Radial tree graph layout: fix beizer curves - c#

i want to render nice radial tree layout and a bit stumbled with curved edges. The problem is that with different angles between source and target points the edges are drawn differently. Provided pics are from the single graph so you can see how they're differ for different edge directions. I think the point is in beizer curve control points generation and i just can't understand how to fix them.
I want them to be drawn the same way no matter what's the direction of the edge.
How can i achieve this as in Pic1?
How can i achieve this as in Pic2?
Like here: https://bl.ocks.org/mbostock/4063550
Thank you!
Code:
//draw using DrawingContext of the DrawingVisual
//gen 2 control points
double dx = target.X - source.X, dy = target.Y - source.Y;
var pts = new[]
{
new Point(source.X + 2*dx/3, source.Y),
new Point(target.X - dx/8, target.Y - dy/8)
};
//get geometry
var geometry = new StreamGeometry { FillRule = FillRule.EvenOdd };
using (var ctx = geometry.Open())
{
ctx.BeginFigure(START_POINT, false /* is filled */, false /* is closed */);
ctx.BezierTo(pts[0], pts[1], END_POINT, true, false);
}
geometry.Freeze();
//draw it
dc.DrawGeometry(DrawingBrush, DrawingPen, geometry);
UPDATE 1:
I've got the angle between previous vertex and source in radians using the following formula: Math.Atan2(prev.Y - source.Y, source.X - prev.X);
But still i get the edges like in Pic.4.
UPDATE 2
The prev vertex pos for branchAngle calculation is inaccurate so i decided to take an average angle between all edges in a branch as the branchAngle. This approach fails when edges from one brach are around the 180 deg mark and branch can have edge angles like 175, 176.. -176!! I use this code to make them all positive:
var angle = Math.Atan2(point1.Y - point2.Y, point1.X - point2.X);
while (angle < 0d)
angle += Math.PI*2;
But now the angles can be 350, 359.. 2!!! Quite difficult to calc an average :) Can you please advice me how i can work this around?
Pic1
Pic2
Pic3
Pic4

Looking at the graph from the link you provided each branch in the tree has it's own angle, which is used to declare the control points of the branch. This branchAngle is the same as the one of the vector going from the first node to the previous one (every branch can spawn several branches in turn). The angle of the first branch (first node = previous node = center) seems to be around -60°.
Setting the type of curve can be done by compensating this branch angle (0°, -90°, -180°,...) for all branches in the tree. Resulting in the controlAngle used for laying out the control points.
Generating the control points while taking into account the angles:
//gen per branch
double branchAngle = 30 * Math.PI / 180; //e.g., calc vector angle here
double cosB = Math.Cos(branchAngle);
double sinB = Math.Sin(branchAngle);
//depending on the desired curve compensate -90°, -180°,...
double controlAngle = branchAngle - (90 * Math.PI / 180);
double cosA = Math.Cos(controlAngle);
double sinA = Math.Sin(controlAngle);
//gen 2 control points
//calculate dx dy after rotation with branchAngle
double dxbase = target.X - source.X, dybase = target.Y - source.Y;
double dx = dxbase*sinB - dybase*cosB
double dy = dxbase*cosB + dybase*sinB
//control points based on controlAngle
var pts = new[]
{
new Point(source.X + (2*dx/3)*cosA , source.Y + (2*dx/3)*sinA),
new Point(target.X - (dx/8)*cosA + (dy/8)*sinA, target.Y - (dx/8)*sinA - (dy/8)*cosA)
};
Quick check
branchAngle = 30° &
compensation = -90° ->
controlAngle = -60°

Related

How to visually connect 2 circles?

We know 2 circle's x and y center position, and the radius is the same. I want to visually connect the circles without looping the draw ellipse for each point on the line what connects the 2 circle's center.
From this:
To this:
Code:
int radius = 75;
int x1 = 100;
int y1 = 200;
int x2 = 300;
int y2 = 100;
g.FillEllipse(Brushes.Blue, new Rectangle(x1 - radius / 2, y1 - radius / 2, radius, radius));
g.FillEllipse(Brushes.Blue, new Rectangle(x2 - radius / 2, y2 - radius / 2, radius, radius));
A solution for when the Circles don't have the same Diameter.
The first information needed is the distance between the Centers of two Circles.
To calculate it, we use the Euclidean distance applied to a Cartesian plane:
Where (x1, y1) and (x2, y2) are the coordinates of the Centers of two Circles.
