Javafx continuously rotate object using mouse drag to accelerate - animation

I have a project i'm trying to develop controls for. I need to be able to continuously rotate the object from a single mouse click and drag and release. After releasing I wish the object to continue rotating from its initial point to the position where i released the mouse.(provided the object has not already reached this position.) I've seen applications previously that worked in this manner and I cant seem to find any code online to show how that was implemented. I am using this below code to test my mouse controls before adding them to my project. It contains simple drag and release mechanics already. However I would appreciate some input as to how to go about adding the continuous rotation. I want the mouse to be able to control the speed of the rotation of the object along any axis. As i have it set up it rotates along any axis. But I would like a drag to instead of rotate the object, cause the object to spin(recursively rotate) at a velocity proportional to distance the mouse was dragged. This would increase velocity as distance increased. If I drag the same direction twice the same distance, the velocity should double, the object then rotating twice as fast.
package javafxapplication3;
import javafx.application.Application;
import static javafx.application.Application.launch;
import javafx.geometry.Point3D;
import javafx.scene.DepthTest;
import javafx.scene.Group;
import javafx.scene.PerspectiveCamera;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.shape.Sphere;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Transform;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
public class trafo extends Application {
final Group root = new Group();
final XformWorld world = new XformWorld();
final PerspectiveCamera camera = new PerspectiveCamera(true);
final XformCamera cameraXform = new XformCamera();
private static final double CAMERA_INITIAL_DISTANCE = -1000;
private static final double CAMERA_NEAR_CLIP = 0.1;
private static final double CAMERA_FAR_CLIP = 10000.0;
double mousePosX, mousePosY, mouseOldX, mouseOldY, mouseDeltaX, mouseDeltaY;
double mouseFactorX, mouseFactorY;
#Override
public void start(Stage primaryStage) {
root.getChildren().add(world);
root.setDepthTest(DepthTest.ENABLE);
buildCamera();
buildBodySystem();
Scene scene = new Scene(root, 800, 600, true);
scene.setFill(Color.GREY);
handleMouse(scene);
primaryStage.setTitle("TrafoTest");
primaryStage.setScene(scene);
primaryStage.show();
scene.setCamera(camera);
mouseFactorX = 180.0 / scene.getWidth();
mouseFactorY = 180.0 / scene.getHeight();
}
private void buildCamera() {
root.getChildren().add(cameraXform);
cameraXform.getChildren().add(camera);
camera.setNearClip(CAMERA_NEAR_CLIP);
camera.setFarClip(CAMERA_FAR_CLIP);
camera.setTranslateZ(CAMERA_INITIAL_DISTANCE);
}
private void buildBodySystem() {
PhongMaterial whiteMaterial = new PhongMaterial();
whiteMaterial.setDiffuseColor(Color.WHITE);
whiteMaterial.setSpecularColor(Color.LIGHTBLUE);
Box box = new Box(400, 200, 100);
box.setMaterial(whiteMaterial);
PhongMaterial redMaterial = new PhongMaterial();
redMaterial.setDiffuseColor(Color.DARKRED);
redMaterial.setSpecularColor(Color.RED);
Sphere sphere = new Sphere(5);
sphere.setMaterial(redMaterial);
sphere.setTranslateX(200.0);
sphere.setTranslateY(-100.0);
sphere.setTranslateZ(-50.0);
world.getChildren().addAll(box);
world.getChildren().addAll(sphere);
}
private void handleMouse(Scene scene) {
scene.setOnMousePressed((MouseEvent me) -> {
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseOldX = me.getSceneX();
mouseOldY = me.getSceneY();
});
scene.setOnMouseDragged((MouseEvent me) -> {
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = me.getSceneX();
mousePosY = me.getSceneY();
mouseDeltaX = (mousePosX - mouseOldX);
mouseDeltaY = (mousePosY - mouseOldY);
if (me.isPrimaryButtonDown()) {
cameraXform.ry(mouseDeltaX * 180.0 / scene.getWidth());
cameraXform.rx(-mouseDeltaY * 180.0 / scene.getHeight());
} else if (me.isSecondaryButtonDown()) {
camera.setTranslateZ(camera.getTranslateZ() + mouseDeltaY);
}
});
}
public static void main(String[] args) {
launch(args);
}
}
class XformWorld extends Group {
final Translate t = new Translate(0.0, 0.0, 0.0);
final Rotate rx = new Rotate(0, 0, 0, 0, Rotate.X_AXIS);
final Rotate ry = new Rotate(0, 0, 0, 0, Rotate.Y_AXIS);
final Rotate rz = new Rotate(0, 0, 0, 0, Rotate.Z_AXIS);
public XformWorld() {
super();
this.getTransforms().addAll(t, rx, ry, rz);
}
}
class XformCamera extends Group {
Point3D px = new Point3D(1.0, 0.0, 0.0);
Point3D py = new Point3D(0.0, 1.0, 0.0);
Rotate r;
Transform t = new Rotate();
public XformCamera() {
super();
}
public void rx(double angle) {
r = new Rotate(angle, px);
this.t = t.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
public void ry(double angle) {
r = new Rotate(angle, py);
this.t = t.createConcatenation(r);
this.getTransforms().clear();
this.getTransforms().addAll(t);
}
}

