I have written the following resizing algorithm which can correctly scale an image up or down. It's far too slow though due to the inner iteration through the array of weights on each loop.
I'm fairly certain I should be able to split out the algorithm into two passes much like you would with a two pass Gaussian blur which would vastly reduce the operational complexity and speed up performance. Unfortunately I can't get it to work. Would anyone be able to help?
Parallel.For(
startY,
endY,
y =>
{
if (y >= targetY && y < targetBottom)
{
Weight[] verticalValues = this.verticalWeights[y].Values;
for (int x = startX; x < endX; x++)
{
Weight[] horizontalValues = this.horizontalWeights[x].Values;
// Destination color components
Color destination = new Color();
// This is where there is too much operation complexity.
foreach (Weight yw in verticalValues)
{
int originY = yw.Index;
foreach (Weight xw in horizontalValues)
{
int originX = xw.Index;
Color sourceColor = Color.Expand(source[originX, originY]);
float weight = yw.Value * xw.Value;
destination += sourceColor * weight;
}
}
destination = Color.Compress(destination);
target[x, y] = destination;
}
}
});
Weights and indices are calculated as follows. One for each dimension:
/// <summary>
/// Computes the weights to apply at each pixel when resizing.
/// </summary>
/// <param name="destinationSize">The destination section size.</param>
/// <param name="sourceSize">The source section size.</param>
/// <returns>
/// The <see cref="T:Weights[]"/>.
/// </returns>
private Weights[] PrecomputeWeights(int destinationSize, int sourceSize)
{
IResampler sampler = this.Sampler;
float ratio = sourceSize / (float)destinationSize;
float scale = ratio;
// When shrinking, broaden the effective kernel support so that we still
// visit every source pixel.
if (scale < 1)
{
scale = 1;
}
float scaledRadius = (float)Math.Ceiling(scale * sampler.Radius);
Weights[] result = new Weights[destinationSize];
// Make the weights slices, one source for each column or row.
Parallel.For(
0,
destinationSize,
i =>
{
float center = ((i + .5f) * ratio) - 0.5f;
int start = (int)Math.Ceiling(center - scaledRadius);
if (start < 0)
{
start = 0;
}
int end = (int)Math.Floor(center + scaledRadius);
if (end > sourceSize)
{
end = sourceSize;
if (end < start)
{
end = start;
}
}
float sum = 0;
result[i] = new Weights();
List<Weight> builder = new List<Weight>();
for (int a = start; a < end; a++)
{
float w = sampler.GetValue((a - center) / scale);
if (w < 0 || w > 0)
{
sum += w;
builder.Add(new Weight(a, w));
}
}
// Normalise the values
if (sum > 0 || sum < 0)
{
builder.ForEach(w => w.Value /= sum);
}
result[i].Values = builder.ToArray();
result[i].Sum = sum;
});
return result;
}
/// <summary>
/// Represents the weight to be added to a scaled pixel.
/// </summary>
protected class Weight
{
/// <summary>
/// The pixel index.
/// </summary>
public readonly int Index;
/// <summary>
/// Initializes a new instance of the <see cref="Weight"/> class.
/// </summary>
/// <param name="index">The index.</param>
/// <param name="value">The value.</param>
public Weight(int index, float value)
{
this.Index = index;
this.Value = value;
}
/// <summary>
/// Gets or sets the result of the interpolation algorithm.
/// </summary>
public float Value { get; set; }
}
/// <summary>
/// Represents a collection of weights and their sum.
/// </summary>
protected class Weights
{
/// <summary>
/// Gets or sets the values.
/// </summary>
public Weight[] Values { get; set; }
/// <summary>
/// Gets or sets the sum.
/// </summary>
public float Sum { get; set; }
}
Each IResampler provides the appropriate series of weights based on the given index. the bicubic resampler works as follows.
/// <summary>
/// The function implements the bicubic kernel algorithm W(x) as described on
/// <see href="https://en.wikipedia.org/wiki/Bicubic_interpolation#Bicubic_convolution_algorithm">Wikipedia</see>
/// A commonly used algorithm within imageprocessing that preserves sharpness better than triangle interpolation.
/// </summary>
public class BicubicResampler : IResampler
{
/// <inheritdoc/>
public float Radius => 2;
/// <inheritdoc/>
public float GetValue(float x)
{
// The coefficient.
float a = -0.5f;
if (x < 0)
{
x = -x;
}
float result = 0;
if (x <= 1)
{
result = (((1.5f * x) - 2.5f) * x * x) + 1;
}
else if (x < 2)
{
result = (((((a * x) + 2.5f) * x) - 4) * x) + 2;
}
return result;
}
}
Here's an example of an image resized by the existing algorithm. The output is correct (note the silvery sheen is preserved).
Original image
Image halved in size using the bicubic resampler.
The code is part of a much larger library that I am writing to add image processing to corefx.
