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  • A dynamic array of a class, inside another separate class?

    - by pinnacler
    I'm working on a robot localization simulator and I created a class called "landmark". The end result is going to be a robot that is always centered and always faces the top of the screen. As it turns, the birds eye view map will rotate around the robot. To accomplish this, I'm assuming I can rotate one class and have all elements inside rotate as well. So, the landmark class has properties x,y, label, and radius. This is suppose to simulate a tree location in a forest. To test everything, I need "forest data," and I wrote a script to generate 100 trees in a 100m x 100m area. The script automatically generates values within an acceptable range for x,y, radius. The generated data is stored in an object called tempForest and is 100x3. Ideally, I want to create a class called "landmarks" (plural) that has 100 landmark instances inside. How would I instantiate 100 instances of landmark in one instance of landmarks using that randomly generated data? Ideally, I'd just type treeBeacons = landmarks(); and it would randomly populate 100 (user definable, set in config file) instances with x, y, radius data. I'm not sure how to deal with a dynamic array of class "Landmark", inside another single class "landmarks." Any ideas?

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  • Optimally place a pie slice in a rectangle.

    - by Lisa
    Given a rectangle (w, h) and a pie slice with start angle and end angle, how can I place the slice optimally in the rectangle so that it fills the room best (from an optical point of view, not mathematically speaking)? I'm currently placing the pie slice's center in the center of the rectangle and use the half of the smaller of both rectangle sides as the radius. This leaves plenty of room for certain configurations. Examples to make clear what I'm after, based on the precondition that the slice is drawn like a unit circle: A start angle of 0 and an end angle of PI would lead to a filled lower half of the rectangle and an empty upper half. A good solution here would be to move the center up by 1/4*h. A start angle of 0 and an end angle of PI/2 would lead to a filled bottom right quarter of the rectangle. A good solution here would be to move the center point to the top left of the rectangle and to set the radius to the smaller of both rectangle sides. This is fairly easy for the cases I've sketched but it becomes complicated when the start and end angles are arbitrary. I am searching for an algorithm which determines center of the slice and radius in a way that fills the rectangle best. Pseudo code would be great since I'm not a big mathematician.

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  • Drop Down not even showing up in IE6

    - by blackessej
    I've got a drop down menu here that just plain won't show up in IE6. The site works perfectly in every other browser. Seems daft to lose sleep over IE6, I know, but the site is for a demographic who could very well still be using it. Here's the CSS: html { height:100%; } body, p, a, ul, li, ol, h1, h2, h3, h4, h5, h6 { margin:0; padding:0; } body { behavior:url("csshover3.htc"); font-size:14px; font-family:Arial, Helvetica, sans-serif; background-color:#d3d3d3; height:100%; } h1 { font-size:18px; color:#752eca; text-decoration:none; } h2 { font-size:14px; color:#909090; text-decoration:none!important; } p { text-indent:20px; color:#000; } p a { color:#000; text-decoration:underline; } p.foot { text-indent:0px; } p.link { font-size:18px; color:#30F; text-decoration:underline!important; } a { color:#4d2288; text-decoration:none; outline:none; } a:visited { color:#4d2288; } p a:hover { text-decoration:underline!important; } ul#nav { padding:5px; margin:0px auto; width:100%; } ul#nav li a { display:block; font-weight:bold; padding:2px 10px; background:#bacddb; } ul#nav li a:hover { background:#888; color:#fff; } li { list-style:none; float:left; position:relative; width:225px; text-align:center; margin:0px auto; margin-right:4px; border:1px solid #4d2288; } li ul { display:none; position:relative; width:auto; top:0; left:0; margin-left:-1px; } li>ul { top:auto; left:auto; border-top:none; } li:hover ul, li.over ul { display:block; } ul#nav li.current a { background:#b8ab28; } ul#nav li.current a:hover { background:#888; } img { margin:10px 0 5px; } *html img { margin:20px; } .coltextimg { position:relative; float:left; background-position:left bottom; padding:0px 20px 10px 0px; border:none; } #maincontent { width:940px; margin:0px auto; postition:absolute; } *html #maincontent { margin-left:42px; } #header { float:left; width:100%; height:auto!important; height:100%; min-height:100%; margin:0px auto; background-image:url(images/banner_test.jpg); background-repeat:no-repeat; border:2px solid #752eca; -webkit-border-top-left-radius:10px; -webkit-border-top-right-radius:10px; -moz-border-radius-topleft:10px; -moz-border-radius-topright:10px; border-top-left-radius:10px; border-top-right-radius:10px; } .colmask { position:relative; margin-top:160px; clear:both; float:left; width:100%; overflow:hidden; } .colright, .colmid { float:left; width:100%; position:relative; } .col1, .col2 { float:left; position:relative; padding:10px 0 1em 0; overflow:hidden; } .twocol { background:#fff; } .twocol .colmid { right:45%; background:#fff; } .twocol .col1 { width:51%; left:47%; text-align:justify; z-index:0; } .twocol .col2 { width:41%; left:51%; text-align:justify; z-index:0; } .twocol .colimg { border:2px solid #a0a0a0; } .twocol .colvid1 { width:360px; height:240px; } .twocol .colvid2 { width:360px; height:240px; } #footer { text-align:center; font-size:9px; padding:10px 0 1em 0; clear:both; width:100%; height:100%; } *html #footer { height:43px; } #footer p a { text-decoration:none; } #lyr_ddmenu { position:absolute; z-index:1; height:10px; top:120px; float:left; width:1000px; margin:0px auto; padding:5px; } #contact { position:absolute; float:right; font-size:10px; } A.Controls:link { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:visited { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:active { color:#666666; text-decoration:none; font-weight:bold; } A.Controls:hover { color:#be0000; text-decoration:none; font-weight:bold; } And here's the html I'm having the specific problem with: <div id="maincontent"> <div id="header"> <div id="lyr_ddmenu"> <ul id="nav"> <li class="current"><href here...</a> <ul class="sub"> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> </ul></li> <li><href here...</a></li> <ul class="sub"> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> <li><href here...</a></li> </ul></li> <li><href here...</a></li> <li><href here...</a></li> <ul class="sub"> <li><href here...</a></li> </ul></li> </ul> </div> Thanks!

