So far I've tried creating another Rectangle to calculate the radius of an inner Circle with it's center and a point to the left side:
Rectangle rectangle = new Rectangle();
Vector2 center = new Vector2();
otherRectangle.getCenter(center);
Vector2 side = new Vector2(otherRectangle.x, otherRectangle.y + otherRectangle.height / 2f);
float size = center.dst(side);
rectangle.setSize(size);
rectangle.setCenter(center);
But this makes the rectangle be too small and I'd like the corners of the square to be touching the circle border:
As Nicolas commented, the answer so the corners of the square touch the circle is to set its size to Math.sqrt(2) * radius
Related
A Tiled map object hat a position x, y in pixels and a rotation in degrees.
I am loading the coordinates and the rotation from the map and trying to assign them to a box2d Body. There are a couple of differences between the location models, for example Tiled object rotation is in degrees and box2d body angle is in radians.
How do I convert the location to the BodyDef coordinates x, y and angle so that the body will be created at the correct position?
Background:
Using the code:
float angle = -rotation * MathUtils.degreesToRadians;
bodyDef.angle = angle;
bodyDef.position.set(x, y);
Works when the rotation is 0, but the body is not positioned correctly when rotation is different than 0.
I found a couple of hints here:
http://www.tutorialsface.com/2015/12/qu ... dx-solved/
and here:
https://github.com/libgdx/libgdx/issues/2742
That seem to tackle this exact problem, however neither solution worked for me, the body objects are still positioned wrong after applying those transformations. By positioned wrong I mean that the body is positioned in the area of the map where it should be but slightly off depending on its rotation.
I feel that it should be pretty simple but I do not know how to mediate the differences between Tiled and box2d locations.
For reference these are the two solutions I tried from the links above (after transforming the values x, y, width, height from pixels to world units):
float angle = rotation * MathUtils.degreesToRadians;
bodyDef.angle = -angle;
Vector2 correctionPosition = new Vector2(
height * MathUtils.cosDeg(-rotation - 90),
height + height * MathUtils.sinDeg(-rotation - 90));
bodyDef.position.set(x, y).add(correctionPosition);
and
float angle = rotation * MathUtils.degreesToRadians;
bodyDef.angle = -angle;
// Top left corner of object
Vector2 correctedPosition = new Vector2(x, y + height);
// half of diagonal for rectangular object
float radius = (float)Math.sqrt(width * width + height * height) / 2.0f;
// Angle at diagonal of rectangular object
float theta = (float)Math.tanh(height / width) * MathUtils.degreesToRadians;
// Finding new position if rotation was with respect to top-left corner of object.
// X=x+radius*cos(theta-angle)+(h/2)cos(90+angle)
// Y=y+radius*sin(theta-angle)-(h/2)sin(90+angle)
correctedPosition = correctedPosition
.add(
radius * MathUtils.cos(theta - angle),
radius * MathUtils.sin(theta - angle))
.add(
((height / 2) * MathUtils.cos(MathUtils.PI2 + angle)),
(-(height / 2) * MathUtils.sin(MathUtils.PI2 + angle)));
bodyDef.position.set(correctedPosition);
Any hint would be highly welcomed.
Found the correct solution, lost about 1 day of my life :)
The information from above links is incorrect and/or outdated. Currently Tiled saves the object position depending on it's type. For an image is relative to bottom-left position.
Box2d doesn't really have an "origin" point, but you can consider is its center and the shapes of the fixtures attached to the body should be positioned relative to (0,0).
Step 1: Read tiled properties
float rotation = textureMapObject.getRotation();
float x = textureMapObject.getX();
float y = textureMapObject.getY();
float width = textureMapObject.getProperties()
.get("width", Float.class).floatValue();
float height = textureMapObject.getProperties()
.get("height", Float.class).floatValue();
Step 2: Scale these acording to your box2d world size, for example x = x * 1/25; etc.
Step 3: Create a body without any position or angle.
Step 4: Transform body position and angle with:
private void applyTiledLocationToBody(Body body,
float x, float y,
float width, float height,
float rotation) {
// set body position taking into consideration the center position
body.setTransform(x + width / 2, y + height / 2, 0);
// bottom left position in local coordinates
Vector2 localPosition = new Vector2(-width / 2, -height / 2);
// save world position before rotation
Vector2 positionBefore = body.getWorldPoint(localPosition).cpy();
// calculate angle in radians
float angle = -rotation * MathUtils.degreesToRadians;
// set new angle
body.setTransform(body.getPosition(), angle);
// save world position after rotation
Vector2 positionAfter = body.getWorldPoint(localPosition).cpy();
// adjust position with the difference (before - after)
// so that the bottom left position remains unchanged
Vector2 newPosition = body.getPosition()
.add(positionBefore)
.sub(positionAfter);
body.setTransform(newPosition, angle);
}
Hope it helps.
I'm trying to identity the center x and y of a circle drawn from an png image source in a canvas, is there a context 2d function that can do this?
Or is there a function that can trace a circle in a png file so that I can identify its coordinates for center x and y?
