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  • List of bounding boxes?

    - by Christian Frantz
    When I create a bounding box for each object in my chunk, would it be better to store them in a list? List<BoundingBox> cubeBoundingBox Or can I just use a single variable? BoundingBox cubeBoundingBox The bounding boxes will be used for all types of things so they will be moving around. In any case, I'd be adding it to a method that gets called 2500+ times for each chunk, so either I have a giant list of them or 2500+ individual boxes. Is there any advantage to using one or the other?

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  • Shrinking a Linux OEL 6 virtual Box image (vdi) hosted on Windows 7

    - by AndyBaker
    v\:* {behavior:url(#default#VML);} o\:* {behavior:url(#default#VML);} w\:* {behavior:url(#default#VML);} .shape {behavior:url(#default#VML);} Recently for a customer demonstration there was a requirement to build a virtual box image with Oracle Enterprise Manager Cloud Control 12c. This meant installing OEL Linux 6 as well as creating an 11gr2 database and Oracle Enterprise Manager Cloud Control 12c on a single virtual box. Storage was sized at 300Gb using dynamically allocated storage for the virtual box and about 10Gb was used for Linux and the initial build. After copying over all the binaries and performing all the installations the virtual box became in the region of 80Gb used size on the host operating system, however internally it only really needed around 20Gb. This meant 60Gb had been used when copying over all the binaries and although now free was not returned to the host operating system due to the growth of the virtual box storage '.vdi' file.  Once the ‘vdi’ storage had grown it is not shrunk automatically afterwards. Space is always tight on the laptop so it was desirable to shrink the virtual box back to a minimal size and here is the process that was followed. Install 'zerofree' Linux package into the OEL6 virtual box The RPM was downloaded and installed from a site similar to below; http://rpm.pbone.net/index.php3/stat/4/idpl/12548724/com/zerofree-1.0.1-5.el5.i386.rpm.html A simple internet search for ’zerofree Linux rpm’ was easy to perform and find the required rpm. Execute 'zerofree' package on the desired Linux file system To execute this package the desired file system needs to be mounted read only. The following steps outline this process. As root: # umount /u01 As root:# mount –o ro –t ext4 /u01 NOTE: The –o is options and the –t is the file system type found in the /etc/fstab. Next run zerofree against the required storage, this is located by a simple ‘df –h’ command to see the device associated with the mount. As root:# zerofree –v /dev/sda11   NOTE: This takes a while to run but the ‘-v’ option gives feedback on the process. What does Zerofree do? Zerofree’s purpose is to go through the file system and zero out any unused sectors on the volume so that the later stages can shrink the virtual box storage obtaining the free space back. When zerofree has completed the virtual box can be shutdown as the last stage is performed on the physical host where the virtual box vdi files are located. Compact the virtual box ‘.vdi’ files The final stage is to get virtual box to shrink back the storage that has been correctly flagged as free space after executing zerofree. On the physical host in this case a windows 7 laptop a DOS window was opened. At the prompt the first step is to put the virtual box binaries onto the PATH. C:\ >echo %PATH%   The above shows the current value of the PATH environment variable. C:\ >set PATH=%PATH%;c:\program files\Oracle\Virtual Box;   The above adds onto the existing path the virtual box binary location. C:\>cd c:\Users\xxxx\OEL6.1   The above changes directory to where the VDI files are located for the required virtual box machine. C:\Users\xxxxx\OEL6.1>VBoxManage.exe modifyhd zzzzzz.vdi compact  NOTE: The zzzzzz.vdi is the name of the required vdi file to shrink. Finally the above command is executed to perform the compact operation on the ‘.vdi’ file(s). This also takes a long time to complete but shrinks the VDI file back to a minimum size. In the case of the demonstration virtual box OEM12c this reduced the virtual box to 20Gb from 80Gb which was a great outcome to achieve.

