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  • How do I identify mouse clicks versus mouse down in games?

    - by Tristan
    What is the most common way of handling mouse clicks in games? Given that all you have in way of detecting input from the mouse is whether a button is up or down. I currently just rely on the mouse down being a click, but this simple approach limits me greatly in what I want to achieve. For example I have some code that should only be run once on a mouse click, but using mouse down as a mouse click can cause the code to run more then once depending on how long the button is held down for. So I need to do it on a click! But what is the best way to handle a click? Is a click when the mouse goes from mouse up to down or from down to up or is it a click if the button was down for less then x frames/milliseconds and then if so, is it considered mouse down and a click if its down for x frames/milliseconds or a click then mouse down? I can see that each of the approaches can have their uses but which is the most common in games? And maybe i'll ask more specifically which is the most common in RTS games?

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  • Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

    - by michael.bartnett
    Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get is surface normals for the collider that you hit. Here's a screenshot to illustrate. The red line is from ContactPoint.normal and the blue line is from RaycastHit.normal. Is this an instance of Unity hiding information to provide a simplified API? Or do standard 3D realtime collision detection techniques just not collect this information? And for the second part of the question, what's a surefire and relatively efficient way to get a surface normal for a collision? I know that raycasting gives you surface normals, but it seems I need to do several raycasts to accomplish this for all scenarios (maybe a contact point/normal combination misses the collider on the first cast, or maybe you need to do some average of all the contact points' normals to get the best result). My current method: Back up the Collision.contacts[0].point along its hit normal Raycast down the negated hit normal for float.MaxValue, on Collision.collider If that fails, repeat steps 1 and 2 with the non-negated normal If that fails, try steps 1 to 3 with Collision.contacts[1] Repeat 4 until successful or until all contact points exhausted. Give up, return Vector3.zero. This seems to catch everything, but all those raycasts make me queasy, and I'm not sure how to test that this works for enough cases. Is there a better way?

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  • XNA Guide text input - maximum length

    - by simonalexander2005
    so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input whatever they like and trim it later - so how would I go about limiting what they can input in the text box itself? I have the following code: public string GetKeyboardInput(string title, string description, string defaultText, int maxLength) { if (input.CheckCancel()) { useKeyboardResult = false; KeyboardResult = null; } if (KeyboardResult == null && !Guide.IsVisible) { KeyboardResult = Guide.BeginShowKeyboardInput(PlayerIndex.One, title, description, defaultText, null, null); useKeyboardResult = true; } else if (KeyboardResult != null && KeyboardResult.IsCompleted) { string result = Guide.EndShowKeyboardInput(KeyboardResult); KeyboardResult = null; if (result == null) { useKeyboardResult = false; return null; } if (useKeyboardResult) { KeyboardResult = null; return result; } } else //the user is still entering inputs { } return null; } I assume the code I need would go in that final, empty else{} block, but I can't see any way to do this. Does anyone know how?

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  • (Libgdx) Move Vector2 along angle?

    - by gemurdock
    I have seen several answers on here about moving along angle, but I can't seem to get this to work properly for me and I am new to LibGDX... just trying to learn. These are my Vector2's that I am using for this function. public Vector2 position = new Vector2(); public Vector2 velocity = new Vector2(); public Vector2 movement = new Vector2(); public Vector2 direction = new Vector2(); Here is the function that I use to move the position vector along an angle. setLocation() just sets the new location of the image. public void move(float delta, float degrees) { position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set((float) Math.cos(degrees), (float) Math.sin(degrees)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); // Sets location of image } I get a lot of different angles with this, just not the correct angles. How should I change this function to move a Vector2 along an angle using the Vector2 class from com.badlogic.gdx.math.Vector2 within the LibGDX library? I found this answer, but not sure how to implement it. Update: I figured out part of the issue. Should convert degrees to radians. However, the angle of 0 degrees is towards the right. Is there any way to fix this? As I shouldn't have to add 90 to degrees in order to have correct heading. New code is below public void move(float delta, float degrees) { degrees += 90; // Set degrees to correct heading, shouldn't have to do this position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set(MathUtils.cos(degrees * MathUtils.degreesToRadians), MathUtils.sin(degrees * MathUtils.degreesToRadians)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); }

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  • glm quaternion camera rotating on wrong axis

