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  • Unity Plugin DLLNotFoundException

    - by Dewayne
    I am using a plugin DLL that I created in Visual C++ Express 2010 on windows 7 64 bit Ultimate Edition. The DLL functions properly on the machine that it was originally created on. The problem is that the DLL is not functioning in the Unity3d Editor on another machine and giving an error that basically states that the DLL is missing some of its dependencies. The target machine is running Windows 7 Home 64 bit (if this is relevant) Results from the error log of Dependency Walker: Error: The Side-by-Side configuration information for "c:\users\dewayne\desktop\shared\vrpnplugin\unityplugin\build\release\OPTITRACKPLUGIN.DLL" contains errors. The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail (14001). Error: At least one module has an unresolved import due to a missing export function in an implicitly dependent module. Error: Modules with different CPU types were found. Warning: At least one delay-load dependency module was not found. Warning: At least one module has an unresolved import due to a missing export function in a delay-load dependent module. The Visual C++ Express 2010 project and solution file can be found here: https://docs.google.com/leaf?id=0B1F4pP7mRSiYMGU2YTJiNTUtOWJiMS00YTYzLThhYWQtMzNiOWJhZDU5M2M0&hl=en&authkey=CJSXhqgH The zip is 79MB and also contains its dependencies. The DLL in question is OptiTrackPlugin.dll

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  • Get the onended event for an AudioBuffer in HTML5/Chrome

    - by Matthew James Davis
    So I am playing audio file in Chrome and I want to detect when playing has ended so I can delete references to it. Here is my code var source = context.createBufferSource(); source.buffer = sound.buffer; source.loop = sound.loop; source.onended = function() { delete playingSounds[soundName]; } source.connect(mainNode); source.start(0, sound.start, sound.length); however, the event handler doesn't fire. Is this not yet supported as described by the W3 specification? Or am I doing something wrong?

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  • Are there any font rendering libraries for games development that support hinting?

    - by Richard Fabian
    I've used angel code's bitmap font generator quite a bit and though it's very good, I wondered if there would be a way of using the hinting information to provide a better readable result by using hinting to provide differing thickness based on size/pixel coverage. I imagine any solution would have to use the distance field tech presented in the valve paper on smoothing fonts while maintaining or reducing asset size. (http://www.gamedev.net/community/forums/topic.asp?topic_id=494612) but I haven't found any demos of it being used with hinting information turned on or included in the field gradients in any way. Another way of looking at this is whether there are any font bitmap generators that will output mipmaps that still maintain their readability in the face of pixel size. I think the lower mip levels would try to guarantee fill and space where it is necessary to maintain readability/topology over maintaining style/form (the point of hinting). In response to "Is there a reason you can't just render the size you want", the problem lies in the fact that font rasterisers currently don't render in 3D, and hinting information would be important in different amounts due to the pixel density being different along different axes, even differing in importance along the length of a string due to the size reducing over distance. For example, I only want horizontal hinting in a texture that is viewed from the side, and only really want vertical hinting in a font that is viewed from below or above. This isn't meant to be a renderer that tries to render a perfect outline as accurately as possible, as hinting distorts the reality of the font, instead this is meant to be a rendering solution for quite static scenes, but scenes that have 3D transformed and warped text layout. In this case the legibility is important, more important than the accuracy of representation of the polygon shape.

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  • Comparing a saved movement with other movement with Kinect

    - by Ewerton
    I need to develop an application where a user (physiotherapist) will perform a movement in front of the Kinect, I'll write the data movement in the database and then the patient will try to imitate this motion. The system will calculate the similarity between the movement recorded and executed. My first idea is, during recording (each 5 second, by example), to store the position (x, y, z) of the points and then compare them in the execution time(by patient). I know that this approach is too simple, because I imagine that in people of different sizes the skeleton is recognized differently, so the comparison is not reliable. My question is about the best way to compare a saved motion with a movement executed (on the fly). PS: Sorry by my English.

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  • Bitwise operators in DX9 ps_2_0 shader

    - by lapin
    I've got the following code in a shader: // v & y are both floats nPixel = v; nPixel << 8; nPixel |= y; and this gives me the following error in compilation: shader.fx(80,10): error X3535: Bitwise operations not supported on legacy targets. shader.fx(92,18): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed The error is on the following line: nPixel |= y; What am I doing wrong here?

