I have 8 UIImageView, which have to be placed randomly. I generate a random x,y pos for each imageView, then I need to check if any of the imageViews are intersecting. If they are intersecting, it goes back to calculating random x,y pos again(do..while loop). Now the only method I know of is CGRectIntersectsRect, which can only compare 2 CGRect. Is there a way I can check if all those imageViews intersect at once (inside the while condition)?
Here's what I already worked out for 3 images-
do {
xpos1 = 60 + arc4random() % (960 - 60 + 1);
ypos1 = 147 + arc4random() % (577 - 147 + 1);
xpos2 = 60 + arc4random() % (960 - 60 + 1);
ypos2 = 147 + arc4random() % (577 - 147 + 1);
xpos3 = 60 + arc4random() % (960 - 60 + 1);
ypos3 = 147 + arc4random() % (577 - 147 + 1);
} while (CGRectIntersectsRect(CGRectMake(xpos1, ypos1,120, 120), CGRectMake(xpos2, ypos2,120, 120)) || CGRectIntersectsRect(CGRectMake(xpos2, ypos2,120,120), CGRectMake(xpos3, ypos3, 120, 120)) || CGRectIntersectsRect(CGRectMake(xpos1, ypos1,120,120), CGRectMake(xpos3, ypos3, 120, 120)) );
image1.center=CGPointMake(xpos1, ypos1);
image2.center=CGPointMake(xpos2, ypos2);
image3.center=CGPointMake(xpos3, ypos3);
A simple algorithm would be to start with one rectangle, and then iteratively find new rectangles
that do not intersect with any of the previous ones:
int numRects = 8;
CGFloat xmin = 60, xmax = 960, ymin = 147, ymax = 577;
CGFloat width = 120, height = 120;
CGRect rects[numRects];
for (int i = 0; i < numRects; i++) {
bool intersects;
do {
// Create random rect:
CGFloat x = xmin + arc4random_uniform(xmax - xmin + 1);
CGFloat y = ymin + arc4random_uniform(ymax - ymin + 1);
rects[i] = CGRectMake(x, y, width, height);
// Check if it intersects with one of the previous rects:
intersects = false;
for (int j = 0; j < i; j++) {
if (CGRectIntersectsRect(rects[i], rects[j])) {
intersects = true;
break;
}
}
// repeat until new rect does not intersect with previous rects:
} while (intersects);
}
This should answer your question ("how to check for intersection with multiple rectangles"),
but note that this method is not perfect. If the rectangles would fill "much" of the
available space and the first rectangles are placed "badly" then the algorithm might not
terminate because it cannot find an admissible rectangle at some point.
I don't think that can happen with the dimensions used in your case, but you might keep that
in mind. A possible solution could be to count the number of tries that were made, and if
it takes too long than start over from the beginning.
Also, if you have to create many rectangles then the inner loop (that checks for the
intersection) can be improved by sorting the rectangles, so that less comparisons have to
be made.
Say you have generated point
CGFloat x = (CGFloat) (arc4random() % (int) self.view.bounds.size.width);
CGFloat y = (CGFloat) (arc4random() % (int) self.view.bounds.size.height);
CGPoint point=CGPointMake(x, y);
while ([self checkPointExist:point]) {
x = (CGFloat) (arc4random() % (int) self.view.bounds.size.width);
y = (CGFloat) (arc4random() % (int) self.view.bounds.size.height);
point=CGPointMake(x, y);
}
-(BOOL)checkPointExist:(CGPoint)point{
for(UIView *aView in [self.view subviews])
{
if(CGRectContainsPoint(aView.frame, point))
{
return TRUE;// There is already imageview. generate another point
}
}
return FALSE;
}
Related
I have two images with similar sizes that show similar scenes. How can we show two images in two frames and when panning or zooming in the left image, it pans and zooms in the right one? I don't want to concatenate the images though.
Is there a solution to do this? Both python or c++ OpenCV are fine.
About zoom in/out:
The basic idea is deciding the scale changed every time on mouse wheel. After you get the current scale (v.s. origin image) and correct region of image you want to show on screen, you can get the position and length of rectangle on scaled image. So you can draw this rectangle on scaled image.
In my github,checking OnMouseWheel () and RefreshSrcView () in Fastest_Image_Pattern_Matching/ELCVMatchTool/ELCVMatchToolDlg.cpp may give what you want.
