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  • 3D transformations in WPF & DirectX/Direct3D or OpenGL

    - by user2723417
    I need your help with 3D transformations. I have a sphere and I want to deform it by a mouse click or a mouse move. I want to make a furrow or to bite off a piece of the sphere without any breaks of 3D material. It is possible in WPF, but if the quantity of 3D points is more then 25 000, it creates some freezes in a dynamic mode (animation breaks), because the object of MeshGeometry3D class should be reconstructed every time to stop the breaks of 3D material. Give me advice about tools for the realization of my task. Maybe it can be done with the help of DirectX/Direct3D or OpenGL? I am a newcomer in these collections of APIs, but I would like to study them. I need to integrate the process of transformation in WPF application.

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  • How can I create a fast, real-time, fixed length glowing ray?

    - by igf
    Similar to the disintegrate skill in Diablo 3. It should not light other objects in scene. Just glowing and animated. Like in this video http://www.youtube.com/watch?v=D_c4x6aQAG8. Should I use pack of pre-computed glow sources textures for each frame of ray animation like in this article http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html and put it in bloom shader? Is there any other efficient ways to achive this effect? I'm using OpenGL ES 2.0.

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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • How to rotate a set of points on z = 0 plane in 3-D, preserving pairwise distances?

    - by cagirici
    I have a set of points double n[] on the plane z = 0. And I have another set of points double[] m on the plane ax + by + cz + d = 0. Length of n is equal to length of m. Also, euclidean distance between n[i] and n[j] is equal to euclidean distance between m[i] and m[j]. I want to rotate n[] in 3-D, such that for all i, n[i] = m[i] would be true. In other words, I want to turn a plane into another plane, preserving the pairwise distances. Here's my code in java. But it does not help so much: double[] rotate(double[] point, double[] currentEquation, double[] targetEquation) { double[] currentNormal = new double[]{currentEquation[0], currentEquation[1], currentEquation[2]}; double[] targetNormal = new double[]{targetEquation[0], targetEquation[1], targetEquation[2]}; targetNormal = normalize(targetNormal); double angle = angleBetween(currentNormal, targetNormal); double[] axis = cross(targetNormal, currentNormal); double[][] R = getRotationMatrix(axis, angle); return rotated; } double[][] getRotationMatrix(double[] axis, double angle) { axis = normalize(axis); double cA = (float)Math.cos(angle); double sA = (float)Math.sin(angle); Matrix I = Matrix.identity(3, 3); Matrix a = new Matrix(axis, 3); Matrix aT = a.transpose(); Matrix a2 = a.times(aT); double[][] B = { {0, axis[2], -1*axis[1]}, {-1*axis[2], 0, axis[0]}, {axis[1], -1*axis[0], 0} }; Matrix A = new Matrix(B); Matrix R = I.minus(a2); R = R.times(cA); R = R.plus(a2); R = R.plus(A.times(sA)); return R.getArray(); } This is what I get. The point set on the right side is actually part of a point set on the left side. But they are on another plane. Here's a 2-D representation of what I try to do: There are two lines. The line on the bottom is the line I have. The line on the top is the target line. The distances are preserved (a, b and c). Edit: I have tried both methods written in answers. They both fail (I guess). Method of Martijn Courteaux public static double[][] getRotationMatrix(double[] v0, double[] v1, double[] v2, double[] u0, double[] u1, double[] u2) { RealMatrix M1 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*v0[0]}, {0,1,0,-1*v0[1]}, {0,0,1,0}, {0,0,0,1} }); RealMatrix M2 = new Array2DRowRealMatrix(new double[][]{ {1,0,0,-1*u0[0]}, {0,1,0,-1*u0[1]}, {0,0,1,-1*u0[2]}, {0,0,0,1} }); Vector3D imX = new Vector3D((v0[1] - v1[1])*(u2[0] - u0[0]) - (v0[1] - v2[1])*(u1[0] - u0[0]), (v0[1] - v1[1])*(u2[1] - u0[1]) - (v0[1] - v2[1])*(u1[1] - u0[1]), (v0[1] - v1[1])*(u2[2] - u0[2]) - (v0[1] - v2[1])*(u1[2] - u0[2]) ).scalarMultiply(1/((v0[0]*v1[1])-(v0[0]*v2[1])-(v1[0]*v0[1])+(v1[0]*v2[1])+(v2[0]*v0[1])-(v2[0]*v1[1]))); Vector3D imZ = new Vector3D(findEquation(u0, u1, u2)); Vector3D imY = Vector3D.crossProduct(imZ, imX); double[] imXn = imX.normalize().toArray(); double[] imYn = imY.normalize().toArray(); double[] imZn = imZ.normalize().toArray(); RealMatrix M = new Array2DRowRealMatrix(new double[][]{ {imXn[0], imXn[1], imXn[2], 0}, {imYn[0], imYn[1], imYn[2], 0}, {imZn[0], imZn[1], imZn[2], 0}, {0, 0, 0, 1} }); RealMatrix rotationMatrix = MatrixUtils.inverse(M2).multiply(M).multiply(M1); return rotationMatrix.getData(); } Method of Sam Hocevar static double[][] makeMatrix(double[] p1, double[] p2, double[] p3) { double[] v1 = normalize(difference(p2,p1)); double[] v2 = normalize(cross(difference(p3,p1), difference(p2,p1))); double[] v3 = cross(v1, v2); double[][] M = { { v1[0], v2[0], v3[0], p1[0] }, { v1[1], v2[1], v3[1], p1[1] }, { v1[2], v2[2], v3[2], p1[2] }, { 0.0, 0.0, 0.0, 1.0 } }; return M; } static double[][] createTransform(double[] A, double[] B, double[] C, double[] P, double[] Q, double[] R) { RealMatrix c = new Array2DRowRealMatrix(makeMatrix(A,B,C)); RealMatrix t = new Array2DRowRealMatrix(makeMatrix(P,Q,R)); return MatrixUtils.inverse(c).multiply(t).getData(); } The blue points are the calculated points. The black lines indicate the offset from the real position.

