I have a for-loop code:
try
{
outputStream = new FileOutputStream("/sdcard/output1.txt");
Writer out = new OutputStreamWriter(outputStream);
Point point;
for (int i = 48; i <= 66; i++)
{
point = landmarks.get(i);
int pointX = (int) (point.x * resizeRatio);
int pointY = (int) (point.y * resizeRatio);
Log.d(TAG, "My points:(" + pointX + "," + pointY + ")");
point = landmarks.get(i + 1);
int pointXX = (int) (point.x * resizeRatio);
int pointYY = (int) (point.y * resizeRatio);
canvas.drawLine(pointX, pointY, pointXX, pointYY,mFaceLandmardkPaint);
out.write(Integer.toString(pointX));
String h = ",";
out.write(h);
out.write(Integer.toString(pointY));
String j = ",";
out.write(j);
}
out.write("\n");
out.close();
}
In this i need to start from 48 limit after the first 66 limit gets over.How can i again starts from 48th limit???
use recursion.
create a method to execute your forloop and at the end of loop call the method again.
like
if(i==65){
callMethodAgain();
}
and to break the loop store a temp variable to do the count ex.
if(i==65&& temp<2){
temp++;
callMethodAgain();
}
Try following code :
for(int j=0; j<2; j++){
for (int i = 48; i <= 66; i++)
{
if(j == 0){
point = landmarks.get(i);
int pointX = (int) (point.x * resizeRatio);
int pointY = (int) (point.y * resizeRatio);
Log.d(TAG, "My points:(" + pointX + "," + pointY + ")");
point = landmarks.get(i + 1);
int pointXX = (int) (point.x * resizeRatio);
int pointYY = (int) (point.y * resizeRatio);
canvas.drawLine(pointX, pointY, pointXX, pointYY,mFaceLandmardkPaint);
out.write(Integer.toString(pointX));
String h = ",";
out.write(h);
out.write(Integer.toString(pointY));
String j = ",";
out.write(j);
}
else{
// do your stuff
}
}
}
Related
in order to interpolate 2 values, I can use
lerp(int a, int b) {
return (a + b) / 2;
}
Now imagine I've an array(1, 30, 100, 300) and I want to interpolate it to array in size N (N=10 for example).
If N == 7, then:
1,15,30,65,100,200,300
I've no idea how to interpolate 4 values to be 10. I need a method that looks like:
interpolate(fina int[] input, final int newSize) {
int[] res = new int[newSize];
...
return res;
}
that works even on my example above with newSize of 7, 10 or whatever.
Any idea how to implement it?
SOLVED.
public static double[] interpolate(double[] x, int newLength) {
double[] y = null;
if (newLength > 0) {
int N = x.length;
if (N == 1) {
y = new double[1];
y[0] = x[0];
return y;
} else if (newLength == 1) {
y = new double[1];
int ind = (int) Math.floor(N * 0.5 + 0.5);
ind = Math.max(1, ind);
ind = Math.min(ind, N);
y[0] = x[ind - 1];
return y;
} else {
y = new double[newLength];
double Beta = ((double) newLength) / N;
double newBeta = 1.0;
if (newLength > 2)
newBeta = (N - 2.0) / (newLength - 2.0);
y[0] = x[0];
y[1] = x[1];
y[newLength - 1] = x[N - 1];
double tmp, alpha;
int i, j;
for (i = 2; i <= newLength - 2; i++) {
tmp = 1.0 + (i - 1) * newBeta;
j = (int) Math.floor(tmp);
alpha = tmp - j;
y[i] = (1.0 - alpha) * x[Math.max(0, j)] + alpha * x[Math.min(N - 1, j + 1)];
}
}
}
return y;
}
/**
* Find the maximum of all elements in the array, ignoring elements that are NaN.
