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Search found 2009 results on 81 pages for 'transform'.

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  • Running two wsgi applications on the same server gdal org exception with apache2/modwsgi

    - by monkut
    I'm trying to run two wsgi applications, one django and the other tilestache using the same server. The tilestache server accesses the db via django to query the db. In the process of serving tiles it performs a transform on the incoming bbox, and in this process hit's the following error. The transform works without error for the specific bbox polygon when run manually from the python shell: Traceback (most recent call last): File "/usr/lib/python2.7/dist-packages/TileStache/__init__.py", line 325, in __call__ mimetype, content = requestHandler(self.config, environ['PATH_INFO'], environ['QUERY_STRING']) File "/usr/lib/python2.7/dist-packages/TileStache/__init__.py", line 231, in requestHandler mimetype, content = getTile(layer, coord, extension) File "/usr/lib/python2.7/dist-packages/TileStache/__init__.py", line 84, in getTile tile = layer.render(coord, format) File "/usr/lib/python2.7/dist-packages/TileStache/Core.py", line 295, in render tile = provider.renderArea(width, height, srs, xmin, ymin, xmax, ymax, coord.zoom) File "/var/www/tileserver/providers.py", line 59, in renderArea bbox.transform(METERS_SRID) File "/usr/local/lib/python2.7/dist-packages/django/contrib/gis/geos/geometry.py", line 520, in transform g = gdal.OGRGeometry(self.wkb, srid) File "/usr/local/lib/python2.7/dist-packages/django/contrib/gis/gdal/geometries.py", line 131, in __init__ self.__class__ = GEO_CLASSES[self.geom_type.num] File "/usr/local/lib/python2.7/dist-packages/django/contrib/gis/gdal/geometries.py", line 245, in geom_type return OGRGeomType(capi.get_geom_type(self.ptr)) File "/usr/local/lib/python2.7/dist-packages/django/contrib/gis/gdal/geomtype.py", line 43, in __init__ raise OGRException('Invalid OGR Integer Type: %d' % type_input) OGRException: Invalid OGR Integer Type: 1987180391 I think I've hit the non thread safe issue with GDAL, metioned on the django site. Is there a way I could configure this so that it would work? Apache Version: Apache/2.2.22 (Ubuntu) mod_wsgi/3.3 Python/2.7.3 configured Apache apache2/sites-available/default: <VirtualHost *:80> ServerAdmin ironman@localhost DocumentRoot /var/www/bin LogLevel warn WSGIDaemonProcess lbs processes=2 maximum-requests=500 threads=1 WSGIProcessGroup lbs WSGIScriptAlias / /var/www/bin/apache/django.wsgi Alias /static /var/www/lbs/static/ </VirtualHost> <VirtualHost *:8080> ServerAdmin ironman@localhost DocumentRoot /var/www/bin LogLevel warn WSGIDaemonProcess tilestache processes=1 maximum-requests=500 threads=1 WSGIProcessGroup tilestache WSGIScriptAlias / /var/www/bin/tileserver/tilestache.wsgi </VirtualHost> Django Version: 1.4 httpd.conf: Listen 8080 NameVirtualHost *:8080 UPDATE I've added the a test.wsgi script to determine if the GLOBAL interpreter setting is correct, as mentioned by graham and described here: http://code.google.com/p/modwsgi/wiki/CheckingYourInstallation#Sub_Interpreter_Being_Used It seems to show the expected result: [Tue Aug 14 10:32:01 2012] [notice] Apache/2.2.22 (Ubuntu) mod_wsgi/3.3 Python/2.7.3 configured -- resuming normal operations [Tue Aug 14 10:32:01 2012] [info] mod_wsgi (pid=29891): Attach interpreter ''. I've worked around the issue for now by changing the srs used in the db so that the transform is unnecessary in tilestache app. I don't understand why the transform() method, when called in the django app works, but then in the tilestache app fails. tilestache.wsgi #!/usr/bin/python import os import time import sys import TileStache current_dir = os.path.abspath(os.path.dirname(__file__)) project_dir = os.path.realpath(os.path.join(current_dir, "..", "..")) sys.path.append(project_dir) sys.path.append(current_dir) os.environ['DJANGO_SETTINGS_MODULE'] = 'bin.settings' sys.stdout = sys.stderr # wait for the apache django lbs server to start up, # --> in order to retrieve the tilestache cfg time.sleep(2) tilestache_config_url = "http://127.0.0.1/tilestache/config/" application = TileStache.WSGITileServer(tilestache_config_url) UPDATE 2 So it turned out I did need to use a projection other than the google (900913) one in the db. So my previous workaround failed. While I'd like to fix this issue, I decided to work around the issue this type by making a django view that performs the transform needed. So now tilestache requests the data through the django app and not internally.

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  • Cannot find Package fop ( Ithink)

    - by efendioglu
    Hello friends I try to use fop engine programatically I search for an example and I find this class import java.io.File; import java.io.IOException; import java.io.OutputStream; import javax.xml.transform.Transformer; import javax.xml.transform.TransformerFactory; import javax.xml.transform.TransformerException; import javax.xml.transform.Source; import javax.xml.transform.Result; import javax.xml.transform.stream.StreamSource; import javax.xml.transform.sax.SAXResult; import org.apache.avalon.framework.ExceptionUtil; import org.apache.avalon.framework.logger.ConsoleLogger; import org.apache.avalon.framework.logger.Logger; import org.apache.fop.apps.Driver; import org.apache.fop.apps.FOPException; import org.apache.fop.messaging.MessageHandler; public class Invokefop { public void convertXML2PDF(File xml, File xslt, File pdf) throws IOException, FOPException, TransformerException { Driver driver = new Driver(); Logger logger = new ConsoleLogger(ConsoleLogger.LEVEL_INFO); driver.setLogger(logger); MessageHandler.setScreenLogger(logger); driver.setRenderer(Driver.RENDER_PDF); OutputStream out = new java.io.FileOutputStream(pdf); try { driver.setOutputStream(out); TransformerFactory factory = TransformerFactory.newInstance(); Transformer transformer = factory.newTransformer(new StreamSource(xslt)); Source src = new StreamSource(xml); Result res = new SAXResult(driver.getContentHandler()); transformer.transform(src, res); } finally { out.close(); } } public static void main(String[] args) { try { System.out.println("JAVA XML2PDF:: FOP ExampleXML2PDF\n"); System.out.println("JAVA XML2PDF:: Preparing..."); File base = new File("../"); File baseDir = new File(base, "in"); File outDir = new File(base, "out"); outDir.mkdirs(); File xmlfile = new File(baseDir, args[0]); File xsltfile = new File(baseDir, args[1]); File pdffile = new File(outDir, args[2]); System.out.println("JAVA XML2PDF:: Input: XML (" + xmlfile + ")"); System.out.println("JAVA XML2PDF:: Stylesheet: " + xsltfile); System.out.println("JAVA XML2PDF:: Output: PDF (" + pdffile + ")"); System.out.println(); System.out.println("JAVA XML2PDF:: Transforming..."); Invokefop app = new Invokefop(); app.convertXML2PDF(xmlfile, xsltfile, pdffile); System.out.println("JAVA XML2PDF:: Success!"); } catch (Exception e) { System.err.println(ExceptionUtil.printStackTrace(e)); System.exit(-1); } } } All the Libs from Fop are in the Classpath including the fop.jar in build directory. After I run thejavac Invokefop.java I get this error: > C:\....\fop>javac Invokefop.java Invokefop.java:21: cannot find symbol symbol : class Driver location: package org.apache.fop.apps import org.apache.fop.apps.Driver; ^ Invokefop.java:23: package org.apache.fop.messaging does not exist import org.apache.fop.messaging.MessageHandler; ^ Invokefop.java:31: cannot find symbol symbol : class Driver location: class Invokefop Driver driver = new Driver(); ^ Invokefop.java:31: cannot find symbol symbol : class Driver location: class Invokefop Driver driver = new Driver(); ^ Invokefop.java:36: cannot find symbol symbol : variable MessageHandler location: class Invokefop MessageHandler.setScreenLogger(logger); ^ Invokefop.java:39: cannot find symbol symbol : variable Driver location: class Invokefop driver.setRenderer(Driver.RENDER_PDF); ^ 6 errors I am relatively new to Java, but with this approach I try to execute the fop engine in c++ using this java class.. Have anybody some Idea, how to solve this errors... Thanx in advance..

