In C#.net I have a mesh cylinder with a dynamic diameter and length and am trying to map a texture to it. I have spent the better part of a day trying to find out how to do so but have had no success finding any information on Google.
The cylinders texture has a top area of the jpg and the side has the rest of the jpg.
I need to position the jpgs image edge along the top edge of the cylinder. eg. Red on top and green on side using one image.
Can anyone help me to map the VertexBuffer points to the texture?
C#.Net 2008
DirectX 9 (unmanaged)
I Have Posted My Working Solution Below
Although this tutorial is in VB it clearly explains the process.
Calculating the texture coordinates can be quite some work; that is why normally this is done by 3D modeling software so you can easily and, more importantly, visually adjust the mapping.
Let me know if you have any questions.
EDIT
For adding texture coordinates to the DirecxtX generated cylinder see this
Ok, I've finally figured it out. I had some code previously that was working but not exactly what I was wanting from
http://channel9.msdn.com/coding4fun/articles/Ask-the-ZMan-Applying-Textures-Part-3
Anyway, I just did some mods to it.
For reference and for those arriving from Google, here you go.
public static float ComputeBoundingSphere(Mesh mesh, out Microsoft.DirectX.Vector3 center)
{
// Lock the vertex buffer
Microsoft.DirectX.GraphicsStream data = null;
try
{
data = mesh.LockVertexBuffer(LockFlags.ReadOnly);
// Now compute the bounding sphere
return Geometry.ComputeBoundingSphere(data, mesh.NumberVertices,
mesh.VertexFormat, out center);
}
finally
{
// Make sure to unlock the vertex buffer
if (data != null)
mesh.UnlockVertexBuffer();
}
}
private static Mesh SetSphericalTexture(Mesh mesh)
{
Microsoft.DirectX.Vector3 vertexRay;
Microsoft.DirectX.Vector3 meshCenter;
double phi;
float u;
Microsoft.DirectX.Vector3 north = new Microsoft.DirectX.Vector3(0f, 0f, 1f);
Microsoft.DirectX.Vector3 equator = new Microsoft.DirectX.Vector3(0f, 1f, 0f);
Microsoft.DirectX.Vector3 northEquatorCross = Microsoft.DirectX.Vector3.Cross(north, equator);
ComputeBoundingSphere(mesh, out meshCenter);
using (VertexBuffer vb = mesh.VertexBuffer)
{
CustomVertex.PositionNormalTextured[] verts = (CustomVertex.PositionNormalTextured[])vb.Lock(0, typeof(CustomVertex.PositionNormalTextured), LockFlags.None, mesh.NumberVertices);
try
{
for (int i = 0; i < verts.Length; i++)
{
//For each vertex take a ray from the centre of the mesh to the vertex and normalize so the dot products work.
vertexRay = Microsoft.DirectX.Vector3.Normalize(verts[i].Position - meshCenter);
phi = Math.Acos((double)vertexRay.Z);
if (vertexRay.Z > -0.9)
{
verts[i].Tv = 0.121f; //percentage of the image being the top side
}
else
verts[i].Tv = (float)(phi / Math.PI);
if (vertexRay.Z == 1.0f || vertexRay.Z == -1.0f)
{
verts[i].Tu = 0.5f;
}
else
{
u = (float)(Math.Acos(Math.Max(Math.Min((double)vertexRay.Y / Math.Sin(phi), 1.0), -1.0)) / (2.0 * Math.PI));
//Since the cross product is just giving us (1,0,0) i.e. the xaxis
//and the dot product was giving us a +ve or -ve angle, we can just compare the x value with 0
verts[i].Tu = (vertexRay.X > 0f) ? u : 1 - u;
}
}
}
finally
{
vb.Unlock();
}
}
return mesh;
}
Related
I'm trying to simulate swimming in Unity (using c#) by actually having the movements of the object create drag forces which then propel the object through the liquid.
to do this, I'm using the formula
F = -½ * C * d * velocity squared * A
where C is a coefficient of drag, d is the density of liquid, and A is the object's surface area that faces the direction of motion. A is calculated by projecting the 3D object onto a 2D plane perpendicular to the velocity vector.
Here's an image explaining A:
https://www.real-world-physics-problems.com/images/drag_force_2.png
Now I suspect Unity has a built in way to do this type of projection (since it does that every time there's a camera in the scene).
My question is:
How do I do this? Searches have not helped me with this (unless you're trying to do it with a camera)
Is there a built in function in Unity?
Is this computationally expensive? I am going to be doing this individual for possibly thousands of objects at a time.
I DO NOT need it to be very accurate. I'm just trying to make it a bit realistic, so I want objects with much bigger A to have more drag than ones with much lower A. Slight differences are inconsequential. The objects themselves won't be super complex, but some may have very different areas depending on orientation. So like a cone, for example, could change quite a bit depending on which direction it's moving. I could approximate the A with a simple shape if needed like ellipsoid or rectangle.
If it is computationally expensive, I read a journal article that used a cool way to approximate it. He created a grid of points (which he called voxels) within the objects spaced evenly, which effectively split the object into equal-sized spheres (which always have a cross-sectional surface area of a circle (easy to calculate). Then he calculated the drag force on each of these spheres and added them up to find the total drag (see images).