So the way I see it, you want to calculate the arc that the drag made from the middle of the object that you want to rotate, and rotate the whenever that object is not rotated correctly, it will rotate at a constants speed until it reaches the desired rotation. I've never done something like that, so I don't know if my answer will actually work, but I can at least try, because I think I know the solution. Now the code below may or may not work, please tell me if anything is not correct, I'll try to fix it.
public class RotationNode extends Pane {
double startMouseAngle, goalAngle = 0.0, angleBeforeRotation;
boolean currentlyRotating = false;
public RotationNode(double angle) {
//Parameter angle is to give this Pane a start angle if you want to
super();
//This can all change to whatever you want it to be
setTranslateX(400.0);
setTranslateY(200.0);
setPrefSize(100.0, 100.0);
setRotationAxis(new Point3D(0.0, 0.0, 360.0));
//This is just to show something is actually rotating
Rectangle r = new Rectangle(0, 0, 100, 100);
r.setFill(Color.BLUE);
getChildren().add(r);
setRotate(angle);
angleBeforeRotation = 0.0;
addEventHandler(MouseEvent.MOUSE_PRESSED, ov -> {
if(ov.getButton() == MouseButton.PRIMARY) {
double x = ov.getX();
double y = ov.getY();
startMouseAngle = Math.toDegrees(Math.atan2(x, y));
angleBeforeRotation = currentlyRotating ? goalAngle : getRotate();
ov.consume();
}
});
addEventHandler(MouseEvent.MOUSE_DRAGGED, ov -> {
if(ov.getButton() == MouseButton.PRIMARY) {
double x = ov.getX();
double y = ov.getY();
double a = Math.toDegrees(Math.atan2(x, y));
double deltaAngle = startMouseAngle - a;
goalAngle = angleBeforeRotation + deltaAngle;
if(!currentlyRotating) {
new changeRotation();
}
ov.consume();
}
});
}
private class changeRotation {
private final long TIME_STEP = 25;
private final double ANGLE_PER_SECOND = 90;
public changeRotation() {
final ScheduledExecutorService service = Executors.newSingleThreadScheduledExecutor();
Runnable changeWidthCmd = () -> {
double rotationDelta = ANGLE_PER_SECOND / (1000.0 / TIME_STEP);
rotationDelta *= getRotate() > goalAngle ? -1 : 1;
setRotate(getRotate() + rotationDelta);
if(getRotate() - goalAngle < ANGLE_PER_SECOND / (1000.0 / TIME_STEP) && getRotate() - goalAngle > -ANGLE_PER_SECOND / (1000.0 / TIME_STEP)) {
setRotate(goalAngle);
currentlyRotating = false;
service.shutdown();
}
};
currentlyRotating = true;
service.scheduleAtFixedRate(changeWidthCmd, 0, TIME_STEP, TimeUnit.MILLISECONDS);
}
}
}
I hope this helps you,
Lenardjee
EDIT :
Updated the code, it now works kind of. The rotation based on mouse drag works, but the centre point is weird and doesn't work that well. I will try try to improve this and update this answer
IMPORTANT EDIT :
I forgot to mention that this answer contains code that uses an external library. To add it, add this to the projects pom file:
<dependencies>
<dependency>
<groupId>io.reactivex.rxjava2</groupId>
<artifactId>rxjava</artifactId>
<version>2.1.14</version>
</dependency>
</dependencies>
or download the library fromhttps://jar-download.com/?detail_search=g%3A%22io.reactivex.rxjava2%22&g=io.reactivex.rxjava2&p=1and add that jar to the projects dependencies.

