Animation android lollipop - android-animation

I have a problem with lollipop animation. Here a video about problem
problem lollipop animation
The CircularReveal appears before a ObjectAnimator although delayed with delay.
imm = (ImageView) findViewById(R.id.shape);
rl = (RelativeLayout) findViewById(R.id.layout);
final View mView = (View) findViewById(R.id.view);
mButtonOff = (Button) findViewById(R.id.buttonOff);
mButtonOff.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View view) {
float iX = imm.getX();
float iY = imm.getY();
Log.d(TAG, "iX: " + iX + " iY: " + iY);
int lW = rl.getWidth();
int lH = rl.getHeight();
Log.d(TAG, "lW: " + lW + " lH: " + lH);
//ofFloat("oggetto da muovere", "tag", "X di partenza", "X di arrivo"
// X di arrivo data: X dell'oggetto + (larghezza del layout /2) - (dimensione dell'oggetto + margine dell'oggetto + margine del layout)
ObjectAnimator anim1 = ObjectAnimator.ofFloat(imm, "x", iX, iX + (lW / 2) - (56 + 16 + 16));
ObjectAnimator anim2 = ObjectAnimator.ofFloat(imm, "y", iY, iY + (lH / 2) - (56 + 16 + 16));
AnimatorSet animSet = new AnimatorSet();
animSet.play(anim1).with(anim2);
animSet.setDuration(1000);
animSet.start();
int finalRadius = Math.max(mView.getWidth(), mView.getHeight());
Animator animCircual = ViewAnimationUtils.createCircularReveal(mView, 624 + 56, 878 + 56, 0, finalRadius);
animCircual.setStartDelay(1000);
animCircual.setDuration(1000);
mView.setVisibility(View.VISIBLE);
animCircual.start();
}
});

Related

THREE.JS + Delaunator.JS Keeping faces indexing

Probably this question is for Mapbox team and Delaunator.JS developers, but I hope that somebody could help me here.
I have a pseudo quadtree geometry (THREE.BufferGeometry) set by series of points having seven partitions with their individual draw call (geometry.addGroup() method) and material.
//pseudo quadtree
var points = [], indices = [], quad_uvs = [], groups = [], materials = [];
getSegmentSubpoints(0, new THREE.Vector3(-1024, 0, -1024), 1024, 1024, 4);
getSegmentSubpoints(1, new THREE.Vector3(0, 0, -1024), 1024, 1024, 4);
getSegmentSubpoints(2, new THREE.Vector3(-1024, 0, 0), 1024, 1024, 4);
getSegmentSubpoints(3, new THREE.Vector3(0, 0, 0), 512, 512, 8);
getSegmentSubpoints(4, new THREE.Vector3(512, 0, 0), 512, 512, 8);
getSegmentSubpoints(5, new THREE.Vector3(0, 0, 512), 512, 512, 8);
getSegmentSubpoints(6, new THREE.Vector3(512, 0, 512), 512, 512, 8);
var geometry = new THREE.BufferGeometry().setFromPoints(points);
geometry.setIndex(indices);
geometry.setAttribute( 'uv', new THREE.BufferAttribute(new Float32Array(quad_uvs), 2 ) );
geometry.computeVertexNormals();
var colors = [new THREE.Color(0xe6194b), new THREE.Color(0x3cb44b), new THREE.Color(0xffe119), new THREE.Color(0x4363d8), new THREE.Color(0xf58231), new THREE.Color(0x911eb4), new THREE.Color(0x46f0f0) ]
groups.forEach(function(g_, i_){ geometry.addGroup(g_.start, g_.end, g_.id); });
var plane = new THREE.Mesh(geometry, materials);
plane.rotation.set(Math.PI, 0, 0);
plane.position.set(-1152, 0, 0);
scene.add(plane);
function getSegmentSubpoints(id_, lt_, w_, h_, level_){
var subpoints = [];
var subindices = [];
var subquad = [];
var lastIndex = points.length;
var lastIndex2 = indices.length;
var step = {x: w_ / level_, z: h_ / level_ };
var stepT = {x: 1.0 / level_, z: 1.0 / level_ };
for(var z = 0; z <= level_; z++){
for(var x = 0; x <= level_; x++){
var dx = lt_.x + step.x * x;
var dz = lt_.z + step.z * z;
var dy = noise.simplex2(dx / 512.0, dz / 512.0) * 32.0;
subquad.push(...[stepT.x * x, stepT.z * z]);
subpoints.push(new THREE.Vector3(dx, dy, dz));
}
}
for(var i = 0; i < subpoints.length - level_ - 2; i++) {
if(i % (level_ + 1) != (level_)){
subindices.push(lastIndex + i, lastIndex + i + 1, lastIndex + i + level_ + 2, lastIndex + i + level_ + 2, lastIndex + i + level_ + 1, lastIndex + i);
}
}
points.push(...subpoints);
indices.push(...subindices);
quad_uvs.push(...subquad);
groups.push({id: id_, start: lastIndex2, end: subindices.length});
materials.push(new THREE.MeshBasicMaterial({ wireframe: true, map: new THREE.TextureLoader().load("textures/" + id_ + ".jpg")}));
}
Everything is fine, but for my project I have to process the current geometry through Delaunator.JS and it seems that the output has different triangles/faces indexing starting from the center.
