I am currently implementing Pan/Tilt/Zoom support in my application. I pass in an image and then calculate zoom in the following manner
int widthPercent = width / 100;
int heightPercent = height / 100;
int zoomX = width - (widthPercent * (int)Zoom);
int zoomY = height - (heightPercent * (int)Zoom);
where width is width of original image, height is height of original image and Zoom is a value passed in from the UI, ranging from 0 to 100.
I now wish to implement Pan/Tilt support while an image is zoomed in so that the whole image can still be accessed. Again Pan and Tilt will be controlled from the UI(again 0 to 100) but I want it to stay within the boundaries of the image so that the image does not repeat which it is currently doing.
I am current calculating the Pan and Tilt like so:
// Calculate Pan
int panWidthPercent = width / 100;
int finalPan = (int)Pan * panWidthPercent;
// Calculate Tilt
int tiltHeightPercent = height / 100;
int finalTilt = (int)Tilt * tiltHeightPercent;
This works to an extent however it seems to keep repeating the image after panning for a small time(usually when Pan = 10 or more). I wish it to stop after it renders all the image i.e it reaches the width but adding something like the following doesnt seem to stop this
if(finalPan >= width) finalPan = width;
Once the values are calculate I create a source rectangle using these values
mClippingRectangle = new Int32Rect(finalPan, finalTilt, zoomX, zoomY);
which is then used against the base image for rendering only that rectangle
In short how can I calculate how much I should pan/tilt when I already know the zoom of the image
Managed to accomplish it by checking whether the Pan/Tilt Amount added to the zoom width/height is greater than the overall image width/height then stop it from panning/tilting
// Calculate Pan
double finalPan = Pan * widthPercent;
if ((finalPan + zoomX) >= width)
{
finalPan = width - zoomX;
}
// Calculate Tilt
double finalTilt = Tilt * heightPercent;
if ((finalTilt + zoomY) >= height)
{
finalTilt = height - zoomY;
}
Related
Hey fellow programmers,
Firstly, i want to explain the purpose of my task, which is to create an interactable UI grid where the user can select whatever grid element he is interested in. (This is already done, using Grid Layout Group - see attached image)
The whole grid is supposed to represent a real-life-sized squared area, which I have from data, consisting of length and width. From data, I also have an event list, which contains certain real-life events and positional data (x,y) of each event. So when a user selects a grid elemental, I want it to represent all events that is equal to within that positional range.
My idea: is so far is to find a calculation method to get the size of the UI grid relative to the real life size. But i need a way to actually get the size of the grid (Not hardcoding). And then access and sort each child element, so if the element which has been clicked on the attached image, would equal to (0,0), (0,1) and (0,2), so i can loop through each child element
I know this is a messy explanation, but I hope it makes somekind of sense.
I guess you need the following calculations:
Given the TotalWidth, TotalHeight and CellWidth, CellHeight of your grid and a Position within TotalWidth/TotalHeight. Where TotalWidth is the X-Width of your grid, CellWidth the X-Width of your cells, Position the position within your grid.
CellIndexX = Position.X % (TotalWidth / CellWidth);
CellIndexY = Position.Y / (TotalHeight / CellHeight);
TotalWidth / CellWidth basically calculates the amount of Cells on the X-Axis, and the same happens for the amount of cells for the Y-Axis.
This should then allow you to get the cell by Index like:
int TotalWidth = 4000;
int TotalHeight = 2000;
int CellWidth = 20; // TotalWidth / CellWidth = 4000/20 = 200 grid tiles on the x-Axis
int CellHeight = 20; // TotalWidth / CellWidth = 4000/20 = 100 grid tiles on the y-Axis
Cell[,] myGrid;
Cell GetCellForPosition(Vector3 Position)
{
CellIndexX = Position.X % (TotalWidth / CellWidth);
CellIndexY = Position.Y / (TotalHeight / CellHeight);
Cell result = myGrid[CellIndexY, CellIndexX];
return result;
}
For the real world size versus the grid size, you can use the rule of three. Or more simplified, you just come up with a factor
If the RealWorldSize is: 120X meters * 90Y meters
and you want the grid to be 100X meters, your factor would be: 100/120 = 0.8333, which you can then use to calculate the Y height of your grid by: YGridHeight = 90 * 0.833 = 75;
In order to have the same scale on both axes, X and Y, I used PlotType.Cartesian which ensures that:
_model = new PlotModel();
_model.PlotType = PlotType.Cartesian;
I also have possibility to zoom in and out charts.
In order to control zooming I need to set AbsoluteMinimum and AbsoluteMaximum on both axes and specify minimum and maximum range.
Issues I have: how to keep the same scale when zooming? Because axes are zooming independently and often one axis is getting out of sync with the other axis (when one reaches its limits and the other still can expand).
