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  • Unity - Mecanim & Rigidbody on Third Person Controller - Gravity bug?

    - by Celtc
    I'm working on a third person controller which uses physX to interact with the other objects (using the Rigidbody component) and Mecanim to animate the character. All the animations used are baked to Y, and the movement on this axis is controlled by the gravity applied by the rigidbody component. The configuration of the falling animation: And the character components configuration: Since the falling animation doesn't have root motion on XZ, I move the character on XZ by code. Like this: // On the Ground if (IsGrounded()) { GroundedMovementMgm(); // Stores the velocity velocityPreFalling = rigidbody.velocity; } // Mid-Air else { // Continue the pre falling velocity rigidbody.velocity = new Vector3(velocityPreFalling.x, rigidbody.velocity.y, velocityPreFalling.z); } The problem is that when the chracter starts falling and hit against a wall in mid air, it gets stuck to the wall. Here are some pics which explains the problems: Hope someone can help me. Thanks and sory for my bad english! PD.: I was asked for the IsGrounded() function, so I'm adding it: void OnCollisionEnter(Collision collision) { if (!grounded) TrackGrounded(collision); } void OnCollisionStay(Collision collision) { TrackGrounded(collision); } void OnCollisionExit() { grounded = false; } public bool IsGrounded() { return grounded; } private void TrackGrounded(Collision collision) { var maxHeight = capCollider.bounds.min.y + capCollider.radius * .9f; foreach (var contact in collision.contacts) { if (contact.point.y < maxHeight && Vector3.Angle(contact.normal, Vector3.up) < maxSlopeAngle) { grounded = true; break; } } } I'll also add a LINK to download the project if someone wants it.

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  • Collision in Tiled Map - LibGDX

    - by user43353
    I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX. Question is: How do I detect collision with other cells by all 4 sides, and not specifically by left/right or top/bottom. Here is my top/bottom and left/right collision code: private boolean isCellBlocked(float x, float y) { Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight())); return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey); } public boolean collidesRight() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX() + getWidth(), getY() + step)) return true; return false; } public boolean collidesLeft() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX(), getY() + step)) return true; return false; } public boolean collidesTop() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY() + getHeight())) return true; return false; } public boolean collidesBottom() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY())) return true; return false; } What I'm trying to achieve is simple: I'm trying to make code that will detect by all 4 sides, collidesRight + collidesLeft + collidesTop + collidesBottom in one boolean. For some reason, I cant seem to figure it out. I tried to use Rectangles (the Java Class) on the specific tile I want to be detected, but was messy and I have multiple maps. Having a Rectangle (from Java's API) around the player is no problem. It's just the tiles I want to be detected are the main issues as they cause messy code when used with the Rectangle class. Im trying to minimize the amount of code....

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  • Unity3D and Texture2D. GetPixel returns wrong values

    - by Heisenbug
    I'm trying to use Texture2D set and get colors, but I encountered a strange behavior. Here's the code to reproduce it: Texture2D tex = new Texture2D(2,2, TextureFormat.RGBA32 ,false); Color col = new Color(1.0f,0.5f,1.0f,0.5f); //col values: 1.00, 0.500, 1.00, 0.500 tex.setPixel(0,0,col); Color colDebug = tex.getPixel(0,0); //col values: 1.00, 0.502, 1.00, 0.502 The Color retrieved with getPixel is different from the Color set before. I initially thought about float approximation, but when inspectin col the value stored are correct, so can't be that reason. It sounds weird even a sampling error because the getValue returns a value really similar that not seems to be interpolated with anything else. Anyway I tried even to add these lines after building the texture but nothing change: this.tex.filterMode = FilterMode.Point; this.tex.wrapMode = TextureWrapMode.Clamp; this.tex.anisoLevel = 1; What's my mistake? What am I missing? In addition to that. I'm using tex to store Rect coordinates returned from atlas generation, in order to be able of retriving the correct uv coordinate of an atlas inside a shader. Is this a right way to go?

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  • Understanding MotionEvent to implement a virtual DPad and Buttons on Android (Multitouch)

    - by Fabio Gomes
    I once implemented a DPad in XNA and now I'm trying to port it to android, put, I still don't get how the touch events work in android, the more I read the more confused I get. Here is the code I wrote so far, it works, but guess that it will only handle one touch point. public boolean onTouchEvent(MotionEvent event) { if (event.getPointerCount() == 0) return true; int touchX = -1; int touchY = -1; pressedDirection = DPadDirection.None; int actionCode = event.getAction() & MotionEvent.ACTION_MASK; if (actionCode == MotionEvent.ACTION_UP) { if (event.getPointerId(0) == idDPad) { pressedDirection = DPadDirection.None; idDPad = -1; } } else if (actionCode == MotionEvent.ACTION_DOWN || actionCode == MotionEvent.ACTION_MOVE) { touchX = (int)event.getX(); touchY = (int)event.getY(); if (rightRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Right; else if (leftRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Left; else if (upRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Up; else if (downRect.contains(touchX, touchY)) pressedDirection = DPadDirection.Down; if (pressedDirection != DPadDirection.None) idDPad = event.getPointerId(0); } return true; } The logic is: Test if there is a "DOWN" or "MOVED" event, then if one of this events collides with one of the 4 rectangles of my DPad, I set the pressedDirectin variable to the side of the touch event, then I read the DPad actual pressed direction in my Update() event on another class. The thing I'm not sure, is how do I get track of the touch points, I store the ID of the touch point which generated the diretion that is being stored (last one), so when this ID is released I set the Direction to None, but I'm really confused about how to handle this in android, here is the code I had in XNA: public override void Update(GameTime gameTime) { PressedDirection = DpadDirection.None; foreach (TouchLocation _touchLocation in TouchPanel.GetState()) { if (_touchLocation.State == TouchLocationState.Released) { if (_touchLocation.Id == _idDPad) { PressedDirection = DpadDirection.None; _idDPad = -1; } } else if (_touchLocation.State == TouchLocationState.Pressed || _touchLocation.State == TouchLocationState.Moved) { _intersectRect.X = (int)_touchLocation.Position.X; _intersectRect.Y = (int)_touchLocation.Position.Y; _intersectRect.Width = 1; _intersectRect.Height = 1; if (_intersectRect.Intersects(_rightRect)) PressedDirection = DpadDirection.Right; else if (_intersectRect.Intersects(_leftRect)) PressedDirection = DpadDirection.Left; else if (_intersectRect.Intersects(_upRect)) PressedDirection = DpadDirection.Up; else if (_intersectRect.Intersects(_downRect)) PressedDirection = DpadDirection.Down; if (PressedDirection != DpadDirection.None) { _idDPad = _touchLocation.Id; continue; } } } base.Update(gameTime); } So, first of all: Am I doing this correctly? if not, why? I don't want my DPad to handle multiple directions, but I still didn't get how to handle the multiple touch points, is the event called for every touch point, or all touch points comes in a single call? I still don't get it.

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  • How can I post scores to Facebook from a LibGDX android game?

    - by Vishal Kumar
    I am using LibGDX to create an android game. I am not making the HTML backend of the game. I just want it to be on the Android Google Play store. Is it possible to post the scores to Facebook? And if so, how can I do it. I searched and found the solutions only for web-based games. For LibGDX, there is a tutorial for Scoreloop. So, I am worried whether there is a way to do so. Any Suggestion will be welcome.

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  • Point of contact of 2 OBBs?

    - by Milo
    I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of contact when I hit a wall. Here is my OBB class: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); // 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(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // 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) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(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; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // 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.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,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; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public static float collisionResponse(OBB2D a, OBB2D b, Vector2D outNormal) { float depth = Float.MAX_VALUE; for (int i = 0; i < a.getNumCorners() + b.getNumCorners(); ++i) { Vector2D edgeA; Vector2D edgeB; if(i >= a.getNumCorners()) { edgeA = b.getCorner((i + b.getNumCorners() - 1) % b.getNumCorners()); edgeB = b.getCorner(i % b.getNumCorners()); } else { edgeA = a.getCorner((i + a.getNumCorners() - 1) % a.getNumCorners()); edgeB = a.getCorner(i % a.getNumCorners()); } tempNormal.x = edgeB.x -edgeA.x; tempNormal.y = edgeB.y - edgeA.y; tempNormal.normalize(); projAVec.equals(a.project(tempNormal.x,tempNormal.y)); projBVec.equals(b.project(tempNormal.x,tempNormal.y)); float distance = OBB2D.distance(projAVec.x, projAVec.y,projBVec.x,projBVec.y); if (distance > 0.0f) { return 0.0f; } else { float d = Math.abs(distance); if (d < depth) { depth = d; outNormal.equals(tempNormal); } } } float dx,dy; dx = b.getCenter().x - a.getCenter().x; dy = b.getCenter().y - a.getCenter().y; float dot = Vector2D.dot(dx,dy,outNormal.x,outNormal.y); if(dot > 0) { outNormal.x = -outNormal.x; outNormal.y = -outNormal.y; } return depth; } public Vector2D getMoveDeltaVec() { return deltaVec; } }; Thanks!

