Draw a 3d rectangular box(rectangular prism ?) in wpf - wpf

I am using the following code to form a cube. It uses triangles for each face. How can I make a rectangular box by modifying its values. I dont have much idea on the indices property used here.
<GeometryModel3D.Geometry>
<MeshGeometry3D
Positions = "-1,-1,1 1,-1,1 1,1,1 -1,1,1"
TriangleIndices = "0 1 2 2,3,0"
TextureCoordinates="0,1 1,1 1,0 0,0"
/>
</GeometryModel3D.Geometry>

here you go
<GeometryModel3D.Geometry>
<MeshGeometry3D Positions = "0 0 0 1 0 0 0 1 0 1 1 0 0 0 1 1 0 1 0 1 1 1 1 1"
TriangleIndices = "2 3 1 2 1 0 7 1 3 7 5 1 6 5 7 6 4 5 6 2 0 2 0 4 2 7 3 2 6 7 0 1 5 0 5 4"/>
</GeometryModel3D.Geometry>
this will produce a cube geometry
I would suggest you to understand how it work so you can make other objects too
here is a nice tutorial on WPF 3D
http://www.codeproject.com/Articles/24727/WPF-D-Part-of-n

Related

How can I build a decreasing lower triangular matrix? [closed]

Closed. This question needs details or clarity. It is not currently accepting answers.
Want to improve this question? Add details and clarify the problem by editing this post.
Closed 7 years ago.
Improve this question
Do you know if it is possible to get the following triangular matrix
[ N:-1:1; (N-1):-1:0; (N-2):-1:0 0; (N-3):-1:0 0 0; ....] without writing every line with horzcat and without using a loop?
thanks all
Fred
Is this what you want?
N = 8;
result = flipud(tril(toeplitz(1:N)));
This gives
result =
8 7 6 5 4 3 2 1
7 6 5 4 3 2 1 0
6 5 4 3 2 1 0 0
5 4 3 2 1 0 0 0
4 3 2 1 0 0 0 0
3 2 1 0 0 0 0 0
2 1 0 0 0 0 0 0
1 0 0 0 0 0 0 0
Maybe something like this:
N=10;
M=triu(gallery('circul',N)).'
M =
1 0 0 0 0 0 0 0 0 0
2 1 0 0 0 0 0 0 0 0
3 2 1 0 0 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
5 4 3 2 1 0 0 0 0 0
6 5 4 3 2 1 0 0 0 0
7 6 5 4 3 2 1 0 0 0
8 7 6 5 4 3 2 1 0 0
9 8 7 6 5 4 3 2 1 0
10 9 8 7 6 5 4 3 2 1
Or did you want this:
M=fliplr(triu(gallery('circul',N)))
M =
10 9 8 7 6 5 4 3 2 1
9 8 7 6 5 4 3 2 1 0
8 7 6 5 4 3 2 1 0 0
7 6 5 4 3 2 1 0 0 0
6 5 4 3 2 1 0 0 0 0
5 4 3 2 1 0 0 0 0 0
4 3 2 1 0 0 0 0 0 0
3 2 1 0 0 0 0 0 0 0
2 1 0 0 0 0 0 0 0 0
1 0 0 0 0 0 0 0 0 0
I couldn't really tell from your code sample which direction you wanted this to go.
The power of bsxfun compels you!
[[N:-1:1]' reshape(repmat([N-1:-1:1]',1,N).*bsxfun(#ge,[1:N-1]',1:N),N,[])]
Sample run -
>> N = 8;
>> [[N:-1:1]' reshape(repmat([N-1:-1:1]',1,N).*bsxfun(#ge,[1:N-1]',1:N),N,[])]
ans =
8 7 6 5 4 3 2 1
7 6 5 4 3 2 1 0
6 5 4 3 2 1 0 0
5 4 3 2 1 0 0 0
4 3 2 1 0 0 0 0
3 2 1 0 0 0 0 0
2 1 0 0 0 0 0 0
1 0 0 0 0 0 0 0
This is basically inspired by this another bsxfun-based solution to a very similar question - Replicate vector and shift each copy by 1 row down without for-loop. There you can see similar solutions and related benchmarks, as it seems performance is a concern here.