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  • Select box is not working properly after including google custom search box in web page

    - by Vinay
    I have got a select box and google custom search box in a page, when i choose a option from select box and navigate away from the page and again if i come back to the same page the option will not be selected (violates the default functionality of select box), The code is below <script src="https://www.google.com/jsapi" type="text/javascript"></script> <script type="text/javascript"> google.load('search', '1', {language : 'en'}); google.setOnLoadCallback(function() { var customSearchControl = new google.search.CustomSearchControl('004920913350056953771:kpkclvhujzk'); customSearchControl.setResultSetSize(google.search.Search.FILTERED_CSE_RESULTSET); var options = new google.search.DrawOptions(); options.setAutoComplete(true); options.enableSearchboxOnly("<?=$homeurl?>my_results.php", "query"); customSearchControl.draw('cse-search-form', options); }, true); </script> <select multiple="yes"> <option>1</option> <option>2</option> </select> If i remove the custom search script, the select box selected option will be retained even after navigating away from the page. (default functionality) Its working fine in chrome, IE but not in Firefox. Is there any solution for this, so that select box must work fine even in the presence of search box, but the order must be same 1) Search box 2)Select Box

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  • creating bounding box list

    - by Christian Frantz
    I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box? for (int x = 0; x < mapHeight; x++) { for (int z = 0; z < mapWidth; z++) { cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass); boxList.Add(something here); } } public Cube(GraphicsDevice graphicsDevice) { device = graphicsDevice; var vertices = new List<VertexPositionTexture>(); BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1)); BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1)); BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0)); BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0)); BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1)); BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0)); cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly); cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray()); } There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?

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  • norton ghost error in virtual box

    - by Nrew
    I'm trying out norton ghost on my virtual box guest os windows xp, dual boot with fedora 12. I've boot norton ghost iso. And tried to backup the partition where win xp and fedora is installed but I get this error. I'm backing it up on another virtual disk created through virtual box. What might be the cause of this error, and how to solve it.

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  • Different bounding volumes for culling and collision detection

    - by Serthy
    Should an object in a 3D-engine use different bounding volumes for collision-detection (broad-phase) and culling? Basically class renderBounds and class physBounds versus class boundingVolume? Each of this classes then could either contain the same type of volumes (AABB's, kDOP's, sphere's etc.) or a special fitting one for the particular object. (note: without considering of using an external physics engine)

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  • CSS box around box technique

    - by webzide
    Dear Experts, I was trying to make an CSS division box with content in it as well as a border around it. Instead of using the box-border technique, I was trying out a new box to box technique instead. <html> <head> <style type="text/css"> #outer{ height: 20px; width: 20px; background-color:#233D78; } #inner{ height:18px; width: 18px; background-color: #FFF; font-size: 1em; text-align:center; font-family:'Bookman Old Style', serif; padding: 0px; margin-top: 1px; margin-right:auto; margin-left:auto; margin-bottom:1px; vertical-align:middle; } </style> </head> <body> <div id="outer"><div id="inner">TEXT</div></div> </body> </html> Somehow the borders are just not showing up right with FireFox. I tried everything. Setting up the Paddings of both boxes, margin, and messing around with the width. TO be honest, it took me around 30min to do this and I still can't get it right :( I know that a way to achieve the same result would be setting up a border around just one box. But I just wanna learn this box around box background-color technique. THanks in advance

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  • What is the "box model?"

    - by Chris
    During a recent interview for a front-end developer position I was asked what the box model was. I thought the interviewer was referring to testing (i.e. white box testing, black box testing). I was wrong. What is the box model, in reference to front-end development?

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  • Box Shadow on only 3 sides

    - by Connor
    I have two overlapping divs that have css3 box shadows. The trouble is that even when I set the z-index I will still need to eliminate one of the div's box-shadow. I have seen cases where negative spreads and zero values are used but I don't think that would work here. The code I have now is: #bulb-top { position: relative; width: 280px; height: 280px; background-color: #E5F7A3; -webkit-border-radius: 280px; -moz-border-radius: 280px; border-radius: 280px; border: 8px solid #FFF40C; top: -430px; margin-left: auto; margin-right: auto; -webkit-box-shadow: 0px 0px 15px 1px #FFF40C; -moz-box-shadow: 0px 0px 15px 1px #FFF40C; box-shadow: 0px 0px 15px 1px #FFF40C; z-index: 4; } #bulb-bottom { position: relative; width: 140px; height: 120px; background-color: #E5F7A3; -moz-border-radius-topleft: 0px; -moz-border-radius-topright: 0px; -moz-border-radius-bottomright: 30px; -moz-border-radius-bottomleft: 30px; -webkit-border-radius: 0px 0px 30px 30px; border-radius: 0px 0px 30px 30px; border-left: 8px solid #FFF40C; border-right: 8px solid #FFF40C; border-bottom: 8px solid #FFF40C; top: -455px; margin-left: auto; margin-right: auto; -webkit-box-shadow: 0px 0px 15px 1px #FFF40C; -moz-box-shadow: 0px 0px 15px 1px #FFF40C; box-shadow: 0px 0px 15px 1px #FFF40C; z-index: 5; } http://jsfiddle.net/minitech/g42vq/3/

