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  • Faking Display tree (Sprite) parent child relationships with rasters (BitmapData) in ActionScript 3

    - by Arthur Wulf White
    I am working with Rasters (bitmapData) and blliting (copypixels) in a 2d-game in actionscript 3. I like how you can move a sprite and it moves all it's children, and you can simultaneously move the children creating an interesting visual effect. I do not want to use rotation or scaling however cause I do not know how that can be done without hampering with performance. So I'm not simulating Sprite parent-child behavior and sticking to the movement on the (x, y) axis. What I am planning to do is create a class called RasterContainer which extends bitmapData that has a vector of children of type Raster(extending bitmapData), now I am planning to implement recursive rendering in RasterContainer, that basically copyPixels every child, only changing their (x, y) offset to reflect their parent's offset. My question is, has this been implemented in an existing framework? Is this a good plan? Do I expect a serious performance hit for using recursive methods this way?

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  • What are the semantics of glRotate and glTranslate's parameters?

    - by Zarkopafilis
    I have been trying to play with OpenGL after watching some tutorials and I don't understand how the glTranslatef and glRotatef functions work. I believe a simple picture would help me. I understand that glTranslatef changes the position of the "camera" (but does it change the position in wich the shapes are getting drawn)? However, I don't understand the rotation concept at all. If I do glRotatef(1,0,0,1) it makes my quad spin around. If I just do glRotatef(1,0,0,0) it makes the quad smaller (further away) but if I try to rotate around the X or Y axis, I get a black screen. I don't understand the angle either. Help would be appreciated.

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  • box2d and constant movement

    - by Arnas
    i'm developing a game with a top down view, the players body is a circle. To move the character you need to tap on the screen and it moves to the spot. To achieve this i'm saving the coordinate of the touch and call a method every frame which applies linear velocity to the body with a vector of the direction the body should go _body->SetLinearVelocity(b2Vec2((a.x - currPos.x)/SPEED_RATIO,(size.height - a.y - currPos.y)/SPEED_RATIO)); //click position - current position, screen height - click position (since the y axis is flipped, (0,0) is in the bottom left ) - current position = vector of the direction we want to go now the problem with this is that the body slows down until it finally stops when getting closer to the point we want it to go, since the closer we are to that point the lenght of the vector gets smaller. Besides that i've read that it's bad practice to set linear velocity in box2d and i should use apply force instead, but that way the forces would add up and overshoot the target where it's supposed to stop. So what i'm asking is how to move a box2d body to a coordinate in constant speed.

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  • Rotate to a set degree then stop Unity

    - by N0xus
    I'm trying to make an object rotate up on the Y axis 90 degrees, then stop. I've got the rotating up bit working fine, it's getting it to stop once it hits 90. Some of the things I've tried include the following: float i = rotateSpeed * Time.deltaTime; while ( x != 90 ) { transform.Rotate( i, 0, 0); } int x = 0; x++; if( x == 90 ) { transform.Rotate( 0, 0, 0 ); } For some reason I can't get this simple thing to work. What am I missing / not doing?

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  • Sprite rotation

    - by Kipras
    I'm using OpenGL and people suggest using glRotate for sprite rotation, but I find that strange. My problem with it is that it rotates the whole matrix, which sort of screws up all my collision detection and so on and so forth. Imagine I had a sprite at position (100, 100) and in position (100, 200) is an obstacle and the sprite's facing it. I rotate the sprite away from the obstacle and when move upwards my y axis, even though the projection shows like it's going away from the obstacle, the sprite will intersect it. So I don't see another way of a rotating a sprite and not screwing up all collision detection other than doing mathematical operations on the image itself. Am I right or am I missing something?

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  • Data structures for a 3D array

    - by Smallbro
    Currently I've been using a 3D array for my tiles in a 2D world but the 3D side comes in when moving down into caves and whatnot. Now this is not memory efficient and I switched over to a 2D array and can now have much larger maps. The only issue I'm having now is that it seems that my tiles cannot occupy the same space as a tile on the same z level. My current structure means that each block has its own z variable. This is what it used to look like: map.blockData[x][y][z] = new Block(); however now it works like this map.blockData[x][y] = new Block(z); I'm not sure why but if I decide to use the same space on say the floor below it wont allow me to. Does anyone have any ideas on how I can add a z-axis to my 2D array? I'm using java but I reckon the concept carries across different languages.

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  • XNA 2D Rotated Rectangle Collision Response

    - by Kyle Uithoven
    I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster objects in my game now and there is the issue of the two object overlapping during collision due to their higher velocities. I would like to do a collision response where I find out how much they are overlapping in the X and Y and put position them outside of each other. I would like to use something like this: http://go.colorize.net/xna/2d_collision_response_xna/index.html. But I am having some issues trying to adapt this to handle the rotation of the bounds. Is this possible? Are there any resources out there that I can look at?