* #param data
* #return
*/
public static double max(double[] data) {
double max = Double.NaN;
for (int i = 0; i < data.length; i++) {
if (Double.isNaN(data[i]))
continue;
if (Double.isNaN(max) || data[i] > max)
max = data[i];
}
return max;
}
public static int max(int[] data) {
int max = data[0];
for (int i = 1; i < data.length; i++) {
if (data[i] > max)
max = data[i];
}
return max;
}
for (Point point : landmarks)
{
for (int i = 48; i <= 66; i++)
{
point = landmarks.get(i);
//Log.d(TAG,"landmarks (" + landmarks.get(i) +")");
int pointX = (int) (point.x * resizeRatio);
int pointY = (int) (point.y * resizeRatio);
Log.d(TAG,"My points:(" + pointX +","+ pointY +")");
point=landmarks.get(i+1);
int pointXX = (int) (point.x * resizeRatio);
int pointYY = (int) (point.y * resizeRatio);
canvas.drawLine(pointX, pointY, pointXX, pointYY, mFaceLandmardkPaint);
}
}
From the above code i have to access integer values into the variables, pointX and pointY.How can in have to store these values into a file???
Try
try{
PrintWriter writer = new PrintWriter("the-file-name.txt", "UTF-8");
for (int i = 48; i <= 66; i++)
{
point = landmarks.get(i);
//Log.d(TAG,"landmarks (" + landmarks.get(i) +")");
int pointX = (int) (point.x * resizeRatio);
int pointY = (int) (point.y * resizeRatio);
Log.d(TAG,"My points:(" + pointX +","+ pointY +")");
point=landmarks.get(i+1);
int pointXX = (int) (point.x * resizeRatio);
int pointYY = (int) (point.y * resizeRatio);
canvas.drawLine(pointX, pointY, pointXX, pointYY, mFaceLandmardkPaint);
writer.println(pointX + ",+ pointY + ","+pointXX+","+pointYY);
}
writer.close();
} catch (IOException e) {
// do something
}
I have problem, with rendering blocks after reScalling (zoom in-out) whole thing in my game
(sorry with my eng syntax , cuz Eng not my native language)
first look at my video
>Error Rendering Video
there are problem , When it's rendering blocks after change blocks scale to some specific number
look at my code
GameLoopThread.java
public class GameLoopThread extends Thread {
static long FPS = 20;
private GameView view;
private boolean running = false;
public GameLoopThread ( GameView view ) {
this.view = view;
}
#Override
public void run () {
long ticksPS = 1000 / GameLoopThread.FPS; // 0.05 second (50) ;
long startTime;
long delayDelta = 0;
long tmpDelta = 0;
while (this.running) {
Canvas c = null;
startTime = System.currentTimeMillis();
try {
c = this.view.getHolder().lockCanvas();
synchronized (this.view.getHolder()) {
this.view.onDraw(c);
}
ClientCoreStatic.clientGear.updateWorlds();
}
catch (NullPointerException e) {
e.printStackTrace();
}
finally {
if (c != null) this.view.getHolder().unlockCanvasAndPost(c);
}
// 50
// sleepTime = ticksPS - (System.currentTimeMillis() - startTime);
tmpDelta = (System.currentTimeMillis() - startTime);
// time use Should below than 50
try {
if (tmpDelta > ticksPS) delayDelta += tmpDelta - ticksPS;
// d.pl("gameloop thread + " + delayDelta);
if (delayDelta > 0) {
//Thread.sleep(10);
if (ticksPS >= tmpDelta) {
delayDelta -= ticksPS - tmpDelta;
}
}
else {
delayDelta = 0;
Thread.sleep(ticksPS - tmpDelta);
}
if (this.view.hashCode() != ClientStatic.gameView.hashCode()) {
this.setRunning(false);
GameView.parentActivity.finish();
