I have a full screen effect pass that is multisampled.
If I read from an input attachement (which is also multisampled). I seem to only ever read the same sample.
The pipeline sample settings:
VkPipelineMultisampleStateCreateInfo multisampling_info = {};
multisampling_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO;
multisampling_info.rasterizationSamples = static_cast<VkSampleCountFlagBits>(samples);
multisampling_info.sampleShadingEnable = samples > 1 ? VK_TRUE : VK_FALSE;
multisampling_info.minSampleShading = 1.0;
multisampling_info.pSampleMask = nullptr;
multisampling_info.alphaToCoverageEnable = VK_FALSE;
multisampling_info.alphaToOneEnable = VK_FALSE;
Inside the shader I use an image type of:
%28 = OpTypeImage %float SubpassData 0 0 1 2 Unknown
And read from it with coordinates of (0, 0)
%34 = OpImageRead %v4float %30 %36
The shader seems to be called for every sample, as I'm getting the SampleId correctly.
The Spir-v spec says:
When the Image Dim operand is SubpassData, Coordinate is relative to the current fragment location. That is, the integer value (rounded down) of the current fragment’s window-relative (x, y) coordinate is added to (u, v).
If I understand this correctly, with coordinates of (0, 0) I should always get the corresponding sample?
Am I misunderstanding something or is this not possible?
This is the complete spirv shader i'm using:
OpCapability Shader
OpCapability InputAttachment
OpCapability SampleRateShading
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %44 "main" %41 %gl_SampleID
OpExecutionMode %44 OriginUpperLeft
OpDecorate %_struct_3 Block
OpMemberDecorate %_struct_3 0 Offset 0
OpDecorate %gl_SampleID BuiltIn SampleId
OpDecorate %32 DescriptorSet 0
OpDecorate %32 Binding 0
OpDecorate %32 InputAttachmentIndex 0
OpDecorate %41 Location 0
%int = OpTypeInt 32 1
%_struct_3 = OpTypeStruct %int
%_ptr_PushConstant__struct_3 = OpTypePointer PushConstant %_struct_3
%5 = OpVariable %_ptr_PushConstant__struct_3 PushConstant
%_ptr_PushConstant_int = OpTypePointer PushConstant %int
%bool = OpTypeBool
%_ptr_Input_int = OpTypePointer Input %int
%gl_SampleID = OpVariable %_ptr_Input_int Input
%float = OpTypeFloat 32
%28 = OpTypeImage %float SubpassData 0 0 1 2 Unknown
%_ptr_UniformConstant_28 = OpTypePointer UniformConstant %28
%32 = OpVariable %_ptr_UniformConstant_28 UniformConstant
%v4float = OpTypeVector %float 4
%v2int = OpTypeVector %int 2
%_ptr_Output_v4float = OpTypePointer Output %v4float
%41 = OpVariable %_ptr_Output_v4float Output
%void = OpTypeVoid
%42 = OpTypeFunction %void
%int_0 = OpConstant %int 0
%int_3 = OpConstant %int 3
%int_1 = OpConstant %int 1
%int_5 = OpConstant %int 5
%int_16 = OpConstant %int 16
%36 = OpConstantComposite %v2int %int_16 %int_0
%39 = OpConstantNull %v4float
%44 = OpFunction %void None %42
%1 = OpLabel
%7 = OpAccessChain %_ptr_PushConstant_int %5 %int_0
%9 = OpLoad %int %7
%10 = OpShiftRightArithmetic %int %9 %int_3
%13 = OpSLessThan %bool %10 %int_0
%14 = OpSelect %int %13 %int_1 %int_0
%16 = OpBitwiseAnd %int %9 %int_5
%18 = OpINotEqual %bool %16 %int_0
%19 = OpSelect %int %18 %int_1 %int_0
%20 = OpBitwiseOr %int %19 %14
%21 = OpIAdd %int %10 %20
%22 = OpLoad %int %gl_SampleID
%25 = OpSLessThan %bool %22 %21
OpSelectionMerge %26 None
OpBranchConditional %25 %27 %26
%27 = OpLabel
%30 = OpLoad %28 %32
%34 = OpImageRead %v4float %30 %36
OpBranch %26
%26 = OpLabel
%38 = OpPhi %v4float %34 %27 %39 %1
OpStore %41 %38
OpReturn
OpFunctionEnd
In the end it is super simple. The OpImageRead may have Optional Image Operands, one of them can be Sample, which takes the sample it'll read.
