private ImageView getImageViewFromDocument(PDDocument mainDocument, double windowHeight) throws IOException {
PDFRenderer pdfRenderer = new PDFRenderer(mainDocument);
BufferedImage bim = pdfRenderer.renderImageWithDPI(0, 150, ImageType.RGB);
Image image = SwingFXUtils.toFXImage(bim, null);
ImageView imageView = new ImageView(image);
double scaleFactor = windowHeight / imageView.getImage().getHeight();
double zoomFactor = scaleFactor * 2d * 2.55d / 3;
double width = imageView.getImage().getWidth() * zoomFactor;
double height = imageView.getImage().getHeight() * zoomFactor;
imageView.setFitWidth(width);
imageView.setFitHeight(height);
return imageView;
}
}
Related
I have a TriangleMesh with a texture/diffuse map that is a 1024x1024 texture which is fully black except the last 3 lines which are filled with red, green and blue.
I gave each vertex of each triangle a constant V value (either 1021, 1022 or 1023) added 0.5 to it to center and divided it by the texture's height so it would only use one of the 3 colors and arbitrary U values.
// arbitrary u values.
float u1 = 0.1f;
float u2 = 0.3f;
float u3 = 0.9f;
int randomY = ThreadLocalRandom.current()
.nextInt((int) atlas.getHeight() - 3, (int) atlas.getHeight());
float y = randomY + 0.5f;
float v = (float) (y / atlas.getHeight());
int texIndex1 = mesh.addUV(u1, v);
int texIndex2 = mesh.addUV(u2, v);
int texIndex3 = mesh.addUV(u3, v);
mesh.getFaces().addAll(
vertexIndex1, texIndex1,
vertexIndex2, texIndex2,
vertexIndex3, texIndex3
);
The addUV method looks like this(i have my own mesh class that extends TriangleMesh which contains some helper methods)
public int addUV(float u, float v) {
int cur = getTexCoords().size() / 2;
getTexCoords().addAll(u, v);
return cur;
}
The expected result is a mesh that has it's triangles colored solid red, green and blue because V is constant and each line(y) is filled with a single color however what i got instead was a bunch of different colors that change as u zoom in/out.
If i use the same U value for each vertex as well, it does give the correct result but i don't understand why it wouldn't do the same with arbitrary U values given that the color at any given U is the exact same.
The current result(gif to show the color changing): https://i.imgur.com/4lTcLfH.gif | As seen it actually does show the correct colors but only if u zoom in a lot
The expected result(can be produced if i have constant U values as well like 0.5, 0.5, 0.5): https://i.imgur.com/x35u6xv.gif | Looks as it should, doesn't change when u zoom in/out
The texture i used as the diffuse map: https://i.imgur.com/BB6P7z6.png
Minimal reproducible example with a quad made of 2 triangles:
Create a main method (either in the same class or another) and add: Application.launch(TextureMappingIssue.class); i didn't add it in my example as depending on the setup, the main method must be in a different class
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.*;
import javafx.scene.image.Image;
import javafx.scene.image.PixelWriter;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.AnchorPane;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.TriangleMesh;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Scale;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
import javax.imageio.ImageIO;
import java.nio.file.Path;
/**
* Note that when the application is first opened without
* the camera moved, it looks as it should, as soon as
* the camera is moved (i.e if the mouse is moved in this case)
* it looks completely different, even if the camera is moved slightly
*/
public class TextureMappingIssue extends Application {
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
private AnchorPane modelPane;
private Group scene;
private SubScene subScene;
#Override
public void start(Stage primaryStage) throws Exception {
modelPane = new AnchorPane();
modelPane.setPrefWidth(WIDTH);
modelPane.setPrefHeight(HEIGHT);
initScene();
// smaller palette = looks correct until u zoom out more
int paletteWidth = 1024;
int paletteHeight = 1024;
/*
* amount of copies for red, green, blue(the colors at the bottom), the center one is picked
* note that copies = 1 just writes the original color, copies = 2 writes the original + 1 copy and so on (so with copies = 3, it writes the color 3 times and picks the 2nd one for v)
*/
int copies = 1;
float QUAD_SCALE = 1f;
float[] vertices = {
-QUAD_SCALE, -QUAD_SCALE, 0,
-QUAD_SCALE, QUAD_SCALE, 0,
QUAD_SCALE, QUAD_SCALE, 0,
QUAD_SCALE, -QUAD_SCALE, 0
};
int[] indices = {
0, 0, 1, 1, 2, 2, // first triangle
0, 3, 2, 4, 3, 5, // second triangle
};
// set these to 0f, 0f, 0f (or any value as long as they're identical to get the expected result)
float u1 = 0.1f;
float u2 = 0.3f;
float u3 = 0.5f;
int colorIndex = 1; // either 0, 1 or 2 (red, green, blue)
int offset = (3 - colorIndex) * copies;
// v is constant for each vertex in my actual application as well.
