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  • Is the Observer pattern adequate for this kind of scenario?

    - by Omega
    I'm creating a simple game development framework with Ruby. There is a node system. A node is a game entity, and it has position. It can have children nodes (and one parent node). Children are always drawn relatively to their parent. Nodes have a @position field. Anyone can modify it. When such position is modified, the node must update its children accordingly to properly draw them relatively to it. @position contains a Point instance (a class with x and y properties, plus some other useful methods). I need to know when a node's @position's state changes, so I can tell the node to update its children. This is easy if the programmer does something like this: @node.position = Point.new(300,300) Because it is equivalent to calling this: # Code in the Node class def position=(newValue) @position = newValue update_my_children # <--- I know that the position changed end But, I'm lost when this happens: @node.position.x = 300 The only one that knows that the position changed is the Point instance stored in the @position property of the node. But I need the node to be notified! It was at this point that I considered the Observer pattern. Basically, Point is now observable. When a node's position property is given a new Point instance (through the assignment operator), it will stop observing the previous Point it had (if any), and start observing the new one. When a Point instance gets a state change, all observers (the node owning it) will be notified, so now my node can update its children when the position changes. A problem is when this happens: @someNode.position = @anotherNode.position This means that two nodes are observing the same point. If I change one of the node's position, the other would change as well. To fix this, when a position is assigned, I plan to create a new Point instance, copy the passed argument's x and y, and store my newly created point instead of storing the passed one. Another problem I fear is this: somePoint = @node.position somePoint.x = 500 This would, technically, modify @node's position. I'm not sure if anyone would be expecting that behavior. I'm under the impression that people see Point as some kind of primitive rather than an actual object. Is this approach even reasonable? Reasons I'm feeling skeptical: I've heard that the Observer pattern should be used with, well, many observers. Technically, in this scenario there is only one observer at a time. When assigning a node's position as another's (@someNode.position = @anotherNode.position), where I create a whole new instance rather than storing the passed point, it feels hackish, or even inefficient.

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  • Distance between a line and a point in Objective-C ?

    - by micropsari
    Hello, I have 2 class : // point : (x, y) @interface ICPoint : NSObject { NSInteger x; NSInteger y; } // line : y= ax + b @interface ICLine : NSObject { float a; float b; } and this method: // return the distance between a line and a point -(NSInteger) distance:(ICPoint *)point { return fabs(-a*point.x +point.y - b) / sqrt(a*a + 1); } The formula seems right (based on wikipedia), but the results are wrong... why ? Thanks !

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  • What is the start point in game development? Where to start?

    - by Dragon
    I understand, I'm not unique with such a question, there are a lot of questions like this one. But I hope you'll take a minute and maybe can give me a piece of advice. I have an idea to develop games, but I don't know where is the start point in game development. The learning curve isn't as straight as in learning of a programming language, but I want to give it a try. I have some experience with OOP and programming in general. I know (not too deep) C#, Java programming languages. I searched info on where to start, read a lot of blogs, forums and so on. Once I decided "stop wandering around, just start develop a game" and I started. At the moment I have a console version of very simple game (RPS - rock-paper-scissors) developed with C#. It has different modes: "player vs cpu" and "player vs player". Some time later I looked at the code and decided that it should be refactored or even redeveloped from the scratch. And I thought that time "GUI is what I need. I can add logic later." And now I'm here. I've already decided to make RPS with GUI, then make multiplayer and so on. I'm not thinking about 3D now, 2D is enough. It doesn't matter what language to use: C# or Java, I found frameworks for both - XNA (C#) and Slick (Java). Both are good for 2D game development. But I know nothing about sprites, how to bind objects on the screen and so on. You can say "you don't need it for such simple game like RPS", but RPS is the beginning, I have some ideas like "Tower Defense" game... you know, everybody has ideas, wishes.... and this knowledge is useful and in some way obligatory. So what is the start point to achieve my plans, ideas, wishes? Where to start? Is it possible to make game development learning curve a little bit straight? Or there're ways that amateur and game development beginners use for years? Thank you for you answers and advise in advance. P.S Sorry for that this post turned out an essay, but I tried to express my wish to start acting. Hope I managed to do it.

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  • Will Beej's Guide to Network programming point me the right way to be able to make multiplayer games and a web broswer?

    - by Logan545
    I'm new to socket programming in C, and I've found the Beej's Guide to Networking programming. It looks fine and all, however, I just wanted to ask whether this tutorial will point me in the right direction in terms of network programming. I plan to build a game in opengl that will be multiplayer using c+ and possibly a web browser. I know this tutorial would by no means teach me how to do this, but would this be a good way to start off on my path?

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  • Deux hackers mettent au point un robot capable de casser les codes PIN des smartphones Android en moins de 24 heures

    Deux hackers mettent au point un robot capable de casser les codes PIN des smartphones Android En moins de 24 heuresEn termes de sécurité, le mot de passe constitue la première barrière à laquelle doit souvent faire face un pirate informatique voulant s'approprier les informations confidentielles d'un utilisateur.D'après nos confrères de TheRegister, une récente étude réalisée par la firme de gestion des périphériques mobiles d'entreprise Fiberlink, révèle que 93 % des employés y ayant pris part utilisent un code PIN facilement cassable pour protéger leurs smartphones et tablettes tactiles.De plus en plus de personnes ont recours aux périphériques mobiles pour effectuer leurs travaux d'entrepris...

