Picking objects in OpenGl ,using C# - c#

i'm working with opengl using C#(using TaoFrame work ) ,the thing is that i want to draw
2 objects on screen (rectangle for example ),the main goal of my Question is, how to press the mouse button so i can select one object to make it move .
Basically i just need to know how to select one object that's all :
Info about my project :
i'm using taoframe work libraries , the opengl view port is just a small panel in a main control window ,it's not full screen .
this function is the main opengl draw function :
private void draw()
{
//Gl.glInitNames(); is this function invoked here ?
Gl.glMatrixMode(Gl.GL_PROJECTION);
GC.Collect();
simpleOpenGlControl1_Resize(new object(), new EventArgs());
Gl.glClear(Gl.GL_COLOR_BUFFER_BIT | Gl.GL_DEPTH_BUFFER_BIT);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glLoadIdentity(); // Reset The Current Modelview M
//Gl.glPushName(table);
//Gl.glPushName(room);
Gl.glPushMatrix();
Gl.glLoadName(table);
Gl.glTranslatef(-2, 0,-13);
Gl.glRects(0, 0, 2, 2);
Gl.glLoadName(obj1); // obj1 is a const int =1
Gl.glTranslatef(-5, 0, -13);
Gl.glRects(0, 0, 2, 2);
Gl.glPopMatrix();
simpleOpenGlControl1.Draw();
}
this function is the mouse handler :
private void simpleOpenGlControl1_MouseClick(object sender, MouseEventArgs e)
{
//this code here is to supposed to select object from select Function
if (e.Button == MouseButtons.Left)
{
uint selected = Select(e.X, e.Y);
if (selected == obj1)
label1.Text = "object 1";
else if (selected == obj2)
label1.Text = " object 2";
else label1.Text = "nothing";
}
}
The Actual select Vodo is being done here :
public uint Select(int x, int y)
{
int[] viewport = new int[4]; //Current Viewport
uint[] selectBuf = new uint[512]; // will hold the id's of selected objects
//1) Get Current Viewport
Gl.glGetIntegerv(Gl.GL_VIEWPORT, viewport);
// 2 , selection buffer and selection mode
Gl.glSelectBuffer(512, selectBuf); // Assign a selection buffer
Gl.glRenderMode(Gl.GL_SELECT); // switch to selection mode
Gl.glInitNames(); // Init Name Stack
// go ahead and put a name in
Gl.glPushName(obj1);
Gl.glPushName(obj2);
// 4 matrix mode and initialize
Gl.glMatrixMode(Gl.GL_PROJECTION); // Change Matrix Mode to projection
Gl.glPushMatrix(); // Don't disturb other things
Gl.glLoadIdentity(); // Reset the axis
// 6 - create pick matrix around current point
// Main function! Thiss make a virtual clipping region with
// center x, y and width and height 1 each w.r.t the current viewport.
// Note the "viewport[3]-y" parameter instead of y!
Glu.gluPickMatrix(
(double)x, (double)(viewport[3] - y),
//Specify the center of a picking region in window coordinates.
4.0, 5.0, // delx, dely
viewport // current viewport
);
Gl.glOrtho(0.0f, (double)Size.Width, 0.0f, (double)Size.Height, -0.5f, 2.5f);
//Call our Render function to load object with names.
// Note that since our Render mode is GL_SELECT nothing will be drawn
// on the screen due to this function call!
simpleOpenGlControl1.Draw();
Gl.glPopMatrix(); // Don't disturb other things
//Switch back to default mode!
//This time the "glRenderMode" function returns the no.
// of objects that were found to be drawn in the clipping region made by glPickMatrix.
int hits = Gl.glRenderMode(Gl.GL_RENDER);
System.Console.WriteLine("Select, number of hits:" + hits.ToString());
return ProcessHits(hits, selectBuf);
}
This function ProcessHits so i can get the name of object
private static uint ProcessHits(int hits, uint[] buffer)
{
uint i, j;
uint names;
uint[] ptr;
uint result = 666;
Console.WriteLine("ProcessHits hits = {0}", hits);
ptr = buffer;
for (i = 0; i < hits; i++)
{ // For Each Hit
names = ptr[i];
Console.WriteLine(" number of names for hit = {0}", names);
i++;
Console.WriteLine(" z1 is {0}", (float)ptr[i] / 0x7fffffff);
i++;
Console.WriteLine(" z2 is {0}", (float)ptr[i] / 0x7fffffff);
i++;
Console.Write(" the name is ");
for (j = 0; j < names; j++)
{ // For Each Name
Console.Write("{0} ", ptr[i]);
result = ptr[i]; // if there are multiple selections, this is an ERROR, but at least for the time being, return something
i++;
}
Console.Write("\n");
}
Console.Write("\n");
return result;
}
1-The Result value in ProcessHits function is always 1 which prefers to object1 so if i press in the space i've got object 1 even though there aint nothing to select, so am i missing some code ? .
2-the hits value in the select function is always 2? i don't know why ?

