Search Results

Search found 383 results on 16 pages for 'polygon'.

Page 8/16 | < Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >

  • Need help figuring out scala compiler errors.

    - by klactose
    Hello all, I have been working on a project in scala, but I am getting some error messages that I don't quite understand. The classes that I am working with are relatively simple. For example: abstract class Shape case class Point(x: Int, y: Int) extends Shape case class Polygon(points: Point*) extends Shape Now suppose that I create a Polygon: val poly = new Polygon(new Point(2,5), new Point(7,0), new Point(3,1)) Then if I attempt to determine the location and size of the smallest possible rectangle that could contain the polygon, I get various errors that I don't quite understand. Below are snippets of different attempts and the corresponding error messages that they produce. val upperLeftX = poly.points.reduceLeft(Math.min(_.x, _.x)) Gives the error: "missing parameter type for expanded function ((x$1) = x$1.x)" val upperLeftX = poly.points.reduceLeft((a: Point, b: Point) => (Math.min(a.x, b.x))) Gives this error: "type mismatch; found : (Point, Point) = Int required: (Any, Point) = Any" I am very confused about both of these error messages. If anyone could explain more clearly what I am doing incorrectly, I would really appreciate it. Yes, I see that the second error says that I need type "Any" but I don't understand exactly how to implement a change that would work as I need it. Obviously simply changing "a: Point" to "a: Any" is not a viable solution, so what am I missing?

    Read the article

  • ibm informix spatial datablade select statement error

    - by changed
    Hi I am using IBM informix spatial datablade module for some geo specific data. I am trying to find points in table xmlData lying in a specified region. But i am getting this error for select statement. SELECT sa.pre, sa.post FROM xmlData sa WHERE ST_Contains( ST_PolyFromText('polygon((2 2,6 2,6 6,2 6,2 2))',6),sa.point) Query: select count(*) as mycnt fromText('polygon((2 2,6 2,6 6,2 6,2 2))',6),sa.point) Error: -201 [Informix][Informix ODBC Driver][Informix]A syntax error has occurred. (SQLPrepare[-201] at /work/lwchan/workspace/OATPHPcompile/pdo_informix/pdo_informix/informix_driver.c:131) If any one can help me with this. CREATE TABLE xmlData (row_id integer NOT NULL, x integer, y integer, tagname varchar(40,1), point ST_POINT ); EXECUTE FUNCTION SE_CreateSRID(0, 0, 250000, 250000, "use the return value in next query last column"); INSERT INTO geometry_columns (f_table_catalog, f_table_schema, f_table_name, f_geometry_column, geometry_type, srid) VALUES ("mydatabase", -- database name "informix", -- user name "xmlData", -- table name "point", -- spatial column name 1, -- column type (1 = point) 6); -- srid //use value returned by above query. INSERT INTO xmlData VALUES ( 1, 20,20, 'country', ST_PointFromText('point (20 20)',6) ); INSERT INTO xmlData VALUES ( 1, 12,13, 'sunday', ST_PointFromText('point (12 13)',6) ); INSERT INTO xmlData VALUES ( 1, 21,22, 'monday', ST_PointFromText('point (21 22)',6) ); SELECT sa.pre, sa.post FROM xmlData sa WHERE ST_Contains( ST_PolyFromText('polygon((1 1,30 1,30 30,1 30,1 1))', 6),sa.point); I am using following query as reference "ibm link". SELECT name, type, zone FROM sensitive_areas WHERE SE_EnvelopesIntersect(zone, ST_PolyFromText('polygon((20000 20000,60000 20000,60000 60000,20000 60000,20000 20000))', 5));