Feeding the builtin variable SampleId (the current shaded sample) into it fixed it.
Related
The code below is my Bollinger bands strategy for commodity. I add a position limit and want to optimize this strategy through parameter maxpos. For the function add.distribution, it asks for a component.label, but the function addPosLimit does not have a variable called "label". I wonder how to optimize maxpos at this case.
symbol <- 'C1'
currency("USD")
#stock(symbol, currency="USD", multiplier=1)
portfName <- 'RSI_Strategy'
acctName <- portfName
suppressWarnings(rm.strat(stratName))
initPortf(name = portfName, symbols = symbol, initDate = initDate,
currency = 'USD')
initAcct(name = acctName, portfolios = portfName,
initDate=initDate, initEq=initEq)
initOrders(portfolio = portfName, initDate = initDate)
stratName <- portfName
strategy(name = stratName, store=TRUE)
SD = 2
N = 20
add.indicator(strategy = stratName, name = "BBands",
arguments = list(HLC = quote(HLC(mktdata)), maType='SMA',
n=N, sd=SD),
label='BBands')
add.signal(strategy = stratName, name="sigCrossover",
arguments=list(columns=c("Close","up"),relationship="gt"),
label="Cl.gt.UpperBand")
add.signal(strategy = stratName, name="sigCrossover",
arguments=list(columns=c("Close","dn"),relationship="lt"),
label="Cl.lt.LowerBand")
add.signal(strategy = stratName, name="sigCrossover",
arguments=list(columns=c("High","mavg"),relationship="gt"),
label="Hi.Cross.Mid")
add.signal(strategy = stratName, name="sigCrossover",
arguments=list(columns=c("Low","mavg"),relationship="lt"),
label="Lo.Cross.Mid")
add.rule(strategy = stratName, name='ruleSignal',
arguments=list(sigcol="Cl.gt.UpperBand",sigval=TRUE, orderqty=-nShs,
ordertype='market', orderside=NULL, osFUN=osMaxPos
),type='enter',
label = "Enter.Short")
add.rule(strategy = stratName, name='ruleSignal',
arguments=list(sigcol="Cl.lt.LowerBand",sigval=TRUE, orderqty=nShs,
ordertype='market', orderside=NULL, osFUN=osMaxPos
),type='enter',
label = "Enter.Long")
add.rule(strategy = stratName, name='ruleSignal',
arguments=list(sigcol="Hi.Cross.Mid",sigval=TRUE, orderqty= 'all',
ordertype='market', orderside=NULL),type='exit',
label = "Exit.All")
add.rule(strategy = stratName, name='ruleSignal',
arguments=list(sigcol="Lo.Cross.Mid",sigval=TRUE, orderqty= 'all',
ordertype='market', orderside=NULL),type='exit',
label = "Exit.All")
addPosLimit(portfName, symbol, timestamp=initDate, maxpos=maxpos, minpos=0)
.maxpos = seq(3000,8000,1000)
add.distribution(stratName,
paramset.label = 'PosOpt',
component.type = 'order',
component.label = 'addPosLimit',
variable = list(maxpos = .maxpos),
label = 'MaxPos')
I am using a Pico as part of my dissertation along with an Arduino Due for a low cost fully autonomous UAV.
Anyway to the point, the code was working before I added the GPS part but now even if I take it out the ultrasonics won't work correctly. only shows the left sensor and doesn't continue on to the GPS.
I was also trying to use the multithreader with no joy :(
Any help or suggestions would be great.
