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  • How to configure Logitech Marble trackball

    - by user27189
    You can configure it using xinput. I tested this in 11.10 and it works very nicely. This selection is from "Ubuntuwiki" Avoid using Hal for this release because it has known issues. Put the following into terminal, using gedit: Edit $HOME/bin/trackball.sh using this command: gedit $HOME/bin/trackball.sh Then paste this into the file: #!/bin/bash dev="Logitech USB Trackball" we="Evdev Wheel Emulation" xinput set-int-prop "$dev" "$we Button" 8 8 xinput set-int-prop "$dev" "$we" 8 1 # xinput set-int-prop "$dev" "$we" 8 1 # xinput set-int-prop "$dev" "$we Button" 8 9 # xinput set-int-prop "$dev" "$we X Axis" 8 6 7 # xinput set-int-prop "$dev" "$we Y Axis" 8 4 5 # xinput set-int-prop "$dev" "Drag Lock Buttons" 8 8 Make sure trackball.sh begins with #!/bin/bash. Make the script executable by running this: chmod +x $HOME/bin/trackball.sh` Add the following lines to $HOME/.bashrc, using gedit $HOME/.bashrc and put this in the file even if it is empty: xmodmap $HOME/.Xmodmap > /dev/null 2>&1 $HOME/bin/trackball.sh Edit $HOME/.Xmodmap using: gedit $HOME/.Xmodmap pointer = 1 8 3 4 5 6 7 9 Log out and back in and viola!

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  • Falling CCSprites

    - by Coder404
    Im trying to make ccsprites fall from the top of the screen. Im planning to use a touch delegate to determine when they fall. How could I make CCSprites fall from the screen in a way like this: -(void)addTarget { Monster *target = nil; if ((arc4random() % 2) == 0) { target = [WeakAndFastMonster monster]; } else { target = [StrongAndSlowMonster monster]; } // Determine where to spawn the target along the Y axis CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target z:1]; // Determine speed of the target int minDuration = target.minMoveDuration; //2.0; int maxDuration = target.maxMoveDuration; //4.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2, actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 1; [_targets addObject:target]; } This code makes CCSprites move from the right side of the screen to the left. How could I change this to make the CCSprites to move from the top of the screen to the bottom?

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  • Java : 2D Collision Detection

    - by neko
    I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed. The problem I'm having is how to adjust a player to obstacles when it collides. I'm referencing this link. The player sometime does not get adjusted to obstacles. Also, it sometimes stuck in obstacle guy after colliding. Here, the player and the obstacle are inheriting super class Sprite I can detect collision between the two rectangles and the point by ; public Point getSpriteCollision(Sprite sprite, double newX, double newY) { // set each rectangle Rectangle spriteRectA = new Rectangle( (int)getPosX(), (int)getPosY(), getWidth(), getHeight()); Rectangle spriteRectB = new Rectangle( (int)sprite.getPosX(), (int)sprite.getPosY(), sprite.getWidth(), sprite.getHeight()); // if a sprite is colliding with the other sprite if (spriteRectA.intersects(spriteRectB)){ System.out.println("Colliding"); return new Point((int)getPosX(), (int)getPosY()); } return null; } and to adjust sprites after a collision: // Update the sprite's conditions public void update() { // only the player is moving for simplicity // collision detection on x-axis (just x-axis collision detection at this moment) double newX = x + vx; // calculate the x-coordinate of sprite move Point sprite = getSpriteCollision(map.getSprite().get(1), newX, y);// collision coordinates (x,y) if (sprite == null) { // if the player is no colliding with obstacle guy x = newX; // move } else { // if collided if (vx > 0) { // if the player was moving from left to right x = (sprite.x - vx); // this works but a bit strange } else if (vx < 0) { x = (sprite.x + vx); // there's something wrong with this too } } vx=0; y+=vy; vy=0; } I think there is something wrong in update() but cannot fix it. Now I only have a collision with the player and an obstacle guy but in future, I'm planning to have more of them and making them all collide with each other. What would be a good way to do it? Thanks in advance.

