Swift SpriteKit - object has gravity properties while not being supposed to - arrays

I'm making a simple game in swift 5 using SpriteKit that contains a ball, target and a barrier, The goal is to drag the barrier so the ball bounces off of it and hits the target. The ball is the only object that's supposed to have gravity. Everything was working fine until I wanted to change the code so it has an array of barrier objects so I can add more barriers but now when I run the code, the barrier immediately falls off so it has gravity. Here is the part of the code that adds the barrier.
fileprivate func addBarrier(at position: Point, width: Double, height: Double, angle: Double) {
// Add a barrier to the scene and make it immobile (it won't move when forces act on it)
let barrierPoints = [Point(x: 0, y: 0), Point(x: 0, y: height), Point(x: width, y: height), Point(x: width, y: 0)]
let barrier = PolygonShape(points: barrierPoints)
barriers.append(barrier)
barrier.position = position
barrier.isImmobile = true
barrier.hasPhysics = true
barrier.fillColor = .brown
barrier.angle = angle
scene.add(barrier)
}
The whole code is available at: https://github.com/Capslockhuh/BouncyBall

Related

Screen-aligned quad in clipspace is drawing atop nearer elements

I have a textured quad that needs to be drawn in screenspace, sized/aligned to the viewport, in a SceneKit scene at the far plane - think of it like a textured quad to act as a background fill.
I've manually created a 4 vertex quad in clip space, and written a vertex/fragment shader to draw it. The vertices are set to be at z=1, which should place them at the far plane.
However, while the quad is correctly rendered as expected in screen space (e.g., it is correctly aligned) it is drawn atop all scene contents - with z=1 for the clip space vertices it should be behind everything.
I've been able to work around this by setting a low renderingOrder and disabling depth writes, but that's not a fix, that's a hack.
// build the plane vertices in clip space
let vertices: [SCNVector3] = [
SCNVector3(-1, -1, +1),
SCNVector3(+1, -1, +1),
SCNVector3(+1, +1, +1),
SCNVector3(-1, +1, +1),
]
let texCoords: [CGPoint] = [
CGPoint(x: 0, y: 1),
CGPoint(x: 1, y: 1),
CGPoint(x: 1, y: 0),
CGPoint(x: 0, y: 0),
]
let indices: [UInt16] = [
0,1,2,
0,2,3,
]
let vertexSource = SCNGeometrySource(vertices: vertices)
let texCoordSource = SCNGeometrySource(textureCoordinates: texCoords)
let elementSource = SCNGeometryElement(indices: indices, primitiveType: .triangles)
let planeGeometry = SCNGeometry(sources: [vertexSource, texCoordSource], elements: [elementSource])
let program = SCNProgram()
program.library = ShaderUtilities.metalLibrary
program.vertexFunctionName = "plane_vertex"
program.fragmentFunctionName = "plane_fragment"
if let material = planeGeometry.firstMaterial {
material.program = program
material.setValue(SCNMaterialProperty(contents: backdropImage as Any), forKey: "backgroundTexture")
}
let planeNode = SCNNode(geometry: planeGeometry)
meshCameraNode.addChildNode(planeNode)
The corresponding metal shaders:
struct PlaneVertexIn {
float3 position [[attribute(SCNVertexSemanticPosition)]];
float2 uv [[attribute(SCNVertexSemanticTexcoord0)]];
};
struct PlaneVertexOut {
float4 position [[position]];
float2 uv;
};
vertex PlaneVertexOut plane_vertex(PlaneVertexIn in [[ stage_in ]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]],
constant NodeBuffer& scn_node [[buffer(1)]]) {
PlaneVertexOut out;
// the vertices are already in clip space to form a screen-aligned quad, so no need to apply a transform.
out.position = float4(in.position.x, in.position.y, in.position.z, 1.0);
out.uv = in.uv;
return out;
}
fragment float4 plane_fragment(PlaneVertexOut out [[ stage_in ]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]],
texture2d<float, access::sample> backgroundTexture [[texture(0)]]) {
constexpr sampler textureSampler(coord::normalized, filter::linear, address::repeat);
return backgroundTexture.sample(textureSampler, out.uv);
}

