Search Results

Search found 2093 results on 84 pages for 'sparse matrix'.

Page 26/84 | < Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >

  • Help with calculation to steer ship in 3d space

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

    Read the article

  • Servlet stops without giving any exception

    - by Fahim
    Hi, I have implemented a Servlet hosted on Tomcat 6 server on Mandriva Linux. I have been able to make the client communicate with the Servlet. In response to a request the Servlet tries to instantiate a another class (named KalmanFilter) located in the same directory. The KalmanFilter tries to create four Matrices (using Jama Matrix package). But at this point Servlet stops without giving any exception ! However, from another test code in the same directory I have been able to create instance of KalmanFilter class, and proceed without any error. The problem occurs only when my Servlet tries to instantiate the KalmanFilter class and create the matrices. Any idea? Below are the codes: MyServlet.java import javax.servlet.*; import javax.servlet.http.*; import java.io.*; import java.util.*; public class MyServlet extends HttpServlet { public void doPost(HttpServletRequest request, HttpServletResponse response) throws ServletException, IOException{ doGet(request, response); } public void doGet(HttpServletRequest request, HttpServletResponse response) throws ServletException{ PrintWriter out = null; //response.getWriter(); try{ System.out.println("creating new KalmanFilter"); KalmanFilter filter = new KalmanFilter(); out = response.getWriter(); out.print("filter created"); }catch(Exception ex){ ex.printStackTrace(); System.out.println("Exception in doGet(): " + ex.getMessage()); ex.printStackTrace(out); } } } KalmanFilter.java import Jama.Matrix; public class KalmanFilter { protected Matrix X, X0; protected Matrix F, Q; //protected Matrix F, B, U, Q; protected Matrix H, R; protected Matrix P, P0; private final double EPSILON = 0.001; public KalmanFilter(){ System.out.println("from constructor of KalmanFilter"); createInitialMatrices(); } private void createInitialMatrices(){ System.out.println("from KalmanFilter.createInitialMatrices()"); double[][] pVals = { {1.0, 0.0}, {0.0, 1.0} }; double[][] qVals = { {EPSILON, EPSILON}, {EPSILON, EPSILON} }; double[][] hVals = { {1.0, 0.0}, {0.0, 1.0}, {1.0, 0.0}, {0.0, 1.0} }; double[][] xVals = { {0.0}, {0.0}, }; System.out.println("creating P Q H X matrices in createInitialMatrices()"); try{ this.P = new Matrix(pVals); System.out.println("created P matrix in createInitialMatrices()"); this.Q = new Matrix(qVals); System.out.println("created Q matrix in createInitialMatrices()"); this.H = new Matrix(hVals); System.out.println("created H matrix in createInitialMatrices()"); this.X = new Matrix(xVals); System.out.println("created X matrix in createInitialMatrices()"); System.out.println("created P Q H X matrices in createInitialMatrices()"); }catch(Exception e){ System.out.println("Exception from createInitialMatrices()"+ e.getMessage()); e.printStackTrace(); } System.out.println("returning from createInitialMatrices()"); } }

    Read the article

  • Incremental PCA

    - by smichak
    Hi, Lately, I've been looking into an implementation of an incremental PCA algorithm in python - I couldn't find something that would meet my needs so I did some reading and implemented an algorithm I found in some paper. Here is the module's code - the relevant paper on which it is based is mentioned in the module's documentation. I would appreciate any feedback from people who are interested in this. Micha #!/usr/bin/env python """ Incremental PCA calculation module. Based on P.Hall, D. Marshall and R. Martin "Incremental Eigenalysis for Classification" which appeared in British Machine Vision Conference, volume 1, pages 286-295, September 1998. Principal components are updated sequentially as new observations are introduced. Each new observation (x) is projected on the eigenspace spanned by the current principal components (U) and the residual vector (r = x - U(U.T*x)) is used as a new principal component (U' = [U r]). The new principal components are then rotated by a rotation matrix (R) whose columns are the eigenvectors of the transformed covariance matrix (D=U'.T*C*U) to yield p + 1 principal components. From those, only the first p are selected. """ __author__ = "Micha Kalfon" import numpy as np _ZERO_THRESHOLD = 1e-9 # Everything below this is zero class IPCA(object): """Incremental PCA calculation object. General Parameters: m - Number of variables per observation n - Number of observations p - Dimension to which the data should be reduced """ def __init__(self, m, p): """Creates an incremental PCA object for m-dimensional observations in order to reduce them to a p-dimensional subspace. @param m: Number of variables per observation. @param p: Number of principle components. @return: An IPCA object. """ self._m = float(m) self._n = 0.0 self._p = float(p) self._mean = np.matrix(np.zeros((m , 1), dtype=np.float64)) self._covariance = np.matrix(np.zeros((m, m), dtype=np.float64)) self._eigenvectors = np.matrix(np.zeros((m, p), dtype=np.float64)) self._eigenvalues = np.matrix(np.zeros((1, p), dtype=np.float64)) def update(self, x): """Updates with a new observation vector x. @param x: Next observation as a column vector (m x 1). """ m = self._m n = self._n p = self._p mean = self._mean C = self._covariance U = self._eigenvectors E = self._eigenvalues if type(x) is not np.matrix or x.shape != (m, 1): raise TypeError('Input is not a matrix (%d, 1)' % int(m)) # Update covariance matrix and mean vector and centralize input around # new mean oldmean = mean mean = (n*mean + x) / (n + 1.0) C = (n*C + x*x.T + n*oldmean*oldmean.T - (n+1)*mean*mean.T) / (n + 1.0) x -= mean # Project new input on current p-dimensional subspace and calculate # the normalized residual vector g = U.T*x r = x - (U*g) r = (r / np.linalg.norm(r)) if not _is_zero(r) else np.zeros_like(r) # Extend the transformation matrix with the residual vector and find # the rotation matrix by solving the eigenproblem DR=RE U = np.concatenate((U, r), 1) D = U.T*C*U (E, R) = np.linalg.eigh(D) # Sort eigenvalues and eigenvectors from largest to smallest to get the # rotation matrix R sorter = list(reversed(E.argsort(0))) E = E[sorter] R = R[:,sorter] # Apply the rotation matrix U = U*R # Select only p largest eigenvectors and values and update state self._n += 1.0 self._mean = mean self._covariance = C self._eigenvectors = U[:, 0:p] self._eigenvalues = E[0:p] @property def components(self): """Returns a matrix with the current principal components as columns. """ return self._eigenvectors @property def variances(self): """Returns a list with the appropriate variance along each principal component. """ return self._eigenvalues def _is_zero(x): """Return a boolean indicating whether the given vector is a zero vector up to a threshold. """ return np.fabs(x).min() < _ZERO_THRESHOLD if __name__ == '__main__': import sys def pca_svd(X): X = X - X.mean(0).repeat(X.shape[0], 0) [_, _, V] = np.linalg.svd(X) return V N = 1000 obs = np.matrix([np.random.normal(size=10) for _ in xrange(N)]) V = pca_svd(obs) print V[0:2] pca = IPCA(obs.shape[1], 2) for i in xrange(obs.shape[0]): x = obs[i,:].transpose() pca.update(x) U = pca.components print U