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  • How to build a turn-based multiplayer "real time" server

    - by jmosesman
    I want to build a TCG for mobile devices that is multiplayer over the web (not local wifi or bluetooth). As a player plays cards I want the second player to see what is being played in "real time" (within a few seconds). Only one player can play at a time. Server requirements: 1) Continuously listens for input from Player 1 2) As it receives input from Player 1, sends the message to Player 2 I know some PHP, but it seems like unless I had a loop that continued until I broke it (seems like a bad idea) the script would just receive one input and quit. On the mobile side I know I can open sockets using various frameworks, but what language allows a "stream-like" behavior that continuously listens/sends messages on the server? Or if I'm missing something, what would be the best practice here?

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  • How does Minecraft compute lighting for it's non-block objects?

    - by Darestium
    I was wondering how the creator of Minecraft went about lighting the objects (player and pickaxe) based on the lighting level around the player. I have implemented the ability to light the blocks around the player but I can't really think of anyway to implement with objects. Also, when I the player moves and the lighting values change will I have to rebuild it's vertexbuffers? Or is there some other way? Any ideas?

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  • blurry image rendered

    - by Jason
    I'm using Direct2D to render a PNG image using a ID2D1BitmapRenderTarget and then caling it's GetBitmap() function and rendering the image using ID2D1HwndRenderTarget::DrawBitmap(). Some of the images rendered this way are clear but others appear blurry. I did some research and followed a tutorial to make my application "DPI Aware" but it didn't help. What could cause the rendered image to appear blurry? Has anyone experienced this issue before? What can I do about this?

