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  • Finding the shortest path between two points on a grid, using Haskell.

    - by esperantist
    This is a problem that I can easily enough solve in a non-functional manner. But solving it in Haskell is giving me big problems. Me being inexperienced when it comes to functional programming is surely a reason. The problem: I have a 2D field divided into rectangles of equal size. A simple grid. Some rectangles are empty space (and can be passed through) while others are impassable. Given a starting rectangle A and a destination rectangle B, how would I calculate the shortest path between the two? Movement is possible only vertically and horizontally, in steps a single rectangle large. How would I go about accomplishing this in Haskell? Code snippets certainly welcome, but also certainly not neccessary. And links to further resources also very welcome! Thanks!

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  • Why does division yield a vastly different result than multiplication by a fraction in floating points.

    - by Avram
    I understand why floating point numbers can't be compared, and know about the mantissa and exponent binary representation, but I'm no expert and today I came across something I don't get: Namely lets say you have something like: float denominator, numerator, resultone, resulttwo; resultone = numerator / denominator; float buff = 1 / denominator; resulttwo = numerator * buff; To my knowledge different flops can yield different results and this is not unusual. But in some edge cases these two results seem to be vastly different. To be more specific in my GLSL code calculating the Beckmann facet slope distribution for the Cook-Torrance lighitng model: float a = 1 / (facetSlopeRMS * facetSlopeRMS * pow(clampedCosHalfNormal, 4)); float b = clampedCosHalfNormal * clampedCosHalfNormal - 1.0; float c = facetSlopeRMS * facetSlopeRMS * clampedCosHalfNormal * clampedCosHalfNormal; facetSlopeDistribution = a * exp(b/c); yields very very different results to float a = (facetSlopeRMS * facetSlopeRMS * pow(clampedCosHalfNormal, 4)); facetDlopeDistribution = exp(b/c) / a; Why does it? The second form of the expression is problematic. If I say try to add the second form of the expression to a color I get blacks, even though the expression should always evaluate to a positive number. Am I getting an infinity? A NaN? if so why?

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  • Success function not being called when form is submitted. jQuery / validationEngine / PHP form proce

    - by Tom Hartman
    Hi, I've been trying to figure out why the following script's success function isn't running. Everything in my form works perfectly, and the form contents are being emailed correctly, but the success function isn't being called. If anyone could review my code and let me know why my success function isn't being called I would very much appreciate it! Here is the HTML form with notification divs, which are hidden via css: <div id="success" class="notification"> <p>Thank you! Your message has been sent.</p> </div> <div id="failure" class="notification"> <p>Sorry, your message could not be sent.</p> </div> <form id="contact-form" method="post" action="" class="jqtransform"> <label for="name">Name:</label> <input name="name" id="name" type="text" class="validate[required] input" /> <label for="company">Company:</label> <input name="company" id="company" type="text" class="input" /> <label for="phone">Phone:</label> <input name="phone" id="phone" type="text" class="input" /> <label for="email">Email:</label> <input name="email" id="email" type="text" class="validate[required,email] input" /> <div class="sep"></div> <label for="subject">Subject:</label> <input name="subject" id="subject" type="text" class="validate[required] input" /> <div class="clear"></div> <label for="message">Message:</label> <textarea name="message" id="message" class="validate[required]"></textarea> <div id="check-services"> <input type="checkbox" name="services[]" value="Contractor Recommendation" /> <div>Contractor Recommendation</div> <input type="checkbox" name="services[]" value="Proposal Review" /> <div>Proposal Review</div> <input type="checkbox" name="services[]" value="Existing Website Review" /> <div>Existing Website Review</div> <input type="checkbox" name="services[]" value="Work Evaluation" /> <div>Work Evaluation</div> <input type="checkbox" name="services[]" value="Layman Translation" /> <div>Layman Translation</div> <input type="checkbox" name="services[]" value="Project Management" /> <div>Project Management</div> </div> <div class="sep"></div> <input name="submit" id="submit" type="submit" class="button" value="Send" /> <input name="reset" id="reset" type="reset" class="button" value="Clear" onclick="$.validationEngine.closePrompt('.formError',true)" /> </form> Here is the javascript: // CONTACT FORM VALIDATION AND SUBMISSION $(document).ready(function(){ $('#contact-form').validationEngine({ ajaxSubmit: true, ajaxSubmitFile: 'lib/mail.php', scroll: false, success: function(){ $('#success').slideDown(); }, failure: function(){ $('#failure').slideDown(); $('.formError').animate({ marginTop: '+30px' }); } }); }); And here is my PHP mailer script: <?php $name = $_POST['name']; $company = $_POST['company']; $phone = $_POST['phone']; $email = $_POST['email']; $subject = $_POST['subject']; $message = $_POST['message']; $services = $_POST['services']; $to = '[email protected]'; $subject = 'THC - Contact'; $content .= "You received a message from ".$name.".\r\n\n"; if ($company): $content .= "They work for ".$company.".\r\n\n"; endif; $content .= "Here's the message:\r\n\n".$message."\r\n\n"; $content .= "And they are interested in the services below:\r\n\n"; $content .= implode("\r\n",$services); if ($phone): $content .= "\r\n\nYou can reach them at ".$phone."."; else: $content .= "\r\n\nNo phone number was provided."; endif; $headers = "From: ".$name."\r\n"; $headers .= "Reply-To: ".$email."\r\n"; if (mail($to,$subject,$content,$headers)): return true; else: return false; endif; ?>