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  • Extracting Frustum Planes (Hartmann & Gribbs method)

    - by DAVco
    I have been grappling with the Hartmann/Gribbs method of extracting the Frustum planes for some time now, with little success. There doesn't appear to be a "definitive" topic or tutorial which combines all the necessary information, so perhaps this can be it First of all, I am attempting to do this in C# (For Playstation Mobile), using OpenGL style Column-Major matrices in a Right-Handed coordinate system but obviously the math will work in any language. My projection matrix has a Near plane at 1.0, Far plane at 1000, FOV of 45.0 and Aspect of 1.7647. I want to get my planes in World-Space, so I build my frustum from the View-Projection Matrix (that's projectionMatrix * viewMatrix). The view Matrix is the inverse of the camera's World-Transform. The problem is; regardless of what I tweak, I can't seem to get a correct frustum. I think that I may be missing something obvious. Focusing on the Near and Far planes for the moment (since they have the most obvious normals when correct), when my camera is positioned looking down the negative z-axis, I get two planes facing in the same direction, rather than opposite directions. If i strafe my camera left and right (while still looking along the z axis) the x value of the normal vector changes. Obviously, something is fundamentally wrong here; I just can't figure out what - maybe someone here can?

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  • Calculating up-vector to avoid gimbal lock using euler angles

    - by jessejuicer
    I wish to orbit a camera around a sphere, yet the problem is that when the camera rotates so that it is at the north pole (and pointing down) or the south pole (and pointing up) of the sphere the camera doesn't handle itself very well. It spins rapidly until arriving 180 degrees in the opposite direction. I believe this is known as gimbal lock. I understand you can avoid this problem using quaternions. But I also read in another forum that it's possible to avoid this easily using euler angles as well. Which I would prefer to do. It was said that all you need to do is "calculate a proper up-vector every frame, and that avoids the problem entirely." Well, I tried aligning the up-vector with the vertical axis of the camera whenever the camera changed orientation, but this didn't seem to work. Meaning that the up-vector followed exactly the orientation of the camera's y-axis (or it's up vector), instead of using a constant up-vector aligned to the up-vector of the world (0, 1, 0). How exactly do I go about calculating a proper up-vector as my camera orientation changes to avoid the gimbal lock problem mentioned above?

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • How can I determine the first visible tile in an isometric perspective?

    - by alekop
    I am trying to render the visible portion of a diamond-shaped isometric map. The "world" coordinate system is a 2D Cartesian system, with the coordinates increasing diagonally (in terms of the view coordinate system) along the axes. The "view" coordinates are simply mouse offsets relative to the upper left corner of the view. My rendering algorithm works by drawing diagonal spans, starting from the upper right corner of the view and moving diagonally to the right and down, advancing to the next row when it reaches the right view edge. When the rendering loop reaches the lower left corner, it stops. There are functions to convert a point from view coordinates to world coordinates and then to map coordinates. Everything works when rendering from tile 0,0, but as the view scrolls around the rendering needs to start from a different tile. I can't figure out how to determine which tile is closest to the upper right corner. At the moment I am simply converting the coordinates of the upper right corner to map coordinates. This works as long as the view origin (upper right corner) is inside the world, but when approaching the edges of the map the starting tile coordinate obviously become invalid. I guess this boils down to asking "how can I find the intersection between the world X axis and the view X axis?"

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • 3D Box Collision Data Import

    - by cboe
    I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem to be somewhat the standard. Detecting the center is no problem so I'm gonna leave these out here. My problem however is importing the data from a 3D file. Say I've placed a box with 2 units length on each side aligned to the world axis. The logic results here are extents of 1,1,1 and I use an identity matrix for rotation - easy. However I'm stuck when I rotate the box in the 3D program, say 30 degrees each axis. How would I parse the box? I only have these 8 vertices as information, and I guess what I would need to do is to find out the rotation of said box, apply it to the vertices so they are aligned to world axes and then calculate the extents out of that. How do I get the rotation of the box when I only have the vertex information of the box available?