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  • Suffix if statement

    - by Aardschok
    I was looking for a way to add a suffix to jointchain in Maya. The jointchain has specific naming so I create a list with the names they need to be. The first chain has "_1" as suffix, result: R_Clavicle_1|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 When I create the second this is the result: R_Clavicle_2|R_UpperArm_1|R_UnderArm_1|R_Wrist_1 The code: DRClavPos = cmds.xform ('DRClavicle', q=True, ws=True, t=True) DRUpArmPos = cmds.xform ('DRUpperArm', q=True, ws=True, t=True) DRUnArmPos = cmds.xform ('DRUnderArm', q=True, ws=True, t=True) DRWristPos = cmds.xform ('DRWrist', q=True, ws=True, t=True), cmds.xform('DRWrist', q=True, os=True, ro=True) suffix = 1 jntsA = cmds.ls(type="joint", long=True) while True: jntname = ["R_Clavicle_"+str(suffix),"R_UpperArm_"+str(suffix),"R_UnderArm_"+str(suffix),"R_Wrist_"+str(suffix)] if jntname not in jntsA: cmds.select (d=True) cmds.joint ( p=(DRClavPos)) cmds.joint ( p=(DRUpArmPos)) cmds.joint ( 'joint1', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[0]) cmds.joint ( p=(DRUnArmPos)) cmds.joint ( 'joint2', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[1]) cmds.joint ( p=(DRWristPos[0])) cmds.joint ( 'joint3', e=True, zso=True, oj='xyz', radius=0.5, n=jntname[2]) cmds.rename ('joint4', jntname[3]) cmds.select ( cl=True) break else: suffix + 1 I tried adding +1 in jntname which resulted in a good second chain but the third chain had "_2" after R_Clavicle_3 The code, in my eyes should work. Can anybody point me in the correct direction :)

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  • Is it true that in most Object Oriented Programming Languages, an "i" in an instance method always r

    - by Jian Lin
    In the following code: <script type="text/javascript"> var i = 10; function Circle(radius) { this.r = radius; this.i = radius; } Circle.i = 123; Circle.prototype.area = function() { alert(i); } var c = new Circle(1); var a = c.area(); </script> What is being alerted? The answer is at the end of this question. I found that the i in the alert call either refers to any local (if any), or the global variable. There is no way that it can be the instance variable or the class variable even when there is no local and no global defined. To refer to the instance variable i, we need this.i, and to the class variable i, we need Circle.i. Is this actually true for almost all Object oriented programming languages? Any exception? Are there cases that when there is no local and no global, it will look up the instance variable and then the class variable scope? (or in this case, are those called scope?) the answer is: 10 is being alerted.

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  • Center text inside a circle on a canvas

    - by jax
    I have the coordinates of the center of a circle where I need to draw some text. The circle may be larger or smaller depending on the attributes I have specified. I have set the center horizontally using mTextBrush.setTextAlign(Align.CENTER);. The problem is that I can't figure out a way to center the text vertically. (See "Draw the counter" below) //Text Brush setup mTextBrush = new Paint(Paint.ANTI_ALIAS_FLAG); mTextBrush.setColor(Color.BLACK); mTextBrush.setTextSize(1/10*mMaxSize); mTextBrush.setTextAlign(Align.CENTER); mTextBrush.setStyle(Paint.Style.STROKE); private void drawSmallTimer(Canvas canvas) { //Variable cache int radiusLocalCache = this.mRadius; int cx = radiusLocalCache+(radiusLocalCache/2); int cy = radiusLocalCache-(radiusLocalCache/2); int radius = radiusLocalCache/3; //Draw the background circle canvas.drawCircle(cx, cy, radius, mBackgroundBrush); //Draw the outline stroke canvas.drawCircle(cx, cy, radius, mStrokeBrush); //Draw the counter String text = String.valueOf(mCounter); canvas.drawText(text, cx, cy, mTextBrush); }

