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  • How to determine position (x,y) relative to the page of every character inside spans through javascript?

    - by Fernando
    This is as simple as I can get. I will have several spans randomly positioned on the screen through something like: $(".hidden:first").css('-webkit-transform','rotate('+((0.5-Math.random())*40)+'deg)'); $(".hidden:first").animate({ left: '+=' + (((screen.width-800-224)/2) + Math.random()*800), top: '+=' + (50+Math.random()*600) } [...] and later on I would like to iterate through every char of every of those elements (that are randomly position and have random rotation), and I would need to discover the (x,y) position of every character on the screen so I can colorize it, forming certain draws according to certain functions. Is this easily achievable? I am really inexperienced at javascript. Thanks. Fernando.

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  • CSS: Javascript code out there that could draw form squares to copy to a real form?

    - by Dr. Zim
    I end up doing a lot of this to draw forms in boxes. This does an address block: position: absolute;top: .2em; left: .2em; width: 2.4em;height: 1.2em; position: absolute;top: .2em; left: 3em; width: 12.4em; height: 1.2em; position: absolute;top: 1.7em; left: 3em; width: 12.4em;height: 1.2em; position: absolute;top: 3.2em; left: 3em; width: 12.4em;height: 1.2em; position: absolute;top: 4.7em; left: 3em; width: 12.4em;height: 1.2em; position: absolute;top: 6.2em; left: 3em; width: 7.6em; height: 1.2em; position: absolute;top: 6.2em; left: 10.9em; width: 1.6em; height: 1.2em; position: absolute;top: 6.2em; left: 12.8em; width: 2.5em; height: 1.2em; position: absolute;top: 7.7em; left: 3em; width: 7.6em;height: 1.2em; position: absolute;top: 9.2em; left: 3em; width: 7.6em;height: 1.2em; position: absolute;top: 10.7em; left: 3em; width: 1.2em;height: 1.2em; position: absolute;top: 10.7em; left: 4.5em; width: 10.9em; height: 1.2em; but what I really need is some Javascript that allows me to draw my forms on screen, then generate the CSS for my real ASP.NET MVC 2 partial views, allowing nudge and cell resizing with keystrokes. Anyone have any suggestions for something like this?

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  • How to get current byte position of the parser in Antlr with c# target?

    - by Aftershock
    Hi, I am interested in the current byte position in the stream when parsing something using Antlr 3. I have seen there is a similar question but there was no real answer there. That is why I am trying again. I am not interested in token index, byte position in a line etc... Could you someone tell me that? It is obvious that some code has to be written/overridden. Does someone have specific code to write? I use C#.

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  • How to get which image (its position) is on focus in an Image Gallery?

    - by Spredzy
    Hi all, I am playing around with the Gallery widget. I would like to know how can we get the position of the image on focus in the gallery. For example having several pictures in my gallery, if I tap my finger to the right, pictures will come and go until it stop to one. How one can get the position of this one picture that is currently on focus ? I don't know if I was clear enough, if there is anything you want me to add do not hesitate. Thank you,

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  • How to double the size of 8x8 Grid whilst keeping the relative position of certain tiles intact?

    - by ke3pup
    Hi guys I have grid size of size 8x8 , total of 64 Tiles. i'm using this Grid to implement java search algorithms such as BFS and DFS. The Grid has given forbidden Tiles (meaning they can't be traversed or be neighbour of any other tile) and Goal and Start tile. for example Tile 19,20,21,22 and 35, 39 are forbidden and 14 an 43 are the Goal and start node when the program runs. My question is , How can i double the size of the grid, to 16x16 whilst keeping the Relative position of forbidden tiles as well as the Relative position of start and goal Tiles intact? On paper i know i can do this by adding 4 rows and columns to all size but in coding terms i don't know how to make it work? Can someone please give any sort of hints?

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  • how to get the image position from pdf file in objective c?

    - by Sarah
    Hello, I am doing something like extracting the pdf text in a string format so as to annotate the text and in the same process i need to find the image positions covered in the same pdf file so as to maintain its position. Now the problem is that i am not getting the exact positions of the images in the same pdf file. Is it possible to use some thing like OCR,if yes,how to use that? Can anybody help me in finding the exact position of the image in the pdf file? I need to implement some pdf reader kind of application for ipad,that's just for the knowledge. Thank you.

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  • What's the best way to set cursor/caret position?

