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  • Applications: The mathematics of movement, Part 1

    - by TechTwaddle
    Before you continue reading this post, a suggestion; if you haven’t read “Programming Windows Phone 7 Series” by Charles Petzold, go read it. Now. If you find 150+ pages a little too long, at least go through Chapter 5, Principles of Movement, especially the section “A Brief Review of Vectors”. This post is largely inspired from this chapter. At this point I assume you know what vectors are, how they are represented using the pair (x, y), what a unit vector is, and given a vector how you would normalize the vector to get a unit vector. Our task in this post is simple, a marble is drawn at a point on the screen, the user clicks at a random point on the device, say (destX, destY), and our program makes the marble move towards that point and stop when it is reached. The tricky part of this task is the word “towards”, it adds a direction to our problem. Making a marble bounce around the screen is simple, all you have to do is keep incrementing the X and Y co-ordinates by a certain amount and handle the boundary conditions. Here, however, we need to find out exactly how to increment the X and Y values, so that the marble appears to move towards the point where the user clicked. And this is where vectors can be so helpful. The code I’ll show you here is not ideal, we’ll be working with C# on Windows Mobile 6.x, so there is no built-in vector class that I can use, though I could have written one and done all the math inside the class. I think it is trivial to the actual problem that we are trying to solve and can be done pretty easily once you know what’s going on behind the scenes. In other words, this is an excuse for me being lazy. The first approach, uses the function Atan2() to solve the “towards” part of the problem. Atan2() takes a point (x, y) as input, Atan2(y, x), note that y goes first, and then it returns an angle in radians. What angle you ask. Imagine a line from the origin (0, 0), to the point (x, y). The angle which Atan2 returns is the angle the positive X-axis makes with that line, measured clockwise. The figure below makes it clear, wiki has good details about Atan2(), give it a read. The pair (x, y) also denotes a vector. A vector whose magnitude is the length of that line, which is Sqrt(x*x + y*y), and a direction ?, as measured from positive X axis clockwise. If you’ve read that chapter from Charles Petzold’s book, this much should be clear. Now Sine and Cosine of the angle ? are special. Cosine(?) divides x by the vectors length (adjacent by hypotenuse), thus giving us a unit vector along the X direction. And Sine(?) divides y by the vectors length (opposite by hypotenuse), thus giving us a unit vector along the Y direction. Therefore the vector represented by the pair (cos(?), sin(?)), is the unit vector (or normalization) of the vector (x, y). This unit vector has a length of 1 (remember sin2(?) + cos2(?) = 1 ?), and a direction which is the same as vector (x, y). Now if I multiply this unit vector by some amount, then I will always get a point which is a certain distance away from the origin, but, more importantly, the point will always be on that line. For example, if I multiply the unit vector with the length of the line, I get the point (x, y). Thus, all we have to do to move the marble towards our destination point, is to multiply the unit vector by a certain amount each time and draw the marble, and the marble will magically move towards the click point. Now time for some code. The application, uses a timer based frame draw method to draw the marble on the screen. The timer is disabled initially and whenever the user clicks on the screen, the timer is enabled. The callback function for the timer follows the standard Update and Draw cycle. private double totLenToTravelSqrd = 0; private double startPosX = 0, startPosY = 0; private double destX = 0, destY = 0; private void Form1_MouseUp(object sender, MouseEventArgs e) {     destX = e.X;     destY = e.Y;     double x = marble1.x - destX;     double y = marble1.y - destY;     //calculate the total length to be travelled     totLenToTravelSqrd = x * x + y * y;     //store the start position of the marble     startPosX = marble1.x;     startPosY = marble1.y;     timer1.Enabled = true; } private void timer1_Tick(object sender, EventArgs e) {     UpdatePosition();     DrawMarble(); } Form1_MouseUp() method is called when ever the user touches and releases the screen. In this function we save the click point in destX and destY, this is the destination point for the marble and we also enable the timer. We store a few more values which we will use in the UpdatePosition() method to detect when the marble has reached the destination and stop the timer. So we store the start position of the marble and the square of the total length to be travelled. I’ll leave out the term ‘sqrd’ when speaking of lengths from now on. The time out interval of the timer is set to 40ms, thus giving us a frame rate of about ~25fps. In the timer callback, we update the marble position and draw the marble. We know what DrawMarble() does, so here, we’ll only look at how UpdatePosition() is implemented; private void UpdatePosition() {     //the vector (x, y)     double x = destX - marble1.x;     double y = destY - marble1.y;     double incrX=0, incrY=0;     double distanceSqrd=0;     double speed = 6;     //distance between destination and