I am trying to cluster(group) every circle that's uninterrupted overlapping (connected) to each other how could I do that? (preferably in a pretty efficient way).
(I have messed around trying to write some recursive functions but haven't gotten anything to work.)
I have created a VS project to visualize the problem.
Download here:
Generates Random circles.
How the clustering currently works:
(its only looks at what circle is overlapping that specific circle not all that is connected)
How it should look if its working
(separate clusters for all connecting circles)
CODE: (C#)
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
// Cluster overlapping circles
// Patrik Fröhler
// www.patan77.com
// 2017-08-14
namespace circleGroup
{
struct circle // the circle "object"
{
public float[] pos;
public int radius;
public Color color;
public int id;
public float x
{
get { return pos[0]; }
set { pos[0] = value; }
}
public float y
{
get { return pos[1]; }
set { pos[1] = value; }
}
}
public partial class Form1 : Form
{
DB _DB = new DB(); // "Global Database"
public Form1()
{
InitializeComponent();
}
private static circle createCircle(float _x = 0, float _y = 0, int _radius = 1, Color? _color = null, int _id = -1) // creates a circle
{
circle tmpCircle = new circle() { pos = new float[2], x = _x, y = _y, radius = _radius, id = _id };
tmpCircle.color = _color ?? Color.Black;
return (tmpCircle);
}
private circle[] genRngCircles(int _n) // generates an array of random circles
{
Random rng = new Random();
circle tmpC;
circle[] tmpCarr = new circle[_n];
for (int i = 0; i < _n; i++)
{
tmpC = createCircle();
tmpC.radius = rng.Next(10, 75);
tmpC.x = rng.Next(tmpC.radius, (512 - tmpC.radius));
tmpC.y = rng.Next(tmpC.radius, (512 - tmpC.radius));
tmpC.color = Color.FromArgb(127, rng.Next(0, 255), rng.Next(0, 255), rng.Next(0, 255));
tmpC.id = i;
tmpCarr[i] = tmpC;
}
return tmpCarr;
}
private void drawCircle(circle _circle, Graphics _g) // draws one circle
{
SolidBrush sb = new SolidBrush(_circle.color);
_g.FillEllipse(sb, (_circle.x - _circle.radius), (_circle.y - _circle.radius), (_circle.radius * 2), (_circle.radius * 2));
sb.Dispose();
}
private void drawString(float[] _pos, string _text, Graphics _g) // draws text
{
StringFormat sf = new StringFormat();
sf.LineAlignment = StringAlignment.Center;
sf.Alignment = StringAlignment.Center;
Font font = new Font("Arial", 12);
SolidBrush sb = new SolidBrush(Color.Black);
float x = _pos[0];
float y = _pos[1];
_g.DrawString(_text, font, sb, x, y, sf);
font.Dispose();
sb.Dispose();
}
private void drawCircleArr(circle[] _circleArr, Graphics _g)// draws an array of circles
{
_g.Clear(panel1.BackColor);
for (int i = 0; i < _circleArr.Length; i++)
{
drawCircle(_circleArr[i], _g);
drawString(_circleArr[i].pos, _circleArr[i].id.ToString(), _g);
}
}
static double mDistance<T>(T[] _p0, T[] _p1) // gets euclidean distance between two points of arbitrary numbers of dimensions
{
double[] p0 = new double[] { Convert.ToDouble(_p0[0]), Convert.ToDouble(_p0[1]) };
double[] p1 = new double[] { Convert.ToDouble(_p1[0]), Convert.ToDouble(_p1[1]) };
double tmp = 0;
double tmpTotal = 0;
for (int i = 0; i < _p0.Length; i++)
{
tmp = (p0[i] - p1[i]);
tmpTotal += (tmp * tmp);
}
double output = Math.Sqrt(tmpTotal);
return (output);
}
private bool overlap(circle _c0, circle _c1) // checks if two circles overlap
{
double dis = mDistance(_c0.pos, _c1.pos);
if (dis <= (_c0.radius + _c1.radius))
{
return (true);
}
return (false);
}
private Color avgColor(List<circle> _colorArr) // averages mutiple colors togehter
{
float ia = 0;
float ir = 0;
float ig = 0;
float ib = 0;
for (int i = 0; i < _colorArr.Count; i++)
{
ia += _colorArr[i].color.A;
ir += _colorArr[i].color.R;
ig += _colorArr[i].color.G;
ib += _colorArr[i].color.B;
}
byte a = Convert.ToByte(Math.Round(ia / _colorArr.Count));
byte r = Convert.ToByte(Math.Round(ir / _colorArr.Count));
byte g = Convert.ToByte(Math.Round(ig / _colorArr.Count));
byte b = Convert.ToByte(Math.Round(ib / _colorArr.Count));
return (Color.FromArgb(a, r, g, b));
}
private void treeView(List<circle>[] _circleLArr) // Create Treeview
{
treeView1.Nodes.Clear();
for (int i = 0; i < _circleLArr.Length; i++)
{
treeView1.Nodes.Add(i.ToString());
for (int j = 0; j < _circleLArr[i].Count; j++)
{
treeView1.Nodes[i].Nodes.Add(_circleLArr[i][j].id.ToString());
}
}
treeView1.ExpandAll();
}
private void drawCircleClusters(List<circle>[] _circleLArr, Graphics _g) // draws the circle clusters
{
_g.Clear(panel1.BackColor);
circle tmpC;
Color tmpColor;
for (int i = 0; i < _circleLArr.Length; i++)
{
tmpColor = avgColor(_circleLArr[i]);