Judging from an abstract point of view (not knowing much about image manipulation) I think it looks like you're computing the values for weight and sourcecolor (in the innermost foreach loop) multiple times (whenever the same pair of indices crops up again); would it be feasible to simply precompute them in advance?
You would need to compute a 'direct product' Matrix for your HorizontalWeight and VerticalWeight matrices (simply multiplying the values for each pair of indices (x, y)) and could also apply Color.Expand to the source in advance.
These tasks can be done in parallel and the 'direct product' (sorry, I don't know the correct Name for that beast) should be available in lots of libraries.
You can try a weighted voronoi diagram. Try randomly a set of points and compute the voronoi diagram. Smooth the polygons with Lloyd's algorithm and interpolate the color of the polygon. With the weight compute the weighted voronoi diagram. For example voronoi stippling and mosaic:http://www.mrl.nyu.edu/~ajsecord/stipples.html and http://www.evilmadscientist.com/2012/stipplegen-weighted-voronoi-stippling-and-tsp-paths-in-processing/.
Ok so here's how I went about it.
The trick is to first resize only the width of the image keeping the height the same as the original image. We store the resultant pixels in a temporary image.
Then it's a case of resizing that image down to our final output.
As you can see we are no longer iterating through both weight collections on each pixel. Despite having to iterate though the outer pixel loop twice the algorithm was much faster in it's operation averaging around 25% faster on my test images.
// Interpolate the image using the calculated weights.
// First process the columns.
Parallel.For(
0,
sourceBottom,
y =>
{
for (int x = startX; x < endX; x++)
{
Weight[] horizontalValues = this.HorizontalWeights[x].Values;
// Destination color components
Color destination = new Color();
foreach (Weight xw in horizontalValues)
{
int originX = xw.Index;
Color sourceColor = Color.Expand(source[originX, y]);
destination += sourceColor * xw.Value;
}
destination = Color.Compress(destination);
this.firstPass[x, y] = destination;
}
});
// Now process the rows.
Parallel.For(
startY,
endY,
y =>
{
if (y >= targetY && y < targetBottom)
{
Weight[] verticalValues = this.VerticalWeights[y].Values;
for (int x = startX; x < endX; x++)
{
// Destination color components
Color destination = new Color();
foreach (Weight yw in verticalValues)
{
int originY = yw.Index;
int originX = x;
Color sourceColor = Color.Expand(this.firstPass[originX, originY]);
destination += sourceColor * yw.Value;
}
destination = Color.Compress(destination);
target[x, y] = destination;
}
}
});
Related
I'm using GDI+ to visualize the schema of some user-specified building.
There are no complex objects in it - all of them can be represented by rectangles.
I do it, but have one issue: many rectangles are overlap, e.g. then rooms are adjacent.
So some lines drawed many times!
This looks bad (fat line) and decrease the application performance (extra work).
Is there a way to draw each line only once on a screen?
My code (simplified) looks like this:
private void Visualizator_Paint( object sender, PaintEventArgs e )
{
if ( m_building == null ) return;
var g = e.Graphics;
// Smooth graphics output and scale
g.SmoothingMode = SmoothingMode.HighQuality;
ScaleGraphics( g );
...
foreach( var room in m_rooms )
{
RectangleF extent = room.Extent;
g.DrawRectangle( brownPen, extent.X, extent.Y, extent.Width, extent.Height );
}
...
}
void ScaleGraphics( Graphics g )
{
// Set margins inside the control client area in pixels
var margin = new Margins( 16, 16, 16, 16 );
// Set the domain of (x,y) values
var range = m_building.Extents;
// Make it smaller by 5%
range.Inflate( 0.05f * range.Width, 0.05f * range.Height );
// Scale graphics
ScaleGraphics( g, Visualizator, range, margin );
}
void ScaleGraphics( Graphics g, Control control, RectangleF domain, Margins margin )
{
// Find the drawable area in pixels (control-margins)
int W = control.Width - margin.Left - margin.Right;
int H = control.Height - margin.Bottom - margin.Top;
// Ensure drawable area is at least 1 pixel wide
W = Math.Max( 1, W );
H = Math.Max( 1, H );
// Find the origin (0,0) in pixels
float OX = margin.Left - W * ( domain.Left / domain.Width );
float OY = margin.Top + H * ( 1 + domain.Top / domain.Height );
// Find the scale to fit the control
float SX = W / domain.Width;
float SY = H / domain.Height;
// Transform the Graphics scene
if ( m_panPoint.IsEmpty )
m_panPoint = new PointF( OX, OY );
g.TranslateTransform( m_panPoint.X, m_panPoint.Y, MatrixOrder.Append );
g.ScaleTransform( SX * m_scale, -SY * m_scale );
}
Screenshot of defect:
I was unable to reproduce the blurring/smearing effect described in the question. However, the basic request to be able to avoid over-drawing lines seems reasonably clear and not terribly complicated to address. So I offer this class which can do that work:
/// <summary>
/// Consolidates horizontal and vertical lines.
