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  • Jquery: syntax for inserting a function

    - by kelly
    I'm trying to integrate an animation by using the bezier path plug-in and I can't seem to implement it right. Stripped down, here's what I have: $('#next2btn').live('click', function(){ $(this).attr('id','next3btn'); $('#content2').show(300, function() { $('#account').fadeTo(500,1.0) var arc_params = { center: [278,120], radius: 186, start: -90, end: 90, dir: -1 }; }); $("#account").animate({path : new $.path.arc(arc_params)},1000); }); So, I'm trying to add this piece of code into what I have: var arc_params = { center: [278,120], radius: 186, start: -90, end: 90, dir: -1 }; }); $("#account").animate({path : new $.path.arc(arc_params)},1000) which works on its own as does the other. I'm thinking it's something about declaring that variable and where I do that. I'm essentially chaining a few different animations/actions upon a button click. Thanks for any insight- kj

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  • Css, Content not staying inside border

    - by Davey
    I have the height of this div set to 100% but content keep overflowing out of it. Here is the page: http://cowgirlsbaking.com/membership CSS: #content { margin-left: auto; margin-right: auto; background-color: #FCF6E9; width:868px; height:100%; min-height: 650px; -moz-border-radius: 15px; -webkit-border-radius: 15px; border: 10px solid #EB7CDB;

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  • How to redirect to a page using a button tag in html?

    - by Vlad Radulescu
    When I Click a button I want to get redirected to a page. The problem is...if I use the normal sintax , the button works fine, but If I apply some css to id by ussing # and .(classes) ,the button it`s not working any more ?! How can I keep my css and functionality at the same time ?! This is my code: <body> <input id="buttonrain" class="classname" type="button" onClick="window.location.href='rain.html'" value="Rain" /> <!--or <a href="rain.html" id="buttonrain" class="classname">Rain</a> still not working--> </body> CSS FILE html { min-width: 100%; min-height: 100%; } body{ width: 1024px; height:600px; background:white; margin:0px; padding:0px 0px; display:block; overflow:hidden; } .classname { -moz-box-shadow:inset 0px 1px 0px 0px #ffffff; -webkit-box-shadow:inset 0px 1px 0px 0px #ffffff; box-shadow:inset 0px 1px 0px 0px #ffffff; background:-webkit-gradient( linear, left top, left bottom, color-stop(0.05, #f0ea3c), color-stop(1, #dfdfdf) ); background:-moz-linear-gradient( center top, #f0ea3c 5%, #dfdfdf 100% ); filter:progid:DXImageTransform.Microsoft.gradient(startColorstr='#f0ea3c', endColorstr='#dfdfdf'); background-color:#f0ea3c; -moz-border-radius:6px; -webkit-border-radius:6px; border-radius:6px; border:1px solid #dcdcdc; display:inline-block; color:#0f000f; font-family:Verdana; font-size:15px; font-weight:bold; padding:18px 9px; text-decoration:none; text-shadow:1px 1px 0px #ffffff; position:relative; bottom:250px; }.classname:active { position:relative; top:1px; } #buttonrain{ left:80px; }

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  • HTML: order of divs and a tags for href

    - by user2962389
    I'm busy with HTML and CSS and got stuck with this. I have created a button with :hover and :active options, which is centered on the page. Clicking on this button needs to lead to a website. My HTML is: <div> <a href="website"><div id="button">Text</div></a> </div> The CSS is: body, html { height: 100%; } a { text-decoration: none; } #button { text-transform: uppercase; font-size: 18px; text-align: center; padding: 1em 0.5em 0.8em; background-color: white; font-family: Myriad Pro, Source Sans Pro, Helvetica, Arial, sans-serif; color: #ff4700; cursor: pointer; width: 150px; -webkit-border-radius: 5px; -moz-border-radius: 5px; border-radius: 5px; border: 1px solid #ff4700; margin-left: auto; margin-right: auto; margin-bottom: 50px; -webkit-transition: all .1s ease; -moz-transition: all .1s ease; -ms-transition: all .1s ease; -o-transition: all .1s ease; transition: all .1s ease; } #button:hover { background-color: #ff4700; color: white; border: 1px solid white; } #button:active { background-color: #cc3900; } The problem lies in the fact that the whole width of the page is clickable at the height of the button and not only the button itself that is 150px wide and is centered on the page. I think I have my divs mixed up and it needs other formatting and precedence, but I'm not sure. Thanks for your help! P.S. First time on StackOverflow, sorry if I formatted something wrong.