for (int j = 0; j < _circleLArr[i].Count; j++)
{
tmpC = _circleLArr[i][j];
tmpC.color = tmpColor;
drawCircle(tmpC, _g);
drawString(_circleLArr[i][j].pos, _circleLArr[i][j].id.ToString(), _g);
}
}
}
//----------------------------------------------------
private List<circle>[] simpleOverlap(circle[] _circleArr) // test what circles overlaps
{
List<circle>[] tmpLArr = new List<circle>[_circleArr.Length];
for (int i = 0; i < (_circleArr.Length); i++)
{
tmpLArr[i] = new List<circle>();
for (int j = 0; j < (_circleArr.Length); j++)
{
if (overlap(_circleArr[i], _circleArr[j]))
{
tmpLArr[i].Add(_circleArr[j]);
}
}
}
return (tmpLArr);
}
/*
private circle[] recurOverlap(circle[] _circleArr) // recursive overlap test(not done/working)
{
List<circle> overlapArr = new List<circle>();
List<circle> dontOverlapArr = new List<circle>();
bool loop = true;
int n = 0;
while (loop)
{
if (overlap(_circleArr[0], _circleArr[n]))
{
overlapArr.Add(_circleArr[n]);
dontOverlapArr.Insert(0, _circleArr[n]);
circle[] dontArr = dontOverlapArr.ToArray();
recurOverlap(dontArr);
}
else
{
dontOverlapArr.Add(_circleArr[n]);
}
n++;
if (n >= _circleArr.Length)
{
loop = false;
}
}
if(_circleArr.Length <= 1)
{
return _circleArr;
}
else{
return overlapArr.ToArray();
}
}
private List<circle>[] clusterBrecur(circle[] _circleArr)
{
List<circle>[] tmpLArr = new List<circle>[_circleArr.Length];
for (int i = 0; i < (_circleArr.Length); i++)
{
tmpLArr[i] = new List<circle>();
recurOverlap(_circleArr);
}
return (tmpLArr);
}*/
private void run() // Run function
{
treeView1.Nodes.Clear(); // clear tree view
_DB.g = panel1.CreateGraphics();// Create Panel Graphics to draw on
_DB.circleArr = genRngCircles(10); // Creates an array with random circles
drawCircleArr(_DB.circleArr, _DB.g); // Draws the random circles
clusterAbtn.Enabled = true; // enables the cluster button
}
private void clusterA() // clusterA function
{
_DB.circleClusters = simpleOverlap(_DB.circleArr); // runs cluster algorithm test A
treeView(_DB.circleClusters); // Creates the treeview
drawCircleClusters(_DB.circleClusters, _DB.g); // draws the circle clusters
}
private void clusterB()
{
}
private void clusterA_rClick()
{
drawCircleArr(_DB.circleArr, _DB.g); // Draws the random circles
}
private void runBtn_Click(object sender, EventArgs e) // run button click
{
run();
}
private void clusterAbtn_MouseUp(object sender, MouseEventArgs e)
{
switch (e.Button)
{
case MouseButtons.Left:
clusterA();
break;
case MouseButtons.Right:
clusterA_rClick();
break;
}
}
private void clusterBbtn_Click(object sender, EventArgs e) // clusterB button click
{
clusterB();
}
}
class DB // "Database"
{
public Graphics g;
public circle[] circleArr;
public List<circle>[] circleClusters;
}
}
The current "overlap function"
private List<circle>[] simpleOverlap(circle[] _circleArr) // test what circles overlaps
{
List<circle>[] tmpLArr = new List<circle>[_circleArr.Length];
for (int i = 0; i < (_circleArr.Length); i++)
{
tmpLArr[i] = new List<circle>();
for (int j = 0; j < (_circleArr.Length); j++)
{
if (overlap(_circleArr[i], _circleArr[j]))
{
tmpLArr[i].Add(_circleArr[j]);
}
}
}
return (tmpLArr);
}
I made following change to your code. Looks like working
private List<circle>[] simpleOverlap(circle[] _circleArr) // test what circles overlaps
{
List<List<circle>> list = new List<List<circle>>();
//List<circle>[] tmpLArr = new List<circle>[_circleArr.Length];
//for (int i = 0; i < (_circleArr.Length); i++)
foreach (circle circle in _circleArr)
{
List<circle> cluster = null;
//tmpLArr[i] = new List<circle>();
//for (int j = 0; j < (_circleArr.Length); j++)
//{
// if (overlap(_circleArr[i], _circleArr[j]))
// {
// tmpLArr[i].Add(_circleArr[j]);
// }
//}
foreach(List<circle> cluster2 in list)
{
foreach (circle circle2 in cluster2)
{
if (overlap(circle, circle2))
{
cluster = cluster2;
goto label_001;
}
}
}
label_001:
if (cluster == null)
{
cluster = new List<circle>();
list.Add(cluster);
}
cluster.Add(circle);
}
bool flag = true;
for (int i = 0; i < list.Count; i += (flag ? 1 : 0))
{
flag = true;
List<circle> cluster = list[i];
for (int j = i + 1; j < list.Count; j++)
{
List<circle> cluster2 = list[j];
if (Intersects(cluster, cluster2))
{
cluster.AddRange(cluster2);
list.Remove(cluster2);
j--;
flag = false;
}
}
}
return list.ToArray();
//return (tmpLArr);
}
bool Intersects(List<circle> cluster1, List<circle> cluster2)
{
foreach (circle circle1 in cluster1)
{
foreach (circle circle2 in cluster2)
{
if (overlap(circle1, circle2))
{
return true;
}
}
}
return false;
}
I had to add 1 more method bool Intersects(List<circle> cluster1, List<circle> cluster2). See if it helps.
