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Messages - Vi_O

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1
Support / Re: OpenGL matrix to Camera
« on: March 09, 2012, 11:12:07 am »
If that's still distortion you are after, I think that it is your hardware camera distortion parameters that are inadequate. Try to see if Vuforia lets you change it and calibrate your camera.

2
Support / Re: Camera Matrix
« on: February 10, 2012, 11:31:58 am »
camera.getBack() ?

3
Support / Re: ClearRotation resets the scale
« on: February 09, 2012, 05:53:26 pm »
I've lost a lot of time because of this scale problem this week... Maybe you could make this post sticky or write the issue on the setScale()'s javadoc... I'm sure this would help a lot :)

4
try to set "landscape" from the AndroidManifest, It's cleaner and could even fix your problem.

here's the line :
Code: [Select]
android:screenOrientation="landscape"
Edit : put it in the activity proterty.

5
Support / Re: Check whether screen is being touched at a given time?
« on: January 27, 2012, 10:48:29 am »
First, check that your OntouchEvent() always return true or it will only get the ACTION_DOWN event.

If it's not this, the problem is that ActionEvents only fire when there is a change. (You can't check a NO_ACTION event then)
So maybe you could use a Timer...

6
Support / Re: controlling camera orientation on a sphere surface?
« on: January 27, 2012, 10:40:12 am »
Yeah, calcCross with a constant_vector (that would be, in fact, your sphere/planet axis) should give you a usable tangent vector. (I don't know if you can have a better one with just rotating the normal of 90°)

For the positioning, I've done something like this :

Code: [Select]
camera.setOrientation(_normalVector, _tangentVector);
camera.rotateAxis(_normalVector, _leftRightAngle);
camera.rotateAxis(_tangentVector, _upDownAngle);

where upDownAngle and leftRightAngle should be your angles gotten by the mouse events (I'm not sure how mouse works as I'm using jpct on android)



7
Support / Re: controlling camera orientation on a sphere surface?
« on: January 26, 2012, 06:10:57 pm »
Yes, that's right, the vector between the camera and the sphere center would be better. But has it to be a reversed sphere ? Why not just inversing the vector and make the ray origin from the camera ?

BTW, if the field is a sphere, isn't the UpVector just the Ray direction ?

8
Support / Re: controlling camera orientation on a sphere surface?
« on: January 26, 2012, 05:49:09 pm »
You have to make it in 2 steps :

first, set your sphere object collision type to CHECK_OTHERS and set it's collision listener to whatever you want (for your case, I guess it's the camera)
then, when you want to check the polygon under the camera it's :

Code: [Select]
World.calcMinDistance(Camera.getPosition(),Camera.getUpVector(), someDistance);
It will fire a CollisionEvent on your listener with the id of your polygon that you can check within the polygon manager of your object.

Something like this :

Code: [Select]
public void collision(final CollisionEvent ce) {
if (ce.getAlgorithm() == CollisionEvent.ALGORITHM_RAY) {
if (ce.getPolygonIDs().length > 0) {
_normalVector.normalize(ce.getTargets()[0].getPolygonManager()
.getTransformedNormal(ce.getPolygonIDs()[0]));
_tangentVector = _normalVector.calcCross(CROSS_PROD_VECTOR);
}
}
}

Hope it helps...

Edit :
Btw, I think it would be nice if the calcMinDistance would return the normal or id of the polygon reached (or maybe event the CollisionEvent ?) that would make the code easier ^^

9
Support / Re: world position of a child object
« on: January 26, 2012, 02:08:22 pm »
did you try Object.getWorldTransformation() ?

10
Ok, I'll try to synthetize my code and make it as clear as I can :

object part :

Code: [Select]
                ...
_object.strip();
_object.build();

_object.setCollisionMode(Object3D.COLLISION_CHECK_OTHERS|Object3D.COLLISION_CHECK_SELF);
_object.setCollisionOptimization(true);

I'm not sure collision optimization and CHECK_SELF are necessary but It works that way so... I keep it.