    Read the article

  • Error installing scipy on Mountain Lion with Xcode 4.5.1

    - by Xster
    Environment: Mountain Lion 10.8.2, Xcode 4.5.1 command line tools, Python 2.7.3, virtualenv 1.8.2 and numpy 1.6.2 When installing scipy with pip install -e "git+https://github.com/scipy/scipy#egg=scipy-dev" on a fresh virtualenv. llvm-gcc: scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c In file included from /System/Library/Frameworks/vecLib.framework/Headers/vecLib.h:43, from /System/Library/Frameworks/Accelerate.framework/Headers/Accelerate.h:20, from scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c:2: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:51:23: error: immintrin.h: No such file or directory In file included from /System/Library/Frameworks/vecLib.framework/Headers/vecLib.h:43, from /System/Library/Frameworks/Accelerate.framework/Headers/Accelerate.h:20, from scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c:2: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vceilf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:53: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vfloorf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:54: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vintf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: ‘_MM_FROUND_TRUNC’ undeclared (first use in this function) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: (Each undeclared identifier is reported only once /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: for each function it appears in.) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vnintf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:56: error: ‘_MM_FROUND_NINT’ undeclared (first use in this function) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:56: error: incompatible types in return In file included from /System/Library/Frameworks/vecLib.framework/Headers/vecLib.h:43, from /System/Library/Frameworks/Accelerate.framework/Headers/Accelerate.h:20, from scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c:2: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:51:23: error: immintrin.h: No such file or directory In file included from /System/Library/Frameworks/vecLib.framework/Headers/vecLib.h:43, from /System/Library/Frameworks/Accelerate.framework/Headers/Accelerate.h:20, from scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c:2: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vceilf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:53: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vfloorf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:54: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vintf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: ‘_MM_FROUND_TRUNC’ undeclared (first use in this function) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: (Each undeclared identifier is reported only once /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: for each function it appears in.) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:55: error: incompatible types in return /System/Library/Frameworks/vecLib.framework/Headers/vfp.h: In function ‘vnintf’: /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:56: error: ‘_MM_FROUND_NINT’ undeclared (first use in this function) /System/Library/Frameworks/vecLib.framework/Headers/vfp.h:56: error: incompatible types in return error: Command "/usr/bin/llvm-gcc -fno-strict-aliasing -Os -w -pipe -march=core2 -msse4 -fwrapv -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -Iscipy/sparse/linalg/eigen/arpack/ARPACK/SRC -I/Users/xiao/.virtualenv/lib/python2.7/site-packages/numpy/core/include -c scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.c -o build/temp.macosx-10.4-x86_64-2.7/scipy/sparse/linalg/eigen/arpack/ARPACK/FWRAPPERS/veclib_cabi_c.o" failed with exit status 1 Is it supposed to be looking for headers from my system frameworks? Is the development version of scipy no longer good for the latest version of Mountain Lion/Xcode?

