Jesse James for Treasury: WWJD?
Read MoreGoldfinger [Blu-ray] (Blu-ray) newly tagged "blu-ray"
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First tagged “blu-ray” by Matthew T. Weflen “matthewweflen”
Customer tags: blu-ray(6), united artists(3), playstation 2, blu-ray store, james bond, john grisham, dts, sean connery
Camera constructor based on target+position - how to calculate pitch roll
Hello!
My camera is based on angles of rotation and camera
My first working constructor:
public
Camera (MI
mi) : base(mi)
{
pos = new
Vector3(0,
15, -40);
rotX =1.57f;
rotY = 3.14f;
}
public override
void
Update(GameTime
gameTime){
/// Here logic of rotations and movings and View Maxtrix calculation
view = Matrix.Identity;
view *= Matrix.CreateTranslation(-pos);
view *= Matrix.CreateRotationY(currRotY);
view *= Matrix
.CreateRotationX(currRotX); }
i need new constructor,
based on target+position
public Camera
(MI mi) : base(mi)
{
pos = new Vector3(0,
15, -40);
taget = new Vector3(0,0,0)
//For working capacity of my method Update it is necessary to calculate angle
RotX ,RotYat once
dist = Vector3.Distance(pos,
target);
view = Matrix.CreateLookAt(pos,
target, Vector3.Up);
right = new
Vector3(view.M11,
view.M21, view.M31);
up = new
Vector3(view.M11,
view.M22, view.M32);
rotX = (float)Math.Acos(Vector3.Dot(right,
Vector3.Up));
//Not work ;-(
rotY = (float)Math.Acos(Vector3.Dot(up,
Vector3.Right));
//Not work ;-(
}
Someone can tell me how to calculate rotX
rotY ?
pls HELP)
Camera constructor based on target+position - how to calculate pitch roll
Hello!
My camera is based on angles of rotation and camera
My first working constructor:
public
Camera (MI
mi) : base(mi)
{
pos = new
Vector3(0,
15, -40);
rotX =1.57f;
rotY = 3.14f;
}
public override
void
Update(GameTime
gameTime){
/// Here logic of rotations and movings and View Maxtrix calculation
view = Matrix.Identity;
view *= Matrix.CreateTranslation(-pos);
view *= Matrix.CreateRotationY(currRotY);
view *= Matrix
.CreateRotationX(currRotX); }
i need new constructor,
based on target+position
public Camera
(MI mi) : base(mi)
{
pos = new Vector3(0,
15, -40);
taget = new Vector3(0,0,0)
//For working capacity of my method Update it is necessary to calculate angle
RotX ,RotYat once
dist = Vector3.Distance(pos,
target);
view = Matrix.CreateLookAt(pos,
target, Vector3.Up);
right = new
Vector3(view.M11,
view.M21, view.M31);
up = new
Vector3(view.M11,
view.M22, view.M32);
rotX = (float)Math.Acos(Vector3.Dot(right,
Vector3.Up));
//Not work ;-(
rotY = (float)Math.Acos(Vector3.Dot(up,
Vector3.Right));
//Not work ;-(
}
Someone can tell me how to calculate rotX
rotY ?
pls HELP)
CodePlex Daily Summary for Tuesday, March 31, 2009
CodePlex Daily Summary for Tuesday, March 31, 2009
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Collada Pipeline and Physics.
I'm in the planning phase of possibly building a content pipeline extension to support the importation of Collada (.dae) files. I would like to make this pipeline as complete and painless to use as possible, so much so that I may use the pipeline to make a custom Collada Editor in XNA itself to be sure that the generative content will load and work properly in an XNA game. Collada is completely based in Xml so parsing it is rather simple, you can just use a standard Xml DOM and an understanding of the Collada scheme. If anyone knows of a better way to parse a Collada file in C# I'm open to suggestions, Collada DOM and FCollada (popular Collada parsers) are all coded in C++. I'd have to wrap them to use them and it's a lot of work.
Is there a better file format to communicate a 3D environment that could be reproduced in XNA? FBX SDK is not open source, so I don't want to use that if I don't have to, in addition FBX SDK is programmed in C++ so I'd have to wrap it which again is more work than it's worth and it'd be even more difficult to program a parser myself of course.
Collada supports the storage of Physics data about the models and environments described in the file. And I'm trying to get my hands on a relatively complete Physics engine in XNA that I won't have to pay royalties to use. Bullet was my first thought however the only version I can find was made 3 years ago for XNA 1.0, doesn't work at all in XNA 3.0, and much to my surprise I can't get the projects to even load in 2005/2008 of C#. I could muscle through the code, but it's a high order. Then I remembered Nvidia's PhysX SDK, but I don't think it's available to XNA content creators (which is a shame), sadly I haven't found anything else. If no one knows of anything else, I may try my hand at converting bullet, but I really don't want to have to do that as I already have so much to worry about with Collada's blanket support of seemingly EVERYTHING including things that xna may or may not be able to do.
tl;dr:
1) Is there a better way to parse a Collada (.dae) in c# other than just treating it as an Xml?
2) Anyone know a good physics engine for XNA?
Collada Pipeline and Physics.