    Read the article

  • Reformat SQLGeography polygons to JSON

    - by James
    I am building a web service that serves geographic boundary data in JSON format. The geographic data is stored in an SQL Server 2008 R2 database using the geography type in a table. I use [ColumnName].ToString() method to return the polygon data as text. Example output: POLYGON ((-6.1646509904325884 56.435153006374627, ... -6.1606079906751 56.4338050060666)) MULTIPOLYGON (((-6.1646509904325884 56.435153006374627 0 0, ... -6.1606079906751 56.4338050060666 0 0))) Geographic definitions can take the form of either an array of lat/long pairs defining a polygon or in the case of multiple definitions, an array or polygons (multipolygon). I have the following regex that converts the output to JSON objects contained in multi-dimensional arrays depending on the output. Regex latlngMatch = new Regex(@"(-?[0-9]{1}\.\d*)\s(\d{2}.\d*)(?:\s0\s0,?)?", RegexOptions.Compiled); private string ConvertPolysToJson(string polysIn) { return this.latlngMatch.Replace(polysIn.Remove(0, polysIn.IndexOf("(")) // remove POLYGON or MULTIPOLYGON .Replace("(", "[") // convert to JSON array syntax .Replace(")", "]"), // same as above "{lng:$1,lat:$2},"); // reformat lat/lng pairs to JSON objects } This is actually working pretty well and converts the DB output to JSON on the fly in response to an operation call. However I am no regex master and the calls to String.Replace() also seem inefficient to me. Does anyone have any suggestions/comments about performance of this?

    Read the article

  • OpenGL equivalent of GDI's HatchBrush or PatternBrush?

    - by Ptah- Opener of the Mouth
    I have a VB6 application (please don't laugh) which does a lot of drawing via BitBlt and the standard VB6 drawing functions. I am running up against performance issues (yes, I do the regular tricks like drawing to memory). So, I decided to investigate other ways of drawing, and have come upon OpenGL. I've been doing some experimenting, and it seems straightforward to do most of what I want; the application mostly only uses very simple drawing -- relatively large 2D rectangles of solid colors and such -- but I haven't been able to find an equivalent to something like a HatchBrush or PatternBrush. More specifically, I want to be able to specify a small monochrome pixel pattern, choose a color, and whenever I draw a polygon (or whatever), instead of it being solid, have it automatically tiled with that pattern, not translated or rotated or skewed or stretched, with the "on" bits of the pattern showing up in the specified color, and the "off" bits of the pattern left displaying whatever had been drawn under the area that I am now drawing on. Obviously I could do all the calculations myself. That is, instead of drawing as a polygon which will somehow automatically be tiled for me, I could calculate all of the lines or pixels or whatever that actually need to be drawn, then draw them as lines or pixels or whatever. But is there an easier way? Like in GDI, where you just say "draw this polygon using this brush"? I am guessing that "textures" might be able to accomplish what I want, but it's not clear to me (I'm totally new to this and the documentation I've found is not entirely obvious); it seems like textures might skew or translate or stretch the pattern, based upon the vertices of the polygon? Whereas I want the pattern tiled. Is there a way to do this, or something like it, other than brute force calculation of exactly the pixels/lines/whatever that need to be drawn? Thanks in advance for any help.

    Read the article

  • WCF RIA Services Custom Type with Collection of Custom Types

    - by Blakewell
    Is it possible to have a custom type within a custom type and have the result returned via WCF RIA services? I have the following two classes below, but I can't gain access to the Verticies property within the Polygon class. I assume it is because it is a custom class, or something to do with it being a List collection. Polygon Class public class Polygon { public Polygon() { _vertices = new List<Location>(); } private int _id; [Key] public int Id { get; set; } private List<Location> _vertices; public List<Location> Vertices { get { return _vertices; } set { _vertices = value; } } } Location Class public class Location { public Location() { } /// <summary> /// Default constructor for creating a Location object /// </summary> /// <param name="latitude"></param> /// <param name="longitude"></param> public Location( double latitude, double longitude ) { _latitude = latitude; _longitude = longitude; } private int _id; [Key] public int Id { get { return _id; } set { _id = value; } } private double _latitude; /// <summary> /// Latitude coordinate of the location /// </summary> public double Latitude { get { return _latitude; } set { _latitude = value; } } private double _longitude; /// <summary> /// Longitude coordiante of the location /// </summary> public double Longitude { get { return _longitude; } set { _longitude = value; } } }