We also need to know the Direction (expressed as a positive or negative value): the calculated [Distance] will always be positive.
in C# it, it can be coded as:
float Direction = (Circle1Center.X > Circle2Center.X) ? -1 : 1;
float Distance = (float)Math.Sqrt(Math.Pow(Circle1Center.X - Circle2Center.X, 2) +
Math.Pow(Circle1Center.Y - Circle2Center.Y, 2));
Distance *= Direction;
Now, we have the Distance between the Centers of two Circles, which also expresses a direction.
We also need to know how this virtual line - connecting the two Centers - is rotated in relation to our drawing plane. In the figure below, the Distance can be viewed as the hypotenuse of a right triangle h = (A, B). The C angle is determined by the intersection of the straight lines, parallel to the axis, that cross the Centers of the Circles.
We need to calculate the angle Theta (θ).
Using the Pythagorean theorem, we can derive that the Sine of the angle Theta is Sinθ = b/h (as in the figure)
Using the Circles' Centers coordinates, this can be coded in C# as:
(Distance is the triangle's hypotenuse)
float SinTheta = (Math.Max(Circle1Center.Y, Circle2Center.Y) -
Math.Min(Circle1Center.Y, Circle2Center.Y)) / Distance;
SinTheta expresses an angle in Radians. We need the angle expressed in Degrees: the Graphics object uses this measure for its world transformation functions.
float RotationAngle = (float)(Math.Asin(SinTheta) * (180 / Math.PI));
Now, we need to build a Connector, a shape that links the 2 Circles. We need a Polygon; a Rectangle can't have different pairs of sides (we are considering Circles with different Diameters).
This Polygon will have the longer sides = to the Distance between the Circles Centers, the shorter sides = to the Circles Diameters.
To build a Polygon, we can use both Graphics.DrawPolygon and GraphicsPath.AddPolygon. I'm choosing the GraphicsPath method, because a GraphicsPath can hold more that one shape and these shapes can interact, in a way.
To connect the 2 considered Circles with a Polygon, we need to rotate the Polygon using the RotationAngle previously calculated.
A simple way to perform the rotation, is to move the world coordinates to the Center of one of the Circles, using the Graphics.TranslateTransform method, then rotate the new coordinates, using Graphics.RotateTransform.
We need to draw our Polygon positioning one of the short sides - corresponding to the Diameter of the Circle which is the center of the coordinates transformation - in the center of the Cirle. Hence, when the rotation will be applied, it's short side it will be in the middle of this transformation, anchored to the Center.
Here, figure 3 shows the positioning of the Polygon (yellow shape) (ok, it looks like a rectangle, never mind);in figure 4 the same Polygon after the rotation.
Notes:
As TaW pointed out, this drawing needs to be performed using a SolidBrush with a non-transparent Color, which is kind of disappointing.
Well, a semi-transparent Brush is not forbidden, but the overlapping shapes will have a different color, the sum of the transparent colors of the intersections.
It is however possible to draw the shapes using a semi-transparent Brush without a Color change, using the GraphicsPath ability to fill its shapes using a color that is applied to all the overlapping parts. We just need to change the default FillMode (see the example in the Docs), setting it to FillMode.Winding.
Sample code:
In this example, two couples of Circles are drawn on a Graphics context. They are then connected with a Polygon shape, created using GraphicsPath.AddPolygon().
(Of course, we need to use the Paint event of a drawable Control, a Form here)
The overloaded helper function accepts both the Circles' centers position, expressed as a PointF and a RectangleF structure, representing the Circles bounds.
