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  • problem loading texture with transparency with OpenGL ES and Android

    - by Evan Kimia
    Im trying to load an image that has background transparency that will be layered over another texture. When i try and load it, all i get is a white screen. The texture is 512 by 512, and its saved in photoshop as a 24 bit PNG (standard PNG specs in the Photoshop Save for Web and Devices config window). Any idea why its not showing? The texture without transparency shows without a problem. Here is my loadTextures method: public void loadGLTexture(GL10 gl, Context context) { //Get the texture from the Android resource directory Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1); Bitmap normalScheduleLines = BitmapFactory.decodeResource(context.getResources(), R.drawable.m1n); //Generate texture pointers... gl.glGenTextures(3, textures, 0); //...and bind it to our array gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[1]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); //Bind our normal schedule bus map lines gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); //Create Nearest Filtered Texture gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); gl.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_GENERATE_MIPMAP, GL11.GL_TRUE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE); GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, normalScheduleLines, 0); normalScheduleLines.recycle(); }

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  • Windows Azure Worldwide availability

    - by Insomniac
    Hi, I've been reviewing Windows Azure platform for some time, and can't find answer to one very important question. If I deploy my application within a cloud, how it will be reached from different places worldwide? For example if I have a web application with a database and want it to be accessible to users in UK, US, China and etc. Can I be sure that any user in the world will get almost the same request processing time? I think of it this way. 1. User sends request (navigates in browser to my web site) 2. This request gets in a cloud in a nearest location (closest to user MS Data Center?) 3. It is processed by an instance of my web application (in nearest location, with request to my centralized DB which can be far away but SQL request goes via MS internal network, which I believe should be very fast). 4. Response sent to user. Please let me know if I'm wrong. Thanks.

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  • write a program that prompts the user to input five decimal numbers

    - by user312309
    This is the question. write a program that prompts the user to input five decimal numbers. the program should then add the five decimal numbers, convert the sum to the nearest integer,m and print the result. This is what I've gotten so far: // p111n9.cpp : Defines the entry point for the console application. // #include <iostream> using namespace std; double a, b , c , d , e, f; int main(int argc, char* argv[]) { cout << "enter 5 decimals: " << endl; cin >> a >> b >> c >> d >> e; f = a + b + c + d + e; return 0; } Now I just need to convert the sum(f) to the nearest integer, m and print the result. How do I do this?

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  • write a program that prompts the user to input five decimal numbers : C++

    - by user312309
    This is the question. write a program that prompts the user to input five decimal numbers. the program should then add the five decimal numbers, convert the sum to the nearest integer,m and print the result. This is what I've gotten so far: // p111n9.cpp : Defines the entry point for the console application. // #include <iostream> using namespace std; double a, b , c , d , e, f; int main(int argc, char* argv[]) { cout << "enter 5 decimals: " << endl; cin >> a >> b >> c >> d >> e; f = a + b + c + d + e; return 0; } Now I just need to convert the sum(f) to the nearest integer, m and print the result. How do I do this?

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  • How do I ban a wifi network in Network Manager?

    - by Chris Conway
    My wifi connection drops sometimes and, for some reason, Network Manager attempts to connect to my neighbor's network, which requires a password that I don't know. The network in question is not listed in the "Edit Connections..." dialog and I can find no reference to it in any configuration file, but still the password dialog pops up every time my main connection drops. Is there a way to blacklist a wireless network so that the Network Manager will never attempt to connect to it? Or, equivalently, how can I remove the configuration data that causes the Network Manager to attempt to connect to this particular network?

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  • How to use American English spelling dictionary in Firefox?

    - by mmr
    My Firefox spellchecker was complaining this morning that I spelled 'neighbor' in the American English style, not the British English style ('neighbour'). Same is true for color (colour), analyze (analyse), etc. I've checked in the edit-preferences-content-language tab, and en-us is selected. I also found this link here: http://ubuntuforums.org/showthread.php?t=1013043 Suggesting that there's some kind of system panel I can use to ensure that I've got the right language, but I can't see where that is (I guess that's for an older Ubuntu that let people get to system settings). So either the dictionary for Firefox for en-us is corrupted, just a copy of the British English dictionary, or somehow the setting isn't propagated properly. How can I get the American dictionary back?