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  • OpenGL texture on sphere

    - by Cilenco
    I want to create a rolling, textured ball in OpenGL ES 1.0 for Android. With this function I can create a sphere: public Ball(GL10 gl, float radius) { ByteBuffer bb = ByteBuffer.allocateDirect(40000); bb.order(ByteOrder.nativeOrder()); sphereVertex = bb.asFloatBuffer(); points = build(); } private int build() { double dTheta = STEP * Math.PI / 180; double dPhi = dTheta; int points = 0; for(double phi = -(Math.PI/2); phi <= Math.PI/2; phi+=dPhi) { for(double theta = 0.0; theta <= (Math.PI * 2); theta+=dTheta) { sphereVertex.put((float) (raduis * Math.sin(phi) * Math.cos(theta))); sphereVertex.put((float) (raduis * Math.sin(phi) * Math.sin(theta))); sphereVertex.put((float) (raduis * Math.cos(phi))); points++; } } sphereVertex.position(0); return points; } public void draw() { texture.bind(); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, sphereVertex); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); } My problem now is that I want to use this texture for the sphere but then only a black ball is created (of course because the top right corner s black). I use this texture coordinates because I want to use the whole texture: 0|0 0|1 1|1 1|0 That's what I learned from texturing a triangle. Is that incorrect if I want to use it with a sphere? What do I have to do to use the texture correctly?

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  • Haskell's type system treats a numerical value as function?

    - by Long
    After playing around with haskell a bit I stumbled over this function: Prelude Data.Maclaurin> :t ((+) . ($) . (+)) ((+) . ($) . (+)) :: (Num a) => a -> (a -> a) -> a -> a (Data.Maclaurin is exported by the package vector-space.) So it takes a Num, a function, another Num and ultimately returns a Num. What magic makes the following work? Prelude Data.Maclaurin> ((+) . ($) . (+)) 1 2 3 6 2 is obviously not a function (a-a) or did I miss out on something?

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  • Merging Two KML Files to Display Them with Different Marker Icons on Google Maps

    - by Maxim Z.
    Let's say that I have two spreadsheets with addresses. I uploaded these spreadsheets into Google Fusion Tables, geocoded the addresses, and exported the results as KML files. Now, I want to take these two KML files and merge them, while maintaining the location data and using it to map the points with Google Maps. Well, I found a way to easily merge the KML files: import both of them into a "My Maps" map with Google Maps! However, my problem is this: when I do that, all of the locations in my data have the same marker icon on the map. From past experience, I know that these markers can be somehow defined inside the KML files. Is it possible to combine these two KML files while giving one's points one marker icon and the other's points another marker icon? Just in case my question is confusing, what I mean, is giving the first set of points blue markers, for example, and the other set of points red markers, so that they can be overlayed.

