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  • (Quaternion based) Trouble moving foward based on model rotation

    - by ChocoMan
    Using quaternions, I'm having trouble moving my model in its facing direction. Currently the model moves can move in all cardinal directions with no problems. The problem comes when I rotate the move as it still travelling in the direction of world space. Meaning, if I'm moving forward, backward or any other direction while rotating the model, the model acts like its a figure skater spinning while traveling in the same direction. How do I update the direction of travel proper with the facing direction of the model? Rotates model on Y-axis: Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); Moves model forward: // Move Forward if (pController.IsButtonDown(Buttons.LeftThumbstickUp)) { SpeedX = (float)(Math.Sin(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; SpeedZ = (float)(Math.Cos(ModelLoad.ModelRotation)) * FWDSpeedMax * pController.ThumbSticks.Left.Y * (float)gameTime.ElapsedGameTime.TotalSeconds; // Update model position ModelLoad._modelPos += Vector3.Forward * SpeedZ; ModelLoad._modelPos += Vector3.Left * SpeedX; }

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  • Matrix multiplication - Scene Graphs

    - by bgarate
    I wrote a MatrixStack class in C# to use in a SceneGraph. So, to get the world matrix for an object I am suposed to use: WorldMatrix = ParentWorld * LocalTransform But, in fact, it only works as expected when I do the other way: WorldMatrix = LocalTransform * ParentWorld Mi code is: public class MatrixStack { Stack<Matrix> stack = new Stack<Matrix>(); Matrix result = Matrix.Identity; public void PushMatrix(Matrix matrix) { stack.Push(matrix); result = matrix * result; } public Matrix PopMatrix() { result = Matrix.Invert(stack.Peek()) * result; return stack.Pop(); } public Matrix Result { get { return result; } } public void Clear() { stack.Clear(); result = Matrix.Identity; } } Why it works this way and not the other? Thanks!

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • how to do event checks for loops?

