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  • Select_related() backwards relation - auto model population

    - by Nick
    Hi. If I have the following model: class Contact(models.Model) name = models.CharField(max_length=100) ... class ContactAddress(models.Model) line1 = models.CharField(max_length=100) line2 = models.CharField(max_length=100) ... contact = models.ForeignKey(Contact) I now want to grab all Contacts and for the address to be auto populated. What would be the best way to do this? The only way I have found so far is to filter out the Contacts I want and loop around each contact and assign this to Contact.addresses. I then use this for outputting each Contacts address within a template. Is there a better way of doing this? Select_related() almost does what I want, but doesn't seem to be able to work in the opposite direction. Thanks in advance for your help on this one!

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  • Short Season, Long Models - Dealing with Seasonality

    - by Michel Adar
    Accounting for seasonality presents a challenge for the accurate prediction of events. Examples of seasonality include: ·         Boxed cosmetics sets are more popular during Christmas. They sell at other times of the year, but they rise higher than other products during the holiday season. ·         Interest in a promotion rises around the time advertising on TV airs ·         Interest in the Sports section of a newspaper rises when there is a big football match There are several ways of dealing with seasonality in predictions. Time Windows If the length of the model time windows is short enough relative to the seasonality effect, then the models will see only seasonal data, and therefore will be accurate in their predictions. For example, a model with a weekly time window may be quick enough to adapt during the holiday season. In order for time windows to be useful in dealing with seasonality it is necessary that: The time window is significantly shorter than the season changes There is enough volume of data in the short time windows to produce an accurate model An additional issue to consider is that sometimes the season may have an abrupt end, for example the day after Christmas. Input Data If available, it is possible to include the seasonality effect in the input data for the model. For example the customer record may include a list of all the promotions advertised in the area of residence. A model with these inputs will have to learn the effect of the input. It is possible to learn it specific to the promotion – and by the way learn about inter-promotion cross feeding – by leaving the list of ads as it is; or it is possible to learn the general effect by having a flag that indicates if the promotion is being advertised. For inputs to properly represent the effect in the model it is necessary that: The model sees enough events with the input present. For example, by virtue of the model lifetime (or time window) being long enough to see several “seasons” or by having enough volume for the model to learn seasonality quickly. Proportional Frequency If we create a model that ignores seasonality it is possible to use that model to predict how the specific person likelihood differs from average. If we have a divergence from average then we can transfer that divergence proportionally to the observed frequency at the time of the prediction. Definitions: Ft = trailing average frequency of the event at time “t”. The average is done over a suitable period of to achieve a statistical significant estimate. F = average frequency as seen by the model. L = likelihood predicted by the model for a specific person Lt = predicted likelihood proportionally scaled for time “t”. If the model is good at predicting deviation from average, and this holds over the interesting range of seasons, then we can estimate Lt as: Lt = L * (Ft / F) Considering that: L = (L – F) + F Substituting we get: Lt = [(L – F) + F] * (Ft / F) Which simplifies to: (i)                  Lt = (L – F) * (Ft / F)  +  Ft This latest expression can be understood as “The adjusted likelihood at time t is the average likelihood at time t plus the effect from the model, which is calculated as the difference from average time the proportion of frequencies”. The formula above assumes a linear translation of the proportion. It is possible to generalize the formula using a factor which we will call “a” as follows: (ii)                Lt = (L – F) * (Ft / F) * a  +  Ft It is also possible to use a formula that does not scale the difference, like: (iii)               Lt = (L – F) * a  +  Ft While these formulas seem reasonable, they should be taken as hypothesis to be proven with empirical data. A theoretical analysis provides the following insights: The Cumulative Gains Chart (lift) should stay the same, as at any given time the order of the likelihood for different customers is preserved If F is equal to Ft then the formula reverts to “L” If (Ft = 0) then Lt in (i) and (ii) is 0 It is possible for Lt to be above 1. If it is desired to avoid going over 1, for relatively high base frequencies it is possible to use a relative interpretation of the multiplicative factor. For example, if we say that Y is twice as likely as X, then we can interpret this sentence as: If X is 3%, then Y is 6% If X is 11%, then Y is 22% If X is 70%, then Y is 85% - in this case we interpret “twice as likely” as “half as likely to not happen” Applying this reasoning to (i) for example we would get: If (L < F) or (Ft < (1 / ((L/F) + 1)) Then  Lt = L * (Ft / F) Else Lt = 1 – (F / L) + (Ft * F / L)  

