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  • Isometric screen to 3D world coordinates efficiently

    - by Justin
    Been having a difficult time transforming 2D screen coordinates to 3D isometric space. This is the situation where I am working in 3D but I have an orthographic camera. Then my camera is positioned at (100, 200, 100), Where the xz plane is flat and y is up and down. I've been able to get a sort of working solution, but I feel like there must be a better way. Here's what I'm doing: With my camera at (0, 1, 0) I can translate my screen coordinates directly to 3D coordinates by doing: mouse2D.z = (( event.clientX / window.innerWidth ) * 2 - 1) * -(window.innerWidth /2); mouse2D.x = (( event.clientY / window.innerHeight) * 2 + 1) * -(window.innerHeight); mouse2D.y = 0; Everything okay so far. Now when I change my camera back to (100, 200, 100) my 3D space has been rotated 45 degrees around the y axis and then rotated about 54 degrees around a vector Q that runs along the xz plane at a 45 degree angle between the positive z axis and the negative x axis. So what I do to find the point is first rotate my point by 45 degrees using a matrix around the y axis. Now I'm close. So then I rotate my point around the vector Q. But my point is closer to the origin than it should be, since the Y value is not 0 anymore. What I want is that after the rotation my Y value is 0. So now I exchange my X and Z coordinates of my rotated vector with the X and Z coordinates of my non-rotated vector. So basically I have my old vector but it's y value is at an appropriate rotated amount. Now I use another matrix to rotate my point around the vector Q in the opposite direction, and I end up with the point where I clicked. Is there a better way? I feel like I must be missing something. Also my method isn't completely accurate. I feel like it's within 5-10 coordinates of where I click, maybe because of rounding from many calculations. Sorry for such a long question.

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • Rotate/Translate object in local space

    - by Mathias Hölzl
    I am just trying to create a movementcontroller class for game entities. These class should transform the entity affected by the mouse and keyboard input. I am able to calculate the changed rotation and the new globalPosition. Then I multiply: newGlobalMatrix = changedRotationMatrix * oldGlobalMatrix; newGlobalMatrix = MatrixSetPosition(newPosition); The problem is that the object rotates around the global axis and not around the local axis. I use XNAMath for the matrix calculation.

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  • Rotate model using quaternion

    - by ChocoMan
    Currently I have this to rotate my 3D model that rotates on it's local axis independent from the world's axis: // Rotate model with Right Thumbstick modelRotation -= pController.ThumbSticks.Right.X * mRotSpeed; // float value What I'm trying to do is rotate the model using quaternion and not by a matrix. I've searched for tutorials, but have found none that explains thoroughly on how to achieve this. Does anyone know how to I can use quaternions to rotate my model or a complete tutorial?

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  • MySQL Multi-Aggregated Rows in Crosstab Queries

    MySQL's crosstabs contain aggregate functions on two or more fields, presented in a tabular format. In a multi-aggregate crosstab query, two different functions can be applied to the same field or the same function can be applied to multiple fields on the same (row or column) axis. Rob Gravelle shows you how to apply two different functions to the same field in order to create grouping levels in the row axis.

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  • MySQL Multi-Aggregated Rows in Crosstab Queries

    MySQL's crosstabs contain aggregate functions on two or more fields, presented in a tabular format. In a multi-aggregate crosstab query, two different functions can be applied to the same field or the same function can be applied to multiple fields on the same (row or column) axis. Rob Gravelle shows you how to apply two different functions to the same field in order to create grouping levels in the row axis.

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  • 2D SAT Collision Detection not working when using certain polygons