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  • plot 3D and combine in matlab

    - by George
    Hello ,i have this matrix "experiment=2*rand(npoints,3)-1". I want to plot in in 3D,so i use "mesh(experiment)". How can i take red points in my plot? Also,i want to implement in the above plot , a sphere with radius 1 at 0,0,0. I did : mesh(experiment) hold on [x,y,z]=sphere; r=1; mesh(r*x,r*y,r*z) hold off but 1) i am not taking radius 1 2) the figures just showing in the same graph but don't combine Thanks

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  • Can anyone explain this snippet of Javascript?

    - by karthick6891
    Can anyone explain the following code? Forget the sine and cosine parts. Is it trying to build a space for the object? objectsInScene = new Array(); for (var i=space; i<180; i+=space) { for (var angle=0; angle<360; angle+=space) { var object = {}; var x = Math.sin(radian*i)*radius; object.x = Math.cos(angle*radian)*x; object.y = Math.cos(radian*i)*radius; object.z = Math.sin(angle*radian)*x; objectsInScene.push(object); } }

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  • Can anyone explain this pience of snippet?

    - by karthick6891
    Can anyone explain the following code,forget the sin and cosine parts..Is it trying to build a space for the object objectsInScene = new Array(); for (var i=space; i<180; i+=space) { for (var angle=0; angle<360; angle+=space) { var object = {}; var x = Math.sin(radian*i)*radius; object.x = Math.cos(angle*radian)*x; object.y = Math.cos(radian*i)*radius; object.z = Math.sin(angle*radian)*x; objectsInScene.push(object); } }

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  • python geometry help

    - by Enriquev
    Hello, I have the following problem, I am trying to find the following distances (F1 and F2): This is what I have as of now: def FindArrow(self, X1, Y1, X2, Y2, X3, Y3): self.X1 = float(X1) self.Y1 = float(Y1) self.X2 = float(X2) self.Y2 = float(Y2) self.X3 = float(X3) self.Y3 = float(Y3) #center coords of the circle self.Xc = None self.Yc = None #radius self.R = None #F1 and F2 self.FAB = None self.FBC = None #check if the coordinates are collinear invalide = self.X1 * (self.Y2 - self.Y3) + self.X2 * (self.Y3 - self.Y1) + self.X3 * (self.Y1 - self.Y2) if (invalide == 0): return #get the coords of the circle's center s = (0.5 * ((self.X2 - self.X3)*(self.X1 - self.X3) - (self.Y2 - self.Y3) * (self.Y3 - self.Y1))) / invalide self.Xc = 0.5 * (self.X1 + self.X2) + s * (self.Y2 - self.Y1) self.Yc = 0.5 * (self.Y1 + self.Y2) + s * (self.X1 - self.X2) #get the radius self.R = math.sqrt(math.pow(self.Xc - self.X1, 2) + math.pow(self.Yc - self.Y1, 2)) Until here everything seems to work, now what would be the next steps to get F1 and F2 ?

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  • Gamepad Control for Processing + Android to Control Arduino Robot

