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  • How can I rotate an image using Java/Swing and then set its origin to 0,0?

    - by JT
    I'm able to rotate an image that has been added to a JLabel. The only problem is that if the height and width are not equal, the rotated image will no longer appear at the JLabel's origin (0,0). Here's what I'm doing. I've also tried using AffineTransform and rotating the image itself, but with the same results. Graphics2D g2d = (Graphics2D)g; g2d.rotate(Math.toRadians(90), image.getWidth()/2, image.getHeight()/2); super.paintComponent(g2d); If I have an image whose width is greater than its height, rotating that image using this method and then painting it will result in the image being painted vertically above the point 0,0, and horizontally to the right of the point 0,0.

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  • How do I tell logrotate what files to rotate with cron?

    - by cwd
    On my webserver I have this file: /etc/logrotate.d/apache2 I know it is logrotating /var/log/apache2/.log, but if I want to add things that are in /usr/home/www/site1/logs/.log do I just duplicate everything below and stick that line in there? Each time I add a new site do I need to manually add lines to this file? Or what is the most professional way to do this? /var/log/apache2/*.log { weekly missingok rotate 52 compress delaycompress notifempty create 640 root adm sharedscripts postrotate if [ -f "`. /etc/apache2/envvars ; echo ${APACHE_PID_FILE:-/var/run/apache2.pid}`" ]; then /etc/init.d/apache2 reload /dev/null fi endscript }

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  • How to rotate attached monitor to notebook of Sony's Z-series?

    - by user67175
    Is it possible that Sony is selling a top of the line, hugely expensive computer that does not have the basic ability to rotate an attached monitor? Is it possible that the Z-series simply can't do this? The Windows control panel is missing the normal option for "rotation", as is the Nvidia control panel for "orientation" , no additional rotation software works. Sony sales says they do not know the answer to this. Sony technical supports says that the problem lies with Nvidia, Nvidia technical supports says the problem lies with Sony. Any advice for a fix for this short of returning the computer would be greatly appreciated. Also wondering if this problem is common to computers running Windows 7?

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  • Camera rotation - First Person Camera using GLM

    - by tempvar
    I've just switched from deprecated opengl functions to using shaders and GLM math library and i'm having a few problems setting up my camera rotations (first person camera). I'll show what i've got setup so far. I'm setting up my ViewMatrix using the glm::lookAt function which takes an eye position, target and up vector // arbitrary pos and target values pos = glm::vec3(0.0f, 0.0f, 10.0f); target = glm::vec3(0.0f, 0.0f, 0.0f); up = glm::vec3(0.0f, 1.0f, 0.0f); m_view = glm::lookAt(pos, target, up); i'm using glm::perspective for my projection and the model matrix is just identity m_projection = glm::perspective(m_fov, m_aspectRatio, m_near, m_far); model = glm::mat4(1.0); I send the MVP matrix to my shader to multiply the vertex position glm::mat4 MVP = camera->getProjection() * camera->getView() * model; // in shader gl_Position = MVP * vec4(vertexPos, 1.0); My camera class has standard rotate and translate functions which call glm::rotate and glm::translate respectively void camera::rotate(float amount, glm::vec3 axis) { m_view = glm::rotate(m_view, amount, axis); } void camera::translate(glm::vec3 dir) { m_view = glm::translate(m_view, dir); } and i usually just use the mouse delta position as the amount for rotation Now normally in my previous opengl applications i'd just setup the yaw and pitch angles and have a sin and cos to change the direction vector using (gluLookAt) but i'd like to be able to do this using GLM and matrices. So at the moment i have my camera set 10 units away from the origin facing that direction. I can see my geometry fine, it renders perfectly. When i use my rotation function... camera->rotate(mouseDeltaX, glm::vec3(0, 1, 0)); What i want is for me to look to the right and left (like i would with manipulating the lookAt vector with gluLookAt) but what's happening is It just rotates the model i'm looking at around the origin, like im just doing a full circle around it. Because i've translated my view matrix, shouldn't i need to translate it to the centre, do the rotation then translate back away for it to be rotating around the origin? Also, i've tried using the rotate function around the x axis to get pitch working, but as soon as i rotate the model about 90 degrees, it starts to roll instead of pitch (gimbal lock?). Thanks for your help guys, and if i've not explained it well, basically i'm trying to get a first person camera working with matrix multiplication and rotating my view matrix is just rotating the model around the origin.