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  • Lost transparency in SDL surfaces drawn manually

    - by Christian Ivicevic
    I want to create SDL_Surface objects for each layer of my 2d tile-based map so that I have to render only one surface per layer rather than too many tiles. With normal tiles which do not have transparent areas this works well, however I am not able to create a SDL_Surface with transparent pixels everywhere to be able to draw some tiles on specific parts which should be visible (I do NOT want the whole surface to appear with a specific opacity - I want to create overlaying tiles where one can look through). Currently I am creating my layers like this to draw with SDL_BlitSurface on them: SDL_Surface* layer = SDL_CreateRGBSurface( SDL_HWSURFACE | SDL_SRCALPHA, layerWidth, layerHeight, 32, 0, 0, 0, 0); If you have a look at this screenshot I have provided here you can see that the bottom layer with no transparent parts gets rendered correctly. However the overlay with the tree tile (which is transparent in the top left corner) is drawn own its own surface which is black and not transparent as expected. The expected result (concerning the transparency) can be seen here Can anyone explain me how to handle surfaces which are actually transparent rather than drawing all my overlay tiles separately?

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  • How can I store spell & items using a std::vector implementation?

    - by Vladimir Marenus
    I'm following along with a book from GameInstitute right now, and it's asking me to: Allow the player to buy and carry healing potions and potions of fireball. You can add an Item array (after you define the item class) to the Player class for storing them, or use a std::vector to store them. I think I would like to use the std::vector implementation, because that seems to confuse me less than making an item class, but I am unsure how to do so. I've heard from many people that vectors are great ways to store dynamic values (such as items, weapons, etc), but I've not seen it used.

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  • How to mix textures in DirectX?

    - by tobsen
    I am new to DirectX development and I am wondering if I am taking the wrong route to achieve the following: I would like to mix three textures which contain transparent areas and some solid areas (Red, Blue, Green). The three textures should blend like shown in this example: How can I achieve that in DirectX (preferably in directx9)? A link or example code would be nice. Update: My rendering method looks like this and I still think I am doing it wrong, because the sprite only shows the last texture (nothing is rendered transparent or blended): void D3DTester::render() { d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); d3ddevice->BeginScene(); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); LPD3DXSPRITE sprite=NULL; HRESULT hres = D3DXCreateSprite(d3ddevice, &sprite); if(hres != S_OK) { throw std::exception(); } sprite->Begin(D3DXSPRITE_ALPHABLEND); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL); } The resulting image looks like this: But I need it to look like this instead: Update2: I figured out that I have to SetRenderState after I use sprite->Begin(D3DXSPRITE_ALPHABLEND); thanks to the hint by Josh Petrie. However, by using this: sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); std::vector<LPDIRECT3DTEXTURE9>::iterator it; for ( it=textures.begin() ; it < textures.end(); it++ ) { sprite->Draw(*it, NULL, NULL, NULL, 0xFFFFFFFF); } sprite->End(); The sprites colors are becoming transparent towards the background scene e.g.: if I use d3ddevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,100,21), 1.0f, 0); the result looks like: Is there any way to avoid that? I would like the sprites be transparent to each other but to be still solid to the background. Update3: After having sombody explained to me, how to do what @LaurentCouvidou and @JoshPetrie suggested, I have a working solution and therfore accept the answer: d3ddevice->BeginScene(); D3DCOLOR white = D3DCOLOR_RGBA((UINT)255, (UINT)255, (UINT)255, 255); D3DCOLOR black = D3DCOLOR_RGBA((UINT)0, (UINT)0, (UINT)0, 255); sprite->Begin(D3DXSPRITE_ALPHABLEND); sprite->Draw(pTextureRed, NULL, NULL, NULL, black); sprite->Draw(pTextureGreen, NULL, NULL, NULL, black); sprite->Draw(pTextureBlue, NULL, NULL, NULL, black); sprite->End(); sprite->Begin(D3DXSPRITE_ALPHABLEND); d3ddevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); d3ddevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); d3ddevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); d3ddevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); sprite->Draw(pTextureRed, NULL, NULL, NULL, white); sprite->Draw(pTextureGreen, NULL, NULL, NULL, white); sprite->Draw(pTextureBlue, NULL, NULL, NULL, white); sprite->End(); d3ddevice->EndScene(); d3ddevice->Present(NULL, NULL, NULL, NULL);