    - by Iker
    I would like to create a Multitouch Gamepad control for Processing and use it to control a remote Arduino Robot. I would like to make the GUI on Processing and compile it for Android. Here is the GUI Gamepad for Processing I have created so far: float easing = 0.09; // start position int posX = 50; int posY = 200; // target position int targetX = 50; int targetY = 200; boolean dragging = false; void setup() { size(500,250); smooth(); } void draw() { background(255); if (!dragging) { // calculate the difference in position, apply easing and add to vx/vy float vx = (targetX - (posX)) * easing; float vy = (targetY - (posY)) * easing; // Add the velocity to the current position: make it move! posX += vx; posY += vy; } if(mousePressed) { dragging = true; posX = mouseX; posY = mouseY; } else { dragging = false; } DrawGamepad(); DrawButtons(); } void DrawGamepad() { //fill(0,155,155); //rect(0, 150, 100, 100, 15); ellipseMode(RADIUS); // Set ellipseMode to RADIUS fill(0,155,155); // Set fill to blue ellipse(50, 200, 50, 50); // Draw white ellipse using RADIUS mode ellipseMode(CENTER); // Set ellipseMode to CENTER fill(255); // Set fill to white// ellipse(posX, posY, 35, 35); // Draw gray ellipse using CENTER mode } void DrawButtons() { fill(0,155,155); // Set fill to blue ellipse(425, 225, 35, 35); ellipse(475, 225, 35, 35); fill(255,0,0); // Set fill to blue ellipse(425, 175, 35, 35); ellipse(475, 175, 35, 35); } I have realized that probably that code will not support Multitouch events on Android so I came up with another code found on this link Can Processing handle multi-touch? So the aim of this project is to create de multitouch gamepad to use to control my Arduino Robot. The gamepad should detect which key was pressed as well as the direction of the Joystick. Any help appreciated.

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  • How to replicate this button in CSS

    - by jasondavis
    I am trying to create a CSS theme switcher button like below. The top image shows what I have so far and the bottom image shows what I am trying to create. I am not the best at this stuff I am more of a back-end coder. I could really use some help. I have a live demo of the code here http://dabblet.com/gist/2230656 Just looking at what I have and the goal image, some differences. I need to add a gradient The border is not right on mine Radius is a little off Possibly some other stuff? Also here is the code...it can be changed anyway to improve this, the naming and stuff could be improved I am sure but I can use any help I can get. HTML <div class="switch-wrapper"> <div class="switcher left selected"> <span id="left">....</span> </div> <div class="switcher right"> <span id="right">....</span> </div> </div> CSS /* begin button styles */ .switch-wrapper{ width:400px; margin:220px; } .switcher { background:#507190; display: inline-block; max-width: 100%; box-shadow: 1px 1px 1px rgba(0,0,0,.3); position:relative; } #left, #right{ width:17px; height:11px; overflow:hidden; position:absolute; top:50%; left:50%; margin-top:-5px; margin-left:-8px; font: 0/0 a; } #left{ background-image: url(http://www.codedevelopr.com/assets/images/switcher.png); background-position: 0px px; } #right{ background-image: url(http://www.codedevelopr.com/assets/images/switcher.png); background-position: -0px -19px; } .left, .right{ width: 30px; height: 25px; border: 1px solid #3C5D7E; } .left{ border-radius: 6px 0px 0px 6px; } .right{ border-radius: 0 6px 6px 0; margin: 0 0 0 -6px } .switcher:hover, .selected { background: #27394b; box-shadow: -1px 1px 0px rgba(255,255,255,.4), inset 0 4px 5px rgba(0,0,0,.6), inset 0 1px 2px rgba(0,0,0,.6); }

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  • PHP: creating a smooth edged circle, image or font?

    - by Chad Whitaker
    I'm making a PHP image script that will create circles at a given radius. I used: <?php imagefilledellipse ( $image, $cx, $cy, $w, $h, $color ); ?> but hate the rough edges it produces. So I was thinking of making or using a circle font that I will output using: <?php imagettftext ( $image, $size, $angle, $x, $y, $color, 'fontfile.ttf', $text ); ?> So that the font will produce a circle that has a smooth edge. My problem is making the "font size" match the "radius size". Any ideas? Or maybe a PHP class that will produce a smooth edge on a circle would be great! Thank you.

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  • Stored Procedure or calculations via IQueryable?

    - by Shawn Mclean
    This is a question that is based on choosing performance over design practices. If I have a method that will be executed many times a second; public static IQueryable<IPerson> InRadius(this IQueryable<IPerson> query, Coordinate center, double radius) { return (from u in query where CallHeavyMathFormula(u, center, radius) select u); } This extension method for IQueryable generates a SQL that does some heavy maths calculation (Cosine, Sine, etc). This would mean the application sends 1-2KB of sql to the server per call. I've heard of placing all application logic, in your application. I also would like to change to a database such as azure or one of those scalable databases in the future. How do I handle something like this? Should I leave it as it is now or write stored procedures? How do applications like twitter or facebook do it?

