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  • Flex, Papervision3d: basic scenes, cameras, planes issue

    - by user157880
    // Import Papervision3D import org.papervision3d.Papervision3D; import org.papervision3d.scenes.; import org.papervision3d.cameras.; import org.papervision3d.objects.; import org.papervision3d.materials.; public var scene:Scene3D; public var camera:Camera3D; public var target:DisplayObject3D; public var screenshotArray: Array;//array to store pictures public var radius:Number; public var image:Image; private function initPapervision():void { target= new DisplayObject3D(); camera= new Camera3D(target); 1067: Implicit coercion of a value of type org.papervision3d.objects:DisplayObject3D to an unrelated type Number. scene= new Scene3D(thisContainer); 1137: Incorrect number of arguments. Expected no more than 0. scene.addChild( new DisplayObject3D() , "center" ); } public function handleCreationComplete():void { image = new Image(); image.source = "one_t.jpg"; image.maintainAspectRatio = true; image.scaleContent = false; image.autoLoad = false; image.addEventListener(Event.COMPLETE, handleImageLoad); image.load(); initPapervision(); } public function handleImageLoad(event:Event):void { init3D(); // onEnterFrame addEventListener( Event.ENTER_FRAME, loop3D ); addEventListener( MouseEvent.MOUSE_MOVE , handleMouseMove); } public function init3D():void { addScreenshots(20); } public function handleMouseMove(event:MouseEvent):void { camera.y = Math.max( thisContainer.mouseY*5 , -450 ); } public function addScreenshots(planeCount:Number):void { var obj:DisplayObject3D = scene.getChildByName ("center"); screenshotArray = new Array(planeCount); var texture:BitmapData = new BitmapData(image.content.loaderInfo.width, image.content.loaderInfo.height, false, 0); texture.draw(image); // Create texture with a bitmap from the library var materialSpace :MaterialObject3D = new BitmapMaterial(texture); materialSpace.doubleSided = true; materialSpace.smooth = false; radius = 500; camera.z = radius + 50; camera.y = 50; for (var i:Number = 0; i < planeCount; i++ ) { screenshotArray[i] = new Object() <b>screenshotArray[i].plane = new Plane( materialSpace, 100, 100, 2, 2 );</b> 1180: Call to a possibly undefined method Plane. // Position plane var rotation:Number = (360/planeCount)* i ; var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.y = 100; screenshotArray[i].plane.lookAt(obj); // Add to scene scene.addChild( screenshotArray[i].plane ); } <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } public function loop3D(event:Event):void { var obj:DisplayObject3D = scene.getChildByName ("center"); for (var i:Number = 0; i < screenshotArray.length ; i++ ) { var rotation:Number = screenshotArray[i].rotation; rotation += (thisContainer.mouseX/50)/(screenshotArray.length/10); var rotationRadians:Number = (rotation-90) * (Math.PI/180); screenshotArray[i].rotation = rotation; screenshotArray[i].plane.z = (radius * Math.cos(rotationRadians) ) * -1; screenshotArray[i].plane.x = radius * Math.sin(rotationRadians) * -1; screenshotArray[i].plane.lookAt(obj); } //now lets render the scene <b>scene.renderCamera(camera);</b> <i>1061: Call to a possibly undefined method renderCamera through a reference with static type org.papervision3d.scenes:Scene3D.</i> } ]]

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  • Using custom coordinates with QGraphicsScene

    - by Rob
    I am experimenting with a WYSIWYG editor that allows a user to draw shapes on a page and the Qt graphics scene support seems perfect for this. However, instead of working in pixels I want all my QGraphicsItem objects to work in tenths of a millimetre but I don't know how to achieve this. For example: // Create a scene that is the size if an A4 page (2100 = 21cm, 2970 = 29.7cm) QGraphicsScene* scene = new QGraphicsScene(0, 0, 2100, 2970); // Add a rectangle located 1cm across, 1cm down, 5cm wide and 2cm high QGraphicsItem* item = scene->addRect(100, 100, 500, 200); ... QGraphicsView* view = new QGraphicsView(scene); setCentralWidget(view); Now, when I display the scene above I want the shapes to appear at correct size for the screen DPI. Is this simply a case of using QGraphicsView::scale or do I have to do something more complicated? Note that if I was using a custom QWidget instead then I would use QPainter::setWindow and QPainter::setViewport to create a custom mapping mode but I can't see how to do this using the graphics scene support.

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  • How to dismiss the MFMailComposeViewController in cocos2d ?

    - by srikanth rongali
    I have changed my code to this way. Now mail controller is opening in landscape mode. But the problem is If I touch on cancel button or send button the mail controller is not dismissing its view. How can I do it ? -(void)goToFirstScreen:(id)sender { NSLog(@"goToFirstScreen: "); CCScene *Scene = [CCScene node]; CCLayer *Layer = [EmailScene node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] pushScene: Scene]; } Th EmailScene class is #import "EmailScene.h" #import "testOfEnd.h" @implementation EmailScene - (id) init { self = [super init]; if (self != nil) { [self displayComposerSheet]; } return self; } -(void)displayComposerSheet { [[CCDirector sharedDirector] pause]; picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [[[CCDirector sharedDirector] openGLView] addSubview:picker.view]; [[CCDirector sharedDirector] stopAnimation]; [picker presentModalViewController:picker animated:YES]; [picker release]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { [[CCDirector sharedDirector] resume]; //dismiss view after otherwise the code is not executed [picker.view removeFromSuperview]; [[CCDirector sharedDirector] startAnimation]; [picker dismissModalViewControllerAnimated:YES]; //return to previous scene CCScene *Scene = [CCScene node]; CCLayer *Layer = [testOfEnd node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] replaceScene:Scene]; } @end Thank You.