    - by Daniel Bachhuber
    If I'm inserting content into a textarea that TinyMCE has co-opted, what's the best way to set the position of the cursor/caret? I'm using tinyMCE.execCommand("mceInsertRawHTML", false, content); to insert the content, and I'd like set the cursor position to the end of the content. Both document.selection and myField.selectionStart won't work for this, and I feel as though this is going to be supported by TinyMCE (through something I can't find on their forum) or it's going to be a really ugly hack. Later: It gets better; I just figured out that, when you load TinyMCE in WordPress, it loads the entire editor in an embedded iframe. Later (2): I can use document.getElementById('content_ifr').contentDocument.getSelection(); to get the selection as a string, but not a Selection Object that I can use getRangeAt(0) on. Making progress little by little.

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  • How to put Listview items into String Array?

    - by user2851687
    Im developing an app and as the title says how to put items of listview into String array, not string array to listview but listview to string array. I've been searching for this but what I only found is putting String array items into listview. Please help me thank you in advance. To clarify this thread, the question is how to put listview items into String array. Thanks. :D Codes public class DailyPlanTab extends Activity implements OnItemClickListener { ListView dailyPlanList; ArrayList<DailyManager> taskList = new ArrayList<DailyManager>(); DatabaseDailyPlan db; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.dailyplan_layout); dailyPlanList = (ListView) findViewById(R.id.lvDailyPlanList); dailyPlanList.setOnItemClickListener(this); ImageView add = (ImageView) findViewById(R.id.ivDailyPlanAdd); add.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub Intent newDailyIntent = new Intent(getApplicationContext(), NewDailyPlan.class); startActivity(newDailyIntent); } }); } @Override protected void onResume() { // TODO Auto-generated method stub super.onResume(); taskList.clear(); db = new DatabaseDailyPlan(getApplicationContext()); db.getWritableDatabase(); ArrayList<DailyManager> tempList = db.getTask(); for (int i = 0; i < tempList.size(); i++) { String getTask = tempList.get(i).getDaily_name(); String getDate = tempList.get(i).getDaily_date(); int getId = tempList.get(i).getDaily_id(); DailyManager dm = new DailyManager(); dm.setDaily_name(getTask); dm.setDaily_date(getDate); dm.setDaily_id(getId); taskList.add(dm); } dailyPlanList.setAdapter(new ListAdapter(this)); // db.close(); } public class ListAdapter extends BaseAdapter { LayoutInflater inflater; ViewHolder viewHolder; public ListAdapter(Context c) { // TODO Auto-generated constructor stub inflater = LayoutInflater.from(c); } @Override public int getCount() { // TODO Auto-generated method stub return taskList.size(); } @Override public Object getItem(int position) { // TODO Auto-generated method stub return position; } @Override public long getItemId(int position) { // TODO Auto-generated method stub return position; } @Override public View getView(int position, View convertView, ViewGroup parent) { // TODO Auto-generated method stub if (convertView == null) { convertView = inflater.inflate(R.layout.row_checklist_item, null); viewHolder = new ViewHolder(); viewHolder.taskTitle = (TextView) convertView .findViewById(R.id.tvCheckListItem); convertView.setTag(viewHolder); } else { viewHolder = (ViewHolder) convertView.getTag(); } viewHolder.taskTitle.setText("" + taskList.get(position).getDaily_name()); return convertView; } } public class ViewHolder { TextView taskTitle, taskDate; } @Override public void onItemClick(AdapterView<?> arg0, View arg1, int position, long arg3) { // TODO Auto-generated method stub int taskId = taskList.get(position).getDaily_id(); String taskName = taskList.get(position).getDaily_name(); String taskDate = taskList.get(position).getDaily_date(); Intent newPlan = new Intent(getApplicationContext(), DailyPlan.class); newPlan.putExtra("task_id", taskId); newPlan.putExtra("task_name", taskName); startActivity(newPlan); } next is the information of the item inside the listview public class DailyPlan extends Activity implements OnItemClickListener { final ArrayList<DailyManager> savedItems = new ArrayList<DailyManager>(); ListView checkList; Boolean nextItem = false; TempManager tm; DatabaseTemp dbTemp; Intent i; int taskId = -1; String taskName = " ", taskDate = null; DatabaseDailyPlan db; DailyManager dm; @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub super.onCreate(savedInstanceState); setContentView(R.layout.saved_dailyplan); checkList = (ListView) findViewById(R.id.lvCheckList); // checkList.setOnItemClickListener(this); try { i = getIntent(); taskId = i.getExtras().getInt("task_id"); taskName = i.getExtras().getString("task_name"); Toast.makeText(getApplicationContext(), "From new id is" + taskId, 5000).show(); } catch (Exception e) { } Button addList = (Button) findViewById(R.id.bAddList); addList.setOnClickListener(new OnClickListener() { @Override public void onClick(View v) { // TODO Auto-generated method stub // openDialog("", false, -1); } }); if (nextItem) { // openDialog("", false, -1); } } public void refresh() { DailyPlan.this.onResume(); } @Override protected void onResume() { // TODO Auto-generated method stub super.onResume(); savedItems.clear(); dbTemp = new DatabaseTemp(getApplicationContext()); dbTemp.getWritableDatabase(); db = new DatabaseDailyPlan(getApplicationContext()); db.getWritableDatabase(); if (taskId != -1) { // / For Load ArrayList<DailyManager> savedList = db.getList(taskId); for (int i = 0; i < savedList.size(); i++) { String savedListItems = savedList.get(i).getDaily_list(); String savedListTitle = savedList.get(i).getDaily_name(); String savedListDate = savedList.get(i).getDaily_date(); int savedListId = savedList.get(i).getDaily_id(); DailyManager dm = new DailyManager(); dm.setDaily_list(savedListItems); dm.setDaily_name(savedListTitle); dm.setDaily_date(savedListDate); dm.setDaily_id(savedListId); savedItems.add(dm); } } else { // / For New } checkList.setAdapter(new ListAdapter(this)); } public class ListAdapter extends BaseAdapter { LayoutInflater inflater; ViewHolder viewHolder; public ListAdapter(Context c) { // TODO Auto-generated constructor stub inflater = LayoutInflater.from(c); } @Override public int getCount() { // TODO Auto-generated method stub return savedItems.size(); } @Override public Object getItem(int position) { // TODO Auto-generated method stub return position; } @Override public long getItemId(int position) { // TODO Auto-generated method stub return position; } @Override public View getView(int position, View convertView, ViewGroup parent) { // TODO Auto-generated method stub if (convertView == null) { convertView = inflater.inflate(R.layout.row_checklist_item, null); viewHolder = new ViewHolder(); viewHolder.checkListItem = (TextView) convertView .findViewById(R.id.tvCheckListItem); convertView.setTag(viewHolder); } else { viewHolder = (ViewHolder) convertView.getTag(); } viewHolder.checkListItem.setText(savedItems.get(position) .getDaily_list() + position); final int temp = position; return convertView; } } private class ViewHolder { TextView checkListItem; } @Override public void onItemClick(AdapterView<?> arg0, View arg1, int item, long arg3) { // TODO Auto-generated method stub // openDialog(savedItems.get(item).getDaily_name(), true, // savedItems.get(item).getDaily_id()); } }