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  • Windows Phone 8 : Microsoft fait le point sur les nouvelles APIs, outils et fonctionnalités de l'OS mobile pour les développeurs

    Windows Phone 8 : Microsoft fait le point sur les nouvelles APIs outils et fonctionnalités de l'OS mobile pour les développeurs Microsoft a officiellement présenté la nouvelle version de son système d'exploitation mobile Windows Phone 8 la semaine dernière, ainsi que ses nouvelles fonctionnalités pour les consommateurs. Qu'est-ce que l'OS apporte concrètement aux développeurs d'applications mobiles ? C'est la question à laquelle répond l'éditeur dans un nouveau billet de blog sur l'espace de communication dédié à l'OS. [IMG]http://ftp-developpez.com/gordon-fowler/WP8/WP8%20lancement/WindowsPhone8%20LockScreen.jpg[/IMG] Le nouvea...

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  • Is it possible to mount a disk image, created with dd, to a directory on a mounted external usb hdd?

    - by Keeper Hood
    I have an image of my home (/dev/sda3) partition, which I've created using the "dd" command. dd if=/dev/sda3 of=/path/to/disk.img I've deleted the home partition via gparted in order to enlarge my /dev/root partition. Then I've recreated the /dev/sda3 partition which is smaller in size then the one I've backed up to the image. I was wondering since I have a 2TB external HDD, could it be possible to mount my backed up image on the external HDD and then copy the files into the /home directory. Since the external HDD would be already in a "mounted state", I'm unsure whether this is a good idea, mounting on a mounted device. I'm running Slackware 13.37 (64bit). used ext4 on all the partitions. resized the root partition with gparted live cd. I've tried mount -t ext4 /path/to/disk.img /mng/image -o loop It gave me an fs error (wrong fs type, bad option, bad superblock on dev/loop/0) Then i did dmesg | tail which outputs: EXT4-fs (loop0) : bad geometry: block count 29009610 exceeds size of defice (1679229 blocks) I have no idea what to do, I want to restore my /home data from the image I've backed up.

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  • Windows Server 2008 backup VHD's - is it possible to mount/open in Windows 7?

    - by Simon
    Hi All, Is it possible to mount the VHD files created by the Windows Server 2008 backup utility onto a Windows 7 (release) client? Following an array failure I was very worried that there was a problem with both the backup sets on different USB drives as attaching the VHD to a Win 7 box did not show the expected structure (instead they behaved like unformatted disk space). Subsequently, I've attached the backup drive to a 2008r2 machine that I'd intended to be the replacement and the backup set can be browsed without issue (seemingly). When the new disks arrive I'll go through the recovery process and see where we are, but it looks promising so far. Is it simply the case that you can't take server created VHD's and mount them on desktop machines? (Rather than hyper-ventilating at the thought of years of lost photos and email, I'm now just mildly curious) Edit:One thing that has confused things is that the backup utility on Win7 is more restrictive about restoring from external devices than the equivilent on 2008r2. With r2, I can restore files 'from another server' and browse to external storage. Win7 only allows the back to be located on a network share. Once my box of new disks arrive and I've got something to restore onto, I'll move the smaller of the backup VHDs onto network storage reachable by Win7 and see if the VHD is readable. I haven't read up on the VHD process used by the backup app - I'm assuming it's a base VHD and differencing files used for incremental backups and that the restore app understands this. Finally: In retrospect the question should have been, 'can I restore a 2008r2 backup set via a Win 7 client' Thanks

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  • Can't mount Linux usd disk. It just create /dev/sg device but no /dev/sd

    - by MTilsted
    I have a Corsair R60 ssd disk which is a disk with both sata and usb connectors. But the usb thing seems to be a bit non-standard, or maybe its just my fedora linux. When I insert the disk using a usb cabel to a running Fedora 14 linux system, a device called /dev/sg3 is added but that is all. No new /dev/sd* device is created so I can't mount the disk. If I look at cat /proc/scsi/sg/device_strs I get ATA Hitachi HTS54321 FB2O HL-DT-ST DVDRAM GSA-T50N RP05 Seagate Desktop 0130 Corsair CSSD-R60GB2 So the disk is there. (The last entry) but my linux will for some reason not see it as a usb hard disk. When I insert other usb disks they work fine. It is only this specific disk which causes problems. I have tried on 3 different computers with the same result. A hint to the problem may be that if I add the disk to a windows system(With usb) the disk is called "A fixed disk" and not a portable disk as expected. The disk works fine with linux If i connect it with the sata cabel, but I would really like to have it working with usb too. (To mount it on computers without sata).

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  • How do I stop linux from trying to mount android phone as usb storage?