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  • How to apply programatical changes to the Terrain SplatPrototype

    - by Shivan Dragon
    I have a script to which I add a Terrain object (I drag and drop the terrain in the public Terrain field). The Terrain is already setup in Unity to have 2 PaintTextures: 1 is a Square (set up with a tile size so that it forms a checkered pattern) and the 2nd one is a grass image: Also the Target Strength of the first PaintTexture is lowered so that the checkered pattern also reveals some of the grass underneath. Now I want, at run time, to change the Tile Size of the first PaintTexture, i.e. have more or less checkers depending on various run time conditions. I've looked through Unity's documentation and I've seen you have the Terrain.terrainData.SplatPrototype array which allows you to change this. Also there's a RefreshPrototypes() method on the terrainData object and a Flush() method on the Terrain object. So I made a script like this: public class AStarTerrain : MonoBehaviour { public int aStarCellColumns, aStarCellRows; public GameObject aStarCellHighlightPrefab; public GameObject aStarPathMarkerPrefab; public GameObject utilityRobotPrefab; public Terrain aStarTerrain; void Start () { //I've also tried NOT drag and dropping the Terrain on the public field //and instead just using the commented line below, but I get the same results //aStarTerrain = this.GetComponents<Terrain>()[0]; Debug.Log ("Got terrain "+aStarTerrain.name); SplatPrototype[] splatPrototypes = aStarTerrain.terrainData.splatPrototypes; Debug.Log("Terrain has "+splatPrototypes.Length+" splat prototypes"); SplatPrototype aStarCellSplat = splatPrototypes[0]; Debug.Log("Re-tyling splat prototype "+aStarCellSplat.texture.name); aStarCellSplat.tileSize = new Vector2(2000,2000); Debug.Log("Tyling is now "+aStarCellSplat.tileSize.x+"/"+aStarCellSplat.tileSize.y); aStarTerrain.terrainData.RefreshPrototypes(); aStarTerrain.Flush(); } //... Problem is, nothing gets changed, the checker map is not re-tiled. The console outputs correctly tell me that I've got the Terrain object with the right name, that it has the right number of splat prototypes and that I'm modifying the tileSize on the SplatPrototype object corresponding to the right texture. It also tells me the value has changed. But nothing gets updated in the actual graphical view. So please, what am I missing?

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  • Spin-off of "Project: Memory++" in Khan academy [on hold]

    - by smraj
    This is the link of the program that I am trying https://www.khanacademy.org/cs/memory-tile-game/5966959895642112 When I am placing the mouse over the block it should change to red colour and when it is released the image should be displayed but my issue is that when i place the mouse over the block it changes its color ,but on release the image is not displayed.I kindly request someone in solving this

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • Android OpenGL ES 2 framebuffer not working properly

    - by user16547
    I'm trying to understand how framebuffers work. In order to achieve that, I want to draw a very basic triangle to a framebuffer texture and then draw the resulting texture to a quad on the default framebuffer. However, I only get a fraction of the triangle like below. LE: The triangle's coordinates should be (1) -0.5f, -0.5f, 0 (2) 0.5f, -0.5f, 0 (3) 0, 0.5f, 0 Here's the code to render: @Override public void onDrawFrame(GL10 gl) { renderNormalStuff(); renderFramebufferTexture(); } protected void renderNormalStuff() { GLES20.glViewport(0, 0, texWidth, texHeight); GLUtils.updateProjectionMatrix(mProjectionMatrix, texWidth, texHeight); GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, fbo[0]); GLES20.glUseProgram(mProgram); GLES20.glClearColor(.5f, .5f, .5f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mMVPMatrix, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[0]); GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 12, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vbo[1]); GLES20.glVertexAttribPointer(a_Color, 4, GLES20.GL_FLOAT, false, 16, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, ibo[0]); GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, 0); GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0); GLES20.glUseProgram(0); } private void renderFramebufferTexture() { GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER, 0); GLES20.glUseProgram(fboProgram); GLES20.glClearColor(.0f, .5f, .25f, 1); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glViewport(0, 0, width, height); GLUtils.updateProjectionMatrix(mProjectionMatrix, width, height); Matrix.setIdentityM(mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(fbo_u_MVPMatrix, 1, false, mMVPMatrix, 0); //draw the texture GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]); GLES20.glUniform1i(fbo_u_Texture, 0); GLUtils.sendBufferData(fbo_a_Position, 3, quadPositionBuffer); GLUtils.sendBufferData(fbo_a_TexCoordinate, 2, quadTexCoordinate); GLES20.glDrawElements(GLES20.GL_TRIANGLES, quadIndexBuffer.capacity(), GLES20.GL_UNSIGNED_BYTE, quadIndexBuffer); GLES20.glUseProgram(0); }

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  • box2D simulation doesn't work

    - by shadow_of__soul
    has been a while since last time i used box2D, and i needed to make some stuff, and i saw that my simulation don't worked (compiles, but do anything). i haven't been able to even have working the examples or this simple example i'm pasting below: package { import flash.display.Sprite; import flash.events.Event; import Box2D.Common.Math.b2Vec2; import Box2D.Dynamics.b2World; import Box2D.Dynamics.b2BodyDef; import Box2D.Dynamics.b2Body; import Box2D.Collision.Shapes.b2CircleShape; import Box2D.Dynamics.b2Fixture; import Box2D.Dynamics.b2FixtureDef; import org.flashdevelop.utils.FlashConnect; import flash.events.TimerEvent; import flash.utils.Timer; public class Main extends Sprite { public var world:b2World; public var wheelBody:b2Body; public var stepTimer:Timer; public function Main():void { if (stage) init(); else addEventListener(Event.ADDED_TO_STAGE, init); } private function init(e:Event = null):void { removeEventListener(Event.ADDED_TO_STAGE, init); var gravity:b2Vec2 = new b2Vec2(0, 10); world = new b2World(gravity, true); var wheelBodyDef:b2BodyDef = new b2BodyDef(); wheelBodyDef.type = b2Body.b2_dynamicBody; wheelBody = world.CreateBody(wheelBodyDef); var circleShape:b2CircleShape = new b2CircleShape(5); var wheelFixtureDef:b2FixtureDef = new b2FixtureDef(); wheelFixtureDef.shape = circleShape; var wheelFixture:b2Fixture = wheelBody.CreateFixture(wheelFixtureDef); stepTimer = new Timer(0.025 * 1000); stepTimer.addEventListener(TimerEvent.TIMER, onTick); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); stepTimer.start(); // entry point } private function onTick(a_event:TimerEvent):void { world.Step(0.025, 10, 10); FlashConnect.trace(wheelBody.GetPosition().x, wheelBody.GetPosition().y); } } } on this, the object should fall down, but the positions reported me by the trace method, are always 0. so is not a display problem, that i see everything freeze, is why the simulation is not working, and i have no idea why :( can anyone point me to the right direction of where i need to look for the problem? my settings are: windows 7 flashdevelop 4.2.1 SDK: 4.6.0 compiling for flash 10, but i tried every target i have available (till flash 11.5) project set at 30fps

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  • Starting a Java activity in Unity3d Android

    - by Matthew Pavlinsky
    I wrote a small Java activity extension of UnityPlayerActivity similar to what is described in the Unity docs. It has a method for displaying a song picking interface using an ACTION_GET_CONTENT intent. I start this activity using startActivityForResult() and it absolutely kills the performance of my Unity game when it is finished, it drops to about .1 FPS afterwords. I've changed removed the onActivityResult function and even tried starting the activity from inside an onKeyDown event in Java to make sure my method of starting the activity from Unity was not the problem. Heres the code in a basic sense: package com.company.product; import com.unity3d.player.UnityPlayerActivity; import com.unity3d.player.UnityPlayer; import android.os.Bundle; import android.util.Log; import android.content.Intent; public class SongPickerActivity extends UnityPlayerActivity { private Intent myIntent; final static int PICK_SONG = 1; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); Log.i("SongPickerActivity", "OnCreate"); myIntent = new Intent(Intent.ACTION_GET_CONTENT); myIntent.setType("audio/*"); } public void Pick() { Log.i("SongPickerActivity", "Pick"); startActivityForResult(myIntent, PICK_SONG); } @Override protected void onActivityResult(int requestCode, int resultCode, Intent data) { super.onActivityResult(requestCode, resultCode, data); } } This is causing me a bit more of a headache than it should and I would be thankful for any sort of advice. Does anyone have any experience with using custom activities in Unity Android or any insight on why this is happening or how to resolve this?