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  • Car-like Physics - Basic Maths to Simulate Steering

    - by Reanimation
    As my program stands I have a cube which I can control using keyboard input. I can make it move left, right, up, down, back, fourth along the axis only. I can also rotate the cube either left or right; all the translations and rotations are implemented using glm. if (keys[VK_LEFT]) //move cube along xAxis negative { globalPos.x -= moveCube; keys[VK_RIGHT] = false; } if (keys[VK_RIGHT]) //move cube along xAxis positive { globalPos.x += moveCube; keys[VK_LEFT] = false; } if (keys[VK_UP]) //move cube along yAxis positive { globalPos.y += moveCube; keys[VK_DOWN] = false; } if (keys[VK_DOWN]) //move cube along yAxis negative { globalPos.y -= moveCube; keys[VK_UP] = false; } if (FORWARD) //W - move cube along zAxis positive { globalPos.z += moveCube; BACKWARD = false; } if (BACKWARD) //S- move cube along zAxis negative { globalPos.z -= moveCube; FORWARD = false; } if (ROT_LEFT) //rotate cube left { rotX +=0.01f; ROT_LEFT = false; } if (ROT_RIGHT) //rotate cube right { rotX -=0.01f; ROT_RIGHT = false; } I render the cube using this function which handles the shader and position on screen: void renderMovingCube(){ glUseProgram(myShader.handle()); GLuint matrixLoc4MovingCube = glGetUniformLocation(myShader.handle(), "ProjectionMatrix"); glUniformMatrix4fv(matrixLoc4MovingCube, 1, GL_FALSE, &ProjectionMatrix[0][0]); glm::mat4 viewMatrixMovingCube; viewMatrixMovingCube = glm::lookAt(camOrigin,camLookingAt,camNormalXYZ); ModelViewMatrix = glm::translate(viewMatrixMovingCube,globalPos); ModelViewMatrix = glm::rotate(ModelViewMatrix,rotX, glm::vec3(0,1,0)); //manually rotate glUniformMatrix4fv(glGetUniformLocation(myShader.handle(), "ModelViewMatrix"), 1, GL_FALSE, &ModelViewMatrix[0][0]); movingCube.render(); glUseProgram(0); } The glm::lookAt function always points to the screens centre (0,0,0). The globalPos is a glm::vec3 globalPos(0,0,0); so when the program executes, renders the cube in the centre of the screens viewing matrix; the keyboard inputs above adjust the globalPos of the moving cube. The glm::rotate is the function used to rotate manually. My question is, how can I make the cube go forwards depending on what direction the cube is facing.... ie, once I've rotated the cube a few degrees using glm, the forwards direction, relative to the cube, is no longer on the z-Axis... how can I store the forwards direction and then use that to navigate forwards no matter what way it is facing? (either using vectors that can be applied to my code or some handy maths). Thanks.

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  • How do i rotate a CALayer around a diagonal line?

