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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • IE7 div boxes with clear: right and float: left - float to top

    - by i3rutus
    Hey, lately i've been slamming my head against my desk to solve this Problem. Didn't work out. I know it can be solved by editing the contents with some clearing elements. Sadly there is some javascript sorting beeing used and the Sourcode is being generated by CMS Components so that would be my last shot. I'm having a few boxes beeing floated alwayes 2 in a row. The boxes have a diffrent height but equal width and are all placed in a container with static width. The link shows the source i need to reproduce the Problem. My Boxes are beeing floated left. I tried to fix this with clear: left on odd and clear: right on even elements. But that only works in ff/ie8/chrome Browsers, not ie7. Example: http://www.i3rutus.de/ie7divfloatexample/ Anyone knows a possibility to fix this Problem by just editing the CSS not the actual XHTML? Problem appears in IE7. IE8, Chrome and FF work fine. Any Ideas? Thanks in advance

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Point inside Oriented Bounding Box?

    - by Milo
    I have an OBB2D class based on SAT. This is my point in OBB method: public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } Here is the rest of the class; the parts that pertain: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } public ArrayList<Vector2D> getCollsionPoints(OBB2D b) { collisionPoints.clear(); for(int i = 0; i < corner.length; ++i) { if(b.pointInside(corner[i])) { collisionPoints.add(corner[i]); } } for(int i = 0; i < b.corner.length; ++i) { if(pointInside(b.corner[i])) { collisionPoints.add(b.corner[i]); } } return collisionPoints; } }; What could be wrong? When I getCollisionPoints for 2 OBBs I know are penetrating, it returns no points. Thanks

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  • Solving a difficult incomplete type error

    - by ChAoS
    I get an incomplete type error when trying to compile my code. I know that it is related to includes, but my project is large and it uses several templates so I can't find which type is actually incomplete. The error message doesn't help either: Compiling: ../../../addons/ofxTableGestures/src/Graphics/objects/CursorFeedback.cpp In file included from ../../../addons/ofxTableGestures/ext/boost/fusion/include/invoke_procedure.hpp:10, from ../../../addons/ofxTableGestures/src/oscGestures/tuioApp.hpp:46, from /home/thechaos/Projectes/of_preRelease_v0061_linux_FAT/addons/../apps/OF-TangibleFramework/ofxTableGestures/src/Graphics/objects/CursorFeedback.hpp:35, from /home/thechaos/Projectes/of_preRelease_v0061_linux_FAT/addons/../apps/OF-TangibleFramework/ofxTableGestures/src/Graphics/objects/CursorFeedback.cpp:31: ../../../addons/ofxTableGestures/ext/boost/fusion/functional/invocation/invoke_procedure.hpp: In function ‘void boost::fusion::invoke_procedure(Function, const Sequence&) [with Function = void (tuio::CanBasicFingers<Graphic>::*)(long int, float, float, float, float, float), Sequence = boost::fusion::joint_view<boost::fusion::joint_view<boost::fusion::iterator_range<boost::fusion::vector_iterator<const boost::fusion::vector6<long int, float, float, float, float, float>, 0>, boost::fusion::vector_iterator<boost::fusion::vector6<long int, float, float, float, float, float>, 0> >, const boost::fusion::single_view<tuio::CanBasicFingers<Graphic>*> >, boost::fusion::iterator_range<boost::fusion::vector_iterator<boost::fusion::vector6<long int, float, float, float, float, float>, 0>, boost::fusion::vector_iterator<const boost::fusion::vector6<long int, float, float, float, float, float>, 6> > >]’: ../../../addons/ofxTableGestures/src/oscGestures/tuioApp.hpp:122: instantiated from ‘void tuio::AlternateCallback<C, M, E>::run(tuio::TEvent*) [with C = tuio::CanBasicFingers<Graphic>, M = void (tuio::CanBasicFingers<Graphic>::*)(long int, float, float, float, float, float), E = tuio::TeventBasicFingersMoveFinger]’ /home/thechaos/Projectes/of_preRelease_v0061_linux_FAT/addons/../apps/OF-TangibleFramework/ofxTableGestures/src/Graphics/objects/CursorFeedback.cpp:64: instantiated from here ../../../addons/ofxTableGestures/ext/boost/fusion/functional/invocation/invoke_procedure.hpp:88: error: incomplete type ‘boost::fusion::detail::invoke_procedure_impl<void (tuio::CanBasicFingers<Graphic>::*)(long int, float, float, float, float, float), const boost::fusion::joint_view<boost::fusion::joint_view<boost::fusion::iterator_range<boost::fusion::vector_iterator<const boost::fusion::vector6<long int, float, float, float, float, float>, 0>, boost::fusion::vector_iterator<boost::fusion::vector6<long int, float, float, float, float, float>, 0> >, const boost::fusion::single_view<tuio::CanBasicFingers<Graphic>*> >, boost::fusion::iterator_range<boost::fusion::vector_iterator<boost::fusion::vector6<long int, float, float, float, float, float>, 0>, boost::fusion::vector_iterator<const boost::fusion::vector6<long int, float, float, float, float, float>, 6> > >, 7, true, false>’ used in nested name specifier If I copy the conflictive code to a same file I can compile it. So I know that the code itself is OK, the problem is the way I instantiate it. How can I trace the origin of this error? Is there any way to get the trace of the c++ compiler and preprocessor to get more informative messages?

