The problem i have faced is image is getting cropped.
I want to rotate an image without cropping. I have searched a lot but I am not getting any algorithm based on C. How to get the algorithm for image rotation without cropping.
I am working on a Paint program and I have a nice routine (copied from the Net) that beautifully rotates my Image by any chosen degree, and even preserving the entire Image with a 'noclipping' option.
The problem is - That after the rotation, say 45degrees, the areas in the corners, that originally were not part of the Image, cannot be drawn to. I have an 'eye dropper tool' that shows these areas to be null, having no color. My drawing tools will not work on these areas.
public static Bitmap RotateImage(Image image, float rotateAtX, float rotateAtY, float angle, bool bNoClip) { int W, H, X, Y; if (bNoClip) // use Clipping { double dW = (double)image.Width; double dH = (double)image.Height; double degrees = Math.Abs(angle);
Ok, this thing works as far as the getting the image and drawing the rectangle but for the life of me I cannot figure out why it is causing an in the program.cs.
public partial class Crop : Form { public Crop(Image BaseImage) { InitializeComponent(); if ((Bitmap)BaseImage != null) { pbOriginal.Image = BaseImage; }
[Code] ....
BaseImage is pulled in from the main form's picture box.
I am creating and implementing a left and a right rotation to balance a bst into an avl tree. I have made and tried 5 different codes that are commented in the functions left_rotate() and right_rotate() but none have run correctly. Sometimes the program works, sometimes there is a segmentation fault and sometimes not all inserted numbers are shown.
avl.c
Code: #include<stdio.h>#include<stdlib.h> #include<time.h> #include "avl.h" #define N 10 void swap(int *a, int *b){
Just bought a new ST Micro iNEMO-M1 system, and am looking to have my code visually show me the rotation information. I've got a working C++ code which actively acquires data from the sensor, and I'm looking to extend that into some visual interface which will show me on-screen the position of the sensor.
I figure using rotation information in the form of quaternion data is the most useful (want to avoid the gimbal lock problems associated with Roll/Pitch/Yaw).
What would be the best method to visualize the rotation of my sensor in real-time?
I have a 3d Point in space. From this point I have vertices defind by(scale). I have a Quaternion representing the rotation of the object (lets say a block). So...
(1) I know the point in local and world space and can translate.
(2) I know the scale of the object and it's starting vertices intersections at zero rotation.
(3) I have the quaternion which represents the 3d rotation and can translate that to degrees and Eulers.
How do i find the exact points of the vertices after the rotation. (what I'm attempting to do is plot points from vertice to vertice all along the sides/top/bottom of the object.)I have looked at Matrix4 transformations and Quaternions and still do not understand how to find the vertices after rotation.
how I want my sprite movement to work: if my sprite is faced upwards and i press W, it will move up. If my sprite is faced to the right and i press W, it will go right. etc. // It doesn't work like that right now and how to do it.The sprite's rotation works fine.
My question is how do I move the character depending on the rotation?
Also, you might see the "if(havePlayersCollided == false) {playerSprite.move(yadiyada)}" . yes i dont need the haveplayerscollided function because it doesnt work the way I want it to. I might make a thread for it in the future, but right now I need to get the rotation movement fixed before I move onto the collision detection between players.
It is technically not a programming question and is more maths oriented. It has to do with game AI and specifically getting the AI to rotate correctly. I am trying to create the base method that handles AI rotation. It will take a target orientation and rotate the entity from it's current orientation to that target orientation.
Let's say we have a Entity that has the orientation of 1.57079 Radians (90 Degrees) and we want to change that Entity's orientation to 0 Radians (0 Degrees). How would one find the correct way to rotate from just them two orientations (IE find the shortest rotation direction from a current orientation to a target orientation)?
As my implementation stands now the Entity rotates just fine I think but always in a clockwise rotation (Because I can't figure out how to determine the best rotation direction). For example using the previous number (1.57079 Radians to 0 Radians) the Entity will rotate all the way around 270 Degrees clockwise instead of rotating just 90 degrees counter-clockwise.
I have thought about possibly projecting vectors a short distance forward from the current orientation and target orientation to figure out the rotation direction but not sure if that is a good way to implement it.
