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  • Object detection in bitmap JavaScript canvas

    - by fallenAngel
    I want to detect clicks on canvas elements which are drawn using paths. So far I have stored element paths in a JavaScript data structure and then check the coordinates of hits which match the element's coordinates. Rendering each element path and checking the hits would be inefficient when there are a lot of elements. I believe there must be an algorithm for this kind of coordinate search, can anyone help me with this?

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  • Processing component pools problem - Entity Subsystem

    - by mani3xis
    Architecture description I'm creating (designing) an entity system and I ran into many problems. I'm trying to keep it Data-Oriented and efficient as much as possible. My components are POD structures (array of bytes to be precise) allocated in homogeneous pools. Each pool has a ComponentDescriptor - it just contains component name, field types and field names. Entity is just a pointer to array of components (where address acts like an entity ID). EntityPrototype contains entity name and array of component names. Finally Subsystem (System or Processor) which works on component pools. Actual problem The problem is that some components dependents on others (Model, Sprite, PhysicalBody, Animation depends on Transform component) which makes a lot of problems when it comes to processing them. For example, lets define some entities using [S]prite, [P]hysicalBody and [H]ealth: Tank: Transform, Sprite, PhysicalBody BgTree: Transform, Sprite House: Transform, Sprite, Health and create 4 Tanks, 5 BgTrees and 2 Houses and my pools will look like: TTTTTTTTTTT // Transform pool SSSSSSSSSSS // Sprite pool PPPP // PhysicalBody pool HH // Health component There is no way to process them using indices. I spend 3 days working on it and I still don't have any ideas. In previous designs TransformComponent was bound to the entity - but it wasn't a good idea. Can you give me some advices how to process them? Or maybe I should change the overall design? Maybe I should create pools of entites (pools of component pools) - but I guess it will be a nightmare for CPU caches. Thanks

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  • Deferred Rendering With Diffuse,Specular, and Normal maps

    - by John
    I have been reading up on deferred rendering and I am trying to implement a renderer using the Sponza atrium model, which can be found here, as my sandbox.Note I am also using OpenGL 3.3 and GLSL. I am loading the model from a Wavefront OBJ file using Assimp. I extract all geometry information including tangents and bitangents. For all the aiMaterials,I extract the following information which essentially comes from the sponza.mtl file. Ambient/Diffuse/Specular/Emissive Reflectivity Coefficients(Ka,Kd,Ks,Ke) Shininess Diffuse Map Specular Map Normal Map I understand that I must render vertex attributes such as position ,normals,texture coordinates to textures as well as depth for the second render pass. A lot of resources mention putting colour information into a g-buffer in the initial render pass but do you not require the diffuse,specular and normal maps and therefore lights to determine the fragment colour? I know that doesnt make since sense because lighting should be done in the second render pass. In terms of normal mapping, do you essentially just pass the tangent,bitangents, and normals into g-buffers and then construct the tangent matrix and apply it to the sampled normal from the normal map. Ultimately, I would like to know how to incorporate this material information into my deferred renderer.

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • How can I transform a Point2f with a matrix on Android?

    - by Vivendi
    I'm developing for Android and I'm using the android.renderscript.Matrix3f class to do some calculations. What I need to do now is to now is to do something like mat.tranform(pointIn, pointOut); So I need to transform a matrix by a given Point class. In awt I would simply do this: AffineTransform t = new AffineTransform(); Point2D.Float p = new Point2D.Float(); t.transform( p, p ); But in Android I now have this: Matrix3f t = new Matrix3f(); PointF p = new PointF(); // Now I need to tranform it somehow.. But the Matrix3f class in Android doesn't have a Matrix.transform(Point2D ptSrc, Point2D ptDst) method. So I guess I have to do the transformation manually. But I'm not really sure how that works. From what I've seen it's something like a translate and then a rotate? Could anyone please tell me how to do this in code?