current position, before updating marble position     distanceSqrd = x * x + y * y;     double angle = Math.Atan2(y, x);     //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction     incrX = speed * Math.Cos(angle);     incrY = speed * Math.Sin(angle);     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and current point, after updating marble position     x = destX - marble1.x;     y = destY - marble1.y;     double newDistanceSqrd = x * x + y * y;     //length from start point to current marble position     x = startPosX - (marble1.x);     y = startPosY - (marble1.y);     double lenTraveledSqrd = x * x + y * y;     //check for end conditions     if ((int)lenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because destination reached");         timer1.Enabled = false;     }     else if (Math.Abs((int)distanceSqrd - (int)newDistanceSqrd) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New position");         timer1.Enabled = false;     } } Ok, so in this function, first we subtract the current marble position from the destination point to give us a vector. The first three lines of the function construct this vector (x, y). The vector (x, y) has the same length as the line from (marble1.x, marble1.y) to (destX, destY) and is in the direction pointing from (marble1.x, marble1.y) to (destX, destY). Note that marble1.x and marble1.y denote the center point of the marble. Then we use Atan2() to get the angle which this vector makes with the positive X axis and use Cosine() and Sine() of that angle to get the unit vector along that same direction. We multiply this unit vector with 6, to get the values which the position of the marble should be incremented by. This variable, speed, can be experimented with and determines how fast the marble moves towards the destination. After this, we check for bounds to make sure that the marble stays within the screen limits and finally we check for the end condition and stop the timer. The end condition has two parts to it. The first case is the normal case, where the user clicks well inside the screen. Here, we stop when the total length travelled by the marble is greater than or equal to the total length to be travelled. Simple enough. The second case is when the user clicks on the very corners of the screen. Like I said before, the values marble1.x and marble1.y denote the center point of the marble. When the user clicks on the corner, the marble moves towards the point, and after some time tries to go outside of the screen, this is when the bounds checking comes into play and corrects the marble position so that the marble stays inside the screen. In this case the marble will never travel a distance of totLenToTravelSqrd, because of the correction is its position. So here we detect the end condition when there is not much change in marbles position. I use the value 4 in the second condition above. After experimenting with a few values, 4 seemed to work okay. There is a small thing missing in the code above. In the normal case, case 1, when the update method runs for the last time, marble position over shoots the destination point. This happens because the position is incremented in steps (which are not small enough), so in this case too, we should have corrected the marble position, so that the center point of the marble sits exactly on top of the destination point. I’ll add this later and update the post. This has been a pretty long post already, so I’ll leave you with a video of how this program looks while running. Notice in the video that the marble moves like a bot, without any grace what so ever. And that is because the speed of the marble is fixed at 6. In the next post we will see how to make the marble move a little more elegantly. And also, if Atan2(), Sine() and Cosine() are a little too much to digest, we’ll see how to achieve the same effect without using them, in the next to next post maybe. Ciao!

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  • CodePlex Daily Summary for Thursday, May 24, 2012

    CodePlex Daily Summary for Thursday, May 24, 2012Popular ReleasesJayData - The cross-platform HTML5 data-management library for JavaScript: JayData 1.0 RC1 Refresh 2: JayData is a unified data access library for JavaScript developers to query and update data from different sources like webSQL, indexedDB, OData, Facebook or YQL. See it in action in this 6 minutes video: http://www.youtube.com/watch?v=LlJHgj1y0CU Overview Knockout.js integrationUsing the Knockout.js module, your UI can be automatically refreshed when the data model changes, so you can develop the front-end of your data manager app even faster. Querying 1:N relations in WebSQL & SQLite SQ...????SDK for .Net 4.X: 2012?5?25??: ?Google Code????,???????????? *??????? *??????? *?????,????????????API?????Christoc's DotNetNuke Module Development Template: 00.00.08 for DNN6: BEFORE USE YOU need to install the MSBuild Community Tasks available from http://msbuildtasks.tigris.org For best results you should configure your development environment as described in this blog post Then read this latest blog post about customizing and using these custom templates. Installation is simple To use this template place the ZIP (not extracted) file in your My Documents\Visual Studio 2010\Templates\ProjectTemplates\Visual C#\Web OR for VB My Documents\Visual Studio 2010\Te...Microsoft Ajax Minifier: Microsoft Ajax Minifier 4.53: fix issue #18106, where member operators on numeric literals caused the member part to be duplicated when not minifying numeric literals ADD NEW FEATURE: ability to create source map files! The first mapfile format to be supported is the Script# format. Use the new -map filename switch to create map files when building your sources.BlackJumboDog: Ver5.6.3: 2012.05.22 Ver5.6.3  (1) HTTP????????