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  • Is there a measure of code rot?

    - by DarenW
    I'm dealing, again, with a messy C++ application, tons of classes with confusing names, objects have pointers into each other and all over, longwinded Boost and STL data types, etc. (Pause and consider your favorite terror of messy legacy code. We probably have it.) The phrase "code rot" oft comes to mind when I work on this project. Is there a quantitative way to measure code rot? I wouldn't expect anything highly meaningful or scientific, since no other measure of code productivity or quality is so fine. I'm not looking for a mere opposite of measures of code quality, but specifically a measure of how many bad things happened after a series of maintenance software "engineers" have had turns hacking at the code. A general measure applying to any language, or many languages, would be great. If there's no such thing, at least for C++, which is a better than average language for creating messes. Maybe something involving a measure of topology of how objects connect during runtime, a count of chunks of commented out code, how mane files a typical variable's usage is scattered over, I don't know... but surely now, a decade into the 21st Century, someone has attempted to define some sort of rot measure. It would be especially interesting to automate a series of svn checkouts, measure the "rottenosity" of each, and plot the decay over time.

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  • Does software rot refer primarily to performance, or to messy code?

    - by Kazark
    Wikipedia's definition of software rot focuses on the performance of the software. This is a different usage than I am used to; I had thought of it much more in terms of the cleanliness and design of the code—in terms of the code's having all the standard quality characteristics: readability, maintainability, etc. Now, performance is likely to go down when the code becomes unreadable, because no one knows what is going on. But does the term software rot have special reference to performance? or am I right in thinking it refers to the cleanliness of the code? or is this perhaps a case of multiple senses of the term being in common usage—from the user's perspective, it has do with performance; but for the software craftsman, it has to do more specifically with how the code reads?

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  • Recommended apps for new desktop machine install?

    - by Eddie Parker
    I'm hoping to harness the collective tips of superuser to gather recommended apps/configurations to keep a new desktop clean, virus free, and hopefully lower software rot. I ask because I've recently come across tools like dropbox, deepfreeze, returnil, etc, and I'm curious what other ones are out there to protect a new box. I personally am interested in Windows, but feel free to comment on whatever OS you'd like, freeware or otherwise. Ideally specify the price/OS in your answer(s).

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  • Arithmetic operator confusion

    - by Dusk
    Why I'm getting two different values while using the arithmetic operators for the same value of variables. I've just altered little bit my second program, which is resulted in giving me the different output. Could anyone please tell me why? int number=113; int rot=0; rot=number%10; rot*=100+number/10; System.out.println(rot);//333 int number=113; int rot=0; rot=number%10; rot=rot*100+number/10; System.out.println(rot);//311

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  • Bullet Physics implementing custom MotionState class

    - by Arosboro
    I'm trying to make my engine's camera a kinematic rigid body that can collide into other rigid bodies. I've overridden the btMotionState class and implemented setKinematicPos which updates the motion state's tranform. I use the overridden class when creating my kinematic body, but the collision detection fails. I'm doing this for fun trying to add collision detection and physics to Sean O' Neil's Procedural Universe I referred to the bullet wiki on MotionStates for my CPhysicsMotionState class. If it helps I can add the code for the Planetary rigid bodies, but I didn't want to clutter the post. Here is my motion state class: class CPhysicsMotionState: public btMotionState { protected: // This is the transform with position and rotation of the camera CSRTTransform* m_srtTransform; btTransform m_btPos1; public: CPhysicsMotionState(const btTransform &initialpos, CSRTTransform* srtTransform) { m_srtTransform = srtTransform; m_btPos1 = initialpos; } virtual ~CPhysicsMotionState() { // TODO Auto-generated destructor stub } virtual void getWorldTransform(btTransform &worldTrans) const { worldTrans = m_btPos1; } void setKinematicPos(btQuaternion &rot, btVector3 &pos) { m_btPos1.setRotation(rot); m_btPos1.setOrigin(pos); } virtual void setWorldTransform(const btTransform &worldTrans) { btQuaternion rot = worldTrans.getRotation(); btVector3 pos = worldTrans.getOrigin(); m_srtTransform->m_qRotate = CQuaternion(rot.x(), rot.y(), rot.z(), rot.w()); m_srtTransform->SetPosition(CVector(pos.x(), pos.y(), pos.z())); m_btPos1 = worldTrans; } }; I add a rigid body for the camera: // Create rigid body for camera btCollisionShape* cameraShape = new btSphereShape(btScalar(5.0f)); btTransform startTransform; startTransform.setIdentity(); // forgot to add this line CVector vCamera = m_srtCamera.GetPosition(); startTransform.setOrigin(btVector3(vCamera.x, vCamera.y, vCamera.z)); m_msCamera = new CPhysicsMotionState(startTransform, &m_srtCamera); btScalar tMass(80.7f); bool isDynamic = (tMass != 0.f); btVector3 localInertia(0,0,0); if (isDynamic) cameraShape->calculateLocalInertia(tMass,localInertia); btRigidBody::btRigidBodyConstructionInfo rbInfo(tMass, m_msCamera, cameraShape, localInertia); m_rigidBody = new btRigidBody(rbInfo); m_rigidBody->setCollisionFlags(m_rigidBody->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); m_rigidBody->setActivationState(DISABLE_DEACTIVATION); This is the code in Update() that runs each frame: CSRTTransform srtCamera = CCameraTask::GetPtr()->GetCamera(); Quaternion qRotate = srtCamera.m_qRotate; btQuaternion rot = btQuaternion(qRotate.x, qRotate.y, qRotate.z, qRotate.w); CVector vCamera = CCameraTask::GetPtr()->GetPosition(); btVector3 pos = btVector3(vCamera.x, vCamera.y, vCamera.z); CPhysicsMotionState* cameraMotionState = CCameraTask::GetPtr()->GetMotionState(); cameraMotionState->setKinematicPos(rot, pos);

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  • Which are the fundamental stack manipulation operations?

    - by Aadit M Shah
    I'm creating a stack oriented virtual machine, and so I started learning Forth for a general understanding about how it would work. Then I shortlisted the essential stack manipulation operations I would need to implement in my virtual machine: drop ( a -- ) dup ( a -- a a ) swap ( a b -- b a ) rot ( a b c -- b c a ) I believe that the following four stack manipulation operations can be used to simulate any other stack manipulation operation. For example: nip ( a b -- b ) swap drop -rot ( a b c -- c a b ) rot rot tuck ( a b -- b a b ) dup -rot over ( a b -- a b a ) swap tuck That being said however I wanted to know whether I have listed all the fundamental stack manipulation operations necessary to manipulate the stack in any possible way. Are there any more fundamental stack manipulation operations I would need to implement, without which my virtual machine wouldn't be Turing complete?

