Cropping Centre of Image Stored In A MemoryStream - asp.net

I have an image upload form that stores two sizes of images: Large and Thumbnail image.
For the thumbnail image, I am trying to crop image from the center and re-size to: 30px x 30px.
Here is my code:
private static Bitmap ResizeImage(MemoryStream uploadStream, int maxWidth, int maxHeight)
{
Image img = Image.FromStream(uploadStream);
double ratioX = (double)maxWidth / img.Width;
double ratioY = (double)maxHeight / img.Height;
double ratio = Math.Max(ratioX, ratioY);
int newWidth = (int)(img.Width * ratio);
int newHeight = (int)(img.Height * ratio);
Bitmap resizedBitmap = new Bitmap(newWidth, newHeight);
Graphics.FromImage(resizedBitmap).DrawImage(img, 0, 0, newWidth, newHeight);
img.Dispose();
return resizedBitmap;
}
private static Bitmap CropImageToCentre(MemoryStream uploadStream, int width, int height)
{
Image img = Image.FromStream(uploadStream);
Bitmap resizedBitmap = new Bitmap(img);
int StartX = 0, StartY = 0;
int EndX = img.Width, EndY = img.Height;
bool Crop = false;
if (img.Width > width)
{
int MidX = img.Width / 2;
StartX = MidX - (width / 2);
EndX = MidX + (width / 2);
Crop = true;
}
if (img.Width > height)
{
int MidY = img.Height / 2;
StartY = MidY - (height / 2);
EndY = MidY + (height / 2);
Crop = true;
}
if (Crop)
{
Size imgSize = new Size(width, height);
resizedBitmap = new Bitmap(img, imgSize);
}
img.Dispose();
return resizedBitmap;
}
public static Bitmap ResizeThumbnail(MemoryStream ms)
{
int thumbWidth = int.Parse(ConfigurationManager.AppSettings["thumbwidth"]);
int thumbHeight = int.Parse(ConfigurationManager.AppSettings["thumbheight"]);
return CropImageToCentre(BitmapToMemoryStream(ResizeImage(ms, thumbWidth, thumbHeight)), thumbWidth, thumbHeight);
}
public static Bitmap ResizeLargeImage(MemoryStream ms)
{
int width = int.Parse(ConfigurationManager.AppSettings["largewidth"]);
int height = int.Parse(ConfigurationManager.AppSettings["largeheight"]);
return ResizeImage(ms, width, height);
}
private static MemoryStream BitmapToMemoryStream(Bitmap bm)
{
MemoryStream memoryStream = new MemoryStream();
bm.Save(memoryStream, System.Drawing.Imaging.ImageFormat.Jpeg);
return memoryStream;
}
The issue I'm having is when calling the ResizeThumbnail() method, the image does not get cropped or resized to 30px height and width.

Found the issue. I've updated the CropImageToCentre method to the following:
private static Bitmap CropImageToCentre(MemoryStream uploadStream, int width, int height)
{
Image img = Image.FromStream(uploadStream);
Bitmap resizedBitmap = new Bitmap(img);
int StartX = 0, StartY = 0;
int EndX = img.Width, EndY = img.Height;
bool Crop = false;
if (img.Width > width)
{
int MidX = img.Width / 2;
StartX = MidX - (width / 2);
EndX = MidX + (width / 2);
Crop = true;
}
if (img.Height > height)
{
int MidY = img.Height / 2;
StartY = MidY - (height / 2);
EndY = MidY + (height / 2);
Crop = true;
}
if (Crop)
{
Bitmap cropped = new Bitmap(width, height);
Graphics.FromImage(cropped).DrawImage(img, new Rectangle(0, 0, width, height), new Rectangle(StartX, StartY, EndX, EndY), GraphicsUnit.Pixel);
resizedBitmap = cropped;
}
return resizedBitmap;
}