float v1 = (paletteHeight - offset + (copies / 2) + 0.5f) / paletteHeight;
float[] texCoords = {
u1, v1, u2, v1, u3, v1
};
Image palette = generatePalette(paletteWidth, paletteHeight, copies);
ImageIO.write(SwingFXUtils.fromFXImage(palette, null), "png", Path.of("./testpalette.png")
.toFile());
TriangleMesh triangle = new TriangleMesh();
triangle.getPoints().addAll(vertices);
triangle.getFaces().addAll(indices);
triangle.getTexCoords().addAll(texCoords);
triangle.getTexCoords().addAll(texCoords);
MeshView view = new MeshView(triangle);
PhongMaterial material = new PhongMaterial();
material.setDiffuseMap(palette);
//material.setSpecularMap(specular);
// material.setSpecularPower(32); // default
view.setMaterial(material);
scene.getChildren().add(view);
Scene scene = new Scene(modelPane, WIDTH, HEIGHT, true, SceneAntialiasing.BALANCED);
scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
primaryStage.show();
}
private void initScene() {
scene = new Group();
//Group grid = new Grid3D().create(48f, 1.25f);
//scene.getChildren().add(grid);
subScene = createScene3D();
scene.getChildren().add(new AmbientLight(Color.WHITE));
modelPane.getChildren().addAll(subScene);
}
private SubScene createScene3D() {
SubScene scene3d = new SubScene(scene, modelPane.getPrefWidth(), modelPane.getPrefHeight(), true, SceneAntialiasing.BALANCED);
scene3d.setFill(Color.rgb(25, 25, 25));
new OrbitCamera(scene3d, scene);
return scene3d;
}
private Image generatePalette(int width, int height, int copies) {
WritableImage palette = new WritableImage(width, height);
Color[] debugColors = {Color.RED, Color.GREEN, Color.BLUE};
PixelWriter writer = palette.getPixelWriter();
int offset = height - (debugColors.length * copies);
for (int y = 0; y < offset; y++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y, Color.BLACK);
}
}
int colorOff = 0;
for (int y = offset; y < height - (copies - 1); y += copies) {
Color c = debugColors[colorOff];
if (c == Color.GREEN) {
System.out.println("Y = " + y);
}
for (int k = 0; k < copies; k++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y + k, c);
}
}
colorOff++;
}
return palette;
}
private Image generateSpecular(int width, int height) {
WritableImage specular = new WritableImage(width, height);
PixelWriter writer = specular.getPixelWriter();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y, Color.WHITE);
}
}
return specular;
}
/*
* Orbit camera
*/
private static class OrbitCamera {
private final SubScene subScene;
private final Group root3D;
private final double MAX_ZOOM = 300.0;
public OrbitCamera(SubScene subScene, Group root) {
this.subScene = subScene;
this.root3D = root;
init();
}
private void init() {
camera.setNearClip(0.1D);
camera.setFarClip(MAX_ZOOM * 1.15D);
camera.getTransforms().addAll(
yUpRotate,
cameraPosition,
cameraLookXRotate,
cameraLookZRotate
);
Group rotateGroup = new Group();
try {
rotateGroup.getChildren().addAll(cameraXform);
} catch (Exception e) {
e.printStackTrace();
}
cameraXform.ry.setAngle(0);
cameraXform.rx.setAngle(-18);
cameraXform.getChildren().add(cameraXform2);
cameraXform2.getChildren().add(cameraXform3);
cameraXform3.getChildren().add(camera);
cameraPosition.setZ(-cameraDistance);
root3D.getChildren().addAll(rotateGroup);
subScene.setCamera(camera);
subScene.setOnScroll(event -> {
double zoomFactor = 1.05;
double deltaY = event.getDeltaY();
if (deltaY < 0) {
zoomFactor = 2.0 - zoomFactor;
}
double z = cameraPosition.getZ() / zoomFactor;
z = Math.max(z, -MAX_ZOOM);
z = Math.min(z, 10.0);
cameraPosition.setZ(z);
});
subScene.setOnMousePressed(event -> {
if (!event.isAltDown()) {
dragStartX = event.getSceneX();
dragStartY = event.getSceneY();
dragStartRotateX = cameraXRotate.getAngle();
dragStartRotateY = cameraYRotate.getAngle();
mousePosX = event.getSceneX();
mousePosY = event.getSceneY();
mouseOldX = event.getSceneX();
mouseOldY = event.getSceneY();
}
});