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  • Vertex Array Object (OpenGL)

    - by Shin
    I've just started out with OpenGL I still haven't really understood what Vertex Array Objects are and how they can be employed. If Vertex Buffer Object are used to store vertex data (such as their positions and texture coordinates) and the VAOs only contain status flags, where can they be used? What's their purpose? As far as I understood from the (very incomplete and unclear) GL Wiki, VAOs are used to set the flags/status for every vertex, following the order described in the Element Array Buffer, but the wiki was really ambiguous about it and I'm not really sure about what VAOs really do and how I could employ them.

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  • OpenGL problem with FBO integer texture and color attachment

    - by Grieverheart
    In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, RGBA16F, R32I and GL_DEPTH_COMPONENT32F for the depth. For the second FBO I use an R16F texture. My rendering process is to first render to everything I mentioned in the first FBO, then bind depth and normals textures for reading for the ssao pass and write to the second FBO. After that I bind the second FBO's texture for reading in my blur shader and bind the first FBO for writing. What I intend to do is to write the blurred ssao value to the alpha component of the Normals texture. Here are where the problems start. First of all, I use shading language 3.3, which my graphics card does support. I manage ouputs in my shaders using layout(location = #). Now, the normals texture should be bound to color attachment 1, but when I use 1, it seems to write to my diffuse texture which should be in color attachment 0. When I instead use layout(location = 0), it gets correctly written to my normals texture. Besides this, my instance ID texture also gets resets after running the blur shader which is weird because if I use a float texture and write to it instanceID / nInstances, the texture doesn't get reset after the blur shader has ran. Here is how I prepare my first FBO: bool CGBuffer::Init(unsigned int WindowWidth, unsigned int WindowHeight){ //Create FBO glGenFramebuffers(1, &m_fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbo); //Create gbuffer and Depth Buffer Textures glGenTextures(GBUFF_NUM_TEXTURES, &m_textures[0]); glGenTextures(1, &m_depthTexture); //prepare gbuffer for(unsigned int i = 0; i < GBUFF_NUM_TEXTURES; i++){ glBindTexture(GL_TEXTURE_2D, m_textures[i]); if(i == GBUFF_TEXTURE_TYPE_NORMAL) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, WindowWidth, WindowHeight, 0, GL_RGBA, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_DIFFUSE) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, WindowWidth, WindowHeight, 0, GL_RGB, GL_FLOAT, NULL); else if(i == GBUFF_TEXTURE_TYPE_ID) glTexImage2D(GL_TEXTURE_2D, 0, GL_R32I, WindowWidth, WindowHeight, 0, GL_RED_INTEGER, GL_INT, NULL); else{ std::cout << "Error in FBO initialization" << std::endl; return false; } glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i, GL_TEXTURE_2D, m_textures[i], 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); } //prepare depth buffer glBindTexture(GL_TEXTURE_2D, m_depthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, WindowWidth, WindowHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_depthTexture, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); GLenum DrawBuffers[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2}; glDrawBuffers(GBUFF_NUM_TEXTURES, DrawBuffers); GLenum Status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if(Status != GL_FRAMEBUFFER_COMPLETE){ std::cout << "FB error, status 0x" << std::hex << Status << std::endl; return false; } //Restore default framebuffer glBindFramebuffer(GL_FRAMEBUFFER, 0); return true; } where I use an enum defined as, enum GBUFF_TEXTURE_TYPE{ GBUFF_TEXTURE_TYPE_DIFFUSE, GBUFF_TEXTURE_TYPE_NORMAL, GBUFF_TEXTURE_TYPE_ID, GBUFF_NUM_TEXTURES }; Am I missing some kind of restriction? Does the color attachment of the FBO's textures somehow gets reset i.e. I'm using a re-size function which re-sizes the textures of the FBO but should I perhaps call glFramebufferTexture2D again too? EDIT: Here is the shader in question: #version 330 core uniform sampler2D aoSampler; uniform vec2 TEXEL_SIZE; // x = 1/res x, y = 1/res y uniform bool use_blur; noperspective in vec2 TexCoord; layout(location = 0) out vec4 out_AO; void main(void){ if(use_blur){ float result = 0.0; for(int i = -1; i < 2; i++){ for(int j = -1; j < 2; j++){ vec2 offset = vec2(TEXEL_SIZE.x * i, TEXEL_SIZE.y * j); result += texture(aoSampler, TexCoord + offset).r; // -0.004 because the texture seems to be a bit displaced } } out_AO = vec4(vec3(0.0), result / 9); } else out_AO = vec4(vec3(0.0), texture(aoSampler, TexCoord).r); }

