Search Results

Search found 1024 results on 41 pages for 'rope physics'.

Page 19/41 | < Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >

  • Asking Box2d if a collision happened

    - by Rosarch
    I'm using Box2dx (ported to C#; optimized for XNA). It handles collision resolution, but how can I tell if two objects are currently colliding? This is the function I'm trying to write: public bool IsColliding(GameObjectController collider1, GameObjectController collider2) Where collider1.Model.Body is the Box2d Body, and collider1.Model.BodyDef is the Box2d BodyDef. (The same goes for collider2, of course.) UPDATE: Looks like contact listeners or this could be useful: AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); Why does GetFixtureList() return one fixture?

    Read the article

  • Box2dx: Usage of World.QueryAABB?

    - by Rosarch
    I'm using Box2dx with C#/XNA. I'm trying to write a function that determines if a body could exist in a given point without colliding with anything: /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); // how is this supposed to work? physicsWorld.QueryAABB(x => true, ref collisionBox); model.Body.Position = originalPosition; return true; } Is there a better way to go about doing this? How is World.QueryAABB supposed to work? Here is an earlier attempt. It is broken; it always returns false. /// <summary> /// Can gameObject exist with start Point without colliding with anything? /// </summary> internal bool IsAvailableArea(GameObjectModel model, Vector2 point) { Vector2 originalPosition = model.Body.Position; model.Body.Position = point; // less risky would be to use a deep clone AABB collisionBox; model.Body.GetFixtureList().GetAABB(out collisionBox); ICollection<GameObjectController> gameObjects = worldQueryEngine.GameObjectsForPredicate(x => ! x.Model.Passable); foreach (GameObjectController controller in gameObjects) { AABB potentialCollidingBox; controller.Model.Body.GetFixtureList().GetAABB(out potentialCollidingBox); if (AABB.TestOverlap(ref collisionBox, ref potentialCollidingBox)) { model.Body.Position = originalPosition; return false; // there is something that will collide at this point } } model.Body.Position = originalPosition; return true; }

    Read the article

  • point light illumination using Phong model

    - by Myx
    Hello: I wish to render a scene that contains one box and a point light source using the Phong illumination scheme. The following are the relevant code snippets for my calculation: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } ... // obtain ambient term ... // this is zero for my test // obtain emissive term ... // this is also zero for my test // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // check if the light is "behind" the surface normal if(normal.Dot(light_vector)<=0) continue; // calculate diffuse reflection if(!Kd.IsBlack()) intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; if(Ks.IsBlack()) continue; // calculate specular reflection ... // this I believe to be irrelevant for the particular test I'm doing } radiance = intensity_diffuse; return radiance; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + (light->linear_attenuation*distance) + (light->quadratic_attenuation*distance*distance); } switch(light->type) { ... case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; ... } return light_intensity; } R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { ... case R3_POINT_LIGHT: light_direction = position - light->position; break; ... } light_direction.Normalize(); return light_direction; } I believe that the error must be somewhere in either LightDirection(...) or LightIntensity(...) functions because when I run my code using a directional light source, I obtain the desired rendered image (thus this leads me to believe that the Phong illumination equation is correct). Also, in Phong(...), when I computed the intensity_diffuse and while debugging, I divided light_color by 10, I was obtaining a resulting image that looked more like what I need. Am I calculating the light_color correctly? Thanks.

    Read the article

  • What is the most platform- and Python-version-independent way to make a fast loop for use in Python?