    Read the article

  • C# class design - expose variables for reading but not setting

    - by James Brauman
    I have a a polygon class which stores a list of Microsoft.Xna.Framework.Vector2 as the vertices of the polygon. Once the polygon is created, I'd like other classes to be able to read the position of the vertices, but not change them. I am currently exposing the vertices through this field: /// <summary> /// Gets the vertices stored for this polygon. /// </summary> public List<Vector2> Vertices { get { return _vertices; } } List<Vector2> _vertices; However you can change any vertex using code like: Polygon1.Vertices[0] = new Vector2(0, 0); or Polygon1.Vertices[0].X = 0; How can I limit other classes to be able to only read the properties of these vertices, and not be able to set a new one to my List? The only thing I can think of is to pass a copy to classes that request it. Note that Vector2 is a struct that is part of the XNA framework and I cannot change it. Thanks.

    Read the article

  • Java Swing custom shapes (2D Graphics)

    - by juFo
    I need to draw custom shapes. Now when a user clicks on several points on the panel I create a shape using a polygon. public void mouseClicked(MouseEvent e) { polygon.addPoint(e.getX(), e.getY()); repaint(); } But I don't know if this is the best way to draw custom shapes. It should be possible to edit a drawn shape: resize change its fill color change the stroke color copy/paste it move a single point of the polygon ... I have seen people creating an own class implementing the Shape class and using a GeneralPath. But again I have no idea if this is a good way. Now I can create my own shape with a polygon (or with a GeneralPath) but I have no clue how to attach all the edit functions to my own shape (the edit functions I mean the resize, move, etc from above). I hope somebody could show me a way to do this or maybe write a little bit of code to demonstrate this. Thanks in advance!!