About showing two images simutaneouly with same region:
use two picture boxes with MFC framework or other UI builder.
or use two cv::namedWindow () without framework
Effect:
Part of the code:
BOOL CELCVMatchToolDlg::OnMouseWheel (UINT nFlags, short zDelta, CPoint pt)
{
POINT pointCursor;
GetCursorPos (&pointCursor);
ScreenToClient (&pointCursor);
// TODO: 在此加入您的訊息處理常式程式碼和 (或) 呼叫預設值
if (zDelta > 0)
{
if (m_iScaleTimes == MAX_SCALE_TIMES)
return TRUE;
else
m_iScaleTimes++;
}
if (zDelta < 0)
{
if (m_iScaleTimes == MIN_SCALE_TIMES)
return TRUE;
else
m_iScaleTimes--;
}
CRect rect;
//GetWindowRect (rect);
GetDlgItem (IDC_STATIC_SRC_VIEW)->GetWindowRect (rect);//重要
if (m_iScaleTimes == 0)
g_dCompensationX = g_dCompensationY = 0;
int iMouseOffsetX = pt.x - (rect.left + 1);
int iMouseOffsetY = pt.y - (rect.top + 1);
double dPixelX = (m_hScrollBar.GetScrollPos () + iMouseOffsetX + g_dCompensationX) / m_dNewScale;
double dPixelY = (m_vScrollBar.GetScrollPos () + iMouseOffsetY + g_dCompensationY) / m_dNewScale;
m_dNewScale = m_dSrcScale * pow (SCALE_RATIO, m_iScaleTimes);
if (m_iScaleTimes != 0)
{
int iWidth = m_matSrc.cols;
int iHeight = m_matSrc.rows;
m_hScrollBar.SetScrollRange (0, int (m_dNewScale * iWidth - m_dSrcScale * iWidth) - 1 + BAR_SIZE);
m_vScrollBar.SetScrollRange (0, int (m_dNewScale * iHeight - m_dSrcScale * iHeight) - 1 + BAR_SIZE);
int iBarPosX = int (dPixelX * m_dNewScale - iMouseOffsetX + 0.5);
m_hScrollBar.SetScrollPos (iBarPosX);
m_hScrollBar.ShowWindow (SW_SHOW);
g_dCompensationX = -iBarPosX + (dPixelX * m_dNewScale - iMouseOffsetX);
int iBarPosY = int (dPixelY * m_dNewScale - iMouseOffsetY + 0.5);
m_vScrollBar.SetScrollPos (iBarPosY);
m_vScrollBar.ShowWindow (SW_SHOW);
g_dCompensationY = -iBarPosY + (dPixelY * m_dNewScale - iMouseOffsetY);
//滑塊大小
SCROLLINFO infoH;
infoH.cbSize = sizeof (SCROLLINFO);
infoH.fMask = SIF_PAGE;
infoH.nPage = BAR_SIZE;
m_hScrollBar.SetScrollInfo (&infoH);
SCROLLINFO infoV;
infoV.cbSize = sizeof (SCROLLINFO);
infoV.fMask = SIF_PAGE;
infoV.nPage = BAR_SIZE;
m_vScrollBar.SetScrollInfo (&infoV);
//滑塊大小
}
else
{
m_hScrollBar.SetScrollPos (0);
m_hScrollBar.ShowWindow (SW_HIDE);
m_vScrollBar.SetScrollPos (0);
m_vScrollBar.ShowWindow (SW_HIDE);
}
RefreshSrcView ();
return CDialogEx::OnMouseWheel (nFlags, zDelta, pt);
}
The Google Maps iOS SDK's heat map (more specifically the Google-Maps-iOS-Utils framework) decides the color to render an area in essentially by calculating the density of the points in that area.
However, I would like to instead select the color based on the average weight or intensity of the points in that area.
From what I understand, this behavior is not built in (but who knows––the documentation sort of sucks). The file where the color-picking is decided is I think in /src/Heatmap/GMUHeatmapTileLayer.mThis is a relatively short file, but I am not very well versed in Objective-C, so I am having some difficulty figuring out what does what. I think -tileForX:y:zoom: in GMUHeatmapTileLayer.m is the important function, but I'm not sure and even if it is, I don't quite know how to modify it. Towards the end of this method, the data is 'convolved' first horizontally and then vertically. I think this is where the intensities are actually calculated. Unfortunately, I do not know exactly what it's doing, and I am afraid of changing things because I suck at obj-c. This is what the convolve parts of this method look like:
- (UIImage *)tileForX:(NSUInteger)x y:(NSUInteger)y zoom:(NSUInteger)zoom {
// ...
