Basically i made an osm based qml map . i am able to show route on it. Now i need to simulate a point or circle to move along route and whenever it takes a left or right turn a signal needs to be emitted . any pointer to relevant resources is highly appreciated .
Here's a possible approach in QtLocation 5.9:
define a fencing distance threshold to a maneuver.
define a distance threshold from the route.
Then build a QGeoPath using the coordinates from your MapRoute, and set the width of the path to be the second threshold above.
Then, at each gps change (maybe you can rate limit this a bit), you check 2 things:
distance between position and next maneuver less than maneuver threshold. If so, display the maneuver somehow, and then advance to next maneuver.
distance between position and the route (path.contains()). If you exceed this threshold, you may want to kick of another route calculation, because you ended up off route.
Related
im currently making a small game by following youtube tutorials. i followed this tutorial by Clear code for the movement: https://www.youtube.com/watch?v=4aZe84vvE20&t=230s&ab_channel=ClearCode
i wanted to take my game to the next level and add a few blocks around the map which the user has to avoid. i want to make it so that if the car hits a block it stops and only moves when the user rotates it to face away from the block, into an empty space. right now, in the player class, ive created a collision attribute and have used pygame.sprite.spritecollide(self, blocks, True) to check for collision. the blocks variable is a group containing all the sprites for the blocks.
if there is a collision, i change the vector to (0,0), which stops the car, like intended. however, i cant figure out a way to change the vector again once ive rotated the car so that it faces away from the block, to get it going again. any help is appreciated. thanks in advance.
Do not change the motion vector to (0, 0). As soon as a collision is detected, change the position of the car so that the car only touches the object but does not intersect the object.
Something like (pseudo code):
if collide_at_left_side:
car.rect.left = obstacle.rect.right
A more general solution would be to correct the position along the normal vector of the collision.
Scenario
I have a 3D environment which contains a 3D scene and a '2D' scene.
The 3D scene contains a cube and a perspective camera.
The '2D' scene contains 4 round objects and an orthographic camera. These round objects can be moved around by the user therefor the orthographic camera is used otherwise the round objects can be moved 'in depth' (along z-axis) and could change in size and i want them to maintain size.
Depending on positioning the round objects, the corners of the cube in the 3D scene should be aligned with the positions of the round objects. And maintaining perspective.
Edit:
What i am trying to accomplish is: Based on an image of a room a user uses those round objects to define the dimensions of the room. Based on those dimensions a hidden cube is positioned to act as a boundery box. The next step would be to add 3d objects to the scene and maintaining perspective of the room.
I tried explaining this scenario in a picture:
Problems
Basically i have no clue where to start.
The round objects are in a '2D' environment because of the orthographic camera, therefor i have no depth value that i think i need.
I think i need some perspective transformation based on camera positions/settings? There are all sorts of matrices that could be produced but don't know how to implement them.
Sources i studied
http://www.graphicsmill.com/docs/gm/affine-and-projective-transformations.htm
below is a similar situation
https://math.stackexchange.com/questions/296794/finding-the-transform-matrix-from-4-projected-points-with-javascript
Cannot post more links because of my reputation
I hope someone can make this clear or point me in the right direction
Counting the real degrees of freedom, I would say that you don't have enough data. Imagine the projetive camera of the 3D scene as an actual pinhole camera. Then the image that camera creates on its film, sensor or whatever is described by at least 9 parameters:
3 parameters for the position of the camera in space,
2 parameters for the direction the camera is looking at and
1 parameter rotating the camera + sensor around their optical axis,
1 parameter determining the distance from pinhole to sensor and
2 parameters translating the sensor in its plane
On the other hand, knowing a projective transformation from one plane to another, e.g. using my answer to the question you already referenced, will only yield 8 geometrically meaningful parameters. So you cannot hope to reconstruct the camera position from that, so you cannot find the image of the 3D scene that would fit your markers. The Wikipedia article on 3D pose estimation writes that
Most implementations of POSIT only work on non-coplanar points (in other words, it won't work with flat objects or planes).[3]
That being said, you gave an example of where someone is actually doing this! So how do they do it? Honestly, I'm not sure, but they would have to make use of some additional knowledge or extra assumptions. For example, if they knew details about their camera (focal length, relative position between lens and sensor, or something like that), that could provide the required data. Since these apps tend to work on mobile devices, I think it rather likely that they might have either an API to request these things or a database where they can be looked up for the more common devices.
Judging from your question, you don't have that. Neither do you have all the vertical edges of the cube depicted vertically parallel to one another, which would have been another possible way to add more information. You have to come up with one more piece of information in order to allow for a hopefully unique solution.
Of course, without more information the system is just underspecified. It's not hard to find any transformation matrix which does what you requested. Actually the answer I references is placed in a setup where a 2D to 2D map is to be modeled using a 3D transformation matrix. You can do the same and be done with it. But your users might become frustrated, since the transformation they obtain might do completely wrong things to the out-of-plane direction, and there is no knob to tune that to the correct behavior.
I want to create a simple game with a space ship that needs to dodge asteroids and stuff along the way.
Now, I can think of several ways to spawn the obstacles in the map. My only problem is, how do I implement the idea of an endless map/scrollable map?
For instance, in Flappy Bird there is an endless map.
I just want to know what is the best approach to implement this kind of thing.
Like Alon said, for the background you can use several horizontally "tileable" textures, just load them behind the current one when it's edge is almost visible. You can actually make multiple layers to create depth, for instance you can create a foreground layer with some clouds/nebula's the player travels behind, then some space dust behind the player traveling slower and some planets traveling very slowly in the distance.