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  • SOA Suite Integration: Part 2: A basic BPEL process

    - by Anthony Shorten
    This is the next in the series about SOA Suite integration with Oracle Utilities Application Framework. One of the first scenarios I am going to illustrate in this series is building a basic BPEL process using Web Service calls to the Oracle Utilities Application Framework. The scenario is this. I will pass in the userid and the BPEL process will call our the AS-User Web Service we created in Part 1. This is just a basic test and illustrate how to import the Web Service into SOA Suite. To use this scenario, you will need access to Oracle SOA Suite, access to a copy of any Oracle Utilities Application Framework based product and Oracle JDeveloper (to build the process). First of all you need to start Oracle JDeveloper and create a new SOA Project to house the BPEL process in. For the purposes of this example I will call the project simpleBPEL and verify that SOA is part of the project. I will select "Composite with BPEL" to denote it as a BPEL process. I can also the same process to create a Mediator or OSB project (refer to the JDeveloper documentation on these technologies). For this example I will use BPEL 1.1 as my specification standard (BPEL 2.0 can also be used if desired). I give the individual BPEL process as simpleBPEL (you can use a different name but I wanted to keep the project and process the same for this example). I will also build a Synchronous BPEL Process as I want a response from the Web Service. I will leave the defaults to save time. I have no have a blank canvas to build my BPEL process against. Note: for simplicity I am going to use as much defaulting as possible. In fact I am not going to specify an input schema for the incoming call as I will use the basic single field used by BPEL as default. The first step is to import the AS-User Web Service into my BPEL project. To do this I use the standard Web Service BPEL component from the Component Palette to import the WSDL into the BPEL project. Now the tricky part (a joke), you drag and drop the component from the Palette onto the right side of the canvas in the Partner Links swim lane. This swim lane is reserved for Partner Links that have a Partner Role (i.e. being called rather than calling). When you drop the Web Service onto the canvas the Create Web Service wizard is invoked to ask for details of the Web Service. At this point you give the BPEL node a name. I have used the name RetrieveUser as a name. I placed the WSDL URL from the XAI Inbound Service screen in the WSDL URL. Once you specify the URL you can press the Find existing WSDL's button to load the information into BPEL from the call. You will notice the Port Type is prefilled with the port from the WSDL. I also suggest that you check copy wsdl and it's dependent artifacts into the project if you intending to work on the BPEL process offline. If you do not check this your target application must be accessible when you work on the BPEL process (that is not always convenient). Note: For the perceptive of you will notice that the URL specified in this example is different to the URL in the last post. The reason is for the demonstrations I shifted to a new server and did not redo all of the past screen captures. If you copy the WSDL into the project you will get an information screen about Localize Files. It is just a confirmation screen. The last confirmation screen is a summary of the partner link (the main tab is locked for editing at this stage). At this stage you have successfully imported the Web Service. To complete the setup of the Web Service you need to set the credentials for the Web Service to use. Refer to the past post on how to do that. Now to use the Web Service. To call the Web Service (as it is just imported not connected to the BPEL process yet), you must add an Invoke action to your BPEL Process. To do this, select Invoke action from the BPEL Constructs zone on the Component Palette and drop it on the edit nodes between the receiveInput and replyOutput nodes This will create an empty Invoke action. You will notice some connectors on the Invoke node. Grab the node closest to your Web Service and drag it to connect the Invoke to your Web Service. This instructs BPEL to use the Invoke to call the Web Service. Once the Invoke action is connected to the Web Service an Edit Invoke edit dialog is displayed. At this point I suggest you name the Invoke node. It is important to name the nodes straightaway and name them appropriately for you to trace the logic. I used InvokeUser as the name in this example. To complete the node configuration you must create Variables to hold the input and output for the call. To do this clock on Automatically Create Input Variable on the Edit Invoke dialog. You will be presented with a default variable name. It uses the node name (that is why it is important to name the node before hitting this button) as a prefix. You can name the variable anything but I usually take the default. Repeat the same for the output variable. You now have a completed node for invoking the service. You have a very basic BPEL process which contains an input, invoke and output node. It is not complete yet though. You need to tell the BPEL process how to pass data from the input to the invoke step and how to take the output from the service call and pass it back to the service. You need to now add an Assign node to assign the input to the Web Service. To do this select Assign activity from BPEL Constructs zone in the Component Palette. Drag and drop the Assign activity between the receiveInput and InvokeUser nodes as you want to pass data between these two nodes. You have now added a new Assign node to your BPEL process Double clicking the node allows you to specify the name of the node. I use AssignUser to describe that I am assigning user data. On the Copy Rules tab you can specify the mapping between the input variable InputVariable/payload/process/input string and the input variable for the Web Service call. We are passing data from the input to BPEL to the relevant input variable on the Web Service. This is simply drag and drop between the two data structures. In the example, I am using the input to pass to the user element in my Web Service as the user is the primary key for the object. The fields become linked (which means data from source will be copied to target). Almost there. You now need to process the output from the Web Service call to the outputVariable of the client call. I have decided to pass back one piece of data, the name associated with the user by concatenating the firstName and lastName elements from the Web Service call. To do this I will use a Transform as it is not just a matter of an Assign action. It is a concatenation operation. This also illustrates how you can use BPEL functionality to transform data from a Web Service call. As with the other components you drag and drop the Transform component to the appropriate place in the BPEL process. In this case we want to transform the output from the Web Service call so we want it after the InvokeUser action and the replyOutput action. The Transform component is actually part of the Oracle Extensions to the BPEL specification. Double clicking the Transform node will allow you to name the node.  In this example I used TransformName. To complete the transform I need to tell the product the source of the transformation and the target of the transform. In the example this is the InvokeUser output variable. I also named the mapper file to TransformName. By clicking the + or pencil icon next to the map I can create the map. The mapping screen is shows the source and target schemas for me to map across. As with the assign I can map the relevant elements. In my example, I first map the firstName from the Web Service to the result element. As I want to concatenate the names, I drop the concat function on the call line. I now attach the last name to the function to indicate the concatenation of the field. By default the names will be concatenated with no space. To make the name legible I add a space between the field by clicking the function and adding a space in the call. I now have a completed mapping. I can now save the whole project as my BPEL process is now complete. As you can see the following happens: We accept input from the client (the userid for the call) in the receiveInput step. We assign that value to the input parameters for the Web Service call in the AssignUser step. We invoke the Web Service call to retrieve the data from the product in the InvokeUser step. We take the output from the InvokeUser step and concatenate the names in the TransformName step. We pass back the data in the replyOutput step. At this point we can deploy the BPEL process to the SOA Suite server. I will not cover this aspect as it really all SOA Suite specific (it is all done via Oracle JDeveloper). Now we need to test the service in SOA Suite. We will use the Fusion Middleware Control test facility. I will assume that credentials have also been setup as per our previous post (else you will get a 401 error). You navigate to the deployed BPEL process within Fusion Middleware Control and select the Test Service option. Specify some test data on the payload at the bottom of the Test Service screen. In my case I am returning my own userid information. On the response tab you will see the result. It works. You can verify the steps using the Audit trace facility on individual calls. As you can see this is a basic BPEL but you get the idea of importing the Web Service is pretty straightforward. You can create more sophisticated BPEL processes using the full facilities in Oracle SOA Suite. I just showed you the basic principals.