    - by sFuller
    My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of what is going wrong: Here is the problematic code: std::vector<vec2> axesB = polygonB->GetAxes(); //loop over axes B for(int i = 0; i < axesB.size(); i++) { float minA,minB,maxA,maxB; polygonA->Project(axesB[i],&minA,&maxA); polygonB->Project(axesB[i],&minB,&maxB); float intervalDistance = polygonA->GetIntervalDistance(minA, maxA, minB, maxB); if(intervalDistance >= 0) return false; //Collision not occurring } This function retrieves axes from the polygon: std::vector<vec2> Polygon::GetAxes() { std::vector<vec2> axes; for(int i = 0; i < verts.size(); i++) { vec2 a = verts[i]; vec2 b = verts[(i+1)%verts.size()]; vec2 edge = b-a; axes.push_back(vec2(-edge.y,edge.x).GetNormailzed()); } return axes; } This function returns the normalized vector: vec2 vec2::GetNormailzed() { float mag = sqrt( x*x + y*y ); return *this/mag; } This function projects a polygon onto an axis: void Polygon::Project(vec2* axis, float* min, float* max) { float d = axis->DotProduct(&verts[0]); float _min = d; float _max = d; for(int i = 1; i < verts.size(); i++) { d = axis->DotProduct(&verts[i]); _min = std::min(_min,d); _max = std::max(_max,d); } *min = _min; *max = _max; } This function returns the dot product of the vector with another vector. float vec2::DotProduct(vec2* other) { return (x*other->x + y*other->y); } Could anyone give me a pointer in the right direction to what could be causing this bug?

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  • Misaligned Display on Resume

    - by Shaun Killingbeck
    I have an odd issue with my laptop display when resuming from suspend. When I have an additional monitor connected there is no issue. However without an additional monitor connected, after resuming only the left 10% of the laptop screen (just enough to show the Unity Launcher and a bit more) is visibly working, although strangely in a screenshot this same 10% is shown on the right hand side of the screenshot: I ran xrandr --verbose before and after resume, and the only difference (using diff) was: 2c2 < LVDS connected 1366x768+0+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm --- > LVDS connected 1366x768+1280+0 (0x98) normal (normal left inverted right x axis y axis) 344mm x 194mm This seems to suggest the screen position has been shifted by 1280 horizontally, the width of the second monitor I use. Indeed, running the command xrandr --output LVDS --pos 0x0 does bring the screen back to normal. However, I don't want to have to run this command every time, I'd prefer to cure the source of the problem than just correct the symptoms. Any ideas on how to get Ubuntu to keep the display configuration settings from before suspend when it resumes? or why it changes at all? Heres some technical details that might be pertinent: HP Pavilion DV6 Laptop Ubuntu 13.04 AMD Radeon HD 6400M Series AMD Radeon HD 6520G Using proprietary flgrx-updates driver and amdcccle (Catalyst Control Center) (Unfortunately the open source driver causes my laptop to run even hotter than it already does, otherwise I'd use that) The contents of Xorg.conf: Section "ServerLayout" Identifier "amdcccle Layout" Screen 0 "amdcccle-Screen[0]-0" 0 0 EndSection Section "Module" Load "glx" EndSection Section "Monitor" Identifier "0-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "0-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "PreferredMode" "1280x768" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" EndSection Section "Monitor" Identifier "1-LVDS" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "1280 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1366x768" EndSection Section "Monitor" Identifier "1-CRT1" Option "VendorName" "ATI Proprietary Driver" Option "ModelName" "Generic Autodetecting Monitor" Option "DPMS" "true" Option "TargetRefresh" "60" Option "Position" "0 0" Option "Rotate" "normal" Option "Disable" "false" Option "PreferredMode" "1280x1024" EndSection Section "Device" Identifier "amdcccle-Device[0]-0" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" Option "Monitor-CRT1" "1-CRT1" BusID "PCI:0:1:0" EndSection Section "Device" Identifier "amdcccle-Device[0]-1" Driver "fglrx" Option "Monitor-LVDS" "1-LVDS" BusID "PCI:0:1:0" Screen 1 EndSection Section "Screen" Identifier "Default Screen" DefaultDepth 24 EndSection Section "Screen" Identifier "amdcccle-Screen[0]-0" Device "amdcccle-Device[0]-0" DefaultDepth 24 SubSection "Display" Viewport 0 0 Virtual 2646 2646 Depth 24 EndSubSection EndSection Section "Screen" Identifier "amdcccle-Screen[0]-1" Device "amdcccle-Device[0]-1" DefaultDepth 24 SubSection "Display" Viewport 0 0 Depth 24 EndSubSection EndSection

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  • Second Monitor stays black/in power save mode

