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  • how to convert the Interger date format into YYYYMMDD?

    - by ccfenix
    Python and Matlab quite often have integer date representations as follows: 733828.0 733829.0 733832.0 733833.0 733834.0 733835.0 733836.0 733839.0 733840.0 733841.0 these numbers correspond to some dates this year. Do you guys know which function can convert them back to YYYYMMDD format? thanks a million!

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  • How can i interpret a time value in ascii into a numerical value?

    - by Bilal
    I have a file which is as follows: 15:03:21 II 0.88 0.64 15:03:31 II 0.88 0.64 15:03:42 II 0.40 0.40 etc. after loading the file in matlab, I want to be able to read the first column (which corresponds to time) and interpret them as numerical values. At the moment, they are interpreted as a string of ascii characters and i can't perform any mathematical operations on them. Does anyone have any suggestions as to how i can read the time as numbers instead of a string of ascii characters?

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  • Complex Calculations

    - by mson
    What are the best tools (most efficient) available in .NET (C#) for calculating: integrals partial derivatives other non-trivial math Can people please comment on Mathematica and Matlab and their integration into C#?

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  • Why does file have to be saved prior to running ?

    - by ldigas
    In MATLAB, why does the file have to be saved prior to running ? I often try quick snippets of code, which I could also easily run also on the Command Window line by line. So, why when I run them through the editor, I have to save them first ? Can this behaviour be changed, maybe ?

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  • Add multiple hist fit to a figure, without the hist

    - by clowny
    Hello, I'm a matlab newbie, and i'd like to superpose some hist fit on a same figure. I know the function histfit, but unfortunatly i can't get to remove the hist and only keep the curve. I guess once i'll know how to do that i'll be able to add several curves using "hold on". Thanx for any answers or advices!

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  • How to do motion tracking of a object using video

    - by Niroshan
    Could someone direct me to a tutorial or guide me how to track motion of a object moving with 6 DOF. I am planing to use a video stream of a moving toy car. I want to calculate displacement and rotation angle of the toy car. I came across some research papers but couldn't find any libraries to the job. Is there a way to do this using OpenCV or Matlab or some other freely available software? Thank you

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  • Analyzing data for noisy arrays

    - by jimbo
    Using MATLAB I filtered a very noisy m x n array with a low-pass Gaussian filter, cleaned it up pretty well but still not well enough to analyze my data. What would the next step be? I'm thinking that signal enhancement, but am not sure how to go about this.

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  • thresholding to distinguish small features in noisy data

    - by Daniel
    Hi, I'm wondering what type of threshold would work well for distinguishing features that are very small (small in the xy sense) in comparison with the full spread, if that makes sense. The graythresh() function in Matlab that uses the Otsu method doesn't work too well for my data. Otsu is a clustering method where I think the # of pixels should be similar in each class, which is not the case for me so when I employ it I get a threshold that is way too small and falls well within a lot of the background noise that remains even after filtering.

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  • How can the crosshair of ginput be restricted to one plot?

    - by Lucas
    I wrote a small MATLAB program with a gui. Inside the gui I have, among other things, a plot in which the user should be able to select two points. For this I use the function ginput, which creates a crosshair for selection. Unfortunatley the crosshair extends the whole window and is not restricted to the plot, which doesn't look nice and is confusing for the user. How can the crosshair be restricted only to the area of the plot?

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  • matplotlib equivalent for MATLABs truesize()

    - by Lucas
    I am new to matplotlib and python and would like to display an image so that 1 pixel of the image is actually represented by 1 pixel in the figure. In MATLAB, this is achieved with the command truesize(). How can I do this in Python? I tried playing around with the imshow() arguments as well as set_dpi() and set_figwidth()/set_figheight(), but with no luck. Thanks.

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  • tipfy for Google App Engine: Is it stable? Can auth/session components of tipfy be used with webapp?