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  • Documentation in RETL, RIB, and RSL Release 13.2.4

    - by Oracle Retail Documentation Team
    The Patch Release 13.2.4 of the integration-related products, Oracle Retail Extract, Transform and Load (RETL), Oracle Retail Integration Bus (RIB), and Oracle Retail Service Layer (RSL), is now available from My Oracle Support. End User Documentation Enhancements The following enhancements have been made to the documentation: New RETL Installation GuideNew in Release 13.2.4, the RETL Installation Guide includes complete instructions to install and configure RETL 13.2.4. Installation instructions were previously in the Programmer’s Guide. As part of this enhancement, content was added to and tested in the RETL Installation Guide to ensure that it contain similar chapters and sections included in other Oracle Retail Installation Guides. Template Creator documentation, under the RIB product umbrellaThe Oracle Retail Functional Artifact Guide and the Oracle Retail Functional ArtifactGenerator Guide contain new information about a new tool called the Template Creator. The Functional Artifacts Generator tool has been enhanced to generate custom and localized payloads business objects on demand, based on Oracle Retail Functional Artifact rules. A new tool called the Template Creator has been provided to create the placeholder XSDs and the import hooks in the base objects on an as-needed basis. In other words, this tool constructs the appropriate placeholders in the packaging structure in the correct locations. The Artifact Generator tools, including the Template Creator, can be used either as a command line or GUI tool set.   List of Documents in RETL, RIB, and the Oracle Retail Service Layer (RSL) 13.2.4  The following documents are included in release 13.2.4 of the applications noted above: RIB Oracle Retail Integration Bus Release Notes Oracle Retail Integration Bus Implementation Guide Oracle Retail Integration Bus Installation Guide Oracle Retail Integration Bus Operations Guide Oracle Retail Functional Artifact Generator Guide Oracle Retail Functional Artifacts Guide Oracle Retail Service Layer Installation Guide Oracle Retail SOA Enabler Tool Guide RIB Integration Guide (ID 1277421.1) RETL Oracle Retail Extract, Transform, and Load Release Notes Oracle Retail Extract, Transform, and Load Installation Guide Oracle Retail Extract, Transform, and Load Programmer’s Guide RSL Oracle Retail Service Layer Release Notes Oracle Retail Service Layer Installation Guide Oracle Retail Service Layer Programmer’s Guide

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  • Vehicle: Boat accelerating and turning in Unity

    - by Emilios S.
    I'm trying to make a player-controllable boat in Unity and I'm running into problems with my code. 1) I want to make the boat to accelerate and decelerate steadily instead of simply moving the speed I'm telling it to right away. 2) I want to make the player unable to steer the boat unless it is moving. 3) If possible, I want to simulate the vertical floating of a boat during its movement (it going up and down) My current code (C#) is this: using UnityEngine; using System.Collections; public class VehicleScript : MonoBehaviour { public float speed=10; public float rotationspeed=50; // Use this for initialization // Update is called once per frame void Update () { // Forward movement if(Input.GetKey(KeyCode.I)) speed = transform.Translate (Vector3.left*speed*Time.deltaTime); // Backward movement if(Input.GetKey(KeyCode.K)) transform.Translate (Vector3.right*speed*Time.deltaTime); // Left movement if(Input.GetKey(KeyCode.J)) transform.Rotate (Vector3.down*rotationspeed*Time.deltaTime); // Right movement if(Input.GetKey(KeyCode.L)) transform.Rotate (Vector3.up*rotationspeed*Time.deltaTime); } } In the current state of my code, when I press the specified keys, the boat simply moves 10 units/sec instantly, and also stops instantly. I'm not really sure how to make the things stated above, so any help would be appreciated. Just to clarify, I don't necessarily need the full code to implement those features, I just want to know what functions to use in order to achieve the desired effects. Thank you very much.

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  • Rotate around the centre of the screen

    - by Dan Scott
    I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating around the position.X of camera, not sure) If you look at these two images: http://imgur.com/E9qoAM7,5qzyhGD#0 http://imgur.com/E9qoAM7,5qzyhGD#1 The first one shows how the camera is normally, and the second shows how I want the level to look when I would rotate the camera 90 degrees left or right. My camera: public class Camera { private Matrix transform; public Matrix Transform { get { return transform; } } private Vector2 position; public Vector2 Position { get { return position; } set { position = value; } } private float rotation; public float Rotation { get { return rotation; } set { rotation = value; } } private Viewport viewPort; public Camera(Viewport newView) { viewPort = newView; } public void Update(Player player) { position.X = player.PlayerPos.X + (player.PlayerRect.Width / 2) - viewPort.Width / 4; if (position.X < 0) position.X = 0; transform = Matrix.CreateTranslation(new Vector3(-position, 0)) * Matrix.CreateRotationZ(Rotation); if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.01f; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.01f; } } } (I'm assuming you would need to rotate around the centre of the screen to achieve this)

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  • Unity3D: How to make the camera focus a moving game object with ITween?

