How many repeatition there are in spriterenderer in adaptative tilemode? - c#

Unity recently added a new functionnality on SpriteRenderer in order to use tile system.
When I set SpriteRenderer with these:
Draw mode: Tiled
Tile mode: Adaptative
I can't find a correct way to know how many time the central part of my sprite is repeated in x and y axis.
With image:
Using this sprite
I want to know how many times in my sprite renderer the zone "E" is repeated
like in this exemple
SpriteRenderer.adaptiveModeThreshold is an important value to take into account in the process.
From the documentation of Unity:
Stretch Value:
Use the Stretch Value slider to set the value between 0
and 1. Note that 1 represents an image resized to twice its original
dimensions, so if the Stretch Value is set at 1, the section repeats
when the image is stretched to twice its original size.
documentation links: SpriteRenderer, adaptiveModeThreshold, 9slice sprites
Thank you for your time!
My best try so far is:
SpriteRenderer sr = bc.GetComponent<SpriteRenderer>();
Sprite s = sr.sprite;
// retrieve data of sprite
float szTopBorder, szBottomBorder, szLeftBorder, szRightBorder; // sz of borders (in meter)
Rect innerRect; // the center rect of the spriterenderer without borders (in meter)
FoundInnerTilledRect(sr, out szTopBorder, out szBottomBorder, out szLeftBorder, out szRightBorder, out innerRect);
// the center size of sprite without border (in meter)
Vector2 sz = s.textureRect.size / s.pixelsPerUnit;
sz.x -= szLeftBorder + szRightBorder;
sz.y -= szBottomBorder + szTopBorder;
// Compute how many time the tile can repeat in "continuous" mode
float countX = (innerRect.size.x / sz.x);
float countY = (innerRect.size.y / sz.y);
if (sr.tileMode == SpriteTileMode.Adaptive)
{
// Compute how many time the tile can repeat in "adaptative" mode
countX = Mathf.Ceil(countX - sr.adaptiveModeThreshold);
countY = Mathf.Ceil(countY - sr.adaptiveModeThreshold);
}
Here the code of FoundInnerTilledRect()
public static void FoundInnerTilledRect(SpriteRenderer sr, out float szTopBorder, out float szBottomBorder, out float szLeftBorder, out float szRightBorder, out Rect innerRect)
{
var s = sr.sprite;
float szX = sr.size.x;
float szY = sr.size.y;
szTopBorder = s.border.w / s.pixelsPerUnit;
szBottomBorder = s.border.y / s.pixelsPerUnit;
szLeftBorder = s.border.x / s.pixelsPerUnit;
szRightBorder = s.border.z / s.pixelsPerUnit;
innerRect = new Rect();
innerRect.xMin = szLeftBorder;
innerRect.xMax = szX - szRightBorder;
innerRect.yMin = szBottomBorder;
innerRect.yMax = szY - szTopBorder;
// set correct center for the rect
innerRect.center = - new Vector2((szRightBorder - szLeftBorder), (szTopBorder - szBottomBorder)) * 0.5f;
}

Related

Instantiate based on 4 points

I'm zxing to estimate the 4 corner points of the QR Code. Following is my code to estimate the corner points.
LuminanceSource source = new RGBLuminanceSource(barcodeBitmap,QRTexture.width, QRTexture.height);
var options = new DecodingOptions { PossibleFormats = new List<BarcodeFormat> { BarcodeFormat.QR_CODE }, TryHarder = true };
this.reader = new BarcodeReader(null, null, ls => new GlobalHistogramBinarizer(ls)) { AutoRotate = false, TryInverted = false, Options = options };
Result result = this.reader.Decode(source);
This gives me a result points which has the four corners of the QR Code. How do I overlay a 3D object over the qr code based on the position of these corner points?
I don't know that QR reader you are using but generally you basically only need 3 points e.g.
A-------B
|
| X
|
C
X is where you want to place your object
So simply at
// Assuming given values
Vector3 A; // top-left corner
Vector3 B; // top-right corner
Vector3 C; // bottom-left corner
GameObject obj;
var vectorAtoB = B - A;
var vectorAtoC = C - A;
obj.transform.position = A + vectorAtoB * 0.5f + vectorAtoC * 0.5f;
and then you also need the orientation for your object. Depending on your needs of course but the easiest way is to set the object's Transform.forward and Transform.right (it is enough to set two axis as the third one will be correct automatically)
var vectorCtoA;
obj.transform.forward = vectorCtoA;
obj.transform.right = vectorAtoB;
If you also need the scale then it gets tricky - or well at least you need one given value more:
// This is the expected QR code edge length
// if the QR code has exactly this size then the model will have scale 1,1,1
// otherwise it is scaled according to the QR code size
float normalSize;
var qrEdgeLength = vectorAtoB.magnitude;
obj.transform.localScale = Vector3.one * qrEdgeLength / normalSize;

How to create 2D map in unity using single image?