Related

Android - How to make google Maps display a polyline that animates sequenctial flashing dots

I am searching for a way to animate the dots between two markers on a google map in android device.
So what i want in the end is the following line between the two images:
and it would be used like this typical google polyline implementation:
lets say there is a point A and a Point B. if im directing the user to point B, then the line animates to from point A to point B so the user knows to walk in this direction.
to achieve this i thought i could get the points out of the polyLine and remove them and add them back
rapidily. so lets say i had 5 points in the polyLine, i would remove position 1 , then put it back, then remove position 2, and put it back, to simulate this animation.
but it does not work . once hte polyline is set it seems i cannot alter it. you have any suggestions ?
val dotPattern = Arrays.asList(Dot(), Gap(convertDpToPixel(7).toFloat()))
val polyLineOptions: PolylineOptions = PolylineOptions()
.add(usersLocation)
.add(users_destination)
.pattern(dotPattern)
.width(convertDpToPixel(6).toFloat())
dottedPolyLine = googleMap.addPolyline(polyLineOptions)
dottedPolyLine?.points?.removeAt(1) // here as a test if my idea i try removing a point but it looks like a point here means current location or destination so there always 2. i thought a point would be one of the dots.
You can use MapView-based custom view View Canvas animationlike in this answer:
This approach requires
MapView-based
custom
view,
that implements:
drawing over the MapView canvas;
customizing line styles (circles instead of a simple line);
binding path to Lat/Lon coordinates of map
performing animation.
Drawing over the MapView needs to override dispatchDraw().
Customizing line styles needs
setPathEffect()
method of
Paint
class that allows to create create path for "circle stamp" (in
pixels), which will repeated every "advance" (in pixels too),
something like that:
mCircleStampPath = new Path(); mCircleStampPath.addCircle(0,0,
CIRCLE_RADIUS, Path.Direction.CCW); mCircleStampPath.close();
For binding path on screen to Lat/Lon coordinates
Projection.toScreenLocation()
needed, that requires
GoogleMap
object so custom view should implements OnMapReadyCallback for
receive it. For continuous animation
postInvalidateDelayed()
can be used.
but not draw path directly from point A to point B, but from point A to point C that animated from A to B. To get current position of point C you can use SphericalUtil.interpolate() from Google Maps Android API Utility Library. Something like that:
public class EnhancedMapView extends MapView implements OnMapReadyCallback {
private static final float CIRCLE_RADIUS = 10;
private static final float CIRCLE_ADVANCE = 3.5f * CIRCLE_RADIUS; // spacing between each circle stamp
private static final int FRAMES_PER_SECOND = 30;
private static final int ANIMATION_DURATION = 10000;
private OnMapReadyCallback mMapReadyCallback;
private GoogleMap mGoogleMap;