    Read the article

  • Quaternion Camera Orbiting around a Sphere

    - by jessejuicer
    Background: I'm trying to create a game where the camera is always rotating around a single sphere. I'm using the DirectX D3DX math functions in C++ on Windows. The Problem: I cannot get both the camera position and orientation both working properly at the same time. Either one works but not both together. Here's the code for my quaternion camera that revolves around a sphere, always looking at the centerpoint of the sphere, ... as far as I understand it (but which isn't working properly): (I'm only going to present rotation around the X axis here, to simplify this post) Whenever the UP key is pressed or held down, the camera should rotate around the X axis, while looking at the centerpoint of the sphere (which is at 0,0,0 in the world). So, I build a quaternion that represents a small angle of rotation around the x axis like this (where 'deltaAngle' is a small enough number for a slow rotation): D3DXVECTOR3 rotAxis; D3DXQUATERNION tempQuat; tempQuat.x = 0.0f; tempQuat.y = 0.0f; tempQuat.z = 0.0f; tempQuat.w = 1.0f; rotAxis.x = 1.0f; rotAxis.y = 0.0f; rotAxis.z = 0.0f; D3DXQuaternionRotationAxis(&tempQuat, &rotAxis, deltaAngle); ...and I accumulate the result into the camera's current orientation quat, like this: D3DXQuaternionMultiply(&cameraOrientationQuat, &cameraOrientationQuat, &tempQuat); ...which all works fine. Now I need to build a view matrix to pass to DirectX SetTransform function. So I build a rotation matrix from the camera orientation quat as follows: D3DXMATRIXA16 rotationMatrix; D3DXMatrixIdentity(&rotationMatrix); D3DXMatrixRotationQuaternion(&rotationMatrix, &cameraOrientationQuat); ...Now (as seen below) if I just transpose that rotationMatrix and plug it into the 3x3 section of the view matrix, then negate the camera's position and plug it into the translation section of the view matrix, the rotation magically works. Perfectly. (even when I add in rotations for all three axes). There's no gimbal lock, just a smooth rotation all around in any direction. BUT- this works even though I never change the camera's position. At all. Which sorta blows my mind. I even display the camera position and can watch it stay constant at it's starting point (0.0, 0.0, -4000.0). It never moves, but the rotation around the sphere is perfect. I don't understand that. For proper view rotation, the camera position should be revolving around the sphere. Here's the rest of building the view matrix (I'll talk about the commented code below). Note that the camera starts out at (0.0, 0.0, -4000.0) and m_camDistToTarget is 4000.0: /* D3DXVECTOR3 vec1; D3DXVECTOR4 vec2; vec1.x = 0.0f; vec1.y = 0.0f; vec1.z = -1.0f; D3DXVec3Transform(&vec2, &vec1, &rotationMatrix); g_cameraActor->pos.x = vec2.x * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.y = vec2.y * g_cameraActor->m_camDistToTarget; g_cameraActor->pos.z = vec2.z * g_cameraActor->m_camDistToTarget; */ D3DXMatrixTranspose(&g_viewMatrix, &rotationMatrix); g_viewMatrix._41 = -g_cameraActor->pos.x; g_viewMatrix._42 = -g_cameraActor->pos.y; g_viewMatrix._43 = -g_cameraActor->pos.z; g_viewMatrix._44 = 1.0f; g_direct3DDevice9->SetTransform( D3DTS_VIEW, &g_viewMatrix ); ...(The world matrix is always an identity, and the perspective projection works fine). ...So, without the commented code being compiled, the rotation works fine. But to be proper, for obvious reasons, the camera position should be rotating around the sphere, which it currently is not. That's what the commented code is supposed to do. And when I add in that chunk of code to do that, and look at all the data as I hold the keys down (using UP, DOWN, LEFT, RIGHT to rotate different directions) all the values look correct! The camera position is rotating around the sphere just fine, and I can watch that happen visually too. The problem is that the camera orientation does not lookat the center of the sphere. It always looks straight forward down the z axis (toward positive z) as it revolves around the sphere. Yet the values of both the rotation matrix and the view matrix seem to be behaving correctly. (The view matrix orientation is the same as the rotation matrix, just transposed). For instance if I just hold down the key to spin around the x axis, I can watch the values of the three axes represented in the view matrix (x, y, and z axes)... view x-axis stays at (1.0, 0.0, 0.0), and view y-axis and z-axis both spin around the x axis just fine. All the numbers are changing as they should be... well, almost. As far as I can tell, the position of the view matrix is spinning around the sphere one direction (like clockwise), and the orientation (the axes in the view matrix) are spinning the opposite direction (like counter-clockwise). Which I guess explains why the orientation appears to stay straight ahead. I know the position is correct. It revolves properly. It's the orientation that's wrong. Can anyone see what am I doing wrong? Am I using these functions incorrectly? Or is my algorithm flawed? As usual I've been combing my code for simple mistakes for many hours. I'm willing to post the actual code, and a video of the behavior, but that will take much more effort. Thought I'd ask this way first.

    Read the article

  • Why wont numpy matrix let me print its rows?

    - by uberjumper
    Okay this is probably a really dumb question, however its really starting to hurt. I have a numpy matrix, and basically i print it out row by row. However i want to make each row be formatted and separated properly. >>> arr = numpy.matrix([[x for x in range(5)] for y in range(5)]) >>> arr matrix([[0, 1, 2, 3, 4], [0, 1, 2, 3, 4], [0, 1, 2, 3, 4], [0, 1, 2, 3, 4], [0, 1, 2, 3, 4]]) Lets say i want to print the first row, and add a '|' between each element: >>> '|'.join(map(str, arr[0,])) '[[0 1 2 3 4]]' Err... >>> '|'.join(map(lambda x: str(x[0]), arr[0])) '[[0 1 2 3 4]]' I am really confused by this behavior why does it do this?

    Read the article

  • How i store the images pixels in matrix form?

