Is there a way to move lines from one place to another randomly? - processing

Actually I'm trying to convert this JavaScript code to processing code. But got stuck.
var leftToRight = Math.random() >= 0.5;
if(leftToRight) {
context.moveTo(x, y);
context.lineTo(x + width, y + height);
} else {
context.moveTo(x + width, y);
context.lineTo(x, y + height);
}
context.stroke();
This is what I came up with and I know its fundamentally wrong but there must be a way. If anyone can at least point me in the right direction it would be great.
void draw() {
line(x1, y1, x2, y2);
for(int i = 0; i < 1000; i++) {
if(x1 == 0) {
x1 = width;
y1 = 0;
x2 = 0;
y2 = height;
line(x1, y1, x2, y2);
} else if(x1 == width) {
x1 = 0;
y1 = 0;
x2 = width;
y2 = height;
line(x1, y1, x2, y2);
}
}

Due to the nature of your question, it was difficult to assume what exactly you needed answered. For simplicity's sake, I assume you want the Java code converted to Processing. Hence, I will be ignoring what you wrote in your second code snippet.
The Java code essentially does the following:
Generates a random number from 0.0 to 1.0
Chooses one output based on whether the number is greater than 0.5:
Creates a line from (x, y) to (x + width, y + height) or
Creates a line from (x + width, y) to (x, y + height).
Here's a sample of Processing code that may assist you in this. This code is very close to that of the Java snippet you provided, as that is what you asked for.
int x = 0, y = 0;
if(random(0, 1) > 0.5) line(x, y, x + width, y + height);
else line(x + width, y, x, y + height);
When run, the canvas will show either this:
or this:
I hope this helps.

Related

What is the problem with my midpoint algorithm?

I just started to learn processing and I have a few problems that I couldn't solve. I hope someone could help me. This should draw lines where i could choose the starting and finishing points with mousePressed(), but I failed before trying implementing that.
//int x1, x2, y1, y2;
void setup() {
size(640, 480);
}
void draw() {
midpoint(0, 0, 100, 100);
}
//void mousePressed() {
// pmouseX =x1;
// pmouseY =y1;
// mouseX =x2;
// mouseY =y2;
//}
void midpoint(int x1, int y1, int x2, int y2) {
int dx, dy, d, x, y;
dx = x2-x1;
dy = y2-y1;
d = 2*dy-dx;
x = x1;
y = y1;
for (int i = 1; i <dx; i++) {
point(x, y);
if (d>0) {
y++;
d+=2*(dy-dx);
} else {
d+=2*dy;
}
x++;
}
}
My problem is that it will not always draw the line.
e.g.
midpoint(0,0,100,100);
it will draw it
midpoint(100,100,0,0);
it draws nothing.
It should draw the same line if I exchange the points coordinates, or draw a single point if the coordinates are the same.
In Bresenham's midpoint line algorithm you have to be careful with the gradient of the line drawn, the base algorithm you described only works for gradients between 0 and 1. In order to deal with gradients that are steeper (m > 1 or m < -1), you have to switch the roles of the x and y values, therefore you have to step in y and then calculate x. Also to deal with negative steps just switch the point order.
void midpoint(int x1, int y1, int x2, int y2) {
// Is gradient of line greater than 1
boolean steep = abs(y2-y1) > abs(x2-x1);
int temp;
if (steep) { // If gradient > 1
// Swap roles of x and y components to step in y instead
temp = y1;
y1 = x1;
x1 = temp;
temp = y2;
y2 = x2;
x2 = temp;
}
if (x2 < x1) {
// Swap points such that step in x is positive
temp = x1;
x1 = x2;
x2 = temp;
temp = y1;
y1 = y2;
y2 = temp;
}
// Change in x and y which are now both positive
int dx = x2 - x1;
int dy = abs(y2 - y1);
// Step in y
int sy = y2 > y1 ? 1 : -1;
int y = y1;
// Decision variable
int d = 2*dy-dx;
// Small step in x
for (int x=x1; x<=x2; x++) {
// Depending on gradient plot x and y
if (steep) {
point(y, x);
} else {
point(x, y);
}
// Update decision parameter
if (d>0) {
y += sy;
d+=2*(dy-dx);
}else{
d+=2*dy;
}
}
}

How to rotate a square in processing?