    - by Rob
    I'm using two Monitors, a Belinea o.display 1 (Recognized as a Rogen Tech Distribution Inc 20" by Ubuntu, but working fine) on the DVI-Output (connected via DVI-to-VGA-adapter) as my primary Monitor and a Dell 19" (Recognized correctly) on the HDMI-output (via HDMI-to-DVI adapter) as secondary monitor. The graphics controller is a GeForce 9500 GS. I'm running a fully updated Ubuntu 13.04 with nouveau 1:1.0.7-0ubuntu1. The problem is that the second monitor (Dell) never seems to come out of standby during boot: the screen stays black and the status led on the monitor stays orange (it's green when it's on). It is correctly recognized an the size of the desktop is set accordingly, it just stays black. Changing any setting via xrandr/arandr/etc. does nothing. The on-screen-menu of the monitor reports it to be in power save mode. When using the proprietary NVIDIA-Drivers, the second monitor works just find. But these drivers cause a lot of other problems on my system, so i would really like to avoid them. On Ubuntu 12.10 i had found a workaround: When moving the relative position of the second monitor slightly down and the up again, it would turn on and function normally: xrandr --output DVI-I-1 --mode 1680x1050 --pos 1280x0 --rotate normal --output HDMI-1 --mode 1280x1024 --pos 0x88 --rotate normal sleep 2 xrandr --output DVI-I-1 --mode 1680x1050 --pos 1280x0 --rotate normal --output HDMI-1 --mode 1280x1024 --pos 0x0 --rotate normal This workaround stop working after the update to 13.04, and now i'm looking for a new solution. Has anyone experienced something similarity? xrandr output: Screen 0: minimum 320 x 200, current 2960 x 1050, maximum 8192 x 8192 DVI-I-1 connected 1680x1050+0+0 (normal left inverted right x axis y axis) 433mm x 270mm 1680x1050 60.0*+ 1280x1024 75.0 60.0 1280x960 60.0 1152x864 75.0 1024x768 75.1 72.0 70.1 60.0 832x624 74.6 800x600 72.2 75.0 60.3 56.2 640x480 72.8 75.0 66.7 60.0 720x400 70.1 HDMI-1 connected 1280x1024+1680+0 (normal left inverted right x axis y axis) 376mm x 301mm 1280x1024 60.0*+ 75.0 1152x864 75.0 1024x768 75.1 60.0 800x600 75.0 60.3 640x480 75.0 60.0 720x400 70.1 lshw -c video: *-display Beschreibung: VGA compatible controller Produkt: G96 [GeForce 9500 GS] Hersteller: NVIDIA Corporation Physische ID: 0 Bus-Informationen: pci@0000:01:00.0 Version: a1 Breite: 64 bits Takt: 33MHz Fähigkeiten: pm msi pciexpress vga_controller bus_master cap_list rom Konfiguration: driver=nouveau latency=0 Ressourcen: irq:16 memory:fa000000-faffffff memory:d0000000-dfffffff memory:f8000000-f9ffffff ioport:df00(Größe=128) memory:fb000000-fb07ffff Thanks for your help!

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  • Highlighting repeating groups in SSRS 2008 R2 charts

    In a typical bar chart, the height of the bars represents the value of the data along the X axis and the Y axis represents the category of the data point. All these values can be classified in logical groups depending upon the logic used for analysis. One general requirement that arises in the case of repeating groups, is to highlight these groups without representing it on the X or Y scale. In this tip we will look at how to address this requirement.

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  • Wrong resolution for TV connected via HDMI (32LG3000)

    - by timse201
    I have a LG Electronics 32LG3000 TV. I can't select the right resolution for my TV connected via HDMI. I can select 1360x768 but not 1366x768. The quality on my TV is very bad. HDMI1 connected 1360x768+1280+0 (normal left inverted right x axis y axis) 700mm x 390mm 1360x768 59.8*+ 1920x1080 60.0 1280x1024 60.0 1280x720 59.7 1024x768 75.1 70.1 60.0 832x624 74.6 800x600 75.0 60.3 640x480 75.0 60.0 59.9 720x400 70.1 I have a Intel 3000 graphic card and no settings menu like this there are no restricted drivers for my mac.

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  • Cannot set up dual monitors correctly in Fedora15 with KDE.

