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  • Scene Graph as Object Container?

    - by Bunkai.Satori
    Scene graph contains game nodes representing game objects. At a first glance, it might seem practical to use Scene Graph as physical container for in game objects, instead of std::vector< for example. My question is, is it practical to use Scene Graph to contain the game objects, or should it be used only to define scene objects/nodes linkages, while keepig the objects stored in separate container, such as std::vector<?

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  • Applications: The Mathematics of Movement, Part 2

    - by TechTwaddle
    In part 1 of this series we saw how we can make the marble move towards the click point, with a fixed speed. In this post we’ll see, first, how to get rid of Atan2(), sine() and cosine() in our calculations, and, second, reducing the speed of the marble as it approaches the destination, so it looks like the marble is easing into it’s final position. As I mentioned in one of the previous posts, this is achieved by making the speed of the marble a function of the distance between the marble and the destination point. Getting rid of Atan2(), sine() and cosine() Ok, to be fair we are not exactly getting rid of these trigonometric functions, rather, replacing one form with another. So instead of writing sin(?), we write y/length. You see the point. So instead of using the trig functions as below, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and current position, before updating marble position distanceSqrd = x * x + y * y; double angle = Math.Atan2(y, x); //Cos and Sin give us the unit vector, 6 is the value we use to magnify the unit vector along the same direction incrX = speed * Math.Cos(angle); incrY = speed * Math.Sin(angle); marble1.x += incrX; marble1.y += incrY; we use the following, double x = destX - marble1.x; double y = destY - marble1.y; //distance between destination and marble (before updating marble position) lengthSqrd = x * x + y * y; length = Math.Sqrt(lengthSqrd); //unit vector along the same direction as vector(x, y) unitX = x / length; unitY = y / length; //update marble position incrX = speed * unitX; incrY = speed * unitY; marble1.x += incrX; marble1.y += incrY; so we replaced cos(?) with x/length and sin(?) with y/length. The result is the same.   Adding oomph to the way it moves In the last post we had the speed of the marble fixed at 6, double speed = 6; to make the marble decelerate as it moves, we have to keep updating the speed of the marble in every frame such that the speed is calculated as a function of the length. So we may have, speed = length/12; ‘length’ keeps decreasing as the marble moves and so does speed. The Form1_MouseUp() function remains the same as before, here is the UpdatePosition() method, private void UpdatePosition() {     double incrX = 0, incrY = 0;     double lengthSqrd = 0, length = 0, lengthSqrdNew = 0;     double unitX = 0, unitY = 0;     double speed = 0;     double x = destX - marble1.x;     double y = destY - marble1.y;     //distance between destination and marble (before updating marble position)     lengthSqrd = x * x + y * y;     length = Math.Sqrt(lengthSqrd);     //unit vector along the same direction as vector(x, y)     unitX = x / length;     unitY = y / length;     //speed as a function of length     speed = length / 12;     //update marble position     incrX = speed * unitX;     incrY = speed * unitY;     marble1.x += incrX;     marble1.y += incrY;     //check for bounds     if ((int)marble1.x < MinX + marbleWidth / 2)     {         marble1.x = MinX + marbleWidth / 2;     }     else if ((int)marble1.x > (MaxX - marbleWidth / 2))     {         marble1.x = MaxX - marbleWidth / 2;     }     if ((int)marble1.y < MinY + marbleHeight / 2)     {         marble1.y = MinY + marbleHeight / 2;     }     else if ((int)marble1.y > (MaxY - marbleHeight / 2))     {         marble1.y = MaxY - marbleHeight / 2;     }     //distance between destination and marble (after updating marble position)     x = destX - (marble1.x);     y = destY - (marble1.y);     lengthSqrdNew = x * x + y * y;     /*      * End Condition:      * 1. If there is not much difference between lengthSqrd and lengthSqrdNew      * 2. If the marble has moved more than or equal to a distance of totLenToTravel (see Form1_MouseUp)      */     x = startPosX - marble1.x;     y = startPosY - marble1.y;     double totLenTraveledSqrd = x * x + y * y;     if ((int)totLenTraveledSqrd >= (int)totLenToTravelSqrd)     {         System.Console.WriteLine("Stopping because Total Len has been traveled");         timer1.Enabled = false;     }     else if (Math.Abs((int)lengthSqrd - (int)lengthSqrdNew) < 4)     {         System.Console.WriteLine("Stopping because no change in Old and New");         timer1.Enabled = false;     } } A point to note here is that, in this implementation, the marble never stops because it travelled a distance of totLenToTravelSqrd (first if condition). This happens because speed is a function of the length. During the final few frames length becomes very small and so does speed; and so the amount by which the marble shifts is quite small, and the second if condition always hits true first. I’ll end this series with a third post. In part 3 we will cover two things, one, when the user clicks, the marble keeps moving in that direction, rebounding off the screen edges and keeps moving forever. Two, when the user clicks on the screen, the marble moves towards it, with it’s speed reducing by every frame. It doesn’t come to a halt when the destination point is reached, instead, it continues to move, rebounds off the screen edges and slowly comes to halt. The amount of time that the marble keeps moving depends on how far the user clicks from the marble. I had mentioned this second situation here. Finally, here’s a video of this program running,

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  • Loaded OBJ Model Will Not Display in OpenGL / C++ Project