    - by nathan
    I'm trying to write a solar system with Unity3D. Planets are sphere game objects rotating around another sphere game object representing the star. What i want to achieve is let the user click on a planet and then zoom the camera on this planet and then make the camera follow and keep it centered on the screen while it keep moving around the star. I decided to use iTween library and so far i was able to create the zoom effect using iTween.MoveUpdate. My problem is that the focused planet does not say properly centered as it moves. Here is the relevant part of my script: void Update () { if (Input.GetButtonDown("Fire1")) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, Mathf.Infinity, concernedLayers)) { selectedPlanet = hit.collider.gameObject; } } } void LateUpdate() { if (selectedPlanet != null) { Vector3 pos = selectedPlanet.transform.position; pos.z = selectedPlanet.transform.position.z - selectedPlanet.transform.localScale.z; pos.y = selectedPlanet.transform.position.y; iTween.MoveUpdate(Camera.main.gameObject, pos, 2); } } What do i need to add to this script to make the selected planet stay centered on the screen? I hosted my current project as a webplayer application so you see what's going wrong. You can access it here.

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • Unity - Invert Movement Direction

    - by m41n
    I am currently developing a 2,5D Sidescroller in Unity (just starting to get to know it). Right now I added a turn-script to have my character face the appropriate direction of movement, though something with the movement itself is behaving oddly now. When I press the right arrow key, the character moves and faces towards the right. If I press the left arrow key, the character faces towards the left, but "moon-walks" to the right. I allready had enough trouble getting the turning to work, so what I am trying is to find a simple solution, if possible without too much reworking of the rest of my project. I was thinking of just inverting the movement direction for a specific input-key/facing-direction. So if anyone knows how to do something like that, I'd be thankful for the help. If it helps, the following is the current part of my "AnimationChooser" script to handle the turning: Quaternion targetf = Quaternion.Euler(0, 270, 0); // Vector3 Direction when facing frontway Quaternion targetb = Quaternion.Euler(0, 90, 0); // Vector3 Direction when facing opposite way if (Input.GetAxisRaw ("Vertical") < 0.0f) // if input is lower than 0 turn to targetf { transform.rotation = Quaternion.Lerp(transform.rotation, targetf, Time.deltaTime * smooth); } if (Input.GetAxisRaw ("Vertical") > 0.0f) // if input is higher than 0 turn to targetb { transform.rotation = Quaternion.Lerp(transform.rotation, targetb, Time.deltaTime * smooth); } The Values (270 and 90) and Axis are because I had to turn my model itself in the very first place to face towards any of the movement directions.

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  • 2D scene graph not transforming relative to parent

    - by Dr.Denis McCracleJizz
    I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. This code creates the localTransform property for each DisplayObject. Matrix m_transform = Matrix.CreateRotationZ(rotation) * Matrix.CreateScale(scaleX, scaleY, 1) * Matrix.CreateTranslation(new Vector3(x, y, z)); This is my render code. float dRotation; Vector2 dPosition, dScale; Matrix transform; transform = this.localTransform; if (parent != null) transform = localTransform * parent.localTransform; DecomposeMatrix(ref transform, out dPosition, out dRotation, out dScale); spriteBatch.Draw(this.texture, dPosition, null, Color.White, dRotation, new Vector2(originX, originY), dScale, SpriteEffects.None, 0.0f); Here is the result when I try to add the Stage then to the stage a First DisplayObjectContainer and then a second one. It may look fine but the problem lies in the fact that I add a first DisplayObjectContainer at (400,400) and the second one within it (that's the smallest one) at position (0,0). So he should be right over its parent but he gets render within the parent at the same position the parent has (400, 400) for some reason. It's just as if I double the parent's localMatrix and then render the second cat there. This is the code i use to loop through every childs. base.Draw(spriteBatch); foreach (DisplayObject childs in _childs) { childs.Draw(spriteBatch); }

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  • two guitexture that do not work together

    - by London2423
    I have two GUITexture that move left and right a cube. Is pretty strange but together they don't work. If I activate only one it works. To be more specific: If I have the left GUItexture alone in the game the cube move left. If I have the right GUITexture activated alone the cube move right. Seems all fine I thought but If I have both of them the cube move only right and not left. Where is the mistake? Here is the code inside the GameObject cube for Right move void OnMousedown () { transform.position += Vector3.right * Time.deltaTime; } For Left move void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } And this is the left GUITexture code //move the cube left Cube.GetComponent<Left> ().enabled = true; left.transform.position += Vector3.left * Time.deltaTime; This is the right GUITexture //move the cube right Cube.GetComponent<Left> ().enabled = true; right.transform.position += Vector3.right * Time.deltaTime; What is the reason for this? I hope someone can help me.

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  • Matrix loading problems with jbullet and lwjgl

    - by Quintin
    The following code does not load the matrix correctly from jbullet. //box is a RigidBody Transform trans = new Transform(); trans = box.getMotionState().getWorldTransform(trans); float[] matrix = new float[16]; trans.getOpenGLMatrix(matrix); // pass that matrix to OpenGL and render the cube FloatBuffer buffer = ByteBuffer.allocateDirect(4*16).asFloatBuffer().put(matrix); buffer.rewind(); glPushMatrix(); glMultMatrix(buffer); glBegin(GL_POINTS); glVertex3f(0,0,0); glEnd(); glPopMatrix(); the jbullet is configured as so: CollisionConfiguration = new DefaultCollisionConfiguration(); dispatcher = new CollisionDispatcher(collisionConfiguration); Vector3f worldAabbMin = new Vector3f(-10000,-10000,-10000); Vector3f worldAabbMax = new Vector3f(10000,10000,10000); AxisSweep3 overlappingPairCache = new AxisSweep3(worldAabbMin, worldAabbMax); SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver(); dynamicWorld = new DiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration); dynamicWorld.setGravity(new Vector3f(0,-10,0)); dynamicWorld.getDispatchInfo().allowedCcdPenetration = 0f; CollisionShape groundShape = new BoxShape(new Vector3f(1000.f, 50.f, 1000.f)); Transform groundTransform = new Transform(); groundTransform.setIdentity(); groundTransform.origin.set(new Vector3f(0.f, -60.f, 0.f)); float mass = 0f; Vector3f localInertia = new Vector3f(0, 0, 0); DefaultMotionState myMotionState = new DefaultMotionState(groundTransform); RigidBodyConstructionInfo rbInfo = new RigidBodyConstructionInfo(mass, myMotionState, groundShape, localInertia); RigidBody body = new RigidBody(rbInfo); dynamicWorld.addRigidBody(body); dynamicWorld.clearForces(); Nothing is rendered on the screen. What am I doing wrong?

