Search Results

Search found 13075 results on 523 pages for 'bounding box'.

Page 94/523 | < Previous Page | 90 91 92 93 94 95 96 97 98 99 100 101  | Next Page >

  • select tag sits one pixel lower in Firefox than it does in Chrome

    - by sepoto
    #allday { width: 180px; height: 20px; margin-top: 2px !important; margin-right: 0px; padding: 0px; -webkit-appearance: menulist; box-sizing: border-box; -webkit-box-align: center; border: 1px solid; border-image: initial; white-space: pre; -webkit-rtl-ordering: logical; color: black; background-color: white; cursor: default; } I inspected the element in both browsers but I'm not really seeing where the discrepancy is. Has anyone been through this before with the select tag?

    Read the article

  • update dialog title for each click

    - by Scarface
    Hey guys I have a quick question, I have a dialog box that has multiple links with different attributes. Each time a link is clicked, the attribute src is printed inside of the dialog box so that each link has a unique output in the dialog. My problem is simply that only the first src title is in every box and I would like to change that as well with each click. I separated the line containing title to show the problem. If anyone has any ideas I would appreciate it. <a class="open" src="something" title="Click to play">link</a> <a class="open" src="something else" title="Click to play">link2</a> $('.open').click(function() { src=$(this).attr('src'); $('#show').html(''+src+''); $(\"#show\").dialog({hide: 'clip', width: 400,height: 150,position: 'center', show: 'clip',stack: true,title: ''+src+'', minHeight: 25, minWidth: 100, autoOpen: false,resizable:false}); $('#show').dialog('open'); })

    Read the article

  • Possibly simple PHP/MYSQL issue with retrieving and showing data

    - by envoys
    I have been racking my brains over this for a while now. Here is the data i have in the sql data base as an example: ID | TYPE | DATA 1 | TXT | TEST 2 | PHP | php 3 | JS | JAVASCRIPT That is just an example, there are multiple listing for TXT, PHP and JS throughout the table. What I want to do is retrive all the data and display it all into separate drop down/select boxes. Meaning, select box one would list all data with type TXT, select box two would list all data with type PHP and select box 3 would list all data with type JS. The only way I have came about doing this is doing individual sql queries for each different type. I know there is a way to do it all in 1 query and then display it the way I want to but I just can't seem to figure out how and I know its going to drive me nuts when someone helps and I see just how they did it. Thanks for the input.

    Read the article

  • Prevent keypress whilst shift key is held

    - by deifwud
    I'm trying to prevent certain keys from being entered into an input box, but only if that particular key is pressed whilst the shift key is held: $('selector').keydown(function(e) { console.log(e.shiftKey); if (e.shiftKey && e.which == 51) { e.preventDefault(); alert('Disallowed'); } }); The alert fires but the character still appears in the text box. If I remove e.shiftKey from the if statement and press the key (without shift held), the alert fires and the character does not appear in the text box. I've tried searching around for an explanation as to why this happens but to no avail, any help would be greatly appreciated! edit Removing the alert seems to fix the problem (which seems bizarre), I'd really love to know why it behaves in this way though, it doesn't seem to make any sense. Thanks

    Read the article

  • (database) im trying to create a form in access 2007 with 2 drop down boxes to view a report by state or name

    - by jeff orris
    im an intern at a database mngmt company and the boss is training me in access...i took the access tutorials and were definitely not enough info involved to do a what seems a simple task.my problem is this: i have a simple table with contact info with 16 colums (Local_Utility, Requested_User_Type, First_Name, Last_Name, Address 1, Address 2, Country, State, City, Zip, Phone_Number, Username\Email, Password, Confirm Password, and Parcel_Number), with 6 rows of names (keep in mind this is just a test to help me from the boss) I created a form and with 2 drop down boxes (Last Name and State) and im trying to create a view button to view an individual report for a query i made for just simple contact info with 6 colums (Last_Name, First_Name, Address1, City, State, and Phone_Number) Problem1 is that i can view the query with the view by name or state button but cant view a simple individual report from the query using the button Problem2 is that for criteria on the query i put Forms!frmMyparamForm!txtMyStateParamField for the state drop box it works, but when i use Forms!frmMyparamForm!txtMyNameParamField it doesnt and that annoying parameter box pops up Problem3 is that after i close the query, all the states and names in my dropdown box on the form disappear Im a beginner at this please help me

    Read the article

  • how to select a value from a listbox?

