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  • How does ImageView just redraw part of its content when invalidate(Rect) is called?

    - by imax366
    Hi, guys I am new to Android development, just reading docs and trying the APIs. I am quit confused how ImageView managed to draw just a part of its content after an invalidate(Rect) invocation. I've checked ImageView.java, found no other drawing method except onDraw(Canvas), but onDraw(Canvas) only cut the drawable only if it is beyound the view's visible boundary. I also read the implementation of View.invalidate(Rect), I think the key of this function is calling to mParent.invalidateChild(this, r); However, I think the parent view doesn't know how to draw the child in the given Rect, it finally has to call some method of it child to paint out. Has anybody investigated this part of codes? Would you please give me some guide?

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  • Stencil buffer appears to not be decrementing values correctly

    - by Alex Ames
    I'm attempting to use the stencil buffer as a clipper for my UI system, but I'm having trouble debugging a problem I'm running in to. This is what I'm doing: A widget can pass a rectangle to the the stencil clipper functions, which will increment the stencil buffer values that it covers. Then it will draw its children, which will only get drawn in the stencilled area (so that if they extend outside they'll be clipped). After a widget is done drawing its children, it pops that rectangle from the stack and in the process decrements the values in the stencil buffer that it has previously incremented. The slightly simplified code is below: static void drawStencil(Rect& rect, unsigned int ref) { // Save previous values of the color and depth masks GLboolean colorMask[4]; GLboolean depthMask; glGetBooleanv(GL_COLOR_WRITEMASK, colorMask); glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); // Turn off drawing glColorMask(0, 0, 0, 0); glDepthMask(0); // Draw vertices here ... // Turn everything back on glColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDepthMask(depthMask); // Only render pixels in areas where the stencil buffer value == ref glStencilFunc(GL_EQUAL, ref, 0xFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void pushScissor(Rect rect) { // increment things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_INCR, GL_INCR); s_scissorStack.push_back(rect); drawStencil(rect, states, s_ScissorStack.size()); } void popScissor() { // undo what was done in the previous push, // decrement things only at the current stencil stack level glStencilFunc(GL_EQUAL, s_scissorStack.size(), 0xFF); glStencilOp(GL_KEEP, GL_DECR, GL_DECR); Rect rect = s_scissorStack.back(); s_scissorStack.pop_back(); drawStencil(rect, states, s_scissorStack.size()); } And this is how it's being used by the Widgets if (m_clip) pushScissor(m_rect); drawInternal(target, states); for (auto child : m_children) target.draw(*child, states); if (m_clip) popScissor(); This is the result of the above code: There are two things on the screen, a giant test button, and a window with some buttons and text areas on it. The text area scroll box is set to clip its children (so that the text doesn't extend outside the scroll box). The button is drawn after the window and should be on top of it completely. However, for some reason the text area is appearing on top of the button. The only reason I can think of that this would happen is if the stencil values were not getting decremented in the pop, and when it comes time to render the button, since those pixels don't have the right stencil value it doesn't draw over. But I can't figure out whats wrong with my code that would cause that to happen.

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  • How can I fill a rect with an alpha color using CoreGraphics?

    - by Rits Plasman
    In my drawRect method, I am drawing a PNG image. On top of that, I want to draw a rect with a 20% alpha color, like this: [[UIColor colorWithWhite:0.0 alpha:0.2] set]; UIRectFill(rect); The problem is, that the alpha property seems to get ignored. No alpha is applied at all, just a black rectangle is drawn. How can I fix this? Thanks in advance!

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  • Need Help in optimizing a loop in C [migrated]

    - by WedaPashi
    I am trying to draw a Checkerboard pattern on a lcd using a GUI library called emWin. I have actually managed to draw it using the following code. But having these many loops in the program body for a single task, that too in the internal flash of the Microcontroller is not a good idea. Those who have not worked with emWin, I will try and explain a few things before we go for actual logic. GUI_REST is a structure which id define source files of emWin and I am blind to it. Rect, REct2,Rec3.. and so on till Rect10 are objects. Elements of the Rect array are {x0,y0,x1,y1}, where x0,y0 are starting locations of rectangle in X-Y plane and x1, y1 are end locations of Rectangle in x-Y plane. So, Rect={0,0,79,79} is a rectangle starts at top left of the LCD and is upto (79,79), so its a square basically. The function GUI_setBkColor(int color); sets the color of the background. The function GUI_setColor(int color); sets the color of the foreground. GUI_WHITE and DM_CHECKERBOARD_COLOR are two color values, #defineed GUI_FillRectEx(&Rect); will draw the Rectangle. The code below works fine but I want to make it smarter. GUI_RECT Rect = {0, 0, 79, 79}; GUI_RECT Rect2 = {80, 0, 159, 79}; GUI_RECT Rect3 = {160, 0, 239, 79}; GUI_RECT Rect4 = {240, 0, 319, 79}; GUI_RECT Rect5 = {320, 0, 399, 79}; GUI_RECT Rect6 = {400, 0, 479, 79}; GUI_RECT Rect7 = {480, 0, 559, 79}; GUI_RECT Rect8 = {560, 0, 639, 79}; GUI_RECT Rect9 = {640, 0, 719, 79}; GUI_RECT Rect10 = {720, 0, 799, 79}; WM_SelectWindow(Win_DM_Main); GUI_SetBkColor(GUI_BLACK); GUI_Clear(); for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } /* for(j=0,j<11;j++) { for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect); Rect.y0 += 80; Rect.y1 += 80; } Rect.x0 += 80; Rect.x1 += 80; } */ for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect2); Rect2.y0 += 80; Rect2.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect3); Rect3.y0 += 80; Rect3.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect4); Rect4.y0 += 80; Rect4.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect5); Rect5.y0 += 80; Rect5.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect6); Rect6.y0 += 80; Rect6.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect7); Rect7.y0 += 80; Rect7.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect8); Rect8.y0 += 80; Rect8.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(GUI_WHITE); else GUI_SetColor(DM_CHECKERBOARD_COLOR); GUI_FillRectEx(&Rect9); Rect9.y0 += 80; Rect9.y1 += 80; } for(i = 0; i < 6; i++) { if(i%2 == 0) GUI_SetColor(DM_CHECKERBOARD_COLOR); else GUI_SetColor(GUI_WHITE); GUI_FillRectEx(&Rect10); Rect10.y0 += 80; Rect10.y1 += 80; }

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  • iPhone. How to get the rect of parent view?

    - by flexbyte
    Hi, My application creates two views: topView (CGRect = 0,0, 320,60) bottomView (CGRect = 0,60, 320,480) Bottom view creates UITabBarController with UIViewControllers: ListViewController etc... ListViewController has own views that are created in viewDidLoad method: background = [[UIImageView alloc] initWithFrame: rect ]; So my question is how to get the bottomView rect inside ListViewController? I want to layout all controller views without intersection with topView. Thank you.

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  • Duck checker in Python: does one exist?

