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  • Vertex Normals, Loading Mesh Data

    - by Ramon Johannessen
    My test FBX mesh is a cube. From what I surmise, it seems that the cube is on the extreme end of this issue, but I believe that the same issue would be able to occur in any mesh: Each vertex has 3 normals, each pointing a different direction. Of course loading in any type of mesh, potentially ones having thousands of vertices, I need to use indices and not duplicate shared verts. Currently, I'm just writing the normals to the vertex at the index that the FBX data tells me they go to, which has the effect of overwriting any previous normal data. But for lighting calculations I need more info, something that's equivalent to a normal per face, but I have no idea how this should be done. Do I average the 3 different verts' normals together or what?

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Swept AABB vs Line Segment 2D

    - by Larolaro
    I've really exhausted as much as Google has to give, I've spent a solid week googling every combination of words for an "AABBvsLine sweep", downloaded countless collision demos, dissected SAT intersection examples and an AABBvsAABB sweep trying to figure out how to approach this. I've not found a single thing covering this specific pairing. Can anyone shed any light on how to get the hit time of a swept AABB vs a Line segment in 2D? I'm still getting familiar with the SAT but I do know how to implement it to a degree, I'm just not sure how to extract the hit time from the velocity in the non axis aligned separating axes for the sweep. I really would appreciate anything at the moment, some code or even some helpful links, I'm at my wits end!

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  • Cocos2d: Tongue effect like in Munch Time

    - by Joey Green
    I'm wanting to do a tongue effect for my character like the one in Munch Time( shown in pic ). The player does some action and his tongue attaches to the nearest platform. I'm thinking this is simply a get distance to platform and keep player at that distance as he moves back and forth giving him the swinging effect. For the drawing, I'm wanting the same effect where the tongue sprite is the skinniest in the middle of the distance between the character and platform. I know how to do this in a shader( I'm using cocos2d v2 btw ), but I'm wondering if there is some built-in functionality to allow me to do this. First, is this the right approach using distance? Second, is their an easy way to do the tongue sprite effect without a shader? Third, I'm wanting to have the player spring up at will in the direction of the platform. I'm using Box2D. Would there be a way to do this using force's or would it be easier to write my own code?

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  • Ledge grab and climb in Unity3D

    - by BallzOfSteel
    I just started on a new project. In this project one of the main gameplay mechanics is that you can grab a ledge on certain points in a level and hang on to it. Now my question, since I've been wrestling with this for quite a while now. How could I actually implement this? I have tried it with animations, but it's just really ugly since the player will snap to a certain point where the animation starts.

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  • Using textureGrad for anisotropic integration approximation

    - by Amxx
    I'm trying to develop a real time rendering method using real time acquired envmap (cubemap) for lightning. This implies that my envmap can change as often as every frame and I therefore cannot use any method base on precomputation of the envmap (such as convolution with BRDF...) So far my method worked well with Phong BRDF. For specular contribution I direclty read the value in my sampleCube and I use mipmap levels + linear filter for simulating the roughtness of the material considered: int size = textureSize(envmap, 0).x; float specular_level = log2(size * sqrt(3.0)) - 0.5 * log2(ns + 1); vec3 env_specular = ks * specular_color * textureLod(envmap, l_g, specular_level); From this method I would like to upgrade to a microfacet based BRDF. I already have algorithm for evaluating the shape (including anisotropic direction) of the reflection but I cannot manage to read the values I want in my sampleCube. I believe I have to use textureGrad(envmap, l_g, X, Y); with l_g being the reflection direction in global space but I cannot manage to find which values to give to X and Y in order to correctly specify the area I want to consider. What value should I give to X and Y in orther for textureGrad(envmap, l_g, X, Y); to give the same result as textureLod(envmap, l_g, specular_level);

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  • Converting to and from local and world 3D coordinate spaces?