Also, how to set appropriate values for both axes, because if I set all minimums and maximums, I expected correpsonding values on the other axes to be set, if I use PlotType.Cartesian, but it does not happen - this is the reason the issue arises, because i can't set appropriate values for both axes.
The closest I could get is:
subscribe to Loaded event of PlotView (_model field in this case)
in that method get ActualHeight and ActualWidth of PlotView
Having size of plot area, one can choose min and max of desired axe, then do all calculations required to keep scale the same on both axes. For example:
double xMin = -500;
double xMax = 800;
double xRange = xMax - xMin;
double yRange = xRange / ActualWidth * ActualHeight;
double yMin = 58;
double yMax = yMin + yRange;
_model.Axes[0].Minimum = xMin;
_model.Axes[0].AbsoluteMinimum = xMin;
_model.Axes[0].Maximum = xMax;
_model.Axes[0].AbsoluteMaximum = xMax;
// Analogically, define limits of Y axe
Also it is important to zoom both axes with the same zooming factor!
This will guarantee equal scales on both axes and keeping aspect ration through zooming.
I'm developing an application to manipulate images scanned on a wide-image scanner. These images are shown as a ImageBrush on a Canvas.
On this Canvas they can a make Rectangle with the mouse, to define an area to be cropped.
My problem here is to resize the Rectangle according to the original image size, so that it crops the exact area on the original image.
I've tried many things so far and it's just sqeezing my brain, to figure out the right solution.
I know that I need to get the percent that the original image is bigger than the image shown on the canvas.
The dimentions of the original image are:
h: 5606
w: 7677
And when I show the image, they are:
h: 1058,04
w: 1910
Which gives these numbers:
float percentWidth = ((originalWidth - resizedWidth) / originalWidth) * 100;
float percentHeight = ((originalHeight - resizedHeight) / originalHeight) * 100;
percentWidth = 75,12049
percentHeight = 81,12665
From here I can't figure how to resize the Rectangle correctly, to fit the original image.
My last approach was this:
int newRectWidth = (int)((originalWidth * percentWidth) / 100);
int newRectHeight = (int)((originalHeight * percentHeight) / 100);
int newRectX = (int)(rectX + ((rectX * percentWidth) / 100));
int newRectY = (int)(rectY + ((rectY * percentHeight) / 100));
Hopefully someone can lead me in the right direction, because i'm off track here and I can't see what i'm missing.
Solution
private System.Drawing.Rectangle FitRectangleToOriginal(
float resizedWidth,
float resizedHeight,
float originalWidth,
float originalHeight,
float rectWidth,
float rectHeight,
double rectX,
double rectY)
{
// Calculate the ratio between original and resized image
float ratioWidth = originalWidth / resizedWidth;
float ratioHeight = originalHeight / resizedHeight;
// create a new rectagle, by resizing the old values
// by the ratio calculated above
int newRectWidth = (int)(rectWidth * ratioWidth);
int newRectHeight = (int)(rectHeight * ratioHeight);
int newRectX = (int)(rectX * ratioWidth);
int newRectY = (int)(rectY * ratioHeight);
return new System.Drawing.Rectangle(newRectX, newRectY, newRectWidth, newRectHeight);
}
I think the only reliable option is to let your users zoom in to the image (100% or higher zoom level) and make a selection on part of the image. This way they can make an exact pixel-based selection. (Assuming that the purpose of your selection rectangle is to select part of an image.)
Your problem now is that you're using floating-point calculations because of the 75% zoom level and rounding errors will make your selection rectangles inaccurate. No matter what you do, when you try to make a selection on a shrinked image, you're not selecting exact pixels - you're selecting parts of pixels as you resize your rectangle. Since a partial pixel cannot be selected, the selection edges will be rounded up or down so you either select one pixel too many or one pixel too few in a given direction.
Another issue that I just noticed is that you distort your image - horizontally it's 75% zoom, vertically it's 81%. This makes it even harder for users because the image will be smoothed differently in the two directions. Horizontally 4 original pixels will be interpolated on 3 output pixels; vertically 5 original pixels will be interpolated on 4 output pixels.
You are actually doing a form of projection. Don't use percentages, just use the ratio between 5606 and 1058,4 = ~5.30. When the user drags the rectangle, reproject it which is selectedWidth * 5606/1058.4.
I am looking for An ImageResizer Like below that supports MaxWidth & MaxHeight ...
where can i find it?
the below module does many other jobs that are not necessary for me.
just want to change format & support maxwidth and maxheight.
ImageResizer
You can write a wrapper that enforces the maximum width and maximum height, and maintains the aspect ratio.
For example, say you have an image that's 640 x 120 and your maximums are 1,920 x 1,440. Now, you want to make that image as large as possible, so you write:
ResizeImage(image, 1920, 1440)
If you were to do that, the aspect ratio would be shot.
