display legend with Geotools JMapFrame - legend

Shall anybody give some tips on how to display a legend for a shapefile in JMapFrame of Geotools? I have already created the style for the shapefile and I need a way to tell the users how the style is defined, that comes out the need of legend.
There is a package org.geotools.legend. But I do not know how to use it.
Thanks!

You need to iterate through the Styles FeatureTypeStyless Rules Symbolizers and draw a representative feature for each one. Something like:
private void drawLegend(BufferedImage img, Rule r) {
for (Symbolizer sym : r.symbolizers()) {
SimpleFeature feature = null;
if (sym instanceof LineSymbolizer) {
LineString line = drawer.line(new int[] { 1, 1, 10, 20, 20, 20 });
feature = drawer.feature(line);
} else if(sym instanceof PolygonSymbolizer) {
Polygon p = drawer.polygon(new int[] { 1, 1, 1, 18, 18, 18, 18, 1, 1,1 });
feature = drawer.feature(p);
} else if(sym instanceof PointSymbolizer || sym instanceof TextSymbolizer) {
Point p = drawer.point(10, 10);
feature = drawer.feature(p);
}
if(feature == null)
continue;
drawer.drawDirect(img, feature, r);
Graphics2D gr = img.createGraphics();
gr.setColor(Color.BLACK);
if (r.getDescription() != null && r.getDescription().getTitle() != null) {
gr.drawString(r.getDescription().getTitle().toString(), 20, 18);
}
}
}
And then you can draw those images to a JPanel or the map.
For a fully worked example see how GeoServer creates the response to a getLegendGraphic request.

Related

Ogmo Tilemap not showing in the game

So I am doing the haxe flixel TurnBasedRPG tutorial
I am pretty much a noob so I wont be surprised if this is just a stupid mistake I did.
But when I try to put my ogmo tilemap into the game, it doesnt show
Here is my Playstate.hx file
package;
import flixel.FlxG;
import flixel.FlxState;
import flixel.addons.editors.ogmo.FlxOgmo3Loader.EntityData;
import flixel.addons.editors.ogmo.FlxOgmo3Loader;
import flixel.tile.FlxTilemap;
class PlayState extends FlxState
{
var player:Player;
var map:FlxOgmo3Loader;
var walls:FlxTilemap;
override public function create()
{
map = new FlxOgmo3Loader(AssetPaths.HaxeFlixel_Tutorial__ogmo, AssetPaths.level_1__json);
walls = map.loadTilemap(AssetPaths.tiles__png, "walls");
walls.follow();
walls.setTileProperties(1, NONE);
walls.setTileProperties(2, ANY);
player = new Player();
map.loadEntities(placeEntities, "entities");
add(walls);
add(player);
super.create();
}
function placeEntities(entity:EntityData)
{
if (entity.name == "player")
{
player.setPosition(entity.x, entity.y);
}
}
override public function update(elapsed:Float)
{
super.update(elapsed);
FlxG.collide(player, walls);
}
}
Player.hx:
package;
import flixel.FlxG;
import flixel.FlxSprite;
import flixel.math.FlxPoint;
import flixel.util.FlxColor;
class Player extends FlxSprite
{
static inline var SPEED:Float = 200;
public function new(x:Float = 0, y:Float = 0)
{
super(x, y);
loadGraphic(AssetPaths.player__png, true, 16, 16);
drag.x = drag.y = 1600;
setSize(8, 8);
offset.set(4, 4);
setFacingFlip(LEFT, false, false);
setFacingFlip(RIGHT, true, false);
animation.add("lr", [3, 4, 3, 5], 6, false);
animation.add("u", [6, 7, 6, 8], 6, false);
animation.add("d", [0, 1, 0, 2], 6, false);
}
function updateMovement()
{
var up:Bool = false;
var down:Bool = false;
var left:Bool = false;
var right:Bool = false;
var newAngle:Float = 0;
right = FlxG.keys.anyPressed([RIGHT, D]);
down = FlxG.keys.anyPressed([DOWN, S]);
left = FlxG.keys.anyPressed([LEFT, A]);
up = FlxG.keys.anyPressed([UP, W]);
if (up || down || left || right)
{
if (up && down)
{
up = down = false;
}
if (left && right)
{
left = right = false;
}
if (up)
{
newAngle = -90;
if (left)
newAngle -= 45;
else if (right)
newAngle += 45;
facing = UP;
}
else if (down)
{
newAngle = 90;
if (left)
newAngle += 45;
else if (right)
newAngle -= 45;
facing = DOWN;
}
else if (left)
{
newAngle = 180;
facing = LEFT;
}
else if (right)
{
newAngle = 0;
facing = RIGHT;
}
// determine our velocity based on angle and speed
velocity.set(SPEED, 0);
velocity.rotate(FlxPoint.weak(0, 0), newAngle);
// if the player is moving (velocity is not 0 for either axis), we need to change the animation to match their facing
if ((velocity.x != 0 || velocity.y != 0) && touching == NONE)
{
switch (facing)
{
case LEFT, RIGHT:
animation.play("lr");
case UP:
animation.play("u");
case DOWN:
animation.play("d");
case _:
}
}
}
}
override function update(elapsed:Float)
{
updateMovement();
super.update(elapsed);
}
}
If you want to see any other file please ask me because I have been stuck on this for 3 hours now