subScene.setOnMouseDragged(event -> {
if (!event.isAltDown()) {
double modifier = 1.0;
double modifierFactor = 0.3;
if (event.isControlDown()) modifier = 0.1;
if (event.isSecondaryButtonDown()) modifier = 0.035;
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = event.getSceneX();
mousePosY = event.getSceneY();
mouseDeltaX = mousePosX - mouseOldX;
mouseDeltaY = mousePosY - mouseOldY;
double flip = -1.0;
if (event.isSecondaryButtonDown()) {
double newX = cameraXform2.t.getX() + flip * mouseDeltaX * modifierFactor * modifier * 2.0;
double newY = cameraXform2.t.getY() + 1.0 * -mouseDeltaY * modifierFactor * modifier * 2.0;
cameraXform2.t.setX(newX);
cameraXform2.t.setY(newY);
} else if (event.isPrimaryButtonDown()) {
double yAngle = cameraXform.ry.getAngle() - 1.0 * -mouseDeltaX * modifierFactor * modifier * 2.0;
double xAngle = cameraXform.rx.getAngle() + flip * mouseDeltaY * modifierFactor * modifier * 2.0;
cameraXform.ry.setAngle(yAngle);
cameraXform.rx.setAngle(xAngle);
}
}
});
}
private final PerspectiveCamera camera = new PerspectiveCamera(true);
private final Rotate cameraXRotate = new Rotate(-20.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
private final Rotate cameraYRotate = new Rotate(-20.0, 0.0, 0.0, 0.0, Rotate.Y_AXIS);
private final Rotate cameraLookXRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
private final Rotate cameraLookZRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.Z_AXIS);
private final Translate cameraPosition = new Translate(0.0, 0.0, 0.0);
private Xform cameraXform = new Xform();
private Xform cameraXform2 = new Xform();
private Xform cameraXform3 = new Xform();
private double cameraDistance = 25.0;
private double dragStartX = 0;
private double dragStartY = 0;
private double dragStartRotateX = 0;
private double dragStartRotateY = 0;
private double mousePosX = 0;
private double mousePosY = 0;
private double mouseOldX = 0;
private double mouseOldY = 0;
private double mouseDeltaX = 0;
private double mouseDeltaY = 0;
private Rotate yUpRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
public Camera getCamera() {
return camera;
}
public Xform getCameraXform() {
return cameraXform;
}
}
private static class Xform extends Group {
Translate t = new Translate();
Translate p = new Translate();
public Rotate rx = new Rotate();
public Rotate ry = new Rotate();
Rotate rz = new Rotate();
Scale s = new Scale();
public Xform() {
rx.setAxis(Rotate.X_AXIS);
ry.setAxis(Rotate.Y_AXIS);
rz.setAxis(Rotate.Z_AXIS);
getTransforms().addAll(t, rz, ry, rx, s);
}
}
}
Edit: updated the code to support generating multiple copies of a single color and picking the center one, however this doesn't solve the issue either, it's just less visible :/
Update: the issue can be reproduced even with a 128x3 image (where it's just the red, green, blue color with 128 pixel rows)
Update 2: I can reproduce the same issue in my original code even with my original palette (that is a 128x512 image of colors that are all potentially used)
Update 3: I have decided to go for per pixel shading instead (i.e provide my mesh with a set of normals and add light sources to the scene(other than ambient)) what i wanted to do initially with the palette was to export all the vertex colors generated from a function that emulates gouraud shading but because of these interpolation issues i have went for per pixel shading (which looks better anyway, altho ideally i would've wanted to emulate gouraud shading as the game engine i use for which the javafx program is for also uses gouraud shading)
Hi Guys, I'm building an app that has an Entry similar to that of tinder, does anyone have an idea on how I can achieve this. I tried creating multiple entries and move focus on the text entered but deleting is the issue as TextChaned method is only called when there is text
In Xamarin.Forms , you can Custom a Entry Render View in iOS to implement it .
