I'm drawing coordinate axes in picturebox
void draw_cor()
{
int w = pictureBox1.ClientSize.Width / 2;
int h = pictureBox1.ClientSize.Height / 2;
Refresh();
Graphics e = pictureBox1.CreateGraphics();
e.TranslateTransform(w, h);
DrawXAxis(new Point(-w, 0), new Point(w, 0), e);
DrawYAxis(new Point(0, h), new Point(0, -h), e);
DrawZAxis(new Point(-pictureBox1.ClientSize.Width , pictureBox1.ClientSize.Height), new Point(pictureBox1.ClientSize.Width, -pictureBox1.ClientSize.Height ), e);
}
markup and text for the x axis as an example
private void DrawXAxis(Point start, Point end, Graphics g)
{
for (int i = Step; i < end.X; i += Step)
{
g.DrawLine(Pens.Black, i, -5, i, 5);
DrawText(new Point(i, 5), (i / Step).ToString(), g, false);
}
for (int i = -Step; i > start.X; i -= Step)
{
g.DrawLine(Pens.Black, i, -5, i, 5);
DrawText(new Point(i, 5), (i / Step).ToString(), g, false);
}
g.DrawLine(Pens.Black, start, end);
g.DrawString("X", new Font(Font.FontFamily, 10, FontStyle.Bold), Brushes.Black, new Point(end.X - 15, end.Y));
}
private void DrawText(Point point, string text, Graphics g, bool isYAxis)
{
var f = new Font(Font.FontFamily, 6);
var size = g.MeasureString(text, f);
var pt = isYAxis
? new PointF(point.X + 1, point.Y - size.Height / 2)
: new PointF(point.X - size.Width / 2, point.Y + 1);
var rect = new RectangleF(pt, size);
g.DrawString(text, f, Brushes.Black, rect);
}
can someone explain how to make a method for marking the z axis?
I understand that the shift should be diagonal in both x and y, but nothing worked out for me and no markup appears on the screen.(so far I have managed to draw only a straight line diagonally )
upd:
private void DrawZAxis(Point start, Point end, Graphics g)
{
for (int i = -Step, j=Step ; i > start.X; i -= Step,j += Step)
{
g.DrawLine(Pens.Black, new Point(i-5, j), new Point(i+5, j));
DrawText(new Point(i, j), (i / -Step).ToString(), g, false);
}
...
}
I seem to have succeeded, but I ran into such a problem:
that is, the markup is not always on the coordinate axis. How to avoid this? It is necessary that the numbers are always on the axis (I suppose I should calculate the coefficient when the window is scaled, but only where to add it or by what to multiply?)
You are dealing with 3D data, so you should use 3D tools to transform your axes, and your data for that matter.
So you need to define a projection from 3D space to 2D space. This is usually done by defining a projection matrix. There are multiple projections to chose from, it looks like your projection is Oblique, but orthographic and perspective projections are also common. The System.Numerics.Vectors library has classes for Matrix4x4, vector2/3/4, with methods to create your projection and transform your vectors.
After transforming a vector you can simply keep the x/y values and discard the z-value to get your image coordinates. Note that if using a perspective transform you need a vector4 and divide the x/y/z elements by W.
Armed with these tools it should be a fairly simple thing to generate start/end points for each axis, and create tick-marks in 3D, before projecting everything to 2D for drawing.
Another option would be to just do everything in Wpf3D to start with, this will likely make some functionality like rotating the camera simpler.
Related
I am generating dynamic textures in monogame for simple shapes. Yes I know the disadvantages to this system, but I am just experimenting with building my own physics engine. I am trying to generate the texture for an ellipse as is described here.
I have a function PaintDescriptor that takes an x and y pixel coordinate and gives back what color it should be. Red is just while I am debugging, and normally it would be Color.Transparent.
public override Color PaintDescriptor(int x, int y)
{
float c = (float)Width / 2;
float d = (float)Height / 2;
return pow((x - c) / c, 2) + pow((y - d) / d, 2) <= 1 ? BackgroundColor : Color.Red;
}
Now this works if Width == Height, so, a circle. However, if they are not equal, it generates a texture with some ellipse like shapes, but also with banding/striping.