    - by elliot42
    Python uses duck-typing, rather than static type checking. But many of the same concerns ultimately apply: does an object have the desired methods and attributes? Do those attributes have valid, in-range values? Whether you're writing constraints in code, or writing test cases, or validating user input, or just debugging, inevitably somewhere you'll need to verify that an object is still in a proper state--that it still "looks like a duck" and "quacks like a duck." In statically typed languages you can simply declare "int x", and anytime you create or mutate x, it will always be a valid int. It seems feasible to decorate a Python object to ensure that it is valid under certain constraints, and that every time that object is mutated it is still valid under those constraints. Ideally there would be a simple declarative syntax to express "hasattr length and length is non-negative" (not in those words. Not unlike Rails validators, but less human-language and more programming-language). You could think of this as ad-hoc interface/type system, or you could think of it as an ever-present object-level unit test. Does such a library exist to declare and validate constraint/duck-checking on Python-objects? Is this an unreasonable tool to want? :) (Thanks!) Contrived example: rectangle = {'length': 5, 'width': 10} # We live in a fictional universe where multiplication is super expensive. # Therefore any time we multiply, we need to cache the results. def area(rect): if 'area' in rect: return rect['area'] rect['area'] = rect['length'] * rect['width'] return rect['area'] print area(rectangle) rectangle['length'] = 15 print area(rectangle) # compare expected vs. actual output! # imagine the same thing with object attributes rather than dictionary keys.

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  • Custom QAbstractGraphicsShapeItem very slow in Qt Jambi

    - by Mene
    I try to implement an own QAbstractGraphicsShapeItem in Qt Jambi (4.5) but as soon as I implement a custom class (rather than use e.g. QGraphicsEllipseItem) the rendering speed drops by about on order of magnitude. If looked in the original Code of QGraphicsEllipseItem and it seems to do basicly the same. class Circle extends QAbstractGraphicsShapeItem { final private QRectF rect = new QRectF(); public final void setRect(double x, double y, double w, double h) { QRectF newRect = new QRectF(x, y, w, h); if (!newRect.equals(rect)) { prepareGeometryChange(); this.rect.setX(x); this.rect.setY(y); this.rect.setWidth(w); this.rect.setHeight(h); this.update(rect); } } @Override public final QRectF boundingRect() { return rect; } QPainterPath shape; @Override public final QPainterPath shape() { if (shape == null) { QPainterPath path = new QPainterPath(); path.addEllipse(rect); QPainterPathStroker stroker = new QPainterPathStroker(); QPen pen = this.pen(); stroker.setCapStyle(pen.capStyle()); stroker.setWidth(pen.widthF()); shape = stroker.createStroke(path); } return shape; } @Override public final void paint(QPainter painter, QStyleOptionGraphicsItem option, QWidget widget) { painter.setPen(this.pen()); painter.setBrush(this.brush()); painter.drawEllipse(this.rect); } } I need to render a lot of objects and they are mostly moving, so speed is essential. Anyone knows how to speed this up? I underestand that Java might be slower then the nativ code in the library. But the code in the paint method seems not to be the problem, since commenting it out doesn't change the speed notably.

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  • Pygame: Save a list of objects/classes/surfaces

    - by Sam Tubb
    I am working on a game, in which you can create mazes. You place blocks on a 16x16 grid, while choosing from a variety of block to make the level with. Whenever you create a block, it adds this class: class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) to a list called instances. I tried shelving it to a .bin file, but it returns some error dealing with surfaces. How can I go about saving and loading levels? Any help is appreciated! :) Here is the whole code for reference: import pygame from pygame.locals import * #initstuff pygame.init() screen=pygame.display.set_mode((640,480)) pygame.display.set_caption('PiMaze') instances=[] #loadsprites menuspr=pygame.image.load('images/menu.png').convert() b1spr=pygame.image.load('images/b1.png').convert() b2spr=pygame.image.load('images/b2.png').convert() currentbspr=b1spr curspr=pygame.image.load('images/curs.png').convert() curspr.set_colorkey((0,255,0)) #menu menuspr.set_alpha(185) menurect=menuspr.get_rect(x=-260,y=4) class MenuItem(object): def __init__(self,pos,spr): self.x=pos[0] self.y=pos[1] self.sprite=spr self.pos=(self.x,self.y) self.rect=self.sprite.get_rect(x=self.x,y=self.y) class Block(object): def __init__(self,x,y,spr): self.x=x self.y=y self.sprite=spr self.rect=self.sprite.get_rect(x=self.x,y=self.y) while True: #menu items b1menu=b1spr.get_rect(x=menurect.left+32,y=48) b2menu=b2spr.get_rect(x=menurect.left+64,y=48) menuitems=[MenuItem(b1menu,b1spr),MenuItem(b2menu,b2spr)] screen.fill((20,30,85)) mse=pygame.mouse.get_pos() key=pygame.key.get_pressed() placepos=((mse[0]/16)*16,(mse[1]/16)*16) if key[K_q]: if mse[0]<260: if menurect.right<255: menurect.right+=1 else: if menurect.left>-260: menurect.left-=1 else: if menurect.left>-260: menurect.left-=1 for e in pygame.event.get(): if e.type==QUIT: exit() if menurect.right<100: if e.type==MOUSEBUTTONUP: if e.button==1: to_remove = [i for i in instances if i.rect.collidepoint(placepos)] for i in to_remove: instances.remove(i) if not to_remove: instances.append(Block(placepos[0],placepos[1],currentbspr)) for i in instances: screen.blit(i.sprite,i.rect) if not key[K_q]: screen.blit(curspr,placepos) screen.blit(menuspr,menurect) for item in menuitems: screen.blit(item.sprite,item.pos) if item.rect.collidepoint(mse): if pygame.mouse.get_pressed()==(1,0,0): currentbspr=item.sprite pygame.draw.rect(screen, ((255,0,0)), item, 1) pygame.display.flip()

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  • Can I get a bitmap of an arbitrary window in another application process?

    - by Chris Farmer
    I am trying to automate a third-party Win32 application where I want to capture the graphics content of a particular window at defined time intervals. I am in the early phases of this, and I'm currently trying to use the Microsoft UI Automation API via C# to do most of the interaction between my client app and the external app. I can now get the external app to do what I want it to do, but now I want to capture the graphics from a specific window that seems to be some third-party owner-drawn control. How can I do this? The window I want to capture is the one marked by the red rectangle in this image: I have an implementation that sort of works, but it's dependent on the external app's UI being on top, and that's not guaranteed for me, so I'd prefer to find something more general. var p = Process.Start("c:\myapp.exe"); var mainForm = AutomationElement.FromHandle(p.MainWindowHandle); // "workspace" below is the window whose content I want to capture. var workspace = mainForm.FindFirst(TreeScope.Descendents, new PropertyCondition(AutomationElement.ClassNameProperty, "AfxFrameOrView70u")); var rect = (Rect) workspace.GetCurrentPropertyValue(AutomationElement.BoundingRectangleProperty); using (var bmp = new Bitmap((int)rect.Width, (int)rect.Height)) { using (var g = Graphics.FromImage(bmp)) { g.CopyFromScreen((int)rect.Left, (int)rect.Top, 0, 0, new Size((int)rect.Width, (int)rect.Height)); bmp.Save(@"c:\screenshot.png", ImageFormat.Png); } } The above works well enough when the automated app is on top, but it just blindly copies the screen in the rectangle, so my code is at the mercy of whatever happens to be running on the machine and might cover my app's window. I have read some suggestions to send the WM_PRINT message to the window. This question/answer from a few months back seemed promising, but when I use this code, I just get a white rectangle with none of my control's actual contents. var prop = (int)workspace.GetCurrentPropertyValue(AutomationElement.NativeWindowHandleProperty); var hwnd = new IntPtr(prop); using ( var bmp2 = new Bitmap((int)rect.Width, (int)rect.Height)) { using (Graphics g = Graphics.FromImage(bmp2)) { g.FillRectangle(SystemBrushes.Control, 0, 0, (int)rect.Width, (int)rect.Height); try { SendMessage(hwnd, WM_PRINT, g.GetHdc().ToInt32(), (int)(DrawingOptions.PRF_CHILDREN | DrawingOptions.PRF_CLIENT | DrawingOptions.PRF_OWNED)); } finally { g.ReleaseHdc(); } bmp2.Save(@"c:\screenshot.bmp"); } } So, first, is it even possible for me to reliably save a bitmap of a window's contents? If so, what is the best way, and what is wrong with my WM_PRINT with SendMessage attempt?

