I have several images like the one below where I want to rotate them several times for OCR. 10 degrees each time.
The problem I have now is that I can rotate the images from the center however the black letter is always at a random point in the image. So while I may be able to rotate it by 10 degrees once any more and it usually goes off the image.
How can I rotate the image below from the center of where the letter currently is?
Keep in mind its location is random.
This is the code I'm currently using for rotation
Bitmap rotatedImage = new Bitmap(bmp.Width, bmp.Height);
using (Graphics g = Graphics.FromImage(rotatedImage))
{
// Set the rotation point to the center in the matrix
g.TranslateTransform(bmp.Width / 2, bmp.Height / 2);
// Rotate
g.RotateTransform(angle);
// Restore rotation point in the matrix
g.TranslateTransform(-bmp.Width / 2, -bmp.Height / 2);
// Draw the image on the bitmap
g.DrawImage(bmp, new System.Drawing.Point(0, 0));
}
return rotatedImage;
And this is the code I've created to find the location of the first black pixel of the letter.
float limit = 0.1f;
int x = 0;
int y = 0;
bool done = false;
for (int i = 0; i < bmp.Width; i++)
{
if (done) break;
for (int j = 0; j < bmp.Height; j++)
{
if (done) break;
System.Drawing.Color c = bmp.GetPixel(i, j);
if (c.GetBrightness() < limit)
{
x = i; y = j; done = true;
}
}
}
However when I use that location in the rotation code I just get a blank white image.
Image containing letter
Related
I'm new to Unity 3D and trying to split a texture2D sprite that contains an audio waveform in a Scroll Rect. The waveform comes from an audio source imported by the user and added to a scroll rect horizontally like a timeline. The script that creates the waveform works but the variable of the width (that came from another script, but this is not the problem) exceeds the limits of a Texture2D, only if I put manually a width less than 16000 the waveform appear but not to the maximum of the scroll rect. Usually, a song with 3-4min has a width of 55000-60000 width, and this can't be rendered. I need to split that waveform texture2D sprite horizontally into multiple parts (or Childs) together and render them only when appearing on the screen. How can I do that? Thank you in advance.
This creates the Waveform Sprite, and should split the sprite into multiple sprites and put together horizontally, render them only when appear on the screen):
public void LoadWaveform(AudioClip clip)
{
Texture2D texwav = waveformSprite.GetWaveform(clip);
Rect rect = new Rect(Vector2.zero, new Vector2(Realwidth, 180));
waveformImage.sprite = Sprite.Create(texwav, rect, Vector2.zero);
waveformImage.SetNativeSize();
}
This creates the waveform from an audio clip (getting from the internet and modifying for my project) :
public class WaveformSprite : MonoBehaviour
{
private int width = 16000; //This should be the variable from another script
private int height = 180;
public Color background = Color.black;
public Color foreground = Color.yellow;
private int samplesize;
private float[] samples = null;
private float[] waveform = null;
private float arrowoffsetx;
public Texture2D GetWaveform(AudioClip clip)
{
int halfheight = height / 2;
float heightscale = (float)height * 0.75f;
// get the sound data
Texture2D tex = new Texture2D(width, height, TextureFormat.RGBA32, false);
waveform = new float[width];
Debug.Log("NUMERO DE SAMPLES: " + clip.samples);
var clipSamples = clip.samples;
samplesize = clipSamples * clip.channels;
samples = new float[samplesize];
clip.GetData(samples, 0);
int packsize = (samplesize / width);
for (int w = 0; w < width; w++)
{
waveform[w] = Mathf.Abs(samples[w * packsize]);
}
// map the sound data to texture
// 1 - clear
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
tex.SetPixel(x, y, background);
}
}
// 2 - plot
for (int x = 0; x < width; x++)
{
for (int y = 0; y < waveform[x] * heightscale; y++)
{
tex.SetPixel(x, halfheight + y, foreground);
tex.SetPixel(x, halfheight - y, foreground);
}
}
tex.Apply();
return tex;
}
}
Instead of reading all the samples in one loop to populate waveform[], read only the amount needed for the current texture (utilizing an offset to track position in the array).