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  • CSS Square Div with an Inward Oval Shape

    - by user2813099
    I am trying to create a div in css with an inward oval shape to it like this. At the moment, I have a shape that is outward instead of inward (JS Fiddle Link). .shape { float: left; width: 100px; height: 50px; border: none; background: #CC0000; border-radius: 0 90px 0 0; -moz-border-radius: 0 90px 0 0; -webkit-border-radius: 0 90px 0 0; background-image: -webkit-gradient( linear, left top, right bottom, color-stop(0, #520C0C), color-stop(1, #CC0000) ); background-image: -o-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -moz-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -webkit-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: -ms-linear-gradient(right bottom, #520C0C 0%, #CC0000 100%); background-image: linear-gradient(to right bottom, #520C0C 0%, #CC0000 100%); } Any ideas on how to go about this?

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  • Search Box/Transition won't work in Firefox

    - by user2522488
    I disabled the search box on IE, because IE kept centering it over the navigation. It works in Chrome, I'm not sure about opera (and I'm not sure if I care) but it won't work in Firefox. The ease-out timing works in Firefox, but nothing else really works. I've tried other things to work around the issue, but every time I try something different, the search box's positioning gets thrown off. If you look at it in Firefox, it looks fine-- until you click on it to search. http://kissoff.weebly.com/ You can see what the search box is supposed to do if you look at it and click on it in Chrome. I'm sure the positioning is off, I'm not sure (I'm new to css). Any help is appreciated. #search {} #search input[type="text"] { background: url(search-white.png) no-repeat 10px 6px #fcfcfc; border: 1px solid #d1d1d1; position: fixed; margin-left: 350px; margin-right: 0px; margin-top: 0px; color: #bebebe; width: 150px; padding: 6px 15px 6px 35px; -webkit-border-radius: 20px; -moz-border-radius: 20px; border-radius: 20px; text-shadow: 0 2px 3px rgba(0, 0, 0, 0.1); -webkit-box-shadow: 0 1px 3px rgba(0, 0, 0, 0.15) inset; -moz-box-shadow: 0 1px 3px rgba(0, 0, 0, 0.15) inset; box-shadow: 0 1px 3px rgba(0, 0, 0, 0.15) inset; -webkit-transition: all 0.7s ease 0s; -moz-transition: all 0.7s ease 0s; -o-transition: all 0.7s ease 0s; transition: all 0.7s ease 0s; float: right; } #search input[type="text"]:focus { width: 200px; }

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  • Fit into div in CSS

    - by Teodoris
    Hello everyone my menu bar can't fit into my <div> area at different browser. I have checked with Opera and Chrome it looks fine but with Explorer and Firefox my menu can't fit. And my menu is in this <div> tag: .page { width: 964px; margin-left: auto; margin-right: auto; background-image:url(../images2/images/orta_alan_bg_GOLGE.png); background-repeat:repeat-y; } Here is my menu: ul#menu { padding: 0 0 2px; position: relative; margin: 0; text-align: center; } ul#menu li { display: inline; list-style: none; font-family: 'Museo300Regular'; font-size:17px; font-style:normal; } ul#menu li a { background-image:url(../../images2/images/menu_bg_normal.jpg); background-repeat: repeat; padding: 5px 19px 5px; font-weight: normal; text-decoration: none; line-height: 2.8em; background-color: #e8eef4; color: #FEFEFF; border-radius: 4px 4px 0 0; -webkit-border-radius: 4px 4px 0 0; -moz-border-radius: 4px 4px 0 0; cursor:pointer; } So what is the problem why it can't fit into with Explorer and Firefox? I attach an image you can understand what I mean Here is the Chrome and Opera it can fit

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  • How does braking assist of car racing games work?

    - by Ayush Khemka
    There are a lot of PC car racing games around which have this unique driving assist which helps brake your car so that you can safely turn it. While in some games it just an 'assist', it will just help your car brake but won't ensure a safe turn. While in others, the braking assist will help you get a safe turn. I was wondering on what could be the algorithm that is followed to achieve it. A very basic algorithm I could think of was, Pre-determine the braking distance of an ideal car for every turn of the track, depending on the radius of the turn, and then start braking the car accordingly. For example, for a turn of less than 90o, the car would start braking automatically at 50m distance from the start of the turn. A more advanced algorithm, which would ensure a safe turn, could be Pre-determine the speed of the car at the start of each turn, individually for each track, turn and car. Also, pre-determine the deceleration rate of each car individually, which varies because of the car's performance. The braking assist would keep recording the speed of the car at a certain instant of time. Start braking the car appropriately so that the car gets to the exact speed needed at the start of the turn. For example, let the speed of a particular car at the start of a turn 43m in radius, be 120km/h. Let the deceleration rate of the car be 200km/h2. If, at some instant of time, the speed of the car is 200km/h, then the car would automatically start braking at 400m from the start of the turn.