    - by Rajendra Bhole
    Hi, I developing an application in which the pixelize image i want to be store in matrix format. The code is as follows. struct pixel { //unsigned char r, g, b,a; Byte r, g, b; int count; }; (NSInteger) processImage1: (UIImage*) image { // Allocate a buffer big enough to hold all the pixels struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); NSLog(@"1=%d, 2=%d, 3=%d", CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image),CGImageGetBytesPerRow(image)); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; I confusing about how to initialize the 2-D matrix in which the matrix store data of pixels.

    Read the article

  • 3d Model Scaling With Camera

    - by spasarto
    I have a very simple 3D maze program that uses a first person camera to navigate the maze. I'm trying to scale the blocks that make up the maze walls and floor so the corridors seem more roomy to the camera. Every time I scale the model, the camera seems to scale with it, and the corridors always stay the same width. I've tried apply the scale to the model in the content pipe (setting the scale property of the model in the properties window in VS). I've also tried to apply the scale using Matrix.CreateScale(float) using the Scale-Rotate-Transform order with the same result. If I leave the camera speed the same, the camera moves slower, so I know it's traversing a larger distance, but the world doesn't look larger; the camera just seems slower. I'm not sure what part of the code to include since I don't know if it is an issue with my model, camera, or something else. Any hints at what I'm doing wrong? Camera: Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, _device.Viewport.AspectRatio, 1.0f, 1000.0f ); Matrix camRotMatrix = Matrix.CreateRotationX( _cameraPitch ) * Matrix.CreateRotationY( _cameraYaw ); Vector3 transCamRef = Vector3.Transform( _cameraForward, camRotMatrix ); _cameraTarget = transCamRef + CameraPosition; Vector3 camRotUpVector = Vector3.Transform( _cameraUpVector, camRotMatrix ); View = Matrix.CreateLookAt( CameraPosition, _cameraTarget, camRotUpVector ); Model: World = Matrix.CreateTranslation( Position );

    Read the article

  • Converting a DrawModel() using BasicEffect to one using Effect

    - by Fibericon
    Take this DrawModel() provided by MSDN: private void DrawModel(Model m) { Matrix[] transforms = new Matrix[m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix.CreateLookAt(new Vector3(0.0f, 50.0f, Zoom), Vector3.Zero, Vector3.Up); foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = view; effect.Projection = projection; effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(Position); } mesh.Draw(); } } How would I apply a custom effect to a model with that? Effect doesn't have View, Projection, or World members. This is what they recommend replacing the foreach loop with: foreach (ModelMesh mesh in terrain.Meshes) { foreach (Effect effect in mesh.Effects) { mesh.Draw(); } } Of course, that doesn't really work. What else needs to be done?

    Read the article

  • HTML5 Canvas Converting between cartesian and isometric coordinates

    - by Amir
    I'm having issues wrapping my head around the Cartesian to Isometric coordinate conversion in HTML5 canvas. As I understand it, the process is two fold: (1) Scale down the y-axis by 0.5, i.e. ctx.scale(1,0.5); or ctx.setTransform(1,0,0,0.5,0,0); This supposedly produces the following matrix: [x; y] x [1, 0; 0, 0.5] (2) Rotate the context by 45 degrees, i.e. ctx.rotate(Math.PI/4); This should produce the following matrix: [x; y] x [cos(45), -sin(45); sin(45), cos(45)] This (somehow) results in the final matrix of ctx.setTransform(2,-1,1,0.5,0,0); which I cannot seem to understand... How is this matrix derived? I cannot seem to produce this matrix by multiplying the scaling and rotation matrices produced earlier... Also, if I write out the equation for the final transformation matrix, I get: newX = 2x + y newY = -x + y/2 But this doesn't seem to be correct. For example, the following code draws an isometric tile at cartesian coordinates (500, 100). ctx.setTransform(2,-1,1,0.5,0,0); ctx.fillRect(500, 100, width*2, height); When I check the result on the screen, the actual coordinates are (285, 215) which do not satisfy the equations I produced earlier... So what is going on here? I would be very grateful if you could: (1) Help me understand how the final isometric transformation matrix is derived; (2) Help me produce the correct equation for finding the on-screen coordinates of an isometric projection. Many thanks and kind regards

    Read the article

  • XNA- Transforming children

    - by user1806687
    So, I have a Model stored in MyModel, that is made from three meshes. If you loop thrue MyModel.Meshes the first two are children of the third one. And was just wondering, if anyone could tell me where is the problem with my code. This method is called whenever I want to programmaticly change the position of a whole model: public void ChangePosition(Vector3 newPos) { Position = newPos; MyModel.Root.Transform = Matrix.CreateScale(VectorMathHelper.VectorMath(CurrentSize, DefaultSize, '/')) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Up, MathHelper.ToRadians(Rotation.Y)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Right, MathHelper.ToRadians(Rotation.X)) * Matrix.CreateFromAxisAngle(MyModel.Root.Transform.Forward, MathHelper.ToRadians(Rotation.Z)) * Matrix.CreateTranslation(Position); Matrix[] transforms = new Matrix[MyModel.Bones.Count]; MyModel.CopyAbsoluteBoneTransformsTo(transforms); int count = transforms.Length - 1; foreach (ModelMesh mesh in MyModel.Meshes) { mesh.ParentBone.Transform = transforms[count]; count--; } } This is the draw method: foreach (ModelMesh mesh in MyModel.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.View = camera.view; effect.Projection = camera.projection; effect.World = mesh.ParentBone.Transform; effect.EnableDefaultLighting(); } mesh.Draw(); } The thing is when I call ChangePosition() the first time everything works perfectlly, but as soon as I call it again and again. The first two meshes(children meshes) start to move away from the parent mesh. Another thing I wanted to ask, if I change the scale/rotation/position of a children mesh, and then do CopyAbsoluteBoneTransforms() will children meshes be positioned properlly(at the proper distance) or would achieving that require more math/methods? Thanks in advance

    Read the article

  • cvWarpPerspective, having transformation matrix, how to extract the quad points?