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  • How to move the rigidbody at the position of the mouse on release

    - by Edvin
    I'm making a "Can Knockdown" game and I need the rigidbody to move where the player released the mouse(OnMouseUp). Momentarily the Ball moves OnMouseUp because of rigidbody.AddForce(force * factor); and It moves toward the mousePosition but doesn't end up where the mousePosition is. Here's what I have so far in the script. var factor = 20.0; var minSwipeDistY : float; private var startTime : float; private var startPos : Vector3; function OnMouseDown(){ startTime = Time.time; startPos = Input.mousePosition; startPos.z = transform.position.z - Camera.main.transform.position.z; startPos = Camera.main.ScreenToWorldPoint(startPos); } function OnMouseUp(){ var endPos = Input.mousePosition; endPos.z = transform.position.z - Camera.main.transform.position.z; endPos = Camera.main.ScreenToWorldPoint(endPos); var force = endPos - startPos; force.z = force.magnitude; force /= (Time.time - startTime); rigidbody.AddForce(force * factor); }

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  • projection / view matrix: the object is bigger than it should and depth does not affect vertices

    - by Francesco Noferi
    I'm currently trying to write a C 3D software rendering engine from scratch just for fun and to have an insight on what OpenGL does behind the scene and what 90's programmers had to do on DOS. I have written my own matrix library and tested it without noticing any issues, but when I tried projecting the vertices of a simple 2x2 cube at 0,0 as seen by a basic camera at 0,0,10, the cube seems to appear way bigger than the application's window. If I scale the vertices' coordinates down by 8 times I can see a proper cube centered on the screen. This cube doesn't seem to be in perspective: wheen seen from the front, the back vertices pe rfectly overlap with the front ones, so I'm quite sure it's not correct. this is how I create the view and projection matrices (vec4_initd initializes the vectors with w=0, vec4_initw initializes the vectors with w=1): void mat4_lookatlh(mat4 *m, const vec4 *pos, const vec4 *target, const vec4 *updirection) { vec4 fwd, right, up; // fwd = norm(pos - target) fwd = *target; vec4_sub(&fwd, pos); vec4_norm(&fwd); // right = norm(cross(updirection, fwd)) vec4_cross(updirection, &fwd, &right); vec4_norm(&right); // up = cross(right, forward) vec4_cross(&fwd, &right, &up); // orientation and translation matrices combined vec4_initd(&m->a, right.x, up.x, fwd.x); vec4_initd(&m->b, right.y, up.y, fwd.y); vec4_initd(&m->c, right.z, up.z, fwd.z); vec4_initw(&m->d, -vec4_dot(&right, pos), -vec4_dot(&up, pos), -vec4_dot(&fwd, pos)); } void mat4_perspectivefovrh(mat4 *m, float fovdegrees, float aspectratio, float near, float far) { float h = 1.f / tanf(ftoradians(fovdegrees / 2.f)); float w = h / aspectratio; vec4_initd(&m->a, w, 0.f, 0.f); vec4_initd(&m->b, 0.f, h, 0.f); vec4_initw(&m->c, 0.f, 0.f, -far / (near - far)); vec4_initd(&m->d, 0.f, 0.f, (near * far) / (near - far)); } this is how I project my vertices: void device_project(device *d, const vec4 *coord, const mat4 *transform, int *projx, int *projy) { vec4 result; mat4_mul(transform, coord, &result); *projx = result.x * d->w + d->w / 2; *projy = result.y * d->h + d->h / 2; } void device_rendervertices(device *d, const camera *camera, const mesh meshes[], int nmeshes, const rgba *color) { int i, j; mat4 view, projection, world, transform, projview; mat4 translation, rotx, roty, rotz, transrotz, transrotzy; int projx, projy; // vec4_unity = (0.f, 1.f, 0.f, 0.f) mat4_lookatlh(&view, &camera->pos, &camera->target, &vec4_unity); mat4_perspectivefovrh(&projection, 45.f, (float)d->w / (float)d->h, 0.1f, 1.f); for (i = 0; i < nmeshes; i++) { // world matrix = translation * rotz * roty * rotx mat4_translatev(&translation, meshes[i].pos); mat4_rotatex(&rotx, ftoradians(meshes[i].rotx)); mat4_rotatey(&roty, ftoradians(meshes[i].roty)); mat4_rotatez(&rotz, ftoradians(meshes[i].rotz)); mat4_mulm(&translation, &rotz, &transrotz); // transrotz = translation * rotz mat4_mulm(&transrotz, &roty, &transrotzy); // transrotzy = transrotz * roty = translation * rotz * roty mat4_mulm(&transrotzy, &rotx, &world); // world = transrotzy * rotx = translation * rotz * roty * rotx // transform matrix mat4_mulm(&projection, &view, &projview); // projview = projection * view mat4_mulm(&projview, &world, &transform); // transform = projview * world = projection * view * world for (j = 0; j < meshes[i].nvertices; j++) { device_project(d, &meshes[i].vertices[j], &transform, &projx, &projy); device_putpixel(d, projx, projy, color); } } } this is how the cube and camera are initialized: // test mesh cube = &meshlist[0]; mesh_init(cube, "Cube", 8); cube->rotx = 0.f; cube->roty = 0.f; cube->rotz = 0.f; vec4_initw(&cube->pos, 0.f, 0.f, 0.f); vec4_initw(&cube->vertices[0], -1.f, 1.f, 1.f); vec4_initw(&cube->vertices[1], 1.f, 1.f, 1.f); vec4_initw(&cube->vertices[2], -1.f, -1.f, 1.f); vec4_initw(&cube->vertices[3], -1.f, -1.f, -1.f); vec4_initw(&cube->vertices[4], -1.f, 1.f, -1.f); vec4_initw(&cube->vertices[5], 1.f, 1.f, -1.f); vec4_initw(&cube->vertices[6], 1.f, -1.f, 1.f); vec4_initw(&cube->vertices[7], 1.f, -1.f, -1.f); // main camera vec4_initw(&maincamera.pos, 0.f, 0.f, 10.f); maincamera.target = vec4_zerow; and, just to be sure, this is how I compute matrix multiplications: void mat4_mul(const mat4 *m, const vec4 *va, vec4 *vb) { vb->x = m->a.x * va->x + m->b.x * va->y + m->c.x * va->z + m->d.x * va->w; vb->y = m->a.y * va->x + m->b.y * va->y + m->c.y * va->z + m->d.y * va->w; vb->z = m->a.z * va->x + m->b.z * va->y + m->c.z * va->z + m->d.z * va->w; vb->w = m->a.w * va->x + m->b.w * va->y + m->c.w * va->z + m->d.w * va->w; } void mat4_mulm(const mat4 *ma, const mat4 *mb, mat4 *mc) { mat4_mul(ma, &mb->a, &mc->a); mat4_mul(ma, &mb->b, &mc->b); mat4_mul(ma, &mb->c, &mc->c); mat4_mul(ma, &mb->d, &mc->d); }

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  • Scripts won't affect clones - Unity3d

    - by user3666251
    I made a script which swaps two game objects on click.But the script won't work because the objects are actualy clones of the original prefab. This is the script (UnityScript): #pragma strict var object1 : GameObject; var object2 : GameObject; function OnMouseDown () { Instantiate(object2,object1.transform.position,object1.transform.rotation); Destroy(object1); } I use this script to create other game objects (clones)[c#] : using UnityEngine; using System.Collections; public class Spawner : MonoBehaviour { public GameObject[] obj; public float spawnMin = 1f; public float spawnMax = 2f; // Use this for initialization void Start () { Spawn (); } void Spawn() { Instantiate(obj[Random.Range(0, obj.GetLength(0))],transform.position, Quaternion.identity); Invoke ("Spawn", Random.Range (spawnMin, spawnMax)); } } The objects get renamed to NAME (Clone). What I wanna do is make the script affect clones too.So they will swap when I click on them.

