How to do 2D shadow casting in Java?
Asked Answered
P

2

2

I'm currently trying to implement a 2D shadow casting method in Java by following this tutorial: http://ncase.me/sight-and-light/

I want to stick to Line2D and Polygon objects. Here is the main part of my code so far:

 for (Polygon p : Quads.polygons) {
        for (int i = 0; i < p.npoints; i++) {
            osgCtx.setStroke(new BasicStroke(0.1f));
            Line2D line = new Line2D.Double(mousePos.getX(), mousePos.getY(), p.xpoints[i], p.ypoints[i]);
            osgCtx.draw(line);
        }
        osgCtx.setStroke(new BasicStroke(1.0f));
        osgCtx.draw(p);
    }

Which gives a result of this: enter image description here

I get confused when it comes down to building the parametric form of the lines. I don't know how to implement the math with Java's methods. Could someone point me in the right direction, code-wise, for implementing this?

Papen answered 31/5, 2014 at 5:56 Comment(1)
That's an interesting question. Do you have a unable example and perhaps an illustration of what your intended output should look likeRancell
G
4

It's not entirely clear what your actual question is. There are quite some operations that you frequently need when doing this sort of graphics programming, and the built-in functionality of Java2D is rather rudimentary here. You can create Point2D and Line2D objects, and basically have all structures available that you need, but some computations are ... inconvenient (to say the least), and some are not properly supported at all. For example, you can only check whether two Line2D objects intersect. But there is no built-in way to check where they intersect.

However, when I saw the site that you linked, I thought, "Hey, that could be fun".

And it WAS fun :-)

Shadows

I guess most of the questions that you could have about this are implicitly answered by the code below (sorry if the comments are not sufficient - but feel free to ask a more focussed question about the parts that are not clear).

For the reasons mentioned above, I started creating a small library of "frequently used geometry operation utilities". Some of the classes from this library are partially included in the example below, so that it is a standalone example.

package stackoverflow.shadows;

import java.awt.AlphaComposite;
import java.awt.BasicStroke;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.RenderingHints;
import java.awt.Shape;
import java.awt.event.ComponentAdapter;
import java.awt.event.ComponentEvent;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.awt.geom.AffineTransform;
import java.awt.geom.Arc2D;
import java.awt.geom.Ellipse2D;
import java.awt.geom.FlatteningPathIterator;
import java.awt.geom.Line2D;
import java.awt.geom.Path2D;
import java.awt.geom.PathIterator;
import java.awt.geom.Point2D;
import java.awt.geom.Rectangle2D;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;

import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.SwingUtilities;

public class ShadowsTest
{
    public static void main(String[] args) 
    {
        SwingUtilities.invokeLater(new Runnable()
        {
            @Override
            public void run()
            {
                createAndShowGUI();
            }
        });
    }    

    private static void createAndShowGUI()
    {
        JFrame f = new JFrame();
        f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        f.getContentPane().add(new ShadowsTestPanel());
        f.setSize(500,500);
        f.setLocationRelativeTo(null);
        f.setVisible(true);
    }

}

class ShadowsTestPanel extends JPanel
    implements MouseMotionListener
{
    private final List<Shape> shapes;
    private final Point2D lightPosition;
    private final List<Line2D> borderLineSegments;
    private final List<List<Line2D>> shapesLineSegments;
    private final BufferedImage smileyImage;
    private final BufferedImage skullImage;
    private final BufferedImage blendedImage;

    ShadowsTestPanel()
    {
        addMouseMotionListener(this);

        shapes = new ArrayList<Shape>();

        shapes.add(new Rectangle2D.Double(160, 70, 80, 50));
        shapes.add(new Ellipse2D.Double(290, 120, 50, 30));
        AffineTransform at0 = 
            AffineTransform.getRotateInstance(
                Math.toRadians(45), 320, 290);
        shapes.add(
            at0.createTransformedShape(
                new Rectangle2D.Double(300, 270, 40, 40)));
        shapes.add(new Ellipse2D.Double(60, 240, 80, 110));

        shapesLineSegments = new ArrayList<List<Line2D>>();
        for (Shape shape : shapes)
        {
            shapesLineSegments.add(Shapes.computeLineSegments(shape, 1.0));
        }
        borderLineSegments = new ArrayList<Line2D>();
        shapesLineSegments.add(borderLineSegments);

        lightPosition = new Point2D.Double();

