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Search found 134 results on 6 pages for 'curves'.

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  • Help with GetGlyphOutline function(WinAPI)

    - by user146780
    I want to use this function to get contours and within these contours, I want to get cubic bezier. I think I have to call it with GGO_BEZIER. What puzzles me is how the return buffer works. "A glyph outline is returned as a series of one or more contours defined by a TTPOLYGONHEADER structure followed by one or more curves. Each curve in the contour is defined by a TTPOLYCURVE structure followed by a number of POINTFX data points. POINTFX points are absolute positions, not relative moves. The starting point of a contour is given by the pfxStart member of the TTPOLYGONHEADER structure. The starting point of each curve is the last point of the previous curve or the starting point of the contour. The count of data points in a curve is stored in the cpfx member of TTPOLYCURVE structure. The size of each contour in the buffer, in bytes, is stored in the cb member of TTPOLYGONHEADER structure. Additional curve definitions are packed into the buffer following preceding curves and additional contours are packed into the buffer following preceding contours. The buffer contains as many contours as fit within the buffer returned by GetGlyphOutline." I'm really not sure how to access the contours. I know that I can change a pointer another type of pointer but i'm not sure how I go about getting the contours based on this documentation. Thanks

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  • How to implement a grapher in C#

    - by iansinke
    So I'm writing a graphing calculator. So far I have a semi-functional grapher, however, I'm having a hard time getting a good balance between accurate graphs and smooth looking curves. The current implementation (semi-pseudo-code) looks something like this: for (float i = GraphXMin; i <= GraphXMax; i++) { PointF P = new PointF(i, EvaluateFunction(Function, i) ListOfPoints.Add(P) } Graphics.DrawCurve(ListOfPoints) The problem with this is since it only adds a point at every integer value, graphs end up distorted when their turning points don't fall on integers (e.g. sin(x)^2). I tried incrementing i by something smaller (like 0.1), which works, but the graph looks very rough. I am using C# and GDI+. I have SmoothingMethod set to AntiAlias, so that's not the problem, as you can see from the first graph. Is there some sort of issue with drawing curves with a lot of points? Should the points perhaps be positioned exactly on pixels? I'm sure some of you have worked on something very similar before, so any suggestions? While you're at it, do you have any suggestions for graphing functions with asymptotes? e.g. 1/x^2 P.S. I'm not looking for a library that does all this - I want to write it myself.

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  • How to get results efficiently out of an Octree/Quadtree?

    - by Reveazure
    I am working on a piece of 3D software that has sometimes has to perform intersections between massive numbers of curves (sometimes ~100,000). The most natural way to do this is to do an N^2 bounding box check, and then those curves whose bounding boxes overlap get intersected. I heard good things about octrees, so I decided to try implementing one to see if I would get improved performance. Here's my design: Each octree node is implemented as a class with a list of subnodes and an ordered list of object indices. When an object is being added, it's added to the lowest node that entirely contains the object, or some of that node's children if the object doesn't fill all of the children. Now, what I want to do is retrieve all objects that share a tree node with a given object. To do this, I traverse all tree nodes, and if they contain the given index, I add all of their other indices to an ordered list. This is efficient because the indices within each node are already ordered, so finding out if each index is already in the list is fast. However, the list ends up having to be resized, and this takes up most of the time in the algorithm. So what I need is some kind of tree-like data structure that will allow me to efficiently add ordered data, and also be efficient in memory. Any suggestions?

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  • Make Mac OS X mouse acceleration more Windows-like

    - by TomA
    The mouse acceleration on Mac OS X is driving me nuts. It may work for touchpads but nothing beats the Windows' acceleration curves. Is there a way to modify the behaviour on OS X? I tried getting a Microsoft mouse driver for OS X but it didn't work since my mouse is not from Microsoft.

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  • How do I prevent a curve snapping to a straight line in Flash CS4?

    - by Kelix
    I am trying to do some vector drawing in Flash but am having trouble when "curving" lines. At the moment, unless the curve is significant, it snaps back to a straight line meaning I am finding it impossible to draw shallow curves. Any idea how to turn this snapping off? I have tried turning everything off in View Snapping and it makes no difference.