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  • Loading class instance from XML with Texture2D

    - by Thegluestickman
    I'm having trouble with XML and XNA. I want to be able to load weapon settings through XML to make my weapons easier to make and to have less code in the actual project file. So I started out making a basic XML document, something to just assign variables with. But no matter what I changed it gave me a new error every time. The code below gives me a "XML element 'Tag' not found", I added and it started to say the variables weren't found. What I wanted to do in the XML file as well, was load a texture for the file too. So I created a static class to hold my texture values, then in the Texture tag of my XML document I would set it to that instance too. I think that's were the problems are occuring because that's where the "XML element 'Tag' not found" error is pointing me too. My XML document: <XnaContent> <Asset Type="ConversationEngine.Weapon"> <weaponStrength>0</weaponStrength> <damageModifiers>0</damageModifiers> <speed>0</speed> <magicDefense>0</magicDefense> <description>0</description> <identifier>0</identifier> <weaponTexture>LoadWeaponTextures.ironSword</weaponTexture> </Asset> </XnaContent> My Class to load the weapon XML: public class Weapon { public int weaponStrength; public int damageModifiers; public int speed; public int magicDefense; public string description; public string identifier; public Texture2D weaponTexture; } public static class LoadWeaponXML { static Weapon Weapons; public static Weapon WeaponLoad(ContentManager content, int id) { Weapons = content.Load<Weapon>(@"Weapons/" + id); return Weapons; } } public static class LoadWeaponTextures { public static Texture2D ironSword; public static void TextureLoad(ContentManager content) { ironSword = content.Load<Texture2D>("Sword"); } } I'm not entirely sure if you can load textures through XML, but any help would be greatly appreciated.

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  • Stuck with A* implementation

    - by Syed
    I have implemented some A* code in C# using this JavaScript code. My C# implementation is the same as the above javascript code. But I'm unable to get it to work properly, e.g pathfinder blocks itself when the same number of walls are placed in front of it and some other scenarios as well like blocking it one way completely, I am assuming that code is standalone (not having other functionality included in other scripts). Can anyone tell me if the above code is missing any A star functionality?

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  • Refactoring an immediate drawing function into VBO, access violation error

    - by Alex
    I have a MD2 model loader, I am trying to substitute its immediate drawing function with a Vertex Buffer Object one.... I am getting a really annoying access violation reading error and I can't figure out why, but mostly I'd like an opinion as to whether this looks correct (never used VBOs before). This is the original function (that compiles ok) which calculates the keyframe and draws at the same time: glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); What I'd like to do is to calculate all positions before hand, store them in a Vertex array and then draw them. This is what I am trying to replace it with (in the exact same part of the program) int vCount = 0; for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } indices[vCount] = normal[0]; vCount++; indices[vCount] = normal[1]; vCount++; indices[vCount] = normal[2]; vCount++; MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; indices[vCount] = texCoord->texCoordX; vCount++; indices[vCount] = texCoord->texCoordY; vCount++; indices[vCount] = pos[0]; vCount++; indices[vCount] = pos[1]; vCount++; indices[vCount] = pos[2]; vCount++; } } totalVertices = vCount; glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glNormalPointer(GL_FLOAT, 0, indices); glTexCoordPointer(2, GL_FLOAT, sizeof(float)*3, indices); glVertexPointer(3, GL_FLOAT, sizeof(float)*5, indices); glDrawElements(GL_TRIANGLES, totalVertices, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY); // disable vertex arrays glEnableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); First of all, does it look right? Second, I get access violation error "Unhandled exception at 0x01455626 in Graphics_template_1.exe: 0xC0000005: Access violation reading location 0xed5243c0" pointing at line 7 Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; where the two Vs seems to have no value in the debugger.... Till this point the function behaves in exactly the same way as the one above, I don't understand why this happens? Thanks for any help you may be able to provide!