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  • Apply bone tranforms when importing FBX in XNA

    - by hichaeretaqua
    Preconditions: I have some models, that does only contain some meshes and one texture. There is no animation within the model. An example: a model of a table. I want to draw the Model with a custom effect, so I have to swap the effect after loading the model. In order to draw them correctly, I have to apply the bone transformation manually on each draw for each mesh and effect as can be seen here. So there are two questions: Is there a option during import that allows my to apply the bone transformation on all vertices, so that during draw call I should not have to do this? Is there a option during import that merges all vertices into a Vertex- and IndexBuffer, that allows me to draw the whole model with just one call? I'm pretty sure that the build-in "Autodesk FBX - XNA Framework" does not support this features, but maybe there is an other imported available or an other possibility I missed. The aim is to speed up rendering a little bit especially by using instancing. So having one VertexBuffer to draw at one time would be pretty nice.

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  • Text on a model

    - by alecnash
    I am trying to put some text on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3D button). It now looks like that: Is there a way to have the text centered only on one side?

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  • Light on every model and not in the whole scene

    - by alecnash
    I am using a custom shader and try to pass the effect on my Models like that: foreach (ModelMesh mesh in Model.Meshes) { foreach (ModelMeshPart part in mesh.MeshParts) { part.Effect = effect; } mesh.Draw(); } My only issue is that every Model now has its own light source in it. Why is this happening and is this a problem of my shader? Edit: These are the parameters passed to the shader: private void Get_lambertEffect() { if (_lambertEffect == null) _lambertEffect = Engine.LambertEffect; //Lambert technique (LambertWithShadows, LambertWithShadows2x2PCF, LambertWithShadows3x3PCF) _lambertEffect.CurrentTechnique = _lambertEffect.Techniques["LambertWithShadows3x3PCF"]; _lambertEffect.Parameters["texelSize"].SetValue(Engine.ShadowMap.TexelSize); //ShadowMap parameters _lambertEffect.Parameters["lightViewProjection"].SetValue(Engine.ShadowMap.LightViewProjectionMatrix); _lambertEffect.Parameters["textureScaleBias"].SetValue(Engine.ShadowMap.TextureScaleBiasMatrix); _lambertEffect.Parameters["depthBias"].SetValue(Engine.ShadowMap.DepthBias); _lambertEffect.Parameters["shadowMap"].SetValue(Engine.ShadowMap.ShadowMapTexture); //Camera view and projection parameters _lambertEffect.Parameters["view"].SetValue(Engine._camera.ViewMatrix); _lambertEffect.Parameters["projection"].SetValue(Engine._camera.ProjectionMatrix); _lambertEffect.Parameters["world"].SetValue( Matrix.CreateScale(Size) * world ); //Light and color _lambertEffect.Parameters["lightDir"].SetValue(Engine._sourceLight.Direction); _lambertEffect.Parameters["lightColor"].SetValue(Engine._sourceLight.Color); _lambertEffect.Parameters["materialAmbient"].SetValue(Engine.Material.Ambient); _lambertEffect.Parameters["materialDiffuse"].SetValue(Engine.Material.Diffuse); _lambertEffect.Parameters["colorMap"].SetValue(ColorTexture.Create(Engine.GraphicsDevice, Color.Red)); }

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  • String on a model

    - by alecnash
    I am trying to put a sting on a Model and I want it to be dynamic. Did some research and came up with drawing the text on the texture and then set it on the model. I use something like this: public static Texture2D SpriteFontTextToTexture(SpriteFont font, string text, Color backgroundColor, Color textColor) { Size = font.MeasureString(text); RenderTarget2D renderTarget = new RenderTarget2D(GraphicsDevice, (int)Size.X, (int)Size.Y); GraphicsDevice.SetRenderTarget(renderTarget); GraphicsDevice.Clear(Color.Transparent); Spritbatch.Begin(); //have to redo the ColorTexture Spritbatch.Draw(ColorTexture.Create(GraphicsDevice, 1024, 1024, backgroundColor), Vector2.Zero, Color.White); Spritbatch.DrawString(font, text, Vector2.Zero, textColor); Spritbatch.End(); GraphicsDevice.SetRenderTarget(null); return renderTarget; } When I was working with primitives and not models everything worked fine because I set the texture exactly where I wanted but with the model (RoundedRect 3d button) it looks like that: Is there a way to have the text centered only on one side?