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  • What is the second best possible way to make this Content Box's (Fixed width) corners round (without

    - by jitendra
    Is it possible to make this box's corner round with same html tags. without using any other tag and border-radius property and javascript. but i can use css classes and background images. and box height should be depend on content of <p>grr</p> Width of Box and height of <h2> is fixed , but I need height of content flexible. <h2>Nulla Facilisi</h2> <p> Phasellus at turpis lacus. Nulla hendrerit lobortis nibh. In lectus erat, blandit non feugiat vel, accumsan ac dolor. Etiam et ligula vel tortor tempus vehicula porttitor ut ligula. Mauris felis odio, fermentum vel </p> Edit : What is the best possible way to achieve this without css border-radius property which is not supported by internet explorer?

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  • Nested WHILE loops not acting as expected - Javascript / Google Apps Script

    - by dthor
    I've got a function that isn't acting as intended. Before I continue, I'd like preface this with the fact that I normally program in Mathematica and have been tasked with porting over a Mathematica function (that I wrote) to JavaScript so that it can be used in a Google Docs spreadsheet. I have about 3 hours of JavaScript experience... The entire (small) project is calculating the Gross Die per Wafer, given a wafer and die size (among other inputs). The part that isn't working is where I check to see if any corner of the die is outside of the effective radius, Reff. The function takes a list of X and Y coordinates which, when combined, create the individual XY coord of the center of the die. That is then put into a separate function "maxDistance" that calculates the distance of each of the 4 corners and returns the max. This max value is checked against Reff. If the max is inside the radius, 1 is added to the die count. // Take a list of X and Y values and calculate the Gross Die per Wafer function CoordsToGDW(Reff,xSize,ySize,xCoords,yCoords) { // Initialize Variables var count = 0; // Nested loops create all the x,y coords of the die centers for (var i = 0; i < xCoords.length; i++) { for (var j = 0; j < yCoords.length, j++) { // Add 1 to the die count if the distance is within the effective radius if (maxDistance(xCoords[i],yCoords[j],xSize,ySize) <= Reff) {count = count + 1} } } return count; } Here are some examples of what I'm getting: xArray={-52.25, -42.75, -33.25, -23.75, -14.25, -4.75, 4.75, 14.25, 23.75, 33.25, 42.75, 52.25, 61.75} yArray={-52.5, -45.5, -38.5, -31.5, -24.5, -17.5, -10.5, -3.5, 3.5, 10.5, 17.5, 24.5, 31.5, 38.5, 45.5, 52.5, 59.5} CoordsToGDW(45,9.5,7.0,xArray,yArray) returns: 49 (should be 72) xArray={-36, -28, -20, -12, -4, 4, 12, 20, 28, 36, 44} yArray={-39, -33, -27, -21, -15, -9, -3, 3, 9, 15, 21, 27, 33, 39, 45} CoordsToGDW(32.5,8,6,xArray,yArray) returns: 39 (should be 48) I know that maxDistance() is returning the correct values. So, where's my simple mistake? Also, please forgive me writing some things in Mathematica notation... Edit #1: A little bit of formatting. Edit #2: Per showi, I've changed WHILE loops to FOR loops and replaced <= with <. Still not the right answer. It did clean things up a bit though... Edit #3: What I'm essentially trying to do is take [a,b] and [a,b,c] and return [[a,a],[a,b],[a,c],[b,a],[b,b],[b,c]]

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  • current page highlights on child pages

