Search Results

Search found 258 results on 11 pages for 'polygons'.

Page 9/11 | < Previous Page | 5 6 7 8 9 10 11  | Next Page >

  • Library for polygon operations

    - by AJM
    I've recently encountered a need for a library or set of libraries to handle operations on 2D polygons. I need to be able to perform boolean/clipping operations (difference and union) and triangulation. So far the libraries I've found are poly2tri, CGAL, and GPC. Poly2tri looks good for triangulation but I'm still left with boolean operations, and I'm unsure about its maturity. CGAL and GPC are only free if my own project is free. My particular project isn't commercial, so I'm hesitant to pay or request for any licenses. But I may want to use my code for a future commercial project, so I'm hesitant about CGAL's open source licenses and GPC's freeware-only restriction. There doesn't seem to be any polygon clipping libraries with nice BSD-style licenses.

    Read the article

  • Is there a decent vector / spline library for php?

    - by Brendan Heywood
    Does anyone know of the best way to render clean vectors into a php image and then serve it as a jpeg/png? Specifically I want to draw lines, polygons and splines which are anti-aliased and then serve them up as jpegs. Preferably also with an alpha option when rendering. What would be spectacular is a php library with a similar API to Raphael (without the animation) - not only because Raphael has a great API but also because I'm already using it on my website for the dynamic bits but also need to bake jpeg's in parallel for static consumption.

    Read the article

  • Problem drawing a polygon on data clusters in MATLAB

    - by Hossein
    Hi, I have some data points which I have devided into them into some clusters with some clustering algorithms as the picture below:(it might takes some time for the image to appear) Each color represents different cluster. I have to draw polygons around each cluster. I use convhull for this reason. But as you can see the polygon for the red cluster is very big and covers a lot of areas, which is not the one I am looking for. I need to draw lines(ploygons) exactly around my data sets. For example in the picture above I want a polygon that is drawn exactly the same(and around) as the red cluster with the 3 branches. In other words, in this case I need a polygon with 3 branches to cover my red clusters not that big polygon that covers the whole area. Can anyone help me with this? Please Note that the solution should be general, because the clusters will change in each run of the algorithm, so it needs to be in a way that is general.

    Read the article

  • Qt - invalid conversion to child class

    - by David Davidson
    I'm drawing polygons using the Graphics View framework. I added a polygon to the scene with this: QGraphicsPolygonItem *poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); poly->setPos(some_point); But I need to implement some custom behaviour like selection, mouse over indicator, and other similar stuff on the graphics item. So I declared a class that inherits QGraphicsPolygonItem: #include <QGraphicsPolygonItem> class GridHex : public QGraphicsPolygonItem { public: GridHex(QGraphicsItem* parent = 0); }; GridHex::GridHex(QGraphicsItem* parent) : QGraphicsPolygonItem(parent) { } Not doing much with that class so far, as you can see. But shouldn't replacing QGraphicsPolygonItem with my GridHex class? This is throwing a " invalid conversion from 'QGraphicsPolygonItem*' to 'GridHex*' " error: GridHex* poly = scene->addPolygon(QPolygonF(vector_of_QPointF)); What am I doing wrong?

    Read the article

  • Nesting maximum amount of shapes on a surface

    - by Fuu
    In industry, there is often a problem where you need to calculate the most efficient use of material, be it fabric, wood, metal etc. So the starting point is X amount of shapes of given dimensions, made out of polygons and/or curved lines, and target is another polygon of given dimensions. I assume many of the current CAM suites implement this, but having no experience using them or of their internals, what kind of computational algorithm is used to find the most efficient use of space? Can someone point me to a book or other reference that discusses this topic?

    Read the article

  • Tutorial for texture mapping a map onto an Open GL ES sphere?

    - by hotpaw2
    I'm not looking for a library or even open source code. I want to learn how to do this on my own. Where do I start to find an online tutorial, a book chapter, or other educational material for generating a polygonal model of a 3D sphere suitable for feeding to Open GL ES on an iPhone, and then mapping the polygons to some sort of 2D map data so I can texture map the sphere? Is there some sort of software tool (blenders? mayan?) with a tutorial on how to do generate this data? Where is the best place to start?