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  • Relative cam movement and momentum on arbitrary surface

    - by user29244
    I have been working on a game for quite long, think sonic classic physics in 3D or tony hawk psx, with unity3D. However I'm stuck at the most fundamental aspect of movement. The requirement is that I need to move the character in mario 64 fashion (or sonic adventure) aka relative cam input: the camera's forward direction always point input forward the screen, left or right input point toward left or right of the screen. when input are resting, the camera direction is independent from the character direction and the camera can orbit the character when input are pressed the character rotate itself until his direction align with the direction the input is pointing at. It's super easy to do as long your movement are parallel to the global horizontal (or any world axis). However when you try to do this on arbitrary surface (think moving along complex curved surface) with the character sticking to the surface normal (basically moving on wall and ceiling freely), it seems harder. What I want is to achieve the same finesse of movement than in mario but on arbitrary angled surfaces. There is more problem (jumping and transitioning back to the real world alignment and then back on a surface while keeping momentum) but so far I didn't even take off the basics. So far I have accomplish moving along the curved surface and the relative cam input, but for some reason direction fail all the time (point number 3, the character align slowly to the input direction). Do you have an idea how to achieve that? Here is the code and some demo so far: The demo: https://dl.dropbox.com/u/24530447/flash%20build/litesonicengine/LiteSonicEngine5.html Camera code: using UnityEngine; using System.Collections; public class CameraDrive : MonoBehaviour { public GameObject targetObject; public Transform camPivot, camTarget, camRoot, relcamdirDebug; float rot = 0; //---------------------------------------------------------------------------------------------------------- void Start() { this.transform.position = targetObject.transform.position; this.transform.rotation = targetObject.transform.rotation; } void FixedUpdate() { //the pivot system camRoot.position = targetObject.transform.position; //input on pivot orientation rot = 0; float mouse_x = Input.GetAxisRaw( "camera_analog_X" ); // rot = rot + ( 0.1f * Time.deltaTime * mouse_x ); // wrapAngle( rot ); // //when the target object rotate, it rotate too, this should not happen UpdateOrientation(this.transform.forward,targetObject.transform.up); camRoot.transform.RotateAround(camRoot.transform.up,rot); //debug the relcam dir RelativeCamDirection() ; //this camera this.transform.position = camPivot.position; //set the camera to the pivot this.transform.LookAt( camTarget.position ); // } //---------------------------------------------------------------------------------------------------------- public float wrapAngle ( float Degree ) { while (Degree < 0.0f) { Degree = Degree + 360.0f; } while (Degree >= 360.0f) { Degree = Degree - 360.0f; } return Degree; } private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; camRoot.transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } float GetOffsetAngle( float targetAngle, float DestAngle ) { return ((targetAngle - DestAngle + 180)% 360) - 180; } //---------------------------------------------------------------------------------------------------------- void OnDrawGizmos() { Gizmos.DrawCube( camPivot.transform.position, new Vector3(1,1,1) ); Gizmos.DrawCube( camTarget.transform.position, new Vector3(1,5,1) ); Gizmos.DrawCube( camRoot.transform.position, new Vector3(1,1,1) ); } void OnGUI() { GUI.Label(new Rect(0,80,1000,20*10), "targetObject.transform.up : " + targetObject.transform.up.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "target euler : " + targetObject.transform.eulerAngles.y.ToString()); GUI.Label(new Rect(0,100,1000,20*10), "rot : " + rot.ToString()); } //---------------------------------------------------------------------------------------------------------- void RelativeCamDirection() { float input_vertical_movement = Input.GetAxisRaw( "Vertical" ), input_horizontal_movement = Input.GetAxisRaw( "Horizontal" ); Vector3 relative_forward = Vector3.forward, relative_right = Vector3.right, relative_direction = ( relative_forward * input_vertical_movement ) + ( relative_right * input_horizontal_movement ) ; MovementController MC = targetObject.GetComponent<MovementController>(); MC.motion = relative_direction.normalized * MC.acceleration * Time.fixedDeltaTime; MC.motion = this.transform.TransformDirection( MC.motion ); //MC.transform.Rotate(Vector3.up, input_horizontal_movement * 10f * Time.fixedDeltaTime); } } Mouvement code: using UnityEngine; using System.Collections; public class MovementController : MonoBehaviour { public float deadZoneValue = 0.1f, angle, acceleration = 50.0f; public Vector3 motion ; //-------------------------------------------------------------------------------------------- void OnGUI() { GUILayout.Label( "transform.rotation : " + transform.rotation ); GUILayout.Label( "transform.position : " + transform.position ); GUILayout.Label( "angle : " + angle ); } void FixedUpdate () { Ray ground_check_ray = new Ray( gameObject.transform.position, -gameObject.transform.up ); RaycastHit raycast_result; Rigidbody rigid_body = gameObject.rigidbody; if ( Physics.Raycast( ground_check_ray, out raycast_result ) ) { Vector3 next_position; //UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); UpdateOrientation( gameObject.transform.forward, raycast_result.normal ); next_position = GetNextPosition( raycast_result.point ); rigid_body.MovePosition( next_position ); } } //-------------------------------------------------------------------------------------------- private void UpdateOrientation( Vector3 forward_vector, Vector3 ground_normal ) { Vector3 projected_forward_to_normal_surface = forward_vector - ( Vector3.Dot( forward_vector, ground_normal ) ) * ground_normal; transform.rotation = Quaternion.LookRotation( projected_forward_to_normal_surface, ground_normal ); } private Vector3 GetNextPosition( Vector3 current_ground_position ) { Vector3 next_position; // //-------------------------------------------------------------------- // angle = 0; // Vector3 dir = this.transform.InverseTransformDirection(motion); // angle = Vector3.Angle(Vector3.forward, dir);// * 1f * Time.fixedDeltaTime; // // if(angle > 0) this.transform.Rotate(0,angle,0); // //-------------------------------------------------------------------- next_position = current_ground_position + gameObject.transform.up * 0.5f + motion ; return next_position; } } Some observation: I have the correct input, I have the correct translation in the camera direction ... but whenever I attempt to slowly lerp the direction of the character in direction of the input, all I get is wild spin! Sad Also discovered that strafing to the right (immediately at the beginning without moving forward) has major singularity trapping on the equator!! I'm totally lost and crush (I have already done a much more featured version which fail at the same aspect)

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  • Toon shader with Texture. Can this be optimized?