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  • Visual Studio Little Wonders: Box Selection

    - by James Michael Hare
    So this week I decided I’d do a Little Wonder of a different kind and focus on an underused IDE improvement: Visual Studio’s Box Selection capability. This is a handy feature that many people still don’t realize was made available in Visual Studio 2010 (and beyond).  True, there have been other editors in the past with this capability, but now that it’s fully part of Visual Studio we can enjoy it’s goodness from within our own IDE. So, for those of you who don’t know what box selection is and what it allows you to do, read on! Sometimes, we want to select beyond the horizontal… The problem with traditional text selection in many editors is that it is horizontally oriented.  Sure, you can select multiple rows, but if you do you will pull in the entire row (at least for the middle rows).  Under the old selection scheme, if you wanted to select a portion of text from each row (a “box” of text) you were out of luck.  Box selection rectifies this by allowing you to select a box of text that bounded by a selection rectangle that you can grow horizontally or vertically.  So let’s think a situation that could occur where this comes in handy. Let’s say, for instance, that we are defining an enum in our code that we want to be able to translate into some string values (possibly to be stored in a database, output to screen, etc.). Perhaps such an enum would look like this: 1: public enum OrderType 2: { 3: Buy, // buy shares of a commodity 4: Sell, // sell shares of a commodity 5: Exchange, // exchange one commodity for another 6: Cancel, // cancel an order for a commodity 7: } 8:  Now, let’s say we are in the process of creating a Dictionary<K,V> to translate our OrderType: 1: var translator = new Dictionary<OrderType, string> 2: { 3: // do I really want to retype all this??? 4: }; Yes the example above is contrived so that we will pull some garbage if we do a multi-line select. I could select the lines above using the traditional multi-line selection: And then paste them into the translator code, which would result in this: 1: var translator = new Dictionary<OrderType, string> 2: { 3: Buy, // buy shares of a commodity 4: Sell, // sell shares of a commodity 5: Exchange, // exchange one commodity for another 6: Cancel, // cancel an order for a commodity 7: }; But I have a lot of junk there, sure I can manually clear it out, or use some search and replace magic, but if this were hundreds of lines instead of just a few that would quickly become cumbersome. The Box Selection Now that we have the ability to create box selections, we can select the box of text to delete!  Most of us are familiar with the fact we can drag the mouse (or hold [Shift] and use the arrow keys) to create a selection that can span multiple rows: Box selection, however, actually allows us to select a box instead of the typical horizontal lines: Then we can press the [delete] key and the pesky comments are all gone! You can do this either by holding down [Alt] while you select with your mouse, or by holding down [Alt+Shift] and using the arrow keys on the keyboard to grow the box horizontally or vertically. So now we have: 1: var translator = new Dictionary<OrderType, string> 2: { 3: Buy, 4: Sell, 5: Exchange, 6: Cancel, 7: }; Which is closer, but we still need an opening curly, the string to translate to, and the closing curly and comma. Fortunately, again, this is easy with box selections due to the fact box selection can even work for a zero-width selection! That is, hold down [Alt] and either drag down with no width, or hold down [Alt+Shift] and arrow down and you will define a selection range with no width, essentially, a vertical line selection: Notice the faint selection line on the right? So why is this useful? Well, just like with any selected range, we can type and it will replace the selection. What does this mean for box selections? It means that we can insert the same text all the way down on each line! If we have the same selection above, and type a curly and a space, we’d get: Imagine doing this over hundreds of lines and think of what a time saver it could be! Now make a zero-width selection on the other side: And type a curly and a comma, and we’d get: So close! Now finally, imagine we’ve already defined these strings somewhere and want to paste them in: 1: const private string BuyText = "Buy Shares"; 2: const private string SellText = "Sell Shares"; 3: const private string ExchangeText = "Exchange"; 4: const private string CancelText = "Cancel"; We can, again, use our box selection to pull out the constant names: And clicking copy (or [CTRL+C]) and then selecting a range to paste into: And finally clicking paste (or [CTRL+V]) to get the final result: 1: var translator = new Dictionary<OrderType, string> 2: { 3: { Buy, BuyText }, 4: { Sell, SellText }, 5: { Exchange, ExchangeText }, 6: { Cancel, CancelText }, 7: };   Sure, this was a contrived example, but I’m sure you’ll agree that it adds myriad possibilities of new ways to copy and paste vertical selections, as well as inserting text across a vertical slice. Summary: While box selection has been around in other editors, we finally get to experience it in VS2010 and beyond. It is extremely handy for selecting columns of information for cutting, copying, and pasting. In addition, it allows you to create a zero-width vertical insertion point that can be used to enter the same text across multiple rows. Imagine the time you can save adding repetitive code across multiple lines!  Try it, the more you use it, the more you’ll love it! Technorati Tags: C#,CSharp,.NET,Visual Studio,Little Wonders,Box Selection