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  • How do I specify a dynamic position for the start of substring?

    - by analyticsPierce
    As in the example, I am trying to substring the Video_full column in a data.frame (video_data_2) I am working on. I want to keep all the characters after the period. The period is always present, there is only one period and it is in a different position in each value for the column. Date Video_full Instances 1 Apr 1, 2010 installs/AA.intro_video_1 546 2 Apr 1, 2010 installs/ABAC.intro_video_2 548 I got substring to work; video_data_2$Video_full <- substring(video_data_2$Video_full,11) And strsplit also; strsplit("installs/AA.intro_video_1 ",'[.]') I'm just not able to figure out how to start the substring in a dynamic position or only keep the second value returned by strsplit. Thanks for any help you can offer for a simple question.

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  • How to change the position of the Horizontal line dynamically ?

    - by Hari
    I am making asp.net website. In that there is a link button (named Landline number).Below that there are three textboxes. And after that there is one horizontal line. Now at a first time only link button and horizontal will be visible, and textboxes which is bellowed to link button will not be visible. Now if user will click on the link button then textboxes which is bellowed to link button will be visible. Then horizontal line which is at the first time bellowed to the link button should be adjust to its location and should go after textboxes. And if user clicks to link button again then textboxes should be visible false. And horizontal line should be displayed its original position that is bellowed to the link button. Of course I am able to do with visibility of textboxes but I can not understand how to change the position of the horizontal line dynamically?

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  • Easiest way to keep SSRS child elements in the same relative position when the parent is re-positioned?

    - by Mac
    I am trying to revise the layout of an SSRS report where I have several textboxes that are child elements of a rectangle. When I reposition the parent rectangle down by x, all of the child textboxes maintain the same absolute position. Their "Location" (defined relative to the parent) decreases by x. I then need to reposition the child textboxes. Additionally, if any of these ever has a negative "Location" then the parent rectangle is then repositioned back up by x. What is the easiest way to move everything in unison? I can Control-click everything and then drag them or use the arrow keys, but I want to position everything with precision and the "Location" field in the Properties window disappears when selecting more than one item. Is there a way I can avoid individually computing and typing in every "Location" value every time I have a small layout change? I am using SSRS (11.0.3360.12) within the Visual Studio 2012 Shell. Thanks!