    - by Alex
    I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their original texture at the same time. The result is actually a very nice Cel Shading effect of the model texture, but it is havling the speed of the program, it's quite very slow even with just 3 models on screen... Since the result was kind of hacked together, I am thinking that maybe I am performing some extra steps or extra rendering tasks that maybe are not needed, and are slowing down the game? Something unnecessary that maybe you guys could spot? Both MD2 and 3DS loader have an InitToon() function called upon creation to load the shader initToon(){ int i; // Looping Variable ( NEW ) char Line[255]; // Storage For 255 Characters ( NEW ) float shaderData[32][3]; // Storate For The 96 Shader Values ( NEW ) FILE *In = fopen ("Shader.txt", "r"); // Open The Shader File ( NEW ) if (In) // Check To See If The File Opened ( NEW ) { for (i = 0; i < 32; i++) // Loop Though The 32 Greyscale Values ( NEW ) { if (feof (In)) // Check For The End Of The File ( NEW ) break; fgets (Line, 255, In); // Get The Current Line ( NEW ) shaderData[i][0] = shaderData[i][1] = shaderData[i][2] = float(atof (Line)); // Copy Over The Value ( NEW ) } fclose (In); // Close The File ( NEW ) } else return false; // It Went Horribly Horribly Wrong ( NEW ) glGenTextures (1, &shaderTexture[0]); // Get A Free Texture ID ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind This Texture. From Now On It Will Be 1D ( NEW ) // For Crying Out Loud Don't Let OpenGL Use Bi/Trilinear Filtering! ( NEW ) glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage1D (GL_TEXTURE_1D, 0, GL_RGB, 32, 0, GL_RGB , GL_FLOAT, shaderData); // Upload ( NEW ) } This is the drawing for the animated MD2 model: void MD2Model::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) // ORIGINAL PART OF THE FUNCTION //Figure out the two frames between which we are interpolating int frameIndex1 = (int)(time * (endFrame - startFrame + 1)) + startFrame; if (frameIndex1 > endFrame) { frameIndex1 = startFrame; } int frameIndex2; if (frameIndex1 < endFrame) { frameIndex2 = frameIndex1 + 1; } else { frameIndex2 = startFrame; } MD2Frame* frame1 = frames + frameIndex1; MD2Frame* frame2 = frames + frameIndex2; //Figure out the fraction that we are between the two frames float frac = (time - (float)(frameIndex1 - startFrame) / (float)(endFrame - startFrame + 1)) * (endFrame - startFrame + 1); // I ADDED THESE FROM NEHE'S TUTORIAL FOR FIRST PASS (TOON SHADE) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) // ORIGINAL DRAWING CODE //Draw the model as an interpolation between the two frames glBegin(GL_TRIANGLES); for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd(); // ADDED THESE FROM NEHE'S FOR SECOND PASS (OUTLINE) glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) // HERE I AM PARSING THE VERTICES AGAIN (NOT IN THE ORIGINAL FUNCTION) FOR THE OUTLINE AS PER NEHE'S TUT glBegin (GL_TRIANGLES); // Tell OpenGL What We Want To Draw for(int i = 0; i < numTriangles; i++) { MD2Triangle* triangle = triangles + i; for(int j = 0; j < 3; j++) { MD2Vertex* v1 = frame1->vertices + triangle->vertices[j]; MD2Vertex* v2 = frame2->vertices + triangle->vertices[j]; Vec3f pos = v1->pos * (1 - frac) + v2->pos * frac; Vec3f normal = v1->normal * (1 - frac) + v2->normal * frac; if (normal[0] == 0 && normal[1] == 0 && normal[2] == 0) { normal = Vec3f(0, 0, 1); } glNormal3f(normal[0], normal[1], normal[2]); MD2TexCoord* texCoord = texCoords + triangle->texCoords[j]; glTexCoord2f(texCoord->texCoordX, texCoord->texCoordY); glVertex3f(pos[0], pos[1], pos[2]); } } glEnd (); // Tell OpenGL We've Finished glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); } Whereas this is the drawToon function in the 3DS loader void Model_3DS::drawToon() { float outlineWidth = 3.0f; // Width Of The Lines ( NEW ) float outlineColor[3] = { 0.0f, 0.0f, 0.0f }; // Color Of The Lines ( NEW ) //ORIGINAL CODE if (visible) { glPushMatrix(); // Move the model glTranslatef(pos.x, pos.y, pos.z); // Rotate the model glRotatef(rot.x, 1.0f, 0.0f, 0.0f); glRotatef(rot.y, 0.0f, 1.0f, 0.0f); glRotatef(rot.z, 0.0f, 0.0f, 1.0f); glScalef(scale, scale, scale); // Loop through the objects for (int i = 0; i < numObjects; i++) { // Enable texture coordiantes, normals, and vertices arrays if (Objects[i].textured) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (lit) glEnableClientState(GL_NORMAL_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); // Point them to the objects arrays if (Objects[i].textured) glTexCoordPointer(2, GL_FLOAT, 0, Objects[i].TexCoords); if (lit) glNormalPointer(GL_FLOAT, 0, Objects[i].Normals); glVertexPointer(3, GL_FLOAT, 0, Objects[i].Vertexes); // Loop through the faces as sorted by material and draw them for (int j = 0; j < Objects[i].numMatFaces; j ++) { // Use the material's texture Materials[Objects[i].MatFaces[j].MatIndex].tex.Use(); // AFTER THE TEXTURE IS APPLIED I INSERT THE TOON FUNCTIONS HERE (FIRST PASS) glHint (GL_LINE_SMOOTH_HINT, GL_NICEST); // Use The Good Calculations ( NEW ) glEnable (GL_LINE_SMOOTH); // Cel-Shading Code // glEnable (GL_TEXTURE_1D); // Enable 1D Texturing ( NEW ) glBindTexture (GL_TEXTURE_1D, shaderTexture[0]); // Bind Our Texture ( NEW ) glColor3f (1.0f, 1.0f, 1.0f); // Set The Color Of The Model ( NEW ) glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDisable (GL_TEXTURE_1D); // Disable 1D Textures ( NEW ) // THIS IS AN ADDED SECOND PASS AT THE VERTICES FOR THE OUTLINE glEnable (GL_BLEND); // Enable Blending ( NEW ) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); // Set The Blend Mode ( NEW ) glPolygonMode (GL_BACK, GL_LINE); // Draw Backfacing Polygons As Wireframes ( NEW ) glLineWidth (outlineWidth); // Set The Line Width ( NEW ) glCullFace (GL_FRONT); // Don't Draw Any Front-Facing Polygons ( NEW ) glDepthFunc (GL_LEQUAL); // Change The Depth Mode ( NEW ) glColor3fv (&outlineColor[0]); // Set The Outline Color ( NEW ) for (int j = 0; j < Objects[i].numMatFaces; j ++) { glPushMatrix(); // Move the model glTranslatef(Objects[i].pos.x, Objects[i].pos.y, Objects[i].pos.z); // Rotate the model glRotatef(Objects[i].rot.z, 0.0f, 0.0f, 1.0f); glRotatef(Objects[i].rot.y, 0.0f, 1.0f, 0.0f); glRotatef(Objects[i].rot.x, 1.0f, 0.0f, 0.0f); // Draw the faces using an index to the vertex array glDrawElements(GL_TRIANGLES, Objects[i].MatFaces[j].numSubFaces, GL_UNSIGNED_SHORT, Objects[i].MatFaces[j].subFaces); glPopMatrix(); } glDepthFunc (GL_LESS); // Reset The Depth-Testing Mode ( NEW ) glCullFace (GL_BACK); // Reset The Face To Be Culled ( NEW ) glPolygonMode (GL_BACK, GL_FILL); // Reset Back-Facing Polygon Drawing Mode ( NEW ) glDisable (GL_BLEND); glPopMatrix(); } Finally this is the tex.Use() function that loads a BMP texture and somehow gets blended perfectly with the Toon shading void GLTexture::Use() { glEnable(GL_TEXTURE_2D); // Enable texture mapping glBindTexture(GL_TEXTURE_2D, texture[0]); // Bind the texture as the current one }

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  • moving in the wrong direction