Create a custom Entry :
public class CustomEntry : Entry
{
}
Then in Native iOS, create a CustomEntryRenderer :
public class CustomEntryRenderer : EntryRenderer
{
private UITextField textField;
int numberCount = 6;
nfloat itemMargin =20;
List<UILabel> labels = new List<UILabel>();
List<UIView> lines = new List<UIView>();
UIControl maskView = new UIControl();
protected override void OnElementChanged(ElementChangedEventArgs<Entry> e)
{
base.OnElementChanged(e);
textField = (UITextField)this.Control;
//textField.ReturnKeyType = UIReturnKeyType.Done;
textField.KeyboardType = UIKeyboardType.NumberPad;
textField.AutocapitalizationType = UITextAutocapitalizationType.None;
textField.TextColor = UIColor.Clear;
textField.TintColor = UIColor.Clear;
textField.EditingChanged += TextField_EditingChanged;
UIButton maskView = new UIButton();
maskView.BackgroundColor = UIColor.White;
maskView.TouchUpInside += MaskView_TouchUpInside;
textField.AddSubview(maskView);
this.maskView = maskView;
for (int i = 0; i < numberCount; i++)
{
UILabel label = new UILabel();
label.TextAlignment = UITextAlignment.Center;
label.TextColor = UIColor.DarkTextColor;
label.Font = UIFont.FromName("PingFangSC-Regular", 41);
textField.AddSubview(label);
labels.Add(label);
}
for(int i = 0; i < numberCount; i++)
{
UIView line = new UIView();
line.BackgroundColor = UIColor.Purple;
textField.AddSubview(line);
lines.Add(line);
}
}
public override void LayoutSubviews()
{
base.LayoutSubviews();
nfloat temp = textField.Bounds.Size.Width - (itemMargin * (numberCount - 1));
nfloat w = temp / numberCount;
nfloat x = 0;
for(int i = 0; i < labels.Count; i++)
{
x = i * (w + itemMargin);
UILabel label = labels[i];
label.Frame = new CGRect(x, 0, w, textField.Bounds.Size.Height);
UIView line = lines[i];
line.Frame = new CGRect(x, textField.Bounds.Size.Height - 1, w, 1);
}
maskView.Frame = textField.Bounds;
}
private void MaskView_TouchUpInside(object sender, EventArgs e)
{
textField.BecomeFirstResponder();
}
private void TextField_EditingChanged(object sender, EventArgs e)
{
if(textField.Text.Length > numberCount)
{
//Range range = new Range(0, numberCount);
textField.Text = textField.Text.Substring(0, numberCount);
}
for(int i = 0; i < numberCount; i++)
{
UILabel label = labels[i];
if(i< textField.Text.Length)
{
label.Text = textField.Text.Substring(i, 1);
}
else
{
label.Text = "";
}
}
if (textField.Text.Length >= numberCount)
{
textField.ResignFirstResponder();
}
}
}
Finally , you can use it in Xaml :
<ProjectNameSpace:CustomEntry x:Name="customEntry" WidthRequest="300" />
The effect :
Trying to create dynamically a series of circles with Javafx. After typing the number of circles i got this:
But actually i want that my circles be in that position:
Here is my code and thanks for any hints!!
int k = 5;
for (int i = 0; i < nbNoeuds; i++) {
Noeudfx circle = new Noeudfx(k * 2, k * 2, 1, String.valueOf(i));
Label id = new Label(String.valueOf(i));
noeuds.getChildren().add(id);
id.setLayoutX(k * 2 - 20);
id.setLayoutY(k * 2 - 20);
id.setBlendMode(BlendMode.DIFFERENCE);
k += 10;
FillTransition ft1 = new FillTransition(Duration.millis(300), circle, Color.RED, Color.BLACK);
ft1.play();
noeuds.getChildren().add(circle);
ScaleTransition tr = new ScaleTransition(Duration.millis(100), circle);
tr.setByX(10f);
tr.setByY(10f);
tr.setInterpolator(Interpolator.EASE_OUT);
tr.play();
}
}
public class Noeudfx extends Circle {
Noeud noeud;
Point point;
Label distance = new Label("distance : infinite");
boolean isSelected = false;
List<Noeudfx> circles = new ArrayList<>();
public Noeudfx(double a, double b, double c, String nom) {
super(a, b, c);
noeud = new Noeud(nom, this);
point = new Point((int) a, (int) b);
circles.add(this);
}
}
Here is my solution:
int nbNoeuds = Integer.parseInt(nodeID.getText());
System.out.println("nnnnn"
+ nbNoeuds);
final Timeline animation = new Timeline(
new KeyFrame(Duration.seconds(.5), (ActionEvent actionEvent) -> {
while (noeuds.getChildren().size() <= nbNoeuds) {
// noeuds.getChildren().remove(0);
int radius =10 ;
noeuds.getChildren().add(
new Circle(
rnd.nextInt(SCENE_SIZE - radius * 2) + radius, rnd.nextInt(SCENE_SIZE - radius * 2) + radius,
radius,
Color.GRAY
)
);
}
})
);
animation.setCycleCount(Animation.INDEFINITE);
animation.play();
animation.setOnFinished((ActionEvent actionevent) -> {
animation.stop();
});
Update: i tried to add label to each circle, the problem was that the number of circles in the screen is not correct i don't know why!