There is dynamic colors for each segment to visualize indexing. Eventually, it has to be the same as previous one with seven materials and individual draw calls.
//delaunay
var geometry = new THREE.BufferGeometry().setFromPoints(points);
var indexDelaunay = Delaunator.from(points.map(v => { return [v.x, v.z]; }) );
var meshIndex = [];
for (let i = 0; i < indexDelaunay.triangles.length; i++){ meshIndex.push(indexDelaunay.triangles[i]); }
geometry.setIndex(meshIndex);
geometry.computeVertexNormals();
count = 0;
for(var i = 0; i < meshIndex.length; i += 6){
geometry.addGroup(i, 6, i / 6);
materials.push(new THREE.MeshBasicMaterial({ wireframe: true, color: new THREE.Color("hsl(" + (360 / 316 * count) + ",80%, 80%)")}))
count++;
}
var plane = new THREE.Mesh(geometry, materials);
plane.rotation.set(Math.PI, 0, 0)
plane.position.set(1152, 0, 0);
scene.add(plane);
So is there a way to re-index faces back so I could get the same result?
Yes, I could go through each Delaunator.triangles check its position/area for if it fits the certain partition, but it's not an elegant and fast solution. I bet it's possible to tweak Delaunator.JS code for right indexing on the fly.
The snippet is attached as well.
//https://hofk.de/main/discourse.threejs/2018/Triangulation/Triangulation.html
////by Mapbox https://github.com/mapbox/delaunator
(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
typeof define === 'function' && define.amd ? define(factory) :
(global.Delaunator = factory());
}(this, (function () { 'use strict';
var EPSILON = Math.pow(2, -52);
var Delaunator = function Delaunator(coords) {
var this$1 = this;
var n = coords.length >> 1;
if (n > 0 && typeof coords[0] !== 'number') { throw new Error('Expected coords to contain numbers.'); }
this.coords = coords;
var maxTriangles = 2 * n - 5;
var triangles = this.triangles = new Uint32Array(maxTriangles * 3);
var halfedges = this.halfedges = new Int32Array(maxTriangles * 3);
this._hashSize = Math.ceil(Math.sqrt(n));
var hullPrev = this.hullPrev = new Uint32Array(n);
var hullNext = this.hullNext = new Uint32Array(n);
var hullTri = this.hullTri = new Uint32Array(n);
var hullHash = new Int32Array(this._hashSize).fill(-1);
var ids = new Uint32Array(n);
var minX = Infinity;
var minY = Infinity;
var maxX = -Infinity;
var maxY = -Infinity;
for (var i = 0; i < n; i++) {
var x = coords[2 * i];
var y = coords[2 * i + 1];
if (x < minX) { minX = x; }
if (y < minY) { minY = y; }
if (x > maxX) { maxX = x; }
if (y > maxY) { maxY = y; }
ids[i] = i;
}
var cx = (minX + maxX) / 2;
var cy = (minY + maxY) / 2;
var minDist = Infinity;
var i0, i1, i2;
for (var i$1 = 0; i$1 < n; i$1++) {
var d = dist(cx, cy, coords[2 * i$1], coords[2 * i$1 + 1]);
if (d < minDist) {
i0 = i$1;
minDist = d;
}
}
var i0x = coords[2 * i0];
var i0y = coords[2 * i0 + 1];
minDist = Infinity;
for (var i$2 = 0; i$2 < n; i$2++) {
if (i$2 === i0) { continue; }
var d$1 = dist(i0x, i0y, coords[2 * i$2], coords[2 * i$2 + 1]);
if (d$1 < minDist && d$1 > 0) {
i1 = i$2;
minDist = d$1;
}
}
var i1x = coords[2 * i1];
var i1y = coords[2 * i1 + 1];
var minRadius = Infinity;
for (var i$3 = 0; i$3 < n; i$3++) {
if (i$3 === i0 || i$3 === i1) { continue; }
var r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i$3], coords[2 * i$3 + 1]);
if (r < minRadius) {
i2 = i$3;
minRadius = r;
}
}
var i2x = coords[2 * i2];
var i2y = coords[2 * i2 + 1];
if (minRadius === Infinity) {
throw new Error('No Delaunay triangulation exists for this input.');
}
if (orient(i0x, i0y, i1x, i1y, i2x, i2y)) {
var i$4 = i1;
var x$1 = i1x;
var y$1 = i1y;
i1 = i2;
i1x = i2x;
i1y = i2y;
i2 = i$4;
i2x = x$1;
i2y = y$1;
}
var center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
this._cx = center.x;
this._cy = center.y;
var dists = new Float64Array(n);
for (var i$5 = 0; i$5 < n; i$5++) {
dists[i$5] = dist(coords[2 * i$5], coords[2 * i$5 + 1], center.x, center.y);
}
quicksort(ids, dists, 0, n - 1);