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  • 2D fighting bounding boxes

    - by user36420
    I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library constraints as well as performance implications. None of this has yet been implemented but is all theory. My idea was to have the artist create a sprite sheet for the character animation and then a second identical sprite sheet with the corresponding collisions in a solid colour (e.g green for where the character can be hit and red for dealing damage, near the foot if kicking etc.) With this, I would then parse the collision sheet and generate the various collisions required storing them in the character model. This is the point I feel would be most inefficient. While I think this is a possible solution, I was wondering if there was a more standard way of doing this or a more efficient way as I feel this would have severe performance problems.

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  • Text box creates gap when floated left in IE7

    - by Sixfoot Studio
    Hi, I've got a left rounded corner box - textbox - right rounded corner box which all make up part of a search box. All's well in FF, Chrome, IE8 but not IE7. I've checked it using the debug tool and and I have tried a number of options, none of which want to work at the moment, so I am hoping someone might know what this issue (bug) might be please? Here's a snippet of my code: <div class="roundBox4"> <img src="../App_Themes/MyChoice2010/Images/reality-box-top.gif" width="228" height="8" /><img src="../App_Themes/MyChoice2010/Images/reality-box-locate.gif" width="228" height="49" /> <asp:ContentPlaceHolder ID="Box4Content" runat="server"> </asp:ContentPlaceHolder> <div class="locateABroker"> <img src="../App_Themes/MyChoice2010/Images/locate-broker-left.gif" class="locateBrokerLeft" height="19" width="3" /><asp:TextBox ID="TextBox1" CssClass="locateBrokerCenter" runat="server"></asp:TextBox><img src="../App_Themes/MyChoice2010/Images/locate-broker-right.gif" height="19" width="3" class="locateBrokerRight" /> <a href="" class="locateBrokerSubmit">Submit</a><img src="../App_Themes/MyChoice2010/Images/box-arrow.gif" class="linkArrow" width="8" height="14" /> </div>

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  • Finding the normals of an oriented bounding box?

    - by Milo
    Here is my problem. I'm working on the physics for my 2D game. All objects are oriented bounding boxes (OBB) based on the separate axis theorem. In order to do collision resolution, I need to be able to get an object out out of the object it is penetrating. To do this I need to find the normal of the face(s) that the other OBB is touching. Example: The small red OBB is a car lets say, and the big OBB is a static building. I need to determine the unit vector that is the normal of the building edge(s) the car is penetrating to get the car out of there. Here are my questions: How do I determine which edges the car is penetrating. I know how to determine the normal of an edge, but how do I know if I need (-dy, dx) or (dy, -dx)? In the case I'm demonstrating the car is penetrating 2 edges, which edge(s) do I use to get it out? Answers or help with any or all of these is greatly appreciated. Thank you

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  • Determine percentage of screen covered by an object without using frustum culling

    - by Meltac
    On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the player might be outside of that box but on screen sees only/mostly the inside of the box, or vice-versa, looks from within the box to the outside). The "casual" way of performing such a check would incorporate frustum culling but such an approach would be hard to achieve with my given set of engine parameters which I'd like to avoid if there is a simpler way. What I actually have at the point where I would like to do the check (high-level script on CPU, not GPU side): Camera world position Camera direction Camera FOV Two Box corner world coordinates (left-bottom-front, right-top-back) What I do not have right away: View frustrum definition (near/far plane or say 6 planes defining frustum) Any specific pixel information (uv, view space position, depth or the like) What I would like to calculate: Percentage of screen "covered" by box. Any hints on how to perform such calculation?

