Javascript blur function not working consistently - javascript

In this example we use math functions to create a blurred copy of an image. The way we will blur the image is by scrambling pixels that are near each other.
We begin by creating a blank image and writing the loop to let us color each pixel in the image. For each pixel we will do one of two things: half the time, we will simply copy the pixel from the old picture into the new picture without changing anything. The other half of the time we will find a pixel nearby and copy that one instead.
Now we must figure out how to find a "nearby" pixel. We will define some value for how far away the new pixel will be (we used 10 pixels) and then we write a function that will give a (x,y) point that is a random amount between 0 and 10 pixels away in each direction. Before we use the new (x,y) point, we must check to be sure it is still a valid pixel position in the image. For example, we may be at a pixel that is on the very top of the image. Our random point generator tells us to go up by 3 pixels, but since we are on the top of the image (y = 0) we cannot very well go up by three pixels (y would be -3)! If the random number is too big (larger than the dimension -1) or too small (less than 0) then we will just use the closest number that is valid.
Once we have a valid pixel that is some amount away we use its red, green, and blue values as the new pixel's values.
function nearby(image, x, y) {
var newX = x + Math.random() * 10 - 5;
if (newX > image1.getWidth()) {
newX = newX - 5;
}
if (newX < 0) {
newX = newX + 5;
} else {
newX = newX;
}
var newY = y + Math.random() * 10 - 5;
if (newY > image1.getHeight()) {
newY = newY - 5;
}
if (newY < 0) {
newY = newY + 5;
} else {
newY = newY;
}
return image.getPixel(newX, newY);
}
function blur(image) {
for (var pixel of image.values()) {
x = pixel.getX();
y = pixel.getY();
var orgPixel = image.getPixel(x, y);
if (Math.random() < 0.5) {
var other = nearby(image, x, y);
output.setPixel(x, y, other);
} else {
output.setPixel(x, y, orgPixel);
}
}
return output;
}
var image1 = new SimpleImage("duvall.jpg");
var output = new SimpleImage(image1.getWidth(), image1.getHeight());
blur(image1);
print(output);
----i used one of the pictures in my file but any picture should do.

Related

SAT Polygon Circle Collision - resolve the intersection in the direction of velocity & determine side of collision

Summary
This question is in JavaScript, but an answer in any language, pseudo-code, or just the maths would be great!
I have been trying to implement the Separating-Axis-Theorem to accomplish the following:
Detecting an intersection between a convex polygon and a circle.
Finding out a translation that can be applied to the circle to resolve the intersection, so that the circle is barely touching the polygon but no longer inside.
Determining the axis of the collision (details at the end of the question).
I have successfully completed the first bullet point and you can see my javascript code at the end of the question. I am having difficulties with the other parts.
Resolving the intersection
There are plenty of examples online on how to resolve the intersection in the direction with the smallest/shortest overlap of the circle. You can see in my code at the end that I already have this calculated.
However this does not suit my needs. I must resolve the collision in the opposite direction of the circle's trajectory (assume I already have the circle's trajectory and would like to pass it into my function as a unit-vector or angle, whichever suits).
You can see the difference between the shortest resolution and the intended resolution in the below image:
How can I calculate the minimum translation vector for resolving the intersection inside my test_CIRCLE_POLY function, but that is to be applied in a specific direction, the opposite of the circle's trajectory?
My ideas/attempts:
My first idea was to add an additional axis to the axes that must be tested in the SAT algorithm, and this axis would be perpendicular to the circle's trajectory. I would then resolve based on the overlap when projecting onto this axis. This would sort of work, but would resolve way to far in most situations. It won't result in the minimum translation. So this won't be satisfactory.
My second idea was to continue to use magnitude of the shortest overlap, but change the direction to be the opposite of the circle's trajectory. This looks promising, but there are probably many edge-cases that I haven't accounted for. Maybe this is a nice place to start.
Determining side/axis of collision
I've figured out a way to determine which sides of the polygon the circle is colliding with. For each tested axis of the polygon, I would simply check for overlap. If there is overlap, that side is colliding.
This solution will not be acceptable once again, as I would like to figure out only one side depending on the circle's trajectory.
My intended solution would tell me, in the example image below, that axis A is the axis of collision, and not axis B. This is because once the intersection is resolved, axis A is the axis corresponding to the side of the polygon that is just barely touching the circle.
My ideas/attempts:
Currently I assume the axis of collision is that perpendicular to the MTV (minimum translation vector). This is currently incorrect, but should be the correct axis once I've updated the intersection resolution process in the first half of the question. So that part should be tackled first.
Alternatively I've considered creating a line from the circle's previous position and their current position + radius, and checking which sides intersect with this line. However, there's still ambiguity, because on occasion there will be more than one side intersecting with the line.
My code so far
function test_CIRCLE_POLY(circle, poly, circleTrajectory) {
// circleTrajectory is currently not being used
let axesToTest = [];
let shortestOverlap = +Infinity;
let shortestOverlapAxis;
// Figure out polygon axes that must be checked
for (let i = 0; i < poly.vertices.length; i++) {
let vertex1 = poly.vertices[i];
let vertex2 = poly.vertices[i + 1] || poly.vertices[0]; // neighbouring vertex
let axis = vertex1.sub(vertex2).perp_norm();
axesToTest.push(axis);
}
// Figure out circle axis that must be checked
let closestVertex;
let closestVertexDistSqr = +Infinity;
for (let vertex of poly.vertices) {
let distSqr = circle.center.sub(vertex).magSqr();
if (distSqr < closestVertexDistSqr) {
closestVertexDistSqr = distSqr;
closestVertex = vertex;
}
}
let axis = closestVertex.sub(circle.center).norm();
axesToTest.push(axis);
// Test for overlap
for (let axis of axesToTest) {
let circleProj = proj_CIRCLE(circle, axis);
let polyProj = proj_POLY(poly, axis);
let overlap = getLineOverlap(circleProj.min, circleProj.max, polyProj.min, polyProj.max);
if (overlap === 0) {
// guaranteed no intersection
return { intersecting: false };
}
if (Math.abs(overlap) < Math.abs(shortestOverlap)) {
shortestOverlap = overlap;
shortestOverlapAxis = axis;
}
}
return {
intersecting: true,
resolutionVector: shortestOverlapAxis.mul(-shortestOverlap),
// this resolution vector is not satisfactory, I need the shortest resolution with a given direction, which would be an angle passed into this function from the trajectory of the circle
collisionAxis: shortestOverlapAxis.perp(),
// this axis is incorrect, I need the axis to be based on the trajectory of the circle which I would pass into this function as an angle
};
}
function proj_POLY(poly, axis) {
let min = +Infinity;
let max = -Infinity;
for (let vertex of poly.vertices) {
let proj = vertex.projNorm_mag(axis);
min = Math.min(proj, min);
max = Math.max(proj, max);
}
return { min, max };
}
function proj_CIRCLE(circle, axis) {
let proj = circle.center.projNorm_mag(axis);
let min = proj - circle.radius;
let max = proj + circle.radius;
return { min, max };
}
// Check for overlap of two 1 dimensional lines
function getLineOverlap(min1, max1, min2, max2) {
let min = Math.max(min1, min2);
let max = Math.min(max1, max2);
// if negative, no overlap
let result = Math.max(max - min, 0);
// add positive/negative sign depending on direction of overlap
return result * ((min1 < min2) ? 1 : -1);
};
I am assuming the polygon is convex and that the circle is moving along a straight line (at least for a some possibly small interval of time) and is not following some curved trajectory. If it is following a curved trajectory, then things get harder. In the case of curved trajectories, the basic ideas could be kept, but the actual point of collision (the point of collision resolution for the circle) might be harder to calculate. Still, I am outlining an idea, which could be extended to that case too. Plus, it could be adopted as a main approach for collision detection between a circle and a convex polygon.
