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  • "Accumulate" buffer results in XNA4?

    - by Utkarsh Sinha
    I'm trying to simulate a "heightmap" buffer in XNA4.0 but the results don't look correct. Here's what I'm hoping to achieve: http://www.youtube.com/watch?feature=player_detailpage&v=-Q6ISVaM5Ww#t=517s (8:38). From what I understand, here are the steps to reach there: Pass height buffer + current entity's heightmap Generate a stencil and update the height buffer Render sprite+stencil For now, I'm just trying to get the height buffer thing to work. So here's the problem. Inside the draw loop, I do the following: Create a new render target & set it Draw the heightmap with a sprite batch(no shaders) graphicsDevice.SetRenderTarget(null) Draw the rendertarget with SpriteBatch I expected to see all entities' heightmaps. But only the last entity's heightmap is visible. Any hints on what I'm doing wrong? Here's the code inside the draw loop: RenderTarget2D tempDepthStencil = new RenderTarget2D(graphicsDevice, graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height, false, graphicsDevice.DisplayMode.Format, DepthFormat.None); graphicsDevice.SetRenderTarget(tempDepthStencil); // Gather depth information SpriteBatch depthStencilSpriteBatch = new SpriteBatch(graphicsDevice); depthStencilSpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise); depthStencilSpriteBatch.Draw(texHeightmap, pos, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); depthStencilSpriteBatch.End(); graphicsDevice.SetRenderTarget(null); SpriteBatch b1 = new SpriteBatch(graphicsDevice); b1.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend, null, null, null, null); b1.Draw((Texture2D)tempDepthStencil, Vector2.Zero, null, Color.White, 0, Vector2.Zero, 1, spriteEffects, 1); b1.End();

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  • How to move the object around the screen

    - by Abhishek
    I am trying to move the object around the screen I try this code -(void) move { CGFloat upperLimit = mWinSize.height - (mGunda.contentSize.height / 2.0); CGFloat upperLimit1 = mWinSize.height; CGFloat lowerLimit = (mGunda.contentSize.height / 2.0); CGFloat RightLimit = mWinSize.width - (mGunda.contentSize.width/2.0); CGFloat Right = (mGunda.contentSize.width/2.0); if ( mImageGoingUpward ) { mGunda.position = ccp( mGunda.position.x, mGunda.position.y + 5); if ( mGunda.position.y >= upperLimit ) { mImageGoingUpward = NO; mHori = NO; } } else { mGunda.position = ccp( mGunda.position.x, mGunda.position.y - 5); if ( mGunda.position.y <= lowerLimit ) { mGunda.position = ccp(mGunda.position.x +5, lowerLimit); } if(mGunda.position.x >= RightLimit) { mGunda.position = ccp(mGunda.position.x, mGunda.position.y+10); mHori = YES; } if(mHori) { if(mGunda.position.y >= upperLimit) { mGunda.position = ccp(mGunda.position.x - 5,mGunda.position.y); } } } } } It move the object from bottom to top & top to bottom & bottom to right & right to right top of the screen here is problem I have got It not move to the right top to left side of screen this rotationis not happen. How can I do this

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  • Problem with Ogre::Camera lookAt function when target is directly below.

    - by PigBen
    I am trying to make a class which controls a camera. It's pretty basic right now, it looks like this: class HoveringCameraController { public: void init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height); void update(Ogre::Real time_delta); private: Ogre::Camera * camera_; AnimatedBody * target_; Ogre::Real height_; }; HoveringCameraController.cpp void HoveringCameraController::init(Ogre::Camera & camera, AnimatedBody & target, Ogre::Real height) { camera_ = &camera; target_ = &target; height_ = height; update(0.0); } void HoveringCameraController::update(Ogre::Real time_delta) { auto position = target_->getPosition(); position.y += height_; camera_->setPosition(position); camera_->lookAt(target_->getPosition()); } AnimatedBody is just a class that encapsulates an entity, it's animations and a scene node. The getPosition function is simply forwarded to it's scene node. What I want(for now) is for the camera to simply follow the AnimatedBody overhead at the distance given(the height parameter), and look down at it. It follows the object around, but it doesn't look straight down, it's tilted quite a bit in the positive Z direction. Does anybody have any idea why it would do that? If I change this line: position.y += height_; to this: position.x += height_; or this: position.z += height_; it does exactly what I would expect. It follows the object from the side or front, and looks directly at it.

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Another guvcview issue? Core dump!

    - by user290498
    guvcview is core dumping with my Sony Handycam plugged in. It works fine with my standard Logitech Webcam. I deleted the config file so it could re-create it. here is the output: $ guvcview guvcview 1.5.3 Could not open /home/rayj/.guvcviewrc for read, will try to create it write /home/rayj/.guvcviewrc OK ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream Cannot connect to server socket err = No such file or directory Cannot connect to server socket jack server is not running or cannot be started video device: /dev/video0 ERROR opening V4L2 interface for /dev/video1 Init. stk1160 (location: usb-0000:00:1d.0-1.5) { pixelformat = 'UYVY', description = '16 bpp YUY2, 4:2:2, packed' } VIDIOC_ENUM_FRAMESIZES - Error enumerating frame sizes: Inappropriate ioctl for device Unable to enumerate frame sizes. : Inappropriate ioctl for device { pixelformat = 'RGB3', description = 'RGB3' } { ?GSPCA? : width = 720, height = 480 } fmtind:2 fsizeind: 1 { pixelformat = 'BGR3', description = 'BGR3' } { ?GSPCA? : width = 720, height = 480 } fmtind:3 fsizeind: 1 { pixelformat = 'YU12', description = 'YU12' } { ?GSPCA? : width = 720, height = 480 } fmtind:4 fsizeind: 1 { pixelformat = 'YV12', description = 'YV12' } { ?GSPCA? : width = 720, height = 480 } fmtind:5 fsizeind: 1 vid:05e1 pid:0408 driver:stk1160 checking format: 1196444237 Format unavailable: 1196444237. Init v4L2 failed !! Init video returned -2 trying minimum setup ... Segmentation fault (core dumped)

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  • Detecting collision between ball (circle) and brick(rectangle)?