I have to create 2D map in unity using single image. So, i have one .png file with 5 different pieces out of which I have to create a map & i am not allowed to crop the image. So, how do create this map using only one image.
I am bit new to unity, i tried searching but didn't find exactly what i am looking for. Also tried, tilemap using Pallet but couldn't figure out how to extract only one portion of the image.
You can create various Sprites from the given texture on the fly in code.
You can define which part of a given Texture2D shall be used for the Sprite using Sprite.Create providing the rect in pixel coordinates of the given image. Remember however that in unity texture coordinates start bottom left.
Example use the given pixel coordinate snippet of a texture for the attached UI.Image component:
[RequireComponent(typeof(Image))]
public class Example : MonoBehaviour
{
// your texture e.g. from a public field via the inspector
public Texture2D texture;
// define which pixel coordinates to use for this sprite also via the inspector
public Rect pixelCoordinates;
private void Start()
{
var newSprite = Sprite.Create(texture, pixelCoordinates, Vector2.one / 2f);
GetComponent<Image>().sprite = newSprite;
}
// called everytime something is changed in the Inspector
private void OnValidate()
{
if (!texture)
{
pixelCoordinates = new Rect();
return;
}
// reset to valid rect values
pixelCoordinates.x = Mathf.Clamp(pixelCoordinates.x, 0, texture.width);
pixelCoordinates.y = Mathf.Clamp(pixelCoordinates.y, 0, texture.height);
pixelCoordinates.width = Mathf.Clamp(pixelCoordinates.width, 0, pixelCoordinates.x + texture.width);
pixelCoordinates.height = Mathf.Clamp(pixelCoordinates.height, 0, pixelCoordinates.y + texture.height);
}
}
Or you get make a kind of manager class for generating all needed sprites once e.g. in a list like
public class Example : MonoBehaviour
{
// your texture e.g. from a public field via the inspector
public Texture2D texture;
// define which pixel coordinates to use for this sprite also via the inspector
public List<Rect> pixelCoordinates = new List<Rect>();
// OUTPUT
public List<Sprite> resultSprites = new List<Sprite>();
private void Start()
{
foreach(var coordinates in pixelCoordinates)
{
var newSprite = Sprite.Create(texture, coordinates, Vector2.one / 2f);
resultSprites.Add(newSprite);
}
}
// called everytime something is changed in the Inspector
private void OnValidate()
{
if (!texture)
{
for(var i = 0; i < pixelCoordinates.Count; i++)
{
pixelCoordinates[i] = new Rect();
}
return;
}
for (var i = 0; i < pixelCoordinates.Count; i++)
{
// reset to valid rect values
var rect = pixelCoordinates[i];
rect.x = Mathf.Clamp(pixelCoordinates[i].x, 0, texture.width);
rect.y = Mathf.Clamp(pixelCoordinates[i].y, 0, texture.height);
rect.width = Mathf.Clamp(pixelCoordinates[i].width, 0, pixelCoordinates[i].x + texture.width);
rect.height = Mathf.Clamp(pixelCoordinates[i].height, 0, pixelCoordinates[i].y + texture.height);
pixelCoordinates[i] = rect;
}
}
}
Example:
I have 4 Image instances and configured them so the pixelCoordinates are:
imageBottomLeft: X=0, Y=0, W=100, H=100
imageTopLeft: X=0, Y=100, W=100, H=100
imageBottomRight: X=100, Y=0, W=100, H=100
imageTopRight: X=100, Y=100, W=100, H=100
The texture I used is 386 x 395 so I'm not using all of it here (just added the frames the Sprites are going to use)
so when hitting Play the following sprites are created:

