Search Results

Search found 21965 results on 879 pages for 'array map'.

Page 7/879 | < Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >

  • Casting Type array to Generic array?

    - by George R
    The short version of the question - why can't I do this? I'm restricted to .NET 3.5. T[] genericArray; // Obviously T should be float! genericArray = new T[3]{ 1.0f, 2.0f, 0.0f }; // Can't do this either, why the hell not genericArray = new float[3]{ 1.0f, 2.0f, 0.0f }; Longer version - I'm working with the Unity engine here, although that's not important. What is - I'm trying to throw conversion between its fixed Vector2 (2 floats) and Vector3 (3 floats) and my generic Vector< class. I can't cast types directly to a generic array. using UnityEngine; public struct Vector { private readonly T[] _axes; #region Constructors public Vector(int axisCount) { this._axes = new T[axisCount]; } public Vector(T x, T y) { this._axes = new T[2] { x, y }; } public Vector(T x, T y, T z) { this._axes = new T[3]{x, y, z}; } public Vector(Vector2 vector2) { // This doesn't work this._axes = new T[2] { vector2.x, vector2.y }; } public Vector(Vector3 vector3) { // Nor does this this._axes = new T[3] { vector3.x, vector3.y, vector3.z }; } #endregion #region Properties public T this[int i] { get { return _axes[i]; } set { _axes[i] = value; } } public T X { get { return _axes[0];} set { _axes[0] = value; } } public T Y { get { return _axes[1]; } set { _axes[1] = value; } } public T Z { get { return this._axes.Length (Vector2 vector2) { Vector vector = new Vector(vector2); return vector; } public static explicit operator Vector(Vector3 vector3) { Vector vector = new Vector(vector3); return vector; } #endregion }

    Read the article

  • Understanding c-pointers for rows in 2-dimensional array

    - by utdiscant
    I have the following code: int main() { int n = 3, m = 4, a[n][m], i, j, (* p)[m] = a; for (i = 0; i < n; i++) for (j = 0; j < m; j++) a[i][j] = 1; p++; (*p)[2] = 9; return 0; } I have a hard time understanding what p is here, and the consequences of the operations on p in the end. Can someone give me a brief explanation of what happens. I know c-pointers in their simple settings, but here it get slightly more complicated.

    Read the article

  • Managing text-maps in a 2D array on to be painted on HTML5 Canvas

    - by weka
    So, I'm making a HTML5 RPG just for fun. The map is a <canvas> (512px width, 352px height | 16 tiles across, 11 tiles top to bottom). I want to know if there's a more efficient way to paint the <canvas>. Here's how I have it right now. How tiles are loaded and painted on map The map is being painted by tiles (32x32) using the Image() piece. The image files are loaded through a simple for loop and put into an array called tiles[] to be PAINTED on using drawImage(). First, we load the tiles... and here's how it's being done: // SET UP THE & DRAW THE MAP TILES tiles = []; var loadedImagesCount = 0; for (x = 0; x <= NUM_OF_TILES; x++) { var imageObj = new Image(); // new instance for each image imageObj.src = "js/tiles/t" + x + ".png"; imageObj.onload = function () { console.log("Added tile ... " + loadedImagesCount); loadedImagesCount++; if (loadedImagesCount == NUM_OF_TILES) { // Onces all tiles are loaded ... // We paint the map for (y = 0; y <= 15; y++) { for (x = 0; x <= 10; x++) { theX = x * 32; theY = y * 32; context.drawImage(tiles[5], theY, theX, 32, 32); } } } }; tiles.push(imageObj); } Naturally, when a player starts a game it loads the map they last left off. But for here, it an all-grass map. Right now, the maps use 2D arrays. Here's an example map. [[4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 4, 1, 1, 1, 1, 1], [1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 1, 1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 13, 13, 1, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 13, 13, 11, 11, 11, 13, 13, 13, 13, 13, 13, 13, 1], [13, 13, 13, 1, 1, 1, 1, 1, 1, 1, 13, 13, 13, 13, 13, 1], [1, 1, 1, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 1, 1, 1]]; I get different maps using a simple if structure. Once the 2d array above is return, the corresponding number in each array will be painted according to Image() stored inside tile[]. Then drawImage() will occur and paint according to the x and y and times it by 32 to paint on the correct x-y coordinate. How multiple map switching occurs With my game, maps have five things to keep track of: currentID, leftID, rightID, upID, and bottomID. currentID: The current ID of the map you are on. leftID: What ID of currentID to load when you exit on the left of current map. rightID: What ID of currentID to load when you exit on the right of current map. downID: What ID of currentID to load when you exit on the bottom of current map. upID: What ID of currentID to load when you exit on the top of current map. Something to note: If either leftID, rightID, upID, or bottomID are NOT specific, that means they are a 0. That means they cannot leave that side of the map. It is merely an invisible blockade. So, once a person exits a side of the map, depending on where they exited... for example if they exited on the bottom, bottomID will the number of the map to load and thus be painted on the map. Here's a representational .GIF to help you better visualize: As you can see, sooner or later, with many maps I will be dealing with many IDs. And that can possibly get a little confusing and hectic. The obvious pros is that it load 176 tiles at a time, refresh a small 512x352 canvas, and handles one map at time. The con is that the MAP ids, when dealing with many maps, may get confusing at times. My question Is this an efficient way to store maps (given the usage of tiles), or is there a better way to handle maps? I was thinking along the lines of a giant map. The map-size is big and it's all one 2D array. The viewport, however, is still 512x352 pixels. Here's another .gif I made (for this question) to help visualize: Sorry if you cannot understand my English. Please ask anything you have trouble understanding. Hopefully, I made it clear. Thanks.