I have tried seeing if my width and height were switched, and ive tried several other things. One thing to note is that where in the normal coordinate system on desmos I have (y + d) / d, but since the screen's y axis is flipped, I have to flip the y offset in the code: (y - d) / d. The rest of the relating code for texture generation and drawing is here:
public Texture2D GenerateTexture(GraphicsDevice device, Func<int, int, Color> paint)
{
Texture2D texture = new Texture2D(device, Width, Height);
Color[] data = new Color[Width * Height];
for (int pixel = 0; pixel < data.Count(); pixel++)
data[pixel] = paint(pixel / Width, pixel % Height);
texture.SetData(data);
return texture;
}
public void Draw(float scale = 1, float layerdepth = 0, SpriteEffects se = SpriteEffects.None)
{
if (SBRef == null)
throw new Exception("No reference to spritebatch object");
SBRef.Draw(Texture, new Vector2(X, Y), null, null, null, 0, new Vector2(scale, scale), Color.White, se, layerdepth);
}
public float pow(float num, float power) //this is a redirect of math.pow to make code shorter and more readable
{
return (float)Math.Pow(num, power);
}
Why doesnt this match desmos? Why does it not make an ellipse?
EDIT: I forgot to mention, but one possible solution I have come across is to always draw a circle, and then scale it to the desired width and height. This is not acceptable for me for one because of some possible blurriness in drawing, or other artifacts, but more mainly because I want to understand whatever im not currently getting with this solution.
After sleeping and coming back with a fresh mindset for like the 10th time, I found the answer. in the function GenerateTexture:
data[pixel] = paint(pixel / Width, pixel % Height);
should be
data[pixel] = paint(pixel % Width, pixel / Height);
For a while now I've been using the following function to rotate a series of Points around a pivot point in various programs of mine.
private Point RotatePoint(Point point, Point pivot, double radians)
{
var cosTheta = Math.Cos(radians);
var sinTheta = Math.Sin(radians);
var x = (cosTheta * (point.X - pivot.X) - sinTheta * (point.Y - pivot.Y) + pivot.X);
var y = (sinTheta * (point.X - pivot.X) + cosTheta * (point.Y - pivot.Y) + pivot.Y);
return new Point((int)x, (int)y);
}
This has always worked great, until I tried to rotate a shape repeatedly by small amounts. For example, this is what I get from calling it for 45° on a rectangular polygon made up of 4 points:
foreach (var point in points)
Rotate(point, center, Math.PI / 180f * 45);
But this is what I get by calling rotate 45 times for 1°:
for (var i = 0; i < 45; ++i)
foreach (var point in points)
Rotate(point, center, Math.PI / 180f * 1)
As long as I call it only once it's fine, and it also seems like it gets gradually worse the lower the rotation degree is. Is there some flaw in the function, or am I misunderstanding something fundamental about what this function does?
How could I rotate repeatedly by small amounts? I could save the base points and use them to update the current points whenever the rotation changes, but is that the only way?
Your Point position measure is off because of the integer rounding generated by the RotatePoint() method.
A simple correction in the method returned value, using float coordinates, will produce the correct measure:
To test it, create a Timer and register its Tick event as RotateTimerTick():
Added a rotation spin increment (see the rotationSpin Field) to emphasize the motion effect.