        addComponentListener(new ComponentAdapter()
        {
            @Override
            public void componentResized(ComponentEvent e)
            {
                borderLineSegments.clear();
                borderLineSegments.add(
                    new Line2D.Double(0,0,getWidth(),0));
                borderLineSegments.add(
                    new Line2D.Double(getWidth(),0,getWidth(),getHeight()));
                borderLineSegments.add(
                    new Line2D.Double(getWidth(),getHeight(),0,getHeight()));
                borderLineSegments.add(
                    new Line2D.Double(0,getHeight(),0,0));
            }
        });

        smileyImage = createSmileyImage();
        skullImage = createSkullImage();
        blendedImage = createSmileyImage();
    }

    private static BufferedImage createSmileyImage()
    {
        BufferedImage image = 
            new BufferedImage(150, 150, BufferedImage.TYPE_INT_ARGB);
        Graphics2D g = image.createGraphics();
        g.setRenderingHint(
            RenderingHints.KEY_ANTIALIASING, 
            RenderingHints.VALUE_ANTIALIAS_ON);
        g.setStroke(new BasicStroke(5));
        g.setColor(Color.YELLOW);
        g.fill(new Ellipse2D.Double(5, 5, 140, 140));
        g.setColor(Color.BLACK);
        g.draw(new Ellipse2D.Double(5, 5, 140, 140));
        g.fill(new Ellipse2D.Double( 50-15,  50-15, 30, 30));
        g.fill(new Ellipse2D.Double(100-15,  50-15, 30, 30));
        g.draw(new Arc2D.Double(25, 25, 100, 100, 190, 160, Arc2D.OPEN));
        g.dispose();
        return image;
    }

    private static BufferedImage createSkullImage()
    {
        BufferedImage image = 
            new BufferedImage(150, 150, BufferedImage.TYPE_INT_ARGB);
        Graphics2D g = image.createGraphics();
        g.setRenderingHint(
            RenderingHints.KEY_ANTIALIASING, 
            RenderingHints.VALUE_ANTIALIAS_ON);
        g.setStroke(new BasicStroke(5));
        g.setColor(Color.WHITE);
        g.fill(new Ellipse2D.Double(5, 5, 140, 140));
        g.setColor(Color.BLACK);
        g.draw(new Ellipse2D.Double(5, 5, 140, 140));
        g.fill(new Ellipse2D.Double( 50-15,  50-15, 30, 30));
        g.fill(new Ellipse2D.Double(100-15,  50-15, 30, 30));
        Shape mouth = 
            new Arc2D.Double(25, 25, 100, 100, 190, 160, Arc2D.OPEN);
        List<Line2D> lineSegments = Shapes.computeLineSegments(mouth, 2);
        for (int i=0; i<lineSegments.size(); i++)
        {
            Line2D line = lineSegments.get(i);
            Rectangle b = line.getBounds();
            Rectangle r = new Rectangle(b.x, b.y-8, b.width, 16);
            g.setColor(Color.WHITE);
            g.fill(r);
            g.setColor(Color.BLACK);
            g.draw(r);
        }
        g.dispose();
        return image;
    }



    @Override
    protected void paintComponent(Graphics gr)
    {
        super.paintComponent(gr);
        Graphics2D g = (Graphics2D)gr;
        g.setColor(new Color(0,0,0,200));
        g.fillRect(0,0,getWidth(),getHeight());
        g.setRenderingHint(
            RenderingHints.KEY_ANTIALIASING, 
            RenderingHints.VALUE_ANTIALIAS_ON);

        g.setColor(Color.BLACK);
        for (Shape shape : shapes)
        {
            g.draw(shape);
        }

        List<Line2D> rays = createRays(lightPosition);
        //paintRays(g, rays);

        List<Point2D> closestIntersections = 
            computeClosestIntersections(rays);
        Collections.sort(closestIntersections, 
            Points.byAngleComparator(lightPosition));

        //paintClosestIntersections(g, closestIntersections);
        //paintLinesToIntersections(g, closestIntersections);

