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Search found 8 results on 1 pages for 'manifold'.

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  • Ubuntu Bash Script changing file names chronologicaly

    - by Manifold
    I have this bash script where I am trying to change all *.txt files in a directory to their date of last modification. This is the script: #!/bin/bash # Renames the .txt files to the date modified # FROM: foo.txt Created on: 2012-04-18 18:51:44 # TO: 20120418_185144.txt for i in *.txt do mod_date=$(stat --format %y "$i"|awk '{print $1"_"$2}'|cut -f1 -d'.'|sed 's/[: -]//g') mv "$i" "$mod_date".txt done The error I am getting is: renamer.sh: 6: renamer.sh: Syntax error: word unexpected (expecting "do") Any help would be greatly appreciated. Thank you for your time.

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  • Calculating collision force with AfterCollision/NormalImpulse is unreliable when IgnoreCCD = false?

    - by Michael
    I'm using Farseer Physics Engine 3.3.1 in a very simple XNA 4 test game. (Note: I'm also tagging this Box2D, because Farseer is a direct port of Box2D and I will happily accept Box2D answers that solve this problem.) In this game, I'm creating two bodies. The first body is created using BodyFactory.CreateCircle and BodyType.Dynamic. This body can be moved around using the keyboard (which sets Body.LinearVelocity). The second body is created using BodyFactory.CreateRectangle and BodyType.Static. This body is static and never moves. Then I'm using this code to calculate the force of collision when the two bodies collide: staticBody.FixtureList[0].AfterCollision += new AfterCollisionEventHandler(AfterCollision); protected void AfterCollision(Fixture fixtureA, Fixture fixtureB, Contact contact) { float maxImpulse = 0f; for (int i = 0; i < contact.Manifold.PointCount; i++) maxImpulse = Math.Max(maxImpulse, contact.Manifold.Points[i].NormalImpulse); // maxImpulse should contain the force of the collision } This code works great if both of these bodies are set to IgnoreCCD=true. I can calculate the force of collision between them 100% reliably. Perfect. But here's the problem: If I set the bodies to IgnoreCCD=false, that code becomes wildly unpredictable. AfterCollision is called reliably, but for some reason the NormalImpulse is 0 about 75% of the time, so only about one in four collisions is registered. Worse still, the NormalImpulse seems to be zero for completely random reasons. The dynamic body can collide with the static body 10 times in a row in virtually exactly the same way, and only 2 or 3 of the hits will register with a NormalImpulse greater than zero. Setting IgnoreCCD=true on both bodies instantly solves the problem, but then I lose continuous physics detection. Why is this happening and how can I fix it? Here's a link to a simple XNA 4 solution that demonstrates this problem in action: http://www.mediafire.com/?a1w242q9sna54j4

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  • Finding Out the Right Graphic Design Agency for You

    The role of graphic designers has increased manifold. They are now being hired by all business owners. With internet playing a great platform for all online business purposes, it?s now become essenti... [Author: David Jackson - Web Design and Development - August 31, 2009]

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  • How to find collision detection side between two objects?

    - by user2362369
    I am using box2D and I have two objects, one is bouncy ball and the other one is block. I'd like to find which side of the block is collided with, so I can only make the ball bounce when it hits the top. I tried to implement many things like fixture data and by detecting position, using manifold but not get the accurate result. I also tried to calculate distance between two object but all went wrong.

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  • Joel Spolsky Retires From Blogging in 3 Days

    - by andyleonard
    No it's not 1 Apr. Joel Spolsky ( Blog - @spolsky ) announced recently he is retiring from blogging 17 Mar 2010 . Reading Joel on Software always makes me think. Mr. Spolsky pioneered a writing style. Along the way he empowered developers, encouraging them to speak up about the manifold misconceptions of our trade. I will miss Mr. Spolsky's writings. I wish him well in all his endeavors. :{| Andy Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!...(read more)

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  • How to remove a box2d body when collision happens?

    - by Ayham
    I’m still new to java and android programming and I am having so much trouble Removing an object when collision happens. I looked around the web and found that I should never handle removing BOX2D bodies during collision detection (a contact listener) and I should add my objects to an arraylist and set a variable in the User Data section of the body to delete or not and handle the removing action in an update handler. So I did this: First I define two ArrayLists one for the faces and one for the bodies: ArrayList<Sprite> myFaces = new ArrayList<Sprite>(); ArrayList<Body> myBodies = new ArrayList<Body>(); Then when I create a face and connect that face to its body I add them to their ArrayLists like this: face = new AnimatedSprite(pX, pY, pWidth, pHeight, this.mBoxFaceTextureRegion); Body BoxBody = PhysicsFactory.createBoxBody(mPhysicsWorld, face, BodyType.DynamicBody, objectFixtureDef); mPhysicsWorld.registerPhysicsConnector(new PhysicsConnector(face, BoxBody, true, true)); myFaces.add(face); myBodies.add(BoxBody); now I add a contact listener and an update handler in the onloadscene like this: this.mPhysicsWorld.setContactListener(new ContactListener() { private AnimatedSprite face2; @Override public void beginContact(final Contact pContact) { } @Override public void endContact(final Contact pContact) { } @Override public void preSolve(Contact contact,Manifold oldManifold) { } @Override public void postSolve(Contact contact,ContactImpulse impulse) { } }); scene.registerUpdateHandler(new IUpdateHandler() { @Override public void reset() { } @Override public void onUpdate(final float pSecondsElapsed) { } }); My plan is to detect which two bodies collided in the contact listener by checking a variable from the user data section of the body, get their numbers in the array list and finally use the update handler to remove these bodies. The questions are: Am I using the arraylist correctly? How to add a variable to the User Data (the code please). I tried removing a body in this update handler but it still throws me NullPointerException , so what is the right way to add an update handler and where should I add it. Any other advices to do this would be great. Thanks in advance.

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  • Only Integrating Box2D collision detection in my 2d engine?

    - by Mr.Gando
    I have integrated box2d in my engine, ( Debug Draw, etc. ) and with a world I can throw in some 2d squares/rectangles etc. I saw this post, where the user is basically not using a world for collision detection, however the user doesn't explain anything about how he's using the manifold (b2Manifold), etc. Another post, is in the cocos2d forum, ( scroll down to the user Lam in the third reply ) Could anyone help me a bit with this?, basically want to add collision detection without the need of using b2World ,etc etc. Thanks a lot!

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  • Is it possible to change 2-3 times f->SetSensor() ?

    - by Asen
    Hello there ! i use cocos2d-iphone-0.99.2 and integrated in it box2d. i have 2 kind of sprites with tags 1 and 2. Also i created bodies and shape definitions for them. what i'm trying to do is to make sprite1 kinds to act as solid or act as not solid when sprite2 colides with them. i tried this code : for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) { if (b-GetUserData() != NULL) { CCSprite *sprite = (CCSprite )b-GetUserData(); if (sprite.tag == 1) { b2Fixture f = b-GetFixtureList(); f-SetSensor(solid); } } } Where solid is bool. The first time when i change fixture to sensor everything is just fine but when i try to revert and change again to solid my app crashes with the following error : Assertion failed: (manifold-pointCount 0), function b2ContactSolver, file /Documents/myapp/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 58. Is it possible somehow to change fixture-SetSensor several times and if so ... how ? Any help is highly appreciated.

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