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  • Collision Detection, player correction

    - by DoomStone
    I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but in my case they are all 16x16. When my player runs along the mapobjects or tiles, it get verry jaggy. The player is unable to move right, and will get warped forward when moving left. I have found the problem, and that is my collision detection will move the player left/right if colliding the object from the side, and up/down if collision from up/down. Now imagine that my player is sitting on 2 tiles, at (10,12) and (11,12), and the player is mostly standing on the (11,12) tile. The collision detection will first run on then (10,12) tile, it calculates the collision depth, and finds that is is a collision from the side, and therefore move the object to the right. After, it will do the collision detection with (11,12) and it will move the character up. So the player will not fall down, but are unable to move right. And when moving left, the same problem will make the player warp forward. This problem have been bugging me for a few days now, and I just can't find a solution! Here is my code that does the collision detection. public void ApplyObjectCollision(IPhysicsObject obj, List<IComponent> mapObjects, TileMap map) { PhysicsVariables physicsVars = GetPhysicsVariables(); Rectangle bounds = ((IComponent)obj).GetBound(); int leftTile = (int)Math.Floor((float)bounds.Left / map.GetTileSize()); int rightTile = (int)Math.Ceiling(((float)bounds.Right / map.GetTileSize())) - 1; int topTile = (int)Math.Floor((float)bounds.Top / map.GetTileSize()); int bottomTile = (int)Math.Ceiling(((float)bounds.Bottom / map.GetTileSize())) - 1; // Reset flag to search for ground collision. obj.IsOnGround = false; // For each potentially colliding tile, for (int y = topTile; y <= bottomTile; ++y) { for (int x = leftTile; x <= rightTile; ++x) { IComponent tile = map.Get(x, y); if (tile != null) { bounds = HandelCollision(obj, tile, bounds, physicsVars); } } } // Handel collision for all Moving objects foreach (IComponent mo in mapObjects) { if (mo == obj) continue; if (mo.GetBound().Intersects(((IComponent)obj).GetBound())) { bounds = HandelCollision(obj, mo, bounds, physicsVars); } } } private Rectangle HandelCollision(IPhysicsObject obj, IComponent objb, Rectangle bounds, PhysicsVaraibales physicsVars) { // If this tile is collidable, SpriteCollision collision = ((IComponent)objb).GetCollisionType(); if (collision != SpriteCollision.Passable) { // Determine collision depth (with direction) and magnitude. Rectangle tileBounds = ((IComponent)objb).GetBound(); Vector2 depth = bounds.GetIntersectionDepth(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 == SpriteCollision.Platform) { // If we crossed the top of a tile, we are on the ground. if (obj.PreviousBound.Bottom <= tileBounds.Top) obj.IsOnGround = true; // Ignore platforms, unless we are on the ground. if (collision == SpriteCollision.Impassable || obj.IsOnGround) { // Resolve the collision along the Y axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X, ((IComponent)obj).Position.Y + depth.Y); // If we hit something about us, remove all velosity upwards if (depth.Y > 0 && obj.IsJumping) { obj.Velocity = new Vector2(obj.Velocity.X, 0); obj.JumpTime = physicsVars.MaxJumpTime; } // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } else if (collision == SpriteCollision.Impassable) // Ignore platforms. { // Resolve the collision along the X axis. ((IComponent)obj).Position = new Vector2(((IComponent)obj).Position.X + depth.X, ((IComponent)obj).Position.Y); // Perform further collisions with the new bounds. return ((IComponent)obj).GetBound(); } } } return bounds; } Update: I have uploaded the source code, if you want to look that through. I think that my general approach might be wrong when i am working with small tiles, I have also be unable to find any good information on physics and collision detection in Platform games. http://dl.dropbox.com/u/3181816/Sogaard.Games.SuperMario.rar

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  • Why do we use Pythagoras in game physics?

    - by Starkers
    I've recently learned that we use Pythagoras a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagoras! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagoras to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagoras so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • Why do we use the Pythagorean theorem in game physics?