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  • Simultaneous Animation for a GameObject - Unity3D

    - by Fahim Ali Zain
    Its my second week with Unity. I am doing a 2D game and I have a small GameObject which should change its sprite along with following a definite path defined in Animation Curves. I did both of them in separate .anim files since the transform animation had many keyframes, i thought it wont be good to put the '2' sprite keyframe repeatedly along side the transform keyframe. But the problem is, I cant get it both working together at the same time. I dont want any blending because the animation is timed well already. Also, I tried deleting the sprite change animation and tried it under script changing the SpriteRenderer.Sprite property under Update(); but it works only when the Animator component is disabled in the GameObject. Any Solutions ? :)

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  • Repurpose a Wire Basket as a Game Controller Organizer

    - by Jason Fitzpatrick
    If you’re looking for an easy way to organize your console controllers, this simple repurposing hack turns an IKEA wire basket intended for managing cable clutter into a game controller stand. You won’t need a Dremel tool to install this hack; all you need to do to follow in the foot steps of IKEAHackers reader Leslie is to install a SIGNUM cable basket (or similar cable organizer) upside down so loom curves up instead of down. Instant wire cradle for your controllers (or possibly an open air charging station for your small electronics). Check out the link below for more details. Game Controller Management System [IKEAHackers] How To Make a Youtube Video Into an Animated GIFHTG Explains: What Are Character Encodings and How Do They Differ?How To Make Disposable Sleeves for Your In-Ear Monitors

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  • Is Morton Code algorithm patented?

    - by Statement
    Synonyms: Morton Code, Morton Curve, Z-Order Curve, invented 1966 by G. M. Morton according to wiki. Not to be confused with Hilbert Curves which is closely related and have similar name. I was wondering if mentioned algorithm is patented. More generally, is there any place one can browse patented algorithms? I am quite new to all this legal stuff and I am keen to know more. The real question I have, I guess, is: Can I make money off a library that provides Morton Coding, legally?

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  • Web technologies on GUI apps

    - by Apalala
    I developed many GUI applications for the Windows platform during my early professional career, and saw several GUI frameworks come, have whole magazines devoted to them, and then fade away. MFC is iconic. Tasked with writing yet another GUI application, I starter researching cross-platform frameworks like Qt and WxWindows. I found the same steep learning curves I knew from before, and tooling doesn't help much in building a functional and elegant user interface because its clumsy and complicated. But people are building beautiful and functional UIs on the Web all the time (look at this site!). The standards, the libraries, and the tools are certainly there. My thought and my question: Why not write a GUI in which most of the UI is handled by an embedded browser? I already know that the Qt widgets support a large part of CSS and JavaScript, and programmers with good knowledge about web development are relatively easy to find, ..., so... Have you done something like that before? What's your experience/advise?

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  • Calculating an orbit and approach velocties

    - by Mob
    I have drones in my game that need to approach and orbit a node and shoot at it. Problem is I want to stay away from a real physics simulation, meaning I don't want to give the node and drone a mass and the drone's thrusters' a force. I just want to find the best way to approach and then enter orbit. There was a pretty good answer about using bezier curves and doing it that way, but that is essentially a tween between two fixed points. The nodes are also moving as the drones enter orbit.

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  • How do I create a curved line or filled circle or generally a circle using C++/SDL?

    - by NoobScratcher
    Hello I've been trying for ages to make a pixel circle using the putpixel function provided by SDL main website here is that function : void putpixel(int x,int y , int color , SDL_Surface* surface) { unsigned int *ptr = static_cast <unsigned int *> (surface->pixels); int offset = y * (surface->pitch/sizeof(unsigned int)); ptr[offset + x] = color; } and my question is how do I curve a line or create an circle arc of pixels or any other curved shape then a rectangle or singular pixel or line. for example here are some pictures filled pixel circle below enter link description here now my idea was too change the x and y value of the pixel position using + and - to create the curves but in practice didn't provide the correct results what my results are in this is to be able to create a circle that is made out of pixels only nothing else. thank you for anyone who takes the time to read this question thanks! :D

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  • Lightning whip particle effects

    - by Fibericon
    I'm currently using Mercury Particle Engine for the particle effects in my game, and I'm trying to create a sort of lightning whip - basically a lightning effect bound to a line that curves when the player moves. I know how to use the editor, and I have particle effects working in game. However, I'm completely lost as to where I should start for this specific particle effect. Perhaps if I could find the code for it in a different particle engine, I could convert it, but I can't seem to find that either. What I did find was a lot of tutorials for creating the lines associated with lightning programmatically, which doesn't help in this case because I don't want it to be rigid. Perhaps it would be more like some sort of laser beam with crackling effects around it? I'm running into a wall as far as even beginning to implement this goes.

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  • How do bezier handles work?