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  • How to display different value with ComboBoxTableCell?

    - by Philippe Jean
    I try to use ComboxBoxTableCell without success. The content of the cell display the right value for the attribute of an object. But when the combobox is displayed, all items are displayed with the toString object method and not the attribute. I tryed to override updateItem of ComboBoxTableCell or to provide a StringConverter but nothing works. Do you have some ideas to custom comboxbox list display in a table cell ? I put a short example below to see quickly the problem. Execute the app and click in the cell, you will see the combobox with toString value of the object. package javafx2; import javafx.application.Application; import javafx.beans.property.adapter.JavaBeanObjectPropertyBuilder; import javafx.beans.value.ObservableValue; import javafx.collections.FXCollections; import javafx.collections.ObservableList; import javafx.scene.Scene; import javafx.scene.control.TableCell; import javafx.scene.control.TableColumn; import javafx.scene.control.TableColumn.CellDataFeatures; import javafx.scene.control.TableView; import javafx.scene.control.cell.ComboBoxTableCell; import javafx.stage.Stage; import javafx.util.Callback; import javafx.util.StringConverter; public class ComboBoxTableCellTest extends Application { public class Product { private String name; public Product(String name) { this.name = name; } public String getName() { return name; } public void setName(String name) { this.name = name; } } public class Command { private Integer quantite; private Product product; public Command(Product product, Integer quantite) { this.product = product; this.quantite = quantite; } public Integer getQuantite() { return quantite; } public void setQuantite(Integer quantite) { this.quantite = quantite; } public Product getProduct() { return product; } public void setProduct(Product product) { this.product = product; } } public static void main(String[] args) { launch(args); } @Override public void start(Stage stage) throws Exception { Product p1 = new Product("Product 1"); Product p2 = new Product("Product 2"); final ObservableList<Product> products = FXCollections.observableArrayList(p1, p2); ObservableList<Command> commands = FXCollections.observableArrayList(new Command(p1, 20)); TableView<Command> tv = new TableView<Command>(); tv.setItems(commands); TableColumn<Command, Product> tc = new TableColumn<Command, Product>("Product"); tc.setMinWidth(140); tc.setCellValueFactory(new Callback<TableColumn.CellDataFeatures<Command,Product>, ObservableValue<Product>>() { @Override public ObservableValue<Product> call(CellDataFeatures<Command, Product> cdf) { try { JavaBeanObjectPropertyBuilder<Product> jbdpb = JavaBeanObjectPropertyBuilder.create(); jbdpb.bean(cdf.getValue()); jbdpb.name("product"); return (ObservableValue) jbdpb.build(); } catch (NoSuchMethodException e) { System.err.println(e.getMessage()); } return null; } }); final StringConverter<Product> converter = new StringConverter<ComboBoxTableCellTest.Product>() { @Override public String toString(Product p) { return p.getName(); } @Override public Product fromString(String s) { // TODO Auto-generated method stub return null; } }; tc.setCellFactory(new Callback<TableColumn<Command,Product>, TableCell<Command,Product>>() { @Override public TableCell<Command, Product> call(TableColumn<Command, Product> tc) { return new ComboBoxTableCell<Command, Product>(converter, products) { @Override public void updateItem(Product product, boolean empty) { super.updateItem(product, empty); if (product != null) { setText(product.getName()); } } }; } }); tv.getColumns().add(tc); tv.setEditable(true); Scene scene = new Scene(tv, 140, 200); stage.setScene(scene); stage.show(); } }

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  • OpenGL render vs. own Phong Illumination Implementation

    - by Myx
    Hello: I have implemented a Phong Illumination Scheme using a camera that's centered at (0,0,0) and looking directly at the sphere primitive. The following are the relevant contents of the scene file that is used to view the scene using OpenGL as well as to render the scene using my own implementation: ambient 0 1 0 dir_light 1 1 1 -3 -4 -5 # A red sphere with 0.5 green ambiance, centered at (0,0,0) with radius 1 material 0 0.5 0 1 0 0 1 0 0 0 0 0 0 0 0 10 1 0 sphere 0 0 0 0 1 The resulting image produced by OpenGL. The image that my rendering application produces. As you can see, there are various differences between the two: The specular highlight on my image is smaller than the one in OpenGL. The diffuse surface seems to not diffuse in the correct way, resulting in the yellow region to be unneccessarily large in my image, whereas in OpenGL there's a nice dark green region closer to the bottom of the sphere The color produced by OpenGL is much darker than the one in my image. Those are the most prominent three differences that I see. The following is my implementation of the Phong illumination: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } R3Vector normal = intersection->normal; R3Rgb Kd = intersection->node->material->kd; R3Rgb Ks = intersection->node->material->ks; // obtain ambient term R3Rgb intensity_ambient = intersection->node->material->ka*scene->ambient; // obtain emissive term R3Rgb intensity_emission = intersection->node->material->emission; // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // calculate diffuse reflection intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; // calculate specular reflection R3Vector reflection_vector = 2.*normal.Dot(light_vector)*normal-light_vector; reflection_vector.Normalize(); R3Vector viewing_vector = ray->Start() - intersection->position; viewing_vector.Normalize(); double n = intersection->node->material->shininess; intensity_specular += Ks*pow(max(0.,viewing_vector.Dot(reflection_vector)),n)*light_color; } radiance = intensity_emission+intensity_ambient+intensity_diffuse+intensity_specular; return radiance; } Here are the related LightIntensity(...) and LightDirection(...) functions: R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_direction = light->direction; break; case R3_POINT_LIGHT: light_direction = position-light->position; break; case R3_SPOT_LIGHT: light_direction = position-light->position; break; } light_direction.Normalize(); return light_direction; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + light->linear_attenuation*distance + light->quadratic_attenuation*distance*distance; } switch(light->type) { case R3_DIRECTIONAL_LIGHT: light_intensity = light->color; break; case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; case R3_SPOT_LIGHT: R3Vector from_light_to_point = position - light->position; light_intensity = light->color*( pow(light->direction.Dot(from_light_to_point), light->angle_attenuation)); break; } return light_intensity; } I would greatly appreciate any suggestions as to any implementation errors that are apparent. I am wondering if the differences could be occurring simply because of the gamma values used for display by OpenGL and the default gamma value for my display. I also know that OpenGL (or at least tha parts that I was provided) can't cast shadows on objects. Not that this is relevant for the point in question, but it just leads me to wonder if it's simply display and capability differences between OpenGL and what I am trying to do. Thank you for your help.

