Body Still detect collision after setting maskbit and category - libgdx

I have set maskbits and categorybits of my body. But why collision is still detected between object that is not supposed to be detected?
Body 1:
BodyDef def = new BodyDef();
FixtureDef fixtureDef = new FixtureDef();
def.type = BodyDef.BodyType.DynamicBody;
def.position.set( 5, 2);
CircleShape circleShape = new CircleShape();
circleShape.setRadius(getWidth() /GC.UNITS_PER_METER /7);
fixtureDef.shape = circleShape;
fixtureDef.density = 1f;
fixtureDef.friction = 1;
fixtureDef.filter.categoryBits = GC.CATEGORY_MONSTER_MOUTH;
fixtureDef.filter.maskBits = GC.MASK_MONSTER_MOUTH;
Body box = world.createBody(def);
box.createFixture(fixtureDef);
circleShape.dispose();
sensorBody= box;
sensorBody.setFixedRotation(true);
sensorBody.setAwake(true);
sensorBody.setUserData(this);
Body 2:
BodyDef def = new BodyDef();
FixtureDef fixtureDef = new FixtureDef();
def.type = BodyDef.BodyType.DynamicBody;
def.position.set(getX() - (getWidth()* getScaleX()) , getY() - (getHeight() * getScaleY()));
CircleShape circleShape = new CircleShape();
circleShape.setRadius(box2dWidth/2);
fixtureDef.shape = circleShape;
fixtureDef.density = 1f;
fixtureDef.friction=0.5f;
fixtureDef.filter.categoryBits = GC.CATEGORY_MONSTER;
fixtureDef.filter.maskBits = GC.MASK_MONSTER;
Body box = world.createBody(def);
box.createFixture(fixtureDef);
polygonShape.dispose();
body = box;
body.setAwake(true);
body.setUserData(this);
body.setAngularDamping(4);
body.setFixedRotation(true);
My categories details:
public static final short CATEGORY_ARROW = 0x0001; // 0000000000000001 in binary
public static final short CATEGORY_MONSTER = 0x0002; // 0000000000000010 in binary
public static final short CATEGORY_SCENERY = 0x0004; // 0000000000000100 in binary
public static final short CATEGORY_GRAVEYARD = 0x0008; // 0000000000000100 in binary
public static final short CATEGORY_PENGUIN = 0X0016;
public static final short CATEGORY_FISH = 0x0032;
public static final short CATEGORY_MONSTER_MOUTH = 0x0064;
public static final short MASK_ARROW = CATEGORY_MONSTER | CATEGORY_SCENERY;
public static final short MASK_MONSTER = CATEGORY_ARROW | CATEGORY_SCENERY ;
public static final short MASK_PENGUIN = CATEGORY_SCENERY | CATEGORY_MONSTER;
public static final short MASK_FISH = CATEGORY_MONSTER_MOUTH| CATEGORY_SCENERY;
public static final short MASK_GRAVEYARD = CATEGORY_SCENERY;
public static final short MASK_MONSTER_MOUTH = CATEGORY_FISH | CATEGORY_SCENERY;
Body1 and body2 are not supposed colliding each other, but I failed to acheive it by setting maskbits and categorybits. Anyone please help.

The CATEGORY values in Hex are wrong. Currently the values of your CATEGORYs are:
public static final short CATEGORY_ARROW = 0x0001; // 1 in binary
public static final short CATEGORY_MONSTER = 0x0002; // 10 in binary
public static final short CATEGORY_SCENERY = 0x0004; // 100 in binary
public static final short CATEGORY_GRAVEYARD = 0x0008; // 1000 in binary
public static final short CATEGORY_PENGUIN = 0X0016; // 10110 in binary
public static final short CATEGORY_FISH = 0x0032; // 110010 in binary
public static final short CATEGORY_MONSTER_MOUTH = 0x0064; // 1100100 in binary
So MASK_MONSTER = CATEGORY_MONSTER | CATEGORY_SCENERY = 110 in binary
And CATEGORY_MONSTER_MOUTH = 1100100 in binary
Finally, MASK_MONSTER | CATEGORY_MONSTER_MOUTH will match because it results in 100
Your problem is that your count up in Hex is wrong you must write:
public static final short CATEGORY_ARROW = 0x0001; // 1 in binary
public static final short CATEGORY_MONSTER = 0x0002; // 10 in binary
public static final short CATEGORY_SCENERY = 0x0004; // 100 in binary
public static final short CATEGORY_GRAVEYARD = 0x0008; // 1000 in binary
public static final short CATEGORY_PENGUIN = 0X0010; // 10000 in binary
public static final short CATEGORY_FISH = 0x0020; // 100000 in binary
public static final short CATEGORY_MONSTER_MOUTH = 0x0040; // 1000000 in binary
After that comes 0x80, 0x100, 0x200, 0x400, 0x800, 0x1000 etc.