    - by James Bedford
    Hey guys, I've been following a guide I found here (http://knol.google.com/k/matrices-for-3d-applications-view-transformation) on constructing a matrix that will allow me to 3D coordinates to an object's local coordinate space, and back again. I've tried to implement these two matrices using my object's look, side, up and location vectors and it seems to be working for the first three coordinates. I'm a little confused as to what I should expect for the w coordinate. Here are couple of examples from the print outs I've made of the matricies that are constructed. I'm passing a test vector of [9, 8, 14, 1] each time to see if I can convert both ways: Basic example: localize matrix: Matrix: 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 5.237297 -45.530716 11.021271 1.000000 globalize matrix: Matrix: 0.000000 0.000000 1.000000 0.000000 -0.000000 1.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 -11.021271 -45.530716 -5.237297 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(14.000000, 8.000000, 9.000000, -161.812256) worldTest: Vector4f(9.000000, 8.000000, 14.000000, -727.491455) More complicated example: localize matrix: Matrix: 0.052504 -0.000689 -0.998258 0.000000 0.052431 0.998260 0.002068 0.000000 0.997241 -0.052486 0.052486 0.000000 58.806095 2.979346 -39.396252 1.000000 globalize matrix: Matrix: 0.052504 0.052431 0.997241 0.000000 -0.000689 0.998260 -0.052486 0.000000 -0.998258 0.002068 0.052486 0.000000 -42.413120 5.975957 -56.419727 1.000000 test: Vector4f(9.000000, 8.000000, 14.000000, 1.000000) localTest: Vector4f(-13.508600, 8.486917, 9.290090, 2.542114) worldTest: Vector4f(9.000190, 7.993863, 13.990230, 102.057129) As you can see in the more complicated example, the coordinates after converting both ways loose some precision, but this isn't a problem. I'm just wondering how I should deal with the last (w) coordinate? Should I just set it to 1 after performing the matrix multiplication, or does it look like I've done something wrong? Thanks in advance for your help!

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  • ASSIMP in my program is much slower to import than ASSIMP view program

    - by Marco
    The problem is really simple: if I try to load with the function aiImportFileExWithProperties a big model in my software (around 200.000 vertices), it takes more than one minute. If I try to load the very same model with ASSIMP view, it takes 2 seconds. For this comparison, both my software and Assimp view are using the dll version of the library at 64 bit, compiled by myself (Assimp64.dll). This is the relevant piece of code in my software // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; cout << "Loading " << pFile << "... "; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,80.f); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE, aiPrimitiveType_LINE | aiPrimitiveType_POINT); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file scene = (aiScene*)aiImportFileExWithProperties(pFile.c_str(), ppsteps | /* default pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges //aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); if(!scene){ cout << aiGetErrorString() << endl; return 0; } this is the relevant piece of code in assimp view code // default pp steps unsigned int ppsteps = aiProcess_CalcTangentSpace | // calculate tangents and bitangents if possible aiProcess_JoinIdenticalVertices | // join identical vertices/ optimize indexing aiProcess_ValidateDataStructure | // perform a full validation of the loader's output aiProcess_ImproveCacheLocality | // improve the cache locality of the output vertices aiProcess_RemoveRedundantMaterials | // remove redundant materials aiProcess_FindDegenerates | // remove degenerated polygons from the import aiProcess_FindInvalidData | // detect invalid model data, such as invalid normal vectors aiProcess_GenUVCoords | // convert spherical, cylindrical, box and planar mapping to proper UVs aiProcess_TransformUVCoords | // preprocess UV transformations (scaling, translation ...) aiProcess_FindInstances | // search for instanced meshes and remove them by references to one master aiProcess_LimitBoneWeights | // limit bone weights to 4 per vertex aiProcess_OptimizeMeshes | // join small meshes, if possible; aiProcess_SplitByBoneCount | // split meshes with too many bones. Necessary for our (limited) hardware skinning shader 0; aiPropertyStore* props = aiCreatePropertyStore(); aiSetImportPropertyInteger(props,AI_CONFIG_IMPORT_TER_MAKE_UVS,1); aiSetImportPropertyFloat(props,AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE,g_smoothAngle); aiSetImportPropertyInteger(props,AI_CONFIG_PP_SBP_REMOVE,nopointslines ? aiPrimitiveType_LINE | aiPrimitiveType_POINT : 0 ); aiSetImportPropertyInteger(props,AI_CONFIG_GLOB_MEASURE_TIME,1); //aiSetImportPropertyInteger(props,AI_CONFIG_PP_PTV_KEEP_HIERARCHY,1); // Call ASSIMPs C-API to load the file g_pcAsset->pcScene = (aiScene*)aiImportFileExWithProperties(g_szFileName, ppsteps | /* configurable pp steps */ aiProcess_GenSmoothNormals | // generate smooth normal vectors if not existing aiProcess_SplitLargeMeshes | // split large, unrenderable meshes into submeshes aiProcess_Triangulate | // triangulate polygons with more than 3 edges aiProcess_ConvertToLeftHanded | // convert everything to D3D left handed space aiProcess_SortByPType | // make 'clean' meshes which consist of a single typ of primitives 0, NULL, props); aiReleasePropertyStore(props); As you can see the code is nearly identical because I copied from assimp view. What could be the reason for such a difference in performance? The two software are using the same dll Assimp64.dll (compiled in my computer with vc++ 2010 express) and the same function aiImportFileExWithProperties to load the model, so I assume that the actual code employed is the same. How is it possible that the function aiImportFileExWithProperties is 100 times slower when called by my sotware than when called by assimp view? What am I missing? I am not good with dll, dynamic and static libraries so I might be missing something obvious. ------------------------------ UPDATE I found out the reason why the code is going slower. Basically I was running my software with "Start debugging" in VC++ 2010 Express. If I run the code outside VC++ 2010 I get same performance of assimp view. However now I have a new question. Why does the dll perform slower in VC++ debugging? I compiled it in release mode without debugging information. Is there any way to have the dll go fast in debugmode i.e. not debugging the dll? Because I am interested in debugging only my own code, not the dll that I assume is already working fine. I do not want to wait 2 minutes every time I want to load my software to debug. Does this request make sense?