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  • AS3: limit objects to stage width?

    - by Gabriel Meono
    I want to limit the creation of objects acording to the stage width. My method is the following: for (var i:int = 0; i<7; i++){ If I put something like this, it won't work for (var i:int = 0; i<(stage.width); i++){ What I'm doing wrong? Full code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make 26 dominoes for (var i:int = 0; i<7; i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • cocos2d fragment shader transparency

    - by fiddler
    I'm playing with custom fragment shaders for a CCSprite (see http://www.raywenderlich.com/4428/how-to-mask-a-sprite-with-cocos2d-2-0). But I can't figure out why I get a white color whith the following line: gl_FragColor = vec4(1.0,1.0,1.0,0.0); Whereas I have a transparent color with this: gl_FragColor = vec4(0.0,0.0,0.0,0.0); Shouln't I have a transparent sprite in both cases ? (alpha channel is null, right ?)

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  • Render rivers in a grid.

    - by Gabriel A. Zorrilla
    I have created a random height map and now i want to create rivers. I've made an algorithm based on a* to make rivers flow from peaks to sea and now i'm in the quest of figuring out an elegant algorithm to render them. It's a 2D, square, mapgrid. The cells which the river pases has a simple integer value with this form :rivernumber && pointOrder. Ie: 10, 11, 12, 13, 14, 15, 16...1+N for the first river, 20,21,22,23...2+N for the second, etc. This is created in the map grid generation time and it's executed just once, when the world is generated. I wanted to treat each river as a vector, but there is a problem, if the same river has branches (because i put some noise to generate branches), i can not just connect the points in order. The second alternative is to generate a complex algorithm where analizes each point, checks if the next is not a branch, if so trigger another algorithm that take care of the branch then returns to the main river, etc. Very complex and inelegant. Perhaps there is a solution in the world generation algorithm or in the river rendering algorithm that is commonly used in these cases and i'm not aware of. Any tips? Thanks!!

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  • Compiling SDL under Windows with sdl-config

    - by DarrenVortex
    I have downloaded NXEngine (The Open Source version of Cave Story). I have a make file in the directory, which I execute using msys. However, the make file uses sdl-config: g++ -g -O2 -c main.cpp -D DEBUG `sdl-config --cflags` -Wreturn-type -Wformat -Wno-multichar -o main.o /bin/sh: sdl-config: command not found And apparently sdl-config does not exist under windows since there's no sdl installation. There's also no documentation on the official sourceforge website about this! What do I do?

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  • OpenGL ES 2.0: Filtering Polygons within VBO

    - by Bunkai.Satori
    Say, I send 10 polygon pairs (one polygon pair == one 2d sprite == one rectangle == two triangles) into OpenGL ES 2.0 VBO. The 10 polygon pairs represent one animated 2D object consisting of 10 frames. The 10 frames, of course, can not be rendered all at the same time, but will be rendered in particular order to make up smooth animation. Would you have an advice, how to pick up proper polygon pair for rendering (4 vertices) inside Vertex Shader from the VBO? Creating separate VBO for each frame would end up with thousands of VBOs, which is not the right way of doing it. I use OpenGL ES 2.0, and VBOs for both Vertices and Indices.

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  • AS3: StageWidth for BOX2D?

