World to screen coordinates in LibGDX - libgdx

I am trying to present a map on the screen and place pins on the map at certain coordinates that are predefined. currently the issue is when the screen size changes say from device to device or when running on a desktop when the window size changes the position of all the pins moves when the map is scaled to fit the screen. I'm sure there is an obvious was to make the positions dependent on the map size or something. Could someone point me in the right direction in terms of making the objects appear in the same locations when the screen scales?

You need to unproject your coordinates with your camera.
Let's say that your coordinates that you want to transform to 'screen' coordinates are called
screenX and screenY.
Vector3 vec=new Vector3(screenX,screenY,0);
camera.unproject(vec);
Now you can use your vec.x and vec.y values.

This is how you do it correctly
public static Vector3 MultiplyPoint(Matrix4 m, Vector3 point)
{
Vector3 result = new Vector3(0, 0, 0);
result.x = m.val[Matrix4.M00] * point.x + m.val[Matrix4.M01] * point.y + m.val[Matrix4.M02]* point.z + m.val[Matrix4.M03];
result.y = m.val[Matrix4.M10] * point.x + m.val[Matrix4.M11] * point.y + m.val[Matrix4.M12] * point.z + m.val[Matrix4.M13];
result.z = m.val[Matrix4.M20] * point.x + m.val[Matrix4.M21] * point.y + m.val[Matrix4.M22] * point.z + m.val[Matrix4.M23];
float num = m.val[Matrix4.M30] * point.x + m.val[Matrix4.M31] * point.y + m.val[Matrix4.M32] * point.z + m.val[Matrix4.M33];
num = 1f / num;
result.x *= num;
result.y *= num;
result.z *= num;
return result;
}
public static Vector2 WorldToScreenPoint(float x, float y)
{
Matrix4 V = Constants.Camera.view;
Matrix4 P = Constants.Camera.projection;
Matrix4 MVP = P.mul(V); // Skipping M, point in world coordinates
Vector3 screenPos = MultiplyPoint(MVP, new Vector3(x, y, 0));
Vector3 screenPoint = new Vector3(screenPos.x + 1f, screenPos.y + 1f, screenPos.z + 1f).scl(0.5f); // returns x, y in [0, 1] internal.
return new Vector2(screenPoint.x * Constants.GlobalWidth, screenPoint.y * Constants.GlobalHeight); // multiply by viewport width and height to get the actual screen coordinates.
}

Related

Java 2D Polygon outside another

I'd like to know if there is a java way to, given a polygon, draw another one at a given distance and with the same center.
I tried AffineTransform but don't really know how it Works.
Thank you.
You need to translate your polygon by half its centroid width and height. I have included the code that comes from http://paulbourke.net/geometry/polygonmesh/PolygonUtilities.java to calculate the centroid of a polygon.
public void drawPolygon(){
Graphics2D g2 = bufferedImage.createGraphics();
Polygon poly=new Polygon();
poly.addPoint(100, 100);
poly.addPoint(200, 100);
poly.addPoint(200, 200);
poly.addPoint(150, 250);
poly.addPoint(100, 200);
poly.addPoint(100, 100);
g2.setColor(Color.blue);
g2.fillPolygon(poly);
g2.setColor(Color.red);
Point2D.Double []pts=new Point2D.Double[poly.npoints];
for (int i=0;i<poly.npoints;i++){
pts[i]=new Point2D.Double(poly.xpoints[i],poly.ypoints[i]);
}
Point2D centroid=centerOfMass(pts);
g2.translate(-centroid.getX(), -centroid.getY());
g2.scale(2, 2);
g2.drawPolygon(poly);
}
public static double area(Point2D[] polyPoints) {
int i, j, n = polyPoints.length;
double area = 0;
for (i = 0; i < n; i++) {
j = (i + 1) % n;
area += polyPoints[i].getX() * polyPoints[j].getY();
area -= polyPoints[j].getX() * polyPoints[i].getY();
}
area /= 2.0;
return (area);
}
/**
* Function to calculate the center of mass for a given polygon, according
* to the algorithm defined at
* http://local.wasp.uwa.edu.au/~pbourke/geometry/polyarea/
*
* #param polyPoints
* array of points in the polygon
* #return point that is the center of mass
*/
public static Point2D centerOfMass(Point2D[] polyPoints) {
double cx = 0, cy = 0;
double area = area(polyPoints);
// could change this to Point2D.Float if you want to use less memory
Point2D res = new Point2D.Double();
int i, j, n = polyPoints.length;
double factor = 0;
for (i = 0; i < n; i++) {
j = (i + 1) % n;
factor = (polyPoints[i].getX() * polyPoints[j].getY()
- polyPoints[j].getX() * polyPoints[i].getY());
cx += (polyPoints[i].getX() + polyPoints[j].getX()) * factor;
cy += (polyPoints[i].getY() + polyPoints[j].getY()) * factor;
}
area *= 6.0f;
factor = 1 / area;
cx *= factor;
cy *= factor;
res.setLocation(cx, cy);
return res;
}
Another way of doing this, common in the GIS world, is to buffer a polygon. There is a library called Java Topology Suite that will provide this functionality, although it might be harder to figure out what the scale factor is.
There are some very interesting discussions about polygon growing in this post: An algorithm for inflating/deflating (offsetting, buffering) polygons