This is the visual result, with full Colors and using a semi-transparent brush:
using System.Drawing;
using System.Drawing.Drawing2D;
private float Radius1 = 30f;
private float Radius2 = 50f;
private PointF Circle1Center = new PointF(220, 47);
private PointF Circle2Center = new PointF(72, 254);
private PointF Circle3Center = new PointF(52, 58);
private PointF Circle4Center = new PointF(217, 232);
private void form1_Paint(object sender, PaintEventArgs e)
{
e.Graphics.CompositingQuality = CompositingQuality.GammaCorrected;
e.Graphics.PixelOffsetMode = PixelOffsetMode.Half;
e.Graphics.SmoothingMode = SmoothingMode.AntiAlias;
DrawLinkedCircles(Circle1Center, Circle2Center, Radius1, Radius2, Color.FromArgb(200, Color.YellowGreen), e.Graphics);
DrawLinkedCircles(Circle3Center, Circle4Center, Radius1, Radius2, Color.FromArgb(200, Color.SteelBlue), e.Graphics);
//OR, passing a RectangleF structure
//RectangleF Circle1 = new RectangleF(Circle1Center.X - Radius1, Circle1Center.Y - Radius1, Radius1 * 2, Radius1 * 2);
//RectangleF Circle2 = new RectangleF(Circle2Center.X - Radius2, Circle2Center.Y - Radius2, Radius2 * 2, Radius2 * 2);
//DrawLinkedCircles(Circle1, Circle2, Color.FromArgb(200, Color.YellowGreen), e.Graphics);
}
Helper function:
public void DrawLinkedCircles(RectangleF Circle1, RectangleF Circle2, Color FillColor, Graphics g)
{
PointF Circle1Center = new PointF(Circle1.X + (Circle1.Width / 2), Circle1.Y + (Circle1.Height / 2));
PointF Circle2Center = new PointF(Circle2.X + (Circle2.Width / 2), Circle2.Y + (Circle2.Height / 2));
DrawLinkedCircles(Circle1Center, Circle2Center, Circle1.Width / 2, Circle2.Width / 2, FillColor, g);
}
public void DrawLinkedCircles(PointF Circle1Center, PointF Circle2Center, float Circle1Radius, float Circle2Radius, Color FillColor, Graphics g)
{
float Direction = (Circle1Center.X > Circle2Center.X) ? -1 : 1;
float Distance = (float)Math.Sqrt(Math.Pow(Circle1Center.X - Circle2Center.X, 2) +
Math.Pow(Circle1Center.Y - Circle2Center.Y, 2));
Distance *= Direction;
float SinTheta = (Math.Max(Circle1Center.Y, Circle2Center.Y) -
Math.Min(Circle1Center.Y, Circle2Center.Y)) / Distance;
float RotationDirection = (Circle1Center.Y > Circle2Center.Y) ? -1 : 1;
float RotationAngle = (float)(Math.Asin(SinTheta) * (180 / Math.PI)) * RotationDirection;
using (GraphicsPath path = new GraphicsPath(FillMode.Winding))
{
path.AddEllipse(new RectangleF(-Circle1Radius, -Circle1Radius, 2 * Circle1Radius, 2 * Circle1Radius));
path.AddEllipse(new RectangleF(-Circle2Radius + (Math.Abs(Distance) * Direction),
-Circle2Radius, 2 * Circle2Radius, 2 * Circle2Radius));
path.AddPolygon(new[] {
new PointF(0, -Circle1Radius),
new PointF(0, Circle1Radius),
new PointF(Distance, Circle2Radius),
new PointF(Distance, -Circle2Radius),
});
path.AddEllipse(new RectangleF(-Circle1Radius, -Circle1Radius, 2 * Circle1Radius, 2 * Circle1Radius));
path.AddEllipse(new RectangleF(-Circle2Radius + (Math.Abs(Distance) * Direction),
-Circle2Radius, 2 * Circle2Radius, 2 * Circle2Radius));
path.CloseAllFigures();
g.TranslateTransform(Circle1Center.X, Circle1Center.Y);
g.RotateTransform(RotationAngle);
using (SolidBrush FillBrush = new SolidBrush(FillColor)) {
g.FillPath(FillBrush, path);
}
g.ResetTransform();
}
}
As the other answers so far slightly miss the correct solution, here is one that connects two circles of equal size:
using (Pen pen = new Pen(Color.Blue, radius)
{ EndCap = LineCap.Round, StartCap = LineCap.Round } )
g.DrawLine(pen, x1, y1, x2, y2);
Notes:
Usually is is good idea to set the smoothing mode of the graphics object to anti-alias..
To connect two circles of different sizes will take some math to calculate the four outer tangent points. From these one can get a polygon to fill or, if necessary one could create a GraphicsPath to fill, in case the color has an alpha < 1.
Jimi's comments point to a different solution that make use of GDI+ transformation capabilities.
Some of the answers or comments refer to the desired shape as an oval. While this ok in common speech, here, especially when geometry books are mentioned, this is wrong, as an oval will not have any straight lines.
As Jimi noted, what you call radius is really the diameter of the circles. I left the wrong term in the code but you should not!
Pseudo style:
circle1x;
circle1y;
circle2x;
circle2y;
midx=circle1x-circle2x;
midy=circle2x-circle2x;
draw circle at midx midy;
repeat for midx midy, in both directions. add another circle. honestly man, this isnt worth it,in order to make it smooth, you will need several circles. you need to draw an oval using the center of both circles as the two centers of your oval

Making a Pen's LineCap go more into the drawn Line/Curve

Currently I have the following code:
AdjustableArrowCap arrow = new AdjustableArrowCap(10, 15, false);
penStateOutline.CustomEndCap = arrow;
And it draws this:
I have tried all day to make the arrow point to the ellipse itself rather than the center of it..
Update (I was wrong about the cap extending the line; it doesn't!)
To let the line and its cap end at the cirlce's outside you need to make the line shorter by the radius of the circle.