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  • Implementing a form of port knocking + Phone Factor = 2 Factor auth for RDP?

    - by jshin47
    I have been looking into how to secure a publicly-available RDP endpoint and want to implement our two-factor authentication RADIUS server, PhoneFactor. I would like to implement the following process: User opens up web app in browser In web app, user enters username + password, initiates RADIUS auth Phone factor calls user to complete auth Once user is authenticated, port 3389 is opened on user's IP on pfSense firewall. After some amount of time, firewall rule is removed for that IP I would like to know the following: Is this a typical setup? If it is a bad idea, please explain why. If it is possible, are there any packages that assist with this? Specifically, the third step, where the appropriate firewall rule would need to be added... Edit: I am aware of TS Web Gateway, but I want the users to be able to use the traditional RDP client...

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  • Camera Collision inside the room model

    - by sanddy
    I am having a problem in Calculating the camera collision for my Room model which consists of sofa, tables and other models. The users shall be moving the camera front, back, rotating so i need to make sure that the camera does not collide with any of the models with in the room. I have treated all my models inside the room by BoundingBox[] and the camera by BoundingSphere. So, far i have implemented collision by looking into the tutorial from http://www.toymaker.info/Games/XNA/html/xna_model_collisions.html which was great. But, I guess the problem lies in the Transformation part. I debugged and found some points to be at Vector(-XXX,-XXX,-XXX) where X is digit. Also i found my radius of some models where too large(in thousand, i just looked into its radius value before converting to BoundingBox). Do I need to scale the model for collision??? Below are my code:- On My LoadContent(): Matrix[] transforms = new Matrix[myModel.Bones.Count]; myModel.CopyAbsoluteBoneTransformsTo(transforms); int index = 0; box = new List<BoundingBox>(); BoundingBox worldModel = Utility.CalculateBoundingBox(myModel); foreach (ModelMesh mesh in myModel.Meshes) { Vector3[] obb = new Vector3[8]; worldModel.GetCorners(obb); Vector3[] asdf = (Vector3[])obb.Clone(); Vector3.Transform(obb, ref transforms[mesh.ParentBone.Index], obb); BoundingBox worldBox = BoundingBox.CreateFromPoints(obb); box.Add(worldBox); index++; } On CameraPosition Update: BoundingSphere bs = new BoundingSphere(this.cameraPos, 5.0f); if (RoomWalkthrough.Utility.CheckCollision(bs, bb)) { // Do Something } Please Help.

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  • Pythonic use of the isinstance function?

    - by Pace
    Whenever I find myself wanting to use the isinstance() function I usually know that I'm doing something wrong and end up changing my ways. However, in this case I think I have a valid use for it. I will use shapes to illustrate my point although I am not actually working with shapes. I am parsing XML configuration files that look like the following: <square> <width>7</width> </square> <rectangle> <width>5</width> <height>7</height> </rectangle> <circle> <radius>4</radius> </circle> For each element I create an instance of the Shape class and build up a list of Shape objects in a class called the ShapeContainer. Different parts of the rest of my application need to refer to the ShapeContainer to get certain shapes. Depending on what the code is doing it might need just rectangles, or it might operate on all quadrangles, or it might operate on all shapes. I have created the following function in the ShapeContainer class (the actual function uses a list comprehension but I have expanded it here for readability): def locate(self, shapeClass): result = [] for shape in self.__shapes: if isinstance(shape,shapeClass): result.append(shape) return result Is this a valid use of the isinstance function? Is there another way I can do this which might be more pythonic?

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  • How to calculate turn heading to a missile?

    - by Tony
    I have a missile that is shot from a ship at an angle, the missile then turns towards the target in an arc with a given turn radius. How do I determine the point on the arc when I need to start turning so the missile is heading straight for the target? EDIT What I need to do before I launch the missiles is calculate and draw the flight paths. So in the attached example the launch vehicle has a heading of 90 deg and the targets are behind it. Both missiles are launched at a relative heading of -45deg or + 45 deg to the launch vehicle's heading. The missiles initially turn towards the target with a known turn radius. I have to calculate the point at which the turn takes the missile to heading at which it will turn to directly attack the target. Obviously if the target is at or near 45 degrees then there is no initial turn the missile just goes straight for the target. After the missile is launched the map will also show the missile tracking on this line as indication of its flight path. What I am doing is working on a simulator which mimics operational software. So I need to draw the calculated flight path before I allow the missile to be launched. In this example the targets are behind the launch vehicle but the precalculated paths are drawn.

