so quicky, I am doing program which demonstrate methods used for computer graph drawing. I need to create timeline or history of actions like ( placeVertex(x,y), moveVertex(newX,newY) etc. ) and iterate through (forward and backwards, automatically or manual)
I already achieved that by using command design pattern but few of these commands are using transitions. First idea was to use Condition interface's lock, await and signal in setOnFinished between each commands but it led to gui freezing.
I tryed SequentialTransition but it's no use for my problem - can't change properties dynamically between transitions.
Is there a possibility to somehow inform generation that one transition ended and next can run without GUI freezing and drawing?
Thanks!
edit: I ll try to simplify it all
Here is my Command interface and one of these commands:
public interface Command {
public void execute();
}
public class MoveVertex implements Command {
public MoveVertex(Data d, Vertex v, double changedX, double changedY){..};
#Override
public void execute() {
Path path = new Path();
path.getElements().add(new MoveTo(v.getCenterX(), v.getCenterY()));
path.getElements().add(new LineTo(changedX, changedY));
PathTransition pathTransition = new PathTransition();
pathTransition.setDuration(Duration.millis(velocity));
pathTransition.setPath(path);
pathTransition.setNode(v.getVertex());
pathTransition.play(); }
}
These Commands are stored in my history class which is basically
private List<Command> history;
And I do going through the list and executing Commands
public boolean executeNext() {
if (history.size() != position) {
history.get(position).execute();
position++;
return true;
}
return false;
}
And I am trying to achieve state when next Command is started only if previous finished. Tryed to put await/signal in between without success.
The solution below uses Itachi's suggestion of providing an onFinished handler to move to a node to a new (random) location after we get to the next location.
It could probably be made more efficient (and simpler to understand) by re-using a single Transition rather than using recursion within the event handler. It is probably unnecessary to create a new Transition for each movement - but, as long as there aren't hundreds of thousands of movement iterations, it should be acceptable as is.
import javafx.animation.*;
import javafx.application.Application;
import javafx.event.*;
import javafx.geometry.Point2D;
import javafx.scene.*;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.*;
import javafx.stage.Stage;
import javafx.util.Duration;
import java.util.Random;
// animates moving a node forever in a random walk pattern.
public class RandomWalk extends Application {
private static final Random random = new Random(42);
private static final double W = 200;
private static final double H = 200;
private static final double R = 10;
private static final Node node = new Circle(
R, Color.FORESTGREEN
);
#Override
public void start(Stage stage) {
// start from the center of the screen.
node.relocate(W / 2 - R, H / 2 - R);
stage.setScene(new Scene(new Pane(node), W, H));
stage.show();
walk();
}
// start walking from the current position to random points in sequence.
private void walk() {
final Point2D to = getRandomPoint();
final Transition transition = createMovementTransition(
node,
to
);
transition.setOnFinished(
walkFrom(to)
);
transition.play();
}
private EventHandler<ActionEvent> walkFrom(final Point2D from) {
return event -> {
// Finished handler might be called a frame before transition complete,
// leading to glitches if we relocate in the handler.
// The transition works by manipulating translation values,
// so zero the translation out before relocating the node.
node.setTranslateX(0);
node.setTranslateY(0);
// After the transition is complete, move the node to the new location.
// Relocation co-ordinates are adjusted by the circle's radius.
// For a standard node, the R adjustment would be unnecessary
// as most nodes are located at the top left corner of the node
// rather than at the center like a circle is.
node.relocate(
from.getX() - R,
from.getY() - R
);
// Generate the next random point and play a transition to walk to it.
// I'd rather not use recursion here as if you recurse long enough,
// then you will end up with a stack overflow, but I'm not quite sure
// how to do this without recursion.
final Point2D next = getRandomPoint();
final Transition transition = createMovementTransition(node, next);
transition.setOnFinished(walkFrom(next));
transition.play();
};
}
// We use a PathTransition to move from the current position to the next.
// For the simple straight-line movement we are doing,
// a straight TranslateTransition would have been fine.