I've been trying to rotate a square for a project, I've done research and think I have the right formula to calculate the rotated points. I calculate the points as if they're individual around the center of the square. How to fix it?
//Declaring variables
float x0, y0, xo, yo,x1,y1,x2,y2,x3,y3, theta, newx, newy, s, c;
void setup() {
size (800,800);
//To debug
//frameRate(1);
fill(0);
//Initializing variables
xo = 400;
yo = 400;
x0 = 350;
y0 = 450;
x1 = 350;
y1 = 350;
x2 = 450;
y2 = 350;
x3 = 450;
y3 = 450;
theta = radians(5);
s = sin(theta);
c = cos(theta);
}
void draw() {
//Reseting the background
background(255);
//Drawing the square
quad(x0,y0,x1,y1,x2,y2,x3,y3);
//Doing the rotations
x0 = rotateX(x0,y0);
y0 = rotateY(x0,y0);
x1 = rotateX(x1,y1);
y1 = rotateY(x1,y1);
x2 = rotateX(x2,y2);
y2 = rotateY(x2,y2);
x3 = rotateX(x3,y3);
y3 = rotateY(x3,y3);
}
//Rotate x coordinate method
float rotateX(float x, float y) {
x -= xo;
newx = x * c - y * s;
x = newx + xo;
return x;
}
//Rotate y coordinate method
float rotateY(float x, float y) {
y -= yo;
newy = x * s - y * c;
y = newy + yo;
return y;
}
There are two things:
1) You have a sign error in rotateY(). The y term should have a positive sign:
newy = x * s + y * c;
2) When you do this:
x0 = rotateX(x0,y0);
y0 = rotateY(x0,y0);
... then the first call modifies x0, which the second call then uses. But the second call needs the original coordinates to rotate correctly:
float x0Rotated = rotateX(x0, y0);
y0 = rotateY(x0, y0);
x0 = x0Rotated;
The same thing for the other points.

