I am looking to draw a shape that is a squiggly line to divide text.
Please can someone give me some guidance on how I would go about doing this?
Here is what I'd like to create:
Any help wiould be much appreciated..
Thanks,
Jack
You might be looking for paths , a tool that allows you to create shapes and lines and "freestyle" with them. This guide explains the shapes that different methods create, and this more advanced article that introduces math and trigonometry.
I did not find a specific resolution for your problem, but these are great guides on what to do. If I am able to reproduce the result you are looking for, I'll post the code.
Related
I have a video of a set of blinking lights(LED in different frequencies) over a dark background and I want to detect LED , then track them in the video.
How can I do it if the number of LED is not given ?
I would suggest colour tracking from a video, try this link. There is example code and an explanation to how this is achieved in openCV.
The code is written in python, but once you have an idea of how it works, porting it to C++ shouldnt be too hard (Or you could do it in Python)
I think if you would like a more in-depth answer you should try providing more information in your question, it is rather vague. Explain more about what you are trying to achieve as an end goal, and hopefully people will be able to give you better information.
I am making game .
In that i will have points(Stations) already given and on hitting those points, line should be started to draw till it reached to next point.
as well as i want to avoid overlapping of lines.
and line should continue to expand if i touch end of the line.
I know 2 approaches to draw line
I can use linerenderer or else i can use GL class .
I want to know which will be suitable for my requirement. and if you guys is having another idea then also you can share.
I have seen vectrocity demo but its not free so i cant use.
Thank you guys for your help and support till now and help me to solve my confusion.
Use the LineRenderer for a reasonably limited number of lines. It's much easier to customize than GL.Lines, and it will let you work in Unity's coordinate system without dealing with transform matrices.
And a small note: Up until 4.x, only Pro had GL.Lines, and it didn't work on iOS, so most people were using other approaches. I've never seen anyone use GL.Lines outside of a demo specifically to compare the two approaches. GL.Lines performs better, but is limited in customization options. Another approach I've seen is using the Graphics class and procedural meshes.It's also faster than the LineRenderer, but takes a little work to implement. This article comapares all three approaches and has some code for using the Graphics class
For scene you can use GL.Lines or Debug.DrawLine or Debug.DrawRay. But this lines you can't see in your game. So use Line Renderer.
For you it can useful https://www.youtube.com/watch?v=Bqcu94VuVOI
See the picture below. It's a flash game from a well known website :)
http://imageshack.us/photo/my-images/837/poolu.jpg/
I'd like to capture the images, frame by frame, using Matlab, and then lenghten the line that goes from the 8 ball, the short one, so i can see exactly where it will go. And display another window, in which the exact pool table will appear but with longer lines for the paths :)
I know, or can easily find out, how to capture the screen and whatnot, the problem is that i'm not sure how to start detecting those lines, to see the direction they are heading towards. Can anyone suggest an idea on how to accomplish this? Any image processing techniques i could use to at least filter out everything except those lines.
Not sure where to even start looking, or for WHAT.
And yeah, it's a cheat i know. But i got programming skills, why not put them in practice? :D Help me out people, it's a fun project :)
Thanks.
I would try using the Hough transform in the Matlab Image Processing Toolbox.
EDIT1:
Basically the Hough transform is a technique for detecting linear structures (lines) in an image.
im planning to do a percentage visualisation using a circle, and am currently trying to figure out what framework / technique to use.
i have used corePlot for graphs so far and have been wondering if it might be an option
my ideas are so far:
1: use a Core Plot piechart and add a covering circle layer in the middle
2: try to use quartz 2d to do it somehow
attached is a mockup how it should look like so you get an idea:
what do you think might be the best approach here? id like avoid using cover-up subviews and such..
is there any simple solution i might be missing?
thanks in advance
sebastian
(PS: i do not hope for any code here, just a general fingerpoint to the right direction)
As more of an alternative than an actual straightforward CorePlot answer, you could display your percentage in a customized version of the UICircularProgressView control which I can personally vouch for.
I'm completely newbie to Qt
i want to create a 800X600 window that just show some circle and be able to manipulate pixels of the form. there is no interaction between user and form(no click, no dblclick,...) it just shows some circles with one color and lines with different pixel colors(each line may have different pixel colors)
also i want to be able to change the coordination system, i mean change it from top-left to the center of the window. could anyone help me do that with some sample code?
thanks in advance for your reply.
Please try downloading the Qt Creator (IDE), then reading through the tutorials. There's a whole host of very useful information provided for free, including a lot of the code samples you are looking for.
The following examples might also be of particular interest:
Animation Framework Examples
Graphics View Examples
Painting Examples