How to use windows forms report with radial gauge

I tried to find information on how to use a radial gauge in a windows form report.
I really can't find anything on this. Not sure if there is not much info on this.
Is there anyone who can get me some info on this? How would I be able to use a value from a text box in a report viewer to show this on a radial gauge and even using a track bar to get some idea how to use it.
Even if getting a small example to build on this would be really great :-)
You have several options even without any external stuff.
You can draw a gauge needle onto a gauge image. Here is an example.
You can draw the needle onto an image by either calulating the outer point and drawing a line to the center or by rotating the canvas as in the link.
Or you can use the built-in MSChart control and its Doughnut charttype.
Here is an example for this:
The code is simple:
first we set up the chart by adding three DataPoints; then we code a function to update the value.
The points are for
the open, transparent part
the value of the gauge in green
the rest of the scale in red
For testing I use these variables:
double valMin = 0; // user data minimum
double valMax = 100; // ~ maximum
float angle = 60; // open pie angle at the bottom
string valFmt = "{0}°"; // a format string
My current value is pulled from a trackbar.
Setup code:
void setupChartGauge(double val, double vMin, double vMax, float a)
{
valMin = vMin;
valMax = vMax;
angle = a;
Series s = gaugeChart.Series[0];
s.ChartType = SeriesChartType.Doughnut;
s.SetCustomProperty("PieStartAngle", (90 - angle/2) + "");
s.SetCustomProperty("DoughnutRadius", "10");
s.Points.Clear();
s.Points.AddY(angle);
s.Points.AddY(0);
s.Points.AddY(0);
setChartGauge(0);
s.Points[0].Color = Color.Transparent;
s.Points[1].Color = Color.Chartreuse;
s.Points[2].Color = Color.Tomato;
}
and setting a value:
void setChartGauge(double val)
{
Series s = gaugeChart.Series[0];
double range = valMax - valMin;
double aRange = 360 - angle;
double f = aRange / range;
double v1 = val * f;
double v2 = (range - val) * f;
s.Points[1].YValues[0] = v1;
s.Points[2].YValues[0] = v2;
gaugeChart.Titles[0].Text = String.Format(valFmt, val);
gaugeChart.Refresh();
}
I have added minimal styling:
The Chart has a Title docked centered bottom which I also update
I have set a back color
I paint an inner circle in the Paint event like so:
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
Rectangle r = chart1.ClientRectangle;
r.Inflate(-10, -10);
using (SolidBrush brush = new SolidBrush(Color.FromArgb(55, Color.Beige)))
e.Graphics.FillEllipse(brush, r);
Note that Pie and Doughnut charts can have only one series. To show a 2nd one you would need an overlapping 2nd chartarea with the exact same Position.
There are infinite ways to draw stuff, both from scratch or updating the MsChart control. Various gradient brushes come to mind. Adding ticks and a needle will involve rotation code, which basically consists of 3 lines of code..
Update:
Here is an example of drawing a gauge needle.
The code should be called from a Paint event and should pass out a valid Graphics object (read: e.Graphics), a float for the data value, a Rectangle to place the gauge in, a Color and a float for the percentage of the rectangle size to use.
private void drawNeedle(Graphics g, float val, Rectangle r, Color c, float length)
{
Point pc = new Point(r.X + r.Width / 2, r.Y + r.Height / 2);
Point p2 = new Point((int)( pc.X + r.Width / 2 * length / 100f), pc.Y);
using (Pen pen = new Pen(c, 3f)
{ StartCap = LineCap.RoundAnchor, EndCap = LineCap.ArrowAnchor })
{
g.SmoothingMode = SmoothingMode.AntiAlias;
g.TranslateTransform(pc.X, pc.Y);
g.RotateTransform(val - (270 - angle / 2));
g.TranslateTransform(-pc.X, -pc.Y);
g.DrawLine(pen, pc, p2);
g.ResetTransform();
}
}
You can use it in any control that support owner-drawing including the chart..:
drawNeedle(e.Graphics, (float)gaugeChart.Series[0].Points[1].YValues[0], r, Color.White, 70f);
Here is a simple example with a TrackBar:
private Syncfusion.Windows.Forms.Gauge.RadialGauge radialGauge1;
private System.Windows.Forms.TrackBar trackBar1;
private Syncfusion.Windows.Forms.Gauge.Needle needle1;
private void InitializeComponent()
{
this.needle1 = new Syncfusion.Windows.Forms.Gauge.Needle();
this.needle1.Value = 0F;
this.trackBar1 = new System.Windows.Forms.TrackBar();
this.radialGauge1 = new Syncfusion.Windows.Forms.Gauge.RadialGauge();
this.trackBar1.Value = (int) needle1.Value;
this.radialGauge1.EnableCustomNeedles = true;
this.radialGauge1.NeedleCollection.Add(needle1);
this.radialGauge1.Size = new System.Drawing.Size(230, 230);
this.radialGauge1.TabIndex = 0;
this.trackBar1.Scroll += new System.EventHandler(this.trackBar1_Scroll);
}
And a scroll event which sync between gauge and trackBar:
private void trackBar1_Scroll(object sender, EventArgs e)
{
needle1.Value = trackBar1.Value;
}