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  • Ray Tracing concers: Efficient Data Structure and Photon Mapping

    - by Grieverheart
    I'm trying to build a simple ray tracer for specific target scenes. An example of such scene can be seen below. I'm concerned as to what accelerating data structure would be most efficient in this case since all objects are touching but on the other hand, the scene is uniform. The objects in my ray tracer are stored as a collection of triangles, thus I also have access to individual triangles. Also, when trying to find the bounding box of the scene, how should infinite planes be handled? Should one instead use the viewing frustum to calculate the bounding box? A few other questions I have are about photon mapping. I've read the original paper by Jensen and many more material. In the compact data structure for the photon they introduce, they store photon power as 4 chars, which from my understanding is 3 chars for color and 1 for flux. But I don't understand how 1 char is enough to store a flux of the order of 1/n, where n is the number of photons (I'm also a bit confused about flux vs power). The other question about photon mapping is, if it would be more efficient in my case to store photons per object (or even per Object's triangle) instead of using a balanced kd-tree. Also, same question about bounding box of the scene but for photon mapping. How should one find a bounding box from the pov of the light when infinite planes are involved?

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  • Boat passing under a bridge in a 2D tile based RTS

    - by aleguna
    I'm writing a 2D tile based RTS. And I want to add a 'pseudo 3D' feature to it - bridges over the rivers. I havent't start any coding yet, just trying to think how it fits the collision detection model. A boat passing under the bridge and a unit moving over the bridge will eventually occupy the same cell on the map. How to prement them from colliding? Is there a common approach to solve such a problem? Or I need to implement a 3D world to do this?

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  • Efficiently representing a dynamic transform hierarchy

    - by Mattia
    I'm looking for a way to represent a dynamic transform hierarchy (i.e. one where nodes can be inserted and removed arbitrarily) that's a bit more efficient than using a standard tree of pointers . I saw the answers to this question ( Efficient structure for representing a transform hierarchy. ), but as far as I can determine the tree-as-array approach only works for static hierarchies or dynamic ones where nodes have a fixed number of children (both deal-breakers for me). I'm probably wrong about that but could anyone point out how? If I'm not wrong are there other alternatives that work for dynamic hierarchies?

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  • Mandelbrot set not displaying properly

    - by brainydexter
    I am trying to render mandelbrot set using glsl. I'm not sure why its not rendering the correct shape. Does the mandelbrot calculation require values to be within a range for the (x,y) [ or (real, imag) ] ? Here is a screenshot: I render a quad as follows: float w2 = 6; float h2 = 5; glBegin(GL_QUADS); glVertex3f(-w2, h2, 0.0); glVertex3f(-w2, -h2, 0.0); glVertex3f(w2, -h2, 0.0); glVertex3f(w2, h2, 0.0); glEnd(); My vertex shader: varying vec3 Position; void main(void) { Position = gl_Vertex.xyz; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } My fragment shader (where all the meat is): uniform float MAXITERATIONS; varying vec3 Position; void main (void) { float zoom = 1.0; float centerX = 0.0; float centerY = 0.0; float real = Position.x * zoom + centerX; float imag = Position.y * zoom + centerY; float r2 = 0.0; float iter; for(iter = 0.0; iter < MAXITERATIONS && r2 < 4.0; ++iter) { float tempreal = real; real = (tempreal * tempreal) + (imag * imag); imag = 2.0 * real * imag; r2 = (real * real) + (imag * imag); } vec3 color; if(r2 < 4.0) color = vec3(1.0); else color = vec3( iter / MAXITERATIONS ); gl_FragColor = vec4(color, 1.0); }

