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3D rendering engine. Plus modelling. Expected glsl textures 3d and 2d rendering3D primitives, and a lot of scenes' samples to test.+ Game Jogl reworked, Calculator (numbers and vectors). Java code parser implementation starts (<=1.2)

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/*
 *
 *  * Copyright (c) 2024. Manuel Daniel Dahmen
 *  *
 *  *
 *  *    Copyright 2024 Manuel Daniel Dahmen
 *  *
 *  *    Licensed under the Apache License, Version 2.0 (the "License");
 *  *    you may not use this file except in compliance with the License.
 *  *    You may obtain a copy of the License at
 *  *
 *  *        http://www.apache.org/licenses/LICENSE-2.0
 *  *
 *  *    Unless required by applicable law or agreed to in writing, software
 *  *    distributed under the License is distributed on an "AS IS" BASIS,
 *  *    WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 *  *    See the License for the specific language governing permissions and
 *  *    limitations under the License.
 *
 *
 */

/*
comparaipar cerlcle d intensite et
de lumierrs filtrers.
*/

package one.empty3.feature.pio;

import one.empty3.feature.PixM;
import one.empty3.io.ProcessFile;
import one.empty3.library.*;
import one.empty3.library.shader.Vec;

import java.awt.Color;
import java.io.File;
import java.awt.Point;
import java.util.*;
import javax.imageio.ImageIO;

class Circle {

    double x, y, r, a;
    public PixM m;
    Color c;
    double i;

    public Circle(PixM m, double x, double a,
                  double y, double r) {
        this.x = x;
        this.y = y;
        this.r = r;
        this.a = a;
        this.m = m;
    }

    public void rotate(double angle) {
        a += angle;
    }

    public double get(double r, double g, double b) {
        return Math.sqrt(r * r + g * g + b * b);
    }


    public Point3D get(double a, double r) {
        Point3D n = new Point3D(r * Math.cos(2 * Math.PI * a),
                r * Math.sin(2 * Math.PI * a), 0.0);
        return n;
    }

    public void variate(double x, double y,
                        double r, double rotate) {
        this.x += x;
        this.y += y;
        this.r += r;
        this.a += rotate;
    }

    public double getIntensity(int i, int j) {
        double count = 0.0;
        double
                i0, j0;


        double iin = 0.0;

        double tin = 0.0;
        for (i0 = i - r; i0 < i + r; i0++) {
            for (j0 = i - r; j0 < i + r; j0++) {

                if (Math.sqrt((i0 - i) * (i0 - i)
                        + (j0 - j) * (j0 - j))
                        <= r) {
                    count++;
                    iin = m.getIntensity((int) i0, (int) j0);
                    tin += iin;
                }
            }
        }


        return tin / count;
    }

    public Circle getLevel() {
        Circle c = this;
        // I mean. Parcourir le cercle
        // mesurer I / numPoints
        // for(int i=Math.sqrt()
        //  return c;
        int count = 0;
        double intensity = 0.0;
        c.r = r;
        for (double i = c.x - c.r; i <= c.x + c.r; i++) {
            for (double j = c.y - c.r; j <= c.y + c.r; j++) {
                if (Math.sqrt((i - c.x) * (i - c.x) + (j - c.y) * (j - c.y)) <= c.r * c.r
                        && c.x - c.r >= 0 && c.y - c.r >= 0 && c.x + c.r < c.m.getColumns() && c.y + c.r < c.m.
                        getLines()) {
                    intensity += c.m.getIntensity((int) i, (int) j);
                    count++;

                }
            }
        }

        if (count > 0) {
            c.i = intensity / count;
        } else {
            c.i = 0.0;
            c.r = 0.0;
        }


        return c;

    }

    public double match(Circle b) {
        return getLevel().getIntensity((int) x, (int) y) - b.getLevel().getIntensity((int) b.x, (int) b.y);


    }
               /*
                     public double dist(Circle b) {
           
            double diff = 0.0;
              
            for(int i = (int)(-b.x+ b.r); i




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