    - by yao jiang
    I am having some trouble getting the logic down for this. Currently, I have an app that animates the astar pathfinding algorithm. On start of the app, the ui will show the following: User can press "space" to randomly choose start/end coords, then the app will animate it. Or, user can choose the start/end by left-click/right-click. During the animation, the user can also left-click to generate blocks, or right-click to choose a new destiantion. Where I am stuck at is how to handle the events while the app is animating. Right now, I am checking events in the main loop, then when the app is animating, I do event checks again. While it works fine, I feel that I am probably doing it wrong. What is the proper way of setting up the main loop that will handle the events while the app is animating? In main loop, the app start animating once user choose start/end. In my draw function, I am putting another event checker in there. def clear(rows): for r in range(rows): for c in range(rows): if r%3 == 1 and c%3 == 1: color = brown; grid[r][c] = 1; buildCoor.append(r); buildCoor.append(c); else: color = white; grid[r][c] = 0; pick_image(screen, color, width*c, height*r); pygame.display.flip(); os.system('cls'); # draw out the grid def draw(start, end, grid, route_coord): # draw the end coords color = red; pick_image(screen, color, width*end[1],height*end[0]); pygame.display.flip(); # then draw the rest of the route for i in range(len(route_coord)): # pausing because we want animation time.sleep(speed); # get the x/y coords x,y = route_coord[i]; event_on = False; if grid[x][y] == 2: color = green; elif grid[x][y] == 3: color = blue; for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 3: print "destination change detected, rerouting"; # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; grid[r][c] = 4; end = [r, c]; elif event.button == 1: print "user generated event"; pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # mark it as a block for now grid[r][c] = 1; event_on = True; if check_events([x,y]) or event_on: # there is an event # mark it as a block for now grid[y][x] = 1; pick_image(screen, event_x, width*y, height*x); pygame.display.flip(); # then find a new route new_start = route_coord[i-1]; marked_grid, route_coord = find_route(new_start, end, grid); draw(new_start, end, grid, route_coord); return; # just end draw here so it wont throw the "index out of range" error elif grid[x][y] == 4: color = red; pick_image(screen, color, width*y, height*x); pygame.display.flip(); # clear route coord list, otherwise itll just add more unwanted coords route_coord_list[:] = []; clear(rows); # main loop while not done: # check the events for event in pygame.event.get(): # mouse events if event.type == pygame.MOUSEBUTTONDOWN: # get mouse position, px coords pos = pygame.mouse.get_pos(); # get grid coord c = pos[0] // width; r = pos[1] // height; # find which button pressed, highlight grid accordingly if event.button == 1: # left click, start coords if grid[r][c] == 2: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 4: grid[r][c] = 2; start = [r,c]; color = green; else: grid[r][c] = 1; color = brown; elif event.button == 3: # right click, end coords if grid[r][c] == 4: grid[r][c] = 0; color = white; elif grid[r][c] == 0 or grid[r][c] == 2: grid[r][c] = 4; end = [r,c]; color = red; else: grid[r][c] = 1; color = brown; pick_image(screen, color, width*c, height*r); # keyboard events elif event.type == pygame.KEYDOWN: clear(rows); # one way to quit program if event.key == pygame.K_ESCAPE: print "program will now exit."; done = True; # space key for random start/end elif event.key == pygame.K_SPACE: # first clear the ui clear(rows); # now choose random start/end coords buildLoc = zip(buildCoor,buildCoor[1:])[::2]; #print buildLoc; (start_x, start_y, end_x, end_y) = pick_point(); while (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: (start_x, start_y, end_x, end_y) = pick_point(); clear(rows); print "chosen random start/end coords: ", (start_x, start_y, end_x, end_y); if (start_x, start_y) in buildLoc or (end_x, end_y) in buildLoc: print "error"; # draw the route marked_grid, route_coord = find_route([start_x,start_y],[end_x,end_y], grid); draw([start_x, start_y], [end_x, end_y], marked_grid, route_coord); # return key for user defined start/end elif event.key == pygame.K_RETURN: # first clear the ui clear(rows); # get the user defined start/end print "user defined start/end are: ", (start[0], start[1], end[0], end[1]); grid[start[0]][start[1]] = 1; grid[end[0]][end[1]] = 2; # draw the route marked_grid, route_coord = find_route(start, end, grid); draw(start, end, marked_grid, route_coord); # c to clear the screen elif event.key == pygame.K_c: print "clearing screen."; clear(rows); # go fullscreen elif event.key == pygame.K_f: if not full_sc: pygame.display.set_mode([1366, 768], pygame.FULLSCREEN); full_sc = True; rows = 15; clear(rows); else: pygame.display.set_mode(size); full_sc = False; # +/- key to change speed of animation elif event.key == pygame.K_LEFTBRACKET: if speed >= 0.1: print SPEED_UP; speed = speed_up(speed); print speed; else: print FASTEST; print speed; elif event.key == pygame.K_RIGHTBRACKET: if speed < 1.0: print SPEED_DOWN; speed = slow_down(speed); print speed; else: print SLOWEST print speed; # second method to quit program elif event.type == pygame.QUIT: print "program will now exit."; done = True; # limit to 20 fps clock.tick(20); # update the screen pygame.display.flip();

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  • Multiple audio sources on a single gameObject in unity

    - by angryInsomniac
    So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting audioSource into the sound manager. However, there is a complication wherein if I want to overlay multiple looping sounds, I need to have multiple audio sources on an object, which is fine , so I created two in my script instantiated them and played my clips on them and then the world went crazy. For some reason, when I create two audio Sources in an object only the latest one is ever used, even if I explicitly keep objects separated, playing a clip on one or the other plays the clip on the last one that was created, furthermore, either this last one is not created in the right place or somehow messes with the rolloff rules because I can hear it all across my level, havign just one source works fine, but putting a second one on it causes shit to go batshit insane. Does anyone know the reason / solution for this ? Some pseudocode : guardSoundsSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardSoundsSource.name = "Guard_Sounds_source"; // Setup this source guardThrusterSource = (AudioSource)gameObject.AddComponent("AudioSource"); guardThrusterSource.name = "Guard_Thruster_Source"; // setup this source // play using custom Sound manager soundMan.soundMgr.playOnSource(guardSoundsSource,"Guard_Idle_loop" ,true,GameManager.Manager.PlayerType); // this method prints out the name of the source the sound was to be played on and it always shows "Guard_Thruster_Source" even on the "Guard_Idle_loop" even though I clearly told it to use "Guard_Sounds_source"