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * 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); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * 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); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • Does Quartz2D test intersection of rect by line before drawing it.

    - by ddnv
    I'm drawing a big scheme that consist of a lot of lines. I do it in the drawRect: method of UIView. The scheme is larger than the layer of view and I check each line and draw it only if it intersects the visible rect. But at one moment I thought, should I do this? Maybe Quartz is already doing this test? So the question is: When I use function CGContextAddLineToPoint() does the Core Graphics tests this line for intersection with layer rect or it just draw it anyway?

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  • UITableViewCell rounded corners and clip subviews

    - by Brenden
    I can't find anything anywhere(search engines, docs, here, etc) that shows how to create rounded corners (esp. in a grouped table view) on an element that also clips the subviews. I have code that properly creates a rounded rectangle out of a path with 4 arcs(the rounded corners) that has been tested in the drawRect: method in my subclassed uitableviewcell. The issue is that the subviews, which happen to be uibuttons with their internal uiimageviews, do no obey the CGContextClip() that the uitableviewcell obeys. Here is the code: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGFloat radius = 12; CGFloat width = CGRectGetWidth(rect); CGFloat height = CGRectGetHeight(rect); // Make sure corner radius isn't larger than half the shorter side if (radius > width/2.0) radius = width/2.0; if (radius > height/2.0) radius = height/2.0; CGFloat minx = CGRectGetMinX(rect) + 10; CGFloat midx = CGRectGetMidX(rect); CGFloat maxx = CGRectGetMaxX(rect) - 10; CGFloat miny = CGRectGetMinY(rect); CGFloat midy = CGRectGetMidY(rect); CGFloat maxy = CGRectGetMaxY(rect); [[UIColor greenColor] set]; CGContextBeginPath(context); CGContextMoveToPoint(context, minx, midy); CGContextAddArcToPoint(context, minx, miny, midx, miny, radius); CGContextAddArcToPoint(context, maxx, miny, maxx, midy, radius); CGContextAddArcToPoint(context, maxx, maxy, midx, maxy, radius); CGContextAddArcToPoint(context, minx, maxy, minx, midy, radius); CGContextClip(context); CGContextFillRect(context, rect); [super drawRect:rect]; } Because this specific case is static(only shows in 1 specific row of buttons), I can edit the images being used for the buttons to get the desired effect. HOWEVER, I have another case that is dynamic. Specifically, a grouped table with lots of database-driven results that will show photos that may be in the first or last row with rounded corners and thus needs to be clipped). So, is it possible to create a CGContextClip() that also clips the subviews? If so, how?

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  • How can I group an array of rectangles into "Islands" of connected regions?

    - by Eric
    The problem I have an array of java.awt.Rectangles. For those who are not familiar with this class, the important piece of information is that they provide an .intersects(Rectangle b) function. I would like to write a function that takes this array of Rectangles, and breaks it up into groups of connected rectangles. Lets say for example, that these are my rectangles (constructor takes the arguments x, y, width,height): Rectangle[] rects = new Rectangle[] { new Rectangle(0, 0, 4, 2), //A new Rectangle(1, 1, 2, 4), //B new Rectangle(0, 4, 8, 2), //C new Rectangle(6, 0, 2, 2) //D } A quick drawing shows that A intersects B and B intersects C. D intersects nothing. A tediously drawn piece of ascii art does the job too: +-------+ +---+ ¦A+---+ ¦ ¦ D ¦ +-+---+-+ +---+ ¦ B ¦ +-+---+---------+ ¦ +---+ C ¦ +---------------+ Therefore, the output of my function should be: new Rectangle[][]{ new Rectangle[] {A,B,C}, new Rectangle[] {D} } The failed code This was my attempt at solving the problem: public List<Rectangle> getIntersections(ArrayList<Rectangle> list, Rectangle r) { List<Rectangle> intersections = new ArrayList<Rectangle>(); for(Rectangle rect : list) { if(r.intersects(rect)) { list.remove(rect); intersections.add(rect); intersections.addAll(getIntersections(list, rect)); } } return intersections; } public List<List<Rectangle>> mergeIntersectingRects(Rectangle... rectArray) { List<Rectangle> allRects = new ArrayList<Rectangle>(rectArray); List<List<Rectangle>> groups = new ArrayList<ArrayList<Rectangle>>(); for(Rectangle rect : allRects) { allRects.remove(rect); ArrayList<Rectangle> group = getIntersections(allRects, rect); group.add(rect); groups.add(group); } return groups; } Unfortunately, there seems to be an infinite recursion loop going on here. My uneducated guess would be that java does not like me doing this: for(Rectangle rect : allRects) { allRects.remove(rect); //... } Can anyone shed some light on the issue?

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  • SDL_surface that contains several images

    - by l19
    Suppose I have a SDL_Surface that is just one image. What if I wanted to make that SDL_Surface have three copies of that image, one below the other? I came up with this function, but it doesn't do anything: void adjust(SDL_Surface* img) { int imageHeight = img->h; int desiredHeight = 3*imageHeight; int repetitions = desiredHeight / imageHeight ; int remainder = desiredHeight % imageHeight ; SDL_Rect rect; rect.x = 0; rect.y = 0; rect.w = img->w; rect.h = img->h; int i = 0; for (i ; i < repetitions ; i++) { rect.y = i* imageHeight; SDL_BlitSurface(img,NULL,img,&rect); } rect.y += remainder; SDL_BlitSurface(img,NULL,img,&rect); }

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  • c++, win 32 , Erase text using TextOut or DrawText [on hold]

    - by XXXXX
    How to erase the inputted character on the window and to write the another one on its place??? Say, for example, d d d d was inputted, I want to redraw it to d j j f I'm trying to do this in the following way: TextOut(hdc,rect.right,rect.top,(LPCWSTR)" ",2); DrawText( hdc, (LPCWSTR)str, -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; or DrawText( hdc, (LPCWSTR)" ", -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; DrawText( hdc, (LPCWSTR)str, -1, &rect, DT_SINGLELINE | DT_NOCLIP ) ; Anyway, some characters are redrawn, and in some cases(f, j,i characters) the junks are seen(one character is just drawn on another). I haven't set the SetBkMode to transparent. What to do? Thanks much in advance!!!