    - by Stevecao
    I have the 3x3 transformation matrix that goes through the cvWarpPerspective, I would like to extract the four corner coordinates value. CvMat* M; M = xxxxxxxxxxx ;// Matrix was generated by a certain process cvWarpPerspective( img, transformed, M, CV_INTER_LINEAR + CV_WARP_FILL_OUTLIERS, cvScalarAll( 0 ) ); // this creates a complete black new image transformed, from this image i would like to know the 4 corner coordinates

    Read the article

  • How to use an adjacency matrix to determine which rows to 'pass' to a function in r?

    - by dubhousing
    New to R, and I have a long-ish question: I have a shapefile/map, and I'm aiming to calculate a certain index for every polygon in that map, based on attributes of that polygon and each polygon that neighbors it. I have an adjacency matrix -- which I think is the same as a "1st-order queen contiguity weights matrix", although I'm not sure -- that describes which polygons border which other polygons, e.g., POLYID A B C D E A 0 0 1 0 1 B 0 0 1 0 0 C 1 1 0 1 0 D 0 0 1 0 1 E 1 0 0 1 0 The above indicates, for instance, that polygons 'C' and 'E' adjoin polygon 'A'; polygon 'B' adjoins only polygon 'C', etc. The attribute table I have has one polygon per row: POLYID TOT L10K 10_15K 15_20K ... A 500 24 30 77 ... Where TOT, L10K, etc. are the variables I use to calculate an index. There are 525 polygons/rows in my data, so I'd like to use the adjacency matrix to determine which rows' attributes to incorporate into the calculation of the index of interest. For now, I can calculate the index when I subset the rows that correspond to one 'bundle' of neighboring polygons, and then use a loop (if it's of interest, I'm calculating the Centile Gap Index, a measure of local income segregation). E.g., subsetting the 'neighborhood' of the Detroit City Schools: Detroit <- UNSD00[c(142,150,164,221,226,236,295,327,157,177,178,364,233,373,418,424,449,451,487),] Then record the marginal column proportions and a running total: catprops <- vector() for(i in 4:19) { catprops[(i-3)]<-sum(Detroit[,i])/sum(Detroit[,3]) } catprops <- as.data.frame(catprops) catprops[,2]<-cumsum(catprops[,1]) Columns 4:19 are the necessary ones in the attribute table. Then I use the following code to calculate the index -- note that the loop has "i in 1:19" because the Detroit subset has 19 polygons. cgidistsum <- 0 for(i in 1:19) { pranks <- vector() for(j in 4:19) { if (Detroit[i,j]==0) pranks <- append(pranks,0) else if (j == 4) pranks <- append(pranks,seq(0,catprops[1,2],by=catprops[1,2]/Detroit[i,j])) else pranks <- append(pranks,seq(catprops[j-4,2],catprops[j-3,2],by=catprops[j-3,1]/Detroit[i,j])) } distpranks <- vector() distpranks<-abs(pranks-median(pranks)) cgidistsum <- cgidistsum + sum(distpranks) } cgi <- (.25-(cgidistsum/sum(Detroit[,3])))/.25 My apologies if I've provided more information than is necessary. I would really like to exploit the adjacency matrix in order to calculate the CGI for each 'bundle' of these rows. If you happen to know how I could started with this, that would be great. and my apologies for any novice mistakes, I'm new to R!

    Read the article

  • How do I calculate the boundary of the game window after transforming the view?

    - by Cypher
    My Camera class handles zoom, rotation, and of course panning. It's invoked through SpriteBatch.Begin, like so many other XNA 2D camera classes. It calculates the view Matrix like so: public Matrix GetViewMatrix() { return Matrix.Identity * Matrix.CreateTranslation(new Vector3(-this.Spatial.Position, 0.0f)) * Matrix.CreateTranslation(-( this.viewport.Width / 2 ), -( this.viewport.Height / 2 ), 0.0f) * Matrix.CreateRotationZ(this.Rotation) * Matrix.CreateScale(this.Scale, this.Scale, 1.0f) * Matrix.CreateTranslation(this.viewport.Width * 0.5f, this.viewport.Height * 0.5f, 0.0f); } I was having a minor issue with performance, which after doing some profiling, led me to apply a culling feature to my rendering system. It used to, before I implemented the camera's zoom feature, simply grab the camera's boundaries and cull any game objects that did not intersect with the camera. However, after giving the camera the ability to zoom, that no longer works. The reason why is visible in the screenshot below. The navy blue rectangle represents the camera's boundaries when zoomed out all the way (Camera.Scale = 0.5f). So, when zoomed out, game objects are culled before they reach the boundaries of the window. The camera's width and height are determined by the Viewport properties of the same name (maybe this is my mistake? I wasn't expecting the camera to "resize" like this). What I'm trying to calculate is a Rectangle that defines the boundaries of the screen, as indicated by my awesome blue arrows, even after the camera is rotated, scaled, or panned. Here is how I've more recently found out how not to do it: public Rectangle CullingRegion { get { Rectangle region = Rectangle.Empty; Vector2 size = this.Spatial.Size; size *= 1 / this.Scale; Vector2 position = this.Spatial.Position; position = Vector2.Transform(position, this.Inverse); region.X = (int)position.X; region.Y = (int)position.Y; region.Width = (int)size.X; region.Height = (int)size.Y; return region; } } It seems to calculate the right size, but when I render this region, it moves around which will obviously cause problems. It needs to be "static", so to speak. It's also obscenely slow, which causes more of a problem than it solves. What am I missing?