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  • Unity3d: calculate the result of a transform without modifying transform object itself

    - by Heisenbug
    I'm in the following situation: I need to move an object in some way, basically rotating it around its parent local position, or translating it in its parent local space (I know how to do this). The amount of rotation and translation is know at runtime (it depends on several factors, the speed of the object, enviroment factors, etc..). The problem is the following: I can perform this transformation only if the result position of the transformed object fit some criterias. An example could be this: the distance between the position before and after the transformation must be less than a given threshold. (Actually the conditions could be several and more complex) The problem is that if I use Transform.Rotate and Transform.Translate methods of my GameObject, I will loose the original Transform values. I think I can't copy the original Transform using instantiate for performance issues. How can I perform such a task? I think I have more or less 2 possibilities: First Don't modify the GameObject position through Transform. Calculate which will be the position after the transform. If the position is legal, modify transform through Translate and Rotate methods Second Store the original transform someway. Transform the object using Translate and Rotate. If the transformed position is illegal, restore the original one.

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  • Changing the material on an object on click in unity

    - by user1509674
    Iam working on unity2d.I have six game object Object1,Object1,Object1,(these are images) ObjectImage1,ObjectImage2,ObjectImage3(these are images). I have arranged the object in the scene as a list one below another Object1 Object2 Object3 When I click the Object1 --- should change to ObjectImage1 Object2 ----should change to ObjectImage2, but the above image of object1(objectImage1) at present should change to Object1 Object3 ----? should change to ObjectImage3,but the above image on object2(objectImage2) should change to Object2 These is similar to selection.I have coded Like when I click of Object2 its changing to ObjectIamge2 but the first object is not changing to object1 from objectImage1.Can anybody help me coding it out. Edit: public GameObject newSprite; private Vector3 currentSpritePosition; void Start() { newSprite.renderer.enabled = false; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; } This is the code used to change the material: public GameObject newSprite; private Vector3 currentSpritePosition; void Start(){ newSprite.renderer.enabled = false; } void OnMouseEnter(){ //getting the current position of the current sprite if ever it can move; currentSpritePosition = transform.position; //then make it invisible renderer.enabled = false; //give the new sprite the position of the latter newSprite.transform.position = currentSpritePosition; //then make it visible newSprite.renderer.enabled = true; } void OnMouseExit(){ //just the reverse process renderer.enabled = true; newSprite.renderer.enabled = false; }

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  • Writing to a D3DFMT_R32F render target clamps to 1

    - by Mike
    I'm currently implementing a picking system. I render some objects in a frame buffer, which has a render target, which has the D3DFMT_R32F format. For each mesh, I set an integer constant evaluator, which is its material index. My shader is simple: I output the position of each vertex, and for each pixel, I cast the material index in float, and assign this value to the Red channel: int ObjectIndex; float4x4 WvpXf : WorldViewProjection< string UIWidget = "None"; >; struct VS_INPUT { float3 Position : POSITION; }; struct VS_OUTPUT { float4 Position : POSITION; }; struct PS_OUTPUT { float4 Color : COLOR0; }; VS_OUTPUT VSMain( const VS_INPUT input ) { VS_OUTPUT output = (VS_OUTPUT)0; output.Position = mul( float4(input.Position, 1), WvpXf ); return output; } PS_OUTPUT PSMain( const VS_OUTPUT input, in float2 vpos : VPOS ) { PS_OUTPUT output = (PS_OUTPUT)0; output.Color.r = float( ObjectIndex ); output.Color.gba = 0.0f; return output; } technique Default { pass P0 { VertexShader = compile vs_3_0 VSMain(); PixelShader = compile ps_3_0 PSMain(); } } The problem I have, is that somehow, the values written in the render target are clamped between 0.0f and 1.0f. I've tried to change the rendertarget format, but I always get clamped values... I don't know what the root of the problem is. For information, I have a depth render target attached to the frame buffer. I disabled the blend in the render state the stencil is disabled Any ideas?

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  • 3d Picking under reticle

    - by Wolftousen
    i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not using the mouse coords for picking, i'm just using the position in 3d space and a ray directly out from there. A small hitch though is that I want to use a cone and not a ray. Here are the variables i'm using: float iReticleSlope = 95/3000; //inverse reticle slope float baseReticle = 1; //radius of the reticle at z = 0 float maxRange = 3000; //max range to target Quaternion orientation; //the cameras orientation Vector3d position; //the cameras position Then I loop through each object in the world: Vector3d transformed; //object position after transformations float d, r; //holder variables for(i = 0; i < objects.length; i++) { transformed = position - objects[i].position; //transform the position relative to camera orientation.multiply(transformed); //orient the object relative to the camera if(transformed.z < 0) { d = sqrt(transformed[0] * transformed[0] + transformed[1] * transformed[1]); r = -transformed[2] * iReticleSlope + objects[i].radius; if(d < r && -transformed[2] - objects[i].radius <= maxRange) { //the object is under the reticle } else { //the object is not under the reticle } } else { //the object is not under the reticle } } Now this all works fine and dandy until the window ratio doesn't match the resolution ratio. Is there any simple way to account for that