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  • Why do you need float/double?

    - by acidzombie24
    I was watching http://www.joelonsoftware.com/items/2011/06/27.html and laughed at Jon Skeet joke about 0.3 not being 0.3. I personally never had problems with floats/decimals/doubles but then I remember I learned 6502 very early and never needed floats in most of my programs. The only time I used it was for graphics and math where inaccurate numbers were ok and the output was for the screen and not to be stored (in a db, file) or dependent on. My question is, where are places were you typically use floats/decimals/double? So I know to watch out for these gotchas. With money I use longs and store values by the cent, for speed of an object in a game I add ints and divide (or bitshift) the value to know if I need to move a pixel or not. (I made object move in the 6502 days, we had no divide nor floats but had shifts). So I was mostly curious.

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(rect.centerX(),rect.centerY(),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • Using datetime float representation as primary key

    - by devanalyst
    From my experience I have learn that using an surrogate INT data type column as primary key esp. an IDENTITY key column offers better performance than using GUID or char/varchar data type column as primary key. I try to use IDENTITY key as primary key wherever possible. But recently I came across a schema where the tables were horizontally partitioned and were managed via a Partitioned view. So the tables could not have an IDENTITY column since that would make the Partitioned View non updatable. One work around for this was to create a dummy 'keygenerator' table with an identity column to generate IDs for primary key. But this would mean having a 'keygenerator' table for each of the Partitioned View. My next thought was to use float as a primary key. The reason is the following key algorithm that I devised DECLARE @KEY FLOAT SET @KEY = CONVERT(FLOAT,GETDATE())/100000.0 SET @KEY = @EMP_ID + @KEY Heres how it works. CONVERT(FLOAT,GETDATE()) gives float representation of current datetime since internally all datetime are represented by SQL as a float value. CONVERT(FLOAT,GETDATE())/100000.0 converts the float representation into complete decimal value i.e. all digits are pushed to right side of ".". @KEY = @EMP_ID + @KEY adds the Employee ID which is an integer to this decimal value. The logic is that the Employee ID is guaranteed to be unique across sessions since an employee cannot connect to an application more than once at the same time. And for the same employee each time a key will be generated the current datetime will be unique. In all an unique key across all employee sessions and across time. So for Emp Ids 11 and 12, I have key values like 12.40046693321566357, 11.40046693542361111 But my concern whether float data type as primary key offer benefits compared to choosing GUID or char/varchar as primary keys. Also important thing is because of partitioning the float column is going to be part of a composite key.

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  • invalid conversion from ‘float**’ to ‘const float**’

    - by Omry
    I have a function that receives float** as an argument, and I tried to change it to take const float**. the compiler (g++) didn't like it and issued : invalid conversion from ‘float**’ to ‘const float**’ this makes no sense to me, I know (and verified) that I can pass char* to a function that takes const char*, so why not with const float** ?