    Read the article

  • Incorrect output on changing sequence of declarations

    - by max
    Writing C++ code to implement Sutherland-Hodgeman polygon clipping. This order of declaration of these 2 statements gives correct output, reverse does not. int numberOfVertices = 5; Point pointList[] = { {50,50}, {200,300}, {310,110}, {130,90}, {70,40} }; I am passing the polygon vertex set to clippers in order - LEFT, RIGHT, TOP, BOTTOM. The exact error which comes when the declarations are reversed is that the bottom clipper, produces an empty set of vertices so no polygon is displayed after clipping. Correct: Incorrent: Confirmed by outputting the number of vertices produced after each pass: Correct: Incorrect: What is the reason for this error? Code: #include <iostream> #include <GL/glut.h> #define MAXVERTICES 10 #define LEFT 0 #define RIGHT 1 #define TOP 2 #define BOTTOM 3 using namespace std; /* Clipping window */ struct Window { double xmin; double xmax; double ymin; double ymax; }; struct Point { double x; double y; }; /* If I interchange these two lines, the code doesn't work. */ /**************/ int numberOfVertices = 5; Point pointList[] = { {50,50}, {200,300}, {310,110}, {130,90}, {70,40} }; /**************/ const Window w = { 100, 400, 60, 200 }; /* Checks whether a point is inside or outside a window side */ int isInside(Point p, int side) { switch(side) { case LEFT: return p.x >= w.xmin; case RIGHT: return p.x <= w.xmax; case TOP: return p.y <= w.ymax; case BOTTOM: return p.y >= w.ymin; } } /* Calculates intersection of a segment and a window side */ Point intersection(Point p1, Point p2, int side) { Point temp; double slope, intercept; bool infinite; /* Find slope and intercept of segment, taking care of inf slope */ if(p2.x - p1.x != 0) { slope = (p2.y - p1.y) / (p2.x - p1.x); infinite = false; } else { infinite = true; } intercept = p1.y - p1.x * slope; /* Calculate intersections */ switch(side) { case LEFT: temp.x = w.xmin; temp.y = temp.x * slope + intercept; break; case RIGHT: temp.x = w.xmax; temp.y = temp.x * slope + intercept; break; case TOP: temp.y = w.ymax; temp.x = infinite ? p1.x : (temp.y - intercept) / slope; break; case BOTTOM: temp.y = w.ymin; temp.x = infinite ? p1.x : (temp.y - intercept) / slope; break; } return temp; } /* Clips polygon against a side, updating the point list (called once for each side) */ void clipAgainstSide(int sideToClip) { int i, j=0; Point s,p; Point outputList[MAXVERTICES]; /* Main algorithm */ s = pointList[numberOfVertices-1]; for(i=0 ; i<numberOfVertices ; i++) { p = pointList[i]; if(isInside(p, sideToClip)) { /* p inside */ if(!isInside(s, sideToClip)) { /* p inside, s outside */ outputList[j] = intersection(p, s, sideToClip); j++; } outputList[j] = p; j++; } else if(isInside(s, sideToClip)) { /* s inside, p outside */ outputList[j] = intersection(s, p, sideToClip); j++; } s = p; } /* Updating number of points and point list */ numberOfVertices = j; /* ERROR: In last call with BOTTOM argument, numberOfVertices becomes 0 */ /* all earlier 3 calls have correct output */ cout<<numberOfVertices<<endl; for(i=0 ; i<numberOfVertices ; i++) { pointList[i] = outputList[i]; } } void SutherlandHodgemanPolygonClip() { clipAgainstSide(LEFT); clipAgainstSide(RIGHT); clipAgainstSide(TOP); clipAgainstSide(BOTTOM); } void init() { glClearColor(1,1,1,0); glMatrixMode(GL_PROJECTION); gluOrtho2D(0,1000,0,500); } void display() { glClear(GL_COLOR_BUFFER_BIT); /* Displaying ORIGINAL box and polygon */ glColor3f(0,0,1); glBegin(GL_LINE_LOOP); glVertex2i(w.xmin, w.ymin); glVertex2i(w.xmin, w.ymax); glVertex2i(w.xmax, w.ymax); glVertex2i(w.xmax, w.ymin); glEnd(); glColor3f(1,0,0); glBegin(GL_LINE_LOOP); for(int i=0 ; i<numberOfVertices ; i++) { glVertex2i(pointList[i].x, pointList[i].y); } glEnd(); /* Clipping */ SutherlandHodgemanPolygonClip(); /* Displaying CLIPPED box and polygon, 500px right */ glColor3f(0,0,1); glBegin(GL_LINE_LOOP); glVertex2i(w.xmin+500, w.ymin); glVertex2i(w.xmin+500, w.ymax); glVertex2i(w.xmax+500, w.ymax); glVertex2i(w.xmax+500, w.ymin); glEnd(); glColor3f(1,0,0); glBegin(GL_LINE_LOOP); for(int i=0 ; i<numberOfVertices ; i++) { glVertex2i(pointList[i].x+500, pointList[i].y); } glEnd(); glFlush(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(1000,500); glutCreateWindow("Sutherland-Hodgeman polygon clipping"); init(); glutDisplayFunc(display); glutMainLoop(); return 0; }

    Read the article

  • Winforms fixed single border on custom shaped control

    - by JD
    Hi all, I have created a custom control inheriting from a panel in .NET 3.5 The panel has a custom polygon border, which comes from a pointF array (In diagram, control is highlighted yellow). Fig 1 shows the control with BorderStyle none. Fig 2 with BorderStyle fixed-single As shown in Fig 2, the border follows the Rectangle bounding the control. IS there a way to make the border follow the actual border of the control set by the polygon? FYI the polygon is created using a GraphicsPath object. Drawing the line with GDI+ does not work, as the control clips the line and it looks awful... Fig1 Fig2

    Read the article

  • Geodjango: importing data from OSGB_1936, displaying in WGS84?

    - by AP257
    I have some polygon data saved in a PostGIS database with projection SRID 27700. geom = models.MultiPolygonField(srid=27700) I want to display the shapes on OpenStreetMap, i.e. with SRID 900913 (I think?). So, two questions: How do I change the code below to output with the right SRID for OpenStreetMap? How can I change the Django code below to give me a nice json object, ready to display as a polygon? area = get_object_or_404(soa.objects, code=my_code) polygon = area.geom return render_to_response('area.html', { 'area': area }, context_instance = RequestContext(request)) Apologies if this question doesn't make sense - I'm pretty new to GeoDjango.