    - by user557318
    Im trying to achieve current page highlights on wordpress similar to this site Alex Soth. I'm very nearly there with my css. At present i have current page highlights on pages, ie. home,calendar, projects. However when it come to current page highlights on child pages i have a problem. the indented child page list appears on hover when selecting a child page, but after page selection the menu reverts back to the standard pages menu with no visible child menus? unlike the link to the Alex Soth site where the extended menu stays and current page is highlighted I know that the answer will be a simple piece of css involving current_page_item and possible position:relative to obtain the menu staying visible after selection. But i can for the life of me work it out. Any ideas Ive attached my relivant pieces of css below?? thanks /* =Link Styles ------------------------------------------------------------------*/ input#submit { cursor: pointer; } input#searchsubmit { background: url(images/search.png) no-repeat center; } input#searchsubmit:hover { background: url(images/search.png) no-repeat center #3399FF !important; cursor: pointer; } .navigation a:hover, input#submit { background: #3399FF; color: #3399FF !important; } a { color: #666; } a:hover, a:hover span { color: #c11501 !important;background-color: #fae100; } .entry sup a, #main_nav .current_page_item a, #main_nav .current_page_ancestor a { color: #666 !important; } #main_nav h1.masthead a { color: #666; } #main_nav h1.masthead a:hover { border-right: none; } h2 a, #main_nav a { color: #3399FF; } img a, img a:hover { text-decoration: none; } .post a, .navigation a { font-weight: bold; color: #000; } .navigation a { background: #EEE; color: #666; font-weight: normal; padding: 3px 0px; border-radius: 0px; -webkit-border-radius: 0px; -moz-border-radius: 0px; } .post sup { font-size: 11px; color: #aaa; } .post sup a { border: 0; margin: 0; font-weight: normal; font-size: 10px; } #supplementary .post_nav ul.about_nav li a, #supplementary .post_nav ul.single_post_meta a, #supplementary ul.contact_key li a { color: #888888; border-bottom: 0; } /* =Main Menu ------------------------------------------------------------------*/ #main_nav ul.menu li { position: relative; } #main_nav ul.menu li:hover ul.sub-menu, #main_nav ul.menu li:hover ul.children { display: block; }

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  • CSS menu is flickering when scrolling through it with hover effects

    - by kritop
    I hope i described the problem well!? You can see it here: http://dealmob.de/index_dev.html when u hover over the menu up and down fast u see the that its not staying, insteads its flickering like you would change the margins/paddings by few pixels. Any advice on how to solve this problem? thanks a lot like requested: #topcities { float:right; } #topcities li { padding-left:5px; width:100px; } #topcities li:hover { cursor:pointer; color:#000; background: url(images/hover_menue_back.jpg) repeat-x #FFF; -moz-border-radius: 5px; -webkit-border-radius: 5px; border:grey 1px solid; width:100px; }

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  • Canvas scalable arc position

    - by Amay
    http://jsfiddle.net/cs5Sg/11/ I want to do the scalable canvas. I created two circles (arcs) and one line, when you click on circle and move it, the line will follow and change position. The problem is when I added code for resize: var canvas = document.getElementById('myCanvas'), context = canvas.getContext('2d'), radius = 12, p = null, point = { p1: { x:100, y:250 }, p2: { x:400, y:100 } }, moving = false; window.addEventListener("resize", OnResizeCalled, false); function OnResizeCalled() { var gameWidth = window.innerWidth; var gameHeight = window.innerHeight; var scaleToFitX = gameWidth / 800; var scaleToFitY = gameHeight / 480; var currentScreenRatio = gameWidth / gameHeight; var optimalRatio = Math.min(scaleToFitX, scaleToFitY); if (currentScreenRatio >= 1.77 && currentScreenRatio <= 1.79) { canvas.style.width = gameWidth + "px"; canvas.style.height = gameHeight + "px"; } else { canvas.style.width = 800 * optimalRatio + "px"; canvas.style.height = 480 * optimalRatio + "px"; } } function init() { return setInterval(draw, 10); } canvas.addEventListener('mousedown', function(e) { for (p in point) { var mouseX = e.clientX - 1, mouseY = e.clientY - 1, distance = Math.sqrt(Math.pow(mouseX - point[p].x, 2) + Math.pow(mouseY - point[p].y, 2)); if (distance <= radius) { moving = p; break; } } }); canvas.addEventListener('mouseup', function(e) { moving = false; }); canvas.addEventListener('mousemove', function(e) { if(moving) { point[moving].x = e.clientX - 1; point[moving].y = e.clientY - 1; } }); function draw() { context.clearRect(0, 0, canvas.width, canvas.height); context.beginPath(); context.moveTo(point.p1.x,point.p1.y); context.lineTo(point.p2.x,point.p2.y); context.closePath(); context.fillStyle = '#8ED6FF'; context.fill(); context.stroke(); for (p in point) { context.beginPath(); context.arc(point[p].x,point[p].y,radius,0,2*Math.PI); context.fillStyle = 'red'; context.fill(); context.stroke(); } context.closePath(); } init(); The canvas is scalable, but the problem is with the points (circles). When you change the window size, they still have the same position on the canvas area, but the distance change (so the click option fails). How to fix that?

