I use to create a surface contour of the 3D contour plots.
I have now been drawing contour lines in my 3D figure, this also works wonderfully, but the legend is not displayed why?
code:
private void button1_Click(object sender, EventArgs e)
{
ILArray<float> data = ILSpecialData.sincf(50, 50);
BackgroundWorker bgw = new BackgroundWorker();
bgw.DoWork += bgwCreateProcess_DoWork;
bgw.RunWorkerAsync(data);
}
private void bgwCreateProcess_DoWork(object sender, System.ComponentModel.DoWorkEventArgs e)
{
ILArray<float> data = e.Argument as ILArray<float>;
using (ILScope.Enter())
{
ILScene scene = new ILScene();
ILPlotCube plotCube = new ILPlotCube(twoDMode: false);
plotCube.Rotation = Matrix4.Rotation(new Vector3(1, 0, 0), Math.PI / 2);
ILSurface surface = new ILSurface(data);
List<ContourLevel> conturLevels = new List<ContourLevel>();
conturLevels.Add(new ContourLevel() { Text = "Limit Max", Value = 0.9f, LineWidth = 2 });
conturLevels.Add(new ContourLevel() { Text = "Limit Min", Value = -0.1f, LineWidth = 2 });
conturLevels.Add(new ContourLevel() { Text = "Average", Value = 0.5f, LineWidth = 3 });
ILContourPlot contourPlot = new ILContourPlot(data, conturLevels, create3D: true);
plotCube.Children.Add(contourPlot);
ILLegend legend = new ILLegend();
legend.Location = new PointF(.99f, 0f);
surface.Children.Add(legend);
ILColorbar colorbar = new ILColorbar();
colorbar.Location = new PointF(.99f, 0.4f);
surface.Children.Add(colorbar);
surface.Markable = false;
surface.Fill.Markable = false;
surface.Wireframe.Markable = false;
surface.Wireframe.Visible = true;
surface.UseLighting = false;
plotCube.Add(surface);
scene.Add(plotCube);
ilPanel.Scene = scene;
}
}
This code should be extended to a winform, a ILPanel and a button. Last but the Click event of the button has to be subscribed. Less code is not possible, because otherwise the situation is changed.
Felix, there are several issues in the code. Some of them are related to a bug in ILNumerics which will be fixed in the next version. The following code creates an image like that:
private void button1_Click(object sender, EventArgs e) {
ILArray<float> data = ILSpecialData.sincf(50, 50);
BackgroundWorker bgw = new BackgroundWorker();
bgw.DoWork += bgwCreateProcess_DoWork;
bgw.RunWorkerAsync(data);
}
private void bgwCreateProcess_DoWork(object sender, System.ComponentModel.DoWorkEventArgs e) {
using (ILScope.Enter()) {
ILArray<float> data = e.Argument as ILArray<float>;
ILScene scene = new ILScene();
ILPlotCube plotCube = new ILPlotCube(twoDMode: false);
plotCube.Rotation = Matrix4.Rotation(new Vector3(1, 0, 0), Math.PI / 2);
ILSurface surface = new ILSurface(data);
List<ContourLevel> conturLevels = new List<ContourLevel>();
conturLevels.Add(new ContourLevel() { Text = "Limit Max", Value = 0.9f, LineWidth = 2 });
conturLevels.Add(new ContourLevel() { Text = "Limit Min", Value = -0.1f, LineWidth = 2 });
conturLevels.Add(new ContourLevel() { Text = "Average", Value = 0.5f, LineWidth = 3 });
ILContourPlot contourPlot = new ILContourPlot(data, conturLevels, create3D: true);
plotCube.Add(contourPlot);
ILLegend legend = new ILLegend("one","two","three","four");
legend.Location = new PointF(.99f, 0f);
ILColorbar colorbar = new ILColorbar();
colorbar.Location = new PointF(.99f, 0.4f);
surface.Add(colorbar);
surface.Markable = false;
surface.Fill.Markable = false;
surface.Wireframe.Markable = false;
surface.Wireframe.Visible = true;
surface.UseLighting = false;
plotCube.Add(surface);
surface.Fill.Visible = false;
scene.Add(plotCube);
contourPlot.Add(legend);
legend.Configure(); // only needed in version 3.2.2.0!
scene.Configure();
ilPanel1.Scene = scene;
}
}
Let's step through the code:
As you see, I hided the surface fill color. Otherwise, the labels of the contour plot might get hidden by the surface.