    - by udaya
    Hi I am having a list box like this ,the list box is populated from the database <td bgcolor="#FFFFCC"> <select name="listbox" id="FriendmailId" size="3" > <option value="0">Select User From List</option> <? foreach($searchfriend as $row) {?> <option value=""><?=$row['dEmailID'];?></option> <? } ?> </select> </td> The values are listed in the list box ....but the problem is when i select a item it is highted but not really selected why it is so

    Read the article

  • JQuery: addClass() not changing background on selector

    - by centr0
    im having a little trouble getting the background image to swap out on click() $('.highlight-boxes li a[class!=selected-box]').click(function() { $('.highlight-content').hide(); $('.highlight-boxes li a').removeClass(); $(this).addClass('box-selected'); // problem here var selected = $(this).attr('href').substr(1); $('#' + selected).stop(true,true).fadeIn(); return false; }); console.log() in firebug returns the correct element being clicked but $(this).addClass('box-selected') does not change the background of the currently clicked element. any ideas? TIA

    Read the article

  • How to clear a textbox based on a checkbox using Javascript

    - by LoftyWofty
    I am trying to code in javascript (to avoid validation triggers at the server) to clear a text box if the checkbox associated with it is unchecked. I have this code ... <input type="checkbox" id="chkOTHER" onclick="document.getElementById('txtOtherFlag').value='';" /> <asp:TextBox ID="txtOtherFlag" runat="server" AutoPostBack="True" CausesValidation="True" ValidationGroup="ValidationGroup1"></asp:TextBox> The problem is the Javascript inside the checkbox is not triggering to remove the value in the text box. Even if this worked, it's incorrect as it would blank out the text box every time the checkbox is triggered whether it is checked or not. I need to resolve this in the client side only. Thank you

    Read the article

  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

    Read the article

  • Determining explosion radius damage - Circle to Rectangle 2D

    - by Paul Renton
    One of the Cocos2D games I am working on has circular explosion effects. These explosion effects need to deal a percentage of their set maximum damage to all game characters (represented by rectangular bounding boxes as the objects in question are tanks) within the explosion radius. So this boils down to circle to rectangle collision and how far away the circle's radius is from the closest rectangle edge. I took a stab at figuring this out last night, but I believe there may be a better way. In particular, I don't know the best way to determine what percentage of damage to apply based on the distance calculated. Note : All tank objects have an anchor point of (0,0) so position is according to bottom left corner of bounding box. Explosion point is the center point of the circular explosion. TankObject * tank = (TankObject*) gameSprite; float distanceFromExplosionCenter; // IMPORTANT :: All GameCharacter have an assumed (0,0) anchor if (explosionPoint.x < tank.position.x) { // Explosion to WEST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, tank.position); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHWEST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = tank.position.x - explosionPoint.x; } // end if } else if (explosionPoint.x > (tank.position.x + tank.contentSize.width)) { // Explosion to EAST of tank if (explosionPoint.y <= tank.position.y) { //Explosion SOUTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y)); } else if (explosionPoint.y >= (tank.position.y + tank.contentSize.height)) { // Explosion NORTHEAST distanceFromExplosionCenter = ccpDistance(explosionPoint, ccp(tank.position.x + tank.contentSize.width, tank.position.y + tank.contentSize.height)); } else { // Exp center's y is between bottom and top corner of rect distanceFromExplosionCenter = explosionPoint.x - (tank.position.x + tank.contentSize.width); } // end if } else { // Tank is either north or south and is inbetween left and right corner of rect if (explosionPoint.y < tank.position.y) { // Explosion is South distanceFromExplosionCenter = tank.position.y - explosionPoint.y; } else { // Explosion is North distanceFromExplosionCenter = explosionPoint.y - (tank.position.y + tank.contentSize.height); } // end if } // end outer if if (distanceFromExplosionCenter < explosionRadius) { /* Collision :: Smaller distance larger the damage */ int damageToApply; if (self.directHit) { damageToApply = self.explosionMaxDamage + self.directHitBonusDamage; [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explsoion-> DIRECT HIT with total damage %d", damageToApply); } else { // TODO adjust this... turning out negative for some reason... damageToApply = (1 - (distanceFromExplosionCenter/explosionRadius) * explosionMaxDamage); [tank takeDamageAndAdjustHealthBar:damageToApply]; CCLOG(@"Explosion-> Non direct hit collision with tank"); CCLOG(@"Damage to apply is %d", damageToApply); } // end if } else { CCLOG(@"Explosion-> Explosion distance is larger than explosion radius"); } // end if } // end if Questions: 1) Can this circle to rect collision algorithm be done better? Do I have too many checks? 2) How to calculate the percentage based damage? My current method generates negative numbers occasionally and I don't understand why (Maybe I need more sleep!). But, in my if statement, I ask if distance < explosion radius. When control goes through, distance/radius must be < 1 right? So 1 - that intermediate calculation should not be negative. Appreciate any help/advice!