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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • Which K-factor should be used in case players have different K-factor values

    - by DmitryN
    I am implementing a ranking system based on the Elo rating and cannot get a point about the K-factor. If two players with different skills and, therefore, different K-factors are playing, which exactly K-factor should be used when changing their ratings? For example, player A has rating 2500 and K-factor 16 (probability ~75%) while player B has rating 2300 and K-factor 24 (probability ~25%). If player A wins, do I need to use 16 as K-factor for both players or 16 for player A and 24 for player B?

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  • “Advanced” talk to text program [on hold]

    - by Rocky
    So, I have asked this question on 3 sites before, without getting a good answer, basically what I need is: being able to put recorded voice in a file (preferrebly .txt) Automatic recording when saying a key-word Automatic stop of the recording after a bit of silence If you have any idea on how this is possible I would be very happy :) I tried dragon natural speaking before as someone said it would work (it did not) so unless you know how that is possible dont say it ;) (Not sure what site to ask this on)

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  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

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  • Perpendicularity of a normal and a velocity?

    - by Milo
    I'm trying to fake angular velocity on my vehicle when it hits a wall by getting the dot product of the normal of the edge the car is hitting and the vehicle's velocity: Vector2D normVel = new Vector2D(); normVel.equals(vehicle.getVelocity()); normVel.normalize(); float dot = normVel.dot(outNorm); dot = -dot; vehicle.setAngularVelocity(vehicle.getAngularVelocity() + (dot * vehicle.getVelocity().length() * 0.01f)); outNorm is the normal of the wall. The problem is it only works half the time. It seems no matter what, the car always goes clockwise. If the car should head clockwise: -------------------------------------- / / I want the angular velocity to be positive, otherwise if it needs to go CCW: -------------------------------------- \ \ Then the angular velocity should be negative... What should I change to achieve this? Thanks Hmmm... Im not sure why this is not working... for(int i = 0; i < buildings.size(); ++i) { e = buildings.get(i); ArrayList<Vector2D> colPts = vehicle.getRect().getCollsionPoints(e.getRect()); float dist = OBB2D.collisionResponse(vehicle.getRect(), e.getRect(), outNorm); for(int u = 0; u < colPts.size(); ++u) { Vector2D p = colPts.get(u).subtract(vehicle.getRect().getCenter()); vehicle.setTorque(vehicle.getTorque() + p.cross(outNorm)); }

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  • Exporting SWF With Transparent Background For Scaleform/UDK

    - by Alex Shepard
    After looking all over in the UDN and forums I have yet to find a solution for this: I am currently using Flash CS3 and Actionscript 2.0 to build my scaleform menus and I can use them in the UDK. For various reasons I can't use the handy plugin Autodesk supplies to enable this export so I publish my flash documents to swf the old fassioned way and manually use the gfxexport.exe tool to get my .gfx file. I can then import into the UDK the normal way. My problem is that the flash movies that I import will not alpha blend even if the material is set to blend in the alpha channel of the target render texture. My project images are set up to export properly. My classpath for Actionscript 2.0 is set to the correct location. My HTML publish settings have window mode set to Transparent Windowless. Is it possible to export without the scaleform flash extension and still get the desired effects and if so how might I do so? Am I merely missing something from my project setup?

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  • Efficiently checking input and firing events

    - by Jim
    I'm writing an InputHandler class in XNA, and there are several different keys considered valid input (all of type Microsoft.XNA.Framework.Input.Keys). For each key, I have three events: internal event InputEvent XYZPressed; internal event InputEvent XYZHeld; internal event InputEvent XYZReleased; where XYZ is the name of the Keys object representing that key. To fire these events, I have the following for each key: if (Keyboard.GetState().IsKeyDown(XYZ)) { if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZHeld != null) XYZHeld(); } else { if (XYZPressed != null) XYZPressed(); } } else if (PreviousKeyState.IsKeyDown(XYZ)) { if (XYZReleased != null) XYZReleased(); } However, this is a lot of repeated code (the above needs to be repeated for each input key). Aside from being a hassle to write, if any keys are added to/removed from the keys (if functionality is added/removed), a new section needs to be added (or an existing one removed). Is there a cleaner way to do this? Perhaps something along the lines of foreach key check which state it's in fire this key's event for that state where the code does the foreach (automatically checking exactly those keys that "exist") rather than the coder?