Images from THESIS REPORT ON: Real-time Physics-based Animation of a
Humanoid Swimmer, Jurgis Pamerneckas, 2014
link https://dspace.library.uu.nl/bitstream/handle/1874/298577/JP-PhysBAnimHumanSwim.pdf?sequence=2
This successfully estimated drag for him. But I see one problem, that the "voxels" that are deep in object are still contributing to drag, where only the ones near the leading edge should be contributing.
So, I thought of a possibility where I could project just the voxel points onto the 2Dplane (perpendicular to velocity) and then find a bounding shape or something, and approximate it that way. I suspect projecting a few points would be faster than projecting a whole 3d object.
this raises a few more questions:
Does this seem like a better method?
How would I create voxels in Unity?
Is it computationally faster?
Any better ideas?
Another thought I had was to do raycasting of some sort, though I can't think of how to do that, perhaps a grid of raycasts parallel to the velocity vector? and just count how many hit to approximate area?
UPDATE
I managed to implement basic drag force by manually typing in the value for A, now I need to approximate A in some way. Even with manual typing, it works surprisingly well for very basic "swimmers". In the image below, the swimmer correctly spins to the right since his left arm is bigger (I gave it double the value for A).
UPDATE 2
Based on #Pierre's comments, I tried computing A for the overall shape using the object's vertices (and also by selecting a few points on the vertices), projecting them onto a plane, and calculating the overall area of the resulting polygon. However, This only calculated the overall drag force on the object. It didn't calculate any rotational drag caused by certain parts of the object moving faster than others. For example, think of a baseball bat swing, the farthest part of the bat will be creating more drag since it's swinging faster than the handle.
This made me go back to the "voxel" idea, since I could calculate local drag sampled at several parts of the object.
I'm playing around with this idea, estimating the voxel's surface area by a circle. But still having a few issues making this estimate relatively accurate. Despite it being inaccurate, this seems to work quite well.
First, I'm using recasts to determine if the voxel can "see" in the direction of the velocity to determine if it's on the leading face of the object. If so, then I take the voxel's local (circular) surface area, and multiplying this by the dot product of the circle's normal and the local velocity vector. This scales the area based on how much it's actually facing the direction of motion.
The inaccuracies so far are due to the circles not actually estimating the local surface area very well, especially for weirdly elongated objects. The further vertices are from each other then the worse the estimation becomes. Any help in this department would be appreciated.
Also, I need to optimize this computationally. Right now, doing it with every vertex is proving to be fairly expensive. I'll keep updating as I progress, and any input would be very helpful! I'll post some code soon once I get a bit farther.
UPDATE 3
I did a fairly accurate implementation using voxels which I manually placed on the surface of the object, and manually estimated the local A when facing that voxel. I then used the dot product to estimate how much of that Area was facing the direction of motion. This worked very well. But the problem then was that even voxels that weren't on the leading edge of the object were contributing to drag. So I used Physics.Raycasts to pop a small distance away from the voxel in the direction of velocity, and then raycast back at the voxel. If this raycast hit the collider of the actual object (not the voxel) it meant it was on the leading edge. This worked fantastically and yielded surprisingly accurate natural looking behaviour of drag. Strangely shaped objects would eventually rotate to minimize drag just like you'd expect. However, as soon as I increased the resolution of voxels and/or added a few more objects into the scene, my frame rate dropped to nearly 3fps. The profiler showed that the brunt of the calculations were due to the raycasting step. I've tried to think of other ways to determine if the voxels are on the leading edge, so far to no avail.
So TLDR, I simulated drag really well, but not in a computationally fast manner.
I never figured out a way to speed up the calculations, but the simulation works great as long as the voxel count is low.
The simulation calculates drag based on the velocity of each voxel. It checks whether it's on the leading edge of the object, and if so applies its drag force.
The code is probably a bit difficult to follow but should at least get you started if you want to try it out. Let me know if you have any questions or need clarifications.
This code is a slightly cleaned up version from my Update#3 above.
In action:
At start of simulation (object moving in straight line towards bottom right of screen)
you can see the force arrows added for visualization and the circles representing the voxels. The force is correctly proportional to the surface area the voxels roughly represent. and only leading edges of the shapes are contributing drag
As the simulation continues, the shape correctly rotates into the most aerodynamic position because of the drag, and the rear sections stop contributing drag.