    Read the article

  • 3d / 2.5d game library for iphone and pc

    - by Aaron Qian
    I'm trying to make a 2d shooter game with 3d background. The player and enemies are essentially just quads with textures. The background will be simple 3d polygons with textures and some fog and light. Therefore, I don't need a really powerful 3d library. I tried Unity3D and Torque2D, but I don't like to use their GUI editors. I prefer to work with code. So, is there a cross platform (mainly windows and iPhone) 3d / 2.5d game library, commercial or open source? I assume it will be only limited to c, c++, and object-c due to apple's new ToS.

    Read the article

  • How to set background image in Java?

    - by Dew
    I am developing a simple platform game using Java using BlueJ as the IDE. Right now I have player/enemy sprites, platforms and other items in the game drawn using polygons and simple shapes. Eventually I hope to replace them with actual images. For now I would like to know what is the simplest solution to setting an image (either URL or from local source) as the 'background' of my game window/canvas? I would appreciate it if it isn't something long or complex as my programming skills aren't very good and I want to keep my program as simple as possible. Kindly provide example codes with comments to elaborate on their function, and also if it's in its own class, how to call on relevant methods used by it on other classes. Thank you very much.

    Read the article

  • C++ library for Coordinate Transformation Matrices (CTM)?

    - by BastiBense
    I'm looking for a C++ library which allows for easy integration of Coordinate Transformation Matrices (CTM) in my application. You might know CTMs from PDF or PostScript. For one project we are using C++/Qt4 as a framework, which offers a QTransform class, which provides methods like .translate(double x, double y) or .rotate(double degrees). After doing some transformations, it would allow me to get all 6 CTM values, which I could feed into a PDF library or use a transformation matrix in export files. Qt's API also allows for arbitrary mapping of polygons (QPolygon), rectangles (QRect) and other primitive data structures into transformed coordinate systems. So basically I'm looking for something similar to what Qt provides, but without the need of using Qt. I know I could do the matrix multiplications myself, but I'm not really interested in doing so, as I'm very sure that someone already solved this problem, so please no links to books or other guides on how to multiply matrices. Thanks!

    Read the article

  • Finding the centroid of a polygon?

    - by user146780
    I have tried: for each vertex, add to total, divide by number of verities to get center. I'v also tried: Find the topmost, bottommost - get midpoint... find leftmost, rightmost, find midpoint. Both of these did not return the perfect center because I'm relying on the center to scale a polygon. I want to scale my polygons so I may put a border around them. What is the best way to find the centroid of a polygon given that the polygon may be concave, convex and have many many sides of various lengths. Thanks

    Read the article

  • Prims vs Polys: what are the pros and cons of each?

    - by Richard Inglis
    I've noticed that most 3d gaming/rendering environments represent solids as a mesh of (usually triangular) 3d polygons. However some examples, such as Second Life, or PovRay use solids built from a set of 3d primitives (cube, sphere, cone, torus etc) on which various operations can be performed to create more complex shapes. So my question is: why choose one method over the other for representing 3d data? I can see there might be benefits for complex ray-tracing operations to be able to describe a surface as a single mathematical function (like PovRay does), but SL surely isn't attempting anything so ambitious with their rendering engine. Equally, I can imagine it might be more bandwidth-efficient to serve descriptions of generalised solids instead of arbitrary meshes, but is it really worth the downside that SL suffers from (ie modelling stuff is really hard, and usually the results are ugly) - was this just a bad decision made early in SL's development that they're now stuck with? Or is it an artefact of what's easiest to implement in OpenGL?

    Read the article

  • How to change the coordinate of a point that is inside a GraphicsPath?

    - by Ben
    Is there anyway to change the coordinates of some of the points within a GraphicsPath object while leaving the other points where they are? The GraphicsPath object that gets passed into my method will contain a mixture of polygons and lines. My method would want to look something like: void UpdateGraphicsPath(GraphicsPath gPath, RectangleF regionToBeChanged, PointF delta) { // Find the points in gPath that are inside regionToBeChanged // and move them by delta. // gPath.PathPoints[i].X += delta.X; // Compiles but doesn't work } GraphicsPath.PathPoints seems to be readonly, so does GraphicsPath.PathData.Points. So I am wondering if this is even possible. Perhaps generating a new GraphicsPath object with an updated set of points? How can I know if a point is part of a line or a polygon? If anyone has any suggestions then I would be grateful.