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  • Maya 6 vs Maya 2013

    - by DiscreteGenius
    I have the entire "Learning Maya 6" books that I purchased back when Maya 6/6.5 was the hottest thing. I read some of the books but never finished the series. I don't know much about Maya or the field. I want to get back into the field but I have a concern. My question: Would I be failing if I decided to use my old Maya 6 books and Maya 6.5 software? As opposed to ditching my old books and starting with Maya 2013 and online tutorials, videos, etc.?

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  • Drawing beam effect in UDK?

    - by sgrif
    I'm having trouble drawing a particle effect between two actors in UDK - Both the source and the target are not static objects, so as far as I can tell I need to do it in the code not in kismet. Here's what I've got at the moment and it seems to not be doing anything at all. Ideas? BeamEmitter[0] = new(self) class'UTParticleSystemComponent'; BeamEmitter[0].SetAbsolute(false, false, false); BeamEmitter[0].SetTemplate(BeamTemplate[0]); BeamEmitter[0].SetTickGroup(TG_PostUpdateWork); BeamEmitter[0].bUpdateComponentInTick = true; self.AttachComponent(BeamEmitter[0]); BeamEmitter[0].SetBeamEndPoint(2, tarPos); BeamEmitter[0].ActivateSystem();

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  • Scaling and new coordinates based off screen resolution

    - by Atticus
    I'm trying to deal with different resolutions on Android devices. Say I have a sprite at X,Y and dimensions W,H. I understand how to properly scale the width and heigh dimensions depending on the screen size, but I am not sure how to properly reposition this sprite so that it exists in the same area that it should. If I simply resize the width and heigh and keep X,Y at the same coordinates, things don't scale well. How do I properly reposition? Multiply the coordinates by the scale as well?

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  • Parse/Write JSON with Unity iOS

    - by DannoEterno
    anybody know a tutorial or maybe can help me to develop a parser/reader for JSON compatible with Unity iOS pro? I've already tried different third part libraries but without luck (i've tried json.net, jsonfx, litjson). Im pretty in hurry of doing a simple parser/writer that i can use also under iOS and not only in Desktop. P.s. i can also use third part library, but please, first of suggest be sure that it will work under iOS! Thank you all

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  • A Quick HLSL Question (How to modify some HLSL code)

