raphael.js FreeTransform Bounding Box to large - raphael

Im creating a paper.text element, then I am using a function to arc the text along a given path.
http://pastebin.com/gLq0baw1
The problem i am having is the free transform bounding box applied to the paper.set is WAY TO BIG http://gyazo.com/795e08faa01af696d0a35a36ec1db32b.png
the text is the only thing inside the set yet the bounding box is absolutely massive. Any ideas whats corrupting the size?

Related

KLT-Tracker: How to avoid losing detected person on recalibration

Reading from the ground truth, I have an initial bounding box. I then calculate a foreground mask and use cv2.goodFeaturesToTrack to get points I can follow using cv2.calcOpticalFlowPyrLK. I calculate the bounding box by taking the largest possible rectangle going through the out-most points (roughly as described here: # How to efficiently find the bounding box of a collection of points? )
However, every now and then I need to recalculate the goodFeaturesToTrack to avoid the person "losing" all the points over time.
Whenever recalculating, points may land on other people, if they stand within the bounding box of the person to track. They will now be followed, too. Due to that my bounding box fails to be of any use after such a recalculation. What are some methods to avoid such a behavior?
I am looking for resources and general explanations and not specific implementations.
Ideas I had
Take the size of the previous bounding box divided by the current bounding box size into account and ignore if size changes too much.
Take the previous white-fullness of the foreground mask divided by the current white-fullness of the foreground mask into account. Do not re-calculate the bounding box if the foreground mask is too full. Other people are probably crossing the box.
Calculate a general movement vector for the bounding box from the median of all points calculated using optical flow. Alter the bounding box only within some relation to the vector to avoid rapid changes of the bounding box.
Filter the found good features to track points using some additional metric.
In general I am looking for a method that calculates new goodFeaturesToTrack based stronger on the previous goodFeaturesToTrack or the points derived from that using optical flow, I guess.

Image bounding boxes from sprite sheet

I've a sprite sheet containing a set of icons as shown here:
I'd like to get the bounding box (at pixel precision) of all icons inside it, some cases like list, grid have to be considered as only one icons. Any ideas are more than welcome.
I think the main issue in your problem is that some icons contain disjoint parts.
If all the icons were in only one part, you could just find the "connected components" (groups of white pixels) in your image and isolate them.
I don't know your level in image processing but to connect the parts of one icons, I would probably use dilation, which is a morphological method to expand (under constraints) the areas of maximum intensity in an image.
If you need any clarification, please let me know !
In general, it is not possible: only the humans have enough context to determine which of the disjoint parts belong together. You can approximate it using various ways, but it's a lost cause - and IMHO completely unnecessary. Imagine writing a test for this functionality - it's impossible, it requires a human in the loop, since the results for any particular icon sheet don't generalize. Knowing that the algorithm works for some sheet tells you nothing about whether it will work for some other sheet that you know nothing about a-priori.
It'd be simpler to manually colorize each sprite to have a color different than that of its neighbors. Then a greedy algorithm could find the bounding boxes easily without having to approximate anything.

Best way to detect the window coordinates of a drawn line in c++ Builder

Using moveto and lineto to draw various lines on a window canvas...
What is the simplest way to determine at run-time if an object, like a bit map or a picture control is in "contact" (same x,y coordinates) with a line(s) that had been drawn with lineto on a window canvas?
A simple example would be a ball (bitmap or picture) "contacting" a drawn border and rebounding... What is the easiest way to know if "contact" occurs between the object, picture or bitmap and any line that exists on the window?
If I get it right you want collision detection/avoidance between circular object and line(s) while moving. There are more option to do this I know of...
Vector approach
you need to remember all the rendered stuff in vector form too so you need list of all rendered lines, objects etc ... Then for particular object loop through all the other ones and check for collision algebraically with vector math. Like detecting intersection between bounding boxes and then with particular line/polyline/polygon or what ever.
Raster approach
This is simpler to mplement and sometimes even faster but less acurate (only pixel precision). The idea is to clear object last position with background color. Then check all the pixels that would be rendered at new position and if no other than background color present then no colision occurs so you can render the pixels. If any non background color present then render the object on the original position again as collision occur.
You can also check between old and new position and place the object on first non collision position so you are closer to the edge...
This approach need fast pixel access otherwise it woul dbe too slow. Standard Canvas does not allow this without using BitBlt from GDI. Luckily VCL GRaphics::TBitmap has ScanLine[] property allowing direct pixel access without any performance hit if used right. See example of it in your other question I answered:
bitmap rotate using direct pixel access
accessing ScanLine[y][x] is as slow as Pixels[x][y] but you can store all the pointers to each line of bitmap once and then just use that instead which is the same as accessing your own 2D array. So you really need just bitmap->Height calls of ScanLine[y] for entire image rendering after any resize or assigment of bitmap...
If you got tile based scene you can use this approach on tiles instead of pixels something like this:
What is the best way to move an object on the screen? but it is in asm ...
Field approach
This one is also considered to be a vector approach but does not require collision checks. Instead each object creates repulsive force the bigger the closer you are to it which is added to the Newton/D'Alembert physics driving force. When coefficients set properly it will avoid collisions on its own. This is used also for automatic placement of items etc... for more info see:
How to implement a constraint solver for 2-D geometry?
Hybrid approach
You can combine any of the above approaches together to better suite your needs. For example see:
Path generation for non-intersecting disc movement on a plane

Inkscape: How to have many shapes with exactly the same gradient

I created a flowchart in InkScape in which each shape is filled with a linear gradient.
Some shapes share the same gradient tones but when I created them via copy&past did not know that gradients could be transformed during edit, I thought that copy&pasting a shape simply copy the entire object and each colors.
Anyway, it resulted in shapes that changes background gradient during re-positioning. After several searches I discovered that this is caused by a wrong position of "Gradient Editor Tool" of each one. In other words I moved objects but start/end of each gradient remained in place.
Please, how to quickly reposition gradient direction/start/end of each shape, maybe centering it on each one? I would avoid to manually reposition each one...
Thanks
Inkscape provides a toggle button to move the gradients along with the objects.
Activating this button during any coying or moving carries the gradient with it to the new location. (Actually it copies the gradient.)

A method of creating simple game GUI

I have been able to find a lot of information on actual logic development for games. I would really like to make a card game, but I just dont understand how, based on the mouse position, an object can be selected (or atleast the proper way) First I thought of bounding box checking but not all my bitmaps are rectangles. Then I thought f making a hidden buffer wih each object having a different color, but it seems ridiculous to have to do it this way. I'm wondering how it is really done. For example, how does Adobe Flash know the object under the mouse?
Thanks
Your question is how to tell if the mouse is above a non-rectangular bitmap. I am assuming all your bitmaps are really rectangular, but they have transparent regions. You must already somehow be able to tell which part of your (rectangular) bitmap is transparent, depending on the scheme you use (e.g. if you designate a color as transparent or if you use a bit mask). You will also know the z-order (layering) of bitmaps on your canvas. Then when you detect a click at position (x,y), you need to find the list of rectangular bitmaps that span over that pixel. Sort them by z-order and for each one check whether the pixel is transparent or not. If yes, move on to the next bitmap. If no, then this is the selected bitmap.
Or you may use geometric solution. You should store / manage the geometry of the card / item. For example a list of shapes like circles, rectangles.
Maybe triangles or ellipses if you have lots of time. Telling that a triangle has a point or not is a mathematical question and can be numerically unstable if the triangle is very thin (algorithm has a dividing).. Fix: How to determine if a point is in a 2D triangle?
I voted for abc.