Image not at proper place after rotating (graphics)(旋转后图像不在正确位置(图形))
问题描述
我试图以不同的速率显示两个直径为 512untis 的旋转轮,但我无法删除之前绘制的图像图形并将旋转图形设置在正确的位置.现在我正在以任意角度进行旋转.我尝试了 affineTransform 并得到了旋转,但很奇怪,就像所有像素都散开了一样.我使用带有 thread.sleep() 的 while 循环.以下是代码://drawSmallCircle 和drawBigCircle 返回两个图像.
I am trying to display two rotating wheels with diameter 512untis at different rates but i am not able to remove the previous drawn image graphics and set the rotated graphics at the correct position. For now i am doing a rotation with arbitrary angle. I tried affineTransform and got the rotations but it was weird like all pixels spread away. Im using a while loop with thread.sleep(). The following is the code : //The drawSmallCircle and drawBigCircle return two images.
class MyFramePart2 extends JFrame
{
String name;
JPanel big_obj_panel,small_obj_panel;
JLabel bigLabel,smallLabel;BufferedImage imgRet,imgRetSmall;
static double radians,angle,rev,fps,smallAngle,smallRadians;
int numLines,i=0;
MyFramePart2(String frameName,int numStrokes,double revolutions,double frameps)
{
numLines=numStrokes;
smallAngle=smallRadians=angle=radians=Math.toRadians(360/numLines);
rev=revolutions;
fps=frameps;
setSize(1240,720);
setLocation(0,0);
setLayout(null);
getContentPane().setBackground(Color.WHITE);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
big_obj_panel=new JPanel();
big_obj_panel.setLayout(null);
big_obj_panel.setSize(512,512);
big_obj_panel.setLocation(100,100);
big_obj_panel.setBackground(Color.white);
add(big_obj_panel);
imgRet=drawBigCircle();
bigLabel = new JLabel(new ImageIcon(imgRet));
bigLabel.setLayout(null);
bigLabel.setLocation(0,0);
bigLabel.setSize(512,512);
bigLabel.setOpaque(true);
bigLabel.setBackground(Color.white);
big_obj_panel.add(bigLabel);
small_obj_panel=new JPanel();
small_obj_panel.setLayout(null);
small_obj_panel.setSize(512,512);
small_obj_panel.setLocation(700,100);
small_obj_panel.setBackground(Color.white);
add(small_obj_panel);
imgRetSmall=drawSmallCircle();
smallLabel = new JLabel(new ImageIcon(imgRetSmall));
smallLabel.setLayout(null);
smallLabel.setLocation(0,0);
smallLabel.setSize(512,512);
smallLabel.setOpaque(true);
smallLabel.setBackground(Color.white);
small_obj_panel.add(smallLabel);
setVisible(true);
while(i!=5) // suppose to be while true, just checking
{
setVisible(true);
bigLabel.setIcon(new ImageIcon(imgRet));
smallLabel.setIcon(new ImageIcon(imgRetSmall));
try{
Thread.sleep(10);
}
catch(Exception e)
{}
i++;
}
}
@Override
public void paint(Graphics g)
{
super.paint(g);
Graphics2D g2d=(Graphics2D)g;
g2d.translate(256,256);
g2d.rotate(Math.toRadians(20));
g2d.translate(-256,-256);
g2d.drawImage(imgRet,0,0,null);
g2d.dispose();
super.paint(g);
g2d=(Graphics2D)g;
g2d.translate(256,256);
g2d.rotate(Math.toRadians(30));
g2d.translate(-256,-256);
g2d.drawImage(imgRetSmall,0,0,null);
g2d.dispose();
}
public static BufferedImage drawBigCircle()
{
BufferedImage img=new BufferedImage(512,512,BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d=img.createGraphics();
g2d.setColor(Color.black);
g2d.drawOval(0,0,511,511);
Line2D l2d;
while(angle <= 2*Math.PI)
{
l2d=new Line2D.Double(256,256,256+256*Math.cos(angle),256+256*Math.sin(angle));
g2d.draw(l2d);
angle=angle+radians;
}
return img;
}
}
推荐答案
Swing 的第一条规则.不要阻塞事件调度线程.这样做会使您的应用程序看起来像是挂起并阻止 EDT 处理任何重绘请求.
First rule of Swing. Don't block the Event Dispatching Thread. Doing so will make you application look like it's hung and prevent the EDT from processing any repaint requests.