PointF pivotPoint = new PointF(100F, 100F);
PointF rotatingPoint = new PointF(50F, 100F);
double rotationSpin = 0D;
private PointF RotatePoint(PointF point, PointF pivot, double radians)
{
var cosTheta = Math.Cos(radians);
var sinTheta = Math.Sin(radians);
var x = (cosTheta * (point.X - pivot.X) - sinTheta * (point.Y - pivot.Y) + pivot.X);
var y = (sinTheta * (point.X - pivot.X) + cosTheta * (point.Y - pivot.Y) + pivot.Y);
return new PointF((float)x, (float)y);
}
private void RotateTimerTick(object sender, EventArgs e)
{
rotationSpin += .5;
if (rotationSpin > 90) rotationSpin = 0;
rotatingPoint = RotatePoint(rotatingPoint, pivotPoint, (Math.PI / 180f) * rotationSpin);
Panel1.Invalidate(new Rectangle(new Point(50,50), new Size(110, 110)));
}
private void Panel1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.FillEllipse(Brushes.White, new RectangleF(100, 100, 8, 8));
e.Graphics.FillEllipse(Brushes.Yellow, new RectangleF(rotatingPoint, new SizeF(8, 8)));
}
This is the result using float values:
And this is what happens using integer values:
If you want you can use the Media3D to only deal with matrix and simplify the coding. Something as simple as this will work.
public Point3D Rotate(Point3D point, Point3D rotationCenter, Vector3D rotation, double degree)
{
// create empty matrix
var matrix = new Matrix3D();
// translate matrix to rotation point
matrix.Translate(rotationCenter - new Point3D());
// rotate it the way we need
matrix.Rotate(new Quaternion(rotation, degree));
// apply the matrix to our point
point = matrix.Transform(point);
return point;
}
Then you simply call the method and specify the rotation. Lets say you work with 2D (like in your example) and lets assume we work with XY plane so the rotation is in Z. You can do something like :
var rotationPoint = new Point3D(0, 0, 0);
var currentPoint = new Point3D(10, 0, 0);
// rotate the current point around the rotation point in Z by 45 degree
var newPoint = Rotate(currentPoint, rotation, new Vector3D(0, 0, 1), 45d);
I have a list of Points that have been drawn on pictureBox1.
pictureBox1 has been transformed.
Now, I want to get XY coordinates of the point that was drawn as I hover over any drawn point.
When I hover over the pictureBox1, I am getting the XY of the pictureBox -- not a transformed XY.
Can you help me get to the transformed XY?
Thanks
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
int height = pictureBox1.ClientSize.Height / 2;
int width = pictureBox1.ClientSize.Width / 2;
//=====
//scale
//=====
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.TranslateTransform(-width, -height);
e.Graphics.ScaleTransform(2f, 2f);
//===========
//draw center
//===========
e.Graphics.DrawLine(new Pen(Color.Black, 0.5f), new Point(width - 2, height), new Point(width + 2, height));
e.Graphics.DrawLine(new Pen(Color.Black, 0.5f), new Point(width, height - 2), new Point(width, height + 2));
//===========
//draw points
//===========
foreach (var p in Points)
{
Point[] pts = new Point[] { new Point(p.X, p.Y) };
Rectangle rc = new Rectangle(pts[0], new Size(1, 1));
e.Graphics.DrawRectangle(Pens.Red, rc);
}
}
As a variation to #Vitaly's answer you can do this:
After transforming the Graphics object you can save its transformation matrix e.Graphics.Transform in a variable:
Matrix matrix = null;
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
int height = pictureBox1.ClientSize.Height / 2;
int width = pictureBox1.ClientSize.Width / 2;
//=====
//scale
//=====
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
e.Graphics.TranslateTransform(-width, -height);
e.Graphics.ScaleTransform(2f, 2f);
matrix = e.Graphics.Transform; // save the transformation matrix!
...
This is necessary as the transfomation data are lost after the Paint event!
Note that the GraphicsState graphics.Save()&Restore() functions can't be used very well for this purpose, as it only puts the state on the stack for using it once, meaning it doesn't save these data in a persistent way.
