NeonJax 3D

NeonJax3D Path Crawler Manual


Electronic Documentation for NeonJax3D Path Crawler

Version 1.0

July 9th, 2002

Copyright (c) 2002 by Richard Goedeken


A product of Fascination Software Co.


Legal Stuff:

This software (NeonJax3D SDK Version 1.0) is copyrighted software. I give you (the LICENSEE) permission to freely copy and distribute this software in any manner to anyone (the RECIPIENTS) as long as the following two conditions are met:

  1. The LICENSEE may not charge the RECIPIENTS more than us$1 over and above the media and duplication costs for copies of this software.
  2. Any copies made by the LICENSEE must retain all of the original files and the original file structure from the ZIP file distributed by Fascination Software. (NeonJax3D-SDK.zip)

Fascination Software, and Richard Goedeken, are not in any way liable for any damages incurred by the use of this software. The user assumes full responsibility for the use of this software.


PathFind.txt

This document was written with the assumption that the reader understands the basic operating principles of the NeonJax3D screen saver, the 1000 Points of Light object and the Marquee effect. If the reader is not familiar with this information then it is recommended that he or she read the main Readme.txt file and the NeonJax3D World Compiler Manual before reading this.

This file contains information regarding the usage of the NeonJax3D Path Crawler. The Path Crawler is used to generate NeonJax3D Path object source code to be used in Scene source files. This tiny 32-bit DOS DPMI program reads two color 8-bit BMP line drawing images and traces all of the path segments in the image. The PathFind program outputs the segment data in a J3D Scene File compatible format which may be cut and pasted into a Path definition. The usage specification for PathFind.exe is below:

Usage:
PathFind.exe image.bmp CenterX CenterY [-c]

image.bmp == input image in 8-bit BMP format
CenterX == X coordinate of desired center of image
CenterY == Y coordinate of desired center of image
[-c] == Output compressed (code-form) data

The following files should be present in the 'PathFind\' folder:
Readme.txtthis is the file that you are reading
nuclear.gifSample 16-color image from the web
Nuclear1.bmp8-bit BMP of sample image
Nuclear2.bmp24-bit enlarged image
Nuclear3.bmp8-bit outline image
Nuclear4.bmp8-bit corrected outline
Nuclear.txtOutput Path data
Nuclear-Path-Create.batBatch file for creating Path output file
PathFind.exeNeonJax3D Path Crawler executable
PathFind.txtManual for NeonJax3D Path Crawler (this file)


Simple Usage

To test the PathFind.exe program, execute the 'Nuclear-Path-Create.bat' batch file. This script runs the PathFind program on the 'Nuclear4.bmp' image and directs the output to the 'Nuclear.txt' file. The Path source code may then be cut and pasted from the 'Nuclear.txt' file to the user's J3D Scene source file.


Won't You Be My Neighbor?

The PathFind program works by first determining the background and foreground colors, then searching through the image data until the first foreground pixel is found. The PathFind program then crawls along the path found, recording the steps taken, until the path ends. Then the program saves the segment information and begins searching through the image data to find the next segment. Up to 16 segments are found and converted in this way.

The paths in the line-drawing BMP images must be special. They must be 'connected in the 4-neighborhood'. This means that the PathFind path crawler must be able to crawl along the path of the image by taking single steps of either left, right, up, or down. The path may not have any diagonal steps. It should also not have any extra pixels. From each point on the path, there should only be two ways to go: back or forward. If there are extra pixels, the Path Crawler may produce some very small Segments (just a few steps) or there may be more segments than necessary.

The table below illustrates these requirements:

4-Neighborhood connection requirements


Making Your Own Paths

The Nuclear1.bmp - Nuclear4.bmp images provide an example of the steps necessary to prepare an image for PathFind using an image editing program such as Paint Shop Pro or Adobe Photoshop. The following list enumerates all of the steps of this process:

  1. Start by loading the image (nuclear.gif or Nuclear1.bmp) and converting it to 24-bit RGB color.
  2. Use the tools (paint bucket and magic wand, lasso, brightness / contrast, etc) to convert the image to black and white. Convert to greyscale mode.
  3. Resize the image to desired dimensions - one step per pixel. Use high quality (bi-cubic) resize if possible. The image should look similar to Nuclear2.bmp at this point.
  4. Using Brightness / Contrast adjustments, set the contrast to 100% and adjust the brightness to select the best looking two-color image. The image should be completely pure black and pure white.
  5. Convert the image to 1-bit (Bitmap) mode without dithering (use a 50% threshold), then covert it back to greyscale.
  6. Select the background colored areas in the image using the magic wand.
  7. Expand or grow the selection by one pixel.
  8. Invert the selection.
  9. Use the eraser / paintbrush / paint bucket to blank out the insides of the foreground areas with the background color. Only the outlines should remain. Deselect everything. The image should look like Nuclear3.bmp.
  10. Now the image must be looked over and tweaked by hand. Zoom the image up and manually trace the path, removing stray pixels and adding pixels as necessary to ensure that the path is connected in the 4-neighborhood as demonstrated in the table above. After this step the image should look like Nuclear4.bmp.

This procedure may be used to convert any image into a line drawing suitable for conversion by PathFind and use in NeonJax3D. As a final step, it is necessary to choose a point in the image to use as the object's center point. Write down the coordinates of this point and save the 8-bit BMP image in the 'PathFind\' directory.

Finally, either call PathFind.exe from a command prompt, or create a batch file copied from 'Nuclear-Path-Create.bat'. Direct the output of the PathFind program to a file, then cut the resulting Path code from this file and paste it into your Scene source file.


Back

Software
FS Home Page