my sprite dont show in libgdx

Hi i am new to libgdx and try to build a ludo game.right know i could draw the board but when i try to show dice or any peaces nothing happens I attach game code .
please read and help.
public void create() {
float w = Gdx.graphics.getWidth();
float h = Gdx.graphics.getHeight();
batch = new SpriteBatch();
camera = new OrthographicCamera(1, h / w);
boardtexture = new Texture(Gdx.files.internal("data/ludo-boardx2.png"));
boardtexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
boardsprite = new Sprite(boardtexture);
boardsprite.setSize(1f,
1f * boardsprite.getHeight() / boardsprite.getWidth());
boardsprite.setOrigin(boardsprite.getWidth() / 2,
boardsprite.getHeight() / 2);
boardsprite.setPosition(-boardsprite.getWidth() / 2,
-boardsprite.getHeight() / 2);
Texture dice = new Texture(Gdx.files.internal("data/dices.png"));
dice.setFilter(TextureFilter.Linear, TextureFilter.Linear);
dtemp = new Sprite(dice);
dtemp.setSize(1f, 1f * dtemp.getHeight() / dtemp.getWidth());
dtemp.setPosition(0f, 0f);
// System.out.println(w/2+" " +h/2);
// System.out.println(dtemp.getWidth()+":"+dtemp.getHeight());
// animatedDice.setPosition(new Vector2(0, 0));
System.out.println(animatedDice.getX() + ":" + animatedDice.getY()
+ "\n" + w + ":" + h);
}
public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
// camera.update();
handleInput();
batch.begin();
boardsprite.draw(batch);
dtemp.draw(batch);
//animatedDice.draw(batch);
batch.end();
// animatedDice.update();
}
You are drawing your die at a position of (w/2, h/2), which is way out of range of your viewport. You set your viewport so the X coordinate of the right side of your screen is 0.5, but your sprite's left side is at x=w/2, where w is the number of pixels wide your window is.
Even if you had set your camera size to match the window ((w, h)), you would have an issue here because you'd be drawing your sprite so its left edge matched the right edge of the screen. By default, the origin of your die sprite will be its lower left corner.
If you aren't planning to zoom your scene in and out, it might be simpler to set your camera viewport to the size of the window by using camera = new OrthographicCamera(w, h); Then you'll know that your units are equivalent to pixels.

How to find correct offset to adjust sprite to the position of box2D body after rotation