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  • Exporting 3DS Max animated biped character into Assimp

    - by Doug Kavendek
    I've been having some trouble with MD5 meshes exported from 3DS Max into my C++ program, using Assimp to import the model and its skeletal animation. If the models were rigged manually with bones, the export and animations work perfectly, but if they were rigged as a biped character, the animation hits a "deadly import error" and all the bones appear to get smooshed together into a big pile. This seems like it might just be a limitation of the MD5 exporter (we're currently using the one found here. Our plan is to try out a different MD5 exporter (this one), and if that still has problems, then try switching from MD5 to COLLADA. Our modeler won't be able to make time to try out these other exporters for a few days, so in the meantime I wanted to see if there were any better methods out there for getting biped rigged models from 3DS Max into our app via Assimp. Out of Assimp's supported formats, I need to figure out which will support the following: Skeletal animations Exportable from 3DS Max biped rigged models Failing that, an alternative would be a way to convert a biped character to its corresponding bones before exporting. We did find one script to do that, but it only seems meant as a starting point for modeling -- it doesn't carry over any hierarchy, skinning, or animation -- so it can't be used solely during export.

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  • OBJ model loaded in LWJGL has a black area with no texture

    - by gambiting
    I have a problem with loading an .obj file in LWJGL and its textures. The object is a tree(it's a paid model from TurboSquid, so I can't post it here,but here's the link if you want to see how it should look like): http://www.turbosquid.com/FullPreview/Index.cfm/ID/701294 I wrote a custom OBJ loader using the LWJGL tutorial from their wiki. It looks like this: public class OBJLoader { public static Model loadModel(File f) throws FileNotFoundException, IOException { BufferedReader reader = new BufferedReader(new FileReader(f)); Model m = new Model(); String line; Texture currentTexture = null; while((line=reader.readLine()) != null) { if(line.startsWith("v ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.verticies.add(new Vector3f(x,y,z)); }else if(line.startsWith("vn ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); float z = Float.valueOf(line.split(" ")[3]); m.normals.add(new Vector3f(x,y,z)); }else if(line.startsWith("vt ")) { float x = Float.valueOf(line.split(" ")[1]); float y = Float.valueOf(line.split(" ")[2]); m.texVerticies.add(new Vector2f(x,y)); }else if(line.startsWith("f ")) { Vector3f vertexIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[0]), Float.valueOf(line.split(" ")[2].split("/")[0]), Float.valueOf(line.split(" ")[3].split("/")[0])); Vector3f textureIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[1]), Float.valueOf(line.split(" ")[2].split("/")[1]), Float.valueOf(line.split(" ")[3].split("/")[1])); Vector3f normalIndicies = new Vector3f(Float.valueOf(line.split(" ")[1].split("/")[2]), Float.valueOf(line.split(" ")[2].split("/")[2]), Float.valueOf(line.split(" ")[3].split("/")[2])); m.faces.add(new Face(vertexIndicies,textureIndicies,normalIndicies,currentTexture.getTextureID())); }else if(line.startsWith("g ")) { if(line.length()>2) { String name = line.split(" ")[1]; currentTexture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/" + name + ".png")); System.out.println(currentTexture.getTextureID()); } } } reader.close(); System.out.println(m.verticies.size() + " verticies"); System.out.println(m.normals.size() + " normals"); System.out.println(m.texVerticies.size() + " texture coordinates"); System.out.println(m.faces.size() + " faces"); return m; } } Then I create a display list for my model using this code: objectDisplayList = GL11.glGenLists(1); GL11.glNewList(objectDisplayList, GL11.GL_COMPILE); Model m = null; try { m = OBJLoader.loadModel(new File("res/untitled4.obj")); } catch (Exception e1) { e1.printStackTrace(); } int currentTexture=0; for(Face face: m.faces) { if(face.texture!=currentTexture) { currentTexture = face.texture; GL11.glBindTexture(GL11.GL_TEXTURE_2D, currentTexture); } GL11.glColor3f(1f, 1f, 1f); GL11.glBegin(GL11.GL_TRIANGLES); Vector3f n1 = m.normals.get((int) face.normal.x - 1); GL11.glNormal3f(n1.x, n1.y, n1.z); Vector2f t1 = m.texVerticies.get((int) face.textures.x -1); GL11.glTexCoord2f(t1.x, t1.y); Vector3f v1 = m.verticies.get((int) face.vertex.x - 1); GL11.glVertex3f(v1.x, v1.y, v1.z); Vector3f n2 = m.normals.get((int) face.normal.y - 1); GL11.glNormal3f(n2.x, n2.y, n2.z); Vector2f t2 = m.texVerticies.get((int) face.textures.y -1); GL11.glTexCoord2f(t2.x, t2.y); Vector3f v2 = m.verticies.get((int) face.vertex.y - 1); GL11.glVertex3f(v2.x, v2.y, v2.z); Vector3f n3 = m.normals.get((int) face.normal.z - 1); GL11.glNormal3f(n3.x, n3.y, n3.z); Vector2f t3 = m.texVerticies.get((int) face.textures.z -1); GL11.glTexCoord2f(t3.x, t3.y); Vector3f v3 = m.verticies.get((int) face.vertex.z - 1); GL11.glVertex3f(v3.x, v3.y, v3.z); GL11.glEnd(); } GL11.glEndList(); The currentTexture is an int - it contains the ID of the currently used texture. So my model looks absolutely fine without textures: (sorry I cannot post hyperlinks since I am a new user) i.imgur.com/VtoK0.png But look what happens if I enable GL_TEXTURE_2D: i.imgur.com/z8Kli.png i.imgur.com/5e9nn.png i.imgur.com/FAHM9.png As you can see an entire side of the tree appears to be missing - and it's not transparent, since it's not in the colour of the background - it's rendered black. It's not a problem with the model - if I load it using Kanji's OBJ loader it works fine(but the thing is,that I need to write my own OBJ loader) i.imgur.com/YDATo.png this is my OpenGL init section: //init display try { Display.setDisplayMode(new DisplayMode(Support.SCREEN_WIDTH, Support.SCREEN_HEIGHT)); Display.create(); Display.setVSyncEnabled(true); } catch (LWJGLException e) { e.printStackTrace(); System.exit(0); } GL11.glLoadIdentity(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glClearColor(1.0f, 0.0f, 0.0f, 1.0f); GL11.glShadeModel(GL11.GL_SMOOTH); GL11.glEnable(GL11.GL_DEPTH_TEST); GL11.glDepthFunc(GL11.GL_LESS); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glMatrixMode(GL11.GL_PROJECTION); GLU.gluPerspective (90.0f,800f/600f, 1f, 500.0f); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glEnable(GL11.GL_CULL_FACE); GL11.glCullFace(GL11.GL_BACK); //enable lighting GL11.glEnable(GL11.GL_LIGHTING); ByteBuffer temp = ByteBuffer.allocateDirect(16); temp.order(ByteOrder.nativeOrder()); GL11.glMaterial(GL11.GL_FRONT, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse).flip()); GL11.glMaterialf(GL11.GL_FRONT, GL11.GL_SHININESS,(int)material_shinyness); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_DIFFUSE, (FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); // Setup The Diffuse Light GL11.glLight(GL11.GL_LIGHT2, GL11.GL_POSITION,(FloatBuffer)temp.asFloatBuffer().put(lightPosition2).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_AMBIENT,(FloatBuffer)temp.asFloatBuffer().put(lightAmbient).flip()); GL11.glLight(GL11.GL_LIGHT2, GL11.GL_SPECULAR,(FloatBuffer)temp.asFloatBuffer().put(lightDiffuse2).flip()); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_CONSTANT_ATTENUATION, 0.1f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_LINEAR_ATTENUATION, 0.0f); GL11.glLightf(GL11.GL_LIGHT2, GL11.GL_QUADRATIC_ATTENUATION, 0.0f); GL11.glEnable(GL11.GL_LIGHT2); Could somebody please help me?

