Issue Converting Processing (JAVA based library) into P5.JS code (ECMAScript based library) - processing

I am having issues converting a piece of JAVA based code into ECMAScript/TypeScript, may someone can help. There are two parts I struggle to convert a) a constructor overload I think and b) a self referencing push. Maybe there is a different way to write this?
class Finder {
PVector location;
PVector velocity;
float diameter;
Pvector origin = new PVector(width / 2, height/2);
Finder(int x, int y) {
location = new PVector(width/2, height/2);
velocity = new PVector(x, y);
diameter = 8;
}
// this is a) where I struggle to convert
Finder(Finder parent) {
location = parent.location.get();
velocity = parent.velocity.get();
float area = PI*sq(parent.diameter/2);
float newDiam = sqrt(area/2/PI)*2;
diameter = newDiam;
parent.diameter = newDiam;
}
void update() {
if(origin.dist(location)> 300){
// nothing
} else if (diameter>0.5) {
location.add(velocity);
PVector bump = new PVector(random(-1, 1), random(-1, 1));
bump.mult(0.1);
velocity.add(bump);
velocity.normalize();
if (random(0, 1)<0.02) {
// this is b) where I struggle to convert
paths = (Finder[]) append(paths, new Finder(this));
}
}
}
}
Finder[] paths;

Regarding part a, treat is a function that returns a copy (new instance with copied properties from argument instance):
(JS doesn't support overloaded constructors, hence simply using a method instead of a constructor should suffice)
e.g.
copy(parent) {
location = parent.location.copy();
velocity = parent.velocity.copy();
let area = PI*sq(parent.diameter/2);
let newDiam = sqrt(area/2/PI)*2;
diameter = newDiam;
// this looks a bit sus to me: why should we change the parent ?
parent.diameter = newDiam;
}
Regarding part b I can infer that paths is a Finder[] in the global scope (e.g. main sketch variables). Is so, that will be a plain js array when you port to p5.js and in js arrays are dynamic so you should be able to simply do use paths.push(this.copy()) instead.
(If you want to test in the Processing sketch, swap the Finder[] paths line to ArrayList<Finder> paths = new ArrayList<Finder>() and use paths.add(New Finder(this)); instead paths = (Finder[]) append(paths, new Finder(this));)

Related

Get distance between two locations using non-solid blocks with bukkit

My goal is to achieve that players on my bukkit server only hear each other, when there are no walls between them. So my idea was to get the distance between the sender of a message on the AsyncPlayerChatEvent and the recipient (getRecipients()) using a (Flying)Pathfinder(Goal), so that there is a path (throught the air) to the other player. If there is no way or the path is too long, I would remove the recipient from the list.
What I have so far:
#EventHandler
public void onAsyncPlayerChat(AsyncPlayerChatEvent e) {
Player p = e.getPlayer();
Location start = p.getLocation();
if (start.getWorld() == null) {
return;
}
PathfinderFlying pathfinder = new PathfinderFlying();
World world = ((CraftPlayer) p).getHandle().getWorld();
ChunkCache chunkCache = new ChunkCache(world,
new BlockPosition(start.getX() - 500, 0, start.getZ() - 500),
new BlockPosition(start.getX() + 500, 0, start.getZ() + 500)); //Dunno if this is correct
// EntityInsentientImplementation is basically: EntityInsentientImplementation extends EntityInsentient with default constructor
pathfinder.a(chunkCache, new EntityInsentientImplementation(EntityTypes.am, world));
for (Player target : e.getRecipients()) {
Location dest = target.getLocation();
// How do I get the distance?
}
}
I already thried the function public int a(PathPoint[] var0, PathPoint var1) { from PathfinderFlying but this seems to return a static value (26) when var0 is
the location of th sender and var1 is the location of the recipient.
I'm using bukkit 1.17.1.
I was working on how to find the best way to go at specific location. So, I made BaritoneCalculator.
You should do like that to use it :
GoalBlock goal = new GoalBlock(x, y, z); // create direction goal
BaritoneAPI.getProvider().getNewBaritone(p).getPathingBehavior().startGoal(goal);
Now, it will calculate the better path.
To get the path, use this :
BaritoneAPI.getProvider().getBaritone(p).getPathingBehavior().getPath();
Or, you can also use an event: PathCalculatedEvent.
Full code to count all positions to pass through (i.e. your issue) :
PathingBehavior pathing = BaritoneAPI.getProvider().getNewBaritone(p).getPathingBehavior();
GoalBlock goal = new GoalBlock(x, y, z); // create direction goal
pathing.startGoal(goal); // start goal and calculate
Optional<IPath> optPath = pathing.getPath();
if(optPath.isPresent()) { // can be not found yet, use event to be sure
int distance = pathing.get().positions().size() -1; // -1 to don't count current player position
// now you have the distance
} else {
// failed to find way
}
More informations (and updated) on readme.

