Pick up a color from canvas - processing

I want to pick up a color from drawn canvas.
I found get() function, but it can get color only from image.
Is there some way to get color from current canvas?

You can get() colour from your current canvas: just address the PGraphics instance you need (even the global one) and be sure to call loadPixels() first.
Here's tweaked version of Processing > Examples > Basics > Image > LoadDisplayImage:
/**
* Load and Display
*
* Images can be loaded and displayed to the screen at their actual size
* or any other size.
*/
PImage img; // Declare variable "a" of type PImage
void setup() {
size(640, 360);
// The image file must be in the data folder of the current sketch
// to load successfully
img = loadImage("https://processing.org/examples/moonwalk.jpg"); // Load the image into the program
}
void draw() {
// Displays the image at its actual size at point (0,0)
image(img, 0, 0);
// Displays the image at point (0, height/2) at half of its size
image(img, 0, height/2, img.width/2, img.height/2);
//load pixels so they can be read via get()
loadPixels();
// colour pick
int pickedColor = get(mouseX,mouseY);
// display for demo purposes
fill(pickedColor);
ellipse(mouseX,mouseY,30,30);
fill(brightness(pickedColor) > 127 ? color(0) : color(255));
text(hex(pickedColor),mouseX+21,mouseY+6);
}
It boils down to calling loadPixels(); before get().
Above we're reading pixels from the sketch's global PGraphics buffer.
You can apply the same logic but reference a different PGraphics buffer depending on your setup.

Related

How can I show only a part of an image in Processing?

I want to compare two images (same size) fr a presentation with a shifting line. On the left side of this line the one image is should be displayed while on the right side the other picture should stay visible.
This is what I tried (bitmap and ch are the images)
PImage bitmap;
PImage ch;
int framerate = 1000;
void setup() {
size(502, 316);
bitmap = loadImage("bitmap_zentriert.jpg"); // Load an image into the program
ch = loadImage("Karte_schweiz_zentriert.jpg"); // Load an image into the program
frameRate(40); //framerate
}
void draw() {
background(255);
image(ch, 10, 10); // the one image in the back
image(bitmap, 10, 10, bitmap.width, bitmap.height, 10, 10, mouseX, bitmap.height); //show part of the second image in front
rect(mouseX, 10, 1, bitmap.height-1); //make line
}
But the image "bitmap" is the whole image distorted.
How can I do that?
I'd recommend using a PGraphics buffer, which is essentially "Another sketch" that also acts as an Image for drawing purposes, and most definitely not looping at "a thousand frames per second". Only draw something when you have something new to draw, using the redraw function in combination with mouse move events:
PImage img1, img2;
PGraphics imagebuffer;
void setup() {
size(502, 316);
imagebuffer = createGraphics(width, height);
img1 = loadImage("first-image.jpg");
img2 = loadImage("second-image.jpg");
noLoop();
}
void mouseMoved() {
redraw();
}
void draw() {
image(img1, 0, 0);
if (mouseX>0) {
imagebuffer = createGraphics(mouseX, height);
imagebuffer.beginDraw();
imagebuffer.image(img2, 0, 0);
imagebuffer.endDraw();
image(imagebuffer, 0, 0);
}
}
In our setup we load the image and turn off looping because we'll be redrawing based on redraw, and then in response to mouse move events, we generate a new buffer that is only as wide as the current x-coordinate of the mouse, draw our image, which gets cropped "for free" because the buffer is only limited width, and then we draw that buffer as if it were an image on top of the image we already have.
There are many ways to do it, one thing I suggest is to create a 3rd image with the same width and height, then you load the two images pixels and insert in your 3rd image part of image1 pixels and then second part from image2, I wrote this code to test it out, works fine:
PImage img1, img2, img3;
void setup() {
size(500, 355);
img1 = loadImage("a1.png"); // Load an image into the program
img2 = loadImage("a2.png"); // Load an image into the program
img3 = createImage(width, height, RGB); //create your third image with same width and height
img1.loadPixels(); // Load the image pixels so you can access the array pixels[]
img2.loadPixels();
frameRate(40); // frame rate
}
void draw() {
background(255);
// Copy first half from first image
for(int i = 0; i < mouseX; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img1.pixels[j*width+i];
}
}
// Copy second half from second image
for(int i = mouseX; i < width; i++)
{
for (int j = 0; j < height ; j++) {
img3.pixels[j*width+i] = img2.pixels[j*width+i];
}
}
// Update the third image pixels
img3.updatePixels();
// Simply draw that image
image(img3, 0, 0); // The one image in the back
// Draw the separation line
rect(mouseX, 0, 0, height); // Make line
}
Result :

How do I animate a line from my draw() function?