// Convolve data.
int lowerLimit = (int)data->_radius;
int upperLimit = paddedTileSize - (int)data->_radius - 1;
// Convolve horizontally first.
float *intermediate = calloc(paddedTileSize * paddedTileSize, sizeof(float));
for (int y = 0; y < paddedTileSize; y++) {
for (int x = 0; x < paddedTileSize; x++) {
float value = intensity[y * paddedTileSize + x];
if (value != 0) {
// convolve to x +/- radius bounded by the limit we care about.
int start = MAX(lowerLimit, x - (int)data->_radius);
int end = MIN(upperLimit, x + (int)data->_radius);
for (int x2 = start; x2 <= end; x2++) {
float scaledKernel = value * [data->_kernel[x2 - x + data->_radius] floatValue];
// I THINK THIS IS WHERE I NEED TO MAKE THE CHANGE
intermediate[y * paddedTileSize + x2] += scaledKernel;
// ^
}
}
}
}
free(intensity);
// Convole vertically to get final intensity.
float *finalIntensity = calloc(kGMUTileSize * kGMUTileSize, sizeof(float));
for (int x = lowerLimit; x <= upperLimit; x++) {
for (int y = 0; y < paddedTileSize; y++) {
float value = intermediate[y * paddedTileSize + x];
if (value != 0) {
int start = MAX(lowerLimit, y - (int)data->_radius);
int end = MIN(upperLimit, y + (int)data->_radius);
for (int y2 = start; y2 <= end; y2++) {
float scaledKernel = value * [data->_kernel[y2 - y + data->_radius] floatValue];
// I THINK THIS IS WHERE I NEED TO MAKE THE CHANGE
finalIntensity[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit] += scaledKernel;
// ^
}
}
}
}
free(intermediate);
// ...
}
This is the method where the intensities are calculated for each iteration, right? If so, how can I change this to achieve my desired effect (average, not summative colors, which I think are proportional to intensity).
So: How can I have averaged instead of summed intensities by modifying the framework?
I think you are on the right track. To calculate average you divide the point sum by the point count. Since you already have the sums calculated, I think an easy solution would be to also save the count for each point. If I understand it correctly, this it what you have to do.
When allocating memory for the sums also allocate memory for the counts
// At this place
float *intermediate = calloc(paddedTileSize * paddedTileSize, sizeof(float));
// Add this line, calloc will initialize them to zero
int *counts = calloc(paddedTileSize * paddedTileSize, sizeof(int));
Then increase the count in each loop.
// Below this line (first loop)
intermediate[y * paddedTileSize + x2] += scaledKernel;
// Add this
counts[y * paddedTileSize + x2]++;
// And below this line (second loop)
finalIntensity[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit] += scaledKernel;
// Add this
counts[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit]++;
After the two loops you should have two arrays, one with your sums finalIntensity and one with your counts counts. Now go through the values and calculate the averages.
for (int y = 0; y < paddedTileSize; y++) {
for (int x = 0; x < paddedTileSize; x++) {
int n = y * paddedTileSize + x;
if (counts[n] != 0)
finalIntensity[n] = finalIntensity[n] / counts[n];
}
}
free(counts);
The finalIntensity should now contain your averages.
If you prefer, and the rest of the code makes it possible, you can skip the last loop and instead do the division when using the final intensity values. Just change any subsequent finalIntensity[n] to counts[n] == 0 ? finalIntensity[n] : finalIntensity[n] / counts[n].
I may have just solved the same issue for the java version.
My problem was having a custom gradient with 12 different values.
But my actual weighted data does not necessarily contain all intensity values from 1 to 12.
The problem is, the highest intensity value gets mapped to the highest color.
Also 10 datapoints with intensity 1 that are close by will get the same color as a single point with intensity 12.
So the function where the tile gets created is a good starting point:
Java:
public Tile getTile(int x, int y, int zoom) {
// ...