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  • css code not working because of firefox latest version

    - by user1307365
    i have a problem in my coding which was working fine with firefox older version,when i updated to firefox 3.6 my vertical menu's first list is bigger then the other list... here is my css code... #verti { float:bottom; width:300px; margin-top:50px; position:relative; } #verti ul li { position:relative; list-style:none; } #verti ul { padding:0; margin:0; } #verti li { height:2m; width:9em; background:#38ACEC; margin-bottom:9px; position:relative; top:170px; -moz-border-radius:80px; border-radius:80px; text-align:center; }

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  • jquery Hover and while loop

    - by DragoN
    i have a table of php with while loop to show the records i added a jquery hover to do that : if hovered it show a message in same row but the problem is : if hover it show a message in all rows here is css: <style> .tansa{ position: absolute; margin-right: -60px; margin-top:-25px; background: #CBDFF3; border: 1px solid #4081C3; font-size: 0.88em; padding: 2px 7px; display: inline-block; border-radius: 8px; -moz-border-radius: 8px; -webkit-border-radius: 8px; line-height: 1.2em; text-shadow: 0 0 0em #FFF; overflow: hidden; text-align: center; color:black; display:none; } .arrow{ position: relative; width: 0; height: 0; top: -25px; border-top: 5px solid #000000; border-right: 5px solid transparent; border-left: 5px solid transparent; display:none; } </style> here is my php : <table><tr>row</tr> <?php $results = mysql_query("select * from MyTable"); while{$r = mysql_fetch_array($results)){ echo "<tr><td>Row : <img src='img/tans.png' width='24' height='24' class='tansef' /><span class='tansa' >the message</span><div class='arrow'></div></td></tr>"; } ?> </table> here is jquery $(document).ready(function(){ $('.tansef').hover(function(){ var sh = $('.tansa'); var sharrow = $('.arrow'); sh.show(); sharrow.show(); },function(){ var shs = $('.tansa'); var sharrows = $('.arrow'); shs.hide(); sharrows.hide(); }); }); any solution to show the message in each row only

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  • How to create arrayType for WSDL in Python (using suds)?

    - by Uri
    Environment: Python v2.6.2 suds v0.3.7 The WSDL (server) I work with, have the following schema sub-sections (I tried to write it clearly using plain text) - [ sub-section #1 ] searchRequest: (searchRequest){ userIdentification = (userIdentification){ username = "" password = "" } itineraryArr = (itineraryArray){ _arrayType = "" _offset = "" _id = "" _href = "" _arrayType = "" } ... ... [ sub-section #2 ] itinerary: (itinerary){ departurePoint = (locationPoint){ locationId = None radius = None } arrivalPoint = (locationPoint){ locationId = None radius = None } ... ... There is no problem with 'userIdentification' (which is a "simple" type) But, 'itineraryArr' is an array of 'itinerary', and I don't know how to use python to create XML array. I tried few combinations, for example itinerary0 = self.client.factory.create('itinerary') itineraryArray = self.client.factory.create('itineraryArray') itineraryArray = [itinerary0] searchRequest.itineraryArr = itineraryArray But all my trials resulted with the same server error - Server raised fault: 'Cannot use object of type itinerary as array' (Fault){ faultcode = "SOAP-ENV:Server" faultstring = "Cannot use object of type itinerary as array" } Appreciate you help..... Thanks, Uri

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  • Qml and QfileSystemModel interaction problem