It is simple, you are calling glOrtho() after gluPickMatrix(), effectively erasing the pick matrix and drawing the full frame instead. That is why your control is always picked.
Oh yeah, don't use selection mode, it's deprecated and it's a terrible piece of work anyway. Use picking by ray using gluUnProject() or use color picking instead.

Related

SkiaSharp Touch Bitmap Image

In the app I'm trying to develop a key part is getting the position of where the user has touched. First I thought of using a tap gesture recognizer but after a quick google search I learned that was useless (See here for an example).
Then I believe I discovered SkiaSharp and after learning how to use it, at least somewhat, I'm still not sure how I get the proper coordinates of a touch. Here are sections of the code in my project that are relevant to the problem.
Canvas Touch Function
private void canvasView_Touch(object sender, SKTouchEventArgs e)
{
// Only carry on with this function if the image is already on screen.
if(m_isImageDisplayed)
{
// Use switch to get what type of action occurred.
switch (e.ActionType)
{
case SKTouchAction.Pressed:
TouchImage(e.Location);
// Update simply tries to draw a small square using double for loops.
m_editedBm = Update(sender);
// Refresh screen.
(sender as SKCanvasView).InvalidateSurface();
break;
default:
break;
}
}
}
Touch Image
private void TouchImage(SKPoint point)
{
// Is the point in range of the canvas?
if(point.X >= m_x && point.X <= (m_editedCanvasSize.Width + m_x) &&
point.Y >= m_y && point.Y <= (m_editedCanvasSize.Height + m_y))
{
// Save the point for later and set the boolean to true so the algorithm can begin.
m_clickPoint = point;
m_updateAlgorithm = true;
}
}
Here I'm just seeing or TRYING to see if the point clicked was in range of the image and I made a different SkSize variable to help. Ignore the boolean, not that important.
Update function (function that attempts to draw ON the point pressed so it's the most important)
public SKBitmap Update(object sender)
{
// Create the default test color to replace current pixel colors in the bitmap.
SKColor color = new SKColor(255, 255, 255);
// Create a new surface with the current bitmap.
using (var surface = new SKCanvas(m_editedBm))
{
/* According to this: https://learn.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/paths/finger-paint ,
the points I have to start are in Xamarin forms coordinates, but I need to translate them to SkiaSharp coordinates which are in
pixels. */
Point pt = new Point((double)m_touchPoint.X, (double)m_touchPoint.Y);
SKPoint newPoint = ConvertToPixel(pt);
// Loop over the touch point start, then go to a certain value (like x + 100) just to get a "block" that's been altered for pixels.
for (int x = (int)newPoint.X; x < (int)newPoint.X + 200.0f; ++x)
{
for (int y = (int)newPoint.Y; y < (int)newPoint.Y + 200.0f; ++y)
{
// According to the x and y, change the color.
m_editedBm.SetPixel(x, y, color);
}
}
return m_editedBm;
}
}
Here I'm THINKING that it'll start, you know, at the coordinate I pressed (and these coordinates have been confirmed to be within the range of the image thanks to the function "TouchImage". And when it does get the correct coordinates (or at least it SHOULD of done that) the square will be drawn one "line" at a time. I have a game programming background so this kind of sounds simple but I can't believe I didn't get this right the first time.
Also I have another function, it MIGHT prove worthwhile because the original image is rotated and then put on screen. Why? Well by default the image, after taking the picture, and then displayed, is rotated to the left. I had no idea why but I corrected it with the following function:
// Just rotate the image because for some reason it's titled 90 degrees to the left.
public static SKBitmap Rotate()
{
using (var bitmap = m_bm)
{
// The new ones width IS the old ones height.
var rotated = new SKBitmap(bitmap.Height, bitmap.Width);
using (var surface = new SKCanvas(rotated))
{
surface.Translate(rotated.Width, 0.0f);
surface.RotateDegrees(90);
surface.DrawBitmap(bitmap, 0, 0);
}
return rotated;
}
}
I'll keep reading and looking up stuff on what I'm doing wrong, but if any help is given I'm grateful.