    - by Drake Summers
    I have been experimenting with new effects in game development. The programs I have written have been using generic shapes for the visuals. I wanted to test the effects on something a bit more complex, and wrote a resource loader for Wavefront OBJ files. I started with a simple cube in blender, exported it to an OBJ file with just vertices and triangulated faces, and used it to test the resource loader. I could not get the mesh to show up in my application. The loader never gave me any errors, so I wrote a snippet to loop through my vertex and index arrays that were returned from the loader. The data is exactly the way it is supposed to be. So I simplified the OBJ file by editing it directly to just show a front facing square. Still, nothing is displayed in the application. And don't worry, I did check to make sure that I decreased the value of each index by one while importing the OBJ. - BEGIN EDIT I also tested using glDrawArrays(GL_TRIANGLES, 0, 3 ); to draw the first triangle and it worked! So the issue could be in the binding of the VBO/IBO items. END EDIT - INDEX/VERTEX ARRAY OUTPUT: GLOBALS AND INITIALIZATION FUNCTION: GLuint program; GLint attrib_coord3d; std::vector<GLfloat> vertices; std::vector<GLushort> indices; GLuint vertexbuffer, indexbuffer; GLint uniform_mvp; int initialize() { if (loadModel("test.obj", vertices, indices)) { GLfloat myverts[vertices.size()]; copy(vertices.begin(), vertices.end(), myverts); GLushort myinds[indices.size()]; copy(indices.begin(), indices.end(), myinds); glGenBuffers(1, &vertexbuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(myverts), myverts, GL_STATIC_DRAW); glGenBuffers(1, &indexbuffer); glBindBuffer(GL_ARRAY_BUFFER, indexbuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(myinds), myinds, GL_STATIC_DRAW); // OUTPUT DATA FROM NEW ARRAYS TO CONSOLE // ERROR HANDLING OMITTED FOR BREVITY } GLint link_result = GL_FALSE; GLuint vert_shader, frag_shader; if ((vert_shader = create_shader("tri.v.glsl", GL_VERTEX_SHADER)) == 0) return 0; if ((frag_shader = create_shader("tri.f.glsl", GL_FRAGMENT_SHADER)) == 0) return 0; program = glCreateProgram(); glAttachShader(program, vert_shader); glAttachShader(program, frag_shader); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &link_result); // ERROR HANDLING OMITTED FOR BREVITY const char* attrib_name; attrib_name = "coord3d"; attrib_coord3d = glGetAttribLocation(program, attrib_name); // ERROR HANDLING OMITTED FOR BREVITY const char* uniform_name; uniform_name = "mvp"; uniform_mvp = glGetUniformLocation(program, uniform_name); // ERROR HANDLING OMITTED FOR BREVITY return 1; } RENDERING FUNCTION: glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(0.0, 0.0, -4.0)); glm::mat4 view = glm::lookAt(glm::vec3(0.0, 0.0, 4.0), glm::vec3(0.0, 0.0, 3.0), glm::vec3(0.0, 1.0, 0.0)); glm::mat4 projection = glm::perspective(45.0f, 1.0f*(screen_width/screen_height), 0.1f, 10.0f); glm::mat4 mvp = projection * view * model; int size; glUseProgram(program); glUniformMatrix4fv(uniform_mvp, 1, GL_FALSE, glm::value_ptr(mvp)); glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glEnableVertexAttribArray(attrib_coord3d); glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer); glVertexAttribPointer(attrib_coord3d, 3, GL_FLOAT, GL_FALSE, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexbuffer); glGetBufferParameteriv(GL_ELEMENT_ARRAY_BUFFER, GL_BUFFER_SIZE, &size); glDrawElements(GL_TRIANGLES, size/sizeof(GLushort), GL_UNSIGNED_SHORT, 0); glDisableVertexAttribArray(attrib_coord3d); VERTEX SHADER: attribute vec3 coord3d; uniform mat4 mvp; void main(void) { gl_Position = mvp * vec4(coord3d, 1.0); } FRAGMENT SHADER: void main(void) { gl_FragColor[0] = 0.0; gl_FragColor[1] = 0.0; gl_FragColor[2] = 1.0; gl_FragColor[3] = 1.0; } OBJ RESOURCE LOADER: bool loadModel(const char * path, std::vector<GLfloat> &out_vertices, std::vector<GLushort> &out_indices) { std::vector<GLfloat> temp_vertices; std::vector<GLushort> vertexIndices; FILE * file = fopen(path, "r"); // ERROR HANDLING OMITTED FOR BREVITY while(1) { char lineHeader[128]; int res = fscanf(file, "%s", lineHeader); if (res == EOF) { break; } if (strcmp(lineHeader, "v") == 0) { float _x, _y, _z; fscanf(file, "%f %f %f\n", &_x, &_y, &_z ); out_vertices.push_back(_x); out_vertices.push_back(_y); out_vertices.push_back(_z); } else if (strcmp(lineHeader, "f") == 0) { unsigned int vertexIndex[3]; int matches = fscanf(file, "%d %d %d\n", &vertexIndex[0], &vertexIndex[1], &vertexIndex[2]); out_indices.push_back(vertexIndex[0] - 1); out_indices.push_back(vertexIndex[1] - 1); out_indices.push_back(vertexIndex[2] - 1); } else { ... } } // ERROR HANDLING OMITTED FOR BREVITY return true; } I can edit the question to provide any further info you may need. I attempted to provide everything of relevance and omit what may have been unnecessary. I'm hoping this isn't some really poor mistake, because I have been at this for a few days now. If anyone has any suggestions or advice on the matter, I look forward to hearing it. As a final note: I added some arrays into the code with manually entered data, and was able to display meshes by using those arrays instead of the generated ones. I do not understand!

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • How to make an object fly out of a slingshot?