    Read the article

  • Why is my primitive xna square not drawn/shown?

    - by Mech0z
    I have made this class to draw a rectangle, but I cant get it to be drawn, I have no issues displaying a 3d model created in 3dmax, but shown these primitives seems much harder I use this to create it board = new Board(Vector3.Zero, 1000, 1000, Color.Yellow); And here is the implementation using System; using System.Net; using System.Windows; using System.Windows.Controls; using System.Windows.Documents; using System.Windows.Ink; using System.Windows.Input; using System.Windows.Shapes; using Quadro.Models; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Quadro { public class Board : IGraphicObject { //Private Fields private Vector3 modelPosition; private BasicEffect effect; private VertexPositionColor[] vertices; private Matrix rotationMatrix; private GraphicsDevice graphicsDevice; private Matrix cameraProjection; //Constructor public Board(Vector3 position, float length, float width, Color color) { var _color = color; vertices = new VertexPositionColor[6]; vertices[0].Position = new Vector3(position.X, position.Y, position.Z); vertices[1].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[2].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[3].Position = new Vector3(position.X + length, position.Y, position.Z); vertices[4].Position = new Vector3(position.X, position.Y + width, position.Z); vertices[5].Position = new Vector3(position.X + length, position.Y + width, position.Z); for(int i = 0; i < vertices.Length; i++) { vertices[i].Color = color; } initFields(); } private void initFields() { graphicsDevice = SharedGraphicsDeviceManager.Current.GraphicsDevice; effect = new BasicEffect(graphicsDevice); modelPosition = Vector3.Zero; float screenWidth = (float)graphicsDevice.Viewport.Width; float screenHeight = (float)graphicsDevice.Viewport.Height; float aspectRatio = screenWidth / screenHeight; this.cameraProjection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); this.rotationMatrix = Matrix.Identity; } //Public Methods public void Update(GameTimerEventArgs e) { } public void Draw(Vector3 cameraPosition, GameTimerEventArgs e) { Matrix cameraView = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); effect.World = rotationMatrix * Matrix.CreateTranslation(modelPosition); effect.View = cameraView; effect.Projection = cameraProjection; graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, vertices, 0, 2, VertexPositionColor.VertexDeclaration); } } public void Rotate(Matrix rotationMatrix) { this.rotationMatrix = rotationMatrix; } public void Move(Vector3 moveVector) { this.modelPosition += moveVector; } } }

    Read the article

  • how to initialize and implement the matrix inside the function in objective-C?

    - by Rajendra Bhole
    Hi, I want to develop an application in which i want to be initialize the matrix for manipulation. The code as follows, struct pixel { Byte r, g, b,a; int count; }; (NSInteger) processImage1: (UIImage*) image { struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; while (numberOfPixels &gt; 0) { if (pixels->r == 254 || pixels->g == 77 || pixels->b==254) { numberOfRedPixels++; } pixels++; numberOfPixels--; } CGContextRelease(context); } free(pixels); } return 1; } I want to implement the matrix inside the function of - (NSInteger) processImage1: (UIImage*) image {} The matrix should have be row = image.size.width and column = image.size.height.

    Read the article

  • How to convert pitch and yaw to x, y, z rotations?

    - by Aaron Anodide
    I'm a beginner using XNA to try and make a 3D Asteroids game. I'm really close to having my space ship drive around as if it had thrusters for pitch and yaw. The problem is I can't quite figure out how to translate the rotations, for instance, when I pitch forward 45 degrees and then start to turn - in this case there should be rotation being applied to all three directions to get the "diagonal yaw" - right? I thought I had it right with the calculations below, but they cause a partly pitched forward ship to wobble instead of turn.... :( So my quesiton is: how do you calculate the X, Y, and Z rotations for an object in terms of pitch and yaw? Here's current (almost working) calculations for the Rotation acceleration: float accel = .75f; // Thrust +Y / Forward if (currentKeyboardState.IsKeyDown(Keys.I)) { this.ship.AccelerationY += (float)Math.Cos(this.ship.RotationZ) * accel; this.ship.AccelerationX += (float)Math.Sin(this.ship.RotationZ) * -accel; this.ship.AccelerationZ += (float)Math.Sin(this.ship.RotationX) * accel; } // Rotation +Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.J)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * accel; } // Rotation -Z / Yaw if (currentKeyboardState.IsKeyDown(Keys.K)) { this.ship.RotationAccelerationZ += (float)Math.Cos(this.ship.RotationX) * -accel; this.ship.RotationAccelerationY += (float)Math.Sin(this.ship.RotationX) * -accel; this.ship.RotationAccelerationX += (float)Math.Sin(this.ship.RotationY) * -accel; } // Rotation +X / Pitch if (currentKeyboardState.IsKeyDown(Keys.F)) { this.ship.RotationAccelerationX += accel; } // Rotation -X / Pitch if (currentKeyboardState.IsKeyDown(Keys.D)) { this.ship.RotationAccelerationX -= accel; } I'm combining that with drawing code that does a rotation to the model: public void Draw(Matrix world, Matrix view, Matrix projection, TimeSpan elsapsedTime) { float seconds = (float)elsapsedTime.TotalSeconds; // update velocity based on acceleration this.VelocityX += this.AccelerationX * seconds; this.VelocityY += this.AccelerationY * seconds; this.VelocityZ += this.AccelerationZ * seconds; // update position based on velocity this.PositionX += this.VelocityX * seconds; this.PositionY += this.VelocityY * seconds; this.PositionZ += this.VelocityZ * seconds; // update rotational velocity based on rotational acceleration this.RotationVelocityX += this.RotationAccelerationX * seconds; this.RotationVelocityY += this.RotationAccelerationY * seconds; this.RotationVelocityZ += this.RotationAccelerationZ * seconds; // update rotation based on rotational velocity this.RotationX += this.RotationVelocityX * seconds; this.RotationY += this.RotationVelocityY * seconds; this.RotationZ += this.RotationVelocityZ * seconds; Matrix translation = Matrix.CreateTranslation(PositionX, PositionY, PositionZ); Matrix rotation = Matrix.CreateRotationX(RotationX) * Matrix.CreateRotationY(RotationY) * Matrix.CreateRotationZ(RotationZ); model.Root.Transform = rotation * translation * world; model.CopyAbsoluteBoneTransformsTo(boneTransforms); foreach (ModelMesh mesh in model.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.World = boneTransforms[mesh.ParentBone.Index]; effect.View = view; effect.Projection = projection; effect.EnableDefaultLighting(); } mesh.Draw(); } }