this.hullStart = i0;
var hullSize = 3;
hullNext[i0] = hullPrev[i2] = i1;
hullNext[i1] = hullPrev[i0] = i2;
hullNext[i2] = hullPrev[i1] = i0;
hullTri[i0] = 0;
hullTri[i1] = 1;
hullTri[i2] = 2;
hullHash[this._hashKey(i0x, i0y)] = i0;
hullHash[this._hashKey(i1x, i1y)] = i1;
hullHash[this._hashKey(i2x, i2y)] = i2;
this.trianglesLen = 0;
this._addTriangle(i0, i1, i2, -1, -1, -1);
for (var k = 0, xp = (void 0), yp = (void 0); k < ids.length; k++) {
var i$6 = ids[k];
var x$2 = coords[2 * i$6];
var y$2 = coords[2 * i$6 + 1];
if (k > 0 && Math.abs(x$2 - xp) <= EPSILON && Math.abs(y$2 - yp) <= EPSILON) { continue; }
xp = x$2;
yp = y$2;
if (i$6 === i0 || i$6 === i1 || i$6 === i2) { continue; }
var start = 0;
for (var j = 0, key = this._hashKey(x$2, y$2); j < this._hashSize; j++) {
start = hullHash[(key + j) % this$1._hashSize];
if (start !== -1 && start !== hullNext[start]) { break; }
}
start = hullPrev[start];
var e = start, q = (void 0);
while (q = hullNext[e], !orient(x$2, y$2, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1])) {
e = q;
if (e === start) {
e = -1;
break;
}
}
if (e === -1) { continue; }
var t = this$1._addTriangle(e, i$6, hullNext[e], -1, -1, hullTri[e]);
hullTri[i$6] = this$1._legalize(t + 2);
hullTri[e] = t;
hullSize++;
var n$1 = hullNext[e];
while (q = hullNext[n$1], orient(x$2, y$2, coords[2 * n$1], coords[2 * n$1 + 1], coords[2 * q], coords[2 * q + 1])) {
t = this$1._addTriangle(n$1, i$6, q, hullTri[i$6], -1, hullTri[n$1]);
hullTri[i$6] = this$1._legalize(t + 2);
hullNext[n$1] = n$1;
hullSize--;
n$1 = q;
}
if (e === start) {
while (q = hullPrev[e], orient(x$2, y$2, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1])) {
t = this$1._addTriangle(q, i$6, e, -1, hullTri[e], hullTri[q]);
this$1._legalize(t + 2);
hullTri[q] = t;
hullNext[e] = e;
hullSize--;
e = q;
}
}
this$1.hullStart = hullPrev[i$6] = e;
hullNext[e] = hullPrev[n$1] = i$6;
hullNext[i$6] = n$1;
hullHash[this$1._hashKey(x$2, y$2)] = i$6;
hullHash[this$1._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
}
this.hull = new Uint32Array(hullSize);
for (var i$7 = 0, e$1 = this.hullStart; i$7 < hullSize; i$7++) {
this$1.hull[i$7] = e$1;
e$1 = hullNext[e$1];
}
this.hullPrev = this.hullNext = this.hullTri = null;
this.triangles = triangles.subarray(0, this.trianglesLen);
this.halfedges = halfedges.subarray(0, this.trianglesLen);
};
Delaunator.from = function from (points, getX, getY) {
if ( getX === void 0 ) getX = defaultGetX;
if ( getY === void 0 ) getY = defaultGetY;
var n = points.length;
var coords = new Float64Array(n * 2);
for (var i = 0; i < n; i++) {
var p = points[i];
coords[2 * i] = getX(p);
coords[2 * i + 1] = getY(p);
}
return new Delaunator(coords);
};
Delaunator.prototype._hashKey = function _hashKey (x, y) {
return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
};
Delaunator.prototype._legalize = function _legalize (a) {
var this$1 = this;
var ref = this;
var triangles = ref.triangles;
var coords = ref.coords;
var halfedges = ref.halfedges;
var b = halfedges[a];
var a0 = a - a % 3;
var b0 = b - b % 3;
var al = a0 + (a + 1) % 3;
var ar = a0 + (a + 2) % 3;
var bl = b0 + (b + 2) % 3;
if (b === -1) { return ar; }
var p0 = triangles[ar];
var pr = triangles[a];
var pl = triangles[al];
var p1 = triangles[bl];
var illegal = inCircle(
coords[2 * p0], coords[2 * p0 + 1],
coords[2 * pr], coords[2 * pr + 1],
coords[2 * pl], coords[2 * pl + 1],
coords[2 * p1], coords[2 * p1 + 1]);
if (illegal) {
triangles[a] = p1;
triangles[b] = p0;
var hbl = halfedges[bl];
if (hbl === -1) {
var e = this.hullStart;
do {
if (this$1.hullTri[e] === bl) {
this$1.hullTri[e] = a;
break;
}
e = this$1.hullNext[e];
} while (e !== this.hullStart);
}
this._link(a, hbl);
this._link(b, halfedges[ar]);
this._link(ar, bl);
var br = b0 + (b + 1) % 3;
this._legalize(a);
return this._legalize(br);
}
return ar;
};
Delaunator.prototype._link = function _link (a, b) {
this.halfedges[a] = b;