、ftp://??????????????????????LogicCircuit: LogicCircuit 2.12.5.22: Logic Circuit - is educational software for designing and simulating logic circuits. Intuitive graphical user interface, allows you to create unrestricted circuit hierarchy with multi bit buses, debug circuits behavior with oscilloscope, and navigate running circuits hierarchy. Changes of this versionThis release is fixing start up issue.DragonDen: SHARK-PROMPT: The ultimate Command Prompt for creating, deleting, editing, opening files with the option to change theme of window. It displays messages, clears screen, shows directory info also. SHARK PROMPT IS ALL IN ONE!!Internals Viewer (updated) for SQL Server 2008 R2.: Internals Viewer for SSMS 2008 R2: Updated code to work with SSMS 2008 R2. Changed dependancies, removing old assemblies no longer present and replacing them with updated versions.Orchard Project: Orchard 1.4.2: This is a service release to address 1.4 and 1.4.1 bugs. Please read our release notes for Orchard 1.4.2: http://docs.orchardproject.net/Documentation/Orchard-1-4-Release-NotesSharePoint Euro 2012 - UEFA European Football Predictor: havivi.euro2012.wsp (1.0): New fetures:View other users predictions Hide/Show background image (web part property) Installing SharePoint Euro 2012 PredictorSharePoint Euro 2012 Predictor has been developed as a SharePoint Sandbox solution to support SharePoint Online (Office 365) Download the solution havivi.euro2012.wsp from the download page: Downloads Upload this solution to your Site Collection via the solutions area. Click on Activate to make the web parts in the solution available for use in the Site C...Metadata Document Generator for Microsoft Dynamics CRM 2011: Metadata Document Generator (2.0.0.0): New UI Metro style New features Save and load settings to/from file Export only OptionSet attributes Use of Gembox Spreadsheet to generate Excel (makes application lighter : 1,5MB instead of 7MB)NN Crew Calculator: Calculator v1.0: This is our first version of our calculator which includes a Basic view and Advanced view Basic View includes: Basic Math Operations Square Root Factorial Squared Percentage Negative E and Pi Advanced View includes: Everything from Basic View Trignometric Functions Take the Root of any number Take a number^of another number Mod of some number Degrees or Radians optionStackr Programming Language: DCPU-16 Assembly Compiler: Version 1.0 release of the DCPU-16 Assembly trans-compiler. See DCPU-16 Compiler Reference for usage.Silverlight socket component: Smark.NetDisk: Smark.NetDisk?????Silverlight ?.net???????????,???????????????????????。Smark.NetDisk??????????,????.net???????????????????????tcp??;???????Silverlight??????????????????????ExtAspNet: ExtAspNet v3.1.6: ExtAspNet - ?? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ?????????? ExtAspNet ????? ExtJS ??? ASP.NET 2.0 ???,????? AJAX ??????????。 ExtAspNet ??????? JavaScript,?? CSS,?? UpdatePanel,?? ViewState,?? WebServices ???????。 ??????: IE 7.0, Firefox 3.6, Chrome 3.0, Opera 10.5, Safari 3.0+ ????:Apache License 2.0 (Apache) ??:http://bbs.extasp.net/ ??:http://demo.extasp.net/ ??:http://doc.extasp.net/ ??:http://extaspnet.codeplex.com/ ??:http://sanshi.cnblogs.com/ ????: +2012-05-20 v3.1.6 -??RowD...Dynamics XRM Tools: Dynamics XRM Tools BETA 1.0: The Dynamics XRM Tools 1.0 BETA is now available Seperate downloads are available for On Premise and Online as certain features are only available On Premise. This is a BETA build and may not resemble the final release. Many enhancements are in development and will be made available soon. Please provide feedback so that we may learn and discover how to make these tools better.PHPExcel: PHPExcel 1.7.7: See Change Log for details of the new features and bugfixes included in this release. BREAKING CHANGE! From PHPExcel 1.7.8 onwards, the 3rd-party tcPDF library will no longer be bundled with PHPExcel for rendering PDF files through the PDF Writer. The PDF Writer is being rewritten to allow a choice of 3rd party PDF libraries (tcPDF, mPDF, and domPDF initially), none of which will be bundled with PHPExcel, but which can be downloaded seperately from the appropriate sites.GhostBuster: GhostBuster Setup (91520): Added WMI based RestorePoint support Removed test code from program.cs Improved counting. Changed color of ghosted but unfiltered devices. Changed HwEntries into an ObservableCollection. Added Properties Form. Added Properties MenuItem to Context Menu. Added Hide Unfiltered Devices to Context Menu. If you like this tool, leave me a note, rate this project or write a review or Donate to Ghostbuster. Donate to GhostbusterEXCEL??、??、????????:DataPie(??MSSQL 2008、ORACLE、ACCESS 2007): DataPie_V3.2: V3.2, 2012?5?19? ????ORACLE??????。