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  • Problem trying to achieve a join using the `comments` contrib in Django

    - by NiKo
    Hi, Django rookie here. I have this model, comments are managed with the django_comments contrib: class Fortune(models.Model): author = models.CharField(max_length=45, blank=False) title = models.CharField(max_length=200, blank=False) slug = models.SlugField(_('slug'), db_index=True, max_length=255, unique_for_date='pub_date') content = models.TextField(blank=False) pub_date = models.DateTimeField(_('published date'), db_index=True, default=datetime.now()) votes = models.IntegerField(default=0) comments = generic.GenericRelation( Comment, content_type_field='content_type', object_id_field='object_pk' ) I want to retrieve Fortune objects with a supplementary nb_comments value for each, counting their respectve number of comments ; I try this query: >>> Fortune.objects.annotate(nb_comments=models.Count('comments')) From the shell: >>> from django_fortunes.models import Fortune >>> from django.db.models import Count >>> Fortune.objects.annotate(nb_comments=Count('comments')) [<Fortune: My first fortune, from NiKo>, <Fortune: Another One, from Dude>, <Fortune: A funny one, from NiKo>] >>> from django.db import connection >>> connection.queries.pop() {'time': '0.000', 'sql': u'SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21'} Below is the properly formatted sql query: SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21 Can you spot the problem? Django won't LEFT JOIN the django_comments table with the content_type data (which contains a reference to the fortune one). This is the kind of query I'd like to be able to generate using the ORM: SELECT "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", COUNT("django_comments"."id") AS "nb_comments" FROM "django_fortunes_fortune" LEFT OUTER JOIN "django_comments" ON ("django_fortunes_fortune"."id" = "django_comments"."object_pk") LEFT OUTER JOIN "django_content_type" ON ("django_comments"."content_type_id" = "django_content_type"."id") GROUP BY "django_fortunes_fortune"."id", "django_fortunes_fortune"."author", "django_fortunes_fortune"."title", "django_fortunes_fortune"."slug", "django_fortunes_fortune"."content", "django_fortunes_fortune"."pub_date", "django_fortunes_fortune"."votes" LIMIT 21 But I don't manage to do it, so help from Django veterans would be much appreciated :) Hint: I'm using Django 1.2-DEV Thanks in advance for your help.

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  • How to extend models of other applications in Django?

    - by culebrón
    I have a small app with Category model and want to make a required foreign key referencing it from Photologue Gallery model. What's the right approach? I can make many-to-many field in Category, but this way it will not be required in Gallery. Use "register" and modify the Gallery model? Inherit it in my app?

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  • Blender DirectX exporter to Panda3D

    - by jakebird451
    I have been experimenting with Panda3D lately. I have a character made in Blender with various bones and currently with one animation that I wish to export to a *.x format for Panda3D. My current attempt was to export the model was to first export with bones [Armatures] by checking the "Export Armatures" button in the export menu (file name: char.x). Thanks to the *.x file format, I read the file and it seems to have the same bone structure format as the model (with parenting and matrix positional data). The second export was selecting Animations - Full Animation to provide just the animation (file name: char_idle.x). The models exported just fine. I am not sure about the animation yet, but the file seems to be just fine. This is my code for loading the model into python & Panda3D: self.model = Actor("char.x",{"char_idle.x"}) When I run the program the command line provides a couple of errors, the main errors of interest are: :Actor(warning): char.x is not a character! and ... File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 284, in __init__ if (type(anims[anims.keys()[0]])==type({})): AttributeError: 'set' object has no attribute 'keys' The first error is the most interesting to me. The model works if I leave the animation dictionary blank. With no animations loaded the character appears in its un-animated T position, however the actor warning still shows up. The character should include the various bones when I exported the model right? I am not that experienced with blender, I'm just a programmer. So if the problem lies in blender please try to keep that in mind when posting a reply. I'll try my best to keep up. I also tried to print out the bone structure without any animations loaded and it provides a similar error with the line print self.model.listJoints(): File "C:\Panda3D-1.8.0\direct\actor\Actor.py", line 410, in listJoints Actor.notify.error("no part named: %s" % (partName)) File "C:\Panda3D-1.8.0\direct\directnotify\Notifier.py", line 132, in error raise exception(errorString) StandardError: no part named: modelRoot I really hope it is a simple exporting fix.

