how to copy a part of a raw image - unity3d

I want to copy selected part of a raw image to another image
I get start and end position as percentage and by that I can calculate the start and end position in width
how can I copy that selected part to another raw image?

Assuming it's a Texture2D, you can do the following:
Calculate A texture start/end X (dX)
Create a new Texture2D (B), sized as dX and full Y
Call A.GetPixels()
Iterate on array copying pixels to new texture
Apply on new texture
Pseudo code:
var aPixels = aTexture.GetPixels();
var bWidth = endX - startX;
var bTexture = new Texture2D(bWidth, endY);
var bPixels = bTexture.GetPixels();
for (int x = startX; x < endX; x++)
{
for (int y = 0; y < endY; y++)
{
var aIndex = x + y * A.width;
var bIndex = (x - startX) + y * bWidth;
bPixels[bIndex] = aPixels[aIndex];
}
}
bTexture.Apply();
Note that my code quite possibly won't work; as I'm typing this on a mobile phone.

Usually, Image Processing is an expensive process for CPUs, so I don't recommend it in Unity,
But anyway, For your image and in this special case, I think you can crop your image by changing the Size and Offset of texture in material.
Update:
This is an example of what I mentioned:
You can calculate Tile and Offset based on the dragged mouse position on Texture. (Check Here)

I found this.
you can set start coordinates and width and height to GetPixels();
void Start () {
public Texture2D mTexture;
Color[] c = mTexture.GetPixels (startX, startY, width, height);
Texture2D m2Texture = new Texture2D (width, height);
m2Texture.SetPixels (c);
m2Texture.Apply ();
gameObject.GetComponent<MeshRenderer> ().material.mainTexture = m2Texture;
}
```

Related

SetPixel faster on mouse drag

Hi I'm creating a cleaning game but encountered a problem when I fast draw a straight line the line is broken but when I slow draw a straight line it works fine
Below is my code
private void Update()
{
if (Input.GetMouseButton(0))
{
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out RaycastHit hit))
{
Vector2 textureCoord = hit.textureCoord;
int pixelX = (int)(textureCoord.x * _templateDirtMask.width);
int pixelY = (int)(textureCoord.y * _templateDirtMask.height);
Vector2Int paintPixelPosition = new Vector2Int(pixelX, pixelY);
int paintPixelDistance = Mathf.Abs(paintPixelPosition.x - lastPaintPixelPosition.x) + Mathf.Abs(paintPixelPosition.y - lastPaintPixelPosition.y);
int maxPaintDistance = 7;
if (paintPixelDistance < maxPaintDistance)
{
return;
}
lastPaintPixelPosition = paintPixelPosition;
int pixelXOffset = pixelX - (_brush.width / 2);
int pixelYOffset = pixelY - (_brush.height / 2);
for (int x = 0; x < _brush.width; x++)
{
for (int y = 0; y < _brush.height; y++) {
Color pixelDirt = _brush.GetPixel(x, y);
Color pixelDirtMask = _templateDirtMask.GetPixel(pixelXOffset + x, pixelYOffset + y);
float removedAmount = pixelDirtMask.g - (pixelDirtMask.g * pixelDirt.g);
dirtAmount -= removedAmount;
_templateDirtMask.SetPixel(
pixelXOffset + x,
pixelYOffset + y,
new Color(0, pixelDirtMask.g * pixelDirt.g, 0)
);
}
}
_templateDirtMask.Apply();
}
}
}
Start Paint, and using the pen, try draw circles as fast as you can then look at the result:
Obviously, you didn't draw such straight lines with such clean direction change.
So, how is Paint able to cope up with such huge delta changes?
Interpolation
Some pseudo code:
on mouse down
get current mouse position
if last mouse position has been set
draw all the positions between last to current
use Bresenham algorithm for instance
save current mouse position to last mouse position
You could/should make your algo aware about pen size, with some simple math you can figure out the necessary step in evaluating points in the interpolation.
And don't use SetPixel, keep a copy of the texture pixels with GetPixels32 that you'll update and then upload it all at once using SetPixels32.

UV mapping a procedural cylinder in Unity

I have a method that creates a cylinder based on variables that contain the height, radius and number of sides.
The mesh generates fine with any number of sides, however I am really struggling with understanding how this should be UV mapped.
Each side of the cylinder is a quad made up of two triangles.