Label id = new Label(String.valueOf(i));
id.setTextFill(Color.CADETBLUE);
id.setAlignment(Pos.CENTER);
Circle circle = new Circle(
rnd.nextInt(SCENE_SIZE - radius * 2) + radius, rnd.nextInt(SCENE_SIZE - radius * 2) + radius,
radius,
Color.GRAY
);
Double a = circle.getCenterX();
Double b = circle.getCenterY();
id.setLayoutX(a - 20);
id.setLayoutY(b - 20);
id.setBlendMode(BlendMode.DIFFERENCE);
noeuds.getChildren().add(id);
noeuds.getChildren().add(circle);
I am using the below code to paint vertical lines on a JavaFX Canvas. Somehow the final lines(last 10%) have lower opacity. I have not changed any options(Transform/Effect on gc). I am attaching a screenshot for reference, any idea?
public class ChartPane extends StackPane {
Canvas canvas;
public ChartPane() {
setStyle("-fx-background-color: white;");
canvas = new Canvas(getWidth(), getHeight());
getChildren().add(canvas);
widthProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> observable, Number oldValue, Number newValue) {
canvas.setWidth(newValue.intValue());
}
});
heightProperty().addListener(new ChangeListener<Number>() {
#Override
public void changed(ObservableValue<? extends Number> observable, Number oldValue, Number newValue) {
canvas.setHeight(newValue.intValue());
}
});
}
#Override
protected void layoutChildren() {
super.layoutChildren();
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.save();
gc.clearRect(0, 0, getWidth(), getHeight());
System.out.println(getWidth() + ", " + getHeight());
// vertical lines
gc.setStroke(Color.BLUE);
gc.setLineWidth(0.1);
gc.beginPath();
for(int i = 0 ; i < getWidth() ; i+=30){
gc.moveTo(i, 0);
gc.lineTo(i, getHeight() - (getHeight()%30));
gc.stroke();
}
// horizontal lines
gc.beginPath();
gc.setStroke(Color.RED);
for(int i = 30 ; i < getHeight() ; i+=30){
gc.moveTo(30, i);
gc.lineTo(getWidth(), i);
gc.stroke();
}
//gc.restore();
}
}
I have rewritten the code to strokeLine and it seems to work:
#Override
protected void layoutChildren() {
super.layoutChildren();
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.clearRect(0, 0, getWidth(), getHeight());
// vertical lines
gc.setStroke(Color.BLUE);
for(int i = 0 ; i < getWidth() ; i+=30){
gc.strokeLine(i, 0, i, getHeight() - (getHeight()%30));
}
// horizontal lines
gc.setStroke(Color.RED);
for(int i = 30 ; i < getHeight() ; i+=30){
gc.strokeLine(30, i, getWidth(), i);
}
}
Fyi, I have written a resizable Grid using a Canvas: https://gist.github.com/eckig/176b7c2a10048bb71f43
Update
I copied from my linked example to draw with Sharp lines and to show where to edit the line width:
#Override
protected void layoutChildren() {
super.layoutChildren();
final int top = (int) snappedTopInset();
final int right = (int) snappedRightInset();
final int bottom = (int) snappedBottomInset();
final int left = (int) snappedLeftInset();
final int width = (int) getWidth() - left - right;
final int height = (int) getHeight() - top - bottom;
final double spacing = 30;
GraphicsContext gc = canvas.getGraphicsContext2D();
gc.clearRect(0, 0, getWidth(), getHeight());
gc.setLineWidth(1); // change the line width
final int hLineCount = (int) Math.floor((height + 1) / spacing);
final int vLineCount = (int) Math.floor((width + 1) / spacing);
gc.setStroke(Color.RED);
for (int i = 0; i < hLineCount; i++) {
gc.strokeLine(0, snap((i + 1) * spacing), width, snap((i + 1) * spacing));
}
gc.setStroke(Color.BLUE);
for (int i = 0; i < vLineCount; i++) {
gc.strokeLine(snap((i + 1) * spacing), 0, snap((i + 1) * spacing), height);
}
}
private double snap(double y) {
return ((int) y) + 0.5;
}
I tried to create a spring like behavior with JavaFX by creating draggable circles. When I drag one circle, the others should follow and simulate elasticity.
I created a boilerplate template which contains 3 circles, they are draggable via mouse. The animation is running, of course all appears still because currently speed is 0. All I need to know is how to calculate the angle and the speed of the attached particles.
It would be great if someone could help me.
