I am trying to implement a tool into my application. the tool would allow the user to plot a triangle meshes using the mouse. I have looked everywhere for a way to do this, tutorials, examples, etc and have not been successful. I have seen the FXyz library but that does not really simulate What I am trying to accomplish. The goal of the program looks as follows:
Use Case Sequence:
The user adds a png image to the 3D scene or drags it into the 3D scene using the mouse.
Once the image is being displayed the user would then be able to plot a mesh around the image.
Once the user has finished plotting the mesh. There would have to be a way to add the image being overlayed by the mesh as a texture to the mesh. The image should look the same after being added as a texture. Is this too hard or beyond the scope of what can be achieve in JavaFX?
Theoretically It would then be possible to drag the vertices of the mesh at draggable points and successfully applying transformations to the texture. Would this be possible?
Images showing what I am trying to achieve
As you can see maybe after plotting the mesh the points connecting the vertices can be dragged in order to manipulate or transform the shape of the mesh. If the mesh has a texture over it. would the image then also transform ?
Would this be possible with the TriangleMesh class that JavaFX has which by the way there is very little out there which explains how to use it and how the points, face points and texture points work. Very confusing =(.
Target End Result
My question is would the type of manipulation shown in the image above be possible in JavaFX? Can this sort of functionality be achieved using the TriangleMesh class or other similar class in JavaFX ? As you can see what I am trying to achieve is really image manipulation I would appreciate knowing if there is another better way to do this.
I unfortunately do not have any code I can share. I just cant seem to produce any regarding this task. I am not asking to be given code or for someone to solve the problem for me. I just want to see examples be guided into the right direction on how to do this and to know if it is even possible or should I just give up on it!
If you have read this far Thank you so much for your time I really appreciate it.
I have read your question till the end :-) In contrast to many people here you are at least providing a clear description of what you want to achieve. According to my own experience I would say that what you want to do is easily possible with JavaFX and the MeshView is the way to go here.
You can use your image as the texture for this mesh and you can distort the image by manipulating the vertices of this mesh. I have implemented part of your functionality myself for a project so I know that it works.
A basic rotating question - How you can couple 2 figures (a box/cube with a sphere in it ANYWHERE in the cube, BUT in the center) so that these 2 are coupled ROTATIONALLY (that is why I don't want the sphere to be in the center of the cube) IN PERSPECTIVE.
In other words, when I rotate the cube with the mouse and "bring" the sphere closer to the front (say, make a 180-degree rotation), the perspective changes accordingly and the sphere gets bigger visually (compared to the position on the back)?
Asked a couple of ScalaFX experts - they both said it was a very good question and recommended to post it here.
Cheers:
Zar
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I'm not entirely sure what you're trying to do, but you can can rotate multiple objects by applying a Rotate transform to the Group that contains all of those objects. If you only want to rotate some of the objects, but not all of them, you have to structure the scene so that the objects being rotated have a common parent Group - with none of the non-rotating objects belonging to it. Applying Rotate transforms to that parent Group will rotate all of its child objects too. Rotation will be about the origin of that parent Group.
Update: I forgot to mention how to address the issue of perspective. The 3D objects in a scene aren't directly affected by perspective, since perspective is a property of how the scene is rendered. This rendering is performed by Camera objects. To render the scene using perspective (as opposed to using orthogonal, or parallel, as it's referred to in JavaFX/ScalaFX), add a PerspectiveCamera to the scene and view the scene using that camera. For further information on this, refer to the following: Getting Started with JavaFX 3D Graphics: Camera
Update 2: I've created a gist on GitHub with a complete program for doing this.
Update 3: Made box transparent & moved sphere inside the box. Now left/primary mouse button rotates box + sphere when dragged; right/secondary mouse button moves camera dolly towards/away from boxes, changing perspective accordingly.
Update 4: So, if I understand you right, you want to transform the shapes in your 3D scene so that they look as though perspective has been applied to them. Do I have that right?
If so, the reason that this is not a "built-in" capability is for the reasons outlined below. Please forgive me if you already know all of this, incidentally - I'm just trying to provide a comprehensive answer. :-)
Scene graphs (as typically used by retained mode 3D systems, such as JavaFX) capture the geometry, location, rotation, color, etc. of a 3D scene in a hierarchical tree structure. The idea is that the modeler only need to worry about the content of the scene - ensuring dimensions, alignments, etc. are correct - and do not need to worry about how the scene is rendered.
Perspective can be applied when the scene is rendered as it would appear from a specific viewpoint; i.e. when the scene is translated into a 2D projection such as a GUI window. (The process of determining what the scene looks like in perspective is a part of the rendering algorithm - but does not require modification, deformation, etc. of the scene.) If perspective is not enabled, then the scene is typically rendered orthogonally, without any vanishing points, apparent scaling, etc. The key point here is that the scene itself is unaffected by how it is viewed.