    Read the article

  • Texture displays on Android emulator but not on device

    - by Rob
    I have written a simple UI which takes an image (256x256) and maps it to a rectangle. This works perfectly on the emulator however on the phone the texture does not show, I see only a white rectangle. This is my code: public void onSurfaceCreated(GL10 gl, EGLConfig config) { byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); vertexBuffer = byteBuffer.asFloatBuffer(); vertexBuffer.put(cardshape); vertexBuffer.position(0); byteBuffer = ByteBuffer.allocateDirect(shape.length * 4); byteBuffer.order(ByteOrder.nativeOrder()); textureBuffer = byteBuffer.asFloatBuffer(); textureBuffer.put(textureshape); textureBuffer.position(0); // Set the background color to black ( rgba ). gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Enable Smooth Shading, default not really needed. gl.glShadeModel(GL10.GL_SMOOTH); // Depth buffer setup. gl.glClearDepthf(1.0f); // Enables depth testing. gl.glEnable(GL10.GL_DEPTH_TEST); // The type of depth testing to do. gl.glDepthFunc(GL10.GL_LEQUAL); // Really nice perspective calculations. gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); gl.glEnable(GL10.GL_TEXTURE_2D); loadGLTexture(gl); } public void onDrawFrame(GL10 gl) { gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); gl.glDisable(GL10.GL_DEPTH_TEST); gl.glMatrixMode(GL10.GL_PROJECTION); // Select Projection gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glOrthof(0f, 480f, 0f, 800f, -1f, 1f); gl.glMatrixMode(GL10.GL_MODELVIEW); // Select Modelview Matrix gl.glPushMatrix(); // Push The Matrix gl.glLoadIdentity(); // Reset The Matrix gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glLoadIdentity(); gl.glTranslatef(card.x, card.y, 0.0f); gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertexBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void onSurfaceChanged(GL10 gl, int width, int height) { // Sets the current view port to the new size. gl.glViewport(0, 0, width, height); // Select the projection matrix gl.glMatrixMode(GL10.GL_PROJECTION); // Reset the projection matrix gl.glLoadIdentity(); // Calculate the aspect ratio of the window GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f, 100.0f); // Select the modelview matrix gl.glMatrixMode(GL10.GL_MODELVIEW); // Reset the modelview matrix gl.glLoadIdentity(); } public int[] texture = new int[1]; public void loadGLTexture(GL10 gl) { // loading texture Bitmap bitmap; bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.image); // generate one texture pointer gl.glGenTextures(0, texture, 0); //adds texture id to texture array // ...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, texture[0]); //activates texture to be used now // create nearest filtered texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); // Use Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); // Clean up bitmap.recycle(); } As per many other similar issues and resolutions on the web i have tried setting the minsdkversion is 3, loading the bitmap via an input stream bitmap = BitmapFactory.decodeStream(is), setting BitmapFactory.Options.inScaled to false, putting the images in the nodpi folder and putting them in the raw folder.. all of which didn't help. I'm not really sure what else to try..