    - by user136432
    I'm having some problem in realizing an interaction between QML and C++ to obtain a very basic file browser that is shown within a ListView. I tried to use as model for my data the QT class QFileSystemModel, but it did't work as I expected, probably I didn't fully understand the QT class documentation about the use of this model or the example I found on the internet. Here is the code that I am using: File main.cpp #include <QModelIndex> #include <QFileSystemModel> #include <QQmlContext> #include <QApplication> #include "qtquick2applicationviewer.h" int main(int argc, char *argv[]) { QApplication app(argc, argv); QFileSystemModel* model = new QFileSystemModel; model->setRootPath("C:/"); model->setFilter(QDir::Files | QDir::AllDirs); QtQuick2ApplicationViewer viewer; // Make QFileSystemModel* available for QML use. viewer.rootContext()->setContextProperty("myFileModel", model); viewer.setMainQmlFile(QStringLiteral("qml/ProvaQML/main.qml")); viewer.showExpanded(); return app.exec(); } File main.qml Rectangle { id: main width: 800 height: 600 ListView { id: view property string root_path: "C:/Users" x: 40 y: 20 width: parent.width - (2*x) height: parent.height - (2*y) VisualDataModel { id: myVisualModel model: myFileModel // Get the model QFileSystemModel exposed from C++ delegate { Rectangle { width: 210; height: 20; radius: 5; border.width: 2; border.color: "orange"; color: "yellow"; Text { text: fileName; x: parent.x + 10; } MouseArea { anchors.fill: parent onDoubleClicked: { myVisualModel.rootIndex = myVisualModel.modelIndex(index) } } } } } highlight: Rectangle { color: "lightsteelblue"; radius: 5 } focus: true } } The first problem with this code is that first elements that I can see within my list are my PC logical drives even if I set a specific path. Then when I first double click on drive "C:\" it shows the list of files and directories on that path, but when I double click on a directory a second time the screen flickers for one moment and then it shows again the PC logical drives. Can anyone tell me how should I use the QFileSystemModel class with a ListView QML object? Thanks in advance! Carlo

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Andengine put bullet to pull, when it leaves screen

    - by Ashot
    i'm creating a bullet with physics body. Bullet class (extends Sprite class) has die() method, which unregister physics connector, hide sprite and put it in pull public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } in onUpdate method of PhysicsConnector i executes die method, when sprite leaves screen physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); _bullet.die(); } } }; it works as i expected, but _bullet.die() executes TWICE. what i`m doing wrong and is it right way to hide sprites? here is full code of Bullet class (it is inner class of class that represents player) private class Bullet extends Sprite implements PhysicsConstants { private final Body body; private final PhysicsConnector physicsConnector; private final Bullet _bullet; private int id; public Bullet(float x, float y, ITextureRegion texture, VertexBufferObjectManager vertexBufferObjectManager) { super(x,y,texture,vertexBufferObjectManager); _bullet = this; id = bulletId++; body = PhysicsFactory.createCircleBody(mPhysicsWorld, this, BodyDef.BodyType.DynamicBody, bulletFixture); physicsConnector = new PhysicsConnector(this,body,true,false) { @Override public void onUpdate(final float pSecondsElapsed) { super.onUpdate(pSecondsElapsed); if (!camera.isRectangularShapeVisible(_bullet)) { Log.d("bulletDie","Dead?"); Log.d("bulletDie",id+""); _bullet.die(); } } }; mPhysicsWorld.registerPhysicsConnector(physicsConnector); $this.getParent().attachChild(this); } public void reset() { final float angle = canon.getRotation(); final float x = (float) ((Math.cos(MathUtils.degToRad(angle))*radius) + centerX) / PIXEL_TO_METER_RATIO_DEFAULT; final float y = (float) ((Math.sin(MathUtils.degToRad(angle))*radius) + centerY) / PIXEL_TO_METER_RATIO_DEFAULT; this.setVisible(true); this.setIgnoreUpdate(false); body.setActive(true); mPhysicsWorld.registerPhysicsConnector(physicsConnector); body.setTransform(new Vector2(x,y),0); } public Body getBody() { return body; } public void setLinearVelocity(Vector2 velocity) { body.setLinearVelocity(velocity); } public void die() { Log.d("bulletDie", "See you in hell!"); if (this.isVisible()) { this.setVisible(false); mPhysicsWorld.unregisterPhysicsConnector(physicsConnector); physicsConnector.setUpdatePosition(false); body.setActive(false); this.setIgnoreUpdate(true); bulletsPool.recyclePoolItem(this); } } }