X3D - How to color polygon faces in X3D

How do I color a polygon face - as in just color 1 face all red for example. I don't want linear interpolation occuring when I move on to color a neighboring face. I am able to color it with the following codes but the colors merge. When I turn colorPerVertex to false, the coloring looks weird. Please advice. Thank you.
<X3D>
<Scene>
<Shape>
<IndexedFaceSet solid="false" colorPerVertex="true"
coordIndex="0 3 4 1 -1
1 4 5 2 -1
3 6 7 4 -1
4 7 8 5 -1">
<Coordinate
point= "0 0 0, 1 0 0, 2 0 0
0 0 1, 1 3 1, 2 0 1
0 0 2, 1 0 2, 2 0 2" />
<Color color= "0 0 0, 1 0 0, 2 0 0
0 0 1, 1 3 1, 2 0 1
0 0 2, 1 0 2, 2 0 2" />
</IndexedFaceSet>
<Appearance>
<Material diffuseColor='1 0 0' />
</Appearance>
</Shape>
</Scene>
</X3D>
If colorPerVertex is FALSE AND the colorIndex field is not empty, then one colour is applied for each face of the IndexedFaceSet.
Therefore if you set colorPerVertex to FALSE in your example you should NOT have color interpolation between faces (tested).

Algorithm for 'Pogo Painter' minigame

I am working on a minigame called 'Pogo Painter', and I need some mathematical solutions. Below is an image (made with Paint) to illustrate a bit what it's all about.
Four players, each of different color, must claim squares to gain points. The minigame will be similar to this: http://www.youtube.com/watch?v=rKCQfAlaRrc, but slightly different. The players will be allowed to run around the playground and claim any of the squares, and points are gathered when a pattern is closed. For example, claiming blue square on A3 will create a closed blue pattern.
What kind of variables should I declare and how do I check if the pattern is closed?
Please answer if you have a solution :)
Here’s another (Discrete Optimization) way to model your problem.
Notation
View your grid as a ‘graph’ with n^2 nodes, and edges of length 1 (Edges connect two neighboring nodes.) Let the nodes be numbered 1:n^2. (For ease of notation, you can use a double array (x,y) to denote each node if you prefer.)
Decision Variables
There are k colors, one for each player (1 through 4). 0 is an unclaimed cell (white)
X_ik = 1 if player k has claimed node i. 0 otherwise.
To start out
X_i0 = 1 for all nodes i.
All nodes start out as white (0).
Neighboring sets: Two nodes i and j are ‘neighbors’ if they are adjacent to each other. (Any given node i can have at most 4 neighbors: Up down right and left.)
Edge variables:
We can now define a new set of edge variables Y_ijk that connect two adjacent nodes (i and j) with a common color k.
Y_ijk = 1 if neighboring nodes i and j are both of color k. 0 Otherwise.
(That is, X_ik = X_jk) for non-zero k.
We now have an undirected graph. Checking for ‘closed patterns’ is the same as detecting cycles.
Detecting Cycles:
A simple DFS search will do, since we have undirected cycles. Start with each colored node i, and check for cycles. If a path leads you back to a visited node, cycles exist. You can award points accordingly.
Finally, one suggestion as you design the game. You can reward points according to the “longest cycle” you detect. The shortest cycle gets 4 points, one point for each edge (or one point for each node in the cycle) whichever works best for you.
1 1
1 1 scores 4 points
1 1 1
1 1 1 scores 6 points
1 1 1
1 1 1
1 1 scores 8 points
Hope that helps.
Okay,
This is plenty of text, but it's simple.
An N-by-N square will satisfy as the game-board.
Each time a player claims a square,
If the square is not attached to any square of that player, then you must give that square a unique ID.
If the square is attached,
Count how many neighbours of each ID it has.
( See the demos I put below, to see what this means)
For each group
patterns_count += group_size - 1
If the number of groups is more than 1
Change the ID of that group as well as every other square connected to it so they all share the same ID
You must remember which IDs belong to which players.
This is what you have in your example
1 1 1 0 0 0 0 2 2
1 0 0 0 1 3 3 0 0
1 1 0 0 3 3 0 0 0
0 1 0 0 4 5 0 0 0
0 0 0 6 4 0 0 0 0
7 7 0 0 0 0 8 8 8
0 7 7 0 9 8 8 0 8
A A 7 0 9 8 0 0 8
A 0 7 0 0 0 8 8 8
And this is what it would turn out like after blue grabs A-3
1 1 1 0 0 0 0 2 2
1 0 0 0 1 3 3 0 0
1 1 0 0 3 3 0 0 0
0 1 0 0 4 5 0 0 0
0 0 0 6 4 0 0 0 0
7 7 0 0 0 0 8 8 8
0 7 7 0 9 8 8 0 8
A A 7 0 9 8 0 0 8
A 0 7 0 0 8 8 8 8
More examples of the algorithm in use
1 1 1 0
1 0 1 0
1 1 0
0 0 0 0
2 neighbours. 2x'1'
1x closed pattern.
1 1 1 0
1 0 1 0
1 1 1 0
0 0 0 0
--
1 1 1 0 0
1 0 1 0 0
1 1 0 0
1 0 1 0 0
1 1 1 0 0
3 neighbours: 3x'1'
2x closed patterns
1 1 1 0 0
1 0 1 0 0
1 1 1 0 0
1 0 1 0 0
1 1 1 0 0
--
1 1 1 0 0
1 0 1 0 0
1 1 2 2
0 0 2 0 2
0 0 2 2 2
4 neighbours: 2x'1', 2x'2'
2 Closed patterns
1 1 1 0 0
1 0 1 0 0
1 1 1 1 1
0 0 1 0 1
0 0 1 1 1
But I also consider these a closed pattern. You haven't given any description as to what should be considered one and what shouldn't be.
1 1 0
1 1 0
0 0 0
1 1 1
1 1 1
0 0 0
1 1 1
1 1 1
1 1