    Read the article

  • NSKeyedUnarchiver chokes when trying to unarchive more than one object

    - by ajduff574
    We've got a custom matrix class, and we're attempting to archive and unarchive an NSArray containing four of them. The first seems to get unarchived fine (we can see that initWithCoder is called once), but then the program simply hangs, using 100% CPU. It doesn't continue or output any errors. These are the relevant methods from the matrix class (rows, columns, and matrix are our only instance variables): -(void)encodeWithCoder:(NSCoder*) coder { float temp[rows * columns]; for(int i = 0; i < rows; i++) { for(int j = 0; j < columns; j++) { temp[columns * i + j] = matrix[i][j]; } } [coder encodeBytes:(const void *)temp length:rows*columns*sizeof(float) forKey:@"matrix"]; [coder encodeInteger:rows forKey:@"rows"]; [coder encodeInteger:columns forKey:@"columns"]; } -(id)initWithCoder:(NSCoder *) coder { if (self = [super init]) { rows = [coder decodeIntegerForKey:@"rows"]; columns = [coder decodeIntegerForKey:@"columns"]; NSUInteger * len; *len = (unsigned int)(rows * columns * sizeof(float)); float * temp = (float * )[coder decodeBytesForKey:@"matrix" returnedLength:len]; matrix = (float ** )calloc(rows, sizeof(float*)); for (int i = 0; i < rows; i++) { matrix[i] = (float*)calloc(columns, sizeof(float)); } for(int i = 0; i < rows *columns; i++) { matrix[i / columns][i % columns] = temp[i]; } } return self; } And this is really all we're trying to do: NSArray * weightMatrices = [NSArray arrayWithObjects:w1,w2,w3,w4,nil]; [NSKeyedArchiver archiveRootObject:weightMatrices toFile:@"weights.archive"]; NSArray * newWeights = [NSKeyedUnarchiver unarchiveObjectWithFile:@"weights.archive"]; What's driving us crazy is that we can archive and unarchive a single matrix just fine. We've done so (successfully) with a matrix many times larger than these four combined.

    Read the article

  • c++ global operator not playing well with template class

    - by John
    ok, i found some similar posts on stackoverflow, but I couldn't find any that pertained to my exact situation and I was confused with some of the answers given. Ok, so here is my problem: I have a template matrix class as follows: template <typename T, size_t ROWS, size_t COLS> class Matrix { public: template<typename, size_t, size_t> friend class Matrix; Matrix( T init = T() ) : _matrix(ROWS, vector<T>(COLS, init)) { /*for( int i = 0; i < ROWS; i++ ) { _matrix[i] = new vector<T>( COLS, init ); }*/ } Matrix<T, ROWS, COLS> & operator+=( const T & value ) { for( vector<T>::size_type i = 0; i < this->_matrix.size(); i++ ) { for( vector<T>::size_type j = 0; j < this->_matrix[i].size(); j++ ) { this->_matrix[i][j] += value; } } return *this; } private: vector< vector<T> > _matrix; }; and I have the following global function template: template<typename T, size_t ROWS, size_t COLS> Matrix<T, ROWS, COLS> operator+( const Matrix<T, ROWS, COLS> & lhs, const Matrix<T, ROWS, COLS> & rhs ) { Matrix<T, ROWS, COLS> returnValue = lhs; return returnValue += lhs; } To me, this seems to be right. However, when I try to compile the code, I get the following error (thrown from the operator+ function): binary '+=' : no operator found which takes a right-hand operand of type 'const matrix::Matrix<T,ROWS,COLS>' (or there is no acceptable conversion) I can't figure out what to make of this. Any help if greatly appreciated!

    Read the article

  • Intel Matrix Storage Manager not showing on Asus P5W DH Deluxe?

    - by Leon
    I have set, under "Main" - "IDE Configuration" - "Configure SATA as" to "Raid" and "Onboard Serial-ATA BootRom" to "Enabled", but upon POST I still do not see the Intel Matrix Storage Manager screen where I can press Ctrl+I to set up my raid? I have the latest BIOS version EDIT: Although I had set the rom to "enabled", I then went and reset the bios settings to default. I then set the bootrom setting to "disabled", restarted and then "enabled" again and it seemed to work.

    Read the article

  • Obtain rectangle indicating 2D world space camera can see

    - by Gareth
    I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so I can render anything this rectangle intersects with (currently, everything is rendered). So, I'm drawing the world like this: _SpriteBatch.Begin( SpriteSortMode.FrontToBack, null, SamplerState.PointClamp, // Don't smooth null, null, null, _Camera.GetTransformation()); The GetTransformation() method on my Camera object does this: public Matrix GetTransformation() { _transform = Matrix.CreateTranslation(new Vector3(-_pos.X, -_pos.Y, 0)) * Matrix.CreateRotationZ(Rotation) * Matrix.CreateScale(new Vector3(Zoom, Zoom, 1)) * Matrix.CreateTranslation(new Vector3(_viewportWidth * 0.5f, _viewportHeight * 0.5f, 0)); return _transform; } The camera properties in the method above should be self explanatory. How can I get a rectangle indicating what the camera is looking at in world space?

    Read the article

  • How to attach two XNA models together?

    - by jeangil
    I go back on unsolved question I asked about attaching two models together, could you give me some help on this ? For example, If I want to attach together Model1 (= Main model) & Model2 ? I have to get the transformation matrix of Model1 and after get the Bone index on Model1 where I want to attach Model2 and then apply some transformation to attach Model2 to Model1 I wrote some code below about this, but It does not work at all !! (6th line of my code seems to be wrong !?) Model1TransfoMatrix=New Matrix[Model1.Bones.Count]; Index=Model1.bone[x].Index; foreach (ModelMesh mesh in Model2.Meshes) { foreach(BasicEffect effect in mesh.effects) { matrix model2Transform = Matrix.CreateScale(0.1.0f)*Matrix.CreateFromYawPitchRoll(x,y,z); effect.World= model2Transform *Model1TransfoMatrix[Index]; effect.view = camera.View; effect.Projection= camera.Projection; } mesh.draw(); }

    Read the article

< Previous Page | 22 23 24 25 26 27 28 29 30 31 32 33  | Next Page >