Calculate the number of textures your function will output.
var textureCount = Mathf.CeilToInt(totalWidth / maxTextureWidth); // max texture width 16,000
Create an outer loop to generate each texture.
for (int i = 0; i < textureCount; i++)
Calculate the current textures width (used for the waveform array and drawing loops).
var textureWidth = Mathf.CeilToInt(Mathf.Min(totalWidth - (maxTextureWidth * i), maxWidth));
Utilize an offset for populating the waveform array.
for (int w = 0; w < textureWidth; w++)
{
waveform[w] = Mathf.Abs(samples[(w + offset) * packSize]);
}
With offset increasing at the end of the textures loop by the number of samples used for that texture (ie texture width).
offset += textureWidth;
In the end the function will return an array of Texture2d instead of one.
Converting a bitmap to grayscale is pretty easy with AForge:
public static Bitmap ConvertToGrayScale(this Bitmap me)
{
if (me == null)
return null;
// first convert to a grey scale image
var filterGreyScale = new Grayscale(0.2125, 0.7154, 0.0721);
me = filterGreyScale.Apply(me);
return me;
}
But I need something more tricky:
Imagine you want to convert everything to grayscale except for a circle in the middle of the bitmap. In other words: a circle in the middle of the given bitmap should keep its original colours.
Let's assume the radius of the circle is 20px, how should I approach this?
This can be accomplished using MaskedFilter with a mask that defines the circled area you describe. As the documentation states
Mask can be specified as .NET's managed Bitmap, as UnmanagedImage or
as byte array. In the case if mask is specified as image, it must be 8
bpp grayscale image. In all case mask size must be the same as size of
the image to process.
So the mask image has to be generated based on the source image's width and height.
I haven't compiled the following code but it should get you on your way. If the circle is always in the same spot, you could generate the image mask outside the method so that it doesn't have to be regenerated each time you apply the filter. Actually you could have the whole MaskedFilter generated outside the method that applies it if nothing changes but the source image.
public static Bitmap ConvertToGrayScale(this Bitmap me)
{
if (me == null)
return null;
var radius = 20, x = me.Width / 2, y = me.Height / 2;
using (Bitmap maskImage = new Bitmap(me.Width, me.Height, PixelFormat.Format8bppIndexed))
{
using (Graphics g = Graphics.FromImage(maskImage))
using (Brush b = new SolidBrush(ColorTranslator.FromHtml("#00000000")))
g.FillEllipse(b, x, y, radius, radius);
var maskedFilter = new MaskedFilter(new Grayscale(0.2125, 0.7154, 0.0721), maskImage);
return maskedFilter.Apply(me);
}
}
EDIT
The solution for this turned out to be a lot more trickier than I expected. The main problem was that the MaskedFilter doesn't allow the usage of filters that change the images format, which the Grayscale filter does (it changes the source to an 8bpp or 16 bpp image).
The following is the resulting code, which I have tested, with comments added to each part of the ConvertToGrayScale method explaining the logic behind it. The gray-scaled portion of the image has to be converted back to RGB since the Merge filter doesn't support merging two images with different formats.
static class MaskedImage
{
public static void DrawCircle(byte[,] img, int x, int y, int radius, byte val)
{
int west = Math.Max(0, x - radius),
east = Math.Min(x + radius, img.GetLength(1)),
north = Math.Max(0, y - radius),
south = Math.Min(y + radius, img.GetLength(0));
for (int i = north; i < south; i++)
for (int j = west; j < east; j++)
{
int dx = i - y;
int dy = j - x;
if (Math.Sqrt(dx * dx + dy * dy) < radius)
img[i, j] = val;
}
}
public static void Initialize(byte[,] arr, byte val)
{
for (int i = 0; i < arr.GetLength(0); i++)
for (int j = 0; j < arr.GetLength(1); j++)
arr[i, j] = val;
}
public static void Invert(byte[,] arr)
{
for (int i = 0; i < arr.GetLength(0); i++)
for (int j = 0; j < arr.GetLength(1); j++)
arr[i, j] = (byte)~arr[i, j];
}
public static Bitmap ConvertToGrayScale(this Bitmap me)
{
if (me == null)
return null;
int radius = 20, x = me.Width / 2, y = me.Height / 2;
// Generate a two-dimensional `byte` array that has the same size as the source image, which will be used as the mask.