    - by cv12
    I am building a web application on Google App Engine that requires users to register with the application and subsequently authenticate with it and maintain sessions. I don't want to force users to have Google accounts. Also, the target audience for the application is the average non-geek, so I'm not very keen on using OpenID or OAuth. I need something simple like: User registers with an e-mail and password, and then can log back in with those credentials. I understand that this approach does not provide the security benefits of Google or OpenID authentication, but I am prepared to trade foolproof security for end-user convenience and hassle-free experience. I explored Django, but decided that consecutive deprecations from appengine-helper to app-engine-patch to django-nonrel may signal that path may be a bit risky in the long-term. I'd like to use a code base that is likely to be maintained consistently. I also explored standalone session/auth packages like gaeutilities and suas. GAEUtilities looked a bit immature (e.g., the code wasn't pythonic in places, in my opinion) and SUAS did not give me a lot of comfort with the cookie-only sessions. I could be wrong with my assessment of these two, so I would appreciate input on those (or others that may serve my objective). Finally, I recently came across tipfy. It appears to be based on Werkzeug and Alex Martelli spoke highly of it here on stackoverflow. I have two primary questions related to tipfy: As a framework, is it as mature as webapp? Is it stable and likely to be maintained for some time? Since my primary interest is the auth/session components, can those components of the tipfy framework be used with webapp, independent of the broader tipfy framework? If yes, I would appreciate a few pointers to how I could go about doing that.

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  • Using CookieJar in Python to log in to a website from "Google App Engine". What's wrong here?

    - by brilliant
    Hello everybody, I've been trying to find a python code that would log in to my mail box on yahoo.com from "Google App Engine" . Here (click here to see that page) I was given this code: import urllib, urllib2, cookielib url = "https://login.yahoo.com/config/login?" form_data = {'login' : 'my-login-here', 'passwd' : 'my-password-here'} jar = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(jar)) form_data = urllib.urlencode(form_data) # data returned from this pages contains redirection resp = opener.open(url, form_data) # yahoo redirects to http://my.yahoo.com, so lets go there instead resp = opener.open('http://mail.yahoo.com') print resp.read() The author of this script looked into HTML script of yahoo log-in form and came up with this script. That log-in form contains two fields, one for users' Yahoo! ID and another one is for users' password. Here is how HTML code of that page for both of those fields looks like: User ID field: <input type="text" maxlength="96" class="yreg_ipt" size="17" value="" id="username" name="login"> Password field: <input type="password" maxlength="64" class="yreg_ipt" size="17" value="" id="passwd" name="passwd"> However, when I uploaded this code to Google App Engine I discovered that this log-in form keeps coming back to me, which, I assume, means that logging-in process didn't succeed. Why is it so?

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  • Using CookieJar in Python to log in to a website from "Google App Engine". What's wrong here?

    - by brilliant
    Hello everybody, I've been trying to find a python code that would log in to my mail box on yahoo.com from "Google App Engine" . Here (click here to see that page) I was given this code: import urllib, urllib2, cookielib url = "https://login.yahoo.com/config/login?" form_data = {'login' : 'my-login-here', 'passwd' : 'my-password-here'} jar = cookielib.CookieJar() opener = urllib2.build_opener(urllib2.HTTPCookieProcessor(jar)) form_data = urllib.urlencode(form_data) # data returned from this pages contains redirection resp = opener.open(url, form_data) # yahoo redirects to http://my.yahoo.com, so lets go there instead resp = opener.open('http://mail.yahoo.com') print resp.read() The author of this script looked into HTML script of yahoo log-in form and came up with this script. That log-in form contains two fields, one for users' Yahoo! ID and another one is for users' password. Here is how HTML code of that page for both of those fields looks like: User ID field: <input type="text" maxlength="96" class="yreg_ipt" size="17" value="" id="username" name="login"> Password field: <input type="password" maxlength="64" class="yreg_ipt" size="17" value="" id="passwd" name="passwd"> However, when I uploaded this code to Google App Engine I discovered that this log-in form keeps coming back to me, which, I assume, means that logging-in process didn't succeed. Why is it so?

