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  1. DrEvil, thanks, it's realy good idea. I've done it and I saw on the vector field, that there are eternal loops, but I can't handle it. On the attached igms I've isolated with black areas wrong vectors. Direction defines as from cell center to periphery.   Don't know how to correct that.
  2. Here is my screenshots.
  3. Hi! I have problems with implementing pathfinding using virtual potentional fields. I have square-tiled 2D world, where we can put start, finish and wall (not walkable) blocks. I've read about "potentional fields" method, but I couldn't find any example, how to realize it and decide to do it myself.   Here is my code: Point* currentPlayer = start; //current player position Point* currentBlock; //current blocked point XMFLOAT2 blockedForce; XMFLOAT2 lastsResultative = XMFLOAT2(0, 0); XMFLOAT2 finishForce; float squaredDist; int i = 0; while (*currentPlayer != *end) { finishForce = XMFLOAT2( end->getX() - currentPlayer->getX(), end->getY() - currentPlayer->getY() ); finishForce = Calculations::VecNormalize2D(finishForce); /*finishForce.x *= 10; finishForce.y *= 10;*/ i = 0; while (i < blockedPoints.size()) { currentBlock = blockedPoints[i]; squaredDist = pow( (currentPlayer->getX() - currentBlock->getX()),2 ) + pow( (currentPlayer->getY() - currentBlock->getY()),2 ); blockedForce = XMFLOAT2( (currentPlayer->getX() - currentBlock->getX()) / squaredDist, (currentPlayer->getY() - currentBlock->getY()) / squaredDist); lastsResultative = XMFLOAT2( lastsResultative.x + blockedForce.x, lastsResultative.y + blockedForce.y); i++; } lastsResultative = XMFLOAT2( lastsResultative.x + finishForce.x, lastsResultative.y + finishForce.y); lastsResultative = Calculations::VecNormalize2D(lastsResultative); // ++++++++++++++ Make decision to what cell we have to walk, ++++++++++++++ // ++++++++++++++ based on the resultant vector ++++++++++++++++++++++++++++ float factor, prevFactor = 1000; Point *cell = nullptr, *tempCell; for (int j=-1; j<2; j++) { for (int k=-1; k<2; k++) { tempCell = GetCell(XMUSHORT2((USHORT)(currentPlayer->getX() + j), (USHORT)(currentPlayer->getY() + k))); if ((j==0 && k==0) || tempCell==nullptr) continue; XMFLOAT2 cellVec = XMFLOAT2((tempCell->getX() - currentPlayer->getX()), (tempCell->getY() - currentPlayer->getY())); factor = abs(cellVec.x - lastsResultative.x) + abs(cellVec.y - lastsResultative.y); if (factor < prevFactor) { cell = tempCell; } else factor = prevFactor; prevFactor = factor; } } if (cell != nullptr) { currentPlayer = cell; path.push_back(currentPlayer); } // ---------------------------------------------------------------------------- } I've attached screens. In most cases, algorithm steps into eternal loop.   Help please with this issue.
  4. Thanks, I've fixed it.
  5. Hi! I've written my own simple function to detect collisions of rectangles and it works not accurate and not always. So here is my code: bool GameLogic::IsRectsCollide(float* rect1, float* rect2, float eps) { float r1_left = rect1[0]; float r1_top = rect1[1]; float r1_right = rect1[2]; float r1_bottom = rect1[3]; float r2_left = rect2[0]; float r2_top = rect2[1]; float r2_right = rect2[2]; float r2_bottom = rect2[3]; if (r2_right - r2_left < r1_right - r1_left) { swap(r1_left, r2_left); swap(r1_top, r2_top); swap(r1_right, r2_right); swap(r1_bottom, r2_bottom); } if ( ( r1_left >= r2_left && r1_left <= r2_right && r1_top >= r2_bottom && r1_top <= r2_top ) || ( r1_right >= r2_left && r1_right <= r2_right && r1_top >= r2_bottom && r1_top <= r2_top ) || ( r1_right >= r2_left && r1_right <= r2_right && r1_bottom >= r2_bottom && r1_bottom <= r2_top ) || ( r1_left >= r2_left && r1_left <= r2_right && r1_bottom >= r2_bottom && r1_bottom <= r2_top ) ) { return true; } return false; } Image shows typical fail... 