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  • Point inside Oriented Bounding Box?

    - by Milo
    I have an OBB2D class based on SAT. This is my point in OBB method: public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } Here is the rest of the class; the parts that pertain: public class OBB2D { private Vector2D projVec = new Vector2D(); private static Vector2D projAVec = new Vector2D(); private static Vector2D projBVec = new Vector2D(); private static Vector2D tempNormal = new Vector2D(); private Vector2D deltaVec = new Vector2D(); private ArrayList<Vector2D> collisionPoints = new ArrayList<Vector2D>(); // 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(float centerx, float centery, float w, float h, float angle) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(centerx,centery,w,h,angle); } public OBB2D(float left, float top, float width, float height) { for(int i = 0; i < corner.length; ++i) { corner[i] = new Vector2D(); } for(int i = 0; i < axis.length; ++i) { axis[i] = new Vector2D(); } set(left + (width / 2), top + (height / 2),width,height,0.0f); } public void set(float centerx,float centery,float w, float h,float angle) { float vxx = (float)Math.cos(angle); float vxy = (float)Math.sin(angle); float vyx = (float)-Math.sin(angle); float vyy = (float)Math.cos(angle); vxx *= w / 2; vxy *= (w / 2); vyx *= (h / 2); vyy *= (h / 2); corner[0].x = centerx - vxx - vyx; corner[0].y = centery - vxy - vyy; corner[1].x = centerx + vxx - vyx; corner[1].y = centery + vxy - vyy; corner[2].x = centerx + vxx + vyx; corner[2].y = centery + vxy + vyy; corner[3].x = centerx - vxx + vyx; corner[3].y = centery - vxy + vyy; this.center.x = centerx; this.center.y = centery; this.angle = angle; computeAxes(); extents.x = w / 2; extents.y = h / 2; computeBoundingRect(); } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0].x = corner[1].x - corner[0].x; axis[0].y = corner[1].y - corner[0].y; axis[1].x = corner[3].x - corner[0].x; axis[1].y = corner[3].y - corner[0].y; // 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) { float l = axis[a].length(); float ll = l * l; axis[a].x = axis[a].x / ll; axis[a].y = axis[a].y / ll; origin[a] = corner[0].dot(axis[a]); } } public void computeBoundingRect() { boundingRect.left = JMath.min(JMath.min(corner[0].x, corner[3].x), JMath.min(corner[1].x, corner[2].x)); boundingRect.top = JMath.min(JMath.min(corner[0].y, corner[1].y),JMath.min(corner[2].y, corner[3].y)); boundingRect.right = JMath.max(JMath.max(corner[1].x, corner[2].x), JMath.max(corner[0].x, corner[3].x)); boundingRect.bottom = JMath.max(JMath.max(corner[2].y, corner[3].y),JMath.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(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; } public void moveTo(float centerx, float centery) { float cx,cy; cx = center.x; cy = center.y; deltaVec.x = centerx - cx; deltaVec.y = centery - cy; for (int c = 0; c < 4; ++c) { corner[c].x += deltaVec.x; corner[c].y += deltaVec.y; } boundingRect.left += deltaVec.x; boundingRect.top += deltaVec.y; boundingRect.right += deltaVec.x; boundingRect.bottom += deltaVec.y; this.center.x = centerx; this.center.y = centery; computeAxes(); } // 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.x,center.y,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center.x,center.y,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; } public static float distance(float ax, float ay,float bx, float by) { if (ax < bx) return bx - ay; else return ax - by; } public Vector2D project(float ax, float ay) { projVec.x = Float.MAX_VALUE; projVec.y = Float.MIN_VALUE; for (int i = 0; i < corner.length; ++i) { float dot = Vector2D.dot(corner[i].x,corner[i].y,ax,ay); projVec.x = JMath.min(dot, projVec.x); projVec.y = JMath.max(dot, projVec.y); } return projVec; } public Vector2D getCorner(int c) { return corner[c]; } public int getNumCorners() { return corner.length; } public boolean pointInside(float x, float y) { float newy = (float) (Math.sin(angle) * (y - center.y) + Math.cos(angle) * (x - center.x)); float newx = (float) (Math.cos(angle) * (x - center.x) - Math.sin(angle) * (y - center.y)); return (newy > center.y - (getHeight() / 2)) && (newy < center.y + (getHeight() / 2)) && (newx > center.x - (getWidth() / 2)) && (newx < center.x + (getWidth() / 2)); } public boolean pointInside(Vector2D v) { return pointInside(v.x,v.y); } public ArrayList<Vector2D> getCollsionPoints(OBB2D b) { collisionPoints.clear(); for(int i = 0; i < corner.length; ++i) { if(b.pointInside(corner[i])) { collisionPoints.add(corner[i]); } } for(int i = 0; i < b.corner.length; ++i) { if(pointInside(b.corner[i])) { collisionPoints.add(b.corner[i]); } } return collisionPoints; } }; What could be wrong? When I getCollisionPoints for 2 OBBs I know are penetrating, it returns no points. Thanks