// A PathTransition is just used to demonstrate that this
// can work for the generic path case, not just straight line movement.
private Transition createMovementTransition(Node node, Point2D to) {
Path path = new Path(
new MoveTo(
0,
0
),
new LineTo(
to.getX() - node.getLayoutX(),
to.getY() - node.getLayoutY()
)
);
return new PathTransition(
Duration.seconds(2),
path,
node
);
}
// #return a random location within a bounding rectangle (0, 0, W, H)
// with a margin of R kept between the point and the bounding rectangle edge.
private Point2D getRandomPoint() {
return new Point2D(
random.nextInt((int) (W - 2*R)) + R,
random.nextInt((int) (H - 2*R)) + R
);
}
public static void main(String[] args) {
launch(args);
}
}
Related
I am trying to animate a series of nodes one after the other in a loop. The goal is to have the first node begin its animation, followed by a short pause before the next node begins to animate.
However, when running this within a loop, it executes too fast and all nodes appear to be animating at the same time.
For simplicity, I am using the AnimateFX library to handle the animations, but I assume the functionality needed here would apply in other situations?
How would I add a pause between each of the HBox animations?
import animatefx.animation.Bounce;
import javafx.application.Application;
import javafx.geometry.Pos;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.HBox;
import javafx.scene.layout.VBox;
import javafx.stage.Stage;
public class AnimationTest extends Application {
public static void main(String[] args) {
launch(args);
}
#Override
public void start(Stage primaryStage) {
final VBox root = new VBox(10);
root.setAlignment(Pos.CENTER);
final HBox tiles = new HBox(5);
tiles.setAlignment(Pos.CENTER);
// Create 5 tiles
for (int i = 0; i < 5; i++) {
HBox tile = new HBox();
tile.setPrefSize(50, 50);
tile.setStyle("-fx-border-color: black; -fx-background-color: lightblue");
tiles.getChildren().add(tile);
}
Button button = new Button("Animate");
button.setOnAction(event -> {
// Animate each tile, one at a time
for (Node child : tiles.getChildren()) {
Bounce animation = new Bounce(child);
animation.play();
}
});
root.getChildren().add(tiles);
root.getChildren().add(button);
primaryStage.setWidth(500);
primaryStage.setHeight(200);
primaryStage.setScene(new Scene(root));
primaryStage.show();
}
}
I don't know AnimateFX, but using the standard libraries you can add animations to a SequentialTransition.
For example, to animate each node but starting at a later time, add PauseTransitions of increasing duration and the desired animation to SequentialTransitions, and play the SequentialTransitions.
As I said, I'm not familiar with the library you're using, but I think it would look like this:
Button button = new Button("Animate");
button.setOnAction(event -> {
Duration offset = Duration.millis(500);
Duration start = new Duration();
// Animate each tile, one at a time
for (Node child : tiles.getChildren()) {
Bounce bounce = new Bounce(child);
PauseTransition delay = new PauseTransition(start);
SequentialTransition animation = new SequentialTransition(delay, bounce.getTimeline());
animation.play();
start = start.add(offset);
}
});
I'm working on a game in LibGDX. Right now, I am working on drawing a line from a moving entity's body current position in the direction that it is moving. Maybe I didn't word that correctly, so here's my very artistic representation of what I'm talking about.
The problem that I'm having is that vertical lines are always much longer than diagonal lines, and diagonal lines are always much longer than horizontal lines. What I'm wanting is for the line being projected from the entity to always be the same length regardless of the direction.
Below is the code used for drawing lines from the center of an entity's body. As you can see, I am scaling the line (e.g., by 25.0f). Maybe there's a formula that I could use to dynamically change this scalar depending on the direction?
