Getting the global coordinate of a Node in JavaFX - javafx

How can I get the actual position of a node in the scene. The absolute position, regardless of any containers/transforms.
For example, I want to translate a certain node a so that it would temporarily overlap another node b. So I wish to set his translateX property to b.globalX-a.globalX.
The documentation says:
Defines the X coordinate of the
translation that is added to the
transformed coordinates of this Node
for the purpose of layout. Containers
or Groups performing layout will set
this variable relative to
layoutBounds.minX in order to position
the node at the desired layout
location.
For example, if child should have a
final location of finalX:
child.layoutX = finalX - child.layoutBounds.minX;
That is, the final coordinates of any node should be
finalX = node.layoutX + node.layoutBounds.minX
However running the following code:
var rect;
Stage {
title: "Application title"
width: 250
height:250
scene: Scene {
content: [
Stack{content:[rect = Rectangle { width:10 height:10}] layoutX:10}
]
}
}
println("finalX = {rect.layoutX+rect.layoutBounds.minX}");
gives me finalX = 0.0 instead of finalX = 10.0 as the docs seemingly state.
Is there a clear method to get the absolutely final positioning coordinates in JavaFX?

For bounds:
bounds = rect.localToScene(rect.getBoundsInLocal());
Work for JavaFx 1 and 2.

The only solution I found so far is
rect.localToScene(rect.layoutBounds.minX, rect.layoutBounds.minY) // a Point2D{x:Float y:Float} object
Which doesn't seem to me as the "best" way to do that (note that this function is not bound). Still it works for JavaFX 1.2.

Since JavaFX 8, there are additional methods converting local coordinates to screen coordinates. Their names start with "localToScreen"
You can check following link
http://docs.oracle.com/javase/8/javafx/api/javafx/scene/Node.html#localToScreen-double-double-

Related

How can I merge geometries in A-Frame without losing material information?

I have a large set of block objects using a custom geometry, that I am hoping to merge into a smaller number of larger geometries, as I believe this will reduce rendering costs.
I have been following guidance here: https://aframe.io/docs/1.2.0/introduction/best-practices.html#performance which has led me to the geometry-merger component here:
https://github.com/supermedium/superframe/tree/master/components/geometry-merger/
The A-Frame docs say:
"You can use geometry-merger and then make use a three.js material with vertex colors enabled. three.js geometries keep data such as color, uvs per vertex."
The geometry-merger component also says:
"Useful if using vertex or face coloring as individual geometries' colors can still be manipulated individually since this component keeps a faceIndex and vertexIndex."
However I have a couple of problems.
If I set vertexColors on my material (as suggested by the A-Frame docs), then this ruins the appearance of my blocks.
Whether or not I set vertexColors on my material, all material information seems to be lost when the geometries are merged, and everything just ends up white.
See this glitch for a demonstration of both problems.
https://tundra-mercurial-garden.glitch.me/
My suspicion is that the A-Frame geometry-merger component just won't do what I need here, and I need to implement something myself using the underlying three.js functions.
Is that right, or is there a way that I could make this work using geometry-merger?
For the vertexColors to work, you need to have your vertices coloured :)
More specifically - the BufferGeometry expects an array of rgb values for each vertex - which will be used as color for the material.
In this bit of code:
var geometry = new THREE.BoxGeometry();
var mat = new THREE.MeshStandardMaterial({color: 0xffffff, vertexColors: THREE.FaceColors});
var mesh = new THREE.Mesh(geometry, mat);
The mesh will be be black unless the geometry contains information about the vertex colors:
// create a color attribute in the geometry
geometry.setAttribute('color', new THREE.BufferAttribute(new Float32Array(vertices_count), 3));
// grab the array
const colors = this.geometry.attributes.color.array;
// fill the array with rgb values
const faceColor = new THREE.Color(color_hex);
for (var i = 0; i < vertices_count / 3; i += 3) {
colors[i + 0] = faceColor.r; // lol +0
colors[i + 1] = faceColor.g;
colors[i + 2] = faceColor.b;
}
// tell the geometry to update the color attribute
geometry.attributes.color.needsUpdate = true;
I can't make the buffer-geometry-merger component work for some reason, but It's core seems to be valid:
AFRAME.registerComponent("merger", {
init: function() {
// replace with an event where all child entities are ready
setTimeout(this.mergeChildren.bind(this), 500);
},
mergeChildren: function() {
const geometries = [];
// traverse the child and store all geometries.
this.el.object3D.traverse(node => {
if (node.type === "Mesh") {
const geometry = node.geometry.clone();
geometry.applyMatrix4(node.parent.matrix);
geometries.push(geometry)
// dispose the merged meshes
node.parent.remove(node);
node.geometry.dispose();
node.material.dispose();
}
});
// create a mesh from the "merged" geometry
const mergedGeo = THREE.BufferGeometryUtils.mergeBufferGeometries(geometries);
const mergedMaterial = new THREE.MeshStandardMaterial({color: 0xffffff, roughness: 0.3, vertexColors: THREE.FaceColors});
const mergedMesh = new THREE.Mesh(mergedGeo, mergedMaterial);
this.el.object3D.add(mergedMesh)
}
})
You can check it out in this glitch. There is also an example on using the vertex colors here (source).
I agree it sounds like you need to consider other solutions. Here are two different instances of instancing with A-Frame:
https://github.com/takahirox/aframe-instancing
https://github.com/EX3D/aframe-InstancedMesh
Neither are perfect or even fully finished, but can hopefully get you started as a guide.
Although my original question was about geometry merging, I now believe that Instanced Meshes were a better solution in this case.
Based on this suggestion I implemented this new A-Frame Component:
https://github.com/diarmidmackenzie/instanced-mesh
This glitch shows the scene from the original glitch being rendered with just 19 calls using this component. That compares pretty well with > 200 calls that would have been required if every object were rendered individually.
https://dull-stump-psychology.glitch.me/
A key limitation is that I was not able to use a single mesh for all the different block colors, but had to use one mesh per color (7 meshes total).
InstancedMesh can support different colored elements, but each element must have a single color, whereas the elements in this scene had 2 colors each (black frame + face color).