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  • Newbie C# Question about float/int/text type formatting

    - by user563501
    Hey everybody, I'm a total C# newb with a light (first year CS) background in Python. I wrote a console program in Python for doing marathon pace running calculations and I'm trying to figure out the syntax for this in C# using Visual Studio 2010. Here's a chunk of what I've got so far: string total_seconds = ((float.Parse(textBox_Hours.Text) * 60 * 60) + (float.Parse(textBox_Minutes.Text) * 60) + float.Parse(textBox_Seconds.Text)).ToString(); float secs_per_unit = ((float)(total_seconds) / (float)(textBox_Distance.Text)); float mins_per_unit = (secs_per_unit / 60); string pace_mins = (int)mins_per_unit.ToString(); string pace_secs = (float.Parse(mins_per_unit) - int.Parse(mins_per_unit) * 60).ToString(); textBox_Final_Mins.Text = pace_mins; textBox_Final_Secs.Text = pace_mins; Imagine you have a running pace of 8 minutes and 30 seconds per mile. secs_per_unit would be 510, mins_per_unit would be 8.5. pace_mins would simply be 8 and pace_secs would be 30. In Python I'd just convert variables from a float to a string to get 8 instead of 8.5, for example; hopefully the rest of the code gives you an idea of what I've been doing. Any input would be appreciated.

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  • CSS Float statement

    - by Jordan Pagaduan
    .float1 { float: left; width: 50%; height: 50%; } .float2 { float: right; width: 50%; height: 50%; } .float3 { float: left; width: 50%; height: 50%; } .float4 { float: right; width: 50%; height: 50%; } .clear { clear: both; } HTML: <div class="float1">Float 1</div> <div class="float2">Float 2</div> <div class="clear"></div> <div class="float3">Float 3</div> <div class="float4">Float 4</div> <div class="clear"></div> I want an output like this image: Please Correct my css code. Thank you.

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  • Overriding previously set float using javascript in ie

    - by wheresrhys
    I've read this question to figure out how to set float:none on an element which already has float:right set with class. I used element.style.cssFloat = "none", but this just added a new style property cssFloat which didn't over-ride the existing float:right. I've now fixed it using the adding/removing classes method. But is there a way of over-riding existing float rules in ie without having to use classes?

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  • Getting maximum value of float in SQL programatically

    - by Axarydax
    Is there an method for programatically (in T-SQL) retrieving the maximum (and minimum) value of a datatype? That it would act like float.MaxValue in C#. I would like to use it in some selection when the parameter does not equal any actual values in the database, so I would use something like declare @min float declare @max float /*fill @min and @max, can be null if undefined*/ select * from foo where bar between isnull(@min,0 ), isnull(@max,max(float)/*magic*/) Thanks

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  • Implicit casting Integer calculation to float in C++

    - by Ziddiri
    Is there any compiler that has a directive or a parameter to cast integer calculation to float implicitly. For example: float f = (1/3)*5; cout << f; the "f" is "0", because calculation's constants(1, 3, 10) are integer. I want to convert integer calculation with a compiler directive or parameter. I mean, I won't use explicit casting or ".f" prefix like that: float f = ((float)1/3)*5; or float f = (1.0f/3.0f)*5.0f; Do you know any c/c++ compiler which has any parameter to do this process without explicit casting or ".f" thing?

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  • For what purpose does java have a float primitive type?

    - by Roman
    I heard plenty times different claims about float type in java. The most popular issues typicaly regard to converting float value to double and vice versa. I read (rather long time ago and not sure that it's actual now with new JVM) that float gives much worse performance then double. And it's also not recommended to use float in scientific applications which should have certain accuracy. I also remember that when I worked with AWT and Swing I had some problems with using float or double (like using Point2D.Float or Point2D.Double). So, I see only 2 advantages of float over double: it needs only 4 bytes while double needs 8 bytes JMM garantees that assignment operation is atomic with float variables while it's not atomic with double's. Are there any other cases where float is better then double? Do you use float's in your applications? It seems to me that the only valuable reason java has float is backward compatibility.