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  • For normal mapping, why can we not simply add the tangent normal to the surface normal?

    - by sebf
    I am looking at implementing bump mapping (which in all implementations I have seen is really normal mapping), and so far all I have read says that to do this, we create a matrix to convert from world-space to tangent-space, in order to transform the lights and eye direction vectors into tangent space, so that the vectors from the normal map may be used directly in place of those passed through from the vertex shader. What I do not understand though, is why we cannot just use the normalised sum of the sampled-normal vector, and the surface-normal? (assuming we already transform and pass through the surface normal for the existing lighting functions) Take the diagram below; the normal is simply the deviation from the 'reference normal' for any given coordinate system, correct? And transforming the surface normal of a mapped surface from world space to tangent space makes it equivalent to the tangent space 'reference normal', no? If so, why do we transform all lighting vectors into tangent space, instead of simply transforming the sampled tangent once in the pixel shader?

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  • Camera movement and threshold not working

    - by irish guy mcconagheh
    I have a platformer that is in progress, part of this has a camera which I only want to move when the character moves out of a certain threshold, to try to accomplish this I have the following if statement: if(((Mathf.Abs(target.transform.position.x))-(Mathf.Abs(transform.position.x)))>thres){ x = moveTo(transform.position.x, target.position.x, trackSpeed); } in unity/c#. In pseudocode it means if((absolute value of player x) - (absolute value of camera x) is greater than the threshold){ move { however this does not seem to work correctly. it appears to work for the first couple of times the threshold is reached, however the distance between the camera and the player has to increase every time for the camera to move. I do not believe the movement of the camera is the problem, however the code for it is as follows: private float moveTo(float n, float target, float accel) { if (n == target) { return n; } else { float dir = Mathf.Sign(target - n); n += accel * Time.deltaTime * dir; return (dir == Mathf.Sign(target-n))? n: target; } } }

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  • Slerping rotation mirrors

    - by Esa
    I rotate my game character to watch at the target using the following code: transform.rotation = Quaternion.Slerp(startQuaternion, lookQuaternion, turningNormalizer*turningSpeed/10f) startQuaternion is the character's current rotation when a new target is given. lookQuaternion is the direction the character should look at and it's set like this: destinationVector = currentWaypoint.transform.position - transform.position; lookQuaternion = Quaternion.LookRotation(destinationVector, Vector3.up); turningNormalizer is just Time.deltaTime incremented and turningSpeed is a static value given in the editor. The problem is that while the character turns as it should most of the time, it has problems when it has to do close to 180 degrees. Then it at times jitters and mirrors the rotation: In this poorly drawn image the character(on the right) starts to turn towards the circle on the left. Instead of just turning either through left or right it starts this "mirror dance": It starts to rotate towards the new facing Then it suddenly snaps to the same angle but on other side and keeps rotating It does this "mirroring" so long until it looks at the target. Is this a thing with quaternions, slerping/lerping or something else?

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  • Unity3D problem. Bullets fall down instead of flying like they should

    - by user2342080
    I used this tutorial as a reference. http://www.youtube.com/watch?v=3L8eaoyZ0Go My problem is that whenever I play the game, EVERYTHING works but the bullets. It just falls down instead of flying forward. This is the flash version of the game: http://v1k.me/swf/ Can some one help me out? Should I upload the project? This is my "Shoot.js": public var bulletPrefab : Transform; public var bulletSpeed : float = 20; function Update() { if(Input.GetMouseButton(0)) { if(bulletPrefab || bulletSpeed) { var bulletCreate = Instantiate(bulletPrefab, GameObject.Find("SpawnPoint").transform.position, Quaternion.identity); bulletCreate.rigidbody.AddForce(transform.forward * bulletSpeed); } } }

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  • Scrolling background with changing textures

    - by Simran kaur
    I have the 2 cubic structures that are my tracks and are scrolling basically to give effect of movement on object. In my OnBecameInvisible() method, I have changed their Tiling using mainTextureScale void OnBecameInvisible() { renderer.material.mainTextureScale = new Vector2(1, numberOfLanes); this.transform.position = new Vector3(this.transform.position.x, this.transform.position.y, 20.0f); } The tiling works fine. But the alternative tracks have their Tiling set to 0 which is giving an undesirable effect. Requirement: I want to be able to set the Tiling of every track that is visible on the screen. How do I do it?

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  • Converting obj data to CSS3D

    - by Don Boots
    I found a ton of formulae and what not, but 3D isn't my forte so I'm at a loss of what specifically to use. My goal is to convert the data in an 3D .obj file (vertices, normals, faces) to CSS3D (width, height, rotateX,Y,Z and/or similar transforms). For example 2 simple planes g plane1 # simple along along Z axis v 0.0 0.0 0.0 v 0.0 0.0 1.0 v 0.0 1.0 1.0 v 0.0 1.0 0.0 g plane2 # plane rotated 90 degrees along Y-axis v 0.0 0.0 0.0 v 0.0 1.0 0.0 v 1.0 1.0 0.0 v 1.0 0.0 0.0 f 1 2 3 4 f 5 6 7 8 Could this data be converted to: #plane1 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } #plane2 { width: X; height: Y; transform: rotateX(Xdeg) rotateY(Ydeg) rotateZ(Zdeg) translateZ(Zpx) } /* Or something equivalent such as transform: matrix3d() */ In summary, while this may be too HTML/CSS-y for game development, the core question is how to get the X/Y/Z-rotation of a 4 point plane from it's matrix of x,y,z coordinates?

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  • How can I use this animation code?

    - by O.C.
    I'm a newbie and I need some help. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I found some code on the net from someone who was trying to do something similar. He/she put this together, but there was no demo or instructions. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear: - (void) showProductDetail { . . . //////////////////////////////////////////////////////////////////////// // THIS IS A STRAIGHT SCALE ANIMATION RIGHT NOW. I WANT TO REPLACE THIS // WITH A BOUNCY RUBBER-BAND ANIMATION _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; _productDetail.transform = CGAffineTransformMakeScale(1,1); [UIView commitAnimations]; } . . . } This is the code I found: float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } Thanks in advance for any help that you can give me.