    - by Deza
    At the moment I'm improvising a slingshot, the user can click and drag the projectile and let go. The force on the object is calculated by getting the distance between the vector of the slingshots two forks and the vector between where the user pulled it. However this will always result in a positive number and will not take into account the angle of the object relative to that of the slingshot. How can I make it fly out of the slingshot correctly?

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  • How to determine which thrusters to turn on to rotate the ship?

    - by migimunz
    The configuration of the ship changes dynamically, so I have to determine which thruster to turn on when I want to rotate the ship clockwise or counter clockwise. The thrusters are always axis aligned with the ship (never at an angle) and are either on or off. Here's one of the possible setups: What I've tried so far is to visualize the firing vector and the direction vector to the center of mass of the ship: Unfortunately, I didn't get very far with that.

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  • HD Tune warning for "Reallocated Event Count" with a new/unused drive. How serious is that?

    - by Developer Art
    I've just looked at the health status of my old 2,5 inch 500 Gb Fujitsu drive with a popular "HD Tune" utility. It shows a warning for the "Reallocated Event Count" property. How serious is that? The thing is that the drive is practically new. I pulled it out of a new laptop over a year ago and never used it since. Right now it only has 53 "Power On" hours which sounds about right since I only had it running a few evenings overnight before switching it for something more performant. Does this warning indicate that the drive is likely to fail some time in the future? I'm somewhat perplexed since the drive is effectively unused. What is more, I have arranged with somebody to buy off this drive since I don't really need. It is 12,5 mm thick (with 3 plates) meaning it doesn't fit into an external enclosure which makes it quite useless to me. Can I give away the drive without having it on my conscience or better cancel the deal? In other words, can the drive be used safely for years to come or better throw it away? I'm running a sector test now to see if there are any real problems. Will post the results as soon as they're available.

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  • Ignore mapping when in text input box

    - by Art
    I have AutoHotkey set up in a way that is recognises Cmd-Left and Cmd-Right keystrokes as back/forward navigation in Chrome. Problem is that it also recognises those keys being pressed while I am entering text in textboxes. However when entering text, I'd would like those key combinations to carry out different function - jump to beginning/end of the line, similar to Ctrl-Left/Right. Is there a way to have one mapping working for text boxes and another mapping for everything else in AutoHotkey?

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  • -bash: ls: command not found at Terminal on MAC OS

    - by art.mania
    I need to start using GIT for my projects from now on and I need to use some UNIX commands. but no matter what I do, I always receive "command not found" error. I installed MacPorts, but still cant run any UNIX command :/ When I try ls, I get the error below, same for sudo, or any other command: -bash: ls: command not found and when I try $PATH, I get the lines below: hakan-yilmaz-MacBook-Pro:~ hakanyilmaz$ **$PATH** -bash: /opt/local/bin:/opt/local/sbin:/opt/local/bin:/opt/local/sbin:/opt/local/bin:/opt/local/sbin:/Library/Frameworks/Python.framework/Versions/2.6/bin:/Library/Frameworks/Python.framework/Versions/Current/bin:/opt/subversion/bin/:PATH: No such file or directory I'm on Mac OS X 10.6.6 I spent 2-3 days and kept googling and trying everything I found at forums, but no success. SOLUTION: I opened .bash_profile with TextWrangler and removed everything else than export PATH=/opt/local/bin:/opt/local/sbin:$PATH Then, I reboot that Mac, and WORKING!!!!

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  • RRAS Public Address Pool on Windows Server 2008

    - by Art
    I have a Windows 2008 server with two NICs running RRAS and a small public website. It also does NAT for several other PCs on my network and everything works great. I have a block of 5 public static IPs from my ISP, one of which is bound to the public NIC in the Windows 2008 server. I would like to assign one of the remainging 4 public IPs to a machine on my private network. I thought I could do this by going into RRAS, selecting NAT under IPv4 and then adding the public IP address to the address pool and specifying a reservation for the machine I would like to use that address by adding its private ip address. When I do this, the machine I reserved the public IP address for seems to loose all outside network connectivity. I can still ping other PCs on my 192.168.0.* net, but anything outside is no longer reachable. When I remove the reservation, everything seems to work. After setting the reservation and right clicking on the external public interface and selecting 'Show Mappings' I can see outbound requests from my private address with the desired associated private address, however I do not see any inbound requests. What am I doing wrong/missing?

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  • Warning for "Reallocated Event Count" S.M.A.R.T. attribute with a new/unused drive. How serious is t

    - by Developer Art
    I've just looked at the health status of my old 2,5 inch 500 Gb Fujitsu drive with a popular "HD Tune" utility. It shows a warning for the "Reallocated Event Count" property. How serious is that? The thing is that the drive is practically new. I pulled it out of a new laptop over a year ago and never used it since. Right now it only has 53 "Power On" hours which sounds about right since I only had it running a few evenings overnight before switching it for something more performant. Does this warning indicate that the drive is likely to fail some time in the future? I'm somewhat perplexed since the drive is effectively unused. What is more, I have arranged with somebody to buy off this drive since I don't really need. It is 12,5 mm thick (with 3 plates) meaning it doesn't fit into an external enclosure which makes it quite useless to me. Can I give away the drive without having it on my conscience or better cancel the deal? In other words, can the drive be used safely for years to come or better throw it away? I'm running a sector test now to see if there are any real problems. Will post the results as soon as they're available.

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  • No 'Mark Unread' in Google Reader

    - by Art
    Hi all, Just noticed that 'Mark unread' link in the footer of each item in Google Reader disappeared. Tried in different browsers, tried clearing the cache - didn't help. Pressing "M" button does nothing. How do I get it back? Here's the screenshot: Thanks!