Its a bit messy I know not quite got round to polishing it.
from machine import Pin
import utime, _thread, machine
import os
from rp2 import PIO, StateMachine, asm_pio
#print sys info
print(os.uname())
led_onboard = machine.Pin(25, machine.Pin.OUT)
led_onboard.value(0) # onboard LED OFF for 0.5 sec
utime.sleep(0.5)
led_onboard.value(1)
uart = machine.UART(0, baudrate=9600)
ser = machine.UART(1, baudrate=9600)
print(uart)
print(ser)
baton = _thread.allocate_lock()
rcvChar = b""
trigger = Pin(3, Pin.OUT) #left
echo = Pin(2, Pin.IN)
trigger2 = Pin(6, Pin.OUT) #right
echo2 = Pin(7, Pin.IN)
trigger4 = Pin(9, Pin.OUT) #backward
echo4 = Pin(8, Pin.IN)
def decode(coord):
#Converts DDDMM.MMMMM > DD deg MM.MMMMM min
x = coord.split(".")
head = x[0]
tail = x[1]
deg = head[0:-2]
min = head[-2:]
return deg + " deg " + min + "." + tail + " min"
def ultraleft():
trigger.low()
utime.sleep_us(2)
trigger.high()
utime.sleep_us(5)
trigger.low()
while echo.value() == 0:
signaloff = utime.ticks_us()
while echo.value() == 1:
signalon = utime.ticks_us()
timepassed = signalon - signaloff
Ldistance = (timepassed * 0.0343) / 2
utime.sleep(0.1)
trigger.low()
utime.sleep_us(2)
trigger.high()
utime.sleep_us(5)
trigger.low()
while echo.value() == 0:
signaloff = utime.ticks_us()
while echo.value() == 1:
signalon = utime.ticks_us()
timepassed = signalon - signaloff
Ldistance2 = (timepassed * 0.0343) / 2
newLdist = (Ldistance + Ldistance2) / 2
if newLdist > 120:
newLdist = 120
elif newLdist <= 100:
print("Distance Left less than 100")
return True
print("The distance Left from object is ",newLdist,"cm")
def ultraright():
trigger2.low()
utime.sleep_us(2)
trigger2.high()
utime.sleep_us(5)
trigger2.low()
while echo2.value() == 0:
signaloff2 = utime.ticks_us()
while echo2.value() == 1:
signalon2 = utime.ticks_us()
timepassed2 = signalon2 - signaloff2
Rdistance = (timepassed2 * 0.0343) / 2
utime.sleep(0.1)
trigger2.low()
utime.sleep_us(2)
trigger2.high()
utime.sleep_us(5)
trigger2.low()
while echo2.value() == 0:
signaloff2 = utime.ticks_us()
while echo2.value() == 1:
signalon2 = utime.ticks_us()
timepassed2 = signalon2 - signaloff2
Rdistance2 = (timepassed2 * 0.0343) / 2
newRdist = (Rdistance + Rdistance2) / 2
if newRdist > 120:
newRdist = 120
elif newRdist <= 100:
print("Distance Right less than 100")
return True
print("The distance Right from object is ",newRdist,"cm")
def ultradwn():
trigger4.low()
utime.sleep_us(2)
trigger4.high()
utime.sleep_us(5)
trigger4.low()
while echo4.value() == 0:
signaloff4 = utime.ticks_us()
while echo4.value() == 1:
signalon4 = utime.ticks_us()
timepassed4 = signalon4 - signaloff4
Ddistance = (timepassed4 * 0.0343) / 2
utime.sleep(0.1)
trigger4.low()
utime.sleep_us(2)
trigger4.high()
utime.sleep_us(5)
trigger4.low()
while echo4.value() == 0:
signaloff4 = utime.ticks_us()
while echo4.value() == 1:
signalon4 = utime.ticks_us()
timepassed4 = signalon4 - signaloff4