  6. Projects a 3D vector from screen space into object space. XMVECTOR XMVector3Unproject( [in] XMVECTOR V, [in] float ViewportX, [in] float ViewportY, [in] float ViewportWidth, [in] float ViewportHeight, [in] float ViewportMinZ, [in] float ViewportMaxZ, [in] XMMATRIX Projection, [in] XMMATRIX View, [in] XMMATRIX World ); Is this all you need?
  7. I've handled problem. The problem was in world matrix. The right variant (in my case) is World = scale * rotationZ * translation. And this line of code killed 2 days of my life    unbird, you are right about coefficients calculating and atan2, but it was another bug.   So the correct variant of setting GameObjects to draw lines: for (Line& line: SidesCoordList) { shared_ptr<GameObject> temp(new GameObject()); float length = sqrt( pow(line.point2.x - line.point1.x, 2) + pow(line.point2.y - line.point1.y, 2) ); float A = line.point1.y - line.point2.y; float B = line.point1.x - line.point2.x; float angle = atan2(A, B); XMFLOAT2 center = XMFLOAT2( (line.point2.x + line.point1.x) / 2.0f, (line.point2.y + line.point1.y) / 2.0f ); temp->SetPosition(center); temp->SetRotation(-(XM_PIDIV2 - angle)); temp->SetScale(XMFLOAT2( 5.0f, length )); sides.push_back(temp); } And here is function that defines if the object reach the line: bool BulletManager::IsIntersecting(Line line, XMFLOAT2 point, float eps) { if (!((point.x >= min(line.point1.x, line.point2.x) && point.x <= max(line.point1.x, line.point2.x)) || (point.y >= min(line.point1.y, line.point2.y) && point.y <= max(line.point1.y, line.point2.y))) ) return false; // Constructing canonical line equation float A = line.point1.y - line.point2.y; float B = line.point2.x - line.point1.x; float C = (-B * line.point2.y) - (A * line.point2.x); // Calculating distance from bullet to line float Dist = (abs((A * point.x) + (B * point.y) + C)) / sqrt(pow(A,2) + pow(B,2)); if (Dist <= eps) return true; return false; } Maybe it will be useful for someone. Who knows...
  8. unbird, with transposing all crashed: player is displayed wrong (must be quad, but now line), walls disappeared. See attached images. First - with transposing, second - without.   Here is my project: http://www.filedropper.com/bulletmanagerproject
  9. Hi 2 all! I have some problems with rectangle rotation. The sense of my test application: there are player in the center of screen, he can rotate around and shoot; bullets have to reflect from walls. All works fine except of walls rendering. The issues related to walls definition: struct Line { XMFLOAT2 point1; XMFLOAT2 point2; Line(XMFLOAT2 p1, XMFLOAT2 p2) : point1(p1), point2(p2) { }; }; vector<Line> SidesCoordList; vector<GameObject> sides; SidesCoordList.push_back(Line(XMFLOAT2(0.0f, 0.0f), XMFLOAT2(0.0f, 600.0f) )); SidesCoordList.push_back(Line(XMFLOAT2(0.0f, 600.0f), XMFLOAT2(800.0f, 600.0f) )); SidesCoordList.push_back(Line(XMFLOAT2(800.0f, 600.0f), XMFLOAT2(800.0f, 0.0f) )); SidesCoordList.push_back(Line(XMFLOAT2(800.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) )); ... for (Line& line: SidesCoordList) { GameObject temp; ... temp.SetPosition(center); temp.SetRotation(XM_PIDIV2); temp.SetScale(XMFLOAT2( 20.0f, length )); sides.push_back(temp); } ... for (int i = 0; i<instanceCount; i++) { if (i >= sides->size()) break; XMMATRIX mat = sides->at(i).GetWorldMatrix(); instances[i].M1 = mat.m[0]; instances[i].M2 = mat.m[1]; instances[i].M3 = mat.m[2]; instances[i].M4 = mat.m[3]; } d3dContext_->UpdateSubresource(instanceBuffer, 0, 0, instances, 0, 0); ... d3dContext_->DrawInstanced(vertexCount, instanceCount, 0, 0 ); Code for matrices from GameObject class: XMMATRIX GameObject::GetWorldMatrix( ) { XMMATRIX translation = XMMatrixTranslation( position_.x, position_.y, 0.0f ); XMMATRIX rotationZ = XMMatrixRotationZ( rotation_ ); XMMATRIX scale = XMMatrixScaling( scale_.x, scale_.y, 1.0f ); return rotationZ * scale * translation; } void