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  • cocos2d-x and handling touch events

    - by Jason
    I have my sprites on screen and I have a vector that stores each sprite. Can a CCSprite* handle a touch event? Or just the CCLayer*? What is the best way to decide what sprite was touched? Should I store the coordinates of where the sprite is (in the sprite class) and when I get the event, see if where the user touched is where the sprite is by looking through the vector and getting each sprites current coordinates? UPDATE: I subclass CCSprite: class Field : public cocos2d::CCSprite, public cocos2d::CCTargetedTouchDelegate and I implement functions: cocos2d::CCRect rect(); virtual void onEnter(); virtual void onExit(); bool containsTouchLocation(cocos2d::CCTouch* touch); virtual bool ccTouchBegan(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchMoved(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void ccTouchEnded(cocos2d::CCTouch* touch, cocos2d::CCEvent* event); virtual void touchDelegateRetain(); virtual void touchDelegateRelease(); I put CCLOG statements in each one and I dont hit them! When I touch the CCLayer this sprite is on though I do hit those in the class that implements the Layer and puts these sprites on the layer.

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  • How could you parallelise a 2D boids simulation

    - by Sycren
    How could you program a 2D boids simulation in such a way that it could use processing power from different sources (clusters, gpu). In the above example, the non-coloured particles move around until they cluster (yellow) and stop moving. The problem is that all the entities could potentially interact with each other although an entity in the top left is unlikely to interact with one in the bottom right. If the domain was split into different segments, it may speed the whole thing up, But if an entity wanted to cross into another segment there may be problems. At the moment this simulation works with 5000 entities with a good frame rate, I would like to try this with millions if possible. Would it be possible to use quad trees to further optimise this? Any other suggestions?

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  • Error in destroying object in Box2D/LibGDX

    - by Crypted
    I'm trying to delete an object when a collision happens. I have put the following code in the render method of the object so it would be outside of the physics calculations. public void render(SpriteBatch spriteBatch) { // some other code... body.setActive(false); body.getWorld().destroyBody(body); But I'm getting an run-time error which crashes the JVM and shows, AL lib: alc_cleanup: 1 device not closed Assertion failed! Program: C:\Program Files\Java\jre6\bin\javaw.exe File: /var/lib/hudson/jobs/libgdx-git/workspace/gdx/jni/Box2D/Dynamics/b2World.cpp, Line 133 Expression: m_bodyCount 0 Can anyone help me here?

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  • UV texture mapping with perspective correct interpolation

    - by Twodordan
    I am working on a software rasterizer for educational purposes and I am having issues with the texturing. The problem is, only one face of the cube gets correctly textured. The rest are stretched edges: You can see the running program online here. I have used cartesian coordinates, and all I do is interpolate the uv values along the scanlines. The general formula I use for interpolating the uv coordinates is pretty much the one I use for the z-buffering interpolation and looks like this (in this case for horizontal scanlines): u_Slope = (right.u - left.u) / (triangleRight_x - triangleLeft_x); v_Slope = (right.v - left.v) / (triangleRight_x - triangleLeft_x); //[...] new_u = left.u + ((currentX_onScanLine - triangleLeft_x) * u_Slope); new_v = left.v + ((currentX_onScanLine - triangleLeft_x) * v_Slope); Then, when I add each point to the pixel buffer, I restore z and uv: z = (1/z); uv.u = Math.round(uv.u * z *100);//*100 because my texture is 100x100px uv.v = Math.round(uv.v * z *100); Then I turn the u v indexes into one index in order to fetch the correct pixel from the image data (which is a 1 dimensional px array): var index = texture.width * uv.u + uv.v; //and the rest is unimportant imagedata[index].RGBA bla bla The interpolation formula is correct considering the consistency of the texture (including the straight stripes). However, I seem to get quite a lot of 0 values for either u or v. Which is probably why I only get one face right. Furthermore, why is the texture flipped horizontally? (the "1" is flipped) I must get some sleep now, but before I get into further dissecting of every single value to see what goes wrong, Can someone more experienced guess why might this be happening, just by looking at the cube? "I have no idea what I'm doing" (it's my first time implementing a rasterizer). Did I miss an important stage? Thanks for any insight. PS: My UV values are as follows: { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }, { u:0, v:0 }, { u:0, v:0.5 }, { u:0.5, v:0.5 }, { u:0.5, v:0 }

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  • Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?

    - by vargonian
    I am told repeatedly that XNA Game Studio uses a right-handed coordinate system, and I understand the difference between a right-handed and left-handed coordinate system. But given that you can use a method like Matrix.CreateOrthographicOffCenter to create your own custom projection matrix, specifying the left, right, top, bottom, zNear and zFar values, when does XNA's coordinate system come into play? For example, I'm told that in a right-handed coordinate system, increasingly negative Z values go "into" the screen. But I can easily create my projection matrix like this: Matrix.CreateOrthographicOffCenter(left, right, bottom, top, 0.1f, 10000f); I've now specified a lower value for the near Z than the far Z, which, as I understand it, means that positive Z now goes into the screen. I can similarly tweak the values of left/right/top/bottom to achieve similar results. If specifying a lower zNear than zFar value doesn't affect the Z direction of the coordinate system, what does it do? And when is the right-handed coordinate system enforced? The reason I ask is that I'm trying to implement a 2.5D camera that supports zooming and rotation, and I've spent two full days encountering one unexpected result after another.

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  • How can I bend an object in OpenGL?

    - by mindnoise
    Is there a way one could bend an object, like a cylinder or a plane using OpenGL? I'm an OpenGL beginner (I'm using OpenGL ES 2.0, if that matters, although I suspect, math matters most in this case, so it's somehow version independent), I understand the basics: translate, rotate, matrix transformations, etc. I was wondering if there is a technique which allows you to actually change the geometry of your objects (in this case by bending them)? Any links, tutorials or other references are welcomed!