break;
}
}
catch (Exception e) {
e.printStackTrace();
d.pl("gameloop error");
}
}
}
GameView.java
#Override
public boolean onTouchEvent ( MotionEvent event ) {
switch (event.getAction()) {
case MotionEvent.ACTION_MOVE:
// true
if (event.getPointerCount() == 1 ) {
if (GameView.spriteKeypadcircle.isCollition(
event.getX(),
event.getY()) == true) // d.pl("true..");
return true;
if (GameView.spriteBlocks.isCollition(event.getX(), event.getY())) {
// check
GameView.spriteBlocks.isCollitionOnBlock(event.getX(),event.getY());
d.pl("touching at "+ event.getX() + "," + event.getY());
return true;
}
}
if (event.getPointerCount() == 2 ) {
d.pl("distance 1 " +
GameView.distance1XY[0][0] +
"," +
GameView.distance1XY[0][1] +
" + " +
GameView.distance1XY[1][0] +
"," +
GameView.distance1XY[1][1] +
" | " +
GameView.distance2XY[0][0] +
"," +
GameView.distance2XY[0][1] +
" + " +
GameView.distance2XY[1][0] +
"," +
GameView.distance2XY[1][1]);
for (int size = event.getPointerCount(), i = 0; i < size; i++) {
// PointF point = mActivePointers.get(event.getPointerId(i));
// if (point != null) {
// point.x = event.getX(i);
// point.y = event.getY(i);
// }
float x = event.getX(i);
float y = event.getY(i);
if (!GameView.spriteBlocks.isCollition(x, y)) break;
GameView.distance2XY[i][0] = x;
GameView.distance2XY[i][1] = y;
} // for
// after get position
// check distance
double tmp1 = Math.sqrt((Math.pow(GameView.distance1XY[0][0] -
GameView.distance1XY[1][0], 2)) +
(Math.pow(GameView.distance1XY[0][1] -
GameView.distance1XY[1][1], 2)));
double tmp2 = Math.sqrt((Math.pow(GameView.distance2XY[0][0] -
GameView.distance2XY[1][0], 2)) +
(Math.pow(GameView.distance2XY[0][1] -
GameView.distance2XY[1][1], 2)));
GameView.newDistance = Math.abs(tmp1 - tmp2);
if (GameView.newDistance > 200) { // change too much
GameView.distance1XY[0][0] = GameView.distance2XY[0][0];
GameView.distance1XY[0][1] = GameView.distance2XY[0][1];
GameView.distance1XY[1][0] = GameView.distance2XY[1][0];
GameView.distance1XY[1][1] = GameView.distance2XY[1][1];
return true;
}
// if (newDistance < 100) break;
// if (newD < 100) break;
if (tmp1 < tmp2)
SpriteBlocks.viewScale += GameView.newDistance / 1000;
else
SpriteBlocks.viewScale -= GameView.newDistance / 1000;
if (SpriteBlocks.viewScale < 0.2) SpriteBlocks.viewScale = 0.2;
if (SpriteBlocks.viewScale > 10) SpriteBlocks.viewScale = 10;
GameView.spriteBlocks.updateScale();
GameView.distance1XY[0][0] = GameView.distance2XY[0][0];
GameView.distance1XY[0][1] = GameView.distance2XY[0][1];
GameView.distance1XY[1][0] = GameView.distance2XY[1][0];
GameView.distance1XY[1][1] = GameView.distance2XY[1][1];
return true;
}
return true;
case MotionEvent.ACTION_DOWN:
return true;
case MotionEvent.ACTION_UP:
return true;
}
return false;
}
#Override
protected void onDraw ( Canvas canvas ) {
canvas.drawColor(Color.GRAY);
GameView.spriteBlocks.onDraw(canvas);
GameView.spriteCharStand.onDraw(canvas);
GameView.spriteKeypadcircle.onDraw(canvas);
}
SpriteBlocks.java
public SpriteBlocks ( GameView gameView, Bitmap bmp ) {
this.bmp = bmp;
SpriteBlocks.width = bmp.getWidth() / SpriteBlocks.BMP_COLUMNS;
SpriteBlocks.height = bmp.getHeight() / SpriteBlocks.BMP_ROWS;
