How to "get" a specific point from a shape object obtained from an AffineTransform

As a self project, I'm trying to make an Asteroids game.

I am currently stuck trying to figure out how to make the lasers fired from my ship appear from the tip of the ship. So far I've tried experimenting with the Shape

object methods .getBounds2D().getX()

, but because it getBounds2D()

draws a rectangle around the polygon, the lasers end up popping out from the corner of an imaginary "box" around my Polygon ship

.

Here's a gif of what I have so far.

Is there a way to "get" a specific point from a Shape object; where in this case this particular point is the end of the ship.

Main class:

public class AsteroidGame implements ActionListener, KeyListener{

    public static AsteroidGame game;
    public Renderer renderer;

    public boolean keyDown = false;
    public int playerAngle = 0;

    public boolean left = false;
    public boolean right = false;
    public boolean go = false;
    public boolean back = false;
    public boolean still = true;
    public double angle = 0;
    public int turnRight = 5;
    public int turnLeft = -5;

    public Shape transformed;

    public ArrayList<Laser> lasers;
    public ArrayList<Shape> transformedLasers;

    public final int WIDTH = 1400;
    public final int HEIGHT = 800;

    public Ship ship;
    public Rectangle shipHead;
    public Shape shipHeadTrans;
    public Point headPoint;


    public AffineTransform transform = new AffineTransform();
    public AffineTransform lasTransform = new AffineTransform();
    public AffineTransform headTransform = new AffineTransform();

    public AsteroidGame(){
        JFrame jframe = new JFrame();
        Timer timer = new Timer(20, this);
        renderer = new Renderer();

        jframe.add(renderer);
        jframe.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        jframe.setSize(WIDTH, HEIGHT);
        jframe.setVisible(true);
        jframe.addKeyListener(this);
        jframe.setResizable(false);

        int xPoints[] = {800, 780, 800, 820};
        int yPoints[] = {400, 460, 440, 460}; 

        //(800, 400) is the initial location of the 'tip' of the ship'.
        headPoint = new Point(800, 400);

        lasers = new ArrayList<Laser>();
        transformedLasers = new ArrayList<Shape>();

        ship = new Ship(xPoints, yPoints, 4, 0);
        transformed = transform.createTransformedShape(ship);

        shipHead = new Rectangle(headPoint);
        shipHeadTrans = transform.createTransformedShape(shipHead);
        //shipHeadTrans.getBounds2D().

        timer.start();

    }

    public void repaint(Graphics g){

        g.setColor(Color.BLACK);
        g.fillRect(0, 0, WIDTH, HEIGHT);

        Graphics2D g2d = (Graphics2D)g;

        //drawing the ship
        g2d.setColor(Color.WHITE);
        g2d.draw(transformed);

        //drawing lasers
        g2d.setColor(Color.RED);
        for (int i = 0; i < transformedLasers.size(); i++){
            System.out.println(i);
            g2d.draw(transformedLasers.get(i));
        }



    }



    public void actionPerformed(ActionEvent arg0) {
        // TODO Auto-generated method stub

        /*The for if and else if statements are just to send the ship
         * to the other side of the canvas if it ever leaves the screen
         */
        if (transformed.getBounds2D().getMinX() > WIDTH){
            double tempAng = ship.getAng();
            double diff = 90-tempAng;

            transform.rotate(Math.toRadians(diff), ship.getCenterX(), ship.getCenterY());
            transform.translate(0,WIDTH);
            transform.rotate(Math.toRadians(-diff), ship.getCenterX(), ship.getCenterY());