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  • Screen Capture Under Win7 of JOGL Applet

    - by binarybug
    Hi I'm trying to take a screen shot of an applet running inside a browser. The applet is using JOGL (OpenGL for Java) to display 3D models. (1) The screen shots always come out either black or white.The current solution uses the usual GDI calls. Screen shots of applets not running OpenGL are fine. A few examples of JOGL apps can be found here https://jogl-demos.dev.java.net/ (2) Another thing I'm trying to achieve is to get the scrollable area inside the screen shot as well. I found this code on the internet which works fine except for the 2 issues mentioned above. import win32gui as wg import win32ui as wu import win32con def copyBitMap(hWnd, fname): wg.SetForegroundWindow(hWnd) cWnd = wu.CreateWindowFromHandle(hWnd) rect = cWnd.GetClientRect() (x,y) = (rect[2] - rect[0], rect[3] - rect[1]) hsrccDc = wg.GetDC(hWnd) hdestcDc = wg.CreateCompatibleDC(hsrccDc) hdestcBm = wg.CreateCompatibleBitmap(hsrccDc, x, y) wg.SelectObject(hdestcDc, hdestcBm.handle) wg.BitBlt(hdestcDc, 0, 0, x, y, hsrccDc, rect[0], rect[1], win32con.SRCCOPY) destcDc = wu.CreateDCFromHandle(hdestcDc) bmp = wu.CreateBitmapFromHandle(hdestcBm.handle) bmp.SaveBitmapFile(destcDc, fname)

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  • the correct actionscript to find if object already exists

    - by touB
    I have a Rect object that I'd like to create and set its properties only once. After that, I want to just modify its properties since it already exists. This is my general idea if(theRect == undefined){ Alert.show("creating"); var theRect:Rect = new Rect(); //then set properties addElement(theRect); //then add it using addElement because addChild() does not work } else { Alert.show("updating"); //no need to create it since it's already been created //just access and change the properties } I tried several ways and combinations for the if conditional check: if(theRect == undefined){ if(theRect == null){ declaring and not declaring `var theRect:Rect;` before the if check declaring and instantiating to null before the if check `var theRect:Rect = null;` but can't get the desired effect. Everytime this code block runs, and depending on which version I've used, it either gives me a "can't access null object" error or the if statement always evaluates to true and creates a new Rect object and I get the "creating" Alert. What's the right way of creating that Rect but only if doesn't exist?

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  • Problem displaying tiles using tiled map loader with SFML

    - by user1905192
    I've been searching fruitlessly for what I did wrong for the past couple of days and I was wondering if anyone here could help me. My program loads my tile map, but then crashes with an assertion error. The program breaks at this line: spacing = atoi(tilesetElement-Attribute("spacing")); Here's my main game.cpp file. #include "stdafx.h" #include "Game.h" #include "Ball.h" #include "level.h" using namespace std; Game::Game() { gameState=NotStarted; ball.setPosition(500,500); level.LoadFromFile("meow.tmx"); } void Game::Start() { if (gameState==NotStarted) { window.create(sf::VideoMode(1024,768,320),"game"); view.reset(sf::FloatRect(0,0,1000,1000));//ball drawn at 500,500 level.SetDrawingBounds(sf::FloatRect(view.getCenter().x-view.getSize().x/2,view.getCenter().y-view.getSize().y/2,view.getSize().x, view.getSize().y)); window.setView(view); gameState=Playing; } while(gameState!=Exiting) { GameLoop(); } window.close(); } void Game::GameLoop() { sf::Event CurrentEvent; window.pollEvent(CurrentEvent); switch(gameState) { case Playing: { window.clear(sf::Color::White); window.setView(view); if (CurrentEvent.type==sf::Event::Closed) { gameState=Exiting; } if ( !ball.IsFalling() &&!ball.IsJumping() &&sf::Keyboard::isKeyPressed(sf::Keyboard::Space)) { ball.setJState(); } ball.Update(view); level.Draw(window); ball.Draw(window); window.display(); break; } } } And here's the file where the error happens: /********************************************************************* Quinn Schwab 16/08/2010 SFML Tiled Map Loader The zlib license has been used to make this software fully compatible with SFML. See http://www.sfml-dev.org/license.php This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. *********************************************************************/ #include "level.h" #include <iostream> #include "tinyxml.h" #include <fstream> int Object::GetPropertyInt(std::string name) { int i; i = atoi(properties[name].c_str()); return i; } float Object::GetPropertyFloat(std::string name) { float f; f = strtod(properties[name].c_str(), NULL); return f; } std::string Object::GetPropertyString(std::string name) { return properties[name]; } Level::Level() { //ctor } Level::~Level() { //dtor } using namespace std; bool Level::LoadFromFile(std::string filename) { TiXmlDocument levelFile(filename.c_str()); if (!levelFile.LoadFile()) { std::cout << "Loading level \"" << filename << "\" failed." << std::endl; return false; } //Map element. This is the root element for the whole file. TiXmlElement *map; map = levelFile.FirstChildElement("map"); //Set up misc map properties. width = atoi(map->Attribute("width")); height = atoi(map->Attribute("height")); tileWidth = atoi(map->Attribute("tilewidth")); tileHeight = atoi(map->Attribute("tileheight")); //Tileset stuff TiXmlElement *tilesetElement; tilesetElement = map->FirstChildElement("tileset"); firstTileID = atoi(tilesetElement->Attribute("firstgid")); spacing = atoi(tilesetElement->Attribute("spacing")); margin = atoi(tilesetElement->Attribute("margin")); //Tileset image TiXmlElement *image; image = tilesetElement->FirstChildElement("image"); std::string imagepath = image->Attribute("source"); if (!tilesetImage.loadFromFile(imagepath))//Load the tileset image { std::cout << "Failed to load tile sheet." << std::endl; return false; } tilesetImage.createMaskFromColor(sf::Color(255, 0, 255)); tilesetTexture.loadFromImage(tilesetImage); tilesetTexture.setSmooth(false); //Columns and rows (of tileset image) int columns = tilesetTexture.getSize().x / tileWidth; int rows = tilesetTexture.getSize().y / tileHeight; std::vector <sf::Rect<int> > subRects;//container of subrects (to divide the tilesheet image up) //tiles/subrects are counted from 0, left to right, top to bottom for (int y = 0; y < rows; y++) { for (int x = 0; x < columns; x++) { sf::Rect <int> rect; rect.top = y * tileHeight; rect.height = y * tileHeight + tileHeight; rect.left = x * tileWidth; rect.width = x * tileWidth + tileWidth; subRects.push_back(rect); } } //Layers TiXmlElement *layerElement; layerElement = map->FirstChildElement("layer"); while (layerElement) { Layer layer; if (layerElement->Attribute("opacity") != NULL)//check if opacity attribute exists { float opacity = strtod(layerElement->Attribute("opacity"), NULL);//convert the (string) opacity element to float layer.opacity = 255 * opacity; } else { layer.opacity = 255;//if the attribute doesnt exist, default to full opacity } //Tiles TiXmlElement *layerDataElement; layerDataElement = layerElement->FirstChildElement("data"); if (layerDataElement == NULL) { std::cout << "Bad map. No layer information found." << std::endl; } TiXmlElement *tileElement; tileElement = layerDataElement->FirstChildElement("tile"); if (tileElement == NULL) { std::cout << "Bad map. No tile information found." << std::endl; return false; } int x = 0; int y = 0; while (tileElement) { int tileGID = atoi(tileElement->Attribute("gid")); int subRectToUse = tileGID - firstTileID;//Work out the subrect ID to 'chop up' the tilesheet image. if (subRectToUse >= 0)//we only need to (and only can) create a sprite/tile if there is one to display { sf::Sprite sprite;//sprite for the tile sprite.setTexture(tilesetTexture); sprite.setTextureRect(subRects[subRectToUse]); sprite.setPosition(x * tileWidth, y * tileHeight); sprite.setColor(sf::Color(255, 255, 255, layer.opacity));//Set opacity of the tile. //add tile to layer layer.tiles.push_back(sprite); } tileElement = tileElement->NextSiblingElement("tile"); //increment x, y x++; if (x >= width)//if x has "hit" the end (right) of the map, reset it to the start (left) { x = 0; y++; if (y >= height) { y = 0; } } } layers.push_back(layer); layerElement = layerElement->NextSiblingElement("layer"); } //Objects TiXmlElement *objectGroupElement; if (map->FirstChildElement("objectgroup") != NULL)//Check that there is atleast one object layer { objectGroupElement = map->FirstChildElement("objectgroup"); while (objectGroupElement)//loop through object layers { TiXmlElement *objectElement; objectElement = objectGroupElement->FirstChildElement("object"); while (objectElement)//loop through objects { std::string objectType; if (objectElement->Attribute("type") != NULL) { objectType = objectElement->Attribute("type"); } std::string objectName; if (objectElement->Attribute("name") != NULL) { objectName = objectElement->Attribute("name"); } int x = atoi(objectElement->Attribute("x")); int y = atoi(objectElement->Attribute("y")); int width = atoi(objectElement->Attribute("width")); int height = atoi(objectElement->Attribute("height")); Object object; object.name = objectName; object.type = objectType; sf::Rect <int> objectRect; objectRect.top = y; objectRect.left = x; objectRect.height = y + height; objectRect.width = x + width; if (objectType == "solid") { solidObjects.push_back(objectRect); } object.rect = objectRect; TiXmlElement *properties; properties = objectElement->FirstChildElement("properties"); if (properties != NULL) { TiXmlElement *prop; prop = properties->FirstChildElement("property"); if (prop != NULL) { while(prop) { std::string propertyName = prop->Attribute("name"); std::string propertyValue = prop->Attribute("value"); object.properties[propertyName] = propertyValue; prop = prop->NextSiblingElement("property"); } } } objects.push_back(object); objectElement = objectElement->NextSiblingElement("object"); } objectGroupElement = objectGroupElement->NextSiblingElement("objectgroup"); } } else { std::cout << "No object layers found..." << std::endl; } return true; } Object Level::GetObject(std::string name) { for (int i = 0; i < objects.size(); i++) { if (objects[i].name == name) { return objects[i]; } } } void Level::SetDrawingBounds(sf::Rect<float> bounds) { drawingBounds = bounds; cout<<tileHeight; //Adjust the rect so that tiles are drawn just off screen, so you don't see them disappearing. drawingBounds.top -= tileHeight; drawingBounds.left -= tileWidth; drawingBounds.width += tileWidth; drawingBounds.height += tileHeight; } void Level::Draw(sf::RenderWindow &window) { for (int layer = 0; layer < layers.size(); layer++) { for (int tile = 0; tile < layers[layer].tiles.size(); tile++) { if (drawingBounds.contains(layers[layer].tiles[tile].getPosition().x, layers[layer].tiles[tile].getPosition().y)) { window.draw(layers[layer].tiles[tile]); } } } } I really hope that one of you can help me and I'm sorry if I've made any formatting issues. Thanks!