    - by Jarrett
    I'm trying to get my camera implemented with a glm::quat used to store the rotation. However, whenever I do circles with the mouse, the camera rotates along the axis I am viewing (i.e. I think it's called the target axis). For example, if I rotated the mouse in a clockwise fashion, the camera rotates clockwise around the axis. I initialize my quaternion like so: void Camera::initialize() { orientationQuaternion_ = glm::quat(); orientationQuaternion_ = glm::normalize(orientationQuaternion_); } I rotate like so: void Camera::rotate(const glm::detail::float32& degrees, const glm::vec3& axis) { orientationQuaternion_ = orientationQuaternion_ * glm::normalize(glm::angleAxis(degrees, axis)); } and I set the viewMatrix like so: void Camera::render() { glm::quat temp = glm::conjugate(orientationQuaternion_); viewMatrix_ = glm::mat4_cast(temp); viewMatrix_ = glm::translate(viewMatrix_, glm::vec3(-pos_.x, -pos_.y, -pos_.z)); } The only axis' I actually try to rotate are the X and Y axis (i.e. (1,0,0) and (0,1,0)). Anyone have any idea why I see my camera rotating around the target axis?

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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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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • Cocos2d-x 3.0 animation frame by frame

    - by Narek
    As I know animations are actions. Now I need to play animation frame by frame. Say I have an animation from N frames. each frame should be played after t delay. Now I want to play animation frame by frame, each frame advance the animation's state. How I can do this? And what about playing actions frame by frame advancing the state in general. I ask because I use ECS, and I deal with frames. P.S. I want to do something like this: Action * a = MoveTo(initialPoint, finalPoint, durationOfAnimation); a->play(0.001 seconds); a->play(0.003 seconds); a->play(0.02 seconds); a->play(0.67 seconds); a->play(0.06 seconds); And see the animation.

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  • How to label a cuboid?

    - by usha
    Hi this is how my 3dcuboid looks, I have attached the complete code. I want to label this cuboid using different names across sides, how is this possible using opengl on android? public class MyGLRenderer implements Renderer { Context context; Cuboid rect; private float mCubeRotation; // private static float angleCube = 0; // Rotational angle in degree for cube (NEW) // private static float speedCube = -1.5f; // Rotational speed for cube (NEW) public MyGLRenderer(Context context) { rect = new Cuboid(); this.context = context; } public void onDrawFrame(GL10 gl) { // TODO Auto-generated method stub gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glLoadIdentity(); // Reset the model-view matrix gl.glTranslatef(0.2f, 0.0f, -8.0f); // Translate right and into the screen gl.glScalef(0.8f, 0.8f, 0.8f); // Scale down (NEW) gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); // gl.glRotatef(angleCube, 1.0f, 1.0f, 1.0f); // rotate about the axis (1,1,1) (NEW) rect.draw(gl); mCubeRotation -= 0.15f; //angleCube += speedCube; } public void onSurfaceChanged(GL10 gl, int width, int height) { // TODO Auto-generated method stub if (height == 0) height = 1; // To prevent divide by zero float aspect = (float)width / height; // Set the viewport (display area) to cover the entire window gl.glViewport(0, 0, width, height); // Setup perspective projection, with aspect ratio matches viewport gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix gl.glLoadIdentity(); // Reset projection matrix // Use perspective projection GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix gl.glLoadIdentity(); // Reset } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // TODO Auto-generated method stub gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance }} public class Cuboid{ private FloatBuffer mVertexBuffer; private FloatBuffer mColorBuffer; private ByteBuffer mIndexBuffer; private float vertices[] = { //width,height,depth -2.5f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -2.5f, 1.0f, -1.0f, -2.5f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -2.5f, 1.0f, 1.0f }; private float colors[] = { // R,G,B,A COLOR 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; private byte indices[] = { // VERTEX 0,1,2,3,4,5,6,7 REPRESENTATION FOR FACES 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; public Cuboid() { ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mVertexBuffer = byteBuf.asFloatBuffer(); mVertexBuffer.put(vertices); mVertexBuffer.position(0); byteBuf = ByteBuffer.allocateDirect(colors.length * 4); byteBuf.order(ByteOrder.nativeOrder()); mColorBuffer = byteBuf.asFloatBuffer(); mColorBuffer.put(colors); mColorBuffer.position(0); mIndexBuffer = ByteBuffer.allocateDirect(indices.length); mIndexBuffer.put(indices); mIndexBuffer.position(0); } public void draw(GL10 gl) { gl.glFrontFace(GL10.GL_CW); gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE, mIndexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_COLOR_ARRAY); } } public class Draw3drect extends Activity { private GLSurfaceView glView; // Use GLSurfaceView // Call back when the activity is started, to initialize the view @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); glView = new GLSurfaceView(this); // Allocate a GLSurfaceView glView.setRenderer(new MyGLRenderer(this)); // Use a custom renderer this.setContentView(glView); // This activity sets to GLSurfaceView } // Call back when the activity is going into the background @Override protected void onPause() { super.onPause(); glView.onPause(); } // Call back after onPause() @Override protected void onResume() { super.onResume(); glView.onResume(); } }