        Shape lightShape = createLightShape(closestIntersections);
        g.setColor(Color.WHITE);
        g.fill(lightShape);

        g.drawImage(smileyImage, 150, 150, null);

        blend(skullImage, 150, 150, lightShape, blendedImage);
        g.drawImage(blendedImage, 150, 150, null);

        g.setColor(Color.YELLOW);
        double r = 10;
        g.fill(new Ellipse2D.Double(
            lightPosition.getX()-r, lightPosition.getY()-r, 
            r+r, r+r));
    }

    private static void blend(
        BufferedImage image, int x, int y, 
        Shape lightShape, BufferedImage result) 
    {
        int w = image.getWidth();
        int h = image.getHeight();
        Graphics2D g = result.createGraphics();
        g.setComposite(AlphaComposite.SrcOver);
        g.setColor(new Color(0,0,0,0));
        g.fillRect(0,0,w,h);
        g.drawImage(image, 0, 0, null);
        g.translate(-x, -y);
        g.setComposite(AlphaComposite.SrcOut);
        g.fill(lightShape);
        g.dispose();
    }

    private Shape createLightShape(
        List<Point2D> closestIntersections)
    {
        Path2D shadowShape = new Path2D.Double();
        for (int i=0; i<closestIntersections.size(); i++)
        {
            Point2D p = closestIntersections.get(i);
            double x = p.getX();
            double y = p.getY();
            if (i == 0)
            {
                shadowShape.moveTo(x, y);
            }
            else
            {
                shadowShape.lineTo(x, y);
            }
        }
        shadowShape.closePath();
        return shadowShape;
    }




    private void paintRays(Graphics2D g, List<Line2D> rays)
    {
        g.setColor(Color.YELLOW);
        for (Line2D ray : rays)
        {
            g.draw(ray);
        }
    }

    private void paintClosestIntersections(Graphics2D g,
        List<Point2D> closestIntersections)
    {
        g.setColor(Color.RED);
        double r = 3;
        for (Point2D p : closestIntersections)
        {
            g.fill(new Ellipse2D.Double(
                p.getX()-r, p.getY()-r, r+r, r+r));
        }
    }

    private void paintLinesToIntersections(Graphics2D g,
        List<Point2D> closestIntersections)
    {
        g.setColor(Color.RED);
        for (Point2D p : closestIntersections)
        {
            g.draw(new Line2D.Double(lightPosition, p));
        }
    }



    private List<Point2D> computeClosestIntersections(List<Line2D> rays)
    {
        List<Point2D> closestIntersections = new ArrayList<Point2D>();
        for (Line2D ray : rays)
        {
            Point2D closestIntersection =
                computeClosestIntersection(ray);
            if (closestIntersection != null)
            {
                closestIntersections.add(closestIntersection);
            }
        }
        return closestIntersections;
    }


    private List<Line2D> createRays(Point2D lightPosition)
    {
        final double deltaRad = 0.0001;
        List<Line2D> rays = new ArrayList<Line2D>();
        for (List<Line2D> shapeLineSegments : shapesLineSegments)
        {
            for (Line2D line : shapeLineSegments)
            {
                Line2D ray0 = new Line2D.Double(lightPosition, line.getP1());
                Line2D ray1 = new Line2D.Double(lightPosition, line.getP2());
                rays.add(ray0);
                rays.add(ray1);

                rays.add(Lines.rotate(ray0, +deltaRad, null));
                rays.add(Lines.rotate(ray0, -deltaRad, null));
                rays.add(Lines.rotate(ray1, +deltaRad, null));
                rays.add(Lines.rotate(ray1, -deltaRad, null));
            }
        }
        return rays;
    }


    private Point2D computeClosestIntersection(Line2D ray)
    {
        final double EPSILON = 1e-6;
        Point2D relativeLocation = new Point2D.Double();
        Point2D absoluteLocation = new Point2D.Double();
        Point2D closestIntersection = null;
        double minRelativeDistance = Double.MAX_VALUE;
        for (List<Line2D> lineSegments : shapesLineSegments)
        {
            for (Line2D lineSegment : lineSegments)
            {
                boolean intersect =
                    Intersection.intersectLineLine(
                        ray, lineSegment, relativeLocation, absoluteLocation);
                if (intersect)
                {
                    if (relativeLocation.getY() >= -EPSILON &&
                        relativeLocation.getY() <= 1+EPSILON)
                    {
                        if (relativeLocation.getX() >= -EPSILON &&
                            relativeLocation.getX() < minRelativeDistance)
                        {
                            minRelativeDistance =
                                relativeLocation.getX();
                            closestIntersection = 
                                new Point2D.Double(
                                    absoluteLocation.getX(),
                                    absoluteLocation.getY());
                        }
                    }
                }
            }
        }
        return closestIntersection;
    }