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  • Can't log in on boot up

    - by Jerry Donnelly
    I set this computer up with Ubuntu for my neighbor about two years ago. Today she tried her normal boot up and log in and her password isn't accepted. I've double checked and she's using what I set her up to use, the caps lock key is okay, and I can't see any other reason for the problem. I'm not sure exactly what version of Ubuntu she has and I'm not an expert user myself. Is there a way to bypass the password screen on boot up that would let me get to Ubuntu and perhaps set her up as another user? She basically checks email and that's about it. Thanks for any assistance.

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  • How to use American English spelling dictionary in Firefox?

    - by mmr
    My Firefox spellchecker was complaining this morning that I spelled 'neighbor' in the American English style, not the British English style ('neighbour'). Same is true for color (colour), analyze (analyse), etc. I've checked in the edit-preferences-content-language tab, and en-us is selected. I also found this link here: http://ubuntuforums.org/showthread.php?t=1013043 Suggesting that there's some kind of system panel I can use to ensure that I've got the right language, but I can't see where that is (I guess that's for an older Ubuntu that let people get to system settings). So either the dictionary for Firefox for en-us is corrupted, just a copy of the British English dictionary, or somehow the setting isn't propagated properly. How can I get the American dictionary back?

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  • "Unclutter" units in RTS game

    - by TravisG
    For intentional reasons, certain units in the game I'm currently programming don't have any collision detection and response among each other. This enables them to clutter right on top of each other. This is a wanted behavior, since there will be situations in the game when the player does want them to stack like that. However, I want to make the process of uncluttering them easy for the player, so that they just have to press a hotkey or click some button on the screen and have the units disperse just enough so it's easy to select a group of them with the mouse (if they stand on top of each other one mouseclick selects all units). How could I do this without running a brute force N^2 nearest neighbor search on all units?

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  • No Internet Connection - ubuntu 11.10

    - by emersonhsieh
    I installed Ubuntu 11.10 recently. After the first bootup the computer freezes so I have to force-quit my computer. Then I turned on my computer after that. I tried connecting to the internet. My (and my neighbor's) wireless networks shown up, but no matter how many times I tried, I can't connect to my home network. I checked the password and the other laptop's internet works (a MacBookPro). It was a wireless network. What's weird is that the Wireless network worked when I was installing ubuntu How can I connect to the internet now? I don't have a wired network. Please Help! Any help will be appreciated Specs: ASUS F81Se, Windows 7 Dual-boot, I remember the wireless card was made by Atheros, 4GB RAM

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  • Limit website usage in court

    - by steveo225
    I run a few websites for a non-profit organization. Recently, our neighbor has been taking us to court and attempting to sue over everything he can. He made a comment to a supporter of ours that he wants the land and knows we won't sell, so he is trying to use his money to break us, and get the land for cheap. One of his latest tactics was to use excerpts from our website to take us to court about potential zoning violations for ideas we spit-balled on a forum with our supporters. I am trying to find a legal disclaimer that prevents somebody from using any information from our sites against us in court. Can this be done? If so, is there a default disclaimer on the web that would fit our needs? Thanks!

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  • How do I accept all Networks with the same ssid with wicd?

    - by rubo77
    We have a Mesh network here in my town, where every node creates the same client wlan with the SSID "kiel.freifunk.net". In wicd I can connect to those networks, but I have to choose which of them. In network-manager it was more handy: there was shown only one network with that SSID and if I moved through the room with my laptop, it automatically connects to the nearest network with that SSID name (I think that's called "roaming") Is it possible to achieve this with wicd also?

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  • Geo-DNS providers?