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  • Flip rotation matrix

    - by azer89
    right now i'm doing character control with kinect. Basically i need to mirror the joint orientation because the character faces the player. Somehow by googling through internet i've done it and everything works very well. But i have little idea about how the math works, here's my code: //------------------------------------------------------------------------------------- Ogre::Quaternion JointOrientationCalculator::buildQuaternion(Ogre::Vector3 xAxis, Ogre::Vector3 yAxis, Ogre::Vector3 zAxis) { Ogre::Matrix3 mat; if(isMirror) { mat = Ogre::Matrix3(xAxis.x, yAxis.x, zAxis.x, xAxis.y, yAxis.y, zAxis.y, xAxis.z, yAxis.z, zAxis.z); Ogre::Matrix3 flipMat(1, 0, 0, 0, 1, 0, 0, 0, -1); mat = flipMat * mat * flipMat; } else { mat = Ogre::Matrix3(xAxis.x, -yAxis.x, zAxis.x, -xAxis.y, yAxis.y, -zAxis.y, xAxis.z, -yAxis.z, zAxis.z); } Ogre::Quaternion q; q.FromRotationMatrix(mat); return q; } when i need to mirror/flip it by axes z i calculate mat = flipMat * mat * flipMat; but i don't understand how this equation works.

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • Doing an SNES Mode 7 (affine transform) effect in pygame

    - by 2D_Guy
    Is there such a thing as a short answer on how to do a Mode 7 / mario kart type effect in pygame? I have googled extensively, all the docs I can come up with are dozens of pages in other languages (asm, c) with lots of strange-looking equations and such. Ideally, I would like to find something explained more in English than in mathematical terms. I can use PIL or pygame to manipulate the image/texture, or whatever else is necessary. I would really like to achieve a mode 7 effect in pygame, but I seem close to my wit's end. Help would be greatly appreciated. Any and all resources or explanations you can provide would be fantastic, even if they're not as simple as I'd like them to be. If I can figure it out, I'll write a definitive how to do mode 7 for newbies page. edit: mode 7 doc: http://www.coranac.com/tonc/text/mode7.htm

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • Only draw visible objects to the camera in 2D

    - by Deukalion
    I have Map, each map has an array of Ground, each Ground consists of an array of VertexPositionTexture and a texture name reference so it renders a texture at these points (as a shape through triangulation). Now when I render my map I only want to get a list of all objects that are visible in the camera. (So I won't loop through more than I have to) Structs: public struct Map { public Ground[] Ground { get; set; } } public struct Ground { public int[] Indexes { get; set; } public VertexPositionNormalTexture[] Points { get; set; } public Vector3 TopLeft { get; set; } public Vector3 TopRight { get; set; } public Vector3 BottomLeft { get; set; } public Vector3 BottomRight { get; set; } } public struct RenderBoundaries<T> { public BoundingBox Box; public T Items; } when I load a map: foreach (Ground ground in CurrentMap.Ground) { Boundaries.Add(new RenderBoundaries<Ground>() { Box = BoundingBox.CreateFromPoints(new Vector3[] { ground.TopLeft, ground.TopRight, ground.BottomLeft, ground.BottomRight }), Items = ground }); } TopLeft, TopRight, BottomLeft, BottomRight are simply the locations of each corner that the shape make. A rectangle. When I try to loop through only the objects that are visible I do this in my Draw method: public int Draw(GraphicsDevice device, ICamera camera) { BoundingFrustum frustum = new BoundingFrustum(camera.View * camera.Projection); // Visible count int count = 0; EffectTexture.World = camera.World; EffectTexture.View = camera.View; EffectTexture.Projection = camera.Projection; foreach (EffectPass pass in EffectTexture.CurrentTechnique.Passes) { pass.Apply(); foreach (RenderBoundaries<Ground> render in Boundaries.Where(m => frustum.Contains(m.Box) != ContainmentType.Disjoint)) { // Draw ground count++; } } return count; } When I try adding just one ground, then moving the camera so the ground is out of frame it still returns 1 which means it still gets draw even though it's not within the camera's view. Am I doing something or wrong or can it be because of my Camera? Any ideas why it doesn't work?

