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  • Code to extrude 2d geometry to 3d

    - by Bgnt44
    Hi, is there any simple way to extrude a 2d geomtry (vectors ) to a 3d shape assuming extruding parameter are lenght (double) and angle (degree) so it should render like a cone ( all z lines going to one point )

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  • Create Linework/Geometry Using Text Style in AutoCAD

    - by Kratz
    I'm working in AutoCAD using the ObjectARX .Net API. Is there a way to either create text using lines/curves/polylines, or explode an existing text object into lines/ect? Prefereable I would like to be able to generate linework based on an exsiting AutoCAD text style. Edit: I was able to find the source for the TxtExp command here . However its in AutoCADs own Lisp language, and I can't make heads or tails of it.

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  • Is it possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2D isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful things like this. However, this game's coordinate system is "jagged" (for lack of a better word), and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matrices, but that only makes sense going from tile to screen.

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  • What library should I use for 2D Geometry? [closed]

    - by Luka
    I've been working on a 2D game in java, but found that java just didn't cut it for me and had forced me to a lot of bad design choices, so I've decided to port all my work to c++. The main reason I've decided change to c++ is that i had reached a point where i had 3 geometry libraries (the native, one from the game engine and one to handle "complex" polygons), none of witch worked very well together and i couldn't keep track of them. I'm new to c++, but i know all the basics. My question is, what would be a good geometry library to use, ideally it should be able to handle integer and decimal data types, have point, line, and polygon classes witch are able to check for intersection and contains. Thanks in advance, Luka

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  • Why does unity obj import flip my x coordinate?

    - by milkplus
    When I import my wavefront obj model into unity and then draw lines over it with the same coordinates in the obj file, the x coordinate is negated. I don't see any option in the importer that might be doing that. And I'm using the same localToWorldMatrix and the same coordinate data in the .obj file. Hmmm GL.PushMatrix(); GL.MultMatrix(transform.localToWorldMatrix); CreateMaterial(); lineMaterial.SetPass(0); GL.Color(new Color(0, 1, 0)); GL.Begin(GL.LINES); GL.Vertex(p1); GL.Vertex(p2); GL.Vertex(p2); GL.Vertex(p3); //... GL.End(); GL.PopMatrix();

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  • Possible to map mouse coordinates to isometric tiles with this coordinate system?

    - by plukich
    I'm trying to implement mouse interaction in a 2d isometric game, but I'm not sure if it's possible given the coordinate system used for tile maps in the game. I've read some helpful articles like this one: How to convert mouse coordinates to isometric indexes? However, this game's coordinate system is "jagged" for lack of a better word, and looks like this: Is it even possible to map mouse coordinates to this successfully, since the y-axis can't be drawn on this tile-map as a straight line? I've thought about doing odd-y-value translations and even-y-value translations with two different matricies, but that only makes sense going from tile-screen.

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  • Intersections of 3D polygons in python

    - by Andrew Walker
    Are there any open source tools or libraries (ideally in python) that are available for performing lots of intersections with 3D geometry read from an ESRI shapefile? Most of the tests will be simple line segments vs polygons. I've looked into OGR 1.7.1 / GEOS 3.2.0, and whilst it loads the data correctly, the resulting intersections aren't correct, and most of the other tools available seem to build on this work. Whilst CGAL would have been an alternative, it's license isn't suitable. The Boost generic geometry library looks fantastic, but the api is huge, and doesn't seem to support wkt or wkb readers out of the box.

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  • Collision detection, alternatives to "push out"

    - by LaZe
    I'm moving a character (ellipsoid) around in my physics engine. The movement must be constrained by the static geometry, but should slide on the edges, so it won't be stuck. My current approach is to move it a little and then push it back out of the geometry. It seems to work, but I think it's mostly because of luck. I fear there must be some corner cases where this method will go haywire. For example a sharp corner where two walls keeps pushing the character into each other. How would a "state of the art" game engine solve this?

