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  • C++ split string

    - by Mike
    I am trying to split a string using spaces as a delimiter. I would like to store each token in an array or vector. I have tried. string tempInput; cin >> tempInput; string input[5]; stringstream ss(tempInput); // Insert the string into a stream int i=0; while (ss >> tempInput){ input[i] = tempInput; i++; } The problem is that if i input "this is a test", the array only seems to store input[0] = "this". It does not contain values for input[2] through input[4]. I have also tried using a vector but with the same result.

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  • C++: Allocation of variables in a loop

    - by Rosarch
    Let's say I have a loop like this: vector<shared_ptr<someStruct>> vec; int i = 0; while (condition) { i++ shared_ptr<someStruct> sps(new someStruct()); WCHAR wchr[20]; memset(wchr, i, 20); sps->pwsz = wchr; vec.push_back(sps); } At the end of this loop, I see that for each sps element of the vector, sps->pwsz is the same. Is this because I'm passing a pointer to memory allocated in a loop, which is destructed after each iteration, and then refilling that same memory on the next iteration?

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  • Do While loop breaks after incorrect input?

    - by Daminkz
    I am trying to have a loop continue to prompt the user for an option. When I get a string of characters instead of an int, the program loops indefinitely. I have tried setting the variable result to NULL, clearing the input stream, and have enclosed in try{}catch blocks (not in this example). Can anyone explain to me why this is? #include <iostream> #include <vector> #include <string> using namespace std; int menu(string question, vector<string> options) { int result; cout << question << endl; for(int i = 0; i < options.size(); i++) { cout << '[' << i << ']' << options[i] << endl; } bool ans = false; do { cin >> result; cin.ignore(1000, 10); if (result < options.size() ) { ans = true; } else { cout << "You must enter a valid option." << endl; result = NULL; ans = false; } } while(!ans); return result; } int main() { string menuQuestion = "Welcome to my game. What would you like to do?"; vector<string> mainMenu; mainMenu.push_back("Play Game"); mainMenu.push_back("Load Game"); mainMenu.push_back("About"); mainMenu.push_back("Exit"); int result = menu(menuQuestion, mainMenu); cout << "You entered: " << result << endl; return 0; }

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  • C++ struct sorting error

    - by Betamoo
    I am trying to sort a vector of custom struct in C++ struct Book{ public:int H,W,V,i; }; with a simple functor class CompareHeight { public: int operator() (Book lhs,Book rhs) { return lhs.H-rhs.H; } }; when trying : vector<Book> books(X); ..... sort(books.begin(),books.end(), CompareHeight()); it gives me exception "invalid operator <" What is the meaning of this error? Thanks

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  • Java how to load modules

    - by gerardorn
    heres my problem: im building a server that loads modules. each module is a .jar file. inside the jar theres all the classes that the module need. the server needs to read the jar, find the main class (it doesnt have the main method on it is just the class that makes the module work but not as a different program), build an object of that class and store it in a vector of modules so that it can acces to a specific module depending on the job to be done. how can i do that? as far as the server, it is listening and reciving request, but thes no modules to delegate the job to, since my vector of modules is empty

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  • C++ Euler-Problem 14 Program Freezing

    - by Tim
    I'm working on Euler Problem 14: http://projecteuler.net/index.php?section=problems&id=14 I figured the best way would be to create a vector of numbers that kept track of how big the series was for that number... for example from 5 there are 6 steps to 1, so if ever reach the number 5 in a series, I know I have 6 steps to go and I have no need to calculate those steps. With this idea I coded up the following: #include <iostream> #include <vector> #include <iomanip> using namespace std; int main() { vector<int> sizes(1); sizes.push_back(1); sizes.push_back(2); int series, largest = 0, j; for (int i = 3; i <= 1000000; i++) { series = 0; j = i; while (j > (sizes.size()-1)) { if (j%2) { j=(3*j+1)/2; series+=2; } else { j=j/2; series++; } } series+=sizes[j]; sizes.push_back(series); if (series>largest) largest=series; cout << setw(7) << right << i << "::" << setw(5) << right << series << endl; } cout << largest << endl; return 0; } It seems to work relatively well for smaller numbers but this specific program stalls at the number 113382. Can anyone explain to me how I would go about figuring out why it freezes at this number? Is there some way I could modify my algorithim to be better? I realize that I am creating duplicates with the current way I'm doing it: for example, the series of 3 is 3,10,5,16,8,4,2,1. So I already figured out the sizes for 10,5,16,8,4,2,1 but I will duplicate those solutions later. Thanks for your help!