    - by adivasile
    I have 2 monitors: 24" LCD connected via DVI(primary) 19" LCD connected via VGA(secondary) Everytime Fedora starts the second display is always set to clone the first one and they both run at 1280x1024 and I always have to disable the 19" monitor, in order for the bigger one to run at 1920x1080. I want to set them up so that my secondary monitor extends the primary one.The problem is that no matter what kind of configuration I choose it has no effect.My secondary monitor remains disabled. I've tried using both the Display manager from KDE and the ATI Control Panel and the behaviour is always the same.The moment I click apply, the screen flickers and nothing changes. I've succesfully used the extended setup in Fedora15 with Gnome3. I have a RadeonHD 4300 series videocard and I'm using the drivers downloaded from the AMD site. This is the output of xrandr -q : Screen 0: minimum 320 x 200, current 1920 x 1080, maximum 1920 x 1920 VGA-0 connected (normal left inverted right x axis y axis) 1280x1024 75.0 60.0 1280x960 60.0 1152x864 75.0 1024x768 75.0 70.1 66.0 60.0 832x624 74.6 800x600 72.2 75.0 60.3 56.2 640x480 75.0 72.8 66.7 59.9 720x400 70.1 DVI-0 connected 1920x1080+0+0 (normal left inverted right x axis y axis) 477mm x 268mm 1920x1080 60.0*+ 60.0 1680x1050 59.9 1600x900 60.0 1280x1024 75.0 60.0 1280x960 60.0 1152x864 75.0 1280x720 60.0 1152x720 60.0 1024x768 75.0 60.0 832x624 74.6 800x600 75.0 60.3 640x480 75.0 59.9 720x400 70.1 Later edit: The problem seems to come from the ATI drivers.I managed to set up the monitors like I wanted after I uninstalled the drivers. Unfortunately I'm working on an OpenCL project so I had to reinstall them.The moment I did that, all my previous settings were forgotten and I was back to square one.

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  • Platformer Starter Kit - Collision Issues

    - by Cyral
    I'm having trouble with my game that is based off the XNA Platformer starter kit. My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision (Being it needs to be more precise). Standing on the edge of a tile and jumping causes the player to move off the the tile when he lands. And 80% of the time, when the player lands, he goes flying though SOLID tiles in a diagonal fashion. This is very annoying as it is almost impossible to test other features, when spawning and jumping will result in the player landing in another part of the level or falling off the edge completely. The code is as follows: /// <summary> /// Updates the player's velocity and position based on input, gravity, etc. /// </summary> public void ApplyPhysics(GameTime gameTime) { float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; Vector2 previousPosition = Position; // Base velocity is a combination of horizontal movement control and // acceleration downward due to gravity. velocity.X += movement * MoveAcceleration * elapsed; velocity.Y = MathHelper.Clamp(velocity.Y + GravityAcceleration * elapsed, -MaxFallSpeed, MaxFallSpeed); velocity.Y = DoJump(velocity.Y, gameTime); // Apply pseudo-drag horizontally. if (IsOnGround) velocity.X *= GroundDragFactor; else velocity.X *= AirDragFactor; // Prevent the player from running faster than his top speed. velocity.X = MathHelper.Clamp(velocity.X, -MaxMoveSpeed, MaxMoveSpeed); // Apply velocity. Position += velocity * elapsed; Position = new Vector2((float)Math.Round(Position.X), (float)Math.Round(Position.Y)); // If the player is now colliding with the level, separate them. HandleCollisions(); // If the collision stopped us from moving, reset the velocity to zero. if (Position.X == previousPosition.X) velocity.X = 0; if (Position.Y == previousPosition.Y) velocity.Y = 0; } /// <summary> /// Detects and resolves all collisions between the player and his neighboring /// tiles. When a collision is detected, the player is pushed away along one /// axis to prevent overlapping. There is some special logic for the Y axis to /// handle platforms which behave differently depending on direction of movement. /// </summary> private void HandleCollisions() { // Get the player's bounding rectangle and find neighboring tiles. Rectangle bounds = BoundingRectangle; int leftTile = (int)Math.Floor((float)bounds.Left / Tile.Width); int rightTile = (int)Math.Ceiling(((float)bounds.Right / Tile.Width)) - 1; int topTile = (int)Math.Floor((float)bounds.Top / Tile.Height); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / Tile.Height)) - 1; // Reset flag to search for ground collision. isOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { // If this tile is collidable, ItemCollision collision = Level.GetCollision(x, y); if (collision != ItemCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = Level.GetBounds(x, y); Vector2 depth = RectangleExtensions.GetIntersectionDepth(bounds, tileBounds); if (depth != Vector2.Zero) { float absDepthX = Math.Abs(depth.X); float absDepthY = Math.Abs(depth.Y); // Resolve the collision along the shallow axis. if (absDepthY < absDepthX || collision == ItemCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (previousBottom <= tileBounds.Top) isOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == ItemCollision.Impassable || IsOnGround) { // Resolve the collision along the Y axis. Position = new Vector2(Position.X, Position.Y + depth.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } else if (collision == ItemCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. Position = new Vector2(Position.X + depth.X, Position.Y); // Perform further collisions with the new bounds. bounds = BoundingRectangle; } } } } } // Save the new bounds bottom. previousBottom = bounds.Bottom; } It also tends to jitter a little bit sometimes, I'm solved some of this with some fixes I found here on stackexchange, But Ive only seen one other case of the flying though blocks problem. This question seems to have a similar problem in the video, but mine is more crazy. Again this is a very annoying bug! Any help would be greatly appreciated! EDIT: Speed stuff // Constants for controling horizontal movement private const float MoveAcceleration = 13000.0f; private const float MaxMoveSpeed = 1750.0f; private const float GroundDragFactor = 0.48f; private const float AirDragFactor = 0.58f; // Constants for controlling vertical movement private const float MaxJumpTime = 0.35f; private const float JumpLaunchVelocity = -3500.0f; private const float GravityAcceleration = 3400.0f; private const float MaxFallSpeed = 550.0f; private const float JumpControlPower = 0.14f;