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  • Sending changes to a terrain heightmap over UDP

    - by Floomi
    This is a more conceptual, thinking-out-loud question than a technical one. I have a 3D heightmapped terrain as part of a multiplayer RTS that I would like to terraform over a network. The terraforming will be done by units within the gameworld; the player will paint a "target heightmap" that they'd like the current terrain to resemble and units will deform towards that on their own (a la Perimeter). Given my terrain is 257x257 vertices, the naive approach of sending heights when they change will flood the bandwidth very quickly - updating a quarter of the terrain every second will hit ~66kB/s. This is clearly way too much. My next thought was to move to a brush-based system, where you send e.g. the centre of a circle, its radius, and some function defining the influence of the brush from the centre going outwards. But even with reliable UDP the "start" and "stop" messages could still be delayed. I guess I could compare timestamps and compensate for this, although it'd likely mean that clients would deform verts too much on their local simulations and then have to smooth them back to the correct heights. I could also send absolute vert heights in the "start" and "stop" messages to guarantee correct data on the clients. Alternatively I could treat brushes in a similar way to units, and do the standard position + velocity + client-side prediction jazz on them, with the added stipulation that they deform terrain within a certain radius around them. The server could then intermittently do a pass and send (a subset of) recently updated verts to clients as and when there's bandwidth to spare. Any other suggestions, or indications that I'm on the right (or wrong!) track with any of these ideas would be greatly appreciated.

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  • freeradius maximum session time problem

    - by haw3d
    hello I'm using openvpn and free-radius for control user accounts. for maximum session time for an user, free-radius has sqlcounter.conf that control that, but after a connection has disconnected that is useful and cannot destroy a connection. for control account time dynamically i need another script that do that. but should anytime that a connection has established a trigger run. is anyway to fire a custom trigger or script when a connection has established? or any way to control session time dynamically?

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  • Bomberman clone, how to do bombs?

    - by hustlerinc
    I'm playing around with a bomberman clone to learn game-developement. So far I've done tiles, movement, collision detection, and item pickup. I also have pseudo bombplacing (just graphics and collision, no real functionality). I've made a jsFiddle of the game with the functionality I currently have. The code in the fiddle is very ugly though. Scroll past the map and you find how I place bombs. Anyway, what I would like to do is an object, that has the general information about bombs like: function Bomb(){ this.radius = player.bombRadius; this.placeBomb = function (){ if(player.bombs != 0){ // place bomb } } this.explosion = function (){ // Explosion } } I don't really know how to fit it into the code though. Everytime I place a bomb, do I do var bomb = new Bomb(); or do i need to constantly have that in the script to be able to access it. How does the bomb do damage? Is it as simple as doing X,Y in all directions until radius runs out or object stops it? Can I use something like setTimeout(bomb.explosion, 3000) as timer? Any help is appreciated, be it a simple explanation of the theory or code examples based on the fiddle. When I tried the object way it breaks the code.

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  • How to rotate a sprite using multi-touch with AndEngine?

    - by 786
    I am new to Android game development. I am using AndEngine GLES-2. I have created a box with a sprite. This box is now draggable by using the code below. It works fine. But I want multi-touch on this: I want to rotate the sprite with two fingers on that box, and to keep it draggable. I've no idea how do do that, which way should I go? final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box = new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; }

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  • XNA shield effect with a Primative sphere problem