    - by Statto
    I'm writing a scientific application in Python with a very processor-intensive loop at its core. I would like to optimise this as far as possible, at minimum inconvenience to end users, who will probably use it as an uncompiled collection of Python scripts, and will be using Windows, Mac, and (mainly Ubuntu) Linux. It is currently written in Python with a dash of NumPy, and I've included the code below. Is there a solution which would be reasonably fast which would not require compilation? This would seem to be the easiest way to maintain platform-independence. If using something like Pyrex, which does require compilation, is there an easy way to bundle many modules and have Python choose between them depending on detected OS and Python version? Is there an easy way to build the collection of modules without needing access to every system with every version of Python? Does one method lend itself particularly to multi-processor optimisation? (If you're interested, the loop is to calculate the magnetic field at a given point inside a crystal by adding together the contributions of a large number of nearby magnetic ions, treated as tiny bar magnets. Basically, a massive sum of these.) # calculate_dipole # ------------------------- # calculate_dipole works out the dipole field at a given point within the crystal unit cell # --- # INPUT # mu = position at which to calculate the dipole field # r_i = array of atomic positions # mom_i = corresponding array of magnetic moments # --- # OUTPUT # B = the B-field at this point def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) #4pi / mu0 (at the front of the dipole eqn) A = 1e-7 #initalise dipole field B = zeros(3,float) for i in range(len(relative)): #work out the dipole field and add it to the estimate so far B += A*(3*dot(mom_i[i],r_unit[i])*r_unit[i] - mom_i[i]) / sqrt(dot(relative[i],relative[i]))**3 return B

    Read the article

  • Friction in Box2d

    - by Rosarch
    I am using Box2d for a topdown game. The "ground" is a series of tiles, where each tile is a static body with a sensor shape. Can I make friction take effect for this, even though the objects aren't really "colliding" with the ground? If Box2d won't let me do this, I considered trying to implement my own by detecting what force is currently moving the object, and applying a force opposite to it, but I'm not quite sure how to detect that force.

    Read the article

  • Pool Billiard AI

    - by Sebi
    Im implementing a pool billiard game in Java and it all works fine. It is a multiplayer game, but nevertheless, it should also be possible to play it alone. For this purpose I'm trying to implement a simple KI. At the moment, the KI choose just randomly a direction and a random intensity of the impulse (don't know the correct english word for that). Of course this AI is very poor and unlikely to ever challenge a player. So i thought about improving the KI, but there are several hard to solve problems. First I thought of just choosing the nearest ball and to try to put it directly into the nearest hole. This isn't that bad, but if there other balls in the line between, it isn't really working anymore. Additionally this dosn't solve te problem of calculating the intensity of the impulse. So are there any general advice? Or any ideas? Best practices?

    Read the article

  • Can't create an OgreBullet Trimesh

    - by Nathan Baggs
    I'm using Ogre and Bullet for a project and I currently have a first person camera set up with a Capsule Collision Shape. I've created a model of a cave (which will serve as the main part of the level) and imported it into my game. I'm now trying to create an OgreBulletCollisions::TriangleMeshCollisionShape of the cave. The code I've got so far is this but it isn't working. It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh. Entity *cave = mSceneMgr->createEntity("Cave", "pCube1.mesh"); SceneNode *caveNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); caveNode->setPosition(0, 10, 250); caveNode->setScale(10, 10, 10); caveNode->rotate(Quaternion(0.5, 0.5, -0.5, 0.5)); caveNode->attachObject(cave); OgreBulletCollisions::StaticMeshToShapeConverter *smtsc = new OgreBulletCollisions::StaticMeshToShapeConverter(); smtsc->addEntity(cave); OgreBulletCollisions::TriangleMeshCollisionShape *tri = smtsc->createTrimesh(); OgreBulletDynamics::RigidBody *caveBody = new OgreBulletDynamics::RigidBody("cave", mWorld); caveBody->setStaticShape(tri, 0.1, 0.8); mShapes.push_back(tri); mBodies.push_back(caveBody); Any suggestions are welcome. To clarify. It compiles but the Capsule shape passes straight through the cave shape. Also I have debug outlines on and there are none being drawn around the cave mesh

    Read the article

  • Python/Biophysics- Trying to code a simple stochastic simulation!