public class BodyMovementProjection implements Updatable {
public final Body body;
public final ShapeRenderer shapeRenderer;
public boolean debugProjection = false;
public float scalar = 25.0f;
private final Vector2 posThisFrame = new Vector2();
private final Vector2 posLastFrame = new Vector2();
private final Vector2 projection = new Vector2();
private float[] debugColorVals = new float[4];
public BodyMovementProjection(Body body) {
this.body = body;
this.shapeRenderer = body.entity.gameScreen.shapeRenderer;
} // BodyMovementProjection constructor
#Override
public void update() {
body.aabb.getCenter(posThisFrame);
posLastFrame.set(posThisFrame).sub(body.bodyMovementTracker.getSpritePosDelta());
projection.set(posThisFrame).sub(posLastFrame).scl(scalar).add(posLastFrame);
if (debugProjection) {
shapeRenderer.begin(ShapeRenderer.ShapeType.Line);
shapeRenderer.setColor(debugColorVals[0], debugColorVals[1], debugColorVals[2], debugColorVals[3]);
shapeRenderer.line(posLastFrame, projection);
shapeRenderer.end();
} // if
} // update
public void setDebugColorVals(float r, float g, float b, float a) {
debugColorVals[0] = r;
debugColorVals[1] = g;
debugColorVals[2] = b;
debugColorVals[3] = a;
} // setDebugColorVals
} // BodyMovementProjection
Normalize before you scale.
By normalizing you are making the directional vector 1 unit in length, and by scaling it after by 25 you get a vector that is 25 units every time, regardless of how far apart thw current and previous positions are.
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.
I want to speed-up my ScrollPane scrolling. I need something like:
scrollPane.vvalueProperty().addListener((observable, oldValue, newValue) -> {
scrollPane.setVvalue(oldValue.doubleValue() + (newValue.doubleValue() - oldValue.doubleValue()) * 2);
});
but without stackowerflow exections and working..
May be there is a way to consume this like an event?
P.S. BTW, why does setOnScroll() fire only when scrolling reaches max (top) or min (bot) position?
I don't really recommend modifying a property while it is already changing, but if you want to do it you need to set a flag to suppress recursive calls. Here's an example:
import java.util.Random;
import javafx.application.Application;
import javafx.beans.property.Property;
import javafx.beans.value.ChangeListener;
import javafx.beans.value.ObservableValue;
import javafx.scene.Node;
import javafx.scene.Scene;
import javafx.scene.control.ScrollPane;
import javafx.scene.layout.Region;
import javafx.scene.layout.TilePane;
import javafx.stage.Stage;
public class ModifyScrollSpeed extends Application {
#Override
public void start(Stage primaryStage) {
ScrollPane scrollPane = new ScrollPane(createContent());
DoublingListener.register(scrollPane.vvalueProperty());
Scene scene = new Scene(scrollPane, 400, 400);
primaryStage.setScene(scene);
primaryStage.show();
}
private static class DoublingListener implements ChangeListener<Number> {
private boolean doubling ;
private Property<Number> target ;
private DoublingListener(Property<Number> target) {
this.target = target ;
}
public static void register(Property<Number> target) {
target.addListener(new DoublingListener(target));
}
#Override
public void changed(ObservableValue<? extends Number> observable, Number oldValue, Number newValue) {
if (! doubling) {
doubling = true ;
target.setValue(oldValue.doubleValue() + 2 * (newValue.doubleValue() - oldValue.doubleValue()));
}
doubling = false ;
}
}
private Node createContent() {
TilePane tilePane = new TilePane();
Random rng = new Random();
for (int i = 0; i < 200; i++) {
Region region = new Region();
region.setMinSize(40, 40);
region.setPrefSize(40, 40);
region.setMaxSize(40, 40);
region.setStyle(String.format("-fx-background-color: #%02x%02x%02x;",
rng.nextInt(256), rng.nextInt(256), rng.nextInt(256)));
tilePane.getChildren().add(region);
}
return tilePane ;
}
public static void main(String[] args) {
launch(args);
}
}
I don't actually see any other way to change the increment amounts for a scroll pane. Note that ScrollBar has API for changing the increment amounts via its unitIncrement and blockIncrement properties, however ScrollPane does not have equivalent properties.
There is a comment in the source code for ScrollPane which says
/*
* TODO The unit increment and block increment variables have been
* removed from the public API. These are intended to be mapped to
* the corresponding variables of the scrollbars. However, the problem
* is that they are specified in terms of the logical corrdinate space
* of the ScrollPane (that is, [hmin..hmax] by [vmin..vmax]. This is
* incorrect. Scrolling is a user action and should properly be based
* on how much of the content is visible, not on some abstract
* coordinate space. At some later date we may add a finer-grained
* API to allow applications to control this. Meanwhile, the skin should
* set unit and block increments for the scroll bars to do something
* reasonable based on the viewport size, e.g. the block increment
* should scroll 90% of the pixel size of the viewport, and the unit
* increment should scroll 10% of the pixel size of the viewport.