// Quantize points
int dim = TILE_DIM + mRadius * 2;
double[][] intensity = new double[dim][dim];
int[][] count = new int[dim][dim];
for (WeightedLatLng w : points) {
Point p = w.getPoint();
int bucketX = (int) ((p.x - minX) / bucketWidth);
int bucketY = (int) ((p.y - minY) / bucketWidth);
intensity[bucketX][bucketY] += w.getIntensity();
count[bucketX][bucketY]++;
}
// Quantize wraparound points (taking xOffset into account)
for (WeightedLatLng w : wrappedPoints) {
Point p = w.getPoint();
int bucketX = (int) ((p.x + xOffset - minX) / bucketWidth);
int bucketY = (int) ((p.y - minY) / bucketWidth);
intensity[bucketX][bucketY] += w.getIntensity();
count[bucketX][bucketY]++;
}
for(int bx = 0; bx < dim; bx++)
for (int by = 0; by < dim; by++)
if (count[bx][by] != 0)
intensity[bx][by] /= count[bx][by];
//...
I added a counter and count every addition to the intensities, after that I go through every intensity and calculate the average.
For C:
- (UIImage *)tileForX:(NSUInteger)x y:(NSUInteger)y zoom:(NSUInteger)zoom {
//...
// Quantize points.
int paddedTileSize = kGMUTileSize + 2 * (int)data->_radius;
float *intensity = calloc(paddedTileSize * paddedTileSize, sizeof(float));
int *count = calloc(paddedTileSize * paddedTileSize, sizeof(int));
for (GMUWeightedLatLng *item in points) {
GQTPoint p = [item point];
int x = (int)((p.x - minX) / bucketWidth);
// Flip y axis as world space goes south to north, but tile content goes north to south.
int y = (int)((maxY - p.y) / bucketWidth);
// If the point is just on the edge of the query area, the bucketing could put it outside
// bounds.
if (x >= paddedTileSize) x = paddedTileSize - 1;
if (y >= paddedTileSize) y = paddedTileSize - 1;
intensity[y * paddedTileSize + x] += item.intensity;
count[y * paddedTileSize + x] ++;
}
for (GMUWeightedLatLng *item in wrappedPoints) {
GQTPoint p = [item point];
int x = (int)((p.x + wrappedPointsOffset - minX) / bucketWidth);
// Flip y axis as world space goes south to north, but tile content goes north to south.
int y = (int)((maxY - p.y) / bucketWidth);
// If the point is just on the edge of the query area, the bucketing could put it outside
// bounds.
if (x >= paddedTileSize) x = paddedTileSize - 1;
if (y >= paddedTileSize) y = paddedTileSize - 1;
// For wrapped points, additional shifting risks bucketing slipping just outside due to
// numerical instability.
if (x < 0) x = 0;
intensity[y * paddedTileSize + x] += item.intensity;
count[y * paddedTileSize + x] ++;
}
for(int i=0; i < paddedTileSize * paddedTileSize; i++)
if (count[i] != 0)
intensity[i] /= count[i];
Next is the convolving.
What I did there, is to make sure that the calculated value does not go over the maximum in my data.
Java:
// Convolve it ("smoothen" it out)
double[][] convolved = convolve(intensity, mKernel, mMaxAverage);
// the mMaxAverage gets set here:
public void setWeightedData(Collection<WeightedLatLng> data) {
// ...
// Add points to quad tree
for (WeightedLatLng l : mData) {
mTree.add(l);
mMaxAverage = Math.max(l.getIntensity(), mMaxAverage);
}
// ...
// And finally the convolve method:
static double[][] convolve(double[][] grid, double[] kernel, double max) {
// ...
intermediate[x2][y] += val * kernel[x2 - (x - radius)];
if (intermediate[x2][y] > max) intermediate[x2][y] = max;
// ...
outputGrid[x - radius][y2 - radius] += val * kernel[y2 - (y - radius)];
if (outputGrid[x - radius][y2 - radius] > max ) outputGrid[x - radius][y2 - radius] = max;
For C:
// To get the maximum average you could do that here:
- (void)setWeightedData:(NSArray<GMUWeightedLatLng *> *)weightedData {
_weightedData = [weightedData copy];
for (GMUWeightedLatLng *dataPoint in _weightedData)
_maxAverage = Math.max(dataPoint.intensity, _maxAverage)
// ...