Loop through a array in circle shape without repeat indexes

I need to loop through a array in circle in arc shape with a small radius (like draw a circle pixel by pixel), but all algorithm i tried, checks duplicate indexes of array (it's got the same x and y several times).
I have a radius of 3, with a circle form of 28 elements (not filled), but the algorithm iterate 360 times. I can check if x or y change before i do something, but it's lame.
My code now:
for (int radius = 1; radius < 6; radius++)
{
for (double i = 0; i < 360; i += 1)
{
double angle = i * System.Math.PI / 180;
int x = (int)(radius * System.Math.Cos(angle)) + centerX;
int y = (int)(radius * System.Math.Sin(angle)) + centerY;
// do something
// if (array[x, y]) ....
}
}
PS: I can't use midpoint circle, because i need to increment radius starting from 2 until 6, and not every index is obtained, because his circle it's not real (according trigonometry)
EDIT:
What i really need, is scan a full circle edge by edge, starting by center.
360 steps (it's get all coordinates):
Full scan
for (int radius = 2; radius <= 7; radius++)
{
for (double i = 0; i <= 360; i += 1)
{
double angle = i * System.Math.PI / 180;
int x = (int)(radius * System.Math.Cos(angle));
int y = (int)(radius * System.Math.Sin(angle));
print(x, y, "X");
}
}
Using Midpoint Circle or other algorithm skipping steps (missing coordinates):
Midpoint Circle Algorithm
for (int radius = 2; radius <= 7; radius++)
{
int x = radius;
int y = 0;
int err = 0;
while (x >= y)
{
print(x, y, "X");
print(y, x, "X");
print(-y, x, "X");
print(-y, x, "X");
print(-x, y, "X");
print(-x, -y, "X");
print(-y, -x, "X");
print(y, -x, "X");
print(x, -y, "X");
y += 1;
err += 1 + 2 * y;
if (2 * (err - x) + 1 > 0)
{
x -= 1;
err += 1 - 2 * x;
}
}
}
There are two algorithmic ideas in play here: one is rasterizing a circle. The OP code presents a couple opportunities for improvement on that front: (a) one needn't sample the entire 360 degree circle, realizing that a circle is symmetric across both axes. (x,y) can be reflected in the other three quadrants as (-x,y), (-x,-y), and (x,-y). (b) the step on the loop should be related to the curvature. A simple heuristic is to use the radius as the step. So...
let step = MIN(radius, 90)
for (double i=0; i<90; i += step) {
add (x,y) to results
reflect into quadrants 2,3,4 and add to results
}
With these couple improvements, you may no longer care about duplicate samples being generated. If you still do, then the second idea, independent of the circle, is how to hash a pair of ints. There's a good article about that here: Mapping two integers to one, in a unique and deterministic way.
In a nutshell, we compute an int from our x,y pair that's guaranteed to map uniquely, and then check that for duplicates...
cantor(x, y) = 1/2(x + y)(x + y + 1) + y
This works only for positive values of x,y, which is just what you need since we're only computing (and then reflecting) in the first quadrant. For each pair, check that they are unique
let s = an empty set
int step = MIN(radius, 90)
for (double i=0; i<90; i += step) {
generate (x,y)
let c = cantor(x,y)
if (not(s contains c)) {
add (x,y) to results
reflect into quadrants 2,3,4 and add to results
add c to s
}
}
Got it!
It's not beautiful, but work for me.
int maxRadius = 7;
for (int radius = 1; radius <= maxRadius; radius++)
{
x = position.X - radius;
y = position.Y - radius;
x2 = position.X + radius;
y2 = position.Y + radius;
for (int i = 0; i <= radius * 2; i++)
{
if (InCircle(position.X, position.Y, x + i, y, maxRadius)) // Top X
myArray[position, x + i, y]; // check array
if (InCircle(position.X, position.Y, x + i, y2, maxRadius)) // Bottom X
myArray[position, x + i, y2]; // check array
if (i > 0 && i < radius * 2)
{
if (InCircle(position.X, position.Y, x, y + i, maxRadius)) // Left Y
myArray[position, x, y + i]; // check array
if (InCircle(position.X, position.Y, x2, y + i, maxRadius)) // Right Y
myArray[position, x2, y + i]; // check array
}
}
}
public static bool InCircle(int originX, int originY, int x, int y, int radius)
{
int dx = Math.Abs(x - originX);
if (dx > radius) return false;
int dy = Math.Abs(y - originY);
if (dy > radius) return false;
if (dx + dy <= radius) return true;
return (dx * dx + dy * dy <= radius * radius);
}