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  • Call function from object instantiated in one class in another

    - by Dk43
    I have two classes, both of which need to be able to call the same instance of entitymanager class Engine { EntityManager::Entitymanager EManager; } And I need to add an object to a vector contained by this particular instance of Engine. What I want to do is be able to add a bullet spawned by the player to the vector that contains all my entities. class Player : Entity { void SpawnBullet() {Engine::EManager.Add(BULLET);} } The above returns this error: error: object missing in reference to ‘Engine::EManager’ How do I resolve this? Any help or pointers in the right direction would be much appreciated!

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  • C++ STL make_heap and pop_heap not working.

    - by Henrique
    I need to use a Heap, so i've searched about the STL one, but it doesn't seem to work, i wrote some code to explain what i mean: #include <stdio.h> #include <stdlib.h> #include <vector> #include <algorithm> struct data { int indice; int tamanho; }; bool comparator2(const data* a, const data* b) { return (a->tamanho < b->tamanho); } int main() { std::vector<data*> mesas; data x1, x2, x3, x4, x5; x1.indice = 1; x1.tamanho = 3; x2.indice = 2; x2.tamanho = 5; x3.indice = 3; x3.tamanho = 2; x4.indice = 4; x4.tamanho = 6; x5.indice = 5; x5.tamanho = 4; mesas.push_back(&x1); mesas.push_back(&x2); mesas.push_back(&x3); mesas.push_back(&x4); mesas.push_back(&x5); make_heap(mesas.begin(), mesas.end(), comparator2); for(int i = 0 ; i < 5 ; i++) { data* mesa = mesas.front(); pop_heap(mesas.begin(),mesas.end()); mesas.pop_back(); printf("%d, %d\n", mesa->indice, mesa->tamanho); } return 0; }; and this is what i get: 4, 6 2, 5 1, 3 3, 2 5, 4 So it's not working as a heap, as the maximum element on the vector is not being returned right. Or am i doing something wrong?

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  • Declare variables that depend on unknown type in template functions.

    - by rem
    Suppose I'm writing a template function foo that has type parameter T. It gets an object of type T that must have method bar(). And inside foo I want to create a vector of objects of type returned by bar. In GNU C++ I can write something like that: template<typename T> void foo(T x) { std::vector<__typeof(x.bar())> v; v.push_back(x.bar()); v.push_back(x.bar()); v.push_back(x.bar()); std::cout << v.size() << std::endl; } How to do the same thing in Microsoft Visual C++? Is there some way to write this code that works in both GNU C++ and Visual C++?

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  • Doesn't Matlab optimize the following?

    - by kloop
    I have a very long vector 1xr v, and a very long vector w 1xs, and a matrix A rxs, which is sparse (but very big in dimensions). I was expecting the following to be optimized by Matlab so I won't run into trouble with memory: A./(v'*w) but it seems like Matlab is actually trying to generate the full v'*w matrix, because I am running into Out of memory issue. Is there a way to overcome this? Note that there is no need to calculate all v'*w because many values of A are 0. EDIT: If that were possible, one way to do it would be to do A(find(A)) ./ (v'*w)(find(A)); but you can't select a subset of a matrix (v'*w in this case) without first calculating it and putting it in a variable.