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  • Continuous Movement of gun bullet

    - by Siddharth
    I was using box2d for the movement of the body. When I apply gravity (0,0) the bullet continuously move but when I change gravity to the earth the behavior was changed. I also try to apply continuous force to the bullet body but the behavior was not so good. So please provide any suggestion to continuously move bullet body in earth gravity. currentVelocity = bulletBody.getLinearVelocity(); if (currentVelocity.len() < speed|| currentVelocity.len() > speed + 0.25f) { velocityChange = Math.abs(speed - currentVelocity.len()); currentVelocity.set(currentVelocity.x* velocityChange, currentVelocity.y*velocityChange); bulletBody.applyLinearImpulse(currentVelocity,bulletBody.getWorldCenter()); } I apply above code for the continuous velocity of the body. And also I did not able to find any setGravityScale method in the library.

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • How can I determine if a cube is adjacent to another cube, and optimize its buffers if so?

    - by Christian Frantz
    I'm trying to optimize the rendering of a collection of cubes, (based on an answer I was given to another question I asked). I understand the logic behind occlusion culling, but I'm having trouble with the code. When I create a cube, I want to determine if that cube is touching another existing cube, and if so I don't want to generate the redundant data in my vertex or index buffers. I'm planning on making a method that I call from my cube constructor so that everytime I create a cube, these checks are made, and neither occluded face is ever drawn. How would I go about this?

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  • box2d resize bodies arround point

    - by philipp
    I have a compound object, consisting of a b2Body, vector-graphics and a list polygons which describe the b2body's shapes. This object has its own transformation matrix to centralize the storage of transformations. So far everything is working quiet fine, even scaling works, but not if i scale around a point. In the initialization phase of the object it is scaled around a point. This happens in this order: transform the main matrix transform the vector graphics and the polygons recreate the b2Body After this function ran, the shapes and all the graphics are exactly where they should be, BUT: after the first steps of the b2World the graphical stuff moves away from the body. When I ran the debugger I found out that the position of the body is 0/0 the red dot shows the center of scaling. the first image shows the basic setup and the second the final position of the graphics. This distance stays constant for the rest of the simulation. If I set the position via myBody.SetPosition( sx, sy ); the whole scenario just plays a bit more distant for the origin. Any Idea how to fix this? EDIT:: I came deeper down to the problem and it lies in the fact that i must not scale the transform matrix for the b2body shapes around the center, but set the b2body's position back to the point after scaling. But how can I calculate that point? EDIT 2 :: I came ever deeper down to it, even solved it, but this is a slow solution and i hope that there is somebody who understands what formula I need. assuming to have a set polygons relative to an origin as basis shapes for a b2body: scaling the whole object around a certain point is done in the following steps: i scale everything around the center except the polygons i create a clone of the polygons matrix i scale this clone around the point i calculate dx, dy as difference of clone.tx - original.tx and clone.ty - original.ty i scale the original polygon matrix NOT around the point i recreate the body i create the fixture i set the position of the body to dx and dy done! So what i an interested in is a formula for dx and dy without cloning matrices, scaling the clone around a point, getting dx and dy and finally scale the vertex matrix.

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  • Manipulating Perlin Noise

    - by Numeri
    I've been learning about Procedurally Generated Content lately (in particular, Perlin noise). Perlin noise works great for making things like landscapes, height maps, and stuff like that. But now I am trying to generate structures more like mountain ranges (in 2D, as 3D would be way over my head right now) or underground veins of ores. I can't manage to manipulate Perlin Noise to do this. Making a cut off point (i.e. using only the tops of the 'mountains' of a heightmap) wouldn't work, because I would get lumps of mountains/veins. Any suggestions? Thanks, Numeri

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  • Zelda-style Top-down RPG. Storing data for each tile type

    - by Delerat
    I'm creating a Zelda-style RPG using Tiled, C#, and MonoGame. When my code parses the .tmx file, it will get a number to associate with each tile type based off of their position in the tile sheet. If I ever need to change my sprite sheet, this number will change for many of the tiles. How can I guarantee that when I parse my .tmx file, I will be able to know exactly what tile type I'm getting so that I can associate the proper data with it(transparency, animated, collision, etc.)?