Drag Enabled Shape Class
this is dragged on main objet (rigidbody) to enable drag. You can either have it create voxels in a spread around a sphere shape. Or load in your own custom Voxels which are game objects with the Voxel Script attached, and are children of this object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
[RequireComponent (typeof(Rigidbody))]
public class DragEnabledShape : MonoBehaviour {
const float EPSILON = 0.0001f;
public Voxel voxelPrefab;
public float C = 1f;
public float d = 0.5f;
public int resolutionFactor = 2;
public float maxDistanceFromCenter = 10f;
public bool displayDragVisualization = false;
public float forceVisualizationMultiplier = 1f;
public bool displayVoxels = false;
public bool loadCustomVoxels = false;
List<Voxel> voxels;
Rigidbody rb;
// Use this for initialization
void Awake () {
voxels = new List<Voxel> ();
rb = GetComponent<Rigidbody> ();
}
void OnEnable () {
if (loadCustomVoxels) {
var customVoxels = GetComponentsInChildren<Voxel> ();
voxels.AddRange (customVoxels);
if (displayDragVisualization) {
foreach (Voxel voxel in customVoxels) {
voxel.DisplayDrag (forceVisualizationMultiplier);
}
}
if (displayVoxels) {
foreach (Voxel voxel in customVoxels) {
voxel.Display ();
}
}
}
else {
foreach (Transform child in GetComponentsInChildren<Transform> ()) {
if (child.GetComponent<Collider> ()) {
//print ("creating voxels of " + child.gameObject.name);
CreateSurfaceVoxels (child);
}
}
}
}
void CreateSurfaceVoxels (Transform body) {
List<Vector3> directionList = new List<Vector3> ();
for (float i = -1; i <= 1 + EPSILON; i += 2f / resolutionFactor) {
for (float j = -1; j <= 1 + EPSILON; j += 2f / resolutionFactor) {
for (float k = -1; k <= 1 + EPSILON; k += 2f / resolutionFactor) {
Vector3 v = new Vector3 (i, j, k);
directionList.Add (v);
}
}
}
//float runningTotalVoxelArea = 0;
foreach (Vector3 direction in directionList) {
Ray upRay = new Ray (body.position, direction).Reverse (maxDistanceFromCenter);
RaycastHit[] hits = Physics.RaycastAll (upRay, maxDistanceFromCenter);
if (hits.Length > 0) {
//print ("Aiming for " + body.gameObject.name + "and hit count: " + hits.Length);
foreach (RaycastHit hit in hits) {
if (hit.collider == body.GetComponent<Collider> ()) {
//if (GetComponentsInParent<Transform> ().Contains (hit.transform)) {
//print ("hit " + body.gameObject.name);
GameObject empty = new GameObject ();
empty.name = "Voxels";
empty.transform.parent = body;
empty.transform.localPosition = Vector3.zero;
GameObject newVoxelObject = Instantiate (voxelPrefab.gameObject, empty.transform);
Voxel newVoxel = newVoxelObject.GetComponent<Voxel> ();
voxels.Add (newVoxel);
newVoxel.transform.position = hit.point;
newVoxel.transform.rotation = Quaternion.LookRotation (hit.normal);
newVoxel.DetermineTotalSurfaceArea (hit.distance - maxDistanceFromCenter, resolutionFactor);
newVoxel.attachedToCollider = body.GetComponent<Collider> ();
if (displayDragVisualization) {
newVoxel.DisplayDrag (forceVisualizationMultiplier);
}
if (displayVoxels) {
newVoxel.Display ();
}
//runningTotalVoxelArea += vox.TotalSurfaceArea;
//newVoxel.GetComponent<FixedJoint> ().connectedBody = shape.GetComponent<Rigidbody> ();
}
else {
//print ("missed " + body.gameObject.name + "but hit " + hit.transform.gameObject.name);
}
}
}
}
}
void FixedUpdate () {
foreach (Voxel voxel in voxels) {
rb.AddForceAtPosition (voxel.GetDrag (), voxel.transform.position);
}
}
}
Voxel class
This script is attached to small gameObjects placed around a shape. They represent the locations at which drag is computed. SO for complex shapes these should be at any extremities, and should be fairly spread out over the object. The voxel object's rigid body's mass should approximate the portion of the object this voxel represents.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Voxel : MonoBehaviour {
Vector3 velocity;
public Collider attachedToCollider;
Vector3 drag;
public Vector3 Drag {
get {
return drag;
}
}
float dragMagnitude;
public float DragMagnitude {
get {
return dragMagnitude;
}
}
bool leadingEdge;
public bool LeadingEdge {
get {
return leadingEdge;
}
}
bool firstUpdate = true;
public float localSurfaceArea;
Vector3 prevPos;
public VoxelForceVisualizer forceVisualizer;
public VoxelVisualizer voxelVisualizer;
const float AREA_COEFFICIENT = 1.1f;
const float EPSILON = 0.001f;
const float FAR_DISTANCE = 5f;
const float MAX_FORCE = 100f;
public void DetermineTotalSurfaceArea (float distanceFromCenter, float resolution) {
float theta = (Mathf.PI / 4) / resolution;
float localR = distanceFromCenter * Mathf.Tan (theta) * AREA_COEFFICIENT;// * (resolution / 0.01f);
localSurfaceArea = Mathf.PI * localR * localR;
}
bool IsVisibleFromPlane () {
if (attachedToCollider == null) {
throw new MissingReferenceException ("attached to collider not set");
}
bool visibleFromPlane = false;
//checks if this is leading edge of this part of object.