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  • Adding graph in excel based on the content of ADFdi Table

    - by Arun
    Often we tend to represent the data present in the table in a graphical format to give a visual impression of the data. This article would be explaining the way to achieve it using the data we have in ADFdi table of the integrated workbook. Pre-requisites: Microsoft Office 2007 JDeveloper 11.1.1.1.0 and above Assuming we are already having an ADFdi enabled workbook with a table based on an Employee table as shown in the image below. Also, add the table.download to the ribbon toolbar as menu item / as action for the startup event. From excel, we'll add a new 3D bar chart Now, we need to select the data range for the chart. We will take an example of chart based on the salary of the employees. So, the data for the X-Axis of the chart would be the Ename and the data for the Y-Axis being the salary. We can do that by right clicking on the Chart and selecting Select Data. We would select the Legend Entry Series name as the Sal header column in the table, and for the data, we select both the header row and the row below it (by holding Shift key). And, for the Category Axis, we select the Ename header row and the row below it (by holding Shift key). We can get the chart now, by running the Workbook and downloading the data into the table. This simple example can be enhanced for complex graphs by using the data from the ADFdi table to use the power of excel along with ADF Desktop Integration.

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  • C# wpf helix scale based mesh parenting using Transform3DGroup

    - by Rick2047
    I am using https://helixtoolkit.codeplex.com/ as a 3D framework. I want to move black mesh relative to the green mesh as shown in the attached image below. I want to make green mesh parent to the black mesh as the change in scale of the green mesh also will result in motion of the black mesh. It could be partial parenting or may be more. I need 3D rotation and 3D transition + transition along green mesh's length axis for the black mesh relative to the green mesh itself. Suppose a variable green_mesh_scale causing scale for the green mesh along its length axis. The black mesh will use that variable in order to move along green mesh's length axis. How to go about it. I've done as follows: GeometryModel3D GreenMesh, BlackMesh; ... double green_mesh_scale = e.NewValue; Transform3DGroup forGreen = new Transform3DGroup(); Transform3DGroup forBlack = new Transform3DGroup(); forGreen.Children.Add(new ScaleTransform3D(new Vector3D(1, green_mesh_scale , 1))); // ... transforms for rotation n transition GreenMesh.Transform = forGreen ; forBlack = forGreen; forBlack.Children.Add(new TranslateTransform3D(new Vector3D(0, green_mesh_scale, 0))); BlackMesh.Transform = forBlack; The problem with this is the scale transform will also be applied to the black mesh. I think i just need to avoid the scale part. I tried keeping all the transforms but scale, on another Transform3DGroup variable but that also not behaving as expected. Can MatrixTransform3D be used here some how? Also please suggest if this question can be posted somewhere else in stackexchange.