I believe the function you are looking for is intersection. I have attached an article by Mike K which I believe will give you an idea of how to approach this in your own code.
C# circles intersections
Related
I'm Fairly new to WPF and MVVM in general, I'm trying to follow this tutorial to create a stacked bar chart in telerik/WPF C#:
https://docs.telerik.com/devtools/winforms/knowledge-base/chartview-summary-labels-stacked-bars
But I'm, unsure where to implement the "Custom Renderer and Labels" Code, Can't seem to have it work. Should I declare a seperate class or something? A rough step by step guide is all i need, thanks in advance
this is the example code (I'm not sure where to put it)
public class CustomCartesianRenderer : CartesianRenderer
{
public CustomCartesianRenderer(CartesianArea area)
: base(area)
{ }
protected override void InitializeSeriesLabels()
{
base.InitializeSeriesLabels();
IDictionary<object, List<double?>> summaryValues = new Dictionary<object, List<double?>>();
for (int i = 0; i < this.Area.Series.Count; i++)
{
BarSeries barSeries = this.Area.Series[i] as BarSeries;
if (barSeries == null)
{
continue;
}
for (int j = 0; j < barSeries.DataPoints.Count; j++)
{
CategoricalDataPoint dp = (CategoricalDataPoint)barSeries.DataPoints[j];
if (!summaryValues.ContainsKey(dp.Category))
{
summaryValues.Add(dp.Category, new List<double?>() { dp.Value });
}
else
{
summaryValues[dp.Category].Add(dp.Value);
}
}
}
string lastSeriesName = this.Area.Series[this.Area.Series.Count - 1].Name;
for (int i = 0; i < this.DrawParts.Count; i++)
{
BarLabelElementDrawPart labelPart = this.DrawParts[i] as BarLabelElementDrawPart;
if (labelPart != null && labelPart.Element.Name == lastSeriesName)
{
CustomBarLabelElementDrawPart customLabelPart = new CustomBarLabelElementDrawPart((BarSeries)labelPart.Element, this);
customLabelPart.SummaryValues = summaryValues;
this.DrawParts[i] = customLabelPart;
}
}
}
}
public class CustomBarLabelElementDrawPart : BarLabelElementDrawPart
{
private IDictionary<object, List<double?>> summaryValues;
public CustomBarLabelElementDrawPart(BarSeries series, IChartRenderer renderer)
: base(series, renderer)
{ }
public IDictionary<object, List<double?>> SummaryValues
{
get
{
return this.summaryValues;
}
set
{
this.summaryValues = value;
}
}
public override void Draw()
{
Graphics graphics = this.Renderer.Surface as Graphics;
RadGdiGraphics radGraphics = new RadGdiGraphics(graphics);
foreach (DataPointElement dataPointElement in this.Element.Children)
{
CategoricalDataPoint categoricalDataPoint = dataPointElement.DataPoint as CategoricalDataPoint;
if (!this.summaryValues.ContainsKey(categoricalDataPoint.Category))
{
continue;
}
double? sum = this.summaryValues[categoricalDataPoint.Category].Sum();
string summaryText = string.Format("Sum: {0}", sum);
RadRect slot = categoricalDataPoint.LayoutSlot;
RectangleF barBounds = new RectangleF((float)(this.OffsetX + slot.X), (float)(this.OffsetY + slot.Y), (float)slot.Width, (float)slot.Height);
float realHeight = barBounds.Height * dataPointElement.HeightAspectRatio;
barBounds.Y += barBounds.Height - realHeight;
barBounds.Height = realHeight;
barBounds = this.AdjustBarDataPointBounds(dataPointElement, barBounds);
barBounds.Width = Math.Max(barBounds.Width, 1f);
object state = radGraphics.SaveState();
int horizontalTranslate = (int)(barBounds.X + barBounds.Width / 2);
int verticalTranslate = (int)(barBounds.Y + barBounds.Height / 2);
float angle = (float)this.Element.LabelRotationAngle % 360f;
if (angle != 0)
{
radGraphics.TranslateTransform(horizontalTranslate, verticalTranslate);
radGraphics.RotateTransform(angle);
radGraphics.TranslateTransform(-horizontalTranslate, -verticalTranslate);
}
Size desiredSize = TextRenderer.MeasureText(summaryText, dataPointElement.Font);
FillPrimitiveImpl fill = new FillPrimitiveImpl(dataPointElement, null);
fill.PaintFill(radGraphics, 0, Size.Empty, barBounds);
BorderPrimitiveImpl border = new BorderPrimitiveImpl(dataPointElement, null);
border.PaintBorder(radGraphics, 0, Size.Empty, barBounds);
using (Brush brush = new SolidBrush(dataPointElement.ForeColor))
{
RectangleF drawRectangle = new RectangleF();