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  • Making XNA Play Nice With 3DS Max, Boundiing Spheres

    - by Jason R. Mick
    I'm using 3DS Max 2010 with the KW x-porter plugin, which outputs a .X file (just downloaded the very latest version). Been getting some odd results: http://www.picvalley.net/u/2930/2265240220441812321333990933PAStFeSONWQslOrMQC5q.PNG Looks like the culling is screwed up. Note, that models I make in Milkshape don't seem to be having these problems. I've also tried to export an FBX file from 3DS Max 2010 and have been getting similar results. What are your suggestions in terms of exporting *.3DS models to a workable XNA form? What tools do you use?. To be clear, the model in question has none of these defects when viewed from similar angles in 3DS Max 2010. http://www.picvalley.net/u/2563/151728957814855401111333991302mSvEJ03Zv22GwHFgIhiV.PNG Any ideas on this oddity would also be appreciated! Edit 1 -- Add'l issue Forgot to mention, that the model otherwise seems alright, but that rotation seems to double -- in other words, when I scroll my camera view left to right, the model (whose draw I give the camera for the view and perspective matrices w/ BasicEffect seems to rotate twice as much as models I draw natively in XNA

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  • CSM DX11 issues

    - by KaiserJohaan
    I got CSM to work in OpenGL, and now Im trying to do the same in directx. I'm using the same math library and all and I'm pretty much using the alghorithm straight off. I am using right-handed, column major matrices from GLM. The light is looking (-1, -1, -1). The problem I have is twofolds; For some reason, the ground floor is causing alot of (false) shadow artifacts, like the vast shadowed area you see. I confirmed this when I disabled the ground for the depth pass, but thats a hack more than anything else The shadows are inverted compared to the shadowmap. If you squint you can see the chairs shadows should be mirrored instead. This is the first cascade shadow map, in range of the alien and the chair: I can't figure out why this is. This is the depth pass: for (uint32_t cascadeIndex = 0; cascadeIndex < NUM_SHADOWMAP_CASCADES; cascadeIndex++) { mShadowmap.BindDepthView(context, cascadeIndex); CameraFrustrum cameraFrustrum = CalculateCameraFrustrum(degreesFOV, aspectRatio, nearDistArr[cascadeIndex], farDistArr[cascadeIndex], cameraViewMatrix); lightVPMatrices[cascadeIndex] = CreateDirLightVPMatrix(cameraFrustrum, lightDir); mVertexTransformPass.RenderMeshes(context, renderQueue, meshes, lightVPMatrices[cascadeIndex]); lightVPMatrices[cascadeIndex] = gBiasMatrix * lightVPMatrices[cascadeIndex]; farDistArr[cascadeIndex] = -farDistArr[cascadeIndex]; } CameraFrustrum CalculateCameraFrustrum(const float fovDegrees, const float aspectRatio, const float minDist, const float maxDist, const Mat4& cameraViewMatrix) { CameraFrustrum ret = { Vec4(1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, -1.0f, -1.0f, 1.0f), Vec4(-1.0f, 1.0f, -1.0f, 1.0f), Vec4(1.0f, -1.0f, 