if (b !== -1) { this.halfedges[b] = a; }
};
Delaunator.prototype._addTriangle = function _addTriangle (i0, i1, i2, a, b, c) {
var t = this.trianglesLen;
this.triangles[t] = i0;
this.triangles[t + 1] = i1;
this.triangles[t + 2] = i2;
this._link(t, a);
this._link(t + 1, b);
this._link(t + 2, c);
this.trianglesLen += 3;
return t;
};
function pseudoAngle(dx, dy) {
var p = dx / (Math.abs(dx) + Math.abs(dy));
return (dy > 0 ? 3 - p : 1 + p) / 4;
}
function dist(ax, ay, bx, by) {
var dx = ax - bx;
var dy = ay - by;
return dx * dx + dy * dy;
}
function orient(px, py, qx, qy, rx, ry) {
return (qy - py) * (rx - qx) - (qx - px) * (ry - qy) < 0;
}
function inCircle(ax, ay, bx, by, cx, cy, px, py) {
var dx = ax - px;
var dy = ay - py;
var ex = bx - px;
var ey = by - py;
var fx = cx - px;
var fy = cy - py;
var ap = dx * dx + dy * dy;
var bp = ex * ex + ey * ey;
var cp = fx * fx + fy * fy;
return dx * (ey * cp - bp * fy) -
dy * (ex * cp - bp * fx) +
ap * (ex * fy - ey * fx) < 0;
}
function circumradius(ax, ay, bx, by, cx, cy) {
var dx = bx - ax;
var dy = by - ay;
var ex = cx - ax;
var ey = cy - ay;
var bl = dx * dx + dy * dy;
var cl = ex * ex + ey * ey;
var d = 0.5 / (dx * ey - dy * ex);
var x = (ey * bl - dy * cl) * d;
var y = (dx * cl - ex * bl) * d;
return x * x + y * y;
}
function circumcenter(ax, ay, bx, by, cx, cy) {
var dx = bx - ax;
var dy = by - ay;
var ex = cx - ax;
var ey = cy - ay;
var bl = dx * dx + dy * dy;
var cl = ex * ex + ey * ey;
var d = 0.5 / (dx * ey - dy * ex);
var x = ax + (ey * bl - dy * cl) * d;
var y = ay + (dx * cl - ex * bl) * d;
return {x: x, y: y};
}
function quicksort(ids, dists, left, right) {
if (right - left <= 20) {
for (var i = left + 1; i <= right; i++) {
var temp = ids[i];
var tempDist = dists[temp];
var j = i - 1;
while (j >= left && dists[ids[j]] > tempDist) { ids[j + 1] = ids[j--]; }
ids[j + 1] = temp;
}
} else {
var median = (left + right) >> 1;
var i$1 = left + 1;
var j$1 = right;
swap(ids, median, i$1);
if (dists[ids[left]] > dists[ids[right]]) { swap(ids, left, right); }
if (dists[ids[i$1]] > dists[ids[right]]) { swap(ids, i$1, right); }
if (dists[ids[left]] > dists[ids[i$1]]) { swap(ids, left, i$1); }
var temp$1 = ids[i$1];
var tempDist$1 = dists[temp$1];
while (true) {
do { i$1++; } while (dists[ids[i$1]] < tempDist$1);
do { j$1--; } while (dists[ids[j$1]] > tempDist$1);
if (j$1 < i$1) { break; }
swap(ids, i$1, j$1);
}
ids[left + 1] = ids[j$1];
ids[j$1] = temp$1;
if (right - i$1 + 1 >= j$1 - left) {
quicksort(ids, dists, i$1, right);
quicksort(ids, dists, left, j$1 - 1);
} else {
quicksort(ids, dists, left, j$1 - 1);
quicksort(ids, dists, i$1, right);
}
}
}
function swap(arr, i, j) {
var tmp = arr[i];
arr[i] = arr[j];
arr[j] = tmp;
}
function defaultGetX(p) {
return p[0];
}
function defaultGetY(p) {
return p[1];
}
return Delaunator;
})));
var renderer, scene, camera, controls, loader, terrain, glsl, uniforms, root, tree;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x000000);
document.body.appendChild(renderer.domElement);
scene = new THREE.Scene();
loader = new THREE.TextureLoader();
loader.crossOrigin = "";
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 51200);
camera.position.set(-3072, 2048, -3072);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.enableDamping = true;
controls.dampingFactor = 0.05;
controls.screenSpacePanning = false;
controls.minDistance = 8;
controls.maxDistance = 10240;
controls.maxPolarAngle = Math.PI / 2;
//simple pseudo quadtree
var points = [], indices = [], quad_uvs = [], groups = [], materials = [];
getSegmentSubpoints(0, new THREE.Vector3(-1024, 0, -1024), 1024, 1024, 4);
getSegmentSubpoints(1, new THREE.Vector3(0, 0, -1024), 1024, 1024, 4);
getSegmentSubpoints(2, new THREE.Vector3(-1024, 0, 0), 1024, 1024, 4);
getSegmentSubpoints(3, new THREE.Vector3(0, 0, 0), 512, 512, 8);
getSegmentSubpoints(4, new THREE.Vector3(512, 0, 0), 512, 512, 8);