The triangles share vertices.
I think the placement of the uv code is correct, however I have no idea what values would be fitting?
Right now the texture is stretched/crooked on all sides of the mesh.
Please help me understand this.
private void _CreateSegmentSides(float height)
{
if(m_Sides > 2) {
float angleStep = 360.0f / (float) m_Sides;
BranchSegment seg = new BranchSegment(m_NextID++);
Quaternion rotation = Quaternion.Euler(0.0f, angleStep, 0.0f);
int index_tr = 0, index_tl = 3, index_br = 2, index_bl = 1;
float u0 = (float)1 / (float) m_Sides;
int max = m_Sides - 1;
// Make first triangles.
seg.vertexes.Add(rotation * (new Vector3(m_Radius, height, 0f)));
seg.vertexes.Add(rotation * (new Vector3(m_Radius, 0f, 0f)));
seg.vertexes.Add(rotation * seg.vertexes[seg.vertexes.Count - 1]);
seg.vertexes.Add(rotation * seg.vertexes[seg.vertexes.Count - 3]);
// Add triangle indices.
seg.triangles.Add(index_tr); // 0
seg.triangles.Add(index_bl); // 1
seg.triangles.Add(index_br); // 2
seg.triangles.Add(index_tr); // 0
seg.triangles.Add(index_br); // 2
seg.triangles.Add(index_tl); // 3
seg.uv.Add(new Vector2(0, 0));
seg.uv.Add(new Vector2(0, u0));
seg.uv.Add(new Vector2(u0, u0));
seg.uv.Add(new Vector2(u0, 0));
for (int i = 0; i < max; i++)
{
seg.vertexes.Add(rotation * seg.vertexes[seg.vertexes.Count - 2]); // new vertex
seg.triangles.Add(seg.vertexes.Count - 1); // new vertex
seg.triangles.Add(seg.vertexes.Count - 2); // shared
seg.triangles.Add(seg.vertexes.Count - 3); // shared
seg.vertexes.Add(rotation * seg.vertexes[seg.vertexes.Count - 2]); // new vertex
seg.triangles.Add(seg.vertexes.Count - 3); // shared
seg.triangles.Add(seg.vertexes.Count - 2); // shared
seg.triangles.Add(seg.vertexes.Count - 1); // new vertex
// How should I set up the variables for this part??
// I know they are not supposed to be zero.
if (i % 2 == 0) {
seg.uv.Add(new Vector2(0, 0));
seg.uv.Add(new Vector2(0, u0));
} else {
seg.uv.Add(new Vector2(u0, u0));
seg.uv.Add(new Vector2(u0, 0));
}
}
m_Segments.Add(seg);
}
else
{
Debug.LogWarning("Too few sides in the segment.");
}
}
Edit: Added pictures
This is what the cylinder looks like (onesided triangles):
This is what the same shader should look like (on a flat plane):
Edit 2: Wireframe pics
So your wireframe is okey(you linked only wireframe but i asked for shaded wireframe: this is a shaded wireframe buts its okey).
The reason your texture looks like this, is because its trying to strecth your image alongside any height, so it might look good on an 1m height cylinder, but would look stretched on an 1000m height one, so you actually need to dynamically strecth this uv map.
Example for 1m height cylinder, texture is okey cos it is for 1x1 dimension:
Example for 2m height cylinder texture stretched because double the length 2x1 dimension:
So what you can do is if you generate always the same height cylinder you can just adjust it inside unity, at the texture properties its called tiling, just increase the x or y dimension of your texture and dont forget to make the texture repeat itself.
Also your cylinder cap should look like this(it is not a must have thing but yeah):

EaselJS shape x,y properties confusion

I generate a 4x4 grid of squares with below code. They all draw in correct position, rows and columns, on canvas on stage.update(). But the x,y coordinates for all sixteen of them on inspection are 0,0. Why? Does each shape has it's own x,y coordinate system? If so, if I get a handle to a shape, how do I determine where it was drawn originally onto the canvas?
The EaselJS documentation is silent on the topic ;-). Maybe you had to know Flash.
var stage = new createjs.Stage("demoCanvas");
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
var square = new createjs.Shape();
square.graphics.drawRect(i*100, j*100, 100, 100);
console.log("Created square + square.x + "," + square.y);
stage.addChild(square);
}
}
You are drawing the graphics at the coordinates you want, instead of drawing them at 0,0, and moving them using x/y coordinates. If you don't set the x/y yourself, it will be 0. EaselJS does not infer the x/y or width/height based on the graphics content (more info).