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  • Pixel Shader Issues :

    - by Morphex
    I have issues with a pixel shader, my issue is mostly that I get nothing draw on the screen. float4x4 MVP; // TODO: add effect parameters here. struct VertexShaderInput { float4 Position : POSITION; float4 normal : NORMAL; float2 TEXCOORD : TEXCOORD; }; struct VertexShaderOutput { float4 Position : POSITION; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { input.Position.w = 0; VertexShaderOutput output; output.Position = mul(input.Position, MVP); // TODO: add your vertex shader code here. return output; } float4 PixelShaderFunction(VertexShaderOutput input) : SV_TARGET { return float4(1, 0, 0, 1); } technique { pass { Profile = 11.0; VertexShader = VertexShaderFunction; PixelShader = PixelShaderFunction; } } My matrix is calculated like this : Matrix MVP = Matrix.Multiply(Matrix.Multiply(Matrix.Identity, Matrix.LookAtLH(new Vector3(-10, 10, -10), new Vector3(0), new Vector3(0, 1, -0))), Camera.Projection); VoxelEffect.Parameters["MVP"].SetValue(MVP); Visual Studio Graphics Debug shows me that my vertex shader is actually working, but not the PixelShader. I striped the Shader to the bare minimums so that I was sure the shader was correct. But why is my screen still black?

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  • Multithreading in lwjgl getting rid of sleep.

    - by pangaea
    I'm trying to use multithreading in my game. However, I can't seem to get rid of the sleep. If I don't it's a blank screen, as there is no time for the computer to actually render the triangleMob as it can't access getArrayList(), in my main class I have a TriangleMob arraylist. If I delay it, then it can access the previousMob and it renders. If I don't, then it's blank screen. Can I get rid of the delay? Also, is this a bad way to multithread? Surely, this should be fast. I need multithreading so can you please not suggest not using it. public class TriangleMob extends Thread implements Runnable { private static int count=0; private int objectDisplayList; private static ArrayList<TriangleMob> previousMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> currentMob = new ArrayList<TriangleMob>(); private static ArrayList<TriangleMob> laterMob = new ArrayList<TriangleMob>(); private Vector3f position = new Vector3f(0f,0f,0f); private Vector3f movement = new Vector3f(0f,0f,0f); public TriangleMob() { // Create the display list CreateDisplayList(); count++; } public TriangleMob(Vector3f position) { // Create the display list CreateDisplayList(); this.position = position; count++; } private void CreateDisplayList() { objectDisplayList = glGenLists(1); glNewList(objectDisplayList, GL_COMPILE); { double topPoint = 0.75; glBegin(GL_TRIANGLES); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -.75, -4); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -4); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -6); glColor4f(1, 1, 0, 1f); glVertex3d(0, topPoint, -5); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -0.75, -6); glColor4f(0, 0, 1, 1f); glVertex3d(-1, -.75, -4); glEnd(); glColor4f(1, 1, 1, 1); } glEndList(); } public static int getCount() { return count; } public Vector3f getMovement() { return movement; } public Vector3f getPosition() { return position; } public synchronized int getObjectList() { return objectDisplayList; } public synchronized static ArrayList<TriangleMob> getArrayList(){ if(previousMob != null) { return previousMob; } previousMob.add(new TriangleMob()); return previousMob; } public synchronized void move(Vector3f movement) { // If you want to move in all 3 axis position.x += movement.x; position.y += movement.y; position.z += movement.z; } public synchronized void render() { glPushMatrix(); glTranslatef(-position.x, -position.y, -position.z); glCallList(objectDisplayList); glPopMatrix(); } public synchronized static void setTriangleMob(ArrayList<TriangleMob> triangleMobSet) { laterMob = triangleMobSet; } private synchronized void setPreTriangleMob(ArrayList<TriangleMob> currentMob2) { previousMob = currentMob2; } public void run(){ while(true) { if(laterMob == null) { currentMob = laterMob; System.out.println("Copying"); } for(int i=0; i<currentMob.size(); i++) { currentMob.get(i).move(new Vector3f(0.1f,0.01f,0.01f)); } setPreTriangleMob(currentMob); try { sleep(1L); } catch (InterruptedException e) { // TODO Auto-generated catch block e.printStackTrace(); } } } }