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  • Graphics glitch when drawing to a Cairo context obtained from a gtk.DrawingArea inside a gtk.Viewport.

    - by user410023
    I am trying to redraw the part of the DrawingArea that is visible in the Viewport in the expose-event handler. However, it seems that I am doing something wrong with the coordinates that are passed to the event handler because there is garbage at the edge of the Viewport when scrolling. Can anyone tell what I am doing wrong? Here is a small example: import pygtk pygtk.require("2.0") import gtk from numpy import array from math import pi class Circle(object): def init(self, position = [0., 0.], radius = 0., edge = (0., 0., 0.), fill = None): self.position = position self.radius = radius self.edge = edge self.fill = fill def draw(self, ctx): rect = array(ctx.clip_extents()) rect[2] -= rect[0] rect[3] -= rect[1] center = rect[2:4] / 2 ctx.arc(center[0], center[1], self.radius, 0., 2. * pi) if self.fill != None: ctx.set_source_rgb(*self.fill) ctx.fill_preserve() ctx.set_source_rgb(*self.edge) ctx.stroke() class Scene(object): class Proxy(object): directory = {} def init(self, target, layers = set()): self.target = target self.layers = layers Scene.Proxy.directory[target] = self def __init__(self, viewport): self.objects = {} self.layers = [set()] self.viewport = viewport self.signals = {} def draw(self, ctx): x = self.viewport.get_hadjustment().value y = self.viewport.get_vadjustment().value ctx.set_source_rgb(1., 1., 1.) ctx.paint() ctx.translate(x, y) for obj in self: obj.draw(ctx) def add(self, item, layer = 0): item = Scene.Proxy(item, layers = set((layer,))) assert(hasattr(item.target, "draw")) assert(isinstance(layer, int)) item.layers.add(layer) while not layer < len(self.layers): self.layers.append(set()) self.layers[layer].add(item) if not item in self.objects: self.objects[item] = set() self.objects[item].add(layer) def remove(self, item, layers = None): item = Scene.Proxy.directory[item] if layers == None: layers = self.objects[item] for layer in layers: layer.remove(item) item.layers.remove(layer) if len(item.layers) == 0: self.objects.remove(item) def __iter__(self): for layer in self.layers: for item in layer: yield item.target class App(object): def init(self): signals = { "canvas_exposed": self.update_canvas, "gtk_main_quit": gtk.main_quit } self.builder = gtk.Builder() self.builder.add_from_file("graphics_glitch.glade") self.window = self.builder.get_object("window") self.viewport = self.builder.get_object("viewport") self.canvas = self.builder.get_object("canvas") self.scene = Scene(self.viewport) signals.update(self.scene.signals) self.builder.connect_signals(signals) self.window.show() def update_canvas(self, widget, event): ctx = self.canvas.window.cairo_create() self.scene.draw(ctx) ctx.clip() if name == "main": app = App() scene = app.scene scene.add(Circle((0., 0.), 10.)) gtk.main() And the Glade file "graphics_glitch.glade": <?xml version="1.0"?> <interface> <requires lib="gtk+" version="2.16"/> <!-- interface-naming-policy project-wide --> <object class="GtkWindow" id="window"> <property name="width_request">200</property> <property name="height_request">200</property> <property name="visible">True</property> <signal name="destroy" handler="gtk_main_quit"/> <child> <object class="GtkScrolledWindow" id="scrolledwindow1"> <property name="visible">True</property> <property name="can_focus">True</property> <property name="hadjustment">h_adjust</property> <property name="vadjustment">v_adjust</property> <property name="hscrollbar_policy">automatic</property> <property name="vscrollbar_policy">automatic</property> <child> <object class="GtkViewport" id="viewport"> <property name="visible">True</property> <property name="resize_mode">queue</property> <child> <object class="GtkDrawingArea" id="canvas"> <property name="width_request">640</property> <property name="height_request">480</property> <property name="visible">True</property> <signal name="expose_event" handler="canvas_exposed"/> </object> </child> </object> </child> </object> </child> </object> <object class="GtkAdjustment" id="h_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> <object class="GtkAdjustment" id="v_adjust"> <property name="lower">-1000</property> <property name="upper">1000</property> <property name="step_increment">1</property> <property name="page_increment">25</property> <property name="page_size">25</property> </object> </interface> Thanks! --Dan

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  • point light illumination using Phong model