GeoFire - Save item to specific location with radius

I don't have any code to share at this point, but I'm trying to figure out how to solve my issue.. I was hoping some of you might have some advice.
I'm building an app where I get the user's lat/long from geolocation and if they are in an predetermined area with a radius they can post data to the server, but not if they aren't in an area that I specified is allowed.. Here is an image for example:
So in this example, the user could post if they are in the radius of one of the circles but not if they aren't.
I would also have to fetch the data based off of which circle they are in..
What I'm wondering is, how would I specify where these radius' exist and does this scale easily? If I needed to add 10-30 new locations would that be easy to do?
You have the user location from the device and as you have the circles; you have the circle centre with their radius. At time of posting, you check the distance from the user location to the circle centre and enumerate thought the circle locations. if the distance is within the radius, they can post if not, not.
var radius = 100 //example
let canPostLocations = [
CLLocation1,
CLLocation2
]
func isInRange() -> Bool {
for canPost in canPostLocations {
let locationDistance = location.distance(from: canPost)
if (locationDistance < radius) {
return true
}
}
return false
}
use as:
var mayPost = false
var userLocation: CLLocation! = nil
if userLocation != nil {
mayPost = InRange(location: userLocation).isInRange()
}

How to calculate the height of NSAttributedString, given width and number of lines?