    - by Sparky41
    I'm having issue with a shield effect i'm trying to develop. I want to do a shield effect that surrounds part of a model like this: http://i.imgur.com/jPvrf.png I currently got this: http://i.imgur.com/Jdin7.png (The red likes are a simple texture a black background with a red cross in it, for testing purposes: http://i.imgur.com/ODtzk.png where the smaller cross in the middle shows the contact point) This sphere is drawn via a primitive (DrawIndexedPrimitives) This is how i calculate the pieces of the sphere using a class i've called Sphere (this class is based off the code here: http://xbox.create.msdn.com/en-US/education/catalog/sample/primitives_3d) public class Sphere { // During the process of constructing a primitive model, vertex // and index data is stored on the CPU in these managed lists. List vertices = new List(); List indices = new List(); // Once all the geometry has been specified, the InitializePrimitive // method copies the vertex and index data into these buffers, which // store it on the GPU ready for efficient rendering. VertexBuffer vertexBuffer; IndexBuffer indexBuffer; BasicEffect basicEffect; public Vector3 position = Vector3.Zero; public Matrix RotationMatrix = Matrix.Identity; public Texture2D texture; /// <summary> /// Constructs a new sphere primitive, /// with the specified size and tessellation level. /// </summary> public Sphere(float diameter, int tessellation, Texture2D text, float up, float down, float portstar, float frontback) { texture = text; if (tessellation < 3) throw new ArgumentOutOfRangeException("tessellation"); int verticalSegments = tessellation; int horizontalSegments = tessellation * 2; float radius = diameter / 2; // Start with a single vertex at the bottom of the sphere. AddVertex(Vector3.Down * ((radius / up) + 1), Vector3.Down, Vector2.Zero);//bottom position5 // Create rings of vertices at progressively higher latitudes. for (int i = 0; i < verticalSegments - 1; i++) { float latitude = ((i + 1) * MathHelper.Pi / verticalSegments) - MathHelper.PiOver2; float dy = (float)Math.Sin(latitude / up);//(up)5 float dxz = (float)Math.Cos(latitude); // Create a single ring of vertices at this latitude. for (int j = 0; j < horizontalSegments; j++) { float longitude = j * MathHelper.TwoPi / horizontalSegments; float dx = (float)(Math.Cos(longitude) * dxz) / portstar;//port and starboard (right)2 float dz = (float)(Math.Sin(longitude) * dxz) * frontback;//front and back1.4 Vector3 normal = new Vector3(dx, dy, dz); AddVertex(normal * radius, normal, new Vector2(j, i)); } } // Finish with a single vertex at the top of the sphere. AddVertex(Vector3.Up * ((radius / down) + 1), Vector3.Up, Vector2.One);//top position5 // Create a fan connecting the bottom vertex to the bottom latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(0); AddIndex(1 + (i + 1) % horizontalSegments); AddIndex(1 + i); } // Fill the sphere body with triangles joining each pair of latitude rings. for (int i = 0; i < verticalSegments - 2; i++) { for (int j = 0; j < horizontalSegments; j++) { int nextI = i + 1; int nextJ = (j + 1) % horizontalSegments; AddIndex(1 + i * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); AddIndex(1 + i * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + nextJ); AddIndex(1 + nextI * horizontalSegments + j); } } // Create a fan connecting the top vertex to the top latitude ring. for (int i = 0; i < horizontalSegments; i++) { AddIndex(CurrentVertex - 1); AddIndex(CurrentVertex - 2 - (i + 1) % horizontalSegments); AddIndex(CurrentVertex - 2 - i); } //InitializePrimitive(graphicsDevice); } /// <summary> /// Adds a new vertex to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddVertex(Vector3 position, Vector3 normal, Vector2 texturecoordinate) { vertices.Add(new VertexPositionNormal(position, normal, texturecoordinate)); } /// <summary> /// Adds a new index to the primitive model. This should only be called /// during the initialization process, before InitializePrimitive. /// </summary> protected void AddIndex(int index) { if (index > ushort.MaxValue) throw new ArgumentOutOfRangeException("index"); indices.Add((ushort)index); } /// <summary> /// Queries the index of the current vertex. This starts at /// zero, and increments every time AddVertex is called. /// </summary> protected int CurrentVertex { get { return vertices.Count; } } public void InitializePrimitive(GraphicsDevice graphicsDevice) { // Create a vertex declaration, describing the format of our vertex data. // Create a vertex buffer, and copy our vertex data into it. vertexBuffer = new VertexBuffer(graphicsDevice, typeof(VertexPositionNormal), vertices.Count, BufferUsage.None); vertexBuffer.SetData(vertices.ToArray()); // Create an index buffer, and copy our index data into it. indexBuffer = new IndexBuffer(graphicsDevice, typeof(ushort), indices.Count, BufferUsage.None); indexBuffer.SetData(indices.ToArray()); // Create a BasicEffect, which will be used to render the primitive. basicEffect = new BasicEffect(graphicsDevice); //basicEffect.EnableDefaultLighting(); } /// <summary> /// Draws the primitive model, using the specified effect. Unlike the other /// Draw overload where you just specify the world/view/projection matrices /// and color, this method does not set any renderstates, so you must make /// sure all states are set to sensible values before you call it. /// </summary> public void Draw(Effect effect) { GraphicsDevice graphicsDevice = effect.GraphicsDevice; // Set our vertex declaration, vertex buffer, and index buffer. graphicsDevice.SetVertexBuffer(vertexBuffer); graphicsDevice.Indices = indexBuffer; graphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass effectPass in effect.CurrentTechnique.Passes) { effectPass.Apply(); int primitiveCount = indices.Count / 3; graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertices.Count, 0, primitiveCount); } graphicsDevice.BlendState = BlendState.Opaque; } /// <summary> /// Draws the primitive model, using a BasicEffect shader with default /// lighting. Unlike the other Draw overload where you specify a custom /// effect, this method sets important renderstates to sensible values /// for 3D model rendering, so you do not need to set these states before /// you call it. /// </summary> public void Draw(Camera camera, Color color) { // Set BasicEffect parameters. basicEffect.World = GetWorld(); basicEffect.View = camera.view; basicEffect.Projection = camera.projection; basicEffect.DiffuseColor = color.ToVector3(); basicEffect.TextureEnabled = true; basicEffect.Texture = texture; GraphicsDevice device = basicEffect.GraphicsDevice; device.DepthStencilState = DepthStencilState.Default; if (color.A < 255) { // Set renderstates for alpha blended rendering. device.BlendState = BlendState.AlphaBlend; } else { // Set renderstates for opaque rendering. device.BlendState = BlendState.Opaque; } // Draw the model, using BasicEffect. Draw(basicEffect); } public virtual Matrix GetWorld() { return /*world */ Matrix.CreateScale(1f) * RotationMatrix * Matrix.CreateTranslation(position); } } public struct VertexPositionNormal : IVertexType { public Vector3 Position; public Vector3 Normal; public Vector2 TextureCoordinate; /// <summary> /// Constructor. /// </summary> public VertexPositionNormal(Vector3 position, Vector3 normal, Vector2 textCoor) { Position = position; Normal = normal; TextureCoordinate = textCoor; } /// <summary> /// A VertexDeclaration object, which contains information about the vertex /// elements contained within this struct. /// </summary> public static readonly VertexDeclaration VertexDeclaration = new VertexDeclaration ( new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0), new VertexElement(12, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0), new VertexElement(24, VertexElementFormat.Vector2, VertexElementUsage.TextureCoordinate, 0) ); VertexDeclaration IVertexType.VertexDeclaration { get { return VertexPositionNormal.VertexDeclaration; } } } A simple call to the class to initialise it. The Draw method is called in the master draw method in the Gamecomponent. My current thoughts on this are: The direction of the weapon hitting the ship is used to get the middle position for the texture Wrap a texture around the drawn sphere based on this point of contact Problem is i'm not sure how to do this. Can anyone help or if you have a better idea please tell me i'm open for opinion? :-) Thanks.