    - by Myx
    Hello: I wish to render a scene that contains one box and a point light source using the Phong illumination scheme. The following are the relevant code snippets for my calculation: R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection) { R3Rgb radiance; if(intersection->hit == 0) { radiance = scene->background; return radiance; } ... // obtain ambient term ... // this is zero for my test // obtain emissive term ... // this is also zero for my test // for each light in the scene, obtain calculate the diffuse and specular terms R3Rgb intensity_diffuse(0,0,0,1); R3Rgb intensity_specular(0,0,0,1); for(unsigned int i = 0; i < scene->lights.size(); i++) { R3Light *light = scene->Light(i); R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position); R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position); // check if the light is "behind" the surface normal if(normal.Dot(light_vector)<=0) continue; // calculate diffuse reflection if(!Kd.IsBlack()) intensity_diffuse += Kd*normal.Dot(light_vector)*light_color; if(Ks.IsBlack()) continue; // calculate specular reflection ... // this I believe to be irrelevant for the particular test I'm doing } radiance = intensity_diffuse; return radiance; } R3Rgb LightIntensity(R3Light *light, R3Point position) { R3Rgb light_intensity; double distance; double denominator; if(light->type != R3_DIRECTIONAL_LIGHT) { distance = (position-light->position).Length(); denominator = light->constant_attenuation + (light->linear_attenuation*distance) + (light->quadratic_attenuation*distance*distance); } switch(light->type) { ... case R3_POINT_LIGHT: light_intensity = light->color/denominator; break; ... } return light_intensity; } R3Vector LightDirection(R3Light *light, R3Point position) { R3Vector light_direction; switch(light->type) { ... case R3_POINT_LIGHT: light_direction = position - light->position; break; ... } light_direction.Normalize(); return light_direction; } I believe that the error must be somewhere in either LightDirection(...) or LightIntensity(...) functions because when I run my code using a directional light source, I obtain the desired rendered image (thus this leads me to believe that the Phong illumination equation is correct). Also, in Phong(...), when I computed the intensity_diffuse and while debugging, I divided light_color by 10, I was obtaining a resulting image that looked more like what I need. Am I calculating the light_color correctly? Thanks.

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  • General advice about scaling on QGraphicsView/QGraphicsScene

    - by onurozcelik
    Hi, In my project I am using QGraphicsView/QGraphicsScene stuff. On my scene there will be regions that contains 2D graphics. Region count will be limited(Lets say 20) Users can choose to display one or more regions. If user choose to display one region I am going to show one region on scene If user choose to display n regions I am going to show n regions on scene I need a scaling logic to fit n regions on same scene. How can I achieve this?

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  • Managing the layout of a Java MainFrame of Canvas3d

    - by John N
    Hi, Im trying to organise the layout of four canvas3d objects in a single MainFrame. Iv tried using some layout managers but none are working (or im doing it wrong). Can anyone give me advice or point me to a way to get this to display the four canvas's as a grid of four? Thanks, John public class Main { public static void Main(){ Window win = new Window(); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } } import javax.media.j3d.BranchGroup; import javax.media.j3d.Canvas3D; import javax.media.j3d.Locale; import javax.media.j3d.PhysicalBody; import javax.media.j3d.PhysicalEnvironment; import javax.media.j3d.Transform3D; import javax.media.j3d.TransformGroup; import javax.media.j3d.View; import javax.media.j3d.ViewPlatform; import javax.media.j3d.VirtualUniverse; import javax.vecmath.Vector3f; import com.sun.j3d.utils.picking.PickCanvas; public class Universe { boolean camera = true; Canvas3D canvas1, canvas2, canvas3, canvas4; VirtualUniverse universe; Locale locale; TransformGroup vpTrans1, vpTransRight, vpTransFront, vpTransPers; TransformGroup mouseTransform = null; View view1, view2, view3, view4; BranchGroup scene; PickCanvas pickCanvas1 = null; PickCanvas pickCanvas2 = null; PickCanvas pickCanvas3 = null; PickCanvas pickCanvas4 = null; BranchGroup obj = new BranchGroup(); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); //Temp vars for cam movement public Universe(Canvas3D c1, Canvas3D c2, Canvas3D c3, Canvas3D c4, BranchGroup scene) { this.canvas1 = c1; this.canvas2 = c2; this.canvas3 = c3; this.canvas4 = c4; this.scene = scene; // Establish a virtual universe that has a single // hi-res Locale universe = new VirtualUniverse(); locale = new Locale(universe); // Create a PhysicalBody and PhysicalEnvironment object PhysicalBody body = new PhysicalBody(); PhysicalEnvironment environment = new PhysicalEnvironment(); // Create a View and attach the Canvas3D and the physical // body and environment to the view. view1 = new View(); view1.addCanvas3D(c1); view1.addCanvas3D(c2); view1.addCanvas3D(c3); view1.addCanvas3D(c4); view1.setPhysicalBody(body); view1.setPhysicalEnvironment(environment); // Create a BranchGroup node for the view platform BranchGroup vpRoot = new BranchGroup(); // Create a ViewPlatform object, and its associated // TransformGroup object, and attach it to the root of the // subgraph. Attach the view to the view platform. Transform3D t = new Transform3D(); t.set(new Vector3f(0.0f, 0.0f, 2.0f)); ViewPlatform vp = new ViewPlatform(); vpTrans1 = new TransformGroup(t); vpTrans1.addChild(vp); vpRoot.addChild(vpTrans1); vpRoot.addChild(scene); view1.attachViewPlatform(vp); // Attach the branch graph to the universe, via the // Locale. The scene graph is now live! locale.addBranchGraph(vpRoot); } }

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  • in playgame button Game Get freezed

    - by bmindhacker
    Hey guys i have done a game in cocos2d.And now i am stuck .i have a menu scene and a game scene. In menu scene i have a button named "Play Game". when i press this button game starts perfectly after game over i have a button named "Go back to main menu" that is used to take back to main menu scene now after game over when i click "PlayGame" button game does not perform any action and get freeze. please please help me guys i will be really thankful to you.