I want to display 3 lines of NSAttributedString. Is there a way to figure out the needed height, based on width and number of lines?
And I don't want to create a UILabel to do the size calculation, since I want the calculation to be done in background thread.
I wonder why this is still unanswered. Anyhow, here's the fastest method that works for me.
Make an NSAttributedString Category called "Height". This should generate two files titled "NSAttributedString+Height.{h,m}"
In the .h file:
#interface NSAttributedString (Height)
-(CGFloat)heightForWidth:(CGFloat)width;
#end
In the .m file:
-(CGFloat)heightForWidth:(CGFloat)width
{
return ceilf(CGRectGetHeight([self boundingRectWithSize:CGSizeMake(width, CGFLOAT_MAX)
options:NSStringDrawingUsesLineFragmentOrigin|NSStringDrawingUsesFontLeading
context:nil])) + 1;
}
Here's what's happening:
boundRectWithSize:options:context get's a rect constrained to a width you pass to the method. The NSStringDrawingUsesLineFragmentOrigin option tells it to expect multiline string.
Then we fetch the height parameter from that rect.
In iOS 7, this method returns decimals. We need a round figure. ceilf helps with that.
We add an extra unit to the returning value.
Here's how to use it
NSAttributedString *string = ...
CGFloat height = [string heightForWidth:320.0f];
You can use that height for your layout computations.
The answer by #dezinezync answers half of the question. You'll just have to calculate the maximum size allowed for your UILabel with the given width and number of lines.
First, get the height allowed based on number of lines:
let maxHeight = font.lineHeight * numberOfLines
Then calculate the bounding rect of the text you set based on the criteria:
let labelStringSize = yourText.boundingRectWithSize(CGSizeMake(CGRectGetWidth(self.frame), maxHeight),
options: NSStringDrawingOptions.UsesLineFragmentOrigin,
attributes: [NSFontAttributeName: font],
context: nil).size
There is a method in TTTAttributedLabel called
+ (CGSize)sizeThatFitsAttributedString:withConstraints:limitedToNumberOfLines:
Basically,this method use some Core Text API to calculate the height, the key function is
CGSize CTFramesetterSuggestFrameSizeWithConstraints(
CTFramesetterRef framesetter,
CFRange stringRange,
CFDictionaryRef __nullable frameAttributes,
CGSize constraints,
CFRange * __nullable fitRange )
which I think ,is also used by
- (CGRect)textRectForBounds:limitedToNumberOfLines:
this is a workaround and I think there are better way...
static UILabel *label;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
label = [UILabel new];
});
label.attributedText = givenAttributedString;
CGRect rect = CGRectMake(0,0,givenWidth,CGFLOAT_MAX)
CGFloat height = [label textRectForBounds:rect
limitedToNumberOfLines:2].size.height;

Equal scale for both of X and Y in Zedgraph chart

Based on my experience with Zedgraph I could not set both of X and Y axes scale same to have a correct scatter graph! Assume we have a square grid of 10x10m cells in which each cell is a square shape 1x1m. when we try to draw points of such data, the output is not acceptable because each axis scaled to different scale. It is worse when we try to call Zoomall, then we find all points are fitted to chart area regardless their equal spacing!
I hope someone can help me to find a solution. Although Zedgraph is flexible library but this is a big fault!
perfectly aware, this q. is 9 years old, but still..
Have just encountered and solved the issue of presenting the graph in a square pane.
(It seems that was the OP question)
It's a bit "brute" and invokes redundant redraws, but gets the job done.
//"GraphWinFormsHost" is my ZGraph container
GraphWinFormsHost.SizeChanged += (sender, args) =>
{
//"IsEqualScale" is my property, indicating a square is needed
if(_ChartData == null || !_ChartData.IsEqualScale)
return;
_ZedGraphControl.GraphPane.Chart.IsRectAuto = true;
_ZedGraphControl.Refresh();
//here, the graph pane is redrawn according to available space
float x = _ZedGraphControl.GraphPane.Chart.Rect.X;
float y = _ZedGraphControl.GraphPane.Chart.Rect.Y;
float h = _ZedGraphControl.GraphPane.Chart.Rect.Height;
float w = _ZedGraphControl.GraphPane.Chart.Rect.Width;
float min = Math.Min(h, w);
_ZedGraphControl.GraphPane.Chart.Rect = new RectangleF(x, y, min, min);
};
Is Scale.IsAnyOrdinal true for any Axis.Scale's ?
ZedGraph appears to position nodes based on index offset rather than node value when the Scale.Type is set to AxisType.Text, Ordinal, DateAsOrdinal, or LinearAsOrdinal.
I recently had to solve the same problem. This is what has worked for me:
zg1.AxisChange();
if (myPane.XAxis.Scale.Max > myPane.YAxis.Scale.Max) {
myPane.YAxis.Scale.Max = myPane.XAxis.Scale.Max;
myPane.YAxis.Scale.Min = myPane.XAxis.Scale.Min;
myPane.YAxis.Scale.MajorStep = myPane.XAxis.Scale.MajorStep;
} else {
myPane.XAxis.Scale.Max = myPane.YAxis.Scale.Max;
myPane.XAxis.Scale.Min = myPane.YAxis.Scale.Min;
myPane.XAxis.Scale.MajorStep = myPane.YAxis.Scale.MajorStep;
}
zg1.AxisChange();
With the first call to AxisChange the control automatically calculate the correct values for my data. Then I copy the relevant parameters from one scale to the other one and apply the change.