    - by Mattias Wadman
    Hi. I'm trying to implement a flip animation to be used in board game like iPhone-application. The animation is supposed to look like a game piece that rotates and changes to the color of its back (kind of like an Reversi piece). I've managed to create an animation that flips the piece around its orthogonal axis, but when I try to flip it around a diagonal axis by changing the rotation around the z-axis the actual image also gets rotated (not surprisingly). Instead I would like to rotate the image "as is" around a diagonal axis. I have tried to change layer.sublayerTransform but with no success. Here is my current implementation. It works by doing a trick to resolve the issue of getting a mirrored image at the end of the animation. The solution is to not actually rotate the layer 180 degrees, instead it rotates it 90 degrees, changes image and then rotates it back. + (void)flipLayer:(CALayer *)layer toImage:(CGImageRef)image withAngle:(double)angle { const float duration = 0.5f; CAKeyframeAnimation *diag = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.z"]; diag.duration = duration; diag.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:angle], [NSNumber numberWithDouble:0.0f], nil]; diag.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:1.0f], nil]; diag.calculationMode = kCAAnimationDiscrete; CAKeyframeAnimation *flip = [CAKeyframeAnimation animationWithKeyPath:@"transform.rotation.y"]; flip.duration = duration; flip.values = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:M_PI / 2], [NSNumber numberWithDouble:0.0f], nil]; flip.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], [NSNumber numberWithDouble:0.5f], [NSNumber numberWithDouble:1.0f], nil]; flip.calculationMode = kCAAnimationLinear; CAKeyframeAnimation *replace = [CAKeyframeAnimation animationWithKeyPath:@"contents"]; replace.duration = duration / 2; replace.beginTime = duration / 2; replace.values = [NSArray arrayWithObjects:(id)image, nil]; replace.keyTimes = [NSArray arrayWithObjects: [NSNumber numberWithDouble:0.0f], nil]; replace.calculationMode = kCAAnimationDiscrete; CAAnimationGroup *group = [CAAnimationGroup animation]; group.removedOnCompletion = NO; group.duration = duration; group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; group.animations = [NSArray arrayWithObjects:diag, flip, replace, nil]; group.fillMode = kCAFillModeForwards; [layer addAnimation:group forKey:nil]; }

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  • How to create a view controller that supports both landscape and portrait, but does not rotate between them (keeps its initial orientation)

    - by Joshua J. McKinnon
    I want to create a view controller that supports both landscape and portrait orientations, but that can not rotate between them - that is, the view should retain its original orientation. I have tried creating an ivar initialOrientation and setting it in -viewDidAppear with initialOrientation = self.interfaceOrientation; then - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == initialOrientation); } But that causes confusing problems (presumably because -shouldAutorotateToInterfaceOrientation is called before -viewDidAppear). How can I lock the orientation to its original orientation?

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  • How can I flip/rotate a PrintDocument in .NET ?

    - by Simon_Weaver
    I have a document that I want to be flipped / rotated 180 degrees when printed. (This is due to the orientation of label stock in the printer). There is a property PrintDocument.PrinterSettings.LandscapeAngle but it is read only. I think this property is influenced by the printer driver and therefore not 'settable'. Is there a nice way i can rotate the print by 180 degrees without having to do anything too nasty?

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  • What's the purpose of the rotate instructions (ROL, RCL on x86) ?

    - by lgratian
    I always wondered what's the purpose of the rotate instructions some CPUs have (ROL, RCL on x86, for example). What kind of software makes use of these instructions? I first thought they may be used for encryption/computing hash codes, but these libraries are written usually in C, which doesn't have operators that map to these instructions. Has anybody found an use for them? Why where they added to the instructions set?

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  • How to rotate particular image in multiple images drawn to canvas in android ?

    - by Andhravaala
    Hi All, I need a small help on rotating one image around its center of axis among multiple images those are drawn to canvas in android. I am loading images to canvas like below. canvas.drawBitmap(mMachineBackground, 0, 0, null); canvas.drawBitmap(mMachineRotator, 0, 0, null); I want to rotate only the second bitmap instead of entire canvas. And, I want to move another particular bitmap half circular like earth rotating around sun(in this case only for half circular). Please help me in this. And, please guide me to any good Android canvas and animation sample. Thanks in advance.

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  • How to transform (rotate) a already exist CALayer/animation?