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  • Away3D & Directional Light w/ Rotating Meshes

    - by seethru
    This is likely a stupid error but I can't seem to find what I've done wrong. I've got a simple scene with 10 cylinders rotating at a default speed. If I grab one of these cylinders I can rotate it in the opposite direction or at a greater speed. I have a single directional light in the scene. It would appear that the directional light is only calculated at initialization and not on further frames. The shadow created by the light rotates with the cylinder giving the impression that the light is rotating when it isn't. Camera & Light Initialization _view = new View3D(); addChild(_view); _view.antiAlias = 4; _view.backgroundColor = 0xFFFFFF; _view.camera.z = -850; _view.camera.y = 0; _view.camera.x = 0; _view.camera.lookAt(new Vector3D()); _view.camera.lens = new PerspectiveLens(15); _view.mousePicker = PickingType.RAYCAST_BEST_HIT; _light = new DirectionalLight(); _light.z = -850; _light.direction = new Vector3D(1, 1, 1); _light.color = 0xFFFFFF; _light.ambient = 0.1; _light.diffuse = 0.7; _view.scene.addChild(_light); Mesh and Material creation var material:TextureMaterial = new TextureMaterial(createPow2Texture(sprite, _colors[i]) , true, false, true); material.animateUVs = true; material.lightPicker = _lightPicker; cylinder = new Mesh(new CylinderGeometry(radius, radius, 13, 70, 1, true, true), material); cylinder.subMeshes[0].scaleU = spriteWidth / sprite.width; cylinder.y = y; cylinder.mouseEnabled = true; cylinder.pickingCollider = PickingColliderType.AS3_BEST_HIT; cylinder.addEventListener(MouseEvent3D.MOUSE_OVER, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_MOVE, onMouseOverMesh); cylinder.addEventListener(MouseEvent3D.MOUSE_OUT, onMouseOutMesh); _cylinders.push(cylinder); Frame private function onEnterFrame(event:Event):void { for each (var mesh:Mesh in _cylinders) { if (mesh == _mouseOverMesh) continue; mesh.rotationY += 0.25; } _view.render(); }

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  • My grid based collision detection is slow

    - by Fibericon
    Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the BoundingSphere intersects with that of my ship. It becomes noticeably slow when I have approximately 1000 bullets on the screen (36 enemies shooting 3 bullets every .5 seconds). By commenting it out bit by bit, I've determined that the code used to add them to the grid is what's slowest. Here's how I add them to the grid: for (int i = 0; i < enemy[x].gun.NumBullets; i++) { if (enemy[x].gun.bulletList[i].isActive) { enemy[x].gun.bulletList[i].Update(timeDelta); int bulletPosition = 0; if (enemy[x].gun.bulletList[i].position.Y < 0) { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450); } else { bulletPosition = (int)Math.Floor((enemy[x].gun.bulletList[i].position.X + 900) / 450) + 4; } GridItem bulletItem = new GridItem(); bulletItem.index = i; bulletItem.type = 5; bulletItem.parentIndex = x; if (bulletPosition > -1 && bulletPosition < 8) { if (!grid[bulletPosition].Contains(bulletItem)) { for (int j = 0; j < grid.Length; j++) { grid[j].Remove(bulletItem); } grid[bulletPosition].Add(bulletItem); } } } } And here's how I check if it collides with the ship: if (ship.isActive && !ship.invincible) { BoundingSphere shipSphere = new BoundingSphere( ship.Position, ship.Model.Meshes[0].BoundingSphere.Radius * 9.0f); for (int i = 0; i < grid.Length; i++) { if (grid[i].Contains(shipItem)) { for (int j = 0; j < grid[i].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive) { BoundingSphere bulletSphere = new BoundingSphere(enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].position, enemy[grid[i][j].parentIndex].gun.bulletModel.Meshes[0].BoundingSphere.Radius); if (shipSphere.Intersects(bulletSphere)) { ship.health -= enemy[grid[i][j].parentIndex].gun.damage; enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive = false; grid[i].RemoveAt(j); break; //no need to check other bullets } } else { grid[i].RemoveAt(j); } } What am I doing wrong here? I thought a grid implementation would be faster than checking each one.

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