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  • Endless terrain in jMonkey using TerrainGrid fails to render

    - by nightcrawler23
    I have started to learn game development using jMonkey engine. I am able to create single tile of terrain using TerrainQuad but as the next step I'm stuck at making it infinite. I have gone through the wiki and want to use the TerrainGrid class but my code does not seem to work. I have looked around on the web and searched other forums but cannot find any other code example to help. I believe in the below code, ImageTileLoader returns an image which is the heightmap for that tile. I have modified it to return the same image every time. But all I see is a black window. The Namer method is not even called. terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; } })); These are my sources: jMonkeyEngine 3 Tutorial (10) - Hello Terrain TerrainGridTest.java ImageTileLoader This is the result when i use TerrainQuad: , My full code: // Sample 10 - How to create fast-rendering terrains from heightmaps, and how to // use texture splatting to make the terrain look good. public class HelloTerrain extends SimpleApplication { private TerrainQuad terrain; Material mat_terrain; private float grassScale = 64; private float dirtScale = 32; private float rockScale = 64; public static void main(String[] args) { HelloTerrain app = new HelloTerrain(); app.start(); } private FractalSum base; private PerturbFilter perturb; private OptimizedErode therm; private SmoothFilter smooth; private IterativeFilter iterate; @Override public void simpleInitApp() { flyCam.setMoveSpeed(200); initMaterial(); AbstractHeightMap heightmap = null; Texture heightMapImage = assetManager.loadTexture("Textures/heightmap.png"); heightmap = new ImageBasedHeightMap(heightMapImage.getImage()); heightmap.load(); int patchSize = 65; //terrain = new TerrainQuad("my terrain", patchSize, 513, heightmap.getHeightMap()); // * This Works but below doesnt work* terrain = new TerrainGrid("terrain", patchSize, 513, new ImageTileLoader(assetManager, new Namer() { public String getName(int x, int y) { //return "Scenes/TerrainMountains/terrain_" + x + "_" + y + ".png"; System.out.println("X = " + x + ", Y = " + y); return "Textures/heightmap.png"; // set to return the sme hieghtmap image. } })); terrain.setMaterial(mat_terrain); terrain.setLocalTranslation(0,-100, 0); terrain.setLocalScale(2f, 1f, 2f); rootNode.attachChild(terrain); TerrainLodControl control = new TerrainLodControl(terrain, getCamera()); terrain.addControl(control); } public void initMaterial() { // TERRAIN TEXTURE material this.mat_terrain = new Material(this.assetManager, "Common/MatDefs/Terrain/HeightBasedTerrain.j3md"); // GRASS texture Texture grass = this.assetManager.loadTexture("Textures/white.png"); grass.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region1ColorMap", grass); this.mat_terrain.setVector3("region1", new Vector3f(-10, 0, this.grassScale)); // DIRT texture Texture dirt = this.assetManager.loadTexture("Textures/white.png"); dirt.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("region2ColorMap", dirt); this.mat_terrain.setVector3("region2", new Vector3f(0, 900, this.dirtScale)); Texture building = this.assetManager.loadTexture("Textures/building.png"); building.setWrap(WrapMode.Repeat); this.mat_terrain.setTexture("slopeColorMap", building); this.mat_terrain.setFloat("slopeTileFactor", 32); this.mat_terrain.setFloat("terrainSize", 513); } }

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  • Multiplayer / Networking options for a 2D game with physics