// And then simply in the convolve section
intermediate[y * paddedTileSize + x2] += scaledKernel;
if (intermediate[y * paddedTileSize + x2] > _maxAverage)
intermediate[y * paddedTileSize + x2] = _maxAverage;
// ...
finalIntensity[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit] += scaledKernel;
if (finalIntensity[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit] > _maxAverage)
finalIntensity[(y2 - lowerLimit) * kGMUTileSize + x - lowerLimit] = _maxAverage;
And finally the coloring
Java:
// The maximum intensity is simply the size of my gradient colors array (or the starting points)
Bitmap bitmap = colorize(convolved, mColorMap, mGradient.mStartPoints.length);
For C:
// Generate coloring
// ...
float max = [data->_maxIntensities[zoom] floatValue];
max = _gradient.startPoints.count;
I did this in Java and it worked for me, not sure about the C-code though.
You have to play around with the radius and you could even edit the kernel. Because I found that when I have a lot of homogeneous data (i.e. little variation in the intensities, or a lot of data in general) the heat map will degenerate to a one-colored overlay, because the gradient on the edges will get smaller and smaller.
But hope this helps anyway.
// Erik
I have a small method that I am calling to draw stars progressively as a game moves on. Here is the code:`
-(void)stars{
for (int i = 0; i < (ScoreNumber * 3); i++){
int starX = ((arc4random() % (320 - 0 + 1)) + 0);
int starY = ((arc4random() % (640 - 0 + 1)) + 0);
int starSize = ((arc4random() % (1 - 0 + 1)) + 1);
UIView *stars = [[UIView alloc] initWithFrame:CGRectMake(starX,starY, starSize, starSize)];
stars.alpha = (i / 5);
stars.backgroundColor = [UIColor whiteColor];
[self.view addSubview:stars];
}
}
The stars do show but each iteration through the loop it bugs out another UIImageView (main character) and resets it's position. Also the alpha values appear to not work at all and it appears to only use the value of 1 (full showing). Any advice (for a new programmer) would be appreciated.
i is an integer in this case so the result will always be rounded to the nearest whole number. 0 while i < 5. Otherwise 1, 2, 3, etc. Instead you might want:
stars.alpha = (CGFloat)i / 5.0;
Although alpha will still be 1.0 or more after i >= 5.
Maybe you meant something like:
stars.alpha = 0.20 + (CGFloat)((i % 5) / 5.0;
That will give your stars alpha values between 0.2 and 1.0.
The problem is that only the first 5 stars will have an alpha less than one:
-(void)stars{
for (int i = 0; i < (ScoreNumber * 3); i++){
int starX = ((arc4random() % (320 - 0 + 1)) + 0);
int starY = ((arc4random() % (640 - 0 + 1)) + 0);
int starSize = ((arc4random() % (1 - 0 + 1)) + 1);
UIView *stars = [[UIView alloc] initWithFrame:CGRectMake(starX,starY, starSize, starSize)];
stars.alpha = (i / 5); // ONCE THIS IS 5 (LIKELY WON'T TAKE LONG), ALPHA WILL BE 1 FOR ALL YOUR STARS
stars.backgroundColor = [UIColor whiteColor];
[self.view addSubview:stars];
}
}
Also, if a star is added to the superview on top of a current star and its alpha is actually less than 1, it will appear like it has more alpha than it actually does.
One fix might be to change 5 to a something bigger, like 25 or 50. It's hard to know what would be appropriate without knowing how big ScoreNumber can be.
Edit:
Also, just realized another problem: you're dividing an int by an int, so alpha will be an int (not what you want). If you change the 5 to 5.0 (or 25.0 or 50.0), you'll get a float.
Hope it helps!
I'm trying to draw a triangle like this one in a view (one UIView, one NSView):
My first thought was CoreGraphics, but I couldn't find any information that would help me draw a gradient between three points of arbitrary color.
Any help?
Thanks!
Actually it's pretty simple with CoreGraphics. Below you can find code that renders given triangle, but first let's think how we can solve this problem.
Theory
Imagine equilateral triangle with side length w. All three angles are equal to 60 degrees:
Each angle will represent component of a pixel: red, green or blue.