    - by Gabriel Meono
    I know BOX2D uses meters, and AS3 uses pixels. I'm trying to create objects which are limited to the stageWidth. If I do this variable: for (var i:int = 0; i<(stage.stageWidth); i++){...} The animation will freeze, and this output appears: TypeError: Error #1009: Cannot access a property or method of a null object reference. at Box2D.Collision::b2BroadPhase/CreateProxy() at Box2D.Collision.Shapes::b2Shape/CreateProxy() at Box2D.Dynamics::b2Body/CreateShape() at com.actionsnippet.qbox.objects::CircleObject/build() at com.actionsnippet.qbox::QuickObject/init() at com.actionsnippet.qbox::QuickObject() at com.actionsnippet.qbox.objects::CircleObject() at com.actionsnippet.qbox::QuickBox2D/create() at com.actionsnippet.qbox::QuickBox2D/addCircle() at BOX2D_Test_Tutorial_fla::MainTimeline/frame1() Does anyone know how to fix this? Full Code: [SWF(width = 350, height = 600, frameRate = 60)] import com.actionsnippet.qbox.*; var sim:QuickBox2D = new QuickBox2D(this); sim.createStageWalls(); // make a heavy circle sim.addCircle({x:3, y:3, radius:0.4, density:1}); // create a few platforms // make pins for (var i:int = 0; i<(stage.stageWidth); i++){ //End sim.addCircle({x:1 + i * 1.5, y:18, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:17, radius:0.1, density:0}); sim.addCircle({x:1 + i * 1.5, y:16, radius:0.1, density:0}); sim.addCircle({x:2 + i * 1.5, y:15, radius:0.1, density:0}); //Mid end sim.addCircle({x:0 + i * 2, y:14, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:13, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:12, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:11, radius:0.1, density:0}); sim.addCircle({x:0 + i * 2, y:10, radius:0.1, density:0}); } sim.start(); sim.mouseDrag();

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  • 45° Slopes in a Tile based 2D platformer

    - by xNidhogg
    I want to have simple 45° slopes in my tile based platformer, however I just cant seem to get the algorithm down. Please take a look at the code and video, maybe I'm missing the obvious? //collisionRectangle is the collision rectangle of the player with //origin at the top left and width and height //wantedPosition is the new position the player will be set to. //this is determined elsewhere by checking the bottom center point of the players rect if(_leftSlope || _rightSlope) { //Test bottom center point var calculationPoint = new Vector2(collisionRectangle.Center.X, collisionRectangle.Bottom); //Get the collision rectangle of the tile, origin is top-left Rectangle cellRect = _tileMap.CellWorldRectangle( _tileMap.GetCellByPixel(calculationPoint)); //Calculate the new Y coordinate depending on if its a left or right slope //CellSize = 8 float newY = _leftSlope ? (calculationPoint.X % CellSize) + cellRect.Y : (-1 * (calculationPoint.X % CellSize) - CellSize) + cellRect.Y; //reset variables so we dont jump in here next frame _leftSlope = false; _rightSlope = false; //now change the players Y according to the difference of our calculation wantedPosition.Y += newY - calculationPoint.Y; } Video of what it looks like: http://youtu.be/EKOWgD2muoc

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  • Finding the normal of OBB face with an OBB penetrating

    - by Milo
    Below is an illustration: I have an OBB in an OBB (see below for OBB2D code if needed). What I need to determine is, what face it is in, and what direction do I point the normal? The goal is to get the OBB out of the OBB so the normal needs to face outward of the OBB. How could I go about: Finding what face the line is penetrating given the 4 corners of the OBB and the class below: if we define dx=x2-x1 and dy=y2-y1, then the normals are (-dy, dx) and (dy, -dx). Which normal points outward of the OBB? Thanks public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } };

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  • Ogre 3d and bullet physics interaction