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  • Scrolling a WriteableBitmap

    - by Skoder
    I need to simulate my background scrolling but I want to avoid moving my actual image control. Instead, I'd like to use a WriteableBitmap and use a blitting method. What would be the way to simulate an image scrolling upwards? I've tried various things buy I can't seem to get my head around the logic: //X pos, Y pos, width, height Rect src = new Rect(0, scrollSpeed , 480, height); Rect dest = new Rect(0, 700 - scrollSpeed , 480, height); //destination rect, source WriteableBitmap, source Rect, blend mode wb.Blit(destRect, wbSource, srcRect, BlendMode.None); scrollSpeed += 5; if (scrollSpeed > 700) scrollSpeed = 0; If height is 10, the image is quite fuzzy and moreso if the height is 1. If the height is a taller, the image is clearer, but it only seems to do a one to one copy. How can I 'scroll' the image so that it looks like it's moving up in a continuous loop? (The height of the screen is 700).

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  • Portion from CGPDFPage + Scale (zoom)

    - by malcom
    I wanna take a rect from CGPDFPage (the portion of image around the user's touch point(x,y)) and scale it by a scaleFactor (ie 2x). Below the code I've used to get CGPDFPage's rect. The problem with it is the scaleFactor support. The idea is: 1) pageRect size is pageRect.size *2 2) myThumbRect (the region to zoom) become resultImageSize/scaleFactor (because the final output will be scaleFactor times bigger) 3) pointOfClick (x,y) become pointOfClick(2x,2y) 4) scale up the context by factor CGContextScaleCTM(ctx, scaleFactor, -scaleFactor); 5) grab the rect However the result is an empty image. Any idea? -(UIImage *) zoomedPDFImageAtPoint:(CGPoint) pointOfClick size:(CGSize) resultImageSize scale:(CGFloat) scaleFactor { // get the rect of our page CGRect pageRect = CGPDFPageGetBoxRect(myPageRef, kCGPDFCropBox); // my thumb rect is a portion of our CGPDFPage with size as /scaleFactor of resultImageSize // then we need to scale the image portiong by *scaleFactor and draw it in our resultImageSize sized graphic context CGSize myThumbRect = resultImageSize; // page rect has size as original size * scaleFactor //resultImageSize = pageRect.size; // to remove, i've used it to see where the rect is printed in final image pointOfClick = CGPointMake(-pointOfClick.x, -pointOfClick.y); NSLog(@"Click (%0.f,%0.f) Page (%0.f,%0.f ; %0.f,%0.f)",pointOfClick.x,pointOfClick.y,pageRect.origin.x,pageRect.origin.y,pageRect.size.width,pageRect.size.height); // create a new context for resulting image of my desidered size UIGraphicsBeginImageContext(resultImageSize); CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextSaveGState(ctx); // because rect is that for drawing in a flipped coordinate system, this translate the lower-left corner of the rect // in an upright coordinate system CGContextTranslateCTM(ctx, CGRectGetMinX(pageRect),CGRectGetMaxY(pageRect)); // scale to flip the coordinate system so that the y axis goes up the drawing canvas CGContextScaleCTM(ctx, 1, -1); // translate so the origin is offset by exactly the rect origin CGContextTranslateCTM(ctx, -(pageRect.origin.x), -(pageRect.origin.y)); // zoomRect is interested region.the clickPoint is the center of this region CGRect zoomedRect = CGRectMake(-pointOfClick.x, (pageRect.size.height-(-pointOfClick.y)),myThumbRect.width,myThumbRect.height); zoomedRect.origin.y-=(myThumbRect.height/2.0); zoomedRect.origin.x-=(myThumbRect.width/2.0); NSLog(@"Zoom region at (%0.f,%0.f) (%0.f,%0.f)",zoomedRect.origin.x,zoomedRect.origin.y,zoomedRect.size.width,zoomedRect.size.height); // now we need to move clipped rect to the origin // x: x was moved subtracting current click x coordinate and adding the half of zoomed rect (because zoomedRect contains pointsOfClick at it's center) // same with y but inverse (because ctm is flipped) CGPoint translateToOrigin = CGPointMake(pointOfClick.x+(zoomedRect.size.width/2.0), -pointOfClick.y-(zoomedRect.size.height/2.0));//(pageRect.size.height-zoomedRect.size.height)+pointOfClick.y); NSLog(@"Translate zoomed region to origin using translate by (%0.f,%0.f)",translateToOrigin.x,translateToOrigin.y); CGContextTranslateCTM(ctx, translateToOrigin.x,translateToOrigin.y); CGContextClipToRect (ctx, zoomedRect); // now draw the document CGContextDrawPDFPage(ctx, myPageRef); CGContextRestoreGState(ctx); // generate image UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return finalImage; }