There are two approaches:
You can find a new endpoint that sits on the circle by calculating it, either with Pythagoras or by trigonometry. Then replace the endpoint, i.e. the circle's center, when drawing the line or curve by that new point.
Or put the other way round: You need to calculate a point on the circle as the new endpoint of the line.
It requires a little math, unless the line is horizontal or vertical...
This will work well for straight lines but for curves it may cause considerable changes in the shape, depending on how close the points get and how curved the shape is.
This may or may not be a problem.
To avoid it you can replace the curve points by a series of line points that are close enough to look like a curve when drawn. From the list of points we subtract all those that do not lie inside the circle.
This sounds more complicated than it is as there is a nice class called GraphicsPath that will allow you to add a curve and then flatten it. The result is a more or less large number of points. The same class also allows you to determine whether a point lies inside a shape, i.e. our case inside the circle.
To implement the latter approach, here is a routine that transforms a list of curve points to a list of line points that will end close to the circle..:
void FlattenCurveOutside(List<Point> points, float radius)//, int count)
{
using (GraphicsPath gp = new GraphicsPath())
using (GraphicsPath gpc = new GraphicsPath())
{
// firt create a path that looks like our circle:
PointF l = points.Last();
gpc.AddEllipse(l.X - radius, l.Y - radius, radius * 2, radius* 2);
// next one that holds the curve:
gp.AddCurve(points.ToArray());
// now we flatten it to a not too large number of line segments:
Matrix m = new Matrix(); // dummy matrix
gp.Flatten(m, 0.75f); // <== play with this param!!
// now we test the pathpoints from bach to front until we have left the circle:
int k = -1;
for (int i = gp.PathPoints.Length - 1; i >= 0; i--)
{
if ( !gpc.IsVisible(gp.PathPoints[i])) k = i;
if (k > 0) break;
}
// now we know how many pathpoints we want to retain:
points.Clear();
for (int i = 1; i <= k; i++)
points.Add(Point.Round(gp.PathPoints[i]));
}
}
Note that when the last part of the curve is too straight the result may look a little jagged..
Update 2
To implement the former approach here is a function that returns a PointF on a circle of radius r and a line connecting a Point b with the circle center c:
PointF Intersect(Point c, Point a, int rad)
{
float dx = c.X - a.X;
float dy = c.Y - a.Y;
var radians = Math.Atan2(dy, dx);
var angle = 180 - radians * (180 / Math.PI);
float alpha = (float)(angle * Math.PI / 180f);
float ry = (float)(Math.Sin(alpha) * rad );
float rx = (float)(Math.Cos(alpha) * rad );
return new PointF(c.X + rx, c.Y - ry);
}
The result thankfully looks rather similar:
The math can be simplified a little..
To apply it you can get the new endpoint and replace the old one:
PointF I = Intersect(c, b, r);
points2[points2.Count - 1] = Point.Round(I);
Thank you so much to #TaW for helping.
Unfortunately the answer he provided did not match my stupid OCD..
You made me think about the problem from a different perspective and I now have found a solution that I'll share if anyone else needs, note that the solution is not perfect.
public static Point ClosestPointOnCircle(int rad, PointF circle, PointF other)
{
if (other.X == circle.X && other.Y == circle.Y) // dealing with division by 0
other.Y--;
return new Point((int)Math.Floor(circle.X + rad * ((other.X - circle.X) / (Math.Sqrt(Math.Pow(other.X - circle.X, 2) + Math.Pow(other.Y - circle.Y, 2))))), (int)Math.Floor(circle.Y + rad * ((other.Y - circle.Y) / (Math.Sqrt(Math.Pow(other.X - circle.X, 2) + Math.Pow(other.Y - circle.Y, 2))))));
}
What the code does is return a point on the circle that is the closest to the another point, then, I used the curve middle point as the other point to change the end point of the curve.
Then I used the arrow cap as normal and got this:image
Which is good enough for my project.

XNA CatmullRom Curves

I'm in need of some clarification over a technique I'm trying. I'm trying to move an entity from point A to point B, but I don't want the entity to travel in a straight line.
For example if the entity is positioned at x: 0, y:0 and I want to get to point x:50, y: 0, I want the entity to travel in a curve to the target, I would imagine the maximum distance it would be away is x:25 y: 25 so it's travelled on the X towards the target but has moved away from the target on the y.
I've investigated a couple of options including splines, curves but what I thought would do the job is the CatmullRom curve. I'm a bit confused how to use it? I want to know where to move my entity each frame rather than what the function returns which is the interpolation. I would appreciate some gudiance as to how to use it.
If there's any alternative methods which might be easier that I've missed, I'd appreciate hearing them as well.