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  • Drawing a circle in opengl es android, squiggly boundaries

    - by ladiesMan217
    I am new to OpenGL ES and facing a hard time drawing a circle on my GLSurfaceView. Here's what I have so far. the Circle Class public class MyGLBall { private int points=40; private float vertices[]={0.0f,0.0f,0.0f}; private FloatBuffer vertBuff; //centre of circle public MyGLBall(){ vertices=new float[(points+1)*3]; for(int i=3;i<(points+1)*3;i+=3){ double rad=(i*360/points*3)*(3.14/180); vertices[i]=(float)Math.cos(rad); vertices[i+1]=(float) Math.sin(rad); vertices[i+2]=0; } ByteBuffer bBuff=ByteBuffer.allocateDirect(vertices.length*4); bBuff.order(ByteOrder.nativeOrder()); vertBuff=bBuff.asFloatBuffer(); vertBuff.put(vertices); vertBuff.position(0); } public void draw(GL10 gl){ gl.glPushMatrix(); gl.glTranslatef(0, 0, 0); // gl.glScalef(size, size, 1.0f); gl.glColor4f(1.0f,1.0f,1.0f, 1.0f); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertBuff); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glDrawArrays(GL10.GL_TRIANGLE_FAN, 0, points/2); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glPopMatrix(); } } I couldn't retrieve the screenshot of my image but here's what it looks like As you can see the border has crests and troughs thereby renering it squiggly which I do not want. All I want is a simple curve

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  • Compiler is able to find function without matching .h file is updated?

    - by Maxim Veksler
    Hello Friends, I'm writing a C University project and stumbled upon a compiler behavior which I don't understand. In this file http://code.google.com/p/openu-bsc-maximveksler/source/browse/trunk/20465/semester/tasks/maman14/alpha/maman14/assembler/phaseOne.c?r=112 I've added a call to function named freeAsmInstruction(). This function is defined in file named lineParser.c, yet I haven't updated the matching lineParser.h header file to include this function declaration. Why does this code compile? I would expect that gcc would fail to compile phaseOne.c until the correct lineParser.h is updated with the declaration of freeAsmInstruction(). I would appreciate an explanation. Thank you, Maxim

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  • Ensure your view and function meta data is upto date.

    - by simonsabin
    You will see if you use views and functions that SQL Server holds the rowset metadata for this in system tables. This means that if you change the underlying tables, columns and data types your views and functions can be out of sync. This is especially the case with views and functions that use select * To get the metadata to be updated you need to use sp_refreshsqlmodule. This forces the object to be “re run” into the database and the meta data updated. Thomas mentioned sp_refreshview which is a...(read more)

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  • architecture python question

    - by tom smith
    hi. creating a distributed crawling python app. it consists of a master server, and associated client apps that will run on client servers. the purpose of the client app is to run across a targeted site, to extract specific data. the clients need to go "deep" within the site, behind multiple levels of forms, so each client is specifically geared towards a given site. each client app looks something like main: parse initial url call function level1 (data1) function level1 (data) parse the url, for data1 use the required xpath to get the dom elements call the next function call level2 (data) function level2 (data2) parse the url, for data2 use the required xpath to get the dom elements call the next function call level3 function level3 (dat3) parse the url, for data3 use the required xpath to get the dom elements call the next function call level4 function level4 (data) parse the url, for data4 use the required xpath to get the dom elements at the final function.. --all the data output, and eventually returned to the server --at this point the data has elements from each function... my question: given that the number of calls that is made to the child function by the current function varies, i'm trying to figure out the best approach. each function essentialy fetches a page of content, and then parses the page using a number of different XPath expressions, combined with different regex expressions depending on the site/page. if i run a client on a single box, as a sequential process, it'll take awhile, but the load on the box is rather small. i've thought of attempting to implement the child functions as threads from the current function, but that could be a nightmare, as well as quickly bring the "box" to its knees! i've thought of breaking the app up in a manner that would allow the master to essentially pass packets to the client boxes, in a way to allow each client/function to be run directly from the master. this process requires a bit of rewrite, but it has a number of advantages. a bunch of redundancy, and speed. it would detect if a section of the process was crashing and restart from that point. but not sure if it would be any faster... i'm writing the parsing scripts in python.. so... any thoughts/comments would be appreciated... i can get into a great deal more detail, but didn't want to bore anyone!! thanks! tom

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  • How to write text(using CGContextShowTextAtPoint) on graph x and y-axis intervals points?