/// </summary>
class LineConsolidator : IEnumerable<LineConsolidator.Line>
{
/// <summary>
/// A pair of points defining a line
/// </summary>
public struct Line
{
public Point Start { get; private set; }
public Point End { get; private set; }
public Line(Point start, Point end)
: this()
{
Start = start;
End = end;
}
}
private struct Segment
{
public int Start { get; private set; }
public int End { get; private set; }
public Segment(int start, int end)
: this()
{
if (end < start)
{
throw new ArgumentException("start must be less than or equal to end");
}
Start = start;
End = end;
}
public Segment Union(Segment other)
{
if (End < other.Start || other.End < Start)
{
throw new ArgumentException("Only overlapping segments may be consolidated");
}
return new Segment(
Math.Min(Start, other.Start),
Math.Max(End, other.End));
}
public Segment? Intersect(Segment other)
{
int start = Math.Max(Start, other.Start),
end = Math.Min(End, other.End);
if (end < start)
{
return null;
}
return new Segment(start, end);
}
}
private Dictionary<int, List<Segment>> _horizontalLines = new Dictionary<int, List<Segment>>();
private Dictionary<int, List<Segment>> _verticalLines = new Dictionary<int, List<Segment>>();
/// <summary>
/// Add horizontal line
/// </summary>
/// <param name="y">The Y coordinate of the line to add</param>
/// <param name="start">The first X coordinate of the line to add (must not be larger than <paramref name="end"/></param>
/// <param name="end">The second X coordinate of the line to add (must not be smaller than <paramref name="start"/></param>
/// <remarks>
/// This method submits a new horizontal line to the collection. It is merged with any other
/// horizontal lines with exactly the same Y coordinate that it overlaps.
/// </remarks>
public void AddHorizontal(int y, int start, int end)
{
_AddLine(y, new Segment(start, end), _horizontalLines);
}
/// <summary>
/// Add vertical line
/// </summary>
/// <param name="y">The X coordinate of the line to add</param>
/// <param name="start">The first Y coordinate of the line to add (must not be larger than <paramref name="end"/></param>
/// <param name="end">The second Y coordinate of the line to add (must not be smaller than <paramref name="start"/></param>
/// <remarks>
/// This method submits a new vertical line to the collection. It is merged with any other
/// vertical lines with exactly the same X coordinate that it overlaps.
/// </remarks>
public void AddVertical(int x, int start, int end)
{
_AddLine(x, new Segment(start, end), _verticalLines);
}
/// <summary>
/// Add all four sides of a rectangle as individual lines
/// </summary>
/// <param name="rect">The rectangle containing the lines to add</param>
public void AddRectangle(Rectangle rect)
{
AddHorizontal(rect.Top, rect.Left, rect.Right);
AddHorizontal(rect.Bottom, rect.Left, rect.Right);
AddVertical(rect.Left, rect.Top, rect.Bottom);
AddVertical(rect.Right, rect.Top, rect.Bottom);
}
/// <summary>
/// Gets all of the horizontal lines in the collection
/// </summary>
public IEnumerable<Line> HorizontalLines
{
get
{
foreach (var kvp in _horizontalLines)
{
foreach (var segment in kvp.Value)
{
yield return new Line(new Point(segment.Start, kvp.Key), new Point(segment.End, kvp.Key));
}
}
}
}
/// <summary>
/// Gets all of the vertical lines in the collection
/// </summary>
public IEnumerable<Line> VerticalLines
{
get
{
foreach (var kvp in _verticalLines)
{
foreach (var segment in kvp.Value)
{
yield return new Line(new Point(kvp.Key, segment.Start), new Point(kvp.Key, segment.End));
}
}
}
}
private static void _AddLine(int lineKey, Segment newSegment, Dictionary<int, List<Segment>> segmentKeyToSegments)
{
// Get the list of segments for the given key (X for vertical lines, Y for horizontal lines)
List<Segment> segments;
if (!segmentKeyToSegments.TryGetValue(lineKey, out segments))
{
segments = new List<Segment>();
segmentKeyToSegments[lineKey] = segments;
}
int isegmentInsert = 0, isegmentMergeFirst = -1, ilineSegmentLast = -1;
// Find all existing segments that should be merged with the new one
while (isegmentInsert < segments.Count && segments[isegmentInsert].Start <= newSegment.End)
{
Segment? intersectedSegment = newSegment.Intersect(segments[isegmentInsert]);
if (intersectedSegment != null)
{
// If they overlap, merge them together, keeping track of all the existing
// segments which were merged
newSegment = newSegment.Union(segments[isegmentInsert]);
if (isegmentMergeFirst == -1)
{
isegmentMergeFirst = isegmentInsert;
}
ilineSegmentLast = isegmentInsert;
}
isegmentInsert++;
}
if (isegmentMergeFirst == -1)
{
// If there was no merge, just insert the new segment
segments.Insert(isegmentInsert, newSegment);
}
else
{
// If more than one segment was merged, remove all but one
if (ilineSegmentLast > isegmentMergeFirst)
{
segments.RemoveRange(isegmentMergeFirst + 1, ilineSegmentLast - isegmentMergeFirst);
}
// Copy the new, merged segment back to the first original segment's slot
segments[isegmentMergeFirst] = newSegment;
}
}
public IEnumerator<LineConsolidator.Line> GetEnumerator()
{
return HorizontalLines.Concat(VerticalLines).GetEnumerator();
}
System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
}
Note that this is based on integer coordinates. It's a little trickier to apply this sort of logic to floating point coordinates, if one is actually concerned about accommodating round-off error. But if the floating point coordinates are assured of always coming from the same source when they overlap, then they will meet the equality condition this implementation requires and you can just change the types to floating point.