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  • backbone.js - Having multiple instances of the same view

    - by TrueWheel
    I am having problems having multiple instances in of the same view in different div elements. When I try to initialize them only the second of the two elements appear no matter what order I put them in. Here is the code for my view. var BodyShapeView = Backbone.View.extend({ thingiview: null, scene: null, renderer: null, model: null, mouseX: 0, mouseY: 0, events:{ 'click button#front' : 'front', 'click button#diag' : 'diag', 'click button#in' : 'zoomIn', 'click button#out' : 'zoomOut', 'click button#on' : 'rotateOn', 'click button#off' : 'rotateOff', 'click button#wireframeOn' : 'wireOn', 'click button#wireframeOff' : 'wireOff', 'click button#distance' : 'dijkstra' }, initialize: function(name){ _.bindAll(this, 'render', 'animate'); scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 15, 400 / 700, 1, 4000 ); camera.position.z = 3; scene.add( camera ); camera.position.y = -5; var ambient = new THREE.AmbientLight( 0x202020 ); scene.add( ambient ); var directionalLight = new THREE.DirectionalLight( 0xffffff, 0.75 ); directionalLight.position.set( 0, 0, 1 ); scene.add( directionalLight ); var pointLight = new THREE.PointLight( 0xffffff, 5, 29 ); pointLight.position.set( 0, -25, 10 ); scene.add( pointLight ); var loader = new THREE.OBJLoader(); loader.load( "img/originalMeanModel.obj", function ( object ) { object.children[0].geometry.computeFaceNormals(); var geometry = object.children[0].geometry; console.log(geometry); THREE.GeometryUtils.center(geometry); geometry.dynamic = true; var material = new THREE.MeshLambertMaterial({color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors }); mesh = new THREE.Mesh(geometry, material); model = mesh; // model = object; scene.add( model ); } ); // RENDERER renderer = new THREE.WebGLRenderer(); renderer.setSize( 400, 700 ); $(this.el).find('.obj').append( renderer.domElement ); this.animate(); }, Here is how I create the instances var morphableBody = new BodyShapeView({ el: $("#morphable-body") }); var bodyShapeView = new BodyShapeView({ el: $("#mean-body") }); Any help would be really appreciated. Thanks in advance.

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  • How to get objects to react to touches in Cocos2D?

    - by Wayfarer
    Alright, so I'm starting to learn more about Coco2D, but I'm kinda frusterated. A lot of the tutorials I have found are for outdated versions of the code, so when I look through and see how they do certain things, I can't translate it into my own program, because a lot has changed. With that being said, I am working in the latest version of Coco2d, version 0.99. What I want to do is create a sprite on the screen (Done) and then when I touch that sprite, I can have "something" happen. For now, let's just make an alert go off. Now, I got this code working with the help of a friend. Here is the header file: // When you import this file, you import all the cocos2d classes #import "cocos2d.h" // HelloWorld Layer @interface HelloWorld : CCLayer { CGRect spRect; } // returns a Scene that contains the HelloWorld as the only child +(id) scene; @end And here is the implementation file: // // cocos2d Hello World example // http://www.cocos2d-iphone.org // // Import the interfaces #import "HelloWorldScene.h" #import "CustomCCNode.h" // HelloWorld implementation @implementation HelloWorld +(id) scene { // 'scene' is an autorelease object. CCScene *scene = [CCScene node]; // 'layer' is an autorelease object. HelloWorld *layer = [HelloWorld node]; // add layer as a child to scene [scene addChild: layer]; // return the scene return scene; } // on "init" you need to initialize your instance -(id) init { // always call "super" init // Apple recommends to re-assign "self" with the "super" return value if( (self=[super init] )) { // create and initialize a Label CCLabel* label = [CCLabel labelWithString:@"Hello World" fontName:@"Times New Roman" fontSize:64]; // ask director the the window size CGSize size = [[CCDirector sharedDirector] winSize]; // position the label on the center of the screen label.position = ccp( size.width /2 , size.height/2 ); // add the label as a child to this Layer [self addChild: label]; CCSprite *sp = [CCSprite spriteWithFile:@"test2.png"]; sp.position = ccp(300,200); [self addChild:sp]; float w = [sp contentSize].width; float h = [sp contentSize].height; CGPoint aPoint = CGPointMake([sp position].x - (w/2), [sp position].y - (h/2)); spRect = CGRectMake(aPoint.x, aPoint.y, w, h); CCSprite *sprite2 = [CCSprite spriteWithFile:@"test3.png"]; sprite2.position = ccp(100,100); [self addChild:sprite2]; //[self registerWithTouchDispatcher]; self.isTouchEnabled = YES; } return self; } // on "dealloc" you need to release all your retained objects - (void) dealloc { // in case you have something to dealloc, do it in this method // in this particular example nothing needs to be released. // cocos2d will automatically release all the children (Label) // don't forget to call "super dealloc" [super dealloc]; } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //CGPoint location = [[CCDirector sharedDirector] convertCoordinate:[touch locationInView:touch.view]]; CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; if (CGRectContainsPoint(spRect, location)) { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Win" message:@"testing" delegate:nil cancelButtonTitle:@"okay" otherButtonTitles:nil]; [alert show]; [alert release]; NSLog(@"TOUCHES"); } NSLog(@"Touch got"); } However, this only works for 1 object, the sprite which I create the CGRect for. I can't do it for 2 sprites, which I was testing. So my question is this: How can I have all sprites on the screen react to the same event when touched? For my program, the same event needs to be run for all objects of the same type, so that should make it a tad easier. I tried making a subclass of CCNode and over write the method, but that just didn't work at all... so I'm doing something wrong. Help would be appreciated!