How can I convert mouse pointer coordinates to a MapPoint using Gluon Maps 1.0.1?

Using Gluon Mobile 4 and Gluon Maps 1.0.1, I am displaying a map with a layer showing foot steps. When the users double clicks the mouse button, a new foot step is shown. This works great, but I currently need a workaround to convert from pointer coordinates (where the user clicked) to MapPoints (needed for the layer).
Here is how the mouse click is obtained:
public MainView(String name) {
super(name);
MapView mapView = new MapView();
mapView.setZoom(18f);
mapView.setCenter(NUREMBERG);
layer = new FootStepsLayer();
mapView.addLayer(layer);
setCenter(mapView);
layer.addPoint(NUREMBERG);
setOnMouseClicked(event -> {
if ((event.getButton() == MouseButton.PRIMARY)
&& (event.getClickCount() == 2)) {
double x = event.getX();
double y = event.getY();
layer.addPoint(x, y);
}
});
}
Currently my layer implementation looks like this:
public class FootStepsLayer extends MapLayer {
private static final Image FOOTSTEPS
= new Image(FootStepsLayer.class.getResourceAsStream("/footsteps.png"),
32, 32, true, true);
private final ObservableList<Pair<MapPoint, Node>> points
= FXCollections.observableArrayList();
public void addPoint(MapPoint mapPoint) {
Node node = new ImageView(FOOTSTEPS);
Pair<MapPoint, Node> pair = new Pair<>(mapPoint, node);
points.add(pair);
getChildren().add(node);
markDirty();
}
public void addPoint(double x, double y) {
Bounds bounds = baseMap.getParent().getLayoutBounds();
baseMap.moveX(x - bounds.getWidth() / 2);
baseMap.moveY(y - bounds.getHeight() / 2);
addPoint(new MapPoint(baseMap.centerLat().get(),
baseMap.centerLon().get()));
}
#Override
protected void layoutLayer() {
// Warning: suggested conversion to functional style crashed app on BlueStacks
for (Pair<MapPoint, Node> element : points) {
MapPoint mapPoint = element.getKey();
Node node = element.getValue();
Point2D point = baseMap.getMapPoint(mapPoint.getLatitude(), mapPoint.getLongitude());
node.setVisible(true);
node.setTranslateX(point.getX());
node.setTranslateY(point.getY());
}
}
}
My workaround is in public void addPoint(double x, double y): I am calling moveX() and moveY(), because after that I can query centerLat() and centerLong(). This is not ideal because the map moves and the new foot step becomes the center of the map. What I want is the map position to remain unchanged.
If I have not overlooked it, there seems to be no API for converting mouse coordinates to geo locations. As answered in question create a polyline in gluon mapLayer, the BaseMap class has two getMapPoint methods, but I have found none the other way round. But there must be a way to do it. ;-)
If you have a look at BaseMap, there is already one method that does precisely what you are looking for, but only for the center of the map: calculateCenterCoords.
Based on it, you could add your own method to BaseMap, where the sceneX and sceneY coordinates are taken into account instead:
public MapPoint getMapPosition(double sceneX, double sceneY) {
double x = sceneX - this.getTranslateX();
double y = sceneY - this.getTranslateY();
double z = zoom.get();
double latrad = Math.PI - (2 * Math.PI * y) / (Math.pow(2, z) * 256);
double mlat = Math.toDegrees(Math.atan(Math.sinh(latrad)));
double mlon = x / (256 * Math.pow(2, z)) * 360 - 180;
return new MapPoint(mlat, mlon);
}
Then you can expose this method in MapView:
public MapPoint getMapPosition(double sceneX, double sceneY) {
return baseMap.getMapPosition(sceneX, sceneY);
}
So you can use it on your map:
mapView.setOnMouseClicked(e -> {
MapPoint mapPosition = mapView.getMapPosition(e.getSceneX(), e.getSceneY());
System.out.println("mapPosition: " + mapPosition.getLatitude()+ ", " + mapPosition.getLongitude());
});
This method should be part of Maps, so feel free to create a feature request or even a pull request.