With this arrangement, it's possible to have multiple views of the same scene. Not only can they each have a different viewpoint, but some can be orthogonal and some can use perspective - yet each can render the scene correctly without any confusing artifacts. If it worked the way you seem to think it does, then you could only ever have a single view of the scene at a time, as the scene would need to be deformed during rendering to look right from that sole viewpoint. When editing the scene, you'd need to remove those deformations to prevent mind-blowing confusion for the modeler.
In short, it's a very unusual requirement that the scene itself be deformed to show what it would look like in perspective. That's why there's no built-in capability to do this in any 3D system that I know of.
Assuming that you wish to proceed - using JavaFX - here's some points to bear in mind:
I don't believe that the regular 3D primitives (namely Box, Sphere & Cylinder) can be deformed to represent a perspective view of them. You will have to construct the shapes using the TriangleMesh and MeshView objects (the former captures the geometry of the shape, the latter allows it to be treated as a 3D shape).
To apply perspective, you would have to reposition the vertices in the TriangleMesh instances to deform the scene appropriately. If you need to be able to change the viewpoint, or rotate the box & sphere, then these changes would need to be dynamic, so that the calculated vertex coordinates react to the changing viewpoint and/or rotation. Because of fish-eye effects at high levels of perspective dilation, you might need more vertices than you might expect.
Given your requirements, you still need a camera to view the scene. Clearly, you cannot use the PerspectiveCamera to render the scene, or it will treat the scene as unadjusted and will apply a second level of perspective, ruining your carefully calculated deformations. You will then need to use ParallelCamera to produce orthogonal views of your scene.
Unfortunately, JavaFX's support for using ParallelCamera with 3D scenes is still very immature. (The ParallelCamera is primarily used to render 2D scenes, such as dialogs, buttons, menu's, sliders, etc.) You might find it difficult to use in practice. (You can approximate an orthogonal projection using the PerspectiveCamera by utilizing a very narrow field of view and moving the camera away from the scene by some distance. You would also need to adjust the clipping planes to avoid the image disappearing.)
Finally, at some point, you will need to be able to position the camera at the same location as the viewpoint being used for the perspective deformation. When the camera is synchronized with that viewpoint, then your scene - although rendered orthogonally - will appear as a correct perspective projection of the intended scene. Whenever the camera and the viewpoint are separated, the scene will appear unnatural and distorted, which - I understand - is your intention.
In summary, I would say that what you intend to do is far from trivial, and the implementation is way beyond the scope of a StackOverflow answer. Good luck!
Mike:
Sorry for the delay, I am finishing something for a client in a totally different application area and pulled-away from my "teaching perspective" toy ...
Just got the notification for the new answers and had a quick look - one thing I noticed right away was that the sphere is outside rather than inside the transparent box (haven’t looked at the code yet).
What I actually expected was a "built-in" perspective "argument" (either in the rotation transformation, or the scene definition, or a stand-alone function - in one way are another), which allows for different perspective to be rendered depending on the angle between the 2 (initially) parallel opposing edges at the bottom, for example. I understand of course that in reality it depends on the ViewPoint Position and you are not "allowed" to forcefully change this angle, but the goal here is simply a "cause-and-effect" toy in a 3D scene.
Controlling the camera will not allow for that, since it imposes the perspective very smoothly (as it would be in real life) rather than allowing the child to directly control the edges and immediately see how her action changes the perspective, rather than playing with the viewpoint.
As mentioned in the original question, I'd expect a function like the one sketched below (and I would expect it to be BUILT-IN in a sensible 3D-product since it is so basic, rather than forcing me or you to manually craft some code for something that should have been there from the get-go - perspective is simply a basic fundamental and hopefully will be covered by the rendering in some form in the next release):
def doPersepctive( myBox: MyBoxContainer, angle: Int, viewPoint: Point): Int = {
// Presents the perspective look in a way defined by the "angle" between the
// (initially) parallel edges of myBoxContainer, from the viewPoint Point (3D).
// Rotate everything within the boundaries of MyBoxContainer. The
// bigger the angle, the smaller the sphere at the back, of course.
// Returns the rotatedAngle after the mouseEvent to enable auto-replay later, so
// the kid can examine what her actions were and see the effect of those actions.
}
Tnx again for your entry, I will certainly have a look at the code, and reply - but you see the general picture above. Sorry for the delay again:
Z
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Mike:
This is more like the original intension - although I find merits in the first attempt too, actually.
I made the sphere (in the first version) transparent (via diffuseColor = Color.web("#ffff0080") ), so now she can play with both versions, and both are pretty much SIMILAR from a child's perspective (meaning one of the objects is transparent, moreover different objects in these versions).
Now - I tried to make the BOX transparent (where the sphere is outside) and I failed - is there a reason for that? In other words trying to make the object passing "behind" visible? One transparent object passing behind another transparent object, so to say?
In the second version I ALSO cannot see "behind the object", meaning I can NOT see the EDGE of the box passing behind the sphere. Not only that – I can NOT see the back edge EVEN when it is not behind the sphere (but only behind the front side of the box)!