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  • RPG Game loop and class structure (cocos2D for iPhone)

    - by mac_55
    I'm looking to make an RPG with Cocos2D on the iPhone. I've done a fair bit of research, and I really like the model Cocos2D uses for scenes. I can instantiate a scene, set up my characters etc. and it all works really nicely... what I have problems with is structuring a game loop and separating the code from the scenes. For example, where do I put my code that will maintain the state of the game across multiple scenes? and do I put the code for events that get fired in a scene in that scene's class? or do I have some other class that separates the init code from the logic? Also, I've read a lot of tutorials that mention changing scenes, but I've read none that talk about updating a scene - taking input from the user and updating the display based on that. Does that happen in the scene object, or in a separate display engine type class. Thanks in advance!

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  • When we should use pushScene and replaceScene in cocos2d ?

    - by srikanth rongali
    Hi, I cocos2d, I am using pushScene and replaceScene to move to next scene. But, I am confused which we should use? When I am using replaceScene in some places app is crashing and giving errors like -[UITextView length]: unrecognized selector sent to instance 0x842a750 Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UITextView length]: unrecognized selector sent to instance 0x842a750' But, in my program I am not passing length to UITextView. My program is in this way In scene1 I have UITextView, and I am replacing this scene with scene2. Then -(id)buttonPressed:(id)sender { [description removeFromSuperview]; // It is the textView(description) CCScene *Scene = [CCScene node]; CCLayer *Layer = [scene2 node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] replaceScene: Scene]; } But, when I am using pushScene in presence of replaceScene it is working good. Please clarify me which one should use in which cases ? Thank You

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  • Ray intersection and child camera

    - by lutangar
    I've been playing with three.js for few weeks now and got few inconsistencies on ray casting. Here is a simplified version demonstrating one of the bug I encoutered : http://jsfiddle.net/eMrhb/12/ The camera is added to the sphere mesh for further use of TrackBallControl for example. scene.add(mesh); mesh.add(camera); Clicking a few times on the sphere and opening the console, show us none of the expected intersections between the ray and the mesh. Adding the camera to the scene (http://jsfiddle.net/eMrhb/9/), solves the problem: scene.add(mesh); scene.add(camera); But I could use a much more complex hierarchy between my scene objects and the camera to suit my needs. Is this a limitation? If it is, is there any workarounds I could use?

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  • Question on the implementation of my Entity System

    - by miguel.martin
    I am currently creating an Entity System, in C++, it is almost completed (I have all the code there, I just have to add a few things and test it). The only thing is, I can't figure out how to implement some features. This Entity System is based off a bit from the Artemis framework, however it is different. I'm not sure if I'll be able to type this out the way my head processing it. I'm going to basically ask whether I should do something over something else. Okay, now I'll give a little detail on my Entity System itself. Here are the basic classes that my Entity System uses to actually work: Entity - An Id (and some methods to add/remove/get/etc Components) Component - An empty abstract class ComponentManager - Manages ALL components for ALL entities within a Scene EntitySystem - Processes entities with specific components Aspect - The class that is used to help determine what Components an Entity must contain so a specific EntitySystem can process it EntitySystemManager - Manages all EntitySystems within a Scene EntityManager - Manages entities (i.e. holds all Entities, used to determine whether an Entity has been changed, enables/disables them, etc.) EntityFactory - Creates (and destroys) entities and assigns an ID to them Scene - Contains an EntityManager, EntityFactory, EntitySystemManager and ComponentManager. Has functions to update and initialise the scene. Now in order for an EntitySystem to efficiently know when to check if an Entity is valid for processing (so I can add it to a specific EntitySystem), it must recieve a message from the EntityManager (after a call of activate(Entity& e)). Similarly the EntityManager must know when an Entity is destroyed from the EntityFactory in the Scene, and also the ComponentManager must know when an Entity is created AND destroyed. I do have a Listener/Observer pattern implemented at the moment, but with this pattern I may remove a Listener (which is this case is dependent on the method being called). I mainly have this implemented for specific things related to a game, i.e. Teams, Tagging of entities, etc. So... I was thinking maybe I should call a private method (using friend classes) to send out when an Entity has been activated, deleted, etc. i.e. taken from my EntityFactory void EntityFactory::killEntity(Entity& e) { // if the entity doesn't exsist in the entity manager within the scene if(!getScene()->getEntityManager().doesExsist(e)) { return; // go back to the caller! (should throw an exception or something..) } // tell the ComponentManager and the EntityManager that we killed an Entity getScene()->getComponentManager().doOnEntityWillDie(e); getScene()->getEntityManager().doOnEntityWillDie(e); // notify the listners for(Mouth::iterator i = getMouth().begin(); i != getMouth().end(); ++i) { (*i)->onEntityWillDie(*this, e); } _idPool.addId(e.getId()); // add the ID to the pool delete &e; // delete the entity } As you can see on the lines where I am telling the ComponentManager and the EntityManager that an Entity will die, I am calling a method to make sure it handles it appropriately. Now I realise I could do this without calling it explicitly, with the help of that for loop notifying all listener objects connected to the EntityFactory's Mouth (an object used to tell listeners that there's an event), however is this a good idea (good design, or what)? I've gone over the PROS and CONS, I just can't decide what I want to do. Calling Explicitly: PROS Faster? Since these functions are explicitly called, they can't be "removed" CONS Not flexible Bad design? (friend functions) Calling through Listener objects (i.e. ComponentManager/EntityManager inherits from a EntityFactoryListener) PROS More Flexible? Better Design? CONS Slower? (virtual functions) Listeners can be removed, i.e. may be removed and not get called again during the program, which could cause in a crash. P.S. If you wish to view my current source code, I am hosting it on BitBucket.