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  • 2d Ice movement

    - by Jeremy Clarkson
    I am building an top-down 2d RPG like zelda. I have been trying to implement ice sliding. I have a tile with the slide property. I thought it would be easy to get working. I figured that I would read the slide property, and move the character forward until the slide property no longer exists. So I tried a loop but all it did was stop at the first tile in an infinite loop. I then took the loop out and tried taking direct control of the character to move him along the slide path but I couldn't get it to move. Is there an easy way to do an ice sliding tile based movement in libgdx. I looked for a tutorial but none exist.

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  • Texturize a shape of multiple triangles in 2D

    - by Deukalion
    This is an example of a shape consisting of multiple points, triangles and eventually a shape: Red Dots = Vector3 (X, Y, Z) or Vector2 (X, Y) If I have a Texture of a certain size, how do I texturize this area in the best way so that the texture inside the shape matches the shape and does not overlap anywhere? Perhaps also with a chance to scale the texture in case it's too small or to big for the shape, but still so that it gets rendered correctly. Do I treat the shape as a rectangle? Figure out it's 4 corners? Or do I calculate the distance between Center - (Texture Width / 2) and Point (to see how "many" times the texture can fit between on that axis to estimate at what Coordinates the Texture should be at that certain point? I've looked at Texture Mapping but haven't found any concrete examples that it explains it well, it's also confusing with 0.0-1.0 values for Texture Coordinates.

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  • OpenGL ES Loading

    - by kuroutadori
    I want to know what is the norm of loading rendering code. Take a button. When the application is loaded, a texture is loaded which has the image of the button on it. When the button is tapped, it then adds a loader into a queue, which is loaded on render thread. It then loads up an array buffer with vertexes and tex coords when render is called. It then adds to a render tree. Then it renders. the render function looks like this void render() { update(); mBaseRenderer->render(); } update() is when the queue is checked to see if anything needs loading. mBaseRenderer->render() is the render tree. What I am asking then is, should I even have the update() there at all and instead have everything preloaded before it renders? If I can have it loaded when need, for instance when there is tap, then how can it be done (My current code causes an dequeueing buffer error (Unknown error: -75) which I assume is to do with OpenGL ES and the context)?

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  • Converting a GameObject method call from UnityScript to C#

    - by Crims0n_
    Here is the UnityScript implementation of the method i use to generate a randomly tiled background, the problem i'm having relates to how to translate the call to the newTile method in c#, so far i've had no luck fiddling... can anyone point me in the correct direction? Thanks #pragma strict import System.Collections.Generic; var mapSizeX : int; var mapSizeY : int; var xOffset : float; var yOffset : float; var tilePrefab : GameObject; var tilePrefab2 : GameObject; var tiles : List.<Transform> = new List.<Transform>(); function Start () { var i : int = 0; var xIndex : int = 0; var yIndex : int = 0; xOffset = 2.69; yOffset = -1.97; while(yIndex < mapSizeY){ xIndex = 0; while(xIndex < mapSizeX){ var z = Random.Range(0, 5); if (z > 2) { var newTile : GameObject = Instantiate (tilePrefab, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 2) { var newTile2 : GameObject = Instantiate (tilePrefab2, Vector3(xIndex*0.64 - (xOffset * (mapSizeX/10)), yIndex*-0.64 - (yOffset * (mapSizeY/10)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "Ztile_"+i; i++; xIndex++; } } yIndex++; } } C# Version [Fixed] using UnityEngine; using System.Collections; public class LevelGen : MonoBehaviour { public int mapSizeX; public int mapSizeY; public float xOffset; public float yOffset; public GameObject tilePrefab; public GameObject tilePrefab2; int i; public System.Collections.Generic.List<Transform> tiles = new System.Collections.Generic.List<Transform>(); // Use this for initialization void Start () { int i = 0; int xIndex = 0; int yIndex = 0; xOffset = 1.58f; yOffset = -1.156f; while (yIndex < mapSizeY) { xIndex = 0; while(xIndex < mapSizeX) { int z = Random.Range(0, 5); if (z > 5) { GameObject newTile = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile.transform); newTile.transform.parent = transform; newTile.transform.name = "tile_"+i; i++; xIndex++; } if (z < 5) { GameObject newTile2 = (GameObject)Instantiate(tilePrefab, new Vector3(xIndex*0.64f - (xOffset * (mapSizeX/10.0f)), yIndex*-0.64f - (yOffset * (mapSizeY/10.0f)), 0), Quaternion.identity); tiles.Add(newTile2.transform); newTile2.transform.parent = transform; newTile2.transform.name = "tile2_"+i; i++; xIndex++; } } yIndex++; } } // Update is called once per frame void Update () { } }