I am doing a project for a class which involves making a game where there is an arrray that holds a player (you) and a zombie (comp). The player is suppose to be able to turn clockwise or counter clockwise, move forward, and backward and shoot. Im having trouble trying to rotate the char in an array. I am also trying to switch from using the W,S,D,A to the arrow keys but doesnt seem to work.
#include <iostream> #include <windows.h> #include "color.h" using namespace std; using namespace Petter; const int COL = 15; void initBoard(char[][COL], int, int);
btnStatusPlr1.Image SHOULD come back as True.Then I realized it might not be the same as setting the buttons image in the properties (Which is what i did to get the original image (the one being compared to))
I do have a feeling ive done something wrong here (Yes im a noob /> )
Variable active, is the same image as the buttons default (Well should be)
I am working on pset4 in the CS50 online coarse. The goal is to resize a bmp image. I have it working except adding the padding back to new resized image. The image I am using uses 3 bites of padding. If the factor I resize the image by works out to have 3 bites of padding it works perfect and if the image has no padding it works perfectly I need a fresh pair of eyes. I am not sure how to add the images so here is the address to download the images and the skelton of the source code they gave to modify. [URL] .... The image that requires the padding is labled as small.bmp.
#include <stdio.h> #include <stdlib.h> #include "bmp.h" int main(int argc, char* argv[]) { // ensure proper usage if (argc != 4)
I am trying to display images on top of my Background image gui, so like buttons an stuff but the problem is that there not showing ontop. I can only get one of them to show
// includes #include <windows.h> #include <stdio.h> #include "res.h"
I'm trying to edit an image by multiplying the red component of each pixel by 10 and leaving the other components (green and blue) untouched. I'm not really sure how I'm supposed to edit the pixels one by one. I have this so far. I think there is something wrong with my ppm header as well. Is there a way to make a ppm header without specifying the bounds so that it conforms to the image you are putting in?
I am trying to read a 24 bit image but I'm getting errors when I'm tryting to read the pixels.
-The reading part looks bad because I'm reading both headers field by field. But I'm sure that it is reading both headers correctly.
-Right now my biggest concern is to get it to read successfully an entire bmp image
I'm using this calculation to get my padding bytes:
padding bytes = [4-(3*width)mod 4]mod 4
When I use a 2x2.bmp file to test it, I get an error that the [1][1] pixel was not read. When I use a bigger image it gives me the same error after about 100 rows and then every pixel is an error from that point on. This is what I got so far:
I'm supposed to print a small rectangle inside concentric circles that are inscribed in a rectangle.I'm not really sure where to start with printing a circle in a ppm file.
I'm pretty new to C, just looking to see how to display a image and some text to go along with it so far I can display in the image but cannot display the text at the same time.
how to do the mirror function? I have my other two working 100% but for some reason i cannot figure out how to do the mirror part. I want it to be like my flip function(lower code) where I can print the image through the for statement
Code:
int main (int argc, char *argv[]) { // declarations here // open input file FILE *input;
I have an assignment where I need to take an assigned image, rotate it 90 degrees to the right, flip it upside down, and turn it to grayscale; each with different outputs.
I was thinking if I can read in the image into a 2d array //array[height][width] or even just an array with the values of each pixel (r, g, b), I can just modify the array and spit it out when done.
if i can just get it into the array, I think I'll be fine. We've done similar assignments with modifying arrays for grayscale images and the other two I can probably figure out. But how am I going to read in each pixel into an array with three different values in each slot? This is my code so far:
I am trying to re-size a bitmap image for a class.They gave us two options to use to do the program with: an array or move the file position indicator. I want to use the file option. All the bitmap header info is checking out. The file after being re-sized should be 822 bytes but it is 1.6 KiB and the image is distorted.
Code:
#include <stdint.h> /** * Common Data Types * * The data types in this section are essentially aliases for C/C++ * primitive data types.
This is my first time using opengl and I am experimenting with adding/drawing polygons/points/etc. on top of a PPM image. The image is already loaded when the application runs. My attempt to draw a square is from lines 30 - 35. The program runs but the square is not present. Just the image.