    - by Flocked
    Hello, I have added a CALayer to the UIView of my app: CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:0.35]; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; animation.type = @"pageCurl"; animation.fillMode = kCAFillModeForwards; animation.endProgress = 0.58; [animation setRemovedOnCompletion:NO]; [[self.view layer] addAnimation:animation forKey:@"pageCurlAnimation"]; Now when the user rotates the device, the layer always stays in the same position on the screen (in line to the homescreen button). Is it possible to rotate the animation/layer? I tried self.view.layer.transform = CGAffineTransformMakeRotation (angle); but this code just rotates the UIView and not the animation/layer I set.

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  • How can I rotate images and text every few seconds using CSS?

    - by Infinity
    In a part of my website I would like to insert some images and a text under each image and I want that the images and texts rotate every few seconds. Is it possible to do using only CSS? I have googled but I have only found solutions using Java Script or Flash or so. It is also possible using CSS3 @keyframes. But the problem is that IE and Opera do not support it. I'm looking for a pure CSS solution which is also compatible.

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  • Crop, Edit, and Print Photos in Windows 7 Media Center

    - by DigitalGeekery
    Windows Media Center is a nice application for managing and displaying your personal photos, but you may occasionally need to make some basic edits to your pictures. Today we’ll take a look at how to crop, edit, and print photos right from Windows 7 Media Center. From within the Picture Library in Windows Media Center, choose a photo to work with, right-click and select Picture Details. You can also access this option with a Media Center remote by clicking the “i” button. Note: You’ll notice you have the option to rotate the picture from this menu. It is also available on the next screen.  Rotate a picture Now you’ll see more options on the Picture Details screen. From here you can rotate, Print, or Touch Up, Delete, or Burn a CD/DVD. To rotate the picture, simple select Rotate. Note: If you want your photo saved with the new orientation, you’ll need to select Save from the Touch Up screen that we will look at later in the article.   Each click will rotate the picture 90 degrees clockwise. You’ll see the new orientation of the picture displayed on the Picture Details screen after you have clicked Rotate. Print a picture From the Picture Details screen, select Print. Click Print again. Media Center automatically prints to your default printer, so make sure your desired target printer is set as default. Crop and Edit Photos To edit or crop your photo, select Touch Up. Touch Up options includes, Crop, Contrast, and Red Eye removal. First, we’ll select the Crop button to crop our photo.   You will see a cropping area overlay appear on your photo. Select one of the buttons below to adjust the location, size, and orientation of the area to be cropped. When you’re happy with your selection, click Save. You’ll be prompted to confirm your save. Click Yes to permanently save your edits. You can also apply Contrast or Red Eye adjustments to your photos. There aren’t any advanced settings for these options. You merely toggle the Contrast or Red Eye on or off by selecting the option. Be sure to click Save before exiting to if you’ve made any changes you wish to permanently apply to the photos. This includes rotating the images. While this method is not likely to be replace your favorite image editing software, it does give you the ability to make basic edits and print photos directly from Windows Media Center. With a Media Center remote, you can even do all your edits from the comfort of your recliner. Similar Articles Productive Geek Tips Using Netflix Watchnow in Windows Vista Media Center (Gmedia)Schedule Updates for Windows Media CenterIntegrate Hulu Desktop and Windows Media Center in Windows 7Add Color Coding to Windows 7 Media Center Program GuideIntegrate Boxee with Media Center in Windows 7 TouchFreeze Alternative in AutoHotkey The Icy Undertow Desktop Windows Home Server – Backup to LAN The Clear & Clean Desktop Use This Bookmarklet to Easily Get Albums Use AutoHotkey to Assign a Hotkey to a Specific Window Latest Software Reviews Tinyhacker Random Tips DVDFab 6 Revo Uninstaller Pro Registry Mechanic 9 for Windows PC Tools Internet Security Suite 2010 Outlook Connector Upgrade Error Gadfly is a cool Twitter/Silverlight app Enable DreamScene in Windows 7 Microsoft’s “How Do I ?” Videos Home Networks – How do they look like & the problems they cause Check Your IMAP Mail Offline In Thunderbird

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  • Box2D body rotation with setTransform

    - by thobens
    I' having a problem rotating a body with setTransform(), The body has multiple sensors that should rotate with the player. The rotation works but it rotates around the bodys local 0,0 position instead of the center. Note that the game is in a top-down perspective and the player can go in four different directions, thus I need to rotate him immediately (in one tick) in 90 degrees steps. Up: Down: I can't find a way to set the rotation center. Here's the code I use to rotate it: float angle = direction * 90 * MathUtils.degRad; // direction is an int value from 0 to 3 body.setTransform(body.getPosition(), angle); I also tried body.getLocalCenter().set() and bc.body.getMassData().center.set() but it didn't seem to have any effect. How can I rotate the body around its center?