    - by James Harrison
    Ok so this is for a small uni project. My lecturer provided me with a framework for a simple brickbreaker game. I am currently trying to overcome to problem of detecting a collision between the two game objects. One object is always the ball and the other objects can either be the bricks or the bat. public Collision hitBy( GameObject obj ) { //obj is the bat or the bricks //the current object is the ball // if ball hits top of object if(topX + width >= obj.topX && topX <= obj.topX + obj.width && topY + height >= obj.topY - 2 && topY + height <= obj.topY){ return Collision.HITY; } //if ball hits left hand side else if(topY + height >= obj.topY && topY <= obj.topY + obj.height && topX + width >= obj.topX -2 && topX + width <= obj.topX){ return Collision.HITX; } else return Collision.NO_HIT; } So far I have a method that is used to detect this collision. The the current obj is a ball and the obj passed into the method is the the bricks. At the moment I have only added statement to check for left and top collisions but do not want to continue as I have a few problems. The ball reacts perfectly if it hits the top of the bricks or bat but when it hits the ball often does not change directing. It seems that it is happening toward the top of the left hand edge but I cannot figure out why. I would like to know if there is another way of approaching this or if people know where I'm going wrong. Lastly the collision.HITX calls another method later on the changes the x direction likewise with y.

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  • Bing Maps WPF Hack

    - by Chris Gardner
    I've spent the past couple of days adding the Bing Maps WFP Control to an application I'm developing. I kept running into a strange thing that was driving me crazy. I have the control in the bottom of a StackPanel, under a Grid. No matter how hard I tried, setting the Height of the Bing control to Auto would cause the ActualHeight to always be 60.93. Now, I still don't know why this is happening. Truth be told, I'm not too sure I care. I did, however, find a reasonable hack around the problem. I do know the size of everything else. As such, I tied into the SizeChanged Event of the StackPanel. Using this, I could set the Height to the correct size based on the new size of the panel. private void ResizeMap( object sender, SizeChangedEventArgs e ) { myMap.Height = ((StackPanel)sender).ActualHeight - 75.0; } The hard-coded number is was because I had a fixed height of controls above my map. If you have dynamic elements, you could easily iterate through them and delete out the portions. So, there you have it. It's not much, but it annoyed the Smurf out of me for a brief period of time. Since I never found an answer, I figured I'd share.

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  • Slick2d Spritesheet showing whole image

    - by BotskoNet
    I'm trying to show a single subimage from a sprite sheet. Using slick2d SpriteSheet class, all it's doing is showing me the entire image, but scaled down to fit the cell dimensions. The image is 96x192 and should have cells of 32x32. The code: SpriteSheet spriteSheet = new SpriteSheet("images/"+file, 32, 32 ); System.out.println("Horiz Count: " + spriteSheet.getHorizontalCount()); System.out.println("Vert Count: " + spriteSheet.getVerticalCount()); System.out.println("Height: " + spriteSheet.getHeight()); System.out.println("Width: " + spriteSheet.getWidth()); System.out.println("Texture Width: " + spriteSheet.getTextureWidth()); System.out.println("Texture Height: " + spriteSheet.getTextureHeight()); Prints: Horiz Count: 3 Vert Count: 6 Height: 192 Width: 96 Texture Width: 0.75 Texture Height: 0.75 Not sure what the texture dimensions refer to, but the rest is entirely accurate. However, when I draw the icon, the entire sprite image shows scaled down to 32x32: Image image = spriteSheet.getSprite(1, 0); // a test image.bind(); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glBegin(GL11.GL_QUADS); GL11.glTexCoord2f(0,0); GL11.glVertex2f(x,y); GL11.glTexCoord2f(1,0); GL11.glVertex2f(x+image.getWidth(),y); GL11.glTexCoord2f(1,1); GL11.glVertex2f(x+image.getWidth(),y+image.getHeight()); GL11.glTexCoord2f(0,1); GL11.glVertex2f(x,y+image.getHeight()); GL11.glEnd(); GL11.glDisable(GL11.GL_BLEND);

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  • Animation API vs frame animation

    - by Max
    I'm pretty far down the road in my game right now, closing in on the end. And I'm adding little tweaks here and there. I used custom frame animation of a single image with many versions of my sprite on it, and controlled which part of the image to show using rectangles. But I'm starting to think that maybe I should've used the Animation API that comes with android instead. Will this effect my performance in a negative way? Can I still use rectangles to draw my bitmap? Could I add effects from the Animation API to my current frame-controlled animation? like the fadeout-effect etc? this would mean I wont have to change my current code. I want some of my animations to fade out, and just noticed that using the Animation API makes things alot easier. But needless to say, I would prefer not having to change all my animation-code. I'm bad at explaining, so Ill show a bit of how I do my animation: private static final int BMP_ROWS = 1; //I use top-view so only need my sprite to have 1 direction private static final int BMP_COLUMNS = 3; public void update(GameControls controls) { if (sprite.isMoving) { currentFrame = ++currentFrame % BMP_COLUMNS; } else { this.setFrame(1); } } public void draw(Canvas canvas, int x, int y, float angle) { this.x=x; this.y=y; canvas.save(); canvas.rotate(angle , x + width / 2, y + height / 2); int srcX = currentFrame * width; int srcY = 0 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); canvas.restore(); }

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  • Image 1 becomes image 2 with sliding effect from left to right?