    - by user1160711
    When I plug in my Motorola Triumph to my fedora 17 linux box USB port, I get an endless series of errors on the linux box as it desperately attempts to mount the phone as a USB drive. Stuff like this: Jun 23 10:26:00 zooty kernel: [528926.714884] end_request: critical target error, dev sdg, sector 4 Jun 23 10:26:00 zooty kernel: [528926.715865] sd 16:0:0:1: [sdg] Result: hostbyte=DID_OK driverbyte=DRIVER_SENSE Jun 23 10:26:00 zooty kernel: [528926.715869] sd 16:0:0:1: [sdg] Sense Key : Illegal Request [current] Jun 23 10:26:00 zooty kernel: [528926.715872] sd 16:0:0:1: [sdg] Add. Sense: Invalid field in cdb Jun 23 10:26:00 zooty kernel: [528926.715876] sd 16:0:0:1: [sdg] CDB: Read(10): 28 20 00 00 00 00 00 00 04 00 If I go ahead and tell the phone to allow linux to mount the USB storage, the messages stop, and I get a mounted drive, but if all I want to do is use the debug bridge, my log on linux will continue to fill with this junk. Is there some udev magic I can do to make the system ignore this particular device as far as usb storage goes? I just noticed that if I tell the phone to enable USB storage, let linux recognize the new disk, then tell the phone to disable USB storage again, I get one additional log message about capacity changing to zero, but the endless spew of messages stops, so I guess one work around is to enable and disable USB right away.

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  • Why can't I mount an image hosted on a read-only HFS+ partition via Boot Camp?

    - by deceze
    I have come across the following phenomenon and would like to know how leaky Windows' file system abstraction is or if there's something else involved. I partitioned the hard disk of my MacBook Pro and installed Windows 7 (64 bit). The Boot Camp driver package includes file system drivers that enable Windows to access the Mac OS HFS+ partition. It's read-only access, but it works. Now, I have some disk images of stuff I usually install, so I grabbed a copy of Daemon Tools to mount them. When I mount an image saved on the HFS+ partition, about two out of three installers on these disks (usually InstallShield) crash with all sorts of weird errors. Most are just gibberish that lead to all sorts of non-solutions on Google, one was "This application is not the right type for your computer, check if you need 32 or 64 bit versions." When moving the image files to another Windows 7 computer on the network and mounting them from the network share, they work fine. My question now is, why do applications behave differently depending on whether the read-only image file, which should be abstracted away through the read-only virtual Daemon Tools drive, is located on a read-only HFS+ partition or on a Windows network share? And I'll just roll this into the question as well since I was wondering: Does the file system of a network share matter? Does the client system need to understand the file system of the share host or is that abstracted away in SMB?

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  • I (stupidly) converted a TrueCrypt encrypted disk to GPT in Disk Management: now TrueCrypt won't mount it

    - by asilentfire
    Backstory: After moving a Macrium Reflect disk image from my TrueCrypt external drive (with whole disk encryption) onto a unencrypted drive and using Windows PE with Macrium Reflect to restore my internal disk to the recovery image on the external unencrypted drive, my Windows 8 failed to boot. I then went back and also recovered the System Partition (looking now, it is currently EFI), but I still couldn't boot into my backup.. I was in a hurry to get online for something so I just did a clean install of Windows 8, without the backup.. After I installed Windows 8, I went into Disk Management out of curiosity to see if there were other partitions with Windows 8 that Macruim might have missed, and there is (by default) a Recovery Partition of 100MB. My memory of this is hazy, as I was trying to get up and running for an exam at 4 AM: Something in Disk Management prompted me to convert my encrypted external drive to GPT.. I have no idea why I did this, but I went ahead and allowed it to convert my TrueCrypt drive to GPT. Now, I can't mount the drive in TrueCrypt.. Disk Management sees it as Disk 1, Basic, and Unallocated. I tried converting it back to MBR with Disk Management, but no dice with TrueCrypt :( If I try to mount the disk in TrueCrypt I get the message: Incorrect password or not a TrueCrypt volume I should never have messed with a Truecrypt drive in Disk Management, but I did. I have important college work in that drive, and fear I have lost it forever. PLEASE HELP

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  • How to ensure local file is up-to-date or ahead (dropbox sync) before truecrypt auto-mount it?

    - by user620965
    There are a lot tutorials out there that states that dropbox build-in encryption is not secure enought. That tutorials recommands to sync a truecrypt container file to have all files in it securely encrypted. This setup is know to be limited. You can NOT have that truecrypt container file mounted on the same time on more than one location - if you have inserted changes to the contents of the container in more then one location at a time then this setup produces a conflict on the container file in the dropbox system - resulting in one container file for each location. In my case that issue is not relevant - i do not use my data on more than one location at a time. I want to use the auto-mount feature of truecrypt on startup of windows 7 to have a zero configuration environment - and start working right away. But i want to ensure that the local truecrypt container file is up-to-date before truecrypt mounts it automatically - imagine you updated the contents of the container on your primary location and your secondary location was off for a long time. In that case it can take "a long time" till dropbox sync is complete (e.g. depending on your internet connection and the size of the container file). There is a option in truecrypt that ensures that truecrypt do not update the timestamp of the container file - which speeds up the sync, because dropbox client is doing a differential sync then instead of a time consuming full-sync. That is an improvement to that setup, but this do not fix my issue. The question is how to make the auto-mount function wait for the container file to be up-to-date (updated by dropbox)? In contrast: if the file was changed local, but remote file (in the dropbox cloud system) is still old (not jet updated by the sync process / or process is progress), should not make truecrypt to wait for the sync. Suggestions?