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  • Problem rendering VBO

    - by Onno
    I'm developing a game engine using OpenTK. I'm trying to get to grips with the use of VBO's. I've run into some trouble because somehow it doesn't render correctly. Thus far I've used immediate mode to render a test object, a test cube with a texture. namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class ImmediateFaceBasedCube : IMesh { private IList<Face> faces = new List<Face>(); public ImmediateFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: move vertex normal and texture data to datastructure //todo: VBO based rendering //top face //1 IList<VertexData> verticesT1 = new List<VertexData>(); VertexData T1a = new VertexData(); T1a.Normal = normals[0]; T1a.TexCoord = textureCoordinates[5]; T1a.Position = allVertices[3]; verticesT1.Add(T1a); VertexData T1b = new VertexData(); T1b.Normal = normals[0]; T1b.TexCoord = textureCoordinates[9]; T1b.Position = allVertices[0]; verticesT1.Add(T1b); VertexData T1c = new VertexData(); T1c.Normal = normals[0]; T1c.TexCoord = textureCoordinates[10]; T1c.Position = allVertices[1]; verticesT1.Add(T1c); Face F1 = new Face(verticesT1); faces.Add(F1); //2 IList<VertexData> verticesT2 = new List<VertexData>(); VertexData T2a = new VertexData(); T2a.Normal = normals[0]; T2a.TexCoord = textureCoordinates[10]; T2a.Position = allVertices[1]; verticesT2.Add(T2a); VertexData T2b = new VertexData(); T2b.Normal = normals[0]; T2b.TexCoord = textureCoordinates[6]; T2b.Position = allVertices[2]; verticesT2.Add(T2b); VertexData T2c = new VertexData(); T2c.Normal = normals[0]; T2c.TexCoord = textureCoordinates[5]; T2c.Position = allVertices[3]; verticesT2.Add(T2c); Face F2 = new Face(verticesT2); faces.Add(F2); //front face //3 IList<VertexData> verticesT3 = new List<VertexData>(); VertexData T3a = new VertexData(); T3a.Normal = normals[1]; T3a.TexCoord = textureCoordinates[1]; T3a.Position = allVertices[3]; verticesT3.Add(T3a); VertexData T3b = new VertexData(); T3b.Normal = normals[1]; T3b.TexCoord = textureCoordinates[0]; T3b.Position = allVertices[7]; verticesT3.Add(T3b); VertexData T3c = new VertexData(); T3c.Normal = normals[1]; T3c.TexCoord = textureCoordinates[5]; T3c.Position = allVertices[0]; verticesT3.Add(T3c); Face F3 = new Face(verticesT3); faces.Add(F3); //4 IList<VertexData> verticesT4 = new List<VertexData>(); VertexData T4a = new VertexData(); T4a.Normal = normals[1]; T4a.TexCoord = textureCoordinates[5]; T4a.Position = allVertices[0]; verticesT4.Add(T4a); VertexData T4b = new VertexData(); T4b.Normal = normals[1]; T4b.TexCoord = textureCoordinates[0]; T4b.Position = allVertices[7]; verticesT4.Add(T4b); VertexData T4c = new VertexData(); T4c.Normal = normals[1]; T4c.TexCoord = textureCoordinates[4]; T4c.Position = allVertices[4]; verticesT4.Add(T4c); Face F4 = new Face(verticesT4); faces.Add(F4); //right face //5 IList<VertexData> verticesT5 = new List<VertexData>(); VertexData T5a = new VertexData(); T5a.Normal = normals[2]; T5a.TexCoord = textureCoordinates[2]; T5a.Position = allVertices[0]; verticesT5.Add(T5a); VertexData T5b = new VertexData(); T5b.Normal = normals[2]; T5b.TexCoord = textureCoordinates[1]; T5b.Position = allVertices[4]; verticesT5.Add(T5b); VertexData T5c = new VertexData(); T5c.Normal = normals[2]; T5c.TexCoord = textureCoordinates[6]; T5c.Position = allVertices[1]; verticesT5.Add(T5c); Face F5 = new Face(verticesT5); faces.Add(F5); //6 IList<VertexData> verticesT6 = new List<VertexData>(); VertexData T6a = new VertexData(); T6a.Normal = normals[2]; T6a.TexCoord = textureCoordinates[1]; T6a.Position = allVertices[4]; verticesT6.Add(T6a); VertexData T6b = new VertexData(); T6b.Normal = normals[2]; T6b.TexCoord = textureCoordinates[5]; T6b.Position = allVertices[5]; verticesT6.Add(T6b); VertexData T6c = new VertexData(); T6c.Normal = normals[2]; T6c.TexCoord = textureCoordinates[6]; T6c.Position = allVertices[1]; verticesT6.Add(T6c); Face F6 = new Face(verticesT6); faces.Add(F6); //back face //7 IList<VertexData> verticesT7 = new List<VertexData>(); VertexData T7a = new VertexData(); T7a.Normal = normals[3]; T7a.TexCoord = textureCoordinates[4]; T7a.Position = allVertices[5]; verticesT7.Add(T7a); VertexData T7b = new VertexData(); T7b.Normal = normals[3]; T7b.TexCoord = textureCoordinates[9]; T7b.Position = allVertices[2]; verticesT7.Add(T7b); VertexData T7c = new VertexData(); T7c.Normal = normals[3]; T7c.TexCoord = textureCoordinates[5]; T7c.Position = allVertices[1]; verticesT7.Add(T7c); Face F7 = new Face(verticesT7); faces.Add(F7); //8 IList<VertexData> verticesT8 = new List<VertexData>(); VertexData T8a = new VertexData(); T8a.Normal = normals[3]; T8a.TexCoord = textureCoordinates[9]; T8a.Position = allVertices[2]; verticesT8.Add(T8a); VertexData T8b = new VertexData(); T8b.Normal = normals[3]; T8b.TexCoord = textureCoordinates[4]; T8b.Position = allVertices[5]; verticesT8.Add(T8b); VertexData T8c = new VertexData(); T8c.Normal = normals[3]; T8c.TexCoord = textureCoordinates[8]; T8c.Position = allVertices[6]; verticesT8.Add(T8c); Face F8 = new Face(verticesT8); faces.Add(F8); //left face //9 IList<VertexData> verticesT9 = new List<VertexData>(); VertexData T9a = new VertexData(); T9a.Normal = normals[4]; T9a.TexCoord = textureCoordinates[8]; T9a.Position = allVertices[6]; verticesT9.Add(T9a); VertexData T9b = new VertexData(); T9b.Normal = normals[4]; T9b.TexCoord = textureCoordinates[13]; T9b.Position = allVertices[3]; verticesT9.Add(T9b); VertexData T9c = new VertexData(); T9c.Normal = normals[4]; T9c.TexCoord = textureCoordinates[9]; T9c.Position = allVertices[2]; verticesT9.Add(T9c); Face F9 = new Face(verticesT9); faces.Add(F9); //10 IList<VertexData> verticesT10 = new List<VertexData>(); VertexData T10a = new VertexData(); T10a.Normal = normals[4]; T10a.TexCoord = textureCoordinates[8]; T10a.Position = allVertices[6]; verticesT10.Add(T10a); VertexData T10b = new VertexData(); T10b.Normal = normals[4]; T10b.TexCoord = textureCoordinates[12]; T10b.Position = allVertices[7]; verticesT10.Add(T10b); VertexData T10c = new VertexData(); T10c.Normal = normals[4]; T10c.TexCoord = textureCoordinates[13]; T10c.Position = allVertices[3]; verticesT10.Add(T10c); Face F10 = new Face(verticesT10); faces.Add(F10); //bottom face //11 IList<VertexData> verticesT11 = new List<VertexData>(); VertexData T11a = new VertexData(); T11a.Normal = normals[5]; T11a.TexCoord = textureCoordinates[10]; T11a.Position = allVertices[7]; verticesT11.Add(T11a); VertexData T11b = new VertexData(); T11b.Normal = normals[5]; T11b.TexCoord = textureCoordinates[9]; T11b.Position = allVertices[6]; verticesT11.Add(T11b); VertexData T11c = new VertexData(); T11c.Normal = normals[5]; T11c.TexCoord = textureCoordinates[14]; T11c.Position = allVertices[4]; verticesT11.Add(T11c); Face F11 = new Face(verticesT11); faces.Add(F11); //12 IList<VertexData> verticesT12 = new List<VertexData>(); VertexData T12a = new VertexData(); T12a.Normal = normals[5]; T12a.TexCoord = textureCoordinates[13]; T12a.Position = allVertices[5]; verticesT12.Add(T12a); VertexData T12b = new VertexData(); T12b.Normal = normals[5]; T12b.TexCoord = textureCoordinates[14]; T12b.Position = allVertices[4]; verticesT12.Add(T12b); VertexData T12c = new VertexData(); T12c.Normal = normals[5]; T12c.TexCoord = textureCoordinates[9]; T12c.Position = allVertices[6]; verticesT12.Add(T12c); Face F12 = new Face(verticesT12); faces.Add(F12); } public void draw() { GL.Begin(BeginMode.Triangles); foreach (Face face in faces) { foreach (VertexData datapoint in face.verticesWithTexCoords) { GL.Normal3(datapoint.Normal); GL.TexCoord2(datapoint.TexCoord); GL.Vertex3(datapoint.Position); } } GL.End(); } } } Gets me this very nice picture: The immediate mode cube renders nicely and taught me a bit on how to use OpenGL, but VBO's are the way to go. Since I read on the OpenTK forums that OpenTK has problems doing VA's or DL's, I decided to skip using those. Now, I've tried to change this cube to a VBO by using the same vertex, normal and tc collections, and making float arrays from them by using the coordinates in combination with uint arrays which contain the index numbers from the immediate cube. (see the private functions at end of the code sample) Somehow this only renders two triangles namespace SharpEngine.Utility.Mesh { using System; using System.Collections.Generic; using OpenTK; using OpenTK.Graphics; using OpenTK.Graphics.OpenGL; using SharpEngine.Utility; using System.Drawing; public class VBOFaceBasedCube : IMesh { private int VerticesVBOID; private int VerticesVBOStride; private int VertexCount; private int ELementBufferObjectID; private int textureCoordinateVBOID; private int textureCoordinateVBOStride; //private int textureCoordinateArraySize; private