drawRectangle.X = barBounds.X + dataPointElement.Padding.Left + (barBounds.Width - desiredSize.Width) /2;
drawRectangle.Y = barBounds.Y + dataPointElement.Padding.Top - desiredSize.Height;
drawRectangle.Width = barBounds.Width - dataPointElement.Padding.Right;
drawRectangle.Height = barBounds.Height - dataPointElement.Padding.Bottom;
StringFormat format = new StringFormat();
graphics.DrawString(summaryText, dataPointElement.Font, brush, drawRectangle, format);
}
if (angle != 0)
{
radGraphics.ResetTransform();
}
radGraphics.RestoreState(state);
}
base.Draw();
}
private RectangleF AdjustBarDataPointBounds(DataPointElement point, RectangleF bounds)
{
RectangleF barBounds = bounds;
if (point.BorderBoxStyle == BorderBoxStyle.SingleBorder || point.BorderBoxStyle == BorderBoxStyle.OuterInnerBorders)
{
barBounds.X += point.BorderWidth - (int)((point.BorderWidth - 1f) / 2f);
barBounds.Width -= point.BorderWidth;
barBounds.Y += point.BorderWidth - (int)((point.BorderWidth - 1f) / 2f);
barBounds.Height -= point.BorderWidth;
}
else if (point.BorderBoxStyle == BorderBoxStyle.FourBorders)
{
barBounds.Y += 1;
barBounds.Height -= 1;
barBounds.X += 1;
barBounds.Width -= 1;
}
if (((CartesianRenderer)this.Renderer).Area.Orientation == System.Windows.Forms.Orientation.Horizontal)
{
barBounds.X--;
}
return barBounds;
}
}
All that I need it show ToolTip on Line.
At what point I should to add children on the control? Need to add them after bind model.
I try to do it in the OnRender:
protected override void OnRender(DrawingContext context)
{
base.OnRender(context);
_planetsPos = new Dictionary<int, Point>();
Pen pen = new Pen((SolidColorBrush)(new BrushConverter().ConvertFrom("#000000")), 1.0);
context.DrawEllipse(Brushes.White, pen, new Point(CentreX, CentreY), Radius, Radius);
pen = new Pen((SolidColorBrush)(new BrushConverter().ConvertFrom("#00C800")), 1.0);
if (!_load && Planets.Count > 0)
{
_aspects = new Dictionary<PlanetModel, List<AspectUI>>();
for (int i = 0; i < Planets.Count; i++)
{
List<AspectUI> list = new List<AspectUI>();
for (int j = 0; j < Planets.Count; j++)
{
var aspect = new AspectUI(Planets[j]);
list.Add(aspect);
if (i != j)
{
this.Children.Add(aspect);
}
}
_aspects.Add(Planets[i], list);
}
_load = true;
}
for (int i = 0; i < Planets.Count; i++)
{
for (int j = 1; j < Planets.Count; j++)
{
if (i != j)
{
var delta = Math.Abs(Planets[i].Longitude - Planets[j].Longitude);
for (int k = 0; k < Orbs.Orbs.Count; k++)
{
var orb = Orbs.Orbs[k];
pen = new Pen((SolidColorBrush)(new BrushConverter().ConvertFrom("#" + orb.Color)), 1.0);
var obj = _aspects.Where(w => w.Key.Code == Planets[i].Code);
if (null != obj)
{
var aspectUI = obj.FirstOrDefault().Value[j];
int ind = this.Children.IndexOf(aspectUI);
if (ind > -1)
{
var child = (AspectUI)this.Children[ind];
SetAspectUIData(child, pen, i, j, delta, orb);
}
}
}
}
}
}
}
private void SetAspectUIData(AspectUI aspectUI, Pen pen, int i, int j, double delta, Orb orb)
{
double orbValue = (double)GetPropValue(orb, "Pl" + i.ToString());
if ((orb.Aspect <= delta && orb.Aspect + orbValue >= delta) ||
(orb.Aspect >= delta && orb.Aspect - orbValue <= delta))
{
aspectUI.SetAspectData(_planetsPos[Planets[i].Code], _planetsPos[Planets[j].Code], pen,
String.Format("{0} {1} - {2}", orb.Name, Planets[i].Name, Planets[j].Name));
aspectUI.Visibility = Visibility.Visible;
}
else
{
aspectUI.Visibility = Visibility.Hidden;
}
}
How do I update these controls? OnRender for AspectUI not called.
using ISweEph;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Media;
using System.Windows.Shapes;
using System.Windows.Threading;
namespace Zodiac.Controls
{
public class AspectUI : Canvas
{
PlanetModel _planet;
Point _startPoint;
Point _endPoint;
Pen _pen;
public AspectUI(PlanetModel planet)
{
_planet = planet;
}
public void SetAspectData(Point startPoint, Point endPoint, Pen pen, String toolTip)
{
_startPoint = startPoint;
_endPoint = endPoint;
_pen = pen;
ToolTip = toolTip;
}
protected override void OnRender(DrawingContext context)
{
base.OnRender(context);
context.DrawLine(_pen, _startPoint, _endPoint);
}
}
}
I'm using MonoGame on C# with the OpenGL application.