    Read the article

  • Fitting maximum amount of shapes on a surface

    - by Fuu
    In industry, there is often a problem where you need to calculate the most efficient use of material, be it fabric, wood, metal etc. So the starting point is X amount of shapes of given dimensions, made out of polygons and/or curved lines, and target is another polygon of given dimensions. I assume many of the current CAM suites implement this, but having no experience using them or of their internals, what kind of computational algorithm is used to find the most efficient use of space? Can someone point me to a book or other reference that discusses this subject?

    Read the article

  • Get countries within range of LAT/LONG coordinates

    - by ptrn
    Trouble! I'm looking for a way to find the countries within a given range of LAT/LONG coordinates. E.g.: When viewing a place in Africa in Google Maps, I get out which countries that are in my current view. This is a bit ambitious, and I think the main problem will be dealing with accuracy of the needed polygons. The accuracy of these don't need to be all that great, the borders can probably be tens of miles off, or even more. This will be needed for the entire world.

    Read the article

  • Mysql retrieve polygon data

    - by dskanth
    Hi, i have been developing a site that stores spatial data in mysql database, like that of buildings, gardens, etc. in the form of polygons (latitudes and longitudes). I want to know how to retrieve polygon data in mysql. I have seen this sample query to insert a polygon data: http://amper.110mb.com/SPAT/mysql_initgeometry2.htm But now i want to know how to retrieve data from the table, based on certain constraints like: "where latitude < 9.33 and longitude > 22.4" Also how do i find whether a point lies inside or outside of a polygon

    Read the article

  • Generating a beveled edge for a 2D polygon

    - by Metaphile
    I'm trying to programmatically generate beveled edges for geometric polygons. For example, given an array of 4 vertices defining a square, I want to generate something like this. But computing the vertices of the inner shape is baffling me. Simply creating a copy of the original shape and then scaling it down will not produce the desired result most of the time. My algorithm so far involves analyzing adjacent edges (triples of vertices; e.g., the bottom-left, top-left, and top-right vertices of a square). From there, I need to find the angle between them, and then create a vertex somewhere along that angle, depending on how deep I want the bevel to be. And because I don't have much of a math background, that's where I'm stuck. How do I find that center angle? Or is there a much simpler way of attacking this problem?

    Read the article

  • Flash: How to get a list to be processed synchronous instead of asynchronous?

    - by Quandary
    Question: In Flash I have the below function. Now the problem is SaveFurniture, SavePolygons and SaveComments all save to the same XML file. Now SaveFurniture sends JSON encoded data to a ashx handler, which saves it in the xml on the server. The problem is, because flash sends the data asynchronous, the polygons get sent to the polygonsave ashx handler, but before saving of the furniture has completed, thus access error, write process already in progress... // cSaveData.SaveData(); public static function SaveData():void { trace("cSaveData.SaveData"); //NotifyASPXofNewScale(cGlobals.nPlanScale); SaveFurniture(); SavePolygons(); SaveComments(); } What's the best way to process this list, ONE AFTER ANOTHER ? Making a callback in all of them does make the program flow structure very confusing...

    Read the article

  • what are the various approaches for generating PDFs?

    - by andthereitgoes
    I have an idea for an app that would take some flash content which contains graphics and images like various geometric shapes and polygons and some random images and convert them to PDF. Also, since I envision this app to be used my multiple users I want this process to be quick and scalable. One possible solution I could think of is have a small flash client with the capability of assembling the above mentioned graphics and images. Generate some sort of XML, send it to a server running a Java process which could render the PDF using iText. I was wondering what are the other possible ways to do it or the best practices. Technology isn't an issue; open source or commercial. I am looking for ideas to make the process fast and scalable. Most importantly, I don't want the back end server side PDF render engine to constraint the flash client capabilities. I would appreciate if you could share your tech stack idea. Thanks a lot!