    - by user359597
    Hey guys- I'm trying to figure out what to make of the following code- this is not the clear, intuitive python I've been learning. Was it written in C or something then wrapped in a python fxn? The code I wrote (not shown) is using the same math, but I couldn't figure out how to write a conditional loop. If anyone could explain/decipher/clean this up, I'd be really appreciative. I mean- is this 'good' python- or does it look funky? I'm brand new to this- but it's like the order of the fxns is messed up? I understand Gillespie's- I've successfully coded several simpler simulations. So in a nutshell- good code-(pythonic)? order? c? improvements? am i being an idiot? The code shown is the 'answer,' to the following question from a biophysics text (petri-net not shown and honestly not necessary to understand problem): "In a programming language of your choice, implement Gillespie’s First Reaction Algorithm to study the temporal behaviour of the reaction A---B in which the transition from A to B can only take place if another compound, C, is present, and where C dynamically interconverts with D, as modelled in the Petri-net below. Assume that there are 100 molecules of A, 1 of C, and no B or D present at the start of the reaction. Set kAB to 0.1 s-1 and both kCD and kDC to 1.0 s-1. Simulate the behaviour of the system over 100 s." def sim(): # Set the rate constants for all transitions kAB = 0.1 kCD = 1.0 kDC = 1.0 # Set up the initial state A = 100 B = 0 C = 1 D = 0 # Set the start and end times t = 0.0 tEnd = 100.0 print "Time\t", "Transition\t", "A\t", "B\t", "C\t", "D" # Compute the first interval transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) # Loop until the end time is exceded or no transition can fire any more while t <= tEnd and transition >= 0: print t, '\t', transition, '\t', A, '\t', B, '\t', C, '\t', D t += interval if transition == 0: A -= 1 B += 1 if transition == 1: C -= 1 D += 1 if transition == 2: C += 1 D -= 1 transition, interval = transitionData(A, B, C, D, kAB, kCD, kDC) def transitionData(A, B, C, D, kAB, kCD, kDC): """ Returns nTransition, the number of the firing transition (0: A->B, 1: C->D, 2: D->C), and interval, the interval between the time of the previous transition and that of the current one. """ RAB = kAB * A * C RCD = kCD * C RDC = kDC * D dt = [-1.0, -1.0, -1.0] if RAB > 0.0: dt[0] = -math.log(1.0 - random.random())/RAB if RCD > 0.0: dt[1] = -math.log(1.0 - random.random())/RCD if RDC > 0.0: dt[2] = -math.log(1.0 - random.random())/RDC interval = 1e36 transition = -1 for n in range(len(dt)): if dt[n] > 0.0 and dt[n] < interval: interval = dt[n] transition = n return transition, interval if __name__ == '__main__': sim()

    Read the article

  • Detecting Acceleration in a car (iPhone Accelerometer)