        }

        else if (transformed.getBounds2D().getX() < 0){
            double tempAng = ship.getAng();
            double diff = 90-tempAng;
            transform.rotate(Math.toRadians(diff), ship.getCenterX(), ship.getCenterY());
            transform.translate(0,-WIDTH);
            transform.rotate(Math.toRadians(-diff), ship.getCenterX(), ship.getCenterY());
        }

        else if (transformed.getBounds2D().getY() > HEIGHT){
            double tempAng = ship.getAng();
            double diff = 180-tempAng;
            transform.rotate(Math.toRadians(diff), ship.getCenterX(), ship.getCenterY());
            transform.translate(0,HEIGHT);
            transform.rotate(Math.toRadians(-diff), ship.getCenterX(), ship.getCenterY());
        }

        else if (transformed.getBounds2D().getY() < 0){
            double tempAng = ship.getAng();
            double diff = 180-tempAng;
            transform.rotate(Math.toRadians(diff), ship.getCenterX(), ship.getCenterY());
            transform.translate(0,-HEIGHT);
            transform.rotate(Math.toRadians(-diff), ship.getCenterX(), ship.getCenterY());
        }


        if (right){
            ship.right();
            //rotating the ship
            transform.rotate(Math.toRadians(turnRight), ship.getCenterX(), ship.getCenterY());
            //rotating the 'tip' of the ship.
            headTransform.rotate(Math.toRadians(turnRight), ship.getCenterX(), ship.getCenterY());
        }

        else if (left){
            ship.left(); 
            //rotating the ship
            transform.rotate(Math.toRadians(turnLeft), ship.getCenterX(), ship.getCenterY());
            //rotating the 'tip' of the ship
            headTransform.rotate(Math.toRadians(turnLeft), ship.getCenterX(), ship.getCenterY());
        }
        if (go){
            ship.go();
        }
        else if (back){
            ship.reverse();
        }

        //moving and shaping each individual laser that had been shot
        for (int i = 0; i < transformedLasers.size(); i++){
            lasers.get(i).move();

            lasTransform = new AffineTransform();
            lasTransform.rotate(Math.toRadians(lasers.get(i).getAng()), transformed.getBounds2D().getX(), transformed.getBounds2D().getY());
            transformedLasers.set(i, lasTransform.createTransformedShape(lasers.get(i)));

        }

        //moving the ship
        ship.move();

        //moving the 'tip'
        shipHead.y -= ship.getSpeed();

        transformed = transform.createTransformedShape(ship);
        shipHeadTrans = headTransform.createTransformedShape(shipHead);


        renderer.repaint();

    }

    //defining a new laser
    public void fireLaser(){
        Laser tempLaser = new Laser((int)transformed.getBounds2D().getX(), (int)transformed.getBounds2D().getY(), 5, 10, ship.getAng());
        lasers.add(tempLaser);

        lasTransform = new AffineTransform();
        lasTransform.rotate(Math.toRadians(ship.getAng()), transformed.getBounds2D().getX(), transformed.getBounds2D().getY());
        transformedLasers.add(lasTransform.createTransformedShape(tempLaser));

    }

    public static void main(String[] args){
        game = new AsteroidGame();
    }

    @Override
    public void keyPressed(KeyEvent e) {
        // TODO Auto-generated method stub
        if (e.getKeyCode() == KeyEvent.VK_RIGHT){
            right = true;
            keyDown = true;
        }else if (e.getKeyCode() == KeyEvent.VK_LEFT){
            left = true;
            keyDown = true;
        }

        else if (e.getKeyCode() == KeyEvent.VK_UP){
            go = true;
        }
        else if (e.getKeyCode() == KeyEvent.VK_DOWN){
            back = true;
        }

        //fire laser
        if (e.getKeyCode() == KeyEvent.VK_SPACE){
            fireLaser();
        }

    }

    @Override
    public void keyReleased(KeyEvent e) {
        // TODO Auto-generated method stub
        if (e.getKeyCode() == KeyEvent.VK_RIGHT){
            right = false;
        }
        if (e.getKeyCode() == KeyEvent.VK_LEFT){
            left = false;
        }
        if (e.getKeyCode() == KeyEvent.VK_UP){
            go = false;
        }
        if (e.getKeyCode() == KeyEvent.VK_DOWN){
            back = false;
        }
        still = true;
        keyDown = false;
    }