int normalVBOID; private int normalVBOStride; public VBOFaceBasedCube() { IList<Vector3> allVertices = new List<Vector3>(); //rechtsbovenvoor allVertices.Add(new Vector3(1.0f, 1.0f, 1.0f)); //0 //rechtsbovenachter allVertices.Add(new Vector3(1.0f, 1.0f, -1.0f)); //1 //linksbovenachter allVertices.Add(new Vector3(-1.0f, 1.0f, -1.0f)); //2 //linksbovenvoor allVertices.Add(new Vector3(-1.0f, 1.0f, 1.0f)); //3 //rechtsondervoor allVertices.Add(new Vector3(1.0f, -1.0f, 1.0f)); //4 //rechtsonderachter allVertices.Add(new Vector3(1.0f, -1.0f, -1.0f)); //5 //linksonderachter allVertices.Add(new Vector3(-1.0f, -1.0f, -1.0f)); //6 //linksondervoor allVertices.Add(new Vector3(-1.0f, -1.0f, 1.0f)); //7 IList<Vector2> textureCoordinates = new List<Vector2>(); textureCoordinates.Add(new Vector2(0, 0)); //AA - 0 textureCoordinates.Add(new Vector2(0, 0.3333333f)); //AB - 1 textureCoordinates.Add(new Vector2(0, 0.6666666f)); //AC - 2 textureCoordinates.Add(new Vector2(0, 1)); //AD - 3 textureCoordinates.Add(new Vector2(0.3333333f, 0)); //BA - 4 textureCoordinates.Add(new Vector2(0.3333333f, 0.3333333f)); //BB - 5 textureCoordinates.Add(new Vector2(0.3333333f, 0.6666666f)); //BC - 6 textureCoordinates.Add(new Vector2(0.3333333f, 1)); //BD - 7 textureCoordinates.Add(new Vector2(0.6666666f, 0)); //CA - 8 textureCoordinates.Add(new Vector2(0.6666666f, 0.3333333f)); //CB - 9 textureCoordinates.Add(new Vector2(0.6666666f, 0.6666666f)); //CC -10 textureCoordinates.Add(new Vector2(0.6666666f, 1)); //CD -11 textureCoordinates.Add(new Vector2(1, 0)); //DA -12 textureCoordinates.Add(new Vector2(1, 0.3333333f)); //DB -13 textureCoordinates.Add(new Vector2(1, 0.6666666f)); //DC -14 textureCoordinates.Add(new Vector2(1, 1)); //DD -15 Vector3 copy1 = new Vector3(-2.0f, -2.5f, -3.5f); IList<Vector3> normals = new List<Vector3>(); normals.Add(new Vector3(0, 1.0f, 0)); //0 normals.Add(new Vector3(0, 0, 1.0f)); //1 normals.Add(new Vector3(1.0f, 0, 0)); //2 normals.Add(new Vector3(0, 0, -1.0f)); //3 normals.Add(new Vector3(-1.0f, 0, 0)); //4 normals.Add(new Vector3(0, -1.0f, 0)); //5 //todo: VBO based rendering uint[] vertexElements = { 3,0,1, //01 1,2,3, //02 3,7,0, //03 0,7,4, //04 0,4,1, //05 4,5,1, //06 5,2,1, //07 2,5,6, //08 6,3,2, //09 6,7,5, //10 7,6,4, //11 5,4,6 //12 }; VertexCount = vertexElements.Length; IList<uint> vertexElementList = new List<uint>(vertexElements); uint[] normalElements = { 0,0,0, 0,0,0, 1,1,1, 1,1,1, 2,2,2, 2,2,2, 3,3,3, 3,3,3, 4,4,4, 4,4,4, 5,5,5, 5,5,5 }; IList<uint> normalElementList = new List<uint>(normalElements); uint[] textureIndexArray = { 5,9,10, 10,6,5, 1,0,5, 5,0,4, 2,1,6, 1,5,6, 4,9,5, 9,4,8, 8,13,9, 8,12,13, 10,9,14, 13,14,9 }; //textureCoordinateArraySize = textureIndexArray.Length; IList<uint> textureIndexList = new List<uint>(textureIndexArray); LoadVBO(allVertices, normals, textureCoordinates, vertexElements, normalElementList, textureIndexList); } public void draw() { //bind vertices //bind elements //bind normals //bind texture coordinates GL.EnableClientState(ArrayCap.VertexArray); GL.EnableClientState(ArrayCap.NormalArray); GL.EnableClientState(ArrayCap.TextureCoordArray); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); GL.VertexPointer(3, VertexPointerType.Float, VerticesVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); GL.NormalPointer(NormalPointerType.Float, normalVBOStride, 0); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); GL.TexCoordPointer(2, TexCoordPointerType.Float, textureCoordinateVBOStride, 0); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.DrawElements(BeginMode.Polygon, VertexCount, DrawElementsType.UnsignedShort, 0); } //loads a static VBO void LoadVBO(IList<Vector3> vertices, IList<Vector3> normals, IList<Vector2> texcoords, uint[] elements, IList<uint> normalIndices, IList<uint> texCoordIndices) { int size; //todo // To create a VBO: // 1) Generate the buffer handles for the vertex and element buffers. // 2) Bind the vertex buffer handle and upload your vertex data. Check that the buffer was uploaded correctly. // 3) Bind the element buffer handle and upload your element data. Check that the buffer was uploaded correctly. float[] verticesArray = convertVector3fListToFloatArray(vertices); float[] normalsArray = createFloatArrayFromListOfVector3ElementsAndIndices(normals, normalIndices); float[] textureCoordinateArray = createFloatArrayFromListOfVector2ElementsAndIndices(texcoords, texCoordIndices); GL.GenBuffers(1, out VerticesVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, VerticesVBOID); Console.WriteLine("load 1 - vertices"); VerticesVBOStride = BlittableValueType.StrideOf(verticesArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(verticesArray.Length * sizeof(float)), verticesArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (verticesArray.Length * BlittableValueType.StrideOf(verticesArray) != size) { throw new ApplicationException("Vertex data not uploaded correctly"); } else { Console.WriteLine("load 1 finished ok"); size = 0; } Console.WriteLine("load 2 - elements"); GL.GenBuffers(1, out ELementBufferObjectID); GL.BindBuffer(BufferTarget.ElementArrayBuffer, ELementBufferObjectID); GL.BufferData(BufferTarget.ElementArrayBuffer, (IntPtr)(elements.Length * sizeof(uint)), elements, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ElementArrayBuffer, BufferParameterName.BufferSize, out size); if (elements.Length * sizeof(uint) != size) { throw new ApplicationException("Element data not uploaded correctly"); } else { size = 0; Console.WriteLine("load 2 finished ok"); } GL.GenBuffers(1, out normalVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, normalVBOID); Console.WriteLine("load 3 - normals"); normalVBOStride = BlittableValueType.StrideOf(normalsArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(normalsArray.Length * sizeof(float)), normalsArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); Console.WriteLine("load 3 - pre check"); if (normalsArray.Length * BlittableValueType.StrideOf(normalsArray) != size) { throw new ApplicationException("Normal data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } GL.GenBuffers(1, out textureCoordinateVBOID); GL.BindBuffer(BufferTarget.ArrayBuffer, textureCoordinateVBOID); Console.WriteLine("load 4- texture coordinates"); textureCoordinateVBOStride = BlittableValueType.StrideOf(textureCoordinateArray); GL.BufferData(BufferTarget.ArrayBuffer, (IntPtr)(textureCoordinateArray.Length * textureCoordinateVBOStride), textureCoordinateArray, BufferUsageHint.StaticDraw); GL.GetBufferParameter(BufferTarget.ArrayBuffer, BufferParameterName.BufferSize, out size); if (textureCoordinateArray.Length * BlittableValueType.StrideOf(textureCoordinateArray) != size) { throw new ApplicationException("texture coordinate data not uploaded correctly"); } else { Console.WriteLine("load 3 finished ok"); size = 0; } } //used to convert vertex arrayss for use with VBO's private float[] convertVector3fListToFloatArray(IList<Vector3> input) { int arrayElementCount = input.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector3 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; output[fillCount + 2] = v.Z; fillCount += 3; } return output; } //used for converting texture coordinate arrays for use with VBO's private float[] convertVector2List_to_floatArray(IList<Vector2> input) { int arrayElementCount = input.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (Vector2 v in input) { output[fillCount] = v.X; output[fillCount + 1] = v.Y; fillCount += 2; } return output; } //used to create an array of floats from private float[] createFloatArrayFromListOfVector3ElementsAndIndices(IList<Vector3> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 3; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; output[fillCount + 2] = inputVectors[i].Z; fillCount += 3; } return output; } private float[] createFloatArrayFromListOfVector2ElementsAndIndices(IList<Vector2> inputVectors, IList<uint> indices) { int arrayElementCount = inputVectors.Count * indices.Count * 2; float[] output = new float[arrayElementCount]; int fillCount = 0; foreach (int i in indices) { output[fillCount] = inputVectors[i].X; output[fillCount + 1] = inputVectors[i].Y; fillCount += 2; } return output; } } } This code will only render two triangles and they're nothing like I had in mind: I've done some searching. In some other questions I read that, if I did something wrong, I'd get no rendering at all. Clearly, something gets sent to the GFX card, but it might be that I'm not sending the right data. I've tried altering the sequence in which the triangles are rendered by swapping some of the index numbers in the vert, tc and normal index arrays, but this doesn't seem to be of any effect. I'm slightly lost here. What am I doing wrong here?