    - by Tim
    I have been playing around with Ogre3d and trying to integrate bullet physics. I have previously somewhat successfully got this functionality working with irrlicht and bullet and I am trying to base this on what I had done there, but modifying it to fit with Ogre. It is working but not correctly and I would like some help to understand what it is I am doing wrong. I have a state system and when I enter the "gamestate" I call some functions such as setting up a basic scene, creating the physics simulation. I am doing that as follows. void GameState::enter() { ... // Setup Physics btBroadphaseInterface *BroadPhase = new btAxisSweep3(btVector3(-1000,-1000,-1000), btVector3(1000,1000,1000)); btDefaultCollisionConfiguration *CollisionConfiguration = new btDefaultCollisionConfiguration(); btCollisionDispatcher *Dispatcher = new btCollisionDispatcher(CollisionConfiguration); btSequentialImpulseConstraintSolver *Solver = new btSequentialImpulseConstraintSolver(); World = new btDiscreteDynamicsWorld(Dispatcher, BroadPhase, Solver, CollisionConfiguration); ... createScene(); } In the createScene method I add a light and try to setup a "ground" plane to act as the ground for things to collide with.. as follows. I expect there is issues with this as I get objects colliding with the ground but half way through it and they glitch around like crazy on collision. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); Transform.setOrigin(btVector3(0,1,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } I then have a method to create a cube and give it rigid body physics properties. I know there will be errors here as I get the items colliding with the ground but not with each other properly. So I would appreciate some input on what I am doing wrong. void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); size = boundingB.getSize(); //size /= 2.0f; // Only the half needed? //size *= 0.96f; // Bullet margin is a bit bigger so we need a smaller size entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btVector3 HalfExtents(TScale.getX()*0.5f,TScale.getY()*0.5f,TScale.getZ()*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } Then in the GameState::update() method which which runs every frame to handle input and render etc I call an UpdatePhysics method to update the physics simulation. void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // set rotation btVector3 EulerRotation; QuaternionToEuler(TObject->getOrientation(), EulerRotation); node->setOrientation(1,(Ogre::Real)EulerRotation[0], (Ogre::Real)EulerRotation[1], (Ogre::Real)EulerRotation[2]); //node->rotate(Ogre::Vector3(EulerRotation[0], EulerRotation[1], EulerRotation[2])); } } void GameState::QuaternionToEuler(const btQuaternion &TQuat, btVector3 &TEuler) { btScalar W = TQuat.getW(); btScalar X = TQuat.getX(); btScalar Y = TQuat.getY(); btScalar Z = TQuat.getZ(); float WSquared = W * W; float XSquared = X * X; float YSquared = Y * Y; float ZSquared = Z * Z; TEuler.setX(atan2f(2.0f * (Y * Z + X * W), -XSquared - YSquared + ZSquared + WSquared)); TEuler.setY(asinf(-2.0f * (X * Z - Y * W))); TEuler.setZ(atan2f(2.0f * (X * Y + Z * W), XSquared - YSquared - ZSquared + WSquared)); TEuler *= RADTODEG; } I seem to have issues with the cubes not colliding with each other and colliding strangely with the ground. I have tried to capture the effect with the attached image. I would appreciate any help in understanding what I have done wrong. Thanks. EDIT : Solution The following code shows the changes I made to get accurate physics. void GameState::createScene() { m_pSceneMgr->createLight("Light")->setPosition(75,75,75); // Physics // As a test we want a floor plane for things to collide with Ogre::Entity *ent; Ogre::Plane p; p.normal = Ogre::Vector3(0,1,0); p.d = 0; Ogre::MeshManager::getSingleton().createPlane( "FloorPlane", Ogre::ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, p, 200000, 200000, 20, 20, true, 1, 9000,9000,Ogre::Vector3::UNIT_Z); ent = m_pSceneMgr->createEntity("floor", "FloorPlane"); ent->setMaterialName("Test/Floor"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(ent); btTransform Transform; Transform.setIdentity(); // Fixed the transform vector here for y back to 0 to stop the objects sinking into the ground. Transform.setOrigin(btVector3(0,0,0)); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); btCollisionShape *Shape = new btStaticPlaneShape(btVector3(0,1,0),0); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(0, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(0, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; // End Physics } void GameState::CreateBox(const btVector3 &TPosition, const btVector3 &TScale, btScalar TMass) { Ogre::Vector3 size = Ogre::Vector3::ZERO; Ogre::Vector3 pos = Ogre::Vector3::ZERO; Ogre::Vector3 scale = Ogre::Vector3::ZERO; pos.x = TPosition.getX(); pos.y = TPosition.getY(); pos.z = TPosition.getZ(); scale.x = TScale.getX(); scale.y = TScale.getY(); scale.z = TScale.getZ(); Ogre::Entity *entity = m_pSceneMgr->createEntity( "Box" + Ogre::StringConverter::toString(m_pNumEntities), "cube.mesh"); entity->setCastShadows(true); Ogre::AxisAlignedBox boundingB = entity->getBoundingBox(); // The ogre bounding box is slightly bigger so I am reducing it for // use with the rigid body. size = boundingB.getSize()*0.95f; entity->setMaterialName("Test/Cube"); Ogre::SceneNode *node = m_pSceneMgr->getRootSceneNode()->createChildSceneNode(); node->attachObject(entity); node->setPosition(pos); node->showBoundingBox(true); //node->scale(scale); // Physics btTransform Transform; Transform.setIdentity(); Transform.setOrigin(TPosition); // Give it to the motion state btDefaultMotionState *MotionState = new btDefaultMotionState(Transform); // I got the size of the bounding box above but wasn't using it to set // the size for the rigid body. This now does. btVector3 HalfExtents(size.x*0.5f,size.y*0.5f,size.z*0.5f); btCollisionShape *Shape = new btBoxShape(HalfExtents); // Add Mass btVector3 LocalInertia; Shape->calculateLocalInertia(TMass, LocalInertia); // CReate the rigid body object btRigidBody *RigidBody = new btRigidBody(TMass, MotionState, Shape, LocalInertia); // Store a pointer to the Ogre Node so we can update it later RigidBody->setUserPointer((void *) (node)); // Add it to the physics world World->addRigidBody(RigidBody); Objects.push_back(RigidBody); m_pNumEntities++; } void GameState::UpdatePhysics(unsigned int TDeltaTime) { World->stepSimulation(TDeltaTime * 0.001f, 60); btRigidBody *TObject; for(std::vector<btRigidBody *>::iterator it = Objects.begin(); it != Objects.end(); ++it) { // Update renderer Ogre::SceneNode *node = static_cast<Ogre::SceneNode *>((*it)->getUserPointer()); TObject = *it; // Set position btVector3 Point = TObject->getCenterOfMassPosition(); node->setPosition(Ogre::Vector3((float)Point[0], (float)Point[1], (float)Point[2])); // Convert the bullet Quaternion to an Ogre quaternion btQuaternion btq = TObject->getOrientation(); Ogre::Quaternion quart = Ogre::Quaternion(btq.w(),btq.x(),btq.y(),btq.z()); // use the quaternion with setOrientation node->setOrientation(quart); } } The QuaternionToEuler function isn't needed so that was removed from code and header files. The objects now collide with the ground and each other appropriately.