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  • Rotate triangle so that its tip points in the direction of the point on the screen that we last touched

    - by Sid
    OpenGL ES - Android. Hello all, I am unable to rotate the triangle accordingly in such a way that its tip always points to my finger. What i did : Constructed a triangle in by GL.GL_TRIANGLES. Added touch events to it. I can rotate the triangle along my Z-axis successfully. Even made the vector class for it. What i need : Each time when I touch the screen, I want to rotate the triangle to face the touch point. Need some help. Here's what i implemented. I wonder that where i am going wrong? My code : public class Graphic2DTriangle { private FloatBuffer vertexBuffer; private ByteBuffer indexBuffer; private float[] vertices = { -1.0f,-1.0f, 0.0f, 2.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f }; private byte[] indices = { 0, 1, 2 }; public Graphic2DTriangle() { ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); // Use native byte order vertexBuffer = vbb.asFloatBuffer(); // Convert byte buffer to float vertexBuffer.put(vertices); // Copy data into buffer vertexBuffer.position(0); // Rewind // Setup index-array buffer. Indices in byte. indexBuffer = ByteBuffer.allocateDirect(indices.length); indexBuffer.put(indices); indexBuffer.position(0); } public void draw(GL10 gl) { gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_BYTE, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } } My SurfaceView class where i've done some Touch Events. public class BallThrowGLSurfaceView extends GLSurfaceView{ MySquareRender _renderObj; View _viewObj; float oldX,oldY,dX,dY; final float TOUCH_SCALE_FACTOR = 0.6f; Vector2 touchPos = new Vector2(); float angle=0; public BallThrowGLSurfaceView(Context context) { super(context); // TODO Auto-generated constructor stub _renderObj = new MySquareRender(context); this.setRenderer(_renderObj); this.setRenderMode(RENDERMODE_WHEN_DIRTY); } @Override public boolean onTouchEvent(MotionEvent event) { // TODO Auto-generated method stub touchPos.x = event.getX(); touchPos.y = event.getY(); Log.i("Co-ord", touchPos.x+"hh"+touchPos.y); switch(event.getAction()){ case MotionEvent.ACTION_MOVE : dX = touchPos.x - oldX; dY = touchPos.y - oldY; if(touchPos.y > getHeight()/2){ dX = dX*-1; } if(touchPos.x < getWidth()/2){ dY = dY*-1; } _renderObj.mAngle += (dX+dY) * TOUCH_SCALE_FACTOR; requestRender(); Log.i("AngleCo-ord", _renderObj.mAngle +"hh"); } oldX = touchPos.x; oldY = touchPos.y; Log.i("OldCo-ord", oldX+" hh "+oldY); return true; } } Last but not the least. My vector2 class. public class Vector2 { public static float TO_RADIANS = (1 / 180.0f) * (float) Math.PI; public static float TO_DEGREES = (1 / (float) Math.PI) * 180; public float x, y; public Vector2() { } public Vector2(float x, float y) { this.x = x; this.y = y; } public Vector2(Vector2 other) { this.x = other.x; this.y = other.y; } public Vector2 cpy() { return new Vector2(x, y); } public Vector2 set(float x, float y) { this.x = x; this.y = y; return this; } public Vector2 set(Vector2 other) { this.x = other.x; this.y = other.y; return this; } public Vector2 add(float x, float y) { this.x += x; this.y += y; return this; } public Vector2 add(Vector2 other) { this.x += other.x; this.y += other.y; return this; } public Vector2 sub(float x, float y) { this.x -= x; this.y -= y; return this; } public Vector2 sub(Vector2 other) { this.x -= other.x; this.y -= other.y; return this; } public Vector2 mul(float scalar) { this.x *= scalar; this.y *= scalar; return this; } public float len() { return FloatMath.sqrt(x * x + y * y); } public Vector2 nor() { float len = len(); if (len != 0) { this.x /= len; this.y /= len; } return this; } public float angle() { float angle = (float) Math.atan2(y, x) * TO_DEGREES; if (angle < 0) angle += 360; return angle; } public Vector2 rotate(float angle) { float rad = angle * TO_RADIANS; float cos = FloatMath.cos(rad); float sin = FloatMath.sin(rad); float newX = this.x * cos - this.y * sin; float newY = this.x * sin + this.y * cos; this.x = newX; this.y = newY; return this; } public float dist(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return FloatMath.sqrt(distX * distX + distY * distY); } public float dist(float x, float y) { float distX = this.x - x; float distY = this.y - y; return FloatMath.sqrt(distX * distX + distY * distY); } public float distSquared(Vector2 other) { float distX = this.x - other.x; float distY = this.y - other.y; return distX * distX + distY * distY; } public float distSquared(float x, float y) { float distX = this.x - x; float distY = this.y - y; return distX * distX + distY * distY; } } PS : i am able to handle the touch events. I can rotate the triangle with the touch of my finger. But i want that ONE VERTEX of the triangle should point at my finger position respective of the position of my finger.