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  • ssh from 1 ubuntu box to another ubuntu box

    - by michael
    Hi, I have 2 ubuntu boxes in a WiFi network. Below is the 'ifconfig' of my destination machine. But in my source machine, I tried 'ssh 192.168.1.2' I get connection refused. $ ifconfig eth0 Link encap:Ethernet HWaddr c8:0a:a9:4d:d6:6a UP BROADCAST MULTICAST MTU:1500 Metric:1 RX packets:0 errors:0 dropped:0 overruns:0 frame:0 TX packets:0 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:0 (0.0 B) TX bytes:0 (0.0 B) Interrupt:35 lo Link encap:Local Loopback inet addr:127.0.0.1 Mask:255.0.0.0 inet6 addr: ::1/128 Scope:Host UP LOOPBACK RUNNING MTU:16436 Metric:1 RX packets:4508 errors:0 dropped:0 overruns:0 frame:0 TX packets:4508 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:0 RX bytes:330441 (330.4 KB) TX bytes:330441 (330.4 KB) wlan0 Link encap:Ethernet HWaddr 00:23:14:32:e8:dc inet addr:192.168.1.2 Bcast:192.168.1.255 Mask:255.255.255.0 inet6 addr: fe80::223:14ff:fe32:e8dc/64 Scope:Link UP BROADCAST RUNNING MULTICAST MTU:1500 Metric:1 RX packets:319828 errors:0 dropped:0 overruns:0 frame:0 TX packets:618371 errors:0 dropped:0 overruns:0 carrier:0 collisions:0 txqueuelen:1000 RX bytes:30642011 (30.6 MB) TX bytes:921522542 (921.5 MB) How to set up so that I can ssh from 1 box to another?

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  • Bounding Box Collision Glitching Problem (Pygame)

    - by Ericson Willians
    So far the "Bounding Box" method is the only one that I know. It's efficient enough to deal with simple games. Nevertheless, the game I'm developing is not that simple anymore and for that reason, I've made a simplified example of the problem. (It's worth noticing that I don't have rotating sprites on my game or anything like that. After showing the code, I'll explain better). Here's the whole code: from pygame import * DONE = False screen = display.set_mode((1024,768)) class Thing(): def __init__(self,x,y,w,h,s,c): self.x = x self.y = y self.w = w self.h = h self.s = s self.sur = Surface((64,48)) draw.rect(self.sur,c,(self.x,self.y,w,h),1) self.sur.fill(c) def draw(self): screen.blit(self.sur,(self.x,self.y)) def move(self,x): if key.get_pressed()[K_w] or key.get_pressed()[K_UP]: if x == 1: self.y -= self.s else: self.y += self.s if key.get_pressed()[K_s] or key.get_pressed()[K_DOWN]: if x == 1: self.y += self.s else: self.y -= self.s if key.get_pressed()[K_a] or key.get_pressed()[K_LEFT]: if x == 1: self.x -= self.s else: self.x += self.s if key.get_pressed()[K_d] or key.get_pressed()[K_RIGHT]: if x == 1: self.x += self.s else: self.x -= self.s def warp(self): if self.y < -48: self.y = 768 if self.y > 768 + 48: self.y = 0 if self.x < -64: self.x = 1024 + 64 if self.x > 1024 + 64: self.x = -64 r1 = Thing(0,0,64,48,1,(0,255,0)) r2 = Thing(6*64,6*48,64,48,1,(255,0,0)) while not DONE: screen.fill((0,0,0)) r2.draw() r1.draw() # If not intersecting, then moves, else, it moves in the opposite direction. if not ((((r1.x + r1.w) > (r2.x - r1.s)) and (r1.x < ((r2.x + r2.w) + r1.s))) and (((r1.y + r1.h) > (r2.y - r1.s)) and (r1.y < ((r2.y + r2.h) + r1.s)))): r1.move(1) else: r1.move(0) r1.warp() if key.get_pressed()[K_ESCAPE]: DONE = True for ev in event.get(): if ev.type == QUIT: DONE = True display.update() quit() The problem: In my actual game, the grid is fixed and each tile has 64 by 48 pixels. I know how to deal with collision perfectly if I moved by that size. Nevertheless, obviously, the player moves really fast. In the example, the collision is detected pretty well (Just as I see in many examples throughout the internet). The problem is that if I put the player to move WHEN IS NOT intersecting, then, when it touches the obstacle, it does not move anymore. Giving that problem, I began switching the directions, but then, when it touches and I press the opposite key, it "glitches through". My actual game has many walls, and the player will touch them many times, and I can't afford letting the player go through them. The code-problem illustrated: When the player goes towards the wall (Fine). When the player goes towards the wall and press the opposite direction. (It glitches through). Here is the logic I've designed before implementing it: I don't know any other method, and I really just want to have walls fixed in a grid, but move by 1 or 2 or 3 pixels (Slowly) and have perfect collision without glitching-possibilities. What do you suggest?