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  • Recursion: using values passed in parameters

    - by Tom Lilletveit
    I got this line of code that pops a int of the array saves it to int element then removes it from array. then in the return statement return CountCriticalVotes(rest, blockIndex + element); it ads it to the blockIndex variable and if it reaches 10 before the array is empty it returns 1. But my problem is this, I do not want it to add up all the values in the array in the parameter, but only add one then revert the parameter value back to it´s original state, then add a new, revert etc... How would i do this? int NumCriticalVotes :: CountCriticalVotes(Vector<int> & blocks, int blockIndex) { if (blockIndex >= 10) { return 1; } if (blocks.isEmpty()) { return 0; } else { int element = blocks.get(0); Vector<int> rest = blocks; rest.remove(0); return CountCriticalVotes(rest, blockIndex + element);

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  • Reading function pointer syntax

    - by bobobobo
    Everytime I look at a C function pointer, my eyes glaze over. I can't read them. From here, here are 2 examples of function pointer TYPEDEFS: typedef int (*AddFunc)(int,int); typedef void (*FunctionFunc)(); Now I'm used to something like: typedef vector<int> VectorOfInts ; Which I read as typedef vector<int> /* as */ VectorOfInts ; But I can't read the above 2 typedefs. The bracketing and the asterisk placement, it's just not logical. Why is the * beside the word AddFunc..?

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  • JTable.removeColumn() method throws exception

    - by sanjeev
    To hide a column from only the view of JTable, i am using the removeColumn() method. But it throws the exception Exception in thread "AWT-EventQueue-0" java.lang.ArrayIndexOutOfBoundsException: 7 >= 7 at java.util.Vector.elementAt(Vector.java:470) at javax.swing.table.DefaultTableColumnModel.getColumn(DefaultTableColumnModel.java:294) at javax.swing.plaf.basic.BasicTableHeaderUI.paint(BasicTableHeaderUI.java:648) i think, after removing column from the view, if i modified the model, then this exception pops out. is it because of there is no column in view, while the model is updating the table ? What is the best way to hide the column in view in JTable ? insteading of setting the sizes to 0.

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  • can't compile min_element in c++

    - by Vincenzo
    This is my code: #include <algorithm> #include <vector> #include <string> using namespace std; class A { struct CompareMe { bool operator() (const string*& s1, const string*& s2) const { return true; } }; void f() { CompareMe comp; vector<string*> v; min_element(v.begin(), v.end(), comp); } }; And this is the error: error: no match for call to ‘(A::CompareMe) (std::string*&, std::string*&)’ test.cpp:7: note: candidates are: bool A::CompareMe::operator()(const std::string*&, const std::string*&) const I feel that there is some syntax defect, but can't find out which one. Please, help!

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  • efficientcy effort: grep with a vectored pattern or match with a list of values

    - by Elad663
    I guess this is trivial, I apologize, I couldn't find how to do it. I am trying to abstain from a loop, so I am trying to vectorize the process: I need to do something like grep, but where the pattern is a vector. Another option is a match, where the value is not only the first location. For example data (which is not how the real data is, otherswise I would exploit it structure): COUNTRIES=c("Austria","Belgium","Denmark","France","Germany", "Ireland","Italy","Luxembourg","Netherlands", "Portugal","Sweden","Spain","Finland","United Kingdom") COUNTRIES_Target=rep(COUNTRIES,times=4066) COUNTRIES_Origin=rep(COUNTRIES,each=4066) Now, currently I got a loop that: var_pointer=list() for (i in 1:length(COUNTRIES_Origin)) { var_pointer[[i]]=which(COUNTRIES_Origin[i]==COUNTRS_Target) } The problem with match is that match(x=COUNTRIES_Origin,table=COUNTRIES_Target) returns a vector of the same length as COUNTRIES_Origin and the value is the first match, while I need all of them. The issue with grep is that grep(pattern=COUNTRIES_Origin,x=COUNTRIES_Target) is the given warning: Warning message: In grep(pattern = COUNTRIES_Origin, x = COUNTRIES_Target) : argument 'pattern' has length > 1 and only the first element will be used Any suggestions?

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  • How to check the type name of an object in derived classes?

    - by Vincenzo
    This is my code: class Base { /* something */ }; class Derived : public Base { /* something */ }; vector<Base*> v; // somebody else initializes it, somewhere int counter = 0; for (vector<Base*>::iterator i=v.begin(); i!=v.end(); ++i) { if (typeof(*i) == "Derived") { // this line is NOT correct counter++; } } cout << "Found " << counter << " derived classes"; One line in the code is NOT correct. How should I write it properly? Many thanks in advance!