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  • Deep Cloning C++ class that inherits CCNode in Cocos2dx

    - by A Devanney
    I stuck with something in Cocos2dx ... I'm trying to deep clone one of my classes that inherits CCNode. Basically i have.... GameItem* pTemp = new GameItem(*_actualItem); // loops through all the blocks in gameitem and updates their position pTemp->moveDown(); // if in boundary or collision etc... if (_gameBoard->isValidMove(pTemp)) { _actualItem = pTemp; // display the position CCLog("pos (1) --- (X : %d,Y : %d)", _actualItem->getGridX(),_actualItem->getGridY()); } Then doesn't work, because the gameitem inherits CCNode and has the collection of another class that also inherits CCNode. its just creating a shallow copy and when you look at children of the gameitem node in the copy, just point to the original? class GameItem : public CCNode { // maps to the actual grid position of the shape CCPoint* _rawPosition; // tracks the current grid position int _gridX, _gridY; // tracks the change if the item has moved CCPoint _offset; public: //constructors GameItem& operator=(const GameItem& item); GameItem(Shape shape); ... } then in the implementation.... GameItem& GameItem::operator=(const GameItem& item) { _gridX = item.getGridX(); _gridY = item.getGridY(); _offset = item.getOffSet(); _rawPosition = item.getRawPosition(); // how do i copy the node? return *this; } // shape contains an array of position for the game character GameItem::GameItem(Shape shape) { _rawPosition = shape.getShapePositions(); //loop through all blocks in position for (int i = 0; i < 7; i++) { // get the position of the first block in the shape and add to the position of the first block int x = (int) (getRawPosition()[i].x + getGridX()); int y = (int) (getRawPosition()[i].y + getGridY()); //instantiate a block with the position and type Block* block = Block::blockWithFile(x,y,(i+1), shape); // add the block to the this node this->addChild(block); } } And for clarity here is the block class class Block : public CCNode{ private: // using composition over inheritance CCSprite* _sprite; // tracks the current grid position int _gridX, _gridY; // used to store actual image number int _blockNo; public: Block(void); Block(int gridX, int gridY, int blockNo); Block& operator=(const Block& block); // static constructor for the creation of a block static Block* blockWithFile(int gridX, int gridY,int blockNo, Shape shape); ... } The blocks implementation..... Block& Block::operator=(const Block& block) { _sprite = new CCSprite(*block._sprite); _gridX = block._gridX; _gridY = block._gridY; _blockNo = block._blockNo; //again how to clone CCNode? return *this; } Block* Block::blockWithFile(int gridX, int gridY,int blockNo, Shape shape) { Block* block = new Block(); if (block && block->initBlockWithFile(gridX, gridY,blockNo, shape)) { block->autorelease(); return block; } CC_SAFE_DELETE(block); return NULL; } bool Block::initBlockWithFile(int gridX, int gridY,int blockNo, Shape shape) { setGridX(gridX); setGridY(gridY); setBlockNo(blockNo); const char* characterImg = helperFunctions::Format(shape.getFileName(),blockNo); // add to the spritesheet CCTexture2D* gameArtTexture = CCTextureCache::sharedTextureCache()->addImage("Character.pvr.ccz"); CCSpriteBatchNode::createWithTexture(gameArtTexture); // block settings _sprite = CCSprite::createWithSpriteFrameName(characterImg); // set the position of the block and add it to the layer this->setPosition(CONVERTGRIDTOACTUALPOS_X_Y(gridX,gridY)); this->addChild(_sprite); return true; } Any ideas are welcome at this point!! thanks

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  • C# XNA 4.0 multitextured cube

    - by chron
    So I am following this tutorial on how to draw a cube in XNA and I ran into a problem. Ok so my shader can only have texture right? I need to have a texture on the front and back of my cube. So I thought I could just have both textures stored in one texture. Problem is I do not know how to map out my UV coords to do so. (I tried dividing by 2 and such with no luck...). I am really new to this (not programming, just game development and some concepts), but how could I get UV coordinates for both halfs of the texture. private void ConstructCube(Vector3 Position,Vector3 Size) { _vertices = new VertexPositionNormalTexture[50]; // Calculate the position of the vertices on the top face. Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size; Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size; Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size; Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size; // Calculate the position of the vertices on the bottom face. Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size; Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size; Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size; Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size; // Normal vectors for each face (needed for lighting / display) Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f) * Size; Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f) * Size; Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f) * Size; Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f) * Size; Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f) * Size; Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f) * Size; // UV texture coordinates Vector2 textureTopLeft = new Vector2(1.0f * Size.X, 0.0f * Size.Y); Vector2 textureTopRight = new Vector2(0.0f * Size.X, 0.0f * Size.Y); Vector2 textureBottomLeft = new Vector2(1.0f * Size.X, 1.0f * Size.Y); Vector2 textureBottomRight = new Vector2(0.0f * Size.X, 1.0f * Size.Y); // Add the vertices for the FRONT face. _vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft); _vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); _vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft); _vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight); _vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight); // Add the vertices for the BACK face. _vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight); _vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight); _vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft); _vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft); // Add the vertices for the TOP face. _vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); _vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft); _vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft); _vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight); _vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight); // Add the vertices for the BOTTOM face. _vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft); _vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft); _vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight); _vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight); // Add the vertices for the LEFT face. _vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight); _vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight ); _vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft); _vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft ); _vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight ); // Add the vertices for the RIGHT face. _vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft); _vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); _vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight); _vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft); _vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight); done = true; }