    - by Will
    Solution: To move a unit forward: forward = Quaternion(0,0,0,1) rotation.normalize() # ocassionally ... pos += ((rotation * forward) * rotation.conjugated()).xyz().normalized() * speed I think the trouble stemmed from how the Euclid math library was doing Quaternion*Vector3 multiplication, although I can't see it. I have a vec3 position, a quaternion for rotation and a speed. I compute the player position like this: rot *= Quaternion().rotate_euler(0.,roll_speed,pitch_speed) rot.normalize() pos += rot.conjugated() * Vector3(0.,0.,-speed) However, printing the pos to console, I can see that I only ever seem to travel on the x-axis. When I draw the scene using the rot quaternion to rotate my camera, it shows a proper orientation. What am I doing wrong? Here's an example: You start off with rotation being an identity quaternion: w=1,x=0,y=0,z=0 You move forward; the code correctly decrements the Z You then pitch right over to face the other way; if you spin only 175deg it'll go in right direction; you have to spin past 180deg. It doesn't matter which direction you spin in, up or down, though Your quaternion can then be something like: w=0.1,x=0.1,y=0,z=0 And moving forward, you actually move backward?! (I am using the euclid Python module, but its the same as every other conjulate) The code can be tried online at http://williame.github.com/ludum_dare_24_evolution/ The only key that adjusts the speed is W and S. The arrow keys only adjust the pitch/roll. At first you can fly ok, but after a bit of weaving around you end up getting sucked towards one of the sides. The code is https://github.com/williame/ludum_dare_24_evolution/blob/cbacf61a7159d2c83a2187af5f2015b2dde28687/tiny1web.py#L102

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • JDesktop Integration Components binary has stopped working

    - by rot
    I googled it but not able to find the solution. I am working on swing APIs org.jdesktop.jdic.browser.*. When I am clicking on link displayed in java browser created using bove APIs, it gives windows error pop-up message: JDesktop Integration Components binary has stopped working JDK version I am using is: 1.6.0_31-b05. Please let me know work around or show to solve issue. Thanks in advance.

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  • can't get texture to work

    - by user583713
    It been a while since I use android opengl but for what ever reason I get a white squre box and not the texture I what on the screen. Oh I do not think this would matter but just in case I put a linerlayout view first then the surfaceview on but anyway Here my code: public class GameEngine { private float vertices[]; private float textureUV[]; private int[] textureId = new int[1]; private FloatBuffer vertextBuffer; private FloatBuffer textureBuffer; private short indices[] = {0,1,2,2,1,3}; private ShortBuffer indexBuffer; private float x, y, z; private float rot, rotX, rotY, rotZ; public GameEngine() { } public void setEngine(float x, float y, float vertices[]){ this.x = x; this.y = y; this.vertices = vertices; ByteBuffer vbb = ByteBuffer.allocateDirect(this.vertices.length * 4); vbb.order(ByteOrder.nativeOrder()); vertextBuffer = vbb.asFloatBuffer(); vertextBuffer.put(this.vertices); vertextBuffer.position(0); vertextBuffer.clear(); ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indices); indexBuffer.position(0); indexBuffer.clear(); } public void draw(GL10 gl){ gl.glLoadIdentity(); gl.glTranslatef(x, y, z); gl.glRotatef(rot, rotX, rotY, rotZ); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glVertexPointer(2, GL10.GL_FLOAT, 0, vertextBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); } public void LoadTexture(float textureUV[], GL10 gl, InputStream is) throws IOException{ this.textureUV = textureUV; ByteBuffer tbb = ByteBuffer.allocateDirect(this.textureUV.length * 4); tbb.order(ByteOrder.nativeOrder()); textureBuffer = tbb.asFloatBuffer(); textureBuffer.put(this.textureUV); textureBuffer.position(0); textureBuffer.clear(); Bitmap bitmap = null; try{ bitmap = BitmapFactory.decodeStream(is); }finally{ try{ is.close(); is = null; gl.glGenTextures(1, textureId,0); gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); //Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT); gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT); //Use the Android GLUtils to specify a two-dimensional texture image from our bitmap GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA); //Clean up gl.glBindTexture(GL10.GL_TEXTURE_2D, textureId[0]); bitmap.recycle(); }catch(IOException e){ } } } public void setVector(float x, float y, float z){ this.x = x; this.y = y; this.z = z; } public void setRot(float rot, float x, float y, float z){ this.rot = rot; this.rotX = x; this.rotY = y; this.rotZ = z; } public float getZ(){ return z; } }

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  • Routes on a sphere surface - Find geodesic?

    - by CaNNaDaRk
    I'm working with some friends on a browser based game where people can move on a 2D map. It's been almost 7 years and still people play this game so we are thinking of a way to give them something new. Since then the game map was a limited plane and people could move from (0, 0) to (MAX_X, MAX_Y) in quantized X and Y increments (just imagine it as a big chessboard). We believe it's time to give it another dimension so, just a couple of weeks ago, we began to wonder how the game could look with other mappings: Unlimited plane with continous movement: this could be a step forward but still i'm not convinced. Toroidal World (continous or quantized movement): sincerely I worked with torus before but this time I want something more... Spherical world with continous movement: this would be great! What we want Users browsers are given a list of coordinates like (latitude, longitude) for each object on the spherical surface map; browsers must then show this in user's screen rendering them inside a web element (canvas maybe? this is not a problem). When people click on the plane we convert the (mouseX, mouseY) to (lat, lng) and send it to the server which has to compute a route between current user's position to the clicked point. What we have We began writing a Java library with many useful maths to work with Rotation Matrices, Quaternions, Euler Angles, Translations, etc. We put it all together and created a program that generates sphere points, renders them and show them to the user inside a JPanel. We managed to catch clicks and translate them to spherical coords and to provide some other useful features like view rotation, scale, translation etc. What we have now is like a little (very little indeed) engine that simulates client and server interaction. Client side shows points on the screen and catches other interactions, server side renders the view and does other calculus like interpolating the route between current position and clicked point. Where is the problem? Obviously we want to have the shortest path to interpolate between the two route points. We use quaternions to interpolate between two points on the surface of the sphere and this seemed to work fine until i noticed that we weren't getting the shortest path on the sphere surface: We though the problem was that the route is calculated as the sum of two rotations about X and Y axis. So we changed the way we calculate the destination quaternion: We get the third angle (the first is latitude, the second is longitude, the third is the rotation about the vector which points toward our current position) which we called orientation. Now that we have the "orientation" angle we rotate Z axis and then use the result vector as the rotation axis for the destination quaternion (you can see the rotation axis in grey): What we got is the correct route (you can see it lays on a great circle), but we get to this ONLY if the starting route point is at latitude, longitude (0, 0) which means the starting vector is (sphereRadius, 0, 0). With the previous version (image 1) we don't get a good result even when startin point is 0, 0, so i think we're moving towards a solution, but the procedure we follow to get this route is a little "strange" maybe? In the following image you get a view of the problem we get when starting point is not (0, 0), as you can see starting point is not the (sphereRadius, 0, 0) vector, and as you can see the destination point (which is correctly drawn!) is not on the route. The magenta point (the one which lays on the route) is the route's ending point rotated about the center of the sphere of (-startLatitude, 0, -startLongitude). This means that if i calculate a rotation matrix and apply it to every point on the route maybe i'll get the real route, but I start to think that there's a better way to do this. Maybe I should try to get the plane through the center of the sphere and the route points, intersect it with the sphere and get the geodesic? But how? Sorry for being way too verbose and maybe for incorrect English but this thing is blowing my mind! EDIT: This code version is related to the first image: public void setRouteStart(double lat, double lng) { EulerAngles tmp = new EulerAngles ( Math.toRadians(lat), 0, -Math.toRadians(lng)); //set route start Quaternion qtStart.setInertialToObject(tmp); //do other stuff like drawing start point... } public void impostaDestinazione(double lat, double lng) { EulerAngles tmp = new AngoliEulero( Math.toRadians(lat), 0, -Math.toRadians(lng)); qtEnd.setInertialToObject(tmp); //do other stuff like drawing dest point... } public V3D interpolate(double totalTime, double t) { double _t = t/totalTime; Quaternion q = Quaternion.Slerp(qtStart, qtEnd, _t); RotationMatrix.inertialQuatToIObject(q); V3D p = matInt.inertialToObject(V3D.Xaxis.scale(sphereRadius)); //other stuff, like drawing point ... return p; } //mostly taken from a book! public static Quaternion Slerp(Quaternion q0, Quaternion q1, double t) { double cosO = q0.dot(q1); double q1w = q1.w; double q1x = q1.x; double q1y = q1.y; double q1z = q1.z; if (cosO < 0.0f) { q1w = -q1w; q1x = -q1x; q1y = -q1y; q1z = -q1z; cosO = -cosO; } double sinO = Math.sqrt(1.0f - cosO*cosO); double O = Math.atan2(sinO, cosO); double oneOverSinO = 1.0f / senoOmega; k0 = Math.sin((1.0f - t) * O) * oneOverSinO; k1 = Math.sin(t * O) * oneOverSinO; // Interpolate return new Quaternion( k0*q0.w + k1*q1w, k0*q0.x + k1*q1x, k0*q0.y + k1*q1y, k0*q0.z + k1*q1z ); } A little dump of what i get (again check image 1): Route info: Sphere radius and center: 200,000, (0.0, 0.0, 0.0) Route start: lat 0,000 °, lng 0,000 ° @v: (200,000, 0,000, 0,000), |v| = 200,000 Route end: lat 30,000 °, lng 30,000 ° @v: (150,000, 86,603, 100,000), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (1,000, 0,000, -0,000, 0,000); 0,000 °; (1,000, 0,000, 0,000) Qt end: (0,933, 0,067, -0,250, 0,250); 42,181 °; (0,186, -0,695, 0,695) Route start: lat 30,000 °, lng 10,000 ° @v: (170,574, 30,077, 100,000), |v| = 200,000 Route end: lat 80,000 °, lng -50,000 ° @v: (22,324, -26,604, 196,962), |v| = 200,000 Qt dump: (w, x, y, z), rot. angle°, (x, y, z) rot. axis Qt start: (0,962, 0,023, -0,258, 0,084); 31,586 °; (0,083, -0,947, 0,309) Qt end: (0,694, -0,272, -0,583, -0,324); 92,062 °; (-0,377, -0,809, -0,450)