I included the properties to retrieve just the horizontal or vertical lines, so that I could draw them differently from each other (different line end-caps) to verify the algorithm was working. Normally I think you'd just enumerate the whole collection when drawing.
You use it by first creating an empty instance of the collection, then adding your rectangles (or individual lines if desired) via the AddRectangle() method, then finally enumerating all of the resulting lines.
I would expect this to perform just fine up to thousands of lines or so. In my tests, I just recreated the collection from scratch every time I painted the window.
It might perform well enough even at higher magnitudes depending on the PC, but I didn't try to do any specific optimizations, opting instead for easy-to-understand code. In a situation where you're dealing with an extremely large number of rectangles, you might want to keep a persistent instance to collect lines/rectangles as they are generated. Then you don't have to regenerate it every paint event. That may or may not then require adding features to the class to support removal of lines.
I'm drawing cylinders using the primitives provided by XNA, and what I want to do is, when the mouse hovers on a cylinder, I detect it. I tried using bounding spheres but it didn't work, as it wasn't accurate. I don't know what to do. Any help?
Summary of what I want to do.
1- Create bounding Box for this Cylinder
2- Rotate this bounding Box.
CODE TO DRAW CYLINDER can be found here
http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d
#region File Description
//-----------------------------------------------------------------------------
// CylinderPrimitive.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace TheProteinBundle
{
/// <summary>
/// Geometric primitive class for drawing cylinders.
/// </summary>
public class CylinderPrimitive : GeometricPrimitive
{
/// <summary>
/// Constructs a new cylinder primitive, using default settings.
/// </summary>
public CylinderPrimitive(GraphicsDevice graphicsDevice)
: this(graphicsDevice, 1, 1, 32)
{
}
/// <summary>
/// Constructs a new cylinder primitive,
/// with the specified size and tessellation level.
/// </summary>
public CylinderPrimitive(GraphicsDevice graphicsDevice,
float height, float diameter, int tessellation)
{
if (tessellation < 3)
throw new ArgumentOutOfRangeException("tessellation");
height /= 2;
float radius = diameter / 2;
// Create a ring of triangles around the outside of the cylinder.
for (int i = 0; i < tessellation; i++)
{
Vector3 normal = GetCircleVector(i, tessellation);
AddVertex(normal * radius + Vector3.Up * height, normal);
AddVertex(normal * radius + Vector3.Down * height, normal);
AddIndex(i * 2);
AddIndex(i * 2 + 1);
AddIndex((i * 2 + 2) % (tessellation * 2));
AddIndex(i * 2 + 1);
AddIndex((i * 2 + 3) % (tessellation * 2));
AddIndex((i * 2 + 2) % (tessellation * 2));
}
// Create flat triangle fan caps to seal the top and bottom.
CreateCap(tessellation, height, radius, Vector3.Up);
CreateCap(tessellation, height, radius, Vector3.Down);
InitializePrimitive(graphicsDevice);
base.boundingSphere.Center = Vector3.Zero;
if (height > diameter)
base.boundingSphere.Radius = height;
else
base.boundingSphere.Radius = diameter;
}
/// <summary>
/// Helper method creates a triangle fan to close the ends of the cylinder.
/// </summary>
void CreateCap(int tessellation, float height, float radius, Vector3 normal)
{
// Create cap indices.
for (int i = 0; i < tessellation - 2; i++)
{
if (normal.Y > 0)
{
AddIndex(CurrentVertex);
AddIndex(CurrentVertex + (i + 1) % tessellation);
AddIndex(CurrentVertex + (i + 2) % tessellation);
}
else
{
AddIndex(CurrentVertex);
AddIndex(CurrentVertex + (i + 2) % tessellation);
AddIndex(CurrentVertex + (i + 1) % tessellation);
}
}
// Create cap vertices.
for (int i = 0; i < tessellation; i++)
{
Vector3 position = GetCircleVector(i, tessellation) * radius +
normal * height;
AddVertex(position, normal);
}
}
/// <summary>
/// Helper method computes a point on a circle.