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  • Mixing a4 and a3 in one Latex file

    - by jorgusch
    Hello, I am finishing my thesis and have a large appendix. Some tables only look good, if first done on a3 and then (paper)printed on a4. Anyhow, working all the files seperalty is fine, but I struggle to compile all in one. I use the geometry package and start the document with: \usepackage[a4paper,left=30mm,right=20mm,top=20mm, bottom=20mm]{geometry} For the appendix, I want to include the table and use \newgeometry{a3paper,left=25mm,right=15mm, top=15mm, bottom=15mm} However, the command is completely ignored and I can read "a3paper,left=25mm,right=15mm, top=15mm, bottom=15mm" above the table. What did I miss? Is it even possible? If not, how do I get the numbers right, if I have to include it as a pdf (which works)? Thanks!

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  • What causes player box/world geometry glitches in old games?

    - by Alexander
    I'm looking to understand and find the terminology for what causes - or allows - players to interfere with geometry in old games. Famously, ID's Quake3 gave birth to a whole community of people breaking the physics by jumping, sliding, getting stuck and launching themselves off points in geometry. Some months ago (though I'd be darned if I can find it again!) I saw a conference held by Bungie's Vic DeLeon and a colleague in which Vic briefly discussed the issues he ran into while attempting to wrap 'collision' objects (please correct my terminology) around environment objects so that players could appear as though they were walking on organic surfaces, while not clipping through them or appear to be walking on air at certain points, due to complexities in the modeling. My aim is to compose a case study essay for University in which I can tackle this issue in games, drawing on early exploits and how techniques have changed to address such exploits and to aid in the gameplay itself. I have 3 current day example of where exploits still exist, however specifically targeting ID Software clearly shows they've massively improved their techniques between Q3 and Q4. So in summary, with your help please, I'd like to gain a slightly better understanding of this issue as a whole (its terminology mainly) so I can use terms and ask the right questions within the right contexts. In practical application, I know what it is, I know how to do it, but I don't have the benefit of level design knowledge yet and its technical widgety knick-knack terms =) Many thanks in advance AJ

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  • how do I add a texture to a triangle in three.js?

    - by Kae Verens
    I've created a scene which has many cubes, spheres, etc, in it, and have been able to apply textures to those primitives, but when I want to add a texture to a simple triangle, I'm totally lost. Here's the closest I've come to getting it right: var texture=THREE.ImageUtils.loadTexture('/f/3d-images/texture-steel.jpg'); var materialDecalRoof=new THREE.MeshBasicMaterial( { 'map': texture, 'wireframe': false, 'overdraw': true } ); var geometry = new THREE.Geometry(); geometry.vertices.push(new THREE.Vector3(tentX/2+1, tentY, tentZ/2+1)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(0, tentT, 0)); geometry.vertices.push(new THREE.Vector3(-tentX/2-1, tentY, tentZ/2+1)); geometry.faces.push(new THREE.Face4(0, 1, 2, 3)); geometry.faceVertexUvs[0].push([ new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0), new THREE.UV(0, 0) ]); geometry.computeFaceNormals(); geometry.computeCentroids(); geometry.computeVertexNormals(); var mesh= new THREE.Mesh( geometry, materialDecalRoof); scene.add(mesh); This does not work. All i get is a flickering triangle (when the scene is moved) where an image should be. To test this, go to https://www.poptents.eu/3dFrame.php, upload an image in the Roof section, and drag the view to see the roof flicker. Does anyone know what I'm doing wrong here?

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  • How to generate XML with attributes in c#.

    - by user292815
    I have that code: ... request data = new request(); data.username = formNick; xml = data.Serialize(); ... [System.Serializable] public class request { public string username; public string password; static XmlSerializer serializer = new XmlSerializer(typeof(request)); public string Serialize() { StringBuilder builder = new StringBuilder(); XmlWriterSettings settings = new XmlWriterSettings(); settings.OmitXmlDeclaration = true; settings.Encoding = Encoding.UTF8; serializer.Serialize( System.Xml.XmlWriter.Create(builder, settings ), this); return builder.ToString(); } public static request Deserialize(string serializedData) { return serializer.Deserialize(new StringReader(serializedData)) as request; } } I want to add attributes to some nodes and create some sub-nodes. Also how to parse xml like that: <answer> <player id="2"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="nothing"></action> </player> <player id="3"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="boom"> <1>1</1> <2>2</2> </action> </player> </answer> p.s. it is not a xml file, it's answer from http server.