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  • dynamic 2d texture creation in unity from script

    - by gman
    I'm coming from HTML5 and I'm used to having the 2D Canvas API I can use to generate textures. Is there anything similar in Unity3D? For example, let's say at runtime I want to render a circle, put 3 initials in the middle and then take the result and put that in a texture. In HTML5 I'd do this var initials = "GAT"; var textureWidth = 256; var textureHeight = 256; // create a canvas var c = document.createElement("canvas"); c.width = textureWidth; c.height = textureHeight; var ctx = c.getContext("2d"); // Set the origin to the center of the canvas ctx.translate(textureWidth / 2, textureHeight / 2); // Draw a yellow circle ctx.fillStyle = "rgb(255,255,0)"; // yellow ctx.beginPath(); var radius = (Math.min(textureWidth, textureHeight) - 2) / 2; ctx.arc(0, 0, radius, 0, Math.PI * 2, true); ctx.fill(); // Draw some black initials in the middle. ctx.fillStyle = "rgb(0,0,0)"; ctx.font = "60pt Arial"; ctx.textAlign = "center"; ctx.fillText(initials, 0, 30); // now I can make a texture from that var tex = gl.createTexture(); gl.bindTexture(gl.TEXTURE_2D, tex); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, c); gl.generateMipmap(gl.TEXTURE_2D); I know I can edit individual pixels in a Unity texture but is there any higher level API for drawing to texture in unity?

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  • Happy Tau Day! (Or: How Some Mathematicians Think We Should Retire Pi) [Video]

    - by Jason Fitzpatrick
    When you were in school you learned all about Pi and its relationship to circles and turn-based geometry. Some mathematicians are rallying for a new lesson, on about Tau. Michael Hartl is a mathematician on a mission, a mission to get people away from using Pi and to start using Tau. His manifesto opens: Welcome to The Tau Manifesto. This manifesto is dedicated to one of the most important numbers in mathematics, perhaps the most important: the circle constant relating the circumference of a circle to its linear dimension. For millennia, the circle has been considered the most perfect of shapes, and the circle constant captures the geometry of the circle in a single number. Of course, the traditional choice of circle constant is p—but, as mathematician Bob Palais notes in his delightful article “p Is Wrong!”,1 p is wrong. It’s time to set things right. Why is Pi wrong? Among the arguments is that Tau is the ration of a circumference to the radius of a circle and defining circles by their radius is more natural and that Pi is a 2-factor number but with Tau everything is based of a single unit–three quarters of a turn around a Tau-defined circle is simply three quarters of a Tau radian. Watch the video above to see the Tau sequence (which begins 6.2831853071…) turned into a musical composition. For more information about Tau hit up the link below to read the manifesto. The Tau Manifesto [TauDay] HTG Explains: Photography with Film-Based CamerasHow to Clean Your Dirty Smartphone (Without Breaking Something)What is a Histogram, and How Can I Use it to Improve My Photos?