    - by TheGazzardian
    Hello, I am working on an iPhone app where we are trying to calculate the acceleration of a moving car. Similar apps have accomplished this (Dynolicious), but the difference is that this app is designed to be used during general city driving, not on a drag strip. This leads us to one big concern that Dynolicious was luckily able to avoid: hills. Yes, hills. There are two important stages to this: calibration, and actual driving. Our initial run was simple and suffered the consequences. During the calibration stage, I took the average force on the phone, and during running, I just subtracted the average force from the current force to get the current acceleration this frame. The problem with this is that the typical car receives much more force than just the forward force - everything from turning to potholes was causing the values to go out of sync with what was really happening. The next run was to add the condition that the iPhone must be oriented in such a way that the screen was facing toward the back of the car. Using this method, I attempted to follow only force on the z-axis, but this obviously lead to problems unless the iPhone was oriented directly upright, because of gravity. Some trigonometry later, and I had managed to work gravity out of the equation, so that the car was actually being read very, very well by the iPhone. Until I hit a slope. As soon as the angle of the car changed, suddenly I was receiving accelerations and decelerations that didn't make sense, and we were once again going out of sync. Talking with someone a lot smarter than me at math lead to a solution that I have been trying to implement for longer than I would like to admit. It's steps are as follows: 1) During calibration, measure gravity as a vector instead of a size. Store that vector. 2) When the car initially moves forward, take the vector of motion and subtract gravity. Use this as the forward momentum. (Ignore, for now, the user cases where this will be difficult and let's concentrate on the math :) 3) From the forward vector and the gravity vector, construct a plane. 4) Whenever a force is received, project it onto said plane to get rid of sideways force/etc. 5) Then, use that force, the known magnitude of gravity, and the known direction of forward motion to essentially solve a triangle to get the forward vector. The problem that is causing the most difficulty in this new system is not step 5, which I have gotten to the point where all the numbers look as they should. The difficult part is actually the detection of the forward vector. I am selecting vectors whose magnitude exceeds gravity, and from there, averaging them and subtracting gravity. (I am doing some error checking to make sure that I am not using a force just because the iPhone accelerometer was off by a bit, which happens more frequently than I would like). But if I plot these vectors that I am using, they actually vary by an angle of about 20-30 degrees, which can lead to some strong inaccuracies. The end result is that the app is even more inaccurate now than before. So basically - all you math and iPhone brains out there - any glaring errors? Any potentially better solutions? Any experience that could be useful at all? Award: offering a bounty of $250 to the first answer that leads to a solution.

    Read the article

  • Difficulty with projectile's tracking code

    - by RCIX
    I wrote some code for a projectile class in my game that makes it track targets if it can: if (_target != null && !_target.IsDead) { Vector2 currentDirectionVector = this.Body.LinearVelocity; currentDirectionVector.Normalize(); float currentDirection = (float)Math.Atan2(currentDirectionVector.Y, currentDirectionVector.X); Vector2 targetDirectionVector = this._target.Position - this.Position; targetDirectionVector.Normalize(); float targetDirection = (float)Math.Atan2(targetDirectionVector.Y, targetDirectionVector.X); float targetDirectionDelta = targetDirection - currentDirection; if (MathFunctions.IsInRange(targetDirectionDelta, -(Info.TrackingRate * deltaTime), Info.TrackingRate * deltaTime)) { Body.LinearVelocity = targetDirectionVector * Info.FiringVelocity; } else if (targetDirectionDelta > 0) { float newDirection = currentDirection + Info.TrackingRate * deltaTime; Body.LinearVelocity = new Vector2( (float)Math.Cos(newDirection), (float)Math.Sin(newDirection)) * Info.FiringVelocity; } else if (targetDirectionDelta < 0) { float newDirection = currentDirection - Info.TrackingRate * deltaTime; Body.LinearVelocity = new Vector2( (float)Math.Cos(newDirection), (float)Math.Sin(newDirection)) * Info.FiringVelocity; } } This works sometimes, but depending on the relative angle to the target projectiles turn away from the target instead. I'm stumped; can someone point out the flaw in my code?

    Read the article

  • Animation with Initial Velocity

    - by abustin
    I've been trying to solve this problem for a number of days now but I must be missing something. Known Variables: vi = Initial Velocity t = Animation Duration d = Distance The function I'm trying to create: D(t) = the current distance for a given time Using this information I want to be able to create a smooth animation curve with varying velocity (ease-in/ease-out). The animation must be able ease-in from an initial velocity. The animation must be exactly t seconds and must be travel exactly d units. The curve should lean towards the average velocity with acceleration occurring at the beginning and the end portions of the curve. I'm open to extra configuration variables. The best I've been able to come up with is something that doesn't factor in the initial velocity. I'm hoping someone smarter can help me out. ;) Thank you! p.s. I'm working with an ECMAScript variant

    Read the article

  • Can my loop be optimized any more? (C++)