ffind leaf nodes of the binary search tree

i was asked in a interview question that given the preorder traversal of a binary search tree , find out the leaf nodes without constructing the original tree. i know the property that binary search tree has to satisfy but i cannot find any relation into how can it be done utilising this property . only thing i can identify is that the first node in th preorder traversal will be always be root. also google search did not yield any result for this problem. i do not want the code just a simple hint to begin with would be sufficient.
EDIT: after trying out a lot i got this solution:
#include<iostream>
#include<vector>
#include<string>
using namespace std;
void fl(vector<int> &v, int lo, int hi){
if (lo>hi) return;
if (lo == hi) { cout<<"leaf ^^^^^^^ "<< v[hi]<<"\n"; return; }
int root = v[lo];
int i;
for(i = lo+1 ; i <= hi ; i++) if (v[i] > root) break;
fl(v, lo+1, i -1);
fl(v, i , hi);
}
int main(){
vector<int> v1 = {8, 3, 1, 6, 4, 7, 10, 14, 13};
vector<int> v2 = {27, 14, 10, 19, 35, 31, 42};
vector<int> v3 = {9,8,7,6,5,4,3,2,1};
fl(v3,0,v3.size()-1);
return 0;
}
any suggestions for improvement other than variable names will be very helpful
This program should print the leaf nodes from a preOrder of BST. The program is pretty self explanatory.
public static void findLeafs(int[] arr) {
if (arr == null || arr.length == 0)
return;
Stack<Integer> stack = new Stack<>();
for(int n = 1, c = 0; n < arr.length; n++, c++) {
if (arr[c] > arr[n]) {
stack.push(arr[c]);
} else {
boolean found = false;
while(!stack.isEmpty()) {
if (arr[n] > stack.peek()) {
stack.pop();
found = true;
} else
break;
}
if (found)
System.out.println(arr[c]);
}
}
System.out.println(arr[arr.length-1]);
}
def getLeafNodes(data):
if data:
root=data[0]
leafNodes=[]
process(data[1:],root,leafNodes)
return leafNodes
def process(data,root,leafNodes):
if data:
left=[]
right=[]
for i in range(len(data)):
if data[i]<root:
left.append(data[i])
if data[i]>root:
right.append(data[i])
if len(left)==0 and len(right)==0:
leafNodes.append(root)
return
if len(left)>0:
process(left[1:],left[0],leafNodes)
if len(right)>0:
process(right[1:],right[0],leafNodes)
else:
leafNodes.append(root)
#--Run--
print getLeafNodes([890,325,290,530,965])