    - by Paul
    I would like to show a second image appearing while a "door" is closing on my character. I've got my character in the middle of the screen and a door coming from the left. When the door passes my character, I would like to have this second image appearing little by little. So far, I've gotten by with fadingOut the character and then fadingIn my second image of the character at the same position when the door is completely closed, but I would like to have both of them at the same time. (the effect that image 1 becomes image 2 when the door is sliding from left to right). Would you know how to do this with Cocos2d? Here are the images : at first, the character is blue, and the door is coming from the left : Then, behind the black door, the character becomes red, but only behind this door, so it stays blue when the door is not on him, and will become completely red when the door passes the character : EDIT : with this code, the black door hides the red and blue rectangles : (And if i add each of my layers at a different depth, and only use GL_LESS, same thing) blue.position = ccp( size.width*0.5 , size.height/2 ); red.position = ccp( size.width*0.46 , size.height/2 ); black.position = ccp( size.width*0.1 , size.height/2 ); glEnable(GL_DEPTH_TEST); [batch addChild:red z:0]; [batch addChild:black z:2]; glDepthFunc(GL_GREATER); [batch addChild:blue z:1]; glDepthFunc(GL_LESS); id action1 = [CCMoveTo actionWithDuration:3 position:ccp(size.width,size.height/2)]; [black runAction: [CCSequence actions:action1, nil]];

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  • 2D Side scroller collision detection

    - by Shanon Simmonds
    I am trying to do some collision detection between objects and tiles, but the tiles do not have there own x and y position, they are just rendered to the x and y position given, there is an array of integers which has the ids of the tiles to use(which are given from an image and all the different colors are assigned different tiles) int x0 = camera.x / 16; int y0 = camera.y / 16; int x1 = (camera.x + screen.width) / 16; int y1 = (camera.y + screen.height) / 16; for(int y = y0; y < y1; y++) { if(y < 0 || y >= height) continue; // height is the height of the level for(int x = x0; x < x1; x++) { if(x < 0 || x >= width) continue; // width is the width of the level getTile(x, y).render(screen, x * 16, y * 16); } } I tried using the levels getTile method to see if the tile that the object was going to advance to, to see if it was a certain tile, but, it seems to only work in some directions. Any ideas on what I'm doing wrong and fixes would be greatly appreciated. What's wrong is that it doesn't collide properly in every direction and also this is how I tested for a collision in the objects class if(!level.getTile((x + xa) / 16, (y + ya) / 16).isSolid()) { x += xa; y += ya; } EDIT: xa and ya represent the direction as well as the movement, if xa is negative it means the object is moving left, if its positive it is moving right, and same with ya except negative for up, positive for down.

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  • Why am I getting a return value of zero from my position computation function?

    - by Hussain Murtaza
    Ok I have a Function int x(), which is used in new Rectangle(x(),a,a,a); in DrawMethod in XNA but when I use it I get x() = 0 as as the answer.Here is my CODE: int x() { int px = (128 * 5); int xx = 0; for (int i = 0; i < 6; i++) { if (Mouse.GetState().X > px) { //xx = Mouse.GetState().X; xx = px; break; } else { px -= 128; } } return xx; } Here is the DrawMethod Code: if (set) { spriteBatch.Draw(texture, new Rectangle(x(), y(), texture.Width, texture.Height), Color.White); textpositionX = x(); textpositionY = y(); set = false; select = false; place = true; } else if(select) { spriteBatch.Draw(texture, new Rectangle(Mouse.GetState().X - texture.Width / 2, Mouse.GetState().Y-texture.Height / 2, texture.Width, texture.Height), Color.White); } else if (place) { spriteBatch.Draw(texture, new Rectangle(textpositionX, textpositionY, texture.Width, texture.Height), Color.White); select = false; set = false; }

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  • LWJGL Java 2D collision when lagging

    - by user1990950
    I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my Player class: gravity.y = gspeed; speed.y+=gravity.y; position.set(position.x + direction.x * speed.x * deltaSeconds, position.y + direction.y * speed.y * deltaSeconds); for (int i = (int) Math.round(position.x / 32) - 2 * t; i < (int) Math.round(position.x / 32) + 3 * t; i++) { for (int j = (int) Math.round(position.y / 32); j < (int) Math.round((position.y + height + 64) / 32); j++) { checkCollision(i, j, deltaSeconds); } } public void checkCollision(int i, int j, float deltaSeconds) { bbox.setBounds((int) position.x, (int) position.y, (int) width, (int) height); Tile t = null; t = Map.getTile(i, j); if (t != null) { if (t.isSolid()) { if (t.getTop().intersects(bbox)) { if (position.y + height < t.y * 32 + 32) { if (speed.y >= 0) { position.y = t.y * 32 - height; speed.y = 0; gravity.y = 0; jumpState = 0; } } } if (t.getBottom().intersects(bbox)) { if (position.y < t.y * 32 + 32) { position.y = t.y * 32 + 32; speed.y = 0; } } else { if (t.getLeft().intersects(bbox)) { if (position.x + width > t.x * 32) { position.x = t.x * 32 - width; speed.x = 0; } } if (t.getRight().intersects(bbox)) { if (position.x < t.x * 32 + 32) { position.x = t.x * 32 + 32; speed.x = 0; } } } } } } Is it possible to fix my code, if yes how? Or is it possible to tell if the game is lagging?