Ray justOutsideSurface = new Ray (this.transform.position, velocity).Reverse (EPSILON);
RaycastHit hit;
if (Physics.Raycast (justOutsideSurface, out hit, EPSILON * 2f)) {
if (hit.collider == attachedToCollider) {
//checks if other parts of this object are in front, blocking airflow.
//Ray wayOutsideSurface = new Ray (this.transform.position, velocity).Reverse (FAR_DISTANCE);
//RaycastHit firstHit;
//if (Physics.Raycast (wayOutsideSurface, out firstHit, FAR_DISTANCE * 2f)) {
//if (firstHit.collider == attachedToCollider) {
visibleFromPlane = true;
//}
//}
}
}
//}
leadingEdge = visibleFromPlane;
return visibleFromPlane;
}
void FixedUpdate () {
if (firstUpdate) {
prevPos = transform.position;
firstUpdate = false;
}
velocity = (transform.position - prevPos) / Time.deltaTime;
prevPos = transform.position;
}
public Vector3 GetDrag () {
if (IsVisibleFromPlane ()) {
float alignment = Vector3.Dot (velocity, this.transform.forward);
float A = alignment * localSurfaceArea;
dragMagnitude = DragForce.Calculate (velocity.sqrMagnitude, A);
//This clamp is necessary for imperfections in velocity calculation, especially with joint limits!
//dragMagnitude = Mathf.Clamp (dragMagnitude, 0f, MAX_FORCE);
drag = -velocity * dragMagnitude;
}
return drag;
}
public void Display () {
voxelVisualizer.gameObject.SetActive (true);
}
public void TurnOffDisplay () {
voxelVisualizer.gameObject.SetActive (false);
}
public void DisplayDrag (float forceMultiplier) {
forceVisualizer.gameObject.SetActive (true);
forceVisualizer.multiplier = forceMultiplier;
}
public void TurnOffDragDisplay () {
forceVisualizer.gameObject.SetActive (false);
}
}
VoxelForceVisualizer
This is a attached to prefab of a thin arrow that I put as a child of the voxels to allow force arrows to be drawn during debugging the drag force.
using UnityEngine;
public class VoxelForceVisualizer : MonoBehaviour {
const float TINY_NUMBER = 0.00000001f;
public Voxel voxel;
public float drag;
public float multiplier;
void Start () {
voxel = this.GetComponentInParent<Voxel> ();
}
// Update is called once per frame
void Update () {
Vector3 rescale;
if (voxel.LeadingEdge && voxel.Drag != Vector3.zero) {
this.transform.rotation = Quaternion.LookRotation (voxel.Drag);
rescale = new Vector3 (1f, 1f, voxel.DragMagnitude * multiplier);
}
else {
rescale = Vector3.zero;
}
this.transform.localScale = rescale;
drag = voxel.DragMagnitude;
}
}
VoxelVisualizer
this is attached to a small sphere object as a child of the voxel empty. It's just to see where the voxels are, and let the above scripts show/hide the voxels without disabling the drag force calculations.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VoxelVisualizer : MonoBehaviour {
}
DragForce
This calculates the drag force
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class DragForce {
const float EPSILON = 0.000001f;
public static float Calculate (float coefficient, float density, float vsq, float A) {
float f = coefficient * density * vsq * A;
return f;
}
public static float Calculate (float vsq, float A) {
return Calculate (1f, 1f, vsq, A);
}
}
I have stuck in this simple problem but unable to understand that why i am unable to control it.
I have these line of code which is displaying my canvas object in front of my player(camRotationToWatch object name in code) at certain rotation of the player.
if (camRotationToWatch.transform.localEulerAngles.x >= navigationCanvasXMinmumLimit && camRotationToWatch.transform.localEulerAngles.x <= navigationCanvasXMaximumLimit)
{
if (!navCanvasHasDisplay)
{
navigationCanvas.SetActive(true);
//Debug.Log(camRotationToWatch.transform.forward);
Vector3 navCanvas = camRotationToWatch.transform.position + camRotationToWatch.transform.forward * navCanvasDisplayDistanceFromCam;
navCanvas = new Vector3(navCanvas.x, 2f, navCanvas.z);
navigationCanvas.transform.position = new Vector3(navCanvas.x, navCanvas.y, navCanvas.z);
navigationCanvas.transform.rotation = camRotationToWatch.transform.rotation;
navCanvasHasDisplay = true;
}
}
else
{
//navigationCanvas.SetActive(false);
if (locationPanel.activeSelf == false && infoPanel.activeSelf == false) {
navigationCanvas.SetActive(false);
navCanvasHasDisplay = false;
}
}
This code is actually work fine when camRotationToWatch object rotate from down to up and Canvas show at correct position but as I try to to rotate camRotationToWatch from up to down it display(active) Canvas at very top position. How can I restrict canvas to show at same position (No matter player rotate from up to down or down to up) but display on front of the player object?
Kinda hard trying to figure out what exactly you want to do. But this did what I think you where trying to do
public GameObject follow; // The object you want to rotate around
public float distance = 2; // Distance to keep from object
private void Update() {
Vector3 forward = follow.transform.forward;
forward.y = 0; // This will result in Vector3.Zero if looking straight up or down. Carefull
transform.position = follow.transform.position + forward * distance;
transform.rotation = Quaternion.LookRotation(forward, Vector3.up);
}
I believe your "unexpected behavior" is due to the use of euler angles since they are not always entirely predictable. Try using Quaternions or Vector3.Angle() when possible.