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  • Help with Collision Resolution?

    - by Milo
    I'm trying to learn about physics by trying to make a simplified GTA 2 clone. My only problem is collision resolution. Everything else works great. I have a rigid body class and from there cars and a wheel class: class RigidBody extends Entity { //linear private Vector2D velocity = new Vector2D(); private Vector2D forces = new Vector2D(); private OBB2D predictionRect = new OBB2D(new Vector2D(), 1.0f, 1.0f, 0.0f); private float mass; private Vector2D deltaVec = new Vector2D(); private Vector2D v = new Vector2D(); //angular private float angularVelocity; private float torque; private float inertia; //graphical private Vector2D halfSize = new Vector2D(); private Bitmap image; private Matrix mat = new Matrix(); private float[] Vector2Ds = new float[2]; private Vector2D tangent = new Vector2D(); private static Vector2D worldRelVec = new Vector2D(); private static Vector2D relWorldVec = new Vector2D(); private static Vector2D pointVelVec = new Vector2D(); public RigidBody() { //set these defaults so we don't get divide by zeros mass = 1.0f; inertia = 1.0f; setLayer(LAYER_OBJECTS); } protected void rectChanged() { if(getWorld() != null) { getWorld().updateDynamic(this); } } //intialize out parameters public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //store physical parameters this.halfSize = halfSize; this.mass = mass; image = bitmap; inertia = (1.0f / 20.0f) * (halfSize.x * halfSize.x) * (halfSize.y * halfSize.y) * mass; RectF rect = new RectF(); float scalar = 10.0f; rect.left = (int)-halfSize.x * scalar; rect.top = (int)-halfSize.y * scalar; rect.right = rect.left + (int)(halfSize.x * 2.0f * scalar); rect.bottom = rect.top + (int)(halfSize.y * 2.0f * scalar); setRect(rect); predictionRect.set(rect); } public void setLocation(Vector2D position, float angle) { getRect().set(position, getWidth(), getHeight(), angle); rectChanged(); } public void setPredictionLocation(Vector2D position, float angle) { getPredictionRect().set(position, getWidth(), getHeight(), angle); } public void setPredictionCenter(Vector2D center) { getPredictionRect().moveTo(center); } public void setPredictionAngle(float angle) { predictionRect.setAngle(angle); } public Vector2D getPosition() { return getRect().getCenter(); } public OBB2D getPredictionRect() { return predictionRect; } @Override public void update(float timeStep) { doUpdate(false,timeStep); } public void doUpdate(boolean prediction, float timeStep) { //integrate physics //linear Vector2D acceleration = Vector2D.scalarDivide(forces, mass); if(prediction) { Vector2D velocity = Vector2D.add(this.velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); c = Vector2D.add(getRect().getCenter(), Vector2D.scalarMultiply(velocity , timeStep)); setPredictionCenter(c); //forces = new Vector2D(0,0); //clear forces } else { velocity.x += (acceleration.x * timeStep); velocity.y += (acceleration.y * timeStep); //velocity = Vector2D.add(velocity, Vector2D.scalarMultiply(acceleration, timeStep)); Vector2D c = getRect().getCenter(); v.x = getRect().getCenter().getX() + (velocity.x * timeStep); v.y = getRect().getCenter().getY() + (velocity.y * timeStep); deltaVec.x = v.x - c.x; deltaVec.y = v.y - c.y; deltaVec.normalize(); setCenter(v.x, v.y); forces.x = 0; //clear forces forces.y = 0; } //angular float angAcc = torque / inertia; if(prediction) { float angularVelocity = this.angularVelocity + angAcc * timeStep; setPredictionAngle(getAngle() + angularVelocity * timeStep); //torque = 0; //clear torque } else { angularVelocity += angAcc * timeStep; setAngle(getAngle() + angularVelocity * timeStep); torque = 0; //clear torque } } public void updatePrediction(float timeStep) { doUpdate(true, timeStep); } //take a relative Vector2D and make it a world Vector2D public Vector2D relativeToWorld(Vector2D relative) { mat.reset(); Vector2Ds[0] = relative.x; Vector2Ds[1] = relative.y; mat.postRotate(JMath.radToDeg(getAngle())); mat.mapVectors(Vector2Ds); relWorldVec.x = Vector2Ds[0]; relWorldVec.y = Vector2Ds[1]; return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //take a world Vector2D and make it a relative Vector2D public Vector2D worldToRelative(Vector2D world) { mat.reset(); Vector2Ds[0] = world.x; Vector2Ds[1] = world.y; mat.postRotate(JMath.radToDeg(-getAngle())); mat.mapVectors(Vector2Ds); return new Vector2D(Vector2Ds[0], Vector2Ds[1]); } //velocity of a point on body public Vector2D pointVelocity(Vector2D worldOffset) { tangent.x = -worldOffset.y; tangent.y = worldOffset.x; return Vector2D.add( Vector2D.scalarMultiply(tangent, angularVelocity) , velocity); } public void applyForce(Vector2D worldForce, Vector2D worldOffset) { //add linear force forces.x += worldForce.x; forces.y += worldForce.y; //add associated torque torque += Vector2D.cross(worldOffset, worldForce); } @Override public void draw( GraphicsContext c) { c.drawRotatedScaledBitmap(image, getPosition().x, getPosition().y, getWidth(), getHeight(), getAngle()); } public Vector2D getVelocity() { return velocity; } public void setVelocity(Vector2D velocity) { this.velocity = velocity; } public Vector2D getDeltaVec() { return deltaVec; } } Vehicle public class Wheel { private Vector2D forwardVec; private Vector2D sideVec; private float wheelTorque; private float wheelSpeed; private float wheelInertia; private float wheelRadius; private Vector2D position = new Vector2D(); public Wheel(Vector2D position, float radius) { this.position = position; setSteeringAngle(0); wheelSpeed = 0; wheelRadius = radius; wheelInertia = (radius * radius) * 1.1f; } public void setSteeringAngle(float newAngle) { Matrix mat = new Matrix(); float []vecArray = new float[4]; //forward Vector vecArray[0] = 0; vecArray[1] = 1; //side Vector vecArray[2] = -1; vecArray[3] = 0; mat.postRotate(newAngle / (float)Math.PI * 180.0f); mat.mapVectors(vecArray); forwardVec = new Vector2D(vecArray[0], vecArray[1]); sideVec = new Vector2D(vecArray[2], vecArray[3]); } public void addTransmissionTorque(float newValue) { wheelTorque += newValue; } public float getWheelSpeed() { return wheelSpeed; } public Vector2D getAnchorPoint() { return position; } public Vector2D calculateForce(Vector2D relativeGroundSpeed, float timeStep, boolean prediction) { //calculate speed of tire patch at ground Vector2D patchSpeed = Vector2D.scalarMultiply(Vector2D.scalarMultiply( Vector2D.negative(forwardVec), wheelSpeed), wheelRadius); //get velocity difference between ground and patch Vector2D velDifference = Vector2D.add(relativeGroundSpeed , patchSpeed); //project ground speed onto side axis Float forwardMag = new Float(0.0f); Vector2D sideVel = velDifference.project(sideVec); Vector2D forwardVel = velDifference.project(forwardVec, forwardMag); //calculate super fake friction forces //calculate response force Vector2D responseForce = Vector2D.scalarMultiply(Vector2D.negative(sideVel), 2.0f); responseForce = Vector2D.subtract(responseForce, forwardVel); float topSpeed = 500.0f; //calculate torque on wheel wheelTorque += forwardMag * wheelRadius; //integrate total torque into wheel wheelSpeed += wheelTorque / wheelInertia * timeStep; //top speed limit (kind of a hack) if(wheelSpeed > topSpeed) { wheelSpeed = topSpeed; } //clear our transmission torque accumulator wheelTorque = 0; //return force acting on body return responseForce; } public void setTransmissionTorque(float newValue) { wheelTorque = newValue; } public float getTransmissionTourque() { return wheelTorque; } public void setWheelSpeed(float speed) { wheelSpeed = speed; } } //our vehicle object public class Vehicle extends RigidBody { private Wheel [] wheels = new Wheel[4]; private boolean throttled = false; public void initialize(Vector2D halfSize, float mass, Bitmap bitmap) { //front wheels wheels[0] = new Wheel(new Vector2D(halfSize.x, halfSize.y), 0.45f); wheels[1] = new Wheel(new Vector2D(-halfSize.x, halfSize.y), 0.45f); //rear wheels wheels[2] = new Wheel(new Vector2D(halfSize.x, -halfSize.y), 0.75f); wheels[3] = new Wheel(new Vector2D(-halfSize.x, -halfSize.y), 0.75f); super.initialize(halfSize, mass, bitmap); } public void setSteering(float steering) { float steeringLock = 0.13f; //apply steering angle to