how to write the value to each matrix index - c#

For example, I have set up a formula to find my Xnew[k+1], Ynew[k+1] and Anew[k+1].
How do I pass the value to a 3 by 1 matrix if I want my
index 1,1 be Xnew[k+1],
index 1,2 be Ynew[k+1],
index 1,3 be Anew[k+1].
Here's what I got so far.
for (k = 0; k < 5; k++)
{
Xnew[k+1] = cX + (T * MPCV[k]) * Math.Cos(cA);
Ynew[k+1] = cY + (T * MPCV[k]) * Math.Sin(cA);
Anew[k+1] = cA + (T * MPCW[k]);
double[,] qK = new double[3, 1];
int i, j;
for (i = 0; i < 3; i++)
{
for (j = 0; j < 1; j++)
{
qK[i, j] = 1;
}
}
}
Thank you for the help.

Suposing Xnew[k+1], Ynew[k+1] and Anew[k+1] are doubles:
for ( k = 0; k < 5; k++ ) {
Xnew[k + 1] = cX + (T * MPCV[k]) * Math.Cos(cA);
Ynew[k + 1] = cY + (T * MPCV[k]) * Math.Sin(cA);
Anew[k + 1] = cA + (T * MPCW[k]);
double[,] qk = { { Xnew[k + 1] , Ynew[k + 1] , Anew[k + 1] } };
}
This will make you a 1x3 matrix (arrays start in 0) with:
qk[0,0] = Xnew[k+1]
qk[0,1] = Ynew[k+1]
qk[0,2] = Anew[k+1]
But if you want a 3x1 matrix use instead.
double[,] qk = { { Xnew[k + 1] }, {Ynew[k + 1] }, {Anew[k + 1] } };
That will give you:
qk[0,0] = Xnew[k+1]
qk[1,0] = Ynew[k+1]
qk[2,0] = Anew[k+1]

Related

Bug on a terrain generation algorithm

Long story short, the following is based on mesh generation and terrain heights
In my code everything seems to be fine. I have redone all of it and the same issue comes up, I don't know why.
All I know is that the last iteration of the Z for loop ain't giving the right height.
I could just set z-1 and have the game run on the rest of the map
but I feel that this will ruin my next phase of development and so I beg for hints on where might the issue be.
the code for the perlin noise is as follows
public static class PerlinFilter
{
public static float[] Filter(List<int> keyX, List<int> keyZ, int indexX = 0, int indexZ = 0, int sizeX = 100, int sizeZ = 100, int nOctaves = 3, float fBias = .6f)
{
float[] filtered = new float[(sizeX + 1) * (sizeZ + 1)];
for (int z = indexZ; z < sizeZ; z++)
{
for (int x = indexX; x < sizeX; x++)
{
float fNoise = 0.0f;
float fScale = 1.0f;
float fScaleAcc = 0.0f;
for (int o = 0; o < nOctaves; o++)
{
int nPitch = sizeZ >> o;
int nSampleX1 = x / nPitch * nPitch;
int nSampleZ1 = z / nPitch * nPitch;
int nSampleX2 = (nSampleX1 + nPitch) % sizeX;
int nSampleZ2 = (nSampleZ1 + nPitch) % sizeX;
float fBlendX = (float)(x - nSampleX1) / nPitch;
float fBlendZ = (float)(z - nSampleZ1) / nPitch;
float fSampleT = (1.0f - fBlendX) * keyX[nSampleZ1 * sizeX + nSampleX1] + fBlendX * keyZ[nSampleZ1 * sizeZ + nSampleX2];
float fSampleB = (1.0f - fBlendX) * keyX[nSampleZ2 * sizeX + nSampleX1] + fBlendX * keyZ[nSampleZ2 * sizeZ + nSampleX2];
fNoise += (fBlendZ * (fSampleB - fSampleT) + fSampleT) * fScale;
fScaleAcc += fScale;
fScale /= fBias;
}
filtered[z * sizeX + x] = fNoise / fScaleAcc;
}
}
return filtered;
}
}
and the code for the mesh is as follows:
void Generate(bool flat)
{
vertices = new Vector3[(x + 1) * (z + 1)];
for (int i = 0, iz = 0; iz <= z; iz++)
{
for (int ix = 0; ix <= x; ix++, i++)
{
if (flat)
vertices[i] = new Vector3(ix, 0, iz);
else
vertices[i] = new Vector3(ix, PerlinHeight(ix, iz), iz);
}
}
triangles = new int[x * z * 6];
for (int tris = 0, vert = 0, iz = 0; iz < z; iz++, vert++)
{
for (int ix = 0; ix < x; ix++, vert++, tris += 6)
{
triangles[tris + 0] = vert + 0;
triangles[tris + 1] = vert + x + 1;
triangles[tris + 2] = vert + 1;
triangles[tris + 3] = vert + 1;
triangles[tris + 4] = vert + x + 1;
triangles[tris + 5] = vert + x + 2;
}
}
}
public int PerlinHeight(int _x, int _z) => (int)(keyPerlin[_z * x + _x] * 1f);
keyPerlin is the result of the PerlinFilter.Filter.
If it becomes obvious that I need to add more code here let me know, this was done a few months ago, and I have been working on other parts of the game while accepting the z-1 workaround, but at this point I really need to sort this issue out.
In your noise filter generation you do
float[] filtered = new float[(sizeX + 1) * (sizeZ + 1)];
for (int z = indexZ; z < sizeZ; z++)
{
for (int x = indexX; x < sizeX; x++)
{
...
=> You don't fill the complete array with valid values! The last row for z== SizeZ and x==SizeX keeps the default value 0.
While in the mesh you do
vertices = new Vector3[(x + 1) * (z + 1)];
for (int i = 0, iz = 0; iz <= z; iz++)
{
for (int ix = 0; ix <= x; ix++, i++)
{
...
=> You set the last row of vertices all to 0.