If you want to limit the angle (say... if looking down or up more than 45° disable the object) you could do the following:
if (Vector3.Angle(forward, follow.transform.forward) > maxAngle) { ... }
This probably isn't a complete answer but something that might help. This line:
Vector3 navCanvas = camRotationToWatch.transform.position + camRotationToWatch.transform.forward * navCanvasDisplayDistanceFromCam;
You are creating a position at a fixed distance from camRotationToWatch. But if that object is looking up or down, that position is not horizontally at navCanvasDisplayDistanceFromCam. If it's looking straight up, then this position is in fact directly above.
So when you do this to set a fixed vertical height:
navCanvas = new Vector3(navCanvas.x, 2f, navCanvas.z);
you aren't getting the distance from camRotationToWatch that you think you are.
Instead of using camRotationToWatch.transform.forward, create a vector from it and zero out the Y component, and normalize before using it to offset the position. (You will need to watch out for zero length vectors with that though).
Whether that fixes your problem or not, it's too hard to guess but it should help improve your results some.
EDIT: Here is an example of how you can avoid the issue with the canvas being too close:
Vector3 camForward = camRotationToWatch.transform.forward;
camForward.y = 0;
if (camForward.magnitude == 0)
{
//TODO: you'll need to decide how to deal with a straight up or straight down vector
}
camForward.Normalize();
//Note: now you have a vector lying on the horizontal plane, pointing in
//the direction of camRotationToWatch
Vector3 navCanvas = camRotationToWatch.transform.position + camForward *
navCanvasDisplayDistanceFromCam;
//Note: if you want the canvas to be at the player's height (or some offset from),
//use the player's y
navCanvas = new Vector3(navCanvas.x, Player.transform.y, navCanvas.z);
navigationCanvas.transform.position = navCanvas;
Again, this might not fix all your issues but will help to ensure your canvas lies at a set distance horizontally from the Player and will also compensate for the player's up and down motion.
as in subject i want to convert 3d point in object space to screen space. I already lost some days to figure out this myself by reading some solution in internet but i still have wrong result. Here pic with the closest result i achieved:
wrong rect
"screen space" extents are represented by red lines, which are obviously wrong. Vertexes should be placed like there (look at blue lines):
correct
there is my func to convert object to screen:
public Vector2 WorldToScreen( Vector3 pos, int width, int height) {
var pos4 = Vector4.Transform (new Vector4 (pos, 1), modelViewMatrix*projectionMatrix);
var NDCSpace=pos4.Xyz/pos4.W;
return new Vector2(NDCSpace.X*(width/2f),NDCSpace.Y*(height/2f));
}
here are func for setup proj and modelView matrix for camera:
public void SetProjectionMatrix()
{
projectionMatrix = Matrix4.CreatePerspectiveFieldOfView((float)(FieldOfView * Math.PI / 180.0), AspectRatio, ZNear, ZFar);
}
public void SetModelviewMatrix()
{
var translationMatrix = Matrix4.CreateTranslation(-entityObject.position);
var rotationMatrix = Matrix4.CreateFromQuaternion(ToQuaterion(entityObject.rotation));
//modelViewMatrix = rotationMatrix*translationMatrix; orbit
modelViewMatrix = translationMatrix*rotationMatrix; //pan
}
NDCSpace seems to me that they return correct values (-1..1 when completely inside view frustum) so i think error is in rendering part with final matrix transformation. Here is my func for drawing screen space extents. For drawing debug info i use immediate mode. (dont worry, for meshses i use VBO)
int[] size=new int[4];
GL.GetInteger (GetPName.Viewport,size);
var orthoProjMatrix=Matrix4.CreateOrthographic(size[2],size[3],Camera.main.ZNear,Camera.main.ZFar);
var tmpMat = orthoProjMatrix;
GL.MultMatrix (ref tmpMat);
GL.PushMatrix ();
GL.Color3(System.Drawing.Color.Red);
DrawHelper.DrawRectangle (Camera.main.WorldToScreen(mesh.bounds.Min,size[2],size[3]),Camera.main.WorldToScreen(mesh.bounds.Max,size[2],size[3]));
GL.PopMatrix ();
Last idea was to try to use billboard matrix but no success. I didnt tested this idea extensively though, not sure if this will work in this case.
anyone could help me?