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  • Color Picking Troubles - LWJGL/OpenGL

    - by Tom Johnson
    I'm attempting to check which object the user is hovering over. While everything seems to be just how I'd think it should be, I'm not able to get the correct color due to the second time I draw (without picking colors). Here is my rendering code: public void render() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.pick(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); camera.applyTranslations(); scene.render(); } And here is what gets called on each block/tile on "scene.pick()": public void pick() { glColor3ub((byte) pickingColor.x, (byte) pickingColor.y, (byte) pickingColor.z); draw(); glReadBuffer(GL_FRONT); ByteBuffer buffer = BufferUtils.createByteBuffer(4); glReadPixels(Mouse.getX(), Mouse.getY(), 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, buffer); int r = buffer.get(0) & 0xFF; int g = buffer.get(1) & 0xFF; int b = buffer.get(2) & 0xFF; if(r == pickingColor.x && g == pickingColor.y && b == pickingColor.z) { hovered = true; } else { hovered = false; } } I believe the problem is that in the method of each tile/block called by scene.pick(), it is reading the color from the regular drawing state, after that method is called somehow. I believe this because when I remove the "glReadBuffer(GL_FRONT)" line from the pick method, it seems to almost fix it, but then it will also select blocks behind the one you are hovering as it is not only looking at the front. If you have any ideas of what to do, please be sure to reply!/ EDIT: Adding scene.render(), tile.render(), and tile.draw() scene.render: public void render() { for(int x = 0; x < tiles.length; x++) { for(int z = 0; z < tiles.length; z++) { tiles[x][z].render(); } } } tile.render: public void render() { glColor3f(color.x, color.y, color.z); draw(); if(hovered) { glColor3f(1, 1, 1); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); draw(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } tile.draw: public void draw() { float x = position.x, y = position.y, z = position.z; //Top glBegin(GL_QUADS); glVertex3f(x, y + size, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x, y + size, z + size); glEnd(); //Left glBegin(GL_QUADS); glVertex3f(x, y, z); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x, y + size, z); glEnd(); //Right glBegin(GL_QUADS); glVertex3f(x + size, y, z); glVertex3f(x + size, y + size, z); glVertex3f(x + size, y + size, z + size); glVertex3f(x + size, y, z + size); glEnd(); } (The game is like an isometric game. That's why I only draw 3 faces.)

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  • flash as3 document class and event listeners

    - by Lee
    I think i have this document class concept entirly wrong now, i was wondering if someone mind explaining it.. I assumed that the above class would be instantiated within the first frame on scene one of a movie. I also assumed that when changing scenes the state of the class would remain constant so any event listeners would still be running.. Scene 1: I have a movieclip named ui_mc, that has a button in for muting sound. Scene 2: I have the same movie clip with the same button. Now the eventListener picks it up in the first scene, however it does not in the second. I am wondering for every scene do the event listeners need to be resetup? If that is the case if their an event listener to listen for the change in scene, so i can set them back up again lol.. Thanks in advance.. package { import flash.display.MovieClip; import flash.events.MouseEvent; import flash.media.Sound; import flash.media.SoundChannel; public class game extends MovieClip { public var snd_state:Boolean = true; public function game() { ui_setup(); } public function ui_setup():void { ui_mc.toggleMute_mc.addEventListener(MouseEvent.CLICK, snd_toggle); } private function snd_toggle(event:MouseEvent):void { // 0 = No Sound, 1 = Full Sound trace("Toggle"); } } }

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  • Ray Generation Inconsistency

    - by Myx
    I have written code that generates a ray from the "eye" of the camera to the viewing plane some distance away from the camera's eye: R3Ray ConstructRayThroughPixel(...) { R3Point p; double increments_x = (lr.X() - ul.X())/(double)width; double increments_y = (ul.Y() - lr.Y())/(double)height; p.SetX( ul.X() + ((double)i_pos+0.5)*increments_x ); p.SetY( lr.Y() + ((double)j_pos+0.5)*increments_y ); p.SetZ( lr.Z() ); R3Vector v = p-camera_pos; R3Ray new_ray(camera_pos,v); return new_ray; } ul is the upper left corner of the viewing plane and lr is the lower left corner of the viewing plane. They are defined as follows: R3Point org = scene->camera.eye + scene->camera.towards * radius; R3Vector dx = scene->camera.right * radius * tan(scene->camera.xfov); R3Vector dy = scene->camera.up * radius * tan(scene->camera.yfov); R3Point lr = org + dx - dy; R3Point ul = org - dx + dy; Here, org is the center of the viewing plane with radius being the distance between the viewing plane and the camera eye, dx and dy are the displacements in the x and y directions from the center of the viewing plane. The ConstructRayThroughPixel(...) function works perfectly for a camera whose eye is at (0,0,0). However, when the camera is at some different position, not all needed rays are produced for the image. Any suggestions what could be going wrong? Maybe something wrong with my equations? Thanks for the help.

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  • Serializing QGraphicsScene contents

    - by Rob
    I am using the Qt QGraphicsScene class, adding pre-defined items such as QGraphicsRectItem, QGraphicsLineItem, etc. and I want to serialize the scene contents to disk. However, the base QGraphicsItem class (that the other items I use derive from) doesn't support serialization so I need to roll my own code. The problem is that all access to these objects is via a base QGraphicsItem pointer, so the serialization code I have is horrible: QGraphicsScene* scene = new QGraphicsScene; scene->addRect(QRectF(0, 0, 100, 100)); scene->addLine(QLineF(0, 0, 100, 100)); ... QList<QGraphicsItem*> list = scene->items(); foreach (QGraphicsItem* item, items) { if (item->type() == QGraphicsRectItem::Type) { QGraphicsRectItem* rect = qgraphicsitem_cast<QGraphicsRectItem*>(item); // Access QGraphicsRectItem members here } else if (item->type() == QGraphicsLineItem::Type) { QGraphicsLineItem* line = qgraphicsitem_cast<QGraphicsLineItem*>(item); // Access QGraphicsLineItem members here } ... } This is not good code IMHO. So, instead I could create an ABC class like this: class Item { public: virtual void serialize(QDataStream& strm, int version) = 0; }; class Rect : public QGraphicsRectItem, public Item { public: void serialize(QDataStream& strm, int version) { // Serialize this object } ... }; I can then add Rect objects using QGraphicsScene::addItem(new Rect(,,,)); But this doesn't really help me as the following will crash: QList<QGraphicsItem*> list = scene->items(); foreach (QGraphicsItem* item, items) { Item* myitem = reinterpret_class<Item*>(item); myitem->serialize(...) // FAIL } Any way I can make this work?