Legends should be added to the plot they are about to describe. I added the legend to the contourplot instead of the surface. However, for some reasons, the legend does not automatically find the contour lines from the contour plot, so...
... I added the legend entries manually in the legend constructor. Here, I just used the strings "one"... "three". You will want to replace that with your own names.
Due to the bug I mentioned, you will have to call legend.Configure() explicitely. This will not be needed after version 3.2.2.0.
You are doing the scene modifications in a background worker thread - which is fine! However, after having finished the configuration, the panel must be signaled to refresh itself. ilPanel.Refresh(), however, requires to be called from the main (GUI-) thread. So I suspect, you could use Control.Invoke() at the end of bgwCreateProcess_DoWork in order to call ilPanel.Refresh(). Otherwise, the changes will not display.
Related
I'm trying to throw objects the same direction the camera is pointing to (forward), but it is behaving really weird. Objects don't always get thrown forward, sometimes it gets thrown up or towards the player itself (backward). And I don't know why:
Here is a snippet of PickingUp class:
public float throwForce = 1000f;
...
private void PickUpObject(GameObject pickUpObj)
{
if (pickUpObj.GetComponent<Rigidbody>())
{
heldObj = pickUpObj;
heldObjRb = pickUpObj.GetComponent<Rigidbody>();
heldObjRb.isKinematic = true;
heldObjRb.transform.parent = holdPos.transform;
heldObj.layer = LayerNumber;
Physics.IgnoreCollision(heldObj.GetComponent<Collider>(), player.GetComponent<Collider>(), true);
reticle.color = new Color(1, 1, 1, 0.75f);
reticle.enabled = false;
}
}
void DropObject()
{
//re-enable collision with player
Physics.IgnoreCollision(heldObj.GetComponent<Collider>(), player.GetComponent<Collider>(), false);
heldObj.layer = 0; //object assigned back to default layer
heldObjRb.isKinematic = false;
heldObj.transform.parent = null; //unparent object
heldObj = null; //undefine game object
reticle.color = new Color(1, 1, 1, 0.75f);
reticle.enabled = true;
}
void ThrowObject()
{
//same as drop function, but add force to object before undefining it
Physics.IgnoreCollision(heldObj.GetComponent<Collider>(), player.GetComponent<Collider>(), false);
heldObj.layer = 0;
heldObjRb.isKinematic = false;
heldObj.transform.parent = null;
Vector3 camerDirection = camera.transform.forward;
heldObjRb.AddForce(camerDirection * throwForce);
// heldObjRb.constraints = RigidbodyConstraints.None;
heldObj = null;
reticle.color = new Color(1, 1, 1, 0.75f);
reticle.enabled = true;
}
All objects have Rigidbody and colliders attached to them. I get the same issue when dropping the objects too.
Try specifying the force mode as impulse on the AddForce method. The default is acceleration which can often require unreasonable large numbers to get the desired effect.
heldObjRb.AddForce(camerDirection * throwForce, ForceMode.Impulse);
A lot of people pointed out that your issue might be collision between the pickupobject and the players collider. You're using a method that tells the physics engine to ignore the collisions that I'm not familiar with, but should be fine to use for your purpose.