    - by Jason
    We've got a website visited by users mainly in the USA and UK. The site will be run on servers in both these locations. We would like to use a DNS service to direct users to the nearest server, but can't find any. Does anyone have an recommendations for solutions. A cheap, hosted solution would be preferred as we would rather not run our own DNS servers. Cheers!

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  • Routing domain over lan [closed]

    - by Buri
    I have server on my local network which is exposed to the internet. I have domain pointed on my IP and setup forwarding. The thing i would like to do is when i access example.com from lan to connection be routed directly on my server, not to the nearest DNS. Things I had in mind were to upgrade router with dd-wrt and setup routing rule, or to setup local DNS. Unfortunately, I'm not familiar with neither of those systems.

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  • Current trends in Random Access Memory speed [closed]

    - by Vetal
    As I know for now because of laws of Physics there will be not any tangible improvements in CPU cycles per second for the nearest future. However because of Von Neumann bottleneck it seems to not be an issue for non-server applications. So what about RAM, is there any upcoming technologies that promise to improve memory speed or we are stack with the current situation till quantum computers will come out from labs?

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  • Simplest Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly

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  • Algorithm for 2D Interpolation

    - by Gayan
    I have two shapes which are cross sections of a channel. I want to calculate the cross section of an intermediate point between the two defined points. What's the simplest algorithm to use in this situation? P.S. I came across several algorithms like natural neighbor and poisson which seemed complex. I'm looking for a simple solution which could be implemented quickly EDIT: I removed the word "Simplest" from the title since it might be misleading

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  • Get highlighted state for NSButtonCell

    - by dvg
    I have a NSTableView that contains a NSButtonCell in one of the columns. To draw a custom background in neighbor cells (based on NSTextFieldCell) I use isHighlighted method: - (void)drawWithFrame:(NSRect)cellFrame inView:(NSView *)controlView { if ([self isHighlighted]) { //here I draw the cell background But for NSButtonCell isHighlighted shows only the button pressed state. How to determine when the NSButtonCell is selected, i.e. when it's highlighted in the row?

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  • hardy alternate cd customization and ubuntu-keyring-udeb

    - by gokul
    I have been trying to customize Ubuntu 8.04 (hardy heron) alternate install cd. I have followed the community documentation at https://help.ubuntu.com/community/InstallCDCustomization#Generating_a_new_ubuntu-keyring_.deb_to_sign_your_CD to rebuild the ubuntu-keyring packages. But when the media boots I get a warning: anna[7581]: WARNING **: bad md5sum. Though I have not been able to confirm that the message is for the ubunu-keyring-udeb package, the nearest debconf Adding [package] message is for ubuntu-keyring-udeb. This is followed by: INPUT critical retriever/cdrom/error. This message is already from syslog. I don't think dpkg.log will help in this case. I have tried modifying the md5sum file within the source package manually and signing it with my own public key, before building it. But that has not helped either. How do get the installer to work in this scenario? Alternatively, can I customize the contents of Ubuntu8.04 without signing anything?

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  • Register Now! Oracle Hardware Sales Training: Hardware and Software - Engineered to be Sold Together!

    - by swalker
    Dear partner, You can now register for Oracle’s EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be Sold Together!" The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle’s products and solutions and to ensure that you are fully equipped to position and sell Oracle’s integrated stack. Please find agenda, schedule, details and registration information here. The EMEA Hardware Sales Training Roadshow is intended for Oracle Partners and Oracle Sales working together. Limited seats are available on a first-come-first-serve basis, so kindly register as early as possible to reserve your seat. We hope you will take maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe Facchetti Partner Business Development Manager, Servers, Oracle EMEA Sasan Moaveni Storage Partner Sales Manager Oracle EMEA

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  • REGISTER NOW! ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER!