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  • Matrix.CreateBillboard centre rotation problem

    - by Chris88
    I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point: Using: BasicEffect quadEffect; Drawing the quad shape: Left = Vector3.Cross(Normal, Up); Vector3 uppercenter = (Up * height / 2) + origin; LowerLeft = uppercenter + (Left * width / 2); LowerRight = uppercenter - (Left * width / 2); UpperLeft = LowerLeft - (Up * height); UpperRight = LowerRight - (Up * height); Where height and width are float values passed in (it draws a square) Draw method: quadEffect.View = camera.view; quadEffect.Projection = camera.projection; quadEffect.World = Matrix.CreateBillboard(Origin, camera.cameraPosition, Vector3.Up, camera.cameraDirection); GraphicsDevice.BlendState = BlendState.Additive; foreach (EffectPass pass in quadEffect.CurrentTechnique.Passes) { pass.Apply(); GraphicsDevice.DrawUserIndexedPrimitives <VertexPositionNormalTexture>( PrimitiveType.TriangleList, Vertices, 0, 4, Indexes, 0, 2); } GraphicsDevice.BlendState = BlendState.Opaque; In the screenshots below i draw the image at Vector3(32f, 0f, 32f) The screenshots below show you the position of the quad in relation to the red cross. The red cross shows where it should be drawn http://i.imgur.com/YwRYj.jpg http://i.imgur.com/ZtoHL.jpg It rotates around the red cross position

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  • ASP.NET MVC 3 (C#) Software Architecture

    - by ryanzec
    I am starting on a relatively large and ambitious ASP.NET MVC 3 project and just thinking about the best way to organize my code. The project is basically going to be a general management system that will be capable of supporting any type management system whether it be a blogging system, cms, reservation system, wikis, forums, project management system, etc…, each of them being just a separate 'module'. You can read more about it on my blog posted here : http://www.ryanzec.com/index.php/blog/details/8 (forgive me, the style of the site kinda sucks). For those who don't want to read the long blog post the basic idea is that the core system itself is nothing more than a users system with an admin interface to manage the users system. Then you just add on module as you need them and the module I will be creating is a simple blog post to test it out before I move on to the big module which is a project management system. Now I am just trying to think of the best way to structure this so that it is easy for users to add in there own modules but easy for me to update to core system without worrying about the user modifying the core code. I think the ideal way would be to have a number of core projects that user is specifically told not to modify otherwise the system may become unstable and future updates would not work. When the user wants to add in there own modules, they would just add in a new project (or multiple projects). The thing is I am not sure that it is even possible to use multiple projects all with their own controllers, razor view template, css, javascript, etc... in one web application. Ideally each module would have some of it own razor view templates, css, javascript, image files and also need access to some of the core razor view templates, css, javascript, image files which would is in a separate project. It is possible to have 1 web application run off of controllers, razor view templates, css, javascript, image files that are store in multiple projects? Is there a better was to structure this to allow the user to easily add in module with having to modify the core code?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • PhysX Capsule Character Controller floating above ground

    - by Jannie
    I am using PhysX Version 3.0.2 in the simulation package I'm working on, and I've encountered some bizarre behavior with the capsule character controller. When I set the controller's height and radius to the appropriate values (r = 0.25, h = 1.86)it behaves correctly (moving along the ground, colliding with other objects, and so on) except that the capsule itself is floating above the ground. The actor will then bump his head when trying to get through a door, since the capsule is the correct height but also floating above the ground. This image should illustrate what I'm going on about: One can clearly see that the rest of the scene has their collision bodies wrapped correctly, it's just the capsule that's going wrong! The stop-gap I've implemented is creating a smaller capsule and giving it an offset, but I need to implement ray-picking for the controller next so the capsule has to surround the character model properly. Here's my character creation code (with height = 1.86f and radius = 0.25f): NxController* D3DPhysXManager::CreateCharacterController( std::string l_stdsControllerName, float l_fHeight, float l_fRadius, D3DXVECTOR3 l_v3Position ) { NxCapsuleControllerDesc l_CapsuleControllerDescription; l_CapsuleControllerDescription.height = l_fHeight; l_CapsuleControllerDescription.radius = l_fRadius; l_CapsuleControllerDescription.position.set( l_v3Position.x, l_v3Position.y, l_v3Position.z ); l_CapsuleControllerDescription.callback = &this->m_ControllerHitReport; NxController* l_pController = this->m_pControllerManager->createController( this->m_pScene, l_CapsuleControllerDescription ); this->m_pControllerMap.insert( l_ControllerValuePair( l_stdsControllerName, l_pController ) ); return l_pController; } Any help at all would be appreciated, I just can't figure this one out! P.S. I've found a couple of (rather old) threads describing the same issue, but it seems they couldn't find a solution either. Here are the links: http://forum-archive.developer.nvidia.com/index.php?showtopic=6409 http://forum-archive.developer.nvidia.com/index.php?showtopic=3272 http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=23003

