Processing RGB Wheel to control Arduino RGB LED - arduino

I would like to make a RGB wheel in processing as a GUI to control the LED color of a RGB Led connected to an Arduino Board.
I have done this code in Processing so far.
float startFill;
float startAngle;
int step;
float stepLength;
float centerX;
float centerY;
float pSize;
float bValue;
void setup()
{
size(512, 512);
colorMode(HSB, 2*PI, 100, 100);
smooth();
}
void draw()
{
background(0,0,25);
ellipseMode(CENTER);
noStroke();
step = 120;
centerX = width/2;
centerY = height/2;
startFill = 0;
startAngle = 0;
stepLength = PI/step;
pSize = 400;
bValue = 200;
// draw arcs
for(int i=0; i< 2*step; i++)
{
for(int j=0; j< step; j++)
{
fill(startFill, bValue, 100,80);
stroke(0,0,95,20);
arc(centerX, centerY, pSize, pSize, startAngle, startAngle+stepLength);
bValue = bValue - 50/step;
pSize = pSize - 50/step;
}
startFill = startFill + stepLength;
startAngle = startAngle + stepLength;
}
}
I would like to map the values of Red, Green and Blue using the mouse position on the screen over the previous wheel.
I found a picture that would help me as guide to write the RGB values over the mouse position on the wheel but I'm not very sure how to make that.
RGB WHEEL PROCESSING
I would really appreciate any help or advice.
Best regards

Note that that color wheel is not actuall a color wheel. It's just "the same color, going in". The outer circle is your standard color mix, pure R at angle ..., pure G at angle ...+2/4*pi, and pure B at angle ...+4/3*pi. For activation purposes, construct a color wedge object and use that:
class ColorWedge {
color c;
float[] coords;
ColorWedge(color _c, float[] _coords) {
c = _c;
coords = _coords;
}
void draw() {
fill(c);
noStroke();
triangle(coords[0],coords[1],coords[2],coords[3],coords[4],coords[5]);
stroke(0);
line(coords[2],coords[3],coords[4],coords[5]);
}
}
And then construct wedges for "all" the colors by creating wedges over an angle:
final float PI2 = 2*PI;
ArrayList<ColorWedge> wedges;
void setup() {
size(200,200);
colorMode(HSB,PI2);
wedges = new ArrayList<ColorWedge>();
float radius = 90,
ox = width/2,
oy = height/2,
px, py, nx, ny,
step = 0.01,
overlap = step*0.6;
for(float a=0; a<PI2; a+=step) {
px = ox + radius * cos(a-overlap);
py = oy + radius * sin(a-overlap);
nx = ox + radius * cos(a+overlap);
ny = oy + radius * sin(a+overlap);
wedges.add(new ColorWedge(color(a,PI2,PI2), new float[]{ox,oy,px,py,nx,ny}));
}
}
Controlling the color is then simply a matter of figuring out where the mouse is, and that its angle to the center of the sketch is:
color wcolor = 0;
void draw() {
background(PI2,0,PI2);
pushStyle();
for(ColorWedge w: wedges) { w.draw(); }
strokeWeight(10);
stroke(wcolor);
line(0,0,width,0);
line(width,0,width,height);
line(width,height,0,height);
line(0,height,0,0);
popStyle();
}
void mouseMoved() {
float angle = atan2(mouseY-height/2,mouseX-width/2);
if(angle<0) angle+=PI2;
ColorWedge wedge = wedges.get((int)map(angle,0,PI2,0,wedges.size()));
wcolor = wedge.c;
}
That should get you well on your way, if not 100% of the way there.

Related

TriangleMesh Texture Coordinates are not interpolated as expected

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)

What is the most practical way to create coordinate grid with JavaFX 3D?