    - by mseika
    REGISTER NOW!ORACLE HARDWARE SALES TRAINING: HARDWARE AND SOFTWARE - ENGINEERED TO BE SOLD TOGETHER! Dear partner You can now register for Oracle's EMEA Hardware Sales Training Roadshow: "Hardware and Software - Engineered to be sold together!"The objective of this one-day, face-to-face, free of charge training session is to share with you and your Oracle peers the latest information on Oracle's products and solutions and to ensure that you are fully equipped to position and sell Oracle's integrated stack. Please find the agenda, schedule details and registration information here.The seats are limited and available on a first-come-first-serve basis. We recommend you to register yourself as early as possible and reserve your seat.Register Now We hope you will take the maximum advantage of these great learning and networking opportunities and look forward to welcoming you to your nearest event! Best regards, Giuseppe FacchettiPartner Business Development Manager,Servers, Oracle EMEA Sasan MoaveniStorage Partner Sales ManagerOracle EMEA

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  • Exam 70-518 Pro: Designing and Developing Windows Applications Using Microsoft .NET Framework 4

    - by Raghuraman Kanchi
    Today I noticed some topics from questions in the beta exam 70-518 which stumped me. I am just mentioning the topics below for future understanding and reference. This exam made me feel as if I was attempting questions about .NET 4.0 Framework. 1. Content-based vs. context-based filtered routing – Deciding the nearest Geographical Database. 2. Choosing an appropriate strategy for communicating with COM components, mainframe services 3. Microsoft Sync Framework 4. PLINQ 5. Difference between Dispatcher.BeginInvoke and Dispatcher.Invoke 6. Accessibility Testing/Scalability Testing (This objective may include but is not limited to: recommending functional testing, recommending reliability testing (performance testing, stress testing, scalability testing, duration testing)) 7. profiling, tracing, performance counters, audit trails 8. local vs. centralized reporting

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  • libgdx rotation (animation, arrays) issues and help needed