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  • Help on TileMapRenderer

    - by Crypted
    In my project, I'm trying to render a map using TileMapRenderer. But it doesn't show anything when I render it. But when I use some other files from a tutorial they are rendered correctly. When debugging my TileAtlas instance shows the size as 0. I have used Texture Packer UI for packing the images. Comparing with the tutorial's files, I can see that the index starts from 1 in my file and 0 in the tutorial. But changing it to 0 wouldn't work also. map.png format: RGBA8888 filter: Nearest,Nearest repeat: none Map rotate: false xy: 0, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 1 Map rotate: false xy: 32, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 2 Map rotate: false xy: 64, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 3 Map rotate: false xy: 96, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 4 Map rotate: false xy: 128, 0 size: 32, 32 orig: 32, 32 offset: 0, 0 index: 5 Here is the begining of the tmx file. <?xml version="1.0" encoding="UTF-8"?> <map version="1.0" orientation="orthogonal" width="20" height="20" tilewidth="32" tileheight="32"> <tileset firstgid="1" name="a" tilewidth="32" tileheight="32"> <image source="map.png" width="256" height="32"/> </tileset> <layer name="Tile Layer 1" width="20" height="20"> <data> <tile gid="2"/> <tile gid="2"/> Apart from that the tutorial files and my files seems to be similar. Can anyone help me here.

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  • 2d movement solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • 2d tank movement and turret solution

    - by Phil
    Hi! I'm making a simple top-down tank game on the ipad where the user controls the movement of the tank with the left "joystick" and the rotation of the turret with the right one. I've spent several hours just trying to get it to work decently but now I turn to the pros :) I have two referencial objects, one for the movement and one for the rotation. The referencial objects always stay max two units away from the tank and I use them to tell the tank in what direction to move. I chose this approach to decouple movement and rotational behaviour from the raw input of the joysticks, I believe this will make it simpler to implement whatever behaviour I want for the tank. My problem is 1; the turret rotates the long way to the target. With this I mean that the target can be -5 degrees away in rotation and still it rotates 355 degrees instead of -5 degrees. I can't figure out why. The other problem is with the movement. It just doesn't feel right to have the tank turn while moving. I'd like to have a solution that would work as well for the AI as for the player. A blackbox function for the movement where the player only specifies in what direction it should move and it moves there under the constraints that are imposed on it. I am using the standard joystick class found in the Unity iPhone package. This is the code I'm using for the movement: public class TankFollow : MonoBehaviour { //Check angle difference and turn accordingly public GameObject followPoint; public float speed; public float turningSpeed; void Update() { transform.position = Vector3.Slerp(transform.position, followPoint.transform.position, speed * Time.deltaTime); //Calculate angle var forwardA = transform.forward; var forwardB = (followPoint.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff > 5) { //Rotate to transform.Rotate(new Vector3(0, (-turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff < 5) { transform.Rotate(new Vector3(0, (turningSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else { } transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } And this is the code I'm using to rotate the turret: void LookAt() { var forwardA = -transform.right; var forwardB = (toLookAt.transform.position - transform.position); var angleA = Mathf.Atan2(forwardA.x, forwardA.z) * Mathf.Rad2Deg; var angleB = Mathf.Atan2(forwardB.x, forwardB.z) * Mathf.Rad2Deg; var angleDiff = Mathf.DeltaAngle(angleA, angleB); //print(angleDiff.ToString()); if (angleDiff - 180 > 1) { //Rotate to transform.Rotate(new Vector3(0, (turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); } else if (angleDiff - 180 < -1) { transform.Rotate(new Vector3(0, (-turretSpeed * Time.deltaTime),0)); //transform.rotation = new Quaternion(transform.rotation.x, transform.rotation.y + adjustment, transform.rotation.z, transform.rotation.w); print((angleDiff - 180).ToString()); } else { } } Since I want the turret reference point to turn in relation to the tank (when you rotate the body, the turret should follow and not stay locked on since it makes it impossible to control when you've got two thumbs to work with), I've made the TurretFollowPoint a child of the Turret object, which in turn is a child of the body. I'm thinking that I'm making it too difficult for myself with the reference points but I'm imagining that it's a good idea. Please be honest about this point. So I'll be grateful for any help I can get! I'm using Unity3d iPhone. Thanks!