I am trying to implement phsyics with the as3 box2d port. I currently have a b2body for each of some certain sprites in my game and I am able to update the sprite's positions correctly from the positions of the bodies. This is shown in the picture below (debugDraw shows the positions of the b2bodies overlaid on their corresponding spirtes. The green rectangles are the walls and floor)
However, I also want to have the sprite's rotations reflect the rotations of the b2bodies. But, after I rotate the sprites, the offset I use to center them correctly with the b2body positions is no longer accurate.
My code for updating the sprites positions is as follows:
private function Update(update_event:TimerEvent):void
{
//step physics simulation forward
world.Step(0.025,10,10);
//update all objects in world
for each (var obj:HouseItemPhysicsObject in physicsObjects)
{
//update object's position from gravity if it is not being dragged
if(!obj.isHeld)
{
/*adjust rotation of sprite along with body -> yourMC.rotation = (yourMCbody.GetAngle() * 180 / Math.PI) % 360; */
obj.object.rotation = (obj.pBody.GetAngle() * 180/Math.PI) % 360;
if(obj.object.rotation >=5)
// set object's x position but adjust for offset between the cooridinate systems
obj.x = (obj.pBody.GetPosition().x* scaleFactor)-(obj.object.width/2);
//keep in horizontal bounds of screen
if(obj.x > GeneralConstants.GAME_WIDTH)
{
obj.x =GeneralConstants.GAME_WIDTH;
}
else if(obj.x < 0)
{
obj.x = 0;
}
// set object's x position but adjust for offset between the cooridinate systems in Flash and box2d
obj.y = (obj.pBody.GetPosition().y * scaleFactor)-(obj.object.height/2);
//keep in vertical bounds of the screen
if(obj.y > GeneralConstants.GAME_HEIGHT)
{
obj.y =GeneralConstants.GAME_HEIGHT;
}
else if(obj.x < 0)
{
obj.x = 0;
}
/*Draw shapes to see for debug*/
//obj.DrawDebug();
//trace("OBJECT's X is :" + obj.x + " Y is :" +obj.y);
trace("Object's rotation is:" + obj.object.rotation);
}
}
//move debug draw to front of display list
m_sprite.parent.setChildIndex(m_sprite, m_sprite.parent.numChildren - 5);
world.DrawDebugData();
}
How can I find the correct X and Y offset between the coordinate systems (Flash and Box2d) after rotating the sprite according to the b2Body? Thanks for the help.
EDIT:
For clarity, the object is a class that extends the Sprite class, and it's data member _object is a an instance of MovieClip.
Box2D objects have their anchor point in the center by default, while for Flash objects, it's in the top left. To position them properly, you need to take this into account
Easy way
Wrap your Bitmaps/whatever in a Sprite and center them:
// create the image, center it, and add it to a holder Sprite
var image:Bitmap = new Bitmap( objGraphicsBitmapData );
image.x = -image.width * 0.5;
image.y = -image.height * 0.5;
var holder:Sprite = new Sprite;
holder.addChild( image );
Now just set the position and rotation of holder as you do currently, and it should be fine
Hard way
You need to manually adjust the position offset based on the object's rotation. A simple rotation function:
public function rotate( p:Point, radians:Number, out:Point = null ):Point
{
// formula is:
// x1 = x * cos( r ) - y * sin( r )
// y1 = x * sin( r ) + y * cos( r )
var sin:Number = Math.sin( radians );
var cos:Number = Math.cos( radians );
var ox:Number = p.x * cos - p.y * sin;
var oy:Number = p.x * sin + p.y * cos;
// we use ox and oy in case out is one of our points
if ( out == null )
out = new Point;
out.x = ox;
out.y = oy;
return out;
}
First we need to store the object's offset - this is normally new Point( -obj.width * 0.5, -obj.height * 0.5 ). You need to stock this while it's rotation is 0, and rotating the object will change its width and height properties, so the following won't work properly.
obj.offset = new Point( -obj.width * 0.5, -obj.height * 0.5 );
When you're updating the position, simply rotate the offset by the rotation and add it:
// get our object's position and rotation
// NOTE: you'll probably need to adjust the position based on your pixels per meter value
var pos:Point = new Point( obj.pBody.GetPosition().x, obj.pBody.GetPosition().y ); // pos in screen coords
var rotR:Number = obj.pBody.GetAngle(); // rotation in radians
var rotD:Number = radiansToDegrees( rotR ); // rotation in degrees
// rotate our offset by our rotation
var offset:Point = rotate( obj.offset, rotR );
// set our position and rotation
obj.x = pos.x + offset.x;
obj.y = pos.y + offset.y;
obj.rotation = rotD;
Other useful functions:
public function degreesToRadians( deg:Number ):Number
{
return deg * ( Math.PI / 180.0 );
}
public function radiansToDegrees( rad:Number ):Number
{
return rad * ( 180.0 / Math.PI );
}
If you do it to give your sprites properties of physical objects, it can be easier to use physInjector for box2D:
http://www.emanueleferonato.com/2013/03/27/add-box2d-physics-to-your-projects-in-a-snap-with-physinjector/
It is free can do it in a couple of lines.