I just need the logic thanks
There is no native method to identify shapes on an html5 canvas.
Once the pixels are drawn any information about how they were drawn (circle, rectangle, etc) is forgotton.
A method to find your circle
Your circle must be differentiated from the rest of the image.
Is it a unique color? Is the rest of the image transparent?
At the point where you have a differentiation, you can use getImageData to fetch the red, blue, green & alpha information about every pixel on the canvas.
var pixelData = context.getImageData(0,0,canvas.width,canvas.height).data;
This pixelData is one long array with each pixel's color data being in an element:
firstPixelRed=pixelData[0];
firstPixelGreen=pixelData[1];
firstPixelBlue=pixelData[2];
firstPixelAlpah=pixelData[3];
//
secondPixelRed=pixelData[4];
secondPixelGreen=pixelData[5];
secondPixelBlue=pixelData[6];
secondPixelAlpah=pixelData[7];
You can use this pixelData to identify all pixels which are inside your circle.
From these "inside circle" pixels, find their minimumX, minimumY, maximumX & maximumY coordinates.
These minimums & maximums will give you the bounding box of the circle.
topleft = [minumumX,minumimY]
topright = [maximumX,minimumY]
bottomright= [maximumX,maximumY]
bottomleft = [minumumX,maximumY]
The radius of the circle is:
var radius = (maximumX - minimumX) /2;
So the center point of the circle is:
var centerX = minimumX + radius;
var centerY = minimumY + radius;
And you've got your circle with center point [centerX,centerY] with radius!
I am new to libGDX.I just want a Rectangle or a small curve drawn between the object and the clicked position .I know libGDX has RECTANGLE class but I need to rotate it but the problem is, it gets rotated in center origin and i want to rotate it from its starting position.
I just want to draw a rectangle or a curved line to be drawn between the object and the clicked position like this >>>
Code to get user click position :
int x1 = Gdx.input.getX();
int y1 = Gdx.input.getY();
Code to get the width(distance) between the object and the clicked position :
float abwidth = x1 - position.x;
Code to compute the rotation :
float f1 = Math.abs(y1 - position.y);
float f2 = Math.abs(x1 - position.x);
abwidth = Math.abs(abwidth);
float abdegree = Math.toDegrees(Math.atan((f1)/(f2)));
abdegree = abdegree * (-1);//done this because it was giving the opposite rotation i dont know if this is wrong but it made the angle upwards
The above computed degree when put in the following code -- > shapeRenderer.rect(x,y,width,height, 0, 0, abdegree ); is not giving me the perfect angle So what would be a perfect way to rotate the straight horizontal rectangle to the click position.
Or is there any way of achieving this in some other way instead of using rectangle like using curve or something else ?
You can use this class for rendering shapes
and it has
rect(float x, float y, float width, float height, float originX, float originY, float rotation)
method for drawing rectangles
set originX,originY to 0,0 or other numbers to change rotation origin point
I am creating a game where fairies cross the screen (bottom to top). There is a laser at the bottom of the screen that goes from right to left. I want to shoot the laser, and have the laser bullets to go from bottom to top. The code that I have has it going from top to bottom. I have tried to reverse the direction by changing out the + = 10 to - = 10... This did get the bullets in the right direction, however, it started it towards the top of my screen.
stage.addEventListener(MouseEvent.MOUSE_DOWN, targeting)
function targeting(e:MouseEvent):void{
var newArrow:blackArrow = new blackArrow();
addChild(newArrow);
newArrow.y = 50;
newArrow.x = shooterMC.x;
newArrow.addEventListener(Event.ENTER_FRAME, shoot);
}
function shoot(e:Event):void {
var arrowMC:MovieClip = MovieClip(e.target);
arrowMC.y += 10;
}
Thank you in advance for any help that you can give me.
You have to change this line to your desired position you want to start the laser animation from:
newArrow.y = 50;
The coordinate system starts in the upper left corner. So the lower right corner is window width | window height.
When rotating a display object (around its center) the visual corner of the element moves (the actual x and y of the "box" remains the same). For example with 45 degrees of rotation the x coordinate will have increased and the y coordinate will have decreased as the top left corner is now at the top center of the "box".
I've tried to use displayObject.getBounds(coordinateSpace).topLeft however this method is simply returning the x and y of the box and thus doesn't change after an object has been rotated.
So, how do you get the x and y of a visual corner of a rotated display object?
Update: this is what I mean with the position of a visual corner after rotation -->
alt text http://feedpostal.com/cornerExample.gif
You simply need to translate the point to its parent's coordinate space.
var box:Shape = new Shape();
box.graphics.beginFill(0xff0099);
box.graphics.drawRect(-50, -50, 100, 100); // ... the center of the rectangle being at the middle of the Shape
addChild(box);
box.x = 100; // note: should be 100 + box.width * .5 in case you want to use the topleft corner to position
box.y = 100;
box.rotation = 45;
// traces the result (Point)
trace( box.parent.globalToLocal(box.localToGlobal(box.getBounds(box).topLeft)) );