I\'m going quite mad trying to calculate the point along the given line A-B, at a given distance from A, so that I can "draw" the line between two given points. It
private static Point CalculatePoint(Point a, Point b, int distance)
{
// a. calculate the vector from o to g:
double vectorX = b.X - a.X;
double vectorY = b.Y - a.Y;
// b. calculate the proportion of hypotenuse
double factor = distance / Math.Sqrt(vectorX * vectorX + vectorY * vectorY);
// c. factor the lengths
vectorX *= factor;
vectorY *= factor;
// d. calculate and Draw the new vector,
return new Point((int)(a.X + vectorX), (int)(a.Y + vectorY));
}
private Point CalculatePoint(Point a, Point b, int distance) {
Point newPoint = new Point(10,10);
Double Magnitude = Math.Sqrt(Math.Pow((b.Y - a.Y),2) + Math.Pow((b.X - a.X),2));
newPoint.X = (int)(a.X + (distance * ((b.X - a.X)/magnitude)));
newPoint.Y = (int)(a.Y + (distance * ((b.Y - a.Y)/magnitude)));
return newPoint;
}
Try to remove 'magnitude' term in the parentheses both for X and for Y expressions:
(int)( ((double)a.X + vectorX * distance) + 0.5 )
Calculate the vector AB
First define the vector from point A(1,-1) to point B(2,4) substracting A from B. The vector would be Vab(1,5).
Calculate the length of AB
Use Pythagorean theorem to calculate the length of vector AB.
|Vab| = SQRT(1²+5²)
The Length is (rounded) 5.1
Calculate the unit vector
Divide the vector by its length to get the unit vector (the vector with length 1).
V1(1/5.1,5/5.1) = V1(0.2, 0.98)
Calculate the vector with length 4
Now multiply V1 with the length you want, for example 4, to get Vt.
Vt(0.2*4,0.98*4) = Vt(0.8,3.92)
Calculate target point
Add the vector Vt to point A to get point T (target).
T = A + Vt = T(1.8,2.92)
EDIT: Answer to your edit
The method LengthOfHypotenuse should look like that
you should at least use a float as return value (double or decimal would work also)
//You should work with Vector2 class instead of Point and use their Length property
private double LengthOfHypotenuse(Point a, Point b) {
double aSq = Math.Pow(a.X - b.X, 2); // horizontal length squared
double bSq = Math.Pow(a.Y - b.Y, 2); // vertical length squared
return Math.Sqrt(aSq + bSq); // length of the hypotenuse
}
The method Draw(Point a, Point b) should look like that:
Corrected DrawCell() call
private void Draw(Point a, Point b) {
double maxDistance = LengthOfHypotenuse(a, b);
for (int distance = 0; distance < maxDistance; ++distance) {
var point = CalculatePoint(new Vector2(a), new Vector2(b), distance);
DrawCell(point.X, point.Y, _theLineBrush);
}
}
Your CalculatePoint(Point a, Point b, int distance) method:
Moved some calculations into Vector2 class
private Point CalculatePoint(Vector2 a, Vector2 b, int distance) {
Vector2 vectorAB = a - b;
return a + vectorAB.UnitVector * distance;
}
I have extended the Vector class for you to add the missing operators (credits to AgentFire)
//AgentFire: Better approach (you can rename the struct if you need):
struct Vector2 {
public readonly double X;
public readonly double Y;
public Vector2(Point p) : this(p.X,p.Y) {
}
public Vector2(double x, double y) {
this.X = x;
this.Y = y;
}
public static Vector2 operator -(Vector2 a, Vector2 b) {
return new Vector2(b.X - a.X, b.Y - a.Y);
}
public static Vector2 operator +(Vector2 a, Vector2 b) {
return new Vector2(b.X + a.X, b.Y + a.Y);
}
public static Vector2 operator *(Vector2 a, double d) {
return new Vector2(a.X * d, a.Y * d);
}
public static Vector2 operator /(Vector2 a, double d) {
return new Vector2(a.X / d, a.Y / d);
}
public static implicit operator Point(Vector2 a) {
return new Point((int)a.X, (int)a.Y);
}
public Vector2 UnitVector {
get { return this / Length; }
}
public double Length {
get {
double aSq = Math.Pow(X, 2);
double bSq = Math.Pow(Y, 2);
return Math.Sqrt(aSq + bSq);
}
}
public override string ToString() {
return string.Format("[{0}, {1}]", X, Y);
}
}
Better approach (you can rename the struct if you need):
struct Vector2
{
public readonly float X;
public readonly float Y;
public Vector2(float x, float y)
{
this.X = x;
this.Y = y;
}
public static Vector2 operator -(Vector2 a, Vector2 b)
{
return new Vector2(b.X - a.X, b.Y - a.Y);
}
public static Vector2 operator +(Vector2 a, Vector2 b)
{
return new Vector2(a.X + b.X, a.Y + b.Y);
}
public static Vector2 operator *(Vector2 a, float d)
{
return new Vector2(a.X * d, a.Y * d);
}
public override string ToString()
{
return string.Format("[{0}, {1}]", X, Y);
}
}
For getting the midpoint you just need to do the (a - b) * d + a
action:
class Program
{
static void Main(string[] args)
{
Vector2 a = new Vector2(1, 1);
Vector2 b = new Vector2(3, 1);
float distance = 0.5f; // From 0.0 to 1.0.