    - by electroflame
    Thanks for wanting to help! I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code: float distance = length(inTex - in_ShipCenter); float time = in_Time; ///* Simple distance/time combination */ float2 colorIndex = float2(distance - time, .3); float4 shipColor = tex2D(BaseTexture, inTex); float4 ringColor = tex2D(ringTexture, colorIndex); float4 finalColor; finalColor.rgb = (shipColor.rgb) + (ringColor.rgb); finalColor.a = shipColor.a; // Use the base texture's alpha (transparency). return finalColor; This works, and works how I want it to. The ring moves outward from the center of the texture at a steady rate, and is constrained to the edges of the base texture (i.e. it won't continue past an edge). However, there are a few issues with it that I would like some help on, though. They are: By combining the color additively (when I set finalColor.rgb), it makes the resulting ring color much lighter than I want (which, is pretty much the definition of additive blending, but I don't really want additive blending in this case). I would really like to be able to pass in the color that I want the ring to be. Currently, I have to pass in a texture that contains the color of the ring, but I think that doing it that way is kind of wasteful and overly-cumbersome. I know that I'm probably being an idiot over this, so I greatly appreciate the help. Some other (possibly relevant) information: I'm using XNA. I'm applying this by providing it to a SpriteBatch (as an Effect). The SpriteBatch is using BlendState.NonPremultiplied. Thanks in advance! EDIT: Thanks for the answers thus far, as they've helped me get a better grasp of the color issue. However, I'm still unsure of how to pass a color in and not use a texture. i.e. Can I create a tex2D by using a float4 instead of a texture? Or can I make a texture from a float4 and pass the texture in to the tex2D? DOUBLE EDIT: Here's some example pictures: With the effect off: With the effect on: With the effect on, but with the color weighting set to full: As you can see, the color weighting makes the base texture completely black (The background is black, so it looks transparent). You can also see the red it's supposed to be, and then the white-ish it really is when blended additively.

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  • OpenGL - have object follow mouse

    - by kevin james
    I want to have an object follow around my mouse on the screen in OpenGL. (I am also using GLEW, GLFW, and GLM). The best idea I've come up with is: Get the coordinates within the window with glfwGetCursorPos. The window was created with window = glfwCreateWindow( 1024, 768, "Test", NULL, NULL); and the code to get coordinates is double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); Next, I use GLM unproject, to get the coordinates in "object space" glm::vec4 viewport = glm::vec4(0.0f, 0.0f, 1024.0f, 768.0f); glm::vec3 pos = glm::vec3(xpos, ypos, 0.0f); glm::vec3 un = glm::unProject(pos, View*Model, Projection, viewport); There are two potential problems I can already see. The viewport is fine, as the initial x,y, coordinates of the lower left are indeed 0,0, and it's indeed a 1024*768 window. However, the position vector I create doesn't seem right. The Z coordinate should probably not be zero. However, glfwGetCursorPos returns 2D coordinates, and I don't know how to go from there to the 3D window coordinates, especially since I am not sure what the 3rd dimension of the window coordinates even means (since computer screens are 2D). Then, I am not sure if I am using unproject correctly. Assume the View, Model, Projection matrices are all OK. If I passed in the correct position vector in Window coordinates, does the unproject call give me the coordinates in Object coordinates? I think it does, but the documentation is not clear. Finally, to each vertex of the object I want to follow the mouse around, I just increment the x coordinate by un[0], the y coordinate by -un[1], and the z coordinate by un[2]. However, since my position vector that is being unprojected is likely wrong, this is not giving good results; the object does move as my mouse moves, but it is offset quite a bit (i.e. moving the mouse a lot doesn't move the object that much, and the z coordinate is very large). I actually found that the z coordinate un[2] is always the same value no matter where my mouse is, probably because the position vector I pass into unproject always has a value of 0.0 for z. Edit: The (incorrectly) unprojected x-values range from about -0.552 to 0.552, and the y-values from about -0.411 to 0.411.

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  • MeshBuilder, assembly missing

    - by BlackBear
    I'm trying to build a terrain starting from a heightmap. I've already some ideas about the procedure, but I can't even get started. I feel like I have to use a MeshBuider. The problem is that Visual Studio (I'm using the 2008 version) wants an assembly. Effectively on the MSDN there's a line specifying the assembly needed by the MeshBuilder, but I don't know how to import/load it. Any suggestions? Thanks in advance :)

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  • How can I make a rectangle to an irregular shape?