Lets analyze intensity of a green component in a pixel near top angle:
The more closer pixel to the angle, the more component intense it'll have and vice versa. Here we can decompose our main goal to smaller ones:
Draw triangle pixel by pixel.
For each pixel calculate value for each component based on distance from corresponding angle.
To solve first task we will use CoreGraphics bitmap context. It will have four components per pixel each 8 bits long. This means that component value may vary from 0 to 255. Fourth component is alpha channel and will be always equal to max value - 255. Here is example of how values will be interpolated for the top angle:
Now we need to think how we can calculate value for component.
First, let's define main color for each angle:
Now let's choose an arbitrary point A with coordinates (x,y) on the triangle:
Next, we draw a line from an angle associated with red component and it passes through the A till it intersects with opposite side of a triangle:
If we could find d and c their quotient will equal to normalized value of component, so value can be calculated easily:
(source: sciweavers.org)
Formula for finding distance between two points is simple:
(source: sciweavers.org)
We can easily find distance for d, but not for c, because we don't have coordinates of intersection. Actually it's not that hard. We just need to build line equations for line that passes through A and line that describes opposite side of a triangle and find their intersection:
Having intersection point we can apply distance formula to find c and finally calculate component value for current point.
Same flow applies for another components.
Code
Here is the code that implements concepts above:
+ (UIImage *)triangleWithSideLength:(CGFloat)sideLength {
return [self triangleWithSideLength:sideLength scale:[UIScreen mainScreen].scale];
}
+ (UIImage *)triangleWithSideLength:(CGFloat)sideLength
scale:(CGFloat)scale {
UIImage *image = nil;
CGSize size = CGSizeApplyAffineTransform((CGSize){sideLength, sideLength * sin(M_PI / 3)}, CGAffineTransformMakeScale(scale, scale));
size_t const numberOfComponents = 4;
size_t width = ceilf(size.width);
size_t height = ceilf(size.height);
size_t realBytesPerRow = width * numberOfComponents;
size_t alignedBytesPerRow = (realBytesPerRow + 0xFF) & ~0xFF;
size_t alignedPixelsPerRow = alignedBytesPerRow / numberOfComponents;
CGContextRef ctx = CGBitmapContextCreate(NULL,
width,
height,
8,
alignedBytesPerRow,
CGColorSpaceCreateDeviceRGB(),
(CGBitmapInfo)kCGImageAlphaPremultipliedLast);
char *data = CGBitmapContextGetData(ctx);
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
int edge = ceilf((height - i) / sqrt(3));
if (j < edge || j > width - edge) {
continue;
}
CGFloat redNormalized = 0;
CGFloat greenNormalized = 0;
CGFloat blueNormalized = 0;
CGPoint currentTrianglePoint = (CGPoint){j / scale, (height - i) / scale};
[self calculateCurrentValuesAtGiventPoint:currentTrianglePoint
sideLength:sideLength
sideOne:&redNormalized
sideTwo:&greenNormalized
sideThree:&blueNormalized];
int32_t red = redNormalized * 0xFF;
int32_t green = greenNormalized * 0xFF;
int32_t blue = blueNormalized * 0xFF;
char *pixel = data + (j + i * alignedPixelsPerRow) * numberOfComponents;
*pixel = red;
*(pixel + 1) = green;
*(pixel + 2) = blue;
*(pixel + 3) = 0xFF;
}
}
CGImageRef cgImage = CGBitmapContextCreateImage(ctx);
image = [[UIImage alloc] initWithCGImage:cgImage];
CGContextRelease(ctx);
CGImageRelease(cgImage);
return image;
}
+ (void)calculateCurrentValuesAtGiventPoint:(CGPoint)point
sideLength:(CGFloat)length
sideOne:(out CGFloat *)sideOne
sideTwo:(out CGFloat *)sideTwo
sideThree:(out CGFloat *)sideThree {
CGFloat height = sin(M_PI / 3) * length;
if (sideOne != NULL) {
// Side one is at 0, 0
CGFloat currentDistance = sqrt(point.x * point.x + point.y * point.y);
