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Messages - mxar

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1
Support / Re: About Alien Runner's roads Object3D planes
« on: February 02, 2017, 09:42:10 am »
Thanks for the reply.

I'll check this solution.

How can I do the vertices rotation?


I had in mind to create a racing track defined as a list of segments: straights and left/right turns like in the attached image.

The straight part will be the Object3D plane and the left/right plane is the Object3D I try to create with the

Object3D curvedPlane = createCurvedPlane(float innerRadius,float ouRadius,float angle,int quads) methods.



 




2
Support / About Alien Runner's roads Object3D planes
« on: February 01, 2017, 10:49:25 pm »
Hi.

The Alien Runner game uses a straight road which is based on Object3d planes.

In case  a developer needs to create a similar game with curved roads what the solution will be?

I'm trying to develop a method which creates a curved road.

The method will be something like this:

Object3D curvedPlane = createCurvedPlane(float innerRadius,float ouRadius,float angle,int quads)

This method is like the ExtendedPrimitives.createTube(float innerRadius, float outerRadius, float height, int quads)
but the height is equal to zero and the tube is not round but is drawn arount to an angle < 360 degrees.

Any idea to help me?

Thanks in Advance.
Modify message

3
Projects / Re: Alien Runner W.I.P
« on: February 01, 2017, 03:32:17 pm »
Hi.

The Alien Runner game uses a straight road which is based on Object3d planes.

In case  a developer needs to create a similar game with curved roads what the solution will be?

I'm trying to develop a method which creates a curved road.

The method will be something like this:

Object3D curvedPlane = createCurvedPlane(float innerRadius,float ouRadius,float angle,int quads)

This method is like the ExtendedPrimitives.createTube(float innerRadius, float outerRadius, float height, int quads)
but the height is equal to zero and the tube is not round but is drawn arount to an angle < 360 degrees.

Any idea to help me?

Thanks in Advance.




4
Support / Re: Coordinate conversion
« on: October 12, 2015, 03:55:51 pm »
Thanks for your answer.

But generally, is there any specific rule when we have to do the rotation?

Thanks in Advance

5
Support / Re: Coordinate conversion
« on: October 12, 2015, 01:47:59 pm »
Hi again.

I need some clarificaion on loading Object3Ds.

I noticed that when i add to the world an Object3D  ( .obj,.3ds ,...) then in rendering the Object3D is displayed upside down.
So I have to call the Object3D.rotateX(Math.PI) method.

This is something expected?

This is because of the jPCT's coordinate system?

Thanks in advance 

6
Support / Re: Coordinate conversion
« on: October 08, 2015, 08:35:29 pm »
Ok

thank you

7
Support / Re: Coordinate conversion
« on: October 08, 2015, 03:07:11 pm »

My Application is an Augmented 3D application.

But the part of inserting 3d objects in the renderer's world is not created by me.Unfortunately this part uses the opengl coordinate system.

So reading the jPCT-AE integration with Vuforia tutorial i had in my mind that rotating the marker's  modelview matrix  (returned by the AR engine) 180 degrees around X axis  to set camera position and direction will be finally a good solution .

Am I right?

Thanks for your time

8
Support / Re: Coordinate conversion
« on: October 08, 2015, 02:51:55 pm »


Thanks but in case of integrating jPCT-AE with Vuforia ,the solution of rotating 180 degrees around X axis  will screw up culling and such?

Thanks in Advance

9
Support / Re: Coordinate conversion
« on: October 08, 2015, 02:21:46 pm »

Thanks

but I think , (because it is an Augmented Reality project) ,if rotating the Camera's object  Model View matrix 180 degrees around X  axis
will be a good solution. (Like the one integrating Vuforia with jPCT-AE).

In this case no Y,Z inverting needed, or rotating PI around X.

Am I right?


So there are 2 solutions:

1) Just rotate 180 degrees around X axis the modelview matrix applied to Camera object.
2) Dont to any changes to camera. Just Invert Y and Z and in case of rotating PI around X in case of rotation.

Thanks in Advance.








 

10
Support / Re: Coordinate conversion
« on: October 08, 2015, 01:54:18 pm »
Thanks for the quick answer.

This  solution I have to apply for camera position and direction?

I mean all the position , rotation ( any similar methods ) can use this solution?

Thanks in advance


11
Support / Coordinate conversion
« on: October 08, 2015, 11:27:58 am »

Hi,

I have an issue with the jPCT-AE coordinate system.

In my application the Object3Ds are positioned from an application using the Opengl coordinate system.

How can i convert the opengl coordinate system to jPCT-AE coordinate system?


For example , when the third party application calls the Object3D.translate(float x, float y, float z) method then what steps i have to follow

to do the conversion?

Thanks in advance

12
Support / Re: Integrating JPCT-AE with Vuforia - Rotation of modelViewMatrix
« on: September 25, 2015, 02:57:14 pm »
ok

13
Support / Re: Integrating JPCT-AE with Vuforia - Rotation of modelViewMatrix
« on: September 25, 2015, 02:41:37 pm »

Hi,

you mean the http://www.jpct.net/wiki/index.php?title=Integrating_JPCT-AE_with_Vuforia ?

I have followed the directions of this tutorial, it is very helpfull.

Actually I use the java version of detecting a marker instead of C++.

I agree with the "the model view matrix is nothing that you can just set into an Object3D. ... it's the end of transformation."

Well, I check my code deeply.

Thanks for your time.

14
Support / Re: Integrating JPCT-AE with Vuforia - Rotation of modelViewMatrix
« on: September 24, 2015, 08:55:20 am »

Ok, thanks, I understand you.

Also, I have to check my source code about the incorrect appearance of 3d objects.

Also i have another question.The rotated modelview matrix passed from Qualco engine to JPCT-AE is actually the modelview matrix of the marker.

When I insert a 3d object, this has a different modelview matrix?

When i rotate a 3d object calling the Object3D.rotateX() method (or rotateY(),rotateZ()) I noticed that when i move the marker or the camera, the rotated object3D is not actually in the same position, it moves slightly.

The same issue i have when i scale the object3d.

How can i solve this issue? I have to use a difference approach to rotate or scale the object3d?

Thanks in advance


15
Support / Integrating JPCT-AE with Vuforia - Rotation of modelViewMatrix
« on: September 23, 2015, 11:37:11 pm »

Hi,

In JPCT-AE  - Vuforia integration procces, the modelview matrix created by Qualcomm's Vuforia engine is rotated 180 degrees around X axis before sending it to jPCT-AE, due to jPCT's coordinate system.

My question is if rotating the modelview matrix will have the result of displaying the 3D Objects upside down.

Also, is it possible JPCT-AE to have the same coordinate system as OpenGL? any special version of JPCT-AE perhaps? or configuration?

Thanks in Advance





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