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  • Triple Boot - With storage partition

    - by art
    I'm new to the multi-boot world, as i used to rely on virtualizing for running linux. Recently i moved to Dual booting Windows 7 and Ubuntu, with a storage partition for all my files where both operating systems could access them. Is it possible, to have 1 partition for 7, another for XP, another for Ubuntu, and a separate partition where the OS's can access my files? so 4 partitions on my hdd. and if there's a better way to go about this (or if its not possible), please let me know! thanks

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  • Hot swapping for Linux web/database servers

    - by Art
    Is there a way to perform the following under Linux: There are two web servers, main and backup There are two database servers (postgres), main and backup Web Servers are in sync with each other, ie. configuration/content/applications are the same Backup database is continuously synced up with main database. If either of main servers goes down, it's being replaced with backup one on the fly. When main database server goes back up, all the data from backup server is uploaded to it. Essentially, I need the hot swapping working automatically with no or minimal user intervention, if possible. Recovery procedure is preferably automatic but can include some manual steps.

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  • Command history in zsh

    - by Art
    Currently I have zsh set up in such a way that command history is shared between all sessions immediately. Say I have a terminal emulator open with two tabs, each with a zsh session, A1 and A2. If I enter ls -la in A1, and then go to A2 and press up arrow key, I will see ls -la in the command prompt. I would like to change it so sessions don't share the command history with each other although when you start new session it gets all the previous history from all sessions before it.

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  • Some keys not working under screen in vim

    - by Art
    When using vim under screen, some keys are not working. Namely, Pressing Alt-Left produces '3D' and Alt-Right produces '3C' Also, pressing Up/Down when scrolling list of files in Command-T plugin produces 'A' and 'B' respectively. When I exit the screen and run vim just under ssh session, all works fine. Are there any settings in screen itself or terminal server/client I can tweak to fix this issue?

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  • jQuery "Autcomplete" plugin is messing up the order of my data

    - by Max Williams
    I'm using Jorn Zaefferer's Autocomplete plugin on a couple of different pages. In both instances, the order of displayed strings is a little bit messed up. Example 1: array of strings: basically they are in alphabetical order except for General Knowledge which has been pushed to the top: General Knowledge,Art and Design,Business Studies,Citizenship,Design and Technology,English,Geography,History,ICT,Mathematics,MFL French,MFL German,MFL Spanish,Music,Physical Education,PSHE,Religious Education,Science,Something Else Displayed strings: General Knowledge,Geography,Art and Design,Business Studies,Citizenship,Design and Technology,English,History,ICT,Mathematics,MFL French,MFL German,MFL Spanish,Music,Physical Education,PSHE,Religious Education,Science,Something Else Note that Geography has been pushed to be the second item, after General Knowledge. The rest are all fine. Example 2: array of strings: as above but with Cross-curricular instead of General Knowledge. Cross-curricular,Art and Design,Business Studies,Citizenship,Design and Technology,English,Geography,History,ICT,Mathematics,MFL French,MFL German,MFL Spanish,Music,Physical Education,PSHE,Religious Education,Science,Something Else Displayed strings: Cross-curricular,Citizenship,Art and Design,Business Studies,Design and Technology,English,Geography,History,ICT,Mathematics,MFL French,MFL German,MFL Spanish,Music,Physical Education,PSHE,Religious Education,Science,Something Else Here, Citizenship has been pushed to the number 2 position. I've experimented a little, and it seems like there's a bug saying "put things that start with the same letter as the first item after the first item and leave the rest alone". Kind of mystifying. I've tried a bit of debugging by triggering alerts inside the autocomplete plugin code but everywhere i can see, it's using the correct order. it seems to be just when its rendered out that it goes wrong. Any ideas anyone? max

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  • ASP.NET and VB.NET OleDbConnection Problem

    - by Matt
    I'm working on an ASP.NET website where I am using an asp:repeater with paging done through a VB.NET code-behind file. I'm having trouble with the database connection though. As far as I can tell, the paging is working, but I can't get the data to be certain. The database is a Microsoft Access database. The function that should be accessing the database is: Dim pagedData As New PagedDataSource Sub Page_Load(ByVal obj As Object, ByVal e As EventArgs) doPaging() End Sub Function getTheData() As DataTable Dim DS As New DataSet() Dim strConnect As New OleDbConnection("Provider = Microsoft.Jet.OLEDB.4.0;Data Source=App_Data/ArtDatabase.mdb") Dim objOleDBAdapter As New OleDbDataAdapter("SELECT ArtID, FileLocation, Title, UserName, ArtDate FROM Art ORDER BY Art.ArtDate DESC", strConnect) objOleDBAdapter.Fill(DS, "Art") Return DS.Tables("Art").Copy End Function Sub doPaging() pagedData.DataSource = getTheData().DefaultView pagedData.AllowPaging = True pagedData.PageSize = 2 Try pagedData.CurrentPageIndex = Int32.Parse(Request.QueryString("Page")).ToString() Catch ex As Exception pagedData.CurrentPageIndex = 0 End Try btnPrev.Visible = (Not pagedData.IsFirstPage) btnNext.Visible = (Not pagedData.IsLastPage) pageNumber.Text = (pagedData.CurrentPageIndex + 1) & " of " & pagedData.PageCount ArtRepeater.DataSource = pagedData ArtRepeater.DataBind() End Sub The ASP.NET is: <asp:Repeater ID="ArtRepeater" runat="server"> <HeaderTemplate> <h2>Items in Selected Category:</h2> </HeaderTemplate> <ItemTemplate> <li> <asp:HyperLink runat="server" ID="HyperLink" NavigateUrl='<%# Eval("ArtID", "ArtPiece.aspx?ArtID={0}") %>'> <img src="<%# Eval("FileLocation") %>" alt="<%# DataBinder.Eval(Container.DataItem, "Title") %>t"/> <br /> <%# DataBinder.Eval(Container.DataItem, "Title") %> </asp:HyperLink> </li> </ItemTemplate> </asp:Repeater>