    - by Starkers
    I've recently learned that we use Pythagorean theorem a lot in our physics calculations and I'm afraid I don't really get the point. Here's an example from a book to make sure an object doesn't travel faster than a MAXIMUM_VELOCITY constant in the horizontal plane: MAXIMUM_VELOCITY = <any number>; SQUARED_MAXIMUM_VELOCITY = MAXIMUM_VELOCITY * MAXIMUM_VELOCITY; function animate(){ var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; x_velocity = x_velocity / scalar; z_velocity = x_velocity / scalar; } } Let's try this with some numbers: An object is attempting to move 5 units in x and 5 units in z. It should only be able to move 5 units horizontally in total! MAXIMUM_VELOCITY = 5; SQUARED_MAXIMUM_VELOCITY = 5 * 5; SQUARED_MAXIMUM_VELOCITY = 25; function animate(){ var x_velocity = 5; var z_velocity = 5; var squared_horizontal_velocity = (x_velocity * x_velocity) + (z_velocity * z_velocity); var squared_horizontal_velocity = 5 * 5 + 5 * 5; var squared_horizontal_velocity = 25 + 25; var squared_horizontal_velocity = 50; // if( squared_horizontal_velocity <= SQUARED_MAXIMUM_VELOCITY ){ if( 50 <= 25 ){ scalar = squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY; scalar = 50 / 25; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Now this works well, but we can do the same thing without Pythagoras: MAXIMUM_VELOCITY = 5; function animate(){ var x_velocity = 5; var z_velocity = 5; var horizontal_velocity = x_velocity + z_velocity; var horizontal_velocity = 5 + 5; var horizontal_velocity = 10; // if( horizontal_velocity >= MAXIMUM_VELOCITY ){ if( 10 >= 5 ){ scalar = horizontal_velocity / MAXIMUM_VELOCITY; scalar = 10 / 5; scalar = 2.0; x_velocity = x_velocity / scalar; x_velocity = 5 / 2.0; x_velocity = 2.5; z_velocity = z_velocity / scalar; z_velocity = 5 / 2.0; z_velocity = 2.5; // new_horizontal_velocity = x_velocity + z_velocity // new_horizontal_velocity = 2.5 + 2.5 // new_horizontal_velocity = 5 } } Benefits of doing it without Pythagoras: Less lines Within those lines, it's easier to read what's going on ...and it takes less time to compute, as there are less multiplications Seems to me like computers and humans get a better deal without Pythagorean theorem! However, I'm sure I'm wrong as I've seen Pythagoras' theorem in a number of reputable places, so I'd like someone to explain me the benefit of using Pythagorean theorem to a maths newbie. Does this have anything to do with unit vectors? To me a unit vector is when we normalize a vector and turn it into a fraction. We do this by dividing the vector by a larger constant. I'm not sure what constant it is. The total size of the graph? Anyway, because it's a fraction, I take it, a unit vector is basically a graph that can fit inside a 3D grid with the x-axis running from -1 to 1, z-axis running from -1 to 1, and the y-axis running from -1 to 1. That's literally everything I know about unit vectors... not much :P And I fail to see their usefulness. Also, we're not really creating a unit vector in the above examples. Should I be determining the scalar like this: // a mathematical work-around of my own invention. There may be a cleverer way to do this! I've also made up my own terms such as 'divisive_scalar' so don't bother googling var divisive_scalar = (squared_horizontal_velocity / SQUARED_MAXIMUM_VELOCITY); var divisive_scalar = ( 50 / 25 ); var divisive_scalar = 2; var multiplicative_scalar = (divisive_scalar / (2*divisive_scalar)); var multiplicative_scalar = (2 / (2*2)); var multiplicative_scalar = (2 / 4); var multiplicative_scalar = 0.5; x_velocity = x_velocity * multiplicative_scalar x_velocity = 5 * 0.5 x_velocity = 2.5 Again, I can't see why this is better, but it's more "unit-vector-y" because the multiplicative_scalar is a unit_vector? As you can see, I use words such as "unit-vector-y" so I'm really not a maths whiz! Also aware that unit vectors might have nothing to do with Pythagorean theorem so ignore all of this if I'm barking up the wrong tree. I'm a very visual person (3D modeller and concept artist by trade!) and I find diagrams and graphs really, really helpful so as many as humanely possible please!