    - by Anil gupta
    I used masking for breaking an image into the below pattern. Now that it's broken into different pieces I need to make a rectangle of each piece. I need to drag the broken pieces and adjust to the correct position so I can reconstruct the image. To drag and put at the right position I need to make the pieces rectangles but I am not getting the idea of how to make rectangles out of these irregular shapes. How can I make rectangles for manipulating these pieces? This is a follow up to my previous question.

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  • How to create projection/view matrix for hole in the monitor effect

    - by Mr Bell
    Lets say I have my XNA app window that is sized at 640 x 480 pixels. Now lets say I have a cube model with its poly's facing in to make a room. This cube is sized 640 units wide by 480 units high by 480 units deep. Lets say the camera is somewhere in front of the box looking at it. How can I set up the view and projection matrices such that the front edge of the box lines up exactly with the edges of the application window? It seems like this should probably involve the Matrix.CreatePerspectiveOffCenter method, but I don't fully understand how the parameters translate on to the screen. For reference, the end result will be something like Johhny Lee's wii head tracking demo: http://www.youtube.com/watch?v=Jd3-eiid-Uw&feature=player_embedded P.S. I realize that his source code is available, but I am afraid I haven't been able to make heads or tails out of it.

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  • Is there any difference between storing textures and baked lighting for environment meshes?

    - by Ben Hymers
    I assume that when texturing environments, one or several textures will be used, and the UVs of the environment geometry will likely overlap on these textures, so that e.g. a tiling brick texture can be used by many parts of the environment, rather than UV unwrapping the entire thing, and having several areas of the texture be identical. If my assumption is wrong, please let me know! Now, when thinking about baking lighting, clearly this can't be done the same way - lighting in general will be unique to every face so the environment must be UV unwrapped without overlap, and lighting must be baked onto unique areas of one or several textures, to give each surface its own texture space to store its lighting. My questions are: Have I got this wrong? If so, how? Isn't baking lighting going to use a lot of texture space? Will the geometry need two UV sets, one used for the colour/normal texture and one for the lighting texture? Anything else you'd like to add? :)

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  • Do I need to store a generic rotation point/radius for rotating around a point other than the origin for object transforms?