Here's the code:
import java.util.ArrayList;
import java.util.List;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.shape.StrokeType;
import javafx.stage.Stage;
public class PhysicsTest extends Application {
List<Particle> particles = new ArrayList<>();
List<Spring> springs = new ArrayList<>();
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
Group root = new Group();
// create particles
Particle pRed = new Particle(Color.RED, 100, 100);
Particle pBlue = new Particle(Color.BLUE, 400, 200);
Particle pGreen = new Particle(Color.GREEN, 100, 300);
// red -> blue
Line lineRedBlue = new Line(100, 100, 500, 500);
lineRedBlue.setStroke(Color.BLACK);
lineRedBlue.setStrokeWidth(5);
// green -> blue
Line lineGreenBlue = new Line(100, 100, 500, 500);
lineGreenBlue.setStroke(Color.BLACK);
lineGreenBlue.setStrokeWidth(5);
// line binding
// line 1 -> 2
lineRedBlue.startXProperty().bind(pRed.centerXProperty());
lineRedBlue.startYProperty().bind(pRed.centerYProperty());
lineRedBlue.endXProperty().bind(pBlue.centerXProperty());
lineRedBlue.endYProperty().bind(pBlue.centerYProperty());
// line 3 -> 2
lineGreenBlue.startXProperty().bind(pGreen.centerXProperty());
lineGreenBlue.startYProperty().bind(pGreen.centerYProperty());
lineGreenBlue.endXProperty().bind(pBlue.centerXProperty());
lineGreenBlue.endYProperty().bind(pBlue.centerYProperty());
MouseGestures mg = new MouseGestures();
mg.makeDraggable(pRed);
mg.makeDraggable(pBlue);
mg.makeDraggable(pGreen);
root.getChildren().addAll(pRed, pBlue, pGreen, lineRedBlue, lineGreenBlue);
// add to list
particles.add( pRed);
particles.add( pBlue);
particles.add( pGreen);
// add springs
Spring s1 = new Spring( pRed, pBlue, 10, 0.5);
springs.add( s1);
Spring s2 = new Spring( pGreen, pBlue, 10, 0.5);
springs.add( s2);
primaryStage.setScene(new Scene(root, 1024, 768));
primaryStage.show();
// animate
startAnimation();
}
private void startAnimation() {
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
// move particles
for (Particle p : particles) {
if (!p.selected) {
p.move();
}
}
// apply springs
for (Spring s : springs) {
s.update();
}
// move particles to new location
for (Particle p : particles) {
p.updateLocation();
}
}
};
timer.start();
}
/**
* The spring constraint and calculation. Updates particle
*/
public class Spring {
Particle p1;
Particle p2;
double length; // length it tries to obtain
double strength; // how quickly it tries to reach that length
public Spring( Particle p1, Particle p2, double length, double strength) {
this.p1 = p1;
this.p2 = p2;
this.length = length;
this.strength = strength;
}
public void update() {
double dx = p1.getCenterX() - p2.getCenterX();
double dy = p1.getCenterY() - p2.getCenterY();
double dist = Math.hypot(dx, dy);
double theta = Math.atan2(dy, dx);
double force = (length - dist) * strength;
// System.out.println( dist + ", " + Math.toDegrees( theta) + ", " + force);
// what's supposed to happen here?
p1.angle = ... // <===
p1.speed = ... // <===
p2.angle = ... // <===
p2.speed = ... // <===
}
}
/**
* The particle itself
*/
public class Particle extends Circle {
double x;
double y;
double angle = 0.0;
double speed = 0.0;
double mass = 1;
boolean selected = false;
public Particle(Color color, double x, double y) {
super(x, y, 50);
this.x = x;
this.y = y;
setFill(color.deriveColor(1, 1, 1, 0.5));
setStroke(color);
setStrokeWidth(2);
setStrokeType(StrokeType.OUTSIDE);
}
public void move() {
x += Math.sin( angle) * speed;
y += Math.cos( angle) * speed;
}
public void updateLocation() {
setCenterX( x);
setCenterY( y);
}
}
/**
* Allow movement of objects via mouse.
*/
public class MouseGestures {
double orgSceneX, orgSceneY;
double orgTranslateX, orgTranslateY;
public void makeDraggable( Node node) {
node.setOnMousePressed(circleOnMousePressedEventHandler);
node.setOnMouseDragged(circleOnMouseDraggedEventHandler);
node.setOnMouseReleased(circleOnMouseReleasedEventHandler);
}
EventHandler<MouseEvent> circleOnMousePressedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
orgSceneX = t.getSceneX();
orgSceneY = t.getSceneY();
Particle p = ((Particle) (t.getSource()));
p.selected = true;
orgTranslateX = p.getCenterX();
orgTranslateY = p.getCenterY();
}
};
EventHandler<MouseEvent> circleOnMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
Particle p = ((Particle) (t.getSource()));
p.selected = false;
};
};
EventHandler<MouseEvent> circleOnMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
double offsetX = t.getSceneX() - orgSceneX;
double offsetY = t.getSceneY() - orgSceneY;
double newTranslateX = orgTranslateX + offsetX;
double newTranslateY = orgTranslateY + offsetY;
Particle p = ((Particle) (t.getSource()));
p.x = newTranslateX;
p.y = newTranslateY;
}
};
}
}
The update() method in the Spring class is the unknown territory:
public void update() {
double dx = p1.getCenterX() - p2.getCenterX();
double dy = p1.getCenterY() - p2.getCenterY();
double dist = Math.hypot(dx, dy);
double theta = Math.atan2(dy, dx);
double force = (length - dist) * strength;
// System.out.println( dist + ", " + Math.toDegrees( theta) + ", " + force);
// what's supposed to happen here?
p1.angle = ... // <===
p1.speed = ... // <===
p2.angle = ... // <===
p2.speed = ... // <===
}
Here's a screenshot of how it looks like currently:
Thank you very much!