I'm using Processing to create a learning experience project that allows users to join network components together. I have links using standard lines, but I want to be able to show a signal moving through the line if there is a valid connection. Think of the line as a network cable for example. Is there anyway I can animate this line?
void draw(){
pushStyle();
stroke(0);
line(from.x, from.y, to.x, to.y);
popStyle();
}
} //draw function in the 'link' file
Of course you can, but your question is a little broad. You do have a particular type of animation in mind? Endless possibilities ;)
The basic way to handle something like this in processing is to increase some animation-variables every frame (or use time management - though that is beyond the basics).
Because the animation-variables (for instance position or color) are changed every frame, the animation is different every frame. It's animated.
Below I give an example of a small green line traveling over a black 'connection' line. If you read through the code I think you'll figure it out. This should be incorporated in a nice 'connection' class for ease of use on a larger scale.
//set coordinates for connection-line
int fromX = 100;
int toX = 600;
int fromY = 100;
int toY = 200;
//copy start coordinate for animation
int animx = fromX;
int animy = fromY;
//determine animation stepsize
int stepX = (toX-fromX)/10;
int stepY = (toY-fromY)/10;
void setup() {
size(800, 300);
//set framerate so animation is not to fast
frameRate(5);
//draw thick lines
strokeWeight(10);
}
void draw() {
background(255);
// draw connection in black
stroke(0);
line(fromX, fromY, toX, toY);
//draw animation in green
stroke(0, 255, 0);
line(animx, animy, animx+stepX, animy+stepY);
// step animation for next frame
animx = animx+stepX;
animy = animy+stepY;
// check for reset (if the animation on the next frame is drawn outside the line)
if (animx+stepX > toX)
{
animx = fromX;
}
if (animy+stepY > toY)
{
animy = fromY;
}
}

LibGDX Box2D matrix rendering question when using viewports

I have a question regarding rendering with box2d and libgdx.
As you can see in the screenshot below I have a problem when changing the window resolution.
Box2d gets scaled over the entire screen although the viewport is only using a small portion of it. Also the lights get scaled and do not match the real position anymore (but I think this is related to the same issue).
My idea is that I somehow need to adjust the matrix (b2dCombinedMatrix) for box2d before rendering but I have no idea how.
Personally I think that I need to tell it that it should use the same "render boundaries" as the viewport but I cannot figure out how to do that.
Here is the render method (the issue is after the draw lights comments part):
public void render(final float alpha) {
viewport.apply();
spriteBatch.begin();
AnimatedTiledMapTile.updateAnimationBaseTime();
if (mapRenderer.getMap() != null) {
mapRenderer.setView(gameCamera);
for (TiledMapTileLayer layer : layersToRender) {
mapRenderer.renderTileLayer(layer);
}
}
// render game objects first because they are in the same texture atlas as the map so we avoid a texture binding --> better performance
for (final Entity entity : gameObjectsForRender) {
renderEntity(entity, alpha);
}
for (final Entity entity : charactersForRender) {
renderEntity(entity, alpha);
}
spriteBatch.end();
// draw lights
b2dCombinedMatrix.set(spriteBatch.getProjectionMatrix());
b2dCombinedMatrix.translate(0, RENDER_OFFSET_Y, 0);
rayHandler.setCombinedMatrix(b2dCombinedMatrix, gameCamera.position.x, gameCamera.position.y, gameCamera.viewportWidth, gameCamera.viewportHeight);
rayHandler.updateAndRender();
if (DEBUG) {
b2dRenderer.render(world, b2dCombinedMatrix);
Gdx.app.debug(TAG, "Last number of render calls: " + spriteBatch.renderCalls);
}
}
And this is the resize method which moves the viewport up by 4 world units:
public void resize(final int width, final int height) {
viewport.update(width, height, false);
// offset viewport by y-axis (get distance from viewport to viewport with offset)
renderOffsetVector.set(gameCamera.position.x - gameCamera.viewportWidth * 0.5f, RENDER_OFFSET_Y + gameCamera.position.y - gameCamera.viewportHeight * 0.5f, 0);
gameCamera.project(renderOffsetVector, viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
viewport.setScreenY((int) renderOffsetVector.y);
}
After hours of fiddling around with the matrix I finally got it to work but there is actually a very easy solution to my problem :D
Basically the render method of the rayhandler was messing up my matrix calculations all the time and the reason is that I did not tell it to use a custom viewport.
So adjusting the resize method to this
public void resize(final int width, final int height) {
viewport.update(width, height, false);
// offset viewport by y-axis (get distance from viewport to viewport with offset)
renderOffsetVector.set(gameCamera.position.x - gameCamera.viewportWidth * 0.5f, RENDER_OFFSET_Y + gameCamera.position.y - gameCamera.viewportHeight * 0.5f, 0);
gameCamera.project(renderOffsetVector, viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
viewport.setScreenY((int) renderOffsetVector.y);
rayHandler.useCustomViewport(viewport.getScreenX(), viewport.getScreenY(), viewport.getScreenWidth(), viewport.getScreenHeight());
}
and simplifying the render method to
// draw lights
rayHandler.setCombinedMatrix(gameCamera);
rayHandler.updateAndRender();
if (DEBUG) {
b2dRenderer.render(world, b2dCombinedMatrix);
Gdx.app.debug(TAG, "Last number of render calls: " + spriteBatch.renderCalls);
}
solved my problem.
Maybe I am stupid but I did not find useCustomViewport method in any of the documentations.
Anyway , solved!