I'm making a tower defense game and I want to load in a map that looks like this:
++++++++++++++++++++
++++++++++++++++++++
$###++++++++++++++++
+++#+++++++######+++
+++#+++++++#++++#+++
+++#++++####++++##++
+++#++++#++++++++#++
+++#++++#####++++#++
+++#++++++++#++++#++
+++#++++++++#++++#++
+++#++++#####++++#++
+++#++++#++++++++#++
+++#++++#++++++++#++
+++#++++#++++++++#++
+++######++++++++#++
+++++++++++++++++#++
+++++++++++++++++#++
+++++++++#########++
+++++++++#++++++++++
+++++++++&++++++++++
Key:
$ = start
# = path
& = finish
+ = grass area
By reading in a file, I want to read in for these keys and place a tile down at a specified location.
I did the following in C# Visual Studio that works
public partial class Game : System.Windows.Controls.UserControl
{
#region Variables
private Wave _GameWave;
public Wave GameWave
{
get { return _GameWave; }
set { _GameWave = value; }
}
private Map _GameMap;
public Map GameMap
{
get { return _GameMap; }
set { _GameMap = value; }
}
private System.Timers.Timer _GameLoop;
public System.Timers.Timer GameLoop
{
get { return _GameLoop; }
set { _GameLoop = value; }
}
#endregion
public Game()
{
InitializeComponent();
GameLoop = new System.Timers.Timer(1000);
GameWave = new Wave();
CreateMap();
Image I = new Image();
I.Source = new BitmapImage(new Uri(#"..\Pictures\RawModels\GreenMonster.png", UriKind.Relative));
Grid.SetColumn(I, 0);
Grid.SetRow(I, 2);
GameGrid.Children.Add(I);
}
private void CreateMap()
{
GameGrid.RowDefinitions.Clear();
GameGrid.ColumnDefinitions.Clear();
GameMap = new Map();
for (int x = 0; x < GameMap.ActualWidth; x++)
{
GameGrid.ColumnDefinitions.Add(new ColumnDefinition());
}
for (int y = 0; y < GameMap.ActualHeight; y++)
{
GameGrid.RowDefinitions.Add(new RowDefinition());
}
for (int y = 0; y < GameMap.ActualHeight; y++)
{
for (int x = 0; x < GameMap.ActualWidth; x++)
{
Image I = new Image();
if (GameMap.MapArray[x, y].CanPlaceTower)
{
I.Source = new BitmapImage(new Uri(#"..\Pictures\Squares\Grass.jpg", UriKind.Relative));
}
else
{
I.Source = new BitmapImage(new Uri(#"..\Pictures\Squares\Path.jpg", UriKind.Relative));
}
I.Stretch = Stretch.Fill;
Grid.SetColumn(I, x);
Grid.SetRow(I, y);
GameGrid.Children.Add(I);
}
}
}
I want to do the same thing or similar in MonoGame, I can't figure out a way.
I have this so far
base.Draw(gameTime);
//Drawing and rendering out the image
spriteBatch.Begin();
for (int y = 0; y < WindowWidth; y+=64)
{
for (int x = 0; x < WindowWidth; x+=64)
{
spriteBatch.Draw(grass, new Rectangle(x, y, 64, 64), Color.White);
}
}
spriteBatch.End();
I think you basically want to use TitleContainer.OpenStream to read in a text file.
Something like this:
var path = #"Content\YourData.txt";
using (var stream = TitleContainer.OpenStream(path))
using (var reader = new StreamReader(stream))
{
while (!reader.EndOfStream)
{
var line = reader.ReadLine();
// do your thing
}
}
I am developing a windows form application in C#. I have to add face recognition functionality. For that purpose I am using OpenNI Library. The hardware for video capture is Xtion PRO LIVE.
I have successfully installed it and I was able to run the sample code. This code continuously recording video and nothing else. I have modified it in such a way that after pressing Capture button, It saves the current picture to hard drive (Its fine!).
Now what I want to accomplish is to detect face by facial landmarks so that I can verify a person's image with saved images in database. How can I do this with OpenNI?