private LatLng mPointA;
private LatLng mPointB;
private LatLng mPointC;
private float mCirclePhase = 0; // amount to offset before the first circle is stamped
private Path mCircleStampPath;
private Paint mPaintLine;
private final Path mPathFromAtoC = new Path();
private long mStartTime;
private long mElapsedTime;
public EnhancedMapView(#NonNull Context context) {
super(context);
init();
}
public EnhancedMapView(#NonNull Context context, #Nullable AttributeSet attrs) {
super(context, attrs);
init();
}
public EnhancedMapView(#NonNull Context context, #Nullable AttributeSet attrs, int defStyleAttr) {
super(context, attrs, defStyleAttr);
init();
}
public EnhancedMapView(#NonNull Context context, #Nullable GoogleMapOptions options) {
super(context, options);
init();
}
#Override
public void dispatchDraw(Canvas canvas) {
super.dispatchDraw(canvas);
canvas.save();
drawLineFomAtoB(canvas);
canvas.restore();
// perform one shot animation
mElapsedTime = System.currentTimeMillis() - mStartTime;
if (mElapsedTime < ANIMATION_DURATION) {
postInvalidateDelayed(1000 / FRAMES_PER_SECOND);
}
}
private void drawLineFomAtoB(Canvas canvas) {
if (mGoogleMap == null || mPointA == null || mPointB == null) {
return;
}
// interpolate current position
mPointC = SphericalUtil.interpolate(mPointA, mPointB, (float) mElapsedTime / (float)ANIMATION_DURATION);
final Projection mapProjection = mGoogleMap.getProjection();
final Point pointA = mapProjection.toScreenLocation(mPointA);
final Point pointC = mapProjection.toScreenLocation(mPointC);
mPathFromAtoC.rewind();
mPathFromAtoC.moveTo(pointC.x, pointC.y);
mPathFromAtoC.lineTo(pointA.x, pointA.y);
// change phase for circles shift
mCirclePhase = (mCirclePhase < CIRCLE_ADVANCE)
? mCirclePhase + 1.0f
: 0;
mPaintLine.setPathEffect(new PathDashPathEffect(mCircleStampPath, CIRCLE_ADVANCE, mCirclePhase, PathDashPathEffect.Style.ROTATE));
canvas.drawPath(mPathFromAtoC, mPaintLine);
}
private void init() {
setWillNotDraw(false);
mCircleStampPath = new Path();
mCircleStampPath.addCircle(0,0, CIRCLE_RADIUS, Path.Direction.CCW);
mCircleStampPath.close();
mPaintLine = new Paint();
mPaintLine.setColor(Color.BLACK);
mPaintLine.setStrokeWidth(1);
mPaintLine.setStyle(Paint.Style.STROKE);
mPaintLine.setPathEffect(new PathDashPathEffect(mCircleStampPath, CIRCLE_ADVANCE, mCirclePhase, PathDashPathEffect.Style.ROTATE));
// start animation
mStartTime = System.currentTimeMillis();
postInvalidate();
}
#Override
public void getMapAsync(OnMapReadyCallback callback) {
mMapReadyCallback = callback;
super.getMapAsync(this);
}
#Override
public void onMapReady(GoogleMap googleMap) {
mGoogleMap = googleMap;
mGoogleMap.setOnCameraMoveListener(new GoogleMap.OnCameraMoveListener() {
#Override
public void onCameraMove() {
invalidate();
}
});
if (mMapReadyCallback != null) {
mMapReadyCallback.onMapReady(googleMap);
}
}
public void setPoints(LatLng pointA, LatLng pointB) {
mPointA = pointA;
mPointB = pointB;
}
}
NB! This is just idea, not full tested code.