    Read the article

  • Resolving collisions between dynamic game objects

    - by TheBroodian
    I've been building a 2D platformer for some time now, I'm getting to the point where I am adding dynamic objects to the stage for testing. This has prompted me to consider how I would like my character and other objects to behave when they collide. A typical staple in many 2D platformer type games is that the player takes damage upon touching an enemy, and then essentially becomes able to pass through enemies during a period of invulnerability, and at the same time, enemies are able to pass through eachother freely. I personally don't want to take this approach, it feels strange to me that the player should receive arbitrary damage for harmless contact to an enemy, despite whether the enemy is attacking or not, and I would like my enemies' interactions between each other (and my player) to be a little more organic, so to speak. In my head I sort of have this idea where a game object (player, or non player) would be able to push other game objects around by manner of 'pushing' each other out of one anothers' bounding boxes if there is an intersection, and maybe correlate the repelling force to how much their bounding boxes are intersecting. The problem I'm experiencing is I have no idea what the math might look like for something like this? I'll show what work I've done so far, it sort of works, but it's jittery, and generally not quite what I would pass in a functional game: //Clears the anti-duplicate buffer collisionRecord.Clear(); //pick a thing foreach (GameObject entity in entities) { //pick another thing foreach (GameObject subject in entities) { //check to make sure both things aren't the same thing if (!ReferenceEquals(entity, subject)) { //check to see if thing2 is in semi-near proximity to thing1 if (entity.WideProximityArea.Intersects(subject.CollisionRectangle) || entity.WideProximityArea.Contains(subject.CollisionRectangle)) { //check to see if thing2 and thing1 are colliding. if (entity.CollisionRectangle.Intersects(subject.CollisionRectangle) || entity.CollisionRectangle.Contains(subject.CollisionRectangle) || subject.CollisionRectangle.Contains(entity.CollisionRectangle)) { //check if we've already resolved their collision or not. if (!collisionRecord.ContainsKey(entity.GetHashCode())) { //more duplicate resolution checking. if (!collisionRecord.ContainsKey(subject.GetHashCode())) { //if thing1 is traveling right... if (entity.Velocity.X > 0) { //if it isn't too far to the right... if (subject.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height)) || subject.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(entity.CollisionRectangle.Right, entity.CollisionRectangle.Y, 1, entity.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = entity.CollisionRectangle.Right - subject.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the left, and thing2 to the right. entity.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //if thing1 is traveling left... if (entity.Velocity.X < 0) { //if thing1 isn't too far left... if (entity.CollisionRectangle.Contains(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height)) || entity.CollisionRectangle.Intersects(new Microsoft.Xna.Framework.Rectangle(subject.CollisionRectangle.Right, subject.CollisionRectangle.Y, 1, subject.CollisionRectangle.Height))) { //Find how deep thing1 is intersecting thing2's collision box; float offset = subject.CollisionRectangle.Right - entity.CollisionRectangle.Left; //Move both things in opposite directions half the length of the intersection, pushing thing1 to the right, and thing2 to the left. entity.Velocities.Add(new Vector2((((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); subject.Velocities.Add(new Vector2(-(((offset * 4) * (float)gameTime.ElapsedGameTime.TotalMilliseconds)), 0)); } } //Make record that thing1 and thing2 have interacted and the collision has been solved, so that if thing2 is picked next in the foreach loop, it isn't checked against thing1 a second time before the next update. collisionRecord.Add(entity.GetHashCode(), subject.GetHashCode()); } } } } } } } } One of the biggest issues with my code aside from the jitteriness is that if one character were to land on top of another character, it very suddenly and abruptly resolves the collision, whereas I would like a more subtle and gradual resolution. Any thoughts or ideas are incredibly welcome and helpful.