SpriteBlocks.widthPixels = Resources.getSystem().getDisplayMetrics().widthPixels;
SpriteBlocks.heightPixels = Resources.getSystem().getDisplayMetrics().heightPixels;
SpriteBlocks.centerXScreen = SpriteBlocks.widthPixels / 2;
SpriteBlocks.centerYScreen = SpriteBlocks.heightPixels / 2;
// System.out.println("fififi " + this.weightPixels + "," +
// this.heightPixels);
updateScale();
src2 = new Rect(0, 0, 400, 400);
paintTextPlayCur.setColor(Color.BLACK);
paintTextPlayCur.setTextSize(32);
paintTextSelectBlock.setColor(Color.RED);
paintTextSelectBlock.setTextSize(32);
}
public void updateScale () {
// SpriteBlocks.viewScale = 1;
SpriteBlocks.curBlockWidth = SpriteBlocks.viewScale *
SpriteBlocks.width;
SpriteBlocks.xBlockCount = Math.round(SpriteBlocks.widthPixels /
SpriteBlocks.curBlockWidth);
SpriteBlocks.yBlockCount = Math.round(SpriteBlocks.heightPixels /
SpriteBlocks.curBlockWidth);
SpriteCharStand.curPlayerRenderHeight = SpriteCharStand.playerRenderHeight *
SpriteBlocks.viewScale;
SpriteCharStand.curPlayerRenderWidth = SpriteCharStand.playerRenderWidth *
SpriteBlocks.viewScale;
SpriteCharStand.playerLeftTopX = SpriteBlocks.centerXScreen -
(SpriteCharStand.curPlayerRenderWidth / 2);
SpriteCharStand.playerLeftTopY = SpriteBlocks.centerYScreen -
(SpriteCharStand.curPlayerRenderHeight / 2);
SpriteCharStand.playerRightDownX = SpriteBlocks.centerXScreen +
(SpriteCharStand.curPlayerRenderWidth / 2);
SpriteCharStand.playerRightDownY = SpriteBlocks.centerYScreen +
(SpriteCharStand.curPlayerRenderHeight / 2);
d.pl("viewScale = " +
SpriteBlocks.viewScale +
", width = " +
SpriteBlocks.curBlockWidth);
}
#Override
public void onDraw ( Canvas canvas ) {
update();
if (ClientStatic.minePlayer == null) {
ClientStatic.minePlayer = ClientStatic.playerList
.get(ClientStatic.mineID);
if (ClientStatic.playerList.get(ClientStatic.mineID) == null) {
d.pl(" uuuu " + ClientStatic.mineID);
return;
}
}
// center screen point is this location
minePlayerX = ClientStatic.minePlayer.getLocation().getX();// + 0.5;
minePlayerY = ClientStatic.minePlayer.getLocation().getY();// + 1;
double adderPoint = 0.1;
for ( double adder = 0 ; adder <= 1 ; adder += adderPoint) {
minePlayerX += adderPoint;
// left top of screen is this location
bX = ((minePlayerX) - (SpriteBlocks.xBlockCount / 2) - 1);
bY = ((minePlayerY) + (SpriteBlocks.yBlockCount / 2) + 1);
// right down of screen is this position
cX = ((minePlayerX) + (SpriteBlocks.xBlockCount / 2) + 1);
cY = ((minePlayerY) - (SpriteBlocks.yBlockCount / 2) - 1);
// (SpriteCharStand.curPlayerRenderWidth / 2)
Material me;
Block bbo;
leftXdiff = (minePlayerX * 100) % 100;
leftYdiff = (minePlayerY * 100) % 100;
/*
* leftXdiff = Math.abs(leftXdiff);
* leftYdiff = Math.abs(leftYdiff);
*/
// calculating them from scale
leftXdiff = (curBlockWidth * leftXdiff) / 100;
leftYdiff = (curBlockWidth * leftYdiff) / 100;
// d.pl("cur x " + minePlayerX + " |m " + leftXdiff + " |bx " + bX);
for (double xloop = bX; xloop <= cX; xloop++) { // loop all position X
//for (double yloop = bY; yloop >= cY; yloop--) { // loop all position
// Y
for (double yloop = 140.5 ; yloop == 140.5 ; yloop ++) {
// range Y
if ((yloop < 0) || yloop > (FixVariable.CHUNK_HEIGHT - 1)) {
continue;
}
// get block of that location
bbo = ClientStatic.minePlayer