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  • Which graphics library should I be using?

    - by DaveDev
    I have been developing and maintaining a WPF application, for which I've recently been tasked with adding a 3D representation of some of the data. I'm new to graphics programming in every kind of way so I'm curious whether I should stick with 3D graphics capabilities built into WPF or should I investigate other solutions, like OpenTK or SharpGL My objective is to represent the data so that it will eventually appear similar to: with nodes connected by lines. I need to rotate the image around each axis and each node will be a 3D model of the device it represents. So far, I've been able to experiment with the tutorial outlined here: Windows Presentation Foundation (WPF) 3D Tutorial and it was helpful as an introduction. But I can see that there are other ways to implement 3D graphics solutions and I wonder if they are more suitable for my needs, or should I stick with the in-built WPF solution? What are the pros and cons of each?

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • Creating an OpenGL FPS camera: I have the position and orientation vectors, now what?

    - by Synthetix
    I have been struggling to create a first person camera in OpenGL ES 2.0 without using gluLookAt(). I grab the camera's orientation vectors (the way it's looking) from the current modelview matrix, and use that to calculate the new forward/backward (Z) translation value. I then calculate the strafe (X) value from the dot product of Z and Y (which is always 1.0). So, I have all the information I need to create a view matrix, but how do I do that without using gluLookAt? Almost all the examples I've seen use gluLookAt, but no such function exists in OpenGL ES 2.0. Besides, one of the moderators on cprogramming.com mentioned that gluLookAt is not appropriate for FPS cameras: http://cboard.cprogramming.com/game-programming/135390-how-properly-move-strafe-yaw-pitch-camera-opengl-glut-using-glulookat.html I am really confused by all the conflicting information I'm getting. I just want to create a first person camera that goes forward (W,S keys), side-to-side (A,D keys) and rotates around its center (Y axis only), Wolfenstein style. Any help on this would be much appreciated!

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  • Rotate an object given only by its points?

    - by d33tah
    I was recently writing a simple 3D maze FPP game. Once I was done fiddling with planes in OpenGL, I wanted to add support for importing Blender objects. The approach I used was triangulization of the object, then using Three.js to export the points to plaintext and then parsing the result JSON in my app. The example file can be seen here: https://github.com/d33tah/tinyfpp/blob/master/Data/Models/cross.txt The numbers represent x,y,z,u,v of a single vertex, which combined in three make a triangle. Then I rendered such an object triangle-by-triangle and played with it. I could move it back and forth and sideways, but I still have no idea how to rotate it by some axis. Let's say I'd like to rotate all the points by five degrees to the left, how would a code doing it look like?

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  • How can I ensure reasonably spaced out enemies

    - by Samuraisoulification
    I have a simple javascript game and I'm initializing their positions on the y axis using random numbers. How can I ensure that they are reasonably spaced apart? My simple algorithm is: y = (Math.random()*1000%600); However I frequently get enemies almost directly on top of each other. This is a huge problem for the game, since it's a word game and the enemies have text on their center, that if overlapped makes them impossible to kill since you can't see the words. Any advice would be appreciated! I'm pretty new to making games in general so this has all been a learning experience for me!

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  • Using bone joints

    - by raser
    I am trying to save bone joints to a file, and am using this format. I was wondering if anyone could clear up a few questions I have why do I need to provide rotation data for the bone, if I already gave it the location? How do I calculate the rotation of each axis if I have the relative location from the parent joint? ** EDIT ** After doing some more digging, I think that it has something to do with quaternions, so, could someone point me to a good resource on using quaternions for bone joints? ** EDIT AGAIN ** I think I've solved it, but I don't understand how it works. I can't seem to find any google results explaining it. I'd appreciate if anyone could send resources explaining it to me.

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  • How can I find the closest vector to another in a specific direction?

    - by Sniper
    Perhaps I am not phrasing it incorrectly in my searches, but I can not find anything on this. I have a vector3 with a specific direction that it is facing, I want to get the closest object to that position in that specific direction. Basically I want to get the object that is being aimed at. I have thought about finding all objects within a box and then finding the closest object to my vector from them results, but I am sure that there is a more efficient way. The Z axis is optional, the objects are most likely within a few meters of the search vector. http://i.stack.imgur.com/FafAu.jpg

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  • python numpy roll with padding

    - by Marshall Ward
    I'd like to roll a 2D numpy in python, except that I'd like pad the ends with zeros rather than roll the data as if its periodic. Specifically, the following code import numpy as np x = np.array([[1, 2, 3],[4, 5, 6]]) np.roll(x,1,axis=1) returns array([[3, 1, 2],[6, 4, 5]]) but what I would prefer is array([[0, 1, 2], [0, 4, 5]]) I could do this with a few awkward touchups, but I'm hoping that there's a way to do it with fast built-in commands. Thanks