I would suggest enabling the collision after a short time delay, so the object has enough time to escape the players collider. You can do so with an invoke.
void ThrowObject()
{
//same as drop function, but add force to object before undefining it
heldObj.layer = 0;
heldObjRb.isKinematic = false;
heldObj.transform.parent = null;
Vector3 camerDirection = camera.transform.forward;
heldObjRb.AddForce(camerDirection * throwForce, ForceMode.Impulse);
// heldObjRb.constraints = RigidbodyConstraints.None;
reticle.color = new Color(1, 1, 1, 0.75f);
reticle.enabled = true;
Invoke("ResetCollision", 0.5f);//can be adjusted
}
public void ResetCollision(){
Physics.IgnoreCollision(heldObj.GetComponent<Collider>(), player.GetComponent<Collider>(), false);
heldObj = null;
}
I want to cut meshes by plane.
try this code, but get only one of parts of cutting mesh.
Screenshot 1
Screenshot 2
public void SliceIt()
{
Vector3[] vertices = mesh.vertices;
Transform clone = clone = ((Transform)Instantiate(transform, transform.position + new Vector3(0, 0.25f, 0), transform.rotation));
Mesh meshSlice = clone.GetComponent<MeshFilter>().sharedMesh;
Vector3[] verticesSlice = meshSlice.vertices;
List<Vector3> verticesSlice2 = new List<Vector3>();
Mesh cutplanemesh = cutplane.GetComponent<MeshFilter>().sharedMesh;
Vector3[] cutplanevertices = cutplanemesh.vertices;
p1 = cutplane.TransformPoint(cutplanevertices[40]);
p2 = cutplane.TransformPoint(cutplanevertices[20]);
p3 = cutplane.TransformPoint(cutplanevertices[0]);
var myplane = new Plane(p1, p2, p3);
for (var i = 0; i < vertices.Length; i++)
{
var tmpverts = transform.TransformPoint(vertices[i]); // original object vertices
if (myplane.GetSide(tmpverts))
{
vertices[i] = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y - (myplane.GetDistanceToPoint(tmpverts)), tmpverts.z));
verticesSlice[i] = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y, tmpverts.z));
var v = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y, tmpverts.z));
verticesSlice2.Add(v);
}
else
{
var v = transform.InverseTransformPoint(new Vector3(tmpverts.x, tmpverts.y - (myplane.GetDistanceToPoint(tmpverts)), tmpverts.z));
verticesSlice2.Add(v);
}
}
mesh.vertices = verticesSlice;
mesh.RecalculateBounds();
meshSlice.vertices = verticesSlice2.ToArray();
meshSlice.RecalculateBounds();
}
I got this code from here.
I also read this question, but I couldn't figure how to split triangles which belong to positive and negative sides of plane.
You can use already existing assets on asset store:
https://www.assetstore.unity3d.com/#!/content/59618
It is not only cut a mesh, it also cut colliders, do some optimizations and it is extandable.
I am currently using itextPdf library to generate PDF file.
For to set an image I used this solution of itextpdf.com
Now I want to set a small size image as a background in PdfPCell in mode mosaic : if cell have 3 x ImageSize, in PDF I will have my image repeated 3 times in cell
How I can do it ?