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  • Resume Button error

    - by user3178359
    i have two class. if i press button pause it can show button resume, retry,menu and the game time is paused. but when i press the resume the game time still paused. help me plase how to continue the game time ?? code for button pause : using UnityEngine; using System.Collections; public class pause : MonoBehaviour { public GUITexture showMenu; public GUITexture btnResume; public bool gamePaused = false; void OnMouseDown() { gamePaused = true; Time.timeScale = 0; showMenu.pixelInset = new Rect(220, 200, showMenu.pixelInset.width, showMenu.pixelInset.height); btnResume.pixelInset = new Rect(300, 300, btnResume.pixelInset.width, btnResume.pixelInset.height); code for button resume : using UnityEngine; using System.Collections; public class btResume : pause { //public GUITexture shoe; void onMouseDown() { base.gamePaused = false; Time.timeScale = 1; btnResume.pixelInset = new Rect(300, -300, btnResume.pixelInset.width, btnResume.pixelInset.height); showMenu.pixelInset = new Rect(220, -200, showMenu.pixelInset.width, showMenu.pixelInset.height); } }

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  • How should I group these variables?

    - by stariz77
    I have a shape that will be defined by: char s_type; char color; double height; double width; These variables are scanned in from a request string sent to my server and passed into my printing function, which then prints out the shape. Currently they are just local variables sitting in my main(); however, I was wondering if there would be any advantage in creating a struct containing these variables, and then passing the struct to my printing function? or how else might I improve my program's structure/style, would passing a struct by reference have any kind of performance benefit if there were many requests and therefore many printing function calls? printer(char st, char cr, double ht, double wd); int main() { // Other main functionality. char s_type; char color; double height; double width; sscanf (serv_req, "GET /%c/%c/%lf/%lf", &s_type, &color, &height, &width); printer(s_type, color, height, width); // Other main functionality. return 0; } It seemed "neater" if I had a struct or something that didn't leave me with declarations in the middle of everything else going on in main. I'm interested in structure/style as well as performance. EDIT: didn't mean to put printer declaration inside main.

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  • strange 404 errors

    - by user1400532
    i have this website thinkmovie.in recently i enabled cloudfare along with maxcdn. When i look at my server logs, i see these strange 404 errors for many of the files. for eg: http://thinkmovie.in/img/content/15062012faith/thumbs/model_fai12e8th_latest_photoshoot_10.jpg But the actual url is http://thinkmovie.in/img/content/15062012faith/thumbs/model_faith_latest_photoshoot_10.jpg refer_url: http://www.thinkmovie.in/gallery/ It means the term "model_faith" is replaced by "model_fai12e8th" and one more http://thinkmovie.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg actual url http://thinkmovie.finalytics.in/image.php/?offset=1&height=120&width=144&cropratio=1.2:1%E2%84%91=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg?offset=1&height=120&width=144&cropratio=1.2:1&image=/img/content/07052012pranitha/pranitha_hot_in_saguni_movie_press_meet_0.jpg refer_url: http://www.thinkmovie.in/gallery/hotactress/album/pranitha_hot_stills_19012012pranitha/ {&image replaced by %E2%84%91} I'm not able to understand how this is happening. I checked my code server times. And I am not able to replicate this problem from my browser. Please help me.

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  • OpenGL: Move camera regardless of rotation

    - by Markus
    For a 2D board game I'd like to move and rotate an orthogonal camera in coordinates given in a reference system (window space), but simply can't get it to work. The idea is that the user can drag the camera over a surface, rotate and scale it. Rotation and scaling should always be around the center of the current viewport. The camera is set up as: gl.glMatrixMode(GL2.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrtho(-width/2, width/2, -height/2, height/2, nearPlane, farPlane); where width and height are equal to the viewport's width and height, so that 1 unit is one pixel when no zoom is applied. Since these transformations usually mean (scaling and) translating the world, then rotating it, the implementation is: gl.glMatrixMode(GL2.GL_MODELVIEW); gl.glLoadIdentity(); gl.glRotatef(rotation, 0, 0, 1); // e.g. 45° gl.glTranslatef(x, y, 0); // e.g. +10 for 10px right, -2 for 2px down gl.glScalef(zoomFactor, zoomFactor, zoomFactor); // e.g. scale by 1.5 That however has the nasty side effect that translations are transformed as well, that is applied in world coordinates. If I rotate around 90° and translate again, X and Y axis are swapped. If I reorder the transformations so they read gl.glTranslatef(x, y, 0); gl.glScalef(zoomFactor, zoomFactor, zoomFactor); gl.glRotatef(rotation, 0, 0, 1); the translation will be applied correctly (in reference space, so translation along x always visually moves the camera sideways) but rotation and scaling are now performed around origin. It shouldn't be too hard, so what is it I'm missing?