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  • ASP.NET OleDbConnection Problem

    - by Matt
    I'm working on an ASP.NET website where I am using an asp:repeater with paging done through a VB.NET code-behind file. I'm having trouble with the database connection though. As far as I can tell, the paging is working, but I can't get the data to be certain. The database is a Microsoft Access database. The function that should be accessing the database is: Dim pagedData As New PagedDataSource Sub Page_Load(ByVal obj As Object, ByVal e As EventArgs) doPaging() End Sub Function getTheData() As DataTable Dim DS As New DataSet() Dim strConnect As New OleDbConnection("Provider = Microsoft.Jet.OLEDB.4.0;Data Source=App_Data/ArtDatabase.mdb") Dim objOleDBAdapter As New OleDbDataAdapter("SELECT ArtID, FileLocation, Title, UserName, ArtDate FROM Art ORDER BY Art.ArtDate DESC", strConnect) objOleDBAdapter.Fill(DS, "Art") Return DS.Tables("Art").Copy End Function Sub doPaging() pagedData.DataSource = getTheData().DefaultView pagedData.AllowPaging = True pagedData.PageSize = 2 Try pagedData.CurrentPageIndex = Int32.Parse(Request.QueryString("Page")).ToString() Catch ex As Exception pagedData.CurrentPageIndex = 0 End Try btnPrev.Visible = (Not pagedData.IsFirstPage) btnNext.Visible = (Not pagedData.IsLastPage) pageNumber.Text = (pagedData.CurrentPageIndex + 1) & " of " & pagedData.PageCount ArtRepeater.DataSource = pagedData ArtRepeater.DataBind() End Sub The ASP.NET is: <asp:Repeater ID="ArtRepeater" runat="server"> <HeaderTemplate> <h2>Items in Selected Category:</h2> </HeaderTemplate> <ItemTemplate> <li> <asp:HyperLink runat="server" ID="HyperLink" NavigateUrl='<%# Eval("ArtID", "ArtPiece.aspx?ArtID={0}") %>'> <img src="<%# Eval("FileLocation") %>" alt="<%# DataBinder.Eval(Container.DataItem, "Title") %>t"/> <br /> <%# DataBinder.Eval(Container.DataItem, "Title") %> </asp:HyperLink> </li> </ItemTemplate> </asp:Repeater>

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  • strange segmentation fault during function return