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  • WCF, Rampart, ADFS2 and SAML Interop issue

    - by user317647
    Hi, I'm working on establishing interoperability between .NET WCF 3.5 and Axis2/Rampart using ADFS2 as the STS and using SAML authentication. Initially I used Axis 1.4.1/Rampart 1.4 but in an attempt to rule out issues relating to WS-* standards compatbility have also created a duplicate environment running Axis 1.5.1/Rampart 1.5. Both envionment use Eclipse 3.5.1 (Galileo)/Tomcat 5.5 for the Java service side. My objective is: WCF-ADFS2-SAML token-Axis2/Rampart Using Kerberos authentication to obtain a SAML token from ADFS2 and propagating this to Rampart. Much progress has been made so far, but the error I'm now getting on Rampart is as follows (on both versions 1.4 & 1.5): [ERROR] General security error (SAML token security failure) org.apache.axis2.AxisFault: General security error (SAML token security failure) Caused by: org.apache.ws.security.WSSecurityException: General security error (SAML token security failure) at org.apache.ws.security.saml.SAMLUtil.getSAMLKeyInfo(SAMLUtil.java:169) at org.apache.ws.security.saml.SAMLUtil.getSAMLKeyInfo(SAMLUtil.java:73) at org.apache.ws.security.processor.DerivedKeyTokenProcessor.extractSecret(DerivedKeyTokenProcessor.java:170) at org.apache.ws.security.processor.DerivedKeyTokenProcessor.handleToken(DerivedKeyTokenProcessor.java:74) at org.apache.ws.security.WSSecurityEngine.processSecurityHeader(WSSecurityEngine.java:326) at org.apache.ws.security.WSSecurityEngine.processSecurityHeader(WSSecurityEngine.java:243) at org.apache.rampart.RampartEngine.process(RampartEngine.java:144) After building source versions for Rampart (just 1.4 so far) I've traced this problem to the following source code: SAMUtil.java Element e = samlSubj.getKeyInfo(); X509Certificate[] certs = null; try { KeyInfo ki = new KeyInfo(e, null); if (ki.containsX509Data()) { X509Data data = ki.itemX509Data(0); XMLX509Certificate certElem = null; if (data != null && data.containsCertificate()) { certElem = data.itemCertificate(0); } if (certElem != null) { X509Certificate cert = certElem.getX509Certificate(); certs = new X509Certificate[1]; certs[0] = cert; return new SAMLKeyInfo(assertion, certs); } } The line ki.containsX509Data() above return false and fails. The value from the Element e is as follows: CN=Root Agency -147027885241304943914470421251724308948 JMYzUkmrT13JoYj2pGN5o/vxpGq8bKFXI1m18iEFu+5rF0wA4MYURGIEWE9/zg1apgjElQHus5qb4ZRCzg7IHyENCGq7um2w1SXxPzstoMsZ7oZ83Uq08lDdNV51QGzCCOdCi+YizKT7AJ1B6gaplxMnFEJ8TlnzFBCavMxSCho= The attempt to obtain the X509 data above is failing even when it appears in the message? (IssuerSerial). All references I've seen so far indicate that the style of X509 reference is supported by Rampart and WSS4J (default?!). This key reference is the certificate that ADFS2 has used to encrypt the message. Any help at all would be greatly appreciated! Thanks Jason

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  • Layout in SmartGWT

    - by sarav
    How to place a control at the center of a canvas? I have a main VLayout set to 100%width and 100% haight. I want to place a grid at the center of this layout, meaning at the center of the browser' viewport. How to do that with smartGWT layouts? setLayoutAlign(Alignment.CENTER) This places the controls center to the layout's breadth axis. But if I nest HLayout and VLayout it is not giving desired result.

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  • When using WebBrowser control how do you have the text appear without margins?

    - by Tim Murphy
    I'm using a System.Windows.Forms.WebBrowser control next to textboxes with the left margins of each control aligned on the same X axis. The appearance however is "ugly" because the WebBrowser control inserts a margin/padding around the content of the control. Therefore the text in the WebBrowser control is several pixels to the right of the text in each of the surrounding textboxes. How do you fix this? The Margin setting does not appear to work.

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  • Font Family Selection With Google Charts?

    - by mazniak
    Is it possible to set font-family for any of the non-flash Google chart visualizations? Specifically for things like the text on the chart axis. Google charts is powerful, but ugly. And unfortunately I can’t move to something nicer, like gRaphael.