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  • Is it possible to do freelancing with 3dsmax?

    - by Mirror51
    I am learning 3dsmax architecture for building models of houses. Is it possible to do freelancing with house modelling thing? For various reasons I have to stay at home. So I was wondering if I can earn some money by making some house models for someone. I really don't know how this works but may be someone can give some ideas. Would I need to go to construction or real estate companies and ask them if they want something like this?

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  • Camera rotation flicker in OpenGL ES 2.0

    - by seahorse
    I implemented an orbit camera in my own OpenGL ES 2.0 application. I was getting extensive amount of flicker while rotating the camera using the mouse. When I added the line eglSwapInterval( ..., 0.1); after eglSwapBuffers() and then the flicker immediately stopped. I am not able to understand why eglSwapInterval solves the flicker problem? (The FPS of my app prior to eglSwapInterval was around 700FPS) (The flicker is NOT due to z-fighting because I have set near and far clip planes as 100 and 500)

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  • Box2D Static-Dynamic body joint eliminates collisions

    - by andrewz
    I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I create a joint (ex. revolute), B no longer collides with C - C passes through it as if it does not exist. What am I doing wrong? How can adding a joint prevent a body from colliding with another body it used to? EDIT: I want to join B with A, and have B collide with C, but not A collide with C. In realistic terms, I'm trying to create a revolute joint between a wheel (B) and a wall (A), and have a box (C) hit the wheel and the wheel would then rotate. EDIT: I create a the simplest revolute joint I can with these parameters (C++): b2RevoluteJointDef def; def.Initialize(A, B, B -> GetWorldCenter()); world -> CreateJoint(&def);

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  • C#: Why Decorate When You Can Intercept