    Read the article

  • Structure of Astar (A*) graph search data in C#

    - by Shawn Mclean
    How do you structure you graphs/nodes in a graph search class? I'm basically creating a NavMesh and need to generate the nodes from 1 polygon to the other. The edge that joins both polygons will be the node. I'll then run A* on these Nodes to calculate the shortest path. I just need to know how to structure my classes and their properties? I know for sure I wont need to create a fully blown undirected graph with nodes and edges.

    Read the article

  • Help with memory leak (malloc)

    - by user146780
    I'v followed a tutorial to use OGL tesselaton. In one of the callbacks there is a malloc and it creates a leak every time I render a new frame. void CALLBACK combineCallback(GLdouble coords[3], GLdouble *vertex_data[4], GLfloat weight[4], GLdouble **dataOut) { GLdouble *vertex; vertex = (GLdouble *) malloc(6 * sizeof(GLdouble)); vertex[0] = coords[0]; vertex[1] = coords[1]; vertex[2] = coords[2]; for (int i = 3; i < 6; i++) { vertex[i] = weight[0] * vertex_data[0][i] + weight[1] * vertex_data[0][i] + weight[2] * vertex_data[0][i] + weight[3] * vertex_data[0][i]; } *dataOut = vertex; } I'v tried to free(vertex) but then the polygons did not render. I also tried allocating on the heap then doing delete(vertex) but then the polygon rendered awkwardly. I'm not sure what to do. Thanks

    Read the article

  • OpenGL performance on rendering "virtual gallery" (textures)

    - by maticus
    I have a considerable (120-240) amount of 640x480 images that will be displayed as textured flat surfaces (4 vertex polygons) in a 3D environment. About 30-50% of them will be visible in a given frame. It is possible for them to crossover. Nothing else will be present in the environment. The question is - will the modern and/or few-years-old (lets say Radeon 9550) GPU cope with that, and what frame rate can I expect? I aim for 20FPS, but 30-40 would be nice. Would changing the resolution to 320x240 make it more probable to happen? I do not have any previous experience with performance issues of 3D graphics on modern GPUs, and unfortunately I must make a design choice. I don't want to waste time on doing something that couldn't have worked :-)

    Read the article

  • formula for replicating glTexGen in opengl es 2.0 glsl

    - by visualjc
    I also posted this on the main StackExchange, but this seems like a better place, but for give me for the double post if it shows up twice. I have been trying for several hours to implement a GLSL replacement for glTexGen with GL_OBJECT_LINEAR. For OpenGL ES 2.0. In Ogl GLSL there is the gl_TextureMatrix that makes this easier, but thats not available on OpenGL ES 2.0 / OpenGL ES Shader Language 1.0 Several sites have mentioned that this should be "easy" to do in a GLSL vert shader. But I just can not get it to work. My hunch is that I'm not setting the planes up correctly, or I'm missing something in my understanding. I've pored over the web. But most sites are talking about projected textures, I'm just looking to create UV's based on planar projection. The models are being built in Maya, have 50k polygons and the modeler is using planer mapping, but Maya will not export the UV's. So I'm trying to figure this out. I've looked at the glTexGen manpage information: g = p1xo + p2yo + p3zo + p4wo What is g? Is g the value of s in the texture2d call? I've looked at the site: http://www.opengl.org/wiki/Mathematics_of_glTexGen Another size explains the same function: coord = P1*X + P2*Y + P3*Z + P4*W I don't get how coord (an UV vec2 in my mind) is equal to the dot product (a scalar value)? Same problem I had before with "g". What do I set the plane to be? In my opengl c++ 3.0 code, I set it to [0, 0, 1, 0] (basically unit z) and glTexGen works great. I'm still missing something. My vert shader looks basically like this: WVPMatrix = World View Project Matrix. POSITION is the model vertex position. varying vec4 kOutBaseTCoord; void main() { gl_Position = WVPMatrix * vec4(POSITION, 1.0); vec4 sPlane = vec4(1.0, 0.0, 0.0, 0.0); vec4 tPlane = vec4(0.0, 1.0, 0.0, 0.0); vec4 rPlane = vec4(0.0, 0.0, 0.0, 0.0); vec4 qPlane = vec4(0.0, 0.0, 0.0, 0.0); kOutBaseTCoord.s = dot(vec4(POSITION, 1.0), sPlane); kOutBaseTCoord.t = dot(vec4(POSITION, 1.0), tPlane); //kOutBaseTCoord.r = dot(vec4(POSITION, 1.0), rPlane); //kOutBaseTCoord.q = dot(vec4(POSITION, 1.0), qPlane); } The frag shader precision mediump float; uniform sampler2D BaseSampler; varying mediump vec4 kOutBaseTCoord; void main() { //gl_FragColor = vec4(kOutBaseTCoord.st, 0.0, 1.0); gl_FragColor = texture2D(BaseSampler, kOutBaseTCoord.st); } I've tried texture2DProj in frag shader Here are some of the other links I've looked up http://www.gamedev.net/topic/407961-texgen-not-working-with-glsl-with-fixed-pipeline-is-ok/ Thank you in advance.