    - by lahmas
    Summary: My 50% finished 2D sidescroller with Box2D as physics engine should have multiplayer support in the final version. However, the current code is just a singleplayer game. What should I do now? And more important, how should I implement multiplayer and combine it with singleplayer? Is it a bad idea to code the singleplayer mode separated from multiplayer mode (like Notch did it with Minecraft)? The performance in singleplayer should be as good as possible (Simulating physics with using a loopback server to implement singleplayer mode would be a problem there) Full background / questions: I'm working on a relatively large 2D game project in C++, with physics as a core element of it. (I use Box2D for that) The finished game should have full multiplayer support, however I made the mistake that I didn't plan the networking part properly and basically worked on a singleplayer game until now. I thought that multiplayer support could be added to the almost finished singleplayer game in a relatively easy and clear way, but apparently, from what I have read this is wrong. I even read that a multiplayer game should be programmed as one from the beginning, with the singleplayer mode actually just consisting of hosting an invisible local server and connecting to it via loopback. (I found out that most FPS game engines do it that way, an example would be Source) So here I am, with my half finished 2D sidescroller game, and I don't really know how to go on. Simply continueing to work on the singleplayer / client seems useless to me now, as I'd have to recode and refactor even more later. First, a general question to anybody who possibly found himself in a situation like this: How should I proceed? Then, the more specific one - I have been trying to find out how I can approach the networking part for my game: (Possible solutions:) Invisible / loopback server for singleplayer This would have the advantage that there basically is no difference between singleplayer and multiplayer mode. Not much additional code would be needed. A big disadvantage: Performance and other limitations in singleplayer. There would be two physics simulations running. One for the client and one for the loopback server. Even if you work around by providing a direct path for the data from the loopback server, through direct communcation by the threads for example, the singleplayer would be limited. This is a problem because people should be allowed to play around with masses of objects at once. Separated singleplayer / Multiplayer mode There would be no server involved in singleplayer mode. I'm not really sure how this would work. But at least I think that there would be a lot of additional work, because all of the singleplayer features would have to be re-implemented or glued to multiplayer mode. Multiplayer mode as a module for singleplayer This is merely a quick thought I had. Multiplayer could consist of a singleplayer game, with an additional networking module loaded and connected to a server, which sends and receives data and updates the singleplayer world. In the retrospective, I regret not having planned the multiplayer mode earlier. I'm really stuck at this point and I hope that somebody here is able to help me!

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  • How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

    - by Register Sole
    Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based method with Projected-Gauss-Seidel (PGS) iterative solver as described by Erin Catto (mentioned in the reference of the paper as [Catt05]). So here's how it currently is: The simulation handles 2-dimensional rotating convex polygons. Detection is using separating-axis test, with a SKIN, meaning closest points between two polygons is detected and determined if their distance is less than SKIN. To resolve collision, simultaneous impulse-based method is used. It is solved using iterative solver (PGS-solver) as in Erin Catto's paper. Error-correction is implemented using Baumgarte's stabilization (you can refer to either paper for this) using J V = beta/dt*overlap, J is the Jacobian for the constraints, V the matrix containing the velocities of the bodies, beta an error-correction parameter that is better be < 1, dt the time-step taken by the engine, and overlap, the overlap between the bodies (true overlap, so SKIN is ignored). However, it is still less stable than I expected :s I tried to stack hexagons (or squares, doesn't really matter), and even with only 4 to 5 of them, they would swing! Also note that I am not looking for a sleeping scheme. But I would settle if you have any explicit scheme to handle resting contacts. That said, I would be more than happy if you have a way of treating it generally (as continuous collision, instead of explicitly as a special state). Ideas I have tried: Using simultaneous position based error correction as described in the paper in section 5.3.2, turned out to be worse than the current scheme. If you want to know the parameters I used: Hexagons, side 50 (pixels) gravity 2400 (pixels/sec^2) time-step 1/60 (sec) beta 0.1 restitution 0 to 0.2 coeff. of friction 0.2 PGS iteration 10 initial separation 10 (pixels) mass 1 (unit is irrelevant for now, i modified velocity directly<-impulse method) inertia 1/1000 Thanks in advance! I really appreciate any help from you guys!! :) EDIT In response to Cholesky's comment about warm starting the solver and Baumgarte: Oh right, I forgot to mention! I do save the contact history and the impulse determined in this time step to be used as initial guess in the next time step. As for the Baumgarte, here's what actually happens in the code. Collision is detected when the bodies' closest distance is less than SKIN, meaning they are actually still separated. If at this moment, I used the PGS solver without Baumgarte, restitution of 0 alone would be able to stop the bodies, separated by a distance of ~SKIN, in mid-air! So this isn't right, I want to have the bodies touching each other. So I turn on the Baumgarte, where its role is actually to pull the bodies together! Weird I know, a scheme intended to push the body apart becomes useful for the reverse. Also, I found that if I increase the number of iteration to 100, stacks become much more stable, though the program becomes so slow. UPDATE Since the stack swings left and right, could it be something is wrong with my friction model? Current friction constraint: relative_tangential_velocity = 0

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  • Appropriate design / technologies to handle dynamic string formatting?