    - by user146780
    On Wikipedia I found information about bezier curves and made a function to generate the inbetween points for a bezier polygon. I noticed that Expression Design uses bezier handles. This allows a circle to be made with 4 points each with a bezier handle. I'm just not sure mathematically how this works in relation with the formula for bezier point at time T. How do these handle vectors work to modify the shape? Basically what's there relation to the bezier formula? Thanks

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  • Scared of Calculus - Required to pass Differential Calculus as part of my Computer science major

    - by ke3pup
    Hi guys I'm finishing my Computer science degree in university but my fear of maths (lack of background knowledge) made me to leave all my maths units til' the very end which is now. i either take them on and pass or have to give up. I've passed all my programming units easily but knowing my poor maths skills won't do i've been staying clear of the maths units. I have to pass Differential Calculus and Linear Algebra first. With a help of book named "Linear Algebra: A Modern Introduction" i'm finding myself on track and i think i can pass the Linear Algebra unit. But with differential calculus i can't find a book to help me. They're either too advanced or just too simple for what i have to learn. The things i'm required to know for this units are: Set notation, the real number line, Complex numbers in cartesian form. Complex plane, modulus. Complex numbers in polar form. De Moivre’s Theorem. Complex powers and nth roots. Definition of ei? and ez for z complex. Applications to trigonometry. Revision of domain and range of a function Working in R3. Curves and surfaces. Functions of 2 variables. Level curves.Partial derivatives and tangent planes. The derivative as a difference quotient. Geometric significance of the derivative. Discussion of limit. Higher order partial derivatives. Limits of f(x,y). Continuity. Maxima and minima of f(x,y). The chain rule. Implicit differentiation. Directional derivatives and the gradient. Limit laws, l’Hoˆpital’s rule, composition law. Definition of sinh and cosh and their inverses. Taylor polynomials. The remainder term. Taylor series. Is there a book to help me get on track with the above? Being a student i can't buy too many books hence why i'm looking for a book that covers topics I need to know. The University library has a fairly limited collection which i took as loan but didn't find useful as it was too complex.

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  • ASP.net canvas server control

    - by Pierreten
    I was wondering if anyone has come up with an ASP.net server tag for the HTML5 canvas? I was thinking of something where I could declaritively define paths, curves; etc in the aspx markup, and the control would deliver the js to do this (perhaps with support for browser detection, and delivery of an emulation script for IE browsers.) Maybe a good idea for a Codeplex project for me to start up?

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  • Is it possible to plot a single density over a discrete variable?

    - by mattrepl
    The x-axis is time broken up into time intervals. There is an interval column in the data frame that specifies the time for each row. Plotting a histogram or line using geom_histogram and geom_freqpoly works great, but I'd like to use geom_density to get a filled area. Perhaps there is a better way to achieve this. Right now, if I use geom_density, curves are created for each discrete factor level instead of smoothing over all of them.

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  • Plotting two axes in gnuplot

    - by ldigas
    Is it possible to plot two curves, with two corresponding axes in gnuplot, each of which has a different scale. For example, y=x*2. and y=x*4. in the same graph (they vary enough for them to be "uncomfortable" placed with the same scale) ?

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  • Reverse engineering a bezier curve

    - by Martin
    Given a few sample points on a bézier curve, is it possible to work out the set of possible parameters of the curve? In my specific application there is a limited set of endpoints the curve may have, so I want to generate the set of possible curves, enumerate all of them and pick out all the ones which may end on a valid end point.

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  • Add multiple hist fit to a figure, without the hist

    - by clowny
    Hello, I'm a matlab newbie, and i'd like to superpose some hist fit on a same figure. I know the function histfit, but unfortunatly i can't get to remove the hist and only keep the curve. I guess once i'll know how to do that i'll be able to add several curves using "hold on". Thanx for any answers or advices!

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  • Migrating from ColdFusion to ASP.NET

    - by Pandiya Chendur
    One my client has his website developed using coldfusion... Now I want to migrate that website from coldfusion to asp.net... As a web developer i know it is possible,but want to know a few things Challenges/Learning curves involved in migrating from coldfusion to asp.net... What are the factors i have to watch out for during migration?

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  • HTML5 Canvas + select / drag-and-drop features in a JS lib?

    - by István
    Hi, I'd like to use HTML5 Canvas, but I'd like to use it in terms of shapes, texts and curves, able to attach traditional DOM events like onClick or drag-and-drop functions. Is there any Javascript library that is able to do that for me? I've seen that gwt-canvas is close to this approach, but haven't looked it in details. Thanks, Istvan

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  • Optimizing / simplifying a path

    - by user146780
    Say I have a path with 150 nodes / verticies. How could I simplify if so that for example a straight line with 3 verticies, would remove the middle one since it does nothing to add to the path. Also how could I avoid destroying sharp corners? And how could I remove tiny variations and have smooth curves remaining. Thanks

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