    Read the article

  • Bing Maps - how to link to a push pin from a link outside the map

    - by Rajah
    I have a Virtual Earth Maps (Bing Maps??) to which I have added a set of pushpins. Each pushpin is labelled 1 to n. In addition to adding pushpins to the map, I also add text to the web-page that contains the description to each pushpin. I would like to add a link to the text outside the map, that when clicked will open the balloon associated with the corresponding pushpin. How do I open the balloon associated with a pushpin, through a link that exists outside the map? To get a better understanding, look at my map: link. When you click load, PushPins are added to the map. I would like to have a link from the list on the right of the map, that opens the corresponding PushPin. Thanks in advance!

    Read the article

  • Join map and refer to its key/value in HQL

    - by alamar
    Suppose I have a map: <map name="externalIds" table="album_external_ids"> <key column="album_id" not-null="true"/> <map-key-many-to-many class="Major" column="major_id"/> <element column="external_id" type="string" not-null="true"/> </map> How do I make a HQL meaning "select entities where map key's id == :foo and map value == :bar"? I can join it using select album from Album album join album.externalIds ids But how would I then refer to ids' key and value? ids.key.id = :foo and ids.value = :bar doesn't work, and hibernate doc is silent on this topic. Naive approaches that didn't work: select album from Album album join album.externalIds externalId where index(externalId).id = :foo and externalId = :bar and select album from Album album join album.externalIds externalId join index(externalId) major where major.id = :foo and externalId = :bar

    Read the article

  • google collections ordering on map values

    - by chris-gr
    I would like to order a map based on the values. Function<Map.Entry<A, Double>, Double> getSimFunction = new Function<Map.Entry<A, Double>, Double>() { public Double apply(Map.Entry<A, Double> entry) { return entry.getValue(); } }; final Ordering<Map.Entry<A, Double>> entryOrdering = Ordering.natural().onResultOf(getSimFunction); ImmutableSortedMap.orderedBy(entryOrdering).putAll(....).build(); How can I create a new sortedMap based on the ordering results or a sortedset based on the map.keyset()?

    Read the article

  • Need help with map (c++, STL)