getSegmentSubpoints(5, new THREE.Vector3(0, 0, 512), 512, 512, 8);
getSegmentSubpoints(6, new THREE.Vector3(512, 0, 512), 512, 512, 8);
var geometry = new THREE.BufferGeometry().setFromPoints(points);
geometry.setIndex(indices);
geometry.setAttribute( 'uv', new THREE.BufferAttribute(new Float32Array(quad_uvs), 2 ) );
geometry.computeVertexNormals();
var materials = [];
var colors = [new THREE.Color(0xe6194b), new THREE.Color(0x3cb44b), new THREE.Color(0xffe119), new THREE.Color(0x4363d8), new THREE.Color(0xf58231), new THREE.Color(0x911eb4), new THREE.Color(0x46f0f0) ]
groups.forEach(function(g_, i_){ geometry.addGroup(g_.start, g_.end, g_.id); materials.push(new THREE.MeshBasicMaterial({wireframe: true, color: colors[i_]})) });
var plane = new THREE.Mesh(geometry, materials);
plane.rotation.set(Math.PI, 0, 0);
plane.position.set(-1152, 0, 0);
scene.add(plane);
//delaunay
materials = [];
var geometry = new THREE.BufferGeometry().setFromPoints(points);
var indexDelaunay = Delaunator.from(points.map(v => { return [v.x, v.z]; }) );
var meshIndex = [];
for (let i = 0; i < indexDelaunay.triangles.length; i++){ meshIndex.push(indexDelaunay.triangles[i]); }
geometry.setIndex(meshIndex);
geometry.computeVertexNormals();
count = 0;
for(var i = 0; i < meshIndex.length; i += 6){
geometry.addGroup(i, 6, i / 6);
materials.push(new THREE.MeshBasicMaterial({ wireframe: true, color: new THREE.Color("hsl(" + (360 / 316 * count) + ",80%, 80%)")}))
count++;
}
var plane = new THREE.Mesh(geometry, materials); //new THREE.MeshBasicMaterial({color: 0xFF00FF, side: THREE.DoubleSide, wireframe: true}) );
plane.rotation.set(Math.PI, 0, 0)
plane.position.set(1152, 0, 0);
scene.add(plane);
animate();
function getSegmentSubpoints(id_, lt_, w_, h_, level_){
var subpoints = [];
var subindices = [];
var subquad = [];
var lastIndex = points.length;
var lastIndex2 = indices.length;
var step = {x: w_ / level_, z: h_ / level_ };
var stepT = {x: 1.0 / level_, z: 1.0 / level_ };
for(var z = 0; z <= level_; z++){
for(var x = 0; x <= level_; x++){
var dx = lt_.x + step.x * x;
var dz = lt_.z + step.z * z;
var dy = 0;
subquad.push(...[stepT.x * x, stepT.z * z]);
subpoints.push(new THREE.Vector3(dx, dy, dz));
}
}
for(var i = 0; i < subpoints.length - level_ - 2; i++) {
if(i % (level_ + 1) != (level_)){
subindices.push(lastIndex + i, lastIndex + i + 1, lastIndex + i + level_ + 2, lastIndex + i + level_ + 2, lastIndex + i + level_ + 1, lastIndex + i);
}
}
points.push(...subpoints);
indices.push(...subindices);
quad_uvs.push(...subquad);
groups.push({id: id_, start: lastIndex2, end: subindices.length});
materials.push(new THREE.MeshBasicMaterial({ wireframe: true, map: new THREE.TextureLoader().load("textures/" + id_ + ".jpg")}));
}
function animate(){
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
body { margin: 0; }
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<title>GLSL Intersection</title>
<meta name="viewport" content="initial-scale=1,maximum-scale=1,user-scalable=no" />
<script src="https://unpkg.com/three#0.116.0/build/three.min.js"></script>
<script src="https://unpkg.com/three#0.116.0/examples/js/controls/OrbitControls.js"></script>
</head>
<body>
</body>
</html>

CGRect with variable Buttons per Row

Following situation:
i want to build a cgrect. what i need is: up to 4 rows. up to 6 columns.
so for example how it have to look:
i need min.
+ + + +
(1 row, 4 buttons)
and max i need:
+ + + + + +
+ + + + +
+ + + + + +
+ + + + +
(4 rows, 22 buttons)
what i want is to pass the BUTTONS_FOR_ROW1-4 data from an other VC. for the min example this is button_for_row1 = 4, button_for_row2 = 0, button_for_row3 = 0, button_for_row4 = 0.
for the max example button_for_row1 = 6, button_for_row2 = 5, button_for_row3 = 6, button_for_row4 = 5
my code now is this:
-(void) generateCardViews {
int positionsLeftInRow = _BUTTONS_PER_ROW;
int j = 0; // j = ROWNUMBER (j = 0) = ROW1, (j = 1) = ROW2...