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  • snapping an angle to the closest cardinal direction

    - by Josh E
    I'm developing a 2D sprite-based game, and I'm finding that I'm having trouble with making the sprites rotate correctly. In a nutshell, I've got spritesheets for each of 5 directions (the other 3 come from just flipping the sprite horizontally), and I need to clamp the velocity/rotation of the sprite to one of those directions. My sprite class has a pre-computed list of radians corresponding to the cardinal directions like this: protected readonly List<float> CardinalDirections = new List<float> { MathHelper.PiOver4, MathHelper.PiOver2, MathHelper.PiOver2 + MathHelper.PiOver4, MathHelper.Pi, -MathHelper.PiOver4, -MathHelper.PiOver2, -MathHelper.PiOver2 + -MathHelper.PiOver4, -MathHelper.Pi, }; Here's the positional update code: if (velocity == Vector2.Zero) return; var rot = ((float)Math.Atan2(velocity.Y, velocity.X)); TurretRotation = SnapPositionToGrid(rot); var snappedX = (float)Math.Cos(TurretRotation); var snappedY = (float)Math.Sin(TurretRotation); var rotVector = new Vector2(snappedX, snappedY); velocity *= rotVector; //...snip private float SnapPositionToGrid(float rotationToSnap) { if (rotationToSnap == 0) return 0.0f; var targetRotation = CardinalDirections.First(x => (x - rotationToSnap >= -0.01 && x - rotationToSnap <= 0.01)); return (float)Math.Round(targetRotation, 3); } What am I doing wrong here? I know that the SnapPositionToGrid method is far from what it needs to be - the .First(..) call is on purpose so that it throws on no match, but I have no idea how I would go about accomplishing this, and unfortunately, Google hasn't helped too much either. Am I thinking about this the wrong way, or is the answer staring at me in the face?

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  • Rotating text in postscript

    - by Mrgreen
    I have the following postscript code: /outputtext { /data exch def /rot exch def /xfont exch def /Times-Roman findfont xfont scalefont setfont /y1 exch def /x1 exch def x1 y1 moveto rot rotate data show } def % x y fontsize rotation (text) outputtext 20 300 12 0 (text1) outputtext 20 400 12 90 (text2) outputtext 20 500 12 90 (text3) outputtext 20 600 12 0 (text4) outputtext showpage The function simply outputs text based on a x, y co-ords and the text to display, there is also a variable for rotation. For some reason when I output text with a rotation of 0 degrees, all other text that comes after that will not work, I can't seem to figure out why this is the case. In the example above, 'text1' and 'text2' will display, but not 3 and 4.

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  • OpenGL - Calculating camera view matrix

    - by Karle
    Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to calculate my camera's view matrix the Z axis is flipped and my camera seems like it is looking backwards. My program is written in C# using the OpenTK library. Translation (Working) I've created a test scene as follows: From my understanding of the OpenGL coordinate system they are positioned correctly. The model matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(modelPosition); Matrix4 model = translation; The view matrix is created using: Matrix4 translation = Matrix4.CreateTranslation(-cameraPosition); Matrix4 view = translation; Rotation (Not-Working) I now want to create the camera's rotation matrix. To do this I use the camera's right, up and forward vectors: // Hard coded example orientation: // Normally calculated from up and forward // Similar to look-at camera. Vector3 r = Vector.UnitX; Vector3 u = Vector3.UnitY; Vector3 f = -Vector3.UnitZ; Matrix4 rot = new Matrix4( r.X, r.Y, r.Z, 0, u.X, u.Y, u.Z, 0, f.X, f.Y, f.Z, 0, 0.0f, 0.0f, 0.0f, 1.0f); This results in the following matrix being created: I know that multiplying by the identity matrix would produce no rotation. This is clearly not the identity matrix and therefore will apply some rotation. I thought that because this is aligned with the OpenGL coordinate system is should produce no rotation. Is this the wrong way to calculate the rotation matrix? I then create my view matrix as: // OpenTK is row-major so the order of operations is reversed: Matrix4 view = translation * rot; Rotation almost works now but the -Z/+Z axis has been flipped, with the green cube now appearing closer to the camera. It seems like the camera is looking backwards, especially if I move it around. My goal is to store the position and orientation of all objects (including the camera) as: Vector3 position; Vector3 up; Vector3 forward; Apologies for writing such a long question and thank you in advance. I've tried following tutorials/guides from many sites but I keep ending up with something wrong. Edit: Projection Matrix Set-up Matrix4 projection = Matrix4.CreatePerspectiveFieldOfView( (float)(0.5 * Math.PI), (float)display.Width / display.Height, 0.1f, 1000.0f);