    @Override
    public void mouseMoved(MouseEvent e)
    {
        lightPosition.setLocation(e.getPoint());
        repaint();
    }


    @Override
    public void mouseDragged(MouseEvent e)
    {
    }

}


class Points
{
    /**
     * Creates a comparator that compares points by the
     * angle of the line between the point and the given
     * center
     * 
     * @param center The center
     * @return The comparator
     */
    public static Comparator<Point2D> byAngleComparator(
        final Point2D center)
    {
        return new Comparator<Point2D>()
        {
            @Override
            public int compare(Point2D p0, Point2D p1)
            {
                double dx0 = p0.getX() - center.getX();
                double dy0 = p0.getY() - center.getY();
                double dx1 = p1.getX() - center.getX();
                double dy1 = p1.getY() - center.getY();
                double angle0 = Math.atan2(dy0, dx0);
                double angle1 = Math.atan2(dy1, dx1);
                return Double.compare(angle0, angle1);
            }
        };
    }
}


class Lines
{
    /**
     * Rotate the given line around its starting point, by
     * the given angle, and stores the result in the given
     * result line. If the result line is <code>null</code>,
     * then a new line will be created and returned.
     * 
     * @param line The line
     * @param angleRad The rotation angle
     * @param The result line
     * @return The result line
     */
    static Line2D rotate(Line2D line, double angleRad, Line2D result)
    {
        double x0 = line.getX1();
        double y0 = line.getY1();
        double x1 = line.getX2();
        double y1 = line.getY2();
        double dx = x1 - x0;;
        double dy = y1 - y0;
        double sa = Math.sin(angleRad);
        double ca = Math.cos(angleRad);
        double nx = ca * dx - sa * dy;
        double ny = sa * dx + ca * dy;
        if (result == null)
        {
            result = new Line2D.Double();
        }
        result.setLine(x0, y0, x0+nx, y0+ny);
        return result;
    }

}

class Intersection
{
    /**
     * Epsilon for floating point computations
     */
    private static final double EPSILON = 1e-6;


    /**
     * Computes the intersection of the given lines.
     * 
     * @param line0 The first line
     * @param line1 The second line
     * @param relativeLocation Optional location that stores the 
     * relative location of the intersection point on 
     * the given line segments
     * @param absoluteLocation Optional location that stores the 
     * absolute location of the intersection point
     * @return Whether the lines intersect
     */
    public static boolean intersectLineLine( 
        Line2D line0, Line2D line1,
        Point2D relativeLocation,
        Point2D absoluteLocation)
    {
        return intersectLineLine(
            line0.getX1(), line0.getY1(), 
            line0.getX2(), line0.getY2(),
            line1.getX1(), line1.getY1(), 
            line1.getX2(), line1.getY2(),
            relativeLocation, absoluteLocation);
    }

    /**
     * Computes the intersection of the specified lines.
     * 
     * Ported from 
     * http://www.geometrictools.com/LibMathematics/Intersection/
     *     Wm5IntrSegment2Segment2.cpp
     * 
     * @param s0x0 x-coordinate of point 0 of line segment 0
     * @param s0y0 y-coordinate of point 0 of line segment 0
     * @param s0x1 x-coordinate of point 1 of line segment 0
     * @param s0y1 y-coordinate of point 1 of line segment 0
     * @param s1x0 x-coordinate of point 0 of line segment 1
     * @param s1y0 y-coordinate of point 0 of line segment 1
     * @param s1x1 x-coordinate of point 1 of line segment 1
     * @param s1y1 y-coordinate of point 1 of line segment 1
     * @param relativeLocation Optional location that stores the 
     * relative location of the intersection point on 
     * the given line segments
     * @param absoluteLocation Optional location that stores the 
     * absolute location of the intersection point
     * @return Whether the lines intersect
     */
    public static boolean intersectLineLine( 
        double s0x0, double s0y0,
        double s0x1, double s0y1,
        double s1x0, double s1y0,
        double s1x1, double s1y1,
        Point2D relativeLocation,
        Point2D absoluteLocation)
    {
        double dx0 = s0x1 - s0x0;
        double dy0 = s0y1 - s0y0;
        double dx1 = s1x1 - s1x0;
        double dy1 = s1y1 - s1y0;