Dynamic Mesh Calculation in Unity is not Indexing Triangles Properly

I'm building a game with Unity and I want to generate a map of square tiles and I am using mesh for it, but for some reason my mesh does not render properly. The last column and a half are invisible.
Here are some pictures:
Shaded view
Wireframe view
And here is the code:
void GenerateMesh()
{
mesh = GetComponent<MeshFilter>().mesh;
mesh.Clear();
Vector3[] vertices = new Vector3[(Map.WIDTH + 1) * (Map.HEIGHT + 1)];
int nextIndex = 0;
for (int x = 0; x <= Map.WIDTH; x++)
{
for (int y = 0; y <= Map.HEIGHT; y++)
{
vertices[nextIndex] = new Vector3(x * Square.SIZE, 0, y * Square.SIZE);
nextIndex++;
}
}
int[] triangles = new int[6 * Map.WIDTH * Map.HEIGHT];
nextIndex = 0;
for (int x = 0; x < Map.WIDTH; x++)
{
for (int y = 0; y < Map.HEIGHT; y++)
{
triangles[nextIndex] = x * Map.HEIGHT + y;
triangles[nextIndex + 1] = x * Map.HEIGHT + y + 1;
triangles[nextIndex + 2] = (x + 1) * Map.HEIGHT + y + 1;
nextIndex += 3;
triangles[nextIndex] = x * Map.HEIGHT + y;
triangles[nextIndex + 1] = (x + 1) * Map.HEIGHT + y + 1;
triangles[nextIndex + 2] = (x + 1) * Map.HEIGHT + y;
nextIndex += 3;
}
}
mesh.vertices = vertices;
mesh.triangles = triangles;
}
Map.WIDTH, Map.HEIGHT and Square.SIZE are constants and their values are 80, 45, 1.
Thanks in advance!
Your first inner loop for y values is using <=
for (int y = 0; y <= Map.HEIGHT; y++)
So your second set of loops should be using Map.Height + 1 for its index calculations:
for (int x = 0; x < Map.WIDTH; x++)
{
for (int y = 0; y < Map.HEIGHT; y++)
{
triangles[nextIndex] = x * (Map.HEIGHT + 1) + y;
triangles[nextIndex + 1] = x * (Map.HEIGHT + 1) + y + 1;
triangles[nextIndex + 2] = (x + 1) * (Map.HEIGHT + 1) + y + 1;
nextIndex += 3;
triangles[nextIndex] = x * (Map.HEIGHT + 1) + y;
triangles[nextIndex + 1] = (x + 1) * (Map.HEIGHT + 1) + y + 1;
triangles[nextIndex + 2] = (x + 1) * (Map.HEIGHT + 1) + y;
nextIndex += 3;
}
}

Sobel image processing

My algorithm output is wrong. I tried many solutions, but nothing comes out.
View my result.
SourceImage
I'm sorry Lena
for (int x = 1; x < fimage.Bitmap.Width - 1; x++)
{
for (int y = 1; y < fimage.Bitmap.Height - 1; y++)
{
double sumX = 0, sumY = 0, sum = 0;
for ( int i = -1; i <= 1; i++ )
{
for ( int j = -1; j <= 1; j++ )
{
sumX += fimage[y + i, x + j].R * kernel1[i + 1, j + 1];
sumY += fimage[y + i, x + j].R * kernel2[i + 1, j + 1];
}
}
sum = Math.Sqrt(sumX * sumX + sumY * sumY);
sum = sum > 255 ? 255 : sum < 0 ? 0 : sum;
fimage[x, y] = Color.FromArgb((byte)sum, (byte)sum, (byte)sum);
}
}
Two things that are fishy:
for ( int j = -1; j <= 1; j++ )
{
sumX += fimage[y + i, x + j].R * kernel1[i + 1, j + 1];
sumY += fimage[y + i, x + j].R * kernel2[i + 1, j + 1];
}
You only respect the red component of the image here, why is that?
The other major thing is changing the input picture while iterating through it:
sum = Math.Sqrt(sumX * sumX + sumY * sumY);
sum = sum > 255 ? 255 : sum < 0 ? 0 : sum;
fimage[x, y] = Color.FromArgb((byte)sum, (byte)sum, (byte)sum);
You should save the value to a different output image (create a new Bitmap(fimage.Width, fimage.Height) with the dimensions from the source image). That could explain the weird diagonal symmetry in your picture, where there's basically a symteric copy of the other side.