EDIT:
here is DrawRectangle
public static void DrawRectangle(Vector3 pos1, Vector3 pos2){
GL.Begin(PrimitiveType.LineLoop);
GL.Vertex3(pos1.X, pos1.Y,pos1.Z);
GL.Vertex3(pos1.X, pos2.Y,pos1.Z);
GL.Vertex3(pos2.X, pos2.Y,pos2.Z);
GL.Vertex3(pos2.X, pos1.Y,pos2.Z);
GL.Vertex3(pos1.X, pos1.Y,pos1.Z);
GL.End ();
}
here model matrix, this is mesh model matrix
public void SetModelMatrix(){
mesh.ModelMatrix=Matrix4.CreateScale(entityObject.scale)*Matrix4.CreateRotationX(entityObject.rotation.X) * Matrix4.CreateRotationY(entityObject.rotation.Y) * Matrix4.CreateRotationZ(entityObject.rotation.Z) *Matrix4.CreateTranslation(entityObject.position) ;
}
rotation is in degrees
I'm trying to figure out how to create an accurate pinch zoom for my camera in Unity3D/C#. It must be based on the physical points on the terrain. The image below illustrates the effect I want to achieve.
The Camera is a child of a null which scales (between 0,1 and 1) to "zoom" as not to mess with the perspective of the camera.
So what I've come up with so far is that each finger must use a raycast to get the A & B points as well as the current scale of the camera parent.
EG: A (10,0,2), B (14,0,4), S (0.8,0.8,0.8) >> A (10,0,2), B (14,0,4), S (0.3,0.3,0.3)
The positions of the fingers will change but the hit.point values should remain the same by changing the scale.
BONUS: As a bonus, it would be great to have the camera zoom into a point between the fingers, not just the center.
Thanks so much for any help or reference.
EDIT:
I've come up with this below so far but it's not accurate the way I want. It incorporates some of the ideas I had above and I think that the problem is that it shouldn't be /1000 but an equation including the current scale somehow.
if (Input.touchCount == 2) {
if (!CamZoom) {
CamZoom = true;
var rayA = Camera.main.ScreenPointToRay (Input.GetTouch (0).position);
var rayB = Camera.main.ScreenPointToRay (Input.GetTouch (1).position);
int layerMask = (1 << 8);
if (Physics.Raycast (rayA, out hit, 1500, layerMask)) {
PrevA = new Vector3 (hit.point.x, 0, hit.point.z);
Debug.Log ("PrevA: " + PrevA);
}
if (Physics.Raycast (rayB, out hit, 1500, layerMask)) {
PrevB = new Vector3 (hit.point.x, 0, hit.point.z);
Debug.Log ("PrevB: " + PrevB);
}
PrevDis = Vector3.Distance (PrevB, PrevA);
Debug.Log ("PrevDis: " + PrevDis);
PrevScaleV = new Vector3 (PrevScale, PrevScale, PrevScale);
PrevScale = this.transform.localScale.x;
Debug.Log ("PrevScale: " + PrevScale);
}
if (CamZoom) {
var rayA = Camera.main.ScreenPointToRay (Input.GetTouch (0).position);
var rayB = Camera.main.ScreenPointToRay (Input.GetTouch (1).position);
int layerMask = (1 << 8);
if (Physics.Raycast (rayA, out hit, 1500, layerMask)) {
NewA = new Vector3 (hit.point.x, 0, hit.point.z);
}
if (Physics.Raycast (rayB, out hit, 1500, layerMask)) {
NewB = new Vector3 (hit.point.x, 0, hit.point.z);
}
DeltaDis = PrevDis - (Vector3.Distance (NewB, NewA));
Debug.Log ("Delta: " + DeltaDis);
NewScale = PrevScale + (DeltaDis / 1000);
Debug.Log ("NewScale: " + NewScale);
NewScaleV = new Vector3 (NewScale, NewScale, NewScale);
this.transform.localScale = Vector3.Lerp(PrevScaleV,NewScaleV,Time.deltaTime);
PrevScaleV = NewScaleV;
CamAngle();
}
}
Intro
I had to solve this same problem recently and started off with the same approach as you, which is to think of it as though the user is interacting with the scene and we need to figure out where in the scene their fingers are and how they're moving and then invert those actions to reflect them in our camera.
However, what we're really trying to achieve is much simpler. We simply want the to user feel like the area of the screen that they are pinching changes size with the same ratio as their pinch changes.
Aim
First let's summarise our goal and constraints:
Goal: When a user pinches, the pinched area should appear to scale to match the pinch.
Constraint: We do not want to change the scale of any objects.
Constraint: Our camera is a perspective camera.
Constraint: We do not want to change the field of view on the camera.
Constraint: Our solution should be resolution/device independent.
With all that in mind, and given that we know that with a perspective camera objects appear larger when they're closer and smaller when they're further, it seems that the only solution for scaling what the user sees is to move the camera in/out from the scene.
Solution
In order to make the scene look larger at our focal point, we need to position the camera so that a cross-section of the camera's frustum at the focal point is equivalently smaller.
Here's a diagram to better explain:
The top half of the image is the "illusion" we want to achieve of making the area the user expands twice as big on screen. The bottom half of the image is how we need to move the camera to position the frustum in a way that gives that impression.
The question then becomes how far do I move the camera to achieve the desired cross-section?
For this we can take advantage of the relationship between the frustum's height h at a distance d from the camera when the camera's field of view angle in degrees is θ.
Since our field of view angle θ is constant per our agreed constraints, we can see that h and d are linearly proportional.
This is useful to know because it means that any multiplication/division of h is equally reflected in d. Meaning we can just apply our multipliers directly to the distance, no extra calculation to convert height to distance required!