byte[,] mask = new byte[me.Height, me.Width];
// Initialize all its elements to the value 0xFF (255 in decimal).
Initialize(mask, 0xFF);
// "Draw" a circle in the `byte` array setting the positions inside the circle with the value 0.
DrawCircle(mask, x, y, radius, 0);
var grayFilter = new Grayscale(0.2125, 0.7154, 0.0721);
var rgbFilter = new GrayscaleToRGB();
var maskFilter = new ApplyMask(mask);
// Apply the `Grayscale` filter to everything outside the circle, convert the resulting image back to RGB
Bitmap img = rgbFilter.Apply(grayFilter.Apply(maskFilter.Apply(me)));
// Invert the mask
Invert(mask);
// Get only the cirle in color from the original image
Bitmap circleImg = new ApplyMask(mask).Apply(me);
// Merge both the grayscaled part of the image and the circle in color in a single one.
return new Merge(img).Apply(circleImg);
}
}
I am writing a programme that I need to save the location of every single pixel in my bitmap image in an array and later on in need to for example randomly turn off 300 of black pixels randomly. However I am not sure how to do that. I have written the following code but of course it does not work. Can anyone please tell me the right way of doing that?
The locations of every pixel are constant (every pixel has exactly one x and one y coordinate) so the requirement of save the location of every single pixel is vague.
I guess what you try to do is: Turn 300 pixels in an image black, but save the previous color so you can restore single pixels?
You could try this:
class PixelHelper
{
public Point Coordinate;
public Color PixelColor;
}
PixelHelper[] pixelBackup = new PixelHelper[300];
Random r = new Random();
for (int i = 0; i < 300; i++)
{
int xRandom = r.Next(bmp.Width);
int yRandom = r.Next(bmp.Height);
Color c = bmp.GetPixel(xRandom, yRandom);
PixelHelper[i] = new PixelHelper() { Point = new Point(xRandom, yRandom), PixelColor = c };
}
After that the pixelBackup array contains 300 objects that contain a coordinate and the previous color.
EDIT: I guess from the comment that you want to turn 300 random black pixels white and then save the result as an image again?
Random r = new Random();
int n = 0;
while (n < 300)
{
int xRandom = r.Next(bmp.Width);
int yRandom = r.Next(bmp.Height);
if (bmp.GetPixel(xRandom, yRandom) == Color.Black)
{
bmp.SetPixel(xRandom, yRandom, Color.White);
n++;
}
}
bmp.Save(<filename>);
This turns 300 distinct pixels in your image from black to white. The while loop is used so I can increase n only if a black pixel is hit. If the random coordinate hits a white pixel, another pixel is picked.
Please note that this code loops forever in case there are less than 300 pixels in your image in total.
The following will open an image into memory, and then copy the pixel data into a 2d array. It then randomly converts 300 pixels in the 2d array to black. As an added bonus, it then saves the pixel data back into the bitmap object, and saves the file back to disk.