AvalonDock: AvalonDock 2.0.0795: Welcome to the Beta release of AvalonDock 2.0 After 4 months of hard work I'm ready to upload the beta version of AvalonDock 2.0. This new version boosts a lot of new features and now is stable enough to be deployed in production scenarios. For this reason I encourage everyone is using AD 1.3 or earlier to upgrade soon to this new version. The final version is scheduled for the end of June. What is included in Beta: 1) Stability! thanks to all users contribution I’ve corrected a lot of issues...New ProjectsAmazon S3 Library for Lucene.Net: A library with all the needed classes to run Lucene.Net off the cloud (on Amazon S3 storage).atomWaterMark: The atomWatermark plugin is a lightweight Jquery plugin that helps you watermark your text box and text area html elements. Its a tiny plugin if you are bothered about speed. Less than a KB. by atomSoft Technologies $('input').atomWaterMark(); // Thats allDaily Integration: A collection of tools to support daily code integration and TFS check in eventsDelete any type of files: This is a small utility which can be used to delete any type of file from any directory (and it's sub-directories) based on their modified date. You can control all settings via app.config and DeleteFile.config files. Everybody Edits Account Manager: If you have got more than one everybody edits account, Everybody Edits Account Manager is just made for you! It is created to allow players of the game Everybody Edits with two or more Accounts easily switch between their accounts with one click. Without having to enter their email and password every time. It supports Regular and Facebook accounts and even guests.Incremental Save Visual Studio Extension: A Visual Studio Extension that keeps a local file history on disk.LINQ_Koans: This is a set of Koans to help you learn LINQ syntax by writing code in VS2010.LiteIoC: Super Small IOC container library specifically crafted for the .Net Micro Framework. MediaCentral: A lightweight, easy to use multimedia center solution for SharePoint, as developed primarily for the EUSP Hackathon.Microsoft Touch Mouse Plus: A little utility to alter some default behaviors of the Touch Mouse by Microsoft.Move My Car: car owners parking in CBD need social network to share information about swapping parking places, share parking zones info and connect to parking web servicesMuki Accounting System: *Project Description* {project:description} Purchases Goods Receivable Notes Accounts Payable Items and Inventory Manufacturing Sales Management Accounts Receivable Workflow ???? ???? ??? ????/???? ???? ???? ??? ??? e-mail : 1027842@qq.com myManga: Clean Metro-Style simple to use Manga Reader written in WPF C#. Download and organize your manga from various sites across the internet in an easy to use application.Open Xml as Butter: This project aims to manage Document Templates ( .docx ) and their related data ; those data are divided into families, each of those families describe an area of a business activity. For Sales you will find Product , Customer, Sale, ... families. All of that is stored in a repository, an object database ( db4o ). It's a web application made in C#, with Open XML SDK 2.0 that not only manages Templates ( Document & Data ) but also lets your modify .docx in MSWord 2007 or more recent. ...Pranav Sharma: I am a Microsoft Certified SharePoint Solution Developer (MCTS) & SharePoint IT Professional (MCITP) with 4+ years of combined SharePoint experience. Currently working as a Senior SharePoint Consultant with Portal Solutions specializing in the Architecture & Development of complex custom solutions. I have worked with clients such as GirlScouts of USA, Conservation International, ECS, Fraunhofer Prometric & AVMA. Until recently, I was a consulting analyst with Accenture Technology Consulting w...PythonEngine: PythonEngine is an engine for building and executing python scripts from a web application. It includes: 1. script datasource & database schema; 2. script engine, with an in-memory cache of compiled code; 3. controls to add script from web applications. It was used, in an older version, on a production environment for years. It uses unity for building instances.quiz245: application for quizRoleplay-Functional RunUO: Roleplay RunUO is a fork of the popular Ultima Online Emulation, it focuses primarily on Roleplay shards. This release is intended to include everything needed to run a roleplay shard from scratch, including: A fully operational Race System A fully operational Alignment System A fully operational Class System A fully operational Guard System A fully operation Feat System. and more.sendine core: This project is aim to contains common process methods, includes Binary utility, I/O utility, Configuration, Net Protocol Simulator, Web Router, Security ... Now we recommend you should using .NET 3.5 or later version for more powerful features.Skyhook.PhotoViewer: The Skyhook Photo Viewer will be a tutorial project using many different design patterns and practices.Stellar Results: Astronomical Tracking System for IUPUI CSCI506 - Fall 2007, Team2Student Teaching Database: This is a C# application to manage student teaching placements for Missouri State University. It uses Entity Framework and SQL Server Express.Super Simple ClickOnce Updater Utility: This is a project for ClickOnce that helps with updating other projects that have been deployed with... Microsoft's ClickOnce!TBCorp: DescTextPioneer: This is vis project to discribe text.VisGroup: visgroup project by Sherryweihao, FrogcherryVotanet Open Vote: Sistema de votaciones onlineWinPath: WinPath is a command-line tool for Windows that makes the edition of the PATH environment variable simple. WinPath has been especially designed to simplify environment setup during application deployments but it has also been thought to be reused and integrated by other .NET applications.