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  • Drawing a TextBox in an extended Glass Frame (C# w/o WPF)

    - by Lazlo
    I am trying to draw a TextBox on the extended glass frame of my form. I won't describe this technique, it's well-known. Here's an example for those who haven't heard of it: http://www.danielmoth.com/Blog/Vista-Glass-In-C.aspx The thing is, it is complex to draw over this glass frame. Since black is considered to be the 0-alpha color, anything black disappears. There are apparently ways of countering this problem: drawing complex GDI+ shapes are not affected by this alpha-ness. For example, this code can be used to draw a Label on glass (note: GraphicsPath is used instead of DrawString in order to get around the horrible ClearType problem): public class GlassLabel : Control { public GlassLabel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { GraphicsPath font = new GraphicsPath(); font.AddString( this.Text, this.Font.FontFamily, (int)this.Font.Style, this.Font.Size, Point.Empty, StringFormat.GenericDefault); e.Graphics.SmoothingMode = SmoothingMode.HighQuality; e.Graphics.FillPath(new SolidBrush(this.ForeColor), font); } } Similarly, such an approach can be used to create a container on the glass area. Note the use of the polygons instead of the rectangle - when using the rectangle, its black parts are considered as alpha. public class GlassPanel : Panel { public GlassPanel() { this.BackColor = Color.Black; } protected override void OnPaint(PaintEventArgs e) { Point[] area = new Point[] { new Point(0, 1), new Point(1, 0), new Point(this.Width - 2, 0), new Point(this.Width - 1, 1), new Point(this.Width -1, this.Height - 2), new Point(this.Width -2, this.Height-1), new Point(1, this.Height -1), new Point(0, this.Height - 2) }; Point[] inArea = new Point[] { new Point(1, 1), new Point(this.Width - 1, 1), new Point(this.Width - 1, this.Height - 1), new Point(this.Width - 1, this.Height - 1), new Point(1, this.Height - 1) }; e.Graphics.FillPolygon(new SolidBrush(Color.FromArgb(240, 240, 240)), inArea); e.Graphics.DrawPolygon(new Pen(Color.FromArgb(55, 0, 0, 0)), area); base.OnPaint(e); } } Now my problem is: How can I draw a TextBox? After lots of Googling, I came up with the following solutions: Subclassing the TextBox's OnPaint method. This is possible, although I could not get it to work properly. It should involve painting some magic things I don't know how to do yet. Making my own custom TextBox, perhaps on a TextBoxBase. If anyone has good, valid and working examples, and thinks this could be a good overall solution, please tell me. Using BufferedPaintSetAlpha. (http://msdn.microsoft.com/en-us/library/ms649805.aspx). The downsides of this method may be that the corners of the textbox might look odd, but I can live with that. If anyone knows how to implement that method properly from a Graphics object, please tell me. I personally don't, but this seems the best solution so far. Thanks!

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  • Manipulating columns of numbers in elisp

    - by ~unutbu
    I have text files with tables like this: Investment advisory and related fees receivable (161,570 ) (71,739 ) (73,135 ) Net purchases of trading investments (93,261 ) (30,701 ) (11,018 ) Other receivables 61,216 (10,352 ) (69,313 ) Restricted cash 20,658 (20,658 ) - Other current assets (39,643 ) 14,752 64 Other non-current assets 71,896 (26,639 ) (26,330 ) Since these are accounting numbers, parenthesized numbers indicate negative numbers. Dashes represent 0 or no number. I'd like to be able to mark a rectangular region such as third column above, call a function (format-column), and automatically have (-73135-11018-69313+64-26330)/1000 sitting in my kill-ring. Even better would be -73.135-11.018-69.313+0.064-26.330 but I couldn't figure out a way to transform 64 -- 0.064. This is what I've come up with: (defun format-column () "format accounting numbers in a rectangular column. format-column puts the result in the kill-ring" (interactive) (let ((p (point)) (m (mark)) ) (copy-rectangle-to-register 0 (min m p) (max m p) nil) (with-temp-buffer (insert-register 0) (goto-char (point-min)) (while (search-forward "-" nil t) (replace-match "" nil t)) (goto-char (point-min)) (while (search-forward "," nil t) (replace-match "" nil t)) (goto-char (point-min)) (while (search-forward ")" nil t) (replace-match "" nil t)) (goto-char (point-min)) (while (search-forward "(" nil t) (replace-match "-" nil t) (just-one-space) (delete-backward-char 1) ) (goto-char (point-min)) (while (search-forward "\n" nil t) (replace-match " " nil t)) (goto-char (point-min)) (kill-new (mapconcat 'identity (split-string (buffer-substring (point-min) (point-max))) "+")) (kill-region (point-min) (point-max)) (insert "(") (yank 2) (goto-char (point-min)) (while (search-forward "+-" nil t) (replace-match "-" nil t)) (goto-char (point-max)) (insert ")/1000") (kill-region (point-min) (point-max)) ) ) ) (global-set-key "\C-c\C-f" 'format-column) Although it seems to work, I'm sure this function is poorly coded. The repetitive calls to goto-char, search-forward, and replace-match and the switching from buffer to string and back to buffer seems ugly and inelegant. My entire approach may be wrong-headed, but I don't know enough elisp to make this more beautiful. Do you see a better way to write format-column, and/or could you make suggestions on how to improve this code?

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  • deepcopy and python - tips to avoid using it?

