I need to get the co-ordinates of markup(it may be circle, rectangle or any shapes) on image in cocoa. It would be starting x,y points when markup starts or the x,y points when markup ends.
Now I am to able to draw a shape on image, but I am unable to get the x,y points of that shape.
[_imageView setCurrentToolMode: IKToolModeAnnotate];
This line of code I am using to draw a shape.
Can anybody help to solve this problem.
Related
Unwrapped object was filled out with gradient color. As illustrated in below image, some pixels in UV/Texture view on Seamed edges boundaries are not filled with expected color. It looks like edge has to cross more than a half of the pixel to be colorized.
Is there a way to force all pixels crossed by Seam edge to be colorized properly?
Found a solution. Navigate to Texture Paint for given object and open Options, modify Bleed property, which defines how many pixels will be colorized in UV texture outside Seamed edges. Default is 2px.
I am using a CAShapeLayer to display a path that is updated as the user traces his/her finger on the screen. I'd like to transform this path to a rectangle that just encloses the path. I can compute the rectangle just fine; the tricky part is animating the transformation.
The docs say this about animating the path property of CAShapeLayer:
If the two paths have a different number of control points or segments the results are undefined.
So how do I go about adding more control points to the rectangular CGPath? Or is there a better way to achieve this animation? Thanks. =)
I think you have to manually construct a series of lines in the form of a rectangle. Iterate over the elements in the path, compute where on the bounding rectangle you want that point to transform to, and add that segment to the new rectangular path. You may have to use the same kind of element (e.g. cubic or quadratic Bézier curve that happens to form a straight line) so that the number of control points matches.
After the animation completes, you can reset the path to a pure rectangle if you want.
Is it possible to change the origin of an NSImage? If so how would I go about doing this. I have coordinates in regular cartesian system some of them with negative values and I am trying to draw them at the corresponding point in the NSImage but since the origin is at (0,0) there are some missing.
EDIT:Say I have an drawing aspect that needs to be done to an image at the point (-10,-10), currently this doesn't show up. Is there a way to fix that?
If it's like in iOS (you may have to adapt a little the code) and if my memory is still good, you have to do this, since origin is readOnly:
CGRect myFrame = yourImage.frame;
myFrame.origin.x=newX; myFrame.origin.y=newY;
yourImage.frame = myFrame;
I think you are confusing an NSImage with it's container. An NSImage has no bounds or frame, and thus no origin. It does have a size which may represent the pixel dimensions of its birtmap representation ( if it has one) or otherwise could represent it's bounding box ( if it is a vector image). Drawing in an image at a pixel location of (-10,-10) doesn't really make sense.
An NSImage is displayed in a container ( typically an NSImageView), and the container's bounds.origin will dictate the placement of the image relative to the imageView, but you can't modify pixels beyond the edge of the bitmap plane.
In any case you probably want to be using a subclassed NSView in which you would override the drawRect method for your custom drawing. NSView does have a bounds.origin but this is not relevant to your in-drawing coordinates, but rather to the position of the drawn content as a whole to the view's bounding box. The coordinate system that you will be drawing into will be referenced to your graphics context which will (usually) pin the origin (0,0) to the bottom left corner (OSX) or top left corner (iOS). If you are trying to represent negative points on a Cartesian plane, you will need to apply a translation transform to map your points into this positive coordinate space.
I'm trying to explain in a few words, badly, something which Apple explains in great detail in their Quartz 2D Programming Guide.
How do you find the location of the plot area of an axes in figure coordinates or pixel coordinates?
I'm actually trying to capture click and motion events on the x axis area below the plot. So I'm getting an event and trying to test if it's y coordinate is below the plot area. I would think this is simple, but I can't seem to find anything by searching.
SOLVED - found it - wasn't easy to find - axes.bbox.bounds bounds is in pixels, same as the event.
I have a sprite and if it is touched the touch should be recognized. I used the coordinates to do so. I took the coordinates (min x, min y, max x , max y)of the sprite image. But The sprite image is not a rectangular shape. So, even if I touch the coordinates outside the sprite and inside the rectangular bounds the sprite is recognized.
But for my application I need only the sprite to be recognized. So, I have to take only the coordinates of the sprite, but it is not regular shape. I am using CCSprite in my program.
So, what can I do to for only the sprite to be selected ? Which classes should use for this?
Thank You.
You could try one of the following...
Create a bounding box smaller than the absolute extents of the sprite image. Yes it will be smaller than the sprite. This will eliminate the dead space click detection of the sprite the trade off being parts of your sprite which look selectable won't be
Use a circular bounding area to detect if the user has clicked on your sprite. Again you will have the dead space problem in my first suggestion but the sphere may give you some better coverage area over the sprite giving you better results on touch detection
This is a standard problem in physics collision detection systems which often end up using circles or rectangles as their collision bodies. I would go with the either a circle or rectangle smaller than the size of your sprite as your bounding area. Going finer detail than that you could generate bounding area polygons. This would however introduce a whole bunch of new issues and concerns.
I am building a Cocos2D game right now and what I am doing is first I step through my sprites and see which sprites the touch hit (they overlap in my app)
Then, for each sprite hit I use [sprite convertTouchToNodeSpace] to get an X,Y co-ordinate inside the sprite, which I can use (although the Y axis is flipped) to reference the CGImage I created the sprite with.
If the pixel at the touch point is 'clear' ie alpha 0, then the sprite was not really touched, and I check the next sprite in the z-order to see if it has color where it was touched.
Sometimes I think I should be using a two color mask image to go along with each sprite, not the sprite image. But, I am mr. make it work, then make it fast.
I realise this is not super efficient, but I do not have very many sprites and I do this only for touches.