    - by Sagekilla
    Below is one of my inner loops that's run several thousand times, with input sizes of 20 - 1000 or more. Is there anything I can do to help squeeze any more performance out of this? I'm not looking to move this code to something like using tree codes (Barnes-Hut), but towards optimizing the actual calculations happening inside, since the same calculations occur in the Barnes-Hut algorithm. Any help is appreciated! typedef double real; struct Particle { Vector pos, vel, acc, jerk; Vector oldPos, oldVel, oldAcc, oldJerk; real mass; }; class Vector { private: real vec[3]; public: // Operators defined here }; real Gravity::interact(Particle *p, size_t numParticles) { PROFILE_FUNC(); real tau_q = 1e300; for (size_t i = 0; i < numParticles; i++) { p[i].jerk = 0; p[i].acc = 0; } for (size_t i = 0; i < numParticles; i++) { for (size_t j = i+1; j < numParticles; j++) { Vector r = p[j].pos - p[i].pos; Vector v = p[j].vel - p[i].vel; real r2 = lengthsq(r); real v2 = lengthsq(v); // Calculate inverse of |r|^3 real r3i = Constants::G * pow(r2, -1.5); // da = r / |r|^3 // dj = (v / |r|^3 - 3 * (r . v) * r / |r|^5 Vector da = r * r3i; Vector dj = (v - r * (3 * dot(r, v) / r2)) * r3i; // Calculate new acceleration and jerk p[i].acc += da * p[j].mass; p[i].jerk += dj * p[j].mass; p[j].acc -= da * p[i].mass; p[j].jerk -= dj * p[i].mass; // Collision estimation // Metric 1) tau = |r|^2 / |a(j) - a(i)| // Metric 2) tau = |r|^4 / |v|^4 real mij = p[i].mass + p[j].mass; real tau_est_q1 = r2 / (lengthsq(da) * mij * mij); real tau_est_q2 = (r2*r2) / (v2*v2); if (tau_est_q1 < tau_q) tau_q = tau_est_q1; if (tau_est_q2 < tau_q) tau_q = tau_est_q2; } } return sqrt(sqrt(tau_q)); }

    Read the article

  • Falling Sand simulation

    - by Erik Forbes
    I'm trying to re-create a 'falling sand' simulation, similar to those various web toys that are out there doing the same thing - and I'm failing pretty hard. I'm not really sure where to begin. I'm trying to use cellular automata to model the behavior of the sand particles, but I'm having trouble figuring out how to make the direction in which I update the 'world' not matter... For example, one of the particle types I'd like to have is Plant. When Plant comes in contact with Water, Plant turns that Water particle into another Plant particle. The problem here though is that if I'm updating the game world from top to bottom and left to right, then a Plant particle placed in the middle of a sea of Water particles will immediately cause all of the Water particles to the right and below that new Plant particle to turn into Plants. This is not the behavior I am expecting. =( I'm having difficulty explaining exactly my difficulty, so I'll try to add more information as best I can as I go along. Suffice it to say that this is very much outside my box, as it were, and I don't even know what to search for.

    Read the article

  • The Math of a Jump in a 2D game.