Here is my code:
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using OpenNI;
using System.Threading;
using System.Drawing.Imaging;
namespace CameraApp
{
public partial class MainWindow : Form
{
public MainWindow()
{
InitializeComponent();
this.context = Context.CreateFromXmlFile(SAMPLE_XML_FILE, out scriptNode);
this.depth = context.FindExistingNode(NodeType.Depth) as DepthGenerator;
if (this.depth == null)
{
throw new Exception("Viewer must have a depth node!");
}
this.histogram = new int[this.depth.DeviceMaxDepth];
MapOutputMode mapMode = this.depth.MapOutputMode;
this.bitmap = new Bitmap((int)mapMode.XRes, (int)mapMode.YRes, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
this.shouldRun = true;
this.readerThread = new Thread(ReaderThread);
this.readerThread.Start();
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
lock (this)
{
e.Graphics.DrawImage(this.bitmap,
this.panelView.Location.X,
this.panelView.Location.Y,
this.panelView.Size.Width,
this.panelView.Size.Height);
}
}
protected override void OnPaintBackground(PaintEventArgs pevent)
{
//Don't allow the background to paint
}
protected override void OnClosing(CancelEventArgs e)
{
this.shouldRun = false;
this.readerThread.Join();
base.OnClosing(e);
}
protected override void OnKeyPress(KeyPressEventArgs e)
{
if (e.KeyChar == 27)
{
Close();
}
base.OnKeyPress(e);
}
private unsafe void CalcHist(DepthMetaData depthMD)
{
// reset
for (int i = 0; i < this.histogram.Length; ++i)
this.histogram[i] = 0;
ushort* pDepth = (ushort*)depthMD.DepthMapPtr.ToPointer();
int points = 0;
for (int y = 0; y < depthMD.YRes; ++y)
{
for (int x = 0; x < depthMD.XRes; ++x, ++pDepth)
{
ushort depthVal = *pDepth;
if (depthVal != 0)
{
this.histogram[depthVal]++;
points++;
}
}
}
for (int i = 1; i < this.histogram.Length; i++)
{
this.histogram[i] += this.histogram[i - 1];
}
if (points > 0)
{
for (int i = 1; i < this.histogram.Length; i++)
{
this.histogram[i] = (int)(256 * (1.0f - (this.histogram[i] / (float)points)));
}
}
}
private unsafe void ReaderThread()
{
DepthMetaData depthMD = new DepthMetaData();
while (this.shouldRun)
{
try
{
this.context.WaitOneUpdateAll(this.depth);
}
catch (Exception)
{
}
this.depth.GetMetaData(depthMD);
CalcHist(depthMD);
lock (this)
{
Rectangle rect = new Rectangle(0, 0, this.bitmap.Width, this.bitmap.Height);
BitmapData data = this.bitmap.LockBits(rect, ImageLockMode.WriteOnly, System.Drawing.Imaging.PixelFormat.Format24bppRgb);
//ushort* pDepth = (ushort*)this.depth.DepthMapPtr.ToPointer();
//// set pixels
//for (int y = 0; y < depthMD.YRes; ++y)
//{
// byte* pDest = (byte*)data.Scan0.ToPointer() + y * data.Stride;
// for (int x = 0; x < depthMD.XRes; ++x, ++pDepth, pDest += 3)
// {
// byte pixel = (byte)this.histogram[*pDepth];
// pDest[0] = 0;
// pDest[1] = pixel;
// pDest[2] = pixel;
// }
//}
// This will point to the depth image.
ushort* pDepth = (ushort*)this.depth.DepthMapPtr.ToPointer();
// This will point to the RGB image.
RGB24Pixel* pRGB =
(RGB24Pixel*)this.depth.DepthMapPtr.ToPointer();
// Go over the depth and RGB image and set the bitmaps
// we're copying to based on our depth & RGB values.
for (int y = 0; y < depthMD.YRes; ++y)
{
// Assuming that the size of each data frame is
// 640x480.
// Scan line by line (480 lines), each line
// consists of 640 pointers.
byte* pDest_Depth =
(byte*)data.Scan0.ToPointer() + y *
data.Stride;
byte* pDest_Rgb = (byte*)data.Scan0.ToPointer()
+ y * data.Stride;
for (int x = 0; x < depthMD.XRes; ++x,
++pDepth, pDest_Depth += 3,
++pRGB, pDest_Rgb += 3)
{
// Change the color of the bitmap
// based on depth value.
byte pixel = (byte)this.histogram[*pDepth];
pDest_Depth[0] = 0;
pDest_Depth[1] = pixel;
pDest_Depth[2] = pixel;
// Get the RGB values to generate
// a whole RGB image.
byte red = pRGB->Red;
byte green = pRGB->Green;
byte blue = pRGB->Blue;
// Get depth information.
ushort depthVal = *pDepth;
}
}
this.bitmap.UnlockBits(data);
}
this.Invalidate();
}
}
private readonly string SAMPLE_XML_FILE = #"C:/Program Files/Microsoft Visual Studio 10.0/Microsoft Visual Studio 2010 Ultimate - ENU/OpenNI/Data/SamplesConfig.xml";
private Context context;
private ScriptNode scriptNode;
private DepthGenerator depth;
private Thread readerThread;
private bool shouldRun;
private Bitmap bitmap;
private int[] histogram;
private void button1_Click(object sender, EventArgs e)
{
this.readerThread.Abort();
this.bitmap.Save("D:\\Screenshot.jpeg", System.Drawing.Imaging.ImageFormat.Jpeg);
this.readerThread = new Thread(ReaderThread);
this.readerThread.Start();
}
}
}
Any kind of help will be appreciated. Any tutorial/link anything!!!