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  • Unity: Spin wheels to move vehicle

    - by Paul Manta
    I am just getting started with Unity and I'd like to ask a question. If I have a "Vehicle" object that has two children: "FrontWheel" and "BackWheel" (both 'wheels' are cylinders), how should I set everything up such that I can move the entire vehicle by turning its wheels? When I apply a torque to "FrontWheel", the vehicle starts to move, but instead of the whole thing the moving together, the chassis is rolling on the cylinders and eventually falls off. How can I prevent it from doing that?

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  • apply non-hierarchial transforms to hierarchial skeleton?

    - by user975135
    I use Blender3D, but the answer might not API-exclusive. I have some matrices I need to assign to PoseBones. The resulting pose looks fine when there is no bone hierarchy (parenting) and messed up when there is. I've uploaded an archive with sample blend of the rigged models, text animation importer and a test animation file here: http://www.2shared.com/file/5qUjmnIs/sample_files.html Import the animation by selecting an Armature and running the importer on "sba" file. Do this for both Armatures. This is how I assign the poses in the real (complex) importer: matrix_bases = ... # matrix from file animation_matrix = matrix_basis * pose.bones['mybone'].matrix.copy() pose.bones[bonename].matrix = animation_matrix If I go to edit mode, select all bones and press Alt+P to undo parenting, the Pose looks fine again. The API documentation says the PoseBone.matrix is in "object space", but it seems clear to me from these tests that they are relative to parent bones. Final 4x4 matrix after constraints and drivers are applied (object space) I tried doing something like this: matrix_basis = ... # matrix from file animation_matrix = matrix_basis * (pose.bones['mybone'].matrix.copy() * pose.bones[bonename].bone.parent.matrix_local.copy().inverted()) pose.bones[bonename].matrix = animation_matrix But it looks worse. Experimented with order of operations, no luck with all. For the record, in the old 2.4 API this worked like a charm: matrix_basis = ... # matrix from file animation_matrix = armature.bones['mybone'].matrix['ARMATURESPACE'].copy() * matrix_basis pose.bones[bonename].poseMatrix = animation_matrix pose.update() Link to Blender API ref: http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.BlendData.html#bpy.types.BlendData http://www.blender.org/documentation/blender_python_api_2_63_17/bpy.types.PoseBone.html#bpy.types.PoseBone

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  • Pix for visual studio express 2012 (Desktop)

    - by JohnB
    (Originally asked on stackoverflow) Using visual c++ express 2010 for direct3d you have to download the directX sdk and there is a tool called pix for debugging shaders, looking at 3d resources etc. With visual studio 2012 express the directx sdk is included in the windows sdk that comes with it but this does not seem to include the winpix.exe tool. Is this very useful tool still available? I guess I can still use the one from the previous sdk but it seems wrong to install the entire sdk just for that tool. Is there a version for VS2012 express that I'm missing?

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  • How do I add shadow mapping?

    - by Jasper Creyf
    How do I add shadow mapping? I don't care if it uses GLSL it just has to work. I have been searching on stencil shadows and shadow mapping, all the examples given did nothing, if you don't understand that it means not even a single shadow is even being rendered. If you know how to add stencil shadows or shadow mapping, then please show some java code and if you're using GLSL then please show the code for them too.

