im trying to create a moving platform in box2d using prismatic joints, all that is created is a box and no joints are apparent, what am I doing wrong? Here is my code
var prismaticJoint:b2PrismaticJoint;
...
{
...
BodyDef.position.Set(0 / RATIO, 0 / RATIO);
floorDef.SetAsBox(250 / RATIO, 10 / RATIO);
fixtureDef.shape = floorDef;
fixtureDef.friction = 0.5;
fixtureDef.density = 0.5;
fixtureDef.restitution = 0;
movePlatformBody = PhysiVals.world.CreateBody(BodyDef);
movePlatformBody.CreateFixture(fixtureDef);
var prismaticJointDef:b2PrismaticJointDef = new b2PrismaticJointDef();
prismaticJointDef.Initialize(body, movePlatformBody, movePlatformBody.GetWorldCenter(), new b2Vec2(0,1));
prismaticJointDef.enableLimit = true;
prismaticJointDef.enableMotor = true;
prismaticJointDef.lowerTranslation = 0;
prismaticJointDef.maxMotorForce = 100;
prismaticJointDef.motorSpeed = 1;
prismaticJointDef.upperTranslation = 270 / PhysiVals.RATIO;
PhysiVals.world.CreateJoint(prismaticJointDef);
//prismaticJoint = PhysiVals.world.CreateJoint(prismaticJointDef as b2JointDef) as b2PrismaticJoint;
I tried 2 ways of creating it in the world, I dont know which one to use. How do I create a moving platform in box2d? Thank you for taking the time to read this.
Try modifying your initialize statement. Set the first parameter to the body that is going to move (the platform), set the second parameter to the static body (the world), and the third parameter will be the platforms centre.
I wrote a pretty popular tutorial on Box2D joints with an example of Prismatic Joints with source code so have a look at that too if you are still having problems
Tutorial.
Related
Ok I am having an issue trying to put a square root equation in a calculator. I am trying to figure out the expression builder. I know the expression builder takes the math operations of add, subtract, multiply, divide, equals and the parenthesis. What I am doing is trying to build the square root section. I have a simple Percent code to help with the square root.
In the Square root vs the Percent you see I am using binding. So here is the code for both.
On the square root is it possible to use the expression builder? I know there is no absolute formula for square root except for a number that is multipliable with itself like the number 4.
Sqrt(4) = 2
binding.btnSqrt.setOnClickListener {
var square = (tv_equation.text.toString().toDouble() / 2)
binding.tvResult.text = square.toString()
}
So in the event you a non square equation
sqrt(23) = 4.79
How would I simulate that as one function within the button. Can I use expression or would I need to use Kotlin.math
So between the two I divide by 100 on the percent. It works great.
binding.btnPercent.setOnClickListener {
var percentage = (tv_equation.text.toString().toDouble() / 100)
binding.tvResult.text = percentage.toString()
}
All my other buttons work fine and so I am just working on the square root before I can release this to google play.
You would need to use some form of a square root function.
AS you mentioned in your question Kotlin Sqrt Function is a very suitable choice
binding.btnSqrt.setOnClickListener {
if(!tv_equation.text.isNullOrEmpty){
var number = tv_equation.text.toString().toDouble()
binding.tvResult.text = sqrt(number).toString()
}
You can create a sqrt function using the Quake's first inverse square root.
Quake's first inverse square root.
Pseudo Code:
float InvSqrt(float x){
float xhalf = 0.5f * x;
int i = *(int*)&x; // store floating-point bits in integer
i = 0x5f3759df - (i >> 1); // initial guess for Newton's method
x = *(float*)&i; // convert new bits into float
x = x*(1.5f - xhalf*x*x); // One round of Newton's method
return x;
}
So the answer i want to add is a little more suitable with the previous answer. Maybe this will help some people in the future. This solution will also limit the decimal space to 4 decimals.
binding.btnSqrt.setOnClickListener{
val df = DecimalFormat("#.####")
if(!tv_equation.text.isNullOrEmpty())
{
val number = tv_equation.text.toString().toDouble()
binding.tvResult.text = df.format(sqrt(number))
}
}
you can adjust the val df = DecimalFormat("#.####") where the # to as many decimals as you would want.
I'm making a simple jumping game for android using libgdx and box2d and I cannot figure out how to make sprites move really smooth. I have checked several articles regarding timestep fixing and synchronizing renderer and physics emulation, but none of the suggested ways really helped (http://gafferongames.com/game-physics/fix-your-timestep/).
Finally I decided to run the most simple test setting box2d world step equal to the framerate (which in case of stable fps should provide the best performance), but still movement is not totally smooth. I have tested on PC and on Android device, with stable 60-61 FPS. Here is pseudocode:
In render:
world.step(Gdx.graphics.getDeltaTime(), 6, 2);
stage.act();
stage.draw();
Stage basically has just one actor with act and draw overriden:
#Override
public void draw(Batch batch, float arg1) {
float x = this.getX() - width/2;
float y = this.getY() - height/2;
batch.draw(sprite, x, y, width, height);
}
#Override
public void act (float delta) {
...