First Person Camera controls

I have recently started up a 3d first person shooter game in Monogame and I am having some issues with the camera controls, I am unable to figure out how I make the camera slowly turn on it's X axis when I hold down the left/right arrow keys.
At the minute, the code I have is as follows:
Matrix view = Matrix.CreateLookAt(new Vector3(60, 20, 10), new Vector3(0, 0, 0), Vector3.UnitZ);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.1f, 100f);
And then down in the update section I have this:
if (kb.IsKeyDown(Keys.Left))
{
view = Matrix.CreateLookAt(new Vector3(60, 20, 10), new Vector3(-2, -2, -2), Vector3.UnitZ);
}
The issue is at the minute this code simply moves the camera to the side a little then stops. I am unsure on how to keep having it move until I let go of the key?
The entire of my code will be shown below incase I forgot something (the floor verts currently don't work and the names related to a ship is due to me working from a tutorial):
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace Game1
{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
Model model;
Vector3 ship1Location = new Vector3(40, 0, 0);
Vector3 ship2Location = new Vector3(20, 0, 0);
Matrix view = Matrix.CreateLookAt(new Vector3(60, 20, 10), new Vector3(0, 0, 0), Vector3.UnitZ);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45), 800f / 600f, 0.1f, 100f);
VertexPositionTexture[] floorVerts;
BasicEffect effect;
public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
protected override void Initialize()
{
floorVerts = new VertexPositionTexture[6];
floorVerts[0].Position = new Vector3(-20, -20, 0);
floorVerts[1].Position = new Vector3(-20, 20, 0);
floorVerts[2].Position = new Vector3(20, -20, 0);
floorVerts[3].Position = floorVerts[1].Position;
floorVerts[4].Position = new Vector3(20, 20, 0);
floorVerts[5].Position = floorVerts[2].Position;
effect = new BasicEffect(graphics.GraphicsDevice);
base.Initialize();
}
protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
model = Content.Load<Model>("health2");
}
protected override void UnloadContent()
{
}
protected override void Update(GameTime gameTime)
{
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
Matrix ship1WorldMatrix = Matrix.CreateTranslation(ship1Location);
Matrix ship2WorldMatrix = Matrix.CreateTranslation(ship2Location);
if (IsCollision(model, ship1WorldMatrix, model, ship2WorldMatrix))
{
ship1Location = new Vector3(0, -20, 0);
}
KeyboardState kb = Keyboard.GetState();
if (kb.IsKeyDown(Keys.A))
{
ship1Location += new Vector3(-0.1f, 0, 0);
}
if (kb.IsKeyDown(Keys.Left))
{
view = Matrix.CreateLookAt(new Vector3(60, 20, 10), new Vector3(-2, -2, -2), Vector3.UnitZ);
}
ship2Location += new Vector3(0, 0, 0);
base.Update(gameTime);
}
private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2)
{
for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++)
{
BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere;
sphere1 = sphere1.Transform(world1);
for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++)
{
BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere;
sphere2 = sphere2.Transform(world2);
if (sphere1.Intersects(sphere2))
return true;
}
}
return false;
}
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
DrawGround();
Matrix ship1WorldMatrix = Matrix.CreateTranslation(ship1Location);
Matrix ship2WorldMatrix = Matrix.CreateTranslation(ship2Location);
DrawModel(model, ship1WorldMatrix, view, projection);
DrawModel(model, ship2WorldMatrix, view, projection);
base.Draw(gameTime);
}
void DrawGround()
{
// The assignment of effect.View and effect.Projection
// are nearly identical to the code in the Model drawing code.
float aspectRatio =
graphics.PreferredBackBufferWidth / (float)graphics.PreferredBackBufferHeight;
float fieldOfView = Microsoft.Xna.Framework.MathHelper.PiOver4;
float nearClipPlane = 1;
float farClipPlane = 200;
effect.Projection = Matrix.CreatePerspectiveFieldOfView(
fieldOfView, aspectRatio, nearClipPlane, farClipPlane);
foreach (var pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
graphics.GraphicsDevice.DrawUserPrimitives(
// We’ll be rendering two trinalges
PrimitiveType.TriangleList,
// The array of verts that we want to render
floorVerts,
// The offset, which is 0 since we want to start
// at the beginning of the floorVerts array
0,
// The number of triangles to draw
2);
}
}
private void DrawModel(Model model, Matrix world, Matrix view, Matrix projection)
{
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.AmbientLightColor = new Vector3(2f, 0, 0);
effect.World = world;
effect.View = view;
effect.Projection = projection;
}
mesh.Draw();
}
}
}
}
Since the camera's position and the point it is looking at are necessary parameters to create a view matrix, you can simply rotate (think orbit) the LookAt camLookAt around the camPosition like this:
//declare class scope variables
Vector3 camPosition = new Vector3(60, 20, 10);//your starting camera position
Vector3 camLookAt = Vector3.Zero;//your starting camera focus point (look at)
Vector2 camUp = Vector3.Up;
float camYawRate = 0.004f;//set to taste
//in the Update method
float elapsed = gameTime.ElapsedGameTime.TotalSeconds;
//later in the method...
if (kb.IsKeyDown(Keys.Left))
{
camLookAt = Vector3.Transform(camLookAt - camPosition,Matrix.CreateRotationY(-camYawRate * elapsedTime)) + camPosition;);//remove the - sign from camYawRate to rotate to the right (or vice versa)
view = Matrix.CreateLookAt(camPosition, camLookAt, camUp);
}
And that's it, give it a shot. Add another similar block to rotate to the right.