I would like to create a 3D demo application with JavaFX to visualize movements of points in 3D space and first I need to set up a coordinate grid for visual reference. Unfortunately, I was not able to find a sample code for a grid like in this picture:
Does anyone know what is the most practical way to create something like it?
There are a few solutions out there already.
FXyz3D library has a CubeWorld class, that gives you precisely a reference grid.
It is quite easy to use. Just import the 'org.fxyz3d:fxyz3d:0.3.0' dependency from JCenter and use it:
CubeWorld cubeWorld = new CubeWorld(5000, 500, true);
Sphere sphere = new Sphere(100);
sphere.setMaterial(new PhongMaterial(Color.FIREBRICK));
sphere.getTransforms().add(new Translate(100, 200, 300));
Scene scene = new Scene(new Group(cubeWorld, sphere), 800, 800, true, SceneAntialiasing.BALANCED);
As you can see, the solution is based on using 2D rectangles for each face, and the grid lines are created with 3D cylinders. It has very nice features (like self lightning or frontal faces according to camera don't show grid), but it is quite intensive in nodes (sample above has 168 nodes).
There are other solutions that use a lower number of nodes. For instance, for this sample, that also happens to be related to Leap Motion, I used a TriangleMesh.
This is an easy solution, and with just two meshes. However, you see the triangles, instead of squares.
So let's try to get rid of the triangles. For that I'll use a PolygonMesh, as in this other question, based on the 3DViewer project that is available at the OpenJFX repository, contains already a PolygonalMesh implementation, that allows any number of points per face, so any polygon can be a face.
This will give you a plane grid based in square faces:
private PolygonMesh createQuadrilateralMesh(float width, float height, int subDivX, int subDivY) {
final float minX = - width / 2f;
final float minY = - height / 2f;
final float maxX = width / 2f;
final float maxY = height / 2f;
final int pointSize = 3;
final int texCoordSize = 2;
// 4 point indices and 4 texCoord indices per face
final int faceSize = 8;
int numDivX = subDivX + 1;
int numVerts = (subDivY + 1) * numDivX;
float points[] = new float[numVerts * pointSize];
float texCoords[] = new float[numVerts * texCoordSize];
int faceCount = subDivX * subDivY;
int faces[][] = new int[faceCount][faceSize];
// Create points and texCoords
for (int y = 0; y <= subDivY; y++) {
float dy = (float) y / subDivY;
double fy = (1 - dy) * minY + dy * maxY;
for (int x = 0; x <= subDivX; x++) {
float dx = (float) x / subDivX;
double fx = (1 - dx) * minX + dx * maxX;
int index = y * numDivX * pointSize + (x * pointSize);
points[index] = (float) fx;
points[index + 1] = (float) fy;
points[index + 2] = 0.0f;
index = y * numDivX * texCoordSize + (x * texCoordSize);
texCoords[index] = dx;
texCoords[index + 1] = dy;
}
}
// Create faces
int index = 0;
for (int y = 0; y < subDivY; y++) {
for (int x = 0; x < subDivX; x++) {
int p00 = y * numDivX + x;
int p01 = p00 + 1;
int p10 = p00 + numDivX;
int p11 = p10 + 1;
int tc00 = y * numDivX + x;
int tc01 = tc00 + 1;
int tc10 = tc00 + numDivX;
int tc11 = tc10 + 1;
faces[index][0] = p00;
faces[index][1] = tc00;