.getLocation()
.getWorld()
.getBlockAt(((xloop)), ((yloop)));
me = Material.getMaterial(bbo.getTypeId());
srcX = me.getX(bbo.getData()) * SpriteBlocks.width;
srcY = me.getY(bbo.getData()) * SpriteBlocks.height;
srcKey = ((double) srcX * 10) + ((double) (srcY));
src = srcList.get(srcKey);
if (src == null) {
src = new Rect(srcX, srcY, srcX + SpriteBlocks.width, srcY +
SpriteBlocks.height);
srcList.put(srcKey, src);
}
// position to drawing
if (xloop == 5 && yloop == 140.5) {
d.pl("SPY!! " + tmpXPosition + " = " + xloop + " - " + bX + " ) * 200 -" + leftXdiff);
}
tmpXPosition = ((xloop - bX) * SpriteBlocks.curBlockWidth) -
(leftXdiff );
if (xloop == 5 && yloop == 140.5) {
if (me != Material.BED){
d.pl("bed is spy");
}
if (Math.abs(lastTmpXPosition- tmpXPosition) < 1 &&
(Math.abs(lastTmpXPosition- tmpXPosition) > 0)) {
System.out.println("WT " + (Math.abs(lastTmpXPosition- tmpXPosition)));
}
d.pl("lastTmpXPos = " + lastTmpXPosition + " | " + tmpXPosition);
if (lastTmpXPosition != tmpXPosition) {
lastTmpXPosition = tmpXPosition;
}
}
tmpYPosition = (((SpriteBlocks.yBlockCount) - (yloop - cY + (10*adder) )) * SpriteBlocks.curBlockWidth) +
(leftYdiff);
if (dst == null) {
dst = new Rect();
}
dst.set(
(int) tmpXPosition,
(int) tmpYPosition,
(int) (tmpXPosition + SpriteBlocks.curBlockWidth),
(int) (tmpYPosition + SpriteBlocks.curBlockWidth));
canvas.drawBitmap(bmp, src, dst, null);
dst2.set(
(int) (tmpXPosition),
(int) (tmpYPosition),
(int) (tmpXPosition + SpriteBlocks.curBlockWidth),
(int) (tmpYPosition + SpriteBlocks.curBlockWidth));
canvas.drawBitmap(GameView.bmpRect, src2, dst2, null);
// break;
}
} // for
bbo = ClientStatic.minePlayer
.getLocation()
.getWorld()
.getBlockAt(
ClientStatic.minePlayer.getLocation().getX(),
ClientStatic.minePlayer.getLocation().getY());
me = Material.getMaterial(bbo.getTypeId());
srcX = me.getX(bbo.getData()) * SpriteBlocks.width;
srcY = me.getY(bbo.getData()) * SpriteBlocks.height;
srcKey = ((double) srcX * 10) + ((double) (srcY));
tmpXPosition = 5;
tmpYPosition = 5;
dst.set(
(int) tmpXPosition,
(int) tmpYPosition,
(int) (tmpXPosition + SpriteBlocks.curBlockWidth),
(int) (tmpYPosition + SpriteBlocks.curBlockWidth));
canvas.drawText(
"playLoc " +
ClientStatic.minePlayer.getLocation().getX() +
"," +
ClientStatic.minePlayer.getLocation().getY(),
200,
200,
paintTextPlayCur);
canvas.drawBitmap(bmp, src, dst, null);
canvas.drawText(
"block " +
ClientStatic.minePlayer
.getLocation()
.getWorld()
.getBlockAt(
ClientStatic.minePlayer
.getLocation()
.getX(),
ClientStatic.minePlayer
.getLocation()
.getY())
.getTypeId() +
" | chunk " +
ClientStatic.minePlayer
.getLocation()
.getWorld()
.getChunkAt(
ClientStatic.minePlayer
.getLocation()
.getX())
.getChunkNumberX() +
" | " +
ClientStatic.minePlayer
.getLocation()
.getWorld()
.getChunkAt(
ClientStatic.minePlayer
.getLocation()
.getX()).getX()
,
200,
300,
paintTextPlayCur);
canvas.drawBitmap(bmp, src, dst, null);
// draw touch block
if (blockTouching != null) {
canvas.drawText("touch " +
blockTouching.getX() +
"," +
blockTouching.getY() +
" = " +
blockTouching.getTypeId() +
":" +
blockTouching.getData()
, 300, 400, paintTextSelectBlock);
}
} // adder
}
Hi I need to make mosaic effect in android.