Later you can use the Matrix and this function to either transform Points with the same matrix or reverse the transformation, e.g. for mouse coordinates:
PointF transformed(Point p0, bool forward)
{
Matrix m = matrix.Clone();
if (!forward) m.Invert();
var pt = new Point[] { p0 };
m.TransformPoints(pt);
return pt[0];
}
Now my MouseMove event shows the location both raw and re-transformed:
private void pictureBox1_MouseMove(object sender, MouseEventArgs e)
{
label1.Text = e.Location + " <-> " + transformed(e.Location, false) ;
}
And to test the forward transformation you could add this to the end of the Paint event:
e.Graphics.ResetTransform();
for (int i = 0; i < Points.Count; i++)
{
Point[] pts = new Point[] { Point.Round(transformed(Points[i], true)) };
Rectangle rc = new Rectangle(pts[0], new Size(19, 19));
e.Graphics.DrawRectangle(Pens.Red, rc);
}
This first clears all the transformations and then paints larger Rectangles at the same locations by calling the transformed function.
Note that this will also work with a rotated Graphics object. (Although the last test does not draw the larger rectangles rotated, just moved to the right locations.)
Also note that I return PointF for better precision when scaling with fractions. You can use Point.Round (or Point.Truncate) to get Point.
Do have a look the the Matrix.Elements: They contain the numbers you have used:
float scaleX = matrix.Elements[0];
float scaleY = matrix.Elements[3];
float transX = matrix.Elements[4];
float transY = matrix.Elements[5];
Finally: It is well worth studying the many methods of Matrix..!
You can create a Matrix with necessary transformations and apply it in pictureBox1_Paint(...) via MultiplyTransform(...):
https://msdn.microsoft.com/en-us/library/bt34tx5d(v=vs.110).aspx
Then you can use Matrix::TransformPoints(...) to get transformed XY
Ok so i have created a triangle but I cant for the life of me work out the coordinates to create a simple hexagon,
Point[] shape = new Point[3];
shape[0] = new Point(200, 100);
shape[1] = new Point(300, 200);
shape[2] = new Point(100, 200);
This makes a triangle but I cant figure out the x and y values for a hexagon, sounds like a simple question but my brain just isn't working correctly today, Below is the array for the hexagon I just can't figure out the values.
Point[] shape = new Point[6];
shape[0] = new Point(0, 0);
shape[1] = new Point(0, 0);
shape[2] = new Point(0, 0);
shape[3] = new Point(0, 0);
shape[4] = new Point(0, 0);
shape[5] = new Point(0, 0);
Any help would be great thanks!
Since I've already written a comment, I guess I should demonstrate that in some real code.
I created a WinForms application with a Panel object on which I can draw. Then I've overridden the Paint event on that to draw me a hexagon.
private void panel1_Paint(object sender, PaintEventArgs e)
{
var graphics = e.Graphics;
//Get the middle of the panel
var x_0 = panel1.Width / 2;
var y_0 = panel1.Height / 2;
var shape = new PointF[6];
var r = 70; //70 px radius
//Create 6 points
for(int a=0; a < 6; a++)
{
shape[a] = new PointF(
x_0 + r * (float)Math.Cos(a * 60 * Math.PI / 180f),
y_0 + r * (float)Math.Sin(a * 60 * Math.PI / 180f));
}
graphics.DrawPolygon(Pens.Red, shape);
}
This then draws
As I said, the key is to view the hexagon as a "discrete" circle. The points are all computed as being on the outer part of a perfect circle, which are then connected with a straight line. You can create all regular n-Point shapes with this technique (a pentagon e.g. as a 5-regular shape ;))
So, you just "inscribe" the 6 points in the circle to get your hexagon, as shown in this diagram with a regular 5-point shape:
Then remember that you can compute the (x,y) coordinates of a point given its polar coordinates (r, phi) as
To which you can also add an offset , which is in my case the center of the frame I'm drawing in.
I have this code, that draws an image.
private void timer1_Tick(object sender, EventArgs e)
{
Invalidate();
}
protected override void OnPaint(PaintEventArgs e)
{
var tempRocket = new Bitmap(Properties.Resources.rocket);
using (var g = Graphics.FromImage(tempRocket))
{
e.Graphics.DrawImage(tempRocket, 150, 150);
}
}
Yet what do I do to rotate it?