GameObject::SetPosition( XMFLOAT2& position ) { position_ = position; } void GameObject::SetRotation( float rotation ) { rotation_ = rotation; } void GameObject::SetScale( XMFLOAT2& scale ) { scale_ = scale; } HLSL code: cbuffer cbMatrices : register( b0 ) { matrix world; matrix proj; }; cbuffer cbParameters : register( b1 ) { bool isTextured; float4 color; }; Texture2D colorMap_ : register( t0 ); SamplerState colorSampler_ : register( s0 ); struct VS_Input { float4 position : POSITION; float2 tex : TEXCOORD0; float4 W0 : TEXCOORD1; float4 W1 : TEXCOORD2; float4 W2 : TEXCOORD3; float4 W3 : TEXCOORD4; }; struct PS_Input { float4 position : SV_POSITION; float2 tex : TEXCOORD0; }; PS_Input VS_Main(VS_Input input) { PS_Input vsOut = ( PS_Input )0; float4x4 world_ = float4x4(input.W0, input.W1, input.W2, input.W3); float4x4 WVP = mul(world_, proj); vsOut.position = mul(input.position, WVP); vsOut.tex = input.tex; return vsOut; } float4 PS_Main( PS_Input frag ) : SV_TARGET { if (isTextured) return colorMap_.Sample( colorSampler_, frag.tex ); else return float4(color.xyz, 1.0f); return (float4)(0); } Quit strangely that all the objects (player, bullets) are rendered correctly, except of walls. Walls don't want to rotate on Pi/2, another values of angles make distortions similar to incorrect setting of projection matrix. I've used VS Graphics debugger to track values in matrices and it seems correct. On the attached image the first one is matrix of player object, the second one - wall.   I try to understand what I made wrong and debug code during the whole day. Help please
  10. L. Spiro, thanks! Now reflection works fine. Interesting and useful story about shared_ptr  
  11. Yeah, I didn't point that. Thanks, I've corrected.   I store my bullet as smart pointer in vector: vector<shared_ptr<Bullet>>, and I use common get() function: http://www.cplusplus.com/reference/memory/shared_ptr/get/   I know, but I use Left-Handed coordinate system, where +y is up. By the way, if I replace my reflection code with function from xnamath.h XMVector2Reflect(vecBulDir, vecNormal) all works correctly. But my task is to write my own reflection 
  12. Hello everybody! I'm trying to solve test task: Sorry for my English, the text above is google-translated.   I've made it, all is good, except of reflextion: bullet reflects, but not always correctly. Here is my function: void BulletManager::Update(float time) { for (int n = 0; n < bullets.size();) { auto bul = bullets.begin() + n; XMFLOAT2* bulDir = &bul->get()->GetDir(); float x = bul->get()->GetInitPosition().x + (bulDir->x * (time - bul->get()->GetTime()) * bul->get()->GetSpeed()); float y = bul->get()->GetInitPosition().y + (bulDir->y * (time - bul->get()->GetTime()) * bul->get()->GetSpeed()); XMFLOAT2 point = XMFLOAT2(x, y); bul->get()->SetPosition(point); //Check bullet life time if (bul->get()->GetLifeTime() - (time - bul->get()->GetTime()) <= 0.0f) { bullets.erase(bul); n--; continue; } //Check, if bullet collides with sides for (int i=0; i<SidesCoordList.size(); i++) { if ( IsIntersecting(SidesCoordList[i], point, 1.0f) ) { //Calculating normal vector for current side float A = abs(SidesCoordList[i].point1.y - SidesCoordList[i].point2.y); float B = abs(SidesCoordList[i].point2.x - SidesCoordList[i].point1.x); XMFLOAT2 normal = XMFLOAT2(A, B); normal = XMFLOAT2(normal.x / Calculations::VecLength(normal), normal.y / Calculations::VecLength(normal)); //Calculating angles to get reflected directional vector float alpha = atan(A/B); float beta = acos(bulDir->x); float gamma = XM_PIDIV2 - (alpha - beta); float theta = beta + 2*gamma + XM_PI; //Setting new direction (after reflection) bul->get()->GetDir() = Calculations::RotateVector(bul->get()->GetDir(), theta); bul->get()->GetInitPosition() = bul->get()->GetPosition(); bul->get()->GetTime() = time; } } n++; } } What's wrong with my code?   Thanks.