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  • Laser Beam End Points Problems

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • Laser Beam End Points Problems (XNA)

    - by user36159
    I am building a game in XNA that features colored laser beams in 3D space. The beams are defined as: Segment start position Segment end position Line width For rendering, I am using 3 quads: Start point billboard End point billboard Middle section quad whose forward vector is the slope of the line and whose normal points to the camera The problem is that using additive blending, the end points and middle section overlap, which looks quite jarring. However, I need the endpoints in case the laser is pointing towards the camera! See the blue laser in particular:

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  • tile_static, tile_barrier, and tiled matrix multiplication with C++ AMP

    - by Daniel Moth
    We ended the previous post with a mechanical transformation of the C++ AMP matrix multiplication example to the tiled model and in the process introduced tiled_index and tiled_grid. This is part 2. tile_static memory You all know that in regular CPU code, static variables have the same value regardless of which thread accesses the static variable. This is in contrast with non-static local variables, where each thread has its own copy. Back to C++ AMP, the same rules apply and each thread has its own value for local variables in your lambda, whereas all threads see the same global memory, which is the data they have access to via the array and array_view. In addition, on an accelerator like the GPU, there is a programmable cache, a third kind of memory type if you'd like to think of it that way (some call it shared memory, others call it scratchpad memory). Variables stored in that memory share the same value for every thread in the same tile. So, when you use the tiled model, you can have variables where each thread in the same tile sees the same value for that variable, that threads from other tiles do not. The new storage class for local variables introduced for this purpose is called tile_static. You can only use tile_static in restrict(direct3d) functions, and only when explicitly using the tiled model. What this looks like in code should be no surprise, but here is a snippet to confirm your mental image, using a good old regular C array // each tile of threads has its own copy of locA, // shared among the threads of the tile tile_static float locA[16][16]; Note that tile_static variables are scoped and have the lifetime of the tile, and they cannot have constructors or destructors. tile_barrier In amp.h one of the types introduced is tile_barrier. You cannot construct this object yourself (although if you had one, you could use a copy constructor to create another one). So how do you get one of these? You get it, from a tiled_index object. Beyond the 4 properties returning index objects, tiled_index has another property, barrier, that returns a tile_barrier object. The tile_barrier class exposes a single member, the method wait. 15: // Given a tiled_index object named t_idx 16: t_idx.barrier.wait(); 17: // more code …in the code above, all threads in the tile will reach line 16 before a single one progresses to line 17. Note that all threads must be able to reach the barrier, i.e. if you had branchy code in such a way which meant that there is a chance that not all threads could reach line 16, then the code above would be illegal. Tiled Matrix Multiplication Example – part 2 So now that we added to our understanding the concepts of tile_static and tile_barrier, let me obfuscate rewrite the matrix multiplication code so that it takes advantage of tiling. Before you start reading this, I suggest you get a cup of your favorite non-alcoholic beverage to enjoy while you try to fully understand the code. 01: void MatrixMultiplyTiled(vector<float>& vC, const vector<float>& vA, const vector<float>& vB, int M, int N, int W) 02: { 03: static const int TS = 16; 04: array_view<const float,2> a(M, W, vA); 