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  • Solving the EXC_BAD_ACCESS in WhatATool Part 2

    - by Allen
    #import <Cocoa/Cocoa.h> @interface PolygonShape : NSObject { int numberOfSides, maximumNumberOfSides, minimumNumberOfSides; } @property (readwrite) int numberOfSides, maximumNumberOfSides, minimumNumberOfSides; @property (readonly) float angleInDegrees, angleInRadians; @property (readonly) NSString * name; @property (readonly) NSString * description; -(id) init; -(void) setNumberOfSides:(int)sides; -(void) setMinimumNumberOfSides:(int)min; -(void) setMaximumNumberOfSides:(int)max; -(float) angleInDegrees; -(float) angleInRadians; -(NSString *) name; -(id) initWithNumberOfSides:(int) sides minimumNumberOfSides:(int) min maximumNumberOfSides:(int) max; -(NSString *) description; -(void) dealloc; @end #import "PolygonShape.h" @implementation PolygonShape -(id) init { return [self initWithNumberOfSides:4 minimumNumberOfSides:3 maximumNumberOfSides:5]; } @synthesize numberOfSides, minimumNumberOfSides, maximumNumberOfSides, angleInRadians; -(void) setNumberOfSides:(int)sides { numberOfSides = sides; NSLog(@"The number of sides is off limit so the number of sides is %@.",sides); } -(void)setMaximumNumberOfSides:(int)max { if (maximumNumberOfSides <= 12) { maximumNumberOfSides = max; } } -(void)setMinimumNumberOfSides: (int)min { if (minimumNumberOfSides > 2) { minimumNumberOfSides = min; } } - (id)initWithNumberOfSides:(int)sides minimumNumberOfSides:(int)min maximumNumberOfSides:(int)max { if(self=[super init]) { [self setNumberOfSides:(int)sides]; [self setMaximumNumberOfSides:(int)max]; [self setMinimumNumberOfSides: (int)min]; } return self; } -(float) angleInDegrees { float anglesInDegrees = (180 * (numberOfSides - 2) / numberOfSides); return anglesInDegrees; } -(float)angleInRadiants { float anglesInRadiants = ((180 * (numberOfSides - 2) / numberOfSides) * (180 / M_PI)); return anglesInRadiants; } -(NSString *)name { NSString * output; switch (numberOfSides) { case 3: output = @"Triangle"; break; case 4: output = @"Square"; break; case 5: output = @"Pentagon"; break; case 6: output = @"Hexagon"; break; case 7: output = @"Heptagon"; break; case 8: output = @"Octagon"; break; case 9: output = @"Nonagon"; break; case 10: output = @"Decagon"; break; case 11: output = @"Hendecagon"; break; case 12: output = @"Dodecabgon"; break; default: output = @"Invalid number of sides: %i is greater than maximum of five allowed."; } return output; } -(NSString *)description { NSString * output; NSLog(@"Hello I am a %i-sided polygon (aka a %@) with angles of %f degrees (%f radians).", numberOfSides, output, [self angleInDegrees], [self angleInRadiants]); return [self description]; } -(void)dealloc { [super dealloc]; } @end #import <Foundation/Foundation.h> #import "PolygonShape.h" void PrintPathInfo() { NSLog(@"Section 1"); NSLog(@"--------------------"); NSString *path = [@"~" stringByExpandingTildeInPath]; NSLog(@"My home folder is at '%@'.", path); NSArray *pathComponent = [path pathComponents]; for (path in pathComponent) { NSLog(@"%@",path); } NSLog(@"--------------------"); NSLog(@"\n"); } void PrintProcessInfo() { NSLog(@"Section 2"); NSLog(@"--------------------"); NSString * processName = [[NSProcessInfo processInfo] processName]; int processIdentifier = [[NSProcessInfo processInfo] processIdentifier]; NSLog(@"Process Name: '%@', Process ID: '%i'", processName, processIdentifier); NSLog(@"--------------------"); NSLog(@"\n"); } void PrintBookmarkInfo() { NSLog(@"Section 3"); NSLog(@"--------------------"); NSArray * keys = [NSArray arrayWithObjects: @"Stanford University", @"Apple", @"CS193P", @"Stanford