Vector2 c = (a - b) * distance + a;
Console.WriteLine(c);
}
}
This will give you the point:
output:\> [2, 1]
All you need after that is to for(the distance; up to
one; d += step)
from 0.0 to 1.0 and draw your pixels.
OK guys, I found my major bug. It was a classic Doh! My Draw method was painting at p.X, p.X
So, I finally got something that works. Please note that I am not saying that this a "good solution", or "the only working solution" I'm just saying that it does what I want it to do ;-)
Here's my UPDATED working code: (complete and selfcontained this time ;-)
using System;
using System.Drawing;
using System.Windows.Forms;
using System.Diagnostics;
namespace DrawLines
{
public class MainForm : Form
{
#region constants and readonly attributes
private const int CELL_SIZE = 4; // width and height of each "cell" in the bitmap.
private readonly Bitmap _myBitmap; // to draw on (displayed in picBox1).
private readonly Graphics _myGraphics; // to draw with.
// actual points on _theLineString are painted red.
private static readonly SolidBrush _thePointBrush = new SolidBrush(Color.Red);
// ... and are labeled in /*Bold*/ Black, 16 point Courier New
private static readonly SolidBrush _theLabelBrush = new SolidBrush(Color.Black);
private static readonly Font _theLabelFont = new Font("Courier New", 16); //, FontStyle.Bold);
// the interveening calculated cells on the lines between actaul points are painted Silver.
private static readonly SolidBrush _theLineBrush = new SolidBrush(Color.Silver);
// the points in my line-string.
private static readonly Point[] _thePoints = new Point[] {
// x, y c i
new Point(170, 85), // A 0
new Point( 85, 70), // B 1
new Point(209, 66), // C 2
new Point( 98, 120), // D 3
new Point(158, 19), // E 4
new Point( 2, 61), // F 5
new Point( 42, 177), // G 6
new Point(191, 146), // H 7
new Point( 25, 128), // I 8
new Point( 95, 24) // J 9
};
#endregion
public MainForm() {
InitializeComponent();
// initialise "the graphics system".
_myBitmap = new Bitmap(picBox1.Width, picBox1.Height);
_myGraphics = Graphics.FromImage(_myBitmap);
picBox1.Image = _myBitmap;
}
#region DrawPoints upon MainForm_Load
private void MainForm_Load(object sender, EventArgs e) {
DrawPoints();
}
// draws and labels each point in _theLineString
private void DrawPoints() {
char c = 'A'; // label text, as a char so we can increment it for each point.
foreach ( Point p in _thePoints ) {
DrawCell(p.X, p.Y, _thePointBrush);
DrawLabel(p.X, p.Y, c++);
}
}
#endregion
#region DrawLines on button click
// =====================================================================
// Here's the interesting bit. DrawLine was called Draw
// Draws a line from A to B, by using X-values to calculate the Y values.
private void DrawLine(Point a, Point b)
{
if ( a.Y > b.Y ) // A is below B
Swap(ref a, ref b); // make A the topmost point (ergo sort by Y)
Debug.Assert(a.Y < b.Y, "A is still below B!");
var left = Math.Min(a.X, b.X);
var right = Math.Max(a.X, b.X);
int width = right - left;
Debug.Assert(width >= 0, "width is negative!");
var top = a.Y;
var bottom = b.Y;
int height = bottom - top;
Debug.Assert(height >= 0, "height is negative!");
if ( width > height ) {
// use given X values to calculate the Y values,
// otherwise it "skips" some X's
double slope = (double)height / (double)width;
Debug.Assert(slope >= 0, "slope is negative!");
if (a.X <= b.X) // a is left-of b, so draw left-to-right.