    @Override
    public void keyTyped(KeyEvent e) {
        // TODO Auto-generated method stub

    }

      

Ship class (I don't think this is relevant though)

package asteroidGame;

import java.awt.Polygon;
import java.util.Arrays;

public class Ship extends Polygon{

    /**
     * 
     */
    private double currSpeed = 0;

    private static final long serialVersionUID = 1L;
    public double angle;
    public int[] midX;
    public int[] midY;

    public Ship(int[] x, int[] y, int points, double angle){
        super(x, y, points);
        midX = x;
        midY = y;

        this.angle= angle;
    }


    public void right(){
        angle += 5;
    }
    public void left(){
        angle -= 5;
    }

    public void move(){
        for (int i = 0; i < super.ypoints.length; i++){
            super.ypoints[i] -= currSpeed;
            //System.out.println(super.ypoints[i]);
            //System.out.println(super.xpoints[i]);
        }
        //System.out.println(Arrays.toString(super.ypoints));



    }
    public double getSpeed(){
        return currSpeed;
    }


    public void reverse(){
        if (currSpeed  > -15) currSpeed -= 0.2;
    }

    public void go(){
        if (currSpeed < 25) currSpeed += 0.5;

    }

    public int getCenterX(){
        return super.xpoints[2];
    }
    public int getCenterY(){
        return super.ypoints[2];
    }

    public double getAng(){
        return angle;
    }
    public void test(){
        for (int x = 0; x < super.ypoints.length; x++){
            super.ypoints[x] += 1000;
        }
    }

    /*
    public void decrement(){
        if(currSpeed == 0){}

        else if (currSpeed > 0 && currSpeed < 15){
            currSpeed -= 0.05;

        }
        else if (currSpeed < 0 && currSpeed > -15){
            currSpeed += 0.05;

        }
        System.out.println("losing speed");
    }
    */
}

      

Laser class (I don't think this is relevant either, but here you go.)

package asteroidGame;

import java.awt.Color;
import java.awt.Rectangle;
import java.awt.geom.Rectangle2D;

public class Laser extends Rectangle{

    private double angle;

    public Laser(int x, int y , int width, int height, double ang){
        super(x, y, width, height);
        angle = ang;
        Rectangle tst = new Rectangle(); 


    }

    public void move(){
        super.y -= 35;
    }

    public double getAng(){
        return angle;
    }

    public boolean intersects (Rectangle2D r){
        //if intersects
        if (super.intersects(r)){
            return true;
        }
        else{
            return false;
        }

    }


}

      

I've been thinking about putting the Shape object transformed

back into the polygon to get a point, but I'm not sure how or if that would work.

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1 answer


You can use AffineTransform.transform(Point2D, Point2D)

to transform one point on your polygon.

It would be much easier for you if, instead of trying to move the ship with rotation transform, you kept the only location (x,y)

where the ship is. You move the ship's position to move()

instead of trying to translate the polygon. Then, when you want to draw a ship, you, for example. do:

// Optionally copying the Graphics so the
// transform doesn't affect later painting.
Graphics2D temp = (Graphics2D) g2d.create();
temp.translate(ship.locX, ship.locY);
temp.rotate(ship.angle);
temp.draw(ship);

      

To move a point based on speed, you can do this to find the motion vector:

double velX = speed * Math.cos(angle);
double velY = speed * Math.sin(angle);
locX += timeElapsed * velX;
locY += timeElapsed * velY;

      

It is essentially a transition from polar to Cartesian coordinates. The speeds x and y represent the legs of a triangle, the hypotenuse of which speed

and the known angle of which angle

:

             /|
            / |
           /  |
          /   |
   speed /    |
        /     |
       /      |velY
      / angle |
     /)_______|
         velX

      

Here is an example of such a movement in my answer here: fooobar.com/questions/2414378 / ... .