Scale UI for multiple resolutions/different devices

I have a quite simple unity GUI that has the following scheme :
Where Brekt and so are buttons.
The GUI works just fine on PC and is on screen space : overlay so it is supposed to be adapted automatically to fit every screen.
But on tablet the whole GUI is smaller and reduced in the center of the screen, with huge margins around the elements (can't join a screenshot now)
What is the way to fix that? Is it something in player settings or in project settings?
Automatically scaling the UI requires using combination of anchor,pivot point of RecTransform and the Canvas Scaler component. It is hard to understand it without images or videos. It is very important that you thoroughly understand how to do this and Unity provided full video tutorial for this.You can watch it here.
Also, when using scrollbar, scrollview and other similar UI controls, the ContentSizeFitter component is also used to make sure they fit in that layout.
There is a problem with MovementRange. We must scale this value too.
I did it so:
public int MovementRange = 100;
public AxisOption axesToUse = AxisOption.Both; // The options for the axes that the still will use
public string horizontalAxisName = "Horizontal"; // The name given to the horizontal axis for the cross platform input
public string verticalAxisName = "Vertical"; // The name given to the vertical axis for the cross platform input
private int _MovementRange = 100;
Vector3 m_StartPos;
bool m_UseX; // Toggle for using the x axis
bool m_UseY; // Toggle for using the Y axis
CrossPlatformInputManager.VirtualAxis m_HorizontalVirtualAxis; // Reference to the joystick in the cross platform input
CrossPlatformInputManager.VirtualAxis m_VerticalVirtualAxis; // Reference to the joystick in the cross platform input
void OnEnable()
{
CreateVirtualAxes();
}
void Start()
{
m_StartPos = transform.position;
Canvas c = GetComponentInParent<Canvas>();
_MovementRange = (int)(MovementRange * c.scaleFactor);
Debug.Log("Range:"+ _MovementRange);
}
void UpdateVirtualAxes(Vector3 value)
{
var delta = m_StartPos - value;
delta.y = -delta.y;
delta /= _MovementRange;
if (m_UseX)
{
m_HorizontalVirtualAxis.Update(-delta.x);
}
if (m_UseY)
{
m_VerticalVirtualAxis.Update(delta.y);
}
}
void CreateVirtualAxes()
{
// set axes to use
m_UseX = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyHorizontal);
m_UseY = (axesToUse == AxisOption.Both || axesToUse == AxisOption.OnlyVertical);
// create new axes based on axes to use
if (m_UseX)
{
m_HorizontalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(horizontalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_HorizontalVirtualAxis);
}
if (m_UseY)
{
m_VerticalVirtualAxis = new CrossPlatformInputManager.VirtualAxis(verticalAxisName);
CrossPlatformInputManager.RegisterVirtualAxis(m_VerticalVirtualAxis);
}
}
public void OnDrag(PointerEventData data)
{
Vector3 newPos = Vector3.zero;
if (m_UseX)
{
int delta = (int)(data.position.x - m_StartPos.x);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.x = delta;
}
if (m_UseY)
{
int delta = (int)(data.position.y - m_StartPos.y);
delta = Mathf.Clamp(delta, -_MovementRange, _MovementRange);
newPos.y = delta;
}
transform.position = new Vector3(m_StartPos.x + newPos.x, m_StartPos.y + newPos.y, m_StartPos.z + newPos.z);
UpdateVirtualAxes(transform.position);
}

How to transform a gameObject to a desired position and return to starting position?

I'm new to UnityScript and I have the following code that does a forward movement of a gameObject on "Z" axis, but needs some refinement. Let me explain.
The script runs when a GUI.Button is clicked. The gameObject starts moving...till infinity.
I have tried to make it move till a desired pos, (e.g. an empty gameObject pos) but didn't work at all.
How should I refine this code snippet to move the gameObject to a desired position on a first GUI.Button click and return to starting position on back click?
Furthermore, is it possible to have this movement made step by step on same GUI.Button clicks?
Here is the code snippet:
#pragma strict
// member variables (declared outside any function)
var startPos: Vector3;
var endPos : Vector3;
var cachedTransform : Transform;
private static var isforward = false;
// save pos before moving:
startPos = transform.position;
// make the gameObject transform, then restore the initial position when needed:
transform.position = startPos;
function Awake() {
startPos = transform.localPosition;
}
function Start() {
cachedTransform = transform;
startPos = cachedTransform.position;
}
function FixedUpdate() {
if(isforward){
var translation : float;
if (cachedTransform.position.x == endPos)
{
cachedTransform.position = startPos;
}
else
{
translation = Time.deltaTime * 2;
cachedTransform.Translate(0, 0, translation);
cachedTransform.Translate(Vector3.forward * translation);
}
}
}
static function doforward ()
{
isforward = !isforward;
}
Thank you all in advance for your answers.
You can easily move a game object if you attach a script to it, then (in JavaScript)
#pragma strict
var startPosition;
// Record the starting position when the scene loads
function Start () {
startPosition = gameObject.transform.position;
}
// Call this to move you object to wherever
function moveObject () {
var newPos = new Vector3 (10,20,0); //(where ever you need it to go)
gameObject.transform.position = newPos;
}
// Call this to move the object to starting position, using variable we made at start
function moveToStart () {
gameObject.transform.position = startPosition;
}
Then you just call those functions when you need to move the object around.
You might want to look into the Vector3.Lerp method. This takes two vectors (points) and a float as parameters, then gives you back a point that's a fraction of the way between them. So for example, Lerp(from, to, 0.3f) will give you a point 30% of the way between the two points. Then once you have this, all you need to do is set your object's transform.