Instagram & Processing - Real time view

I'm working on a small app similar to instaprint and need some help. I'm using the source code from Globalgram by Andrew Haskin, it searches instagram for a particular hashtag and displays the most recent image posted with that hashtag. The problem is it only does it once, I need it to continuously search for the hashtag and display an image when a new one is added, so a refresh, I've been tinkering with it but to no avail. Any help would be greatly appreciated
Code Below :
import com.francisli.processing.http.*;
PFont InstagramFont;
PImage backgroundimg;
PImage brand;
PImage userphoto;
PImage profilepicture;
String username;
String tag;
String[] tagStrings;
com.francisli.processing.http.HttpClient client;
void setup() {
size(580, 900);
smooth();
backgroundimg = loadImage("iso_background.jpg");
brand = loadImage("iso.jpg");
InstagramFont = loadFont("Helvetica-Bold-36.vlw");
client = new com.francisli.processing.http.HttpClient(this, "api.instagram.com");
client.useSSL = true;
//// instantiate a new HashMap
HashMap params = new HashMap();
//// put key/value pairs that you want to send in the request
params.put("access_token", "------ACCESS TOKEN HERE------");
params.put("count", "1");
client.GET("/v1/tags/coffee/media/recent.json", params);
}
void responseReceived(com.francisli.processing.http.HttpRequest request, com.francisli.processing.http.HttpResponse response) {
println(response.getContentAsString());
//// we get the server response as a JSON object
com.francisli.processing.http.JSONObject content = response.getContentAsJSONObject();
//// get the "data" value, which is an array
com.francisli.processing.http.JSONObject data = content.get("data");
//// get the first element in the array
com.francisli.processing.http.JSONObject first = data.get(0);
//// the "user" value is another dictionary, from which we can get the "full_name" string value
println(first.get("user").get("full_name").stringValue());
//// the "caption" value is another dictionary, from which we can get the "text" string value
//println(first.get("caption").get("text").stringValue());
//// get profile picture
println(first.get("user").get("profile_picture").stringValue());
//// the "images" value is another dictionary, from which we can get different image URL data
println(first.get("images").get("standard_resolution").get("url").stringValue());
com.francisli.processing.http.JSONObject tags = first.get("tags");
tagStrings = new String[tags.size()];
for (int i = 0; i < tags.size(); i++) {
tagStrings[i] = tags.get(i).stringValue();
}
username = first.get("user").get("full_name").stringValue();
String profilepicture_url = first.get("user").get("profile_picture").stringValue();
profilepicture = loadImage(profilepicture_url, "png");
String userphoto_url = first.get("images").get("standard_resolution").get("url").stringValue();
userphoto = loadImage(userphoto_url, "png");
//noLoop();
}
void draw() {
background(255);
imageMode(CENTER);
image(brand, 100, height/1.05);
if (profilepicture != null) {
image(profilepicture, 60, 70, 90, 90);
}
imageMode(CENTER);
if (userphoto != null) {
image(userphoto, width/2, height/2.25, 550, 550);
}
textFont(InstagramFont, 20);
if (username != null) {
text(username, 110, 115);
fill(0);
}
textFont(InstagramFont, 15);
if ((tagStrings != null) && (tagStrings.length > 0)) {
String line = tagStrings[0];
for (int i = 1; i < tagStrings.length; i++) {
line += ", " + tagStrings[i];
}
text(line, 25, 720, 550, 50);
fill(0);
}
}
AFAIK it should be the
client.GET("/v1/tags/coffee/media/recent.json", params);
line that actually polls Instagram. Try wrapping that in a function like this:
void getGrams() {
client.GET("/v1/tags/coffee/media/recent.json", params);
}
then call that once in setup() and then again when you want to ...
I'd start with trying to do it on mousePressed() or keyPressed(), so that it only fires once when you really want it to
Don't try to do it in draw() without a timer (something like if(frameCount % 5000 == 0) which will fire every five seconds ((which may be too fast still but you get the idea))