    - by Rajendra Bhole
    I developed graph using NSObject class and using CGContext method. The following code displaying dynamically in X and Y-axis intervals, CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); CGContextMoveToPoint(ctx, 30.0, 200.0); CGContextAddLineToPoint(ctx, 30.0, 440.0); for(float y = 400.0; y >= 200.0; y-=30) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, 28, y); CGContextAddLineToPoint(ctx, 32, y); CGContextStrokePath(ctx); //CGContextClosePath(ctx); } CGContextMoveToPoint(ctx, 10, 420.0); CGContextAddLineToPoint(ctx, 320, 420.0); //CGContextAddLineToPoint(ctx, 320.0, 420.0); //CGContextStrokePath(ctx); for(float x = 60.0; x <= 260.0; x+=30) { CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextMoveToPoint(ctx, x, 418.0); CGContextAddLineToPoint(ctx, x, 422.0); CGContextStrokePath(ctx); CGContextClosePath(ctx); } I want to write the dynamic text on the X and Y-axis lines near the intervals (like X-axis is denoting number of days per week and Y-axis denoting something per someting)? Thanks.

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  • what is the difference between the below two syntaxes?

    - by Hari
    1. $(function () { function foo() { return true; } log(bar()); // getting error var bar = function() { return true; }; }); 2. $(function () { function foo() { return true; } log(bar()); // working function bar() { return true; }; }); in above snippets log is my custom function to log the result.

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  • I need a js function that can sort state from Dropbox and gave me a phone number to call [on hold]

    - by User584
    AL West AR West CT EAST DC EAST Il West MN East player one groupe A player tow Groupe B player zero Groupe D if the Group is A and the State is AL then Phone = 0762154852 if the Group is B and the State is AR then phone = 2145632541 if the group is D and the state is MN then phone = 2589632541 if i player from a dropbox and then i select State from a dropbox I want the Field phone Show the right number

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  • How do I add a textbox to my other jQuery click function?

    - by marcamillion
    Right now, my script adds a box to the cursor when I click on an image, as can be seen in the following code. Please note, this is jQuery. $(function() { var tag_box = $("<div>").appendTo("body").css({"width":"40px", "height":"40px", "border":"4px solid #000000", "position":"absolute", "display":"none", "padding":"15px"}); $("#image-wrapper").live('click', function(e){ tag_box.css({"left": e.pageX - 40, "top": e.pageY - 40, "display":"block"}); }); I would like to add a text field to appear right below that tag_box on that same click. I tried to do this, but it hasn't worked out like I thought it would: var comment_box = $("<label> Comment: <input type='text' name='comment' autocomplete='off'></label>"); $("#image-wrapper").live('click', function(){ $("body").append(comment_box); }); Any assistance you can give me, would be greatly appreciated. Thanks.

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  • Most efficient way to solve system of equations involving the digamma function?

    - by Neil G
    What is the most efficient way to solve system of equations involving the digamma function? I have a vector v and I want to solve for a vector w such that for all i: digamma(sum(w)) - digamma(w_i) = v_i and w_i 0 I found the gsl function gsl_sf_psi, which is the digamma function. Is there an identity I can use to reduce the equations? Is my best bet to use a solver? I am using C++0x; which solver is easiest to use and fast?

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  • PHP - How to modify multi-dimensional array item from within a function?

    - by Marc
    My problem is as follows. I have a multidimensional array. I declare my array. Then, I run some code that populates my array partially. Then i run a function, which among others is supposed to modify some item in my array from within the function. This is unfortunately not working. So my question is simple. Is it normal? And if yes, how can I overcome this. Thank you very much in advance for your replies. Cheers. Marc. $list = array([0]=> array( [name]=>'James' [group]=>'' ) ); my_function(); print_r($list); function my_function(){ //some code here $list[0]['group'] = 'groupA'; }

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  • Static libraries, dynamic libraries, DLLs, entry points, headers ... how to get out of this alive?