    - by Mike Dooley
    Hi folks! Actually I'm new to C++. I tried something out (actually the map container) but it doesn't work the way I assumed it will... Before posting my code, I will explain it shortly. I created 3 classes: ClassA ClassDerivedA ClassAnotherDerivedA The two last ones are derived from "ClassA". Further I created a map: map<string,ClassA> test_map; I put some objects (from Type ClassDerivedA and ClassAnotherDerivedA) into the map. Keep in mind: the mapped value is from type "ClassA". This will only work because of Polymorphism. Finally I created an iterator which runs over my map and compares the user input with my keys in the map. If they match, it will call a specific method called "printOutput". And there is the Problem: Although i declared "printOutput" as "virtual" the only method called is the one from my base class, but why? and here is the code: #include <iostream> #include <map> using namespace std; class ClassA { public: virtual void printOutput() { cout << "ClassA" << endl; } }; class ClassDerivedA : public ClassA { public: void printOutput() { cout << "ClassDerivedA" << endl; } }; class ClassAnotherDerivedA: public ClassA { public: void printOutput() { cout << "ClassAnotherDerivedA" << endl; } }; int main() { ClassDerivedA class_derived_a; ClassAnotherDerivedA class_another_a; map<string,ClassA> test_map; test_map.insert(pair<string,ClassA>("deriveda", class_derived_a)); test_map.insert(pair<string,ClassA>("anothera", class_another_a)); string s; while( cin >> s ) { if( s != "quit" ) { map<string,ClassA>::iterator it = test_map.find(s); if(it != test_map.end()) it->second.printOutput(); } else break; } } Blockquote

    Read the article

  • How to define a static array without a contant size in a constructor of a class? (C++)

    - by Keand64
    I have a class defined as: class Obj { public: int width, height; Obj(int w, int h); } and I need it to contain a static array like so: int presc[width][height]; however, I cannot define within the class, so it it possible to create a pointer to a 2D array (and, out of curiosity, 3, 4, and 5D arrays), have that as a member of the class, and intitalize it in the constructor like: int ar[5][6]; Obj o(5, 6, &ar); If that isn't possible, is there any way to get a static array without a contant size in a class, or am I going to have to use a dynamic array? (Something I don't want to do because I don't plan on ever changing the size of the array after it's created.)

    Read the article

  • How to remove duplicates from multidimensional array in php

    - by JackTurky
    i have an array like: Array ( [prom] => Array ( [cab] => Array ( [0] => Array ( [code] => 01 [price1] => 1000 [price2] => 2000 [available] => 2 [max] => 2 [gca] => 2 ) [1] => Array ( [code] => 04 [price1] => 870 [price2] => 2500 [available] => 3 [max] => 4 [gca] => 10 ) [2] => Array ( [code] => 01 [price1] => 1000 [price2] => 2000 [available] => 2 [max] => 2 [gca] => 2 ) [3] => Array ( [code] => 05 [price1] => 346 [price2] => 1022 [available] => 10 [max] => 2 [gca] => 20 ) ) [cab1] => Array........ ) [prom1] = Array.... ) What i have to do is to remove duplicates inside every [cab*] array.. so to have something like: Array ( [prom] => Array ( [cab] => Array ( [0] => Array ( [code] => 01 [price1] => 1000 [price2] => 2000 [available] => 2 [max] => 2 [gca] => 2 ) [1] => Array ( [code] => 04 [price1] => 870 [price2] => 2500 [available] => 3 [max] => 4 [gca] => 10 ) [2] => Array ( [code] => 05 [price1] => 346 [price2] => 1022 [available] => 10 [max] => 2 [gca] => 20 ) ) [cab1] => Array........ ) [prom1] = Array.... ) In know that there is array_unique combined with array_map to remove duplicates.. but i know that it works only on 2D array.. what can i do? can someone help me pls? thanks!!!

    Read the article

  • Sum Values in Multidimensional Array

    - by lemonpole
    Hello all. I'm experimenting with arrays in PHP and I am setting up a fake environment where a "team's" record is held in arrays. $t1 = array ( "basicInfo" => array ( "The Sineps", "December 25, 2010", "lemonpole" ), "overallRecord" => array ( 0, 0, 0, 0 ), "overallSeasons" => array ( "season1.cs" => array (0, 0, 0), "season2.cs" => array (0, 0, 0) ), "matches" => array ( "season1.cs" => array ( "week1" => array ("12", "3", "1"), "week2" => array ("8", "8" ,"0"), "week3" => array ("8", "8" ,"0") ), "season2.cs" => array ( "week1" => array ("9", "2", "5"), "week2" => array ("12", "2" ,"2") ) ) ); What I am trying to achieve is to add all the wins, loss, and draws, from each season's week to their respective week. So for example, the sum of all the weeks in $t1["matches"]["season1.cs"] will be added to $t1["overallSeasons"]["season1.cs"]. The result would leave: "overallSeasons" => array ( "season1.cs" => array (28, 19, 1), "season2.cs" => array (21, 4, 7) ), I tried to work this out on my own for the past hour and all I have gotten is a little more knowledge of for-loops and foreach-loops :o... so I think I now have the basics down such as using foreach loops and so on; however, I am still fairly new to this so bear with me! I can get the loop to point to $t1["matches"] key and go through each season but I can't seem to figure out how to add all of the wins, loss, and draw, for each individual week. For now, I'm only looking for answers concerning the overall seasons sum since I can work from there once I figure out how to achieve this. Any help will be much appreciated but please, try and keep it simple for me... or comment the code accordingly please! Thanks!