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  • How to fix issue with my 3D first person camera?

    - by dxCUDA
    My camera moves and rotates, but relative to the worlds origin, instead of the players. I am having difficulty rotating the camera and then translating the camera in the direction relative to the camera facing angle. I have been able to translate the camera and rotate relative to the players origin, but not then rotate and translate in the direction relative to the cameras facing direction. My goal is to have a standard FPS-style camera. float yaw, pitch, roll; D3DXMATRIX rotationMatrix; D3DXVECTOR3 Direction; D3DXMATRIX matRotAxis,matRotZ; D3DXVECTOR3 RotAxis; // Set the yaw (Y axis), pitch (X axis), and roll (Z axis) rotations in radians. pitch = m_rotationX * 0.0174532925f; yaw = m_rotationY * 0.0174532925f; roll = m_rotationZ * 0.0174532925f; up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);//Create the up vector //Build eye ,lookat and rotation vectors from player input data eye = D3DXVECTOR3(m_fCameraX, m_fCameraY, m_fCameraZ); lookat = D3DXVECTOR3(m_fLookatX, m_fLookatY, m_fLookatZ); rotation = D3DXVECTOR3(m_rotationX, m_rotationY, m_rotationZ); D3DXVECTOR3 camera[3] = {eye,//Eye lookat,//LookAt up };//Up RotAxis.x = pitch; RotAxis.y = yaw; RotAxis.z = roll; D3DXVec3Normalize(&Direction, &(camera[1] - camera[0]));//Direction vector D3DXVec3Cross(&RotAxis, &Direction, &camera[2]);//Strafe vector D3DXVec3Normalize(&RotAxis, &RotAxis); // Create the rotation matrix from the yaw, pitch, and roll values. D3DXMatrixRotationYawPitchRoll(&matRotAxis, pitch,yaw, roll); //rotate direction D3DXVec3TransformCoord(&Direction,&Direction,&matRotAxis); //Translate up vector D3DXVec3TransformCoord(&camera[2], &camera[2], &matRotAxis); //Translate in the direction of player rotation D3DXVec3TransformCoord(&camera[0], &camera[0], &matRotAxis); camera[1] = Direction + camera[0];//Avoid gimble locking D3DXMatrixLookAtLH(&in_viewMatrix, &camera[0], &camera[1], &camera[2]);

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Automated texture mapping

    - by brandon
    I have a set of seamless tiling textures. I want to be able to take an arbitrary model and create a UV map with these properties: No stretching (all textures tile appropriately so there is no stretching and sheering of the texture) The textures display on the correct axis relative to the model it's mapping to (if you look at the example, you can see some of the letters on the front are tilted, the y axis of the texture should be matching up with the y axis of the object. Some other faces have upside down letters too) the texture is as continuous as possible on the surface of the model (if two faces are adjacent, the texture continues on the adjacent face where it left off) the model is closed (all faces are completely enclosed by other faces) A few notes. This mapping will occur before triangulation. I realize there are ways to do this by hand and it's probably a hard problem to automatically map textures in general, but since these textures are seamless and I just need uniform coverage it seems like an easier problem. I'm looking for an algorithmic approach to this that I can apply in general, not a tool that does it. What approach would work for this, is there an existing one? (I assume so)

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  • 2D Rectangle Collision Response with Multiple Rectangles

