Godot - Populate a screen with different sized panels - dynamic

Hey I'm looking for some help.
I am trying to populate a screen with panels/2D Nodes of different set sizes. I'll be using 2 arrays to be able to do this but the issue I am coming across is that I'm not sure how to do this without causing gaps between the panels/Nodes.
So what I'm hoping to do is something like while avoiding empty spaces like (see the white square in the middle). I just don't have the technical know how to make this happen. I can always do these things manually but I am hoping to be able to just do it randomly.
I suppose the best way to think about it is like Tetris but it fills it out on it's own
If you require more information, I will be happy to provide but I don't think any else if needed in this instance.
Thanks for any help in advance

The result you want can be archived by partitioning the viewport area. You are going to need more constraints to get what you want (e.g. minimum width, minimum height). Which reminds me, I don't know how you want this to behave when the viewport is resized.
Anyway, the idea is to make a tree structure (and for that you can take advantage of the scene tree), where the root has the area of the viewport. It decides how to split it in two (either vertically or horizontally) using random, and then creates two children for those areas. The children do the same with the area they were given, until you get to a point where splitting would violate the constraints.
To decide where to divide, first figure out the valid range for an horizontal and vertical division. If the range is empty you can't do that division. If you can't do either horizontal or vertical division, then don't divide.
The range for a division goes from the minimum to the total minus the minimum. Something like this:
var range_min_x := minimum_width
var range_max_x := width - minimum_width
var can_divide_x := range_min_x < range_max_x
var range_min_y := minimum_height
var range_max_y := height - minimum_height
var can_divide_y := range_min_y < range_max_y
if can_divide_x and can_divide_y:
if randf() < 0.5:
divide_x(range_min_x, range_max_x)
else:
divide_y(range_min_y, range_max_y)
elif can_divide_x:
divide_x(range_min_x, range_max_x)
elif can_divide_y:
divide_y(range_min_y, range_max_y)
else:
# don't divide
pass
And then those functions look like this:
func divide_x(min:float, max:float):
var division := int(rand_range(min, max))
create_child(Rect2(0.0, 0.0, division, height))
create_child(Rect2(division, 0.0, width - division, height))
func divide_y(min:float, max:float):
var division := int(rand_range(min, max))
create_child(Rect2(0.0, 0.0, width, division))
create_child(Rect2(0.0, division, width, height - division)) ​
Using int is important to avoid one child rounding down and other rounding up, leaving a one pixel gap.
Then in the create_child function you would be creating and adding a child with the given dimension, which would then also be divided by the same means.
You are not going to have empty areas because you would always be adding pairs of children that make up the total of the parent area.

Related

axis orient / position with dimple.js

Is there a way to explicitly position/orient an axis using dimple.js? I know that the first x-axis is added to the bottom and the second is added to the top, so I can get the desired outcome like this:
var xAxis = myChart.addMeasureAxis("x", "dur");
xAxis.hidden = true;
xAxis = myChart.addMeasureAxis("x", "dur");
...but that seems a little hacked.
I don't think there's any way around that. Here's the relevant code : https://github.com/PMSI-AlignAlytics/dimple/blob/master/src/objects/chart/methods/draw.js#L123
Because firstX is local to the draw function there isn't a way you could override it within the context of the loop.
You could possibly duplicate the logic used to position the top axis : https://github.com/PMSI-AlignAlytics/dimple/blob/master/src/objects/chart/methods/draw.js#L226
And then only add one axis (which would be positioned at the bottom), then manually move your axis after the drawing, like :
chart.draw();
chart.axes[0].shapes.attr('transform', ...);
But you would need to do this after every draw or else they'll be repositioned. The hack you have seems easiest.
You could open an enhancement ticket for this though : https://github.com/PMSI-AlignAlytics/dimple/issues?q=is%3Aissue+label%3Aenhancement+is%3Aopen