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  • Interpolating height on opengl quad

    - by ThePlague
    Okay I've got a quad, see picture. And want to find the height at any point in the quad, is there a way to do this accurately as bilinear interpolation doesn't work in this case. As you can see the trees trunk is well beneath the terrain and should be at the same height as the trunks around it. I know the altitude of the vertices marked by a red circle and the centre red circle is roughly where the base should be, I've also crudely added a line as that surface is not flat.

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  • Adding VFACE semantic causes overlapping output semantics error

    - by user1423893
    My pixel shader input is a follows struct VertexShaderOut { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; float4 PositionClone : TEXCOORD1; // Final position values must be cloned to be used in PS calculations float3 Normal : TEXCOORD2; //float3x3 TBN : TEXCOORD3; float CullFace : VFACE; // A negative value faces backwards (-1), while a positive value (+1) faces the camera (requires ps_3_0) }; I'm using ps_3_0 and I wish to utilise the VFACE semantic for correct lighting of normals depending on the cull mode. If I add the VFACE semantic then I get the following errors: error X5639: dcl usage+index: position,0 has already been specified for an output register error X4504: overlapping output semantics Why would this occur? I can't see why there would be too much data.

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  • Why does setting a geometry shader cause my sprites to vanish?

    - by ChaosDev
    My application has multiple screens with different tasks. Once I set a geometry shader to the device context for my custom terrain, it works and I get the desired results. But then when I get back to the main menu, all sprites and text disappear. These sprites don't dissappear when I use pixel and vertex shaders. The sprites are being drawn through D3D11, of course, with specified view and projection matrices as well an input layout, vertex, and pixel shader. I'm trying DeviceContext->ClearState() but it does not help. Any ideas? void gGeometry::DrawIndexedWithCustomEffect(gVertexShader*vs,gPixelShader* ps,gGeometryShader* gs=nullptr) { unsigned int offset = 0; auto context = mp_D3D->mp_Context; //set topology context->IASetPrimitiveTopology(m_Topology); //set input layout context->IASetInputLayout(mp_inputLayout); //set vertex and index buffers context->IASetVertexBuffers(0,1,&mp_VertexBuffer->mp_Buffer,&m_VertexStride,&offset); context->IASetIndexBuffer(mp_IndexBuffer->mp_Buffer,mp_IndexBuffer->m_DXGIFormat,0); //send constant buffers to shaders context->VSSetConstantBuffers(0,vs->m_CBufferCount,vs->m_CRawBuffers.data()); context->PSSetConstantBuffers(0,ps->m_CBufferCount,ps->m_CRawBuffers.data()); if(gs!=nullptr) { context->GSSetConstantBuffers(0,gs->m_CBufferCount,gs->m_CRawBuffers.data()); context->GSSetShader(gs->mp_D3DGeomShader,0,0);//after this call all sprites disappear } //set shaders context->VSSetShader( vs->mp_D3DVertexShader, 0, 0 ); context->PSSetShader( ps->mp_D3DPixelShader, 0, 0 ); //draw context->DrawIndexed(m_indexCount,0,0); } //sprites void gSpriteDrawer::Draw(gTexture2D* texture,const RECT& dest,const RECT& source, const Matrix& spriteMatrix,const float& rotation,Vector2d& position,const Vector2d& origin,const Color& color) { VertexPositionColorTexture* verticesPtr; D3D11_MAPPED_SUBRESOURCE mappedResource; unsigned int TriangleVertexStride = sizeof(VertexPositionColorTexture); unsigned int offset = 0; float halfWidth = ( float )dest.right / 2.0f; float halfHeight = ( float )dest.bottom / 2.0f; float z = 0.1f; int w = texture->Width(); int h = texture->Height(); float tu = (float)source.right/(w); float tv = (float)source.bottom/(h); float hu = (float)source.left/(w); float hv = (float)source.top/(h); Vector2d t0 = Vector2d( hu+tu, hv); Vector2d t1 = Vector2d( hu+tu, hv+tv); Vector2d t2 = Vector2d( hu, hv+tv); Vector2d t3 = Vector2d( hu, hv+tv); Vector2d t4 = Vector2d( hu, hv); Vector2d t5 = Vector2d( hu+tu, hv); float ex=(dest.right/2)+(origin.x); float ey=(dest.bottom/2)+(origin.y); Vector4d v4Color = Vector4d(color.r,color.g,color.b,color.a); VertexPositionColorTexture vertices[] = { { Vector3d( dest.right-ex, -ey, z),v4Color, t0}, { Vector3d( dest.right-ex, dest.bottom-ey , z),v4Color, t1}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t2}, { Vector3d( -ex, dest.bottom-ey , z),v4Color, t3}, { Vector3d( -ex, -ey , z),v4Color, t4}, { Vector3d( dest.right-ex, -ey , z),v4Color, t5}, }; auto mp_context = mp_D3D->mp_Context; // Lock the vertex buffer so it can be written to. mp_context->Map(mp_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); // Get a pointer to the data in the vertex buffer. verticesPtr = (VertexPositionColorTexture*)mappedResource.pData; // Copy the data into the vertex buffer. memcpy(verticesPtr, (void*)vertices, (sizeof(VertexPositionColorTexture) * 6)); // Unlock the vertex buffer. mp_context->Unmap(mp_vertexBuffer, 0); //set vertex shader mp_context->IASetVertexBuffers( 0, 1, &mp_vertexBuffer, &TriangleVertexStride, &offset); //set texture mp_context->PSSetShaderResources( 0, 1, &texture->mp_SRV); //set matrix to shader mp_context->UpdateSubresource(mp_matrixBuffer, 0, 0, &spriteMatrix, 0, 0 ); mp_context->VSSetConstantBuffers( 0, 1, &mp_matrixBuffer); //draw sprite mp_context->Draw( 6, 0 ); }

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  • How can I get the palette of an 8-bit surface in SDL.NET/Tao.SDL?