        double invLen0 = 1.0 / Math.sqrt(dx0*dx0+dy0*dy0); 
        double invLen1 = 1.0 / Math.sqrt(dx1*dx1+dy1*dy1); 

        double dir0x = dx0 * invLen0;
        double dir0y = dy0 * invLen0;
        double dir1x = dx1 * invLen1;
        double dir1y = dy1 * invLen1;

        double c0x = s0x0 + dx0 * 0.5;
        double c0y = s0y0 + dy0 * 0.5;
        double c1x = s1x0 + dx1 * 0.5;
        double c1y = s1y0 + dy1 * 0.5;

        double cdx = c1x - c0x;
        double cdy = c1y - c0y;

        double dot = dotPerp(dir0x, dir0y, dir1x, dir1y);
        if (Math.abs(dot) > EPSILON)
        {
            if (relativeLocation != null || absoluteLocation != null)
            {
                double dot0 = dotPerp(cdx, cdy, dir0x, dir0y);
                double dot1 = dotPerp(cdx, cdy, dir1x, dir1y);
                double invDot = 1.0/dot;
                double s0 = dot1*invDot;
                double s1 = dot0*invDot;
                if (relativeLocation != null)
                {
                    double n0 = (s0 * invLen0) + 0.5;
                    double n1 = (s1 * invLen1) + 0.5;
                    relativeLocation.setLocation(n0, n1);
                }
                if (absoluteLocation != null)
                {
                    double x = c0x + s0 * dir0x;
                    double y = c0y + s0 * dir0y;
                    absoluteLocation.setLocation(x, y);
                }
            }
            return true;
        }
        return false;
    }

    /**
     * Returns the perpendicular dot product, i.e. the length
     * of the vector (x0,y0,0)x(x1,y1,0).
     * 
     * @param x0 Coordinate x0
     * @param y0 Coordinate y0
     * @param x1 Coordinate x1
     * @param y1 Coordinate y1
     * @return The length of the cross product vector
     */
    private static double dotPerp(double x0, double y0, double x1, double y1)
    {
        return x0*y1 - y0*x1;
    }

}



class Shapes
{
    /**
     * Create a list containing line segments that approximate the given 
     * shape.
     * 
     * @param shape The shape
     * @param flatness The allowed flatness
     * @return The list of line segments
     */
    static List<Line2D> computeLineSegments(Shape shape, double flatness)
    {
        List<Line2D> result = new ArrayList<Line2D>();
        PathIterator pi =
            new FlatteningPathIterator(
                shape.getPathIterator(null), flatness);
        double[] coords = new double[6];
        double previous[] = new double[2];
        double first[] = new double[2];
        while (!pi.isDone())
        {
            int segment = pi.currentSegment(coords);
            switch (segment)
            {
                case PathIterator.SEG_MOVETO:
                    previous[0] = coords[0];
                    previous[1] = coords[1];
                    first[0] = coords[0];
                    first[1] = coords[1];
                    break;

                case PathIterator.SEG_CLOSE:
                    result.add(new Line2D.Double(
                        previous[0], previous[1],
                        first[0], first[1]));
                    previous[0] = first[0];
                    previous[1] = first[1];
                    break;

                case PathIterator.SEG_LINETO:
                    result.add(new Line2D.Double(
                        previous[0], previous[1],
                        coords[0], coords[1]));
                    previous[0] = coords[0];
                    previous[1] = coords[1];
                    break;

                case PathIterator.SEG_QUADTO:
                    // Should never occur
                    throw new AssertionError(
                        "SEG_QUADTO in flattened path!");

                case PathIterator.SEG_CUBICTO:
                    // Should never occur
                    throw new AssertionError(
                        "SEG_CUBICTO in flattened path!");
            }
            pi.next();
        }
        return result;
    }
}
Greggrega answered 31/5, 2014 at 14:43 Comment(0)
J
-1

I adopted a different approach for my game: instead of determining the visible regions, I first define a circular region surrounding the viewpoint as visible and then I cut the non visible regions (the shadows).

A short description of my approach is available here:

http://cartridgeslot0.blogspot.com.es/2014/07/improving-shadowcaster-short-tutorial.html

Also, you can find this approach combined with a tile map and a 2D camera here:

http://cartridgeslot0.blogspot.com.es/2014/07/managing-2d-camera.html

Jacqui answered 25/7, 2014 at 6:25 Comment(1)
Sadly, these links lead to nowhere. The blog seems to be gone.Cubeb

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