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  • Billboarding restricted to an axis (cylindrical)

    - by user8709
    I have succesfully created a GLSL shader for a billboarding effect. I want to tweak this to restrict the billboarding to an arbitrary axis, i.e. a billboarded quad only rotates itself about the y-axis. I use the y-axis as an example, but essentially I would like this to be an arbitrary axis. Can anyone show me how to modify my existing shader below, or if I need to start from scratch, point me towards some resources that could be helpful? precision mediump float; uniform mat4 u_modelViewProjectionMat; uniform mat4 u_modelMat; uniform mat4 u_viewTransposeMat; uniform vec3 u_axis; // <------------ !!! the arbitrary axis to restrict rotation around attribute vec3 a_position0; attribute vec2 a_texCoord0; varying vec2 v_texCoord0; void main() { vec3 pos = (a_position0.x * u_viewTransposeMat[0] + a_position0.y * u_viewTransposeMat[1]).xyz; vec4 position = vec4(pos, 1.0); v_texCoord0 = a_texCoord0; gl_Position = u_modelViewProjectionMat * position; }

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  • LWJGL Text Rendering

    - by Trixmix
    Currently in my project I am using LWJGL and the Slick2D library to render text onto the screen. Here is a more specific example: Font f = new Font("Times New Roman",Font.BOLD,18); font = new UnicodeFont(f); font.getEffects().add(new ColorEffect(Color.white)); font.addAsciiGlyphs(); try { font.loadGlyphs(); } catch (SlickException e) { e.printStackTrace(); } then i use font.drawString to write onto the screen. This is a quick easy way but it has a lot of disadvantages. for example font.loadGlyphs take a very long time 1-3 seconds. so when i want to change a color or font type then i have to wait 1-3 seconds which means I cannot do it while rendering (ie. cant have different color text on the same screen). My question is what is a better way of drawing multicolored text onto the screen? I use slick2d only for the text rendering so maybe i can fully get rid of the library and draw text some other way... If you have an answer please leave a quick short example. Thanks!

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  • extrapolating object state based on updates

    - by user494461
    I have a networked multi-user collaborative application. To maintain a consistent virtual world, I send updates for objects from a master peer to a guest peer. The update state contains x,y,z coordinates of object center and his rotation matrix(CHAI3d api used a 3x3 matrix) with 30Hz frequency. I want to reduce this update rate and want to send with a reduced update rate. I want a predictor on both peers. When the predicted value is outside, say a error value of 10% in comparison to master peers objects original state the master peer triggers a state update. Now for position I used velocity,position updates so that the guest peer can extrapolate position. Like velocity for position what parameter should I use for rotation extrapolition?

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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  • Trouble with UV Mapping Blender => Unity 3

    - by Lea Hayes
    For some reason I am getting nasty grey edges around the edges of rendered 3D models that are not present in Blender. I seem to be able to solve the problem by reducing the size of the UV coordinates within the part of the texture that is to be mapped. But this means that: I am wasting valuable texture space Loss of accuracy in drawn UV maps Could I be doing something wrong, perhaps a setting in Unity that needs changing? I have watched countless tutorials which demonstrate Blender default generated UV coordinates with "Texture Paint" which are perfectly aligned in Unity. Here is an illustration of the problem: Left: approximately 15 pixels of margin on each side of UV coordinates Right: Approximately 3 pixels of margin on each side of UV coordinates Note: Texture image resolution is 1024x1024

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  • Platformer gravity where gravity is greater than tile size

    - by Sara
    I am making a simple grid-tile-based platformer with basic physics. I have 16px tiles, and after playing with gravity it seems that to get a nice quick Mario-like jump feel, the player ends up moving faster than 16px per second at the ground. The problem is that they clip through the first layer of tiles before collisions being detected. Then when I move the player to the top of the colliding tile, they move to the bottom-most tile. I have tried limiting their maximum velocity to be less than 16px but it does not look right. Are there any standard approaches to solving this? Thanks.

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  • Circular Bullet Spread not Even

    - by SoulBeaver
    I'm creating a bullet shooter much in the style of Touhou. Right now I want to have a very simple circular shot being fired from the enemy. See this picture: As you can see, the spacing is very uneven, which isn't very good if you want to survive. The code I'm using is this: private function shoot() : void { const BULLETS_PER_WAVE : int = 72; var interval : Number = BULLETS_PER_WAVE / 360; for (var i : int = 0; i < BULLETS_PER_WAVE; ++i { var xSpeed : Number = GameConstants.BULLET_NORMAL_SPEED_X * Math.sin(i * interval); var ySpeed : Number = GameConstants.BULLET_NORMAL_SPEED_Y * Math.cos(i * interval); BulletFactory.createNormalBullet(bulletColor_, alice_.center, xSpeed, ySpeed); } canShoot_ = false; cooldownTimer_.start(); } I imagine my mistake is in the sin, cos functions, but I'm not entirely sure what's wrong.