    - by johnny-b
    well i am a noob at java and libgdx. i got the homing bullet working with the help of someone. now i am smashing my head as to how i can make it rotate so it faces the ball (which is the main character) when it goes around it or when it is coming towards it. the bullet is facing <--- and the code below is what i have done so far. also i used sprites for the bullet and also animation method. Also how do i make it an array/arraylist which is best so i can have multiple bullets at random or placed places. i tried many things nothing workd :( thank you for the help. // below is the bullet or enemy if you want to call it. public class Bullet extends Sprite { public static final float BULLET_HOMING = 6000; public static final float BULLET_SPEED = 300; private Vector2 velocity; private float lifetime; public Bullet(float x, float y) { velocity = new Vector2(0, 0); setPosition(x, y); } public void update(float delta) { float targetX = GameWorld.getBall().getX(); float targetY = GameWorld.getBall().getY(); float dx = targetX - getX(); float dy = targetY - getY(); float distToTarget = (float) Math.sqrt(dx * dx + dy * dy); dx /= distToTarget; dy /= distToTarget; dx *= BULLET_HOMING; dy *= BULLET_HOMING; velocity.x += dx * delta; velocity.y += dy * delta; float vMag = (float) Math.sqrt(velocity.x * velocity.x + velocity.y * velocity.y); velocity.x /= vMag; velocity.y /= vMag; velocity.x *= BULLET_SPEED; velocity.y *= BULLET_SPEED; Vector2 v = velocity.cpy().scl(delta); setPosition(getX() + v.x, getY() + v.y); setOriginCenter(); setRotation(velocity.angle()); lifetime += delta; setRegion(AssetLoader.bulletAnimation.getKeyFrame(lifetime)); } } // this is where i load the images. public class AssetLoader { public static Animation bulletAnimation; public static Sprite bullet1, bullet2; public static void load() { texture = new Texture(Gdx.files.internal("SpriteN1.png")); texture.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); bullet1 = new Sprite(texture, 380, 350, 45, 20); bullet1.flip(false, true); bullet2 = new Sprite(texture, 425, 350, 45, 20); bullet2.flip(false, true); Sprite[] bullets = { bullet1, bullet2 }; bulletAnimation = new Animation(0.06f, aims); bulletAnimation.setPlayMode(Animation.PlayMode.LOOP); } public static void dispose() { // We must dispose of the texture when we are finished. texture.dispose(); } // this is for the rendering of the images etc public class GameRenderer { private Bullet bullet; private Ball ball; public GameRenderer(GameWorld world) { myWorld = world; cam = new OrthographicCamera(); cam.setToOrtho(true, 480, 320); batcher = new SpriteBatch(); // Attach batcher to camera batcher.setProjectionMatrix(cam.combined); shapeRenderer = new ShapeRenderer(); shapeRenderer.setProjectionMatrix(cam.combined); // Call helper methods to initialize instance variables initGameObjects(); initAssets(); } private void initGameObjects() { ball = GameWorld.getBall(); bullet = myWorld.getBullet(); scroller = myWorld.getScroller(); } private void initAssets() { ballAnimation = AssetLoader.ballAnimation; bulletAnimation = AssetLoader.bulletAnimation; } public void render(float runTime) { Gdx.gl.glClearColor(0, 0, 0, 1); Gdx.gl.glClear(GL30.GL_COLOR_BUFFER_BIT); batcher.begin(); // Disable transparency // This is good for performance when drawing images that do not require // transparency. batcher.disableBlending(); // The ball needs transparency, so we enable that again. batcher.enableBlending(); batcher.draw(AssetLoader.ballAnimation.getKeyFrame(runTime), ball.getX(), ball.getY(), ball.getWidth(), ball.getHeight()); batcher.draw(AssetLoader.bulletAnimation.getKeyFrame(runTime), bullet.getX(), bullet.getY()); // End SpriteBatch batcher.end(); } } // this is to load the image etc on the screen i guess public class GameWorld { public static Ball ball; private Bullet bullet; private ScrollHandler scroller; public GameWorld() { ball = new Ball(480, 273, 32, 32); bullet = new Bullet(10, 10); scroller = new ScrollHandler(0); } public void update(float delta) { ball.update(delta); bullet.update(delta); scroller.update(delta); } public static Ball getBall() { return ball; } public ScrollHandler getScroller() { return scroller; } public Bullet getBullet() { return bullet; } } so there is the whole thing. the images are loaded via the AssetLoader then to the GameRenderer and GameWorld via the Bullet class. i am guessing that is how it is. sorry newbie so still learning. thank you in advace for the help or any advice.

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  • Is there a global "low resolution" filter for OpenGL?

    - by Ian Henry
    I'm trying to learn a little about OpenGL, so I'm making a simple 2D game (with OpenTK), and so far it's coming along well. I thought it would be fun to give it that, for lack of a better word, retropixelated look of games from the early nineties. I figured it would be an easy thing to do -- simply draw everything at half its normal size and scale up with no anti-aliasing. But I can't find any resources on how to do this. I can set the min/mag filters of my textures to nearest and that works fine for my sprites, but I'm using lots of primitives and I'd like the effect to apply to them as well. The one idea I had was to draw everything at half size, then somehow copy the render buffer to a texture, then render that texture full-size, but I don't know how to do that, and it seems like there must be a better way. Can anyone help me out?

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  • Physics System ignores collision in some rare cases