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  • Problems with Widgets in dojox DataGrid

    - by Kitson
    I am trying to include some editing Widgets in my dojox.grid.DataGrid seem to be having a lot of difficulty. I have tried everything I can think of to get it to work, but something just isn't going right. When I started having problems, I tried to copy almost exactly from the grid tests and model my "breakout" of code just like that, but without success. Basic editing of the Grid seems to work. In the example below, the "Events" column allows edits, but the two columns that are using the cellType attribute don't work. In fact they also seem to ignore the other attributes (like the styles) which would seem to indicate that some sort of issue was run into, but there is nothing in FireBug. Also I get the same behaviour between Chrome and Firefox. <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd"> <html> <head> <title>Insert title here</title> <link id="themeStyles" rel="stylesheet" href="javascript/dojotoolkit/dijit/themes/tundra/tundra.css"> <style type="text/css"> @import "css/gctilog.css"; @import "javascript/dojotoolkit/dojo/resources/dojo.css"; @import "javascript/dojotoolkit/dijit/themes/tundra/tundra.css"; @import "javascript/dojotoolkit/dojox/grid/resources/Grid.css"; @import "javascript/dojotoolkit/dojox/grid/resources/tundraGrid.css"; @import "javascript/dojotoolkit/ocp/resources/MultiStateCheckBox.css"; </style> <script type="text/javascript" src="javascript/dojotoolkit/dojo/dojo.js" djConfig="parseOnLoad:true, isDebug:true, locale:'en-gb'"></script> <script type="text/javascript"> dojo.require("dojo.currency"); dojo.require("dijit.dijit"); dojo.require("dijit.form.HorizontalSlider"); dojo.require("dojox.data.JsonRestStore"); dojo.require("dojox.grid.DataGrid"); dojo.require("dojox.layout.ExpandoPane"); dojo.require("dojox.timing"); dojo.require("ocp.MultiStateCheckBox"); dojo.require("dojo.parser"); formatCurrency = function(inDatum){ return isNaN(inDatum) ? '...' : dojo.currency.format(inDatum, this.constraint); } </script> <script type="text/javascript" src="javascript/formatter.js"></script> <script type="text/javascript" src="javascript/utilities.js"></script> </head> <body class="tundra"> <div name="labelCallids">Call IDs</div> <div dojoType="dojox.data.JsonRestStore" id="callidStore4" jsId="callidStore4" target="logmap/maps.php/maps/4/callids/" idAttribute="callid"></div> <table dojoType="dojox.grid.DataGrid" id="callidGrid4" store="callidStore4" query="{ callid: '*' }" style="width: 950px; border: 1px solid rgb(0,156,221); margin-left: 15px;" clientSort="false" autoHeight="10" noDataMessage="No Call IDs Available..."> <thead> <tr> <th field="callid" width="375px">Call ID</th> <th cellType="dojox.grid.cells.ComboBox" field="type" options="SIP,TLib" editable="true" width="10em" styles='text-align: center;'>Type</th> <th field="event_count" width="40px" editable="true" styles="text-align: right;">Events</th> <th field="start_ts" width="75px" formatter="secToHourMinSecMS">Start</th> <th field="end_ts" width="75px" formatter="secToHourMinSecMS">End</th> <th field="duration" width="75px" formatter="secToHourMinSecMS">Duration</th> <th cellType="dojox.grid.cells._Widget" widgetClass="dijit.form.HorizontalSlider" field="include" formatter="formatCurrency" constraint="{currency:'EUR'}" editable="true" width="10em" styles='text-align: right;'>Amount</th> </tr> </thead> </table> </body> </html> Is there anything that I am missing. It would seem to be fundamental, but I just can't seem to see it. [EDIT] What I have done instead is return a dijit Widget using the formatter to return a widget. So in the declarative model, I specify something like this: <th field="type" formatter="getMultiField" width="10em" styles='text-align: center;'>Type</th> And then I wrote a JavaScript function like the below to return the widget I wanted. function getMultiField(value) { var jsonValue = JSON.parse(value); //I provide the value of the widget as JSON //from my data store, so I need to parse it var control = new ocp.MultiStateCheckBox({ //my custom widget id : "dMSCB"+(new Date).getTime()+Math.ceil(Math.random()*100000), //generate a unique ID value : jsonValue.value, onChange : function (value {...}) //code to manipulate the underlying data store }); return control; //The dojo 1.4 grid can handle a returned Widget }

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  • iPhone wb dev with jqTouch

    - by sea_1987
    Hi there, I am some real trouble getting the transitions working for my iPhone site, I am trying to add the 'flip' transition using, <a class="button flip href="#about">About</a> However I get no flip transition nor do is navigate to the about anchor, here is my HTML, <!DOCTYPE html> <head> <meta name="viewport" content="width=device-width; initial-scale=1.0; maximum-scale=1.0; user-scalable=0;" /> <title>Elfm Iphone</title> <script src="javascript/jquery.1.3.2.min.js" type="text/javascript" charset="utf-8"></script> <script src="javascript/jqtouch.min.js" type="text/javascript" charset="utf-8"></script> <link rel="stylesheet" href="css/jqtouch.css" type="text/css" media="screen" title="no title" charset="utf-8"> <link rel="stylesheet" href="themes/apple/theme.css" type="text/css" media="screen" title="no title" charset="utf-8"> <link rel="stylesheet" href="css/base.css" type="text/css" media="screen" title="no title" charset="utf-8"> <script type="javascript/text"> $.jQTouch({ icon:'kilo.png', statusBar:'black' }); </script> </head> <body> <div id="about"> <div class="toolbar"> <h1>About</h1> <p>Some about blurb, telling the users about the station and the site, in most cases this won't be a very extensive page, just some background information, nothing that will overface the user and not want them to carry on listening. I would probably be a good idea to push the user to the stream as well. This could be done as an internal link, something like, why not listen to our <a href="http://www.twovalleysradio.co.uk/iphone/stream.pls">live feed?</a></p> </div> </div> <div id="blog"> <div class="toolbar"> <h1>Blog</h1> </div> <p>The blog should be an easy things to implement we should just be able to use the stations RSS feed from wordpress and then style up the entries with CSS to match the look and feel of the sites. We could possibly implement the nice listing features that come with the theme available and if not we could easily build our own theme.</p> </div> <div id="home" class="current"> <div class="toolbar"> <h1>Home</h1> <a class="button flip" href="#blog">Blog</a> </div> <div id="header"> <img src="images/elfm-header.png" alt="ELfm" title="ELfm" /> </div> <div id="content"> <p>Here's a load of text about is and where it's based and why it's coll and who listen to it and a load more blurb and now I'm just adding filler for the sake of it and I know dynamic text is a pain because then we have to consider what happens if there is too much of it but we'll show a live preview on the web service of what the app would look like.</p> </div> <div id="play"> <div id="button"> <a class="play_stream" href=""> Play </a> </div> </div> </div> <div id="twitter"> <div id="tweet"> </div> </div> </body> </html> I am testing this is Chrome and Safari and also the iPhone simulator.