for (int i = 0; i < [self.gameModel.buttons count]; i++) {
NSInteger value = ((ButtonModel *)self.gameModel.buttons[i]).value;
CGFloat x = (i % _BUTTONS_PER_ROW) * 121 + (i % _BUTTONS_PER_ROW) * 40 + 285;
if (j == 1) {
x += 80; // set additional indent (horizontal displacement)
}
if (j == 2) {
x -= 160;
}
CGFloat y = j * 122 + j * 40 + 158;
CGRect frame = CGRectMake(x, y, 125, 125);
ButtonView *cv = [[ButtonView alloc] initWithFrame:frame andPosition:i andValue:value];
if (!((ButtonModel *)self.gameModel.buttons[i]).outOfPlay) {
[self.boardView addSubview:cv];
if ([self.gameModel.turnedButtons containsObject: self.gameModel.buttons[i]]) {
[self.turnedButtonViews addObject: cv];
[cv flip];
}
}
if (--positionsLeftInRow == 0) {
j++;
positionsLeftInRow = _BUTTONS_PER_ROW;
if (j == 1) {
positionsLeftInRow = _BUTTONS_PER_ROW-1;
if (j == 2) {
positionsLeftInRow = _BUTTONS_PER_ROW-2;
}}
}
}
}
As you can see my code now have just BUTTONS_PER_ROW and not BUTTONS_FOR_ROW1 - 4.
the indent is for pushing a row left or right.
But i think this will work much easier, cause with my code i get some weird things when i make 22 Buttons.
thanks for help!
Your basic logic can be simplified. I would use a while loop here. For the case of a maximum number of buttons per row (the simpler case), this is an outline of what I think is a clear way to do what you want:
y = .... (initial value of y)
NSUInteger numberOfButtons = [self.gameModel.buttons count];
// Layout out the buttons, with no more than _BUTTONS_PER_ROW in each row
NSUInteger buttonsLeft = numberOfButtons;
NSUInteger buttonsInRow = 0;
while(buttonsLeft>0)
{
if(buttonsInRow>_BUTTONS_PER_ROW)
{
// Increment y, reset x
y += ....
x = .... (initial position for x)
buttonsInRow = 0;
}
// Create a button
CGRect frame = CGRectMake(x, y, 125, 125);
ButtonView* buttonView = [[ButtonView .....
x += 80;
++buttonsInRow;
--buttonsLeft;
}
For the more general case, add a variable to keep track of the row number, and use and array with the maximum number of buttons per row that is loaded before entering the while loop.

How to draw labels on Dimple.js donut or pie chart?

Trying to show the percentages right on the donut charts in dimple.plot.pie
Here is some code that kind of works but places the labels right onto the slices.
Having trouble making the labels show up outside the pie.
rings = chart.addSeries("series", dimple.plot.pie);
rings.afterDraw = function(shape, data) {
var bbox, ctm;
ctm = shape.getCTM();
bbox = shape.getBBox();
return this.chart.svg.append("text")
.attr("x", ctm.e + bbox.x + bbox.width/2)
.attr("y", ctm.f + bbox.y + bbox.height/2)
.text(Math.round(1000*data.piePct)/10 + "%");;
};
Here's the best I can do..
I'd like to build this into the dimple library, but for the time being, here is the method I use in one of my own projects:
function getCentroid(data, plot) {
var centerX = plot.x + plot.width / 2,
centerY = plot.y + plot.height / 2,
angle = (data.startAngle + (data.endAngle - data.startAngle) / 2),
hyp = (data.innerRadius + (data.outerRadius - data.innerRadius) / 2),
opp = Math.sin(angle) * hyp,
adj = Math.cos(angle) * hyp;
return [centerX + opp, centerY - adj];
}
series.afterDraw = function (shape, data) {
var ctd = getCentroid(data, plotSize),
s = d3.select(shape),
degrees = ((data.startAngle + (data.endAngle - data.startAngle) / 2) * 180) / Math.PI;
if (degrees < 180) {
degrees -= 90;
} else {
degrees += 90;
}
if (Math.abs(data.startAngle - data.endAngle) > 0.1) {
chart._group.append("text")
.attr("transform", "rotate(" + degrees + ", " + ctd[0] + ", " + ctd[1] + 4 + ")")
.attr("dy", "0.35em")
.attr("x", ctd[0])
.attr("y", ctd[1])
.style("text-anchor", "middle")
.style("pointer-events", "none")
.text(format(data.pValue));
}
};
I took this direct from my own code so it relies on a few variables in scope but hopefully they are fairly self-explanatory.
2 years later and still no solution that works out-of-the-box?
The solution below is a working compilation of all I could find on the topic. Updates are welcome :-)
var pies = chart.addSeries("series", dimple.plot.pie);
pies.radius = 60;
pies.innerRadius = "50%";
pies.afterDraw = function (shape, data) {
var arc = d3.arc()
.outerRadius(radius)
.innerRadius(radius/2);
var ctm = shape.getCTM();
chart.svg.append("text")
// Position text in the centre of the shape
.attr("x", arc.centroid(data)[0])
.attr("y", arc.centroid(data)[1])
.attr("transform", function () {
return "translate("+ctm.e+","+ctm.f+")";
})
// Centre align and nicer display
.style("text-anchor", "middle")
.style("font-size", "10px")
.style("font-family", "sans-serif")
.style("opacity", 0.8)
// Prevent text cursor on hover and allow tooltips
.style("pointer-events", "none")
// Display text
.text((data.piePct*100).toFixed(2) + "%)");
}

OpenCL kernel doesn't finish executing

I am writing a simple monte carlo code for simulation of electron scattering. I ran the Kernel for 10 million electron and it runs fine, but when I increase the number of electrons to a higher number, say 50 million, the code just wouldn't finish and the computer freezes. I wanted to know if this is a hardware issue or if there is a possible bug in the code. I am running the code on a iMac with ATI Radeon HD 5870.