Edit:
To show how I'm getting a curve:
Vector2 blah = Vector2.CatmullRom(
StartPosition,
new Vector2(StartPosition.X + 5, StartPosition.Y + 5),
new Vector2(StartPosition.X + 10, StartPosition.Y + 5),
/*This is the end position*/
new Vector2(StartPosition.X + 15, StartPosition.Y), 0.25f);
The idea eventually is I generate these points on the fly but I'm just trying to work it out at the moment.
As you've noticed, splines produce line segments of different lengths. The tighter the curve, the shorter the segments. This is fine for display purposes, not so useful for path generation for mobiles.
To get a reasonable approximation of a constant-speed traversal of a spline path, you need to do some interpolation along the segments of the curve. Since you already have a set of line segments (between pairs of points returned by Vector2.CatmullRom()) you need an method of walking those segments in constant speed.
Given a set of points and a total distance to move along the path defined as lines between those points, the following (more-or-less pseudo-)code will find a point that lies a specific distance along the path:
Point2D WalkPath(Point2D[] path, double distance)
{
Point curr = path[0];
for (int i = 1; i < path.Length; ++i)
{
double dist = Distance(curr, path[i]);
if (dist < distance)
return Interpolate(curr, path[i], distance / dist;
distance -= dist;
curr = path[i];
}
return curr;
}
There are various optimizations you can do to speed this up, such as storing the path distance with each point in the path to make it easier to lookup during a walk operation. This becomes more important as your paths get more complex, but is probable overkill for a path with only a few segments.
Edit: Here's an example that I did with this method in JavaScript a while back. It's a proof-of-concept, so don't look too critically at the code :P
Edit: more information on spline generation
Given a set of 'knot' points - being points that a curve must pass through in sequence - the most obvious fit for a curve algorithm is Catmull-Rom. The downside is that C-R needs two additional control points that can be awkward to generate automatically.
A while back I found a fairly useful article online (which I can't locate anymore to give correct attribution) that calculated a set of control points based on the locations of sets of points within your path. Here's my C# code for the method that calculates the control points:
// Calculate control points for Point 'p1' using neighbour points
public static Point2D[] GetControlsPoints(Point2D p0, Point2D p1, Point2D p2, double tension = 0.5)
{
// get length of lines [p0-p1] and [p1-p2]
double d01 = Distance(p0, p1);
double d12 = Distance(p1, p2);
// calculate scaling factors as fractions of total
double sa = tension * d01 / (d01 + d12);
double sb = tension * d12 / (d01 + d12);
// left control point
double c1x = p1.X - sa * (p2.X - p0.X);
double c1y = p1.Y - sa * (p2.Y - p0.Y);
// right control point
double c2x = p1.X + sb * (p2.X - p0.X);
double c2y = p1.Y + sb * (p2.Y - p0.Y);
// return control points
return new Point2D[] { new Point2D(c1x, c1y), new Point2D(c2x, c2y) };
}
The tension parameter adjusts the control point generation to change the tightness of the curve. Higher values result in broader curves, lower values in tighter curves. Play with it and see what value works best for you.
Given a set of 'n' knots (points on the curve), we can generate a set of control points that will be used to generate the curves between pairs of knots:
// Generate all control points for a set of knots
public static List<Point2D> GenerateControlPoints(List<Point2D> knots)
{
if (knots == null || knots.Count < 3)
return null;
List<Point2D> res = new List<Point2D>();
// First control point is same as first knot
res.Add(knots.First());
// generate control point pairs for each non-end knot
for (int i = 1; i < knots.Count - 1; ++i)
{
Point2D[] cps = GetControlsPoints(knots[i - 1], knots[i], knots[i+1]);
res.AddRange(cps);
}
// Last control points is same as last knot
res.Add(knots.Last());
return res;
}
So now you have an array of 2*(n-1) control points, which you can then use to generate the actual curve segments between the knot points.