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  • CSS IE6 float right

    - by David
    How come when I have a div style at display: block; float: right, in IE6 the div still goes under the text, and not in the middle of it just floated to the right. It works in all other browsers, including IE7+. I need to have display block because if i do display inline, then the menu inside the div is all messed up. .content { display: block; } .float { width: 150px; display: block; float: right; } .nothing { display: inline; } the float class is not to the right of nothing class, its under it in IE6, know a fix?

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  • How to implement " char * ftoa(float num) " without sprintf() library function in C, C++ and JAVA

    - by SIVA
    Today I appeared for an interview, and the question was writing my own "char * ftoa(float num) " in C, C++ and Java. Yes, I know float numbers follow IEEE standard while allocating their memory, but I don't know float to char conversion by using Mantissa and Exponent in C. I don't have any idea to solve the above problem in C++ and JAVA. I/P to the ftoa(): 1.23 O/P from the ftoa(): 1.23 (char format). Thanks in advance ...

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  • how to get output of a variable as float value

    - by jaskirat
    hi..i m having the follwing problem.. want to get the result in float suppose int a= convert.toint32(textbox1.text); int b= convert.toint32(textbox2.text); float ans= math.sqrt(a*b); label1.text= ans.tostring(); output.. a=7 b=3 ans should be= 4.582 but i get an error cannot implicitly convert type 'double' to 'float'. pls help..how can i get the float ans...

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  • Performance: float to int cast and clipping result to range

    - by durandai
    I'm doing some audio processing with float. The result needs to be converted back to PCM samples, and I noticed that the cast from float to int is surprisingly expensive. Whats furthermore frustrating that I need to clip the result to the range of a short (-32768 to 32767). While I would normally instictively assume that this could be assured by simply casting float to short, this fails miserably in Java, since on the bytecode level it results in F2I followed by I2S. So instead of a simple: int sample = (short) flotVal; I needed to resort to this ugly sequence: int sample = (int) floatVal; if (sample > 32767) { sample = 32767; } else if (sample < -32768) { sample = -32768; } Is there a faster way to do this? (about ~6% of the total runtime seems to be spent on casting, while 6% seem to be not that much at first glance, its astounding when I consider that the processing part involves a good chunk of matrix multiplications and IDCT) EDIT The cast/clipping code above is (not surprisingly) in the body of a loop that reads float values from a float[] and puts them into a byte[]. I have a test suite that measures total runtime on several test cases (processing about 200MB of raw audio data). The 6% were concluded from the runtime difference when the cast assignment "int sample = (int) floatVal" was replaced by assigning the loop index to sample. EDIT @leopoldkot: I'm aware of the truncation in Java, as stated in the original question (F2I, I2S bytecode sequence). I only tried the cast to short because I assumed that Java had an F2S bytecode, which it unfortunately does not (comming originally from an 68K assembly background, where a simple "fmove.w FP0, D0" would have done exactly what I wanted).