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  • With 2 superposed cameras at different depths and switching their culling masks between layers to implement object-selective antialising:

    - by user36845
    We superposed two cameras, one of which uses AA as post-processing effect (AA filtering is cancelled). The camera with the AA effect has depth 0 and the camera with no effect has depth 1 as can be seen in the 5th and 6th Picture. The objects seen on the left are in layer 1 and the ones on the right are in layer 2. We then wrote a script that switches the culling masks of the cameras between the two layers at the push of buttons 1 and 2 respectively, and accomplishes object-selective antialiasing as seen in the first the three pictures. (The way two cameras separately switch culling masks between layers is illustrated in pictures 7,8 & 9.) HOWEVER, after making the environment 3D (see pictures 1-4), by parenting the 2 cameras under First-Person Controller, we started moving around in the environment and stumbled upon a big issue: When we look at the objects from such an angle as in the 4th Picture and we want to apply antialiasing to the first object (object on the left) which stands closer to our cameras now, the culling mask of 1st camera which is at depth 0, has to be switched to that object’s layer while the second object has to be in the culling mask of the 2nd camera at depth 1. And since the two image outputs of two superposed cameras are laid on top of one another; we obtain the erroneous/unrealistic result of the object farther in the back appearing closer to the camera than the front object (see 4th Picture). We already tried switching depths of cameras so that the 1st camera –with AA- now has depth 1 and the second has depth 0; BUT the camera with the AA effect Works in such a way that it applies the AA effect to its full view. So; the camera with the AA effect always has to remain at the lowest depth and the layer of the object to be antialiased has to be then assigned to the culling mask of the AA camera; otherwise all objects in the AA camera’s view (the two cubes in our case) become antialised, which we don’t want. So; how can we resolve this? The pictures are below and in the comments since each post can have 2 pics: Pic 1. No button is pushed: Both objects seem aliased. Pic 2. Button 1 is pushed: Left (1st) object is antialiased. 2nd object remains aliased. Pic 3. Button 2 is pushed: Right (2nd) object is antialiased. 1st object remains aliased. Pic 4. The problematic result in 3D, when using two superposed cameras with different depths Pic 5. Camera 1’s properties can be seen: using AA post-processing and its depth is 0 Pic 6. Camera 2’s properties can be seen: NOT using AA post-processing and its depth is 1 Pic 7. When no button is pushed, both objects are in the culling mask of Camera 2 and are aliased Pic 8. When pushed 1, camera 1 (bottom) shows the 1st object and camera 2 (top) shows the 2nd Pic 9. When pushed 2, camera 1 (bottom) shows the 2nd object and camera 2 (top) shows the 1st

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  • How to copy depth buffer to CPU memory in DirectX?

    - by Ashwin
    I have code in OpenGL that uses glReadPixels to copy the depth buffer to a CPU memory buffer: glReadPixels(0, 0, w, h, GL_DEPTH_COMPONENT, GL_FLOAT, dbuf); How do I achieve the same in DirectX? I have looked at a similar question which gives the solution to copy the RGB buffer. I've tried to write similar code to copy the depth buffer: IDirect3DSurface9* d3dSurface; d3dDevice->GetDepthStencilSurface(&d3dSurface); D3DSURFACE_DESC d3dSurfaceDesc; d3dSurface->GetDesc(&d3dSurfaceDesc); IDirect3DSurface9* d3dOffSurface; d3dDevice->CreateOffscreenPlainSurface( d3dSurfaceDesc.Width, d3dSurfaceDesc.Height, D3DFMT_D32F_LOCKABLE, D3DPOOL_SCRATCH, &d3dOffSurface, NULL); // FAILS: D3DERR_INVALIDCALL D3DXLoadSurfaceFromSurface( d3dOffSurface, NULL, NULL, d3dSurface, NULL, NULL, D3DX_FILTER_NONE, 0); // Copy from offscreen surface to CPU memory ... The code fails on the call to D3DXLoadSurfaceFromSurface. It returns the error value D3DERR_INVALIDCALL. What is wrong with my code?