Convert this:
To this:
How can i do this?
Thank you
/**
* 效果能实现,但是是个耗时的操作
*
* #param bmp
* #param precent 马赛克的程度(0-1)
* 300*300 precent=1 time=57ms
* #return
*/
public static Bitmap getMosaicsBitmap(Bitmap bmp, double precent) {
long start = System.currentTimeMillis();
int bmpW = bmp.getWidth();
int bmpH = bmp.getHeight();
Bitmap resultBmp = Bitmap.createBitmap(bmpW, bmpH, Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(resultBmp);
Paint paint = new Paint();
double unit;
if (precent == 0) {
unit = bmpW;
} else {
unit = 1 / precent;
}
double resultBmpW = bmpW / unit;
double resultBmpH = bmpH / unit;
for (int i = 0; i < resultBmpH; i++) {
for (int j = 0; j < resultBmpW; j++) {
int pickPointX = (int) (unit * (j + 0.5));
int pickPointY = (int) (unit * (i + 0.5));
int color;
if (pickPointX >= bmpW || pickPointY >= bmpH) {
color = bmp.getPixel(bmpW / 2, bmpH / 2);
} else {
color = bmp.getPixel(pickPointX, pickPointY);
}
paint.setColor(color);
canvas.drawRect((int) (unit * j), (int) (unit * i), (int) (unit * (j + 1)), (int) (unit * (i + 1)), paint);
}
}
canvas.setBitmap(null);
long end = System.currentTimeMillis();
Log.v(TAG, "DrawTime:" + (end - start));
return resultBmp;
}
/**
* 和上面的函数同样的功能,效率远高于上面
*
* #param bmp
* #param precent
* #return
*/
public static Bitmap getMosaicsBitmaps(Bitmap bmp, double precent) {
long start = System.currentTimeMillis();
int bmpW = bmp.getWidth();
int bmpH = bmp.getHeight();
int[] pixels = new int[bmpH * bmpW];
bmp.getPixels(pixels, 0, bmpW, 0, 0, bmpW, bmpH);
int raw = (int) (bmpW * precent);
int unit;
if (raw == 0) {
unit = bmpW;
} else {
unit = bmpW / raw; //原来的unit*unit像素点合成一个,使用原左上角的值
}
if (unit >= bmpW || unit >= bmpH) {
return getMosaicsBitmap(bmp, precent);
}
for (int i = 0; i < bmpH; ) {
for (int j = 0; j < bmpW; ) {
int leftTopPoint = i * bmpW + j;
for (int k = 0; k < unit; k++) {
for (int m = 0; m < unit; m++) {
int point = (i + k) * bmpW + (j + m);
if (point < pixels.length) {
pixels[point] = pixels[leftTopPoint];
}
}
}
j += unit;
}
i += unit;
}
long end = System.currentTimeMillis();
Log.v(TAG, "DrawTime:" + (end - start));
return Bitmap.createBitmap(pixels, bmpW, bmpH, Bitmap.Config.ARGB_8888);
}
when you want change a bitmap to mosaic bitmap,just invoke function
getMosaicsBitmaps(bmp,0.1)
I'm trying to implement adaptive thresholding algorithm by Derek Bradley using Android. But it is returning black pixels all the time. Here is my code snippet. Please suggest me about what should I do. Thanks in advance.