Simply create a array for each layer of tileable background textures. Make these textures a bit (or a lot) wider then the actual screen. Keep adding textures to the right side, pick them randomly from your array, and let them scroll. Of course you delete textures when they traversed the screen and not shown anymore.
For your objects you just spawn the asteroids off screen and let them travel across the screen. You maintain a asteroid list and each time you need an asteroid you generate it with a random Y axis and add it to the list. When you need to draw or calculate collision you traverse this list and do your stuff on each asteroid.
There are many ways to do it. I recommend this one:
Move your character in needed direction and respawn obstacles on global position. Camera should follow the character. For moving background you have two options: ParallaxBackground which already knows how to move backgrounds or you can just create two backgrounds and when character will be in the end of first one you will move second background to the end.
In my app I want to reach a specific destination from my current position and I'd like to inform me with a message, an alert,... if I take wrong direction from the destination
In general, a simple approach that should work is this: every time you get or check your position, calculate distance to the destination and if it's increased since the last time (which you need to keep track of), then display your alert. Since you added that this is for Android, you can do this as follows: Register a LocationListener in requestLocationUpdates(). Do the check for the distance check in the onLocationChanged() method of the LocationListener.
This has been greatly bothering me in the past few weeks. In this time I've been researching online, even reading books in the Computers section at Borders to try to find an answer, but I haven't had much luck.
I programmed a 2D level editor for side-scroller video games. Now I want to turn it into a game where I have a player who can run and jump to explore the level, similar to "Mario".
The thing that is really giving me trouble is the collision response (not detection: I already know how to tell if two blocks are colliding). Here are some scenarios that I am going to illustrate so that you can see my problems (the shaded blocks are the ground, the arrow is the velocity vector of the player, the dashed lines are the projected path of the player).
See this collision response scenarios image:
http://dl.dropbox.com/u/12556943/collision_detection.jpg
Assume that the velocity vectors in scenarios (1) and (2) are equal (same direction and magnitude). Yet, in scenario (1), the player is hitting the side of the block, and in scenario (2), the player is landing on top of the block. This allows me to conclude that determining the collision response is dependent not only on the velocity vector of the player, but also the player's relative position to the colliding block. This leads to my first question: knowing the velocity vector and the relative position of the player, how can I determine from which direction (either left side, right side, top, or bottom) the player is colliding with the block?
Another problem that I'm having is how to determine the collision response if the player collides with multiple blocks in the same frame. For instance, assume that in scenario (3), the player collides with both of those blocks at the same time. I'm assuming that I'm going to have to loop through each block that the player is colliding with and adjust the reaction accordingly from each block. To sum it up, this is my second question: how do I handle collision response if the player collides with multiple blocks?
Notice that I never revealed the language that I'm programming in; this is because I'd prefer for you to not know (nothing personal, though :] ). I'm more interested in pseudo-code than to see language-specific code.
Thanks!
I think the way XNA's example platform game handles collisions could work well for you. I posted this answer to a very similar question elsewhere on Stack Overflow but will relay it here as well.
After applying movement, check for and resolve collisions.
Determine the tiles the player overlaps based on the player's bounding box.
Iterate through all of those tiles doing the following: (it's usually not very many unless your player is huge compared to your world tiles)
If the tile being checked isn't passable:
Determine how far on the X and Y axes the player is overlapping the non-passable tile
Resolve collision by moving the player out of that tile only on the shallow axis (whichever axis is least penetrated)
For example, if Y is the shallow axis and the collision is below, shift the player up to no longer overlap that tile.
Something like this: if(abs(overlap.y) < abs(overlap.x)) { position.y += overlap.y; } else { position.x += overlap.x; }
Update the bounding box's position based on the player's new position
Move on to the next tile...
If the tile being checked is passable, do nothing
If it's possible that resolving a collision could move the player into another collision, you may want to run through the above algorithm a second time. Or redesign your level.
The XNA version of this logic is in player.cs in the HandleCollisions() function if you are interested in grabbing their code to see what they specifically do there.
So what makes this a little more tricky is the constant force of gravity adjusting your players position. If your player jumps on top of a block they shouldn't bounce off they should land on top of the block and stay there. However, if the player hits a block on the left or right they shouldn't just stay there gravity must pull them down. I think that's roughly your question at a high level.
I think you'll want to separate the two forces of gravity and player velocity from collision detection/response algorithm. Using the velocity of the player if they collide with a block regardless of direction simply move the player's position to the edge of the collision, and subtract equal and opposite vector from the player's velocity since not doing this would cause them to collide yet again with the object. You will want to calculate the intersection point and place the player's position there on the block.
On a side note you could vary that really big force by what type of block the player collided with allowing for interesting responses like the player can break through the block if they are running fast enough (ie the player's velocity > than the force of the block)
Then continue to apply the constant force gravity to the player's position and continue doing your normal calculation to determine if the player has reached a floor.
I think by separating these two concepts you have a really simple straight forward collision response algorithm, and you have a fairly simple gravity-floor algorithm. That way you can vary gravity without having to redo your collision response algorithm. Say for example a water level, space level, etc and collision detection response is all the same.
I thought about this for a long time recently.
I am using the separating axis theorem, and so if I detected a collision I proceeded to project the object onto the normalized velocity vector and move the object by that distance in the direction of the negative velocity vector. Assuming the object came from a safe place this solution will position the object in a safe place post collision.
May not be the answer you're looking to get, but hopefully it'll point you in the right direction?