Here is an updated fiddle where the graphics are all drawn at [0,0], and then positioned using x/y instead: http://jsfiddle.net/0o63ty96/
Relevant code:
square.graphics.beginStroke("red").drawRect(0,0,100,100);
square.x = i * 100;
square.y = j * 100;

How to get screen/scene center x,y of Rectangle within a GridPane?

I'm working on a simple board game implementation in JavaFX8.
For the game board, my decision was to use a 10x10 GridPane and fill it's cells with Rectangles in form's initialize method.
private void drawBoard() {
gridpaneBoard.getChildren().clear();
for (int y = 0; y < gridpaneBoard.getRowConstraints().size(); y++)
for (int x = 0; x < gridpaneBoard.getColumnConstraints().size(); x++) {
Rectangle rect = new Rectangle(55,55);
rect.setStroke(Color.BLACK);
Tile tile = GameController.getInstance().getBoard().getTile(x, y);
if (tile.hasBranch())
rect.setFill(QuestionDifficulty.values()[tile.getBranch()
.getQuestion().getQuestion()
.getLevel()].getColor());
else
rect.setFill(Color.WHITE);
gridpaneBoard.add(rect, x, y);
gridpaneBoard.add(new Label(String.valueOf(tile.getNumber())), x, y);
}
}
In order to animate player token movement after dice rolls, I figured I need to know the center x & center y of each tile (to create a path transition from source tile to destination tile).
I've tried all sorts of answers given to other people's questions, but everything returned 0,0 for me.
This is the container hierarchy in this scene:
This is how the output looks at the moment:
If GridPane is fine for what I'm trying to achieve, how can I get a child's (in this case a rectangle's) screen / scene center x,y?
If GridPane is not fine, can you point me to alternatives and how I can achieve what I want then..
Thank you!
You can simply call getBoundsInParent to get the dimensions of the Node in it's parent.
The following example is a bit simplified, but it should demonstrate the approach nonetheless:
#Override
public void start(Stage primaryStage) {
GridPane gridpaneBoard = new GridPane();
for (int y = 0; y < 10; y++) {
for (int x = 0; x < 10; x++) {
Rectangle rect = new Rectangle(55, 55);
rect.setStroke(Color.BLACK);
rect.setFill((x + y) % 2 == 0 ? Color.WHITE : Color.DARKGRAY);
gridpaneBoard.add(rect, x, y);
}
}
gridpaneBoard.setOnMouseClicked(evt -> {
Node target = evt.getPickResult().getIntersectedNode();
if (target != gridpaneBoard) {
// in your case you'd need to make sure this is not the Label
Bounds bounds = target.getBoundsInParent();
System.out.println("bounds = " +bounds);
System.out.println("centerX = " +(bounds.getMinX() + bounds.getWidth()/2));
System.out.println("centerY = " +(bounds.getMinY() + bounds.getHeight()/2));
}
});
Scene scene = new Scene(gridpaneBoard);
primaryStage.setScene(scene);
primaryStage.show();
}
If coordinates different to the GridPane coordinates are required, you could use getBoundsInLocal in combination with localTo... instead:
Bounds bounds = target.localToScene(target.getBoundsInLocal());
for scene bounds or
Bounds bounds = target.localToScreen(target.getBoundsInLocal());
for screen bounds.
Note: This works independent from any properties modifying how GridPane layouts it's children.
You can use :
-GridPane.getColumnIndex(Node) to get the column index.
-GridPane.getRowIndex(Node) to get the row index.
-Since you know the Width and the Height (55,55) of your child (Rectangle) you can just calculate its centerX, centerY which is relative to its position in the container, but since you use a GridPane I don't think it is possible since this one has Constraints. You can fix it by changing the container of your object or completely redraw it inside another raw/column, here is an example Replace a node at (row,col).

How can I draw a circle in Unity3D?

How to draw circle in Unity 3d?
I want to draw a circle around different objects.
The radiuses of the circles are different and the circles have textures - squares.
I found a big error with this code. The number of points (Size) shouldn't be "(2 * pi / theta_scale) + 1" because this causes the circle to draw 6.28 times. The size should be "1 / theta_scale + 1". So for a theta_scale of 0.01 it needs to draw 100 points, and for a theta_scale of 0.1 it needs to draw 10 points. Otherwise it would draw 62 times and 628 times respectively.