How to Draw a Rubber Band Selection Rectangle accurately on a Rotated Canvas?

This is a rubber band selection rectangle drawn on a canvas. My problem is that it is easy to get the correct size of the rectangle provided the canvas contents are not rotated. But as soon as it is rotated the rectangle no longer sizes with the cursor. I need the rubber band to stay parallel with screen
var dragPt = new PointF(e.Position.X - G.ReferenceOffset.X, e.Position.Y - G.ReferenceOffset.Y);
var rotation = ADEEnvironment.RotateAngle;
var width = (dragPt.X - pressPt.X);
var height = (dragPt.Y - pressPt.Y);
The code is pretty trivial. I capture the position of the mouse on mouse down: pressPt. In the mouse move event I get the current mouse position dragPt and calculate the width and height of the rubber band rectangle and use those values to create a rectangle with its origin on pressPt.
This works fine if the camera for the canvas is not rotated. When I rotate the display I need the rubber band to stay aligned with the screen and not the canvas it is drawn on. It I just leave it the rubber band is drawn rotated as well.
If I rotate the rubber band rectangle to return it to alignment with the screen then the rectangle is no longer sizing correctly. So after a lot of messing about I tried a bit of trigonometry:
var width = (float)((dragPt.X - pressPt.X) / Math.Cos(rotation));
var height = (float)((dragPt.Y - pressPt.Y) / Math.Cos(rotation));
Which doesn't work and gets very messy given that the rotation angle can be anything for 0 > 360
I have looked at other code on how to create a selection rectangle including the answers to this question: How to make a resizeable rectangle selection tool?
but I would like to use the basic code I have if possible since it is related to the graphics engine I am using (Piccolo).
I would put up some screenshots but I can't capture the rubber band. I think this is more of a math problem than anything else and it ought to be easy to fix but I just can't work out what math calculations to make to account to the effect of rotating the display.
This code uses the Paint event to draw
One fixed rectangle on a rotated canvas
An unrotated copy of it
An unrotated rubber-band
and checks on the corners of example rectanlge
// one example 'object'
Rectangle R0 = new Rectangle(182,82,31,31);
// a few helpers
Point curMouse = Point.Empty;
Point downMouse = Point.Empty;
Rectangle RM = Rectangle.Empty;
float angle = 30;
Point center = new Point(-55, -22);
private void canvas_Paint(object sender, PaintEventArgs e)
{
// preprare the canvas to rotate around a center point:
e.Graphics.TranslateTransform(center.X , center.Y);
e.Graphics.RotateTransform(angle);
e.Graphics.TranslateTransform(-center.X, -center.Y);
// draw one object and reset
e.Graphics.DrawRectangle(Pens.Green, R0);
e.Graphics.ResetTransform();
// for testing (and hittesting): this is the unrotated obejct:
e.Graphics.DrawRectangle(Pens.LightGray, R0);
// allowing for any way the rubber band is drawn..
// ..should be moved to a helper function!
Size S = new Size( Math.Abs(downMouse.X - curMouse.X),
Math.Abs(downMouse.Y - curMouse.Y));
Point P0 = new Point(Math.Min(downMouse.X, curMouse.X),
Math.Min(downMouse.Y, curMouse.Y));
RM = new Rectangle(P0, S);
// the ruber band
e.Graphics.DrawRectangle(Pens.Red, RM);
}
private void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (e.Button == MouseButtons.Left)
curMouse = e.Location;
canvas.Invalidate();
}
private void canvas_MouseDown(object sender, MouseEventArgs e)
{
downMouse = e.Location;
curMouse = e.Location;
}
IMO, the more interesting part will be to decide which objects are selected. Will any intersection count or should it be completely contained?
I found a nice piece of rotation code in this post and add it with an example to check on the fixed Rectangle.
Of course more complex object will call for more involved lists of points. To get really exact results you may even need to go for GraphicsPaths and the set operations on Regions they support; but maybe a simple convex hull will do..
Of course, you will want to store the rotated points instead of reapeatedly calculating them..
static Point RotatePoint(Point pointToRotate, Point centerPoint, double angleInDegrees)
{
double angleInRadians = angleInDegrees * (Math.PI / 180);
double cosTheta = Math.Cos(angleInRadians);
double sinTheta = Math.Sin(angleInRadians);
return new Point
{
X =
(int)
(cosTheta * (pointToRotate.X - centerPoint.X) -
sinTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.X),
Y =
(int)
(sinTheta * (pointToRotate.X - centerPoint.X) +
cosTheta * (pointToRotate.Y - centerPoint.Y) + centerPoint.Y)
};
}
private void canvas_MouseUp(object sender, MouseEventArgs e)
{
List<Point> points = new List<Point>();
points.Add(RotatePoint(new Point(R0.Left, R0.Top), center, angle));
points.Add(RotatePoint(new Point(R0.Right, R0.Top), center, angle) );
points.Add(RotatePoint(new Point(R0.Right, R0.Bottom), center, angle) );
points.Add(RotatePoint(new Point(R0.Left, R0.Bottom), center, angle));
bool ok = true;
foreach (Point pt in points) if (!RM.Contains(pt)) ok = false;
if (ok) this.Text = "HIT"; else this.Text = "no hit";
}