I have not considered all possible cases, which may include special or extreme situations, but at least it gives you a direction to explore.
Transform in your mind the collision between the circle and the polygon into a collision between the center of the circle (a point) and a version of the polygon thickened by the circle's radius r, i.e. (i) each edge of the polygon is offset (translated) outwards by radius r along a vector perpendicular to it and pointing outside of the polygon, (ii) the vertices become circular arcs of radius r, centered at the polygons vertices and connecting the endpoints of the appropriate neighboring offset edges (basically, put circles of radius r at the vertices of the polygon and take their convex hull).
Now, the current position of the circle's center is C = [ C[0], C[1] ] and it has been moving along a straight line with direction vector V = [ V[0], V[1] ] pointing along the direction of motion (or if you prefer, think of V as the velocity of the circle at the moment when you have detected the collision). Then, there is an axis (or let's say a ray - a directed half-line) defined by the vector equation X = C - t * V, where t >= 0 (this axis is pointing to the past trajectory). Basically, this is the half-line that passes through the center point C and is aligned with/parallel to the vector V. Now, the point of resolution, i.e. the point where you want to move your circle to is the point where the axis X = C - t * V intersects the boundary of the thickened polygon.
So you have to check (1) first axis intersection for edges and then (2) axis intersection with circular arcs pertaining to the vertices of the original polygon.
Assume the polygon is given by an array of vertices P = [ P[0], P[1], ..., P[N], P[0] ] oriented counterclockwise.
(1) For each edge P[i-1]P[i] of the original polygon, relevant to your collision (these could be the two neighboring edges meeting at the vertex based on which the collision is detected, or it could be actually all edges in the case of the circle moving with very high speed and you have detected the collision very late, so that the actual collision did not even happen there, I leave this up to you, because you know better the details of your situation) do the following. You have as input data:
C = [ C[0], C[1] ]
V = [ V[0], V[1] ]
P[i-1] = [ P[i-1][0], P[i-1][1] ]
P[i] = [ P[i][0], P[i][1] ]
Do:
Normal = [ P[i-1][1] - P[i][1], P[i][0] - P[i-1][0] ];
Normal = Normal / sqrt((P[i-1][1] - P[i][1])^2 + ( P[i][0] - P[i-1][0] )^2);
// you may have calculated these already
Q_0[0] = P[i-1][0] + r*Normal[0];
Q_0[1] = P[i-1][1] + r*Normal[1];
Q_1[0] = P[i][0]+ r*Normal[0];
Q_1[1] = P[i][1]+ r*Normal[1];
Solve for s, t the linear system of equations (the equation for intersecting ):
Q_0[0] + s*(Q_1[0] - Q_0[0]) = C[0] - t*V[0];
Q_0[1] + s*(Q_1[1] - Q_0[1]) = C[1] - t*V[1];
if 0<= s <= 1 and t >= 0, you are done, and your point of resolution is
R[0] = C[0] - t*V[0];
R[1] = C[1] - t*V[1];
else
(2) For the each vertex P[i] relevant to your collision, do the following:
solve for t the quadratic equation (there is an explicit formula)
norm(P[i] - C + t*V )^2 = r^2
or expanded:
(V[0]^2 + V[1]^2) * t^2 + 2 * ( (P[i][0] - C[0])*V[0] + (P[i][1] - C[1])*V[1] )*t + ( P[i][0] - C[0])^2 + (P[i][1] - C[1])^2 ) - r^2 = 0
or if you prefer in a more code-like way:
a = V[0]^2 + V[1]^2;
b = (P[i][0] - C[0])*V[0] + (P[i][1] - C[1])*V[1];
c = (P[i][0] - C[0])^2 + (P[i][1] - C[1])^2 - r^2;
D = b^2 - a*c;
if D < 0 there is no collision with the vertex
i.e. no intersection between the line X = C - t*V
and the circle of radius r centered at P[i]
else
D = sqrt(D);
t1 = ( - b - D) / a;
t2 = ( - b + D) / a;
where t2 >= t1
Then your point of resolution is
R[0] = C[0] - t2*V[0];
R[1] = C[1] - t2*V[1];
Circle polygon intercept
If the ball is moving and if you can ensure that the ball always starts outside the polygon then the solution is rather simple.
We will call the ball and its movement the ball line. It starts at the ball's current location and end at the position the ball will be at the next frame.
To solve you find the nearest intercept to the start of the ball line.
There are two types of intercept.
Line segment (ball line) with Line segment (polygon edge)
Line segment (ball line) with circle (circle at each (convex only) polygon corner)
The example code has a Lines2 object that contains the two relevant intercept functions. The intercepts are returned as a Vec2containing two unit distances. The intercept functions are for lines (infinite length) not line sgements. If there is no intercept then the return is undefined.
For the line intercepts Line2.unitInterceptsLine(line, result = new Vec2()) the unit values (in result) are the unit distance along each line from the start. negative values are behind the start.
To take in account of the ball radius each polygon edge is offset the ball radius along its normal. It is important that the polygon edges have a consistent direction. In the example the normal is to the right of the line and the polygon points are in a clockwise direction.
For the line segment / circle intercepts Line2.unitInterceptsCircle(center, radius, result = new Vec2()) the unit values (in result) are the unit distance along the line where it intercepts the circle. result.x will always contain the closest intercept (assuming you start outside the circle). If there is an intercept there ways always be two, even if they are at the same point.