    - by Kyle
    I am running a program on 2 different machines. On one it works fine without issue. On the other it results in a segmentation fault. Through debugging, I have figured out where the fault occurs, but I can't figure out a logical reason for it to happen. In one function I have the following code: pass_particles(particle_grid, particle_properties, input_data, coll_eros_track, collision_number_part, world, grid_rank_lookup, grid_locations); cout<<"done passing particles"<<endl; The function pass_particles looks like: void pass_particles(map<int,map<int,Particle> > & particle_grid, std::vector<Particle_props> & particle_properties, User_input& input_data, data_tracking & coll_eros_track, vector<int> & collision_number_part, mpi::communicator & world, std::map<int,int> & grid_rank_lookup, map<int,std::vector<double> > & grid_locations) { //cout<<"east-west"<<endl; //east-west exchange (x direction) map<int, vector<Particle> > particles_to_be_sent_east; map<int, vector<Particle> > particles_to_be_sent_west; vector<Particle> particles_received_east; vector<Particle> particles_received_west; int counter_x_sent=0; int counter_x_received=0; for(grid_iter=particle_grid.begin();grid_iter!=particle_grid.end();grid_iter++) { map<int,Particle>::iterator part_iter; for (part_iter=grid_iter->second.begin();part_iter!=grid_iter->second.end();) { if (particle_properties[part_iter->second.global_part_num()].particle_in_box()[grid_iter->first]) { //decide if a particle has left the box...need to consider whether particle was already outside the box if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()>(grid_locations[grid_iter->first-input_data.z_numboxes()][0])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes()) && (part_iter->second.position().x()>(grid_locations[input_data.total_boxes()-1][0])))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()<(grid_locations[grid_iter->first+input_data.z_numboxes()][1])) || (input_data.periodic_walls_x() && (grid_iter->first-floor(grid_iter->first/(input_data.xz_numboxes()))*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1) && (part_iter->second.position().x()<(grid_locations[0][1]))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); particle_properties[particle_grid[grid_iter->first][part_iter->first].global_part_num()].particle_in_box()[grid_iter->first]=false; counter_sent++; counter_x_sent++; } //select particles in overlap areas to send to neighboring cells else if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } ++part_iter; } else if (particles_received_current[grid_iter->first].find(part_iter->first)!=particles_received_current[grid_iter->first].end()) { if ((part_iter->second.position().x()>(grid_locations[grid_iter->first][0]) && part_iter->second.position().x()<(grid_locations[grid_iter->first][0]+input_data.diam_large()))) { particles_to_be_sent_west[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } else if ((part_iter->second.position().x()<(grid_locations[grid_iter->first][1]) && part_iter->second.position().x()>(grid_locations[grid_iter->first][1]-input_data.diam_large()))) { particles_to_be_sent_east[grid_iter->first].push_back(part_iter->second); counter_sent++; counter_x_sent++; } part_iter++; } else { particle_grid[grid_iter->first].erase(part_iter++); counter_removed++; } } } world.barrier(); mpi::request reqs_x_send[particles_to_be_sent_west.size()+particles_to_be_sent_east.size()]; vector<multimap<int,int> > box_sent_x_info; box_sent_x_info.resize(world.size()); vector<multimap<int,int> > box_received_x_info; box_received_x_info.resize(world.size()); int counter_x_reqs=0; //send particles for(grid_iter_vec=particles_to_be_sent_west.begin();grid_iter_vec!=particles_to_be_sent_west.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 50 will be "west" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)], grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(), grid_iter_vec->first + input_data.z_numboxes()*(input_data.x_numboxes()-1))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes()))*input_data.xz_numboxes()<input_data.z_numboxes())) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()], grid_iter_vec->first - input_data.z_numboxes(), particles_to_be_sent_west[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()]].insert(pair<int,int>(world.rank(),grid_iter_vec->first - input_data.z_numboxes())); } } } for(grid_iter_vec=particles_to_be_sent_east.begin();grid_iter_vec!=particles_to_be_sent_east.end();grid_iter_vec++) { if (grid_iter_vec->second.size()!=0) { //send a particle. 60 will be "east" tag if (input_data.periodic_walls_x() && (grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)], 2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)]].insert(pair<int,int>(world.rank(),2000000000-(grid_iter_vec->first - input_data.z_numboxes()*(input_data.x_numboxes()-1)))); } else if (!(grid_iter_vec->first-floor(grid_iter_vec->first/(input_data.xz_numboxes())*input_data.xz_numboxes())>input_data.xz_numboxes()-input_data.z_numboxes()-1)) { reqs_x_send[counter_x_reqs++]=world.isend(grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()], 2000000000-(grid_iter_vec->first + input_data.z_numboxes()), particles_to_be_sent_east[grid_iter_vec->first]); box_sent_x_info[grid_rank_lookup[grid_iter_vec->first + input_data.z_numboxes()]].insert(pair<int,int>(world.rank(), 2000000000-(grid_iter_vec->first + input_data.z_numboxes()))); } } } counter=0; for (int i=0;i<world.size();i++) { //if (world.rank()!=i) //{ reqs[counter++]=world.isend(i,1000000000,box_sent_x_info[i]); reqs[counter++]=world.irecv(i,1000000000,box_received_x_info[i]); //} } mpi::wait_all(reqs, reqs + world.size()*2); //receive particles //receive west particles for (int j=0;j<world.size();j++) { multimap<int,int>::iterator received_info_iter; for (received_info_iter=box_received_x_info[j].begin();received_info_iter!=box_received_x_info[j].end();received_info_iter++) { //receive the message if (received_info_iter->second<1000000000) { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_west); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_west.size();i++) { particle_grid[received_info_iter->second].insert(pair<int,Particle>(particles_received_west[i].global_part_num(),particles_received_west[i])); if(particles_received_west[i].position().x()>grid_locations[received_info_iter->second][0] && particles_received_west[i].position().x()<grid_locations[received_info_iter->second][1]) { particle_properties[particles_received_west[i].global_part_num()].particle_in_box()[received_info_iter->second]=true; } counter_received++; counter_x_received++; } } else { //receive the message world.recv(received_info_iter->first,received_info_iter->second,particles_received_east); //loop through all the received particles and add them to the particle_grid for this processor for (unsigned int i=0;i<particles_received_east.size();i++) { particle_grid[2000000000-received_info_iter->second].insert(pair<int,Particle>(particles_received_east[i].global_part_num(),particles_received_east[i])); if(particles_received_east[i].position().x()>grid_locations[2000000000-received_info_iter->second][0] && particles_received_east[i].position().x()<grid_locations[2000000000-received_info_iter->second][1]) { particle_properties[particles_received_east[i].global_part_num()].particle_in_box()[2000000000-received_info_iter->second]=true; } counter_received++; counter_x_received++; } } } } mpi::wait_all(reqs_y_send, reqs_y_send + particles_to_be_sent_bottom.size()+particles_to_be_sent_top.size()); mpi::wait_all(reqs_z_send, reqs_z_send + particles_to_be_sent_south.size()+particles_to_be_sent_north.size()); mpi::wait_all(reqs_x_send, reqs_x_send + particles_to_be_sent_west.size()+particles_to_be_sent_east.size()); cout<<"x sent "<<counter_x_sent<<" and received "<<counter_x_received<<" from rank "<<world.rank()<<endl; cout<<"rank "<<world.rank()<<" sent "<<counter_sent<<" and received "<<counter_received<<" and removed "<<counter_removed<<endl; cout<<"done passing"<<endl; } I only posted some of the code (so ignore the fact that some variables may appear to be undefined, as they are in a portion of the code I didn't post) When I run the code (on the machine in which it fails), I get done passing but not done passing particles I am lost as to what could possibly cause a segmentation fault between the end of the called function and the next line in the calling function and why it would happen on one machine and not another.

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  • Iterative printing over two data types in Python

    - by old Ixfoxleigh
    I often browse freely-available art on the web. Actually, I can't think of a better use for the internet than to turn it into a gigantic art gallery. When I encounter a set of pieces I quite like, I download them all to my hard drive. wget makes that easy, especially in combination with Python's print function, and I use this all the time to make a list of URLs that I then wget. Say I need to download a list of jpegs that run from art0 to art100 in the directory 'art,' I just tell python for i in range(0,101): print "http://somegallery/somedirectory/art", i So, this is probably a fairly simple operation in Python, and after a find-and-replace to remove whitespace, it's just a matter of using wget -i, but in days before I knew any Python I'd slavishly right-click and save. Now I've got a bunch of files from Fredericks & Freiser gallery in New York that all go a(1-14), b(1-14), c(1-14), etc., up to the letter g. I could do that in 7 goes, and it would take me less time than it took to write this SO question. That said, I want to deepen my knowledge of Python. So, given the letters a-g, how do I print a mapping of each letter to the integers 1-14?