1.0f, 1.0f), Vec4(1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, 1.0f, 1.0f, 1.0f), Vec4(-1.0f, -1.0f, 1.0f, 1.0f), }; const Mat4 perspectiveMatrix = PerspectiveMatrixFov(fovDegrees, aspectRatio, minDist, maxDist); const Mat4 invMVP = glm::inverse(perspectiveMatrix * cameraViewMatrix); for (Vec4& corner : ret) { corner = invMVP * corner; corner /= corner.w; } return ret; } Mat4 CreateDirLightVPMatrix(const CameraFrustrum& cameraFrustrum, const Vec3& lightDir) { Mat4 lightViewMatrix = glm::lookAt(Vec3(0.0f), -glm::normalize(lightDir), Vec3(0.0f, -1.0f, 0.0f)); Vec4 transf = lightViewMatrix * cameraFrustrum[0]; float maxZ = transf.z, minZ = transf.z; float maxX = transf.x, minX = transf.x; float maxY = transf.y, minY = transf.y; for (uint32_t i = 1; i < 8; i++) { transf = lightViewMatrix * cameraFrustrum[i]; if (transf.z > maxZ) maxZ = transf.z; if (transf.z < minZ) minZ = transf.z; if (transf.x > maxX) maxX = transf.x; if (transf.x < minX) minX = transf.x; if (transf.y > maxY) maxY = transf.y; if (transf.y < minY) minY = transf.y; } Mat4 viewMatrix(lightViewMatrix); viewMatrix[3][0] = -(minX + maxX) * 0.5f; viewMatrix[3][1] = -(minY + maxY) * 0.5f; viewMatrix[3][2] = -(minZ + maxZ) * 0.5f; viewMatrix[0][3] = 0.0f; viewMatrix[1][3] = 0.0f; viewMatrix[2][3] = 0.0f; viewMatrix[3][3] = 1.0f; Vec3 halfExtents((maxX - minX) * 0.5, (maxY - minY) * 0.5, (maxZ - minZ) * 0.5); return OrthographicMatrix(-halfExtents.x, halfExtents.x, -halfExtents.y, halfExtents.y, halfExtents.z, -halfExtents.z) * viewMatrix; } And this is the pixel shader used for the lighting stage: #define DEPTH_BIAS 0.0005 #define NUM_CASCADES 4 cbuffer DirectionalLightConstants : register(CBUFFER_REGISTER_PIXEL) { float4x4 gSplitVPMatrices[NUM_CASCADES]; float4x4 gCameraViewMatrix; float4 gSplitDistances; float4 gLightColor; float4 gLightDirection; }; Texture2D gPositionTexture : register(TEXTURE_REGISTER_POSITION); Texture2D gDiffuseTexture : register(TEXTURE_REGISTER_DIFFUSE); Texture2D gNormalTexture : register(TEXTURE_REGISTER_NORMAL); Texture2DArray gShadowmap : register(TEXTURE_REGISTER_DEPTH); SamplerComparisonState gShadowmapSampler : register(SAMPLER_REGISTER_DEPTH); float4 ps_main(float4 position : SV_Position) : SV_Target0 { float4 worldPos = gPositionTexture[uint2(position.xy)]; float4 diffuse = gDiffuseTexture[uint2(position.xy)]; float4 normal = gNormalTexture[uint2(position.xy)]; float4 camPos = mul(gCameraViewMatrix, worldPos); uint index = 3; if (camPos.z > gSplitDistances.x) index = 0; else if (camPos.z > gSplitDistances.y) index = 1; else if (camPos.z > gSplitDistances.z) index = 2; float3 projCoords = (float3)mul(gSplitVPMatrices[index], worldPos); float viewDepth = projCoords.z - DEPTH_BIAS; projCoords.z = float(index); float visibilty = gShadowmap.SampleCmpLevelZero(gShadowmapSampler, projCoords, viewDepth); float angleNormal = clamp(dot(normal, gLightDirection), 0, 1); return visibilty * diffuse * angleNormal * gLightColor; } As you can see I am using depth bias and a bias matrix. Any hints on why this behaves so wierdly?