public static Point2D LinearInterp(Point2D p0, Point2D p1, double fraction)
{
double ix = p0.X + (p1.X - p0.X) * fraction;
double iy = p0.Y + (p1.Y - p0.Y) * fraction;
return new Point2D(ix, iy);
}
public static Point2D BezierInterp(Point2D p0, Point2D p1, Point2D c0, Point2D c1, double fraction)
{
// calculate first-derivative, lines containing end-points for 2nd derivative
var t00 = LinearInterp(p0, c0, fraction);
var t01 = LinearInterp(c0, c1, fraction);
var t02 = LinearInterp(c1, p1, fraction);
// calculate second-derivate, line tangent to curve
var t10 = LinearInterp(t00, t01, fraction);
var t11 = LinearInterp(t01, t02, fraction);
// return third-derivate, point on curve
return LinearInterp(t10, t11, fraction);
}
// generate multiple points per curve segment for entire path
public static List<Point2D> GenerateCurvePoints(List<Point2D> knots, List<Point2D> controls)
{
List<Point2D> res = new List<Point2D>();
// start curve at first knot
res.Add(knots[0]);
// process each curve segment
for (int i = 0; i < knots.Count - 1; ++i)
{
// get knot points for this curve segment
Point2D p0 = knots[i];
Point2D p1 = knots[i + 1];
// get control points for this curve segment
Point2D c0 = controls[i * 2];
Point2D c1 = controls[i * 2 + 1];
// calculate 20 points along curve segment
int steps = 20;
for (int s = 1; s < steps; ++s)
{
double fraction = (double)s / steps;
res.Add(BezierInterp(p0, p1, c0, c1, fraction));
}
}
return res;
}
Once you have run this over your knots you now have a set of interpolated points that are a variable distance apart, distance depending on the curvature of the line. From this you run the original WalkPath method iteratively to generate a set of points that are a constant distance apart, which define your mobile's progression along the curve at constant speed.
The heading of your mobile at any point in the path is (roughly) the angle between the points on either side. For any point n in the path, the angle between p[n-1] and p[n+1] is the heading angle.
// get angle (in Radians) from p0 to p1
public static double AngleBetween(Point2D p0, Point2D p1)
{
return Math.Atan2(p1.X - p0.X, p1.Y - p0.Y);
}
I've adapted the above from my code, since I use a Point2D class I wrote ages ago that has a lot of the functionality - point arithmetic, interpolation, etc - built in. I might have added some bugs during translation, but hopefully they'll be easy to spot when you're playing with it.
Let me know how it goes. If you run into any particular difficulties I'll see what I can do to help.

Drawing an envelope around a curve

In my C# WinForms application I have a picturebox that hosts 2 curves (Resulted from a voltage/current measurement). The X axis is voltage and Y axis is current. The voltage axis is ranged from -5 to 5 but the current axis is a much smaller scale ranged from -10 uA to 10 uA. The task is to see if the second curve is within 10% of the first curve.
For visual inspection I am trying to draw an envelope around the first curve (Blue one). The curve is just a PointF array. At the moment since I have no idea how to draw a correct envelope around the blue curve, I just draw two other curves that are result of X points of the actual curve added and subtracted by 10% of the original curve. Of course this is a bad approach, but atleast for the section of the curve that is noticably vertical, it works. But as soon as the curve is on its non vertical section, this trick does not work anymore, as you can see in the picture below:
Here is the code that I am using to draw the envelope:
public Bitmap DrawEnvelope(double[,] pinData, float vLimit, float iLimit)
{
g = Graphics.FromImage(box);
g.SmoothingMode = SmoothingMode.AntiAlias;
g.PixelOffsetMode = PixelOffsetMode.HighQuality;
PointF[] u = new PointF[pinData.GetLength(0)]; //Up line
PointF[] d = new PointF[pinData.GetLength(0)]; //Down Line
List<PointF> joinedCurves = new List<PointF>();
float posX = xMaxValue * (vLimit / 100);
float minX = posX * -1;
for (int i = 0; i < pinData.GetLength(0); i++)
{
u[i] = new PointF(400 * (1 + (((float)pinData[i, 0]) + minX) / (xMaxValue + vExpand)), 400 * (1 - ((float)pinData[i, 1] * GetInvers((yMaxValue + iExpand)))));
}
for (int i = 0; i < pinData.GetLength(0); i++)
{
d[i] = new PointF(400 * (1 + (((float)pinData[i, 0]) + posX) / (xMaxValue + vExpand)), 400 * (1 - ((float)pinData[i, 1] * GetInvers((yMaxValue + iExpand)))));
}
Pen pengraph = new Pen(Color.FromArgb(50, 0 ,0 ,200), 1F);
pengraph.Alignment = PenAlignment.Center;
joinedCurves.AddRange(u);
joinedCurves.AddRange(d.Reverse());
PointF[] fillPoints = joinedCurves.ToArray();
SolidBrush fillBrush = new SolidBrush(Color.FromArgb(40, 0, 0, 250));
FillMode newFillMode = FillMode.Alternate;
g.FillClosedCurve(fillBrush, fillPoints, newFillMode, 0);
g.Dispose();
return box;
}
The green circles are added by myself, and they indicate the region that the second curve (Red one) is potentially has a difference bigger than 10% from the orginal curve.
Would be nice if someone put me in the right way, what should I look to to achive a nice envelope around original curve?
UPDATE
Because I am so noob I cant find a way to implement the answers given to this question until now, So put a bounty to see if somone can kindly show me atleast a coding approach to this problem.