    Read the article

  • Union of complex polygons

    - by grenade
    Given two polygons: POLYGON((1 0, 1 8, 6 4, 1 0)) POLYGON((4 1, 3 5, 4 9, 9 5, 4 1),(4 5, 5 7, 6 7, 4 4, 4 5)) How can I calculate the union (combined polygon)? Dave's example uses SQL server to produce the union, but I need to accomplish the same in code. I'm looking for a mathematical formula or code example in any language that exposes the actual math. I am attempting to produce maps that combine countries dynamically into regions. I asked a related question here: http://stackoverflow.com/questions/2653812/grouping-geographical-shapes

    Read the article

  • calculating a gps coordinate given a point, bearing and distance

    - by user530509
    Hello, I have a problem which draws my back in some project for some time now. Im basically looking to trap a polygon using x,y points drawn by some script ive written. lat1,lon1 are the center gps cords of the polygon and im looking for its surrounding polygon. here is a part of my code in python: def getcords(lat1,lon1,dr,bearing): lat2=asin(sin(lat1)*cos(dr)+cos(lat1)*sin(dr)*cos(bearing)) lon2=lon1+atan2(sin(bearing)*sin(dr)*cos(lat1),cos(dr)-sin(lat1)*sin(lat2)) return [lat2,lon2] my input goes like this: lat1,lon1 - are given in decimal degrees. -dr is the angular computed by dividing the distance in miles by the earth's -raiuds(=3958.82) -bearing between 0-360 degrees. however for the input getcorsds1(42.189275,-76.85823,0.5/3958.82,30) i get [-1.3485899508698462, -76.8576637627568], however [42.2516666666667,-76.8097222222222] is the right answer. as for the angular distance i calculate it simply by dividing the distance in miles by the earth's raiuds(=3958.82). anybody?

    Read the article

  • Find point which sum of distances to set of other points is minimal

    - by Pawel Markowski
    I have one set (X) of points (not very big let's say 1-20 points) and the second (Y), much larger set of points. I need to choose some point from Y which sum of distances to all points from X is minimal. I came up with an idea that I would treat X as a vertices of a polygon and find centroid of this polygon, and then I will choose a point from Y nearest to the centroid. But I'm not sure whether centroid minimizes sum of its distances to the vertices of polygon, so I'm not sure whether this is a good way? Is there any algorithm for solving this problem? Points are defined by geographical coordinates.

    Read the article

  • question about working with System.Drawing.Graphics

    - by backdoor
    hi all. i have a System.Drawing.Point[] filled with some System.Drawing.Point's. so when i want to draw this points as a polygon in a System.Windows.Form instance , the final drawn polygon is not all in the screen or sometimes is very small (in screen shown as 2-3 pixel). i wonder if there is some Library that using that i can just send Point[] to that and thatself scales and ... points and draws polygon manner that all points shown in screen and they are scaled to fit the screen (i mean small objects that shown as 2-3 pixel scale up to fit entire screen); thaks all and sorry for my bad english...