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  • difficulties in developing gantt chart using jquery plugins

    - by Lina
    Hi, I'm trying to develop a gantt like chart using jquery plugins and asp.net mvc2... on the y-axis i like to have names of people to whom tasks will be assigned... while on the x-axis i like to have the tasks... i haven't found good plugins for this...so any suggestions??? it is also important to have more than 1 task on a row, i.e. sam kan have more than 1 task on the same row... i'm thankful for your help Lina

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  • axis2 web service behave differently when tested with web service client or with local test class

    - by Stefano
    Hello I need to update a facade to some web service proxy classes to a third party web service, and expose them as a service. This for two reason : to maintain the same interface for all application that need to use the system : actually its migrating and there are a few differences in the third party ws (method names); and to expose a simplified interface. The third party has provided me with a manual and some pregenerated proxy classes to their service (the java file says generated with axis2 1,4) . I've used netbeans 6.8 and the axis2 plugin to create an axis2 service . This service contains the proxy classes and the facade class which instantiate the web service proxy and calls its method; the facade class is exposed as service. I've used axis2 1.4 (at beginnig and later 1.5 ) and tomcat 6.0. The first test i did was to call the facede methods from inside the project itself and it worked. Then i've created a new project with a jax-ws web service client to call my class deployed on axis2. At this point has happened two strange thing : In the axis2 services page has appeared the third party proxy class as if it were a new service (if i try to get the wsdl axis raises an error ). eg. the proxy interface is named WebServiceAPI (_stub is the concrete class) and , after the first call to my service , i find a new "WebServicesAPI1272968932531_1" service inside axis . The call obvoiusly fail i've began to sniff soap messages with wireshark and i've found they differs when using proxy classes direclty from my facade test class by the messages created after being deployed on axis. i've noticed they differs for the presence of the soap header in the failing message. any help would be greatly appreciated : maybe i messed up something, there might be some incompatibilities or version mistakes? below i've added the signature of the third party proxy, its impementation and the different soap messages: /* * WebServicesAPI.java * This file was auto-generated from WSDL * by the Apache Axis2 version: 1.4 Built on : Apr 26, 2008 (06:24:30 EDT) */ package com.ibm.eci.wsapi; public interface WebServicesAPI { public com.ibm.eci.wsapi.ArrayOfstring getWorkItemHistory( java.lang.String stateKey,java.lang.String logonID,com.ibm.eci.wsapi.RepoItemHandle workItemHandle) throws java.rmi.RemoteException,com.ibm.eci.wsapi.ExceptionException0; ...etc the concrete class is : /** * WebServicesAPIStub.java * * This file was auto-generated from WSDL * by the Apache Axis2 version: 1.4 Built on : Apr 26, 2008 (06:24:30 EDT) */ package com.ibm.eci.wsapi; /* * WebServicesAPIStub java implementation */ public class WebServicesAPIStub extends org.apache.axis2.client.Stub implements WebServicesAPI{ protected org.apache.axis2.description.AxisOperation[] _operations; ... public com.ibm.eci.wsapi.ArrayOfstring getWorkItemHistory( java.lang.String stateKey297,java.lang.String logonID298,com.ibm.eci.wsapi.RepoItemHandle workItemHandle299) throws java.rmi.RemoteException ,com.ibm.eci.wsapi.ExceptionException0{ org.apache.axis2.context.MessageContext _messageContext = null; try{ org.apache.axis2.client.OperationClient _operationClient = _serviceClient.createClient(_operations[0].getName()); _operationClient.getOptions().setAction("\"\""); _operationClient.getOptions().setExceptionToBeThrownOnSOAPFault(true); addPropertyToOperationClient(_operationClient,org.apache.axis2.description.WSDL2Constants.ATTR_WHTTP_QUERY_PARAMETER_SEPARATOR,"&"); // create a message context _messageContext = new org.apache.axis2.context.MessageContext(); // create