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  • XNA - Render texture to a rendertarget 2d via SpriteBatch error

    - by Jared B
    I got simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D... private void drawScene(GameTime g) { GraphicsDevice.Clear(skyColor); GraphicsDevice.SetRenderTarget(targetScene); drawSunAndMoon(); effect.Fog = true; GraphicsDevice.SetVertexBuffer(line); effect.MainEffect.CurrentTechnique.Passes[0].Apply(); GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); GraphicsDevice.SetRenderTarget(null); SceneTexture = targetScene; } private void drawPostProcessing(GameTime g) { effect.SceneTexture = SceneTexture; GraphicsDevice.SetRenderTarget(targetBloom); spriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, null, null, null); { if(Bloom) effect.BlurEffect.CurrentTechnique.Passes[0].Apply(); spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); } spriteBatch.End(); BloomTexture = targetBloom; GraphicsDevice.SetRenderTarget(null); } Both methods are called from Draw(GameTime gameTime). First drawScene is called, then drawPostProcessing is called. The thing is, I can't run the code because "the render target must not be set on the device when it is used as a texture." at line spriteBatch.Draw(targetScene, new Rectangle(0, 0, Window.ClientBounds.Width, Window.ClientBounds.Height), Color.White); I already found the solution, which is to draw the actual renderTarget (targetScene) to the texture so it doesn't create a reference to the loaded rendertarget. However, to my knowledge, the only way of doing this is to write: GraphicsDevice.SetRenderTarget(OutputTarget) SpriteBatch.Draw(InputTarget, ...) GraphicsDevice.SetRenderTarget(null) Which encounters the same exact problem I'm having right now. So, the question I'm asking is: how would I render InputTarget to OutputTarget without reference issues?

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  • Arbitrary Rotation about a Sphere

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

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  • The View-Matrix and Alternative Calculations

    - by P. Avery
    I'm working on a radiosity processor in DirectX 9. The process requires that the camera be placed at the center of a mesh face and a 'screenshot' be taken facing 5 different directions...forward...up...down...left...right... ...The problem is that when the mesh face is facing up( look vector: 0, 1, 0 )...a view matrix cannot be determined using standard trigonometry functions: Matrix4 LookAt( Vector3 eye, Vector3 target, Vector3 up ) { // The "look-at" vector. Vector3 zaxis = normal(target - eye); // The "right" vector. Vector3 xaxis = normal(cross(up, zaxis)); // The "up" vector. Vector3 yaxis = cross(zaxis, xaxis); // Create a 4x4 orientation matrix from the right, up, and at vectors Matrix4 orientation = { xaxis.x, yaxis.x, zaxis.x, 0, xaxis.y, yaxis.y, zaxis.y, 0, xaxis.z, yaxis.z, zaxis.z, 0, 0, 0, 0, 1 }; // Create a 4x4 translation matrix by negating the eye position. Matrix4 translation = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -eye.x, -eye.y, -eye.z, 1 }; // Combine the orientation and translation to compute the view matrix return ( translation * orientation ); } The above function comes from http://3dgep.com/?p=1700... ...Is there a mathematical approach to this problem? Edit: A problem occurs when setting the view matrix to up or down directions, here is an example of the problem when facing down: D3DXVECTOR4 vPos( 3, 3, 3, 1 ), vEye( 1.5, 3, 3, 1 ), vLook( 0, -1, 0, 1 ), vRight( 1, 0, 0, 1 ), vUp( 0, 0, 1, 1 ); D3DXMATRIX mV, mP; D3DXMatrixPerspectiveFovLH( &mP, D3DX_PI / 2, 1, 0.5f, 2000.0f ); D3DXMatrixIdentity( &mV ); memcpy( ( void* )&mV._11, ( void* )&vRight, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._21, ( void* )&vUp, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._31, ( void* )&vLook, sizeof( D3DXVECTOR3 ) ); memcpy( ( void* )&mV._41, ( void* )&(-vEye), sizeof( D3DXVECTOR3 ) ); D3DXVec4Transform( &vPos, &vPos, &( mV * mP ) ); Results: vPos = D3DXVECTOR3( 1.5, -6, -0.5, 0 ) - this vertex is not properly processed by shader as the homogenous w value is 0 it cannot be normalized to a position within device space...

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