    - by Casey
    I'm having trouble implementing a non-origin point rotation. I have a class Transform that stores each component separately in three 3D vectors for position, scale, and rotation. This is fine for local rotations based on the center of the object. The issue is how do I determine/concatenate non-origin rotations in addition to origin rotations. Normally this would be achieved as a Transform-Rotate-Transform for the center rotation followed by a Transform-Rotate-Transform for the non-origin point. The problem is because I am storing the individual components, the final Transform matrix is not calculated until needed by using the individual components to fill an appropriate Matrix. (See GetLocalTransform()) Do I need to store an additional rotation (and radius) for world rotations as well or is there a method of implementation that works while only using the single rotation value? Transform.h #ifndef A2DE_CTRANSFORM_H #define A2DE_CTRANSFORM_H #include "../a2de_vals.h" #include "CMatrix4x4.h" #include "CVector3D.h" #include <vector> A2DE_BEGIN class Transform { public: Transform(); Transform(Transform* parent); Transform(const Transform& other); Transform& operator=(const Transform& rhs); virtual ~Transform(); void SetParent(Transform* parent); void AddChild(Transform* child); void RemoveChild(Transform* child); Transform* FirstChild(); Transform* LastChild(); Transform* NextChild(); Transform* PreviousChild(); Transform* GetChild(std::size_t index); std::size_t GetChildCount() const; std::size_t GetChildCount(); void SetPosition(const a2de::Vector3D& position); const a2de::Vector3D& GetPosition() const; a2de::Vector3D& GetPosition(); void SetRotation(const a2de::Vector3D& rotation); const a2de::Vector3D& GetRotation() const; a2de::Vector3D& GetRotation(); void SetScale(const a2de::Vector3D& scale); const a2de::Vector3D& GetScale() const; a2de::Vector3D& GetScale(); a2de::Matrix4x4 GetLocalTransform() const; a2de::Matrix4x4 GetLocalTransform(); protected: private: a2de::Vector3D _position; a2de::Vector3D _scale; a2de::Vector3D _rotation; std::size_t _curChildIndex; Transform* _parent; std::vector<Transform*> _children; }; A2DE_END #endif Transform.cpp #include "CTransform.h" #include "CVector2D.h" #include "CVector4D.h" A2DE_BEGIN Transform::Transform() : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(nullptr), _children() { /* DO NOTHING */ } Transform::Transform(Transform* parent) : _position(), _scale(1.0, 1.0), _rotation(), _curChildIndex(0), _parent(parent), _children() { /* DO NOTHING */ } Transform::Transform(const Transform& other) : _position(other._position), _scale(other._scale), _rotation(other._rotation), _curChildIndex(0), _parent(other._parent), _children(other._children) { /* DO NOTHING */ } Transform& Transform::operator=(const Transform& rhs) { if(this == &rhs) return *this; this->_position = rhs._position; this->_scale = rhs._scale; this->_rotation = rhs._rotation; this->_curChildIndex = 0; this->_parent = rhs._parent; this->_children = rhs._children; return *this; } Transform::~Transform() { _children.clear(); _parent = nullptr; } void Transform::SetParent(Transform* parent) { _parent = parent; } void Transform::AddChild(Transform* child) { if(child == nullptr) return; _children.push_back(child); } void Transform::RemoveChild(Transform* child) { if(_children.empty()) return; _children.erase(std::remove(_children.begin(), _children.end(), child), _children.end()); } Transform* Transform::FirstChild() { if(_children.empty()) return nullptr; return *(_children.begin()); } Transform* Transform::LastChild() { if(_children.empty()) return nullptr; return *(_children.end()); } Transform* Transform::NextChild() { if(_children.empty()) return nullptr; std::size_t s(_children.size()); if(_curChildIndex >= s) { _curChildIndex = s; return nullptr; } return _children[_curChildIndex++]; } Transform* Transform::PreviousChild() { if(_children.empty()) return nullptr; if(_curChildIndex == 0) { return nullptr; } return _children[_curChildIndex--]; } Transform* Transform::GetChild(std::size_t index) { if(_children.empty()) return nullptr; if(index > _children.size()) return nullptr; return _children[index]; } std::size_t Transform::GetChildCount() const { if(_children.empty()) return 0; return _children.size(); } std::size_t Transform::GetChildCount() { return static_cast<const Transform&>(*this).GetChildCount(); } void Transform::SetPosition(const a2de::Vector3D& position) { _position = position; } const a2de::Vector3D& Transform::GetPosition() const { return _position; } a2de::Vector3D& Transform::GetPosition() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetPosition()); } void Transform::SetRotation(const a2de::Vector3D& rotation) { _rotation = rotation; } const a2de::Vector3D& Transform::GetRotation() const { return _rotation; } a2de::Vector3D& Transform::GetRotation() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetRotation()); } void Transform::SetScale(const a2de::Vector3D& scale) { _scale = scale; } const a2de::Vector3D& Transform::GetScale() const { return _scale; } a2de::Vector3D& Transform::GetScale() { return const_cast<a2de::Vector3D&>(static_cast<const Transform&>(*this).GetScale()); } a2de::Matrix4x4 Transform::GetLocalTransform() const { Matrix4x4 p((_parent ? _parent->GetLocalTransform() : a2de::Matrix4x4::GetIdentity())); Matrix4x4 t(a2de::Matrix4x4::GetTranslationMatrix(_position)); Matrix4x4 r(a2de::Matrix4x4::GetRotationMatrix(_rotation)); Matrix4x4 s(a2de::Matrix4x4::GetScaleMatrix(_scale)); return (p * t * r * s); } a2de::Matrix4x4 Transform::GetLocalTransform() { return static_cast<const Transform&>(*this).GetLocalTransform(); } A2DE_END

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  • Calculating adjacent quads on a quad sphere

    - by Caius Eugene
    I've been experimenting with generating a quad sphere. This sphere subdivides into a quadtree structure. Eventually I'm going to be applying some simplex noise to the vertices of each face to create a terrain like surface. To solve the issue of cracks I want to be able to apply a geomitmap technique of triangle fanning on the edges of each quad, but in order to know the subdivision level of the adjacent quads I need to identify which quads are adjacent to each other. Does anyone know any approaches to computing and storing these adjacent quads for quick lookup? Also It's important that I know which direction they are in so I can easily adjust the correct edge.