    - by Gajoo
    I've been developing a simple physics engine for my game. since the game physics is very simple I've decided to increase accuracy a little bit. Instead of formal integration methods like fourier or RK4, I'm directly computing the results after delta time "dt". based on the very first laws of physics : dx = 0.5 * a * dt^2 + v0 * dt dv = a * dt where a is acceleration and v0 is object's previous velocity. Also to handle collisions I've used a method which is somehow different from those I've seen so far. I'm detecting all the collision in the given time frame, stepping the world forward to the nearest collision, resolving it and again check for possible collisions. As I said the world consist of very simple objects, so I'm not loosing any performance due to multiple collision checking. First I'm checking if the ball collides with any walls around it (which is working perfectly) and then I'm checking if it collides with the edges of the walls (yellow points in the picture). the algorithm seems to work without any problem except some rare cases, in which the collision with points are ignored. I've tested everything and all the variables seem to be what they should but after leaving the system work for a minute or two the system the ball passes through one of those points. Here is collision portion of my code, hopefully one of you guys can give me a hint where to look for a potential bug! void PhysicalWorld::checkForPointCollision(Vec2 acceleration, PhysicsComponent& ball, Vec2& collisionNormal, float& collisionTime, Vec2 target) { // this function checks if there will be any collision between a circle and a point // ball contains informations about the circle (it's current velocity, position and radius) // collisionNormal is an output variable // collisionTime is also an output varialbe // target is the point I want to check for collisions Vec2 V = ball.mVelocity; Vec2 A = acceleration; Vec2 P = ball.mPosition - target; float wallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; float r = ball.mRadius / (mMap->getWallWidth() + mMap->getHallWidth()); // r is ball radius scaled to match actual rendered object. if (A.any()) // todo : I need to first correctly solve the collisions in case there is no acceleration return; if (V.any()) // if object is not moving there will be no collisions! { float D = P.x * V.y - P.y * V.x; float Delta = r*r*V.length2() - D*D; if(Delta < eps) return; Delta = sqrt(Delta); float sgnvy = V.y > 0 ? 1: (V.y < 0?-1:0); Vec2 c1(( D*V.y+sgnvy*V.x*Delta) / V.length2(), (-D*V.x+fabs(V.y)*Delta) / V.length2()); Vec2 c2(( D*V.y-sgnvy*V.x*Delta) / V.length2(), (-D*V.x-fabs(V.y)*Delta) / V.length2()); float t1 = (c1.x - P.x) / V.x; float t2 = (c2.x - P.x) / V.x; if(t1 > eps && t1 <= collisionTime) { collisionTime = t1; collisionNormal = c1; } if(t2 > eps && t2 <= collisionTime) { collisionTime = t2; collisionNormal = c2; } } } // this function should step the world forward by dt. it doesn't check for collision of any two balls (components) // it just checks if there is a collision between the current component and 4 points forming a rectangle around it. void PhysicalWorld::step(float dt) { for (unsigned i=0;i<mObjects.size();i++) { PhysicsComponent &current = *mObjects[i]; Vec2 acceleration = current.mForces * current.mInvMass; float rt=dt; // stores how much more the world should advance while(rt > eps) { float collisionTime = rt; Vec2 collisionNormal = Vec2(0,0); float halfWallWidth = mMap->getWallWidth() / (mMap->getWallWidth() + mMap->getHallWidth()) / 2; // we check if there is any collision with any of those 4 points around the ball // if there is a collision both collisionNormal and collisionTime variables will change // after these functions collisionTime will be exactly the value of nearest collision (if any) // and if there was, collisionNormal will report in which direction the ball should return. checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2(floor(current.mPosition.x) + halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth,floor(current.mPosition.y) + halfWallWidth)); checkForPointCollision(acceleration,current,collisionNormal,collisionTime,Vec2( ceil(current.mPosition.x) - halfWallWidth, ceil(current.mPosition.y) - halfWallWidth)); // either if there is a collision or if there is not we step the forward since we are sure there will be no collision before collisionTime current.mPosition += collisionTime * (collisionTime * acceleration * 0.5 + current.mVelocity); current.mVelocity += collisionTime * acceleration; // if the ball collided with anything collisionNormal should be at least none zero in one of it's axis if (collisionNormal.any()) { collisionNormal *= Dot(collisionNormal, current.mVelocity) / collisionNormal.length2(); current.mVelocity -= 2 * collisionNormal; // simply reverse velocity along collision normal direction } rt -= collisionTime; } // reset all forces for current object so it'll be ready for later game event current.mForces.zero(); } }

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