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  • How can I attach a model to the bone of another model?

    - by kaykayman
    I am trying to attach one animated model to one of the bones of another animated model in an XNA game. I've found a few questions/forum posts/articles online which explain how to attach a weapon model to the bone of another model (which is analogous to what I'm trying to achieve), but they don't seem to work for me. So as an example: I want to attach Model A to a specific bone in Model B. Question 1. As I understand it, I need to calculate the transforms which are applied to the bone on Model B and apply these same transforms to every bone in Model A. Is this right? Question 2. This is my code for calculating the Transforms on a specific bone. private Matrix GetTransformPaths(ModelBone bone) { Matrix result = Matrix.Identity; while (bone != null) { result = result * bone.Transform; bone = bone.Parent; } return result; } The maths of Matrices is almost entirely lost on me, but my understanding is that the above will work its way up the bone structure to the root bone and my end result will be the transform of the original bone relative to the model. Is this right? Question 3. Assuming that this is correct I then expect that I should either apply this to each bone in Model A, or in my Draw() method: private void DrawModel(SceneModel model, GameTime gametime) { foreach (var component in model.Components) { Matrix[] transforms = new Matrix[component.Model.Bones.Count]; component.Model.CopyAbsoluteBoneTransformsTo(transforms); Matrix parenttransform = Matrix.Identity; if (!string.IsNullOrEmpty(component.ParentBone)) parenttransform = GetTransformPaths(model.GetBone(component.ParentBone)); component.Player.Update(gametime.ElapsedGameTime, true, Matrix.Identity); Matrix[] bones = component.Player.GetSkinTransforms(); foreach (SkinnedEffect effect in mesh.Effects) { effect.SetBoneTransforms(bones); effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(MathHelper.ToRadians(model.Angle)) * Matrix.CreateTranslation(model.Position) * parenttransform; effect.View = getView(); effect.Projection = getProjection(); effect.Alpha = model.Opacity; } } mesh.Draw(); } I feel as though I have tried every conceivable way of incorporating the parenttransform value into the draw method. The above is my most recent attempt. Is what I'm trying to do correct? And if so, is there a reason it doesn't work? The above Draw method seems to transpose the models x/z position - but even at these wrong positions, they do not account for the animation of Model B at all. Note: As will be evident from the code my "model" is comprised of a list of "components". It is these "components" that correspond to a single "Microsoft.Xna.Framework.Graphics.Model"

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  • Blender to 3ds max to cal3d format

    - by Kaliber64
    There are quite a few questions on cal3d but they are old and don't apply anymore. In Blender(must be 2.49a for python script to work!!!): I have a scene with 7 meshes, 1 armature, 10 bones. I tried going to one mesh to simplify it but doesn't change anything. I found a small blend file that was used for cal3d and it exported just fine. So I tried to copy it's setup with no success. EDIT*8/13/2012 In the last week here is what I have found so far. I made the mesh in the newest blender(2.62?) and exported it to import it in the old one(2.49a). Did an animation in the old one because importing new blend files to old blenders, its just said it would lose keyframe data and all was good. And then you get the last problem of it not exporting meshes. BUT I found that meshes made in the old one export regardless. I can't find any that won't export. So if I used the old blender to remake my model I could get it to export :) At this point I found a modified release of cal3d (because the most core model variable would not initiate as I made a really small test subject in old blender instead of remaking my big one which took 4 hours.) which fixes the morph objects and adds what cal3d left off with. Under their license they have to release the modification but it has no documentation so I have to figure it out on my own. Its mostly the same. But with this lib it came with a 3ds max exporter. My question now is how do I transfer armature and mesh information from blender to 3ds max in order to export into cal3d format. Every time I try the models are see through and small and there are no bones. The formats I have tried to import are .3ds .obj(mesh only) and COLLADA. In all of them the mesh is invisible and no bones. It says the default texture is on so I should be able to see it. All the vertices are present I found a vertex highlighter so I can see those. If any of this is confusing let me know so I can clear it up. Its late .<=sleep.