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  • Limit the amount a camera can pitch

    - by ChocoMan
    I'm having problems trying to limit the range my camera can pitch. Currently my camera can pitch around a model without restriction, but having a hard time trying to find the value of the degree/radian the camera is currently at after pitching. Here is what I got so far: // Moves camera with thumbstick Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); // Pitch Camera around model public void cameraPitch(float pitch) { pitchAngle = ModelLoad.camTarget - ModelLoad.CameraPos; axisPitch = Vector3.Cross(Vector3.Up, pitchAngle); // pitch constrained to model's orientation axisPitch.Normalize(); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget; } I've tried restraining the Y-camera position of ModelLoad.CameraPos.Y, but doing so gave me some unwanted results.

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  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

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  • Frustum culling with third person camera

    - by Christian Frantz
    I have a third person camera that contains two matrices: view and projection, and two Vector3's: camPosition and camTarget. I've read up on frustum culling and it makes it seem easy enough for a first person camera, but how would I implement this for a third person camera? I need to take into effect the objects I can see behind me too. How would I implement this into my camera class so it runs at the same time as my update method? public void CameraUpdate(Matrix objectToFollow) { camPosition = objectToFollow.Translation + (objectToFollow.Backward *backward) + (objectToFollow.Up * up); camTarget = objectToFollow.Translation; view = Matrix.CreateLookAt(camPosition, camTarget, Vector3.Up); } Can I just create another method within the class which creates a bounding sphere with a value from my camera and then uses the culling based on that? And if so, which value am I using to create the bounding sphere from? After this is implemented, I'm planning on using occlusion culling for the faces of my objects adjacent to other objects. Will using just one or the other make a difference? Or will both of them be better? I'm trying to keep my framerate as high as possible

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  • Why does my terrain turn white when I get close to it?

    - by Starkers
    When I zoom in on my terrain it goes white: The further in I zoom, the greater the whiteness becomes. Is this normal? Is this to speed up rendering or something? Can I turn it off? I'm also getting these error messages in the console over and over again: rc.right != m_GfxWindow-GetWidth() || rc.bottom != m_GfxWindow-GetHeight() and GUI Window tries to begin rendering while something else has not finished rendering! Either you have a recursive OnGUI rendering, or previous OnGUI did not clean up properly. Does this bear any correlation on the issue? Update I create virtual desktops to flit between using the program Deskpot. Turning this program off and restarting has stopped the above errors appearing in the console. However, I still get white terrain when I zoom in. Not a single error message. I've restarted my computer to no avail. I have an Asus NVidia GeForce GTX 760 2GB DDR5 Direct CU II OC Edition Graphics Card. Any known issues? Update I don't think it's fog...

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  • Warp GameObject Size When Entering/Leaving Area

    - by Julian
    Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of the area will be magnified upon entering and shrunk upon leaving. So now you more or less are made up of two rectangles, one small and one large. What would be an elegant approach towards achieving this effect?

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  • Pitch camera around model

    - by ChocoMan
    Currently, my camera rotates with my model's Y-Axis (yaw) perfectly. What I'm having trouble with is rotating the X-Axis (pitch) along with it. I've tried the same method for cameraYaw() in the form of cameraPitch(), while adjusting the axis to Vector.Right, but the camera wouldn't pitch at all in accordance to the Y-Axes of the controller. Is there a way similar to this to get the same effect for pitching the camera around the model? // Rotates model on its own Y-axis public void modelRotMovement(GamePadState pController) { Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX); AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0); ModelLoad.MRotation *= AddRotation; MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation); } // Orbit (yaw) Camera around model public void cameraYaw(Vector3 axis, float yaw, float pitch) { Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX); ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget, Matrix.CreateFromAxisAngle(axis, yaw)) + ModelLoad.camTarget; } public void updateCamera() { cameraYaw(Vector3.Up, Yaw); }

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  • Rotate sphere in Javascript / three.js while moving on x/z axes

