Motion in .NET

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mouse s x direction and its previous rotation angle stored in the pr[] array. The result of this algorithm can be seen in Figure 6-9.
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Figure 6-9: Interactive rotation of multiple rectangles
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6.5 Double Buffering
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When we draw on the screen we use the draw() method. Every time we call a graphics object, such as a line() or an image(), we are actually writing to the screen sequentially. Suppose that we have 1,000 lines to draw on the screen and use the following code:
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for(int i=0; i<1000; i++) line(x1, y1, x2, y2);
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We are actually sending line commands to the screen 1,000 times. This turns out to be an inefficient way of drawing that causes the whole system to slow down and the screen to, eventually, flicker. To avoid such a problem we do not draw straight to the screen but instead we draw to an off-screen image and then when done, we send the off-screen image to the screen as one action. This image is also referred to as an off-screen graphics or a buffer. Internally, a buffer is a memory area where we store temporary information. The method of indirect drawing is called double buffering. In the following code we will demonstrate a case of double buffering. First, we create an object of type PGraphics:
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PGraphics pg; pg = createGraphics(dim, dim, P3D);
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Next, in the draw() section we draw to the buffer and then, when we are done, we display it as an image. The image and the buffer are associated, so any drawing on pg is, by association, drawn to the off-screen image. This process is initiated by using the beginDraw() and is terminated using the endDraw() methods of the PGraphics object. An example of code for double buffering looks like this:
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 PGraphics pg; //define a buffer int dim = 200; //screen dimension void setup() { size(dim, dim); //size up the screen background(102); //set the background pg = createGraphics(dim, dim, P3D); //create a buffer } void draw() { image(pg, 0, 0); }
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//draw the buffer
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int x1,y1,x2,y2; //coordinates of a line void mouseDragged(){ pg.beginDraw(); //start writing to the buffer pg.background(102); pg.stroke(255); for(int i=0; i<1000; i++){ //draw 1000 lines x1 = int(random(dim)); y1 = int(random(dim)); x2 = int(random(dim)); y2 = int(random(dim)); pg.line(x1, y1, x2, y2); } pg.endDraw(); //end writing to the buffer }
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In the code above, we first define a PGraphics object called pg, which we initialize in line 6. The parameter P3D refers to the rendering mode that supports such actions; besides 2D, it also renders 3D graphics. Next, in line 10 we draw the pg buffer as an image on the screen. The pg buffer is filled with graphics commands (in this case, calls to the line() command) within the mouseDragged() method, starting at line 15 (pg.beginDraw()) and ending at line 23 (pg.endDraw() ). In between these two graphics methods, we write every graphics command to the buffer. The result of this process can be seen in Figure 6.10. The advantage of this technique is significant, since it allows the same scene to be viewed in a much more smooth and continuous way, using the same memory and clock speed. The solution is in writing to a memory location instead of straight to the screen.
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Figure 6-10: Double buffering
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6.6. Motion and Friction
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Motion is not always based on linear movement, in which objects locations are determined by an incremental change (usually an addition of subtraction of a counter). Physical motion is governed by laws that take under consideration collision, friction, and acceleration/deceleration. The effect of these laws can be described by mathematical formulas applied to the moving objects material attributes. The following sections show three examples where motion is constrained by friction, collision, and by elastic forces, respectively. Both of these examples use an element or a spring as the object upon which forces are exerted.
1 class MyElement{ 2 int diameter = 5; 3 float xpos = 0.; float ypos = 0.; //position 4 float friction = 0.5; 5 float xspeed = 0; float yspeed = 0; // speed 6 7 void move() { 8 xpos += (xspeed/friction); 9 ypos += (yspeed/friction); 10 if (xpos > width) xspeed *= -1; 11 else if (xpos < 0) xspeed *= -1; 12 if (ypos > height) yspeed *= -1; 13 else if (ypos < 0) yspeed *= -1; 14 xpos = constrain(xpos, 0, width); 15 ypos = constrain(ypos, 0, height); 16 ellipse(int(xpos),int(ypos),diameter,diameter); 17 friction += 0.01; 17 } 18 }