Ok, adding a damping and a non compressable spring:
import java.util.ArrayList;
import java.util.List;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.event.EventHandler;
import javafx.geometry.Point2D;
import javafx.scene.Group;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.Paint;
import javafx.scene.shape.Circle;
import javafx.scene.shape.Line;
import javafx.scene.shape.StrokeType;
import javafx.stage.Stage;
public class SpringField extends Application {
MouseGestures mg = new MouseGestures();
double damping = 0.995;
double speedo = 0.001;
List<Particle> particles = new ArrayList<>();
List<Spring> springs = new ArrayList<>();
public static void main(String[] args) {
launch(args);
}
Particle addParticle(Group parent, Paint p, double x, double y, double mass) {
Particle particle = new Particle(p, x, y, mass);
mg.makeDraggable(particle);
particles.add(particle);
parent.getChildren().add(particle);
return particle;
}
void addSpring(Group parent, Particle p1, Particle p2, double length, double strength) {
Spring spring = new Spring(parent, p1, p2, length, strength);
springs.add(spring);
}
#Override
public void start(Stage primaryStage) {
Group root = new Group();
// create particles
Particle pRed = addParticle(root, Color.RED, 300, 100, 10);
Particle pBlue = addParticle(root, Color.BLUE, 600, 200, 1);
Particle pGreen = addParticle(root, Color.GREEN, 300, 300, 1);
// add springs
addSpring(root, pRed, pBlue, 100, 0.5);
addSpring(root, pGreen, pBlue, 100, 0.5);
addSpring(root, pGreen, pRed, 100, 0.5);
primaryStage.setScene(new Scene(root, 1024, 768));
primaryStage.show();
// animate
startAnimation();
}
private void startAnimation() {
AnimationTimer timer = new AnimationTimer() {
#Override
public void handle(long now) {
// move particles
for (Particle p : particles) {
if (!p.selected) {
p.move();
}
}
// apply springs
for (Spring s : springs) {
s.update();
}
// move particles to new location
for (Particle p : particles) {
p.updateLocation();
}
}
};
timer.start();
}
/**
* The spring constraint and calculation. Updates particle
*/
public class Spring {
Particle p1;
Particle p2;
double length; // length it tries to obtain
double strength; // how quickly it tries to reach that length
public Spring(Group parent, Particle p1, Particle p2, double length, double strength) {
this.p1 = p1;
this.p2 = p2;
this.length = length;
this.strength = strength;
Line lineRedBlue = new Line(100, 100, 500, 500);
lineRedBlue.setStroke(Color.BLACK);
lineRedBlue.setStrokeWidth(5);
lineRedBlue.startXProperty().bind(p1.centerXProperty());
lineRedBlue.startYProperty().bind(p1.centerYProperty());
lineRedBlue.endXProperty().bind(p2.centerXProperty());
lineRedBlue.endYProperty().bind(p2.centerYProperty());
parent.getChildren().add(lineRedBlue);
}
public void update() {
double stop = 1.0;
double dx = p1.getCenterX() - p2.getCenterX();
double dy = p1.getCenterY() - p2.getCenterY();
double dist = Math.hypot(dx, dy);
double theta = Math.atan2(dy, dx);
double force = (length - dist) * strength;
if (force > 0) { force *= 4; stop = 0.9; }
// System.out.println( dist + ", " + Math.toDegrees( theta) + ", " + force);
Point2D p1v = new Point2D(force*Math.cos(theta)*speedo/p1.mass, force*Math.sin(theta)*speedo/p1.mass);
Point2D p2v = new Point2D(-force*Math.cos(theta)*speedo/p2.mass, -force*Math.sin(theta)*speedo/p2.mass);
p1.vector = p1.vector.add(p1v).multiply(stop);
p2.vector = p2.vector.add(p2v).multiply(stop);
}
}
/**
* The particle itself
*/
public class Particle extends Circle {
double x;
double y;
Point2D vector = new Point2D(0, 0);
double mass = 1;
boolean selected = false;
public Particle(Paint color, double x, double y, double mass) {
super(x, y, 50);
this.x = x;
this.y = y;
this.mass = mass;
setFill(color);
setStroke(color);
setStrokeWidth(2);
setStrokeType(StrokeType.OUTSIDE);
}
public void move() {
x += vector.getX();
y += vector.getY();
vector = vector.multiply(damping);
}
public void updateLocation() {
setCenterX( x);
setCenterY( y);
}
}
/**
* Allow movement of objects via mouse.