    - by blackkettle
    Hi, I have a very simple python routine that involves cycling through a list of roughly 20,000 latitude,longitude coordinates and calculating the distance of each point to a reference point. def compute_nearest_points( lat, lon, nPoints=5 ): """Find the nearest N points, given the input coordinates.""" points = session.query(PointIndex).all() oldNearest = [] newNearest = [] for n in xrange(nPoints): oldNearest.append(PointDistance(None,None,None,99999.0,99999.0)) newNearest.append(obj2) #This is almost certainly an inappropriate use of deepcopy # but how SHOULD I be doing this?!?! for point in points: distance = compute_spherical_law_of_cosines( lat, lon, point.avg_lat, point.avg_lon ) k = 0 for p in oldNearest: if distance < p.distance: newNearest[k] = PointDistance( point.point, point.kana, point.english, point.avg_lat, point.avg_lon, distance=distance ) break else: newNearest[k] = deepcopy(oldNearest[k]) k += 1 for j in range(k,nPoints-1): newNearest[j+1] = deepcopy(oldNearest[j]) oldNearest = deepcopy(newNearest) #We're done, now print the result for point in oldNearest: print point.station, point.english, point.distance return I initially wrote this in C, using the exact same approach, and it works fine there, and is basically instantaneous for nPoints<=100. So I decided to port it to python because I wanted to use SqlAlchemy to do some other stuff. I first ported it without the deepcopy statements that now pepper the method, and this caused the results to be 'odd', or partially incorrect, because some of the points were just getting copied as references(I guess? I think?) -- but it was still pretty nearly as fast as the C version. Now with the deepcopy calls added, the routine does it's job correctly, but it has incurred an extreme performance penalty, and now takes several seconds to do the same job. This seems like a pretty common job, but I'm clearly not doing it the pythonic way. How should I be doing this so that I still get the correct results but don't have to include deepcopy everywhere?

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  • find a Stationary points Excel

    - by uv
    Hi, I am looking for a funcation in excel that will show my the Stationary points in th table. for exapmle A point is the lowest point on the table B point is the highest point - after point A C point is lowest point -after point B on the X there are point A,B and C, on the Y there are dates . I hope it is clear - i diddn't find the way to add the excel. Many thanks in advnce Uv

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  • Friends, templates, overloading <<

    - by Crystal
    I'm trying to use friend functions to overload << and templates to get familiar with templates. I do not know what these compile errors are: Point.cpp:11: error: shadows template parm 'class T' Point.cpp:12: error: declaration of 'const Point<T>& T' for this file #include "Point.h" template <class T> Point<T>::Point() : xCoordinate(0), yCoordinate(0) {} template <class T> Point<T>::Point(T xCoordinate, T yCoordinate) : xCoordinate(xCoordinate), yCoordinate(yCoordinate) {} template <class T> std::ostream &operator<<(std::ostream &out, const Point<T> &T) { std::cout << "(" << T.xCoordinate << ", " << T.yCoordinate << ")"; return out; } My header looks like: #ifndef POINT_H #define POINT_H #include <iostream> template <class T> class Point { public: Point(); Point(T xCoordinate, T yCoordinate); friend std::ostream &operator<<(std::ostream &out, const Point<T> &T); private: T xCoordinate; T yCoordinate; }; #endif My header also gives the warning: Point.h:12: warning: friend declaration 'std::ostream& operator<<(std::ostream&, const Point<T>&)' declares a non-template function Which I was also unsure why. Any thoughts? Thanks.

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  • At what point does the performance gap between GPU & CPU become so great that the CPU is holding back a system?

    - by Matthew Galloway
    I know that generally speaking for gaming performance the GPU is the primary factor which holds back performance, with everything else such as RAM/motherboard/PSU/CPU being secondary in importance to the graphics card. But at some point the other components ARE going to be significant in holding back the whole system! For instance nobody would be silly enough to play modern games with 512MB RAM and the very latest graphics cards (such as an HD7970) as I bet the performance increase over such a system with only 512MB but a mid range card would be non-existent! Thus it would be a "waste" for such a person to buy any high end graphics card without resolving first the system's other problems. The same point applies to other components, such as if it only had a Pentium II a current high end graphics card would be wasted on it! So my core question is how do you determine at what point for your system is spending on extra GPU power be completely "wasted"? (also, a slightly more nuanced question is trying work out at what point might the extra graphics power not be "wasted" but would be "sub optimal" value for money, when the expenditure should then be split around graphics card and other components. As obviously a gamer shouldn't always just spend on upgrading the graphics card! But needs to balance it out)