Example
The example contains all that is needed
The objects of interest are ball and poly
ball defines the ball and its movement. There is also code to draw it for the example
poly holds the points of the polygon. Converts the points to offset lines depending on the ball radius. It is optimized to that it only calculates the lines if the ball radius changes.
The function poly.movingBallIntercept is the function that does all the work. It take a ball object and an optional results vector.
It returns the position as a Vec2 of the ball if it contacts the polygon.
It does this by finding the smallest unit distance to the offset lines, and point (as circle) and uses that unit distance to position the result.
Note that if the ball is inside the polygon the intercepts with the corners is reversed. The function Line2.unitInterceptsCircle does provide 2 unit distance where the line enters and exits the circle. However you need to know if you are inside or outside to know which one to use. The example assumes you are outside the polygon.
Instructions
Move the mouse to change the balls path.
Click to set the balls starting position.
Math.EPSILON = 1e-6;
Math.isSmall = val => Math.abs(val) < Math.EPSILON;
Math.isUnit = u => !(u < 0 || u > 1);
Math.TAU = Math.PI * 2;
/* export {Vec2, Line2} */ // this should be a module
var temp;
function Vec2(x = 0, y = (temp = x, x === 0 ? (x = 0 , 0) : (x = x.x, temp.y))) {
this.x = x;
this.y = y;
}
Vec2.prototype = {
init(x, y = (temp = x, x = x.x, temp.y)) { this.x = x; this.y = y; return this }, // assumes x is a Vec2 if y is undefined
copy() { return new Vec2(this) },
equal(v) { return (this.x - v.x) === 0 && (this.y - v.y) === 0 },
isUnits() { return Math.isUnit(this.x) && Math.isUnit(this.y) },
add(v, res = this) { res.x = this.x + v.x; res.y = this.y + v.y; return res },
sub(v, res = this) { res.x = this.x - v.x; res.y = this.y - v.y; return res },
scale(val, res = this) { res.x = this.x * val; res.y = this.y * val; return res },
invScale(val, res = this) { res.x = this.x / val; res.y = this.y / val; return res },
dot(v) { return this.x * v.x + this.y * v.y },
uDot(v, div) { return (this.x * v.x + this.y * v.y) / div },
cross(v) { return this.x * v.y - this.y * v.x },
uCross(v, div) { return (this.x * v.y - this.y * v.x) / div },
get length() { return this.lengthSqr ** 0.5 },
set length(l) { this.scale(l / this.length) },
get lengthSqr() { return this.x * this.x + this.y * this.y },
rot90CW(res = this) {
const y = this.x;
res.x = -this.y;
res.y = y;
return res;
},
};
const wV1 = new Vec2(), wV2 = new Vec2(), wV3 = new Vec2(); // pre allocated work vectors used by Line2 functions
function Line2(p1 = new Vec2(), p2 = (temp = p1, p1 = p1.p1 ? p1.p1 : p1, temp.p2 ? temp.p2 : new Vec2())) {
this.p1 = p1;
this.p2 = p2;
}
Line2.prototype = {
init(p1, p2 = (temp = p1, p1 = p1.p1, temp.p2)) { this.p1.init(p1); this.p2.init(p2) },
copy() { return new Line2(this) },
asVec(res = new Vec2()) { return this.p2.sub(this.p1, res) },
unitDistOn(u, res = new Vec2()) { return this.p2.sub(this.p1, res).scale(u).add(this.p1) },
translate(vec, res = this) {
this.p1.add(vec, res.p1);
this.p2.add(vec, res.p2);
return res;
},
translateNormal(amount, res = this) {
this.asVec(wV1).rot90CW().length = -amount;
this.translate(wV1, res);
return res;
},
unitInterceptsLine(line, res = new Vec2()) { // segments
this.asVec(wV1);
line.asVec(wV2);
const c = wV1.cross(wV2);
if (Math.isSmall(c)) { return }
wV3.init(this.p1).sub(line.p1);
res.init(wV1.uCross(wV3, c), wV2.uCross(wV3, c));
return res;
},
unitInterceptsCircle(point, radius, res = new Vec2()) {
this.asVec(wV1);
var b = -2 * this.p1.sub(point, wV2).dot(wV1);
const c = 2 * wV1.lengthSqr;
const d = (b * b - 2 * c * (wV2.lengthSqr - radius * radius)) ** 0.5
if (isNaN(d)) { return }
return res.init((b - d) / c, (b + d) / c);
},
};
/* END of file */ // Vec2 and Line2 module
/* import {vec2, Line2} from "whateverfilename.jsm" */ // Should import vec2 and line2
const POLY_SCALE = 0.5;
const ball = {
pos: new Vec2(-150,0),
delta: new Vec2(10, 10),
radius: 20,
drawPath(ctx) {
ctx.beginPath();
ctx.arc(this.pos.x, this.pos.y, this.radius, 0, Math.TAU);
ctx.stroke();
},
}
const poly = {
bRadius: 0,
lines: [],
set ballRadius(radius) {
const len = this.points.length
this.bRadius = ball.radius;
i = 0;
while (i < len) {
let line = this.lines[i];
if (line) { line.init(this.points[i], this.points[(i + 1) % len]) }
else { line = new Line2(new Vec2(this.points[i]), new Vec2(this.points[(i + 1) % len])) }
this.lines[i++] = line.translateNormal(radius);
}
this.lines.length = i;
},
points: [
new Vec2(-200, -150).scale(POLY_SCALE),
new Vec2(200, -100).scale(POLY_SCALE),
new Vec2(100, 0).scale(POLY_SCALE),
new Vec2(200, 100).scale(POLY_SCALE),
new Vec2(-200, 75).scale(POLY_SCALE),
new Vec2(-150, -50).scale(POLY_SCALE),
],
drawBallLines(ctx) {
if (this.lines.length) {
const r = this.bRadius;
ctx.beginPath();
for (const l of this.lines) {
ctx.moveTo(l.p1.x, l.p1.y);
ctx.lineTo(l.p2.x, l.p2.y);
}
for (const p of this.points) {
ctx.moveTo(p.x + r, p.y);
ctx.arc(p.x, p.y, r, 0, Math.TAU);
}
ctx.stroke()
}
},
drawPath(ctx) {
ctx.beginPath();
for (const p of this.points) { ctx.lineTo(p.x, p.y) }
ctx.closePath();
ctx.stroke();
},
movingBallIntercept(ball, res = new Vec2()) {
if (this.bRadius !== ball.radius) { this.ballRadius = ball.radius }
var i = 0, nearest = Infinity, nearestGeom, units = new Vec2();
const ballT = new Line2(ball.pos, ball.pos.add(ball.delta, new Vec2()));
for (const p of this.points) {
const res = ballT.unitInterceptsCircle(p, ball.radius, units);
if (res && units.x < nearest && Math.isUnit(units.x)) { // assumes ball started outside poly so only need first point
nearest = units.x;
nearestGeom = ballT;
}
}
for (const line of this.lines) {
const res = line.unitInterceptsLine(ballT, units);
if (res && units.x < nearest && units.isUnits()) { // first unit.x is for unit dist on line
nearest = units.x;
nearestGeom = ballT;
}
}
if (nearestGeom) { return ballT.unitDistOn(nearest, res) }
return;
},
}
const ctx = canvas.getContext("2d");