I need help with the Check button. After a user adds all the 42 numbers in the textbox and enter a number from 0-9 in the "Enter number" area and clicks on the start button, next what he should do is run through the array of labels with the red label or lblCovece and he should collect the same values like the number enters before. And after he clicks on the Check button, the programme should first validate if the value that is selected with the red label is the same as the number entered. If is valid the label should turn green and than the result should appear in the label lblResultE(the result for example should be like this: if the number entered is 2, the result it is 2+2+2...)and if is not valid in the lblResultE we take out 10 points. That's what i did by now with some help.:) thank you.
namespace Seminarska
{
public partial class Form1 : Form
{
private Label l,l2,lblCovece,l4,lblResultE;
private Button bUp, bRight, bLeft, bDown, bCheck,bStart, bReset;
private TextBox txtVnes, txtGoal;
private Label[] pole;
public Form1()
{
InitializeComponent();
l2 = new Label();
l2.Text = " Enter one number";
l2.Location = new Point(230, 200);
l2.AutoSize = true;
l4 = new Label();
l4.Text = "Score";
l4.Location = new Point(240, 260);
l4.AutoSize = true;
lblResultE = new Label();
lblResultE.Location = new Point(350, 260);
lblResultE.AutoSize = true;
bLeft = new Button();
bLeft.Location = new Point(0, 250);
bLeft.Width=75;
bLeft.Height = 25;
bLeft.Text = "LEFT";
bCheck = new Button();
bCheck.Location = new Point(75, 250);
bCheck.Width = 75;
bCheck.Height = 25;
bCheck.Text = "Check";
bRight = new Button();
bRight.Location = new Point(150, 250);
bRight.Width = 75;
bRight.Height = 25;
bRight.Text = "RIGHT";
bUp = new Button();
bUp.Location = new Point(75, 220);
bUp.Width = 75;
bUp.Height = 25;
bUp.Text = "UP";
bDown = new Button();
bDown.Location = new Point(75, 280);
bDown.Width = 75;
bDown.Height = 25;
bDown.Text = "DOWN";
bStart = new Button();
bStart.Location = new Point(240, 165);
bStart.Width = 75;
bStart.Height = 25;
bStart.Text = "START";
bReset = new Button();
bReset.Location = new Point(320, 165);
bReset.Width = 75;
bReset.Height = 25;
bReset.Text = "RESET";
txtVnes = new TextBox();
txtVnes.Location = new Point(240, 10);
txtVnes.Width = 160;
txtVnes.Height = 130;
txtVnes.Multiline = true;
txtGoal = new TextBox();
txtGoal.Width = 75;
txtGoal.Height = 25;
txtGoal.Location = new Point(330, 200);
lblCovece = new Label();
lblCovece.Location = new Point(160,165);
lblCovece.Width = 20;
lblCovece.Height = 20;
lblCovece.TextAlign = ContentAlignment.MiddleCenter;
lblCovece.Text = "O";
lblCovece.BackColor = Color.FromArgb(255, 0, 0);
int a = 0;
pole = new Label[42];
this.Controls.Add(lblCovece);
for (int i = 1; i <= 6; i++)
{
for (int j = 1; j <= 7; j++)
{
l = new Label();
l.Name = "label" + i.ToString() + j.ToString();
l.Text = "Z";
l.Width = 20;
l.Height = 20;
l.TextAlign = ContentAlignment.MiddleCenter;
l.Parent = this;
l.BackColor = Color.FromArgb(100, 149, 237);
l.Location = new Point(10 + (j - 1) * 25, 15 + (i - 1) * 25);
pole[a] = l;
this.Controls.Add(l);
a++;
}
}
this.Width = 460;
this.Height = 380;
this.Controls.Add(l2);
this.Controls.Add(l4);
this.Controls.Add(lblResultE);
this.Controls.Add(lblTimeE);
this.Controls.Add(bStart);
this.Controls.Add(bReset);
this.Controls.Add(txtGoal);
this.Controls.Add(txtVnes);
this.Controls.Add(bUp);
this.Controls.Add(bLeft);
this.Controls.Add(bRight);
this.Controls.Add(bDown);
this.Controls.Add(bCheck);
bStart.Click+=new EventHandler(bStart_Click);
bUp.Click+=new EventHandler(bUp_Click);
bDown.Click+=new EventHandler(bDown_Click);
bLeft.Click+=new EventHandler(bLeft_Click);
bRight.Click+=new EventHandler(bRight_Click);
bCheck.Click+=new EventHandler(bZemaj_Click);
bReset.Click+=new EventHandler(bReset_Click);
}
private void bStart_Click(object sender, EventArgs e)
{
string Str = txtGoal.Text.Trim();
int Num;
bool isNum = int.TryParse(Str, out Num);
if (isNum && Str.Length == 1)
{
string[] ts = txtVnes.Text.Split(
new string[] { "\r\n" },
StringSplitOptions.RemoveEmptyEntries);
int row = 0;
for (int i = 0; i < ts.Length && row < 6; i++)
{
if (LineIsValid(ts[i]))
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = ts[i][2 * col].ToString();
}
row++;
}
}
for (; row < 6; row++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
}
}
}
else
{
MessageBox.Show("Invalid Input");
}
}
private static Regex regex = new Regex(#"^(\s)*(\d ){6}\d(\s)*$");
private static bool LineIsValid(string line)
{