    Read the article

  • Creating ActionEvent object for CustomButton in Java

    - by Crystal
    For a hw assignment, we were supposed to create a custom button to get familiar with swing and responding to events. We were also to make this button an event source which confuses me. I have an ArrayList to keep track of listeners that would register to listen to my CustomButton. What I am getting confused on is how to notify the listeners. My teacher hinted at having a notify and overriding actionPerformed which I tried doing, but then I wasn't sure how to create an ActionEvent object looking at the constructor documentation. The source, id, string all confuses me. Any help would be appreciated. Thanks! code: import java.awt.*; import java.awt.event.*; import javax.swing.*; import java.util.List; import java.util.ArrayList; public class CustomButton { public static void main(String[] args) { EventQueue.invokeLater(new Runnable() { public void run() { CustomButtonFrame frame = new CustomButtonFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setVisible(true); } }); } public void addActionListener(ActionListener al) { listenerList.add(al); } public void removeActionListener(ActionListener al) { listenerList.remove(al); } public void actionPerformed(ActionEvent e) { System.out.println("Button Clicked!"); } private void notifyListeners() { ActionEvent event = new ActionEvent(CONFUSED HERE!!!!; for (ActionListener action : listenerList) { action.actionPerfomed(event); } } List<ActionListener> listenerList = new ArrayList<ActionListener>(); } class CustomButtonFrame extends JFrame { // constructor for CustomButtonFrame public CustomButtonFrame() { setTitle("Custom Button"); CustomButtonSetup buttonSetup = new CustomButtonSetup(); this.add(buttonSetup); this.pack(); } } class CustomButtonSetup extends JComponent { public CustomButtonSetup() { ButtonAction buttonClicked = new ButtonAction(); this.addMouseListener(buttonClicked); } // because frame includes borders and insets, use this method public Dimension getPreferredSize() { return new Dimension(200, 200); } public void paintComponent(Graphics g) { Graphics2D g2 = (Graphics2D) g; // first triangle coords int x[] = new int[TRIANGLE_SIDES]; int y[] = new int[TRIANGLE_SIDES]; x[0] = 0; y[0] = 0; x[1] = 200; y[1] = 0; x[2] = 0; y[2] = 200; Polygon firstTriangle = new Polygon(x, y, TRIANGLE_SIDES); // second triangle coords x[0] = 0; y[0] = 200; x[1] = 200; y[1] = 200; x[2] = 200; y[2] = 0; Polygon secondTriangle = new Polygon(x, y, TRIANGLE_SIDES); g2.drawPolygon(firstTriangle); g2.setColor(firstColor); g2.fillPolygon(firstTriangle); g2.drawPolygon(secondTriangle); g2.setColor(secondColor); g2.fillPolygon(secondTriangle); // draw rectangle 10 pixels off border int s1[] = new int[RECT_SIDES]; int s2[] = new int[RECT_SIDES]; s1[0] = 5; s2[0] = 5; s1[1] = 195; s2[1] = 5; s1[2] = 195; s2[2] = 195; s1[3] = 5; s2[3] = 195; Polygon rectangle = new Polygon(s1, s2, RECT_SIDES); g2.drawPolygon(rectangle); g2.setColor(thirdColor); g2.fillPolygon(rectangle); } private class ButtonAction implements MouseListener { public void mousePressed(MouseEvent e) { System.out.println("Click!"); firstColor = Color.GRAY; secondColor = Color.WHITE; repaint(); } public void mouseReleased(MouseEvent e) { System.out.println("Released!"); firstColor = Color.WHITE; secondColor = Color.GRAY; repaint(); } public void mouseEntered(MouseEvent e) {} public void mouseExited(MouseEvent e) {} public void mouseClicked(MouseEvent e) {} } public static final int TRIANGLE_SIDES = 3; public static final int RECT_SIDES = 4; private Color firstColor = Color.WHITE; private Color secondColor = Color.DARK_GRAY; private Color thirdColor = Color.LIGHT_GRAY; }