    - by tunnuz
    Hello, I recently had to program C++ under Windows for an University project, and I'm pretty confused about static and dynamic libraries system, what the compiler needs, what the linker needs, how to build a library ... is there any good document about this out there? I'm pretty confused about the *nix library system as well (so, dylibs, the ar tool, how to compile them ...), can you point a review document about the current library techniques on the various architectures? Note: due to my poor knowledge this message could contain wrong concepts, feel free to edit it. Thank you Feel free to add more reference, I will add them to the summary. References Since most of you posted *nix or Windows specific references I will summarize here the best ones, I will mark as accepted answer the Wikipedia one, because is a good start point (and has references inside too) to get introduced to this stuff. Program Library Howto (Unix) Dynamic-Link Libraries (from MSDN) (Windows) DLL Information (StackOverflow) (Windows) Programming in C (Unix) An Overview of Compiling and Linking (Windows)

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  • Find all records in database that are within a certain distance of a set of lat and long points

    - by Mike L
    I've seen all the examples and here's what I got so far. my table is simple: schools (table name) - School_ID - lat - long - county - extrainfo here's my code: <?php $con = mysql_connect("xxx","xxx","xxx"); if (!$con) { die('Could not connect: ' . mysql_error()); } else {} mysql_select_db("xxx", $con); $latitude = "36.265541"; $longitude = "-119.207153"; $distance = "1"; //miles $qry = "SELECT *, (3958.75 * ACOS(SIN(" . $latitude . " / 57.2958)*SIN(lat / 57.2958)+COS(" . $latitude . " / 57.2958)*COS(lat / 57.2958)*COS(long / 57.2958 - " . $longitude . " / 57.2958))) as distance FROM schools WHERE (3958.75 * ACOS(SIN(" . $latitude . " / 57.2958)*SIN(lat / 57.2958)+COS(" . $latitude . " / 57.2958)*COS(lat / 57.2958)*COS(long / 57.2958 - " . $longitude . " / 57.2958))) <= " . $distance; $results = mysql_query($qry); if (mysql_num_rows($results) > 0) { while($row = mysql_fetch_assoc($results)) { print_r($row); } } else {} mysql_close($con); ?> but I get this error when I try to run it: Warning: mysql_num_rows(): supplied argument is not a valid MySQL result resource

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  • Why does LINQ-to-SQL Paging fail inside a function?

    - by ssg
    Here I have an arbitrary IEnumerable<T>. And I'd like to page it using a generic helper function instead of writing Skip/Take pairs every time. Here is my function: IEnumerable<T> GetPagedResults<T>(IEnumerable<T> query, int pageIndex, int pageSize) { return query.Skip((pageIndex - 1) * pageSize).Take(pageSize); } And my code is: result = GetPagedResults(query, 1, 10).ToList(); This produces a SELECT statement without TOP 10 keyword. But this code below produces the SELECT with it: result = query.Skip((pageIndex - 1) * pageSize).Take(pageSize).ToList(); What am I doing wrong in the function?

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  • Resolving "not found" messages after doing ./configure building node.js