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  • Google App Engine + AdWords API: java.lang.NoClassDefFoundError: javax/xml/soap/SOAPException

    - by Konrad
    Hi all, I know a lot so far about this exception. But I am wondering, if any of you tried to use AdWords API on GAE. AdWords uses Axis as underlying WS library, which do not work on GAE and unfortunately I cannot find solution to make it working. I tried already this: http://dev.bizo.com/2009/04/calling-soap-web-services-on-google-app.html Does any of you know if there is a way to use AdWords API on GAE with Java? Thanks in advance for any help Konrad

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  • Lambda Expression to be used in Select() query

    - by jameschinnock
    Hi, I am trying to build a lambda expression, containing two assignments (as shown further down), that I can then pass to a Queryable.Select() method. I am trying to pass a string variable into a method and then use that variable to build up the lambda expression so that I can use it in a LINQ Select query. My reasoning behind it is that I have a SQL Server datasource with many column names, I am creating a charting application that will allow the user to select, say by typing in the column name, the actual column of data they want to view in the y-axis of my chart, with the x-axis always being the DateTime. Therefore, they can essentially choose what data they chart against the DateTime value (it’s a data warehouse type app). I have, for example, a class to store the retrieved data in, and hence use as the chart source of: public class AnalysisChartSource { public DateTime Invoicedate { get; set; } public Decimal yValue { get; set; } } I have (purely experimentaly) built an expression tree for the Where clause using the String value and that works fine: public void GetData(String yAxis) { using (DataClasses1DataContext db = new DataClasses1DataContext()) { var data = this.FunctionOne().AsQueryable<AnalysisChartSource>(); //just to get some temp data in.... ParameterExpression pe = Expression.Parameter(typeof(AnalysisChartSource), "p"); Expression left = Expression.MakeMemberAccess(pe, typeof(AnalysisChartSource).GetProperty(yAxis)); Expression right = Expression.Constant((Decimal)16); Expression e2 = Expression.LessThan(left, right); Expression expNew = Expression.New(typeof(AnalysisChartSource)); LambdaExpression le = Expression.Lambda(left, pe); MethodCallExpression whereCall = Expression.Call( typeof(Queryable), "Where", new Type[] { data.ElementType }, data.Expression, Expression.Lambda<Func<AnalysisChartSource, bool>>(e2, new ParameterExpression[] { pe })); } } However……I have tried a similar approach for the Select statement, but just can’t get it to work as I need the Select() to populate both X and Y values of the AnalysisChartSource class, like this: .Select(c => new AnalysisChartSource { Invoicedate = c.Invoicedate, yValue = c.yValue}).AsEnumerable(); How on earth can I build such an expression tree….or….possibly more to the point…..is there an easier way that I have missed entirely?

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  • Is there an algorithm for converting quaternion rotations to Euler angle rotations?

    - by Will Baker
    Is there an existing algorithm for converting a quaternion representation of a rotation to an Euler angle representation? The rotation order for the Euler representation is known and can be any of the six permutations (i.e. xyz, xzy, yxz, yzx, zxy, zyx). I've seen algorithms for a fixed rotation order (usually the NASA heading, bank, roll convention) but not for arbitrary rotation order. Furthermore, because there are multiple Euler angle representations of a single orientation, this result is going to be ambiguous. This is acceptable (because the orientation is still valid, it just may not be the one the user is expecting to see), however it would be even better if there was an algorithm which took rotation limits (i.e. the number of degrees of freedom and the limits on each degree of freedom) into account and yielded the 'most sensible' Euler representation given those constraints. I have a feeling this problem (or something similar) may exist in the IK or rigid body dynamics domains. Solved: I just realised that it might not be clear that I solved this problem by following Ken Shoemake's algorithms from Graphics Gems. I did answer my own question at the time, but it occurs to me it may not be clear that I did so. See the answer, below, for more detail. Just to clarify - I know how to convert from a quaternion to the so-called 'Tait-Bryan' representation - what I was calling the 'NASA' convention. This is a rotation order (assuming the convention that the 'Z' axis is up) of zxy. I need an algorithm for all rotation orders. Possibly the solution, then, is to take the zxy order conversion and derive from it five other conversions for the other rotation orders. I guess I was hoping there was a more 'overarching' solution. In any case, I am surprised that I haven't been able to find existing solutions out there. In addition, and this perhaps should be a separate question altogether, any conversion (assuming a known rotation order, of course) is going to select one Euler representation, but there are in fact many. For example, given a rotation order of yxz, the two representations (0,0,180) and (180,180,0) are equivalent (and would yield the same quaternion). Is there a way to constrain the solution using limits on the degrees of freedom? Like you do in IK and rigid body dynamics? i.e. in the example above if there were only one degree of freedom about the Z axis then the second representation can be disregarded. I have tracked down one paper which could be an algorithm in this pdf but I must confess I find the logic and math a little hard to follow. Surely there are other solutions out there? Is arbitrary rotation order really so rare? Surely every major 3D package that allows skeletal animation together with quaternion interpolation (i.e. Maya, Max, Blender, etc) must have solved exactly this problem?

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