/// </summary>
static Vector3 GetCircleVector(int i, int tessellation)
{
float angle = i * MathHelper.TwoPi / tessellation;
float dx = (float)Math.Cos(angle);
float dz = (float)Math.Sin(angle);
return new Vector3(dx, 0, dz);
}
}
}
Using this class
#region File Description
//-----------------------------------------------------------------------------
// GeometricPrimitive.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace TheProteinBundle
{
/// <summary>
/// Base class for simple geometric primitive models. This provides a vertex
/// buffer, an index buffer, plus methods for drawing the model. Classes for
/// specific types of primitive (CubePrimitive, SpherePrimitive, etc.) are
/// derived from this common base, and use the AddVertex and AddIndex methods
/// to specify their geometry.
/// </summary>
public abstract class GeometricPrimitive : IDisposable
{
#region Fields
// During the process of constructing a primitive model, vertex
// and index data is stored on the CPU in these managed lists.
List<VertexPositionNormal> vertices = new List<VertexPositionNormal>();
List<ushort> indices = new List<ushort>();
// Once all the geometry has been specified, the InitializePrimitive
// method copies the vertex and index data into these buffers, which
// store it on the GPU ready for efficient rendering.
VertexBuffer vertexBuffer;
IndexBuffer indexBuffer;
BasicEffect basicEffect;
public BoundingSphere boundingsphere2;
public BoundingSphere boundingSphere;
public Matrix world;
#endregion
#region Initialization
/// <summary>
/// Adds a new vertex to the primitive model. This should only be called
/// during the initialization process, before InitializePrimitive.
/// </summary>
protected void AddVertex(Vector3 position, Vector3 normal)
{
vertices.Add(new VertexPositionNormal(position, normal));
}
/// <summary>
/// Adds a new index to the primitive model. This should only be called
/// during the initialization process, before InitializePrimitive.
/// </summary>
protected void AddIndex(int index)
{
if (index > ushort.MaxValue)
throw new ArgumentOutOfRangeException("index");
indices.Add((ushort)index);
}
/// <summary>
/// Queries the index of the current vertex. This starts at
/// zero, and increments every time AddVertex is called.
/// </summary>
protected int CurrentVertex
{
get { return vertices.Count; }
}
/// <summary>
/// Once all the geometry has been specified by calling AddVertex and AddIndex,
/// this method copies the vertex and index data into GPU format buffers, ready
/// for efficient rendering.
protected void InitializePrimitive(GraphicsDevice graphicsDevice)
{
// Create a vertex declaration, describing the format of our vertex data.
// Create a vertex buffer, and copy our vertex data into it.
vertexBuffer = new VertexBuffer(graphicsDevice,
typeof(VertexPositionNormal),
vertices.Count, BufferUsage.None);
vertexBuffer.SetData(vertices.ToArray());
// Create an index buffer, and copy our index data into it.
indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort),
indices.Count, BufferUsage.None);
indexBuffer.SetData(indices.ToArray());
// Create a BasicEffect, which will be used to render the primitive.
basicEffect = new BasicEffect(graphicsDevice);
basicEffect.EnableDefaultLighting();
}
/// <summary>
/// Finalizer.
/// </summary>
~GeometricPrimitive()
{
Dispose(false);
}
/// <summary>
/// Frees resources used by this object.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
/// <summary>
/// Frees resources used by this object.
/// </summary>
protected virtual void Dispose(bool disposing)
{
if (disposing)
{
if (vertexBuffer != null)
vertexBuffer.Dispose();
if (indexBuffer != null)
indexBuffer.Dispose();
if (basicEffect != null)
basicEffect.Dispose();
}
}
#endregion
public void TransformBoundingSphere(Matrix TransformToWorld)
{
boundingSphere.Transform(ref TransformToWorld, out boundingsphere2);
}
public bool CheckRayIntersection(Ray ray)
{
if (ray.Intersects(boundingsphere2).HasValue) return true;
return false;
}
#region Draw
/// <summary>
/// Draws the primitive model, using the specified effect. Unlike the other
/// Draw overload where you just specify the world/view/projection matrices
/// and color, this method does not set any renderstates, so you must make
/// sure all states are set to sensible values before you call it.
/// </summary>
public void Draw(Effect effect)
{
GraphicsDevice graphicsDevice = effect.GraphicsDevice;
// Set our vertex declaration, vertex buffer, and index buffer.
graphicsDevice.SetVertexBuffer(vertexBuffer);
graphicsDevice.Indices = indexBuffer;
foreach (EffectPass effectPass in effect.CurrentTechnique.Passes)
{
effectPass.Apply();
int primitiveCount = indices.Count / 3;
graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
vertices.Count, 0, primitiveCount);
}
}
/// <summary>
/// Draws the primitive model, using a BasicEffect shader with default
/// lighting. Unlike the other Draw overload where you specify a custom
/// effect, this method sets important renderstates to sensible values
/// for 3D model rendering, so you do not need to set these states before
/// you call it.