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  • In GNU Screen, Recalled bash history command displays one character position to the left of actual location

    - by vergueishon
    I am running Red Hat 5 32-bit (2.6.18-194.26.1.el5). The issue is that when I recall any previous command in bash's history, the first character in the command is displayed immediately after the shell prompt, without any intervening space, likeso: \[me@mymachine tmp]$man mysql If I enter a Ctrl-C, and retype the command, it looks likeso: \[me@mymachine tmp]$ man mysql This makes recalling a command and editing it before re-entering a real pain. Basically, if I try to edit a recalled command, my changes occur one character position to the left (I believe) of what I see on the screen. It's a bit tedious to describe, and appears to only happen with commands with a large number of arguments. UPDATE: The contents of /etc/sysconfig/bash-prompt-screen, 1 #!/bin/bash 2 echo -n $'\033'"_${USER}@${HOSTNAME%%.*}:${PWD/#$HOME/~}"$'\033\\\\' and the contents of /etc/bashrc, 24 screen) 25 if [ -e /etc/sysconfig/bash-prompt-screen ]; then 26 PROMPT_COMMAND=/etc/sysconfig/bash-prompt-screen 27 else 28 PROMPT_COMMAND='echo -ne "\033_${USER}@${HOSTNAME%%.*}:${PWD/#$HOME/~}"; echo -ne "\033\\"' 29 fi 30 ;; I've disable bash-prompt-screen by renaming it--this fixed it. It's entirely possible that there is a fix to the bash-prompt-screen prompt line in the latest version of screen for RHEL 5. The error is seen under Screen version 4.00.03 (FAU) 23-Oct-06. (I noticed an update in the queue, which is installing as I write this.)

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  • Fix elements within objects at their position? (Prevent movement when resizing)

    - by Skadier
    I would like to know if it is possible to fix elements at their absolute position within custom elements in InDesign CS5? I created a kind of speech bubble and I would like to place a stripline within this bubble to separate two content areas. Just a little scheme to show the desired layout as Pseudo-Markup :D <speech-bubble> <textbox>HEADER SECTION</textbox> <stripline> <textbox>Some other text</textbox> </speech-bubble> I created something like this but with two separate elements which aren't connected. So I have to select both of them in order to move the whole bubble. Then I tried to connect them using Object->Paths->Create linked path but then the stripline moves and the HEADER SECTION moves too. All in all I would like to have a speech bubble which can be resized in order to hold more text but it shouldn't make the HEADER_SECTION larger or move the stripline. Hope you understand what I mean :D Thanks in advance!