HTML CSS3 / Canvas Image Distortion

Is there a way to skew/distort only one corner using CSS3 or canvas tag in HTML5?
Here is a screenshot from Photoshop tutorial how to do it:
Update:
This is the best I have found so far, but it is not 100% accurate:
https://github.com/edankwan/PerspectiveTransform.js
Update2:
I need html5 version of this:
http://www.rubenswieringa.com/code/as3/flex/DistortImage/
This should help you .
Link1
And you should try searching before posting a question. I searched for html5 canvas skew image and it showed me so many results .
Update
Check Out this Fiddle
// Find each img, and replace it with a canvas
$('img').each(function (index, el) {
var c, // new canvas which will replace this img element
ctx, // context of new canvas
i, // loop counter
tmpCtx, // temp context for doing work
h, // height of the image / new canvas
w, // width of the image / new canvas
dh, // destination height (used in translation)
dw, // destination width (used in translation)
dy, // destination y
leftTop,// left top corner position
leftBot;// left bottom corner position
// Get the height/width of the image
h = el.height;
w = el.width;
// Create the canvas and context that will replace the image
c = $("<canvas height='" + h + "' width='" + w + "'><\/canvas>");
ctx = c.get(0).getContext('2d');
// Create a temporary work area
tmpCtx = document.createElement('canvas').getContext('2d');
// Draw the image on the temp work area
for (i = 0; i < h; i++) {
dw = Math.abs((w * (h - i) + w * i) / h);
tmpCtx.drawImage(el,
0, i, w, 1, // sx, sy, sw, sh
0, i, dw, 1); // dx, dy, dw, dh
}
// Calculate the left corners to be 20% of the height
leftTop = parseInt(h * .2, 10);
leftBot = parseInt(h * 1, 10) - leftTop;
ctx.save();
// Draw the image on our real canvas
for (i = 0; i < w; i++) {
dy = (leftTop * (w - i)) / w;
dh = (leftBot * (w - i) + h * i) / w;
ctx.drawImage(tmpCtx.canvas,
i, 0, 1, h,
i, dy, 1, dh);
}
ctx.restore();
// Replace the image with the canvas version
$(el).replaceWith(c);
});
I think this is what you are looking for.