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  • How was your experience working as a game tester?

    - by MrDatabase
    I'm currently an independent game developer. I'm open to the idea of working on a team in the game industry. I'm under the impression that being a "game tester" is a relatively easy way to get a job... however that job may be somewhat undesirable. So how was your experience working as a tester in the game industry? Some interesting experiences could include: Did the game tester position lead to other more desirable positions? How were the relationships between testers and developers? Did you write any code? (test "frameworks", unit tests etc) If bugs made it into production was any (potentially unfair) blame put on the testers?

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  • Implementing algorithms via compute shaders vs. pipeline shaders

    - by TravisG
    With the availability of compute shaders for both DirectX and OpenGL it's now possible to implement many algorithms without going through the rasterization pipeline and instead use general purpose computing on the GPU to solve the problem. For some algorithms this seems to become the intuitive canonical solution because they're inherently not rasterization based, and rasterization-based shaders seemed to be a workaround to harness GPU power (simple example: creating a noise texture. No quad needs to be rasterized here). Given an algorithm that can be implemented both ways, are there general (potential) performance benefits over using compute shaders vs. going the normal route? Are there drawbacks that we should watch out for (for example, is there some kind of unusual overhead to switching from/to compute shaders at runtime)? Are there perhaps other benefits or drawbacks to consider when choosing between the two?

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  • exporting bind and keyframe bone poses from blender to use in OpenGL

    - by SaldaVonSchwartz
    I'm having a hard time trying to understand how exactly Blender's concept of bone transforms maps to the usual math of skinning (which I'm implementing in an OpenGL-based engine of sorts). Or I'm missing out something in the math.. It's gonna be long, but here's as much background as I can think of. First, a few notes and assumptions: I'm using column-major order and multiply from right to left. So for instance, vertex v transformed by matrix A and then further transformed by matrix B would be: v' = BAv. This also means whenever I export a matrix from blender through python, I export it (in text format) in 4 lines, each representing a column. This is so I can then I can read them back into my engine like this: if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[0], &skeleton.joints[currentJointIndex].inverseBindTransform.m[1], &skeleton.joints[currentJointIndex].inverseBindTransform.m[2], &skeleton.joints[currentJointIndex].inverseBindTransform.m[3])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[4], &skeleton.joints[currentJointIndex].inverseBindTransform.m[5], &skeleton.joints[currentJointIndex].inverseBindTransform.m[6], &skeleton.joints[currentJointIndex].inverseBindTransform.m[7])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[8], &skeleton.joints[currentJointIndex].inverseBindTransform.m[9], &skeleton.joints[currentJointIndex].inverseBindTransform.m[10], &skeleton.joints[currentJointIndex].inverseBindTransform.m[11])) { if (fscanf(fileHandle, "%f %f %f %f", &skeleton.joints[currentJointIndex].inverseBindTransform.m[12], &skeleton.joints[currentJointIndex].inverseBindTransform.m[13], &skeleton.joints[currentJointIndex].inverseBindTransform.m[14], &skeleton.joints[currentJointIndex].inverseBindTransform.m[15])) { I'm simplifying the code I show because otherwise it would make things unnecessarily harder (in the context of my question) to explain / follow. Please refrain from making remarks related to optimizations. This is not final code. Having said that, if I understand correctly, the basic idea of skinning/animation is: I have a a mesh made up of vertices I have the mesh model-world transform W I have my joints, which are really just transforms from each joint's space to its parent's space. I'll call these transforms Bj meaning matrix which takes from joint j's bind pose to joint j-1's bind pose. For each of these, I actually import their inverse to the engine, Bj^-1. I have keyframes each containing a set of current poses Cj for each joint J. These are initially imported to my engine in TQS format but after (S)LERPING them I compose them into Cj matrices which are equivalent to the Bjs (not the Bj^-1 ones) only that for the current spacial configurations of each joint at that frame. Given the above, the "skeletal animation algorithm is" On each frame: check how much time has elpased and compute the resulting current time in the animation, from 0 meaning frame 0 to 1, meaning the end of the animation. (Oh and I'm looping forever so the time is mod(total duration)) for each joint: 1 -calculate its world inverse bind pose, that is Bj_w^-1 = Bj^-1 Bj-1^-1 ... B0^-1 2 -use the current animation time to LERP the componets of the TQS and come up with an interpolated current pose matrix Cj which should transform from the joints current configuration space to world space. Similar to what I did to get the world version of the inverse bind poses, I come up with the joint's world current pose, Cj_w = C0 C1 ... Cj 3 -now that I have world versions of Bj and Cj, I store this joint's world- skinning matrix K_wj = Cj_w Bj_w^-1. The above is roughly implemented like so: - (void)update:(NSTimeInterval)elapsedTime { static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.jointPoses[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.jointPoses[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeTranslation(LERPTranslation.x, LERPTranslation.y, LERPTranslation.z)); currentTransform = GLKMatrix4Multiply(currentTransform, GLKMatrix4MakeScale(LERPScaling.x, LERPScaling.y, LERPScaling.z)); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = aSkeleton.joints[i].inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(aSkeleton.joints[i].inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } } At this point, I should have my skinning palette. So on each frame in my vertex shader, I do: uniform mat4 modelMatrix; uniform mat4 projectionMatrix; uniform mat3 normalMatrix; uniform mat4 skinningPalette[6]; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { vec3 eyeNormal = normalize(normalMatrix * normal); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } gl_Position = projectionMatrix * modelMatrix * skinnedVertexPosition; } The result: The mesh parts that are supposed to animate do animate and follow the expected motion, however, the rotations are messed up in terms of orientations. That is, the mesh is not translated somewhere else or scaled in any way, but the orientations of rotations seem to be off. So a few observations: In the above shader notice I actually did not multiply the vertices by the mesh modelMatrix (the one which would take them to model or world or global space, whichever you prefer, since there is no parent to the mesh itself other than "the world") until after skinning. This is contrary to what I implied in the theory: if my skinning matrix takes vertices from model to joint and back to model space, I'd think the vertices should already be premultiplied by the mesh transform. But if I do so, I just get a black screen. As far as exporting the joints from Blender, my python script exports for each armature bone in bind pose, it's matrix in this way: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: poseJoint = skeleton.pose.bones[joint.name] jointTransform = poseJoint.matrix.inverted() file.write('Joint ' + joint.name + ' Transform {\n') for col in jointTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') And for current / keyframe poses (assuming I'm in the right keyframe): def exportAnimations(filepath): # Only one skeleton per scene objList = [object for object in bpy.context.scene.objects if object.type == 'ARMATURE'] if len(objList) == 0: return elif len(objList) > 1: return #raise exception? dialog box? skeleton = objList[0] jointNames = [bone.name for bone in skeleton.data.bones] for action in bpy.data.actions: # One animation clip per action in Blender, named as the action animationClipFilePath = filepath[0 : filepath.rindex('/') + 1] + action.name + ".aClip" file = open(animationClipFilePath, 'w') file.write('target skeleton: ' + skeleton.name + '\n') file.write('joints count: {:d}'.format(len(jointNames)) + '\n') skeleton.animation_data.action = action keyframeNum = max([len(fcurve.keyframe_points) for fcurve in action.fcurves]) keyframes = [] for fcurve in action.fcurves: for keyframe in fcurve.keyframe_points: keyframes.append(keyframe.co[0]) keyframes = set(keyframes) keyframes = [kf for kf in keyframes] keyframes.sort() file.write('keyframes count: {:d}'.format(len(keyframes)) + '\n') for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) joint = skeleton.pose.bones[i] jointCurrentPoseTransform = joint.matrix translationV = jointCurrentPoseTransform.to_translation() rotationQ = jointCurrentPoseTransform.to_3x3().to_quaternion() scaleV = jointCurrentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') file.close() Which I believe follow the theory explained at the beginning of my question. But then I checked out Blender's directX .x exporter for reference.. and what threw me off was that in the .x script they are exporting bind poses like so (transcribed using the same variable names I used so you can compare): if joint.parent: jointTransform = poseJoint.parent.matrix.inverted() else: jointTransform = Matrix() jointTransform *= poseJoint.matrix and exporting current keyframe poses like this: if joint.parent: jointCurrentPoseTransform = joint.parent.matrix.inverted() else: jointCurrentPoseTransform = Matrix() jointCurrentPoseTransform *= joint.matrix why are they using the parent's transform instead of the joint in question's? isn't the join transform assumed to exist in the context of a parent transform since after all it transforms from this joint's space to its parent's? Why are they concatenating in the same order for both bind poses and keyframe poses? If these two are then supposed to be concatenated with each other to cancel out the change of basis? Anyway, any ideas are appreciated.