    Read the article

  • SQL SERVER – Validating Spatial Object with IsValidDetailed Function

    - by pinaldave
    What do you prefer – error or warning indicating error may happen with the reason for the error. While writing the previous statement I remember the movie “Minory Report”. This blog post is not about minority report but I will still cover the concept in a single statement “Let us predict the future and prevent the crime which is about to happen in future”. (Please feel free to correct me if I am wrong about the movie concept, I really do not want to hurt your sentiment if you are dedicated fan). Let us switch to the SQL Server world. Spatial data types are interesting concepts. I love writing about spatial data types because it allows me to be creative with shapes (just like toddlers). When working with Spatial Datatypes it is all good when the spatial object works fine. However, when the spatial object has issue or it is created with invalid coordinates it used to give a simple error that there is an issue with the object but did not provide much information. This made it very difficult to debug. If this spatial object was used in the big procedure and while this big procedural error out because of the invalid spatial object, it is indeed very difficult to debug it. I always wished that the more information provided regarding what is the problem with spatial datatype. SQL Server 2012 has introduced the new function IsValidDetailed(). This function has made my life very easy. In simple words this function will check if the spatial object passed is valid or not. If it is valid it will give information that it is valid. If the spatial object is not valid it will return the answer that it is not valid and the reason for the same. This makes it very easy to debug the issue and make the necessary correction. DECLARE @p GEOMETRY = 'Polygon((2 2, 6 6, 4 2, 2 2))' SELECT @p.IsValidDetailed() GO DECLARE @p GEOMETRY = 'Polygon((2 2, 3 3, 4 4, 5 5, 6 6, 2 2))' SELECT @p.IsValidDetailed() GO DECLARE @p GEOMETRY = 'Polygon((2 2, 4 4, 4 2, 2 3, 2 2))' SELECT @p.IsValidDetailed() GO DECLARE @p GEOMETRY = 'CIRCULARSTRING(2 2, 4 4, 0 0)' SELECT @p.IsValidDetailed() GO DECLARE @p GEOMETRY = 'CIRCULARSTRING(2 2, 4 4, 0 0)' SELECT @p.IsValidDetailed() GO DECLARE @p GEOMETRY = 'LINESTRING(2 2, 4 4, 0 0)' SELECT @p.IsValidDetailed() GO Here is the resultset of the above query. You can see any valid query and some invalid query. If the query is invalid it also demonstrates the reason along with the error message. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology Tagged: Spatial Database, SQL Spatial

    Read the article

  • What's a good data structure solution for a scene manager in XNA?

    - by tunnuz
    Hello, I'm playing with XNA for a game project of myself, I had previous exposure to OpenGL and worked a bit with Ogre, so I'm trying to get the same concepts working on XNA. Specifically I'm trying to add to XNA a scene manager to handle hierarchical transforms, frustum (maybe even occlusion) culling and transparency object sorting. My plan was to build a tree scene manager to handle hierarchical transforms and lighting, and then use an Octree for frustum culling and object sorting. The problem is how to do geometry sorting to support transparencies correctly. I know that sorting is very expensive if done on a per-polygon basis, so expensive that it is not even managed by Ogre. But still images from Ogre look right. Any ideas on how to do it and which data structures to use and their capabilities? I know people around is using: Octrees Kd-trees (someone on GameDev forum said that these are far better than Octrees) BSP (which should handle per-polygon ordering but are very expensive) BVH (but just for frustum and occlusion culling) Thank you Tunnuz

    Read the article

  • How to create a 3D world with 2D sprites similar to Ragnorak online?

    - by Romoku
    As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little square tiles on the terrain. There are a couple routes I could take such as using a bunch of cubic polygons and linking them together or using one big map. The former approach doesn't seem to make any sense if the world is not flat as polygons wouldn't be reused often. The goal is to break down a 3D polygon into tiles which is heard to wrap my head around. I believe using something like an interval tree or array would be appropriate to store the rectangle grid, but how would I display a rectangle around the selection the player has his mouse over on the polygon terrain itself? Here is a screenshot. Here is a gameplay video. Here is the camera usage.

    Read the article

  • Where can I find Cinema4D for game development tutorials ?

    - by George Profenza
    Hi, I started to learn Cinema 4D. I've noticed it's really easy to use for motion graphics, but I want to use it for modeling for games/realtime 3d engines. Before I used 3dsmax and it was easy to estimate how a model would look/behave in a 3d engine. The two main things I did was displaying Polygon triangles and displaying the Polygon Count. I've found the Total Polygons tick in HUD settings in Cinema 4D, but I can't find any display mode that will show triangles. Is there there a way to display triangle faces/not quads in Cinema4D ? If so how ? There is a Triangulate function, but I'd rather not Triangulate/Untriangulate all the time, especially since it's converting back and forth between the two doesn't always produce the same result. I imagine I'm asking for old school techniques, but I plan to use these to make low poly models for web(canvas/webGL) and mobile.