var w = canvas.width, cw = w / 2;
var h = canvas.height, ch = h / 2
requestAnimationFrame(mainLoop);
// line and point for displaying mouse interaction. point holds the result if any
const line = new Line2(ball.pos, ball.pos.add(ball.delta, new Vec2())), point = new Vec2();
function mainLoop() {
ctx.setTransform(1,0,0,1,0,0); // reset transform
if(w !== innerWidth || h !== innerHeight){
cw = (w = canvas.width = innerWidth) / 2;
ch = (h = canvas.height = innerHeight) / 2;
}else{
ctx.clearRect(0,0,w,h);
}
ctx.setTransform(1,0,0,1,cw,ch); // center to canvas
if (mouse.button) { ball.pos.init(mouse.x - cw, mouse.y - ch) }
line.p2.init(mouse.x - cw, mouse.y - ch);
line.p2.sub(line.p1, ball.delta);
ctx.lineWidth = 1;
ctx.strokeStyle = "#000"
poly.drawPath(ctx)
ctx.strokeStyle = "#F804"
poly.drawBallLines(ctx);
ctx.strokeStyle = "#F00"
ctx.beginPath();
ctx.arc(ball.pos.x, ball.pos.y, ball.radius, 0, Math.TAU);
ctx.moveTo(line.p1.x, line.p1.y);
ctx.lineTo(line.p2.x, line.p2.y);
ctx.stroke();
ctx.strokeStyle = "#00f"
ctx.lineWidth = 2;
ctx.beginPath();
if (poly.movingBallIntercept(ball, point)) {
ctx.arc(point.x, point.y, ball.radius, 0, Math.TAU);
} else {
ctx.arc(line.p2.x, line.p2.y, ball.radius, 0, Math.TAU);
}
ctx.stroke();
requestAnimationFrame(mainLoop);
}
const mouse = {x:0, y:0, button: false};
function mouseEvents(e) {
const bounds = canvas.getBoundingClientRect();
mouse.x = e.pageX - bounds.left - scrollX;
mouse.y = e.pageY - bounds.top - scrollY;
mouse.button = e.type === "mousedown" ? true : e.type === "mouseup" ? false : mouse.button;
}
["mousedown","mouseup","mousemove"].forEach(name => document.addEventListener(name,mouseEvents));
#canvas {
position: absolute;
top: 0px;
left: 0px;
}
<canvas id="canvas"></canvas>
Click to position ball. Move mouse to test trajectory
Vec2 and Line2
To make it easier a vector library will help. For the example I wrote a quick Vec2 and Line2 object (Note only functions used in the example have been tested, Note The object are designed for performance, inexperienced coders should avoid using these objects and opt for a more standard vector and line library)
It's probably not what you're looking for, but here's a way to do it (if you're not looking for perfect precision) :
You can try to approximate the position instead of calculating it.
The way you set up your code has a big advantage : You have the last position of the circle before the collision. Thanks to that, you can just "iterate" through the trajectory and try to find a position that is closest to the intersection position.
I'll assume you already have a function that tells you if a circle is intersecting with the polygon.
Code (C++) :
// What we need :
Vector startPos; // Last position of the circle before the collision
Vector currentPos; // Current, unwanted position
Vector dir; // Direction (a unit vector) of the circle's velocity
float distance = compute_distance(startPos, currentPos); // The distance from startPos to currentPos.
Polygon polygon; // The polygon
Circle circle; // The circle.
unsigned int iterations_count = 10; // The number of iterations that will be done. The higher this number, the more precise the resolution.
// The algorithm :
float currentDistance = distance / 2.f; // We start at the half of the distance.
Circle temp_copy; // A copy of the real circle to "play" with.
for (int i = 0; i < iterations_count; ++i) {
temp_copy.pos = startPos + currentDistance * dir;
if (checkForCollision(temp_copy, polygon)) {
currentDistance -= currentDistance / 2.f; // We go towards startPos by the half of the current distance.
}
else {
currentDistance += currentDistance / 2.f; // We go towards currentPos by the half of the current distance.
}
}
// currentDistance now contains the distance between startPos and the intersection point
// And this is where you should place your circle :
Vector intersectionPoint = startPos + currentDistance * dir;
I haven't tested this code so I hope there's no big mistake in there. It's also not optimized and there are a few problems with this approach (the intersection point could end up inside the polygon) so it still needs to be improved but I think you get the idea.
The other (big, depending on what you're doing) problem with this is that it's an approximation and not a perfect answer.
Hope this helps !
I'm not sure if I understood the scenario correctly, but an efficient straight forward use case would be, to only use a square bounding box of your circle first, calculating intersection of that square with your polygone is extremely fast, much much faster, than using the circle. Once you detect an intersection of that square and the polygone, you need to think or to write which precision is mostly suitable for your scenarion. If you need a better precision, than at this state, you can go on as this from here:
From the 90° angle of your sqare intersection, you draw a 45° degree line until it touches your circle, at this point, where it touches, you draw a new square, but this time, the square is embedded into the circle, let it run now, until this new square intersects the polygon, once it intersects, you have a guaranteed circle intersection. Depending on your needed precision, you can simply play around like this.
I'm not sure what your next problem is from here? If it has to be only the inverse of the circles trajectory, than it simply must be that reverse, I'm really not sure what I'm missing here.

Getting X and Y coordinates from tile ID

I'm stumped on what is probably some pretty simple math. I need to get the X and Y coordinates from each tiles referenced ID. The grid below shows the order the ids are generated in. Each tile has a width and height of 32. Number ones x & y would be equal to (0,0). This is for a game I'm starting to make with canvas using a tileset.
1|2|3
4|5|6
7|8|9
So far for X, I've come up with...
(n % 3) * 32 - 32 // 3 is the width of the source image divded by 32
And for Y...
(n / 3) * 32
This is obviously wrong, but It's the closest I've come, and I don't think I'm too far off from the actual formula.