    Read the article

  • Specific complex array sorting

    - by TheDeadMedic
    Okay, a before; Array ( 'home' => array('order' => 1), 'about' => array(), 'folio' => array('order' => 2), 'folio/web' => array('order' => 2), 'folio/print' => array('order' => 1) 'contact' => array('order' => 2) ) And a desired after; Array ( 'home' => array('order' => 1), 'contact' => array('order' => 2), 'folio' => array('order' => 2), 'folio/print' => array('order' => 1), 'folio/web' => array('order' => 2), 'about' => array() ) I know, horrific (don't ask!) See how the slash in the key indicates children, and how the order is nested accordingly? And items without orders are simply shifted to the bottom. But also how multiple 'same level' items with the same order are merely sorted by key?

    Read the article

  • PHP: Recursive array function

    - by Industrial
    Hi everybody, I want to create a function that returns the full path from a set node, back to the root value. I tried to make a recursive function, but ran out of luck totally. What would be an appropriate way to do this? I assume that a recursive function is the only way? Here's the array: Array ( [0] => Array ( [id] => 1 [name] => Root category [_parent] => ) [1] => Array ( [id] => 2 [name] => Category 2 [_parent] => 1 ) [2] => Array ( [id] => 3 [name] => Category 3 [_parent] => 1 ) [3] => Array ( [id] => 4 [name] => Category 4 [_parent] => 3 ) ) The result I want my function to output when getting full path of node id#4: Array ( [0] => Array ( [id] => 1 [name] => Root category [_parent] => ) [1] => Array ( [id] => 3 [name] => Category 3 [_parent] => 1 ) [2] => Array ( [id] => 4 [name] => Category 4 [_parent] => 3 ) ) The notoriously bad example of my recursive skills: function recursive ($id, $array) { $innerarray = array(); foreach ($array as $k => $v) { if ($v['id'] === $id) { if ($v['_parent'] !== '') { $innerarray[] = $v; recursive($v['id'], $array); } } } return $innerarray; } Thanks!

    Read the article

  • Convert PostgreSQL array to PHP array

    - by EarthMind
    I have trouble reading Postgresql arrays in PHP. I have tried explode(), but this breaks arrays containing commas in strings, and str_getcsv() but it's also no good as PostgreSQL doesn't quote the Japanese strings. Not working: explode(',', trim($pgArray, '{}')); str_getcsv( trim($pgArray, '{}') );

    Read the article

  • Convert between python array and .NET Array

    - by dungema
    I have a python method that returns a Python byte array.array('c'). Now, I want to copy this array using System.Runtime.InteropServices.Marshal.Copy. This method however expects a .NET array. import array from System.Runtime.InteropServices import Marshal bytes = array.array('c') bytes.append('a') bytes.append('b') bytes.append('c') Marshal.Copy(bytes, dest, 0, 3) Is there a way to make this work without copying the data? If not, how do I convert the data in the Python array to the .NET array?

    Read the article

  • Formatting associative array declaration

    - by Drew Stephens
    When declaring an associative array, how do you handle the indentation of the elements of the array? I've seen a number of different styles (PHP syntax, since that's what I've been in lately). This is a pretty picky and trivial thing, so move along if you're interested in more serious pursuits. 1) Indent elements one more level: $array = array( 'Foo' => 'Bar', 'Baz' => 'Qux' ); 2) Indent elements two levels: $array = array( 'Foo' => 'Bar', 'Baz' => 'Qux' ); 3) Indent elements beyond the array constructor, with closing brace aligned with the start of the constructor: $array = array( 'Foo' => 'Bar', 'Baz' => 'Qux' ); 4) Indent elements beyond the array construct, with closing brace aligned with opening brace: $array = array( 'Foo' => 'Bar', 'Baz' => 'Qux' ); Personally, I like #3—the broad indentation makes it clear that we're at a break point in the code (constructing the array), and having the closing brace floating a bit to the left of all of the array's data makes it clear that this declaration is done.