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  • Weird appearance for a 3D XNA ground

    - by Belos
    I wanted to add a ground so I can know the position of a helicopter in the world. But the ground appeared in a weird way: http://i.stack.imgur.com/yTSuW.jpg The ground had the following texture: http://i.stack.imgur.com/pdpxB.png EDIT: Sorry, I forgot to post the code: public class ImportModel { public Vector3 Position { get; set; } public Vector3 Rotation { get; set; } public Vector3 Scale { get; set; } Model Model; Matrix[] modeltransforms; GraphicsDevice GraphicDevice; ContentManager Content; BoundingSphere sphere; bool boundingimplemented = false; public ImportModel(string model, GraphicsDevice gd, ContentManager cm, Vector3 position, Vector3 rot, Vector3 sca) { GraphicDevice = gd; Content = cm; Position = position; Rotation = rot; Scale = sca; Model = Content.Load<Model>(model); modeltransforms = new Matrix[Model.Bones.Count]; Model.CopyAbsoluteBoneTransformsTo(modeltransforms); } public void Draw(Camera camera) { Matrix baseworld = Matrix.CreateScale(Scale) * Matrix.CreateFromYawPitchRoll(Rotation.Y, Rotation.X, Rotation.Z) * Matrix.CreateTranslation(Position); foreach (ModelMesh mesh in Model.Meshes) { Matrix localworld = modeltransforms[mesh.ParentBone.Index] * baseworld; foreach (ModelMeshPart meshpart in mesh.MeshParts) { BasicEffect effect = (BasicEffect)meshpart.Effect; effect.World = localworld; effect.View = camera.View; effect.Projection = camera.Projection; effect.EnableDefaultLighting(); } mesh.Draw(); } } public BoundingSphere BoundingSphere { get { if (!boundingimplemented) { foreach (ModelMesh mesh in Model.Meshes) { BoundingSphere transformed = mesh.BoundingSphere.Transform( modeltransforms[mesh.ParentBone.Index]); sphere = BoundingSphere.CreateMerged(sphere, transformed); } Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transforme = sphere; transforme = transforme.Transform(worldTransform); return transforme; } else { Matrix worldTransform = Matrix.CreateScale(Scale) * Matrix.CreateTranslation(Position); BoundingSphere transformed = sphere; transformed = transformed.Transform(worldTransform); return transformed; } } } } Then I call the class from the Game1 class: ImportModel ground = new ImportModel("ground", GraphicsDevice, Content, Vector3.Zero, Vector3.Zero, new Vector3(20f)); EDIT2:This is how the scene looks from top: i.stack.imgur.com/Hs983.jpg

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  • OpenGL 3.x Assimp trouble implementing phong shading (normals?)