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  • coloring box2d body in LibGDX

    - by ved
    I want to color polygon of box2d in LibGDX. Found below useful class for that. http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/glutils/ShapeRenderer.html But, it is not coloring the body instead making colored shapes. I want colored bodies having all the property like gravity, restitution etc. In brief, I want to make colored ball and surface.And i don't want to attach sprite on bodies. Want just fill color in bodies. Need some guidance????

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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  • Direct3D9 application won't write to depth buffer

    - by DeadMG
    I've got an application written in D3D9 which will not write any values to the depth buffer, resulting in incorrect values for the depth test. Things I've checked so far: D3DRS_ZENABLE, set to TRUE D3DRS_ZWRITEENABLE, set to TRUE D3DRS_ZFUNC, set to D3DCMP_LESSEQUAL The depth buffer is definitely bound to the pipeline at the relevant time The depth buffer was correctly cleared before use. I've used PIX to confirm that all of these things occurred as expected. For example, if I clear the depth buffer to 0 instead of 1, then correctly nothing is drawn, and PIX confirms that all the pixels failed the depth test. But I've also used PIX to confirm that my submitted geometry does not write to the depth buffer and so is not correctly rendered. Any other suggestions?

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  • How do I make the Cylinder in the model?

    - by Stanley Chiu
    I have a class which will draw cylinders with deformer's index in the FBX file. The deformer which was in the 3ds max's biped. ex: If I have 22 bones in the deformer's structure, I will draw 22 cylinders. But I was in trouble that I want to let these cylinders in the model. And then I refer to the example (XNA Club Simple Animation 4.0) for my program. But these cylinders are not in correct positions with the model. How do I make these cylinders in correct positions with the model?

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  • Textures do not render on ATI graphics cards?

    - by Mathias Lykkegaard Lorenzen
    I'm rendering textured quads to an orthographic view in XNA through hardware instancing. On Nvidia graphics cards, this all works, tested on 3 machines. On ATI cards, it doesn't work at all, tested on 2 machines. How come? Culling perhaps? My orthographic view is set up like this: Matrix projection = Matrix.CreateOrthographicOffCenter(0, graphicsDevice.Viewport.Width, -graphicsDevice.Viewport.Height, 0, 0, 1); And my elements are rendered with the Z-coordinate 0. Edit: I just figured out something weird. If I do not call this spritebatch code above doing my textured quad rendering code, then it won't work on Nvidia cards either. Could that be due to culling information or something like that? Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone); ... spriteBatch.End(); Edit 2: Here's the full code for my instancing call. public void DrawTextures() { Batch.Instance.SpriteBatch.Begin(SpriteSortMode.Texture, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.Default, RasterizerState.CullNone, textureEffect); while (texturesToDraw.Count > 0) { TextureJob texture = texturesToDraw.Dequeue(); spriteBatch.Draw(texture.Texture, texture.DestinationRectangle, texture.TintingColor); } spriteBatch.End(); #if !NOTEXTUREINSTANCING // no work to do if (positionInBufferTextured > 0) { device.BlendState = BlendState.Opaque; textureEffect.CurrentTechnique = textureEffect.Techniques["Technique1"]; textureEffect.Parameters["Texture"].SetValue(darkTexture); textureEffect.CurrentTechnique.Passes[0].Apply(); if ((textureInstanceBuffer == null) || (positionInBufferTextured > textureInstanceBuffer.VertexCount)) { if (textureInstanceBuffer != null) textureInstanceBuffer.Dispose(); textureInstanceBuffer = new DynamicVertexBuffer(device, texturedInstanceVertexDeclaration, positionInBufferTextured, BufferUsage.WriteOnly); } if (positionInBufferTextured > 0) { textureInstanceBuffer.SetData(texturedInstances, 0, positionInBufferTextured, SetDataOptions.Discard); } device.Indices = textureIndexBuffer; device.SetVertexBuffers(textureGeometryBuffer, new VertexBufferBinding(textureInstanceBuffer, 0, 1)); device.DrawInstancedPrimitives(PrimitiveType.TriangleStrip, 0, 0, textureGeometryBuffer.VertexCount, 0, 2, positionInBufferTextured); // now that we've drawn, it's ok to reset positionInBuffer back to zero, // and write over any vertices that may have been set previously. positionInBufferTextured = 0; } #endif }

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