Scaled Layers in GDI

Original question
Basically, I have two bitmaps, and I want to put one behind the other, scaled down to half its size.
Both are centered, and are of the same resolution.
The catch is that I want to put more than one bitmap on this back layer eventually, and want the scaling to apply to the whole layer and not just the individual bitmap.
My thought is I would use a memory DC for the back layer, capture its contents into a bitmap of its own and use StretchBlt to place it in my main dc
The code I have right now doesn't work, and I can't make sense of it, let alone find anyone who had done this before for direction.
My variables at the moment are as follows
hBitmap - back bitmap
hFiller - front bitmap
hdc - main DC
ldc - back DC(made with CreateCompatibleDC(hdc);)
resh - width of hdc
resv - height of hdc
note that my viewport origin is set to the center
--this part above is solved, with the one major issue being that it does not keep the back layers...
Revised Question
Here's my code. Everything works as intended except for the fact that the layers do not properly stack. They seem to erase what is underneath or fill it with black.
For the record this is a direct copy of my code. I explain sections of it but there is nothing missing between the code blocks.
case WM_TIMER:
{
switch(wParam)
{
case FRAME:
If any position or rotation values have changed, the following section of code clears the screen and prepares it to be rewritten
if(reload == TRUE){
tdc = CreateCompatibleDC(hdc);
oldFiller = SelectObject(tdc,hFiller);
GetObject(hFiller, sizeof(filler), &filler);
StretchBlt(hdc, 0-(resh/2), 0-(resv/2), resh, resv, tdc, 0, 0, 1, 1, SRCCOPY);
SelectObject(tdc,oldFiller);
DeleteDC(tdc);
if(turn == TRUE){
xForm.eM11 = (FLOAT) cos(r/angleratio);
xForm.eM12 = (FLOAT) sin(r/angleratio);
xForm.eM21 = (FLOAT) -sin(r/angleratio);
xForm.eM22 = (FLOAT) cos(r/angleratio);
xForm.eDx = (FLOAT) 0.0;
xForm.eDy = (FLOAT) 0.0;
SetWorldTransform(hdc, &xForm);
}
This is the part that only partially works. At a distance of 80 my scale value will make my bitmap 1 pixel by 1 pixel, so I consider this my "draw distance"
It scales properly, but the layers do not stack, as I mentioned above
for(int i=80;i>1;i--){
tdc = CreateCompatibleDC(hdc);
tbm = CreateCompatibleBitmap(hdc, resh, resv);
SelectObject(tdc, tbm);
BitBlt(tdc, 0-(resh/2), 0-(resv/2), resh, resv,hdc,0,0,SRCCOPY);
//drawing code goes in here
ldc = CreateCompatibleDC(hdc);
oldBitmap = SelectObject(ldc,hBitmap);
StretchBlt(tdc,(int)(angleratio*atan((double)128/(double)i)),0,(int)(angleratio*atan((double)128/(double)i)),(int)(angleratio*atan((double)128/(double)i)),ldc,0,0,128,128,SRCCOPY);
SelectObject(ldc,oldBitmap);
DeleteDC(ldc);
BitBlt(hdc, 0, 0, resh, resv, tdc, 0, 0, SRCCOPY);
DeleteObject(tbm);
DeleteDC(tdc);
}
reload = FALSE;
}
This section below just checks for keyboard input which changes the position or rotation of the "camera"
This part works fine and can be ignored
if(GetKeyboardState(NULL)==TRUE){
reload = TRUE;
if(GetKeyState(VK_UP)<0){
fb--;
}
if(GetKeyState(VK_DOWN)<0){
fb++;
}
if(GetKeyState(VK_RIGHT)<0){
lr--;
}
if(GetKeyState(VK_LEFT)<0){
lr++;
}
if(GetKeyState(0x57)<0){
p++;
}
if(GetKeyState(0x53)<0){
p--;
}
}
break;
}
}
break;