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  • Translate ImageButton from C# to XAML

    - by Bill
    I worked out the C# code to create an ImageButton (below) that has three images (one base-image and two overlays) and three text boxes as the face of the button. I am inheriting from the Button class, which unfortunately includes several components that I didn't realize would surface until after coding and need to remove, namely the bright-blue surrounding border on IsMouseOver, and any visible borders between the buttons, as the buttons will end up in a wrapPanel and the borders need to be seamless. Now that the format has been worked out in C#, I expect that I need to translate to XAML so that I can create a ControlTemplate to get the functionality necessary, however I am not certain as to the process of translating from C# to XAML. Can anyone steer me in the right direction? public class ACover : Button { Image cAImage = null; Image jCImage = null; Image jCImageOverlay = null; TextBlock ATextBlock = null; TextBlock AbTextBlock = null; TextBlock ReleaseDateTextBlock = null; private string _TracksXML = ""; public ACover() { Grid cArtGrid = new Grid(); cArtGrid.Background = new SolidColorBrush(Color.FromRgb(38, 44, 64)); cArtGrid.Margin = new System.Windows.Thickness(5, 10, 5, 10); RowDefinition row1 = new RowDefinition(); row1.Height = new GridLength(225); RowDefinition row2 = new RowDefinition(); row2.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row3 = new RowDefinition(); row3.Height = new GridLength(0, GridUnitType.Auto); RowDefinition row4 = new RowDefinition(); row4.Height = new GridLength(0, GridUnitType.Auto); cArtGrid.RowDefinitions.Add(row1); cArtGrid.RowDefinitions.Add(row2); cArtGrid.RowDefinitions.Add(row3); cArtGrid.RowDefinitions.Add(row4); ColumnDefinition col1 = new ColumnDefinition(); col1.Width = new GridLength(0, GridUnitType.Auto); cArtGrid.ColumnDefinitions.Add(col1); jCImage = new Image(); jCImage.Height = 240; jCImage.Width = 260; jCImage.VerticalAlignment = VerticalAlignment.Top; jCImage.Source = new BitmapImage(new Uri(Properties.Settings.Default.pathToGridImages + "jc.png", UriKind.Absolute)); cArtGrid.Children.Add(jCImage); cArtImage = new Image(); cArtImage.Height = 192; cArtImage.Width = 192; cArtImage.Margin = new System.Windows.Thickness(3, 7, 0, 0); cArtImage.VerticalAlignment = VerticalAlignment.Top; cArtGrid.Children.Add(cArtImage); jCImageOverlay = new Image(); jCImageOverlay.Height = 192; jCImageOverlay.Width = 192; jCImageOverlay.Margin = new System.Windows.Thickness(3, 7, 0, 0); jCImageOverlay.VerticalAlignment = VerticalAlignment.Top; jCImageOverlay.Source = new BitmapImage(new Uri( Properties.Settings.Default.pathToGridImages + "jc-overlay.png", UriKind.Absolute)); coverArtGrid.Children.Add(jCImageOverlay); ATextBlock = new TextBlock(); ATextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); ATextBlock.Margin = new Thickness(10, -10, 0, 0); cArtGrid.Children.Add(ATextBlock); AlTextBlock = new TextBlock(); AlTextBlock.Margin = new Thickness(10, 0, 0, 0); AlTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(AlTextBlock); RDTextBlock = new TextBlock(); RDTextBlock.Margin = new Thickness(10, 0, 0, 0); RDTextBlock.Foreground = new SolidColorBrush(Color.FromRgb(173, 176, 198)); cArtGrid.Children.Add(RDTextBlock); Grid.SetColumn(jCImage, 0); Grid.SetRow(jCImage, 0); Grid.SetColumn(jCImageOverlay, 0); Grid.SetRow(jCImageOverlay, 0); Grid.SetColumn(cArtImage, 0); Grid.SetRow(cArtImage, 0); Grid.SetColumn(ATextBlock, 0); Grid.SetRow(ATextBlock, 1); Grid.SetColumn(AlTextBlock, 0); Grid.SetRow(AlTextBlock, 2); Grid.SetColumn(RDTextBlock, 0); Grid.SetRow(RDTextBlock, 3); this.Content = cArtGrid; } public string A { get { if (ATextBlock != null) return ATextBlock.Text; else return String.Empty; } set { if (ATextBlock != null) ATextBlock.Text = value; } } public string Al { get { if (AlTextBlock != null) return AlTextBlock.Text; else return String.Empty; } set { if (AlTextBlock != null) AlTextBlock.Text = value; } } public string RD { get { if (RDTextBlock != null) return RDTextBlock.Text; else return String.Empty; } set { if (RDTextBlock != null) RDTextBlock.Text = value; } } public ImageSource Image { get { if (cArtImage != null) return cArtImage.Source; else return null; } set { if (cArtImage != null) cArtImage.Source = value; } } public string TracksXML { get { return _TracksXML; } set { _TracksXML = value; } } public double ImageWidth { get { if (cArtImage != null) return cArtImage.Width; else return double.NaN; } set { if (cArtImage != null) cArtImage.Width = value; } } public double ImageHeight { get { if (cArtImage != null) return cArtImage.Height; else return double.NaN; } set { if (cArtImage != null) cArtImage.Height = value; } } }