SOAP envelope with that payload org.apache.axiom.soap.SOAPEnvelope env = null; com.ibm.eci.wsapi.GetWorkItemHistoryE dummyWrappedType = null; env = toEnvelope(getFactory(_operationClient.getOptions().getSoapVersionURI()), stateKey297, logonID298, workItemHandle299, dummyWrappedType, optimizeContent(new javax.xml.namespace.QName("http://wsapi.eci.ibm.com", "getWorkItemHistory"))); //adding SOAP soap_headers _serviceClient.addHeadersToEnvelope(env); // set the message context with that soap envelope _messageContext.setEnvelope(env); // add the message contxt to the operation client _operationClient.addMessageContext(_messageContext); //execute the operation client _operationClient.execute(true); org.apache.axis2.context.MessageContext _returnMessageContext = _operationClient.getMessageContext( org.apache.axis2.wsdl.WSDLConstants.MESSAGE_LABEL_IN_VALUE); org.apache.axiom.soap.SOAPEnvelope _returnEnv = _returnMessageContext.getEnvelope(); java.lang.Object object = fromOM( _returnEnv.getBody().getFirstElement() , com.ibm.eci.wsapi.GetWorkItemHistoryResponseE.class, getEnvelopeNamespaces(_returnEnv)); return getGetWorkItemHistoryResponse_return((com.ibm.eci.wsapi.GetWorkItemHistoryResponseE)object); ... the failing soap message (generated by jax-ws client to the axis deployed service) is : POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Header xmlns:wsa="http://www.w3.org/2005/08/addressing"> <wsa:To>http://n0611049:9083/vbr_wsapi/services/WebServicesAPI.Endpoint</wsa:To> <wsa:MessageID>urn:uuid:A31AD99897F9045E981272964443982</wsa:MessageID><wsa:Action>""</wsa:Action> </soapenv:Header> <soapenv:Body> <ns1:initializeProps xmlns:ns1="http://wsapi.eci.ibm.com"> <props><val>client.locale=it_IT</val> </props> </ns1:initializeProps> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 500 Internal Server Error Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Connection: Close Date: Tue, 04 May 2010 09:16:15 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Header xmlns:wsa="http://www.w3.org/2005/08/addressing"> <wsa:Action>http://www.w3.org/2005/08/addressing/fault</wsa:Action> <wsa:RelatesTo>urn:uuid:A31AD99897F9045E981272964443982</wsa:RelatesTo> <wsa:FaultDetail> <wsa:ProblemAction> <wsa:Action>""</wsa:Action> </wsa:ProblemAction> </wsa:FaultDetail> </soapenv:Header> <soapenv:Body> <soapenv:Fault xmlns:wsa="http://www.w3.org/2005/08/addressing"> <faultcode>wsa:ActionNotSupported</faultcode> <faultstring>The [action] cannot be processed at the receiver.</faultstring> <detail /> </soapenv:Fault> </soapenv:Body> </soapenv:Envelope> the succesful call (generated by my local test class, not being deployed to axis yet) : POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <ns1:initializeProps xmlns:ns1="http://wsapi.eci.ibm.com"> <props> <val>client.locale=it_IT</val> </props> </ns1:initializeProps> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 200 OK Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Date: Tue, 04 May 2010 09:40:03 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <dlwmin:initializePropsResponse xmlns:dlwmin="http://wsapi.eci.ibm.com"> <return>e0e40cc51ceb0adf96c582bb6e047b3d0f</return> </dlwmin:initializePropsResponse> </soapenv:Body> </soapenv:Envelope> POST /vbr_wsapi/services/WebServicesAPI.Endpoint HTTP/1.1 Content-Type: text/xml; charset=UTF-8 SOAPAction: "" User-Agent: Axis2 Host: n0611049:9083 Transfer-Encoding: chunked <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <ns1:logon xmlns:ns1="http://wsapi.eci.ibm.com"> <stateKey>e0e40cc51ceb0adf96c582bb6e047b3d0f</stateKey> <systemID>----</systemID> <authBundle> <password>-----</password> <sealed>false</sealed> <username>---</username> </authBundle> </ns1:logon> </soapenv:Body> </soapenv:Envelope> HTTP/1.1 200 OK Content-Type: text/xml; charset=UTF-8 Content-Language: en-US Transfer-Encoding: chunked Date: Tue, 04 May 2010 09:40:21 GMT Server: WebSphere Application Server/7.0 <?xml version='1.0' encoding='UTF-8'?> <soapenv:Envelope xmlns:soapenv="http://schemas.xmlsoap.org/soap/envelope/"> <soapenv:Body> <dlwmin:logonResponse xmlns:dlwmin="http://wsapi.eci.ibm.com"> <return>e0e40cc51ceb0adf96c582bb6e047b3d10</return> </dlwmin:logonResponse> </soapenv:Body> </soapenv:Envelope> ... goes on with other calls