faces[index][2] = p10;
faces[index][3] = tc10;
faces[index][4] = p11;
faces[index][5] = tc11;
faces[index][6] = p01;
faces[index++][7] = tc01;
}
}
int[] smooth = new int[faceCount];
PolygonMesh mesh = new PolygonMesh(points, texCoords, faces);
mesh.getFaceSmoothingGroups().addAll(smooth);
return mesh;
}
So you can use 2 or 3 of them to create a coordinate system like this:
public Group createGrid(float size, float delta) {
if (delta < 1) {
delta = 1;
}
final PolygonMesh plane = createQuadrilateralMesh(size, size, (int) (size / delta), (int) (size / delta));
final PolygonMesh plane2 = createQuadrilateralMesh(size, size, (int) (size / delta / 5), (int) (size / delta / 5));
PolygonMeshView meshViewXY = new PolygonMeshView(plane);
meshViewXY.setDrawMode(DrawMode.LINE);
meshViewXY.setCullFace(CullFace.NONE);
PolygonMeshView meshViewXZ = new PolygonMeshView(plane);
meshViewXZ.setDrawMode(DrawMode.LINE);
meshViewXZ.setCullFace(CullFace.NONE);
meshViewXZ.getTransforms().add(new Rotate(90, Rotate.X_AXIS));
PolygonMeshView meshViewYZ = new PolygonMeshView(plane);
meshViewYZ.setDrawMode(DrawMode.LINE);
meshViewYZ.setCullFace(CullFace.NONE);
meshViewYZ.getTransforms().add(new Rotate(90, Rotate.Y_AXIS));
PolygonMeshView meshViewXY2 = new PolygonMeshView(plane2);
meshViewXY2.setDrawMode(DrawMode.LINE);
meshViewXY2.setCullFace(CullFace.NONE);
meshViewXY2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
PolygonMeshView meshViewXZ2 = new PolygonMeshView(plane2);
meshViewXZ2.setDrawMode(DrawMode.LINE);
meshViewXZ2.setCullFace(CullFace.NONE);
meshViewXZ2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
meshViewXZ2.getTransforms().add(new Rotate(90, Rotate.X_AXIS));
PolygonMeshView meshViewYZ2 = new PolygonMeshView(plane2);
meshViewYZ2.setDrawMode(DrawMode.LINE);
meshViewYZ2.setCullFace(CullFace.NONE);
meshViewYZ2.getTransforms().add(new Translate(size / 1000f, size / 1000f, 0));
meshViewYZ2.getTransforms().add(new Rotate(90, Rotate.Y_AXIS));
return new Group(meshViewXY, meshViewXY2, meshViewXZ, meshViewXZ2 /*, meshViewYZ, meshViewYZ2 */);
}
Note that I've duplicated the plane to mock a wider stroke every 5 lines.
Finally adding axes:
public Group getAxes(double scale) {
Cylinder axisX = new Cylinder(1, 200);
axisX.getTransforms().addAll(new Rotate(90, Rotate.Z_AXIS), new Translate(0, -100, 0));
axisX.setMaterial(new PhongMaterial(Color.RED));
Cylinder axisY = new Cylinder(1, 200);
axisY.getTransforms().add(new Translate(0, 100, 0));
axisY.setMaterial(new PhongMaterial(Color.GREEN));
Cylinder axisZ = new Cylinder(1, 200);
axisZ.setMaterial(new PhongMaterial(Color.BLUE));
axisZ.getTransforms().addAll(new Rotate(90, Rotate.X_AXIS), new Translate(0, 100, 0));
Group group = new Group(axisX, axisY, axisZ);
group.getTransforms().add(new Scale(scale, scale, scale));
return group;
}
Now you have:
final Group axes = getAxes(0.5);
final Group grid = createGrid(200, 10);
final Sphere sphere = new Sphere(5);
sphere.getTransforms().add(new Translate(20, 15, 40));
Scene scene = new Scene(new Group(axes, grid, sphere), 800, 800, true, SceneAntialiasing.BALANCED);
The total amount of nodes of this sample is 14.
Of course, it can be improved to add labels and many other features.