Generate a random point on a rectangle's perimeter with uniform distribution

Given any particular rectangle (x1,y1)-(x2,y2), how can I generate a random point on its perimeter?
I've come up with a few approaches, but it seems like there ought to be a pretty canonical way to do it.
First, I thought I'd generate a random point within the rectangle and clamp it to the closest side, but the distribution didn't seem uniform (points almost never fell on the shorter sides). Second, I picked a side at random and then chose a random point on that side. The code was kind of clunky and it wasn't uniform either - but in the exact opposite way (short sides had the same chance of getting points as long sides). Finally, I've been thinking about "unfolding" the rectangle into a single line and picking a random point on the line. I think that would generate a uniform distribution, but I thought I'd ask here before embarking down that road.
Your last approach is what I would have recommended just from reading your title. Go with that. Your second approach (pick a side at random) would work if you picked a side with probability proportional to the side length.
here is the unfolding idea in objective-c, seems to work, doesn't it :)
//randomness macro
#define frandom (float)arc4random()/UINT64_C(0x100000000)
#define frandom_range(low,high) ((high-low)*frandom)+low
//this will pick a random point on the rect edge
- (CGPoint)pickPointOnRectEdge:(CGRect)edge {
CGPoint pick = CGPointMake(edge.origin.x, edge.origin.y);
CGFloat a = edge.size.height;
CGFloat b = edge.size.width;
CGFloat edgeLength = 2*a + 2*b;
float randomEdgeLength = frandom_range(0.0f, (float)edgeLength);
//going from bottom left counter-clockwise
if (randomEdgeLength<a) {
//left side a1
pick = CGPointMake(edge.origin.x, edge.origin.y + a);
} else if (randomEdgeLength < a+b) {
//top side b1
pick = CGPointMake(edge.origin.x + randomEdgeLength - a, edge.origin.y + edge.size.height );
} else if (randomEdgeLength < (a + b) + a) {
//right side a2
pick = CGPointMake(edge.origin.x + edge.size.width, edge.origin.y + randomEdgeLength - (a+b));
} else {
//bottom side b2
pick = CGPointMake(edge.origin.x + randomEdgeLength - (a + b + a), edge.origin.y);
}
return pick;
}
If by 'random point on the perimeter' you do in fact mean 'point selected from a uniform random distribution over the length of the perimeter', then yes, your 'unfolding' approach is correct.
It should be mentioned however that both your previous approaches do qualify as being a 'random point on the perimeter', just with a non-uniform distribution.
Figured I would try to do this without branching, expressing both X and Y coords as a function of the random number that walks the "unfolded" rectangle.
JS:
function randomOnRect() {
let r = Math.random();
return [Math.min(1, Math.max(0, Math.abs((r * 4 - .5) % 4 - 2) - .5)),
Math.min(1, Math.max(0, Math.abs((r * 4 + .5) % 4 - 2) - .5))]
}
Your last suggestion seems best to me.
Look at the perimeter as a single long line [of length 2*a + 2*b], generate a random number within it, calculate where the point is on the rectangle [assume it starts from some arbitrary point, it doesn't matter which].
It requires only one random and thus is relatively cheap [random sometimes are costly operations].
It is also uniform, and trivial to prove it, there is an even chance the random will get you to each point [assuming the random function is uniform, of course].
For example:
static Random random = new Random();
/** returns a point (x,y) uniformly distributed
* in the border of the rectangle 0<=x<=a, 0<=y<=b
*/
public static Point2D.Double randomRect(double a, double b) {
double x = random.nextDouble() * (2 * a + 2 * b);
if (x < a)
return new Point2D.Double(x, 0);
x -= a;
if (x < b)
return new Point2D.Double(a, x);
x -= b;
if (x < a)
return new Point2D.Double(x, b);
else
return new Point2D.Double(0, x-a);
}
Here is my implementation with uniform distribution (assumes x1 < x2 and y1 < y2):
void randomPointsOnPerimeter(int x1, int y1, int x2, int y2) {
int width = abs(x2 - x1);
int height = abs(y2 - y1);
int perimeter = (width * 2) + (height * 2);
// number of points proportional to perimeter
int n = (int)(perimeter / 8.0f);
for (int i = 0; i < n; i++) {
int x, y;
int dist = rand() % perimeter;
if (dist <= width) {
x = (rand() % width) + x1;
y = y1;
} else if (dist <= width + height) {
x = x2;
y = (rand() % height) + y1;
} else if (dist <= (width * 2) + height) {
x = (rand() % width) + x1;
y = y2;
} else {
x = x1;
y = (rand() % height) + y1;
}
// do something with (x, y)...
}
}
Here's my implementation in Javascript
function pickPointOnRectEdge(width,height){
var randomPoint = Math.random() * (width * 2 + height * 2);
if (randomPoint > 0 && randomPoint < height){
return {
x: 0,
y: height - randomPoint
}
}
else if (randomPoint > height && randomPoint < (height + width)){
return {
x: randomPoint - height,
y: 0
}
}
else if (randomPoint > (height + width) && randomPoint < (height * 2 + width)){
return {
x: width,
y: randomPoint - (width + height)
}
}
else {
return {
x: width - (randomPoint - (height * 2 + width)),
y: height
}
}
}