05: array_view<const float,2> b(W, N, vB); 06: array_view<writeonly<float>,2> c(M,N,vC); 07: parallel_for_each(c.grid.tile< TS, TS >(), 08: [=] (tiled_index< TS, TS> t_idx) restrict(direct3d) 09: { 10: int row = t_idx.local[0]; int col = t_idx.local[1]; 11: float sum = 0.0f; 12: for (int i = 0; i < W; i += TS) { 13: tile_static float locA[TS][TS], locB[TS][TS]; 14: locA[row][col] = a(t_idx.global[0], col + i); 15: locB[row][col] = b(row + i, t_idx.global[1]); 16: t_idx.barrier.wait(); 17: for (int k = 0; k < TS; k++) 18: sum += locA[row][k] * locB[k][col]; 19: t_idx.barrier.wait(); 20: } 21: c[t_idx.global] = sum; 22: }); 23: } Notice that all the code up to line 9 is the same as per the changes we made in part 1 of tiling introduction. If you squint, the body of the lambda itself preserves the original algorithm on lines 10, 11, and 17, 18, and 21. The difference being that those lines use new indexing and the tile_static arrays; the tile_static arrays are declared and initialized on the brand new lines 13-15. On those lines we copy from the global memory represented by the array_view objects (a and b), to the tile_static vanilla arrays (locA and locB) – we are copying enough to fit a tile. Because in the code that follows on line 18 we expect the data for this tile to be in the tile_static storage, we need to synchronize the threads within each tile with a barrier, which we do on line 16 (to avoid accessing uninitialized memory on line 18). We also need to synchronize the threads within a tile on line 19, again to avoid the race between lines 14, 15 (retrieving the next set of data for each tile and overwriting the previous set) and line 18 (not being done processing the previous set of data). Luckily, as part of the awesome C++ AMP debugger in Visual Studio there is an option that helps you find such races, but that is a story for another blog post another time. May I suggest reading the next section, and then coming back to re-read and walk through this code with pen and paper to really grok what is going on, if you haven't already? Cool. Why would I introduce this tiling complexity into my code? Funny you should ask that, I was just about to tell you. There is only one reason we tiled our extent, had to deal with finding a good tile size, ensure the number of threads we schedule are correctly divisible with the tile size, had to use a tiled_index instead of a normal index, and had to understand tile_barrier and to figure out where we need to use it, and double the size of our lambda in terms of lines of code: the reason is to be able to use tile_static memory. Why do we want to use tile_static memory? Because accessing tile_static memory is around 10 times faster than accessing the global memory on an accelerator like the GPU, e.g. in the code above, if you can get 150GB/second accessing data from the array_view a, you can get 1500GB/second accessing the tile_static array locA. And since by definition you are dealing with really large data sets, the savings really pay off. We have seen tiled implementations being twice as fast as their non-tiled counterparts. Now, some algorithms will not have performance benefits from tiling (and in fact may deteriorate), e.g. algorithms that require you to go only once to global memory will not benefit from tiling, since with tiling you already have to fetch the data once from global memory! Other algorithms may benefit, but you may decide that you are happy with your code being 150 times faster than the serial-version you had, and you do not need to invest to make it 250 times faster. Also algorithms with more than 3 dimensions, which C++ AMP supports in the non-tiled model, cannot be tiled. Also note that in future releases, we may invest in making the non-tiled model, which already uses tiling under the covers, go the extra step and use tile_static memory on your behalf, but it is obviously way to early to commit to anything like that, and we certainly don't do any of that today. Comments about this post by Daniel Moth welcome at the original blog.