int rand_r (unsigned int seed)
{
unsigned int next = seed;
int result;
next *= 1103515245;
next += 12345;
result = (unsigned int) (next / 65536) % 2048;
next *= 1103515245;
next += 12345;
result <<= 10;
result ^= (unsigned int) (next / 65536) % 1024;
next *= 1103515245;
next += 12345;
result <<= 10;
result ^= (unsigned int) (next / 65536) % 1024;
seed = next;
return result;
}
__kernel void MC(const float E, __global float* bse, const int count) {
int tx, ty;
tx = get_global_id(0);
ty = get_global_id(1);
float RAND_MAX = 2147483647.0f;
int rand_seed;
int seed = count*ty + tx;
float rand;
float PI;
PI = 3.14159f;
float z;
z = 28.0f;
float rho;
rho = 8.908f;
float A;
A = 58.69f;
int num;
num = 10000000/(count*count);
int counter, counter1, counter2;
counter = 0;
float4 c_new, r_new;
float E_new, alpha, de_ds, phi, psi, mfp,sig_eNA,step, dsq, dsqi, absc0z;
float J;
J = (9.76f*z + 58.5f*powr(z,-0.19f))*1E-3f;
float4 r0 = (float4)(0.0f, 0.0f, 0.0f, 0.0f);
float2 tilt = (float2)((70.0f/180.0f)*PI , 0.0f);
float4 c0 = (float4)(cos(tilt.y)*sin(tilt.x), sin(tilt.y)*sin(tilt.x), cos(tilt.x), 0.0f);
for (int i = 0; i < num; ++i){
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //some random no. generator in gpu
r0 = (float4)(0.0f, 0.0f, 0.0f, 0.0f);
c0 = (float4)(cos(tilt.y)*sin(tilt.x), sin(tilt.y)*sin(tilt.x), cos(tilt.x), 0.0f);
E_new = E;
c_new = c0;
alpha = (3.4E-3f)*powr(z,0.67f)/E_new;
sig_eNA = (5.21f * 602.3f)*((z*z)/(E_new*E_new))*((4.0f*PI)/(alpha*(1+alpha)))*((E_new + 511.0f)*(E_new + 511.0f)/((E_new + 1024.0f)*(E_new + 1024.0f)));
mfp = A/(rho*sig_eNA);
step = -mfp * log(rand);
r_new = (float4)(r0.x + step*c_new.x, r0.y + step*c_new.y, r0.z + step*c_new.z, 0.0f);
r0 = r_new;
counter1 = 0;
counter2 = 0;
while (counter1 < 1000){
alpha = (3.4E-3f)*powr(z,0.67f)/E_new;
sig_eNA = (5.21f * 602.3f)*((z*z)/(E_new*E_new))*((4*PI)/(alpha*(1+alpha)))*((E_new + 511.0f)*(E_new + 511.0f)/((E_new + 1024.0f)*(E_new + 1024.0f)));
mfp = A/(rho*sig_eNA);
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //some random no. generator in gpu
step = -mfp * log(rand);
de_ds = -78500.0f*(z/(A*E_new)) * log((1.66f*(E_new + 0.85f*J))/J);
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //new random no.
phi = acos(1 - ((2*alpha*rand)/(1 + alpha - rand)));
rand_seed = rand_r(seed);
seed = rand_seed;
rand = rand_seed/RAND_MAX; //third random no.
psi = 2*PI*rand;
if ((c0.z >= 0.999f) || (c0.z <= -0.999f) ){
absc0z = abs(c0.z);
c_new = (float4)(sin(phi) * cos(psi), sin(phi) * sin(psi), (c0.z/absc0z)*cos(phi), 0.0f);
}
else {
dsq = sqrt(1-c0.z*c0.z);
dsqi = 1/dsq;
c_new = (float4)(sin(phi)*(c0.x*c0.z*cos(psi) - c0.y*sin(psi))*dsqi + c0.x*cos(phi), sin(phi) * (c0.y * c0.z * cos(psi) + c0.x * sin(psi)) * dsqi + c0.y * cos(phi), -sin(phi) * cos(psi) * dsq + c0.z * cos(phi), 0.0f);
}
r_new = (float4)(r0.x + step*c_new.x, r0.y + step*c_new.y, r0.z + step*c_new.z, 0.0f);
r0 = r_new;
c0 = c_new;
E_new += step*rho*de_ds;
if (r0.z <= 0 && counter2 == 0){
counter++ ;
counter2 = 1;
}
counter1++ ;
}
}
bse[count*ty + tx] = counter;
}

how to convert modelview matrix to gluLookAt parameters?

I had a requirement in Bullet physics with Opengl where I have modelview matrix but need to get the same matrix by calling gluLookAt. Thanks in advance.
From any 4x4 matrix we can get gluLookAt parameters which are CameraPos, CameraTarget, UpVector.