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  • why installing lame it is getting failed

    - by Rahul Mehta
    I want to install ffmpeg with mp3lame enabled for this m following this tutorial , http://ubuntuforums.org/showpost.php?p=9868359&postcount=1289 and in step 2 error is libfaac is not found ? and in step 5 installing lame is giving this error , why it is getting failed , please advised what to do ? reach121@youngib:~/lame-3.98.4$ sudo checkinstall --pkgname=lame-ffmpeg --pkgversion="3.98.4" --backup=no --default --deldoc=yes checkinstall 1.6.2, Copyright 2009 Felipe Eduardo Sanchez Diaz Duran This software is released under the GNU GPL. ***************************************** **** Debian package creation selected *** ***************************************** This package will be built according to these values: 0 - Maintainer: [ root@youngib ] 1 - Summary: [ Package created with checkinstall 1.6.2 ] 2 - Name: [ lame-ffmpeg ] 3 - Version: [ 3.98.4 ] 4 - Release: [ 1 ] 5 - License: [ GPL ] 6 - Group: [ checkinstall ] 7 - Architecture: [ amd64 ] 8 - Source location: [ lame-3.98.4 ] 9 - Alternate source location: [ ] 10 - Requires: [ ] 11 - Provides: [ lame-ffmpeg ] 12 - Conflicts: [ ] 13 - Replaces: [ ] Enter a number to change any of them or press ENTER to continue: Installing with make install... ========================= Installation results =========================== Making install in mpglib make[1]: Entering directory `/home/reach121/lame-3.98.4/mpglib' make[2]: Entering directory `/home/reach121/lame-3.98.4/mpglib' make[2]: Nothing to be done for `install-exec-am'. make[2]: Nothing to be done for `install-data-am'. make[2]: Leaving directory `/home/reach121/lame-3.98.4/mpglib' make[1]: Leaving directory `/home/reach121/lame-3.98.4/mpglib' Making install in libmp3lame make[1]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame' Making install in i386 make[2]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame/i386' make[3]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame/i386' make[3]: Nothing to be done for `install-exec-am'. make[3]: Nothing to be done for `install-data-am'. make[3]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame/i386' make[2]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame/i386' Making install in vector make[2]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame/vector' make[3]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame/vector' make[3]: Nothing to be done for `install-exec-am'. make[3]: Nothing to be done for `install-data-am'. make[3]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame/vector' make[2]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame/vector' make[2]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame' make[3]: Entering directory `/home/reach121/lame-3.98.4/libmp3lame' test -z "/usr/local/lib" || /bin/mkdir -p "/usr/local/lib" /bin/bash ../libtool --mode=install /usr/bin/install -c 'libmp3lame.la' '/usr/local/lib/libmp3lame.la' /usr/bin/install -c .libs/libmp3lame.lai /usr/local/lib/libmp3lame.la /usr/bin/install -c .libs/libmp3lame.a /usr/local/lib/libmp3lame.a chmod 644 /usr/local/lib/libmp3lame.a ranlib /usr/local/lib/libmp3lame.a PATH="$PATH:/sbin" ldconfig -n /usr/local/lib ---------------------------------------------------------------------- Libraries have been installed in: /usr/local/lib If you ever happen to want to link against installed libraries in a given directory, LIBDIR, you must either use libtool, and specify the full pathname of the library, or use the `-LLIBDIR' flag during linking and do at least one of the following: - add LIBDIR to the `LD_LIBRARY_PATH' environment variable during execution - add LIBDIR to the `LD_RUN_PATH' environment variable during linking - use the `-Wl,--rpath -Wl,LIBDIR' linker flag - have your system administrator add LIBDIR to `/etc/ld.so.conf' See any operating system documentation about shared libraries for more information, such as the ld(1) and ld.so(8) manual pages. ---------------------------------------------------------------------- make[3]: Nothing to be done for `install-data-am'. make[3]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame' make[2]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame' make[1]: Leaving directory `/home/reach121/lame-3.98.4/libmp3lame' Making install in frontend make[1]: Entering directory `/home/reach121/lame-3.98.4/frontend' make[2]: Entering directory `/home/reach121/lame-3.98.4/frontend' test -z "/usr/local/bin" || /bin/mkdir -p "/usr/local/bin" /bin/bash ../libtool --mode=install /usr/bin/install -c 'lame' '/usr/local/bin/lame' /usr/bin/install -c lame /usr/local/bin/lame make[2]: Nothing to be done for `install-data-am'. make[2]: Leaving directory `/home/reach121/lame-3.98.4/frontend' make[1]: Leaving directory `/home/reach121/lame-3.98.4/frontend' Making install in Dll make[1]: Entering directory `/home/reach121/lame-3.98.4/Dll' make[2]: Entering directory `/home/reach121/lame-3.98.4/Dll' make[2]: Nothing to be done for `install-exec-am'. make[2]: Nothing to be done for `install-data-am'. make[2]: Leaving directory `/home/reach121/lame-3.98.4/Dll' make[1]: Leaving directory `/home/reach121/lame-3.98.4/Dll' Making install in debian make[1]: Entering directory `/home/reach121/lame-3.98.4/debian' make[2]: Entering directory `/home/reach121/lame-3.98.4/debian' make[2]: Nothing to be done for `install-exec-am'. make[2]: Nothing to be done for `install-data-am'. make[2]: Leaving directory `/home/reach121/lame-3.98.4/debian' make[1]: Leaving directory `/home/reach121/lame-3.98.4/debian' Making install in doc make[1]: Entering directory `/home/reach121/lame-3.98.4/doc' Making install in html make[2]: Entering directory `/home/reach121/lame-3.98.4/doc/html' make[3]: Entering directory `/home/reach121/lame-3.98.4/doc/html' make[3]: Nothing to be done for `install-exec-am'. test -z "/usr/local/share/doc/lame/html" || /bin/mkdir -p "/usr/local/share/doc/lame/html" /bin/mkdir: cannot create directory `/usr/local/share/doc': No such file or directory make[3]: *** [install-pkghtmlDATA] Error 1 make[3]: Leaving directory `/home/reach121/lame-3.98.4/doc/html' make[2]: *** [install-am] Error 2 make[2]: Leaving directory `/home/reach121/lame-3.98.4/doc/html' make[1]: *** [install-recursive] Error 1 make[1]: Leaving directory `/home/reach121/lame-3.98.4/doc' make: *** [install-recursive] Error 1 **** Installation failed. Aborting package creation. Cleaning up...OK Bye. reach121@youngib:~/lame-3.98.4$