/// </summary>
public void Draw(Matrix world, Matrix view, Matrix projection, Color color)
{
// Set BasicEffect parameters.
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = projection;
basicEffect.DiffuseColor = color.ToVector3();
basicEffect.Alpha = color.A / 255.0f;
GraphicsDevice device = basicEffect.GraphicsDevice;
device.DepthStencilState = DepthStencilState.Default;
if (color.A < 255)
{
// Set renderstates for alpha blended rendering.
device.BlendState = BlendState.AlphaBlend;
}
else
{
// Set renderstates for opaque rendering.
device.BlendState = BlendState.Opaque;
}
// Draw the model, using BasicEffect.
Draw(basicEffect);
}
#endregion
}
}
I found some code online for image searching/recognition and since I do not know barely any csharp I put it in a class and built it. Now when I try to access it from a vb project it does not show up. Even after it is referenced I cannot actually access it. I am geussing because the functions are not shared, and as I understand "Static" in C# is the same as "Shared in vb.net. Although when adding it in I get errors. Can anyone confirm if this is the issue why I can't access it?? Same goes for when I referenced this proejct from my vb.net project I could not access the classes either.
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.IO;
namespace ImageRecognition
{
class LockedFastImage
{
private Bitmap image;
private byte[] rgbValues;
private System.Drawing.Imaging.BitmapData bmpData;
private IntPtr ptr;
private int bytes;
public LockedFastImage(Bitmap image)
{
this.image = image;
Rectangle rect = new Rectangle(0, 0, image.Width, image.Height);
bmpData = image.LockBits(rect, System.Drawing.Imaging.ImageLockMode.ReadWrite, image.PixelFormat);
ptr = bmpData.Scan0;
bytes = Math.Abs(bmpData.Stride) * image.Height;
rgbValues = new byte[bytes];
System.Runtime.InteropServices.Marshal.Copy(ptr, rgbValues, 0, bytes);
}
~LockedFastImage()
{
// Try to unlock the bits. Who cares if it dont work...
try
{
image.UnlockBits(bmpData);
}
catch { }
}
/// <summary>
/// Returns or sets a pixel of the image.
/// </summary>
/// <param name="x">x parameter of the pixel</param>
/// <param name="y">y parameter of the pixel</param>
public Color this[int x, int y]
{
get
{
int index = (x + (y * image.Width)) * 4;
return Color.FromArgb(rgbValues[index + 3], rgbValues[index + 2], rgbValues[index + 1], rgbValues[index]);
}
set
{
int index = (x + (y * image.Width)) * 4;
rgbValues[index] = value.B;
rgbValues[index + 1] = value.G;
rgbValues[index + 2] = value.R;
rgbValues[index + 3] = value.A;
}
}
/// <summary>
/// Width of the image.
/// </summary>
public int Width
{
get
{
return image.Width;
}
}
/// <summary>
/// Height of the image.
/// </summary>
public int Height
{
get
{
return image.Height;
}
}
/// <summary>
/// Returns the modified Bitmap.
/// </summary>
public Bitmap asBitmap()
{
System.Runtime.InteropServices.Marshal.Copy(rgbValues, 0, ptr, bytes);
return image;
}
}
class ImageChecker
{
private LockedFastImage big_image;
private LockedFastImage small_image;
/// <summary>
/// The time needed for last operation.
/// </summary>
public TimeSpan time_needed = new TimeSpan();
/// <summary>
/// Error return value.
/// </summary>
static public Point CHECKFAILED = new Point(-1, -1);
/// <summary>
/// Constructor of the ImageChecker
/// </summary>
/// <param name="big_image">The image containing the small image.</param>
/// <param name="small_image">The image located in the big image.</param>
public ImageChecker(Bitmap big_image, Bitmap small_image)
{
this.big_image = new LockedFastImage(big_image);
this.small_image = new LockedFastImage(small_image);
}
/// <summary>
/// Returns the location of the small image in the big image. Returns CHECKFAILED if not found.
/// </summary>
/// <param name="x_speedUp">speeding up at x achsis.</param>
/// <param name="y_speedUp">speeding up at y achsis.</param>
/// <param name="begin_percent_x">Reduces the search rect. 0 - 100</param>
/// <param name="end_percent_x">Reduces the search rect. 0 - 100</param>
/// <param name="begin_percent_x">Reduces the search rect. 0 - 100</param>
/// <param name="end_percent_y">Reduces the search rect. 0 - 100</param>
public Point bigContainsSmall(int x_speedUp = 1, int y_speedUp = 1, int begin_percent_x = 0, int end_percent_x = 100, int begin_percent_y = 0, int end_percent_y = 100)
{
/*
* SPEEDUP PARAMETER
* It might be enough to check each second or third pixel in the small picture.