LibGDX / Box2d - only one rectangle is being rendered by debugrenderer

I'm revisiting LibGDX game programming and I am unfortunately having to re-learn stuff I used to know.
I'm currently using Tiled Map Editor to make a very simple Donkey Kong style level. I have around 20 rectangles in total for the level.
I've created a box2d world in my main GameScreen class and have a for loop to get the rectangle objects into the world and debugrenderer.
My problem is that only the bottom (and first) rectangle I drew is showing up. I have checked the scale, also I put a println() which tells me the object information has been parsed with all the rectangles info showing correct (ie. the rectangles x,y,w,h values) but as I say, only one rectangle shows up on the debugrenderer.
I've just got back into programming after around 6month break and so I'm hoping i've missed something simple. The same code in my old projects still works fine as I've tested some.
Here is my code, any help is massively appreciated. Thanks
public class GameScreen implements Screen {
SpriteBatch spriteBatch;
OrthographicCamera cam;
Viewport v;
TmxMapLoader mapLoader;
TiledMap map;
OrthogonalTiledMapRenderer mapRenderer;
World world;
Box2DDebugRenderer b2dr;
float mapScale = 10f/140f;
public GameScreen(){
spriteBatch = new SpriteBatch();
cam = new OrthographicCamera();
v = new FitViewport(Constants.V_WIDTH, Constants.V_HEIGHT, cam);
cam.setToOrtho(false, v.getWorldWidth(), v.getWorldHeight());
mapLoader = new TmxMapLoader();
map = mapLoader.load("level1.tmx");
mapRenderer = new OrthogonalTiledMapRenderer(map, mapScale);
world = new World(new Vector2(0,-9.8f), true);
b2dr = new Box2DDebugRenderer();
// box2d local variables
BodyDef bdef = new BodyDef();
PolygonShape shape = new PolygonShape();
FixtureDef fdef = new FixtureDef();
Body body;
// create platform object rectangles
for (MapObject object : map.getLayers().get(2).getObjects().getByType(RectangleMapObject.class)){
Rectangle rect = ((RectangleMapObject)object).getRectangle();
bdef.type = BodyDef.BodyType.StaticBody;
bdef.position.set(rect.getX() + rect.getWidth() / 2 * mapScale, rect.y + rect.getHeight() / 2 * mapScale);
body = world.createBody(bdef);
shape.setAsBox(rect.getWidth() / 2 * mapScale, rect.getHeight() / 2 * mapScale);
fdef.shape = shape;
body.createFixture(fdef);
}
}
#Override
public void show() {
}
#Override
public void render(float delta) {
update(delta);
clearScreen();
draw();
}
public void update(float dt){
mapRenderer.setView(cam);
}
public void clearScreen(){
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
public void draw(){
spriteBatch.setProjectionMatrix(cam.combined);
mapRenderer.render();
b2dr.render(world, cam.combined);
spriteBatch.begin();
spriteBatch.end();
}
#Override
public void resize(int width, int height) {
v.update(width, height);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
spriteBatch.dispose();
}
}
Sorry for wasting time here. I have fixed this.
It was just that I hadnt applied the scale of the map also to the x,y of the rectangles. So i change one line like so, and now it works:
bdef.position.set(rect.getX() * mapScale + rect.getWidth() / 2 * mapScale, rect.y * mapScale + rect.getHeight() / 2 * mapScale);

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.

When dragging an object with rigidbody2D it passes through colliders (walls)