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  • How can I get the Terminal raster font to display alt codes in a text editor?

    - by grg-n-sox
    I am working on a project that includes making some ASCII art, except it isn't true ASCII art since I am using a far amount of Windows Alt codes to make it. Anyways, I wanted to make sure that as I am working on it, that it looks exactly how it will in a windows command prompt terminal session. So since command prompt defaults to the Terminal raster font, I figured I would use that. But I quickly noticed that when I use the Terminal typeface in a text editor, it will not render ASCII codes, either at all (as is the case most of the time) or incorrectly. Now, I understand if a font just doesn't support non-ASCII characters, but what I don't get is how the characters do show up correctly in command prompt when they don't in a text editor. I checked the output of the 'chcp' and it was set to 437 by default, which is what I need. Well, either that or 850 but preferably 437 since they got rid of some of the graphics in 437 and replaced them with other Latin characters. Command prompt terminal settings show I am using the Terminal raster font with a 8x12 glyph size. So I try using size 12 in the text editor but no good, even after switching the text encoding to either MS-DOS OEM-US (supposedly an alternative name for CP437) or UTF-8. I just don't get how I am not getting the characters to show up. Also, if it helps, the art I am making is basically modified screen shots from a game I play called Dwarf Fortress that uses characters from the Terminal/Curses typeset, or at least that is how it is reported in the forums by those who make graphics sets to replace the default character set. However, the game doesn't actually use the system's Terminal font. The game's data files includes a bitmap image that is a grid of all the characters the game uses. So it uses this bitmap to render graphics instead of the actual font file. And I basically want to get a text editor to make it so if I type up some ASCII art to look like a screenshot from Dwarf Fortress, that it will actually look like Dwarf Fortress other than the lack of color. Any help?

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  • mouse to Three.js world coordinates during TrackballControls

    - by PanChan
    I know there are a lot of answers how to translate the mouse coordinates to the Three.js world coordinates (I prefere this one). But I have troubles on calculating when using TrackballControls. First what I expect to do: I want to add a zoom function to my scene. Not by the mouse wheel, the user should be able to draw a rectangular and by lifting the mouse button, the camera is zooming on this rectangular. I've implemented all and it works, but only when the user didn't rotate/zoom/pan with TrackballControls! If the camera was manipulated, I get wrong coordinates for my drawn rectangular. I really can't figure out why... I only know that it's an issue with TrackballControls, because without them, it works. Does anyone see my mistake? I'm sitting here for two days now and can't find it.... :( var onZoomPlaneMouseDown = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; if(mouseButton === 1){ var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneUpperCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); innerPlane.style.display = "block"; innerPlane.style.top = event.clientY + "px"; innerPlane.style.left = event.clientX + "px"; } if(mouseButton === 3){ plane.style.display = "none"; innerPlane.style.display = "none"; } }; var onZoomPlaneMouseUp = function(event){ event.preventDefault(); var plane = document.getElementById("zoomPlane"); var innerPlane = document.getElementById("innerZoomPlane"); var mouseButton = event.keyCode || event.which; mouse.x = ( event.clientX / WIDTH ) * 2 - 1; mouse.y = - ( event.clientY / HEIGHT ) * 2 + 1; var vector = new THREE.Vector3( mouse.x, mouse.y, 0.5 ); projector.unprojectVector( vector, camera ); var dir = vector.sub( camera.position ).normalize(); var distance = - camera.position.z / dir.z; zoomPlaneLowerCorner = camera.position.clone().add( dir.multiplyScalar( distance ) ); if(mouseButton === 1){ plane.style.display = "none"; innerPlane.style.display = "none"; var center = new THREE.Vector3(); center.subVectors(zoomPlaneLowerCorner, zoomPlaneUpperCorner); center.multiplyScalar( 0.5 ); center.add(zoomPlaneUpperCorner); var rayDir = new THREE.Vector3(); rayDir.subVectors(center, camera.position ).normalize(); controls.target = center; var height = zoomPlaneUpperCorner.y - zoomPlaneLowerCorner.y; var distanceToCenter = camera.position.distanceTo(center); var minDist = (height / 2) / (Math.tan((camera.fov/2)*Math.PI/180)); camera.translateOnAxis(rayDir, (distanceToCenter - minDist)); } };

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