You need to compute the aspect ratio of the existing image and adjust the values.
// Compute existing aspect ratio
double aspectRatio = (double)image.Width / image.Height;
// Clip the desired values to the maximums
desiredHeight = Math.Min(desiredHeight, MaxHeight);
desiredWidth = Math.Min(desiredWidth, MaxWidth);
// This is the aspect ratio if you used the desired values.
double newAspect = (double)desiredWidth / desiredHeight;
if (newAspect > aspectRatio)
{
// The new aspect ratio would make the image too tall.
// Need to adjust the height.
desiredHeight = (int)(desiredWidth / aspectRatio);
}
else if (newAspect < aspectRatio)
{
// The new aspect ratio would make the image too wide.
// Need to adjust the width.
desiredWidth = (int)(desiredHeight * aspectRatio);
}
// You can now resize the image using desiredWidth and desiredHeight
It doesn't matter if the library does more than what you need. If it does what you need it to, use it. The extra stuff isn't going to impair you at all.
I'm trying to figure out a good way to auto-size a Rectangle that has text drawn inside of it. I basically want the size to have a ratio of width/height and then "grow" according to that ratio to fit the text. I've looked at Graphics.MeasureString but I don't think it does what I'm looking for (maybe it does and I'm just using it wrong).
I don't want to specify a specific width of the rectangle to be drawn. Instead I want to say find the smallest width/height to fit this text given a minimum width but the found rectangle must have some specific ratio of width and height.
This doesn't have to be specific to C#, any idea for solving this problem I'm sure can be mapped to C#.
Thanks!
I believe you can use Graphics.MeasureString. This is what I have used in my GUI code to draw rectangles around text. You hand it the text and the font you want to use, it returns to you a rectangle (technically a SizeF object - width and height). Then you can adjust this rectangle by the ratio you want:
Graphics g = CreateGraphics();
String s = "Hello, World!";
SizeF sizeF = g.MeasureString(s, new Font("Arial", 8));
// Now I have a rectangle to adjust.
float myRatio = 2F;
SizeF adjustedSizeF = new SizeF(sizeF.Width * myRatio, sizeF.Height * myRatio);
RectangleF rectangle = new RectangleF(new PointF(0, 0), adjustedSizeF);
Am I understanding your question correctly?
You should use TextRenderer.MeasureText, all controls use TextRenderer to draw text in .NET 2.0 and up.
There is no unambiguous solution to your question, there are many possible ways to fit text in a Rectangle. A wide one that displays just one line is just as valid as a narrow one that displays many lines. You'll have to constrain one of the dimensions. It is a realistic requirement, this rectangle is shown inside some other control and that control has a certain ClientSize. You'll need to decide how you want to lay it out.
On the back of my comment about the System.Windows.Forms.Label, maybe you could have a look at the code driving the painting of a Label? If you use Reflector this should get you part of the way.
There seems to be some methods on there like GetPreferredSizeCore() for example that probably have what you want which I'm sure could be made generic enough given a little work.
I've found my own solution. The following code determines the best rectangle (matching the ratio) to fit the text. It uses divide and conquer to find the closest rectangle (by decrementing the width by some "step"). This algorithm uses a min-width that is always met and I'm sure this could be modified to include a max width. Thoughts?
private Size GetPreferredSize(String text, Font font, StringFormat format)
{
Graphics graphics = this.CreateGraphics();
if (format == null)
{
format = new StringFormat();
}
SizeF textSize = SizeF.Empty;
// The minimum width allowed for the rectangle.
double minWidth = 100;
// The ratio for the height compared to the width.
double heightRatio = 0.61803399; // Gloden ratio to make it look pretty :)
// The amount to in/decrement for width.
double step = 100;
// The new width to be set.
double newWidth = minWidth;
// Find the largest width that the text fits into.
while (true)
{
textSize = graphics.MeasureString(text, font, (int)Math.Round(newWidth), format);
if (textSize.Height <= newWidth * heightRatio)
{
break;
}
newWidth += step;
}
step /= 2;
// Continuously divide the step to adjust the rectangle.
while (true)
{
// Ensure step.
if (step < 1)
{
break;
}
// Ensure minimum width.
if (newWidth - step < minWidth)
{
break;
}
// Try to subract the step from the width.
while (true)
{
// Measure the text.
textSize = graphics.MeasureString(text, font, (int)Math.Round(newWidth - step), format);
// If the text height is going to be less than the new height, decrease the new width.
// Otherwise, break to the next lowest step.
if (textSize.Height < (newWidth - step) * heightRatio)
{
newWidth -= step;
}
else
{
break;
}
}
step /= 2;
}
double width = newWidth;
double height = width * heightRatio;
return new Size((int)Math.Ceiling(width), (int)Math.Ceiling(height));
}