if (currentDistance != 0) {
CGFloat a = point.y / point.x;
CGFloat b = 0;
CGFloat c = -height / (length / 2);
CGFloat d = 2 * height;
CGPoint intersection = (CGPoint){(d - b) / (a - c), (a * d - c * b) / (a - c)};
CGFloat currentH = sqrt(intersection.x * intersection.x + intersection.y * intersection.y);
*sideOne = 1 - currentDistance / currentH;
} else {
*sideOne = 1;
}
}
if (sideTwo != NULL) {
// Side two is at w, 0
CGFloat currentDistance = sqrt(pow((point.x - length), 2) + point.y * point.y);
if (currentDistance != 0) {
CGFloat a = point.y / (point.x - length);
CGFloat b = height / (length / 2);
CGFloat c = a * -point.x + point.y;
CGFloat d = b * -length / 2 + height;
CGPoint intersection = (CGPoint){(d - c) / (a - b), (a * d - b * c) / (a - b)};
CGFloat currentH = sqrt(pow(length - intersection.x, 2) + intersection.y * intersection.y);
*sideTwo = 1 - currentDistance / currentH;
} else {
*sideTwo = 1;
}
}
if (sideThree != NULL) {
// Side three is at w / 2, w * sin60 degrees
CGFloat currentDistance = sqrt(pow((point.x - length / 2), 2) + pow(point.y - height, 2));
if (currentDistance != 0) {
float dy = point.y - height;
float dx = (point.x - length / 2);
if (fabs(dx) > FLT_EPSILON) {
CGFloat a = dy / dx;
CGFloat b = 0;
CGFloat c = a * -point.x + point.y;
CGFloat d = 0;
CGPoint intersection = (CGPoint){(d - c) / (a - b), (a * d - b * c) / (a - b)};
CGFloat currentH = sqrt(pow(length / 2 - intersection.x, 2) + pow(height - intersection.y, 2));
*sideThree = 1 - currentDistance / currentH;
} else {
*sideThree = 1 - currentDistance / height;
}
} else {
*sideThree = 1;
}
}
}
Here is a triangle image produced by this code:
I want to create a visible object with a trajectory using standard actions (CCMoveBy and e.t.c) which is similar to:
x = sin(y)
My code:
CCMoveBy *moveAction1 = [CCMoveBy actionWithDuration:1.5 position:ccp(300, 0)];
CCEaseInOut *easeInOutAction1 = [CCEaseInOut actionWithAction:moveAction1 rate:2];
CCMoveBy *moveAction2 = [CCMoveBy actionWithDuration:1.5 position:ccp(-300, 0)];
CCEaseInOut *easeInOutAction2 = [CCEaseInOut actionWithAction:moveAction2 rate:2];
CCMoveBy *moveAction3 = [CCMoveBy actionWithDuration:1.5 position:ccp(0, -32)];
CCSpawn *moveActionRight = [CCSpawn actionOne:easeInOutAction1 two:moveAction3];
CCSpawn *moveActionLeft = [CCSpawn actionOne:easeInOutAction2 two:moveAction3];
CCSequence *sequenceOfActions = [CCSequence actionOne:moveActionRight two:moveActionLeft];
CCRepeatForever *finalMoveAction = [CCRepeatForever actionWithAction:sequenceOfActions];
[enemy runAction:finalMoveAction];
This code shows move down only. The problem is that object has a different x and y accelerations and I don't know how to combine them
UPDATED
- (void)tick:(ccTime)dt
{
CGPoint pos = self.position;
pos.y -= 50 * dt;
if (pos.y < activationDistance) {
pos.x = 240 + sin(angle) * 140;
angle += dt * 360 * 0.007;
if (angle >= 360) {
angle = ((int)angle) % 360;
}
}
self.position = pos;
}
It is my current solution. I can increase activationDistance to adjust the object trajectory. But I want to setup an initial value of the angle variable.
I use numbers instead of variables because they are used inside this function only.
SOLVED
To change the initial angle:
angle = point.x < 240 ? -asin((240 - point.x) / 140) : asin((point.x - 240) / 140);
the main problem was my tiled map has its own coordinates and cover 320x320 part of the screen only
I think it will be easier for you to just do it in your frame update method (the one I assume you schedule for updating your objects. So why not just do :
- (void)tick:(ccTime)dt {
CGPoint pos = myObject.position;
pos.x = <desired x> + sin(angle);
pos.y = pos.y - y_acceleration * dt;
angle += dt * 360 * x_acceleration;
if (angle >= 360)
angle = ((int)angle) % 360;
myObject.position = pos;
}
And you can apply the same for the y axis of the object