How to measure length of line which is drawn on image? C#

I would like to write an application that will measure fragments of a specimen examined under a microscope. I thought that the best way would be to capture the image and draw on selected parts of the specimen then count the value of the drawn line in pixels (and later to convert this value into the appropriate unit).
Is there anything that helps solve such issue already implemented or any tool/package or something that allows such calculations?
I will also willingly learn about solutions in other programming languages if they allow to solve this problem in a easier way or just in some way.
This is a very basic example of measuring a segmented line drawn onto an image in winforms.
It uses a PictureBox to display the image, a Label to display the current result and for good measure I added two Buttons the clear all points and to undo/remove the last one.
I collect to pixel positions in a List<Point> :
List<Point> points = new List<Point>();
The two edit buttons are rather simple:
private void btn_Clear_Click(object sender, EventArgs e)
{
points.Clear();
pictureBox1.Invalidate();
show_Length();
}
private void btn_Undo_Click(object sender, EventArgs e)
{
if (points.Any())points.Remove(points.Last());
pictureBox1.Invalidate();
show_Length();
}
Note how I trigger the Paint event by invalidating the image whenever the points collection changes..
The rest of the code is also simple; I call a function to calculate and display the sum of all segment lengths. Note that I need at least two points before I can do that or display the first line..
private void pictureBox1_MouseDown(object sender, MouseEventArgs e)
{
points.Add(e.Location);
pictureBox1.Invalidate();
show_Length();
}
private void pictureBox1_Paint(object sender, PaintEventArgs e)
{
if (points.Count > 1) e.Graphics.DrawLines(Pens.Red, points.ToArray());
}
void show_Length()
{
lbl_len.Text = (pointsF.Count) + " point(s), no segments. " ;
if (!(points.Count > 1)) return;
double len = 0;
for (int i = 1; i < points.Count; i++)
{
len += Math.Sqrt((points[i-1].X - points[i].X) * (points[i-1].X - points[i].X)
+ (points[i-1].Y - points[i].Y) * (points[i-1].Y - points[i].Y));
}
lbl_len.Text = (points.Count-1) + " segments, " + (int) len + " pixels";
}
A few notes:
The image is displayed without any zooming. PictureBox has a SizeMode property to make zoomed display simple. In such a case I recommend to store not the direct pixel locations of the mouse but 'unzoomed' values and to use a 'rezoomed' list of values for the display. This way you can zoom in and out and still have the points stick to the right spots.
For this you ought to use a List<PointF> to keep precision.
When zooming e.g. by enlarging the PictureBox, maybe after nesting it in a Panel, make sure to either keep the aspect ratio equal to that of the Image or to do a full calculation to include the extra space left or top; in SizeMode.Normal the image will always sit flush TopLeft but in other modes it will not always do so.
For the calculation of actual i.e. physical distances simply divide by the actual dpi value.
Let's see what we have in action:
Update:
To get a chance to create cloers fits and better precision we obviously need to zoom in on the image.
Here are the necessary changes:
We add a list of 'floating points':
List<PointF> pointsF = new List<PointF>();
And use it to store the un-zoomed mouse positions in the mouse down:
pointsF.Add( scaled( e.Location, false));
We replace all other occurances of points with pointsF.
The Paint event always calculates the scaled points to the current zoom level:
if (pointsF.Count > 1)
{
points = pointsF.Select(x => Point.Round(scaled(x, true))).ToList();
e.Graphics.DrawLines(Pens.Red, points.ToArray());
}
And the function to do the scaling looks like this:
PointF scaled(PointF p, bool scaled)
{
float z = scaled ? 1f * zoom : 1f / zoom;
return new PointF(p.X * z, p.Y * z);
}
It uses a class level variable float zoom = 1f; which gets set along with the picturebox's Clientsize in the Scroll event of a trackbar:
private void trackBar1_Scroll(object sender, EventArgs e)
{
List<float> zooms = new List<float>()
{ 0.1f, 0.2f, 0.5f, 0.75f, 1f, 2, 3, 4, 6, 8, 10};
zoom = zooms[trackBar1.Value];
int w = (int)(pictureBox2.Image.Width * zoom);
int h = (int)(pictureBox2.Image.Height * zoom);
pictureBox2.ClientSize = new Size(w, h);
lbl_zoom.Text = "zoom: " + (zoom*100).ToString("0.0");
}
The picturebox is nested inside a Panel with AutoScroll on. Now we can zoom and scroll while adding segments:

Zoom/unzoom and points decimation

Situation:
I have one Chart and three ChartArea that are aligned in view, zoom, cursor through the AxisViewChanged method that act in this way:
if (e.Axis == ax1)
{
ax2.ScaleView.Size = ax1.ScaleView.Size;
ax2.ScaleView.Position = ax1.ScaleView.Position;
ax3.ScaleView.Size = ax1.ScaleView.Size;
ax3.ScaleView.Position = ax1.ScaleView.Position;
min = (int)ax1.ScaleView.ViewMinimum;
max = (int)ax1.ScaleView.ViewMaximum;
}
if (e.Axis == ax2)
{
....
And it works very well in both cases: when I zoom in/out or scroll.
Problem:
The problem is that my graph source is made by a lot of points, in the worst case we talk about 3'600'000 samples. With this amount of samples, when I move around points with cursor and try to show a tooltip with the values, the interaction quality collapse and becomes unusables (even having set Fast Line).
So I tried to implement a simple decimation algorithm to reducethe number of showed points:
void draw_graph(int start, int end)
{
double fract_value = 0;
int int_value = 0;
int num_saples_selected = end - start;
if(num_saples_selected <= MAX_GRAPH_NUM_SAMPLES)
fill_graphs_point(0, end, 1);
else
{
fract_value = ((double)num_saples_selected) / ((double)MAX_GRAPH_NUM_SAMPLES);
int_value = (int)fract_value;
if (fract_value > int_value)
int_value++;
fill_graphs_point(0, end, int_value);
}
}
void fill_graphs_point(int start, int end, int step)
{
int i = 0;
for (i = start; i < end; i=i+step)
{
dlChart.Series[SERIES_VOLTAGE].Points.AddXY(timestamps_array[i], voltage_array[i]);
dlChart.Series[SERIES_CURRENT].Points.AddXY(timestamps_array[i], current_array[i]);
dlChart.Series[SERIES_ENERGY].Points.AddXY(timestamps_array[i], energy_array[i]);
// I will use this to came back to real position of the initial array
decimation_positions.Add(i);
}
}
Assuminig I had a good idea with this method to reduce the points number, I do not know where to put the call to the function "draw_graph". If I put it in the AxisViewChanged method it will call my method also when I scroll (horizontally) my graph and this is not what I want. I want to call my method only on zoom and unzoom event.
Expected behavior: in the first view (without any zoom) the graph has to show an "idea" of the trend of the graph. Then for every selection/(un)zoom I want to call my function to check if the points number of selected portion will fit in my window size that is MAX_GRAPH_NUM_SAMPLES(=10000).
Hope someone can help me. Whatever kind of suggestion will be appreciated. Thanks in advance.
I forgot to say that strangely the problem appeared when I zoomed in more than one time. At some point also the PC fan started. I resolved disabling the library zoom and implement my self a sort of zoom (a little bit more simple). The solution is in this method and the method I write in the question:
private void dlChart_SelectionRangeChange(object sender, CursorEventArgs e)
{
double startSelection = e.NewSelectionStart;
double endSelection = e.NewSelectionEnd;
// Allow the selection to disappear
reset_selection();
try
{
// before convert point from "showed point" to "real point" I check the limits
if (
(startSelection >= 0) && (startSelection <= decimation_positions.Count()) &&
(endSelection >= 0) && (endSelection <= decimation_positions.Count()) &&
(endSelection != startSelection)
)
{
// convert
startSelection = decimation_positions[(int)startSelection];
endSelection = decimation_positions[(int)endSelection];
// check for reverse zoom (from right to left)
if (startSelection > endSelection)
{
double tmp = startSelection;
startSelection = endSelection;
endSelection = tmp;
}
// clean the series
this.reset_series();
// draw the selected range
draw_graph((int)startSelection, (int)endSelection);
}
}catch(ArgumentOutOfRangeException ex)
{
// todo
}
//System.Console.WriteLine("SelSTART = "+e.NewSelectionStart+" SelEND = "+e.NewSelectionEnd);
}