    - by Justin Skiles
    Similar to: Collision rectangle response I have a level made up of tiles where the edges of the level are made up of collidable rectangles. The player's collision box is represented by a rectangle as well. The player can move in 8 directions. The player's velocity is equal in X and Y directions and constant. Each update, I am checking the player's collision against all tiles that are a certain distance away. When the player collides with a rectangle, I am finding the intersection depth and resolving along the most shallow axis followed by the other axis. This resolution happens for both axes simultaneously. See below for two examples of situations where I am having trouble. Moving up-left against the left wall In the scenario below, the player is colliding with two tiles. The tile intersection depth is equal on both axes for the top tile and more shallow in the X axis for the middle tile. Because the player is moving up the wall, the player should slide in an upward direction along the wall. This works properly as long as the rectangle with the more shallow depth is evaluated first. If the equal intersection depth rectangle is evaluated first, there is a chance the player becomes stuck. Moving up-left against the top wall Here is an identical scenario with the exception that the collision is with the top wall. The same problem occurs at the corners when intersection depth is equal for both axes. I guess my overall question is: How can I ensure that collision response occurs on tiles that have non-equal intersection depth before tiles that have equal intersection depth in order to get around the weirdness that occurs at these corners. Sean's answer in the linked question was good, but his solution required having different velocity components in a certain direction. My situation has equal velocities, so there's no good way to tell which direction to resolve at corners. I hope I have made my explanation clear.

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  • vector rotations for branches of a 3d tree

    - by freefallr
    I'm attempting to create a 3d tree procedurally. I'm hoping that someone can check my vector rotation maths, as I'm a bit confused. I'm using an l-system (a recursive algorithm for generating branches). The trunk of the tree is the root node. It's orientation is aligned to the y axis. In the next iteration of the tree (e.g. the first branches), I might create a branch that is oriented say by +10 degrees in the X axis and a similar amount in the Z axis, relative to the trunk. I know that I should keep a rotation matrix at each branch, so that it can be applied to child branches, along with any modifications to the child branch. My questions then: for the trunk, the rotation matrix - is that just the identity matrix * initial orientation vector ? for the first branch (and subsequent branches) - I'll "inherit" the rotation matrix of the parent branch, and apply x and z rotations to that also. e.g. using glm::normalize; using glm::rotateX; using glm::vec4; using glm::mat4; using glm::rotate; vec4 vYAxis = vec4(0.0f, 1.0f, 0.0f, 0.0f); vec4 vInitial = normalize( rotateX( vYAxis, 10.0f ) ); mat4 mRotation = mat4(1.0); // trunk rotation matrix = identity * initial orientation vector mRotation *= vInitial; // first branch = parent rotation matrix * this branches rotations mRotation *= rotate( 10.0f, 1.0f, 0.0f, 0.0f ); // x rotation mRotation *= rotate( 10.0f, 0.0f, 0.0f, 1.0f ); // z rotation Are my maths and approach correct, or am I completely wrong? Finally, I'm using the glm library with OpenGL / C++ for this. Is the order of x rotation and z rotation important?

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  • Reacting to rectangle on rectangle collisions

    - by mcjohnalds45
    I don't know how to react to collisions between two axis aligned rectangles that have x, y, width and height values (x and y are from the centre of the box) to make them simply not overlap. I figured I'd just make them move away from each other depending on how far they intersect in the opposite direction (left, right, up or down) of where they collided. If I check for collisions only on the x axis or only on the y axis it works fine, but when checking for both collisions crazy stuff happens. This code executes when the first box collides with the second. It's in lua but feel free to answer in anything that isn't to too counter-intuitive. if box1.x < box2.x then box1.x = box1.x + box2.x - box1.x - (box1.width / 2) - (box2.width / 2) end if box1.x > box2.x then box1.x = box1.x - (box1.x - box2.x - (box1.width / 2) - (box2.width / 2)) end if box1.y < box2.y then box1.y = box1.y + box2.y - box1.y - (box1.height / 2) - (box2.height / 2) end if box1.y > box2.y then box1.y = box1.y - (box1.y - box2.y - (box1.height / 2) - (box2.height / 2)) end

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  • Strange behavior of RigidBody with gravity and impulse applied

    - by Heisenbug
    I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm trying to update the object position applying a force on its RigidBody. Inside script FixedUpdate function I'm doing the following: public void FixedUpdate() { if (leftButtonPressed()) this.rigidbody.AddForce( this.transform.forward * this.forceStrength, ForceMode.Impulse); } Despite the object is aligned with the world axis and the force is applied along Z axis, it performs a quite big rotation movement around its y axis. Since I didn't modify the center of mass and the BoxCollider position and dimension, all values should be fine. Removing gravity and letting the object flying without touching the plane, the problem doesn't show. So I suppose it's related to the friction between objects, but I can't understand exactly which is the problem. Why this? What's my mistake? How can I fix this, or what's the right way to do such a moving an object on a plane through a force impulse?