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  • How to generate XML with attributes in .NET?

    - by user292815
    I have that code: ... request data = new request(); data.username = formNick; xml = data.Serialize(); ... [System.Serializable] public class request { public string username; public string password; static XmlSerializer serializer = new XmlSerializer(typeof(request)); public string Serialize() { StringBuilder builder = new StringBuilder(); XmlWriterSettings settings = new XmlWriterSettings(); settings.OmitXmlDeclaration = true; settings.Encoding = Encoding.UTF8; serializer.Serialize( System.Xml.XmlWriter.Create(builder, settings ), this); return builder.ToString(); } public static request Deserialize(string serializedData) { return serializer.Deserialize(new StringReader(serializedData)) as request; } } I want to add attributes to some nodes and create some sub-nodes. Also how to parse xml like that: <answer> <player id="2"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="nothing"></action> </player> <player id="3"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="boom"> <1>1</1> <2>2</2> </action> </player> </answer> p.s. it is not a xml file, it's answer from http server.

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  • How to Serialize to XML containing attributes in .NET?

    - by user292815
    I have that code: ... request data = new request(); data.username = formNick; xml = data.Serialize(); ... [System.Serializable] public class request { public string username; public string password; static XmlSerializer serializer = new XmlSerializer(typeof(request)); public string Serialize() { StringBuilder builder = new StringBuilder(); XmlWriterSettings settings = new XmlWriterSettings(); settings.OmitXmlDeclaration = true; settings.Encoding = Encoding.UTF8; serializer.Serialize( System.Xml.XmlWriter.Create(builder, settings ), this); return builder.ToString(); } public static request Deserialize(string serializedData) { return serializer.Deserialize(new StringReader(serializedData)) as request; } } I want to add attributes to some nodes and create some sub-nodes. Also how to parse xml like that: <answer> <player id="2"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="nothing"></action> </player> <player id="3"> <coordinate axis="x"></coordinate> <coordinate axis="y"></coordinate> <coordinate axis="z"></coordinate> <action name="boom"> <1>1</1> <2>2</2> </action> </player> </answer> p.s. it is not a xml file, it's answer from http server.

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  • Why can't a blendShader sample anything but the current coordinate of the background image?

    - by Triynko
    In Flash, you can set a DisplayObject's blendShader property to a pixel shader (flash.shaders.Shader class). The mechanism is nice, because Flash automatically provides your Shader with two input images, including the background surface and the foreground display object's bitmap. The problem is that at runtime, the shader doesn't allow you to sample the background anywhere but under the current output coordinate. If you try to sample other coordinates, it just returns the color of the current coordinate instead, ignoring the coordinates you specified. This seems to occur only at runtime, because it works properly in the Pixel Bender toolkit. This limitation makes it impossible to simulate, for example, the Aero Glass effect in Windows Vista/7, because you cannot sample the background properly for blurring. I must mention that it is possible to create the effect in Flash through manual composition techniques, but it's hard to determine when it actually needs updated, because Flash does not provide information about when a particular area of the screen or a particular display object needs re-rendered. For example, you may have a fixed glass surface with objects moving underneath it that don't dispatch events when they move. The only alternative is to re-render the glass bar every frame, which is inefficient, which is why I am trying to do it through a blendShader so Flash determines when it needs rendered automatically. Is there a technical reason for this limitation, or is it an oversight of some sort? Does anyone know of a workaround, or a way I could provide my manual composition implementation with information about when it needs re-rendered? The limitation is mentioned with no explanation in the last note in this page: http://help.adobe.com/en_US/as3/dev/WSB19E965E-CCD2-4174-8077-8E5D0141A4A8.html It says: "Note: When a Pixel Bender shader program is run as a blend in Flash Player or AIR, the sampling and outCoord() functions behave differently than in other contexts.In a blend, a sampling function will always return the current pixel being evaluated by the shader. You cannot, for example, use add an offset to outCoord() in order to sample a neighboring pixel. Likewise, if you use the outCoord() function outside a sampling function, its coordinates always evaluate to 0. You cannot, for example, use the position of a pixel to influence how the blended images are combined."