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  • How is the gimbal locked problem solved using accumulative matrix transformations

    - by Luke San Antonio
    I am reading the online "Learning Modern 3D Graphics Programming" book by Jason L. McKesson As of now, I am up to the gimbal lock problem and how to solve it using quaternions. However right here, at the Quaternions page. Part of the problem is that we are trying to store an orientation as a series of 3 accumulated axial rotations. Orientations are orientations, not rotations. And orientations are certainly not a series of rotations. So we need to treat the orientation of the ship as an orientation, as a specific quantity. I guess this is the first spot I start to get confused, the reason is because I don't see the dramatic difference between orientations and rotations. I also don't understand why an orientation cannot be represented by a series of rotations... Also: The first thought towards this end would be to keep the orientation as a matrix. When the time comes to modify the orientation, we simply apply a transformation to this matrix, storing the result as the new current orientation. This means that every yaw, pitch, and roll applied to the current orientation will be relative to that current orientation. Which is precisely what we need. If the user applies a positive yaw, you want that yaw to rotate them relative to where they are current pointing, not relative to some fixed coordinate system. The concept, I understand, however I don't understand how if accumulating matrix transformations is a solution to this problem, how the code given in the previous page isn't just that. Here's the code: void display() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClearDepth(1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutil::MatrixStack currMatrix; currMatrix.Translate(glm::vec3(0.0f, 0.0f, -200.0f)); currMatrix.RotateX(g_angles.fAngleX); DrawGimbal(currMatrix, GIMBAL_X_AXIS, glm::vec4(0.4f, 0.4f, 1.0f, 1.0f)); currMatrix.RotateY(g_angles.fAngleY); DrawGimbal(currMatrix, GIMBAL_Y_AXIS, glm::vec4(0.0f, 1.0f, 0.0f, 1.0f)); currMatrix.RotateZ(g_angles.fAngleZ); DrawGimbal(currMatrix, GIMBAL_Z_AXIS, glm::vec4(1.0f, 0.3f, 0.3f, 1.0f)); glUseProgram(theProgram); currMatrix.Scale(3.0, 3.0, 3.0); currMatrix.RotateX(-90); //Set the base color for this object. glUniform4f(baseColorUnif, 1.0, 1.0, 1.0, 1.0); glUniformMatrix4fv(modelToCameraMatrixUnif, 1, GL_FALSE, glm::value_ptr(currMatrix.Top())); g_pObject->Render("tint"); glUseProgram(0); glutSwapBuffers(); } To my understanding, isn't what he is doing (modifying a matrix on a stack) considered accumulating matrices, since the author combined all the individual rotation transformations into one matrix which is being stored on the top of the stack. My understanding of a matrix is that they are used to take a point which is relative to an origin (let's say... the model), and make it relative to another origin (the camera). I'm pretty sure this is a safe definition, however I feel like there is something missing which is blocking me from understanding this gimbal lock problem. One thing that doesn't make sense to me is: If a matrix determines the difference relative between two "spaces," how come a rotation around the Y axis for, let's say, roll, doesn't put the point in "roll space" which can then be transformed once again in relation to this roll... In other words shouldn't any further transformations to this point be in relation to this new "roll space" and therefore not have the rotation be relative to the previous "model space" which is causing the gimbal lock. That's why gimbal lock occurs right? It's because we are rotating the object around set X, Y, and Z axes rather than rotating the object around it's own, relative axes. Or am I wrong? Since apparently this code I linked in isn't an accumulation of matrix transformations can you please give an example of a solution using this method. So in summary: What is the difference between a rotation and an orientation? Why is the code linked in not an example of accumulation of matrix transformations? What is the real, specific purpose of a matrix, if I had it wrong? How could a solution to the gimbal lock problem be implemented using accumulation of matrix transformations? Also, as a bonus: Why are the transformations after the rotation still relative to "model space?" Another bonus: Am I wrong in the assumption that after a transformation, further transformations will occur relative to the current? Also, if it wasn't implied, I am using OpenGL, GLSL, C++, and GLM, so examples and explanations in terms of these are greatly appreciated, if not necessary. The more the detail the better! Thanks in advance...