* However... In most cases it would be enough to check 4 pixels of the small image for diablo porposes.
* */
/*
* BEGIN, END PARAMETER
* In most cases we know where the image is located, for this we have the begin and end paramenters.
* */
DateTime begin = DateTime.Now;
if (x_speedUp < 1) x_speedUp = 1;
if (y_speedUp < 1) y_speedUp = 1;
if (begin_percent_x < 0 || begin_percent_x > 100) begin_percent_x = 0;
if (begin_percent_y < 0 || begin_percent_y > 100) begin_percent_y = 0;
if (end_percent_x < 0 || end_percent_x > 100) end_percent_x = 100;
if (end_percent_y < 0 || end_percent_y > 100) end_percent_y = 100;
int x_start = (int)((double)big_image.Width * ((double)begin_percent_x / 100.0));
int x_end = (int)((double)big_image.Width * ((double)end_percent_x / 100.0));
int y_start = (int)((double)big_image.Height * ((double)begin_percent_y / 100.0));
int y_end = (int)((double)big_image.Height * ((double)end_percent_y / 100.0));
/*
* We cant speed up the big picture, because then we have to check pixels in the small picture equal to the speeded up size
* for each pixel in the big picture.
* Would give no speed improvement.
* */
//+ 1 because first pixel is in picture. - small because image have to be fully in the other image
for (int x = x_start; x < x_end - small_image.Width + 1; x++)
for (int y = y_start; y < y_end - small_image.Height + 1; y++)
{
//now we check if all pixels matches
for (int sx = 0; sx < small_image.Width; sx += x_speedUp)
for (int sy = 0; sy < small_image.Height; sy += y_speedUp)
{
if (small_image[sx, sy] != big_image[x + sx, y + sy])
goto CheckFailed;
}
//check ok
time_needed = DateTime.Now - begin;
return new Point(x, y);
CheckFailed: ;
}
time_needed = DateTime.Now - begin;
return CHECKFAILED;
}
}
}
You're not adding the public access modifier to your classes, which are thus automatically declared as internal. Fix it and everything should work.
Example:
public class LockedFastImage { /*Your code...*/}
You haven't specified any access specifier with your class, thus by default your class is internal that is why you can't access it outside the assembly.
For classes and structs Access Modifier - MSDN
Classes and structs that are declared directly within a namespace (in
other words, that are not nested within other classes or structs) can
be either public or internal. Internal is the default if no access
modifier is specified.
public class LockedFastImage
{....
You may see Access Modifier C# - MSDN
internal
The type or member can be accessed by any code in the same assembly,
but not from another assembly.
I have a need to create a spline chart natively in WPF via either Dynamic Data Display or using the WPF DataVisualization toolkit. Does anyone know if it's possible?
If so, can you point me to an example of a Spline chart?
Thanks in advance.
Have you tried the PolyBezierSegment
Sounds like you are looking for a best fit curve to draw in WPF. You would have to create a custom control to draw it, but a Bezier spline should work nicely for you if you can do the drawing. Here is a class I wrote that will allow you to generate a set of smooth points from a small set of seed points. Instantiate the object, set the SeedPoints property to a set of points, then call the GenerateSpline(int NumberPointsToGenerate) to get the points for a smooth curve. I generally use about 40 points to generate a really smooth curve.
/// <summary>
/// Class to generate a Bezier Curve from a set of seed points.
/// Note that this is a best fit curve through a set of points
/// and a Bezier does NOT require the curve to pass through the points.