//get body position
position = body.getPosition();
this.setPosition(position.x, position.y);
}
Actor has box2d body attached to it, there is no gravity and body's velocity is set constant:
BodyDef bodyDef = new BodyDef();
bodyDef.type = BodyType.DynamicBody;
bodyDef.position.set(world_position);
bodyDef.linearDamping = 0f;
bodyDef.angularDamping = 0f;
bodyDef.fixedRotation = true;
bodyDef.gravityScale = 0f;
...fixure added to the body
body.setLinearVelocity(0, -2f);
Camera is not moving, the case seems to be dead simple and yet sprite does not move exactly perfect. (Though it still looks smoother then when using time accumulator and interpolation)
Is it possible to achive absolutely smooth movement at all? Is there some mistake in my approach?
I have checked some similar games on the same android device - it seems that objects are moving absolutely smooth, but maybe it just seems so, because too many things happen on the screen and I don't have time to notice.
Any advice would be appreciated.
After further testing and researched I have figured out the problem - it was related not to FPS, but to pixel rounding. Box2d bodies have float coordinates - after converting them to round pixel values animation bemace much smoother.
How about to use CCPhysicsSprite instead of change position of sprite by time? You can use a batch, too. Just
sprite = [CCPhysicsSprite spriteWithTexture:batch.texture];
[batch addChild:sprite];
CCPhysicsSprite class
Example:
#import "CCPhysicsSprite.h"
CCPhysicsSprite *sprite = [CCPhysicsSprite spriteWithFile:#"sprite.png"];
[self addChild:sprite];
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(300/PTM_RATIO, 200/PTM_RATIO);
body = world->CreateBody(&bodyDef);
b2CircleShape circleShape;
circleShape.m_radius = 0.3;
b2FixtureDef fixtureDef;
fixtureDef.shape = &circleShape;
fixtureDef.density = 1;
fixtureDef.friction = 0.3f;
body->CreateFixture(&fixtureDef);
[sprite setPTMRatio:PTM_RATIO];
[sprite setB2Body:body];
[sprite setPosition: ccp(300, 200)];
I am trying to pick objects in the bullet physics world but all I seem to be able to pick is the floor/ground plane!!! I am using the Vuforia SDK and have altered the ImageTargets demo code. I have used the following code to project my touched screen points to the 3d world:
void projectTouchPointsForBullet(QCAR::Vec2F point, QCAR::Vec3F &lineStart, QCAR::Vec3F &lineEnd, QCAR::Matrix44F &modelViewMatrix)
{
QCAR::Vec4F normalisedVector((2 * point.data[0] / screenWidth - 1),
(2 * (screenHeight-point.data[1]) / screenHeight - 1),
-1,
1);
QCAR::Matrix44F modelViewProjection;
SampleUtils::multiplyMatrix(&projectionMatrix.data[0], &modelViewMatrix.data[0] , &modelViewProjection.data[0]);
QCAR::Matrix44F inversedMatrix = SampleMath::Matrix44FInverse(modelViewProjection);
QCAR::Vec4F near_point = SampleMath::Vec4FTransform( normalisedVector,inversedMatrix);
near_point.data[3] = 1.0/near_point.data[3];
near_point = QCAR::Vec4F(near_point.data[0]*near_point.data[3], near_point.data[1]*near_point.data[3], near_point.data[2]*near_point.data[3], 1);
normalisedVector.data[2] = 1.0;//z coordinate now 1
QCAR::Vec4F far_point = SampleMath::Vec4FTransform( normalisedVector, inversedMatrix);
far_point.data[3] = 1.0/far_point.data[3];
far_point = QCAR::Vec4F(far_point.data[0]*far_point.data[3], far_point.data[1]*far_point.data[3], far_point.data[2]*far_point.data[3], 1);
lineStart = QCAR::Vec3F(near_point.data[0],near_point.data[1],near_point.data[2]);
lineEnd = QCAR::Vec3F(far_point.data[0],far_point.data[1],far_point.data[2]);
}
when I try a ray test in my physics world I only seem to be hitting the ground plane! Here is the code for the ray test call:
QCAR::Vec3F intersection, lineStart;
projectTouchPointsForBullet(QCAR::Vec2F(touch1.tapX, touch1.tapY), lineStart, lineEnd,inverseProjMatrix, modelViewMatrix);
btVector3 btRayFrom = btVector3(lineEnd.data[0], lineEnd.data[1], lineEnd.data[2]);
btVector3 btRayTo = btVector3(lineStart.data[0], lineStart.data[1], lineStart.data[2]);
btCollisionWorld::ClosestRayResultCallback rayCallback(btRayFrom,btRayTo);
dynamicsWorld->rayTest(btRayFrom, btRayTo, rayCallback);
if(rayCallback.hasHit())
{
char* pPhysicsData = reinterpret_cast<char*>(rayCallback.m_collisionObject->getUserPointer());//my bodies have char* messages attached to them to determine what has been touched
btRigidBody* pBody = btRigidBody::upcast(rayCallback.m_collisionObject);
if (pBody && pPhysicsData)
{
LOG("handleTouches:: notifyOnTouchEvent from physics world!!!");
notifyOnTouchEvent(env, obj,0,0, pPhysicsData);
}
}
I know I am predominantly looking top-down so I am bound to hit the ground plane, I at least know my touch is being correctly projected into the world, but I have objects lying on the ground plane and I can't seem to be able to touch them! Any pointers would be greatly appreciated :)
I found out why I wasn't able to touch the objects - I am scaling the objects up when they are drawn, so I had to scale the view matrix by the same value before I projected my touch point into the 3d world (EDIT I also had the btRayFrom and btRayTo input cooordinates reversed, it is now fixed):
//top of code
int kObjectScale = 100.0f
....