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  • MS Chart control with WPF C#

    - by Birgir Hrafn Sigurðsson
    Hello, Ive got a MS Chart control and it works just fine except that I can't figure out how to "format" the Y-Axis. I am adding a lot of double numbers into a Serie but when the double numb are actually whole numbers (20.000000.....) the Y-Axis on my chart shows 20. example: this serie : 12.32 11.00 10.13 would actually show up like this: 12.32 11 10.13 I have tried formatting the data as I insert it into the serie like this: serie.Points.AddXY(date.ToString(),double[i].ToString("##.##")); but that doesn't seem to work. I've tried to search for a place to format it in Chart.Series[0].* and Chart.ChartAreas[0].* but I didn't find it there. Thanks in advance, Regards, Birgir Hrafn

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  • Convert javascript ticks to date in Flot jQuery-plugin issue

    - by Kasper Skov
    I have a dynamic Flot graph with dates on the x-axis and numbers on the y-axis. To get the Flot-plugin to read the date object correctly, I had to convert the dates to ticks (with getTime()). My problem is that I can't revers the ticks back to a normal date in my tooltip hover on the graph. I've tried to revers it with this: dateTimeObject = new Date((jsTicks - 621355968000000000) / 10000); All I get, no matter what jsTicks is, is "Jan 02 0001 hh:mm:ss (almost current time)" What am I doing wrong?

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  • Regarding BMA-150 Acceleration sensor

    - by vinaykumar
    Hi all, At present i am working on hal part of sensors in android sdk, we are using 3- Axis BMA-150 Accelerometer sensor to get acceleration values with respect to X,y,Z Axis, I want to know whether this sensor will give o/p directly in SI units by using some calibration techniques or what ? , and i noticed that in sensor.c file they mentioned 720.0 LSG = 1G(9.8 m/s2), what is the relation between LSG and acceleration due to gravity? what is meant by LSG why they are multiplying the o/p of accelerometer x,y,z valuse with 9.8/720.0f . please help on this part . Thanks Vinay

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  • Log axis2 client requests and responses

    - by Manuel Darveau
    I would like to log all requests/responses made by an axis2 client. I tried to create a file called client-config.wsdd as describer in http://code.google.com/support/bin/answer.py?hl=en&answer=15137 but without success (I don't get a log file). Requests are made over https and I am not sure if it matters. I tried <transport name="http" pivot="java:org.apache.axis.transport.http.HTTPSender"/> and <transport name="https" pivot="java:org.apache.axis.transport.http.HTTPSender"/> without success.

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  • MS Chart control with WPF

    - by Birgir Hrafn Sigurðsson
    Ive got a MS Chart control and it works just fine except that I can't figure out how to "format" the Y-Axis. I am adding a lot of double numbers into a Serie but when the double numb are actually whole numbers (20.000000.....) the Y-Axis on my chart shows 20. example: this serie : 12.32 11.00 10.13 would actually show up like this: 12.32 11 10.13 I have tried formatting the data as I insert it into the serie like this: serie.Points.AddXY(date.ToString(),double[i].ToString("##.##")); but that doesn't seem to work. I've tried to search for a place to format it in Chart.Series[0].* and Chart.ChartAreas[0].* but I didn't find it there.