Here is my actual code so far:
function startGame() {
const canvas = document.getElementById("rpg");
const ctx = canvas.getContext("2d");
const tileSet = new Image();
tileSet.src = "dungeon_tiles.png";
let map = {
cols: 10,
rows: 10,
tsize: 32,
getTileX: function(counter, tiles) {
return ((tiles[counter] - 1) % 64) * 32;
},
getTileY: function(counter, tiles) {
return ((tiles[counter] - 1) / 64) * 32;
}
};
let counter = 0;
tileSet.onload = function() {
for (let c = 0; c < map.cols; c++) {
for (let r = 0; r < map.rows; r++) {
let x = map.getTileX(counter, mapObj.layers[0].data); // mapObj.layers[0].data is the array of values
let y = map.getTileY(counter, mapObj.layers[0].data);
counter += 1;
ctx.drawImage(
tileSet, // image
x, // source x
y, // source y
map.tsize, // source width
map.tsize, // source height
r * map.tsize, // target x
c * map.tsize, // target y
map.tsize, // target width
map.tsize // target height
);
}
}
};
}
If 1 is (0,0) and each tile is 32*32, then finding your horizontal position is a simple 32*(t-1) where t is your tile number. t-1 because your tiles start from 1 instead of 0. Now, you have 3 tiles per row so you want to reset every 3, so the final formula for your x is 32*((t-1)%3).
For the vertical position it's almost the same, but you want to increase your position by 32 only once every 3 tiles, so this is your y: 32*floor((t-1)/3).
floor((t-1)/3) is simply integer division since the numbers are always positive.
If I understand this correctly, you want to get the 1|2|3 values based on x, y correct? You can do something like this:
((y * total # of rows) + x) + 1
This would convert the 2D x, y index to a single index which is, as you stated, 1|2|3. This formula is based on your example where count starts at 1 and not 0. If you want to convert it to 0 base, just remove the + 1.
If you have the width and height, or probably location of input/character, you can have a GetX(int posX) and GetY(int posY) to get the x and y based on the position. Once you have converted the position to x, y values, use the formula above.
int GetX(int posX)
{
return (posX / 32);
}
int GetY(int posY)
{
return (posY / 32);
}
int GetIndex(int posX, int posY)
{
return ((GetY(posY) / totalRows) + GetX(posX)) + 1;
}

Javascript Julia Fractal slow and not detailed

I am trying to generate a Julia fractal in a canvas in javascript using math.js
Unfortunately every time the fractal is drawn on the canvas, it is rather slow and not very detailed.
Can anyone tell me if there is a specific reason this script is so slow or is it just to much to ask of a browser? (note: the mouse move part is disabled and it is still kinda slow)
I have tried raising and lowering the “bail_num” but everything above 1 makes the browser crash and everything below 0.2 makes everything black.
// Get the canvas and context
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
// Width and height of the image
var imagew = canvas.width;
var imageh = canvas.height;
// Image Data (RGBA)
var imagedata = context.createImageData(imagew, imageh);
// Pan and zoom parameters
var offsetx = -imagew/2;
var offsety = -imageh/2;
var panx = -2000;
var pany = -1000;
var zoom = 12000;
// c complexnumber
var c = math.complex(-0.310, 0.353);
// Palette array of 256 colors
var palette = [];
// The maximum number of iterations per pixel
var maxiterations = 200;
var bail_num = 1;
// Initialize the game
function init() {
//onmousemove listener
canvas.addEventListener('mousemove', onmousemove);
// Generate image
generateImage();
// Enter main loop
main(0);
}
// Main loop
function main(tframe) {
// Request animation frames
window.requestAnimationFrame(main);
// Draw the generate image
context.putImageData(imagedata, 0, 0);
}
// Generate the fractal image
function generateImage() {
// Iterate over the pixels
for (var y=0; y<imageh; y++) {
for (var x=0; x<imagew; x++) {
iterate(x, y, maxiterations);
}
}
}
// Calculate the color of a specific pixel
function iterate(x, y, maxiterations) {
// Convert the screen coordinate to a fractal coordinate
var x0 = (x + offsetx + panx) / zoom;
var y0 = (y + offsety + pany) / zoom;
var cn = math.complex(x0, y0);
// Iterate
var iterations = 0;
while (iterations < maxiterations && math.norm(math.complex(cn))< bail_num ) {
cn = math.add( math.sqrt(cn) , c);
iterations++;
}
// Get color based on the number of iterations
var color;
if (iterations == maxiterations) {
color = { r:0, g:0, b:0}; // Black
} else {
var index = Math.floor((iterations / (maxiterations)) * 255);
color = index;
}
// Apply the color
var pixelindex = (y * imagew + x) * 4;
imagedata.data[pixelindex] = color;
imagedata.data[pixelindex+1] = color;
imagedata.data[pixelindex+2] = color;
imagedata.data[pixelindex+3] = 255;
}
function onmousemove(e){
var pos = getMousePos(canvas, e);
//c = math.complex(-0.3+pos.x/imagew, 0.413-pos.y/imageh);
//console.log( 'Mouse position: ' + pos.x/imagew + ',' + pos.y/imageh );
// Generate a new image
generateImage();
}
function getMousePos(canvas, e) {
var rect = canvas.getBoundingClientRect();
return {
x: Math.round((e.clientX - rect.left)/(rect.right - rect.left)*canvas.width),
y: Math.round((e.clientY - rect.top)/(rect.bottom - rect.top)*canvas.height)
};
}
init();
The part of the code that is executed most is this piece:
while (iterations < maxiterations && math.norm(math.complex(cn))< bail_num ) {
cn = math.add( math.sqrt(cn) , c);
iterations++;
}
For the given canvas size and offsets you use, the above while body is executed 19,575,194 times. Therefore there are some obvious ways to improve performance:
somehow reduce the number of points for which the loop must be executed
somehow reduce the number of times these statements are executed per point
somehow improve these statements so they execute faster
The first idea is easy: reduce the canvas dimensions. But this is maybe not something you'd like to do.
The second idea can be achieved by reducing the value for bail_num, because then the while condition will be violated sooner (given that the norm of a complex number is always a positive real number). However, this will just result in more blackness, and gives the same visual effect as zooming out of the center of the fractal. Try for instance with 0.225: there just remains a "distant star". When bail_num is reduced too much, you wont even find the fractal anymore, as everything turns black. So to compensate you would then probably want to change your offset and zoom factors to get a closer view at the center of the fractal (which is still there, BTW!). But towards the center of the fractal, points need more iterations to get below bail_num, so in the end nothing is gained: you'll be back at square one with this method. It's not really a solution.
Another way to work along the second idea is to reduce maxiterations. However, this will reduce the resolution accordingly. It is clear that you will have fewer colors at your disposal, as this number directly corresponds to the number of iterations you can have at the most.