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  • XSLT Transformation of XML File

    - by Russ Clark
    I've written a simple XML Document that I am trying to transform with an XSLT file, but I get no results when I run the code. Here is my XML document: <?xml version="1.0" encoding="utf-8" ?> <Employee xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="XSLT_MVC.Controllers"> <ID>42</ID> <Name>Russ</Name> </Employee> And here is the XSLT file: <?xml version="1.0" encoding="utf-8"?> <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform" xmlns:msxsl="urn:schemas-microsoft-com:xslt" exclude-result-prefixes="msxsl" xmlns:ex="XSLT_MVC.Controllers" > <xsl:output method="xml" indent="yes"/> <xsl:template match="/"> <xsl:copy> <!--<xsl:apply-templates select="@* | node()"/>--> <xsl:value-of select="ex:Employee/Name"/> </xsl:copy> </xsl:template> </xsl:stylesheet> Here is the code (from a C# console app) I am trying to run to perform the transform: using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Xml; using System.Xml.Xsl; using System.Xml.XPath; namespace XSLT { class Program { static void Main(string[] args) { Transform(); } public static void Transform() { XPathDocument myXPathDoc = new XPathDocument(@"docs\sampledoc.xml"); XslTransform myXslTrans = new XslTransform(); myXslTrans.Load(@"docs\new.xslt"); XmlTextWriter myWriter = new XmlTextWriter( "results.html", null); myXslTrans.Transform(myXPathDoc, null, myWriter); myWriter.Close(); } } } When I run the code I get a blank html file. I think I may have problems with the namespaces, but am not sure. Can anyone help with this?