/// </summary>
public class BezierSpline
{
/// <summary>
/// Default Constructor
/// </summary>
public BezierSpline()
{
SeedPoints = new List<PointF>();
}
/// <summary>
/// Constructs a BezierSpline object using SeedPoints
/// </summary>
/// <param name="seedPoints"></param>
public BezierSpline(IList<PointF> seedPoints)
: this()
{
SeedPoints = new List<PointF>(seedPoints);
}
/// <summary>
/// Set of SeedPoints to run the spline through
/// </summary>
public List<PointF> SeedPoints { get; set; }
/// <summary>
/// Generates a smooth curve through a series of points
/// </summary>
/// <param name="numberPointsToGenerate">Number of points to generate between P0 and Pn</param>
/// <returns>IList of Points along the curve</returns>
public IList<PointF> GenerateSpline(int numberPointsToGenerate)
{
List<double> ps = new List<double>();
List<PointF> np = new List<PointF>();
for (int i = 0; i < SeedPoints.Count; i++)
{
ps.Add(SeedPoints[i].X);
ps.Add(SeedPoints[i].Y);
}
double[] newpts = Bezier2D(ps.ToArray(), numberPointsToGenerate);
for (int i = 0; i < newpts.Length; i += 2)
np.Add(new PointF(newpts[i], newpts[i + 1], 0));
return np;
}
private double[] Bezier2D(double[] b, int cpts)
{
double[] p = new double[cpts * 2];
int npts = (b.Length) / 2;
int icount, jcount;
double step, t;
// Calculate points on curve
icount = 0;
t = 0;
step = (double)1 / (cpts - 1);
for (int i1 = 0; i1 < cpts; i1++)
{
if ((1.0 - t) < 5e-6)
t = 1.0;
jcount = 0;
p[icount] = 0.0;
p[icount + 1] = 0.0;
for (int i = 0; i != npts; i++)
{
double basis = Bernstein(npts - 1, i, t);
p[icount] += basis * b[jcount];
p[icount + 1] += basis * b[jcount + 1];
jcount += 2;
}
icount += 2;
t += step;
}
return p;
}
private double Ni(int n, int i)
{
return Factorial(n) / (Factorial(i) * Factorial(n - i));
}
/// <summary>
/// Bernstein basis formula
/// </summary>
/// <param name="n">n</param>
/// <param name="i">i</param>
/// <param name="t">t</param>
/// <returns>Bernstein basis</returns>
private double Bernstein(int n, int i, double t)
{
double basis;
double ti; /* t^i */
double tni; /* (1 - t)^i */
if (t == 0.0 && i == 0)
ti = 1.0;
else
ti = System.Math.Pow(t, i);
if (n == i && t == 1.0)
tni = 1.0;
else
tni = System.Math.Pow((1 - t), (n - i));
//Bernstein basis
basis = Ni(n, i) * ti * tni;
return basis;
}
/// <summary>
/// Gets a single y value for a given x value
/// </summary>
/// <param name="x">X value</param>
/// <returns>Y value at the given location</returns>
public PointF GetPointAlongSpline(double x)
{
return new PointF();
}
public static int Factorial(int n)
{
int f = 1;
for (int i = n; i > 1; i--)
f *= i;
return f;
}
}
I am trying to use the CSV below for drawing a plot:
2.364258,3.005366
2.723633,3.009784
3.083008,3.012145
3.442383,3.012705
3.801758,3.010412
4.160156,3.010703
4.518555,3.011985
4.876953,3.012547
5.235352,3.009941
5.592773,3.011252
5.951172,3.010596
6.30957,3.011951
6.667969,3.010613
7.026367,3.008634
7.384766,3.009744
7.743164,3.01062
8.101563,3.00942
8.459961,3.009438
8.818359,3.009478
9.177734,3.010827
What I did so far is that I tried to make a Class to do this! this is the part when I try to draw the curve:
class Plotter
{
#region Fields and variables
private Bitmap plot;
private Graphics g;
public string PlotType {get; set;}
private int iWidth; //Width of the box
private int iHeight; //
private float xMax; //maximum range on X axis
private float yMax; //maximum range on Y axis
private PointF[] points;
#endregion
#region Constructors
/// <summary>
/// Constructor of class
/// </summary>
/// <param name="iWidth">Width of image in pixels</param>
/// <param name="iHeight">Height of image in pixels</param>
/// <param name="xMax">Maximum value of the values on X</param>
/// <param name="yMax">Maximum value of the values on Y</param>
/// <param name="pairs">Pairs of data in an array of PointF[] this is raw data!!</param>
public Plotter(int iWidth, int iHeight, float xMax, float yMax, PointF[] points)
{
this.iWidth = iWidth;
this.iHeight = iHeight;
this.xMax = xMax;
this.yMax = yMax;
this.points = points;
plot = new Bitmap(iWidth, iHeight);
}
public Bitmap DrawPlot()
{
Pen blackPen = new Pen(Color.Black, 1);
g = Graphics.FromImage(plot);
PointF[] p = new PointF[points.GetLength(0)];
//Try to scale input data to pixel coordinates
foreach (PointF point in points)
{
int i = 0;
p[i].X = point.X * iWidth;
p[1].X = point.Y * iHeight;
}
g.DrawCurve(blackPen, p, 0);
return plot;
}
What I get at the end is jsut a stright line! that I think has been drawn on X{0,0} and Y{0,0} to X{0, 400} and Y{0,0}
Can you help me correct the mistakes please?
P.S: http://itools.subhashbose.com/grapher/index.php this site can draw the plot I need pretty good from the CSV data I have (if you need to check).
Thanks!
This seems to be your problem:
foreach (PointF point in points)
{
int i = 0;
p[i].X = point.X * iWidth;
p[1].X = point.Y * iHeight;
}
i is always zero and you are never assigning Y. The "second" assignment isn't even using i, but the 1 index.
Quick fix without error checking:
int i = 0;
foreach (PointF point in points)
{
p[i].X = point.X * iWidth;
p[i].Y = point.Y * iHeight;
i++;
}
Your assigning the x both times.
p[i].X = point.X * iWidth;
p[1].X = point.Y * iHeight;
And as #LarsTech points out you need to fix the counter