Related

Convert liste of vector3 to Json [duplicate]

This question already has answers here:
Serialize and Deserialize Json and Json Array in Unity
(9 answers)
Closed 3 years ago.
I'm trying to get all my lines render positions and add it to a list of vector3 then covert it to Json, so I can save it in the firebase. I'm using JsonUtility, but the problem is my jsondata is always empty even the list of vecor3 is not.
This is my code then I'm using :
public class Path : MonoBehaviour
{
[SerializeField] private List<Transform> checkpoints = new List<Transform>();
private LineRenderer linerenderer;
public Material TheLineMateriel;
public static bool _ispressed = false;
private string DATA_URL = "https://kataraproject-a233a.firebaseio.com/";
private DatabaseReference reference;
public string hello = "khraaa" ;
// Start is called before the first frame update
void Start()
{
FirebaseApp.DefaultInstance.SetEditorDatabaseUrl(DATA_URL);
reference = FirebaseDatabase.DefaultInstance.RootReference;
GameObject lineObject = new GameObject();
this.linerenderer = lineObject.AddComponent<LineRenderer>();
this.linerenderer.startWidth = 0.05f;
this.linerenderer.endWidth = 0.05f;
this.linerenderer.positionCount = checkpoints.Count;
this.linerenderer.material = TheLineMateriel;
}
// Update is called once per frame
void Update()
{
this.DrawLine();
}
private void DrawLine()
{
Vector3[] checkpointsArray = new Vector3[this.checkpoints.Count];
for (int i = 0; i < this.checkpoints.Count; i++) {
Vector3 checkpointPos = this.checkpoints[i].position;
checkpointsArray[i] = new Vector3(checkpointPos.x, checkpointPos.y, 0f);
}
Vector3[] newPos = new Vector3[linerenderer.positionCount];
this.linerenderer.SetPositions(checkpointsArray);
linerenderer.GetPositions(newPos);
//for (int i = 0; i < linerenderer.positionCount ; i++)
//{
// newPos[i] = i;
//}
if ( _ispressed == true)
{
string jsonData = JsonUtility.ToJson(checkpointsArray);
//reference.Child("Position" + Random.Range(0,1000000)).SetRawJsonValueAsync(jsonData);
Debug.Log(jsonData);
_ispressed = false;
}
}
public void Save ()
{
_ispressed = true;
}
}
can someone help me please?
You could create a simple class to handle serialization of Unity types like such :
[Serializable]
public class SerializedVector3
{
public float x;
public float y;
public float z;
public SerializedVector3(float x, float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public SerializedVector3(Vector3 vector3)
{
x = vector3.x;
y = vector3.y;
z = vector3.z;
}
}
public static class Vector3Extensions
{
public static Vector3 ToVector3(this SerializedVector3 serializedVector3)
{
return new Vector3(serializedVector3.x, serializedVector3.y, serializedVector3.z);
}
public static SerializedVector3 FromVector3(this Vector3 vector3)
{
return new SerializedVector3(vector3);
}
}