Implementation
So we finally get to the code.
First, we take the user's desired size change as a multiple of the previous distance between their fingers:
Touch touch0 = Input.GetTouch(0);
Touch touch1 = Input.GetTouch(1);
Vector2 prevTouchPosition0 = touch0.position - touch0.deltaPosition;
Vector2 prevTouchPosition1 = touch1.position - touch1.deltaPosition;
float touchDistance = (touch1.position - touch0.position).magnitude;
float prevTouchDistance = (prevTouchPosition1 - prevTouchPosition1).magnitude;
float touchChangeMultiplier = touchDistance / prevTouchDistance;
Now we know by how much the user wants to scale the area they're pinching, we can scale the camera's distance from its focal point by the opposite amount.
The focal point is the intersection of the camera's forward ray and the thing you're zooming in on. For the sake of a simple example, I'll just be using the origin as my focal point.
Vector3 focalPoint = Vector3.zero;
Vector3 direction = camera.transform.position - focalPoint;
float newDistance = direction.magnitude / touchChangeMultiplier;
camera.transform.position = newDistance * direction.normalized;
camera.transform.LookAt(focalPoint);
That's all there is to it.
Bonus
This answer is already very long. So to briefly answer your question about making the camera focus on where you're pinching:
When you first detect a 2 finger touch, store the screen position and related world position.
When zooming, move the camera to put the world position back at the same screen position.
This is a small example:
if (_Touches.Length == 2)
{
Vector2 _CameraViewsize = new Vector2(_Camera.pixelWidth, _Camera.pixelHeight);
Touch _TouchOne = _Touches[0];
Touch _TouchTwo = _Touches[1];
Vector2 _TouchOnePrevPos = _TouchOne.position - _TouchOne.deltaPosition;
Vector2 _TouchTwoPrevPos = _TouchTwo.position - _TouchTwo.deltaPosition;
float _PrevTouchDeltaMag = (_TouchOnePrevPos - _TouchTwoPrevPos).magnitude;
float _TouchDeltaMag = (_TouchOne.position - _TouchTwo.position).magnitude;
float _DeltaMagDiff = _PrevTouchDeltaMag - _TouchDeltaMag;
_Camera.transform.position += _Camera.transform.TransformDirection((_TouchOnePrevPos + _TouchTwoPrevPos - _CameraViewsize) * _Camera.orthographicSize / _CameraViewsize.y);
_Camera.orthographicSize += _DeltaMagDiff * _OrthoZoomSpeed;
_Camera.orthographicSize = Mathf.Clamp(_Camera.orthographicSize, _MinZoom, _MaxZoom) - 0.001f;
_Camera.transform.position -= _Camera.transform.TransformDirection((_TouchOne.position + _TouchTwo.position - _CameraViewsize) * _Camera.orthographicSize / _CameraViewsize.y);
}
In the second video of this tutorial explains it
I'm sorry if question title was unclear, but with my cheap english, I cant find a way to ask it clearly.
But I can explain it in long way.
So I have realized if I design my world(and with world, I mean ENTIRE game, it will be one level) 10.000x10.000... it will be very enough, other than few another sprite(and I mean like 4 or 5 with maximum of 50x50, nothing big.)
So I thought, why dont I make my entire map as 10.000x10.000(or lets say tons of 512x512) picture ?
But I have one question, there is few things you can "interact". they will(with they, I mean the stuff that is in my "world.jpg") be always stay at same place, but player(which is actually a sprite as you know) will move, therefore my 10.000x10.000 will "move".
So look at picture below, there is black dot which is "player" and red dot, which is lets say, a door.
and world is always centered to black dot unless he goes to end of the world. as you can see, (look at picture part 1 and part 2) when he moves a little bit to east, red dot looks moved. but I just moved my 10.000x10.000 image. Thats what I meant with the stuff on 10kx10k pic will move.
Anyway, but as you can see in last part of pic, when he goes near red dot, I want to my "action"
How to do it ?
-part below is not really related to main question
Is it useful to use 10kx10 pic instead of another sprites appearing on world when he moves ? but If I want to do that, not just I will check if he is nearby, but I will also check his point to realize if I should or shouldnt show him sprite.
Will it be more useful if I show my stuff when he comes to coordinates I want, or is using one big picture is OK ?
Thanks.
I would suggest a structure of the map somewhat like this..
public class Map
{
public MapPoint[,] mapPoints; //the map
public Player player; //the player/user object
public Vector2 DrawHeroPosition;
//where at the screen the player is going to be drawn
public Vector2 RangeStart;
//what part of the map who is going to be drawn
public int SizeX; //number of mapPoints the screen can contain at one time
public int SizeY; //number of mapPoints the screen can contain at one time
//MapPoint represents a specific 512x512 point (mapPoint) its position at
//the map but also includes the sprite that is going to be drawn and objects
//that the player can interact with at that place (like the door)
//the player object includes reference to where in the world it is place
public Map(ContentManager theContentManager, int x, int y)
{
MapSizeX = x;
MapSizeY = y;
int ScreenSizeX = 9;
int ScreenSizeY = 9;
mapPoints = new MapPoint[MapSizeX , MapSizeY];
//ad code for generating/creating map...