How do i get the actual position of vertices in OpenGL ES 2.0

After Applying a rotation or a translation matrix on the vertex array, the vertex buffer is not updated
So how can i get the position of vertices after applying the matrix?
here's the onDrawFrame() function
public void onDrawFrame(GL10 gl) {
PositionHandle = GLES20.glGetAttribLocation(Program,"vPosition");
MatrixHandle = GLES20.glGetUniformLocation(Program,"uMVPMatrix");
ColorHandle = GLES20.glGetUniformLocation(Program,"vColor");
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT|GLES20.GL_DEPTH_BUFFER_BIT );
Matrix.rotateM(RotationMatrix,0,-90f,1,0,0);
Matrix.multiplyMM(vPMatrix,0,projectionMatrix,0,viewMatrix,0);
Matrix.multiplyMM(vPMatrix,0,vPMatrix,0,RotationMatrix,0);
GLES20.glUniformMatrix4fv(MatrixHandle, 1, false, vPMatrix, 0);
GLES20.glUseProgram(Program);
GLES20.glEnableVertexAttribArray(PositionHandle);
GLES20.glVertexAttribPointer(PositionHandle,3,GLES20.GL_FLOAT,false,0,vertexbuffer);
GLES20.glUniform4fv(ColorHandle,1,color,1);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES,0,6);
GLES20.glDisableVertexAttribArray(PositionHandle);
}
The GPU doesn't normally write back transformed results anywhere the application can use them. It's possible in ES 3.0 with transform feedback, BUT it's very expensive.
For touch event "hit" testing, you generally don't want to use the raw geometry. Generally use some simple proxy geometry, which can be transformed in software on the CPU.
Maybe you should try this:
private float[] modelViewMatrix = new float[16];
...
Matrix.rotateM(RotationMatrix, 0, -90f, 1, 0, 0);
Matrix.multiplyMM(modelViewMatrix, 0, viewMatrix, 0, RotationMatrix, 0);
Matrix.multiplyMM(vpMatrix, 0, projectionMatrix, 0, modelViewMatrix, 0);
You can use the vertex movement calculations in the CPU, and then use the GLU.gluProject() function to convert the coordinates of the vertex of the object in pixels of the screen. This data can be used when working with touch events.
private var view: IntArray = intArrayOf(0, 0, widthScreen, heightScreen)
...
GLU.gluProject(modelX, modelY, modelZ, mvMatrix, 0,
projectionMatrix, 0, view, 0,
coordinatesWindow, 0)
...
// coordinates in pixels of the screen
val x = coordinatesWindow[0]
val y = coordinatesWindow[1]

How can I customize/extend a react-native Animation?

I want to create a custom decay animation, that stops when a specific check returns true.
Right now my code looks like this:
this.decayAnimation = decay(
this.state.animatedXYValue,
{
velocity: { x: 0.5, y: 0.5 },
deceleration: 0.996,
}
);
this.decayAnimation.start();
But I want to stop animating, (or change the deceleration) if the x or y value
(not the velocity, but the actual x or y value of this.state.animatedXYValue : AnimatedValueXY)
becomes bigger than let's say 500.
Any ideas would be much appreciated.
Thank you.