这意味着,您需要某种方式来安排不阻止 EDT 的更新
This means, you need some way to schedule updates that doesn't block the EDT
Swing 的第二条规则.不要从除 EDT 之外的任何线程创建或修改任何 UI 组件.
Second rule of Swing. Don't create or modify any UI component from any thread other then the EDT.
一般来说,你应该避免覆盖 JFrame
等顶级容器的 paint
方法,除此之外,它们不是双缓冲的,这意味着你的绘画会闪烁因为它已更新.相反,您应该使用 Swing
容器之一,例如 JPanel
Generally, you should avoid overriding the paint
method of top level containers like JFrame
, apart from everything else, they're not double buffered, meaning your painting will flicker as it's updated. Instead, you should use one of the Swing
containers, like JPanel
有很多不同的方法可以实现这一目标.基本上,这里我使用了三个列表,但如果我是认真的,我会创建一个可以维护所有必需信息(图像、角度和增量)的对象
There are lots of different ways to achieve this. Basically, here I've used three lists, but if I was serious, I would create an object that could maintain all the required information (image, angle an delta)
为了实现实际的动画效果,我使用了一个javax.swing.Timer
.这将至少每 n 个周期触发一个事件,但更重要的是,它是在事件调度线程的上下文中执行的.这可确保对角度所做的所有更改都以防止在我们更新值时发生任何绘画可能性的方式完成...
In order to achieve the actual animation, I've used a javax.swing.Timer
. This will trigger an event at least every n periods, but more importantly, it does it within the context of the Event Dispatching Thread. This ensures that all the changes made to the angles are done in way that will prevent any possibility of painting occurring while we're updating the values...
此示例以不同(随机)速度旋转三个图像...
This example rotates the three images at different (random) speeds...
public class TestRotation {
public static void main(String[] args) {
new TestRotation();
}
public TestRotation() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Test");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new AnimationPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class AnimationPane extends JPanel {
private List<BufferedImage> images;
private List<Double> angles;
private List<Double> speed;
public AnimationPane() {
images = new ArrayList<>(5);
images.add(createWheel(50, 4));
images.add(createWheel(50, 3));
images.add(createWheel(50, 6));
angles = new ArrayList<>();
speed = new ArrayList<>();
for (int index = 0; index < images.size(); index++) {
angles.add(0d);
speed.add(Math.random() * 5d);
}
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
for (int index = 0; index < angles.size(); index++) {
double angle = angles.get(index);
double delta = speed.get(index);
angle += delta;
angles.set(index, angle);
}
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(200, 200);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
int x = 0;
int y = 0;
for (int index = 0; index < images.size(); index++) {
BufferedImage image = images.get(index);
double angle = angles.get(index);
// This is important. Basically we going to grab a isolated snap shot
// of the current graphics context. This means any changes we make
// will not affect the original graphics context (other then painting)
Graphics2D g2d = (Graphics2D) g.create();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
AffineTransform at = new AffineTransform();
at.translate(x, y);
at.rotate(Math.toRadians(angle), image.getWidth() / 2, image.getHeight() / 2);
g2d.setTransform(at);
g2d.drawImage(image, 0, 0, this);
g2d.dispose();
x += image.getWidth();
}
}
}
protected Point2D calculateOutterPoint(int radius, double angel) {
int x = Math.round(radius / 2);
int y = Math.round(radius / 2);
double rads = Math.toRadians((angel + 90));
// This determins the length of tick as calculate from the center of
// the circle. The original code from which this derived allowed
// for a varible length line from the center of the cirlce, we
// actually want the opposite, so we calculate the outter limit first
double fullLength = (radius / 2d);
// Calculate the outter point of the line
double xPosy = (x + Math.cos(rads) * fullLength);
double yPosy = (y - Math.sin(rads) * fullLength);
return new Point2D.Double(xPosy, yPosy);
}
public BufferedImage createWheel(int radius, int spokes) {
BufferedImage img = new BufferedImage(radius, radius, BufferedImage.TYPE_INT_ARGB);
Graphics2D g2d = img.createGraphics();
g2d.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2d.setColor(Color.black);
g2d.drawOval(0, 0, radius - 1, radius - 1);
Point2D center = new Point2D.Double(radius / 2d, radius / 2d);
double angle = 360d / spokes;
for (int index = 0; index < spokes; index++) {
Point2D p = calculateOutterPoint(radius, index * angle);
g2d.draw(new Line2D.Double(center, p));
}
g2d.dispose();
return img;
}
}
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本文标题为:旋转后图像不在正确位置(图形)
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