    Read the article

  • XNA - 3D AABB collision detection and response

    - by fastinvsqrt
    I've been fiddling around with 3D AABB collision in my voxel engine for the last couple of days, and every method I've come up with thus far has been almost correct, but each one never quite worked exactly the way I hoped it would. Currently what I do is get two bounding boxes for my entity, one modified by the X translation component and the other by the Z component, and check if each collides with any of the surrounding chunks (chunks have their own octrees that are populated only with blocks that support collision). If there is a collision, then I cast out rays into that chunk to get the shortest collision distance, and set the translation component to that distance if the component is greater than the distance. The problem is that sometimes collisions aren't even registered. Here's a video on YouTube that I created showing what I mean. I suspect the problem may be with the rays that I cast to get the collision distance not being where I think they are, but I'm not entirely sure what would be wrong with them if they are indeed the problem. Here is my code for collision detection and response in the X direction (the Z direction is basically the same): // create the XZ offset vector Vector3 offsXZ = new Vector3( ( _translation.X > 0.0f ) ? SizeX / 2.0f : ( _translation.X < 0.0f ) ? -SizeX / 2.0f : 0.0f, 0.0f, ( _translation.Z > 0.0f ) ? SizeZ / 2.0f : ( _translation.Z < 0.0f ) ? -SizeZ / 2.0f : 0.0f ); // X physics BoundingBox boxx = GetBounds( _translation.X, 0.0f, 0.0f ); if ( _translation.X > 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Right, offsXZ ) - 0.0001f; if ( dist < _translation.X ) { _translation.X = dist; } } } } else if ( _translation.X < 0.0f ) { foreach ( Chunk chunk in surrounding ) { if ( chunk.Collides( boxx ) ) { float dist = GetShortestCollisionDistance( chunk, Vector3.Left, offsXZ ) - 0.0001f; if ( dist < -_translation.X ) { _translation.X = -dist; } } } } And here is my implementation for GetShortestCollisionDistance: private float GetShortestCollisionDistance( Chunk chunk, Vector3 rayDir, Vector3 offs ) { int startY = (int)( -SizeY / 2.0f ); int endY = (int)( SizeY / 2.0f ); int incY = (int)Cube.Size; float dist = Chunk.Size; for ( int y = startY; y <= endY; y += incY ) { // Position is the center of the entity's bounding box Ray ray = new Ray( new Vector3( Position.X + offs.X, Position.Y + offs.Y + y, Position.Z + offs.Z ), rayDir ); // Chunk.GetIntersections(Ray) returns Dictionary<Block, float?> foreach ( var pair in chunk.GetIntersections( ray ) ) { if ( pair.Value.HasValue && pair.Value.Value < dist ) { dist = pair.Value.Value; } } } return dist; } I realize some of this code can be consolidated to help with speed, but my main concern right now is to get this bit of physics programming to actually work.

    Read the article

  • OpenCV: Shift/Align face image relative to reference Image (Image Registration)

    - by Abhischek
    I am new to OpenCV2 and working on a project in emotion recognition and would like to align a facial image in relation to a reference facial image. I would like to get the image translation working before moving to rotation. Current idea is to run a search within a limited range on both x and y coordinates and use the sum of squared differences as error metric to select the optimal x/y parameters to align the image. I'm using the OpenCV face_cascade function to detect the face images, all images are resized to a fixed (128x128). Question: Which parameters of the Mat image do I need to modify to shift the image in a positive/negative direction on both x and y axis? I believe setImageROI is no longer supported by Mat datatypes? I have the ROIs for both faces available however I am unsure how to use them. void alignImage(vector<Rect> faceROIstore, vector<Mat> faceIMGstore) { Mat refimg = faceIMGstore[1]; //reference image Mat dispimg = faceIMGstore[52]; // "displaced" version of reference image //Rect refROI = faceROIstore[1]; //Bounding box for face in reference image //Rect dispROI = faceROIstore[52]; //Bounding box for face in displaced image Mat aligned; matchTemplate(dispimg, refimg, aligned, CV_TM_SQDIFF_NORMED); imshow("Aligned image", aligned); } The idea for this approach is based on Image Alignment Tutorial by Richard Szeliski Working on Windows with OpenCV 2.4. Any suggestions are much appreciated.