BarabasiAlbertGenerator implementation

I wanted to implement BarabasiAlbertGenerator to generate graph. After creating all Factory objects in main method and changing the Objects (V, E) to (Integer, String) in the generator class, two errors worried me after making all possible modification.
1. index_vertex.put(v, i); type mismatch
2. index_vertex.put(newVertex, new Integer(vertex_index.size() - 1));// an Object of Integer cannot be instantiated. I made several casting the errors still appear. Please any help on how to correct the errors.
public class BarabasiAlbertGenerator<Integer, String> implements EvolvingGraphGenerator<Integer, String> {
mGraph = graphFactory.create();
vertex_index = new ArrayList<Integer>(2*init_vertices);
index_vertex = new HashMap<Integer, Integer>(2*init_vertices);
for (int i = 0; i < init_vertices; i++) {
Integer v = vertexFactory.create();
mGraph.addVertex(v);
vertex_index.add(v);
index_vertex.put(v, i);
seedVertices.add(v);
}
mElapsedTimeSteps = 0;
}
for (Pair<Integer> pair : added_pairs)
{
Integer v1 = pair.getFirst();
Integer v2 = pair.getSecond();
if (mGraph.getDefaultEdgeType() != EdgeType.UNDIRECTED ||
!mGraph.isNeighbor(v1, v2))
mGraph.addEdge(edgeFactory.create(), pair);
}
// now that we're done attaching edges to this new vertex,
// add it to the index
vertex_index.add(newVertex);
index_vertex.put(newVertex, new Integer(vertex_index.size() - 1));
}
public static void main(String[] args) {
SparseGraph<Integer, String> sir = new SparseGraph<Integer, String>();
ConstantFactory<Graph<Integer, String>> graphFactory = new ConstantFactory<Graph<Integer, String>>(sir);
InstantiateFactory<Integer> vertexFactory = new InstantiateFactory<Integer>(Integer.class);
InstantiateFactory<String> edgeFactory = new InstantiateFactory<String>(String.class);
HashSet<Integer> seedVertices = new HashSet<Integer>();
int evolve = 1;
int node = 10;
int agents = 100;
BarabasiAlbertGenerator<Integer, String> bbr = new BarabasiAlbertGenerator<Integer, String>(graphFactory, vertexFactory, edgeFactory, agents, node, seedVertices);
bbr.evolveGraph(evolve);
Layout<Integer, String> layout = new CircleLayout(sir);
layout.setSize(new Dimension(300,300));
BasicVisualizationServer<Integer,String> vv =
new BasicVisualizationServer<Integer,String>(layout);
vv.setPreferredSize(new Dimension(350,350));
// Setup up a new vertex to paint transformer...
Transformer<Integer,Paint> vertexPaint = new Transformer<Integer,Paint>() {
public Paint transform(Integer i) {
return Color.GREEN;
}
};
// Set up a new stroke Transformer for the edges
float dash[] = {10.0f};
final Stroke edgeStroke = new BasicStroke(1.0f, BasicStroke.CAP_BUTT,
BasicStroke.JOIN_MITER, 10.0f, dash, 0.0f);
Transformer<String, Stroke> edgeStrokeTransformer =
new Transformer<String, Stroke>() {
public Stroke transform(String s) {
return edgeStroke;
}
};
vv.getRenderContext().setVertexFillPaintTransformer(vertexPaint);
vv.getRenderContext().setEdgeStrokeTransformer(edgeStrokeTransformer);
vv.getRenderContext().setVertexLabelTransformer(new ToStringLabeller());
//vv.getRenderContext().setEdgeLabelTransformer(new ToStringLabeller());
vv.getRenderer().getVertexLabelRenderer().setPosition(Position.CNTR);
JFrame frame = new JFrame("Undirected Graph ");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(vv);
frame.pack();
frame.setVisible(true);
}
I don't think you want to use InstantiateFactory.
I was able to run your program after changing it to look like this (mostly the vertex and edge factories):
public static void main(String[] args) {
SparseGraph<Integer, String> sir = new SparseGraph<Integer, String>();
ConstantFactory<Graph<Integer, String>> graphFactory = new ConstantFactory<Graph<Integer, String>>(sir);
Factory<Integer> vertexFactory = new Factory<Integer>() {
int i = 0;
public Integer create() {
return i++;
}
};
Factory<String> edgeFactory = new Factory<String>() {
int i = 0;
public String create() {
return "" + i++;
}
};
HashSet<Integer> seedVertices = new HashSet<Integer>();
int evolve = 1;
int node = 10;
int agents = 100;
BarabasiAlbertGenerator<Integer, String> bbr = new BarabasiAlbertGenerator<Integer, String>(graphFactory, vertexFactory, edgeFactory, agents, node, seedVertices);
bbr.evolveGraph(evolve);
Layout<Integer, String> layout = new CircleLayout(sir);
layout.setSize(new Dimension(300, 300));
BasicVisualizationServer<Integer, String> vv =
new BasicVisualizationServer<Integer, String>(layout);
vv.setPreferredSize(new Dimension(350, 350));
// Setup up a new vertex to paint transformer...
Transformer<Integer, Paint> vertexPaint = new Transformer<Integer, Paint>() {
public Paint transform(Integer i) {
return Color.GREEN;
}
};
// Set up a new stroke Transformer for the edges
float dash[] = {10.0f};
final Stroke edgeStroke = new BasicStroke(1.0f, BasicStroke.CAP_BUTT,
BasicStroke.JOIN_MITER, 10.0f, dash, 0.0f);
Transformer<String, Stroke> edgeStrokeTransformer =
new Transformer<String, Stroke>() {
public Stroke transform(String s) {
return edgeStroke;
}
};
vv.getRenderContext().setVertexFillPaintTransformer(vertexPaint);
vv.getRenderContext().setEdgeStrokeTransformer(edgeStrokeTransformer);
vv.getRenderContext().setVertexLabelTransformer(new ToStringLabeller());
//vv.getRenderContext().setEdgeLabelTransformer(new ToStringLabeller());
vv.getRenderer().getVertexLabelRenderer().setPosition(Renderer.VertexLabel.Position.CNTR);
JFrame frame = new JFrame("Undirected Graph ");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().add(vv);
frame.pack();
frame.setVisible(true);
}
Make sure your imports are correct. I used these:
import edu.uci.ics.jung.algorithms.generators.random.BarabasiAlbertGenerator;
import edu.uci.ics.jung.algorithms.layout.CircleLayout;
import edu.uci.ics.jung.algorithms.layout.Layout;
import edu.uci.ics.jung.graph.Graph;
import edu.uci.ics.jung.graph.SparseGraph;
import edu.uci.ics.jung.visualization.BasicVisualizationServer;
import edu.uci.ics.jung.visualization.decorators.ToStringLabeller;
import edu.uci.ics.jung.visualization.renderers.Renderer;
import org.apache.commons.collections15.Factory;
import org.apache.commons.collections15.Transformer;
import org.apache.commons.collections15.functors.ConstantFactory;
import javax.swing.*;
import java.awt.*;
import java.util.HashSet;