this is my example
public class ImageBackgroundEvent implements PdfPCellEvent {
protected Image image;
protected boolean mosaic;
protected boolean full;
public ImageBackgroundEvent(Image image, boolean mosaic, boolean full) {
this.image = image;
this.mosaic = mosaic;
this.full = full;
}
public void cellLayout(PdfPCell cell, Rectangle position,
PdfContentByte[] canvases) {
try {
PdfContentByte cb = canvases[PdfPTable.BACKGROUNDCANVAS];
if(full){
cell.setImage(image);
}
else if(mosaic){
float imgWidth = image.getWidth();
float imgHeight = image.getHeight();
float cellWidth = cell.getWidth();
float cellHeight = cell.getHeight();
if(imgHeight < cellHeight && imgWidth < cellWidth){
PdfPatternPainter pattern = cb.createPattern(imgWidth, imgHeight);
pattern.addImage(image);
pattern.setPatternMatrix(-0.5f, 0f, 0f, 0.5f, 0f, 0f);
cb.setPatternFill(pattern);
//cb.ellipse(180, 408, 450, 534);
cb.fillStroke();
} else{
image.scaleAbsolute(position);
image.setAbsolutePosition(position.getLeft(), position.getBottom());
cb.addImage(image);
}
} else{
image.scaleAbsolute(position);
image.setAbsolutePosition(position.getLeft(), position.getBottom());
cb.addImage(image);
}
} catch (DocumentException e) {
throw new ExceptionConverter(e);
}
}
}
Please take a look at the TiledBackgroundColor example. It takes an image of a light bulb and uses it to define a pattern color:
PdfContentByte canvas = writer.getDirectContent();
Image image = Image.getInstance(IMG);
PdfPatternPainter img_pattern = canvas.createPattern(
image.getScaledWidth(), image.getScaledHeight());
image.setAbsolutePosition(0, 0);
img_pattern.addImage(image);
BaseColor color = new PatternColor(img_pattern);
Now you can use that color for the background of your cell:
PdfPCell cell = new PdfPCell();
cell.setFixedHeight(60);
cell.setBackgroundColor(color);
table.addCell(cell);
The result looks like this: tiled_patterncolor.pdf
Or you could add the image in a cell event as shown in the TiledBackground example. This example was written in answer to the question iTextSharp. Why cell background image is rotated 90 degrees clockwise?
I've written a variation on this example: TiledBackgroundColor2
The event looks like this:
class TiledImageBackground implements PdfPCellEvent {
protected Image image;
public TiledImageBackground(Image image) {
this.image = image;
}
public void cellLayout(PdfPCell cell, Rectangle position,
PdfContentByte[] canvases) {
try {
PdfContentByte cb = canvases[PdfPTable.BACKGROUNDCANVAS];
image.scaleToFit(10000000, position.getHeight());
float x = position.getLeft();
float y = position.getBottom();
while (x + image.getScaledWidth() < position.getRight()) {
image.setAbsolutePosition(x, y);
cb.addImage(image);
x += image.getScaledWidth();
}
} catch (DocumentException e) {
throw new ExceptionConverter(e);
}
}
}
As you see, I don't care about the actual dimensions of the image. I scale the image in such a way that it fits the height of the cell. I don't use a pattern color either. I just add the image as many time as it fits the width of the cell.
This is how I declare the event to the cell:
PdfPCell cell = new PdfPCell();
Image image = Image.getInstance(IMG);
cell.setCellEvent(new TiledImageBackground(image));
The result looks like this:
Many variations are possible depending on your exact requirement.
I am a beginner at kinect and I want to use it with matlab. I need joint angle information out of the skeleton data. What is the easiest way to do this?
Thanks.
I am not good with Mat lab, but try to use c# with Visual Studio. Use the SkeletonBasics-WPF in the Microsoft SDK´s as a template to add this code:
public class Angles
{
public double AngleBetweenTwoVectors(Vector3D vectorA, Vector3D vectorB)
{
double dotProduct;
vectorA.Normalize();
vectorB.Normalize();
dotProduct = Vector3D.DotProduct(vectorA, vectorB);