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  • SSAO Distortion

    - by Robert Xu
    I'm currently (attempting) to add SSAO to my engine, except it's...not really work, to say the least. I use a deferred renderer to render my scene. I have four render targets: Albedo, Light, Normal, and Depth. Here are the parameters for all of them (Surface Format, Depth Format): Albedo: 32-bit ARGB, Depth24Stencil8 Light: 32-bit ARGB, None Normal: 32-bit ARGB, None Depth: 8-bit R (Single), Depth24Stencil8 To generate my random noise map for the SSAO, I do the following for each pixel in the noise map: Vector3 v3 = Vector3.Zero; double z = rand.NextDouble() * 2.0 - 1.0; double r = Math.Sqrt(1.0 - z * z); double angle = rand.NextDouble() * MathHelper.TwoPi; v3.X = (float)(r * Math.Cos(angle)); v3.Y = (float)(r * Math.Sin(angle)); v3.Z = (float)z; v3 += offset; v3 *= 0.5f; result[i] = new Color(v3); This is my GBuffer rendering effect: PixelInput RenderGBufferColorVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = mul(input.Position, WorldViewProjection); pi.Normal = mul(input.Normal, WorldInverseTranspose); pi.Color = input.Color; pi.TPosition = pi.Position; pi.WPosition = input.Position; return pi; } GBufferTarget RenderGBufferColorPixelShader(PixelInput input) { GBufferTarget output = ( GBufferTarget ) 0; float3 position = input.TPosition.xyz / input.TPosition.w; output.Albedo = lerp(float4(1.0f, 1.0f, 1.0f, 1.0f), input.Color, ColorFactor); output.Normal = EncodeNormal(input.Normal); output.Depth = position.z; return output; } And here is the SSAO effect: float4 EncodeNormal(float3 normal) { return float4((normal.xyz * 0.5f) + 0.5f, 0.0f); } float3 DecodeNormal(float4 encoded) { return encoded * 2.0 - 1.0f; } float Intensity; float Size; float2 NoiseOffset; float4x4 ViewProjection; float4x4 ViewProjectionInverse; texture DepthMap; texture NormalMap; texture RandomMap; const float3 samples[16] = { float3(0.01537562, 0.01389096, 0.02276565), float3(-0.0332658, -0.2151698, -0.0660736), float3(-0.06420016, -0.1919067, 0.5329634), float3(-0.05896204, -0.04509097, -0.03611697), float3(-0.1302175, 0.01034653, 0.01543675), float3(0.3168565, -0.182557, -0.01421785), float3(-0.02134448, -0.1056605, 0.00576055), float3(-0.3502164, 0.281433, -0.2245609), float3(-0.00123525, 0.00151868, 0.02614773), float3(0.1814744, 0.05798516, -0.02362876), float3(0.07945167, -0.08302628, 0.4423518), float3(0.321987, -0.05670302, -0.05418307), float3(-0.00165138, -0.00410309, 0.00537362), float3(0.01687791, 0.03189049, -0.04060405), float3(-0.04335613, -0.00530749, 0.06443053), float3(0.8474263, -0.3590308, -0.02318038), }; sampler DepthSampler = sampler_state { Texture = DepthMap; MipFilter = Point; MinFilter = Point; MagFilter = Point; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler NormalSampler = sampler_state { Texture = NormalMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; AddressU = Clamp; AddressV = Clamp; AddressW = Clamp; }; sampler RandomSampler = sampler_state { Texture = RandomMap; MipFilter = Linear; MinFilter = Linear; MagFilter = Linear; }; struct VertexInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; struct PixelInput { float4 Position : POSITION0; float2 TextureCoordinates : TEXCOORD0; }; PixelInput SSAOVertexShader(VertexInput input) { PixelInput pi = ( PixelInput ) 0; pi.Position = input.Position; pi.TextureCoordinates = input.TextureCoordinates; return pi; } float3 GetXYZ(float2 uv) { float depth = tex2D(DepthSampler, uv); float2 xy = uv * 2.0f - 1.0f; xy.y *= -1; float4 p = float4(xy, depth, 1); float4 q = mul(p, ViewProjectionInverse); return q.xyz / q.w; } float3 GetNormal(float2 uv) { return DecodeNormal(tex2D(NormalSampler, uv)); } float4 SSAOPixelShader(PixelInput input) : COLOR0 { float depth = tex2D(DepthSampler, input.TextureCoordinates); float3 position = GetXYZ(input.TextureCoordinates); float3 normal = GetNormal(input.TextureCoordinates); float occlusion = 1.0f; float3 reflectionRay = DecodeNormal(tex2D(RandomSampler, input.TextureCoordinates + NoiseOffset)); for (int i = 0; i < 16; i++) { float3 sampleXYZ = position + reflect(samples[i], reflectionRay) * Size; float4 screenXYZW = mul(float4(sampleXYZ, 1.0f), ViewProjection); float3 screenXYZ = screenXYZW.xyz / screenXYZW.w; float2 sampleUV = float2(screenXYZ.x * 0.5f + 0.5f, 1.0f - (screenXYZ.y * 0.5f + 0.5f)); float frontMostDepthAtSample = tex2D(DepthSampler, sampleUV); if (frontMostDepthAtSample < screenXYZ.z) { occlusion -= 1.0f / 16.0f; } } return float4(occlusion * Intensity * float3(1.0, 1.0, 1.0), 1.0); } technique SSAO { pass Pass0 { VertexShader = compile vs_3_0 SSAOVertexShader(); PixelShader = compile ps_3_0 SSAOPixelShader(); } } However, when I use the effect, I get some pretty bad distortion: Here's the light map that goes with it -- is the static-like effect supposed to be like that? I've noticed that even if I'm looking at nothing, I still get the static-like effect. (you can see it in the screenshot; the top half doesn't have any geometry yet it still has the static-like effect) Also, does anyone have any advice on how to effectively debug shaders?

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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