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  • Creating form using Generic_inlineformset_factory from the Model Form

    - by Prateek
    hello dear all, I wanted to create a edit form with the help of ModelForm. and my models contain a Generic relation b/w classes, so if any one could suggest me the view and a bit of template for the purpose I would be very thankful, as I am new to the language. My models look like:- class Employee(Person): nickname = models.CharField(_('nickname'), max_length=25, null=True, blank=True) blood_type = models.CharField(_('blood group'), max_length=3, null=True, blank=True, choices=BLOOD_TYPE_CHOICES) marital_status = models.CharField(_('marital status'), max_length=1, null=True, blank=True, choices=MARITAL_STATUS_CHOICES) nationality = CountryField(_('nationality'), default='IN', null=True, blank=True) about = models.TextField(_('about'), blank=True, null=True) dependent = models.ManyToManyField(Dependent, through='DependentRelationship') pan_card_number = models.CharField(_('PAN card number'), max_length=50, blank=True, null=True) policy_number = models.CharField(_('policy number'), max_length=50, null=True, blank=True) # code specific details user = models.OneToOneField(User, blank=True, null=True, verbose_name=_('user')) class Person(models.Model): """Person model""" title = models.CharField(_('title'), max_length=20, null=True, blank=True) first_name = models.CharField(_('first name'), max_length=100) middle_name = models.CharField(_('middle name'), max_length=100, null=True, blank=True) last_name = models.CharField(_('last name'), max_length=100, null=True, blank=True) suffix = models.CharField(_('suffix'), max_length=20, null=True, blank=True) slug = models.SlugField(_('slug'), max_length=50, unique=True) class PhoneNumber(models.Model) : phone_number = generic.GenericRelation('PhoneNumber') email_address = generic.GenericRelation('EmailAddress') address = generic.GenericRelation('Address') date_of_birth = models.DateField(_('date of birth'), null=True, blank=True) gender = models.CharField(_('gender'), max_length=1, null=True, blank=True, choices=GENDER_CHOICES) content_type = models.ForeignKey(ContentType, If anyone could suggest me a link or so. it would be a great help........

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  • Structure for Django methods that span different models

    - by Duncan
    I have two models (say A and B) which are independent and have independent methods. I want to add some methods that operate on both models though. for example, addX() will create an object from both models A and B. What's the best way to structure code in this situation, since it doesnt make sense to have the method belong to either of the models methods. Is the standard to write a service for the kind of 'abstract' model?

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  • C++ problem with assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • Problem with Assimp 3D model loader

    - by Brendan Webster
    In my game I have model loading functions for Assimp model loading library. I can load the model and render it, but the model displays incorrectly. The models load in as if they were using a seperate projection matrix. I have looked over my code over and over again, but I probably keep on missing the obvious reason why this is happening. Here is an image of my game: It's simply a 6 sided cube, but it's off big time! Here are my code snippets for rendering the cube to the screen: void C_MediaLoader::display(void) { float tmp; glTranslatef(0,0,0); // rotate it around the y axis glRotatef(angle,0.f,0.f,1.f); glColor4f(1,1,1,1); // scale the whole asset to fit into our view frustum tmp = scene_max.x-scene_min.x; tmp = aisgl_max(scene_max.y - scene_min.y,tmp); tmp = aisgl_max(scene_max.z - scene_min.z,tmp); tmp = (1.f / tmp); glScalef(tmp/5, tmp/5, tmp/5); // center the model //glTranslatef( -scene_center.x, -scene_center.y, -scene_center.z ); // if the display list has not been made yet, create a new one and // fill it with scene contents if(scene_list == 0) { scene_list = glGenLists(1); glNewList(scene_list, GL_COMPILE); // now begin at the root node of the imported data and traverse // the scenegraph by multiplying subsequent local transforms // together on GL's matrix stack. recursive_render(scene, scene->mRootNode); glEndList(); } glCallList(scene_list); } void C_MediaLoader::recursive_render (const struct aiScene *sc, const struct aiNode* nd) { unsigned int i; unsigned int n = 0, t; struct aiMatrix4x4 m = nd->mTransformation; // update transform aiTransposeMatrix4(&m); glPushMatrix(); glMultMatrixf((float*)&m); // draw all meshes assigned to this node for (; n < nd->mNumMeshes; ++n) { const struct aiMesh* mesh = scene->mMeshes[nd->mMeshes[n]]; apply_material(sc->mMaterials[mesh->mMaterialIndex]); if(mesh->mNormals == NULL) { glDisable(GL_LIGHTING); } else { glEnable(GL_LIGHTING); } for (t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; GLenum face_mode; switch(face->mNumIndices) { case 1: face_mode = GL_POINTS; break; case 2: face_mode = GL_LINES; break; case 3: face_mode = GL_TRIANGLES; break; default: face_mode = GL_POLYGON; break; } glBegin(face_mode); for(i = 0; i < face->mNumIndices; i++) { int index = face->mIndices[i]; if(mesh->mColors[0] != NULL) glColor4fv((GLfloat*)&mesh->mColors[0][index]); if(mesh->mNormals != NULL) glNormal3fv(&mesh->mNormals[index].x); glVertex3fv(&mesh->mVertices[index].x); } glEnd(); } } // draw all children for (n = 0; n < nd->mNumChildren; ++n) { recursive_render(sc, nd->mChildren[n]); } glPopMatrix(); } Sorry there is so much code to look through, but I really cannot find the problem, and I would love to have help.