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  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

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  • Is there a good charting library for iPhone?

    - by Mike Akers
    I have a need to render and display charts (bar charts for now, but more types may be needed later) in an iPhone app I'm working on. I've done some looking around and it doesn't look like there are any really good, mature charting libraries for iPhone yet. I've also looked for something written for Cocoa on the Mac that can be adapted, but haven't found anything great yet. Anybody dealt with this before? Any recommendations? I did find Core Plot, but it seems to be in the early stages of development. Edit to add some details of requirements (as they currently stand ;) ) Bar Charts Horizontal bar charts Double stacked bar charts Axis labels (including rotated 90 degrees on the y axis) Labels above each bar on the chart Shaded or custom backgrounds

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  • Help understanding how to make a bar chart using ggplot2

    - by celenius
    I'm trying to use the bar_geom function of ggplot2, but I can't understand how to use it. I've made a small sample of my code to show what I am trying to do: library(ggplot2) # sample data sampleData = data.frame( v1=c('a','b','c','d','e', 'f','g', 'h', 'i','j'), v2=c(1:10) ) sampleData$Names = data.frame( Names = paste(sampleData$v1, sampleData$v2, sep="") ) sampleData$Values = c(1:10) # make plot x = sampleData$Values y = sampleData$Names qplot( x, y, data = sampleData, geom="bar" ) I want sampleData$Names to be on the x-axis of my graph, labeling each bar and and sampleData$Values to scale the bar height. I want the y-axis to be specified as a range. I realize that I don't understand how ggplot2 functions as this small example does not work, yet my other example is generating a plot but I cannot specify a y-range as it considers the variables to be categorical.

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  • SQLServer 2008 Pivot

    - by Mitch
    I need to show some information in a graph, the data is held in a SQL Server 2008 table. The graph is expecting 2 columns, one for QuestionNumber and the other for Score. The table containing the data has column names that correspond to the question numbers ie A1, A2, A3, A4, B1, B2, B3, B4, C1, C2. Each question is given a score of 1 to 5. I need to show a graph where the X axis shows A1, A2, A3 etc and the Y axis shows the score. I'm thinking I somehow need to rotate the data to achive this, but I'm not sure how. Maybe a different technique can acheive this rather that a Rotate, so I'm open to any ideas.

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  • How to properly manage multi-level SUBDIRS in Makefile.am:s?

    - by Jukka Dahlbom
    Working on platform WinXP with MinGW (gcc4.4) / MSYS, I am trying to get autotools build working for Apache Axis C, which does not support MinGW yet. A common issue automake complains about is caused by following lines in various Makefile.am:s axis-c-trunk/src/core/Makefile.am: SUBDIRS = [other child dirs] deployment transport/http/util transport/http/common engine transport The intent of this line is to force the order of building so that transport/http/util and transport/http/common are build before the engine directory, and building rest of the transport after engine is build. This line causes the following error when running automake under MinGW: src/core/Makefile.am:1: directory should not contain `/' Now, what would be the correct way of directly including grandchildren directories so that it would functionally work like ordinary SUBDIRS inclusion for immediate child directories?

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  • How to center an R plot

    - by ConnorG
    I'm working on visualizing a matrix in R (almost exactly like http://reference.wolfram.com/mathematica/ref/MatrixPlot.html), and I've been using image(<matrix>,axes=FALSE) to draw the picture. However, I noticed that with the y-axis turned off, the plot isn't centered--the space is still there for the axis ticks + label. I can finagle some centering with par(oma=c(0,0,0,2.5)) but this seems inefficient and error-prone (if my matrix were to change dimensions/become non-square). Is there a better way to force the graphic to center? The right hand margin is significantly smaller than the left.

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