Ok, so I'm making this game where the user can drag a ball around the screen, but it's not supposed to leave the play area. I'm getting the following problem though, when I push it towards the colliders it bounces back, and if I push too hard it simply goes off screen (I need to make it do not go off screen. the user is free to drag it all over the place, but within the screen of course).
any tips on how I could solve this issue?
Here is the code for dragging which I'm using:
using UnityEngine;
using System.Collections;
public class CircleManager : MonoBehaviour {
private bool dragging = false;
private Vector3 screenPoint;
private Vector3 offset;
// Pressionando
void OnMouseDown()
{
dragging = true;
screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position);
offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z));
}
// Arrastando
void OnMouseDrag()
{
Vector3 cursorPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z);
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(cursorPoint) + offset;
//i tried with both below.
//transform.position = cursorPosition;
transform.GetComponent<Rigidbody2D>().MovePosition(cursorPosition);
}
// Soltando
void OnMouseUp()
{
dragging = false;
}
}
Thanks!
You could try to do something like,
if( transform.position.x > xMaxPos )
{
transform.position.x = new Vector3( xMaxPos, transform.position.y, transform.position.z );
}
You could set up for each min and max. Then when you create the xMaxPos variables, create them like:
[serializeField]
private float xMaxPos;
That way they will appear in the inspector and you can tweak their values as you please. You could also throw in an offset that's the width of the ball i.e.
transform.position.x = new Vector3( xMaxPos - transform.localscale.x/2, transform.position.y, transform.position.z );
Try using velocity
public class CircleManager : MonoBehaviour {
private bool dragging = false;
private Vector3 screenPoint;
private Vector3 offset;
public float speed = 5.0f;
// Pressionando
void OnMouseDown()
{
dragging = true;
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(ToDepth(Input.mousePosition, transform.position.z));
offset = gameObject.transform.position - cursorPosition;
}
// Arrastando
void OnMouseDrag()
{
Vector3 cursorPosition = Camera.main.ScreenToWorldPoint(ToDepth(Input.mousePosition, transform.position.z)) + offset;
Vector3 direction = (transform.position - cursorPosition).normalized;
transform.GetComponent<Rigidbody2D>().velocity = direction * speed * Time.deltaTime;
}
// Soltando
void OnMouseUp()
{
dragging = false;
}
Vector3 ToDepth(Vector3 value, float depth)
{
return new Vector3(value.x, value.y, depth);
}
}
Few things to note:
You don't have to write out gameObject.transform.position i see you did that a few times, as well as calling transform... directly. Its both the same thing, so you don't need the gameObject part.
Also your getting the screenPoint of the transform, then using the z value of that later on, which doesn't really make much sense to me.
Anyways, i don't see why this shouldn't work for you, i haven't tested it though.

How to get position of an item in ListView in JavaFX?