I'm in the planning phase of possibly building a content pipeline extension to support the importation of Collada (.dae) files. I would like to make this pipeline as complete and painless to use as possible, so much so that I may use the pipeline to make a custom Collada Editor in XNA itself to be sure that the generative content will load and work properly in an XNA game. Collada is completely based in Xml so parsing it is rather simple, you can just use a standard Xml DOM and an understanding of the Collada scheme. If anyone knows of a better way to parse a Collada file in C# I'm open to suggestions, Collada DOM and FCollada (popular Collada parsers) are all coded in C++. I'd have to wrap them to use them and it's a lot of work.
Is there a better file format to communicate a 3D environment that could be reproduced in XNA? FBX SDK is not open source, so I don't want to use that if I don't have to, in addition FBX SDK is programmed in C++ so I'd have to wrap it which again is more work than it's worth and it'd be even more difficult to program a parser myself of course.
Collada supports the storage of Physics data about the models and environments described in the file. And I'm trying to get my hands on a relatively complete Physics engine in XNA that I won't have to pay royalties to use. Bullet was my first thought however the only version I can find was made 3 years ago for XNA 1.0, doesn't work at all in XNA 3.0, and much to my surprise I can't get the projects to even load in 2005/2008 of C#. I could muscle through the code, but it's a high order. Then I remembered Nvidia's PhysX SDK, but I don't think it's available to XNA content creators (which is a shame), sadly I haven't found anything else. If no one knows of anything else, I may try my hand at converting bullet, but I really don't want to have to do that as I already have so much to worry about with Collada's blanket support of seemingly EVERYTHING including things that xna may or may not be able to do.
tl;dr:
1) Is there a better way to parse a Collada (.dae) in c# other than just treating it as an Xml?
2) Anyone know a good physics engine for XNA?
SOLVED: List.Add(object as interface) Error
Hi, I'm hoping someone can help me with a small problem I'm having. The code with the problem is as follows:
| // … |
| protected List<IUpdate> updateable; |
| protected List<IDraw> drawable; |
| protected List<IReset> resettable; |
| // … |
| public void AddChild(Entity _child) |
| { |
| if (_child as IUpdate != null) |
| updateable.Add(_child as IUpdate); // Here's where it breaks |
| if (_child as IDraw != null) |
| drawable.Add(_child as IDraw); |
| if (_child as IReset != null) |
| resettable.Add(_child as IReset); |
| _child.OnAttach(this); |
| } |
I instantiate the class containing the code snippet above, and then attempt to add to it like so:
| testActor.AddChild(new Layer("layer01", 2048, 1024,512,512)); |
The Layer class implements the IUpdate interface and inherits the Actor class, which in turn inherits the Entity class.
The error I'm getting is:
"Object reference not set to an instance of an object".
I've found quite a lot of information regarding this error, but nothing that points towards my problem. I'm checking to be sure that _child as IUpdate != null before attempting to add it to the list as an IUpdate object… and I'm not sure what else to do.
If I need to post more code I'm more than willing, I just don't know what other parts of the code will be useful to help debug, and there's a lot of it!
SOLVED: List.Add(object as interface) Error
Hi, I'm hoping someone can help me with a small problem I'm having. The code with the problem is as follows:
| // … |
| protected List<IUpdate> updateable; |
| protected List<IDraw> drawable; |
| protected List<IReset> resettable; |
| // … |
| public void AddChild(Entity _child) |
| { |
| if (_child as IUpdate != null) |
| updateable.Add(_child as IUpdate); // Here's where it breaks |
| if (_child as IDraw != null) |
| drawable.Add(_child as IDraw); |
| if (_child as IReset != null) |
| resettable.Add(_child as IReset); |
| _child.OnAttach(this); |
| } |
I instantiate the class containing the code snippet above, and then attempt to add to it like so:
| testActor.AddChild(new Layer("layer01", 2048, 1024,512,512)); |
The Layer class implements the IUpdate interface and inherits the Actor class, which in turn inherits the Entity class.
The error I'm getting is:
"Object reference not set to an instance of an object".
I've found quite a lot of information regarding this error, but nothing that points towards my problem. I'm checking to be sure that _child as IUpdate != null before attempting to add it to the list as an IUpdate object… and I'm not sure what else to do.
If I need to post more code I'm more than willing, I just don't know what other parts of the code will be useful to help debug, and there's a lot of it!
List.Add(object as interface) Error
Hi, I'm hoping someone can help me with a small problem I'm having. The code with the problem is as follows:
| // … |
| protected List<IUpdate> updateable; |
| protected List<IDraw> drawable; |
| protected List<IReset> resettable; |
| // … |
| public void AddChild(Entity _child) |
| { |
| if (_child as IUpdate != null) |
| updateable.Add(_child as IUpdate); // Here's where it breaks |
| if (_child as IDraw != null) |
| drawable.Add(_child as IDraw); |
| if (_child as IReset != null) |
| resettable.Add(_child as IReset); |
| _child.OnAttach(this); |
| } |
I instantiate the class containing the code snippet above, and then attempt to add to it like so:
| testActor.AddChild(new Layer("layer01", 2048, 1024,512,512)); |
The Layer class implements the IUpdate interface and inherits the Actor class, which in turn inherits the Entity class.
The error I'm getting is:
"Object reference not set to an instance of an object".
I've found quite a lot of information regarding this error, but nothing that points towards my problem. I'm checking to be sure that _child as IUpdate != null before attempting to add it to the list as an IUpdate object… and I'm not sure what else to do.
If I need to post more code I'm more than willing, I just don't know what other parts of the code will be useful to help debug, and there's a lot of it!

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