    - by Mark W
    recently I was tasked with implementing a way of adding support for versioning of hardware packet specifications to one of our libraries. First a bit of information about the project. We have a hardware library which has classes for each of the various commands we support sending to our hardware. These hardware modules are essentially just lights with a few buttons, and a 2 or 4 digit display. The packets typically follow the format {SOH}AADD{ETX}, where AA is our sentinel action code, and DD is the device ID. These packet specs are different from one command to the next obviously, and the different firmware versions we have support different specifications. For example, on version 1 an action code of 14 may have a spec of {SOH}AADDTEXT{ETX} which would be AA = 14 literal, DD = device ID, TEXT = literal text to display on the device. Then we come out with a revision with adds an extended byte(s) onto the end of the packet like this {SOH}AADDTEXTE{ETX}. Assume the TEXT field is fixed width for this example. We have now added a new field onto the end which could be used to say specify the color or flash rate of the text/buttons. Currently this java library only supports one version of the commands, the latest. In our hardware library we would have a class for this command, say a DisplayTextArgs.java. That class would have fields for the device ID, the text, and the extended byte. The command class would expose a method which generates the string ("{SOH}AADDTEXTE{ETX}") using the value from the class. In practice we would create the Args class as needed, populate the fields, call the method to get our packet string, then ship that down across the CAN. Some of our other commands specification can vary for the same command, on the same version, depending on some runtime state. For example, another command for version 1 may be {SOH}AA{ETX}, where this action code clears all of the modules behind a specific controller device of their text. We may overload this packet to have option fields with multiple meanings like {SOH}AAOC{ETX} where OC is literal text, which tells the controller to only clear text on a specific module type, and to leave the others alone, or the spec could also have an option format of {SOH}AADD{ETX} to clear the text off a a specific device. Currently, in the method which generates the packet string, we would evaluate fields on the args class to determine which spec we will be using when formatting the packet. For this example, it would be along the lines of: if m_DeviceID != null then use {SOH}AADD{ETX} else if m_ClearOCs == true then use {SOH}AAOC{EXT} else use {SOH}AA{ETX} I had considered using XML, or a database to store String.format format strings, which were linked to firmware version numbers in some table. We would load them up at startup, and pass in the version number of the hardwares firmware we are currently using (I can query the devices for their firmware version, but the version is not included in all packets as part of the spec). This breaks down pretty quickly because of the dynamic nature of how we select which version of the command to use. I then considered using a rule engine to possibly build out expressions which could be interpreted at runtume, to evaluate the args class's state, and from that select the appropriate format string to use, but my brief look at rule engines for java scared me away with its complexity. While it seems like it might be a viable solution, it seems overly complex. So this is why I am here. I wouldn't say design is my strongest skill, and im having trouble figuring out the best way to approach this problem. I probably wont be able to radically change the args classes, but if the trade off was good enough, I may be able to convince my boss that the change is appropriate. What I would like from the community is some feedback on some best practices / design methodologies / API or other resources which I could use to accomplish: Logic to determine which set of commands to use for a given firmware version Of those command, which version of each command to use (based on the args classes state) Keep the rules logic decoupled from the application so as to avoid needing releases for every firmware version Be simple enough so I don't need weeks of study and trial and error to implement effectively.

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  • Generating C code from a Matlab-Simulink model for DSP C6748

    - by Juanma
    I'm trying to generate C code from a Matlab-Simulink simple model (eg.: sine wave generator with a DAC at the output). This code must be executed with Code Composer Studio for TMS320C6748 DSP (Texas Instrument C6748). Specifically, for the development board OMAP-L138 ZOOM ™EVM DEVELOPMENT KIT. For this, I am using the following versions: Simulink (Version 7.7 - R2011a) Embedded Coder (Version 6.0 - R2011a) Code Composer Studio v3.3 I tried several options (with generic modules in Simulink and programming the C6748 timers, configuring a module "Target Preferences" with "OMAP_L138/C6748 EVM"...) but it isn't working. Is it possible to implement this idea? Is there an example working? Thanks

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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