    Read the article

  • Why does this Object wonk out & get deleted ?

    - by brainydexter
    Stepping through the debugger, the BBox object is okay at the entry of the function, but as soon as it enters the function, the vfptr object points to 0xccccc. I don't get it. What is causing this ? Why is there a virtual table reference in there when the object is not derived from other class. (Though, it resides in GameObject from which my Player class inherits and I retrieve the BBox from within player. But, why does the BBox have the reference ? Shouldn't it be player who should be maintained in that reference ?) For 1; some code for reference: A. I retrieve the bounding box from player. This returns a bounding box as expected. I then send its address to GetGridCells. const BoundingBox& l_Bbox = l_pPlayer-GetBoundingBox(); boost::unordered_set < Cell*, CellPHash & l_GridCells = GetGridCells ( &l_Bbox ); B. This is where a_pBoundingBox goes crazy and gets that garbage value. boost::unordered_set< Cell*, CellPHash CollisionMgr::GetGridCells(const BoundingBox *a_pBoundingBox) { I think the following code is also pertinent, so I'm sticking this in here anyways: const BoundingBox& Player::GetBoundingBox(void) { return BoundingBox( &GetBoundingSphere() ); } const BoundingSphere& Player::GetBoundingSphere(void) { BoundingSphere& l_BSphere = m_pGeomMesh-m_BoundingSphere; l_BSphere.m_Center = GetPosition(); return l_BSphere; } // BoundingBox Constructor BoundingBox(const BoundingSphere* a_pBoundingSphere); Can anyone please give me some idea as to why this is happening? Also, if you want me to post more code, please do let me know. Thanks!

    Read the article

  • Choosing circle radius to fully fill a rectangle

    - by Andy
    Hi, the pixman image library can draw radial color gradients between two circles. I'd like the radial gradient to fill a rectangular area defined by "width" and "height" completely. Now my question, how should I choose the radius of the outer circle? My current parameters are the following: A) inner circle (start of gradient) center pointer of inner circle: (width*0.5|height*0.5) radius of inner circle: 1 color: black B) outer circle (end of gradient) center pointer of outer circle: (width*0.5|height*0.5) radius of outer circle: ??? color: white How should I choose the radius of the outer circle to make sure that the outer circle will entirely fill my bounding rectangle defined by width*height. There shall be no empty areas in the corners, the area shall be completely covered by the circle. In other words, the bounding rectangle width,height must fit entirely into the outer circle. Choosing outer_radius = max(width, height) * 0.5 as the radius for the outer circle is obviously not enough. It must be bigger, but how much bigger? Thanks!

    Read the article

  • Raphael SVG VML Implement Multi Pivot Points for Rotation

    - by Cody N
    Over the last two days I've effectively figured out how NOT to rotate Raphael Elements. Basically I am trying to implement a multiple pivot points on element to rotate it by mouse. When a user enters rotation mode 5 pivots are created. One for each corner of the bounding box and one in the center of the box. When the mouse is down and moving it is simple enough to rotate around the pivot using Raphael elements.rotate(degrees, x, y) and calculating the degrees based on the mouse positions and atan2 to the pivot point. The problem arises after I've rotated the element, bbox, and the other pivots. There x,y position in the same only there viewport is different. In an SVG enabled browser I can create new pivot points based on matrixTransformation and getCTM. However after creating the first set of new pivots, every rotation after the pivots get further away from the transformed bbox due to rounding errors. The above is not even an option in IE since in is VML based and cannot account for transformation. Is the only effective way to implement element rotation is by using rotate absolute or rotating around the center of the bounding box? Is it possible at all the create multi pivot points for an object and update them after mouseup to remain in the corners and center of the transformed bbox?

    Read the article

  • Is there a good digraph layout library callable from C++?