there can be multiple solutions one could be like this see this function
private Size getScaledImageDimensions(int currentImageWidth,int currentImageHeight,
int desiredImageWidth,int desiredImageHeight)
{
/* First, we must calculate a multiplier that will be used
* to get the dimensions of the new, scaled image.
*/
double scaleImageMultiplier = 0;
/* This multiplier is defined as the ratio of the
* Desired Dimension to the Current Dimension.
* Specifically which dimension is used depends on the larger
* dimension of the image, as this will be the constraining dimension
* when we fit to the window.
*/
/* Determine if Image is Portrait or Landscape. */
if (currentImageHeight > currentImageWidth) /* Image is Portrait */
{
/* Calculate the multiplier based on the heights. */
if (desiredImageHeight > desiredImageWidth)
{
scaleImageMultiplier = (double)desiredImageWidth / (double)currentImageWidth;
}
else
{
scaleImageMultiplier = (double)desiredImageHeight / (double)currentImageHeight;
}
}
else /* Image is Landscape */
{
/* Calculate the multiplier based on the widths. */
if (desiredImageHeight >= desiredImageWidth)
{
scaleImageMultiplier = (double)desiredImageWidth / (double)currentImageWidth;
}
else
{
scaleImageMultiplier = (double)desiredImageHeight / (double)currentImageHeight;
}
}
/* Generate and return the new scaled dimensions.
* Essentially, we multiply each dimension of the original image
* by the multiplier calculated above to yield the dimensions
* of the scaled image. The scaled image can be larger or smaller
* than the original.
*/
return new Size(
(int)(currentImageWidth * scaleImageMultiplier),
(int)(currentImageHeight * scaleImageMultiplier));
}//end of fun
// you can call it like this
{
Image tempImage = (Image)<someImageSource....>;
/* Calculate the dimensions necessary for an image to fit. */
Size fitImageSize = this.getScaledImageDimensions(
current_Width, current_Height, desired_Width, desired_Height);
Bitmap imgOutput = new Bitmap(tempImage, fitImageSize.Width, fitImageSize.Height);
}
//end of code
worked for me sry not good identation

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)

PDFBox: draw millimeter paper

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;
}
}

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);

Aligning text in a geomatric shaped div

Can i align a text in a div with a geometric shape, like this
https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQ5z8OYxnypDr09mmfFMunJj31x_XtfG3MFj0vlAa_ceoCnts0OfQ
without hiding some of text?
Update:
I need something like this, above is a circle, but also i need something like this for parallelogram:
http://i39.tinypic.com/4r2ikm.jpg
Here's a js fiddle code
fiddle
Found it some where.
Here's the script
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var text = "'Twas the night before Christmas, when all through the house, Not a creature was stirring, not even a mouse. And so begins the story of the day of Christmas";
var font = "12pt verdana";
var textHeight = 15;
var lineHeight = textHeight + 5;
var lines = [];
var cx = 150;
var cy = 150;
var r = 100;
initLines();
wrapText();
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2, false);
ctx.closePath();
ctx.strokeStyle = "skyblue";
ctx.lineWidth = 2;
ctx.stroke();
// pre-calculate width of each horizontal chord of the circle
// This is the max width allowed for text
function initLines() {
for (var y = r * .90; y > -r; y -= lineHeight) {
var h = Math.abs(r - y);
if (y - lineHeight < 0) {
h += 20;
}
var length = 2 * Math.sqrt(h * (2 * r - h));
if (length && length > 10) {
lines.push({
y: y,
maxLength: length
});
}
}
}
// draw text on each line of the circle
function wrapText() {
var i = 0;
var words = text.split(" ");
while (i < lines.length && words.length > 0) {
line = lines[i++];
var lineData = calcAllowableWords(line.maxLength, words);
ctx.fillText(lineData.text, cx - lineData.width / 2, cy - line.y + textHeight);
words.splice(0, lineData.count);
};
}
// calculate how many words will fit on a line
function calcAllowableWords(maxWidth, words) {
var wordCount = 0;
var testLine = "";
var spacer = "";
var fittedWidth = 0;
var fittedText = "";
ctx.font = font;
for (var i = 0; i < words.length; i++) {
testLine += spacer + words[i];
spacer = " ";
var width = ctx.measureText(testLine).width;
if (width > maxWidth) {
return ({
count: i,
width: fittedWidth,
text: fittedText
});
}
fittedWidth = width;
fittedText = testLine;
}
}
yes this can be achieved through these links
link1 and link2.
and then set the div's by giving postioning :) cheers.
give border radius and get your shape. and use some margins to get it accurate. The link i have posted will help you.

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

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