Here is the code to get CameraPos, CameraTarget, UpVector from ModelView matrix.
float modelViewMat[16];
glGetFloatv(GL_MODELVIEW_MATRIX, modelViewMat);
// Here instead of model view matrix we can pass any 4x4 matrix.
float params[9];
GetGluLookAtParameters(modelViewMat, params);
CameraPos.x = params[0];
CameraPos.y = params[1];
CameraPos.z = params[2];
CameraTarget.x = params[3];
CameraTarget.y = params[4];
CameraTarget.z = params[5];
UpVector.x = params[6];
UpVector.y = params[7];
UpVector.z = params[8];
void GetGluLookAtParameters(float* m, float* gluLookAtParams)
{
VECTOR3D sideVector(m[0], m[4], m[8]);
VECTOR3D upVector(m[1], m[5], m[9]);
VECTOR3D forwardVector(-m[2], -m[6], -m[10]);
sideVector.Normalize();
upVector.Normalize();
forwardVector.Normalize();
float rotMat[16];
memcpy(rotMat, m, 16*sizeof(float));
rotMat[12] = rotMat[13] = rotMat[14] = rotMat[3] = rotMat[7] = rotMat[11] = 0.0f;
rotMat[15] = 1.0f;
float rotInvert[16];
__gluInvertMatrixd(rotMat, rotInvert);
float transMat[16];
memset(transMat, 0, 16*sizeof(float));
transMat[0] = transMat[5] = transMat[10] = transMat[15] = 1.0f;
MultMat(rotInvert, m, transMat);
gluLookAtParams[0] = -transMat[12];
gluLookAtParams[1] = -transMat[13];
gluLookAtParams[2] = -transMat[14];
gluLookAtParams[3] = -transMat[12] + forwardVector.x;
gluLookAtParams[4] = -transMat[13] + forwardVector.y;
gluLookAtParams[5] = -transMat[14] + forwardVector.z;
gluLookAtParams[6] = upVector.x;
gluLookAtParams[7] = upVector.y;
gluLookAtParams[8] = upVector.z;
}
void MultMat(float* a, float* b, float* result)
{
result[0] = a[0]*b[0] + a[4]*b[1] + a[8]*b[2] + a[12]*b[3];
result[1] = a[1]*b[0] + a[5]*b[1] + a[9]*b[2] + a[13]*b[3];
result[2] = a[2]*b[0] + a[6]*b[1] + a[10]*b[2] + a[14]*b[3];
result[3] = a[3]*b[0] + a[7]*b[1] + a[11]*b[2] + a[15]*b[3];
result[4] = a[0]*b[4] + a[4]*b[5] + a[8]*b[6] + a[12]*b[7];
result[5] = a[1]*b[4] + a[5]*b[5] + a[9]*b[6] + a[13]*b[7];
result[6] = a[2]*b[4] + a[6]*b[5] + a[10]*b[6] + a[14]*b[7];
result[7] = a[3]*b[4] + a[7]*b[5] + a[11]*b[6] + a[15]*b[7];
result[8] = a[0]*b[8] + a[4]*b[9] + a[8]*b[10] + a[12]*b[11];
result[9] = a[1]*b[8] + a[5]*b[9] + a[9]*b[10] + a[13]*b[11];
result[10] = a[2]*b[8] + a[6]*b[9] + a[10]*b[10] + a[14]*b[11];
result[11] = a[3]*b[8] + a[7]*b[9] + a[11]*b[10] + a[15]*b[11];
result[12] = a[0]*b[12] + a[4]*b[13] + a[8]*b[14] + a[12]*b[15];
result[13] = a[1]*b[12] + a[5]*b[13] + a[9]*b[14] + a[13]*b[15];
result[14] = a[2]*b[12] + a[6]*b[13] + a[10]*b[14] + a[14]*b[15];
result[15] = a[3]*b[12] + a[7]*b[13] + a[11]*b[14] + a[15]*b[15];
}
int __gluInvertMatrixd(const float src[16], float inverse[16])
{
int i, j, k, swap;
float t;
GLfloat temp[4][4];
for (i=0; i<4; i++)
for (j=0; j<4; j++)
temp[i][j] = src[i*4+j];
for(int i=0;i<16;i++)
inverse[i] = 0;
inverse[0] = inverse[5] = inverse[10] = inverse[15] = 1.0f;
for(i=0; i<4; i++)
{
swap = i;
for (j = i + 1; j < 4; j++)
if (fabs(temp[j][i]) > fabs(temp[i][i]))
swap = j;
if (swap != i) {
//Swap rows.
for (k = 0; k < 4; k++) {
t = temp[i][k];
temp[i][k] = temp[swap][k];
temp[swap][k] = t;
t = inverse[i*4+k];
inverse[i*4+k] = inverse[swap*4+k];
inverse[swap*4+k] = t;
}
}
if (temp[i][i] == 0)
return 0;
t = temp[i][i];
for (k = 0; k < 4; k++) {
temp[i][k] /= t;
inverse[i*4+k] /= t;
}
for (j = 0; j < 4; j++) {
if (j != i) {
t = temp[j][i];
for (k = 0; k < 4; k++) {
temp[j][k] -= temp[i][k]*t;
inverse[j*4+k] -= inverse[i*4+k]*t;
}
}
}
}
return 1;
}