Positioning sprites when using multiple fixtures per body - cocos2d-iphone

I'm using Cocos2D with Box2D, and moving from bodies with a single fixture to bodies with multiple fixtures, each with a corresponding sprite. By using
body->GetTranform().p.x + shape->m_centroid.x
body->GetTranform().p.y + shape->m_centroid.y
body->GetTransform().q.GetAngle()
I am able to position the sprites properly, until the body is rotated. At that point, all goes awry, with each sprite spinning in relation to its siblings, and the whole group spinning off around what I think is a (0, 0) body anchor point.
My guess is that Cocos2D/Box2D has a simple, built-in method for performing the necessary transform, but I haven't been able to find it documented. What is the best way to position my sprites correctly?

Try rotating sprites with respect to body center in update tick function.

I finally located the transform function I was looking for.
b2Vec2 ptWorld =body->GetWorldPoint(shape->m_centroid);
transforms the fixture shape's coordinates, measured relative to the body's origin, into world coordinates. After converting from meters to pixels, ptWorld's x and y coordinates can be used to set the sprite's location.

Related

Vehicle control in opengl?

I have trouble in opengl. I want to rotate my vehicle while moving forward/backward. Here's a picture which shows exactly my problem. Effects of current code are in blue - after moving the car rotates over the starting location and not the current one. I want to have situation in red - in which my vehicle will rotate over current position and later move forward/backward correctly.
My current code:
lxr=sin(angle);
lzr=cos(angle);
xr+=speed*lxr;
zr+=speed*lzr;
totalangle+=angle
glRotatef(totalangle,0.0,1.0,0.0);
glTranslatef(0.0,0.0,xr);
drawVehicle();
You can try to call translate before rotate. glRotatef rotate view matrix and it affects on current view and also matrix glTranslatef.
From the image, I thought you are translating and then rotating, but looking at the code, I see it is not true.
So, it is obvious that you are in the drawVehicle(); function not rendering your object in the center (0,0). You need to render it in the center, rotate and then translate.
Also, your translation is bogus. You are just translating in z direction, not in y :
glTranslatef(0.0,0.0,xr);
You need to do something like this :
glRotatef(totalangle,0.0,1.0,0.0);
glTranslatef(0.0,yOffset,0.0);
drawVehicle(); // render around [0,0]
you have to move the origin of the coordinate system too, in order to rotate your car as you wish.

Better modifying the render or moving the camera?

Since I gogled for it without finding anything interesting, I would like to ask you for some suggestions regarding if it is better to scale/translate the render itself keeping the camera position fixed or maybe moving closer/further or rotate the camera keeping the render position fixed?
I need a zooming out/in, rotation in all the 3 axes and also this kind of rotation
http://www.reknow.de/downloads/opengl/video.mp4
that is, if I first translate my render and then I apply a rotation, this rotation should consider the center always the windows center, and not the translated one
I need a zooming out/in, rotation in all the 3 axes and also this kind of rotation
What you mean is probably not "zooming" but "panning". And in OpenGL you place the "camera" by moving the scene around, because there is no camera.
Zooming is a change in the focal length, and would be implemented by changeing the FOV of the perspective.

CCRenderTexture size and position in Cocos2d-iphone

I was trying to use CCRenderTexture for pixel perfect collision detection, as outlined in this forum posting:
http://www.cocos2d-iphone.org/forum/topic/18522/page/2
The code "as is" works, and I have integrated it with my project
But I am having trouble doing some of the other things discussed:
If I create the renderTexture to be any size less than the screen size, the collision detection doesn't work properly - It seems to show collisions when the sprites are close (<15px) to each other but not actually colliding.
Also I have trouble changing the location of the render texture. Regardless of the position I specify, it seems to go from bottom left (0,0) till the width & height specified. I followed this post:
http://www.cocos2d-iphone.org/forum/topic/18796
But it doesn't solve my problem. I still get bad collisions like specified above. Also, the first post I mentioned on the list contains comments by many users who have resized their textures to 10x10, and repositioned them off screen.
Does anyone have any sample code, so I can see what I am doing wrong? I just use the boilerplate code:
CCRenderTexture* _rt = [CCRenderTexture renderTextureWithWidth:winSize.width height:winSize.height];
_rt.position = CGPointMake(winSize.width*0.5f, winSize.height*0.5f);
[[RIGameScene sharedGameScene]addChild:_rt];
_rt.visible = YES;
I use cocos2d-iphone 1.0.1
You need to move the sprites you intend to draw into the region of the renderTexture before calling draw or visit. Moving the renderTexture does not change the position of _rt.sprite.
The intersection rectangle must be in the region of the renderTexture, otherwise you get inaccurate collisions.
It seems that you cannot change the position of _rt.sprite.
The solution that I use is to determine the origin (x,y) of the intersection box, and offset both the colliding sprites by that much. This will ensure that the intersection rectangle will have its origin at 0,0. Then I calculate the intersection rectangle again (after ensuring the origin of the intersection rect is 0,0) . Then I follow the instructions in the forum posting.
When determining the dimensions of the render texture, I ensure that they are at least as large as the intersection rectangle, and I ensure that the intersection rectangle is fully inside the render texture. This way there are accurate collisions. If even part of the intersection box is outside the render texture i get inaccurate collisions, so before drawing into the render texture, make sure you move the sprites you intend to visit so that the intersection box is entirely within the render texture.
Remember to move the sprites back after you're done. :)