how to calculate the dist() from mouseX, mouseY to a rectangle in Processing

If it was the dist to a point it would be
dist(mouseX, mouseY, x, y)
for
point(x,y)
but how can I calculate dist() from the mouse's current position to
rectMode(CORNERS);
rect(x1,y2,x2,y2);
Thanks
Something like this should do it:
float distrect(float x, float y, float x1, float y1, float x2, float y2){
float dx1 = x - x1;
float dx2 = x - x2;
float dy1 = y - y1;
float dy2 = y - y2;
if (dx1*dx2 < 0) { // x is between x1 and x2
if (dy1*dy2 < 0) { // (x,y) is inside the rectangle
return min(min(abs(dx1), abs(dx2)),min(abs(dy1),abs(dy2)));
}
return min(abs(dy1),abs(dy2));
}
if (dy1*dy2 < 0) { // y is between y1 and y2
// we don't have to test for being inside the rectangle, it's already tested.
return min(abs(dx1),abs(dx2));
}
return min(min(dist(x,y,x1,y1),dist(x,y,x2,y2)),min(dist(x,y,x1,y2),dist(x,y,x2,y1)));
}
Basically, you need to figure out if the closes point is on one of the sides, or in the corner. This picture may help, it shows the distance of a point from a rectangle for different positions of the point:
Here's a somewhat interactive program which accomplishes what you're looking for. You can drop it into Processing and run it if you would like.
EDIT: Here's a screenshot:
// Declare vars.
int x_click = -20; // Initializes circle and point off-screen (drawn when draw executes)
int y_click = -20;
float temp = 0.0;
float min_dist = 0.0;
int x1, x2, x3, x4, y1, y2, y3, y4;
// Setup loop.
void setup() {
size(400, 400);
// Calculate the points of a 40x40 centered rectangle
x1 = width/2 - 20;
y1 = height/2 - 20;
x2 = width/2 + 20;
y2 = y1;
x3 = x1;
y3 = height/2 + 20;
x4 = x2;
y4 = y3;
}
// Draw loop.
void draw(){
background(255);
// Draws a purple rectangle in the center of the screen.
rectMode(CENTER);
fill(154, 102, 200);
rect(width/2, height/2, 40, 40);
// Draws an orange circle where the user last clicked.
ellipseMode(CENTER);
fill(204, 102, 0);
ellipse(x_click, y_click, 10, 10);
// Draws black point where the user last clicked.
fill(0);
point(x_click, y_click);
// Draws min dist onscreen.
textAlign(CENTER);
fill(0);
text("min dist = " + min_dist, width/2, height/2 + 150);
}
void mousePressed(){
x_click = mouseX;
y_click = mouseY;
// If the click isn't perpendicular to any side of the rectangle, the min dist is a corner.
if ( ((x_click <= x1) || (x_click >= x2)) && ((y_click <= y1) || (y_click >= y3)) ) {
min_dist = min(min(dist(x1,y1,x_click,y_click),dist(x2,y2,x_click,y_click)), min(dist(x3,y3,x_click,y_click),dist(x4,y4,x_click,y_click)));
} else if( (x_click > x1) && (x_click < x2) && ((y_click < y1) || (y_click > y3)) ) {
// outside of box, closer to top or bottom
min_dist = min(abs(y_click - y1), abs(y_click - y3));
} else if( (y_click > y1) && (y_click < y3) && ((x_click < x1) || (x_click > x2)) ) {
// outside of box, closer to right left
min_dist = min(abs(x_click - x1), abs(x_click - x2));
} else {
// inside of box, check against all boundaries
min_dist = min(min(abs(y_click - y1), abs(y_click - y3)),min(abs(x_click - x1), abs(x_click - x2)));
}
// Print to console for debugging.
//println("minimum distance = " + min_dist);
}
This is what I use. If you are only interested in the relative distance there is probably no need to take the square root which should make it slightly quicker.
- (NSInteger) distanceFromRect: (CGPoint) aPoint rect: (CGRect) aRect
{
NSInteger posX = aPoint.x;
NSInteger posY = aPoint.y;
NSInteger leftEdge = aRect.origin.x;
NSInteger rightEdge = aRect.origin.x + aRect.size.width;
NSInteger topEdge = aRect.origin.y;
NSInteger bottomEdge = aRect.origin.y + aRect.size.height;
NSInteger deltaX = 0;
NSInteger deltaY = 0;
if (posX < leftEdge) deltaX = leftEdge - posX;
else if (posX > rightEdge) deltaX = posX - rightEdge;
if (posY < topEdge) deltaY = topEdge - posY;
else if (posY > bottomEdge) deltaY = posY - bottomEdge;
NSInteger distance = sqrt(deltaX * deltaX + deltaY * deltaY);
return distance;
}

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