newly added class missing on AForge.Imaging.dll

im tryn to add a new adaptive threshold method to the AForge.Imaging.Filters
I have added the new cs file under
Sources\Imaging\Filters\Adaptive Binarization
Below is the code for the thresholding methods
namespace AForge.Imaging.Filters
{
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Drawing.Imaging;
using AForge.Imaging;
class SauvolaAdaptiveThresholding : BaseInPlacePartialFilter
{
private const float DEFAULT_WeightingFactor = 0.3f;
private const short DEFAULT_WindowSize = 40;
private float weightingFactor ;
private short windowSize ;
// private format translation dictionary
private Dictionary<PixelFormat, PixelFormat> formatTranslations = new Dictionary<PixelFormat, PixelFormat>();
/// <summary>
/// Format translations dictionary.
/// </summary>
public override Dictionary<PixelFormat,PixelFormat> FormatTranslations
{
get { return formatTranslations; }
}
public float WeightingFactor
{
get{return this.weightingFactor;}
set{this.weightingFactor = value;}
}
public short WindowSize
{
get{return this.windowSize;}
set{this.windowSize = value;}
}
public SauvolaAdaptiveThresholding() :
this(DEFAULT_WeightingFactor,DEFAULT_WindowSize) { }
public SauvolaAdaptiveThresholding(float _weightFact , short _wsize)
{
this.WeightingFactor = _weightFact;
this.WindowSize =_wsize;
// initialize format translation dictionary
formatTranslations[PixelFormat.Format8bppIndexed] = PixelFormat.Format8bppIndexed;
formatTranslations[PixelFormat.Format16bppGrayScale] = PixelFormat.Format16bppGrayScale;
}
protected override unsafe void ProcessFilter(UnmanagedImage image, Rectangle rect)
{
int whalf = windowSize >> 1; //half of windowsize
whalf = windowSize >> 1;
byte* ptr = (byte*)image.ImageData.ToPointer(); //input
// Calculate the integral image, and integral of the squared image
ulong[,] integral_image = new ulong[image.Width , image.Height];
ulong[,] rowsum_image = new ulong[image.Width , image.Height];
ulong[,] integral_sqimg = new ulong[image.Width , image.Height];
ulong[,] rowsum_sqimg = new ulong[image.Width , image.Height];
int xmin, ymin, xmax, ymax, index;
double diagsum, idiagsum, diff, sqdiagsum, sqidiagsum, sqdiff, area;
double mean, std, threshold;
for (int j = 0; j < image.Height; j++)
{
rowsum_image[0, j] = (ulong)*(ptr + j);
rowsum_sqimg[0, j] = rowsum_image[0, j] * rowsum_image[0, j];
}
for (int i = 1; i < image.Width; i++)
{
for (int j = 0; j < image.Height; j++)
{
index = j * image.Width + i;
rowsum_image[i, j] = rowsum_image[i - 1, j] + (ulong)*(ptr + index);
rowsum_sqimg[i, j] = rowsum_sqimg[i - 1, j] + (ulong)(*(ptr + index) * *(ptr + index));
}
}
for (int i = 0; i < image.Width; i++)
{
integral_image[i, 0] = rowsum_image[i, 0];
integral_sqimg[i, 0] = rowsum_sqimg[i, 0];
}
for (int i = 0; i < image.Width; i++)
{
for (int j = 1; j < image.Height; j++)
{
integral_image[i, j] = integral_image[i, j - 1] + rowsum_image[i, j];
integral_sqimg[i, j] = integral_sqimg[i, j - 1] + rowsum_sqimg[i, j];
}
}
//Calculate the mean and standard deviation using the integral image
for (int i = 0; i < image.Width; i++)
{
for (int j = 0; j < image.Height; j++)
{
xmin = Math.Max(0, i - whalf);//max(0, i - whalf);
ymin = Math.Max(0, j - whalf);
xmax = Math.Min(image.Width - 1, i + whalf);
ymax = Math.Min(image.Height - 1, j + whalf);
area = (xmax - xmin + 1) * (ymax - ymin + 1);
if (xmin == 0 && ymin == 0)
{ // Point at origin
diff = integral_image[xmax, ymax];
sqdiff = integral_sqimg[xmax, ymax];
}
else if (xmin == 0 && ymin != 0)
{ // first column
diff = integral_image[xmax, ymax] - integral_image[xmax, ymin - 1];
sqdiff = integral_sqimg[xmax, ymax] - integral_sqimg[xmax, ymin - 1];
}
else if (xmin != 0 && ymin == 0)
{ // first row
diff = integral_image[xmax, ymax] - integral_image[xmin - 1, ymax];
sqdiff = integral_sqimg[xmax, ymax] - integral_sqimg[xmin - 1, ymax];
}
else
{ // rest of the image
diagsum = integral_image[xmax, ymax] + integral_image[xmin - 1, ymin - 1];
idiagsum = integral_image[xmax, ymin - 1] + integral_image[xmin - 1, ymax];
diff = diagsum - idiagsum;
sqdiagsum = integral_sqimg[xmax, ymax] + integral_sqimg[xmin - 1, ymin - 1];
sqidiagsum = integral_sqimg[xmax, ymin - 1] + integral_sqimg[xmin - 1, ymax];
sqdiff = sqdiagsum - sqidiagsum;
}
mean = diff / area;
std = Math.Sqrt((sqdiff - diff * diff / area) / (area - 1));
threshold = mean * (1 + WeightingFactor * ((std / 128) - 1));
if ((double)*(ptr + (j * image.Width + i)) < threshold)//if (gray_image[i, j] < threshold)
*(ptr + (j * image.Width + i)) = 0;
else
*(ptr + (j * image.Width + i)) = 255;
}
}
}
}
}
but when i build the project and use the AForge.Imaging.dll, the above class isn't available. When i try to use the object browser i see all the other classes except for the one i added newly.
Can someone please tell me what am i doing wrong?
It needs to be public
public class SauvolaAdaptiveThresholding : BaseInPlacePartialFilter
You can find more info about the C# access modifiers here: http://msdn.microsoft.com/en-us/library/ms173121.aspx