    - by Defcronyke
    I'm having trouble getting phong shading to look right. I'm pretty sure there's something wrong with either my OpenGL calls, or the way I'm loading my normals, but I guess it could be something else since 3D graphics and Assimp are both still very new to me. When trying to load .obj/.mtl files, the problems I'm seeing are: The models seem to be lit too intensely (less phong-style and more completely washed out, too bright). Faces that are lit seem to be lit equally all over (with the exception of a specular highlight showing only when the light source position is moved to be practically right on top of the model) Because of problems 1 and 2, spheres look very wrong: picture of sphere And things with larger faces look (less-noticeably) wrong too: picture of cube I could be wrong, but to me this doesn't look like proper phong shading. Here's the code that I think might be relevant (I can post more if necessary): file: assimpRenderer.cpp #include "assimpRenderer.hpp" namespace def { assimpRenderer::assimpRenderer(std::string modelFilename, float modelScale) { initSFML(); initOpenGL(); if (assImport(modelFilename)) // if modelFile loaded successfully { initScene(); mainLoop(modelScale); shutdownScene(); } shutdownOpenGL(); shutdownSFML(); } assimpRenderer::~assimpRenderer() { } void assimpRenderer::initSFML() { windowWidth = 800; windowHeight = 600; settings.majorVersion = 3; settings.minorVersion = 3; app = NULL; shader = NULL; app = new sf::Window(sf::VideoMode(windowWidth,windowHeight,32), "OpenGL 3.x Window", sf::Style::Default, settings); app->setFramerateLimit(240); app->setActive(); return; } void assimpRenderer::shutdownSFML() { delete app; return; } void assimpRenderer::initOpenGL() { GLenum err = glewInit(); if (GLEW_OK != err) { /* Problem: glewInit failed, something is seriously wrong. */ std::cerr << "Error: " << glewGetErrorString(err) << std::endl; } // check the OpenGL context version that's currently in use int glVersion[2] = {-1, -1}; glGetIntegerv(GL_MAJOR_VERSION, &glVersion[0]); // get the OpenGL Major version glGetIntegerv(GL_MINOR_VERSION, &glVersion[1]); // get the OpenGL Minor version std::cout << "Using OpenGL Version: " << glVersion[0] << "." << glVersion[1] << std::endl; return; } void assimpRenderer::shutdownOpenGL() { return; } void assimpRenderer::initScene() { // allocate heap space for VAOs, VBOs, and IBOs vaoID = new GLuint[scene->mNumMeshes]; vboID = new GLuint[scene->mNumMeshes*2]; iboID = new GLuint[scene->mNumMeshes]; glClearColor(0.4f, 0.6f, 0.9f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); shader = new Shader("shader.vert", "shader.frag"); projectionMatrix = glm::perspective(60.0f, (float)windowWidth / (float)windowHeight, 0.1f, 100.0f); rot = 0.0f; rotSpeed = 50.0f; faceIndex = 0; colorArrayA = NULL; colorArrayD = NULL; colorArrayS = NULL; normalArray = NULL; genVAOs(); return; } void assimpRenderer::shutdownScene() { delete [] iboID; delete [] vboID; delete [] vaoID; delete shader; } void assimpRenderer::renderScene(float modelScale) { sf::Time elapsedTime = clock.getElapsedTime(); clock.restart(); if (rot > 360.0f) rot = 0.0f; rot += rotSpeed * elapsedTime.asSeconds(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); viewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, -3.0f, -10.0f)); // move back a bit modelMatrix = glm::scale(glm::mat4(1.0f), glm::vec3(modelScale)); // scale model modelMatrix = glm::rotate(modelMatrix, rot, glm::vec3(0, 1, 0)); //modelMatrix = glm::rotate(modelMatrix, 25.0f, glm::vec3(0, 1, 0)); glm::vec3 lightPosition( 0.0f, -100.0f, 0.0f ); float lightPositionArray[3]; lightPositionArray[0] = lightPosition[0]; lightPositionArray[1] = lightPosition[1]; lightPositionArray[2] = lightPosition[2]; shader->bind(); int projectionMatrixLocation = glGetUniformLocation(shader->id(), "projectionMatrix"); int viewMatrixLocation = glGetUniformLocation(shader->id(), "viewMatrix"); int modelMatrixLocation = glGetUniformLocation(shader->id(), "modelMatrix"); int ambientLocation = glGetUniformLocation(shader->id(), "ambientColor"); int diffuseLocation = glGetUniformLocation(shader->id(), "diffuseColor"); int specularLocation = glGetUniformLocation(shader->id(), "specularColor"); int lightPositionLocation = glGetUniformLocation(shader->id(), "lightPosition"); int normalMatrixLocation = glGetUniformLocation(shader->id(), "normalMatrix"); glUniformMatrix4fv(projectionMatrixLocation, 1, GL_FALSE, &projectionMatrix[0][0]); glUniformMatrix4fv(viewMatrixLocation, 1, GL_FALSE, &viewMatrix[0][0]); glUniformMatrix4fv(modelMatrixLocation, 1, GL_FALSE, &modelMatrix[0][0]); glUniform3fv(lightPositionLocation, 1, lightPositionArray); for (unsigned int i = 0; i < scene->mNumMeshes; i++) { colorArrayA = new float[3]; colorArrayD = new float[3]; colorArrayS = new float[3]; material = scene->mMaterials[scene->mNumMaterials-1]; normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glUniformMatrix3fv(normalMatrixLocation, 1, GL_FALSE, normalArray); aiColor3D ambient(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_AMBIENT, ambient); aiColor3D diffuse(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_DIFFUSE, diffuse); aiColor3D specular(0.0f, 0.0f, 0.0f); material->Get(AI_MATKEY_COLOR_SPECULAR, specular); colorArrayA[0] = ambient.r; colorArrayA[1] = ambient.g; colorArrayA[2] = ambient.b; colorArrayD[0] = diffuse.r; colorArrayD[1] = diffuse.g; colorArrayD[2] = diffuse.b; colorArrayS[0] = specular.r; colorArrayS[1] = specular.g; colorArrayS[2] = specular.b; // bind color for each mesh glUniform3fv(ambientLocation, 1, colorArrayA); glUniform3fv(diffuseLocation, 1, colorArrayD); glUniform3fv(specularLocation, 1, colorArrayS); // render all meshes glBindVertexArray(vaoID[i]); // bind our VAO glDrawElements(GL_TRIANGLES, scene->mMeshes[i]->mNumFaces*3, GL_UNSIGNED_INT, 0); glBindVertexArray(0); // unbind our VAO delete [] normalArray; delete [] colorArrayA; delete [] colorArrayD; delete [] colorArrayS; } shader->unbind(); app->display(); return; } void assimpRenderer::handleEvents() { sf::Event event; while (app->pollEvent(event)) { if (event.type == sf::Event::Closed) { app->close(); } if ((event.type == sf::Event::KeyPressed) && (event.key.code == sf::Keyboard::Escape)) { app->close(); } if (event.type == sf::Event::Resized) { glViewport(0, 0, event.size.width, event.size.height); } } return; } void assimpRenderer::mainLoop(float modelScale) { while (app->isOpen()) { renderScene(modelScale); handleEvents(); } } bool assimpRenderer::assImport(const std::string& pFile) { // read the file with some example postprocessing scene = importer.ReadFile(pFile, aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_JoinIdenticalVertices | aiProcess_SortByPType); // if the import failed, report it if (!scene) { std::cerr << "Error: " << importer.GetErrorString() << std::endl; return false; } return true; } void assimpRenderer::genVAOs() { int vboIndex = 0; for (unsigned int i = 0; i < scene->mNumMeshes; i++, vboIndex+=2) { mesh = scene->mMeshes[i]; indexArray = new unsigned int[mesh->mNumFaces * sizeof(unsigned int) * 3]; // convert assimp faces format to array faceIndex = 0; for (unsigned int t = 0; t < mesh->mNumFaces; ++t) { const struct aiFace* face = &mesh->mFaces[t]; std::memcpy(&indexArray[faceIndex], face->mIndices, sizeof(float) * 3); faceIndex += 3; } // generate VAO glGenVertexArrays(1, &vaoID[i]); glBindVertexArray(vaoID[i]); // generate IBO for faces glGenBuffers(1, &iboID[i]); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iboID[i]); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint) * mesh->mNumFaces * 3, indexArray, GL_STATIC_DRAW); // generate VBO for vertices if (mesh->HasPositions()) { glGenBuffers(1, &vboID[vboIndex]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, mesh->mVertices, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)0); glVertexAttribPointer((GLuint)0, 3, GL_FLOAT, GL_FALSE, 0, 0); } // generate VBO for normals if (mesh->HasNormals()) { normalArray = new float[scene->mMeshes[i]->mNumVertices * 3]; unsigned int normalIndex = 0; for (unsigned int j = 0; j < scene->mMeshes[i]->mNumVertices * 3; j+=3, normalIndex++) { normalArray[j] = scene->mMeshes[i]->mNormals[normalIndex].x; // x normalArray[j+1] = scene->mMeshes[i]->mNormals[normalIndex].y; // y normalArray[j+2] = scene->mMeshes[i]->mNormals[normalIndex].z; // z } normalIndex = 0; glGenBuffers(1, &vboID[vboIndex+1]); glBindBuffer(GL_ARRAY_BUFFER, vboID[vboIndex+1]); glBufferData(GL_ARRAY_BUFFER, mesh->mNumVertices * sizeof(GLfloat) * 3, normalArray, GL_STATIC_DRAW); glEnableVertexAttribArray((GLuint)1); glVertexAttribPointer((GLuint)1, 3, GL_FLOAT, GL_FALSE, 0, 0); delete [] normalArray; } // tex coord stuff goes here // unbind buffers glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); delete [] indexArray; } vboIndex = 0; return; } } file: shader.vert #version 150 core in vec3 in_Position; in vec3 in_Normal; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat4 modelMatrix; uniform vec3 lightPosition; uniform mat3 normalMatrix; smooth out vec3 vVaryingNormal; smooth out vec3 vVaryingLightDir; void main() { // derive MVP and MV matrices mat4 modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix; mat4 modelViewMatrix = viewMatrix * modelMatrix; // get surface normal in eye coordinates vVaryingNormal = normalMatrix * in_Normal; // get vertex position in eye coordinates vec4 vPosition4 = modelViewMatrix * vec4(in_Position, 1.0); vec3 vPosition3 = vPosition4.xyz / vPosition4.w; // get vector to light source vVaryingLightDir = normalize(lightPosition - vPosition3); // Set the position of the current vertex gl_Position = modelViewProjectionMatrix * vec4(in_Position, 1.0); } file: shader.frag #version 150 core out vec4 out_Color; uniform vec3 ambientColor; uniform vec3 diffuseColor; uniform vec3 specularColor; smooth in vec3 vVaryingNormal; smooth in vec3 vVaryingLightDir; void main() { // dot product gives us diffuse intensity float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir))); // multiply intensity by diffuse color, force alpha to 1.0 out_Color = vec4(diff * diffuseColor, 1.0); // add in ambient light out_Color += vec4(ambientColor, 1.0); // specular light vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir), normalize(vVaryingNormal))); float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection)); if (diff != 0) { float fSpec = pow(spec, 128.0); // Set the output color of our current pixel out_Color.rgb += vec3(fSpec, fSpec, fSpec); } } I know it's a lot to look through, but I'm putting most of the code up so as not to assume where the problem is. Thanks in advance to anyone who has some time to help me pinpoint the problem(s)! I've been trying to sort it out for two days now and I'm not getting anywhere on my own.