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  • Open Clip Art Library 2.0 Release!

    <b>Worldlabel:</b> "The Open Clip Art Library grew from a project between Jon Phillips (of Fabricatorz) and Bryce Harrington, in early 2004. From humble beginnings, it has evolved into a massive collection of over 24,000 scalable vector images, all created by 1200+ artists from around the world."

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  • Low coupling and tight cohesion

    - by hidayat
    Of course it depends on the situation. But when a lower lever object or system communicate with an higher level system, should callbacks or events be preferred to keeping a pointer to higher level object? For example, we have a world class that has a member variable vector<monster> monsters. When the monster class is going to communicate with the world class, should I prefer using a callback function then or should I have a pointer to the world class inside the monster class?

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  • 3D Ball Physics Theory: collision response on ground and against walls?

    - by David
    I'm really struggling to get a strong grasp on how I should be handling collision response in a game engine I'm building around a 3D ball physics concept. Think Monkey Ball as an example of the type of gameplay. I am currently using sphere-to-sphere broad phase, then AABB to OBB testing (the final test I am using right now is one that checks if one of the 8 OBB points crosses the planes of the object it is testing against). This seems to work pretty well, and I am getting back: Plane that object is colliding against (with a point on the plane, the plane's normal, and the exact point of intersection. I've tried what feels like dozens of different high-level strategies for handling these collisions, without any real success. I think my biggest problem is understanding how to handle collisions against walls in the x-y axes (left/right, front/back), which I want to have elasticity, and the ground (z-axis) where I want an elastic reaction if the ball drops down, but then for it to eventually normalize and be kept "on the ground" (not go into the ground, but also not continue bouncing). Without kluging something together, I'm positive there is a good way to handle this, my theories just aren't getting me all the way there. For physics modeling and movement, I am trying to use a Euler based setup with each object maintaining a position (and destination position prior to collision detection), a velocity (which is added onto the position to determine the destination position), and an acceleration (which I use to store any player input being put on the ball, as well as gravity in the z coord). Starting from when I detect a collision, what is a good way to approach the response to get the expected behavior in all cases? Thanks in advance to anyone taking the time to assist... I am grateful for any pointers, and happy to post any additional info or code if it is useful. UPDATE Based on Steve H's and eBusiness' responses below, I have adapted my collision response to what makes a lot more sense now. It was close to right before, but I didn't have all the right pieces together at the right time! I have one problem left to solve, and that is what is causing the floor collision to hit every frame. Here's the collision response code I have now for the ball, then I'll describe the last bit I'm still struggling to understand. // if we are moving in the direction of the plane (against the normal)... if (m_velocity.dot(intersection.plane.normal) <= 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Clamp z-velocity to zero if we are within a certain threshold // -- NOTE: this was an experimental idea I had to solve the "jitter" bug I'll describe below float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position + intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); The above snippet is run after a collision is detected on the ball (collider) with a collidee (floor in this case). With a dampening force of 1.8f, the ball's reflected "upward" velocity will eventually be overcome by gravity, so the ball will essentially be stuck on the floor. THIS is the problem I have now... the collision code is running every frame (since the ball's z-velocity is constantly pushing it a collision with the floor below it). The ball is not technically stuck, I can move it around still, but the movement is really goofy because the velocity and position keep getting affected adversely by the above snippet. I was experimenting with an idea to clamp the z-velocity to zero if it was "close to zero", but this didn't do what I think... probably because the very next frame the ball gets a new gravity acceleration applied to its velocity regardless (which I think is good, right?). Collisions with walls are as they used to be and work very well. It's just this last bit of "stickiness" to deal with. The camera is constantly jittering up and down by extremely small fractions too when the ball is "at rest". I'll keep playing with it... I like puzzles like this, especially when I think I'm close. Any final ideas on what I could be doing wrong here? UPDATE 2 Good news - I discovered I should be subtracting the intersection.diff from the m_position (position prior to collision). The intersection.diff is my calculation of the difference in the vector of position to destPosition from the intersection point to the position. In this case, adding it was causing my ball to always go "up" just a little bit, causing the jitter. By subtracting it, and moving that clamper for the velocity.z when close to zero to being above the dot product (and changing the test from <= 0 to < 0), I now have the following: // Clamp z-velocity to zero if we are within a certain threshold float diff = 0.2f - abs(m_velocity.z); if (diff > 0.0f && diff <= 0.2f) { m_velocity.z = 0.0f; } // if we are moving in the direction of the plane (against the normal)... float dotprod = m_velocity.dot(intersection.plane.normal); if (dotprod < 0.0f) { float dampeningForce = 1.8f; // eventually create this value based on mass and acceleration? // Calculate the projection velocity PVRTVec3 actingVelocity = m_velocity.project(intersection.plane.normal); m_velocity -= actingVelocity * dampeningForce; } // Take this object to its new destination position based on... // -- our pre-collision position + vector to the collision point + our new velocity after collision * time // -- remaining after the collision to finish the movement m_destPosition = m_position - intersection.diff + (m_velocity * intersection.tRemaining * GAMESTATE->dt); UpdateWorldMatrix(m_destWorldMatrix, m_destOBB, m_destPosition, false); This is MUCH better. No jitter, and the ball now "rests" at the floor, while still bouncing off the floor and walls. The ONLY thing left is that the ball is now virtually "stuck". He can move but at a much slower rate, likely because the else of my dot product test is only letting the ball move at a rate multiplied against the tRemaining... I think this is a better solution than I had previously, but still somehow not the right idea. BTW, I'm trying to journal my progress through this problem for anyone else with a similar situation - hopefully it will serve as some help, as many similar posts have for me over the years.