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  • Quadratic bezier curve: Y coordinate for a given X ?

    - by stefan.at.wpf
    Hello, I have a quadratic bezier curve and I need the Y coordinate of a point on the bezier curve for a given X coordinate. I know that in pure maths this can be easily done, but I'm wondering is there's a simple / another way for this in C# / WPF? Is it possible to get the single points used by C# / WPF for drawing the bezier curve and then maybe just loop them and compare the X coordinate of each point with the given X coordinate? BTW for the mathematical way it would be good to know which step for the parameter t of the bezier curve has been choosen by C# / WPF? Any chance to find this out? Probably t is just scaled by / steps for t are 1/(distance of P0 and P2) ? Thank you very much for any hint!

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  • Can I flip the coordinate system without flipping text in iTextSharp?

    - by I. J. Kennedy
    I have some chart-creating code written for a coordinate system in which a y-coordinate of 0 is the top of the page. We are now converting to iTextSharp, which uses the conventional system from mathematics where a y-coordinate of 0 is the bottom of the page. There are many calculations involved in producing the chart and I'd like to not mess with those calculations. I can partially "fix" the problem by transforming iTextSharp's coordinate system like this: pdfContentByte.ConcatCTM(1f, 0f, 0f, -1f, 0f, pdfDoc.PageSize.Height); This works great for lines, rectangles, and circles, but the text is now upside down! Is there a way to remedy this, using SetTextMatrix or otherwise?

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  • Draw Lines Over a Circle

    - by VOX
    There's a line A-B and C at the center between A and B. It forms a circle as in the figure. If we assume A-B line as a diameter of the circle and then C is it's center. My problem is I have no idea how to draw another three lines (in blue) each 45 degree away from AC or AB. No, this is not a homework, it's part of my complex geometry in a rendering. http://www.freeimagehosting.net/image.php?befcd84d8c.png

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  • Qt- how to set QWidget width

    - by Narek
    How to set QWidget width? I know setGeometry(QRect& rect) function to do that, but in that case I should use geometry() function to get former parameters of my QWidget, then I should increment the width and use setGeometry(..). Is there any ditect way to say QWidget aa; aa.setWidth(165); //something like this?

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  • What is an Efficient algorithm to find Area of Overlapping Rectangles

    - by namenlos
    My situation Input: a set of rectangles each rect is comprised of 4 doubles like this: (x0,y0,x1,y1) they are not "rotated" at any angle, all they are "normal" rectangles that go "up/down" and "left/right" with respect to the screen they are randomly placed - they may be touching at the edges, overlapping , or not have any contact I will have several hundred rectangles this is implemented in C# I need to find The area that is formed by their overlap - all the area in the canvas that more than one rectangle "covers" (for example with two rectangles, it would be the intersection) I don't need the geometry of the overlap - just the area (example: 4 sq inches) Overlaps shouldn't be counted multiple times - so for example imagine 3 rects that have the same size and position - they are right on top of each other - this area should be counted once (not three times) Example The image below contains thre rectangles: A,B,C A and B overlap (as indicated by dashes) B and C overlap (as indicated by dashes) What I am looking for is the area where the dashes are shown - AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB AAAAAAAAAAAAAAAA--------------BBB BBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB BBBBBBBBBBBBBBBBB BBBBBB-----------CCCCCCCC BBBBBB-----------CCCCCCCC BBBBBB-----------CCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC CCCCCCCCCCCCCCCCCCC

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  • Math problem: Determine the corner radius of an inner border based on outer corner radius/thickness

    - by chaiguy
    Here's a math/geometry problem for the math whizzes (not my strongest subject). This is for WPF, but should be general enough to solve regardless: I have two embedded Border elements, with the outer one having a certain corner radius, R and border thickness, T. Given these two values, what should the corner radius of the inner Border, R' be set to such that the two corner edges meet with no overlap or holes? So far I've just been eyeballing it, but if someone can give me a proper formula that would be great. Respect points if you can!! ;)

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