    - by duke
    Hello I am trying to install node.js on debian AMD64. I got node.js from git. When I do ./configure a bunch of "checking for program" messages say "not found". I want to resolve all these and ensure everything needed is present. Can anyone suggest what I need to do to resolve the "not found" messages? Thanks heaps. server:/devel/node# ./configure Checking for program g++ or c++ : /usr/bin/g++ Checking for program cpp : /usr/bin/cpp Checking for program ar : /usr/bin/ar Checking for program ranlib : /usr/bin/ranlib Checking for g++ : ok Checking for program gcc or cc : /usr/bin/gcc Checking for gcc : ok Checking for library dl : yes Checking for library execinfo : not found Checking for openssl : not found Checking for function SSL_library_init : yes Checking for header openssl/crypto.h : yes Checking for library rt : yes --- libeio --- Checking for library pthread : yes Checking for function pthread_create : yes Checking for function pthread_atfork : yes Checking for futimes(2) : yes Checking for readahead(2) : yes Checking for fdatasync(2) : yes Checking for pread(2) and pwrite(2) : yes Checking for sendfile(2) : yes Checking for sync_file_range(2) : yes --- libev --- Checking for header sys/inotify.h : yes Checking for function inotify_init : yes Checking for header sys/epoll.h : yes Checking for function epoll_ctl : yes Checking for header port.h : not found Checking for header poll.h : yes Checking for function poll : yes Checking for header sys/event.h : not found Checking for header sys/queue.h : yes Checking for function kqueue : not found Checking for header sys/select.h : yes Checking for function select : yes Checking for header sys/eventfd.h : not found Checking for SYS_clock_gettime : yes Checking for library rt : yes Checking for function clock_gettime : yes Checking for function nanosleep : yes Checking for function ceil : yes Checking for fdatasync(2) with c++ : yes 'configure' finished successfully (1.479s) server:/devel/node#

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  • database design help for game / user levels / progress

    - by sprugman
    Sorry this got long and all prose-y. I'm creating my first truly gamified web app and could use some help thinking about how to structure the data. The Set-up Users need to accomplish tasks in each of several categories before they can move up a level. I've got my Users, Tasks, and Categories tables, and a UserTasks table which joins the three. ("User 3 has added Task 42 in Category 8. Now they've completed it.") That's all fine and working wonderfully. The Challenge I'm not sure of the best way to track the progress in the individual categories toward each level. The "business" rules are: You have to achieve a certain number of points in each category to move up. If you get the number of points needed in Cat 8, but still have other work to do to complete the level, any new Cat 8 points count toward your overall score, but don't "roll over" into the next level. The number of Categories is small (five currently) and unlikely to change often, but by no means absolutely fixed. The number of points needed to level-up will vary per level, probably by a formula, or perhaps a lookup table. So the challenge is to track each user's progress toward the next level in each category. I've thought of a few potential approaches: Possible Solutions Add a column to the users table for each category and reset them all to zero each time a user levels-up. Have a separate UserProgress table with a row for each category for each user and the number of points they have. (Basically a Many-to-Many version of #1.) Add a userLevel column to the UserTasks table and use that to derive their progress with some kind of SUM statement. Their current level will be a simple int in the User table. Pros & Cons (1) seems like by far the most straightforward, but it's also the least flexible. Perhaps I could use a naming convention based on the category ids to help overcome some of that. (With code like "select cats; for each cat, get the value from Users.progress_{cat.id}.") It's also the one where I lose the most data -- I won't know which points counted toward leveling up. I don't have a need in mind for that, so maybe I don't care about that. (2) seems complicated: every time I add or subtract a user or a category, I have to maintain the other table. I foresee synchronization challenges. (3) Is somewhere in between -- cleaner than #2, but less intuitive than #1. In order to find out where a user is, I'd have mildly complex SQL like: SELECT categoryId, SUM(points) from UserTasks WHERE userId={user.id} & countsTowardLevel={user.level} groupBy categoryId Hmm... that doesn't seem so bad. I think I'm talking myself into #3 here, but would love any input, advice or other ideas. P.S. Sorry for the cross-post. I wrote this up on SO and then remembered that there was a game dev-focused one. Curious to see if I get different answers one place than the other....

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  • What is the most efficient way to solve system of equations containing the digamma function?

    - by Neil G
    What is the most efficient way to solve system of equations involving the digamma function? I have a vector v and I want to solve for a vector w such that for all i: digamma(sum(w)) - digamma(w_i) = v_i and w_i 0 I found the gsl function gsl_sf_psi, which is the digamma function (calculated using some kind of series.) Is there an identity I can use to reduce the equations? Is my best bet to use a solver? I am using C++0x; which solver is easiest to use and fast?

