Hi is there an possiblity of drawing gef connections with curved bendpoints . ie the bend points must be rounded . if yes please post in how that can be achieved
From what I know neither GEF nor draw2d implement this (although I may be wrong but a thorough Google did not provide an answer).
You can check the implementation provided in org.eclipse.gmf.runtime.draw2d.ui.figures.PolylineConnectionEx (part of the GMF framework) which does rounded corners.
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I am trying to implement a simple feature (any language is fine) to recognize and fit perfect shapes (rectangle, triangle, circle, etc.) from hand-drawn sketched shapes. There are many existing tools support that, for example, Procreate's QuickShape, Apple Notes App which can automatically convert your drawing into a perfect shape, etc. Other works recognize the shape categories easily, like the $1 recognizer, but cannot provide a fit perfect shape but only the category. I believe this is a well-researched topic and there must be a library or algorithm that could do that, given any sequence of touch locations [(x,y)]. Can anyone help me find that or tell me where to start? Thanks!
I've been making a game in scene kit, but the edges of objects are difficult to see, making some of the games details impossible to see. Is there a way to make a black outline around all the game objects?
you could use an SCNTechnique as mentioned in another answer (you can have a look at this article about cel shading, which has an edge-detection pass) but full-frame post-processes are quite expensive.
On OS X you can also leverage geometry shaders (see this article). But it's not available on iOS and might be harder to implement and get right.
I would go with a much easier technique, which only involves vertex and fragment shaders. You can take a look at this article, which gives an example that's easy to re-create in SceneKit using SCNProgram or shader modifiers.
There is an example of making a glowing outline for nodes that uses SCNTechnique here:
https://github.com/laanlabs/SCNTechniqueGlow
You could modify the color and blur method to achieve an stroked outline effect.
Another SCNTechnique example, as referenced here: https://www.nurfacegames.com/everything-you-wanted-to-know-about-outline-shaders/, is to render your node slightly larger behind then again in front at regular size.
Here's a playground example of that: https://github.com/mackhowell/scenekit-outline-shader-scntechnique.
live2d can animate a picture and make small movements, just as they show in this video.
1 Does anyone know how it works?
2 Is there any paper describe the mechanism behind it? I tried google scholar search but find few.
3 Is there any open source work on this field?
The fundamental algorithm is like control points in Adobe Illustrator. Control points are like anchors for the image. You can shrink, stretch and bend the image by moving the control points.
Unfortunately, NO. Live2D is all developed in the company.
For now it is all closed project.
I am creating a gef editor for bpmn2 notations. I am able to create figures in editors, but i am lacking in look and feel of the shapes but i tried applying patterns for draw2d figures but its not same as expected one. Please tell any samples or links for gef shapes with good look and feel.
GEF figures are draw2d figures and have no "look and feel" whatsoever. If you want the figures to look differently, you have to create them differently - setting borders, colors, linestyles, etc.
I'm sorry if my question is somewhat vague. It's been a few years since I did anything with Qt, and back then I never did any fancy image stuff. What I'm asking for below is just some general suggestions on which classes to consider using. I'm trying to avoid barking up the wrong tree from the very start.
The situation: I'm writing a Qt-based program in which I need to display a somewhat large (let's say 5000x5000) raster image. The user should be able to zoom (quickly) in and out, and pan around the image in a way similar to for example Google maps. So far, this is not very different from the Qt ImageViewer example, except perhaps for the requirement that zooming happens quickly. However, I need to draw on the order of 50k simple geometric shapes (let's say circles) on top of the image, and be able to add and remove some of these in a simple way. The circles should have the same size no matter the zoom level, and should thus either be redrawn whenever the user zooms, or should be drawn with vector graphics. Think of the circles as map annotations. These should look the same at any zoom level, and also behave nicely with respect to panning.
I guess my question is twofold:
Can Qt draw vector graphics on top of a raster image?
In general, which classes should I consider for the above?
Thanks in advance. I don't like answering vague questions myself, but maybe someone with experience with Qt's graphics capabilities has an answer.
I suggest you use QGraphicsView and friends for this. It helps handling all the view/world transformation and the vector items can be achieved with various QGraphicsItems.
You can change the sizes of the items whenever the zoom level changes to maintain constant apparent sizes.