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  • Camera for 2.5D Game

    - by me--
    I'm hoping someone can explain this to me like I'm 5, because I've been struggling with this for hours and simply cannot understand what I'm doing wrong. I've written a Camera class for my 2.5D game. The intention is to support world and screen spaces like this: The camera is the black thing on the right. The +Z axis is upwards in that image, with -Z heading downwards. As you can see, both world space and screen space have (0, 0) at their top-left. I started writing some unit tests to prove that my camera was working as expected, and that's where things started getting...strange. My tests plot coordinates in world, view, and screen spaces. Eventually I will use image comparison to assert that they are correct, but for now my test just displays the result. The render logic uses Camera.ViewMatrix to transform world space to view space, and Camera.WorldPointToScreen to transform world space to screen space. Here is an example test: [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render(camera, out worldRender, out viewRender, out screenRender, new Vector3(30, 0, 0), new Vector3(30, 40, 0)); this.ShowRenders(camera, worldRender, viewRender, screenRender); } And here's what pops up when I run this test: World space looks OK, although I suspect the z axis is going into the screen instead of towards the viewer. View space has me completely baffled. I was expecting the camera to be sitting above (0, 0) and looking towards the center of the scene. Instead, the z axis seems to be the wrong way around, and the camera is positioned in the opposite corner to what I expect! I suspect screen space will be another thing altogether, but can anyone explain what I'm doing wrong in my Camera class? UPDATE I made some progress in terms of getting things to look visually as I expect, but only through intuition: not an actual understanding of what I'm doing. Any enlightenment would be greatly appreciated. I realized that my view space was flipped both vertically and horizontally compared to what I expected, so I changed my view matrix to scale accordingly: this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom, this.zoom, 1) * Matrix.CreateScale(-1, -1, 1); I could combine the two CreateScale calls, but have left them separate for clarity. Again, I have no idea why this is necessary, but it fixed my view space: But now my screen space needs to be flipped vertically, so I modified my projection matrix accordingly: this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); And this results in what I was expecting from my first attempt: I have also just tried using Camera to render sprites via a SpriteBatch to make sure everything works there too, and it does. But the question remains: why do I need to do all this flipping of axes to get the space coordinates the way I expect? UPDATE 2 I've since improved my rendering logic in my test suite so that it supports geometries and so that lines get lighter the further away they are from the camera. I wanted to do this to avoid optical illusions and to further prove to myself that I'm looking at what I think I am. Here is an example: In this case, I have 3 geometries: a cube, a sphere, and a polyline on the top face of the cube. Notice how the darkening and lightening of the lines correctly identifies those portions of the geometries closer to the camera. If I remove the negative scaling I had to put in, I see: So you can see I'm still in the same boat - I still need those vertical and horizontal flips in my matrices to get things to appear correctly. In the interests of giving people a repro to play with, here is the complete code needed to generate the above. If you want to run via the test harness, just install the xunit package: Camera.cs: using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using System.Diagnostics; public sealed class Camera { private readonly Viewport viewport; private readonly Matrix projectionMatrix; private Matrix? viewMatrix; private Vector3 location; private Vector3 target; private Vector3 up; private float zoom; public Camera(Viewport viewport) { this.viewport = viewport; // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.projectionMatrix = Matrix.CreatePerspectiveFieldOfView(0.7853982f, viewport.AspectRatio, 1, 2) * Matrix.CreateScale(1, -1, 1); // defaults this.location = new Vector3(this.viewport.Width / 2, this.viewport.Height, 100); this.target = new Vector3(this.viewport.Width / 2, this.viewport.Height / 2, 0); this.up = new Vector3(0, 0, 1); this.zoom = 1; } public Viewport Viewport { get { return this.viewport; } } public Vector3 Location { get { return this.location; } set { this.location = value; this.viewMatrix = null; } } public Vector3 Target { get { return this.target; } set { this.target = value; this.viewMatrix = null; } } public Vector3 Up { get { return this.up; } set { this.up = value; this.viewMatrix = null; } } public float Zoom { get { return this.zoom; } set { this.zoom = value; this.viewMatrix = null; } } public Matrix ProjectionMatrix { get { return this.projectionMatrix; } } public Matrix ViewMatrix { get { if (this.viewMatrix == null) { // for an explanation of the negative scaling, see: http://gamedev.stackexchange.com/questions/63409/ this.viewMatrix = Matrix.CreateLookAt(this.location, this.target, this.up) * Matrix.CreateScale(this.zoom) * Matrix.CreateScale(-1, -1, 1); } return this.viewMatrix.Value; } } public Vector2 WorldPointToScreen(Vector3 point) { var result = viewport.Project(point, this.ProjectionMatrix, this.ViewMatrix, Matrix.Identity); return