return (double)Math.Acos(dotProduct)/Math.PI*180;
}
public byte[] GetVector(Skeleton skeleton)
{
Vector3D ShoulderCenter = new Vector3D(skeleton.Joints[JointType.ShoulderCenter].Position.X, skeleton.Joints[JointType.ShoulderCenter].Position.Y, skeleton.Joints[JointType.ShoulderCenter].Position.Z);
Vector3D RightShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderRight].Position.X, skeleton.Joints[JointType.ShoulderRight].Position.Y, skeleton.Joints[JointType.ShoulderRight].Position.Z);
Vector3D LeftShoulder = new Vector3D(skeleton.Joints[JointType.ShoulderLeft].Position.X, skeleton.Joints[JointType.ShoulderLeft].Position.Y, skeleton.Joints[JointType.ShoulderLeft].Position.Z);
Vector3D RightElbow = new Vector3D(skeleton.Joints[JointType.ElbowRight].Position.X, skeleton.Joints[JointType.ElbowRight].Position.Y, skeleton.Joints[JointType.ElbowRight].Position.Z);
Vector3D LeftElbow = new Vector3D(skeleton.Joints[JointType.ElbowLeft].Position.X, skeleton.Joints[JointType.ElbowLeft].Position.Y, skeleton.Joints[JointType.ElbowLeft].Position.Z);
Vector3D RightWrist = new Vector3D(skeleton.Joints[JointType.WristRight].Position.X, skeleton.Joints[JointType.WristRight].Position.Y, skeleton.Joints[JointType.WristRight].Position.Z);
Vector3D LeftWrist = new Vector3D(skeleton.Joints[JointType.WristLeft].Position.X, skeleton.Joints[JointType.WristLeft].Position.Y, skeleton.Joints[JointType.WristLeft].Position.Z);
Vector3D UpVector = new Vector3D(0.0, 1.0, 0.0);
double AngleRightElbow = AngleBetweenTwoVectors(RightElbow - RightShoulder, RightElbow - RightWrist);
double AngleRightShoulder = AngleBetweenTwoVectors(UpVector, RightShoulder - RightElbow);
double AngleLeftElbow = AngleBetweenTwoVectors(LeftElbow - LeftShoulder, LeftElbow - LeftWrist);
double AngleLeftShoulder = AngleBetweenTwoVectors(UpVector, LeftShoulder - LeftElbow);
byte[] Angles = {Convert.ToByte(AngleRightElbow), Convert.ToByte(AngleRightShoulder),Convert.ToByte(AngleLeftElbow),Convert.ToByte(AngleLeftShoulder)};
return Angles;
}
}
Insert this at the top. Call the GetVector() method here:
private void SensorSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
Skeleton[] skeletons = new Skeleton[0];
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null)
{
skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
skeletonFrame.CopySkeletonDataTo(skeletons);
}
}
using (DrawingContext dc = this.drawingGroup.Open())
{
// Draw a transparent background to set the render size
dc.DrawRectangle(Brushes.Black, null, new Rect(0.0, 0.0, RenderWidth, RenderHeight));
if (skeletons.Length != 0)
{
foreach (Skeleton skel in skeletons)
{
RenderClippedEdges(skel, dc);
if (skel.TrackingState == SkeletonTrackingState.Tracked)
{
this.DrawBonesAndJoints(skel, dc);
Angles MyAngles = new Angles();
byte[] ReadyAngles = MyAngles.GetVector(skel);
RightElbow.Text = ReadyAngles[0].ToString();
RightShoulder.Text = ReadyAngles[1].ToString();
LeftElbow.Text = ReadyAngles[2].ToString();
LeftShoulder.Text = ReadyAngles[3].ToString();
byte[] SequenceStart = {255};
if (ArduinoPort.IsOpen)
{
ArduinoPort.Write(SequenceStart,0,1);
ArduinoPort.Write(ReadyAngles, 0, 4);
}
}
else if (skel.TrackingState == SkeletonTrackingState.PositionOnly)
{
dc.DrawEllipse(
this.centerPointBrush,
null,
this.SkeletonPointToScreen(skel.Position),
BodyCenterThickness,
BodyCenterThickness);
}
}
}
// prevent drawing outside of our render area
this.drawingGroup.ClipGeometry = new RectangleGeometry(new Rect(0.0, 0.0, RenderWidth, RenderHeight));
}
}
As you can see I added 4 textboxes as I am calculating 4 Angles (RS, LF, RE, LE). These Angles are being passed to the textbox in my .xaml file. I hope this works for you.
You would need the Image Acquisition Toolbox, which includes support for Kinect including skeleton data.
Hi I have tried to draw an rubberband rectangle on a form using the mouse in C#.