    Read the article

  • Box2D Bicycle Wheels Motor Problem - Flash 2.1a

    - by Craig
    I have made a bicycle with Box2D using several polygons for the frame at different angles connected using weld joints, and I have revolute joints on the wheels with a motor. I have made some basic terrain (straight ground and a small ramp) and added keyboard input to control the bicycle with torque to balance it. All of this is done in with Box2D's Debug Draw. When the bicycle is on its back wheel but diagonally forward (kinda like this position - /) the motors just cause it go spinning backwards over when in reality it should either stay on its back wheel or go down onto both wheels. Here's my code the revolute joints: //Front Wheel Joint var frontWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); frontWheelJointDef.Initialize(frontWheelBody, secondFrameBody, frontWheelBody.GetWorldCenter()); frontWheelJointDef.enableMotor=true; frontWheelJointDef.maxMotorTorque=10000; frontWheelJoint = _world.CreateJoint(frontWheelJointDef) as b2RevoluteJoint; //Rear Wheel Joint var rearWheelJointDef:b2RevoluteJointDef = new b2RevoluteJointDef(); rearWheelJointDef.Initialize(rearWheelBody, firstFrameBody, rearWheelBody.GetWorldCenter()); rearWheelJointDef.enableMotor=true; rearWheelJointDef.maxMotorTorque=10000; rearWheelJoint = _world.CreateJoint(rearWheelJointDef) as b2RevoluteJoint; And here's the relevant part of my update function: // up and down control wheels motor if (up) { motorSpeed-=0.5; } if (down) { motorSpeed += 0.5; } // left and right control cart torque if (left) { middleCentreFrameBody.ApplyTorque( -3); gearBody.ApplyTorque( -3); firstFrameBody.ApplyTorque( -3); secondFrameBody.ApplyTorque( -3); rearWheelToChainBody.ApplyTorque( -3); chainToFrontFrameBody.ApplyTorque( -3); topMiddleFrameBody.ApplyTorque( -3); } if (right) { middleCentreFrameBody.ApplyTorque( 3); gearBody.ApplyTorque( 3); firstFrameBody.ApplyTorque( 3); secondFrameBody.ApplyTorque( 3); rearWheelToChainBody.ApplyTorque( 3); chainToFrontFrameBody.ApplyTorque( 3); topMiddleFrameBody.ApplyTorque( 3); } // motor friction motorSpeed*=0.99; // motor max speed if (motorSpeed>100) { motorSpeed=100; } rearWheelJoint.SetMotorSpeed(motorSpeed); frontWheelJoint.SetMotorSpeed(motorSpeed); Any ideas what might be causing this? Thanks