Camera matrix part :

Code: [Select]

public boolean setCameraMatrix(float[] matrix){

if (_camera != null){

_cameraPosition.set(matrix[12],matrix[13],matrix[14]);
matrix[12] = matrix[13] = matrix[14] = 0;

_cameraMatrix.setDump(matrix);
_cameraMatrix = _cameraMatrix.invert();

_camera.setBack(_cameraMat);
_camera.setPosition(_cameraPosition);

return true;

} else {
return false;
}

}

Here, I guess you could invert the matrix before calling setCameraMatrix ( and you would have to change 12/13/14 to 3/7/11) but again, it works that way... So I keep it.

Picking part :

Code: [Select]
public Object3D pick(int x,int y){

Log.d("jpctEngine", "Picking...");

SimpleVector dir=Interact2D.reproject2D3DWS(_camera, _frameBuffer, x, y).normalize();
Object[] res=_world.calcMinDistanceAndObject3D(_camera.getPosition(), dir, 10000 /*or whatever*/);

if (res[1] != null){
Log.d("Jpct-Engine","Picking réussi.");
return res[1];
}

return null;

}

In fact, the advices you gave on picking work well.
But somehow, dumping a false(maybe inverted) matrix still gives a nice graphical result and craps the picking. Seeing graphics working, I thought the matrix was OK and looked for the problem elsewhere... Matrices are very tricky...

Well, now that's fixed ^^ thanks again, I hope this comment will help !

Bye.

11
That was a backside picking problem, I have flipped the plan and now it works !

Thanks a lot !

12
I have check my code, and after adjusting some tranformation matrices, it works ! Thanks !

One problem still remains : I don't know why, it doesn't pick planes... Is there a special settings to apply in order to pick planes ?

13
Hello,

I am having the same issue than redfalcon and indeed, separating doesn't work.

I made a bit of code to see the difference between normal and rotation/translation separated :

Code: [Select]

_cameraMat.setDump(matrix);
_camera.setBack(_cameraMat);

Log.d("JpctEngine", "Valeur camera : " + _camera.getPosition().x + ";" + _camera.getPosition().y +
";" + _camera.getPosition().z);
Log.d("JpctEngine", "Valeur camera : " + _camera.getXAxis().x + ";" + _camera.getYAxis().x +
";" + _camera.getZAxis().x);

float x = matrix[12]; float y = matrix[13]; float z = matrix[14];
matrix[12] = matrix[13] = matrix[14] = 0;
_cameraMat.setDump(matrix);
_camera.setBack(_cameraMat);
_camera.setPosition(x, y, z);

Log.d("JpctEngine", "Valeur camera : " + _camera.getPosition().x + ";" + _camera.getPosition().y +
";" + _camera.getPosition().z);
Log.d("JpctEngine", "Valeur camera : " + _camera.getXAxis().x + ";" + _camera.getYAxis().x +
";" + _camera.getZAxis().x);

It is strange because getPosition and get*Axis give the same results for both but the separated one doesn't place the camera well... And still no picking...

From what you were writing there, it is a problem with the getPosition that returns {0.0,0.0,0.0}.

Would it be possible then to extends Camera and Overriding setPosition/getPosition to make the reproject2D3DWS and calcMinDistanceAndObject3D works (assuming it uses getPosition to work) ?

I can't test it now as I don't have my source right now, but i'll try tomorrow if you don't tell me it is useless before :)


14
Ok, I've separated the two threads more clearly and now it works perfectly ^^
It wasn't about the serializer after all... My apologizes...

Thanks a lot for the quick response, that will be very helpful

Have a nice day !

15
Well, the 3DOBjects and world are loaded from the onSurfaceCreated of the OpenGLSurface Renderer.

Besides, by replacing :
Object3D objLoader = Loader.loadSerializedObject(new ByteArrayInputStream(serializedObject));
by
Object3D objLoader = Primitives.cube(1);

I've got a properly rendered cube and no warning...

I will check if the server/client thread doesn't interfere with the renderer somehow.

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