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  • GLM Velocity Vectors - Basic Maths to Simulate Steering

    - by Reanimation
    UPDATE - Code updated below but still need help adjusting my math. I have a cube rendered on the screen which represents a car (or similar). Using Projection/Model matrices and Glm I am able to move it back and fourth along the axes and rotate it left or right. I'm having trouble with the vector mathematics to make the cube move forwards no matter which direction it's current orientation is. (ie. if I would like, if it's rotated right 30degrees, when it's move forwards, it travels along the 30degree angle on a new axes). I hope I've explained that correctly. This is what I've managed to do so far in terms of using glm to move the cube: glm::vec3 vel; //velocity vector void renderMovingCube(){ glUseProgram(movingCubeShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(movingCubeShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin, camLookingAt, camNormalXYZ); vel.x = cos(rotX); vel.y=sin(rotX); vel*=moveCube; //move cube ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos*vel); //bring ground and cube to bottom of screen ModelViewMatrix = glm::translate(ModelViewMatrix, glm::vec3(0,-48,0)); ModelViewMatrix = glm::rotate(ModelViewMatrix, rotX, glm::vec3(0,1,0)); //manually turn glUniformMatrix4fv(glGetUniformLocation(movingCubeShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); //pass matrix to shader movingCube.render(); //draw glUseProgram(0); } keyboard input: void keyboard() { char BACKWARD = keys['S']; char FORWARD = keys['W']; char ROT_LEFT = keys['A']; char ROT_RIGHT = keys['D']; if (FORWARD) //W - move forwards { globalPos += vel; //globalPos.z -= moveCube; BACKWARD = false; } if (BACKWARD)//S - move backwards { globalPos.z += moveCube; FORWARD = false; } if (ROT_LEFT)//A - turn left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT)//D - turn right { rotX -=0.01f; ROT_RIGHT = false; } Where am I going wrong with my vectors? I would like change the direction of the cube (which it does) but then move forwards in that direction.

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  • Light following me around the room. Something is wrong with my shader!