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  • Can throwing the iPhone high in the air launch my app or trigger desired function in iOS 7 or later

    - by aMother
    My app is an emergency app. It will be used by people in emergency and disasters. It's possible that they got stuck in situations where they just don't have the time to enter or draw their password, launch the appp and push a button. Is it possible that ask the OS to launch the app if user throw their iphone up in the air or shake it vigrously or something else. PS: I think it's possible with the accelerometer.

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  • How to properly add texture to multi-fixture/shape b2Body

    - by Blazej Wdowikowski
    Hello to everyone this is my first poste here I hope that will be not fail start. At start I must say I make part 1 in Ray's Tutorial "How To Make A Game Like Fruit Ninja With Box2D and Cocos2D". But I wonder what when I want make more complex body with texture? Simple just add n b2FixtureDef to the same body. OK but what about texture? If I will take code from that tutorial it only fill last fixture. Probably it does not takes every b2Vec2 point. I was right, it did not. So quick refactor and from that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int vertexCount = shape->GetVertexCount(); NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; for(int i = 0; i < vertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width, _centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I came up with that -(id)initWithTexture:(CCTexture2D*)texture body:(b2Body*)body original:(BOOL)original { int vertexCount = 0; //gather total number of b2Vect2 points b2Fixture *currentFixture = body->GetFixtureList(); while (currentFixture) { //new b2PolygonShape *shape = (b2PolygonShape*)currentFixture->GetShape(); vertexCount += shape->GetVertexCount(); currentFixture = currentFixture->GetNext(); } NSMutableArray *points = [NSMutableArray arrayWithCapacity:vertexCount]; // gather all the vertices from our Box2D shape b2Fixture *originalFixture = body->GetFixtureList(); while (originalFixture) { //new NSLog((NSString*)@"-"); b2PolygonShape *shape = (b2PolygonShape*)originalFixture->GetShape(); int currentVertexCount = shape->GetVertexCount(); for(int i = 0; i < currentVertexCount; i++) { CGPoint p = ccp(shape->GetVertex(i).x * PTM_RATIO, shape->GetVertex(i).y * PTM_RATIO); [points addObject:[NSValue valueWithCGPoint:p]]; } originalFixture = originalFixture->GetNext(); } if ((self = [super initWithPoints:points andTexture:texture])) { _body = body; _body->SetUserData(self); _original = original; // gets the center of the polygon _centroid = self.body->GetLocalCenter(); // assign an anchor point based on the center self.anchorPoint = ccp(_centroid.x * PTM_RATIO / texture.contentSize.width,_centroid.y * PTM_RATIO / texture.contentSize.height); } return self; } I was working for simple two fixtures body like b2BodyDef bodyDef; bodyDef.type = b2_dynamicBody; bodyDef.position = position; bodyDef.angle = rotation; b2Body *body = world->CreateBody(&bodyDef); b2FixtureDef fixtureDef; fixtureDef.density = 1.0; fixtureDef.friction = 0.5; fixtureDef.restitution = 0.2; fixtureDef.filter.categoryBits = 0x0001; fixtureDef.filter.maskBits = 0x0001; b2Vec2 vertices[] = { b2Vec2(0.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(0.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(50.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(60.0/PTM_RATIO,60.0/PTM_RATIO) }; b2PolygonShape shape; shape.Set(vertices, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); b2Vec2 vertices2[] = { b2Vec2(20.0/PTM_RATIO,50.0/PTM_RATIO), b2Vec2(20.0/PTM_RATIO,0.0/PTM_RATIO), b2Vec2(70.0/PTM_RATIO,30.1/PTM_RATIO), b2Vec2(80.0/PTM_RATIO,60.0/PTM_RATIO) }; shape.Set(vertices2, 4); fixtureDef.shape = &shape; body->CreateFixture(&fixtureDef); But if I try put secondary shape upper than first it starting wierd, texture goes crazy. For example not mention about more complex shapes. What's more if shapes have one common point texture will not render for them at all [For that I use Physics Edytor like in tutorial part1] BTW. I use PolygonSprite and in method createWithWorld... another shapes. Uff.. Question So my question is, why texture coords are in such a mess up? It's my modify method or just wrong approach? Maybe I should remove duplicated from points array?

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