You could try finding the gradient between each pair of points and calculating two points either side that are on the orthogonal that passes through the midpoint.
You would then have two more lines defined as a set of points that you could use to draw the envelope.
Your best bet is to iterate your point array and to calculate a perpendicular vector to two consecutive points each time (see Calculating a 2D Vector's Cross Product for implementation clues). Project in either direction along these perpendicular vectors to generate the two point arrays of your envelope.
This function generates them roughly using segment midpoints (as long as the point count is high and your offset is not too small it should look ok when plotted):
private void GetEnvelope(PointF[] curve, out PointF[] left, out PointF[] right, float offset)
{
left = new PointF[curve.Length - 1];
right = new PointF[curve.Length - 1];
for (int i = 1; i < curve.Length; i++)
{
PointF normal = new PointF(curve[i].Y - curve[i - 1].Y, curve[i - 1].X - curve[i].X);
float length = (float)Math.Sqrt(normal.X * normal.X + normal.Y * normal.Y);
normal.X /= length;
normal.Y /= length;
PointF midpoint = new PointF((curve[i - 1].X + curve[i].X) / 2F, (curve[i - 1].Y + curve[i].Y) / 2F);
left[i - 1] = new PointF(midpoint.X - (normal.X * offset), midpoint.Y - (normal.Y * offset));
right[i - 1] = new PointF(midpoint.X + (normal.X * offset), midpoint.Y + (normal.Y * offset));
}
}
It all depends on the way you want the envelop to be sized.
You could calculate/guestimate the slope of the curve in each point by calculating the slope to the next point and the slope to the previous point, average these and then calculate a perpendicular vector to the slope.
Add this vector to the point of the curve; this gives you the right-hand edge of the envelop.
Subtract this vector from the point of the curve; this gives you the left-hand edge of the envelop.
This method will fail if the points are too far apart or very sudden changes in the points appear.
This is probably a dumb suggestion. Perhaps instead of drawing the envelope yourself, maybe you could let winforms do it for you. Try drawing the envelope as a line with a pen that has a larger width. Perhaps it might work.
If you look at this msdn example on varying the pen width, you might see what I mean.
http://msdn.microsoft.com/en-us/library/3bssbs7z.aspx
2 (probably incorrect) possibilities.
Do what you did originally to get the pale blue wide area, but also do it in the vertical direction (not just the horizontal)
Do what Dan suggested with a REALLY thick line (in pale blue) then draw it again, then draw the original (thin) line on top of it.

Projecting a 3D point to a 2D screen coordinate

Based on information in Chapter 7 of 3D Programming For Windows (Charles Petzold), I've attempted to write as helper function that projects a Point3D to a standard 2D Point that contains the corresponding screen coordinates (x,y):
public Point Point3DToScreen2D(Point3D point3D,Viewport3D viewPort )
{
double screenX = 0d, screenY = 0d;
// Camera is defined in XAML as:
// <Viewport3D.Camera>
// <PerspectiveCamera Position="0,0,800" LookDirection="0,0,-1" />
// </Viewport3D.Camera>
PerspectiveCamera cam = viewPort.Camera as PerspectiveCamera;
// Translate input point using camera position
double inputX = point3D.X - cam.Position.X;
double inputY = point3D.Y - cam.Position.Y;
double inputZ = point3D.Z - cam.Position.Z;
double aspectRatio = viewPort.ActualWidth / viewPort.ActualHeight;
// Apply projection to X and Y
screenX = inputX / (-inputZ * Math.Tan(cam.FieldOfView / 2));
screenY = (inputY * aspectRatio) / (-inputZ * Math.Tan(cam.FieldOfView / 2));
// Convert to screen coordinates
screenX = screenX * viewPort.ActualWidth;
screenY = screenY * viewPort.ActualHeight;
// Additional, currently unused, projection scaling factors
/*
double xScale = 1 / Math.Tan(Math.PI * cam.FieldOfView / 360);
double yScale = aspectRatio * xScale;
double zFar = cam.FarPlaneDistance;
double zNear = cam.NearPlaneDistance;
double zScale = zFar == Double.PositiveInfinity ? -1 : zFar / (zNear - zFar);
double zOffset = zNear * zScale;
*/
return new Point(screenX, screenY);
}
On testing however this function returns incorrect screen coordinates (checked by comparing 2D mouse coordinates against a simple 3D shape). Due to my lack of 3D programming experience I am confused as to why.
The block commented section contains scaling calculations that may be essential, however I am not sure how, and the book continues with the MatrixCamera using XAML. Initially I just want to get a basic calculation working regardless of how inefficient it may be compared to Matrices.
Can anyone advise what needs to be added or changed?
I've created and succesfully tested a working method by using the 3DUtils Codeplex source library.