image quality loss when scaling down

My image is 200px x 200px size. When I'm trying to draw it as 100px x 100px the image is being rendered awfull and unacceptable.
#Override
public void render(SpriteBactch batch){
batch.begin();
batch.draw(img, 0, 0,100,100);
batch.end();
}
When I'm drawin it like this:
#Override
public void render(SpriteBactch batch){
batch.begin();
batch.draw(img, 0, 0);
batch.end();
}
it has acceptable quality. Can i fix this and how? Below you can find screenshot from image rendering:
try to apply your Texture Linear TextureFilter
Texture texture = new Texture(... //creating your texture
texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); //add this line
Sprite img = new Sprite(texture);
Please notice that when you are scaling picture down there is always quality loose risk so you can still can be not satisfied with the result.
To get some information about TextureFilter and how to deal with them just read:
http://www.badlogicgames.com/wordpress/?p=1403

Drag an Image in XNA

I am working on an app in which images are flying on the Screen.
I need to implement:
Hold onto any of the flying images on Tap
Drag the image to certain position of the user's choice by letting the user hold it.
Here is another easy way to do dragging.
Just draw your image (Texture2d) with respect to a Rectangle instead of Vector2.
Your image variables should look like this
Texture2d image;
Rectangle imageRect;
Draw your image with respect to "imageRect" in Draw() method.
spriteBatch.Draw(image,imageRect,Color.White);
Now in Update() method handle your image with single touch input.
//Move your image with your logic
TouchCollection touchLocations = TouchPanel.GetState();
foreach(TouchLocation touchLocation in touchLocations)
{
Rectangle touchRect = new Rectangle
(touchLocation.Position.X,touchLocation.Position.Y,10,10);
if(touchLocation.State == TouchLocationState.Moved
&& imageRect.Intersects(touchRect))
{
imageRect.X = touchRect.X;
imageRect.Y = touchRect.Y;
}
//you can bring more beauty by bringing centre point
//of imageRect instead of initial point by adding width
//and height to X and Y respectively and divide it by 2
There's a drag-and-drag example in XNA here: http://geekswithblogs.net/mikebmcl/archive/2011/03/27/drag-and-drop-in-a-windows-xna-game.aspx
When you load your image in, you'll need a BoundingBox or Rectangle Object to control where it is.
So, in the XNA app on your phone, you should have a couple of objects declared for your texture.
Texture2D texture;
BoundingBox bBox;
Vector2 position;
bool selected;
Then after you load your image content, keep your bounding box updated with the position of your image.
bBox.Min = new Vector3(position, 1.0f);
bBox.Max = new Vector3(position.X + texture.Width, position.Y + texture.Height, 0f);
Then also in your update method, you should have a touch collection initialized to handle input from the screen, get the positions of the touch collection, loop through them and see if they intersect your boundingbox.
foreach (Vector2 pos in touchPositions)
{
BoundingBox bb = new BoundingBox();
bb.Min = new Vector3(pos, 1.0f);
bb.Max = new Vector3(pos, 0f);
if (bb.Intersects(bBox)
{
if (selected)
{
//do something
}
else
{
selected = true;
}
}
}
From there, you have whether your object is selected or not. Then just use the gestures events to determine what you want to do with your texture object.

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