new Vector2(result.X, result.Y); } public void WorldPointsToScreen(Vector3[] points, Vector2[] destination) { Debug.Assert(points != null); Debug.Assert(destination != null); Debug.Assert(points.Length == destination.Length); for (var i = 0; i < points.Length; ++i) { destination[i] = this.WorldPointToScreen(points[i]); } } } CameraFixture.cs: using Microsoft.Xna.Framework.Graphics; using System; using System.Collections.Generic; using System.Linq; using System.Windows; using System.Windows.Controls; using System.Windows.Media; using Xunit; using XNA = Microsoft.Xna.Framework; public sealed class CameraFixture { [Fact] public void foo() { var camera = new Camera(new Viewport(0, 0, 250, 100)); DrawingVisual worldRender; DrawingVisual viewRender; DrawingVisual screenRender; this.Render( camera, out worldRender, out viewRender, out screenRender, new Sphere(30, 15) { WorldMatrix = XNA.Matrix.CreateTranslation(155, 50, 0) }, new Cube(30) { WorldMatrix = XNA.Matrix.CreateTranslation(75, 60, 15) }, new PolyLine(new XNA.Vector3(0, 0, 0), new XNA.Vector3(10, 10, 0), new XNA.Vector3(20, 0, 0), new XNA.Vector3(0, 0, 0)) { WorldMatrix = XNA.Matrix.CreateTranslation(65, 55, 30) }); this.ShowRenders(worldRender, viewRender, screenRender); } #region Supporting Fields private static readonly Pen xAxisPen = new Pen(Brushes.Red, 2); private static readonly Pen yAxisPen = new Pen(Brushes.Green, 2); private static readonly Pen zAxisPen = new Pen(Brushes.Blue, 2); private static readonly Pen viewportPen = new Pen(Brushes.Gray, 1); private static readonly Pen nonScreenSpacePen = new Pen(Brushes.Black, 0.5); private static readonly Color geometryBaseColor = Colors.Black; #endregion #region Supporting Methods private void Render(Camera camera, out DrawingVisual worldRender, out DrawingVisual viewRender, out DrawingVisual screenRender, params Geometry[] geometries) { var worldDrawingVisual = new DrawingVisual(); var viewDrawingVisual = new DrawingVisual(); var screenDrawingVisual = new DrawingVisual(); const int axisLength = 15; using (var worldDrawingContext = worldDrawingVisual.RenderOpen()) using (var viewDrawingContext = viewDrawingVisual.RenderOpen()) using (var screenDrawingContext = screenDrawingVisual.RenderOpen()) { // draw lines around the camera's viewport var viewportBounds = camera.Viewport.Bounds; var viewportLines = new Tuple<int, int, int, int>[] { Tuple.Create(viewportBounds.Left, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Top), Tuple.Create(viewportBounds.Left, viewportBounds.Top, viewportBounds.Right, viewportBounds.Top), Tuple.Create(viewportBounds.Right, viewportBounds.Top, viewportBounds.Right, viewportBounds.Bottom), Tuple.Create(viewportBounds.Right, viewportBounds.Bottom, viewportBounds.Left, viewportBounds.Bottom) }; foreach (var viewportLine in viewportLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item1, viewportLine.Item2, 0)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(viewportLine.Item3, viewportLine.Item4, 0)); worldDrawingContext.DrawLine(viewportPen, new Point(viewportLine.Item1, viewportLine.Item2), new Point(viewportLine.Item3, viewportLine.Item4)); viewDrawingContext.DrawLine(viewportPen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(viewportPen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // draw axes var axisLines = new Tuple<int, int, int, int, int, int, Pen>[] { Tuple.Create(0, 0, 0, axisLength, 0, 0, xAxisPen), Tuple.Create(0, 0, 0, 0, axisLength, 0, yAxisPen), Tuple.Create(0, 0, 0, 0, 0, axisLength, zAxisPen) }; foreach (var axisLine in axisLines) { var viewStart = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3), camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6), camera.ViewMatrix); var screenStart = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item1, axisLine.Item2, axisLine.Item3)); var screenEnd = camera.WorldPointToScreen(new XNA.Vector3(axisLine.Item4, axisLine.Item5, axisLine.Item6)); worldDrawingContext.DrawLine(axisLine.Item7, new Point(axisLine.Item1, axisLine.Item2), new Point(axisLine.Item4, axisLine.Item5)); viewDrawingContext.DrawLine(axisLine.Item7, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); screenDrawingContext.DrawLine(axisLine.Item7, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } // for all points in all geometries to be rendered, find the closest and furthest away from the camera so we can lighten lines that are further away var distancesToAllGeometrySections = from geometry in geometries let geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix from section in geometry.Sections from point in new XNA.Vector3[] { section.Item1, section.Item2 } let viewPoint = XNA.Vector3.Transform(point, geometryViewMatrix) select viewPoint.Length(); var furthestDistance = distancesToAllGeometrySections.Max(); var closestDistance = distancesToAllGeometrySections.Min(); var deltaDistance = Math.Max(0.000001f, furthestDistance - closestDistance); // draw each geometry for (var i = 0; i < geometries.Length; ++i) { var geometry = geometries[i]; // there's probably a more correct name for this, but basically this gets the geometry relative to the camera so we can check how far away each point is from the camera var geometryViewMatrix = geometry.WorldMatrix * camera.ViewMatrix; // we order roughly by those sections furthest from the camera to those closest, so that the closer ones "overwrite" the ones further away var orderedSections = from section in geometry.Sections let startPointRelativeToCamera = XNA.Vector3.Transform(section.Item1, geometryViewMatrix) let endPointRelativeToCamera = XNA.Vector3.Transform(section.Item2, geometryViewMatrix) let