    Read the article

  • Point line collision reaction

    - by user4523
    I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn. The point moves (it has a velocity, and can be controlled by the user), whilst the lines are strait and stationary. The lines are not axis aligned. Everything is in 2D. It is quite straight forward to work out if a collision has occurred. For each frame, the point moves from A to B. AB is a line, and if it crosses the line segment, a collision has occurred (or will occur) and I am able to work out the point of intersection (poi). The problem I am having is with the reaction. Ideally I would like the point to be prevented from moving across the line. In one frame, I can move the point back to the poi (or only alow it to move as far as the poi), and alter the velocity. The problem I am having with this approach (I think) is that, next frame the user may try to cross the line again. Although the point is on the poi, the point may not be exactly on the line. Since it is not axis aligned, I think there is always some subtle rounding issue (A float representation of a point on a line might be rounded to a point that is slightly on one side or the other). Because of this, next frame the path might not intersect the line (because it can start on the other side and move away from it) and the point is effectively allowed to cross the line. Firstly, does the analysis sound correct? Having accepted (maybe) that I cannot always exactly position the point on the line, I tried to move the point away from the line slightly (either along the normal to the line, or along the path vector). I then get a problem at edges. Attempting to fix one collision by moving the point away from the line (even slightly) can cause it to cross another line (one shape I am dealing with is a star, with sharp corners). This can mean that the solution to one collision inadvertently creates another collision, which is ignored. Again, does this sound correct? Anyway, whatever I try, I am having difficulty with edges, and the point is occasionally able to penetrate the polygons and cross lines, which is undesirable. Whilst I can find a lot of information about collision detection on the web (and on this site) I can find precious little information on collision reaction. Does any one know of any good point line collision reaction tutorials? Or is my approach too flawed/over complicated?

    Read the article

  • SQL SERVER – What is Spatial Database? – Developing with SQL Server Spatial and Deep Dive into Spati

    - by pinaldave
    What is Spatial Database? A spatial database is a database that is optimized to store and query data related to objects in space, including points, lines and polygons. While typical databases can understand various numeric and character types of data, additional functionality needs to be added for databases to process spatial data types. (Source: Wikipedia) Today I will be talking about the same subject at Microsoft TechEd India. If you want to learn about how to spatial aspect of data and how to integrate them with SQL Server this is the perfect session for you. Spatial is very special concept of SQL Server and I really like how it is implemented in SQL Server. In general Performance Tuning and Query Optimization is something I always have enjoyed in my professional life. Index are my best friends and many time, by implementing and many time by removing I have improved the performance of the system. In this session, I will be talking about Index along with Spatial Data. As Spatial Database is very interesting concept, I will cover super short but very interesting 10 quick slides about this subject. I will make sure in very first 20 mins, you will understand following topics Introduction to Spatial Database One line definition Understanding Spatial Indexing Index Internals Query/Performance Tuning Query Hinting/Cost Analysis Spatial Index Catalog Views Performance Troubleshooting Finding Optimal Index using Spatial Index SP Common Errors Index Maintenance This slides decks will be followed by around 30 mins demo which will have story of geometry, geography, index internals and performance tuning. If you are interested in learning how GIS works and how SQL Server out of the box supports this wonderful tools, you will really like how the story is told. I am sure all people who attend the event will know how the Bangalore is positioned on the map of India. I will take example of Bangalore and Hyderabad and demonstrate how index can improve the performance. Well there are lots of story to tell in the session, and I will be opening this session with the beautiful script of Botticelli’s Birth of Venus created by Michael J. Swart. I will also demonstrate few real life scenario where I will be talking about Spatial Database and its usage. Do not miss this session. At the end of session there will be book awarded to best participant. My session details: Session 3: Developing with SQL Server Spatial and Deep Dive into Spatial Indexing Date: April 14, 2010 Time: 5:00pm-6:00pm Microsoft SQL Server 2008 delivers new spatial data types that enable you to consume, use, and extend location-based data through spatial-enabled applications. Attend this session to learn how to use spatial functionality in next version of SQL Server to build and optimize spatial queries. This session outlines the new geography data type to store geodetic spatial data and perform operations on it, use the new geometry data type to store planar spatial data and perform operations on it, take advantage of new spatial indexes for high performance queries, use the new spatial results tab to quickly and easily view spatial query results directly from within Management Studio, extend spatial data capabilities by building or integrating location-enabled applications through support for spatial standards and specifications and much more. Reference: Pinal Dave (http://blog.SQLAuthority.com) Filed under: Pinal Dave, SQL, SQL Authority, SQL Index, SQL Optimization, SQL Performance, SQL Query, SQL Server, SQL Tips and Tricks, SQLAuthority Author Visit, T SQL, Technology Tagged: Spatial Database

    Read the article

< Previous Page | 5 6 7 8 9 10 11  | Next Page >