    - by James Michael Hare
    We've all heard of the old Decorator Design Pattern (here) or used it at one time or another either directly or indirectly.  A decorator is a class that wraps a given abstract class or interface and presents the same (or a superset) public interface but "decorated" with additional functionality.   As a really simplistic example, consider the System.IO.BufferedStream, it itself is a descendent of System.IO.Stream and wraps the given stream with buffering logic while still presenting System.IO.Stream's public interface:   1: Stream buffStream = new BufferedStream(rawStream); Now, let's take a look at a custom-code example.  Let's say that we have a class in our data access layer that retrieves a list of products from a database:  1: // a class that handles our CRUD operations for products 2: public class ProductDao 3: { 4: ... 5:  6: // a method that would retrieve all available products 7: public IEnumerable<Product> GetAvailableProducts() 8: { 9: var results = new List<Product>(); 10:  11: // must create the connection 12: using (var con = _factory.CreateConnection()) 13: { 14: con.ConnectionString = _productsConnectionString; 15: con.Open(); 16:  17: // create the command 18: using (var cmd = _factory.CreateCommand()) 19: { 20: cmd.Connection = con; 21: cmd.CommandText = _getAllProductsStoredProc; 22: cmd.CommandType = CommandType.StoredProcedure; 23:  24: // get a reader and pass back all results 25: using (var reader = cmd.ExecuteReader()) 26: { 27: while(reader.Read()) 28: { 29: results.Add(new Product 30: { 31: Name = reader["product_name"].ToString(), 32: ... 33: }); 34: } 35: } 36: } 37: }            38:  39: return results; 40: } 41: } Yes, you could use EF or any myriad other choices for this sort of thing, but the germaine point is that you have some operation that takes a non-trivial amount of time.  What if, during the production day I notice that my application is performing slowly and I want to see how much of that slowness is in the query versus my code.  Well, I could easily wrap the logic block in a System.Diagnostics.Stopwatch and log the results to log4net or other logging flavor of choice: 1:     // a class that handles our CRUD operations for products 2:     public class ProductDao 3:     { 4:         private static readonly ILog _log = LogManager.GetLogger(typeof(ProductDao)); 5:         ... 6:         7:         // a method that would retrieve all available products 8:         public IEnumerable<Product> GetAvailableProducts() 9:         { 10:             var results = new List<Product>(); 11:             var timer = Stopwatch.StartNew(); 12:             13:             // must create the connection 14:             using (var con = _factory.CreateConnection()) 15:             { 16:                 con.ConnectionString = _productsConnectionString; 17:                 18:                 // and all that other DB code... 19:                 ... 20:             } 21:             22:             timer.Stop(); 23:             24:             if (timer.ElapsedMilliseconds > 5000) 25:             { 26:                 _log.WarnFormat("Long query in GetAvailableProducts() took {0} ms", 27:                     timer.ElapsedMillseconds); 28:             } 29:             30:             return results; 31:         } 32:     } In my eye, this is very ugly.  It violates Single Responsibility Principle (SRP), which says that a class should only ever have one responsibility, where responsibility is often defined as a reason to change.  This class (and in particular this method) has two reasons to change: If the method of retrieving products changes. If the method of logging changes. Well, we could “simplify” this using the Decorator Design Pattern (here).  If we followed the pattern to the letter, we'd need to create a base decorator that implements the DAOs public interface and forwards to the wrapped instance.  So let's assume we break out the ProductDAO interface into IProductDAO using your refactoring tool of choice (Resharper is great for this). Now, ProductDao will implement IProductDao and get rid of all logging logic: 1:     public class ProductDao : IProductDao 2:     { 3:         // this reverts back to original version except for the interface added 4:     } 5:  And we create the base Decorator that also implements the interface and forwards all calls: 1:     public class ProductDaoDecorator : IProductDao 2:     { 3:         private readonly IProductDao _wrappedDao; 4:         5:         // constructor takes the dao to wrap 6:         public ProductDaoDecorator(IProductDao wrappedDao) 7:         { 8:             _wrappedDao = wrappedDao; 9:         } 10:         11:         ... 12:         13:         // and then all methods just forward their calls 14:         public IEnumerable<Product> GetAvailableProducts() 15:         { 16:             return _wrappedDao.GetAvailableProducts(); 17:         } 18:     } This defines our base decorator, then we can create decorators that add items of interest, and for any methods we don't decorate, we'll get the default behavior which just forwards the call to the wrapper in the base decorator: 1:     public class TimedThresholdProductDaoDecorator : ProductDaoDecorator 2:     { 3:         private static readonly ILog _log = LogManager.GetLogger(typeof(TimedThresholdProductDaoDecorator)); 4:         5:         public TimedThresholdProductDaoDecorator(IProductDao wrappedDao) : 6:             base(wrappedDao) 7:         { 8:         } 9:         10:         ... 