OpenGL Collision Detection

I am currently working on designing my first FPS game using JOGL. (Java bindings for OpenGL).
So far I have been able to generate the 'world' (a series of cubes), and a player model. I have the collision detection between the player and the cubes working great.
Now I am trying to add in the guns. I have the gun models drawn correctly and loading onto player model. The first gun I'm trying to implement is a laser gun, which shoots and instantaneous line-of-sight laser at whatever you're aiming at. Before I work on implementing the enemy models, I would like to get the collision detection between the laser and the walls working.
My laser, currently, is drawn by a series of small cubes, one after the other. The first cube is drawn at the end of the players gun, then it draws continuously from there. The idea was to continue drawing the cubes of the laser until a collision was detected with something, namely the cubes in the world.
I know the locations of the cubes in the world. The problem is that I have to call glMatrixPush to draw my character model. The laser is then drawn within this modelview. Meaning that I have lost my old coordinate system - so I'm drawing the world in one system, then the lazer in another. Within this player matrix, I have go call glRotate and glTranslate several times, in order to sync everything up with the way the camera is rotating. The lazer is then built by translating along the z-axis of this new system.
My problem is that through all of these transformations, I no longer have any idea where my laser exists in the map coordinate system, primarily due to the rotations involving the camera.
Does anyone know of a method - or have any ideas, for how to solve this problem? I believe I need a way to convert the new coordinates of the laser into the old coordinates of the map, but I'm not sure how to go about undoing all of the transformations that have been done to it. There may also be some functionality provided by OpenGL to handle this sort of problem that I'm just unaware of.
You shouldn't be considering the laser as a spacial child of the character that fires it. Once its been fired, the laser is an entity of its own, so you should render as follows:
glPushMatrix(viewMatrix);
glPushMatrix(playerMatrix);
DrawPlayer();
glPopMatrix();
glPushMatrix(laserMatrix);
DrawLaser();
glPopMatrix();
glPopMatrix();
Also, be sure that you don't mix your rendering transformation logic with the game logic. You should always store the world-space position of your objects to be able to test for intersections regardless of your current OpenGL matrix stack.
Remember to be careful with spacial parent/child relationships. In practice, they aren't that frequent. For more information, google about the problems of scene graphs.
The point that was being made in the first answer is that you should never depend on the matrix to position the object in the first place. You should be keeping track of the position and rotation of the laser before you even think about drawing it. Then you use the translate and rotate commands to put it where you know it should be.
You're trying to do things backwards, and yes, that does mean you'll have to do the matrix math, and OpenGL doesn't keep track of that because the ModelView matrix is the ONLY thing that OpenGL does keep track of in regards to object positions. OpenGL has no concept of "world space" or "camera space". There is only the matrix that all input is multiplied by. It's elegantly simple... but in some cases I do prefer the way DirectX has a a separate view matrix and model matrix.
So, if you don't know where an object is located without matrix math, then I would consider that a fundamental design problem. If you don't need to know the object position, then matrix-transform to your hearts content, but if you do need it's position, start with the position.
(pretty much what the first answer says, just in a different way...)

How does zooming, panning and rotating work?

Using OpenGL I'm attempting to draw a primitive map of my campus.
Can anyone explain to me how panning, zooming and rotating is usually implemented?
For example, with panning and zooming, is that simply me adjusting my viewport? So I plot and draw all my lines that compose my map, and then as the user clicks and drags it adjusts my viewport?
For panning, does it shift the x/y values of my viewport and for zooming does it increase/decrease my viewport by some amount? What about for rotation?
For rotation, do I have to do affine transforms for each polyline that represents my campus map? Won't this be expensive to do on the fly on a decent sized map?
Or, is the viewport left the same and panning/zooming/rotation is done in some otherway?
For example, if you go to this link you'll see him describe panning and zooming exactly how I have above, by modifying the viewport.
Is this not correct?
They're achieved by applying a series of glTranslate, glRotate commands (that represent camera position and orientation) before drawing the scene. (technically, you're rotating the whole scene!)
There are utility functions like gluLookAt which sorta abstract some details about this.
To simplyify things, assume you have two vectors representing your camera: position and direction.
gluLookAt takes the position, destination, and up vector.
If you implement a vector class, destinaion = position + direction should give you a destination point.
Again to make things simple, you can assume the up vector to always be (0,1,0)
Then, before rendering anything in your scene, load the identity matrix and call gluLookAt
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( source.x, source.y, source.z, destination.x, destination.y, destination.z, 0, 1, 0 );
Then start drawing your objects
You can let the user span by changing the position slightly to the right or to the left. Rotation is a bit more complicated as you have to rotate the direction vector. Assuming that what you're rotating is the camera, not some object in the scene.
One problem is, if you only have a direction vector "forward" how do you move it? where is the right and left?
My approach in this case is to just take the cross product of "direction" and (0,1,0).
Now you can move the camera to the left and to the right using something like:
position = position + right * amount; //amount < 0 moves to the left
You can move forward using the "direction vector", but IMO it's better to restrict movement to a horizontal plane, so get the forward vector the same way we got the right vector:
forward = cross( up, right )
To be honest, this is somewhat of a hackish approach.
The proper approach is to use a more "sophisticated" data structure to represent the "orientation" of the camera, not just the forward direction. However, since you're just starting out, it's good to take things one step at a time.
All of these "actions" can be achieved using model-view matrix transformation functions. You should read about glTranslatef (panning), glScalef (zoom), glRotatef (rotation). You also should need to read some basic tutorial about OpenGL, you might find this link useful.
Generally there are three steps that are applied whenever you reference any point in 3d space within opengl.
Given a Local point
Local -> World Transform
World -> Camera Transform
Camera -> Screen Transform (usually a projection. depends on if you're using perspective or orthogonal)
Each of these transforms is taking your 3d point, and multiplying by a matrix.
When you are rotating the camera, it is generally changing the world -> camera transform by multiplying the transform matrix by your rotation/pan/zoom affine transformation. Since all of your points are re-rendered each frame, the new matrix gets applied to your points, and it gives the appearance of a rotation.