    Read the article

  • Collisions between moving ball and polygons

    - by miguelSantirso
    I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D game in which I need to perform collisions between a ball and simple polygons. The polygons are defined as an array of vertices. I have implemented the collisions with the bounding boxes of the polygons (that was easy) and I need to refine that collision in the cases where the ball collides with the bounding box. The ball can move quite fast and the polygons are not too big so I need to perform continuous collisions. I am looking for a method that allows me to detect if the ball collides with a polygon and, at the same time, calculate the new direction for the ball after bouncing in the polygon. (I am using XNA, in case that helps)

    Read the article

  • Masking OpenGL texture by a pattern

    - by user1304844
    Tiled terrain. User wants to build a structure. He presses build and for each tile there is an "allow" or "disallow" tile sprite added to the scene. FPS drops right away, since there are 600+ tiles added to the screen. Since map equals screen, there is no scrolling. I came to an idea to make an allow grid covering the whole map and mask the disallow fields. Approach 1: Create allow and disallow grid textures. Draw a polygon on screen. Pass both textures to the fragment shader. Determine the position inside the polygon and use color from allowTexture if the fragment belongs to the allow field, disallow otherwise Problem: How do I know if I'm on the field that isn't allowed if I cannot pass the matrix representing the map (enum FieldStatus[][] (Allow / Disallow)) to the shader? Therefore, inside the shader I don't know which fragments should be masked. Approach 2: Create allow texture. Create an empty texture buffer same size as the allow texture Memset the pixels of the empty texture to desired color for each pixel that doesn't allow building. Draw a polygon on screen. Pass both textures to the fragment shader. Use texture2 color if alpha 0, texture1 color otherwise. Problem: I'm not sure what is the right way to manipulate pixels on a texture. Do I just make a buffer with width*height*4 size and memcpy the color[] to desired coordinates or is there anything else to it? Would I have to call glTexImage2D after every change to the texture? Another problem with this approach is that it takes a lot more work to get a prettier effect since I'm manipulating the color pixels instead of just masking two textures. varying vec2 TexCoordOut; uniform sampler2D Texture1; uniform sampler2D Texture2; void main(void){ vec4 allowColor = texture2D(Texture1, TexCoordOut); vec4 disallowColor = texture2D(Texture2, TexCoordOut); if(disallowColor.a > 0){ gl_FragColor= disallowColor; }else{ gl_FragColor= allowColor; }} I'm working with OpenGL on Windows. Any other suggestion is welcome.

    Read the article

  • Continuous Collision Detection Techniques

    - by Griffin
    I know there are quite a few continuous collision detection algorithms out there , but I can't find a list or summary of different 2D techniques; only tutorials on specific algorithms. What techniques are out there for calculating when different 2D bodies will collide and what are the advantages / disadvantages of each? I say techniques and not algorithms because I have not yet decided on how I will store different polygons which might be concave or even have holes. I plan to make a decision on this based on what the algorithm requires (for instance if an algorithm breaks down a polygon into triangles or convex shapes I will simply store the polygon data in this form).

    Read the article

  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

    Read the article

  • How many VBOs should I use and should I keep a copy of their data?

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

    Read the article

  • General usage question of vbo

    - by CSharpie
    Firstofall, I am sorry if my question is to broad. I am developing a tile based game and switched from those gl.Begin calls to using VBOs. This is kind of working allready, I managed to render a hexagonal polygon with a simple shader applied. What I am not sure is, how to implement the "whole" tile concept. Concrete the questions are: - Is it better to create 1 VBO for a single tile and render it n-Times in every different position, or render one huge VBO that represents the whole "world" - Depending on the answer above, what is the best way to draw a "linegrid". Overlay with the same vbo using the respecting polygon.mode , or is there a way to let the shader to this? - How would frustum-culling or mousepicking work then, do i need to keep the VBO-data in memory?

    Read the article

< Previous Page | 4 5 6 7 8 9 10 11 12 13 14 15  | Next Page >