Mystery coordinate offset on getCharBoundaries

I've ran into a weird problem with getCharBoundaries, I could not figure out what coordinate space the coordinates returned from the function was in. What ever I tried I could not get it to match up with what I expected.
So I made a new project and and added simple code to highlight the last charater in a textfield, and all of a sudden it worked fine. I then tried to copy over the TextField that had been causing me problems, into the new project. And now the same weird offset appeared 50px on the x axis. Everything else was spot on.
So after some headscracthing comparing the two TextFields, I simply can not see a difference in their properties or transformation.
So I was hoping that someone might now what property might affect the coordinates returned by getCharBoundaries.
I am using Flash CS4.
I've just had exactly the same problem and thought I'd help out by offering what my findings are. With a help from this thread, I tried to find everything that wasn't 'default' about the textfield I was using. I found that when I had switched my TextFormatAlign (or 'align' in the IDE) and TextFieldAutoSize properties to 'LEFT' as opposed to 'CENTER', it solved the problem.
A little late in the game perhaps, but worth knowing for anyone running into the same problem. This was the only thread I could find that raised the right flag...
Well the getCharBoundaries returns the boundaries in the textfield coordinate system. Where the origin is topleft corner of the textfield.
getCharBoundaries does not take into consideration the scrolling. you need to check if there are scrollbars on its parent (textarea) and if so relocate. One quick way of doing it is using localtoglobal and globaltolocal. Use the first to translate from the textfield coordinate system to the application coordinate system and then use the second to translate from the app coordinate system to the coordinate system of the parent of the textfield which is the textarea. I'm fine tuning a my method to get char boundaries i will publish it today on my blog
http://flexbuzz.blogspot.com/
Works For Me(tm) (Flex Builder AS3 project):
[Embed(systemFont="Segoe UI", fontWeight="bold", fontName="emb",
mimeType="application/x-font")]
private var EmbeddedFont:Class;
public function ScratchAs3()
{
stage.scaleMode = 'noScale';
stage.align = 'tl';
var m:Matrix = new Matrix(.8, .1, -.1, 1.1, 26, 78);
var t:TextField = new TextField();
t.autoSize = 'left';
t.wordWrap = false;
t.embedFonts = true;
t.defaultTextFormat = new TextFormat("emb", 100, 0, true);
t.transform.matrix = m;
t.text = "TEST STRING.";
addChild(t);
var r:Rectangle = t.getCharBoundaries(8);
var tl:Point = m.transformPoint(r.topLeft);
var tr:Point = m.transformPoint(new Point(r.right, r.top));
var bl:Point = m.transformPoint(new Point(r.left, r.bottom));
var br:Point = m.transformPoint(r.bottomRight);
graphics.beginFill(0xFF, .6);
graphics.moveTo(tl.x, tl.y);
graphics.lineTo(tr.x, tr.y);
graphics.lineTo(br.x, br.y);
graphics.lineTo(bl.x, bl.y);
graphics.lineTo(tl.x, tl.y);
}
To literally answer your question, it returns the coordinates in the TextField's coordinate system, not it's parent, and it is affected by DisplayObject.transform.matrix, which is the backing for the .x, .y, .scaleX, .scaleY, .width, .height, and .rotation properties.
What ever it was the solution was simple to add a new TextField, never found out what property screwed everything up.
The first answer is correct in most cases. However if your field is parented to another movie clip it may still return the wrong y coordinate. try this code:
//if this doesn't work:
myTextFormat = new TextFormat();
myTextFormat.align = TextFormatAlign.LEFT;
myFieldsParent.myField.autoSize = TextFieldAutoSize.LEFT;
myFieldsParent.myField.setTextFormat( myTextFormat);
//try this:
var x = myFieldsParent.myField.getCharBoundaries(o).x;
var y = myFieldsParent.myField.getCharBoundaries(o).y;
var myPoint:Point = new Point(myField.getCharBoundaries(o).x,myField.getCharBoundaries(o).y);
var pt:Point = new Point(myFieldsParent.myField.getCharBoundaries(o).x, myFieldsParent.myField.getCharBoundaries(o).y);
pt = myFieldsParent.myField.localToGlobal(pt);
//pt is the variable containing the coordinates of the char in the stage's coordinate space. You may still need to offset it with a fixed value but it should be constant.
I didn't test this code as I have adapted this example from code that is embedded into my project so I apologize if I'm missing something...

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