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  • MVVM - implementing 'IsDirty' functionality to a ModelView in order to save data

    - by Brendan
    Hi, Being new to WPF & MVVM I struggling with some basic functionality. Let me first explain what I am after, and then attach some example code... I have a screen showing a list of users, and I display the details of the selected user on the right-hand side with editable textboxes. I then have a Save button which is DataBound, but I would only like this button to display when data has actually changed. ie - I need to check for "dirty data". I have a fully MVVM example in which I have a Model called User: namespace Test.Model { class User { public string UserName { get; set; } public string Surname { get; set; } public string Firstname { get; set; } } } Then, the ViewModel looks like this: using System.Collections.ObjectModel; using System.Collections.Specialized; using System.Windows.Input; using Test.Model; namespace Test.ViewModel { class UserViewModel : ViewModelBase { //Private variables private ObservableCollection<User> _users; RelayCommand _userSave; //Properties public ObservableCollection<User> User { get { if (_users == null) { _users = new ObservableCollection<User>(); //I assume I need this Handler, but I am stuggling to implement it successfully //_users.CollectionChanged += HandleChange; //Populate with users _users.Add(new User {UserName = "Bob", Firstname="Bob", Surname="Smith"}); _users.Add(new User {UserName = "Smob", Firstname="John", Surname="Davy"}); } return _users; } } //Not sure what to do with this?!?! //private void HandleChange(object sender, NotifyCollectionChangedEventArgs e) //{ // if (e.Action == NotifyCollectionChangedAction.Remove) // { // foreach (TestViewModel item in e.NewItems) // { // //Removed items // } // } // else if (e.Action == NotifyCollectionChangedAction.Add) // { // foreach (TestViewModel item in e.NewItems) // { // //Added items // } // } //} //Commands public ICommand UserSave { get { if (_userSave == null) { _userSave = new RelayCommand(param => this.UserSaveExecute(), param => this.UserSaveCanExecute); } return _userSave; } } void UserSaveExecute() { //Here I will call my DataAccess to actually save the data } bool UserSaveCanExecute { get { //This is where I would like to know whether the currently selected item has been edited and is thus "dirty" return false; } } //constructor public UserViewModel() { } } } The "RelayCommand" is just a simple wrapper class, as is the "ViewModelBase". (I'll attach the latter though just for clarity) using System; using System.ComponentModel; namespace Test.ViewModel { public abstract class ViewModelBase : INotifyPropertyChanged, IDisposable { protected ViewModelBase() { } public event PropertyChangedEventHandler PropertyChanged; protected virtual void OnPropertyChanged(string propertyName) { PropertyChangedEventHandler handler = this.PropertyChanged; if (handler != null) { var e = new PropertyChangedEventArgs(propertyName); handler(this, e); } } public void Dispose() { this.OnDispose(); } protected virtual void OnDispose() { } } } Finally - the XAML <Window x:Class="Test.MainWindow" xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:vm="clr-namespace:Test.ViewModel" Title="MainWindow" Height="350" Width="525"> <Window.DataContext> <vm:UserViewModel/> </Window.DataContext> <Grid> <ListBox Height="238" HorizontalAlignment="Left" Margin="12,12,0,0" Name="listBox1" VerticalAlignment="Top" Width="197" ItemsSource="{Binding Path=User}" IsSynchronizedWithCurrentItem="True"> <ListBox.ItemTemplate> <DataTemplate> <StackPanel> <TextBlock Text="{Binding Path=Firstname}"/> <TextBlock Text="{Binding Path=Surname}"/> </StackPanel> </DataTemplate> </ListBox.ItemTemplate> </ListBox> <Label Content="Username" Height="28" HorizontalAlignment="Left" Margin="232,16,0,0" Name="label1" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,21,0,0" Name="textBox1" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/UserName}" /> <Label Content="Surname" Height="28" HorizontalAlignment="Left" Margin="232,50,0,0" Name="label2" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,52,0,0" Name="textBox2" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Surname}" /> <Label Content="Firstname" Height="28" HorizontalAlignment="Left" Margin="232,84,0,0" Name="label3" VerticalAlignment="Top" /> <TextBox Height="23" HorizontalAlignment="Left" Margin="323,86,0,0" Name="textBox3" VerticalAlignment="Top" Width="120" Text="{Binding Path=User/Firstname}" /> <Button Content="Button" Height="23" HorizontalAlignment="Left" Margin="368,159,0,0" Name="button1" VerticalAlignment="Top" Width="75" Command="{Binding Path=UserSave}" /> </Grid> </Window> So basically, when I edit a surname, the Save button should be enabled; and if I undo my edit - well then it should be Disabled again as nothing has changed. I have seen this in many examples, but have not yet found out how to do it. Any help would be much appreciated! Brendan

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