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  • Can't get horizontal scroll to work.

    - by kylex
    Here's my code in first-scene.html: <div id="main" class="palm-hasheader"> <div class="palm-header">Header</div> <div id="scrollerId" style="width:500px; height:500px" x-mojo-element="Scroller"> <div> My Text that goes on... and on... and on... horizontally... </div> </div> </div> Here my code in first-assistant.js: function FirstAssistant() { /* this is the creator function for your scene assistant object. */ } FirstAssistant.prototype.setup = function() { /* this function is for setup tasks that have to happen when the scene is created */ this.controller.setupWidget("scrollerId", this.attributes = { mode: 'horizontal' } ); }; FirstAssistant.prototype.activate = function(event) { /* put in event handlers here that should only be in effect when this scene is active. */ }; FirstAssistant.prototype.deactivate = function(event) { /* remove any event handlers you added in activate and do any other cleanup */ }; FirstAssistant.prototype.cleanup = function(event) { /* this function should do any cleanup needed before the scene is destroyed as a result of being popped off the scene stack */ }; Can't get it to scroll horizontally. What am I missing?

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  • OpenGL flickerinng near the edges

    - by Daniel
    I am trying to simulate particles moving around the scene with OpenCL for computation and OpenGL for rendering with GLUT. There is no OpenCL-OpenGL interop yet, so the drawing is done in the older fixed pipeline way. Whenever circles get close to the edges, they start to flicker. The drawing should draw a part of the circle on the top of the scene and a part on the bottom. The effect is the following: The balls you see on the bottom should be one part on the bottom and one part on the top. Wrapping around the scene, so to say, but they constantly flicker. The code for drawing them is: void Scene::drawCircle(GLuint index){ glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.at(2*index),pos.at(2*index+1), 0.0f); glBegin(GL_TRIANGLE_FAN); GLfloat incr = (2.0 * M_PI) / (GLfloat) slices; glColor3f(0.8f, 0.255f, 0.26f); glVertex2f(0.0f, 0.0f); glColor3f(1.0f, 0.0f, 0.0f); for(GLint i = 0; i <=slices; ++i){ GLfloat x = radius * sin((GLfloat) i * incr); GLfloat y = radius * cos((GLfloat) i * incr); glVertex2f(x, y); } glEnd(); } If it helps, this is the reshape method: void Scene::reshape(GLint width, GLint height){ if(0 == height) height = 1; //Prevent division by zero glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(xmin, xmax, ymin, ymax); std::cout << xmin << " " << xmax << " " << ymin << " " << ymax << std::endl; }

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • Recommended method for XML level loading in XNA

    - by David Saltares Márquez
    I want to use Blender as my level designer tool for an XNA game. Using an existing plugin, I can export my levels to DotScene format which is basically an xml file like this one: <scene formatVersion="1.0.0"> <nodes> <node name="scene-staircase.001"> <position x="10.500000" y="1.400000" z="-9.600000"/> <quaternion x="0.000000" y="0.000000" z="-0.000000" w="1.000000"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <entity name="scene-staircase.001" meshFile="staircase.mesh"/> </node> <node name="Lamp.003"> <position x="11.024290" y="5.903862" z="9.658987"/> <quaternion x="-0.284166" y="0.726942" z="0.342034" w="0.523275"/> <scale x="1.000000" y="1.000000" z="1.000000"/> <light name="Spot.003" type="point"> <colourDiffuse r="0.400000" g="0.154618" b="0.145180"/> <colourSpecular r="0.400000" g="0.154618" b="0.145180"/> <lightAttenuation range="5000.0" constant="1.000000" linear="0.033333" quadratic="0.000000"/> </light> </node> ... </nodes> </scene> Using naming conventions I could easily parse the file and load the correspondent in game content. I am new to XNA and I have seen that there are several methods to load XML files into a game like serializing and deserializing. Which one would you recommend?

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  • What is the kd tree intersection logic?

    - by bobobobo
    I'm trying to figure out how to implement a KD tree. On page 322 of "Real time collision detection" by Ericson The text section is included below in case Google book preview doesn't let you see it the time you click the link text section Relevant section: The basic idea behind intersecting a ray or directed line segment with a k-d tree is straightforward. The line is intersected against the node's splitting plane, and the t value of intersection is computed. If t is within the interval of the line, 0 <= t <= tmax, the line straddles the plane and both children of the tree are recursively descended. If not, only the side containing the segment origin is recursively visited. So here's what I have: (open image in new tab if you can't see the lettering) The logical tree Here the orange ray is going thru the 3d scene. The x's represent intersection with a plane. From the LEFT, the ray hits: The front face of the scene's enclosing cube, The (1) splitting plane The (2.2) splitting plane The right side of the scene's enclosing cube But here's what would happen, naively following Ericson's basic description above: Test against splitting plane (1). Ray hits splitting plane (1), so left and right children of splitting plane (1) are included in next test. Test against splitting plane (2.1). Ray actually hits that plane, (way off to the right) so both children are included in next level of tests. (This is counter-intuitive - shouldn't only the bottom node be included in subsequent tests) Can some one describe what happens when the orange ray goes through the scene correctly?

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