*/
The current skin for the scroll pane hard codes the unit and block increments for its scroll bars (in the updateHorizontalSB and updateVerticalSB methods) in the manner described in this comment (i.e. 10% and 90% of the visible amount), so I see no real way to get at these. In Java 9 the skin class will become a public class, and so at a minimum you could subclass it and modify this behavior.
You can try something like this -
private boolean scrolllChanging = false;
private void myScroll(ObservableDoubleValue observable, Double oldValue, Double newValue) {
if (!scrollChanging) {
try {
scrollChanging = true;
// Insert logic here. Any subsequent changes won't reach here until `scrollChanging` is set to false again.
} finally {
scrollChanging = false;
}
}
}
scrollPane.vvalueProperty().addListener(this::myScroll);
Forgive any minor type errors, I have not compiled this.
I am trying to create a JavaFX control that is essentially a bunch of interactable shapes. This is what I have so far:
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.input.MouseEvent;
import javafx.scene.input.ScrollEvent;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
public class ScenarioViewer extends Group {
// I want 1mm == 1px so scale everything so that 0.001 == 1px
private static final int DEFAULT_SCALE = 1000;
private static final int DEFAULT_SENSITIVITY = 100;
private double sensitivity;
private Rectangle testRect;
public ScenarioViewer() {
sensitivity = DEFAULT_SENSITIVITY;
testRect = new Rectangle(0.0, 0.0, 0.005, 0.01);
testRect.setStroke(Color.BLACK);
testRect.setFill(null);
testRect.setStrokeWidth(0.001);
getChildren().add(testRect);
setupScale();
setupEventHandlers();
}
private void scale(double change) {
setScaleX(getScaleX() + change);
setScaleY(getScaleY() + change);
}
private void translate(double x, double y) {
setTranslateX(getTranslateX() + x);
setTranslateY(getTranslateY() + y);
}
private void setupScale() {
setScaleX(DEFAULT_SCALE);
setScaleY(DEFAULT_SCALE);
}
private EventHandler<ScrollEvent> onScroll = new EventHandler<ScrollEvent>() {
public void handle(ScrollEvent event) {
scale(event.getDeltaY() * sensitivity);
}
};
private EventHandler<MouseEvent> onDrag = new EventHandler<MouseEvent>() {
public void handle(MouseEvent event) {
if(event.isPrimaryButtonDown()) {
translate(event.getX() * sensitivity,
event.getY() * sensitivity);
}
}
};
private void setupEventHandlers() {
addEventHandler(ScrollEvent.SCROLL, onScroll);
addEventHandler(MouseEvent.MOUSE_DRAGGED, onDrag);
}
}
The problem with the above is that the events are only triggered if the mouse is over the rectangle, more specifically, the edges of the rectangle as it is not filled. I want the opposite, such that, the events are only triggered when the mouse is not over a shape so that specific event handlers can be registered to each shape.
Why is this happening?
I believe it is because my control extends Group, and this relevant line in the documentation:
Any transform, effect, or state applied to a Group will be applied to
all children of that group. Such transforms and effects will NOT be
included in this Group's layout bounds, however if transforms and
effects are set directly on children of this Group, those will be
included in this Group's layout bounds.
Is there a more appropriate class to extend?
Update
I've changed the base class to Region, this makes events trigger properly but now the scaling and translations don't work like before. I have to instead iterate over everything and scale/translate each individual shape? Why does calling getScaleX/Y and setTranslateX/Y act differently between Region and Group?
On your group, call setPickOnBounds(true), this will allow the group to intercept any mouse/touch/input events within it's bounds.
specific event handlers can be registered to each shape.
Just invoke shape.setOnMouseClicked(eventHandler), etc (you can also use such setters on your enclosing group to handle events at the group level). You can consume the events in the event handler if you don't want them to bubble up to the enclosing group, similarly you can add filters to the parent group if you don't want the events to reach the children.
It may help if you review the Oracle tutorials on JavaFX event handling.