Ddistance2 = (timepassed4 * 0.0343) / 2
newDdist = (Ddistance + Ddistance2) / 2
if newDdist > 120:
newDdist = 120
elif newDdist >20 :
print("Distance Down is greater than 20")
x = 1
#uart.write("D20")
#uart.write("\n")
#print("Sent TO Height")
return True
elif newDdist <12 :
print("Distance Down is less than 12")
x = 2
#uart.write("D12")
#uart.write("\n")
#print("Sent Landed")
return True
print("The distance Down from object is ",newDdist,"cm")
def gps():
while True:
#baton.acquire()
rcvChar = ser.readline()
gps_data =rcvChar.decode("ASCII")
data = gps_data
if (data[0:6] == "$GPRMC"):
sdata = data.split(",")
if (sdata[2] == 'V'):
print("no satellite data available")
print ("---Parsing GPRMC---")
time = sdata[1][0:2] + ":" + sdata[1][2:4] + ":" + sdata[1][4:6]
lat = decode(sdata[3]) #latitude
dirLat = sdata[4] #latitude direction N/S
lon = decode(sdata[5]) #longitute
dirLon = sdata[6] #longitude direction E/W
speed = sdata[7] #Speed in knots
trCourse = sdata[8] #True course
date = sdata[9][0:2] + "/" + sdata[9][2:4] + "/" + sdata[9][4:6]#date
print ("time : %s, latitude : %s(%s), longitude : %s(%s), speed : %s, True Course : %s, Date : %s" % (time,lat,dirLat,lon,dirLon,speed,trCourse,date))
#baton.acquire()
#_thread.start_new_thread(gps(), ())
while True:
x = 0
#baton.acquire()
ultraleft()
utime.sleep(0.1)
ultraright()
utime.sleep(0.1)
ultradwn()
utime.sleep(0.1)
if ultraleft():
uart.write("LO")
uart.write("\n")
print("Sent Left")
utime.sleep(1)
if ultraright():
uart.write("RO")
uart.write("\n")
print("Sent Right")
uart.sendbreak()
utime.sleep(1)
if ultradwn():
if x == 1:
uart.write("D20")
uart.write("\n")
print("Sent TO Height")
utime.sleep(1)
if x == 2:
uart.write("D12")
uart.write("\n")
print("Sent Landed")
utime.sleep(1)
utime.sleep(1)
gps()
#baton.release()
I've modeled a 3D earth with gridpoints, as below:
The points are represented in 3D space as XYZ coordinates.
I then convert XYZ to Lat/Long/Height(elevation) based on the script I took from here:
JSFiddle
For some reason I got really strange results when trying to find XYZ of LLH not from my set, so I tried to verify the initial script by converting XYZ to LLH and then the same LLH back to XYZ to see if I get the same coordinate.
Instead, the resulting coordinate is some XYZ on earth, unrelated to the original XYZ position.
XYZ to LLH script:
Source: JSFiddle
def xyzllh(x,y,z):
""" xyz vector to lat,lon,height
output:
llhvec[3] with components
flat geodetic latitude in deg
flon longitude in deg
altkm altitude in km
"""
dtr = math.pi/180.0
rrnrm = [0.0] * 3
llhvec = [0.0] * 3
geodGBL()
esq = EARTH_Esq
rp = math.sqrt( x*x + y*y + z*z )
flatgc = math.asin( z / rp )/dtr
testval= abs(x) + abs(y)
if ( testval < 1.0e-10):
flon = 0.0
else:
flon = math.atan2( y,x )/dtr
if (flon < 0.0 ):
flon = flon + 360.0
p = math.sqrt( x*x + y*y )
# on pole special case
if ( p < 1.0e-10 ):
flat = 90.0
if ( z < 0.0 ):
flat = -90.0
altkm = rp - rearth(flat)