Placing circles in a pane with javafx

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);

How can we scale the marker image on zoom in and zoom out in android map

I scaled the canvas but the actual marker is not scaled in the android map app. The following code is written in my code :
public void onCameraChange(CameraPosition position) {
float angle = position.bearing;
float tilt = position.tilt;
for (String key:canvases.keySet()) {
Float angle2 = angle;
Float markerAngle = Float.parseFloat(markerDirection.get(key));
if (angle==0){
angle2 = markerAngle;
}
else{
angle2 = (360 -angle) + markerAngle;
}
Bitmap x = canvases.get(key);
Bitmap bmResult = Bitmap.createBitmap(x.getHeight(), x.getWidth(), Bitmap.Config.ARGB_8888);
Canvas tempCanvas = new Canvas(bmResult);
tempCanvas.rotate(angle2 , x.getHeight(), x.getWidth());
tempCanvas.drawBitmap(x, 0, 0, null);
markers.get(key).setIcon(BitmapDescriptorFactory.fromBitmap(bmResult));
}
}

JOGL ArcBall not working

I'm trying to embed an existing implementation of ArcBall in JOGL into my own project. It compiles and runs but I doesn't work! I can't play around with the view.
I took the implementation (two classes) from here:
http://www.mdimension.com/page/Software?appNum=1
And followed the instructions of embeding the thing into my own project. Here's the class I'm using ArcBall in:
public class GLRenderer implements GLEventListener {
private static final int MAP_SIZE = 1024;
private static final int STEP_SIZE = 16;
private static final float HEIGHT_RATIO = 1.5f;
private float[][] temperatureMap = new float[MAP_SIZE][MAP_SIZE];
private float scaleValue = 0.15f;
private GLU glu = new GLU();
private ArcBall arcBall = new ArcBall();
public void init(GLAutoDrawable drawable) {
GL gl = drawable.getGL();
gl.glShadeModel(GL.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepth(1.0f);
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glDepthFunc(GL.GL_LEQUAL);
gl.glHint(GL.GL_PERSPECTIVE_CORRECTION_HINT, GL.GL_NICEST);
loadValuesToMap();
arcBall.registerDrawable(drawable);
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
GL gl = drawable.getGL();
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL.GL_PROJECTION); // Select The Projection Matrix
gl.glLoadIdentity();
glu.gluPerspective(30,(float)width/(float)height,1.0f,650.0);
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glLoadIdentity();
arcBall.reshape(width, height);
}
public void display(GLAutoDrawable drawable) {
arcBall.displayUpdateRotations();
GL gl = drawable.getGL();
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
gl.glClear(GL.GL_COLOR_BUFFER_BIT);
gl.glClear(GL.GL_DEPTH_BUFFER_BIT); //added
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glLoadIdentity();
setLight(gl);
positionCamera(glu, gl);
drawXYZ(gl);
arcBall.displayTransform(gl);
drawMap(glu, gl);
gl.glFlush();
}
public void setVertexColor(GL gl, int x, int y) {
float fColor = -0.15f + (temperatureMap[x][y] / 256.0f);
gl.glColor3f(0.0f, 0.0f, fColor);
}
public void drawMap(GLU glu, GL gl) {
int x, z;
float y;
gl.glBegin(GL.GL_QUADS);
for(int X = 0; X <(MAP_SIZE - STEP_SIZE); X += STEP_SIZE) {
for(int Y = 0; Y < (MAP_SIZE -STEP_SIZE); Y += STEP_SIZE) {
// Get The (X, Y, Z) Value For The Bottom Left Vertex
x = X;
y = temperatureMap[X][Y];
z = Y;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z);
// Get The (X, Y, Z) Value For The Top Left Vertex
x = X;
y = temperatureMap[X][Y + STEP_SIZE];
z = Y + STEP_SIZE ;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
// Get The (X, Y, Z) Value For The Top Right Vertex
x = X + STEP_SIZE;
y = temperatureMap[X + STEP_SIZE][Y + STEP_SIZE];
z = Y + STEP_SIZE ;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
// Get The (X, Y, Z) Value For The Bottom Right Vertex
x = X + STEP_SIZE;
y = temperatureMap[X + STEP_SIZE][Y];
z = Y;
// Set The Color Value Of The Current Vertex
setVertexColor(gl, x, z);
gl.glVertex3f(x, y, z); // Send This Vertex To OpenGL To Be Rendered
}
}
gl.glEnd();
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glTranslated(0.1, 0.1, -0.5);
gl.glColor3f(0.0f, 0.0f, 1.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
gl.glTranslated(0.1, 0.1, -0.1);
gl.glColor3f(0.0f, 1.0f, 0.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
gl.glTranslated(0.1, -0.1, 0.1);
gl.glColor3f(1.0f, 0.0f, 0.0f);
glu.gluSphere(glu.gluNewQuadric(), 0.05f, 32, 32);
}
public void positionCamera(GLU glu, GL gl) {
glu.gluPerspective(75.0f,1.09,0.1f,500.0f);
glu.gluLookAt(194, 80, 194,
131, 55, 131,
0, 1, 0);
gl.glScalef(scaleValue, scaleValue * HEIGHT_RATIO, scaleValue);
}
public void setLight(GL gl) {
// Prepare light parameters.
float SHINE_ALL_DIRECTIONS = 1;
float[] lightPos = {0, -30, 0, SHINE_ALL_DIRECTIONS};
float[] lightColorAmbient = {0.5f, 0.5f, 0.5f, 0.5f};
float[] diffuseLight = { 0.8f, 0.8f, 0.8f, 1.0f };
float[] lightColorSpecular = {0.5f, 0.5f, 0.5f, 0.5f};
// Set light parameters.
gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPos, 1);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightColorAmbient, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, diffuseLight, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_SPECULAR, lightColorSpecular, 0);
// Enable lighting in GL.
gl.glEnable(GL.GL_LIGHT1);
gl.glEnable(GL.GL_LIGHTING);
// Set material properties.
gl.glEnable(GL.GL_COLOR_MATERIAL);
}
public void drawXYZ(GL gl) {
gl.glMatrixMode(GL.GL_MODELVIEW);
gl.glBegin(GL.GL_LINES);
gl.glColor3d(1.0, 0.0, 0.0); //red (x)
gl.glVertex3d(-0.1, 0.0, 0.0);
gl.glVertex3d(1500.0, 0.0, 0.0);
gl.glColor3d(0.0, 1.0, 0.0); //green (y)
gl.glVertex3d(0.0, -0.1, 0.0);
gl.glVertex3d(0.0, 1500.0, 0.0);
gl.glColor3d(0.0, 0.0, 1.0); //blue (z)
gl.glVertex3d(0.0, 0.0, 0.1);
gl.glVertex3d(0.0, 0.0, 1500.0);
gl.glEnd();
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
init(drawable);
}
private void loadValuesToMap() {
for(int i = 0; i < MAP_SIZE; i++) {
for(int j = 0; j< MAP_SIZE; j++) {
if(i > 300 && i < 700 && j > 300 && j < 700)
temperatureMap[i][j] = 150;
else
temperatureMap[i][j] = 100;
}
}
}
}
I'm new to openGL soke it might be a stupid mistake. I'd appreciate any help though.
Thanks
The source code is not complete. Where is your frame (AWT Frame or Swing JFrame)? Please look at the example of JOGL on Wikipedia.

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