startPointDistance = startPointRelativeToCamera.Length() let endPointDistance = endPointRelativeToCamera.Length() orderby (startPointDistance + endPointDistance) descending select new { Section = section, DistanceToStart = startPointDistance, DistanceToEnd = endPointDistance }; foreach (var orderedSection in orderedSections) { var start = XNA.Vector3.Transform(orderedSection.Section.Item1, geometry.WorldMatrix); var end = XNA.Vector3.Transform(orderedSection.Section.Item2, geometry.WorldMatrix); var viewStart = XNA.Vector3.Transform(start, camera.ViewMatrix); var viewEnd = XNA.Vector3.Transform(end, camera.ViewMatrix); worldDrawingContext.DrawLine(nonScreenSpacePen, new Point(start.X, start.Y), new Point(end.X, end.Y)); viewDrawingContext.DrawLine(nonScreenSpacePen, new Point(viewStart.X, viewStart.Y), new Point(viewEnd.X, viewEnd.Y)); // screen rendering is more complicated purely because I wanted geometry to fade the further away it is from the camera // otherwise, it's very hard to tell whether the rendering is actually correct or not var startDistanceRatio = (orderedSection.DistanceToStart - closestDistance) / deltaDistance; var endDistanceRatio = (orderedSection.DistanceToEnd - closestDistance) / deltaDistance; // lerp towards white based on distance from camera, but only to a maximum of 90% var startColor = Lerp(geometryBaseColor, Colors.White, startDistanceRatio * 0.9f); var endColor = Lerp(geometryBaseColor, Colors.White, endDistanceRatio * 0.9f); var screenStart = camera.WorldPointToScreen(start); var screenEnd = camera.WorldPointToScreen(end); var brush = new LinearGradientBrush { StartPoint = new Point(screenStart.X, screenStart.Y), EndPoint = new Point(screenEnd.X, screenEnd.Y), MappingMode = BrushMappingMode.Absolute }; brush.GradientStops.Add(new GradientStop(startColor, 0)); brush.GradientStops.Add(new GradientStop(endColor, 1)); var pen = new Pen(brush, 1); brush.Freeze(); pen.Freeze(); screenDrawingContext.DrawLine(pen, new Point(screenStart.X, screenStart.Y), new Point(screenEnd.X, screenEnd.Y)); } } } worldRender = worldDrawingVisual; viewRender = viewDrawingVisual; screenRender = screenDrawingVisual; } private static float Lerp(float start, float end, float amount) { var difference = end - start; var adjusted = difference * amount; return start + adjusted; } private static Color Lerp(Color color, Color to, float amount) { var sr = color.R; var sg = color.G; var sb = color.B; var er = to.R; var eg = to.G; var eb = to.B; var r = (byte)Lerp(sr, er, amount); var g = (byte)Lerp(sg, eg, amount); var b = (byte)Lerp(sb, eb, amount); return Color.FromArgb(255, r, g, b); } private void ShowRenders(DrawingVisual worldRender, DrawingVisual viewRender, DrawingVisual screenRender) { var itemsControl = new ItemsControl(); itemsControl.Items.Add(new HeaderedContentControl { Header = "World", Content = new DrawingVisualHost(worldRender)}); itemsControl.Items.Add(new HeaderedContentControl { Header = "View", Content = new DrawingVisualHost(viewRender) }); itemsControl.Items.Add(new HeaderedContentControl { Header = "Screen", Content = new DrawingVisualHost(screenRender) }); var window = new Window { Title = "Renders", Content = itemsControl, ShowInTaskbar = true, SizeToContent = SizeToContent.WidthAndHeight }; window.ShowDialog(); } #endregion #region Supporting Types // stupidly simple 3D geometry class, consisting of a series of sections that will be connected by lines private abstract class Geometry { public abstract IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get; } public XNA.Matrix WorldMatrix { get; set; } } private sealed class Line : Geometry { private readonly XNA.Vector3 magnitude; public Line(XNA.Vector3 magnitude) { this.magnitude = magnitude; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { yield return Tuple.Create(XNA.Vector3.Zero, this.magnitude); } } } private sealed class PolyLine : Geometry { private readonly XNA.Vector3[] points; public PolyLine(params XNA.Vector3[] points) { this.points = points; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { if (this.points.Length < 2) { yield break; } var end = this.points[0]; for (var i = 1; i < this.points.Length; ++i) { var start = end; end = this.points[i]; yield return Tuple.Create(start, end); } } } } private sealed class Cube : Geometry { private readonly float size; public Cube(float size) { this.size = size; } public override IEnumerable<Tuple<XNA.Vector3, XNA.Vector3>> Sections { get { var halfSize = this.size / 2; var frontBottomLeft = new XNA.Vector3(-halfSize, halfSize, -halfSize); var frontBottomRight = new XNA.Vector3(halfSize, halfSize, -halfSize); var frontTopLeft = new XNA.Vector3(-halfSize, halfSize, halfSize); var frontTopRight = new XNA.Vector3(halfSize, halfSize, halfSize); var backBottomLeft = new XNA.Vector3(-halfSize, -halfSize, -halfSize); var backBottomRight = new XNA.Vector3(halfSize, -halfSize, -halfSize); var backTopLeft = new XNA.Vector3(-halfSize, -halfSize, halfSize); var backTopRight = new XNA.Vector3(halfSize, -halfSize, halfSize); // front face yield return Tuple.Create(frontBottomLeft, frontBottomRight); yield return Tuple.Create(frontBottomLeft, frontTopLeft); yield return Tuple.Create(frontTopLeft, frontTopRight); yield return Tuple.Create(frontTopRight, frontBottomRight); // left face yield return Tuple.Create(frontTopLeft, backTopLeft); yield return Tuple.Create(backTopLeft, backBottomLeft); yield return Tuple.Create(backBottomLeft, frontBottomLeft); // right face yield return Tuple.Create(frontTopRight, backTopRight); yield return Tuple.Create(backTopRight, backBottomRight); 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