I edited the code to ensure 300 distinct pixels were selected.
int x = 0, y = 0;
///Get Data
Bitmap myBitmap = new Bitmap("mold.jpg");
Color[,] pixelData = new Color[myBitmap.Width, myBitmap.Height];
for (y = 0; y < myBitmap.Height; y++)
for (x = 0; x < myBitmap.Width; x++)
pixelData[x,y] = myBitmap.GetPixel(x, y);
///Randomly convert 3 pixels to black
Random rand = new Random();
List<Point> Used = new List<Point>();
for (int i = 0; i < 300; i++)
{
x = rand.Next(0, myBitmap.Width);
y = rand.Next(0, myBitmap.Height);
//Ensure we use 300 distinct pixels
while (Used.Contains(new Point(x,y)) || pixelData[x,y] != Color.Black)
{
x = rand.Next(0, myBitmap.Width);
y = rand.Next(0, myBitmap.Height);
}
Used.Add(new Point(x, y)); //Store the pixel we have used
pixelData[x, y] = Color.White;
}
///Save the new image
for (y = 0; y < myBitmap.Height; y++)
for (x = 0; x < myBitmap.Width; x++)
myBitmap.SetPixel(x, y, pixelData[x, y]);
myBitmap.Save("mold2.jpg");
I'm building a small top down shooter in XNA using C#, and I am trying to implement per-pixel collision detection. I have the following code to do that, along a standard bounding box detection that returns the rectangle containing the collision.
private bool perPixel(Rectangle object1, Color[] dataA, Rectangle object2, Color[] dataB)
{
//Bounds of collision
int top = Math.Max(object1.Top, object2.Top);
int bottom = Math.Min(object1.Bottom, object2.Bottom);
int left = Math.Max(object1.Left, object2.Left);
int right = Math.Min(object1.Right, object2.Right);
//Check every pixel
for (int y = top; y < bottom; y++)
{
for (int x = left; x < right; x++)
{
//Check alpha values
Color colourA = dataA[(x - object1.Left) + (y - object1.Top) * object1.Width];
Color colourB = dataB[(x - object2.Left) + (y - object2.Top) * object2.Width];
if (colourA.A != 0 && colourB.A != 0)
{
return true;
}
}
}
return false;
}
I'm pretty sure that that will work, but I am also trying to get some of the objects to check against from a sprite sheet, and I'm trying to use this code to get the colour data, but it is getting an error saying that "The size of the data passed in is too large or small for this resource".
Color[] pacmanColour = new Color[frameSize.X * frameSize.Y];
pacman.GetData(0, new Rectangle(currentFrame.X * frameSize.X, currentFrame.Y * frameSize.Y, frameSize.X, frameSize.Y), pacmanColour,
currentFrame.X * currentFrame.Y, (sheetSize.X * sheetSize.Y));
What am I doing wrong?
Let me show you my method for dealing with Texture2D Colors
I used the following technique for loading premade structures from files
//Load the texture from the content pipeline
Texture2D texture = Content.Load<Texture2D>("Your Texture Name and Directory");
//Convert the 1D array, to a 2D array for accessing data easily (Much easier to do Colors[x,y] than Colors[i],because it specifies an easy to read pixel)
Color[,] Colors = TextureTo2DArray(texture);
And the function...
Color[,] TextureTo2DArray(Texture2D texture)
{
Color[] colors1D = new Color[texture.Width * texture.Height]; //The hard to read,1D array
texture.GetData(colors1D); //Get the colors and add them to the array
Color[,] colors2D = new Color[texture.Width, texture.Height]; //The new, easy to read 2D array
for (int x = 0; x < texture.Width; x++) //Convert!
for (int y = 0; y < texture.Height; y++)
colors2D[x, y] = colors1D[x + y * texture.Width];
return colors2D; //Done!
}
It will return a simple to use 2D array of colors, So you can simply check if Colors[1,1] (For pixel 1,1) equals whatever.
I want to draw a 2d, filled, circle. I've looked everywhere and cannot seem to find anything that will even remotely help me draw a circle. I simply want to specify a height and width and location on my canvas.
Anyone know how?
Thanks!
XNA doesn't normally have an idea of a canvas you can paint on. Instead you can either create a circle in your favorite paint program and render it as a sprite or create a series vertexes in a 3D mesh to approximate a circle and render that.