My question in a sense is "CAN both objects be made transparent" - I guess this is the closest to what I am trying to ask. May be with different “transparency %”, but still transparent…
Tnx again:
Zar
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Yes, Mike - your answer was completely relevant and I do accept it with the thoughtfully-explained shortcomings of the current ScalaFX implementation. If I need to "click" somewhere to formally TAG this, please let me know - I am new to this group and don't know the formalities really.
Tnx again:
Zar
I expected that there was a parameter that controls the Perspective during a Rotational Transformation, but cannot find one. The sample problem is clearly defined - you have a BOX/CUBE and a smaller sphere inside; now when you rotate the BOX, the sphere rotates WITH it but "in perspective", meaning that if you bring the sphere in front, it looks (draws) bigger correspondingly with the "perspective".
Zar
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BTW, if it were possible to add the Sphere as a child of the Box, then you ...
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That is not possible, but CAN I add the sphere AT RUN TIME rather than at compile time? In other words is there an "addObject" that adds the sphere after the kid has played with box for 1 min and 1 min after running the program, the sphere appears. Cannot see anything like that here:
http://www.scalafx.org/api/8.0/index.html#package
May be I am missing something ?
Zar
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My game have a tiled 2d map. This is a scene screenshot:
I found when I move the camera vertically, there are strange white lines randomly appeared between randomly tiles, See:
I don't know why....
PS: This is a pixel style 2d game, so my texture's filter mode is "Point".
PS: I uploaded this test scene at https://dl.dropbox.com/u/53858613/Web/Web.html , Hold the left mouse button , camera will move downwards, then you'll see white lines randomly.
Change your materials shader to something more suited for 2D. Such as sprite/default.
I made a quick test project and changing the shader from "diffuse" to "sprite/default" solved the issue.
What fixed it for me is setting the compression for my 2D spritesheet to point instead of bi-linear
I do not see this issue on my machine with your example project.
It seems just fine.
1) Make sure there is no white line in the actual image.
2) Make sure resolution options are not an issue.
3) I am not 100% sure but in the skybox the same happens with BLACK lines. Try and change the texture's texture mode to Clamp if possible. This might resolve the issue.
Hope this helps,
-Smileynator
According to this Tilemap tutorial by Brackeys, try turning off antialiasing under Edit>Project Settings>Quality>Anti Aliasing.
I've been working on a little space simulator demo using three.js and flightcontrols.js (an example that ships with three.js)
The demo is viewable at - http://www.zacharycarter.com/PrivateerRedux/demo.html
The control scheme is pretty simple - the mouse controls the camera and you left click to fire a projectile.
I'm having a little bit of trouble with how I'm spawning my projectiles. Currently I'm setting their rotation to the same rotation of my camera which I believe is what is causing my problems.
You'll notice that as you rotate the camera around the game world, and continue firing projectiles, that the position and orientation of the projectiles quickly becomes whacky.
I'm using quaternions to represent my camera's rotation but I also derrive the Euler angles from the quaternion before setting my projectiles rotation to match that of my cameras.
Any ideas as to what I'm doing wrong here? I have a feeling I need to figure out a constant front facing rotation from my camera rotation but I'm not quite sure how to do that.
Thanks!
If I understand this correctly, I think your problem is that you're applying world transformations and local transformations (i.e rotation in world space to have bullets fly in the right direction and rotation of bullets around the bullets' local axes) incorrectly. It seems they're all being applied in the same space.
Instead of writing up a whole new example, however, I'll leave it to the old, trusty internet to hand us some guidance on the issue using the common example of a solar system.
This might enlighten you:
http://docs.techsoft3d.com/visualize/3df/latest/Hoops3DGS/prog_guide/03_3_viewing_modelling_matrices.html
(have a look at figure 3.3.2.b)
...and here's an OpenGL example demonstrating the same thing:
http://www.codemiles.com/c-opengl-examples/solar-system-transformations-t7292.html
There's the theory anyway, hope that helps!
I'm currently working on a WYSISYG editor that allows the user to move, resize and rotate shapes by directly manipulating them. The resizing seems to be fairly complex when the shape is rotated. I got this working for non-rotated shapes, but it will take some trigonometric calculations to resize shapes that are rotated. The registration point is always is the middle of the rectangle because this makes rotating a lot easier.
Before I start implementing this, I was wondering if anyone knew of any libraries or sample source code that does this, or could share some tips and tricks to calculate the transformations.
I have the following parameters:
rotation (in degrees)
width, height
x, y
mouseX, mouseY
I attached a screenshot of what I'm trying to accomplish and another one that has some lines drawn onto it that should allow me to deduct the trigonometric calculations. The cross is the cursor.
alt text http://www.herrodius.com/images/resize.jpg
alt text http://www.herrodius.com/images/resize_lines.jpg
You might look at flex-object-handles, in particular the more recent version 2.
I recommend Transform Manager - http://www.greensock.com/transformmanageras3/
It's actually not that hard. Use the mouse coordinates (mouseX / mouseY)from the rotated display object and they will be transformed for you!