Here is the code I used.
using UnityEngine;
using System.Collections;
public class DrawRadar: MonoBehaviour {
public float ThetaScale = 0.01f;
public float radius = 3f;
private int Size;
private LineRenderer LineDrawer;
private float Theta = 0f;
void Start() {
LineDrawer = GetComponent<LineRenderer>();
}
void Update() {
Theta = 0f;
Size = (int)((1f / ThetaScale) + 1f);
LineDrawer.SetVertexCount(Size);
for (int i = 0; i < Size; i++) {
Theta += (2.0f * Mathf.PI * ThetaScale);
float x = radius * Mathf.Cos(Theta);
float y = radius * Mathf.Sin(Theta);
LineDrawer.SetPosition(i, new Vector3(x, y, 0));
}
}
}
If you modify the number in "Size" that is divided by ThetaScale, you can make a sweeping gauge/pie chart type graphic.
See Unity Answers for a similar question.
Alternatively:
float theta_scale = 0.1; // Circle resolution
LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1, c2);
lineRenderer.SetWidth(0.2F, 0.2F);
lineRenderer.SetVertexCount(size);
int i = 0;
for(float theta = 0; theta < 2 * PI; theta += theta_scale) {
x = r*cos(theta);
y = r*sin(theta);
Vector3 pos = new Vector3(x, y, 0);
lineRenderer.SetPosition(i, pos);
i+=1;
}
The LineRenderer requires continuous points. You can modify this code slightly to use cylinder game objects instead of a line renderer. I find the LineRenderer to be a bit hideous.
Lastly, similar to the first link, you could attach a circle texture to a unit plane. Make any part of the texture that isn't part of the circle transparent. Then just scale and align the plane to fit your object. Unfortunately this method isn't great if someone is looking almost parallel to the plane.
Jerdak's solution is good, but the code is messy so I had to tweak a little. Here's the code for a class, where I use i in the loop to avoid a bug.
It also updates the circle's position with its gameObject position.
using UnityEngine;
using System.Collections;
public class CircleDraw : MonoBehaviour {
float theta_scale = 0.01f; //Set lower to add more points
int size; //Total number of points in circle
float radius = 3f;
LineRenderer lineRenderer;
void Awake () {
float sizeValue = (2.0f * Mathf.PI) / theta_scale;
size = (int)sizeValue;
size++;
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetWidth(0.02f, 0.02f); //thickness of line
lineRenderer.SetVertexCount(size);
}
void Update () {
Vector3 pos;
float theta = 0f;
for(int i = 0; i < size; i++){
theta += (2.0f * Mathf.PI * theta_scale);
float x = radius * Mathf.Cos(theta);
float y = radius * Mathf.Sin(theta);
x += gameObject.transform.position.x;
y += gameObject.transform.position.y;
pos = new Vector3(x, y, 0);
lineRenderer.SetPosition(i, pos);
}
}
}
Using Shader Graph we can now draw pixel perfect circle.
Once you created this graph, create a new material based on this shader.
Then create a new gameobject with a sprite renderer and set the material you just created.
You can scale the circle using the "scale" parameter of the material.
The linerenderer method in the top answers is really simple and exactly what I was looking for. I updated it for newer versions of Unity and some small tweaks to make it a bit more beginner/user friendly.
Specifically:
LineRenderer.SetVertexCount() is deprecated in newer versions of Unity, replaced with positionCount
Replaced theta scale with an actual segment count to remove guesswork
Added loop setting - not sure if this was in older versions of Unity, it can be set in the LineRenderer's inspector
Removed unnecessary Update function - the rendered line is a persistent gameobject
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class DrawRing : MonoBehaviour
{
public LineRenderer lineRenderer;
[Range(6,60)] //creates a slider - more than 60 is hard to notice
public int lineCount; //more lines = smoother ring
public float radius;
public float width;
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.loop = true;
Draw();
}
void Draw() //Only need to draw when something changes
{
lineRenderer.positionCount = lineCount;
lineRenderer.startWidth = width;
float theta = (2f * Mathf.PI) / lineCount; //find radians per segment
float angle = 0;
for (int i = 0; i < lineCount; i++)
{
float x = radius * Mathf.Cos(angle);
float y = radius * Mathf.Sin(angle);
lineRenderer.SetPosition(i, new Vector3(x, 0, y));
//switch 0 and y for 2D games
angle += theta;
}
}
}
Note this is assumed to be attached to the gameobject you want the ring around. So the Use World Space option in LineRenderer should be unchecked. Also remember that the scale of the gameobject will affect the position of the points and the width of the line.