Junit testcase for amazon Rekognition

How can i write a test case in Junit for amazon Rekognition.
public class SearchFaceMatchingImageCollection {
public static final String collectionId = "MyCollection";
public static final String bucket = "bucket";
public static final String photo = "input.jpg";
public static void main(String[] args) throws Exception {
AmazonRekognition rekognitionClient = AmazonRekognitionClientBuilder.defaultClient();
ObjectMapper objectMapper = new ObjectMapper();
// Get an image object from S3 bucket.
Image image=new Image()
.withS3Object(new S3Object()
.withBucket(bucket)
.withName(photo));
// Search collection for faces similar to the largest face in the image.
SearchFacesByImageRequest searchFacesByImageRequest = new SearchFacesByImageRequest()
.withCollectionId(collectionId)
.withImage(image)
.withFaceMatchThreshold(70F)
.withMaxFaces(2);
SearchFacesByImageResult searchFacesByImageResult =
rekognitionClient.searchFacesByImage(searchFacesByImageRequest);
System.out.println("Faces matching largest face in image from" + photo);
List < FaceMatch > faceImageMatches = searchFacesByImageResult.getFaceMatches();
for (FaceMatch face: faceImageMatches) {
System.out.println(objectMapper.writerWithDefaultPrettyPrinter()
.writeValueAsString(face));
System.out.println();
}
}
}
For the above program I wanted to write a Junit testcase. Kindly help me with the same