getUserPixels - alternative in official Kinect SDK

Is there an alternative for the getUserPixels method offered by OpenNI in the official Kinect SDK?
How would one implement this functionality with the official Kinect SDK?
The official Kinect for Windows SDK (v1.6) does not support a direct call, such as getUserPixels, to extract a player silhouette but does contain all the information necessary to do so.
You can see this in action, in different ways, by examining two of the examples available from the Kinect for Windows Developer Toolkit.
Basic Interactions-WPF: includes a function to create a simple silhouette of the user being tracked.
Green Screen (-WPF, or -D2D): shows how to perform background subtraction to produce a green screen effect. In this example the data from the RGB camera is superimposed over a image.
The two examples do this in different ways.
Basic Interactions will pull out a BitmapMask of from the depth data which corresponds to the requested player. This has the advantage of only showing tracked users; any object not thought to be a skeleton is ignored.
Green Screen does not look for a particular user, instead opting for motion. This gives the advantage silhouetting any moving object -- such as a ball being passed between two users.
I believe the "Basic Interactions" example will show you how you implement what you are looking for. You'll have to do the work yourself, but it is possible. For example, using the "Basic Interactions" example as a base I created a UserControl that generates a simple silhouette of the user being tracked...
When the skeleton frame is ready, I pull out the player index:
private void OnSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
{
if (skeletonFrame != null && skeletonFrame.SkeletonArrayLength > 0)
{
if (_skeletons == null || _skeletons.Length != skeletonFrame.SkeletonArrayLength)
{
_skeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
}
skeletonFrame.CopySkeletonDataTo(_skeletons);
// grab the tracked skeleton and set the playerIndex for use pulling
// the depth data out for the silhouette.
// NOTE: this assumes only a single tracked skeleton!
this.playerIndex = -1;
for (int i = 0; i < _skeletons.Length; i++)
{
if (_skeletons[i].TrackingState != SkeletonTrackingState.NotTracked)
{
this.playerIndex = i+1;
}
}
}
}
}
Then, when the next depth frame is ready, I pull out BitmapMask for the user that corresponds to playerIndex.
private void OnDepthFrameReady(object sender, DepthImageFrameReadyEventArgs e)
{
using (DepthImageFrame depthFrame = e.OpenDepthImageFrame())
{
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
convertedDepthBits[i32 + RedIndex] = 0x44;
convertedDepthBits[i32 + GreenIndex] = 0x23;
convertedDepthBits[i32 + BlueIndex] = 0x59;
convertedDepthBits[i32 + 3] = 0x66;
}
else if (player > 0)
{
convertedDepthBits[i32 + RedIndex] = 0xBC;
convertedDepthBits[i32 + GreenIndex] = 0xBE;
convertedDepthBits[i32 + BlueIndex] = 0xC0;
convertedDepthBits[i32 + 3] = 0x66;
}
else
{
convertedDepthBits[i32 + RedIndex] = 0x0;
convertedDepthBits[i32 + GreenIndex] = 0x0;
convertedDepthBits[i32 + BlueIndex] = 0x0;
convertedDepthBits[i32 + 3] = 0x0;
}
}
if (silhouette == null || haveNewFormat)
{
silhouette = new WriteableBitmap(
depthFrame.Width,
depthFrame.Height,
96,
96,
PixelFormats.Bgra32,
null);
SilhouetteImage.Source = silhouette;
}
silhouette.WritePixels(
new Int32Rect(0, 0, depthFrame.Width, depthFrame.Height),
convertedDepthBits,
depthFrame.Width * Bgra32BytesPerPixel,
0);
Silhouette = silhouette;
this.lastImageFormat = depthFrame.Format;
}
}
}
What I end up with is a purple silhouette of the user in a WriteableBitmap, which can be copied to an Image on the control or pulled and used elsewhere. Once you have the BitmapMask you could also map the data the color stream if you wanted a to actually see the RGB data that corresponds to that area.
You can adapt the code to simulate more closely the getUserPixels function if you like. The big part you'd be interested in would be, given a depth frame and a playerIndex:
if (depthFrame != null)
{
// check if the format has changed.
bool haveNewFormat = this.lastImageFormat != depthFrame.Format;
if (haveNewFormat)
{
this.pixelData = new short[depthFrame.PixelDataLength];
this.depthFrame32 = new byte[depthFrame.Width * depthFrame.Height * Bgra32BytesPerPixel];
this.convertedDepthBits = new byte[this.depthFrame32.Length];
}
depthFrame.CopyPixelDataTo(this.pixelData);
for (int i16 = 0, i32 = 0; i16 < pixelData.Length && i32 < depthFrame32.Length; i16++, i32 += 4)
{
int player = pixelData[i16] & DepthImageFrame.PlayerIndexBitmask;
if (player == this.playerIndex)
{
// this pixel "belongs" to the user identified in "playerIndex"
}
else
{
// not the requested user
}
}
}