11:         12:         public IEnumerable<Product> GetAvailableProducts() 13:         { 14:             var timer = Stopwatch.StartNew(); 15:             16:             var results = _wrapped.GetAvailableProducts(); 17:             18:             timer.Stop(); 19:             20:             if (timer.ElapsedMilliseconds > 5000) 21:             { 22:                 _log.WarnFormat("Long query in GetAvailableProducts() took {0} ms", 23:                     timer.ElapsedMillseconds); 24:             } 25:             26:             return results; 27:         } 28:     } Well, it's a bit better.  Now the logging is in its own class, and the database logic is in its own class.  But we've essentially multiplied the number of classes.  We now have 3 classes and one interface!  Now if you want to do that same logging decorating on all your DAOs, imagine the code bloat!  Sure, you can simplify and avoid creating the base decorator, or chuck it all and just inherit directly.  But regardless all of these have the problem of tying the logging logic into the code itself. Enter the Interceptors.  Things like this to me are a perfect example of when it's good to write an Interceptor using your class library of choice.  Sure, you could design your own perfectly generic decorator with delegates and all that, but personally I'm a big fan of Castle's Dynamic Proxy (here) which is actually used by many projects including Moq. What DynamicProxy allows you to do is intercept calls into any object by wrapping it with a proxy on the fly that intercepts the method and allows you to add functionality.  Essentially, the code would now look like this using DynamicProxy: 1: // Note: I like hiding DynamicProxy behind the scenes so users 2: // don't have to explicitly add reference to Castle's libraries. 3: public static class TimeThresholdInterceptor 4: { 5: // Our logging handle 6: private static readonly ILog _log = LogManager.GetLogger(typeof(TimeThresholdInterceptor)); 7:  8: // Handle to Castle's proxy generator 9: private static readonly ProxyGenerator _generator = new ProxyGenerator(); 10:  11: // generic form for those who prefer it 12: public static object Create<TInterface>(object target, TimeSpan threshold) 13: { 14: return Create(typeof(TInterface), target, threshold); 15: } 16:  17: // Form that uses type instead 18: public static object Create(Type interfaceType, object target, TimeSpan threshold) 19: { 20: return _generator.CreateInterfaceProxyWithTarget(interfaceType, target, 21: new TimedThreshold(threshold, level)); 22: } 23:  24: // The interceptor that is created to intercept the interface calls. 25: // Hidden as a private inner class so not exposing Castle libraries. 26: private class TimedThreshold : IInterceptor 27: { 28: // The threshold as a positive timespan that triggers a log message. 29: private readonly TimeSpan _threshold; 30:  31: // interceptor constructor 32: public TimedThreshold(TimeSpan threshold) 33: { 34: _threshold = threshold; 35: } 36:  37: // Intercept functor for each method invokation 38: public void Intercept(IInvocation invocation) 39: { 40: // time the method invocation 41: var timer = Stopwatch.StartNew(); 42:  43: // the Castle magic that tells the method to go ahead 44: invocation.Proceed(); 45:  46: timer.Stop(); 47:  48: // check if threshold is exceeded 49: if (timer.Elapsed > _threshold) 50: { 51: _log.WarnFormat("Long execution in {0} took {1} ms", 52: invocation.Method.Name, 53: timer.ElapsedMillseconds); 54: } 55: } 56: } 57: } Yes, it's a bit longer, but notice that: This class ONLY deals with logging long method calls, no DAO interface leftovers. This class can be used to time ANY class that has an interface or virtual methods. Personally, I like to wrap and hide the usage of DynamicProxy and IInterceptor so that anyone who uses this class doesn't need to know to add a Castle library reference.  As far as they are concerned, they're using my interceptor.  If I change to a new library if a better one comes along, they're insulated. Now, all we have to do to use this is to tell it to wrap our ProductDao and it does the rest: 1: // wraps a new ProductDao with a timing interceptor with a threshold of 5 seconds 2: IProductDao dao = TimeThresholdInterceptor.Create<IProductDao>(new ProductDao(), 5000); Automatic decoration of all methods!  You can even refine the proxy so that it only intercepts certain methods. This is ideal for so many things.  These are just some of the interceptors we've dreamed up and use: Log parameters and returns of methods to XML for auditing. Block invocations to methods and return default value (stubbing). Throw exception if certain methods are called (good for blocking access to deprecated methods). Log entrance and exit of a method and the duration. Log a message if a method takes more than a given time threshold to execute. Whether you use DynamicProxy or some other technology, I hope you see the benefits this adds.  Does it completely eliminate all need for the Decorator pattern?  No, there may still be cases where you want to decorate a particular class with functionality that doesn't apply to the world at large. But for all those cases where you are using Decorator to add functionality that's truly generic.  I strongly suggest you give this a try!

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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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