    - by Steve314
    The digraphs represent finite automata. Up until now my test program has been writing out dot files for testing. This is pretty good both for regression testing (keep the verified output files in subversion, ask it if there has been a change) and for visualisation. However, there are some problems... Basically, I want something callable from C++ and which plans a layout for my states and transitions but leaves the drawing to me - something that will allow me to draw things however I want and draw on GUI (wxWidgets) windows. I also want a license which will allow commercial use - I don't need that at present, and I may very well release as open source, but I don't want to limit my options ATM. The problems with GraphViz are (1) the warnings about building from source on Windows, (2) all the unnecessary dependencies for rendering and parsing, and (3) the (presumed) lack of a documented API specifically and purely for layout. Basically, I want to be able to specify my states (with bounding rectangle sizes) and transitions, and read out positions for the states and waypoints for each transition, then draw based on those co-ordinates myself. I haven't really figured out how annotations on transitions should be handled, but there should be some kind of provision for specifying bounding-box-sizes for those, associating them with transitions, and reading out positions. Does anyone know of a library that can handle those requirements? I'm not necessarily against implementing something for myself, but in this case I'd rather avoid it if possible.

    Read the article

  • What is the best approach to 2D collision detection on the iPhone?

    - by Magic Bullet Dave
    Been working on this problem of collision detection and there appears to be 3 main approaches I could take: Sprite and mask approach. (AND the overlap of the sprites and check for a non-zero number in the resulting sprite pixel data). Bounding circles, rectangles or polygons. (Create one or more shapes that enclose the sprites and do the basic maths to check for overlaps). Use an existing sprite library. The first approach, even though it would have been the way I would have done it in the old days of 16x16 sprite blocks, it appears that there just isn’t an easy way of getting at the individual image pixel data and/or alpha channel within Quartz (or OPENGL for that matter). Detecting the overlap of the bounding box is easy, but then creating a 3rd image from the overlap and then testing it for pixels is complicated and my gut feel is that even if we could get it to work would be slow. Am I missing something neat here? The second approach involves dividing up our sprites into several polygons and testing them for overlaps. The more polygons the more accurate the collision detection. The benefit is that it is fast, and can be accurate. The downside is it makes the sprite creation more complicated. i.e., we have to create the polygons for each sprite. For speed the best approach is to create a tree of polygons. The 3rd approach I’m not sure about as it involves buying code (or using an open source licence). I am not sure what the best library to use is or whether this would make life easier or give us a problem integrating this into our app. So in short I am favouring the polygon and tree approach and would appreciate you views on this before I go and write lots of code. Best regards Dave

    Read the article

  • How to -accurately- measure size in pixels of text being drawn on a canvas by drawTextOnPath()

    - by Nick
    I'm using drawTextOnPath() to display some text on a Canvas and I need to know the dimensions of the text being drawn. I know this is not feasible for paths composed of multiple segments, curves, etc. but my path is a single segment which is perfectly horizontal. I am using Paint.getTextBounds() to get a Rect with the dimensions of the text I want to draw. I use this rect to draw a bounding box around the text when I draw it at an arbitrary location. Here's some simplified code that reflects what I am currently doing: // to keep this example simple, always at origin (0,0) public drawBoundedText(Canvas canvas, String text, Paint paint) { Rect textDims = new Rect(); paint.getTextBounds(text,0, text.length(), textDims); float hOffset = 0; float vOffset = paint.getFontMetrics().descent; // vertically centers text float startX = textDims.left; / 0 float startY = textDims.bottom; float endX = textDims.right; float endY = textDims.bottom; path.moveTo(startX, startY); path.lineTo(endX, endY); path.close(); // draw the text canvas.drawTextOnPath(text, path, 0, vOffset, paint); // draw bounding box canvas.drawRect(textDims, paint); } The results are -close- but not perfect. If I replace the second to last line with: canvas.drawText(text, startX, startY - vOffset, paint); Then it works perfectly. Usually there is a gap of 1-3 pixels on the right and bottom edges. The error seems to vary with font size as well. Any ideas? It's possible I'm doing everything right and the problem is with drawTextOnPath(); the text quality very visibly degrades when drawing along paths, even if the path is horizontal, likely because of the interpolation algorithm or whatever its using behind the scenes. I wouldnt be surprised to find out that the size jitter is also coming from there.