...
//inside touch handler method
SampleUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale,&modelViewMatrix.data[0]);
projectTouchPointsForBullet(QCAR::Vec2F(touch1.tapX, touch1.tapY), lineStart, lineEnd,inverseProjMatrix, modelViewMatrix);
btVector3 btRayFrom = btVector3(lineStart.data[0], lineStart.data[1], lineStart.data[2]);
btVector3 btRayTo = btVector3(lineEnd.data[0], lineEnd.data[1], lineEnd.data[2]);
My touches are projected correctly now :)
Hy, I have started a Game in andengine for android, I want to apply a jump functionality on a sprite which will be like some projectile motion , up and forward as well . I have applied move modifier to gain that functionality. But that is not in projectile motion.
How can i achieve that and while the jump of my sprite by tapping again it cant jump again until it completes it jump.i dont want to use delay function on scene touch .any help .
final Entity playerEntity = move;
final float jumpDuration = 1;
final float startX = playerEntity.getX();
final float jumpHeight = 60;
move.getTextureRegion().setFlippedVertical(true);
final MoveModifier jumpForwardUp = new MoveModifier(jumpDuration/2, startX, startX - jumpHeight, playerEntity.getY(), playerEntity.getY() + 130);
final MoveModifier jumpForwardDown = new MoveModifier(jumpDuration/2, startX - jumpHeight, startX, playerEntity.getY() + 130, playerEntity.getY() + 170);
final SequenceEntityModifier modifier = new SequenceEntityModifier(jumpForwardUp ,jumpForwardDown);
playerEntity.registerEntityModifier(modifier);
Try using JumpModifier and for some real physics work, go for Box2d Extension of AndEngine and go through some of AndEngine examples code.
Edit:
AndEngine have list of modifiers. JumpModifier is one of them. Maintain a class level or project level flag that is true when your object is in jump and is false when object is in normal state.
Every modifier takes an object of IModifierListner set that flag to true in onStart of IModifierListner and set that to false at onEnd of IModifierListner. at every tap check if that flag is true then simple return and do nothing.
I want to draw a infinitely repeating parallax using Cocos2D on Android.
Now, there are some solutions given to this problem in Objective C, but I'm stuck with my implementation in Android. I have tried using
CCSprite background = CCSprite.sprite("background_island.png");
CCTexParams params = new CCTexParams(GL10.GL_LINEAR,GL10.GL_LINEAR,GL10.GL_REPEAT,GL10.GL_REPEAT);
background.getTexture().setTexParameters(params);
But it only extends the background in 1 direction.
I guess I have to use 2 sprites, such that as soon as 1st finishes, the other starts and vice versa, but I'm stuck with the implementation.
I had the same problem and figured it out.
Try this. Declare the background and offset as a member:
CCSprite _bg;
float _bgOffset;
In your scene constructor:
CGSize winSize = CCDirector.sharedDirector().displaySize();
_bg = CCSprite.sprite("yourbg.png"); // needs to be square, i.e. 256x256
_bg.setTextureRect(0, 0, winSize.width, winSize.height, false);
_bg.getTexture().setTexParameters(GL10.GL_LINEAR, GL10.GL_LINEAR, GL10.GL_REPEAT,
GL10.GL_REPEAT);
_bg.setAnchorPoint(CGPoint.zero());
this.addChild(_bg);
And in your update(float dt) method:
if (_bgOffset > 2000000000)
_bgOffset = 0; // don't want problems, do we?
_bgOffset += dt * PIXELS_PER_SECOND; // this can be dynamic if you want
_bg.setTextureRect(0, _bgOffset, _bg.getTextureRect().size.width,
_bg.getTextureRect().size.height, false);
See "Repeating Backgrounds" in http://www.raywenderlich.com/3857/how-to-create-dynamic-textures-with-ccrendertexture for the Objective C code
If you need to go both ways, you could perhaps start with a non-zero _bgOffset and see if that works.
Hope this helps someone!
Please check out below link for Parallax vertical endless background: http://kalpeshsantoki.blogspot.in/2014/07/create-vertical-endless-parallax.html
CGSize winSize = CCDirector.sharedDirector().displaySize();
//I made graphics for screen 720*1200....so I made this dynamic scale to support multiple screens
float sX = winSize.width / 720.0f;
float sY = winSize.height / 1200.0f;
background = CCVerticalParallaxNode.node(sX, sY, true);
background.addEntity(1f, "background.png", 0);
background.addEntity(3, "road_simple.png", winSize.width / 2);
background.addEntity(1.7f, "road_side.png", 0);
addChild(background);