Your comments:

Are you saying that, unlike my initial move function, just to ship

hold one point, and that way I would only translate that instead?

More or less, yes. You still have a polygon to hold the shape of the ship, but the points on the polygon will be relative to (0,0)

.

Suppose the following definitions:

  • Every point (x,y)

    on a polygon . (In other words, one of , , and .)pi

    p0

    p1

    p2

    p3

  • (x,y)

    Translation coordinates :T



Then, after translation Graphics2D

, each coordinate becomes on the panel . Therefore, if your polygon points are relative , then translation to ship will move the polygon to a relative position .pi

pi+T

(0,0)

(locX,locY)

(locX,locY)

The easiest way would be to define a point that is the end of the polygon as (0,0)

, so that after translation, the tip of the ship is the location of the ship:

// Your original points:
int xPoints[] = {800, 780, 800, 820};
int yPoints[] = {400, 460, 440, 460}; 
// Become these points relative to (0,0):
int xPoints[] = {0, -20, 0, 20};
int yPoints[] = {0, 60, 40, 60};

      

And for example start the ship in the same location, you must initialize its location before (800,400)

.


I thought about it again and realized that rotation is a little more difficult because you probably don't want to rotate the ship around the tip. You probably want to rotate the ship around its center.

So here's an MCVE demonstrating how to do all of this.

example of movement

package mcve.game;

import javax.swing.*;
import java.awt.event.*;
import java.awt.geom.*;
import java.awt.Polygon;
import java.awt.RenderingHints;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Rectangle;
import java.awt.Insets;
import java.awt.Toolkit;
import java.awt.GraphicsConfiguration;
import java.util.Set;
import java.util.HashSet;
import java.util.List;
import java.util.ArrayList;

public class MovementExample implements ActionListener {
    public static void main(String[] args) {
        SwingUtilities.invokeLater(MovementExample::new);
    }

    final int fps    = 60;
    final int period = 1000 / fps;

    final JFrame    frame;
    final GamePanel panel;
    final Controls  controls;
    final Ship      ship;

    final List<Bullet> bullets = new ArrayList<>();

    MovementExample() {
        frame = new JFrame("Movement Example");

        Dimension size = getMaximumWindowSize(frame);
        size.width  /= 2;
        size.height /= 2;
        frame.setPreferredSize(size);

        panel = new GamePanel();
        frame.setContentPane(panel);

        frame.pack();
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);

        controls = new Controls();

        ship = new Ship(panel.getWidth()  / 2,
                        panel.getHeight() / 2);

        new Timer(period, this).start();
    }

    @Override
    public void actionPerformed(ActionEvent e) {
        double secondsElapsed = 1.0 / fps;
        ship.update(secondsElapsed);

        bullets.forEach(b -> b.update(secondsElapsed));
        Rectangle bounds = panel.getBounds();
        bullets.removeIf(b -> !bounds.contains(b.locX, b.locY));

        panel.repaint();
    }

    class GamePanel extends JPanel {
        GamePanel() {
            setBackground(Color.WHITE);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2 = (Graphics2D) g.create();
            g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
                                RenderingHints.VALUE_ANTIALIAS_ON);

            if (ship != null) {
                ship.draw(g2);
            }
            bullets.forEach(b -> b.draw(g2));

            g2.dispose();
        }
    }

    abstract class AbstractGameObject {
        double maxSpeed;
        double rotationAngle;
        double locX;
        double locY;
        double velX;
        double velY;

        AbstractGameObject(double initialX, double initialY) {
            locX = initialX;
            locY = initialY;
        }

        abstract void update(double secondsElapsed);
        abstract void draw(Graphics2D g2);
    }

    class Ship extends AbstractGameObject {
        Polygon shape;
        double  rotationRate;