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  • DX11 - Weird shader behavior with and without branching

    - by Martin Perry
    I have found problem in my shader code, which I dont´t know how to solve. I want to rewrite this code without "ifs" tmp = evaluate and result is 0 or 1 (nothing else) if (tmp == 1) val = X1; if (tmp == 0) val = X2; I rewite it this way, but this piece of code doesn ´t word correctly tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 val = !tmp * X2 However if I change it to: tmp = evaluate and result is 0 or 1 (nothing else) val = tmp * X1 if (!tmp) val = !tmp * X2 It works fine... but it is useless because of "if", which need to be eliminated I honestly don´t understand it Posted Image . I tried compilation with NO and FULL optimalization, result is same

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  • isometric background that covers the viewport [on hold]

    - by Richard
    The background image should cover the viewport. The technique I use now is a loop with an innerloop that draws diamond shaped images on a canvas element, but it looks like a rotated square. This is a nice example: ,that covers the whole viewport. I have heard something about clickthrough maps, but what more ways are there that are most efficient with mobile devices and javascript? Any advice in grid design out there?.

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  • 3D Model not translating correctly (visually)

    - by ChocoMan
    In my first image, my model displays correctly: But when I move the model's position along the Z-axis (forward) I get this, yet the Y-axis doesnt change. An if I keep going, the model disappears into the ground: Any suggestions as to how I can get the model to translate properly visually? Here is how Im calling the model and the terrain in draw(): cameraPosition = new Vector3(camX, camY, camZ); // Copy any parent transforms. Matrix[] transforms = new Matrix[mShockwave.Bones.Count]; mShockwave.CopyAbsoluteBoneTransformsTo(transforms); Matrix[] ttransforms = new Matrix[terrain.Bones.Count]; terrain.CopyAbsoluteBoneTransformsTo(ttransforms); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in mShockwave.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, modelPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); mesh.Draw(); } //Terrain test foreach (ModelMesh meshT in terrain.Meshes) { foreach (BasicEffect effect in meshT.Effects) { effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = ttransforms[meshT.ParentBone.Index] * Matrix.CreateRotationY(0) * Matrix.CreateTranslation(terrainPosition); // Looking at the model (picture shouldnt change other than rotation) effect.View = Matrix.CreateLookAt(cameraPosition, terrainPosition, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); effect.TextureEnabled = true; } // Draw the mesh, using the effects set above. prepare3d(); meshT.Draw(); DrawText(); } base.Draw(gameTime); } Im suspecting that there may be something wrong with how I'm handling my camera. The model rotates fine on its Y-axis.

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