If I create a ListView in JavaFX like this:
ObservableList<String> elements = FXCollections.observableArrayList("John", "Doe");
ListView<String> lView = new ListView<String>(elements);
What I want to do is draw a line starting from the end of a row in the ListView, say from "John"
To do this, I need the location(x,y) of the row "John". Is it possible to get the location?
Update
This is a sample interface that I got using Swing and Piccolo2D. However, using that library is painful. I am wondering if I can do the same in JavaFX
It is possible, but it may not be as straight forward as you hoped. In order to determine the layout coordinates for a particular Cell within a ListView (or TableView/TreeView) you need to have access to that particular Cell object. The best way (and maybe only way in JavaFX 2.2) is to provide the container with a custom Cell and CellFactory that exposes each Cell. How you expose the Cell depends on what your triggers are for drawing the line.
Bases on your illustration, you'll need access to each cell once the ListViews are populated. You can do this with a List<ListCell<String>> field in the CellFactory. I'll mention one caveat here about ListCells. The ListViewSkin will reuse Cells whenever possible. That means that if you are going to try to populate and connect a list that ends up scrolling, then keeping your lines in the right place will be much more difficult. I'd recommend trying to ensure that all your list items fit on screen.
Below is an example with some notes in the comments. Take note that getting the correct coordinates for drawing your Line will probably require calculating the offset of your SceneGraph which I didn't do in this example.
package listviewcellposition;
import java.util.ArrayList;
import java.util.List;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.control.*;
import javafx.scene.layout.*;
import javafx.scene.paint.Color;
import javafx.scene.shape.Line;
import javafx.stage.Stage;
import javafx.util.Callback;
public class ListViewCellPosition extends Application {
// CustomCellFactory for creating CustomCells
public class CustomCellFactory implements
Callback<ListView<String>, ListCell<String>> {
List<ListCell<String>> allCells = new ArrayList<>();
#Override
public ListCell<String> call(final ListView<String> p) {
final CustomCell cell = new CustomCell();
allCells.add(cell);
return cell;
}
public List<ListCell<String>> getAllCells() {
return allCells;
}
}
// CustomCell is where the exposure occurs. Here, it's based on the
// Cell being selected in the ListView. You could choose a different
// trigger here but you'll need to explore.
public class CustomCell extends ListCell<String> {
// General display stuff
#Override
protected void updateItem(String item, boolean empty) {
super.updateItem(item, empty);
if (empty) {
setText(null);
setGraphic(null);
} else {
setText(item == null ? "" : item);
setGraphic(null);
}
}
}
#Override
public void start(Stage primaryStage) {
// This pane will contain the lines after they are created.
// I set it into an AnchorPane to avoid having to deal with
// resizing.
Pane linePane = new Pane();
AnchorPane pane = new AnchorPane();
pane.setPrefSize(100, 250);
AnchorPane.setBottomAnchor(linePane, 0.0);
AnchorPane.setLeftAnchor(linePane, 0.0);
AnchorPane.setRightAnchor(linePane, 0.0);
AnchorPane.setTopAnchor(linePane, 0.0);
pane.getChildren().add(linePane);
ListView<String> lView = new ListView<>();
lView.setPrefSize(100, 250);
CustomCellFactory lCellFactory = new CustomCellFactory();
lView.setCellFactory(lCellFactory);
ListView<String> rView = new ListView<>();
rView.setPrefSize(100, 250);
CustomCellFactory rCellFactory = new CustomCellFactory();
rView.setCellFactory(rCellFactory);
lView.getItems().addAll("Bill", "Doctor", "Steve", "Joanne");
rView.getItems().addAll("Seuss", "Rowling", "King", "Shakespeare");
HBox root = new HBox();
root.getChildren().addAll(lView, pane, rView);
Scene scene = new Scene(root, 300, 250);
primaryStage.setScene(scene);
primaryStage.show();
connectCells(lCellFactory, "Bill", rCellFactory, "Shakespeare", linePane);
connectCells(lCellFactory, "Doctor", rCellFactory, "Seuss", linePane);
connectCells(lCellFactory, "Steve", rCellFactory, "King", linePane);
connectCells(lCellFactory, "Joanne", rCellFactory, "Rowling", linePane);
}
// Looks up the ListCell<> for each String and creates a Line
// with the coordinates from each Cell. The calculation is very
// contrived because I know that all the components have the same
// x-coordinate. You'll need more complicated calculations if your
// containers are not aligned this way.
private void connectCells(CustomCellFactory lCellFactory, String lVal,
CustomCellFactory rCellFactory, String rVal, Pane linePane) {
List<ListCell<String>> lList = lCellFactory.getAllCells();
ListCell<String> lCell = null;
for (ListCell<String> lc : lList) {
if (lc.getItem() != null && lc.getItem().equals(lVal)) {
lCell = lc;
break;
}
}
List<ListCell<String>> rList = rCellFactory.getAllCells();
ListCell<String> rCell = null;
for (ListCell<String> rc : rList) {
if (rc.getItem() != null && rc.getItem().equals(rVal)) {
rCell = rc;
break;
}
}
if (lCell != null && rCell != null) {
double startY = lCell.getLayoutY() +
(lCell.getBoundsInLocal().getHeight() / 2);
double endY = rCell.getLayoutY() +
(rCell.getBoundsInLocal().getHeight() / 2);
Line line = new Line(0, startY,
linePane.getBoundsInParent().getWidth(), endY);
line.setStrokeWidth(2);
line.setStroke(Color.BLACK);
linePane.getChildren().add(line);
}
}
public static void main(String[] args) {
launch(args);
}
}

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