The third idea means that you would somehow optimise the calculations with complex numbers. It turns out to give a lot of gain:
Use efficient calculations
The norm that is calculated in the while condition could be used as an intermediate value for calculating the square root of the same number, which is needed in the next statement. This is the formula for getting the square root from a complex number, if you already have its norm:
__________________
root.re = √ ½(cn.re + norm)
root.im = ½cn.im/root.re
Where the re and im properties denote the real and imaginary components of the respective complex numbers. You can find the background for these formulas in this answer on math.stackexchange.
As in your code the square root is calculated separately, without taking benefit of the previous calculation of the norm, this will certainly bring a benefit.
Also, in the while condition you don't really need the norm (which involves a square root) for comparing with bail_num. You could omit the square root operation and compare with the square of bail_num, which comes down to the same thing. Obviously you would have to calculate the square of bail_num only once at the start of your code. This way you can delay that square root operation for when the condition is found true. The formula for calculating the square of the norm is as follows:
square_norm = cn.re² + cn.im²
The calls of methods on the math object have some overhead, since this library allows different types of arguments in several of its methods. So it would help performance if you would code the calculations directly without relying on math.js. The above improvements already started doing that anyway. In my attempts this also resulted in a considerable gain in performance.
Predefine colours
Although not related to the costly while loop, you can probably gain a litte bit more by calculating all possible colors (per number of iterations) at the start of the code, and store them in an array keyed by number of iterations. That way you can just perform a look-up during the actual calculations.
Some other similar things can be done to save on calculations: For instance, you could avoid translating the screen y coordinate to world coordinates while moving along the X axis, as it will always be the same value.
Here is the code that reduced the original time to complete by a factor of 10, on my PC:
Added intialisation:
// Pre-calculate the square of bail_num:
var bail_num_square = bail_num*bail_num;
// Pre-calculate the colors:
colors = [];
for (var iterations = 0; iterations <= maxiterations; iterations++) {
// Note that I have stored colours in the opposite direction to
// allow for a more efficient "countdown" loop later
colors[iterations] = 255 - Math.floor((iterations / maxiterations) * 255);
}
// Instead of using math for initialising c:
var cx = -0.310;
var cy = 0.353;
Replace functions generateImage and iterate by this one function
// Generate the fractal image
function generateImage() {
// Iterate over the pixels
var pixelindex = 0,
step = 1/zoom,
worldX, worldY,
sq, rootX, rootY, x0, y0;
for (var y=0; y<imageh; y++) {
worldY = (y + offsety + pany)/zoom;
worldX = (offsetx + panx)/zoom;
for (var x=0; x<imagew; x++) {
x0 = worldX;
y0 = worldY;
// For this point: iterate to determine color index
for (var iterations = maxiterations; iterations && (sq = (x0*x0+y0*y0)) < bail_num_square; iterations-- ) {
// root of complex number
rootX = Math.sqrt((x0 + Math.sqrt(sq))/2);
rootY = y0/(2*rootX);
x0 = rootX + cx;
y0 = rootY + cy;
}
// Apply the color
imagedata.data[pixelindex++] =
imagedata.data[pixelindex++] =
imagedata.data[pixelindex++] = colors[iterations];
imagedata.data[pixelindex++] = 255;
worldX += step;
}
}
}
With the above code you don't need to include math.js anymore.
Here is a smaller sized snippet with mouse events handled:
// Get the canvas and context
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
// Width and height of the image
var imagew = canvas.width;
var imageh = canvas.height;
// Image Data (RGBA)
var imagedata = context.createImageData(imagew, imageh);
// Pan and zoom parameters
var offsetx = -512
var offsety = -430;
var panx = -2000;
var pany = -1000;
var zoom = 12000;
// Palette array of 256 colors
var palette = [];
// The maximum number of iterations per pixel
var maxiterations = 200;
var bail_num = 0.8; //0.225; //1.15;//0.25;
// Pre-calculate the square of bail_num:
var bail_num_square = bail_num*bail_num;
// Pre-calculate the colors:
colors = [];
for (var iterations = 0; iterations <= maxiterations; iterations++) {
colors[iterations] = 255 - Math.floor((iterations / maxiterations) * 255);
}
// Instead of using math for initialising c:
var cx = -0.310;
var cy = 0.353;
// Initialize the game
function init() {
// onmousemove listener
canvas.addEventListener('mousemove', onmousemove);
// Generate image
generateImage();
// Enter main loop
main(0);
}
// Main loop
function main(tframe) {
// Request animation frames
window.requestAnimationFrame(main);
// Draw the generate image
context.putImageData(imagedata, 0, 0);
}
// Generate the fractal image
function generateImage() {
// Iterate over the pixels
console.log('generate', cx, cy);
var pixelindex = 0,
step = 1/zoom,
worldX, worldY,
sq_norm, rootX, rootY, x0, y0;
for (var y=0; y<imageh; y++) {
worldY = (y + offsety + pany)/zoom;
worldX = (offsetx + panx)/zoom;
for (var x=0; x<imagew; x++) {
x0 = worldX;
y0 = worldY;
// For this point: iterate to determine color index
for (var iterations = maxiterations; iterations && (sq_norm = (x0*x0+y0*y0)) < bail_num_square; iterations-- ) {
// root of complex number
rootX = Math.sqrt((x0 + Math.sqrt(sq_norm))/2);
rootY = y0/(2*rootX);
x0 = rootX + cx;
y0 = rootY + cy;
}
// Apply the color
imagedata.data[pixelindex++] =
imagedata.data[pixelindex++] =
imagedata.data[pixelindex++] = colors[iterations];
imagedata.data[pixelindex++] = 255;
worldX += step;
}
}
console.log(pixelindex);
}
function onmousemove(e){
var pos = getMousePos(canvas, e);
cx = -0.31+pos.x/imagew/150;
cy = 0.35-pos.y/imageh/30;
generateImage();
}
function getMousePos(canvas, e) {
var rect = canvas.getBoundingClientRect();
return {
x: Math.round((e.clientX - rect.left)/(rect.right - rect.left)*canvas.width),
y: Math.round((e.clientY - rect.top)/(rect.bottom - rect.top)*canvas.height)
};
}
init();
<canvas id="myCanvas" width="512" height="200"></canvas>

hough transform - javascript - node.js

So, i'm trying to implement hough transform, this version is 1-dimensional (its for all dims reduced to 1 dim optimization) version based on the minor properties.
Enclosed is my code, with a sample image... input and output.
Obvious question is what am i doing wrong. I've tripled check my logic and code and it looks good also my parameters. But obviously i'm missing on something.
Notice that the red pixels are supposed to be ellipses centers , while the blue pixels are edges to be removed (belong to the ellipse that conform to the mathematical equations).
also, i'm not interested in openCV / matlab / ocatve / etc.. usage (nothing against them).