    - by lolmaster
    I'm looking to get the palette of an 8-bit surface in SDL.NET if possible, or (more than likely) using Tao.SDL. This is because I want to do palette swapping with the palette directly, instead of blitting surfaces together to replace colours like how you would do it with a 32-bit surface. I've gotten the SDL_Surface and the SDL_PixelFormat, however when I go to get the palette in the same way, I get a System.ExecutionEngineException: private Tao.Sdl.Sdl.SDL_Palette GetPalette(Surface surf) { // Get surface. Tao.Sdl.Sdl.SDL_Surface sdlSurface = (Tao.Sdl.Sdl.SDL_Surface)System.Runtime.InteropServices.Marshal.PtrToStructure(surf.Handle, typeof(Tao.Sdl.Sdl.SDL_Surface)); // Get pixel format. Tao.Sdl.Sdl.SDL_PixelFormat pixelFormat = (Tao.Sdl.Sdl.SDL_PixelFormat)System.Runtime.InteropServices.Marshal.PtrToStructure(sdlSurface.format, typeof(Tao.Sdl.Sdl.SDL_PixelFormat)); // Execution exception here. Tao.Sdl.Sdl.SDL_Palette palette = (Tao.Sdl.Sdl.SDL_Palette)System.Runtime.InteropServices.Marshal.PtrToStructure(pixelFormat.palette, typeof(Tao.Sdl.Sdl.SDL_Palette)); return palette; } When I used unsafe code to get the palette, I got a compile time error: "Cannot take the address of, get the size of, or declare a pointer to a managed type ('Tao.Sdl.Sdl.SDL_Palette')". My unsafe code to get the palette was this: unsafe { Tao.Sdl.Sdl.SDL_Palette* pal = (Tao.Sdl.Sdl.SDL_Palette*)pixelFormat.palette; } From what I've read, a managed type in this case is when a structure has some sort of reference inside it as a field. The SDL_Palette structure happens to have an array of SDL_Color's, so I'm assuming that's the reference type that is causing issues. However I'm still not sure how to work around that to get the underlying palette. So if anyone knows how to get the palette from an 8-bit surface, whether it's through safe or unsafe code, the help would be greatly appreciated.

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  • Animations in FBX exported from Maya are anchored in the wrong place

    - by Simon P Stevens
    We are trying to export a model and animation from Maya into Unity3d. In Maya, the model is anchored (pivot point) at the feet (and the body moves up and down). However after we have performed the FBX export, and imported the file into Unity the model is now appears to be anchored by the waist/head and the feet move. These example videos probably help explain the problem more clearly: Example video - Maya - Correct Example video - Unity - Wrong We have also noticed that if we take the FBX file and import it back into Maya we have exactly the same problem. It seems to be that the constraints no longer work after the FBX is reimported back to Maya, which just kills the connection between the joints and the control objects. When we exported the FBX we have tried checking the 'bake animations' check box. The fact that the same problem exist when importing the FBX back into both Maya and Unity suggests that the source of the problem is most likely with the Maya FBX export. Has anyone encountered this problem before and have any ideas how to fix it?

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  • Random Movement for multiple entities

    - by opiop65
    I have this code for a arraylist of entities. All the entities use the same random and so all of them move in the same direction. How can I change it so it generates a new random number for each entity? public void moveFemale() { for(int i = 0; i < 1000; i++){ random = rand.nextInt(99); } if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } Is this correct? public void moveFemale() { for (Female female: GameFrame.females){ female.lastChangedDirectionTime += elapsedTime; if (female.lastChangedDirectionTime >= CHANGE_DIRECTION_TIME) { female.lastChangedDirectionTime = 0; random = rand.nextInt(100); if (random >= 0 && random <= 25) { posX -= enemyWalkSpeed; // right } if (random >= 26 && random <= 50) { posX += enemyWalkSpeed; // left } if (random >= 51 && random <= 75) { posY -= enemyWalkSpeed; // up } if (random >= 76 && random <= 100) { posY += enemyWalkSpeed; // down } } } }

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  • Why is my Tiled map distorted when rendered with LibGDX?