Mapping a 3D rectangle to a 2D screen

I've searched SO but I just can't figure this out. The other questions didn't help or I didn't understand them.
The problem is, I have a bunch of points in a 3D image. The points are for a rectangle, which doesn't look like a rectangle from the 3d camera's view because of perspective. The task is to map the points from that rectangle to the screen. I've seen some ways which some call "quad to quad transformations" but most of them are for mapping a 2d quadrilateral to another one. But I've got the X, Y and Z coordinates of the rectangle in the real world so I'm looking for some easier ways. Does anyone know any practical algorithm or method of doing this?
If it helps, my 3d camera is actually a Kinect device with OpenNI and NITE middlewares, and I'm using WPF.
Thanks in advance.
edit:
I also found the 3d-projection page on Wikipedia that used angles and cosines but that seems to be a difficult way (finding angles in the 3d image) and I'm not sure if it's the real solution or not.
You might want to check out projection matrices
That's how any 3D rasterizer "flattens" 3D volumes on a 2D screen.
See this code to get the projection matrix for a given WPF camera:
private static Matrix3D GetProjectionMatrix(OrthographicCamera camera, double aspectRatio)
{
// This math is identical to what you find documented for
// D3DXMatrixOrthoRH with the exception that in WPF only
// the camera's width is specified. Height is calculated
// from width and the aspect ratio.
double w = camera.Width;
double h = w / aspectRatio;
double zn = camera.NearPlaneDistance;
double zf = camera.FarPlaneDistance;
double m33 = 1 / (zn - zf);
double m43 = zn * m33;
return new Matrix3D(
2 / w, 0, 0, 0,
0, 2 / h, 0, 0,
0, 0, m33, 0,
0, 0, m43, 1);
}
private static Matrix3D GetProjectionMatrix(PerspectiveCamera camera, double aspectRatio)
{
// This math is identical to what you find documented for
// D3DXMatrixPerspectiveFovRH with the exception that in
// WPF the camera's horizontal rather the vertical
// field-of-view is specified.
double hFoV = MathUtils.DegreesToRadians(camera.FieldOfView);
double zn = camera.NearPlaneDistance;
double zf = camera.FarPlaneDistance;
double xScale = 1 / Math.Tan(hFoV / 2);
double yScale = aspectRatio * xScale;
double m33 = (zf == double.PositiveInfinity) ? -1 : (zf / (zn - zf));
double m43 = zn * m33;
return new Matrix3D(
xScale, 0, 0, 0,
0, yScale, 0, 0,
0, 0, m33, -1,
0, 0, m43, 0);
}
/// <summary>
/// Computes the effective projection matrix for the given
/// camera.
/// </summary>
public static Matrix3D GetProjectionMatrix(Camera camera, double aspectRatio)
{
if (camera == null)
{
throw new ArgumentNullException("camera");
}
PerspectiveCamera perspectiveCamera = camera as PerspectiveCamera;
if (perspectiveCamera != null)
{
return GetProjectionMatrix(perspectiveCamera, aspectRatio);
}
OrthographicCamera orthographicCamera = camera as OrthographicCamera;
if (orthographicCamera != null)
{
return GetProjectionMatrix(orthographicCamera, aspectRatio);
}
MatrixCamera matrixCamera = camera as MatrixCamera;
if (matrixCamera != null)
{
return matrixCamera.ProjectionMatrix;
}
throw new ArgumentException(String.Format("Unsupported camera type '{0}'.", camera.GetType().FullName), "camera");
}
You could do a basic orthographic projection (I'm thinking in terms of raytracing, so this might not apply to what you're doing):
The code is quite intuitive:
for y in image.height:
for x in image.width:
ray = new Ray(x, 0, z, Vector(0, 1, 0)) # Pointing forward
intersection = prism.intersection(ray) # Since you aren't shading, you can check only for intersections.
image.setPixel(x, y, intersection) # Returns black and white image of prism mapped to plane
You just shoot vectors with a direction of (0, 1, 0) directly out into space and record which ones hit.
I found this. Uses straight forward mathematics instead of matricies.
This is called perspective projection to convert from a 3D vertex to a 2D screen vertex. I used this to help me with my 3D program I have made.
HorizontalFactor = ScreenWidth / Tan(PI / 4)
VerticalFactor = ScreenHeight / Tan(PI / 4)
ScreenX = ((X * HorizontalFactor) / Y) + HalfWidth
ScreenY = ((Z * VerticalFactor) / Y) + HalfHeight
Hope this could help. I think its what you where looking for. Sorry about the formatting (new here)
Mapping points in a 3d world to a 2d screen is part of the job of frameworks like OpenGL and Direct3d. It's called Rasterisation like Heandel said. Perhaps you could use Direct3d?

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