Conways Game Of Life Rendering

I've finished a game of life implementation but I'm running into a issue when rendering the grid after applying the game rules. I have a game loop that looks like this:
while (gameIsRunning)
{
//Needed for accessing UIControls from the background
//thread.
if (InvokeRequired)
{
//Process the array.
MainBoard.Cells = engine.ApplyGameRules(MainBoard.Cells, MainBoard.Size.Height, MainBoard.Size.Width, BOARD_DIMENSIONS);
//Check if there is a state such as
//all states being dead, or all states being
//alive.
//Update the grid with the updated cells.
this.Invoke(new MethodInvoker(delegate
{
timeCounter++;
lblTimeState.Text = timeCounter.ToString();
pictureBox1.Invalidate();
pictureBox1.Update();
Thread.Sleep(100);
}));
}
}
and a draw function that looks like this:
for (int x = 0; x < MainBoard.Size.Height; x++)
{
for (int y = 0; y < MainBoard.Size.Width; y++)
{
Cell individualCell = MainBoard.Cells[y, x];
if (individualCell.IsAlive() == false)
{
e.Graphics.FillRectangle(Brushes.Red, MainBoard.Cells[y, x].Bounds);
}
//White indicates that cells are alive
else if (individualCell.IsAlive() == true)
{
e.Graphics.FillRectangle(Brushes.White, MainBoard.Cells[y, x].Bounds);
}
else if (individualCell.IsInfected() == true)
{
e.Graphics.FillRectangle(Brushes.Green, MainBoard.Cells[y, x].Bounds);
}
//Draws the grid background itself.
e.Graphics.DrawRectangle(Pens.Black, MainBoard.Cells[y, x].Bounds);
}
}
The problem that I'm running into is that I'm applying all of the game rules to every cell in the grid and then drawing that grid and then applying all the rules again so I never get the life form blobs that I should be seeing. Should the game rules be applied on a cell by cell basis so that its something along the lines of: Apply game rule to cell, draw grid, apply game rule to another cell, draw grid...?
It looks like the current intent of the program is correct.
What you should be doing is (pseudocode):
Board oldBoard = new Board(start cell definitions);
while(not finished) {
Board newBoard = calculate(oldBoard);
display(newBoard);
oldBoard = newBoard();
}
If you're not seeing the forms you expect, then either your display code is wrong, or your rule code is wrong.
In the pseudocode I'm throwing away the previous generation's board once it's no longer needed, and making a new board for each generation. calculate() contains a new Board() statement.
Of course if it's expensive to make a new board you could re-use one instead, and just flip back and forth between a "current" and "other" board. Just bear in mind that each time you write to a board, its new state must be 100% a function of the previous generation's state, and in no way affected by its own starting state. i.e. you must write to every cell.
An alternative method would be for each cell to hold two values. So instead of two boards with one value per cell, you have one board with each cell containing a "current" and "previous" value.
Board board = new Board(initial state);
while(not finished) {
board.calculate(); // fills "current" cells based on "previous" cells.
display(board);
board.tick(); // "current" becomes "previous".
// "previous" becomes current, but is "dirty" until calculated.
}
There are lots of ways you could do it. One way is:
public class Cell {
private boolean[] state = new boolean[2];
private int generation = 0;
public void setCurrentState(boolean state) {
state[generation] = state;
}
public void getCurrentState() {
return state[generation];
}
public void getLastState() {
return state[ (generation + 1) % 2 ];
}
public void tick() {
generation = (generation + 1) % 2;
}
}

Displaying moving pieces in my chess game lags, what can I do about it?