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  • Progressive Enhancement with box-shadow

    - by toby
    I would like to use WebKit's box-shadow css property for a little drop-down. The code would look like: .drop_down{ -webkit-box-shadow: 1px 1px 4px #888; box-shadow: 1px 1px 4px #888; } However, for browsers that do not have this capability, I would like to use borders to approximate this drop shadow, like so: .drop_down{ border-top: 1px solid #bbb; border-left: 1px solid #bbb; border-right: 2px solid #bbb; border-bottom: 2px solid #bbb; } The problem is, I don't want the border-based shadow to show up for the browsers that DO support box-shadow. I would like to avoid browser sniffing because I assume it's hard to cover all the cases. What is the simplest way to do this? I prefer a javascript-less solution, but I will consider simple javascript-based ones too.

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  • horizontal scroll bar of IE and input text box

    - by sharpboy2008
    I have a situation, where I have a text input box in IE(input type='text') But the horizontal scroll bar of IE will be shown when it has lots of texts , and the box is not fixed-size. What I would like to have is: 1. The input box should accommodate the whole text(not fixed -size). the horizontal scroll bar of IE will not be shown.

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  • CSS3 box-shadow + inset + RGBA

    - by mkotechno
    I'm doing some tests with new features of CSS3, but this combination only works in lastest versions of Chrome and Firefox, but not in Safari or Opera: box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); -webkit-box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); -moz-box-shadow: inset 0px -10px 20px 0px rgba(0, 0, 0, 0.5); I really don't know if they fails in the box-shadow itself, in the inset parameter, or in RGBA color. It's a syntax error or simply Safari and Opera lacks on this?

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  • CSS3 Box Shadow Fade Out Effect

    - by Eric Bergman
    Is it possible to achieve a Fadeout effect with CSS3 Box Shadow? Here's what I have so far? This only adds inset shadow to the vertical sides but I need to achieve a fade out effect at the top. -moz-box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; -webkit-box-shadow: inset 5px 0 5px -5px #a4a4a4, inset -5px 0 5px -5px #a4a4a4; box-shadow: inset 5px 0 7px -5px #a4a4a4, inset -5px 0 7px -5px #a4a4a4; See the image below to see the Expected Results and what I currently have.

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  • Does the box API require case-sensitive booleans?

    - by Nick Chadwick
    I'm having some issues with the box.com developer API, and it seems that this is due to the API requiring lower-case booleans in request parameters. When I make a call to say, delete a folder, the URI my framework is generating looks like this: (DELETE) https://api.box.com/2.0/folders/1234?recursive=True This doesn't work, and the API throws an error. However, if I manually set the URI to this: (DELETE) https://api.box.com/2.0/folders/1234?recursive=true Everything seems to work just fine. I'd like to confirm that this is indeed the behavior, and if it is, I'd like to request box fix their API!

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