Problems
1) After the mouse release the rectangle disappears. [I want it to stay on the form]
2) I also need to find the coordinates of the four points of the drawn rectangle
3) I also need to erase the rectangle to draw a new one when necessary
Form :
CODE
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
namespace rubberbandrectangle
{
public partial class Form1 : Form
{
Boolean bHaveMouse;
Point ptOriginal = new Point();
Point ptLast = new Point();
public Form1()
{
InitializeComponent();
}
private void Form1_MouseDown(object sender, MouseEventArgs e)
{
bHaveMouse = true;
ptOriginal.X = e.X;
ptOriginal.Y = e.Y;
ptLast.X = -1;
ptLast.Y = -1;
}
private void MyDrawReversibleRectangle(Point p1, Point p2)
{
Rectangle rc = new Rectangle();
p1 = PointToScreen(p1);
p2 = PointToScreen(p2);
if (p1.X < p2.X)
{
rc.X = p1.X;
rc.Width = p2.X - p1.X;
}
else
{
rc.X = p2.X;
rc.Width = p1.X - p2.X;
}
if (p1.Y < p2.Y)
{
rc.Y = p1.Y;
rc.Height = p2.Y - p1.Y;
}
else
{
rc.Y = p2.Y;
rc.Height = p1.Y - p2.Y;
}
ControlPaint.DrawReversibleFrame(rc,
Color.Red, FrameStyle.Dashed);
}
private void Form1_MouseUp(object sender, MouseEventArgs e)
{
bHaveMouse = false;
if (ptLast.X != -1)
{
Point ptCurrent = new Point(e.X, e.Y);
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
ptLast.X = -1;
ptLast.Y = -1;
ptOriginal.X = -1;
ptOriginal.Y = -1;
}
private void Form1_MouseMove(object sender, MouseEventArgs e)
{
Point ptCurrent = new Point(e.X, e.Y);
if (bHaveMouse)
{
if (ptLast.X != -1)
{
MyDrawReversibleRectangle(ptOriginal, ptLast);
}
ptLast = ptCurrent;
MyDrawReversibleRectangle(ptOriginal, ptCurrent);
}
}
private void Form1_Load(object sender, EventArgs e)
{
MouseDown += new MouseEventHandler(Form1_MouseDown);
MouseUp += new MouseEventHandler(Form1_MouseUp);
MouseMove += new MouseEventHandler(Form1_MouseMove);
bHaveMouse = false;
}
}
}
Thanks for reading
1) After the mouse release the rectangle disappears. [I want it to stay on the form]
You need to override the form's OnPaint method in order to continually draw your rectangle. Right now, you draw it when the mouse moves, but it needs to be drawn afterwards, as well.
2) I also need to find the coordinates of the four points of the drawn rectangle
These should be in your ptOriginal and ptLast variables - What more do you need?
3) I also need to erase the rectangle to draw a new one when necessary
Just stop drawing the rectangle, and draw the new one in the OnPaint.
I was looking for a similar thing but was amazed by the solution I found!
You have the coordinates right?
You can just use VisualBasic PowerPacks, it is included with my version of Visual Studio 2008
Here's a sample code that will draw a rectangle over a TextBox, i.e. I am giving it a custom border
[code]
Dim x = TextBox1.Location.X
Dim y = TextBox1.Location.Y
Dim width = TextBox1.Width
Dim height = TextBox1.Height
Dim ShapeContainer1 As New Microsoft.VisualBasic.PowerPacks.ShapeContainer
Me.Controls.Add(ShapeContainer1)
Dim RectangleShape1 As New Microsoft.VisualBasic.PowerPacks.RectangleShape
ShapeContainer1.Shapes.AddRange(New Microsoft.VisualBasic.PowerPacks.Shape() {RectangleShape1})
RectangleShape1.Location = New System.Drawing.Point(x - 1, y - 1)
RectangleShape1.Size = New System.Drawing.Size(width + 1, height + 1)
RectangleShape1.BorderColor = Color.MistyRose
ShapeContainer1.Refresh()
Code is self describing but if you'd have any problem, just leave a message...
Yes, if you want to remove the rectangle, just dispose the controls(either the Rectangle or the ShapeContainer in whole), no painting, no hassle!