First time I ever ask a question here so correct me if I´m doing it wrong.
Picture of my chess set:
Every time I move a piece it lags for about 1 second. Every piece and tile has an Image and there is exactly 96 Images. Every time I move a piece it clears everything with black and then update the graphics.
In the early stages of the chess I didn't have any Images and used different colors instead and only a few pieces there was no noticeable lag and the piece moved in an instant.
public void updateGraphics(PaintEventArgs e, Graphics g, Bitmap frame)
{
g = Graphics.FromImage(frame);
g.Clear(Color.Black);
colorMap(g);
g.Dispose();
e.Graphics.DrawImageUnscaled(frame, 0, 0);
}
The function colorMap(g) looks like this:
private void colorMap(Graphics g)
{
for (int y = 0; y < SomeInts.amount; y++)
{
for (int x = 0; x < SomeInts.amount; x++)
{
//Tiles
Bundle.tile[x, y].colorBody(g, x, y);
//Pieces
player1.colorAll(g);
player2.colorAll(g);
}
}
}
The colorAll function executes every pieces colorBody(g) function which look like this:
public void colorBody(Graphics g)
{
//base.colorBody() does the following: body = new Rectangle(x * SomeInts.size + SomeInts.size / 4, y * SomeInts.size + SomeInts.size / 4, size, size);
base.colorBody();
if (team == 1)
{
//If its a white queen
image = Image.FromFile("textures/piece/white/queen.png");
}
if (team == 2)
{
//If its a black queen
image = Image.FromFile("textures/piece/black/queen.png");
}
g.DrawImage(image, body);
}
and finaly the function that moves the piece:
public void movePiece(MouseEventArgs e)
{
for (int y = 0; y < SomeInts.amount; y++)
{
for (int x = 0; x < SomeInts.amount; x++)
{
if (Bundle.tile[x, y].body.Contains(e.Location))
{
//Ignore this
for (int i = 0; i < queens.Count; i++)
{
Queen temp = queens.ElementAt<Queen>(i);
temp.move(x, y);
}
//Relevant
player1.move(x, y);
player2.move(x, y);
}
}
}
}
Thank you for reading all this! I could make a link to the whole program if my coding examples is not enough.
You're calling Image.FromFile in every refresh, for every image - effectively reloading every image file every time from disk.
Have you considered loading the images once, and storing the resulting Images somewhere useful? (say, an array, Image[2,6] would be adequate)
Why do you redraw the board each time? Can't you just leave the board where it is and display an image with transparent background over it? That way you have one image as a background (the board), plus 64 smaller images placed over the board in a grid and just change the image being displayed on each move.
That way, you can let windows handle the drawing...
Also, load the images of the pieces at the start of the application.
In addition to not calling Image.FromFile() inside updateGraphics() (which is definitely your biggest issue), you shouldn't be attempting to redraw the entire board every on every call to updateGraphics() - most of the time, only a small portion of the board will be invalidated.
The PaintEventArgs contains an parameter, ClipRectangle, which specifies which portion of the board needs redrawing. See if you can't figure out which tiles intersect with that rectangle, and only redraw those tiles :)
Hint: Write a function Point ScreenToTileCoords(Point) which takes a screen coordinate and returns which board-tile is at that coordinate. Then the only tiles you need to redraw are
Point upperLeftTileToBeDrawn = ScreenToTileCoords(e.ClipRectangle.Left, e.ClipRectangle.Top);
Point lowerRightTileToBeDrawn = ScreenToTileCoords(e.ClipRectangle.Right - 1, e.ClipRectangle.Bottom- 1);
Also, make sure your control is double-buffered, to avoid tearing. This is much simpler than #Steve B's link in the comments above states; assuming this is a UserControl, simply set
this.DoubleBuffered = true;
Well, what about this:
Do not clear the whole board but only those parts that need to be cleared.
Alternative:
Update to WPF - it moves drawing to the graphics card - and just move pieces around, in a smart way (i.e. have a control / object for every piece).

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