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  • ProgrammingError when aggregating over an annotated & grouped Django ORM query

    - by ento
    I'm trying to construct a query to get the "average, maximum, minimum number of items purchased by a single user". The data source is this simple sales record table: class SalesRecord(models.Model): id = models.IntegerField(primary_key=True) user_id = models.IntegerField() product_code = models.CharField() price = models.IntegerField() created_at = models.DateTimeField() A new record is inserted into this table for every item purchased by a user. Here's my attempt at building the query: q = SalesRecord.objects.all() q = q.values('user_id').annotate( # group by user and count the # of records count=Count('id'), # (= # of items) ).order_by() result = q.aggregate(Max('count'), Min('count'), Avg('count')) When I try to execute the code, a ProgrammingError is raised at the last line: (1064, "You have an error in your SQL syntax; check the manual that corresponds to your MySQL server version for the right syntax to use near 'FROM (SELECT sales_records.user_id AS user_id, COUNT(sales_records.`' at line 1") Django's error screen shows that the SQL is SELECT FROM (SELECT `sales_records`.`player_id` AS `player_id`, COUNT(`sales_records`.`id`) AS `count` FROM `sales_records` WHERE (`sales_records`.`created_at` >= %s AND `sales_records`.`created_at` <= %s ) GROUP BY `sales_records`.`player_id` ORDER BY NULL) subquery It's not selecting anything! Can someone please show me the right way to do this? Hacking Django I've found that clearing the cache of selected fields in django.db.models.sql.BaseQuery.get_aggregation() seems to solve the problem. Though I'm not really sure this is a fix or a workaround. @@ -327,10 +327,13 @@ # Remove any aggregates marked for reduction from the subquery # and move them to the outer AggregateQuery. + self._aggregate_select_cache = None + self.aggregate_select_mask = None for alias, aggregate in self.aggregate_select.items(): if aggregate.is_summary: query.aggregate_select[alias] = aggregate - del obj.aggregate_select[alias] + if alias in obj.aggregate_select: + del obj.aggregate_select[alias] ... yields result: {'count__max': 267, 'count__avg': 26.2563, 'count__min': 1}

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  • Migration for creating and deleting model in South