Thank you very much!
var fs = require("fs"),
Canvas = require("canvas"),
Image = Canvas.Image;
var LEAST_REQUIRED_DISTANCE = 40, // LEAST required distance between 2 points , lets say smallest ellipse minor
LEAST_REQUIRED_ELLIPSES = 6, // number of found ellipse
arr_accum = [],
arr_edges = [],
edges_canvas,
xy,
x1y1,
x2y2,
x0,
y0,
a,
alpha,
d,
b,
max_votes,
cos_tau,
sin_tau_sqr,
f,
new_x0,
new_y0,
any_minor_dist,
max_minor,
i,
found_minor_in_accum,
arr_edges_len,
hough_file = 'sample_me2.jpg',
edges_canvas = drawImgToCanvasSync(hough_file); // make sure everything is black and white!
arr_edges = getEdgesArr(edges_canvas);
arr_edges_len = arr_edges.length;
var hough_canvas_img_data = edges_canvas.getContext('2d').getImageData(0, 0, edges_canvas.width,edges_canvas.height);
for(x1y1 = 0; x1y1 < arr_edges_len ; x1y1++){
if (arr_edges[x1y1].x === -1) { continue; }
for(x2y2 = 0 ; x2y2 < arr_edges_len; x2y2++){
if ((arr_edges[x2y2].x === -1) ||
(arr_edges[x2y2].x === arr_edges[x1y1].x && arr_edges[x2y2].y === arr_edges[x1y1].y)) { continue; }
if (distance(arr_edges[x1y1],arr_edges[x2y2]) > LEAST_REQUIRED_DISTANCE){
x0 = (arr_edges[x1y1].x + arr_edges[x2y2].x) / 2;
y0 = (arr_edges[x1y1].y + arr_edges[x2y2].y) / 2;
a = Math.sqrt((arr_edges[x1y1].x - arr_edges[x2y2].x) * (arr_edges[x1y1].x - arr_edges[x2y2].x) + (arr_edges[x1y1].y - arr_edges[x2y2].y) * (arr_edges[x1y1].y - arr_edges[x2y2].y)) / 2;
alpha = Math.atan((arr_edges[x2y2].y - arr_edges[x1y1].y) / (arr_edges[x2y2].x - arr_edges[x1y1].x));
for(xy = 0 ; xy < arr_edges_len; xy++){
if ((arr_edges[xy].x === -1) ||
(arr_edges[xy].x === arr_edges[x2y2].x && arr_edges[xy].y === arr_edges[x2y2].y) ||
(arr_edges[xy].x === arr_edges[x1y1].x && arr_edges[xy].y === arr_edges[x1y1].y)) { continue; }
d = distance({x: x0, y: y0},arr_edges[xy]);
if (d > LEAST_REQUIRED_DISTANCE){
f = distance(arr_edges[xy],arr_edges[x2y2]); // focus
cos_tau = (a * a + d * d - f * f) / (2 * a * d);
sin_tau_sqr = (1 - cos_tau * cos_tau);//Math.sqrt(1 - cos_tau * cos_tau); // getting sin out of cos
b = (a * a * d * d * sin_tau_sqr ) / (a * a - d * d * cos_tau * cos_tau);
b = Math.sqrt(b);
b = parseInt(b.toFixed(0));
d = parseInt(d.toFixed(0));
if (b > 0){
found_minor_in_accum = arr_accum.hasOwnProperty(b);
if (!found_minor_in_accum){
arr_accum[b] = {f: f, cos_tau: cos_tau, sin_tau_sqr: sin_tau_sqr, b: b, d: d, xy: xy, xy_point: JSON.stringify(arr_edges[xy]), x0: x0, y0: y0, accum: 0};
}
else{
arr_accum[b].accum++;
}
}// b
}// if2 - LEAST_REQUIRED_DISTANCE
}// for xy
max_votes = getMaxMinor(arr_accum);
// ONE ellipse has been detected
if (max_votes != null &&
(max_votes.max_votes > LEAST_REQUIRED_ELLIPSES)){
// output ellipse details
new_x0 = parseInt(arr_accum[max_votes.index].x0.toFixed(0)),
new_y0 = parseInt(arr_accum[max_votes.index].y0.toFixed(0));
setPixel(hough_canvas_img_data,new_x0,new_y0,255,0,0,255); // Red centers
// remove the pixels on the detected ellipse from edge pixel array
for (i=0; i < arr_edges.length; i++){
any_minor_dist = distance({x:new_x0, y: new_y0}, arr_edges[i]);
any_minor_dist = parseInt(any_minor_dist.toFixed(0));
max_minor = b;//Math.max(b,arr_accum[max_votes.index].d); // between the max and the min
// coloring in blue the edges we don't need
if (any_minor_dist <= max_minor){
setPixel(hough_canvas_img_data,arr_edges[i].x,arr_edges[i].y,0,0,255,255);
arr_edges[i] = {x: -1, y: -1};
}// if
}// for
}// if - LEAST_REQUIRED_ELLIPSES
// clear accumulated array
arr_accum = [];
}// if1 - LEAST_REQUIRED_DISTANCE
}// for x2y2
}// for xy
edges_canvas.getContext('2d').putImageData(hough_canvas_img_data, 0, 0);
writeCanvasToFile(edges_canvas, __dirname + '/hough.jpg', function() {
});
function getMaxMinor(accum_in){
var max_votes = -1,
max_votes_idx,
i,
accum_len = accum_in.length;
for(i in accum_in){
if (accum_in[i].accum > max_votes){
max_votes = accum_in[i].accum;
max_votes_idx = i;
} // if
}
if (max_votes > 0){
return {max_votes: max_votes, index: max_votes_idx};
}
return null;
}
function distance(point_a,point_b){
return Math.sqrt((point_a.x - point_b.x) * (point_a.x - point_b.x) + (point_a.y - point_b.y) * (point_a.y - point_b.y));
}
function getEdgesArr(canvas_in){
var x,
y,
width = canvas_in.width,
height = canvas_in.height,
pixel,
edges = [],
ctx = canvas_in.getContext('2d'),
img_data = ctx.getImageData(0, 0, width, height);
for(x = 0; x < width; x++){
for(y = 0; y < height; y++){
pixel = getPixel(img_data, x,y);
if (pixel.r !== 0 &&
pixel.g !== 0 &&
pixel.b !== 0 ){
edges.push({x: x, y: y});
}
} // for
}// for
return edges
} // getEdgesArr
function drawImgToCanvasSync(file) {
var data = fs.readFileSync(file)
var canvas = dataToCanvas(data);
return canvas;
}
function dataToCanvas(imagedata) {
img = new Canvas.Image();
img.src = new Buffer(imagedata, 'binary');
var canvas = new Canvas(img.width, img.height);
var ctx = canvas.getContext('2d');
ctx.patternQuality = "best";
ctx.drawImage(img, 0, 0, img.width, img.height,
0, 0, img.width, img.height);
return canvas;
}
function writeCanvasToFile(canvas, file, callback) {
var out = fs.createWriteStream(file)
var stream = canvas.createPNGStream();
stream.on('data', function(chunk) {
out.write(chunk);
});
stream.on('end', function() {
callback();
});
}
function setPixel(imageData, x, y, r, g, b, a) {
index = (x + y * imageData.width) * 4;
imageData.data[index+0] = r;
imageData.data[index+1] = g;
imageData.data[index+2] = b;
imageData.data[index+3] = a;
}
function getPixel(imageData, x, y) {
index = (x + y * imageData.width) * 4;
return {
r: imageData.data[index+0],
g: imageData.data[index+1],
b: imageData.data[index+2],
a: imageData.data[index+3]
}
}
It seems you try to implement the algorithm of Yonghong Xie; Qiang Ji (2002). A new efficient ellipse detection method 2. p. 957.