        Ship(double initialX, double initialY) {
            super(initialX, initialY);
            maxSpeed      = 128; // pixels/second
            rotationAngle = Math.PI * 3 / 2;
            rotationRate  = (2 * Math.PI) / 2; // radians/second

            int xPoints[] = {0, -20, 0, 20};
            int yPoints[] = {0, 60, 40, 60};
            shape = new Polygon(xPoints, yPoints, 4);
        }

        Point2D.Double getTip() {
            Point2D.Double center = getCenter();
            // The tip is at (0,0) and it already centered
            // on the x-axis origin, so the distance from the
            // tip to the center is just center.y.
            double distance = center.y;
            // Then find the location of the tip, relative
            // to the center.
            double tipX = distance * Math.cos(rotationAngle);
            double tipY = distance * Math.sin(rotationAngle);
            // Now find the actual location of the center.
            center.x += locX;
            center.y += locY;
            // And return the actual location of the tip, relative
            // to the actual location of the center.
            return new Point2D.Double(tipX + center.x, tipY + center.y);
        }

        Point2D.Double getCenter() {
            // Returns the center point of the ship,
            // relative to (0,0).
            Point2D.Double center = new Point2D.Double();
            for (int i = 0; i < shape.npoints; ++i) {
                center.x += shape.xpoints[i];
                center.y += shape.ypoints[i];
            }
            center.x /= shape.npoints;
            center.y /= shape.npoints;
            return center;
        }

        @Override
        void update(double secondsElapsed) {
            // See my answer here: /questions/2414378/keylistenerkeybinding-does-not-trigger-consistently/6263974#6263974
            // for a discussion of why this logic is the way it is.
            double speed = 0;
            if (controls.isUpHeld()) {
                speed += maxSpeed;
            }
            if (controls.isDownHeld()) {
                speed -= maxSpeed;
            }
            velX  = speed * Math.cos(rotationAngle);
            velY  = speed * Math.sin(rotationAngle);
            locX += secondsElapsed * velX;
            locY += secondsElapsed * velY;

            double rotation = 0;
            if (controls.isLeftHeld()) {
                rotation -= rotationRate;
            }
            if (controls.isRightHeld()) {
                rotation += rotationRate;
            }
            rotationAngle += secondsElapsed * rotation;
            // Cap the angle so it can never e.g. get so
            // large that it loses precision.
            if (rotationAngle > 2 * Math.PI) {
                rotationAngle -= 2 * Math.PI;
            }

            if (controls.isFireHeld()) {
                Point2D.Double tipLoc = getTip();
                Bullet bullet = new Bullet(tipLoc.x, tipLoc.y, rotationAngle);
                bullets.add(bullet);
            }
        }

        @Override
        void draw(Graphics2D g2) {
            Graphics2D copy = (Graphics2D) g2.create();
            copy.setColor(Color.RED);

            // Translate to the ship location.
            copy.translate(locX, locY);
            // Rotate the ship around its center.
            Point2D.Double center = getCenter();
            // The PI/2 offset is necessary because the
            // polygon points are defined with the ship
            // already vertical, i.e. at an angle of -PI/2.
            copy.rotate(rotationAngle + (Math.PI / 2), center.x, center.y);

            copy.fill(shape);
        }
    }

    class Bullet extends AbstractGameObject {
        Ellipse2D.Double shape = new Ellipse2D.Double();

        Bullet(double initialX, double initialY, double initialRotation) {
            super(initialX, initialY);
            maxSpeed      = 512;
            rotationAngle = initialRotation;
            velX          = maxSpeed * Math.cos(rotationAngle);
            velY          = maxSpeed * Math.sin(rotationAngle);

            double radius = 3;
            shape.setFrame(-radius, -radius, 2 * radius, 2 * radius);
        }

        @Override
        void update(double secondsElapsed) {
            locX += secondsElapsed * velX;
            locY += secondsElapsed * velY;
        }

        @Override
        void draw(Graphics2D g2) {
            Graphics2D copy = (Graphics2D) g2.create();
            copy.setColor(Color.BLACK);
            copy.translate(locX, locY);
            copy.fill(shape);
        }
    }