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  • TSQL - make a literal float value

    - by David B
    I understand the host of issues in comparing floats, and lament their use in this case - but I'm not the table author and have only a small hurdle to climb... Someone has decided to use floats as you'd expect GUIDs to be used. I need to retrieve all the records with a specific float value. sp_help MyTable -- Column_name Type Computed Length Prec -- RandomGrouping float no 8 53 Here's my naive attempt: --yields no results SELECT RandomGrouping FROM MyTable WHERE RandomGrouping = 0.867153569942739 And here's an approximately working attempt: --yields 2 records SELECT RandomGrouping FROM MyTable WHERE RandomGrouping BETWEEN 0.867153569942739 - 0.00000001 AND 0.867153569942739 + 0.00000001 -- 0.867153569942739 -- 0.867153569942739 In my naive attempt, is that literal a floating point literal? Or is it really a decimal literal that gets converted later? If my literal is not a floating point literal, what is the syntax for making a floating point literal? EDIT: Another possibility has occurred to me... it may be that a more precise number than is displayed is stored in this column. It may be impossible to create a literal that represents this number. I will accept answers that demonstrate that this is the case. EDIT: response to DVK. TSQL is MSSQLServer's dialect of SQL. This script works, and so equality can be performed deterministically between float types: DECLARE @X float SELECT top 1 @X = RandomGrouping FROM MyTable WHERE RandomGrouping BETWEEN 0.839110948199148 - 0.000000000001 AND 0.839110948199148 + 0.000000000001 --yields two records SELECT * FROM MyTable WHERE RandomGrouping = @X I said "approximately" because that method tests for a range. With that method I could get values that are not equal to my intended value. The linked article doesn't apply because I'm not (intentionally) trying to straddle the world boundaries between decimal and float. I'm trying to work with only floats. This isn't about the non-convertibility of decimals to floats.

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  • jRuby's Float to represent in JTable's cell

    - by guai
    Hello. I need to represent floats in jTable formatted. When I do tbl.model.add_row [obj, 1.3524632478].to_java, obj is represented as it's to_s method's return value, but float do not. Overriding float's to_s method does nothing. I want floats to be formatted like this class Float def to_s sprintf("%.2f", self) end end in all my tables.

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  • When do you use float and when do you use double

    - by Jakub Zaverka
    Frequently in my programming experience I need to make a decision whether I should use float or double for my real numbers. Sometimes I go for float, sometimes I go for double, but really this feels more subjective. If I would be confronted to defend my decision, I would probably not give sound reasons. When do you use float and when do you use double? Do you always use double, only when memory constraints are present you go for float? Or you use always float unless the precision requirement requires you to use double? Are there some substantial differences regarding computational complexity of basic arithemtics between float and double? What are the pros and cons of using float or double? And have you even used long double?

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  • How do i convert String to Integer/Float in Haskell

    - by Ranhiru
    data GroceryItem = CartItem ItemName Price Quantity | StockItem ItemName Price Quantity makeGroceryItem :: String -> Float -> Int -> GroceryItem makeGroceryItem name price quantity = CartItem name price quantity I want to create a GroceryItem when using a String or [String] createGroceryItem :: [String] -> GroceryItem createGroceryItem (a:b:c) = makeGroceryItem a b c The input will be in the format ["Apple","15.00","5"] which i broke up using words function in haskell. I get this error which i think is because the makeGroceryItem accepts a Float and an Int. But how do i make b and c Float and Int respectively? *Type error in application *** Expression : makeGroceryItem a read b read c *** Term : makeGroceryItem *** Type : String -> Float -> Int -> GroceryItem *** Does not match : a -> b -> c -> d -> e -> f* Thanx a lot in advance :)

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  • Difference between float and double

    - by VaioIsBorn
    I know, i've read about the difference between double precision and single precision etc. But they should give the same results on most cases right ? I was solving a problem on a programming contest and there were calculations with floating point numbers that were not really big so i decided to use float instead of double, and i checked it - i was getting the correct results. But when i send the solution, it said only 1 of 10 tests was correct. I checked again and again, until i found that using float is not the same using double. I put double for the calculations and double for the output, and the program gave the SAME results, but this time it passed all the 10 tests correctly. I repeat, the output was the SAME, the results were the SAME, but putting float didn't work - only double. The values were not so big too, and the program gave the same results on the same tests both with float and double, but the online judge accepted only the double-provided solution. Why ? What is the difference ?

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