To put this on the ground (as in a unit selection circle):
Put the script on a separate gameobject
Rotate the gameobject X to 90
Check use world space on the linerenderer
Set the linerenderer Alignment to Transform Z
Add the position of the thing you want to circle to x and y in SetPosition. Possibly along with replacing 0 with 0.1f or a yOffset variable to avoid z-fighting with terrain.
Circle can draw using shader - draw pixel if it on radius from center.
Did the following with a Sprite. Chan is flying in the scene, so she's slightly above the plane. I had her flying so I could get a good screenshot, not because it wouldn't play well with the plane.
I used a low-resolution circle sprite.
X rotation 90
Scale X 15, Y 15, Z 1
Then I set the Sorting Layer, so it will render above the Default Layer. I was testing this out when I came across this post. It doesn't handle shadows well. I'd have to figure out what layer shadows are drawn on to make sure they get rendered onto the sprite.
I have a shader from which I usually start making effects like lens flares, and it makes a circle. Using shader is the best choice because you will get perfectly smooth and round circle.
Also it's easy to experiment with and tune the shader since shader changes don't require recompile and re-entering of play mode.
I recommend ti create extension method to GameObject. Worked good to me.
public static class GameObjectExtension
{
const int numberOfSegments = 360;
public static void DrawCircle(this GameObject go, float radius,
float lineWidth, Color startColor, Color endColor, bool lineRendererExists=true)
{
LineRenderer circle = lineRendererExists ? go.GetComponent<LineRenderer>() : go.AddComponent<LineRenderer>();
circle.useWorldSpace = false;
circle.startWidth = lineWidth;
circle.endWidth = lineWidth;
circle.endColor = endColor;
circle.startColor = startColor;
circle.positionCount = numberOfSegments + 1;
Vector3 [] points = new Vector3[numberOfSegments + 1];
for (int i = 0; i < numberOfSegments + 1; i++)
{
float rad = Mathf.Deg2Rad * i;
points[i] = new Vector3(Mathf.Sin(rad) * radius, 0, Mathf.Cos(rad) * radius);
}
circle.SetPositions(points);
}
}
One More thing to note: If LineRenderer component is not applied last parameter has to be false
create a static class to reuse the code for different game objects. player, enemies... when the class is static, you cannot create the instance of it
public static class CircleGameObject
{
// in static class methods have to be static as well
// "this" refers to the context that we are calling DrawCircle
public static async void DrawCircle(this GameObject container,float radius,float lineWidth)
{
// I provide 360 points because circle is 360 degrees and we will connect them with line
var segments=360;
// LineRenderer is used to draw line
var lineRenderer=container.AddComponent<LineRenderer>();
// now you can use position system relative to the parent game object.
lineRenderer.useWorldSpace=false;
lineRenderer.startWidth=lineWidth;
lineRenderer.endWidth=lineWidth;
lineRenderer.positionCount=segments+1;
// reserve empty array in memory with a size of lineRenderer.positionCount
var points=new Vector3[lineRenderer.positionCount];
// draw all of those points
for(int i=0;i<points.Length;i++)
{
// converting degree to radian because Mathf.Cos and Mathf.Sin expects radian
var radian=Mathf.Deg2Rad*i;
// y direction needs to be 0
// Mathf.Cos(radiant) will give the x position on the circle if the angle size is "radian"
// Mathf.Sin(radiant) will give the y position on the circle if the angle size is "radian"
// after for loop completes we would be getting 360 points
points[i]=new Vector3(Mathf.Cos(radian)*radius,0,Mathf.Sin(radian)*radius);
}
lineRenderer.SetPositions(points);
}
}
then call it in Awake of the context
public class PlayerController : MonoBehaviour
{
private void Awake()
{
GameObject go=new GameObject{
name="Circle"
};
Vector3 circlePosition=Vector3.zero;
go.transform.parent=transform;
// localPosition is relative to the parent
go.transform.localPosition=circlePosition;
go.DrawCircle(2.0f,0.03f);
....
}
}