Rotation in Unity3D

This is a simplified code from what I'm trying to do:
var angle = 1.57;
if ( this.transform.rotation.y > angle ){
this.transform.rotation.y--;
} else if ( this.transform.rotation.y < angle ){
this.transform.rotation.y++;
}
I'm used to code in AS3, and if I do that in flash, it works perfectly, though in Unity3D it doesn't, and I'm having a hard time figuring out why, or how could I get that effect.
Can anybody help me? Thanks!
edit:
my object is a rigidbody car with 2 capsule colliders driving in a "bumpy" floor, and at some point he just loses direction precision, and I think its because of it's heirarchical rotation system.
(thanks to kay for the transform.eulerAngles tip)
transform.rotation retrieves a Quaternion. Try transform.rotation.eulerAngles.y instead.
Transform Rotation is used for setting an angle, not turning an object, so you would need to get the rotation, add your change, and then set the new rotation.
Try using transform.rotate instead.
Check the Unity3d scripting reference here:
http://unity3d.com/support/documentation/ScriptReference/Transform.Rotate.html
I see two problems so far. First the hierarchical rotation of Unity. Based on what you are trying to achieve you should manipulate either
transform.localEulerAngles
or
transform.eulerAngles
The second thing is, you can't modify the euler angles this way, as the Vectors are all passed by value:
transform.localEulerAngles.y--;
You have to do it this way:
Vector3 rotation = transform.localEulerAngles;
rotation.y--;
transform.localEulerAngles = rotation;
You need to create a new Quaternion Object
transform.rotation = Quaternion.Euler ( transform.rotation.x, transform.rotation.y++, transform.rotation.z );
You can also use transform.Rotate function.
The above suggestion to use transform.Rotate( ) is probably what you're going to need to do to actually make it rotate, BUT the variables of transform.Rotate( ) are velocity/speed rather than direction, so transform.Rotate( ) will have to use more than one axis if you want an angled rotation. Ex:
class Unity // Example is in C#
{
void Update( )
{
gameObject.transform.Rotate(0, 1, 0);
}
}
This will rotate the object around its y-axis at a speed of 1.
Let me know if this helps - and if it hinders I can explain it differently.
You should try multiplyng your rotation factor with Time.deltaTime
Hope that helps
Peace
Here is my script for GameObject rotation with touch
//
// RotateController.cs
//
// Created by Ramdhan Choudhary on 12/05/13.
//
using UnityEngine;
using System;
public class RotateController
{
private float RotationSpeed = 9.5f;
private const float mFingerDistanceEpsilon = 1.0f;
public float MinDist = 2.0f;
public float MaxDist = 50.0f;
private Transform mMoveObject = null;
private bool isEnabledMoving = false;
//************** Rotation Controller Constructor **************//
public RotateController (Transform goMove)
{
isEnabledMoving = true;
mMoveObject = goMove;
if (mMoveObject == null) {
Debug.LogWarning ("Error! Cannot find object!");
return;
}
}
//************** Handle Object Rotation **************//
public void Update ()
{
if (!isEnabledMoving && mMoveObject != null) {
return;
}
Vector3 camDir = Camera.main.transform.forward;
Vector3 camLeft = Vector3.Cross (camDir, Vector3.down);
// rotate
if (Input.touchCount == 1) {
mMoveObject.Rotate (camLeft, Input.touches [0].deltaPosition.y * RotationSpeed * Time.deltaTime, Space.World);
mMoveObject.Rotate (Vector3.down, Input.touches [0].deltaPosition.x * RotationSpeed * Time.deltaTime, Space.Self);
}
}
}

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