Can't detect collision properly using Rectangle.Intersects()

I'm using a single sprite sheet image as the main texture for my breakout game. The image is this:
My code is a little confusing, since I'm creating two elements from the same Texture using a Point, to represent the element size and its position on the sheet, a Vector, to represent its position on the viewport and a Rectangle that represents the element itself.
Texture2D sheet;
Point paddleSize = new Point(112, 24);
Point paddleSheetPosition = new Point(0, 240);
Vector2 paddleViewportPosition;
Rectangle paddleRectangle;
Point ballSize = new Point(24, 24);
Point ballSheetPosition = new Point(160, 240);
Vector2 ballViewportPosition;
Rectangle ballRectangle;
Vector2 ballVelocity;
My initialization is a little confusing as well, but it works as expected:
paddleViewportPosition = new Vector2((GraphicsDevice.Viewport.Bounds.Width - paddleSize.X) / 2, GraphicsDevice.Viewport.Bounds.Height - (paddleSize.Y * 2));
paddleRectangle = new Rectangle(paddleSheetPosition.X, paddleSheetPosition.Y, paddleSize.X, paddleSize.Y);
Random random = new Random();
ballViewportPosition = new Vector2(random.Next(GraphicsDevice.Viewport.Bounds.Width), random.Next(GraphicsDevice.Viewport.Bounds.Top, GraphicsDevice.Viewport.Bounds.Height / 2));
ballRectangle = new Rectangle(ballSheetPosition.X, ballSheetPosition.Y, ballSize.X, ballSize.Y);
ballVelocity = new Vector2(3f, 3f);
And the drawing:
spriteBatch.Draw(sheet, paddleViewportPosition, paddleRectangle, Color.White);
spriteBatch.Draw(sheet, ballViewportPosition, ballRectangle, Color.White);
The problem is I can't detect the collision properly, using this code:
if(ballRectangle.Intersects(paddleRectangle))
{
ballVelocity.Y = -ballVelocity.Y;
}
What am I doing wrong?
You're testing collision based on sourceRectangles for the sprite sheet texture. Those rectangles (paddleRectangle, ballRectangle) are defined in terms of texture coordinates - that is where those sprites are on the sheet. It makes no sense to test those rectangles for collision.
You need to use screen coordinates for collision, that is, you need different rectangles defined with screen positions:
Rectangle paddleViewportRectangle = new Rectangle(paddleViewportPosition.X,
paddleViewportPosition.Y,
paddleSize.X,
paddleSize.Y);
Rectangle ballViewportRectangle = new Rectangle(ballViewportPosition.X,
ballViewportPosition.Y,
ballSize.X,
ballSize.Y);
if(ballViewportRectangle.Intersects(paddleViewportRectangle))
{
ballVelocity.Y = -ballVelocity.Y;
}

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