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  • Summary of Oracle E-Business Suite Technology Webcasts and Training

    - by BillSawyer
    Last Updated: November 16, 2011We're glad to hear that you've been finding our ATG Live Webcast series to be useful.  If you missed a webcast, you can download the presentation materials and listen to the recordings below. We're collecting other learning-related materials right now.  We'll update this summary with pointers to new training resources on an ongoing basis.  ATG Live Webcast Replays All of the ATG Live Webcasts are hosted by the Oracle University Knowledge Center.  In order to access the replays, you will need a free Oracle.com account. You can register for an Oracle.com account here.If you are a first-time OUKC user, you will have to accept the Terms of Use. Sign-in with your Oracle.com account, or if you don't already have one, use the link provided on the sign-in screen to create an account. After signing in, accept the Terms of Use. Upon completion of these steps, you will be directed to the replay. You only need to accept the Terms of Use once. Your acceptance will be noted on your account for all future OUKC replays and event registrations. 1. E-Business Suite R12 Oracle Application Framework (OAF) Rich User Interface Enhancements (Presentation) Prabodh Ambale (Senior Manager, ATG Development) and Gustavo Jiminez (Development Manager, ATG Development) offer a comprehensive review of the latest user interface enhancements and updates to OA Framework in EBS 12.  The webcast provides a detailed look at new features designed to enhance usability, including new capabilities for personalization and extensions, and features that support the use of dashboards and web services. (January 2011) 2. E-Business Suite R12 Service Oriented Architectures (SOA) Using the E-Business Suite Adapter (Presentation, Viewlet) Neeraj Chauhan (Product Manager, ATG Development) reviews the Service Oriented Architecture (SOA) capabilities within E-Business Suite 12, focussing on using the E-Business Suite Adapter to integrate EBS with third-party applications via web services, and orchestrate services and distributed transactions across disparate applications. (February 2011) 3. Deploying Oracle VM Templates for Oracle E-Business Suite and Oracle PeopleSoft Enterprise Applications Ivo Dujmovic (Director, ATG Development) reviews the latest capabilities for using Oracle VM to deploy virtualized EBS database and application tier instances using prebuilt EBS templates, wire those virtualized instances together using the EBS virtualization kit, and take advantage of live migration of user sessions between failing application tier nodes.  (February 2011) 4. How to Reduce Total Cost of Ownership (TCO) Using Oracle E-Business Suite Management Packs (Presentation) Angelo Rosado (Product Manager, ATG Development) provides an overview of how EBS sysadmins can make their lives easier with the Management Packs for Oracle E-Business Suite Release 12.  This session highlights key features in Application Management Pack (AMP) and Application Change Management Pack) that can automate or streamline system configurations, monitor EBS performance and uptime, keep multiple EBS environments in sync with patches and configurations, and create patches for your own EBS customizations and apply them with Oracle's own patching tools.  (June 2011) 5. Upgrading E-Business Suite 11i Customizations to R12 (Presentation) Sara Woodhull (Principal Product Manager, ATG Development) provides an overview of how E-Business Suite developers can manage and upgrade existing EBS 11i customizations to R12.  Sara covers methods for comparing customizations between Release 11i and 12, managing common customization types, managing deprecated technologies, and more. (July 2011) 6. Tuning All Layers of E-Business Suite (Part 1 of 3) (Presentation) Lester Gutierrez, Senior Architect, and Deepak Bhatnagar, Senior Manager, from the E-Business Suite Application Performance team, lead Tuning All Layers of E-Business Suite (Part 1 of 3). This webcast provides an overview of how Oracle E-Business Suite system administrators, DBAs, developers, and implementers can improve E-Business Suite performance by following a performance tuning framework. Part 1 focuses on the performance triage approach, tuning applications modules, upgrade performance best practices, and tuning the database tier. This ATG Live Webcast is an expansion of the performance sessions at conferences that are perennial favourites with hardcore Apps DBAs. (August 2011)  7. Oracle E-Business Suite Directions: Deployment and System Administration (Presentation) Max Arderius, Manager Applications Technology Group, and Ivo Dujmovic, Director Applications Technology group, lead Oracle E-Business Suite Directions: Deployment and System Administration covering important changes in E-Business Suite R12.2. The changes discussed in this presentation include Oracle E-Business Suite architecture, installation, upgrade, WebLogic Server integration, online patching, and cloning. This webcast provides an overview of how Oracle E-Business Suite system administrators, DBAs, developers, and implementers can prepare themselves for these changes in R12.2 of Oracle E-Business Suite. (October 2011) Oracle University Courses For a general listing of all Oracle University courses related to E-Business Suite Technology, use the Oracle University E-Business Suite Technology course catalog link. Oracle University E-Business Suite Technology Course Catalog 1. R12 Oracle Applications System Administrator Fundamentals In this course students learn concepts and functions that are critical to the System Administrator role in implementing and managing the Oracle E-Business Suite. Topics covered include configuring security and user management, configuring flexfields, managing concurrent processing, and setting up other essential features such as profile options and printing. In addition, configuration and maintenance of an Oracle E-Business Suite through Oracle Applications Manager is discussed. Students also learn the fundamentals of Oracle Workflow including its setup. The System Administrator Fundamentals course provides the foundation needed to effectively control security and ensure smooth operations for an E-Business Suite installation. Demonstrations and hands-on practice reinforce the fundamental concepts of configuring an Oracle E-Business Suite, as well as handling day-to-day system administrator tasks. 2. R12.x Install/Patch/Maintain Oracle E-Business Suite This course will be applicable for customers who have implemented Oracle E-Business Suite Release 12 or Oracle E-Business Suite 12.1. This course explains how to go about installing and maintaining an Oracle E-Business Suite Release 12.x system. Both Standard and Express installation types are covered in detail. Maintenance topics include a detailed examination of the standard tools and utilities, and an in-depth look at patching an Oracle E-Business Suite system. After this course, students will be able to make informed decisions about how to install an Oracle E-Business Suite system that meets their specific requirements, and how to maintain the system afterwards. The extensive hands-on practices include performing an installation on a Linux system, navigating the file system to locate key files, running the standard maintenance tools and utilities, applying patches, and carrying out cloning operations. 3. R12.x Extend Oracle Applications: Building OA Framework Applications This class is a hands-on lab-intensive course that will keep the student busy and active for the duration of the course. While the course covers the fundamentals that support OA Framework-based applications, the course is really an exercise in J2EE programming. Over the duration of the course, the student will create an OA Framework-based application that selects, inserts, updates, and deletes data from a R12 Oracle Applications instance. 4. R12.x Extend Oracle Applications: Customizing OA Framework Applications This course has been significantly changed from the prior version to include additional deployments. The course doesn't teach the specifics of configuration of each product. That is left to the product-specific courses. What the course does cover is the general methods of building, personalizing, and extending OA Framework-based pages within the E-Business Suite. Additionally, the course covers the methods to deploy those types of customizations. The course doesn't include discussion of the Oracle Forms-based pages within the E-Business Suite. 5. R12.x Extend Oracle Applications: OA Framework Personalizations Personalization is the ability within an E-Business Suite instance to make changes to the look and behavior of OA Framework-based pages without programming. And, personalizations are likely to survive patches and upgrades, increasing their utility. This course will systematically walk you through the myriad of personalization options, starting with simple examples and increasing in complexity from there. 6. E-Business Suite: BI Publisher 5.6.3 for Developers Starting with the basic concepts, architecture, and underlying standards of Oracle XML Publisher, this course will lead a student through a progress of exercises building their expertise. By the end of the course, the student should be able to create Oracle XML Publisher RTF templates and data templates. They should also be able to deploy and maintain a BI Publisher report in an E-Business Suite instance. Students will also be introduced to Oracle BI Publisher Enterprise. 7. R12.x Implement Oracle Workflow This course provides an overview of the architecture and features of Oracle Workflow and the benefits of using Oracle Workflow in an e-business environment. You can learn how to design workflow processes to automate and streamline business processes, and how to define event subscriptions to perform processing triggered by business events. Students also learn how to respond to workflow notifications, how to administer and monitor workflow processes, and what setup steps are required for Oracle Workflow. Demonstrations and hands-on practice reinforce the fundamental concepts. 8. R12.x Oracle E-Business Suite Essentials for Implementers Oracle R12.1 E-Business Essentials for Implementers is a course that provides a functional foundation for any E-Business Suite Fundamentals course.

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