    - by Almad
    I've created a model and created initial migration for it: db.create_table('tvguide_tvguide', ( ('id', models.AutoField(primary_key=True)), ('date', models.DateField(_('Date'), auto_now=True, db_index=True)), )) db.send_create_signal('tvguide', ['TVGuide']) models = { 'tvguide.tvguide': { 'channels': ('models.ManyToManyField', ["orm['tvguide.Channel']"], {'through': "'ChannelInTVGuide'"}), 'date': ('models.DateField', ["_('Date')"], {'auto_now': 'True', 'db_index': 'True'}), 'id': ('models.AutoField', [], {'primary_key': 'True'}) } } complete_apps = ['tvguide'] Now, I'd like to drop it: db.drop_table('tvguide_tvguide') However, I have also deleted corresponding model. South (at least 0.6.2) is however trying to access it: (venv)[almad@eva-03 project]$ ./manage.py migrate tvguide Running migrations for tvguide: - Migrating forwards to 0002_removemodels. > tvguide: 0001_initial Traceback (most recent call last): File "./manage.py", line 27, in <module> execute_from_command_line() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 353, in execute_from_command_line utility.execute() File "/usr/lib/python2.6/site-packages/django/core/management/__init__.py", line 303, in execute self.fetch_command(subcommand).run_from_argv(self.argv) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 195, in run_from_argv self.execute(*args, **options.__dict__) File "/usr/lib/python2.6/site-packages/django/core/management/base.py", line 222, in execute output = self.handle(*args, **options) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/management/commands/migrate.py", line 91, in handle skip = skip, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 581, in migrate_app result = run_forwards(mapp, [mname], fake=fake, db_dry_run=db_dry_run, verbosity=verbosity) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 388, in run_forwards verbosity = verbosity, File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/migration.py", line 287, in run_migrations orm = klass.orm File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 62, in __get__ self.orm = FakeORM(*self._args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 45, in FakeORM _orm_cache[args] = _FakeORM(*args) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 106, in __init__ self.models[name] = self.make_model(app_name, model_name, data) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/orm.py", line 307, in make_model tuple(map(ask_for_it_by_name, bases)), File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 23, in ask_for_it_by_name ask_for_it_by_name.cache[name] = _ask_for_it_by_name(name) File "/home/almad/projects/mypage-all/lib/python2.6/site-packages/south/utils.py", line 17, in _ask_for_it_by_name return getattr(module, bits[-1]) AttributeError: 'module' object has no attribute 'TVGuide' Is there a way around?

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  • Manditory read-only fields in django

    - by jamida
    I'm writing a test "grade book" application. The models.py file is shown below. class Student(models.Model): name = models.CharField(max_length=50) parent = models.CharField(max_length=50) def __unicode__(self): return self.name class Grade(models.Model): studentId = models.ForeignKey(Student) finalGrade = models.CharField(max_length=3) I'd like to be able to change the final grade for several students in a modelformset but for now I'm just trying one student at a time. I'm also trying to create a form for it that shows the student name as a field that can not be changed, the only thing that can be changed here is the finalGrade. So I used this trick to make the studentId read-only. class GradeROForm(ModelForm): studentId = forms.ModelChoiceField(queryset=Student.objects.all()) def __init__(self, *args, **kwargs): super(GradeROForm,self).__init__(*args, **kwargs) instance = getattr(self, 'instance', None) if instance and instance.id: self.fields['studentId'].widget.attrs['disabled']='disabled' def clean_studentId(self): instance = getattr(self,'instance',None) if instance: return instance.studentId else: return self.cleaned_data.get('studentId',None) class Meta: model=Grade And here is my view: def modifyGrade(request,student): student = Student.objects.get(name=student) mygrade = Grade.objects.get(studentId=student) if request.method == "POST": myform = GradeROForm(data=request.POST, instance=mygrade) if myform.is_valid(): grade = myform.save() info = "successfully updated %s" % grade.studentId else: myform=GradeROForm(instance=mygrade) return render_to_response('grades/modifyGrade.html',locals()) This displays the form like I expect, but when I hit "submit" I get a form validation error for the student field telling me this field is required. I'm guessing that, since the field is "disabled", the value is not being reported in the POST and for reasons unknown to me the instance isn't being used in its place. I'm a new Django/Python programmer, but quite experienced in other languages. I can't believe I've stumbled upon such a difficult to solve problem in my first significant django app. I figure I must be missing something. Any ideas?

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  • Left Join with a OneToOne field in Django

    - by jamida
    I have 2 tables, simpleDB_all and simpleDB_some. The "all" table has an entry for every item I want, while the "some" table has entries only for some items that need additional information. The Django models for these are: class all(models.Model): name = models.CharField(max_length=40) important_info = models.CharField(max_length=40) class some(models.Model): all_key = models.OneToOneField(all) extra_info = models.CharField(max_length=40) I'd like to create a view that shows every item in "all" with the extra info if it exists in "some". Since I'm using a 1-1 field I can do this with almost complete success: allitems = all.objects.all() for item in allitems: print item.name, item.important_info, item.some.extra_info but when I get to the item that doesn't have a corresponding entry in the "some" table I get a DoesNotExist exception. Ideally I'd be doing this loop inside a template, so it's impossible to wrap it around a "try" clause. Any thoughts? I can get the desired effect directly in SQL using a query like this: SELECT all.name, all.important_info, some.extra_info FROM all LEFT JOIN some ON all.id = some.all_key_id; But I'd rather not use raw SQL.