return regex.IsMatch(line);
}
private void bReset_Click(object sender, EventArgs e)
{
txtVnes.Clear();
string[] ts = txtVnes.Text.Split(new string[] { "\r\n" },
StringSplitOptions.RemoveEmptyEntries);
int row = 0;
for (int i = 0; i < ts.Length && row < 6; i++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
pole[row * 7 + col].BackColor=Color.FromArgb(100, 149, 237);
}
row++;
}
for (; row < 6; row++)
{
for (int col = 0; col < 7; col++)
{
pole[row * 7 + col].Text = "Z";
pole[row * 7 + col].BackColor = Color.FromArgb(100, 149, 237);
}
}
txtGoal.Clear();
lblCovece.Location=new Point(160,165);
}
private void bUp_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X, lblCovece.Location.Y -
25);
}
private void bDown_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X, lblCovece.Location.Y +
25);
}
private void bLeft_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X - 25,
lblCovece.Location.Y);
}
private void bRight_Click(object sender, EventArgs e)
{
lblCovece.Location = new Point(lblCovece.Location.X + 25,
lblCovece.Location.Y);
}
private void bCheck_Click(object sender, EventArgs e)
{
}
private void Form1_Load(object sender, EventArgs e)
{
}
}
}
What makes your programm complicated and difficult to understand, is that you mix game logic with display logic.
I suggest you to redesign your game. It could look something like this:
public enum State
{
Empty, // Displays "Z"
Neutral, // Blue
Good, // Green
Bad // Red
}
public class Square
{
public int Number { get; set; }
public State State { get; set; }
}
public class Game
{
public const int Width = 7, Height = 6;
public Game()
{
Board = new Square[Width, Height];
}
public event EventHandler GameChanged;
public Square[,] Board { get; private set; }
public int CurrentX { get; private set; }
public int CurrentY { get; private set; }
public void Reset()
{
for (int x = 0; x < Width; x++) {
for (int y = 0; y < Height; y++) {
Board[x, y].State = State.Empty; // Always displayed in blue as "Z"
}
}
OnGameChanged();
}
public void MoveLeft()
{
if (CurrentX > 0) {
CurrentX--;
OnGameChanged();
}
}
public void MoveRight()
{
if (CurrentX < Width - 1) {
CurrentX++;
OnGameChanged();
}
}
// and so on
private void OnGameChanged()
{
EventHandler eh = GameChanged;
if (eh != null) {
eh(this, EventArgs.Empty);
}
}
}
In the form I would define pole to be a matrix as well (like the board). I show only a few relevant parts of the form code, to give you an idea of what I mean:
public class Form1 : Form
{
private Game game;
private Label[,] pole;
public Form1()
{
game = new Game();
game.GameChanged += new EventHandler(Game_GameChanged);
pole = new Label[Game.Width, Game.Height];
// Intialize pole.
// ...
}
void Game_GameChanged(object sender, EventArgs e)
{
for (int x = 0; x < Game.Width; x++) {
for (int y = 0; y < Game.Height; y++) {
Square square = game.Board[x, y];
Label label = pole[x,y];
switch (square.State) {
case State.Empty:
label.BackColor = Color.Blue;
label.Text = "Z";
break;
case State.Neutral:
label.BackColor = Color.Blue;
label.Text = square.Number.ToString();
break;
case State.Good:
label.BackColor = Color.Green;
label.Text = square.Number.ToString();
break;
case State.Bad:
label.BackColor = Color.Red;
label.Text = square.Number.ToString();
break;
default:
break;
}
}
}
// Place lblCovece according to game.CurrentX and game.CurrentY
// ...
}
private void bReset_Click(object sender, EventArgs e)
{
game.Reset();
}
private void bLeft_Click(object sender, EventArgs e)
{
game.MoveLeft();
}
private void bRight_Click(object sender, EventArgs e)
{
game.MoveRight();
}
}
Note how the Game class tells the form when changes happen through the event GameChanged. The form then updates the game display. In the game class, you can now concentrate on the game logic and do not have to deal with buttons and labels. You can also work with logical coordinates in the range [0..6] and [0..5] of the game board. This is easier than working with pixels. You delegate all the pixel calculations to the form.
My example is not complete, but when you try to implement it, you will see that it will be much easier to think about how the logic of the game should work.
Add an int score;
private void bCheck_Click(object sender, EventArgs e)
{
bool found = false;
foreach (Label l in pole)
{
if (l.Location == lblCovece.Location && l.Text == txtGoal.Text)
{
l.BackColor = Color.Green;
score += int.Parse(l.Text);
lblResultE.Text = score.ToString();
found = true;
}
}
if (!found)
{
score -= 10;
lblResultE.Text = score.ToString();
}
}