    - by Robinson
    I'm trying to do a spot (Blinn) light, with falloff and attenuation. It seems to be working OK except I have a bit of a space problem. That is, whenever I move the camera the light moves to maintain the same relative position, rather than changing with the camera. This results in the light moving around, i.e. not always falling on the same surfaces. It's as if there's a flashlight attached to the camera. I'm transforming the lights beforehand into view space, so Light_Position and Light_Direction are already in eye space (I hope!). I made a little movie of what it looks like here: My camera rotating around a point inside a box. The light is fixed in the centre up and its "look at" point in a fixed position in front of it. As you can see, as the camera rotates around the origin (always looking at the centre), so don't think the box is rotating (!). The lighting follows it around. To start, some code. This is how I'm transforming the light into view space (it gets passed into the shader already in view space): // Compute eye-space light position. Math::Vector3d eyeSpacePosition = MyCamera->ViewMatrix() * MyLightPosition; MyShaderVariables->Set(MyLightPositionIndex, eyeSpacePosition); // Compute eye-space light direction vector. Math::Vector3d eyeSpaceDirection = Math::Unit(MyLightLookAt - MyLightPosition); MyCamera->ViewMatrixInverseTranspose().TransformNormal(eyeSpaceDirection); MyShaderVariables->Set(MyLightDirectionIndex, eyeSpaceDirection); Can anyone give me a clue as to what I'm doing wrong here? I think the light should remain looking at a fixed point on the box, regardless of the camera orientation. Here are the vertex and pixel shaders: /////////////////////////////////////////////////// // Vertex Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Uniform Buffer Structures /////////////////////////////////////////////////// // Camera. layout (std140) uniform Camera { mat4 Camera_View; mat4 Camera_ViewInverseTranspose; mat4 Camera_Projection; }; // Matrices per model. layout (std140) uniform Model { mat4 Model_World; mat4 Model_WorldView; mat4 Model_WorldViewInverseTranspose; mat4 Model_WorldViewProjection; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Streams (per vertex) /////////////////////////////////////////////////// layout(location = 0) in vec3 attrib_Position; layout(location = 1) in vec3 attrib_Normal; layout(location = 2) in vec3 attrib_Tangent; layout(location = 3) in vec3 attrib_BiNormal; layout(location = 4) in vec2 attrib_Texture; /////////////////////////////////////////////////// // Output streams (per vertex) /////////////////////////////////////////////////// out vec3 attrib_Fragment_Normal; out vec4 attrib_Fragment_Position; out vec2 attrib_Fragment_Texture; out vec3 attrib_Fragment_Light; out vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main() { // Transform normal into eye space attrib_Fragment_Normal = (Model_WorldViewInverseTranspose * vec4(attrib_Normal, 0.0)).xyz; // Transform vertex into eye space (world * view * vertex = eye) vec4 position = Model_WorldView * vec4(attrib_Position, 1.0); // Compute vector from eye space vertex to light (light is in eye space already) attrib_Fragment_Light = Light_Position - position.xyz; // Compute vector from the vertex to the eye (which is now at the origin). attrib_Fragment_Eye = -position.xyz; // Output texture coord. attrib_Fragment_Texture = attrib_Texture; // Compute vertex position by applying camera projection. gl_Position = Camera_Projection * position; } and the pixel shader: /////////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////////// #version 420 /////////////////////////////////////////////////// // Samplers /////////////////////////////////////////////////// uniform sampler2D Map_Diffuse; /////////////////////////////////////////////////// // Global Uniforms /////////////////////////////////////////////////// // Material. layout (std140) uniform Material { vec4 Material_Ambient_Colour; vec4 Material_Diffuse_Colour; vec4 Material_Specular_Colour; vec4 Material_Emissive_Colour; float Material_Shininess; float Material_Strength; }; // Spotlight. layout (std140) uniform OmniLight { float Light_Intensity; vec3 Light_Position; vec3 Light_Direction; vec4 Light_Ambient_Colour; vec4 Light_Diffuse_Colour; vec4 Light_Specular_Colour; float Light_Attenuation_Min; float Light_Attenuation_Max; float Light_Cone_Min; float Light_Cone_Max; }; /////////////////////////////////////////////////// // Input streams (per vertex) /////////////////////////////////////////////////// in vec3 attrib_Fragment_Normal; in vec3 attrib_Fragment_Position; in vec2 attrib_Fragment_Texture; in vec3 attrib_Fragment_Light; in vec3 attrib_Fragment_Eye; /////////////////////////////////////////////////// // Result /////////////////////////////////////////////////// out vec4 Out_Colour; /////////////////////////////////////////////////// // Main /////////////////////////////////////////////////// void main(void) { // Compute N dot L. vec3 N = normalize(attrib_Fragment_Normal); vec3 L = normalize(attrib_Fragment_Light); vec3 E = normalize(attrib_Fragment_Eye); vec3 H = normalize(L + E); float NdotL = clamp(dot(L,N), 0.0, 1.0); float NdotH = clamp(dot(N,H), 0.0, 1.0); // Compute ambient term. vec4 ambient = Material_Ambient_Colour * Light_Ambient_Colour; // Diffuse. vec4 diffuse = texture2D(Map_Diffuse, attrib_Fragment_Texture) * Light_Diffuse_Colour * Material_Diffuse_Colour * NdotL; // Specular. float specularIntensity = pow(NdotH, Material_Shininess) * Material_Strength; vec4 specular = Light_Specular_Colour * Material_Specular_Colour * specularIntensity; // Light attenuation (so we don't have to use 1 - x, we step between Max and Min). float d = length(-attrib_Fragment_Light); float attenuation = smoothstep(Light_Attenuation_Max, Light_Attenuation_Min, d); // Adjust attenuation based on light cone. float LdotS = dot(-L, Light_Direction), CosI = Light_Cone_Min - Light_Cone_Max; attenuation *= clamp((LdotS - Light_Cone_Max) / CosI, 0.0, 1.0); // Final colour. Out_Colour = (ambient + diffuse + specular) * Light_Intensity * attenuation; }

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