for ( int x=1; x<width; ++x ) // xOffset
DrawCell( (left+x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
else // a is right-of b, so draw right-to-left.
for ( int x=1; x<width; ++x ) // xOffset
DrawCell( (right-x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
} else {
// use given Y values to calculate the X values,
// otherwise it "skips" some Y's
double slope = (double)width/ (double)height;
Debug.Assert(slope >= 0, "slope is negative!");
if (a.X <= b.X) { // a is left-of b, so draw left-to-right. (FG)
for ( int y=1; y<height; ++y ) // yOffset
DrawCell( (a.X + ((int)(slope*y + 0.5))), (top+y), _theLineBrush);
} else { // a is right-of b, so draw right-to-left. (DE,IJ)
for ( int y=1; y<height; ++y ) // yOffset
DrawCell( (b.X + ((int)(slope*y + 0.5))), (bottom-y), _theLineBrush);
}
}
}
private void btnDrawLines_Click(object sender, EventArgs e) {
DrawLines(); // join the points
DrawPoints(); // redraw the labels over the lines.
}
// Draws a line between each point in _theLineString.
private void DrawLines() {
int n = _thePoints.Length - 1; // one less line-segment than points
for ( int i=0; i<n; ++i )
DrawLine(_thePoints[i], _thePoints[i+1]);
picBox1.Invalidate(); // tell the graphics system that the picture box needs to be repainted.
}
private void Swap(ref Point a, ref Point b) {
Point tmp = a;
a = b;
b = tmp;
}
#endregion
#region actual drawing on _myGraphics
// there should be no calls to Draw or Fill outside of this region
private void DrawCell(int x, int y, Brush brush) {
_myGraphics.FillRectangle(
brush
, x*CELL_SIZE
, y*CELL_SIZE
, CELL_SIZE // width
, CELL_SIZE // heigth
);
}
private void DrawLabel(int x, int y, char c) {
string s = c.ToString();
_myGraphics.DrawString(
s, _theLabelFont, _theLabelBrush
, x * CELL_SIZE + 5 // x
, y * CELL_SIZE - 10 // y
);
}
#endregion
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent() {
this.picBox1 = new System.Windows.Forms.PictureBox();
this.btnDrawLines = new System.Windows.Forms.Button();
((System.ComponentModel.ISupportInitialize)(this.picBox1)).BeginInit();
this.SuspendLayout();
//
// picBox1
//
this.picBox1.Dock = System.Windows.Forms.DockStyle.Fill;
this.picBox1.Location = new System.Drawing.Point(0, 0);
this.picBox1.Name = "picBox1";
this.picBox1.Size = new System.Drawing.Size(1000, 719);
this.picBox1.TabIndex = 0;
this.picBox1.TabStop = false;
//
// btnDrawLines
//
this.btnDrawLines.Location = new System.Drawing.Point(23, 24);
this.btnDrawLines.Name = "btnDrawLines";
this.btnDrawLines.Size = new System.Drawing.Size(77, 23);
this.btnDrawLines.TabIndex = 1;
this.btnDrawLines.Text = "Draw Lines";
this.btnDrawLines.UseVisualStyleBackColor = true;
this.btnDrawLines.Click += new System.EventHandler(this.btnDrawLines_Click);
//
// MainForm
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(1000, 719);
this.Controls.Add(this.btnDrawLines);
this.Controls.Add(this.picBox1);
this.Location = new System.Drawing.Point(10, 10);
this.MinimumSize = new System.Drawing.Size(1016, 755);
this.Name = "MainForm";
this.SizeGripStyle = System.Windows.Forms.SizeGripStyle.Hide;
this.StartPosition = System.Windows.Forms.FormStartPosition.Manual;
this.Text = "Draw Lines on a Matrix.";
this.Load += new System.EventHandler(this.MainForm_Load);
((System.ComponentModel.ISupportInitialize)(this.picBox1)).EndInit();
this.ResumeLayout(false);
}
private System.Windows.Forms.PictureBox picBox1;
private System.Windows.Forms.Button btnDrawLines;
#endregion
}
}
EDIT - UPDATED ABOVE CODE: This version draws "solid" lines. The previously posted version skipped cells in nearly vertical lines, so I inverted the algorithm to calculate the X value (instead of the Y value) in these cases... now I can use it to set (and draw) a "solid fence" around a "navigable area" ;-)
Here's an UPDATED picture of the correct results.
Thanks again to everybody who helped... and you did help ;-)
Cheers. Keith.