//important that you store the MapPoints position inside each mapPoint
player = new Player(mapPoints[0,0]); //crate a player who knows where he is
}
public void Update()
{
//in the update method you do a lot of things like movement and so
//set what part of the map the game should draw if the game for example
//can show 9x9 512points at a single time
//give range value from the players position
RangeStart.X = player.PositionX;
//test if the maps position is in the left corner of the map
//if it is draw the map from the start..(RangeStart.X = 0)
if (player.PositionX - (ScreenSizeX / 2) < 0) { RangeStart.X = 0; }
//if not draw the hero in the mitle of the screen
else
{
RangeStart.X = player.PositionX - (ScreenSizeX / 2);
}
//if the hero is in the right corer, fix his position
while (RangeStart.X + ScreenSizeX > MapSizeX)
{
RangeStart.X--;
}
//the same thing for the Y axle
RangeStart.Y = player.PositionY;
if (player.PositionY - (ScreenSizeY / 2) < 0) { RangeStart.Y = 0; }
else
{
RangeStart.Y = player.PositionY - (ScreenSizeY / 2);
}
while (RangeStart.Y + ScreenSizeY > MapSizeY)
{
RangeStart.Y--;
}
//time to set the position of the hero...
//he works like the opposite of the range, if you move what part of the map
//you draw you dont change the heros draw position, if you dont move the range
//you have to move the hero to create the illusion of "moment"
//if you are in the left part you have to move the heros draw position..
if (player.PositionX - (ScreenSizeX / 2) < 0)
{ DrawHeroPosition.X = player.PositionX; }
//if you are in the right part
else if (player.PositionX+1 > MapSizeX - (ScreenSizeX / 2))
{
DrawHeroPosition.X = player.PositionX - (MapSizeX - ScreenSizeX);
}
//if you aint in a corner, just place the hero in the middle of the map
else
{
DrawHeroPosition.X = (ScreenSizeX / 2);
}
//the same thing for Y
if (player.PositionY - (ScreenSizeY / 2) < 0)
{ DrawHeroPosition.Y = player.PositionY; }
else if (player.PositionY+1 > MapSizeY - (ScreenSizeY / 2))
{
DrawHeroPosition.Y = player.PositionY - (MapSizeY - ScreenSizeY);
}
else
{
DrawHeroPosition.Y = (ScreenSizeY / 2);
}
}
public void Draw()
{
int x = (int)RangeStart.X;
int y = (int)RangeStart.Y;
for(int counterX = 0; x < ((MapSizeX)); x++, counterX++)
{
for (int counterY = 0; y < (MapSizeY); y++, counterY++)
{
if (mapPoints[x, y] != null)
{
mapPoints[x, y].Draw(spriteBatch, mapPoints[counterX,counterY].positonInMatrix);
//mapPoints[counterX,counterY] = where to draw
//mapPoints[x, y] = what to draw
}
}
y = (int)RangeStart.Y;
}
}
}
how i draw inside the MapPoint Class...
public void Draw(SpriteBatch theSpriteBatch, Vector2 positonOnScreen)
{
positonOnScreen = new Vector2(positonOnScreen.X * base.Scale * 16,
positonOnScreen.Y * base.Scale * 16);
//base.Scale is just a variable for have the ability to zoom in/out
//16 represents the original size of the picture (16x16 pixels)
theSpriteBatch.Draw(mSpriteTexture, new Rectangle((int)positonOnScreen.X,
(int)(positonOnScreen.Y), 64, 64),new Rectangle(0, 0, 16, 16), Color.White);
}
If you are asking for collision detection within a radius of your red dot. You can simply use the following test (pseudocode, I don't write C# :-)
if( (player.GetPosition() - point.GetPosition()).length() < radius )
{ /* Do code here */ }
This will detect if your player is within a certain radius of your dot, you can then perform whatever action you wish.
Hope this helps! :)
Ok, from what I understand of your question, you have a large image which contains different objects you want your player to interact with, yes? By which I mean, the image file itself has doors or hills or other things which the player would interact with.
This is a bad idea, honestly, so I hope I misunderstood. It is far better to have your background image just be something generic and make all interactive objects classes within your game. If you do this, then you can have your object classes contain behavior to intersect with each other either based on their distance (circle collision) or based on a bounding box you define for them.
Circle Collision:
if (Math.Abs(Vector2.Distance(player.Position - obj.Position)) < player.Radius + obj.Radius)
//do the action
Rectangle Collision:
if (player.Bounds.Intersects(obj.Bounds))
//do the action
Also, if you are planning on making a 10,000 x 10,000 pixel image, understand that the XNA Content Pipeline will not import an image greater than 4,000 pixels to a side.
If you are set on having the player interact with pixels in the background of the image, you can either make an array of interactive object locations manually or you can use the Texture2D.GetData() method to load in the colors of every single pixel in the image for processing-- but be aware that this will take a long time, especially for large or numerous textures.