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

    - by SaldaVonSchwartz
    EDIT: I decided to reformulate the question in much simpler terms to see if someone can give me a hand with this. Basically, I'm exporting meshes, skeletons and actions from blender into an engine of sorts that I'm working on. But I'm getting the animations wrong. I can tell the basic motion paths are being followed but there's always an axis of translation or rotation which is wrong. I think the problem is most likely not in my engine code (OpenGL-based) but rather in either my misunderstanding of some part of the theory behind skeletal animation / skinning or the way I am exporting the appropriate joint matrices from blender in my exporter script. I'll explain the theory, the engine animation system and my blender export script, hoping someone might catch the error in either or all of these. The theory: (I'm using column-major ordering since that's what I use in the engine cause it's OpenGL-based) Assume I have a mesh made up of a single vertex v, along with a transformation matrix M which takes the vertex v from the mesh's local space to world space. That is, if I was to render the mesh without a skeleton, the final position would be gl_Position = ProjectionMatrix * M * v. Now assume I have a skeleton with a single joint j in bind / rest pose. j is actually another matrix. A transform from j's local space to its parent space which I'll denote Bj. if j was part of a joint hierarchy in the skeleton, Bj would take from j space to j-1 space (that is to its parent space). However, in this example j is the only joint, so Bj takes from j space to world space, like M does for v. Now further assume I have a a set of frames, each with a second transform Cj, which works the same as Bj only that for a different, arbitrary spatial configuration of join j. Cj still takes vertices from j space to world space but j is rotated and/or translated and/or scaled. Given the above, in order to skin vertex v at keyframe n. I need to: take v from world space to joint j space modify j (while v stays fixed in j space and is thus taken along in the transformation) take v back from the modified j space to world space So the mathematical implementation of the above would be: v' = Cj * Bj^-1 * v. Actually, I have one doubt here.. I said the mesh to which v belongs has a transform M which takes from model space to world space. And I've also read in a couple textbooks that it needs to be transformed from model space to joint space. But I also said in 1 that v needs to be transformed from world to joint space. So basically I'm not sure if I need to do v' = Cj * Bj^-1 * v or v' = Cj * Bj^-1 * M * v. Right now my implementation multiples v' by M and not v. But I've tried changing this and it just screws things up in a different way cause there's something else wrong. Finally, If we wanted to skin a vertex to a joint j1 which in turn is a child of a joint j0, Bj1 would be Bj0 * Bj1 and Cj1 would be Cj0 * Cj1. But Since skinning is defined as v' = Cj * Bj^-1 * v , Bj1^-1 would be the reverse concatenation of the inverses making up the original product. That is, v' = Cj0 * Cj1 * Bj1^-1 * Bj0^-1 * v Now on to the implementation (Blender side): Assume the following mesh made up of 1 cube, whose vertices are bound to a single joint in a single-joint skeleton: Assume also there's a 60-frame, 3-keyframe animation at 60 fps. The animation essentially is: keyframe 0: the joint is in bind / rest pose (the way you see it in the image). keyframe 30: the joint translates up (+z in blender) some amount and at the same time rotates pi/4 rad clockwise. keyframe 59: the joint goes back to the same configuration it was in keyframe 0. My first source of confusion on the blender side is its coordinate system (as opposed to OpenGL's default) and the different matrices accessible through the python api. Right now, this is what my export script does about translating blender's coordinate system to OpenGL's standard system: # World transform: Blender -> OpenGL worldTransform = Matrix().Identity(4) worldTransform *= Matrix.Scale(-1, 4, (0,0,1)) worldTransform *= Matrix.Rotation(radians(90), 4, "X") # Mesh (local) transform matrix file.write('Mesh Transform:\n') localTransform = mesh.matrix_local.copy() localTransform = worldTransform * localTransform for col in localTransform.col: file.write('{:9f} {:9f} {:9f} {:9f}\n'.format(col[0], col[1], col[2], col[3])) file.write('\n') So if you will, my "world" matrix is basically the act of changing blenders coordinate system to the default GL one with +y up, +x right and -z into the viewing volume. Then I also premultiply (in the sense that it's done by the time we reach the engine, not in the sense of post or pre in terms of matrix multiplication order) the mesh matrix M so that I don't need to multiply it again once per draw call in the engine. About the possible matrices to extract from Blender joints (bones in Blender parlance), I'm doing the following: For joint bind poses: def DFSJointTraversal(file, skeleton, jointList): for joint in jointList: bindPoseJoint = skeleton.data.bones[joint.name] bindPoseTransform = bindPoseJoint.matrix_local.inverted() file.write('Joint ' + joint.name + ' Transform {\n') translationV = bindPoseTransform.to_translation() rotationQ = bindPoseTransform.to_3x3().to_quaternion() scaleV = bindPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) DFSJointTraversal(file, skeleton, joint.children) file.write('}\n') Note that I'm actually grabbing the inverse of what I think is the bind pose transform Bj. This is so I don't need to invert it in the engine. Also note I went for matrix_local, assuming this is Bj. The other option is plain "matrix", which as far as I can tell is the same only that not homogeneous. For joint current / keyframe poses: for kfIndex in keyframes: bpy.context.scene.frame_set(kfIndex) file.write('keyframe: {:d}\n'.format(int(kfIndex))) for i in range(0, len(skeleton.data.bones)): file.write('joint: {:d}\n'.format(i)) currentPoseJoint = skeleton.pose.bones[i] currentPoseTransform = currentPoseJoint.matrix translationV = currentPoseTransform.to_translation() rotationQ = currentPoseTransform.to_3x3().to_quaternion() scaleV = currentPoseTransform.to_scale() file.write('T {:9f} {:9f} {:9f}\n'.format(translationV[0], translationV[1], translationV[2])) file.write('Q {:9f} {:9f} {:9f} {:9f}\n'.format(rotationQ[1], rotationQ[2], rotationQ[3], rotationQ[0])) file.write('S {:9f} {:9f} {:9f}\n'.format(scaleV[0], scaleV[1], scaleV[2])) file.write('\n') Note that here I go for skeleton.pose.bones instead of data.bones and that I have a choice of 3 matrices: matrix, matrix_basis and matrix_channel. From the descriptions in the python API docs I'm not super clear which one I should choose, though I think it's the plain matrix. Also note I do not invert the matrix in this case. The implementation (Engine / OpenGL side): My animation subsystem does the following on each update (I'm omitting parts of the update loop where it's figured out which objects need update and time is hardcoded here for simplicity): static double time = 0; time = fmod((time + elapsedTime),1.); uint16_t LERPKeyframeNumber = 60 * time; uint16_t lkeyframeNumber = 0; uint16_t lkeyframeIndex = 0; uint16_t rkeyframeNumber = 0; uint16_t rkeyframeIndex = 0; for (int i = 0; i < aClip.keyframesCount; i++) { uint16_t keyframeNumber = aClip.keyframes[i].number; if (keyframeNumber <= LERPKeyframeNumber) { lkeyframeIndex = i; lkeyframeNumber = keyframeNumber; } else { rkeyframeIndex = i; rkeyframeNumber = keyframeNumber; break; } } double lTime = lkeyframeNumber / 60.; double rTime = rkeyframeNumber / 60.; double blendFactor = (time - lTime) / (rTime - lTime); GLKMatrix4 bindPosePalette[aSkeleton.jointsCount]; GLKMatrix4 currentPosePalette[aSkeleton.jointsCount]; for (int i = 0; i < aSkeleton.jointsCount; i++) { F3DETQSType& lPose = aClip.keyframes[lkeyframeIndex].skeletonPose.joints[i]; F3DETQSType& rPose = aClip.keyframes[rkeyframeIndex].skeletonPose.joints[i]; GLKVector3 LERPTranslation = GLKVector3Lerp(lPose.t, rPose.t, blendFactor); GLKQuaternion SLERPRotation = GLKQuaternionSlerp(lPose.q, rPose.q, blendFactor); GLKVector3 LERPScaling = GLKVector3Lerp(lPose.s, rPose.s, blendFactor); GLKMatrix4 currentTransform = GLKMatrix4MakeWithQuaternion(SLERPRotation); currentTransform = GLKMatrix4TranslateWithVector3(currentTransform, LERPTranslation); currentTransform = GLKMatrix4ScaleWithVector3(currentTransform, LERPScaling); GLKMatrix4 inverseBindTransform = GLKMatrix4MakeWithQuaternion(aSkeleton.joints[i].inverseBindTransform.q); inverseBindTransform = GLKMatrix4TranslateWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.t); inverseBindTransform = GLKMatrix4ScaleWithVector3(inverseBindTransform, aSkeleton.joints[i].inverseBindTransform.s); if (aSkeleton.joints[i].parentIndex == -1) { bindPosePalette[i] = inverseBindTransform; currentPosePalette[i] = currentTransform; } else { bindPosePalette[i] = GLKMatrix4Multiply(inverseBindTransform, bindPosePalette[aSkeleton.joints[i].parentIndex]); currentPosePalette[i] = GLKMatrix4Multiply(currentPosePalette[aSkeleton.joints[i].parentIndex], currentTransform); } aSkeleton.skinningPalette[i] = GLKMatrix4Multiply(currentPosePalette[i], bindPosePalette[i]); } Finally, this is my vertex shader: #version 100 uniform mat4 modelMatrix; uniform mat3 normalMatrix; uniform mat4 projectionMatrix; uniform mat4 skinningPalette[6]; uniform lowp float skinningEnabled; attribute vec4 position; attribute vec3 normal; attribute vec2 tCoordinates; attribute vec4 jointsWeights; attribute vec4 jointsIndices; varying highp vec2 tCoordinatesVarying; varying highp float lIntensity; void main() { tCoordinatesVarying = tCoordinates; vec4 skinnedVertexPosition = vec4(0.); for (int i = 0; i < 4; i++) { skinnedVertexPosition += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * position; } vec4 skinnedNormal = vec4(0.); for (int i = 0; i < 4; i++) { skinnedNormal += jointsWeights[i] * skinningPalette[int(jointsIndices[i])] * vec4(normal, 0.); } vec4 finalPosition = mix(position, skinnedVertexPosition, skinningEnabled); vec4 finalNormal = mix(vec4(normal, 0.), skinnedNormal, skinningEnabled); vec3 eyeNormal = normalize(normalMatrix * finalNormal.xyz); vec3 lightPosition = vec3(0., 0., 2.); lIntensity = max(0.0, dot(eyeNormal, normalize(lightPosition))); gl_Position = projectionMatrix * modelMatrix * finalPosition; } The result is that the animation displays wrong in terms of orientation. That is, instead of bobbing up and down it bobs in and out (along what I think is the Z axis according to my transform in the export clip). And the rotation angle is counterclockwise instead of clockwise. If I try with a more than one joint, then it's almost as if the second joint rotates in it's own different coordinate space and does not follow 100% its parent's transform. Which I assume it should from my animation subsystem which I assume in turn follows the theory I explained for the case of more than one joint. Any thoughts?

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  • Issue with CAAnimation and CALayer Transforms

    - by Brian
    I have a CALayer that I want to animate across the screen. I have created two methods: one slide open the layer and one to slide close. These both work by assigning a property to the layer's transform property. Now I want to use a CAKeyFrameAnimation to slide open the layer. I got this working so the layer slides open, but now I can't slide the layer close using my old method. I am trying to figure out why this is. Any help would be great. Code: - (id)init { if( self = [super init] ) { bIsOpen = NO; closeTransform = self.transform; openTransform = CATransform3DMakeTranslation(-235.0, 0.0, 0.0); } return self; } - (void)closeMenu { if( bIsOpen ) { self.transform = closeTransform; bIsOpen = !bIsOpen; } } - (void)openMenu { if( !bIsOpen ) { CAKeyframeAnimation *closeAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; closeAnimation.duration = 1.0; closeAnimation.removedOnCompletion = NO; closeAnimation.fillMode = kCAFillModeForwards; closeAnimation.values = [NSArray arrayWithObjects:[NSValue valueWithCATransform3D:closeTransform],[NSValue valueWithCATransform3D:openTransform],nil]; closeAnimation.timingFunctions = [NSArray arrayWithObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]]; [self addAnimation:closeAnimation forKey:@"transform"]; bIsOpen = !bIsOpen; } }

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