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  • How to filter Many2Many / Generic Relations properly with Q?

    - by HWM-Rocker
    Hi, I have 3 Models, the TaggedObject has a GenericRelation with the ObjectTagBridge. And the ObjectTagBridge has a ForeignKey to the Tag Model. class TaggedObject(models.Model): """ class that represent a tagged object """ tags = generic.GenericRelation('ObjectTagBridge', blank=True, null=True) class ObjectTagBridge(models.Model): """ Help to connect a generic object to a Tag. """ # pylint: disable-msg=W0232,R0903 content_type = models.ForeignKey(ContentType) object_id = models.PositiveIntegerField() content_object = generic.GenericForeignKey('content_type', 'object_id') tag = models.ForeignKey('Tag') class Tag(models.Model): ... when I am attaching a Tag to an Object, I am creating a new ObjectTagBridge and set its ForeignKey tag to the Tag I want to attach. That is working fine, and I can get all Tags that I attached to my Object very easy. But when I want to get (filter) all Objects that have Tag1 and Tag2 I tried to something like this: query = Q(tags__tag=Tag1) & Q(tags__tag=Tag2) object_list = TaggedObjects.filter(query) but now my object_list is empty, because it is looking for TaggedObjects that have one ObjectTagBridge with 2 tag objects, the first with Tag1 and the second with Tag2. I my application will be more complex Q queries than this one, so I think I need a solution with this Q object. In fact any combination of binary conjunctions, like: (...) and ( (...) or not(...)) How can I filter this correctly? Every answer is welcome, maybe there is also a different way do achieve this. thx for your help!!!

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  • Why is my django bulk database population so slow and frequently failing?

    - by bryn
    I decided I'd like to use django's model system rather than coding raw SQL to interface with my database, but I am having a problem that surely is avoidable. My models.py contains: class Student(models.Model): student_id = models.IntegerField(unique = True) form = models.CharField(max_length = 10) preferred = models.CharField(max_length = 70) surname = models.CharField(max_length = 70) and I'm populating it by looping through a list as follows: from models import Student for id, frm, pref, sname in large_list_of_data: s = Student(student_id = id, form = frm, preferred = pref, surname = sname) s.save() I don't really want to be saving this to the database each time but I don't know another way to get django to not forget about it (I'd rather add all the rows and then do a single commit). There are two problems with the code as it stands. It's slow -- about 20 students get updated each second. It doesn't even make it through large_list_of_data, instead throwing a DatabaseError saying "unable to open database file". (Possibly because I'm using sqlite3.) My question is: How can I stop these two things from happening? I'm guessing that the root of both problems is that I've got the s.save() but I don't see a way of easily batching the students up and then saving them in one commit to the database.

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  • Using a custom form in a modelformset factory?

    - by jamida
    I'd like to be able to use a customized form in a modelformset_factory. For example: models.py class Author(models.Model): name = models.CharField() address = models.CharField() class AuthorForm(ModelForm): class Meta: model = Author views.py def test_render(request): myModelFormset = modelformset_factory(Author) items = Author.objects.all() formsetInstance = myModelFormset(queryset = items) return render_to_response('template',locals()) The above code works just fine, but note I'm NOT using AuthorForm. The question is how can I get the modelformset_factory to use the AuthorForm (which I plan to customize later) instead of making a default Author form?

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  • Django unique_together error and validation

    - by zubinmehta
    class Votes(models.Model): field1 = models.ForeignKey(Blah1) field2 = models.ForeignKey(Blah2) class Meta: unique_together = (("field1","field2"),) I am using this code as one of my models. Now i wanted to know two things: 1. It doesn't show any error and it saved an entry which wasn't unique together; So is the piece of code correct? 2. How can the unique_together constraint be be validated?

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