You could also check out the sample framework that Jeff Weber uses in Farseer:
http://www.codeplex.com/FarseerPhysics
The demos have a dynamic texture generator that let's him make circles and rectangles (which the samples then use as the visualization of the physics simulation). You could just re-use that :-)
Had the same problem, as others already suggested you need to draw a square or rectangle with a circle texture on it. Here follows my method to create a circle texture runtime. Not the most efficient or fancy way to do it, but it works.
Texture2D createCircleText(int radius)
{
Texture2D texture = new Texture2D(GraphicsDevice, radius, radius);
Color[] colorData = new Color[radius*radius];
float diam = radius / 2f;
float diamsq = diam * diam;
for (int x = 0; x < radius; x++)
{
for (int y = 0; y < radius; y++)
{
int index = x * radius + y;
Vector2 pos = new Vector2(x - diam, y - diam);
if (pos.LengthSquared() <= diamsq)
{
colorData[index] = Color.White;
}
else
{
colorData[index] = Color.Transparent;
}
}
}
texture.SetData(colorData);
return texture;
}
Out of the box, there's no support for this in XNA. I'm assuming you're coming from some GDI background and just want to see something moving around onscreen. In a real game though, this is seldom if ever needed.
There's some helpful info here:
http://forums.xna.com/forums/t/7414.aspx
My advice to you would be to just fire up paint or something, and create the basic shapes yourself and use the Content Pipeline.
Another option (if you want to use a more complex gradient brush or something) is to draw a quad aligned to the screen and use a pixel shader.
What I did to solve this was to paint a rectangular texture, leaving the area of the rectangle which doesn't contain the circle transparent. You check to see if a point in the array is contained within a circle originating from the center of the rectangle.
Using the color data array is a bit weird because its not a 2D array. My solution was to bring in some 2D array logic into the scenario.
public Texture2D GetColoredCircle(float radius, Color desiredColor)
{
radius = radius / 2;
int width = (int)radius * 2;
int height = width;
Vector2 center = new Vector2(radius, radius);
Circle circle = new Circle(center, radius,false);
Color[] dataColors = new Color[width * height];
int row = -1; //increased on first iteration to zero!
int column = 0;
for (int i = 0; i < dataColors.Length; i++)
{
column++;
if(i % width == 0) //if we reach the right side of the rectangle go to the next row as if we were using a 2D array.
{
row++;
column = 0;
}
Vector2 point = new Vector2(row, column); //basically the next pixel.
if(circle.ContainsPoint(point))
{
dataColors[i] = desiredColor; //point lies within the radius. Paint it.
}
else
{
dataColors[i] = Color.Transparent; //point lies outside, leave it transparent.
}
}
Texture2D texture = new Texture2D(GraphicsDevice, width, height);
texture.SetData(0, new Rectangle(0, 0, width, height), dataColors, 0, width * height);
return texture;
}
And here's the method to check whether or not a point is contained within your circle:
public bool ContainsPoint(Vector2 point)
{
return ((point - this.Center).Length() <= this.Radius);
}
Hope this helps!
public Texture2D createCircleText(int radius, GraphicsDevice Devise,Color color,int tickenes)
{
Texture2D texture = new Texture2D(Devise, radius, radius);
Color[] colorData = new Color[radius * radius];
if (tickenes >= radius) tickenes = radius - 5;
float diam = radius / 2f;
float diamsq = diam * diam;
float intdiam = (radius-tickenes) / 2f;
float intdiamsq = intdiam * intdiam;
for (int x = 0; x < radius; x++)
{
for (int y = 0; y < radius; y++)
{
int index = x * radius + y;
Vector2 pos = new Vector2(x - diam, y - diam);
if (pos.LengthSquared() <= diamsq)
{
colorData[index] = color;
}
else
{
colorData[index] = Color.Transparent;
}
if (pos.LengthSquared() <= intdiamsq)
{
colorData[index] = Color.Transparent;
}
}
}
texture.SetData(colorData);
return texture;
}