    Read the article

  • Sort array by keys of another array.

    - by marbrun
    Hello There are 2 arrays, both with the same length and with the same keys: $a1 = [1=>2000,65=>1354,103=>1787]; $a2 = [1=>'hello',65=>'hi',103=>'goodevening']; asort($a1); The keys of a1 and a2 are id's from a database. a1 gets sorted by value. Once sorted, how can we use the same sorting order in a2? Thanks!

    Read the article

  • Javascript array length incorrect on array of objects

    - by Serenti
    Could someone explain this (strange) behavior? Why is the length in the first example 3 and not 2, and most importantly, why is the length in the second example 0? As long as the keys are numerical, length works. When they are not, length is 0. How can I get the correct length from the second example? Thank you. a = []; a["1"] = {"string1":"string","string2":"string"}; a["2"] = {"string1":"string","string2":"string"}; alert(a.length); // returns 3 b = []; b["key1"] = {"string1":"string","string2":"string"}; b["key2"] = {"string1":"string","string2":"string"}; alert(b.length); // returns 0

    Read the article

  • Echo a multidimensional array in PHP

    - by Jennifer
    I have a multidimensional array and I'm trying to find out how to simply "echo" the elements of the array. The depth of the array is not known, so it could be deeply nested. In the case of the array below, the right order to echo would be: This is a parent comment This is a child comment This is the 2nd child comment This is another parent comment This is the array I was talking about: Array ( [0] => Array ( [comment_id] => 1 [comment_content] => This is a parent comment [child] => Array ( [0] => Array ( [comment_id] => 3 [comment_content] => This is a child comment [child] => Array ( [0] => Array ( [comment_id] => 4 [comment_content] => This is the 2nd child comment [child] => Array ( ) ) ) ) ) ) [1] => Array ( [comment_id] => 2 [comment_content] => This is another parent comment [child] => Array ( ) ) )

    Read the article

  • get the array with html array path

    - by antpaw
    hey, i have this path name from an input element interesse[angebote][flurfuerderfahrzeuge] as a string in my php var. now i need convert it somehow (with regex or explode()) so it looks like this: $_POST['interesse']['angebote']['flurfuerderfahrzeuge'] and the use eval() to get the value. But I'm sure there must be a much easier way do this. Any ideas? Thanks!

    Read the article

  • Use of for_each on map elements

    - by Antonio
    I have a map where I'd like to perform a call on every data type object member function. I yet know how to do this on any sequence but, is it possible to do it on an associative container? The closest answer I could find was this: Boost.Bind to access std::map elements in std::for_each. But I cannot use boost in my project so, is there an STL alternative that I'm missing to boost::bind? If not possible, I thought on creating a temporary sequence for pointers to the data objects and then, call for_each on it, something like this: class MyClass { public: void Method() const; } std::map<int, MyClass> Map; //... std::vector<MyClass*> Vector; std::transform(Map.begin(), Map.end(), std::back_inserter(Vector), std::mem_fun_ref(&std::map<int, MyClass>::value_type::second)); std::for_each(Vector.begin(), Vector.end(), std::mem_fun(&MyClass::Method)); It looks too obfuscated and I don't really like it. Any suggestions?