    - by ONi
    I have been all around with this question and I can't find the correct answer! So, behold, the description of my question: I'm working in J2ME, I have my gameloop that do the following: public void run() { Graphics g = this.getGraphics(); while (running) { long diff = System.currentTimeMillis() - lastLoop; lastLoop = System.currentTimeMillis(); input(); this.level.doLogic(); render(g, diff); try { Thread.sleep(10); } catch (InterruptedException e) { stop(e); } } } so it's just a basic gameloop, the doLogic() function calls for all the logic functions of the characters in the scene and render(g, diff) calls the animateChar function of every character on scene, following this, the animChar function in the Character class sets up everything in the screen as this: protected void animChar(long diff) { this.checkGravity(); this.move((int) ((diff * this.dx) / 1000), (int) ((diff * this.dy) / 1000)); if (this.acumFrame > this.framerate) { this.nextFrame(); this.acumFrame = 0; } else { this.acumFrame += diff; } } This ensures me that everything must to move according to the time that the machine takes to go from cycle to cycle (remember it's a phone, not a gaming rig). I'm sure it's not the most efficient way to achieve this behavior so I'm totally open for criticism of my programming skills in the comments, but here my problem: When I make I character jump, what I do is that I put his dy to a negative value, say -200 and I set the boolean jumping to true, that makes the character go up, and then I have this function called checkGravity() that ensure that everything that goes up has to go down, checkGravity also checks for the character being over platforms so I will strip it down a little for the sake of your time: public void checkGravity() { if (this.jumping) { this.jumpSpeed += 10; if (this.jumpSpeed > 0) { this.jumping = false; this.falling = true; } this.dy = this.jumpSpeed; } if (this.falling) { this.jumpSpeed += 10; if (this.jumpSpeed > 200) this.jumpSpeed = 200; this.dy = this.jumpSpeed; if (this.collidesWithPlatform()) { this.falling = false; this.standing = true; this.jumping = false; this.jumpSpeed = 0; this.dy = this.jumpSpeed; } } } So, the problem is, that this function updates the dy regardless of the diff, making the characters fly like Superman in slow machines, and I have no idea how to implement the diff factor so that when a character is jumping, his speed decrement in a proportional way to the game speed. Can anyone help me fix this issue? or give me pointers on how to make a 2D Jump in J2ME the right way. Thank you very much for your time.

    Read the article

  • Accelerometer gravity components

    - by Dvd
    Hi, I know this question is definitely solved somewhere many times already, please enlighten me if you know of their existence, thanks. Quick rundown: I want to compute from a 3 axis accelerometer the gravity component on each of these 3 axes. I have used 2 axes free body diagrams to work out the accelerometer's gravity component in the world X-Z, Y-Z and X-Y axes. But the solution seems slightly off, it's acceptable for extreme cases when only 1 accelerometer axis is exposed to gravity, but for a pitch and roll of both 45 degrees, the combined total magnitude is greater than gravity (obtained by Xa^2+Ya^2+Za^2=g^2; Xa, Ya and Za are accelerometer readings in its X, Y and Z axis). More detail: The device is a Nexus One, and have a magnetic field sensor for azimuth, pitch and roll in addition to the 3-axis accelerometer. In the world's axis (with Z in the same direction as gravity, and either X or Y points to the north pole, don't think this matters much?), I assumed my device has a pitch (P) on the Y-Z axis, and a roll (R) on the X-Z axis. With that I used simple trig to get: Sin(R)=Ax/Gxz Cos(R)=Az/Gxz Tan(R)=Ax/Az There is another set for pitch, P. Now I defined gravity to have 3 components in the world's axis, a Gxz that is measurable only in the X-Z axis, a Gyz for Y-Z, and a Gxy for X-Y axis. Gxz^2+Gyz^2+Gxy^2=2*G^2 the 2G is because gravity is effectively included twice in this definition. Oh and the X-Y axis produce something more exotic... I'll explain if required later. From these equations I obtained a formula for Az, and removed the tan operations because I don't know how to handle tan90 calculations (it's infinity?). So my question is, anyone know whether I did this right/wrong or able to point me to the right direction? Thanks! Dvd