Cannot change polygon 'size' every repeat in Builder

I'm using Builder v1.80.06
I can vary the position of a polygon every repeat easily enough
e.g. I have a Positions list
positions=[[1,1],[1.1,0.9],...]
and in the 'Position field' have :
$positions[0]
and then change it's value in a code block on each repeat.
BUT I want to vary the size in a similar manner with a $sizes list but get an error.
Looking at the generated code, the problem is at the object creation stage. the code generated is:
for a hard coded polygon (ie ok)
polygon_1 = visual.Rect(win=win, name='polygon_1',
width=[1.5, .2][0], height=[1.5, .2][1],
ori=0, pos=[0, -0.6],
lineWidth=1, lineColor=[1,1,1], lineColorSpace=u'rgb',
fillColor=[0,1,0], fillColorSpace=u'rgb',
opacity=1,interpolate=True)
for one populated by a variable (not working):
polygon_2= visual.Rect(win=win, name='polygon_2',
width=1.0[0], height=1.0[1],
ori=0, pos=[0,0],
lineWidth=1, lineColor=[1,1,1], lineColorSpace=u'rgb',
fillColor=[1,0,0], fillColorSpace=u'rgb',
opacity=1,interpolate=True)
It complains (rightly) that 1.0[0] makes no sense on the width and height parameters
Even though I have my sizes list instantiated in a code block right at the beginning of the experiment instead of reading $sizes[0] a default float value of 1.0 is used.
Any other suggestions for how to vary the polygon size dynamically at runtime using builder?
I could just take the generated code and drop it into coder I suppose and fix the problem but I want to hand this over to a researcher so would like for them to be able to maintain it.
thanks,
If you set size to be a tuple/list with a pair values [1.2,1.5] or [1,1] does that not fix it?
When you change attributes at runtime, just change the attribute of an existing stimulus instead of instantiating a full new stimulus. The latter is quite heavy on ressources, causing unreliable timing. So do
stim = visual.Rect(win) # instantiation, ressource heavy
stim.attribute = newValue # change attribute. lighter.
I can think of two ways you could do it in a pretty neat way. The first is to set width and height explicitly instead of the size attribute, but using a size-like value. So (removing all parameters not of interest):
polygon_2 = visual.Rect(win)
# Unpack the x,y-sizes to the stimulus .width and .height attributes
newSize = (1.5, 0.2)
polygon_2.width, polygon_2.height = newSize
The second, if the size attribute is really important to use, is to use the Polygin with edges=4 to make it a rectangle:
polygon_2 = visual.Polygon(win=win, edges=4, size=(1.5, 0.2))
# Setting size
polygon_2.size = (0.8, 0.4)
Do try Jon's suggestion first. But the idea with visual.Rect and visual.Circleis to use substitute Polygon's size and vertices for something more relevant. So size can do unexpected things if width/height etc. are not 1.

Two NSTextFields with interdependent widths in autolayout

I’m trying to put together what seems to be a simple case of two NSTextFields with dynamic width and fixed spacing in between. I cannot figure out an effective way to do so though.
I’m looking to get something like this:
The blue boxes are the NSTextFields. When more text is entered into one, it should grow and thus make the other one shrink, maintaining the lead space, trailing space and the spacing in between the fields. The first one should take the priority if both of the fields have too much text. Each field will also clearly have a maximum and a minimum possible width it can reach.
How would I go around handling this, preferably utilising IB autolayout as much as possible?
It seems to me that all of constraints you mentioned directly translate into interface builder --
First view has width >= something.
First view has width <= something
Same for Second view.
Space between views is fixed.
Second view wants to be as small as possible (have its width at 0) but this has lower lower priority than the previous constraints and lower priority than inner content size constraints.
The code I had to add to my view controller, after applying the constraints as per the ilya’s answer:
In controlTextDidChange (_controlWidthConstraint refers to the fixed width constraint of the input; it’s probably 0 by default for the second input):
// Get the new width that fits
float oldWidth = textControl.frame.size.width;
[input sizeToFit];
float controlWidth = textControl.frame.size.width;
// Don’t let the sizeToFit method modify the frame though
NSRect controlRect = textControl.frame;
controlRect.size.width = oldWidth;
textControl.frame = controlRect;
_controlWidthConstraint.constant = controlWidth;
The key lies in invalidating the intrinsicContentSize for the text field when text is input.
You can check a sample project here, to get you on the right track.