    Read the article

  • More on Map Testing

    - by Michael Stephenson
    I have been chatting with Maurice den Heijer recently about his codeplex project for the BizTalk Map Testing Framework (http://mtf.codeplex.com/). Some of you may remember the article I did for BizTalk 2009 and 2006 about how to test maps but with Maurice's project he is effectively looking at how to improve productivity and quality by building some useful testing features within the framework to simplify the process of testing maps. As part of our discussion we realized that we both had slightly different approaches to how we validate the output from the map. Put simple Maurice does some xpath validation of the data in various nodes where as my approach for most standard cases is to use serialization to allow you to validate the output using normal MSTest assertions. I'm not really going to go into the pro's and con's of each approach because I think there is a place for both and also I'm sure others have various approaches which work too. What would be great is for the map testing framework to provide support for different ways of testing which can cover everything from simple cases to some very specialized scenarios. So as agreed with Maurice I have done the sample which I will talk about in the rest of this article to show how we can use the serialization approach to create and compare the input and output from a map in normal development testing. Prerequisites One of the common patterns I usually implement when developing BizTalk solutions is to use xsd.exe to create .net classes for most of the schemas used within the solution. In the testing pattern I will take advantage of these .net classes. The Map In this sample the map we will use is very simple and just concatenates some data from the input message to the output message. Hopefully the below picture illustrates this well. The Test In the test I'm basically taking the following actions: Use the .net class generated from the schema to create an input message for the map Serialize the input object to a file Run the map from .net using the standard BizTalk test method which was generated for running the map Deserialize the output file from the map execution to a .net class representing the output schema Use MsTest assertions to validate things about the output message The below picture shows this: As you can see the code for this is pretty simple and it's all strongly typed which means changes to my schema which can affect the tests can be easily picked up as compilation errors. I can then chose to have one test which validates most of the output from the map, or to have many specific tests covering individual scenarios within the map. Summary Hopefully this post illustrates a powerful yet simple way of effectively testing many BizTalk mapping scenarios. I will probably have more conversations with Maurice about these approaches and perhaps some of the above will be included in the mapping test framework.   The sample can be downloaded from here: http://cid-983a58358c675769.office.live.com/self.aspx/Blog%20Samples/More%20Map%20Testing/MapTestSample.zip

    Read the article

  • This for array colllision function doesn't work with anything but first object in array

    - by Zee Bashew
    For some reason, this simple simple loop is totally broken. (characterSheet is my character Class, it's just a movieClip with some extra functionality) (hitBox, is basically a square movieclip) Anyway: every time hitBox make contact with a characterSheet in a different order than they were created: Nothing happens. The program only seems to be listening to collisions that are made with o2[0]. As soon as another hitBox is created, it pushes the last one out of o2[0] and the last one becomes totally useless. What's super weird is that I can hit characterSheets in any order I like.... public function collisions(o1:Array, o2:Array) { if((o1.lenght>=0)&&(o2.length>=0)){ for (var i = 0; i < o1.length; i++) { var ob1 = o1[i]; for (var f = 0; f < o1.length; f++) { var ob2 = o2[f]; if (ob1 is characterSheet) { if (ob2.hitTestObject(ob1)) { var right:Boolean = true; if (ob1.x < hitBox(ob2).origin.x) right = false; characterSheet(ob1).specialDamage(hitBox(ob2).damageType, hitBox(ob2).damage, right); }}}}}} Also it might be somewhat helpful to see the function for creating a new hitBox public function SpawnHitBox(targeted, following, atype, xoff, yoff, ... args) { var newHitBox = new hitBox(targeted, following, atype, xoff, yoff, args); badCollisionObjects.push(newHitBox); arraydictionary[newHitBox] = badCollisionObjects; addChild(newHitBox); }

    Read the article

  • Find key of parent in array / PHP

    - by 106691756905536410593
    Perhaps someone can help me out with this one: I'm using a basic search function to find an array deep within an array. The problem is, once that array is found, I'd also like to return it's parent key. Is there a PHP function that can determine the parent key of an array? Below is an example of the Search Function... Ideally I'd like to return the array that is found, as well as it's parent key. function search($array, $key, $value){ $results = array(); if (is_array($array)){ if ($array[$key] == $value){ $results[] = $array; } foreach ($array as $subarray){ $results = array_merge($results, search($subarray, $key, $value)); } } return $results; }