Modify Existing alarms AWS

I want to know how do i read and modify all the alarms ? I am currently facing problem to read the next set of alarms. The first set contains first 50.
DescribeAlarmsRequest describeAlarmsRequest = new DescribeAlarmsRequest();
DescribeAlarmsResult alarmsResult = cloudWatch.describeAlarms(describeAlarmsRequest);
System.out.println(alarmsResult.getMetricAlarms().size());
System.out.println(alarmsResult.getNextToken());
DescribeAlarmsRequest describeAlarmsRequest1 = new DescribeAlarmsRequest();
describeAlarmsRequest1.setNextToken(alarmsResult.getNextToken());
DescribeAlarmsResult alarmsResult1 = cloudWatch.describeAlarms(describeAlarmsRequest1);
System.out.println(alarmsResult1.getMetricAlarms().size());
I did it the following way and it worked.
public class Alarms {
private static AmazonCloudWatchClient cloudWatch;
private static AmazonSNSClient client;
private static ClientConfiguration clientConfiguration;
private static final String AWS_KEY = "";
private static final String AWS_SECRET_KEY = "";
static {
BasicAWSCredentials credentials = new BasicAWSCredentials(AWS_KEY,AWS_SECRET_KEY);
cloudWatch = new AmazonCloudWatchClient(credentials);
clientConfiguration = new ClientConfiguration();
clientConfiguration.setConnectionTimeout(10000);
clientConfiguration.setSocketTimeout(30000);
clientConfiguration.setMaxErrorRetry(5);
client = new AmazonSNSClient(credentials, clientConfiguration);
}
public static void main(String args[]) {
cloudWatch.setEndpoint("monitoring.us-east-1.amazonaws.com");
DescribeAlarmsRequest describeAlarmsRequest = new DescribeAlarmsRequest();
//describeAlarmsRequest.setStateValue(StateValue.OK);
DescribeAlarmsResult alarmsResult = cloudWatch.describeAlarms(describeAlarmsRequest);
List<MetricAlarm> metricAlarmList = new ArrayList<>();
metricAlarmList.addAll(alarmsResult.getMetricAlarms());
do {
describeAlarmsRequest.withNextToken(alarmsResult.getNextToken());
alarmsResult = cloudWatch.describeAlarms(describeAlarmsRequest);
metricAlarmList.addAll(alarmsResult.getMetricAlarms());
} while (alarmsResult.getNextToken() != null);
int i = metricAlarmList.size();
System.out.println("size " + i);
for(MetricAlarm alarm : metricAlarmList){
System.out.println(i--);
modifyalarm(alarm);
}
}
private static void modifyalarm(MetricAlarm alarm) {
Dimension instanceDimension = new Dimension();
instanceDimension.setName("InstanceId");
instanceDimension.setValue(alarm.getAlarmName());
PutMetricAlarmRequest request = new PutMetricAlarmRequest()
.withActionsEnabled(true).withAlarmName(alarm.getAlarmName())
.withComparisonOperator(ComparisonOperator.GreaterThanOrEqualToThreshold)
.withDimensions(Arrays.asList(instanceDimension))
.withAlarmActions(getTopicARN())
.withEvaluationPeriods(5)
.withPeriod(60)
.withThreshold(5.0D)
.withStatistic(Statistic.Average)
.withMetricName("StatusCheckFailed")
.withNamespace("AWS/EC2");
cloudWatch.putMetricAlarm(request);
}
private static String getTopicARN() {
ListTopicsResult listTopicsResult = client.listTopics();
String nextToken = listTopicsResult.getNextToken();
List<Topic> topics = listTopicsResult.getTopics();
String topicARN = "";
while (nextToken != null) {
listTopicsResult = client.listTopics(nextToken);
nextToken = listTopicsResult.getNextToken();
topics.addAll(listTopicsResult.getTopics());
}
for (Topic topic : topics) {
if (topic.getTopicArn().contains("status-alarms")) {
topicARN = topic.getTopicArn();
break;
}
}
return topicARN;
}
}

Get Enum from String in ActionScript3

Is there any way in ActionScript3 to get enum from string value?
e.g. I have enum
public final class Day
{
public static const MONDAY:Day = new Day();
public static const TUESDAY:Day = new Day();
public static const WEDNESDAY:Day = new Day();
public static const THURSDAY:Day = new Day();
public static const FRIDAY:Day = new Day();
public static const SATURDAY:Day = new Day();
public static const SUNDAY:Day = new Day();
}
and I want to get enum Day.MONDAY from string "MONDAY"
In ActionScript obj.prop is same as obj["prop"] - just confirmed that this applies to static properties too. So you can access it like:
trace(Day["MONDAY"]);
or
var day:String="MONDAY";
trace(Day[day]);
Just to quickly chime in on this for future reference; if you have access to modify the class, a fromString(); method would be preferable as it makes the API clearer for other developers.
public static function fromString(value : String) : Day
{
switch(value.toLowerCase())
{
case "monday":
return MONDAY;
case "tuesday":
return TUESDAY;
// ...etc
default:
throw new ArgumentError(value + " is not a valid value");
return null;
}
}