    Read the article

  • Rewriting a for loop in pure NumPy to decrease execution time

    - by Statto
    I recently asked about trying to optimise a Python loop for a scientific application, and received an excellent, smart way of recoding it within NumPy which reduced execution time by a factor of around 100 for me! However, calculation of the B value is actually nested within a few other loops, because it is evaluated at a regular grid of positions. Is there a similarly smart NumPy rewrite to shave time off this procedure? I suspect the performance gain for this part would be less marked, and the disadvantages would presumably be that it would not be possible to report back to the user on the progress of the calculation, that the results could not be written to the output file until the end of the calculation, and possibly that doing this in one enormous step would have memory implications? Is it possible to circumvent any of these? import numpy as np import time def reshape_vector(v): b = np.empty((3,1)) for i in range(3): b[i][0] = v[i] return b def unit_vectors(r): return r / np.sqrt((r*r).sum(0)) def calculate_dipole(mu, r_i, mom_i): relative = mu - r_i r_unit = unit_vectors(relative) A = 1e-7 num = A*(3*np.sum(mom_i*r_unit, 0)*r_unit - mom_i) den = np.sqrt(np.sum(relative*relative, 0))**3 B = np.sum(num/den, 1) return B N = 20000 # number of dipoles r_i = np.random.random((3,N)) # positions of dipoles mom_i = np.random.random((3,N)) # moments of dipoles a = np.random.random((3,3)) # three basis vectors for this crystal n = [10,10,10] # points at which to evaluate sum gamma_mu = 135.5 # a constant t_start = time.clock() for i in range(n[0]): r_frac_x = np.float(i)/np.float(n[0]) r_test_x = r_frac_x * a[0] for j in range(n[1]): r_frac_y = np.float(j)/np.float(n[1]) r_test_y = r_frac_y * a[1] for k in range(n[2]): r_frac_z = np.float(k)/np.float(n[2]) r_test = r_test_x +r_test_y + r_frac_z * a[2] r_test_fast = reshape_vector(r_test) B = calculate_dipole(r_test_fast, r_i, mom_i) omega = gamma_mu*np.sqrt(np.dot(B,B)) # write r_test, B and omega to a file frac_done = np.float(i+1)/(n[0]+1) t_elapsed = (time.clock()-t_start) t_remain = (1-frac_done)*t_elapsed/frac_done print frac_done*100,'% done in',t_elapsed/60.,'minutes...approximately',t_remain/60.,'minutes remaining'

    Read the article

  • Moving a Ball on iPhone

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius(I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches other circles please send your answers ASAP... I am waiting. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop. http://iphront.com/wp-content/uploads/2009/12/bdece528ea334033.jpg.jpg

    Read the article

  • Python optimization problem?

    - by user342079
    Alright, i had this homework recently (don't worry, i've already done it, but in c++) but I got curious how i could do it in python. The problem is about 2 light sources that emit light. I won't get into details tho. Here's the code (that I've managed to optimize a bit in the latter part): import math, array import numpy as np from PIL import Image size = (800,800) width, height = size s1x = width * 1./8 s1y = height * 1./8 s2x = width * 7./8 s2y = height * 7./8 r,g,b = (255,255,255) arr = np.zeros((width,height,3)) hy = math.hypot print 'computing distances (%s by %s)'%size, for i in xrange(width): if i%(width/10)==0: print i, if i%20==0: print '.', for j in xrange(height): d1 = hy(i-s1x,j-s1y) d2 = hy(i-s2x,j-s2y) arr[i][j] = abs(d1-d2) print '' arr2 = np.zeros((width,height,3),dtype="uint8") for ld in [200,116,100,84,68,52,36,20,8,4,2]: print 'now computing image for ld = '+str(ld) arr2 *= 0 arr2 += abs(arr%ld-ld/2)*(r,g,b)/(ld/2) print 'saving image...' ar2img = Image.fromarray(arr2) ar2img.save('ld'+str(ld).rjust(4,'0')+'.png') print 'saved as ld'+str(ld).rjust(4,'0')+'.png' I have managed to optimize most of it, but there's still a huge performance gap in the part with the 2 for-s, and I can't seem to think of a way to bypass that using common array operations... I'm open to suggestions :D

    Read the article

  • Sliding Response after a Point-Square Collision

    - by mars
    In general terms and pseudo-code, what would be the best way to have a collision response of sliding along a wall if the wall is actually just a part of an entire square that a point is colliding into? The collision test method used is a test to see if the point lies in the square. Should I divide the square into four lines and just calculate the shortest distance to the line and then move the point back that distance?If so, then how can I determine which edge of the square the point is closest to after collision?