on iTunes U", @"Stanford Mall", nil]; NSArray * objects = [NSArray arrayWithObjects: [NSURL URLWithString: @"http://www.stanford.edu"], @"http://www.apple.com", @"http://cs193p.stanford.edu", @"http://itunes.stanford.edu", @"http://stanfordshop.com",nil]; NSMutableDictionary * dictionary = [NSMutableDictionary dictionaryWithObjects:objects forKeys:keys]; NSEnumerator * enumerator = [keys objectEnumerator]; for (id keys in dictionary) { NSLog(@"key: '%@', value: '%@'", keys, [dictionary objectForKey:keys]); } NSLog(@" "); NSLog(@"These are the ones that has the prefix 'Stanford'."); NSLog(@" "); id object; while (object = [enumerator nextObject]) { if ([object hasPrefix: @"Stanford"]) { NSLog(@"key: '%@', value: '%@'", object, [dictionary objectForKey:object]); } } NSLog(@"--------------------"); NSLog(@"\n"); } void PrintIntrospectionInfo() { NSLog(@"Section 4"); NSLog(@"--------------------"); SEL lowercase = @selector (lowercaseString); NSMutableArray * array = [NSMutableArray array]; [array addObject: [NSString stringWithString: @"Here is a string"]]; [array addObject: [NSDictionary dictionary]]; [array addObject: [NSURL URLWithString: @"http://www.stanford.edu"]]; [array addObject: [[NSProcessInfo processInfo]processName]]; for (id keys in array) { NSLog(@"\n"); NSLog(@"Class Name: %@", [keys className]); NSLog(@"Is Member of NSString: %@", [keys isMemberOfClass:[NSString class]]?@"Yes":@"No"); NSLog(@"Is Kind of NSString: %@", [keys isKindOfClass:[NSString class]]?@"Yes":@"No"); if ([keys respondsToSelector: lowercase]==YES) { NSLog(@"Responds to lowercaseString: %@",[keys respondsToSelector: lowercase]?@"Yes":@"No"); NSLog(@"lowercaseString is: %@", [keys performSelector: lowercase]); } else { NSLog(@"Responds to lowercaseString: %@",[keys respondsToSelector: lowercase]?@"Yes":@"No" ); } } NSLog(@"--------------------"); } void PrintPolygonInfo() { NSMutableArray * array = [NSMutableArray array]; PolygonShape * polygon1 = [[PolygonShape alloc]initWithNumberOfSides:4 minimumNumberOfSides:3 maximumNumberOfSides:7]; [array addObject:polygon1]; [array description]; PolygonShape * polygon2 = [[PolygonShape alloc]initWithNumberOfSides:6 minimumNumberOfSides:5 maximumNumberOfSides:9]; [array addObject:polygon2]; [array description]; PolygonShape * polygon3 = [[PolygonShape alloc]initWithNumberOfSides:12 minimumNumberOfSides:9 maximumNumberOfSides:12]; [array addObject:polygon3]; [array description]; [array release]; [polygon1 release]; [polygon2 release]; [polygon3 release]; } int main (int argc, const char * argv[]) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; PrintPathInfo(); PrintProcessInfo(); PrintBookmarkInfo(); PrintIntrospectionInfo(); PrintPolygonInfo(); [pool release]; return 0; } //The result was "EXC_BAD_ACCESS", but I couldn't figure out how to resolve this problem.

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

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.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])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: 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)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.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') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): 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.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[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 = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; 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() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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