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  • LWJGL glRotatef() without rotating axes?

    - by Brandon oubiub
    Okay so, I noticed when you rotate around an axis, say you do this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); That will rotate things 90 degrees around the x-axis. However, it also sort of rotates the y and z axes as well. So now the y-axis is pointing in and out of the screen, instead of up and down. So when I try to do stuff like this: glRotatef(90.0f, 1.0f, 0.0f, 0.0f); glRotatef(whatever, 0.0f, 1.0f, 0.0f); glRotatef(whatever2, 0.0f, 0.0f, 1.0f); The rotations around the y and z-axes end up not how I want them. I was wondering if there is any way I can sort of rotate just the axes back to their initial position after using glRotatef(), without rotating the object back. Or something like that, just so that when I rotate around the y-axis, it rotates around a vertical axis.

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  • Rotating multiple points at once in 2D

    - by Deukalion
    I currently have an editor that creates shapes out of (X, Y) coordinates and then triangulate that to make up a shape of those points. What will I have to do to rotate all of those points simultaneously? Say I click the screen in my editor, it locates the point where I've clicked and if I move the mouse up or down from that point it calculates rotation on X and Y axis depending on new position relevant to first position, say I move up 10 on the Y axis it rotates that way and the same way for X. Or simply, somehow to enter rotation degree: 90, 180, 270, 360, for example. I use VertexPositionColor at the moment. What are the best algorithms or methods that I can look at to rotate multiple points in 2D at once? Also: Since this is an editor I do now want to rotate it on the Matrix, so if I want to rotate the whole shape 180 degree that's the new "position" of all the points, so that's the new rotation = 0 for example. Later on I probably will use World Matrix rotation for this, but not now.

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  • How do I apply 2 rotations about different points to a single primitive using OpenGL

    - by Fenoec
    I'm working on a 2D top-down shooter game that has a rotation feature like Realm Of The Mad God such that if you press e the camera rotates around the character in a clockwise direction and q rotates the camera around the character in a counterclockwise direction. I have this working with my floors and walls by translating to the character, doing the screen rotation, and drawing everything with the character as the origin. The problem arises when I shoot projectiles which need to both rotate around the character and rotate around themselves (shooting uses the mouse cursor so I can shoot at any angle). For example, if the screen is not rotated and I'm shooting rectangular projectiles, I want them to face in the direction I'm shooting (rotation around themselves). However if I only do this rotation, when I then rotate the screen the projectiles will always shoot at the same position because my cursor position does not change. Therefore I need to also either rotate the projectiles around the character or rotate the mouse cursor position to get the correct position (which would then totally screw up all of the collision detection). Likewise if I only do the screen rotation on projectiles, the rectangles will always be facing the same way and they would only look correct if I were shooting straight up or straight down. So my question is, how can I perform 2 rotations on a primitive around 2 different points? The only way I can think of is to translate to the character and do the screen rotation, then somehow calculate the translation required to move back to the middle of the projectile (seeing as how my axes are now rotated) and do its rotation. Or am I thinking about this in the wrong way and there is a different solution to accomplishing this effect?

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