Ellipse removal suffers from several bugs
In your code, you perform the removal of found ellipse (step 12 of the original paper's algorithm) by resetting coordinates to {-1, -1}.
You need to add:
`if (arr_edges[x1y1].x === -1) break;`
at the end of the x2y2 block. Otherwise, the loop will consider -1, -1 as a white point.
More importantly, your algorithm consists in erasing every point which distance to the center is smaller than b. b supposedly is the minor axis half-length (per the original algorithm). But in your code, variable b actually is the latest (and not most frequent) half-length, and you erase points with a distance lower than b (instead of greater, since it's the minor axis). In other words, you clear all points inside a circle with a distance lower than latest computed axis.
Your sample image can actually be processed with a clearing of all points inside a circle with a distance lower than selected major axis with:
max_minor = arr_accum[max_votes.index].d;
Indeed, you don't have overlapping ellipses and they are spread enough. Please consider a better algorithm for overlapping or closer ellipses.
The algorithm mixes major and minor axes
Step 6 of the paper reads:
For each third pixel (x, y), if the distance between (x, y) and (x0,
y0) is greater than the required least distance for a pair of pixels
to be considered then carry out the following steps from (7) to (9).
This clearly is an approximation. If you do so, you will end up considering points further than the minor axis half length, and eventually on the major axis (with axes swapped). You should make sure the distance between the considered point and the tested ellipse center is smaller than currently considered major axis half-length (condition should be d <= a). This will help with the ellipse erasing part of the algorithm.
Also, if you also compare with the least distance for a pair of pixels, as per the original paper, 40 is too large for the smaller ellipse in your picture. The comment in your code is wrong, it should be at maximum half the smallest ellipse minor axis half-length.
LEAST_REQUIRED_ELLIPSES is too small
This parameter is also misnamed. It is the minimum number of votes an ellipse should get to be considered valid. Each vote corresponds to a pixel. So a value of 6 means that only 6+2 pixels make an ellipse. Since pixels coordinates are integers and you have more than 1 ellipse in your picture, the algorithm might detect ellipses that are not, and eventually clear edges (especially when combined with the buggy ellipse erasing algorithm). Based on tests, a value of 100 will find four of the five ellipses of your picture, while 80 will find them all. Smaller values will not find the proper centers of the ellipses.
Sample image is not black & white
Despite the comment, sample image is not exactly black and white. You should convert it or apply some threshold (e.g. RGB values greater than 10 instead of simply different form 0).
Diff of minimum changes to make it work is available here:
https://gist.github.com/pguyot/26149fec29ffa47f0cfb/revisions
Finally, please note that parseInt(x.toFixed(0)) could be rewritten Math.floor(x), and you probably want to not truncate all floats like this, but rather round them, and proceed where needed: the algorithm to erase the ellipse from the picture would benefit from non truncated values for the center coordinates. This code definitely could be improved further, for example it currently computes the distance between points x1y1 and x2y2 twice.

How to convert a point to polar coordinates in ECMAScript?

I need to turn a click location into a polar coordinate.
This is my current algorithm. Location is the location on the canvas of the click ({x:evt.clientX, y:evt.clientY}), center is the offset of the origin from 0,0. For example, if the circle is centered on 250, 250, center is {x:250, y:250}. Scale is the scale of the radius. For example, if the radius of a circle from the center would normally be 50 and the scale is .5, the radius becomes 25. (it's for zooming in/out)
this.getPolarLocation = function(location){
var unscaledFromCenter = {
x: location.x - center.x,
y: location.y - center.y
};
var angle = this.getAngleOnCircle(unscaledFromCenter);
var dist = Math.sqrt(unscaledFromCenter.x * unscaledFromCenter.x + unscaledFromCenter.y * unscaledFromCenter.y) * this.ds.scale;
return {
angle:angle,
dist:dist,
toString: function(){
return "Theta: ".concat(angle).concat("; dist: ").concat(dist);
}
};
}
this.getAngleOnCircle = function(location){
var x = location.x;
var y = location.y;
if(x == 0 && y > 0)
return Math.PI / 2;
if(x == 0 && y < 0)
return 3 * Math.PI / 2;
if(y == 0 && x > 0)
return 0;
if(y == 0 && x < 0)
return Math.PI;
var angle = Math.atan(y/x);
if(x > 0 && y > 0)
return angle;
if(x < 0)
return Math.PI + angle
return Math.PI * 2 + angle;
}
Screenshots of the issue. The left is what happens zoomed out (and is not supposed to happen). The right is zoomed in (scale >= 1), and is what is supposed to happen.
I'm under the impression that my center coordinates are being shifted slightly off. It seems to work fine for scale >= 1, but not for scale < 1
Source:
circos.html: http://pastie.org/private/cowsjz7mcihy8wtv4u4ag
circos.js: http://pastie.org/private/o9w3dwccmimalez9fropa
datasource.js: http://pastie.org/private/iko9bqq8eztbfh8xpvnoaw
Run in Firefox
So my question is: why doesn't this work?
For some reason, the program automagically works when I close firebug. It doesn't seem to work on Firefox 5, only the version I have (in the 3s somewhere). Either way, I'm scrapping the project for something more object oriented. There's no way the current algorithm could handle a genome. (which is exactly what I'm going to be mapping)
UPDATE:
I figured out the problem... I was measuring the distance from the top left of the page, not the top left of the canvas. Thus, when firebug was enabled, the screen was shifted, making the problems worse. The solution is the use canvas.offsetLeft and canvas.offsetTop to calculate the position on the canvas.

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