iPhone: Converting C# code to Objective-C

Can you guys help me converting this C# code to Objective-C?
I don't have a clue about C#/Visual Studio!
public static class BezierSpline
{
public static void GetCurveControlPoints(Point[] knots,
out Point[] firstControlPoints, out Point[] secondControlPoints)
{
int n = knots.Length - 1;
// Calculate first Bezier control points
// Right hand side vector
double[] rhs = new double[n];
// Set right hand side X values
for (int i = 1; i < n - 1; ++i)
rhs[i] = 4 * knots[i].X + 2 * knots[i + 1].X;
rhs[0] = knots[0].X + 2 * knots[1].X;
rhs[n - 1] = (8 * knots[n - 1].X + knots[n].X) / 2.0;
// Get first control points X-values
double[] x = GetFirstControlPoints(rhs);
// Set right hand side Y values
for (int i = 1; i < n - 1; ++i)
rhs[i] = 4 * knots[i].Y + 2 * knots[i + 1].Y;
rhs[0] = knots[0].Y + 2 * knots[1].Y;
rhs[n - 1] = (8 * knots[n - 1].Y + knots[n].Y) / 2.0;
// Get first control points Y-values
double[] y = GetFirstControlPoints(rhs);
// Fill output arrays.
firstControlPoints = new Point[n];
secondControlPoints = new Point[n];
for (int i = 0; i < n; ++i)
{
// First control point
firstControlPoints[i] = new Point(x[i], y[i]);
// Second control point
if (i < n - 1)
secondControlPoints[i] = new Point(2 * knots
[i + 1].X - x[i + 1], 2 *
knots[i + 1].Y - y[i + 1]);
else
secondControlPoints[i] = new Point((knots
[n].X + x[n - 1]) / 2,
(knots[n].Y + y[n - 1]) / 2);
}
}
private static double[] GetFirstControlPoints(double[] rhs)
{
int n = rhs.Length;
double[] x = new double[n]; // Solution vector.
double[] tmp = new double[n]; // Temp workspace.
double b = 2.0;
x[0] = rhs[0] / b;
for (int i = 1; i < n; i++) // Decomposition and forward substitution.
{
tmp[i] = 1 / b;
b = (i < n - 1 ? 4.0 : 3.5) - tmp[i];
x[i] = (rhs[i] - x[i - 1]) / b;
}
for (int i = 1; i < n; i++)
x[n - i - 1] -= tmp[n - i] * x[n - i]; // Backsubstitution.
return x;
}
}
thanks.
double[] tmp = new double[n];
tmp is an array of length n. Each value is not initialized explicitly, but it is implicitly set to the default value of the double type, which is 0. So tmp is an n length array of zeros. {0,0,0,0,0, ... 0}

Categories