front wheels wheels[0].setSteeringAngle(steering * steeringLock); wheels[1].setSteeringAngle(steering * steeringLock); } public void setThrottle(float throttle, boolean allWheel) { float torque = 85.0f; throttled = true; //apply transmission torque to back wheels if (allWheel) { wheels[0].addTransmissionTorque(throttle * torque); wheels[1].addTransmissionTorque(throttle * torque); } wheels[2].addTransmissionTorque(throttle * torque); wheels[3].addTransmissionTorque(throttle * torque); } public void setBrakes(float brakes) { float brakeTorque = 15.0f; //apply brake torque opposing wheel vel for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); wheel.addTransmissionTorque(-wheelVel * brakeTorque * brakes); } } public void doUpdate(float timeStep, boolean prediction) { for (Wheel wheel : wheels) { float wheelVel = wheel.getWheelSpeed(); //apply negative force to naturally slow down car if(!throttled && !prediction) wheel.addTransmissionTorque(-wheelVel * 0.11f); Vector2D worldWheelOffset = relativeToWorld(wheel.getAnchorPoint()); Vector2D worldGroundVel = pointVelocity(worldWheelOffset); Vector2D relativeGroundSpeed = worldToRelative(worldGroundVel); Vector2D relativeResponseForce = wheel.calculateForce(relativeGroundSpeed, timeStep,prediction); Vector2D worldResponseForce = relativeToWorld(relativeResponseForce); applyForce(worldResponseForce, worldWheelOffset); } //no throttling yet this frame throttled = false; if(prediction) { super.updatePrediction(timeStep); } else { super.update(timeStep); } } @Override public void update(float timeStep) { doUpdate(timeStep,false); } public void updatePrediction(float timeStep) { doUpdate(timeStep,true); } public void inverseThrottle() { float scalar = 0.2f; for(Wheel wheel : wheels) { wheel.setTransmissionTorque(-wheel.getTransmissionTourque() * scalar); wheel.setWheelSpeed(-wheel.getWheelSpeed() * 0.1f); } } } And my big hack collision resolution: private void update() { camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ((getWidth() ) / 2.0f), (vehicle.getPosition().y * camera.getScale()) - ((getHeight() ) / 2.0f)); //camera.move(input.getAnalogStick().getStickValueX() * 15.0f, input.getAnalogStick().getStickValueY() * 15.0f); if(input.isPressed(ControlButton.BUTTON_GAS)) { vehicle.setThrottle(1.0f, false); } if(input.isPressed(ControlButton.BUTTON_STEAL_CAR)) { vehicle.setThrottle(-1.0f, false); } if(input.isPressed(ControlButton.BUTTON_BRAKE)) { vehicle.setBrakes(1.0f); } vehicle.setSteering(input.getAnalogStick().getStickValueX()); //vehicle.update(16.6666666f / 1000.0f); boolean colided = false; vehicle.updatePrediction(16.66666f / 1000.0f); List<Entity> buildings = world.queryStaticSolid(vehicle,vehicle.getPredictionRect()); if(buildings.size() > 0) { colided = true; } if(!colided) { vehicle.update(16.66f / 1000.0f); } else { Vector2D delta = vehicle.getDeltaVec(); vehicle.setVelocity(Vector2D.negative(vehicle.getVelocity().multiply(0.2f)). add(delta.multiply(-1.0f))); vehicle.inverseThrottle(); } } Here is OBB public class OBB2D { // Corners of the box, where 0 is the lower left. private Vector2D corner[] = new Vector2D[4]; private Vector2D center = new Vector2D(); private Vector2D extents = new Vector2D(); private RectF boundingRect = new RectF(); private float angle; //Two edges of the box extended away from corner[0]. private Vector2D axis[] = new Vector2D[2]; private double origin[] = new double[2]; public OBB2D(Vector2D center, float w, float h, float angle) { set(center,w,h,angle); } public OBB2D(float left, float top, float width, float height) { set(new Vector2D(left + (width / 2), top + (height / 2)),width,height,0.0f); } public void set(Vector2D center,float w, float h,float angle) { Vector2D X = new Vector2D( (float)Math.cos(angle), (float)Math.sin(angle)); Vector2D Y = new Vector2D((float)-Math.sin(angle), (float)Math.cos(angle)); X = X.multiply( w / 2); Y = Y.multiply( h / 2); corner[0] = center.subtract(X).subtract(Y); corner[1] = center.add(X).subtract(Y); corner[2] = center.add(X).add(Y); corner[3] = center.subtract(X).add(Y); computeAxes(); extents.x = w / 2; extents.y = h / 2; computeDimensions(center,angle); } private void computeDimensions(Vector2D center,float angle) { this.center.x = center.x; this.center.y = center.y; this.angle = angle; boundingRect.left = Math.min(Math.min(corner[0].x, corner[3].x), Math.min(corner[1].x, corner[2].x)); boundingRect.top = Math.min(Math.min(corner[0].y, corner[1].y),Math.min(corner[2].y, corner[3].y)); boundingRect.right = Math.max(Math.max(corner[1].x, corner[2].x), Math.max(corner[0].x, corner[3].x)); boundingRect.bottom = Math.max(Math.max(corner[2].y, corner[3].y),Math.max(corner[0].y, corner[1].y)); } public void set(RectF rect) { set(new Vector2D(rect.centerX(),rect.centerY()),rect.width(),rect.height(),0.0f); } // Returns true if other overlaps one dimension of this. private boolean overlaps1Way(OBB2D other) { for (int a = 0; a < axis.length; ++a) { double t = other.corner[0].dot(axis[a]); // Find the extent of box 2 on axis a double tMin = t; double tMax = t; for (int c = 1; c < corner.length; ++c) { t = other.corner[c].dot(axis[a]); if (t < tMin) { tMin = t; } else if (t > tMax) { tMax = t; } } // We have to subtract off the origin // See if [tMin, tMax] intersects [0, 1] if ((tMin > 1 + origin[a]) || (tMax < origin[a])) { // There was no intersection along this dimension; // the boxes cannot possibly overlap. return false; } } // There was no dimension along which there is no intersection. // Therefore the boxes overlap. return true; } //Updates the axes after the corners move. Assumes the //corners actually form a rectangle. private void computeAxes() { axis[0] = corner[1].subtract(corner[0]); axis[1] = corner[3].subtract(corner[0]); // Make the length of each axis 1/edge length so we know any // dot product must be less than 1 to fall within the edge. for (int a = 0; a < axis.length; ++a) { axis[a] = axis[a].divide((axis[a].length() * axis[a].length())); origin[a] = corner[0].dot(axis[a]); } } public void moveTo(Vector2D center) { Vector2D centroid = (corner[0].add(corner[1]).add(corner[2]).add(corner[3])).divide(4.0f); Vector2D translation = center.subtract(centroid); for (int c = 0; c < 4; ++c) { corner[c] = corner[c].add(translation); } computeAxes(); computeDimensions(center,angle); } // Returns true if the intersection of the boxes is non-empty. public boolean overlaps(OBB2D other) { if(right() < other.left()) { return false; } if(bottom() < other.top()) { return false; } if(left() > other.right()) { return false; } if(top() > other.bottom()) { return false; } if(other.getAngle() == 0.0f && getAngle() == 0.0f) { return true; } return overlaps1Way(other) && other.overlaps1Way(this); } public Vector2D getCenter() { return center; } public float getWidth() { return extents.x * 2; } public float getHeight() { return extents.y * 2; } public void setAngle(float angle) { set(center,getWidth(),getHeight(),angle); } public float getAngle() { return angle; } public void setSize(float w,float h) { set(center,w,h,angle); } public float left() { return boundingRect.left; } public float right() { return boundingRect.right; } public float bottom() { return boundingRect.bottom; } public float top() { return boundingRect.top; } public RectF getBoundingRect() { return boundingRect; } public boolean overlaps(float left, float top, float right, float bottom) { if(right() < left) { return false; } if(bottom() < top) { return false; } if(left() > right) { return false; } if(top() > bottom) { return false; } return true; } }; What I do is when I predict a hit on the car, I force it back. It does not work that well and seems like a bad idea. What could I do to have more proper collision resolution. Such that if I hit a wall I will never get stuck in it and if I hit the side of a wall I can steer my way out of it. Thanks I found this nice ppt. It talks about pulling objects apart and calculating new velocities. How could I calc new velocities in my case? http://www.google.ca/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC8QFjAB&url=http%3A%2F%2Fcoitweb.uncc.edu%2F~tbarnes2%2FGameDesignFall05%2FSlides%2FCh4.2-CollDet.ppt&ei=x4ucULy5M6-N0QGRy4D4Cg&usg=AFQjCNG7FVDXWRdLv8_-T5qnFyYld53cTQ&cad=rja