*/
public class MouseGestures {
double orgSceneX, orgSceneY;
double orgTranslateX, orgTranslateY;
public void makeDraggable( Node node) {
node.setOnMousePressed(circleOnMousePressedEventHandler);
node.setOnMouseDragged(circleOnMouseDraggedEventHandler);
node.setOnMouseReleased(circleOnMouseReleasedEventHandler);
}
EventHandler<MouseEvent> circleOnMousePressedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
orgSceneX = t.getSceneX();
orgSceneY = t.getSceneY();
Particle p = ((Particle) (t.getSource()));
p.selected = true;
orgTranslateX = p.getCenterX();
orgTranslateY = p.getCenterY();
}
};
EventHandler<MouseEvent> circleOnMouseReleasedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
Particle p = ((Particle) (t.getSource()));
p.selected = false;
};
};
EventHandler<MouseEvent> circleOnMouseDraggedEventHandler = new EventHandler<MouseEvent>() {
#Override
public void handle(MouseEvent t) {
double offsetX = t.getSceneX() - orgSceneX;
double offsetY = t.getSceneY() - orgSceneY;
double newTranslateX = orgTranslateX + offsetX;
double newTranslateY = orgTranslateY + offsetY;
Particle p = ((Particle) (t.getSource()));
p.x = newTranslateX;
p.y = newTranslateY;
}
};
}
}
First I would propose to not use angle and speed in your Particle, but Point2D as a movement vector:
public class Particle extends Circle {
double x;
double y;
Point2D vector = new Point2D(0, 0);
that simplifies the later update calulation...
Then you might programm update as follows:
public void update() {
double dx = p1.getCenterX() - p2.getCenterX();
double dy = p1.getCenterY() - p2.getCenterY();
double dist = Math.hypot(dx, dy);
double theta = Math.atan2(dy, dx);
double force = (length - dist) * strength;
// System.out.println( dist + ", " + Math.toDegrees( theta) + ", " + force);
Point2D p1v = new Point2D(force*Math.cos(theta)/p1.mass/10000, force*Math.sin(theta)/p1.mass/10000);
Point2D p2v = new Point2D(-force*Math.cos(theta)/p2.mass/10000, -force*Math.sin(theta)/p2.mass/10000);
p1.vector = p1.vector.add(p1v);
p2.vector = p2.vector.add(p2v);
}
That ignores any collisions, but will provide a fair physics model.
Well here was my approach in a 3D cloth simulation using Verlet Integration:
You can View it here: https://www.youtube.com/watch?v=uRsCcpbsdsg
/**
*
* #author Jason Pollastrini aka jdub1581
*/
#FunctionalInterface
public interface Constraint {
public void solve();
public default void solve(int iter){
IntStream.range(0, iter).parallel().forEach(i->{solve();});
}
}
Then in implementing class (I called it PointLink):
public void solve() {
// calculate the distance between the two PointMasss
Point3D diff = new Point3D(
p1.getPosition().getX() - p2.getPosition().getX(),
p1.getPosition().getY() - p2.getPosition().getY(),
p1.getPosition().getZ() - p2.getPosition().getZ()
);
double d = diff.magnitude();
double difference = (distance - d) / d;
double im1 = 1 / p1.getMass();
double im2 = 1 / p2.getMass();
double scalarP1 = (im1 / (im1 + im2)) * stiffness;
double scalarP2 = stiffness - scalarP1;
p1.position.x = (float) (p1.getPosition().x + diff.x * scalarP1 * difference);
p1.position.y = (float) (p1.getPosition().y + diff.y * scalarP1 * difference);
p1.position.z = (float) (p1.getPosition().z + diff.z * scalarP1 * difference);
p2.position.x = (float) (p2.getPosition().x - diff.x * scalarP2 * difference);
p2.position.y = (float) (p2.getPosition().y - diff.y * scalarP2 * difference);
p2.position.z = (float) (p2.getPosition().z - diff.z * scalarP2 * difference);
}
Then in the Main class something like this:
public void solveConstraints() {
constraints.values().parallelStream().forEach((Constraint c) -> {
c.solve();
});
}
public void updatePhysics(double dt, double t) {
if (isAnchored()) {
setPosition(getAnchorPosition());
return;
}
Point3D vel = new Point3D(
(position.x - oldPosition.x),
(position.y - oldPosition.y),
(position.z - oldPosition.z)
);
float dtSq = (float) (dt * dt);
// calculate the next position using Verlet Integration
Point3D next = new Point3D(
position.x + vel.x + (((force.x / (float) (mass)) * 0.5f) * dtSq),
position.y + vel.y + (((force.y / (float) (mass)) * 0.5f) * dtSq),
position.z + vel.z + (((force.z / (float) (mass)) * 0.5f) * dtSq)
);
// reset variables
setOldPosition(position);
setPosition(next);
setForce(new Point3D(0, 0, 0));
}
Note that I used a simple class with double x,y,z as public members for ease of use for position variable...