public static Bitmap GrayscaleToBin(Bitmap bm2)
{
Bitmap bm;
bm=bm2.copy(Config.ARGB_8888, true);
final int width = bm.getWidth();
final int height = bm.getHeight();
int[] pixels;
pixels = new int[width*height];
bm.getPixels(pixels,0,width,0,0,width,height);
//Bradley AdaptiveThrsholdging
int []intImg= new int[width*height];
int sum=0;
for(int i=0;i<width;++i){
sum=0;
for(int j=0;j<height;++j)
{
sum=sum+pixels[i+j*width];
if(i==0){intImg[i+j*width]=sum;}
else
{
intImg[i+j*width]= intImg[i-1+j*width]+sum;
}
}
}
int x1,x2,y1,y2=0,count=0;
int s=width >> 3;
int t=15;
for(int i=0;i<width;++i)
{
for(int j=0;j<height;++j)
{
x1=i-s/2;
x2=i+s/2;
y1=j-s/2;
y2=j+s/2;
if (x1 <0) x1 = 0;
if (x2>= width) x2 = width-1;
if (y1 <0) y1 = 0;
if (y2>= height) y2 = height-1;
count = (x2-x1) * (y2-y1);
sum = intImg [y2 * width + x2] -
intImg [y1 * width + x2] -
intImg [y2 * width + x1] +
intImg [y1 * width + x1];
if((pixels[i+j*width]*count)<=(sum*(100-t)/100))
{
pixels[i+j*width]=0;
}
else
{
pixels[i+j*width]=255;
}
}
}
/*---------------------------------------------------------------------------*/
bm.setPixels(pixels,0,width,0,0,width,height);
// Log.d("cdsfss","afterloop");
return bm;
}
After a Long struggle I have solved the issue with the following code.
public static Bitmap GrayscaleToBin(Bitmap bm2)
{
Bitmap bm;
bm=bm2.copy(Config.RGB_565, true);
final int width = bm.getWidth();
final int height = bm.getHeight();
int pixel1,pixel2,pixel3,pixel4,A,R;
int[] pixels;
pixels = new int[width*height];
bm.getPixels(pixels,0,width,0,0,width,height);
int size=width*height;
int s=width/8;
int s2=s>>1;
double t=0.15;
double it=1.0-t;
int []integral= new int[size];
int []threshold=new int[size];
int i,j,diff,x1,y1,x2,y2,ind1,ind2,ind3;
int sum=0;
int ind=0;
while(ind<size)
{
sum+=pixels[ind] & 0xFF;
integral[ind]=sum;
ind+=width;
}
x1=0;
for(i=1;i<width;++i)
{
sum=0;
ind=i;
ind3=ind-s2;
if(i>s)
{
x1=i-s;
}
diff=i-x1;
for(j=0;j<height;++j)
{
sum+=pixels[ind] & 0xFF;
integral[ind]=integral[(int)(ind-1)]+sum;
ind+=width;
if(i<s2)continue;
if(j<s2)continue;
y1=(j<s ? 0 : j-s);
ind1=y1*width;
ind2=j*width;
if (((pixels[ind3]&0xFF)*(diff * (j - y1))) < ((integral[(int)(ind2 + i)] - integral[(int)(ind1 + i)] - integral[(int)(ind2 + x1)] + integral[(int)(ind1 + x1)])*it)) {
threshold[ind3] = 0x00;
} else {
threshold[ind3] = 0xFFFFFF;
}
ind3 += width;
}
}
y1 = 0;
for( j = 0; j < height; ++j )
{
i = 0;
y2 =height- 1;
if( j <height- s2 )
{
i = width - s2;
y2 = j + s2;
}
ind = j * width + i;
if( j > s2 ) y1 = j - s2;
ind1 = y1 * width;
ind2 = y2 * width;
diff = y2 - y1;
for( ; i < width; ++i, ++ind )
{
x1 = ( i < s2 ? 0 : i - s2);
x2 = i + s2;
// check the border
if (x2 >= width) x2 = width - 1;
if (((pixels[ind]&0xFF)*((x2 - x1) * diff)) < ((integral[(int)(ind2 + x2)] - integral[(int)(ind1 + x2)] - integral[(int)(ind2 + x1)] + integral[(int)(ind1 + x1)])*it)) {
threshold[ind] = 0x00;
} else {
threshold[ind] = 0xFFFFFF;
}
}
}
/*-------------------------------
* --------------------------------------------*/
bm.setPixels(threshold,0,width,0,0,width,height);
return bm;
}
You can use Catalano Framework. There's an example using Bradley for Android in samples folder.
FastBitmap fb = new FastBitmap(bitmap);
fb.toGrayscale();
BradleyLocalThreshold bradley = new BradleyLocalThreshold();
bradley.applyInPlace(fb);
bitmap = fb.toBitmap();