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  • Setting up OpenGL camera with off-center perspective

    - by user5484
    Hi, I'm using OpenGL ES (in iOS) and am struggling with setting up a viewport with an off-center distance point. Consider a game where you have a character in the left hand side of the screen, and some controls alpha'd over the left-hand side. The "main" part of the screen is on the right, but you still want to show whats in the view on the left. However when the character moves "forward" you want the character to appear to be going "straight", or "up" on the device, and not heading on an angle to the point that is geographically at the mid-x position in the screen. Here's the jist of how i set my viewport up where it is centered in the middle: // setup the camera // glMatrixMode(GL_PROJECTION); glLoadIdentity(); const GLfloat zNear = 0.1; const GLfloat zFar = 1000.0; const GLfloat fieldOfView = 90.0; // can definitely adjust this to see more/less of the scene GLfloat size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect; rect.origin = CGPointMake(0.0, 0.0); rect.size = CGSizeMake(backingWidth, backingHeight); glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glMatrixMode(GL_MODELVIEW); // rotate the whole scene by the tilt to face down on the dude const float tilt = 0.3f; const float yscale = 0.8f; const float zscale = -4.0f; glTranslatef(0.0, yscale, zscale); const int rotationMinDegree = 0; const int rotationMaxDegree = 180; glRotatef(tilt * (rotationMaxDegree - rotationMinDegree) / 2, 1.0f, 0.0f, 0.0f); glTranslatef(0, -yscale, -zscale); static float b = -25; //0; static float c = 0; // rotate by to face in the direction of the dude float a = RADIANS_TO_DEGREES(-atan2f(-gCamera.orientation.x, -gCamera.orientation.z)); glRotatef(a, 0.0, 1.0, 0.0); // and move to where it is glTranslatef(-gCamera.pos.x, -gCamera.pos.y, -gCamera.pos.z); // draw the rest of the scene ... I've tried a variety of things to make it appear as though "the dude" is off to the right: - do a translate after the frustrum to the x direction - do a rotation after the frustrum about the up/y-axis - move the camera with a biased lean to the left of the dude Nothing i do seems to produce good results, the dude will either look like he's stuck on an angle, or the whole scene will appear tilted. I'm no OpenGL expert, so i'm hoping someone can suggest some ideas or tricks on how to "off-center" these model views in OpenGL. Thanks!

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  • Trying to zoom in on an arbitrary rect within a screen-aligned quad.

    - by mos
    I've got a screen-aligned quad, and I'd like to zoom into an arbitrary rectangle within that quad, but I'm not getting my math right. I think I've got the translate worked out, just not the scaling. Basically, my code is the following: // // render once zoomed in glPushMatrix(); glTranslatef(offX, offY, 0); glScalef(?wtf?, ?wtf?, 1.0f); RenderQuad(); glPopMatrix(); // // render PIP display glPushMatrix(); glTranslatef(0.7f, 0.7f, 0); glScalef(0.175f, 0.175f, 1.0f); RenderQuad(); glPopMatrix(); Anyone have any tips? The user selects a rect area, and then those values are passed to my rendering object as [x, y, w, h], where those values are percentages of the viewport's width and height.

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