Algorithm for particles targeting

I'm building a particles systems, one of the features I'd like to add is a "target" feature. What I want to be able to do is set an X,Y target for each particle and make it go there, not in a straight line though (duh), but considering all other motion effects being applied on the particle.
The relevant parameters my particles have:
posx, posy : inits with arbitrary values. On each tick speedx and speedy are added to posx and posy respectively
speedx, speedy : inits with arbitrary values. On each tick accelx and accely are added to speedx speedy respectively if any)
accelx, accely : inits with arbitrary values. With current implementation stays constant through the lifespan of the particle.
life : starts with an arbitrary value, and 1 is reduced with each tick of the system.
What I want to achieve is the particle reaching the target X,Y on it's last life tick, while starting with it's original values (speeds and accelerations) so the motion towards the target will look "smooth". I was thinking of accelerating it in the direction of the target, while recalculating the needed acceleration force on each tick. That doesn't feel right though, would love to hear some suggestions.
For a "smooth" motion, you either keep the speed constant, or the acceleration constant, or the jerk constant. That depends on what you call "smooth" and what you call "boring". Let's keep the acceleration constant.
From a physics point of view, you have this constraint
targetx - posx = speedx*life + 1/2accelx * life * life
targety - posy = speedy*life + 1/2accely * life * life
Because distance traveled is v*t+1/2at^2. Solving for the unknown acceleration gives
accelx = (targetx - posx - speedx*life) / (1/2 * life * life)
accely = (targety - posy - speedy*life) / (1/2 * life * life)
(For this to work speedy must be in the same unit as time, for example "pixels per tick" and life is a number of "ticks". )
Since you use euler integration, this will not bring the particle exactly on the target. But I doubt it'll be a real issue.
Works like a charm:
Another picture, this time with constant jerk
jerkx = 6.0f*(targetx-x - speedx*life - 0.5f*accelx*life*life)/(life*life*life)
Looks like there is another bend in the curve...
Java code
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;
#SuppressWarnings("serial")
public class TargetTest extends JPanel {
List<Particle> particles = new ArrayList<Particle>();
float tx, ty; // target position
public TargetTest() {
tx = 400;
ty = 400;
for (int i = 0; i < 50; i++)
particles.add(new Particle(tx / 2 + (float) (tx * Math.random()), ty / 2
+ (float) (ty * Math.random())));
this.setPreferredSize(new Dimension((int) tx * 2, (int) ty * 2));
}
#Override
protected void paintComponent(Graphics g1) {
Graphics2D g = (Graphics2D) g1;
g.setColor(Color.black);
// comment next line to draw curves
g.fillRect(0, 0, getSize().width, getSize().height);
for (Particle p : particles) {
p.update();
p.draw(g);
}
}
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
JFrame f = new JFrame("Particle tracking");
final TargetTest world = new TargetTest();
f.add(world);
// 1 tick every 50 msec
new Timer(50, new ActionListener() {
#Override
public void actionPerformed(ActionEvent arg0) {
world.repaint();
}
}).start();
f.pack();
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setVisible(true);
}
});
}
class Particle {
float x, y;// position
float vx, vy;// speed
float ax, ay;// acceleration
float jx, jy;// jerk
int life; // life
float lastx, lasty;// previous position, needed to draw lines
int maxlife; // maxlife, needed for color
public Particle(float x, float y) {
this.x = x;
this.y = y;
// pick a random direction to go to
double angle = 2 * Math.PI * Math.random();
setVelocity(angle, 2);// 2 pixels per tick = 2 pixels per 50 msec = 40
// pixels per second
// the acceleration direction 'should' be close to being perpendicular to
// the speed,
// makes it look interesting, try commenting it if you don't believe me ;)
if (Math.random() < 0.5)
angle -= Math.PI / 2;
else
angle += Math.PI / 2;
// add some randomness
angle += (Math.random() - 0.5) * Math.PI / 10;
setAcceleration(angle, 0.1);
life = (int) (100 + Math.random() * 100);
maxlife = life;
lastx = x;
lasty = y;
}
public void setVelocity(double angle, double speed) {
vx = (float) (Math.cos(angle) * speed);
vy = (float) (Math.sin(angle) * speed);
}
public void setAcceleration(double angle, double speed) {
ax = (float) (Math.cos(angle) * speed);
ay = (float) (Math.sin(angle) * speed);
}
#SuppressWarnings("unused")
private void calcAcceleration(float tx, float ty) {
ax = 2 * (tx - x - vx * life) / (life * life);
ay = 2 * (ty - y - vy * life) / (life * life);
}
private void calcJerk(float tx, float ty) {
jx = 6.0f * (tx - x - vx * life - 0.5f * ax * life * life)
/ (life * life * life);
jy = 6.0f * (ty - y - vy * life - 0.5f * ay * life * life)
/ (life * life * life);
}
public void update() {
lastx = x;
lasty = y;
if (--life <= 0)
return;
// calculate jerk
calcJerk(tx, ty);
// or uncomment and calculate the acceleration instead
// calcAcceleration(tx,ty);
ax += jx;
ay += jy;// increase acceleration
vx += ax;
vy += ay;// increase speed
x += vx;
y += vy;// increase position
}
public void draw(Graphics2D g) {
if (life < 0)
return;
g.setColor(new Color(255 - 255 * life / maxlife,
255 * life / maxlife,0));
g.drawLine((int) x, (int) y, (int) lastx, (int) lasty);
}
}
}
You could consider that your particule is initially "applied" a force (Fv) which corresponds to the inertia it has from its initial velocity. Then you apply an attraction force (Fa) that is proportionnal to the distance to the target. You can then sum those forces, and given a particle weight, you can deduce acceleration to consider at time t.
Fa(t) = (Constant / distanceToTarget(t))* [direction to target]
Fv(t) = [initialForce] * dampening(t)
a(t) = (Fa(t) + Fv(t)) / mass
Then you can compute v(t) from v(t-1) and a(t) as usual
Edit: I forgot the life of the particle can directly be computed from the distance to the target (for instance: life = distance / initialDistance will go from 1 at start and approch 0 near the target)
Edit: You could think of this as a kind of magnet. See wikipedia for the force formula.
one kind of movement you can use is the uniform acceleration http://en.wikipedia.org/wiki/Acceleration#Uniform_acceleration
Your particles will make a smoth move towards the target and hit it with rather high velocity
For meeting your stated criteria, do the following:
calculate the distance from the target, the particle will have at the end of it's life time, assuming the speed doesn't change from now on.
this distance put in this equation: http://upload.wikimedia.org/math/6/2/9/6295e1819e6bfe1101506caa4b4ec706.png and solve it for a
use this as your acceleration
Do this seperately for x and y