    - by kaipr
    I have a sphere/ball in three.js which I want to "roll" arround on a x/z axis. For the z axe I could simply do this no matter what the current x and y rotation is: sphere.roll_z = function(distance) { sphere.position.z += distance; sphere.rotation.x += distance > 0 ? 0.05 : -0.05; } But how can I roll it along the x axe? And how could I properly do the roll_z? I've found a lot about quateration and matrixes, but I can't figure out how to use them properly to achieve my (rather simple) goal. I'm aware that I have to update multiple rotations and that I have to calculate how far to rotate the sphere to match the distance, but the "how" is the question. It's probably just lack of mathematical skills which I should train, but a working example/short explanation would help alot to start with.

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  • SpriteBatch.end() generating null pointer exception

    - by odaymichael
    I am getting a null pointer exception using libGDX that the debugger points as the SpriteBatch.end() line. I was wondering what would cause this. Here is the offending code block, specifically the batch.end() line: batch.begin(); for (int j = 0; j < 3; j++) for (int i = 0; i < 3; i++) if (zoomgrid[i][j].getPiece().getImage() != null) zoomgrid[i][j].getPiece().getImage().draw(batch); batch.end(); The top of the stack is actually a line that calls lastTexture.bind(); In the flush() method of com.badlogic.gdx.graphics.g2d.SpriteBatch. I appreciate any input, let me know if I haven't included enough information.

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  • HLSL Pixel Shader that does palette swap

    - by derrace
    I have implemented a simple pixel shader which can replace a particular colour in a sprite with another colour. It looks something like this: sampler input : register(s0); float4 PixelShaderFunction(float2 coords: TEXCOORD0) : COLOR0 { float4 colour = tex2D(input, coords); if(colour.r == sourceColours[0].r && colour.g == sourceColours[0].g && colour.b == sourceColours[0].b) return targetColours[0]; return colour; } What I would like to do is have the function take in 2 textures, a default table, and a lookup table (both same dimensions). Grab the current pixel, and find the location XY (coords) of the matching RGB in the default table, and then substitute it with the colour found in the lookup table at XY. I have figured how to pass the Textures from C# into the function, but I am not sure how to find the coords in the default table by matching the colour. Could someone kindly assist? Thanks in advance.

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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Renderbuffer to GLSL shader?

    - by Dan
    I have a software that performs volume rendering through a raycasting approach. The actual raycasting shader writes the raycasted volume depth into a framebuffer object, through gl_FragDepth, that I bind before calling the shader. The problem I have is that I would like to use this depth in another shader that I call later on. I figured out that the only way to do that is to bind the framebuffer once the raycasting has finished, read the depthmap through something like glReadPixels(0, 0, m_winSize.x , m_winSize.y, GL_DEPTH_COMPONENT, GL_FLOAT, pixels); and write it to a 2D texture as usual glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, m_winSize.x, m_winSize.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, pixels) and then pass this 2D texture that contains a simple depth map to the other shader. However, I am not entirely sure that what I do is the proper way to do this. Is there anyway to pass the framebuffer that I fill up in my raycasting shader to the other shader?

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  • How to flip a BC6/BC7 texture?

    - by postgoodism
    I have some code to load DDS image files into OpenGL textures, and I'd like to extend it to support the BC6 and BC7 compressed formats introduced in D3D11. Since DirectX and OpenGL disagree about whether a texture's origin is in the upper-left or lower-left corner, my DDS loader flips each image's pixels along the Y axis before passing the pixels to OpenGL. Flipping compressed textures presents an additional wrinkle: in addition to flipping each row of 4x4-pixel blocks, you also need to flip the pixels within each block. I found code here to flip BC1/BC2/BC3 blocks, and from the block diagrams on MSDN it was easy to adapt the BC3-flipping code to handle BC4 and BC5. The BC6 and BC7 formats look significantly more intimidating, though. Is there a similar bit-twiddling trick to flip these formats, or would I have to fully decompress and recompress each block?

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