Comparing a saved movement with other movement with Kinect

I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed.
My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient).
I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable.
My question is about the best way to compare a saved motion with a movement executed (on the fly).
I have done this, where a doctors frame is projected onto the patients frame, but with the whole skeleton this doesn't work so well because of different bone heights :/. The code can be found here. It is in beta 2 code, the more current version can be found here, although it is not currently working perfectly
As for comparing, do something like this
for (int i = 0; i < patientList.Count; i++)
{
int diff = (int)Math.Abs(patientList[i] - doctorList[i]);
if (diff < 100) //or whatever number you want
{
Debug.WriteLine("Good Job");
}
}
I have abandoned the idea of a whole figure because of the bone heights mentioned by Fixus, so my current program looks some thing like:
EDIT
This is the concept of camparing two movements with kinect and calculate a similarity between the two movements I explain in depth.
Suppose I have the following 2 points, point A (0, 0, 0) and point B (1, 1, 1). Now I want to find the difference from point A to B, so I would subtract all of the X, Y, and Z numbers, so the difference is 1 X 1 Y 1 Z. That is the simple stuff. Now to implement it. The code I have written above, I would implement like this.
//get patient hand coordinates
double patienthandX = Canvas.GetLeft(patienthand);
double patienthandY = Canvas.GetTop(patienthand);
//get doctor hand coordinates
double doctorhandX = Canvas.GetLeft(doctorhand);
double doctorhandY = Canvas.GetTop(doctorhand);
//compare difference for each x and y
//take Absolute value so that it is positive
double diffhandX = Math.Abs(patienthandX - doctorhandX);
double diffhandY = Math.Abs(patienthandY - doctorhandY);
Now here comes another issue. The doctor coordinates are always the same, but what if the patient isn't standing where the doctor coordinates were recorded? Now we implement more simple math. Take this simple example. suppose I want point A(8, 2) to move to point B(4, 12). You multiply the x and y's of A to get to B. So I would multiply the X by .5, and the Y by 6. So for Kinect, I would put a element on the patients hip, then compare this to the doctors hip. Then multiply all of the doctor joints by that number to achieve the doctor joints on top of the patients (more or less). For example
double whatToMultiplyX = (double) doctorhipX / patienthipX;
double whatToMultiplyY = (double) doctorhipY / patienthipY;
This is all pretty simple, but bringing it together is the harder part. So far we, 1) Scale the doctor frames on top of the patient frames, 2) Calculate the difference. 3) Compare the difference throughout the entire rep. and 4) Reset for the next rep. This seems simple but it is not. To calculate the entire difference for the rep, do something like this:
//get patient hand coordinates
double patienthandX = Canvas.GetLeft(patienthand);
double patienthandY = Canvas.GetTop(patienthand);
//get doctor hand coordinates
double doctorhandX = Canvas.GetLeft(doctorhand);
double doctorhandY = Canvas.GetTop(doctorhand);
//compare difference for each x and y
//take Absolute value so that it is positive
double diffhandX = Math.Abs(patienthandX - doctorhandX);
double diffhandY = Math.Abs(patienthandY - doctrorhandY);
//+= so that it keeps adding to it.
totaldiffhandX += diffhandX;
totaldiffhandY += diffhandY;
Now we can compare, and say:
if (totaldiffhandX < 1000 && totaldiffhandY < 1000) //keep numbers pretty high since it is an entire rep
{
//reset difference
totaldiffhandX = 0;
totaldiffhandY = 0;
//tell the patient good job
Debug.WriteLine("Good Job");
}
This is pretty easy, but keep in mind you must do this for every single joint's x and y. Otherwise it will not work. Hope this Helps.
First of all remember that people are diffrent. Every person has diffrent height, width, weight, diffrent bones length etc etc
You`re code probably will never work cause of this.
Secondly you need to think more geometrically. Don`t think about points only, think with vectors, their directions. Each movement is movent of some vectors in some directions.
Then the proportion. You need to configure application for each user.
You have some pattern. The patter is your physiotherapist. You need to remember not only his movements but also his body. Arm length, leg length, distances etc. Each user that will be using your app also need to me mesured. Having all this data you can compare movement by scaling sizes and comparing directions of movent
Of course remember that there are some very simple moves like for example. They can be recognized by simple mathematic by checking actual position of the hand and checking direction of the movement. You need for this 3 control points and you`re at home :)
Gesture recognizing isn`t a simple thing

Zedgraph textobj X location depends on text length?

I have a Zedgraph textobj which I want to place always in the same x, y position (ASP.NET image). I noticed that the text doesn't always show in the same starting x position. It shifts depending on the text's length. I tried to have the text to have the same length by padding it with spaces. It helped a little but the result is not always consistent. I am using PaneFraction for coordType.
What's the proper method to have a piece of text to always show in the same x position. I am using textobj as a title because the native title property always shows up centered and I need my title be left aligned to the graph.
No, it does not depend on text lenght, however...
It depends on various other things:
Horizontal and vertical align of the text box (see: Location )
Current size of the pane. The font size is scaled dynamically to fit the changing size of the chart.
Counting proper positions to have TextObj (or any other object) always at the same place is quite hard. So you need avoid as much as you can any numbers/fractions in your location coordinates. ZedGraph sometimes calculates the true position in quite odd way then.
You haven't provided any code, so it's hard to tell if and where you made the mistake (if any). But, if I were you, I would do something like that:
TextObj fakeTitle = new TextObj("some title\n ", 0.0, 0.0); // I'm using \n to have additional line - this would give me some space, margin.
fakeTitle.Location.CoordinateFrame = CoordType.ChartFraction;
fakeTitle.Location.AlignH = AlignH.Left; // Left align - that's what you need
fakeTitle.Location.AlignV = AlignV.Bottom; // Bottom - it means, that left bottom corner of your object would be located at the left top corner of the chart (point (0,0))
fakeTitle.FontSpec.Border.IsVisible = false; // Disable the border
fakeTitle.FontSpec.Fill.IsVisible = false; // ... and the fill. You don't need it.
zg1.MasterPane[0].GraphObjList.Add(fakeTitle);
I'm using ChartFraction coordinates instead of PaneFraction (as drharris suggests) coordinates to have the title nicely aligned with the left border of the chart. Otherwise it would be flushed totally to the left side (no margin etc...) - it looks better this way.
But make sure you didn't set too big font size - it could be clipped at the top
Are you using this constructor?
TextObj(text, x, y, coordType, alignH, alignV)
If not, then be sure you're setting alignH to AlignH.Left and alignV to AlignV.Top. Then X and Y should be 0, 0. PaneFraction for the coordType should be the correct option here, unless I'm missing your intent.
Alternatively, you can simply download Zedgraph code, edit it to Left-align the title (or even better, provide an option for this, which should have been done originally), and then use it in production. Beauty of open source.