    Read the article

  • How to get results efficiently out of an Octree/Quadtree?

    - by Reveazure
    I am working on a piece of 3D software that has sometimes has to perform intersections between massive numbers of curves (sometimes ~100,000). The most natural way to do this is to do an N^2 bounding box check, and then those curves whose bounding boxes overlap get intersected. I heard good things about octrees, so I decided to try implementing one to see if I would get improved performance. Here's my design: Each octree node is implemented as a class with a list of subnodes and an ordered list of object indices. When an object is being added, it's added to the lowest node that entirely contains the object, or some of that node's children if the object doesn't fill all of the children. Now, what I want to do is retrieve all objects that share a tree node with a given object. To do this, I traverse all tree nodes, and if they contain the given index, I add all of their other indices to an ordered list. This is efficient because the indices within each node are already ordered, so finding out if each index is already in the list is fast. However, the list ends up having to be resized, and this takes up most of the time in the algorithm. So what I need is some kind of tree-like data structure that will allow me to efficiently add ordered data, and also be efficient in memory. Any suggestions?

    Read the article

  • UIComponent in Swc

    - by mustISignUp
    In Flash, if i create a custom Movieclip, and compile it to a SWC, i can use it in .fla files (by linking to the .swc).. var mcInstance = new CustomMovieClip(); addChild(mcInstance); All the arrangement of graphics on the custom movieClip's layers is preserved. If i subclass UIComponent and compile to a swc, I can use the custom Class in my .fla file, but the new instance doesn't seem to construct the children arranged on the layers. I know that the correct way to make a custom component is to have the two frames, first to specify bounding box, second frame for assets, and that the first graphic in frame 1 is removed at runtime. But i'm not really trying to make a reusable component - i just want to use the UIComponent class (It seems to have some nice extensions to Sprite). As i really want some hand-positioned layers inside the component i figured i could have the bounding box as the first element on frame 1 (knowing that it would be removed), but any other items i put on frame 1 would be preserved - buttons, images, lines, etc. Is this possible?

    Read the article

  • SSH error: "Corrupted MAC on input" or "Bad packet length"

    - by William Ting
    I have 3 boxes set up as shown: The DFW box can communicate to the SFO / internet just fine, and I send files AUS - DFW. However, every time I trying transferring DFW - AUS it fails over SSH (ssh client, rsync, scp, sftp, etc) with the following error: Corrupted MAC on input. Disconnecting: Packet corrupt Occasionally I'll get a different error: Bad packet length 2097180. Disconnecting: Packet corrupt I've restarted the DFW box, as well as replaced the network cable. I'm not sure what else might be causing problems. Right now to get files from DFW I have to use DFW - SFO - AUS which is not optimal.