    - by Sean
    I have a Tiled map that looks like this in the editor: But when I load it using an AssetManager (full static source available on GitHub) it appears completely askew. I believe the relevant portion of the code is below. This is the entire method; the others are either empty or might as well be. private OrthographicCamera camera; private AssetManager assetManager; private BitmapFont font; private SpriteBatch batch; private TiledMap map; private TiledMapRenderer renderer; @Override public void create() { float w = Gdx.graphics.getWidth(); float h = Gdx.graphics.getHeight(); camera = new OrthographicCamera(); assetManager = new AssetManager(); batch = new SpriteBatch(); font = new BitmapFont(); camera.setToOrtho(false, (w / h) * 10, 10); camera.update(); assetManager.setLoader(TiledMap.class, new TmxMapLoader( new InternalFileHandleResolver())); assetManager.load(AssetInfo.ICE_CAVE.assetPath, TiledMap.class); assetManager.finishLoading(); map = assetManager.get(AssetInfo.ICE_CAVE.assetPath); renderer = new IsometricTiledMapRenderer(map, 1f/64f); }

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  • Billboard shader without distortion

    - by Nick Wiggill
    I use the standard approach to billboarding within Unity that is OK, but not ideal: transform.LookAt(camera). The problem is that this introduces distortion toward the edges of the viewport, especially as the field of view angle grows larger. This is unlike the perfect billboarding you'd see in eg. Doom when seeing an enemy from any angle and irrespective of where they are located in screen space. Obviously, there are ways to blit an image directly to the viewport, centred around a single vertex, but I'm not hot on shaders. Does anyone have any samples of this approach (GLSL if possible), or any suggestions as to why it isn't typically done this way (vs. the aforementioned quad transformation method)? EDIT: I was confused, thanks Nathan for the heads up. Of course, Causing the quads to look at the camera does not cause them to be parallel to the view plane -- which is what I need.

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  • OpenGL 3.0+ framebuffer to texture/images

    - by user827992
    I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow. Can you suggest a more efficient or just an alternative way for just copying what is rendered by OpenGL 3.0+ to the local RAM and in general to output this in a image or in a data stream? How i can achieve the same goal with OpenGL ES 2.0 ? EDIT: i just forgot: with this OpenGL functions how i can be sure that I'm actually reading a complete frame, meaning that there is no overlapping between 2 frames or any nasty side effect I'm actually reading the frame that comes right next to the previous one so i do not lose frames

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  • libgdx spite position relative to body

    - by While-E
    Apologies if this is a reiteration, as I couldn't find another discussion of this over the past couple days. Issue: I'm using libgdx and box2d, and I'm currently updating the sprite's position to the body's current position every render call. Using a debugRenderer to see the bodies, I see that there is fairly noticeable lag between the movement/position of the body and the sprite that is being moved relative to it. Question: Is this lag normal, possibly to perform collisions ahead of time? If not, should I be manipulating/relating the positions differently? Thanks in advance! [Solution] This was a coding error on my part. Pointed out by a good reply below, I was updating the position of the sprite relative to the body and then stepping the physics. Thus never actually setting the sprite to the body's CURRENT position. Thanks!

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  • Playing NSF music in FMOD.net

    - by Tesserex
    So, as the title says, I want to be able to play NSF files using FMOD, because my project already uses FMOD and I'd rather not replace it. This will involve figuring out how existing players and emulators work and porting it. I haven't yet found an existing player that uses FMOD. My starting point is the MyNes source from http://sourceforge.net/projects/mynes/. There are two big steps between here and what I'm looking for. MyNes plays from a ROM, not NSF. So, I have to rip out the APU and get it to play NSF files. The MyNes APU uses SlimDX, so I have to convert that to FMOD.NET. I am really stuck about how to go about either of these, because I'm not that familiar with audio formats and it's hard finding resources online. So here are a few questions: From what I can tell from the NSF spec at http://kevtris.org/nes/nsfspec.txt, it's just contains the relevant memory section of the ROM, plus the header. If anyone can verify or correct this that would be great. The emulator APU uses data from the rest of the emulator to play, including things like cycle counts. I'm not sure what replaces this in a standalone player. Can't I just load all the music data at once into a stream and play it? Joining #1 and #2, does the header data from the NSF substitute for some of the ROM data in the emulator code? Using FMOD, will I be following the usercreatedsound example for loading a stream? And does this format count as PCM? Specifically MyNes says PCM8. Any tips on loading / playing the stream in FMOD are appreciated. As an aside, I don't really understand the loading / playing sections of the spec I linked at all. It seems to apply to 6502 systems / emulators only and not to my situation. I know it's a long shot for anyone here to have enough experience in this area to help, but anything you can provide is definitely appreciated. A link to an existing .NET library that does this would be even better, but I don't believe one exists.

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