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  • error of integer overflow

    - by user308565
    This the part of my OpenGL code, I am getting an error for : struct Ball { float x; float y; float rot; float dir; bool rmv; Ball* next; }; Ball* curBall; void addBall() { if (balls==NULL) { balls=new Ball; balls->next=NULL; curBall=balls; } else { curBall->next=new Ball; curBall=curBall->next; curBall->next=NULL; } curBall->x=((float)rand()/(float)(RAND_MAX+1))*(ww-1) +1; curBall->y=((float)rand()/(float)(RAND_MAX+1))*(wh-1) +1; curBall->dir=((float)rand()/(float)(RAND_MAX+1))*(2*PI-1) +1; curBall->rot=((float)rand()/(float)(RAND_MAX+1))*(359) +1; curBall->rmv=false; } error : In function ‘void addBall()’: file.cpp:120: warning: integer overflow in expression file.cpp:121: warning: integer overflow in expression file.cpp:122: warning: integer overflow in expression file.cpp:123: warning: integer overflow in expression

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  • vtk glyphs 3D, indenpently color and rotation

    - by user3684219
    I try to display thanks to vtk (python wrapper) several glyphs in a scene with each their own colour and rotation. Unfortunately, just the rotation (using vtkTensorGlyph) is taken in consideration by vtk. Reversely, just color is taken in consideration when I use a vtkGlyph3D. Here is a ready to use piece of code with a vtkTensorGlyph. Each cube should have a random color but there all will be in the same color. I read and read again the doc of vtk but I found no solution. Thanks in advance for any idea #!/usr/bin/env python # -*- coding: utf-8 -*- import vtk import scipy.linalg as sc import random as ra import numpy as np import itertools points = vtk.vtk.vtkPoints() # where to locate each glyph in the scene tensors = vtk.vtkDoubleArray() # rotation for each glyph tensors.SetNumberOfComponents(9) colors = vtk.vtkUnsignedCharArray() # should be the color for each glyph colors.SetNumberOfComponents(3) # let's make 10 cubes in the scene for i in range(0, 50, 5): points.InsertNextPoint(i, i, i) # position of a glyph colors.InsertNextTuple3(ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255) ) # pick random color rot = list(itertools.chain(*np.reshape(sc.orth(np.random.rand(3, 3)).transpose(), (1, 9)).tolist())) # random rotation matrix (row major) tensors.InsertNextTuple9(*rot) polydata = vtk.vtkPolyData() # create the polydatas polydata.SetPoints(points) polydata.GetPointData().SetTensors(tensors) polydata.GetPointData().SetScalars(colors) cubeSource = vtk.vtkCubeSource() cubeSource.Update() glyphTensor = vtk.vtkTensorGlyph() glyphTensor.SetColorModeToScalars() # is it really work ? try: glyphTensor.SetInput(polydata) except AttributeError: glyphTensor.SetInputData(polydata) glyphTensor.SetSourceConnection(cubeSource.GetOutputPort()) glyphTensor.ColorGlyphsOn() # should not color all cubes independently ? glyphTensor.ThreeGlyphsOff() glyphTensor.ExtractEigenvaluesOff() glyphTensor.Update() # next is usual vtk code mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(glyphTensor.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) ren = vtk.vtkRenderer() ren.SetBackground(0.2, 0.5, 0.3) ren.AddActor(actor) renwin = vtk.vtkRenderWindow() renwin.AddRenderer(ren) iren = vtk.vtkRenderWindowInteractor() iren.SetInteractorStyle(vtk.vtkInteractorStyleTrackballCamera()) iren.SetRenderWindow(renwin) renwin.Render() iren.Initialize() renwin.Render() iren.Start()

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • How to efficiently map tokens to code in a script interpreter?

    - by lithander
    I'm writing an interpreter for a simple scripting language where each line is a complete, executable command. (Like the instructions in assembler) When parsing a line I have to map the requested command to actual code. My current solution looks like this: std::string op, param1, param2; //parse line, identify op, param1, param2 ... //call command specific code if(op == "MOV") ExecuteMov(AsNumber(param1)); else if(op == "ROT") ExecuteRot(AsNumber(param1)); else if(op == "SZE") ExecuteSze(AsNumber(param1)); else if(op == "POS") ExecutePos((AsNumber(param1), AsNumber(param2)); else if(op == "DIR") ExecuteDir((AsNumber(param1), AsNumber(param2)); else if(op == "SET") ExecuteSet(param1, AsNumber(param2)); else if(op == "EVL") ... The more commands are supported the more string comparisions I'll have to do to identify and call the associated method. Can you point me to a more efficient implementation in the described scenario?

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  • How can I implement smooth rotation from one direction to another?

    - by user1759052
    I'm having a problem with animating rotations with 1Matrix.CreateRotationY() with my basic 3D game. Based on where you click the mouse, I want the 3D object to rotate to that direction and then move. I am using this to determine the target direction: float rot = (float)(Math.Atan2(X, Z)); It gives me the correct value, but I am not sure how to handle the rotation animation from current direction to new direction. I've tried a few things, but to no avail. Do you guys know of any good ways of solving this issue?

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  • How to calculate where bullet hits

    - by lkjoel
    I have been trying to write an FPS in C/X11/OpenGL, but the issue that I have encountered is with calculating where the bullet hits. I have used a horrible technique, and it only sometimes works: pos size, p; size.x = 0.1; size.z = 0.1; // Since the game is technically top-down (but in a 3D perspective) // Positions are in X/Z, no Y float f; // Counter float d = FIRE_MAX + 1 /* Shortest Distance */, d1 /* Distance being calculated */; x = 0; // Index of object to hit for (f = 0.0; f < FIRE_MAX; f += .01) { // Go forwards p.x = player->pos.x + f * sin(toRadians(player->rot.x)); p.z = player->pos.z - f * cos(toRadians(player->rot.x)); // Get all objects that collide with the current position of the bullet short* objs = _colDetectGetObjects(p, size, objects); for (i = 0; i < MAX_OBJECTS; i++) { if (objs[i] == -1) { continue; } // Check the distance between the object and the player d1 = sqrt( pow((objects[i].pos.x - player->pos.x), 2) + pow((objects[i].pos.z - player->pos.z), 2)); // If it's closer, set it as the object to hit if (d1 < d) { x = i; d = d1; } } // If there was an object, hit it if (x > 0) { hit(&objects[x], FIRE_DAMAGE, explosions, currtime); break; } } It just works by making a for-loop and calculating any objects that might collide with where the bullet currently is. This, of course, is very slow, and sometimes doesn't even work. What would be the preferred way to calculate where the bullet hits? I have thought of making a line and seeing if any objects collide with that line, but I have no idea how to do that kind of collision detection. EDIT: I guess my question is this: How do I calculate the nearest object colliding in a line (that might not be a straight 45/90 degree angle)? Or are there any simpler methods of calculating where the bullet hits? The bullet is sort of like a laser, in the sense that gravity does not affect it (writing an old-school game, so I don't want it to be too realistic)

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