    // See https://docs.oracle.com/javase/tutorial/uiswing/misc/keybinding.html
    class Controls {
        final Set<Integer> keysHeld = new HashSet<>();

        Controls() {
            bind(KeyEvent.VK_A, "left");
            bind(KeyEvent.VK_D, "right");
            bind(KeyEvent.VK_W, "up");
            bind(KeyEvent.VK_S, "down");
            bind(KeyEvent.VK_SPACE, "fire");
        }

        boolean isLeftHeld()  { return keysHeld.contains(KeyEvent.VK_A); }
        boolean isRightHeld() { return keysHeld.contains(KeyEvent.VK_D); }
        boolean isUpHeld()    { return keysHeld.contains(KeyEvent.VK_W); }
        boolean isDownHeld()  { return keysHeld.contains(KeyEvent.VK_S); }
        boolean isFireHeld()  { return keysHeld.contains(KeyEvent.VK_SPACE); }

        void bind(int keyCode, String name) {
            bind(keyCode, name, true);
            bind(keyCode, name, false);
        }

        void bind(int keyCode, String name, boolean isOnRelease) {
            KeyStroke stroke = KeyStroke.getKeyStroke(keyCode, 0, isOnRelease);
            name += isOnRelease ? ".released" : ".pressed";
            panel.getInputMap(JComponent.WHEN_IN_FOCUSED_WINDOW)
                 .put(stroke, name);
            panel.getActionMap()
                 .put(name, new AbstractAction() {
                     @Override
                     public void actionPerformed(ActionEvent e) {
                         if (isOnRelease) {
                             keysHeld.remove(keyCode);
                         } else {
                             keysHeld.add(keyCode);
                         }
                     }
                 });
        }
    }

    // This returns the usable size of the display which
    // the JFrame resides in, as described here:
    // http://docs.oracle.com/javase/8/docs/api/java/awt/GraphicsEnvironment.html#getMaximumWindowBounds--
    static Dimension getMaximumWindowSize(JFrame frame) {
        GraphicsConfiguration config = frame.getGraphicsConfiguration();
        Dimension size   = config.getBounds().getSize();
        Insets    insets = Toolkit.getDefaultToolkit().getScreenInsets(config);
        size.width  -= insets.left + insets.right;
        size.height -= insets.top  + insets.bottom;
        return size;
    }
}

      

There are other ways to calculate the tip of the ship, but the way I did it in MCVE is:

  • Get the center point of the ship relative to (0,0)

    .
  • Get the distance from the center point to the tip. The tip is at (0,0)

    , so it is only the y-coordinate of the center.
  • Then calculate the position of the (x,y)

    tip relative to the center. This is done very similarly to the figure above for speed and speed, but the hypotenuse is the distance between the center and the tip of the ship.
  • Translate the center to the ship's position.
  • Translate the tip location (off-center) relative to the ship location.

This can also be done using AffineTransform

, similar to what you do in the code in the question, but you have to install it on every update. Something like that:

AffineTransform transform = new AffineTransform();

@Override
void update(double secondsElapsed) {
    ...
    // Clear the previous translation and rotation.
    transform.setToIdentity();
    // Set to current.
    transform.translate(locX, locY);
    Point2D.Double center = getCenter();
    transform.rotate(rotationAngle + (Math.PI / 2), center.x, center.y);

    if (controls.isFireHeld()) {
        Point2D.Double tip = new Point2D.Double(0, 0);
        transform.transform(tip, tip);
        Bullet bullet = new Bullet(tip.x, tip.y, rotationAngle);
        bullets.add(bullet);
    }
}

      

You can still use a transform to do the computation this way, but you won't get any weirdness from the transform dependency for motion. (In the code in the question, the ship, for example, only ever moves along the y-axis. The apparent lateral movement is due to a series of rotation concatenations.)

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