    Read the article

  • How to Play FLAC Files in Windows 7 Media Center & Player

    - by Mysticgeek
    An annoyance for music lovers who enjoy FLAC format, is there’s no native support for WMP or WMC. If you’re a music enthusiast who prefers FLAC format, we’ll look at adding support to Windows 7 Media Center and Player. For the following article we are using Windows 7 Home Premium 32-bit edition. Download and Install madFLAC v1.8 The first thing we need to do is download and install the madFLAC v1.8 decoder (link below). Just unzip the file and run install.bat… You’ll get a message that it has been successfully registered, click Ok. To verify everything is working, open up one of your FLAC files with WMP, and you’ll get the following message. Check the box Don’t ask me again for this extension and click Yes. Now Media Player should play the track you’ve chosen.   Delete Current Music Library But what if you want to add your entire collection of FLAC files to the Library? If you already have it set up as your default music player, unfortunately we need to remove the current library and delete the database. The best way to manage the music library in Windows 7 is via WMP 12. Since we don’t want to delete songs from the computer we need to Open WMP, press “Alt+T” and navigate to Tools \ Options \ Library.   Now uncheck the box Delete files from computer when deleted from library and click Ok. Now in your Library click “Ctrl + A” to highlight all of the songs in the Library, then hit the “Delete” key. If you have a lot of songs in your library (like on our system) you’ll see the following dialog box while it collects all of the information.   After all of the data is collected, make sure the radio button next to Delete from library only is marked and click Ok. Again you’ll see the Working progress window while the songs are deleted. Deleting Current Database Now we need to make sure we’re starting out fresh. Close out of Media Player, then we’ll basically follow the same directions The Geek pointed out for fixing the WMP Library. Click on Start and type in services.msc into the search box and hit Enter. Now scroll down and stop the service named Windows Media Player Network Sharing Service. Now, navigate to the following directory and the main file to delete CurrentDatabase_372.wmdb %USERPROFILE%\Local Settings\Application Data\Microsoft\Media Player\ Again, the main file to delete is CurrentDatabase_372.wmdb, though if you want, you can delete them all. If you’re uneasy about deleting these files, make sure to back them up first. Now after you restart WMP you can begin adding your FLAC files. For those of us with large collections, it’s extremely annoying to see WMP try to pick up all of your media by default. To delete the other directories go to Organize \ Manage Libraries then open the directories you want to remove. For example here we’re removing the default libraries it tries to check for music. Remove the directories you don’t want it to gather contents from in each of the categories. We removed all of the other collections and only added the FLAC music directory from our home server. SoftPointer Tag Support Plugin Even though we were able to get FLAC files to play in WMP and WMC at this point, there’s another utility from SoftPointer to add. It enables FLAC (and other file formats) to be picked up in the library much easier. It has a long name but is effective –M4a/FLAC/Ogg/Ape/Mpc Tag Support Plugin for Media Player and Media Center (link below). Just install it by accepting the defaults, and you’ll be glad you did. After installing it, and re-launching Media Player, give it some time to collect all of the data from your FLAC directory…it can take a while. In fact, if your collection is huge, just walk away and let it do its thing. If you try to use it right away, WMP slows down considerably while updating the library.   Once the library is setup you’ll be able to play your FLAC tunes in Windows 7 Media Center as well and Windows Media Player 12.   Album Art One caveat is that some of our albums didn’t show any cover art. But we were usually able to get it by right-clicking the album and selecting Find album info.   Then confirming the album information is correct…   Conclusion Although this seems like several steps to go through to play FLAC files in Windows 7 Media Center and Player, it seems to work really well after it’s set up. We haven’t tried this with a 64-bit machine, but the process should be similar, but you might want to make sure the codecs you use are 64-bit. We’re sure there are other methods out there that some of you use, and if so leave us a comment and tell us about it. Download madFlac V1.8  M4a/FLAC/Ogg/Ape/Mpc Tag Support Plugin for Media Player and Media Center from SoftPointer Similar Articles Productive Geek Tips How to Play .OGM Video Files in Windows VistaFixing When Windows Media Player Library Won’t Let You Add FilesUsing Netflix Watchnow in Windows Vista Media Center (Gmedia)Kantaris is a Unique Media Player Based on VLCEasily Change Audio File Formats with XRECODE TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 PCmover Professional OutSync will Sync Photos of your Friends on Facebook and Outlook Windows 7 Easter Theme YoWindoW, a real time weather screensaver Optimize your computer the Microsoft way Stormpulse provides slick, real time weather data Geek Parents – Did you try Parental Controls in Windows 7?

    Read the article

  • Approximating walking physics via simpler sliding physics

    - by Dave
    I am modeling walking insects. I implement them as cuboids and use forces (including friction and drag), to control motion. However, the movement characteristics of this 'sliding box' physics don't match those due to a legged creature. For example, legged creatures near-instantly accelerate to their top speed; whereas applying a force to a box takes time to accelerate it. The applied force can be increased along with the counteracting drag, giving much quicker acceleration (via force) to a max speed (via drag). However, this also means the force that creatures can exert when pushing on other objects is increased. Does anyone know of any techniques using a physics engine to cheaply model walking creatures?

    Read the article

  • Increase Font Size of CHM files

    - by Rohit Gupta
    This may be the way to do it: 1. From the CHM Menu click Options 2. Click Internet Options 3. From Internet Options window click Accessibility button 4. Check box Ignore font styles specified on Web pages 5. Check box Ignore font sizes specified on Web pages 6. Click OK 7. Click Fonts button and select the font you want 8. Click OK That's it.

    Read the article

< Previous Page | 90 91 92 93 94 95 96 97 98 99 100 101  | Next Page >