rotate vector of arbitrary length circularly about an array about some point x,y in matlab

I have an array:
1 1 1 0 0
1 2 2 0 0
1 2 3 0 0
0 0 0 0 0
0 0 0 0 0
I want to make it
1 1 1 1 1
1 2 2 2 1
1 2 3 2 1
1 2 2 2 1
1 1 1 1 1
It is like rotating 1/4 piece of pie 270 degrees to fill out the remaining parts of the pie to make a full circle. Essentially mirroring the entire corner in all directions. I don't want to use any in built matlab features if possible - just some vector tricks if possible. Thanks.
EDIT:
This is embedded within an matrix of zeros of arbitrary size. I want it to work in both the above example and say this example:
0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 1 1 1 0 0 0 0 0 0 0 0 0
0 0 1 2 2 0 0 0 0 0 0 0 0 0
0 0 1 2 3 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ideally, I want to have a vector say [1,2,3.. N] which can be rotated circularly about the highest value in the array (N) centered about some point xc,yc in the grid. Or if this isn't possible, take an base array [1 1 1, 1 2 2, 1 2 3] and rotate it such that 3 is in the centre and you fill a circle as in the 2nd matrix above.
EDIT:
I found rot90(M,k) rotates matrix M k times but this produces:
Mrot = M + rot90(M,1) + rot90(M,2) + rot90(M,3)
Mrot =
1 1 2 1 1
1 2 4 2 1
2 4 12 4 2
1 2 4 2 1
1 1 2 1 1
This stacks it in the x,y directions which isn't correct.
Assuming the corner you want to replicate is symmetric about the diagonal (as in your example), then you can do this in one indexing step. Given a matrix M containing your sample 5-by-5 matrix, here's how to do it:
>> index = [1 2 3 2 1];
>> M = M(index, index)
M =
1 1 1 1 1
1 2 2 2 1
1 2 3 2 1
1 2 2 2 1
1 1 1 1 1

Comparing adjacent elements in MATLAB

Does anyone know how I can compare the elements in an array with the adjacent elements?
For example, if I have an array:
0 0 0 1 1 1 1 0
0 1 1 1 1 1 1 0
0 1 0 1 1 1 1 0
0 1 1 1 1 1 0 0
0 0 0 0 1 1 1 1
1 1 1 1 1 1 1 1
Is there a way to cycle through each element and perform a logical test of whether the elements around it are equal to 1?
Oops, it looks like someone is doing a homework assignment. Game of life maybe?
There are many ways to do such a test. But learn to do it in a vectorized form. This involves understanding how matlab does indexing, and how the elements of a 2-d array are stored in memory. That will take some time to explain in detail, more than I want to do at this exact moment. I would definitely recommend you learn it though.
Until then, I'll just suggest that if you really are doing the game of life, then the best trick is to use conv2. Thus,
A =[0 0 0 1 1 1 1 0
0 1 1 1 1 1 1 0
0 1 0 1 1 1 1 0
0 1 1 1 1 1 0 0
0 0 0 0 1 1 1 1
1 1 1 1 1 1 1 1];
B = conv2(A,[1 1 1;1 0 1;1 1 1],'same')
B =
1 2 4 4 5 5 3 2
2 2 5 6 8 8 5 3
3 4 8 7 8 7 4 2
2 2 4 5 7 7 6 3
3 5 6 7 7 7 6 3
1 2 2 3 4 5 5 3
Loren has recently posted about this very issue: http://blogs.mathworks.com/loren/2010/01/19/mathematical-recreations-tweetable-game-of-life/ - lots of interesting things can be learned by studying the code in that post and its comments

Resources