llhvec[0] = flat
llhvec[1] = flon
llhvec[2] = altkm
return llhvec
# first iteration, use flatgc to get altitude
# and alt needed to convert gc to gd lat.
rnow = rearth(flatgc)
altkm = rp - rnow
flat = gc2gd(flatgc,altkm)
rrnrm = radcur(flat)
rn = rrnrm[1]
for x in range(5):
slat = math.sin(dtr*flat)
tangd = ( z + rn*esq*slat ) / p
flatn = math.atan(tangd)/dtr
dlat = flatn - flat
flat = flatn
clat = math.cos( dtr*flat )
rrnrm = radcur(flat)
rn = rrnrm[1]
altkm = (p/clat) - rn
if ( abs(dlat) < 1.0e-12 ):
break
llhvec[0] = flat
llhvec[1] = flon
llhvec[2] = altkm
return llhvec
# globals
EARTH_A = 0
EARTH_B = 0
EARTH_F = 0
EARTH_Ecc = 0
EARTH_Esq = 0
# starting function do_llhxyz()
CallCount = 0
llh = [0.0] * 3
dtr = math.pi/180
CallCount = CallCount + 1
sans = " \n"
llh = xyzllh(x,y,z)
latitude = llh[0]
longitude= llh[1]
hkm = llh[2]
height = 1000.0 * hkm
latitude = fformat(latitude,5)
longitude = fformat(longitude,5)
height = fformat(height,1)
sans = sans +"Latitude,Longitude, Height (ellipsoidal) from ECEF\n"
sans = sans + "\n"
sans = sans +"Latitude : " + str(latitude) + " deg N\n"
sans = sans +"Longitude : " + str(longitude - 180) + " deg E\n"
sans = sans +"Height : " + str(height) + " m\n"
lats = []
longs = []
heights = []
lats.append(str(latitude))
longs.append(str(longitude - 180))
heights.append(str(height))
And this is the LLH to XYZ script:
Source: www.mathworks.com
a = 6378137
t = 8.1819190842622e-2
# (prime vertical radius of curvature)
N = a / math.sqrt(1 - (t*t) * (math.sin(lat)*math.sin(lat)))
x = []
y = []
z = []
# results:
x.append( ((N+height) * math.cos(lat) * math.cos(long))/1000 )
y.append( ((N+height) * math.cos(lat) * math.sin(long))/1000 )
z.append( (((1-t*t) * N + height) * math.sin(lat))/1000 )
Anyone know what I'm doing wrong here?
Thanks!
I am creating a game and for my character his legs and torso have separate animations so they are separate nodes with separate physics bodies. I am having a lot of trouble linking the torso and the legs together however, linking them is not the problem, keeping them linked is. While moving around sometimes the hero's torso slides off of the legs. Kind of funny but not practical lol. Here is my physics coding
enum BodyType:UInt32 {
case bullet1 = 2
case enemy1 = 4
case enemy2 = 16
case enemy3 = 32
case desertForegroundCase = 64
case tank11 = 128
case tank12 = 256
case tank13 = 512
case tank21 = 1024
case tank22 = 2048
case tank23 = 4056
case tank31 = 8112
case tank32 = 16224
case tank33 = 32448
case cliff1 = 64856
case cliff2 = 129212
case soldierT = 258424
case soldierL = 516848
}
func CreateScene (){
desertBackground.position = CGPoint(x: frame.size.width / 2, y:
frame.size.height / 2)
desertBackground.size = CGSize (width: 1136, height: 640)
desertBackground.zPosition = -5
desertForegroundImage.position = CGPointMake(568, 100)
desertForegroundImage.zPosition = -1
let desertForeground = SKSpriteNode(texture:
desertForegroundTexture, size:CGSize(width: 1136, height: 200))
desertForeground.position = CGPointMake(568, 100)
let desertForegroundBody = SKPhysicsBody(texture:
desertForegroundTexture, size: CGSize(width: 1136, height: 200))
desertForegroundBody.dynamic = false
desertForegroundBody.affectedByGravity = false
desertForegroundBody.allowsRotation = false
desertForegroundBody.categoryBitMask =
BodyType.deserForegroundcase.rawValue
desertForegroundBody.contactTestBitMask = BodyType.enemy1.rawValue
| BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.soldierL.rawValue | BodyType.soldierT.rawValue
desertForeground.physicsBody = desertForegroundBody
desertForeground.zPosition = -1
self.addChild(desertForegroundImage)
self.addChild(desertForeground)
self.addChild(desert gully)
}
func CreateHero (){
soldierLegs.position = CGPoint(x: 405 , y: 139)
soldierLegs.zPosition = 1
soldierLegs.anchorPoint.x = 0.6
soldierLegs.anchorPoint.y = 0.7
let soldierLegsBody:SKPhysicsBody = SKPhysicsBody(rectangleOfSize:
soldierLegs.size)
soldierLegsBody.dynamic = true
soldierLegsBody.affectedByGravity = true
soldierLegsBody.allowsRotation = false
//body.restitution = 0.4
soldierLegsBody.categoryBitMask = BodyType.soldierL.rawValue
soldierLegsBody.contactTestBitMask = BodyType.enemy1.rawValue |
BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.desertForegroundCase.rawValue
soldierLegs.physicsBody = soldierLegsBody
soldierTorso.position = soldierLegs.position
soldierTorso.zPosition = 2
soldierTorso.anchorPoint.x = 0.25
soldierTorso.anchorPoint.y = 0.1
let soldierTorsoBody:SKPhysicsBody = SKPhysicsBody(rectangleOfSize:
soldierTorso.size)
soldierTorsoBody.dynamic = true
soldierTorsoBody.affectedByGravity = true
soldierTorsoBody.allowsRotation = false
soldierTorsoBody.categoryBitMask = BodyType.soldierT.rawValue
soldierTorsoBody.contactTestBitMask = BodyType.enemy1.rawValue |
BodyType.enemy2.rawValue | BodyType.enemy3.rawValue |
BodyType.desertForegroundCase.rawValue
soldierTorso.physicsBody = soldierTorsoBody
let joint =
SKPhysicsJointFixed.jointWithBodyA(soldierLegs.physicsBody!, bodyB:
soldierTorso.physicsBody!, anchor: soldierLegs.position)
self.addChild(soldierTorso)
self.addChild(soldierLegs)
self.physicsWorld.addJoint(joint)
}
That's about how far he will slide off. Is there a way to just code one physics body with 2 separate nodes? or am i just missing a little code? Any help is help, thank you.
I want to set values depends on the selected radio button and to use that values in other function.
Whatever i try, i always get the same answer
NameError: global name 'tX' is not defined #
import maya.cmds as cmds
from functools import partial
winID='MSDKID'
def init(*args):
print tX
print tY
print tZ
print rX
print rY
print rZ
return
def prozor():
if cmds.window(winID, exists = True):
cmds.deleteUI(winID);
cmds.window()
cmds.columnLayout( adjustableColumn=True, rowSpacing=10 )
cmds.button(label = "Init")
cmds.button(label = "MirrorSDK",command=init)
cmds.setParent( '..' )
cmds.setParent( '..' )
cmds.frameLayout( label='Position' )
cmds.columnLayout()
collection2 = cmds.radioCollection()
RButton0 = cmds.radioButton( label='Behavior' )
RButton1 = cmds.radioButton( label='Orientation' )
cmds.button(l='Apply', command = partial(script,RButton0,RButton1,))
cmds.setParent( '..' )
cmds.setParent( '..' )
print script(RButton0,RButton1)
cmds.showWindow()
def script(RButton0,RButton1,*_cb_val):
X = 0
rb0 = cmds.radioButton(RButton0, q = True, sl = True)
rb1 = cmds.radioButton(RButton1,q = True, sl = True)
if (rb0 == True):
tX = -1
tY = -1
tZ = -1
rX = 1
rY = 1
rZ = 1
if (rb1 == True):
tX = -1
tY = 1
tZ = 1
rX = 1
rY = -1
rZ = -1
return tX,tY,tZ,rX,rY,rZ
prozor()
The variables you are defining in script() are local to that function. The other functions don't see them.
If you need multiple UI elements to share data, you'll probably need to create a class to let them share variables. Some reference here and here