The real work is performed in the TryWorldToViewportTransform() method from 3DUtils. This method will not work without it (see the above link).
Very useful information was also found in the article by Eric Sink: Auto-Zoom.
NB. There may be more reliable/efficient approaches, if so please add them as an answer. In the meantime this is good enough for my needs.
/// <summary>
/// Takes a 3D point and returns the corresponding 2D point (X,Y) within the viewport.
/// Requires the 3DUtils project available at http://www.codeplex.com/Wiki/View.aspx?ProjectName=3DTools
/// </summary>
/// <param name="point3D">A point in 3D space</param>
/// <param name="viewPort">An instance of Viewport3D</param>
/// <returns>The corresponding 2D point or null if it could not be calculated</returns>
public Point? Point3DToScreen2D(Point3D point3D, Viewport3D viewPort)
{
bool bOK = false;
// We need a Viewport3DVisual but we only have a Viewport3D.
Viewport3DVisual vpv =VisualTreeHelper.GetParent(viewPort.Children[0]) as Viewport3DVisual;
// Get the world to viewport transform matrix
Matrix3D m = MathUtils.TryWorldToViewportTransform(vpv, out bOK);
if (bOK)
{
// Transform the 3D point to 2D
Point3D transformedPoint = m.Transform(point3D);
Point screen2DPoint = new Point(transformedPoint.X, transformedPoint.Y);
return new Nullable<Point>(screen2DPoint);
}
else
{
return null;
}
}
Since Windows coordinates are z into the screen (x cross y), I would use something like
screenY = viewPort.ActualHeight * (1 - screenY);
instead of
screenY = screenY * viewPort.ActualHeight;
to correct screenY to accomodate Windows.
Alternately, you could use OpenGL. When you set the viewport x/y/z range, you could leave it in "native" units, and let OpenGL convert to screen coordinates.
Edit:
Since your origin is the center. I would try
screenX = viewPort.ActualWidth * (screenX + 1.0) / 2.0
screenY = viewPort.ActualHeight * (1.0 - ((screenY + 1.0) / 2.0))
The screen + 1.0 converts from [-1.0, 1.0] to [0.0, 2.0]. At which point, you divide by 2.0 to get [0.0, 1.0] for the multiply. To account for Windows y being flipped from Cartesian y, you convert from [1.0, 0.0] (upper left to lower left), to [0.0, 1.0] (upper to lower) by subtracting the previous screen from 1.0. Then, you can scale to the ActualHeight.
This doesn't address the algoritm in question but it may be useful for peple coming across this question (as I did).
In .NET 3.5 you can use Visual3D.TransformToAncestor(Visual ancestor). I use this to draw a wireframe on a canvas over my 3D viewport:
void CompositionTarget_Rendering(object sender, EventArgs e)
{
UpdateWireframe();
}
void UpdateWireframe()
{
GeometryModel3D model = cube.Content as GeometryModel3D;
canvas.Children.Clear();
if (model != null)
{
GeneralTransform3DTo2D transform = cube.TransformToAncestor(viewport);
MeshGeometry3D geometry = model.Geometry as MeshGeometry3D;
for (int i = 0; i < geometry.TriangleIndices.Count;)
{
Polygon p = new Polygon();
p.Stroke = Brushes.Blue;
p.StrokeThickness = 0.25;
p.Points.Add(transform.Transform(geometry.Positions[geometry.TriangleIndices[i++]]));
p.Points.Add(transform.Transform(geometry.Positions[geometry.TriangleIndices[i++]]));
p.Points.Add(transform.Transform(geometry.Positions[geometry.TriangleIndices[i++]]));
canvas.Children.Add(p);
}
}
}
This also takes into account any transforms on the model etc.
See also: http://blogs.msdn.com/wpf3d/archive/2009/05/13/transforming-bounds.aspx
It's not clear what you are trying to achieve with aspectRatio coeff. If the point is on the edge of field of view, then it should be on the edge of screen, but if aspectRatio!=1 it isn't. Try setting aspectRatio=1 and make window square. Are the coordinates still incorrect?
ActualWidth and ActualHeight seem to be half of the window size really, so screenX will be [-ActualWidth; ActualWidth], but not [0; ActualWidth]. Is that what you want?
screenX and screenY should be getting computed relative to screen center ...
I don't see a correction for the fact that when drawing using the Windows API, the origin is in the upper left corner of the screen. I am assuming that your coordinate system is
y
|
|
+------x
Also, is your coordinate system assuming origin in the center, per Scott's question, or is it in the lower left corner?
But, the Windows screen API is
+-------x
|
|
|
y
You would need the coordinate transform to go from classic Cartesian to Windows.

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