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • WebLogic 12c training in Dutch–May 10th & 11th 2012 Utrecht Netherlands

    - by JuergenKress
    Axis into ICT offers you the opportunity to increase your skills. We are organizing ‘Bring Your Own Laptop Knowledge Sessions‘. In a small group of up to 8 people we are going discuss all the practical aspects of WebLogic Server you ever wanted to know. This is not a standard course, but a training where applying the material in practice is of importance. All participants will receive their own virtual machine, which offers you to ability to continue afterwards with your own practice environment. By keeping the groups small we create an informal atmosphere with plenty of room for all your questions or to even discuss your specific situation. The approach is highly interactive; after all you are attending to increase your knowledge. Topics that will be covered Introduction JVM Tuning Deployment Diagnostic Framework Class Loading Security Configure Resources Clustering Scripting Register for this session You are interested in the ‘Bring Your Own Laptop Knowledge Sessions: WebLogic 12c’? Register for one of two possibilities by using the form below. After registration you will receive a confirmation by e-mail. Training will be in Dutch! Date: May 10 & 11 2012 from 09:30 – 17:00 hrs Location: Axis into ICT Headquarters (Utrecht) Expenses: € 700,- per person (VAT excluded) For registration and details please visit our website. Want to promote your event? Let us know Twitter @wlscommunity! WebLogic Partner Community For regular information become a member in the WebLogic Partner Community please visit: http://www.oracle.com/partners/goto/wls-emea ( OPN account required). If you need support with your account please contact the Oracle Partner Business Center. Blog Twitter LinkedIn Mix Forum Wiki Technorati Tags: Axis,education,WebLogic training,WebLogic,WebLogic Community,OPN,Oracle,Jürgen Kress,WebLogic 12c

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  • Algorithm for finding symmetries of a tree

    - by Paxinum
    I have n sectors, enumerated 0 to n-1 counterclockwise. The boundaries between these sectors are infinite branches (n of them). The sectors live in the complex plane, and for n even, sector 0 and n/2 are bisected by the real axis, and the sectors are evenly spaced. These branches meet at certain points, called junctions. Each junction is adjacent to a subset of the sectors (at least 3 of them). Specifying the junctions, (in pre-fix order, lets say, starting from junction adjacent to sector 0 and 1), and the distance between the junctions, uniquely describes the tree. Now, given such a representation, how can I see if it is symmetric wrt the real axis? For example, n=6, the tree (0,1,5)(1,2,4,5)(2,3,4) have three junctions on the real line, so it is symmetric wrt the real axis. If the distances between (015) and (1245) is equal to distance from (1245) to (234), this is also symmetric wrt the imaginary axis. The tree (0,1,5)(1,2,5)(2,4,5)(2,3,4) have 4 junctions, and this is never symmetric wrt either imaginary or real axis, but it has 180 degrees rotation symmetry if the distance between the first two and the last two junctions in the representation are equal. Edit: This is actually for my research. I have posted the question at mathoverflow as well, but my days in competition programming tells me that this is more like an IOI task. Code in mathematica would be excellent, but java, python, or any other language readable by a human suffices. Here are some examples (pretend the double edges are single and we have a tree) http://www2.math.su.se/~per/files.php?file=contr_ex_1.pdf http://www2.math.su.se/~per/files.php?file=contr_ex_2.pdf http://www2.math.su.se/~per/files.php?file=contr_ex_5.pdf Example 1 is described as (0,1,4)(1,2,4)(2,3,4)(0,4,5) with distances (2,1,3). Example 2 is described as (0,1,4)(1,2,4)(2,3,4)(0,4,5) with distances (2,1,1). Example 5 is described as (0,1,4,5)(1,2,3,4) with distances (2). So, given the description/representation, I want to find some algorithm to decide if it is symmetric wrt real, imaginary, and rotation 180 degrees. The last example have 180 degree symmetry. (These symmetries corresponds to special kinds of potential in the Schroedinger equation, which has nice properties in quantum mechanics.)

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