    Read the article

  • Creating a tiled map with blender

    - by JamesB
    I'm looking at creating map tiles based on a 3D model made in blender, The map is 16 x 16 in blender. I've got 4 different zoom levels and each tile is 100 x 100 pixels. The entire map at the most zoomed out level is 4 x 4 tiles constructing an image of 400 x 400. The most zoomed in level is 256 x 256 obviously constructing an image of 25600 x 25600 What I need is a script for blender that can create the tiles from the model. I've never written in python before so I've been trying to adapt a couple of the scripts which are already there. So far I've come up with a script, but it doesn't work very well. I'm having real difficulties getting the tiles to line up seamlessly. I'm not too concerned about changing the height of the camera as I can always create the same zoomed out tiles at 6400 x 6400 images and split the resulting images into the correct tiles. Here is what I've got so far... #!BPY """ Name: 'Export Map Tiles' Blender: '242' Group: 'Export' Tip: 'Export to Map' """ import Blender from Blender import Scene,sys from Blender.Scene import Render def init(): thumbsize = 200 CameraHeight = 4.4 YStart = -8 YMove = 4 XStart = -8 XMove = 4 ZoomLevel = 1 Path = "/Images/Map/" Blender.drawmap = [thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path] def show_prefs(): buttonthumbsize = Blender.Draw.Create(Blender.drawmap[0]); buttonCameraHeight = Blender.Draw.Create(Blender.drawmap[1]) buttonYStart = Blender.Draw.Create(Blender.drawmap[2]) buttonYMove = Blender.Draw.Create(Blender.drawmap[3]) buttonXStart = Blender.Draw.Create(Blender.drawmap[4]) buttonXMove = Blender.Draw.Create(Blender.drawmap[5]) buttonZoomLevel = Blender.Draw.Create(Blender.drawmap[6]) buttonPath = Blender.Draw.Create(Blender.drawmap[7]) block = [] block.append(("Image Size", buttonthumbsize, 0, 500)) block.append(("Camera Height", buttonCameraHeight, -0, 10)) block.append(("Y Start", buttonYStart, -10, 10)) block.append(("Y Move", buttonYMove, 0, 5)) block.append(("X Start", buttonXStart,-10, 10)) block.append(("X Move", buttonXMove, 0, 5)) block.append(("Zoom Level", buttonZoomLevel, 1, 10)) block.append(("Export Path", buttonPath,0,200,"The Path to save the tiles")) retval = Blender.Draw.PupBlock("Draw Map: Preferences" , block) if retval: Blender.drawmap[0] = buttonthumbsize.val Blender.drawmap[1] = buttonCameraHeight.val Blender.drawmap[2] = buttonYStart.val Blender.drawmap[3] = buttonYMove.val Blender.drawmap[4] = buttonXStart.val Blender.drawmap[5] = buttonXMove.val Blender.drawmap[6] = buttonZoomLevel.val Blender.drawmap[7] = buttonPath.val Export() def Export(): scn = Scene.GetCurrent() context = scn.getRenderingContext() def cutStr(str): #cut off path leaving name c = str.find("\\") while c != -1: c = c + 1 str = str[c:] c = str.find("\\") str = str[:-6] return str #variables from gui: thumbsize,CameraHeight,YStart,YMove,XStart,XMove,ZoomLevel,Path = Blender.drawmap XMove = XMove / ZoomLevel YMove = YMove / ZoomLevel Camera = Scene.GetCurrent().getCurrentCamera() Camera.LocZ = CameraHeight / ZoomLevel YStart = YStart + (YMove / 2) XStart = XStart + (XMove / 2) #Point it straight down Camera.RotX = 0 Camera.RotY = 0 Camera.RotZ = 0 TileCount = 4**ZoomLevel #Because the first thing we do is move the camera, start it off the map Camera.LocY = YStart - YMove for i in range(0,TileCount): Camera.LocY = Camera.LocY + YMove Camera.LocX = XStart - XMove for j in range(0,TileCount): Camera.LocX = Camera.LocX + XMove Render.EnableDispWin() context.extensions = True context.renderPath = Path #setting thumbsize context.imageSizeX(thumbsize) context.imageSizeY(thumbsize) #could be put into a gui. context.imageType = Render.PNG context.enableOversampling(0) #render context.render() #save image ZasString = '%s' %(int(ZoomLevel)) XasString = '%s' %(int(j+1)) YasString = '%s' %(int((3-i)+1)) context.saveRenderedImage("Z" + ZasString + "X" + XasString + "Y" + YasString) #close the windows Render.CloseRenderWindow() try: type(Blender.drawmap) except: #print 'initialize extern variables' init() show_prefs()

    Read the article

< Previous Page | 3 4 5 6 7 8 9 10 11 12 13 14  | Next Page >