    Read the article

  • Calculate angle of moving ball after collision with angled or sloped wall that is a 2D line segment

    - by Ben Mc
    If you have a "ball" inside a 2D polygon, made up of say, 4 line segments that act as bounding walls, how do you calculate the angle of the ball after the collision with the irregularly sloped wall? I know how to make the ball bounce if the wall is horizontal, vertical, or at a 45 degree angle. I also have my code setup to detect a collision with the wall. I've read about dot products and normals, but I cannot figure out how to implement these in Java / Android. I'm completely stumped and feel like I've looked up everything 10 pages deep in Google 10 times now. I'm burned out trying to figure this out, I hope someone can help.

    Read the article

  • Calculating collision for a moving circle, without overlapping the boundaries

    - by Robert Vella
    Let's say I have circle bouncing around inside a rectangular area. At some point this circle will collide with one of the surfaces of the rectangle and reflect back. The usual way I'd do this would be to let the circle overlap that boundary and then reflect the velocity vector. The fact that the circle actually overlaps the boundary isn't usually a problem, nor really noticeable at low velocity. At high velocity it becomes quite clear that the circle is doing something it shouldn't. What I'd like to do is to programmatically take reflection into account and place the circle at it's proper position before displaying it on the screen. This means that I have to calculate the point where it hits the boundary between it's current position and it's future position -- rather than calculating it's new position and then checking if it has hit the boundary. This is a little bit more complicated than the usual circle/rectangle collision problem. I have a vague idea of how I should do it -- basically create a bounding rectangle between the current position and the new position, which brings up a slew of problems of it's own (Since the rectangle is rotated according to the direction of the circle's velocity). However, I'm thinking that this is a common problem, and that a common solution already exists. Is there a common solution to this kind of problem? Perhaps some basic theories which I should look into?

    Read the article

  • How to get colliding effect or bouncy when ball hits the track.

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius (I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches the track. Currently i am developing code by assuming only one ball is on the board. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop: Updated: I am sending the updated code... mRadius = 5; mRange = NSMakeRange(0,60); -(void) updateBall: (UIAccelerationValue) accelX withY:(UIAccelerationValue)accelY { float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); //self.targetRect is rect of ball Object self.targetRect = CGRectMake(newX, newY, 8, 9); self.currentRect = self.targetRect; //http://books.google.co.in/books?id=WV9glgdrrrUC&pg=PA455#v=onepage&q=&f=false static NSDate *lastDrawTime; if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + (accelX * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; ballYVelocity = ballYVelocity + -(accelY * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; distXTravelled = distXTravelled + secondsSinceLastDraw * ballXVelocity * 50; distYTravelled = distYTravelled + secondsSinceLastDraw * ballYVelocity * 50; CGRect temp = self.targetRect; temp.origin.x += distXTravelled; temp.origin.y += distYTravelled; int radius = (temp.origin.x - cCentrePoint.x) / cos(degreesToRadians(degrees)); if( !NSLocationInRange(abs(radius),mRange)) { //Colided with the tracks...Need a better logic here ballXVelocity = -ballXVelocity; } else { // Need a better logic here self.targetRect = temp; } //NSLog(@"angle = %f",degrees); } [lastDrawTime release]; lastDrawTime = [ [NSDate alloc] init]; } In the above code i have initialized mRadius and mRange(indicate track) to some constant for testing, i am not getting the moving of the ball as i expected( bouncing effect when Collided with track ) with respect to accelerometer. Help me to recognize where i went wrong or send some code snippets or links which does the similar job. I am searching for better logic than my code, if you found share with me.

    Read the article

< Previous Page | 15 16 17 18 19 20 21 22 23 24 25 26  | Next Page >