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  • Correcting Lighting in Stencil Reflections

    - by Reanimation
    I'm just playing around with OpenGL seeing how different methods of making shadows and reflections work. I've been following this tutorial which describes using GLUT_STENCIL's and MASK's to create a reasonable interpretation of a reflection. Following that and a bit of tweaking to get things to work, I've come up with the code below. Unfortunately, the lighting isn't correct when the reflection is created. glPushMatrix(); plane(); //draw plane that reflection appears on glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); plane(); //draw plane that acts as clipping area for reflection glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glDisable(GL_DEPTH_TEST); glPushMatrix(); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0,2,0); glRotatef(180,0,1,0); sphere(radius, spherePos); //draw object that you want to have a reflection glPopMatrix(); glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); sphere(radius, spherePos); //draw object that creates reflection glPopMatrix(); It looked really cool to start with, then I noticed that the light in the reflection isn't correct. I'm not sure that it's even a simple fix because effectively the reflection is also a sphere but I thought I'd ask here none-the-less. I've tried various rotations (seen above the first time the sphere is drawn) but it doesn't seem to work. I figure it needs to rotate around the Y and Z axis but that's not correct. Have I implemented the rotation wrong or is there a way to correct the lighting?

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  • Lerping to a center point while in motion

    - by Fibericon
    I have an enemy that initially flies in a circular motion, while facing away from the center point. This is how I achieve that: position.Y = (float)(Math.Cos(timeAlive * MathHelper.PiOver4) * radius + origin.Y); position.X = (float)(Math.Sin(timeAlive * MathHelper.PiOver4) * radius + origin.X); if (timeAlive < 5) { angle = (float)Math.Atan((0 - position.X) / (0 - position.Y)); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); } That part works just fine. After five seconds of this, I want the enemy to turn inward, facing the center point. However, I've been trying to lerp to that point, since I don't want it to simply jump to the new rotation. Here's my code for trying to do that: else { float newAngle = -1 * (float)Math.Atan((0 - position.X) / (0 - position.Y)); angle = MathHelper.Lerp(angle, newAngle, (float)gameTime.ElapsedGameTime.Milliseconds / 1000); if (0 < position.Y) RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(MathHelper.Pi - angle); else RotationMatrix = Matrix.CreateRotationX(MathHelper.PiOver2) * Matrix.CreateRotationZ(-1 * angle); } That doesn't work so fine. It seems like it's going to at first, but then it just sort of skips around. How can I achieve what I want here?

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  • Moving an object using its velocity on a closed curve

    - by Futaro
    I want that an object follows a path, in Peggle game there are some pegs that have movement in a closed path. How can i get the same result? I guess that I can use parametric curve but I need use the velocity and not the position (x, y). I use NAPE and I have this in my gameloop: //circunference angle = angle + 1*(Math.PI / 180); movableBall.position.x = radius * Math.cos(angle)+ h; movableBall.position.y = radius * Math.sin(angle)+ k; it's works but I can not control the velocity, each movableBall must have its own velocity. Besides, from docs of NAPE:"Setting the position of a body is equivalent to simply teleporting the body; for instance moving a kinematic body by position is not the way to go about things.." I want to use: movableBall.velocity.x =?? movableBall.velocity.y = ?? The final idea is to follow others paths like the Lemniscate of Bernoulli. Thanks!

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  • how to rotate a sprite using multi touch (andengine) in android?

    - by 786
    I am new to android game development. I am using andengine GLES-2. i have created sprite as a box. this box is now draggable by using this coding. it works fine. but i want multitouch on this which i want to rotate a sprite with 2 finger in that box and even it should be draggable. .... plz help someone by overwriting this code or by giving exact example of this doubt... i am trying this many days but no idea. final float centerX = (CAMERA_WIDTH - this.mBox.getWidth()) / 2; final float centerY = (CAMERA_HEIGHT - this.mBox.getHeight()) / 2; Box= new Sprite(centerX, centerY, this.mBox, this.getVertexBufferObjectManager()) { public boolean onAreaTouched(TouchEvent pSceneTouchEvent, float pTouchAreaLocalX, float pTouchAreaLocalY) { this.setPosition(pSceneTouchEvent.getX() - this.getWidth()/ 2, pSceneTouchEvent.getY() - this.getHeight() / 2); float pValueX = pSceneTouchEvent.getX(); float pValueY = CAMERA_HEIGHT-pSceneTouchEvent.getY(); float dx = pValueX - gun.getX(); float dy = pValueY - gun.getY(); double Radius = Math.atan2(dy,dx); double Angle = Radius * 360 ; Box.setRotation((float)Math.toDegrees(Angle)); return true; } thanks

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