public static Bitmap RotateImage(Bitmap b, float angle)
{
//create a new empty bitmap to hold rotated image
Bitmap returnBitmap = new Bitmap(b.Width, b.Height);
//make a graphics object from the empty bitmap
using(Graphics g = Graphics.FromImage(returnBitmap))
{
//move rotation point to center of image
g.TranslateTransform((float)b.Width / 2, (float)b.Height / 2);
//rotate
g.RotateTransform(angle);
//move image back
g.TranslateTransform(-(float)b.Width / 2, -(float)b.Height / 2);
//draw passed in image onto graphics object
g.DrawImage(b, new Point(0, 0));
}
return returnBitmap;
}
There are overloads of Graphics.DrawImage that take an array of three points used to define a parallelogram for the destination, such as:
Graphics.DrawImage Method (Image, Point[])
Remarks
The destPoints parameter specifies
three points of a parallelogram. The
three Point structures represent the
upper-left, upper-right, and
lower-left corners of the
parallelogram. The fourth point is
extrapolated from the first three to
form a parallelogram.
The image represented by the image
parameter is scaled and sheared to fit
the shape of the parallelogram
specified by the destPoints
parameters.
There is also an article on MSDN describing the use of this method: How to: Rotate, Reflect, and Skew Images, with the following code example. Unfortunately, the example complicates the issue by also skewing the image.
Point[] destinationPoints = {
new Point(200, 20), // destination for upper-left point of original
new Point(110, 100), // destination for upper-right point of original
new Point(250, 30)}; // destination for lower-left point of original
Image image = new Bitmap("Stripes.bmp");
// Draw the image unaltered with its upper-left corner at (0, 0).
e.Graphics.DrawImage(image, 0, 0);
// Draw the image mapped to the parallelogram.
e.Graphics.DrawImage(image, destinationPoints);
The main differences compared to using the Graphics.Transform property are:
This method does not allow you to specify the rotation angle in degrees -- you have to use some simple trigonometry to derive the points.
This transformation applies only to the specific image.
Good if you only need to draw one rotated image and everything else is non-rotated since you don't have to reset Graphics.Transform afterward.
Bad if you want to rotate several things together (i.e., rotate the "camera").
Use Graphics.RotateTransform to rotate the image.
protected override void OnPaint(PaintEventArgs e)
{
var tempRocket = new Bitmap(Properties.Resources.rocket);
e.Graphics.RotateTransform(30.0F);
e.Graphics.DrawImage(tempRocket, 150, 150);
}
Version without clipping:
private Bitmap RotateBitmap(Bitmap bitmap, float angle)
{
int w, h, x, y;
var dW = (double)bitmap.Width;
var dH = (double)bitmap.Height;
double degrees = Math.Abs(angle);
if (degrees <= 90)
{
double radians = 0.0174532925 * degrees;
double dSin = Math.Sin(radians);
double dCos = Math.Cos(radians);
w = (int)(dH * dSin + dW * dCos);
h = (int)(dW * dSin + dH * dCos);
x = (w - bitmap.Width) / 2;
y = (h - bitmap.Height) / 2;
}
else
{
degrees -= 90;
double radians = 0.0174532925 * degrees;
double dSin = Math.Sin(radians);
double dCos = Math.Cos(radians);
w = (int)(dW * dSin + dH * dCos);
h = (int)(dH * dSin + dW * dCos);
x = (w - bitmap.Width) / 2;
y = (h - bitmap.Height) / 2;
}
var rotateAtX = bitmap.Width / 2f;
var rotateAtY = bitmap.Height / 2f;
var bmpRet = new Bitmap(w, h);
bmpRet.SetResolution(bitmap.HorizontalResolution, bitmap.VerticalResolution);
using (var graphics = Graphics.FromImage(bmpRet))
{
graphics.Clear(Color.White);
graphics.TranslateTransform(rotateAtX + x, rotateAtY + y);
graphics.RotateTransform(angle);
graphics.TranslateTransform(-rotateAtX - x, -rotateAtY - y);
graphics.DrawImage(bitmap, new PointF(0 + x, 0 + y));
}
return bmpRet;
}
Primary source
You need to apply transformation matrix.
Here you can find good example about transformations in GDI+