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  • rotating an object on an arc

    - by gardian06
    I am trying to get a turret to rotate on an arc, and have hit a wall. I have 8 possible starting orientations for the turrets, and want them to rotate on a 90 degree arc. I currently take the starting rotation of the turret, and then from that derive the positive, and negative boundary of the arc. because of engine restrictions (Unity) I have to do all of my tests against a value which is between [0,360], and due to numerical precision issues I can not test against specific values. I would like to write a general test without having to go in, and jury rig cases //my current test is: // member variables public float negBound; public float posBound; // found in Start() function (called immediately after construction) // eulerAngles.y is the the degree measure of the starting y rotation negBound = transform.eulerAngles.y-45; posBound = transform.eulerAngles.y+45; // insure that values are within bounds if(negBound<0){ negBound+=360; }else if(posBound>360){ posBound-=360; } // called from Update() when target not in firing line void Rotate(){ // controlls what direction if(transform.eulerAngles.y>posBound){ dir = -1; } else if(transform.eulerAngles.y < negBound){ dir = 1; } // rotate object } follows is a table of values for my different cases (please excuse my force formatting) read as base is the starting rotation of the turret, neg is the negative boundry, pos is the positive boundry, range is the acceptable range of values, and works is if it performs as expected with the current code. |base-|-neg-|-pos--|----------range-----------|-works-| |---0---|-315-|--45--|-315-0,0-45----------|----------| |--45--|---0---|--90--|-0-45,54-90----------|----x----| |-135-|---90--|-180-|-90-135,135-180---|----x----| |-180-|--135-|-225-|-135-180,180-225-|----x----| |-225-|--180-|-270-|-180-225,225-270-|----x----| |-270-|--225-|-315-|-225-270,270-315-|----------| |-315-|--270-|---0---|--270-315,315-0---|----------| I will need to do all tests from derived, or stored values, but can not figure out how to get all of my cases to work simultaneously. //I attempted to concatenate the 2 tests: if((transform.eulerAngles.y>posBound)&&(transform.eulerAngles.y < negBound)){ dir *= -1; } this caused only the first case to be successful // I attempted to store a opposite value, and do a void Rotate(){ // controlls what direction if((transform.eulerAngles.y > posBound)&&(transform.eulerAngles.y<oposite)){ dir = -1; } else if((transform.eulerAngles.y < negBound)&&(transform.eulerAngles.y>oposite)){ dir = 1; } // rotate object } this causes the opposite situation as indicated on the table. What am I missing here?

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  • Quaternions, Axis Angles and Rotation Matrices. Which of these should I use for FP Camera?

    - by Afonso Lage
    After 2 weeks of reading many math formulas and such I know what is a Quaternion, an Axis Angles and Matrices. I have made my own math libary (Java) to use on my game (LWJGL). But I'm really confused about all this. I want to have a 3D first person camera. The move (translation) is working fine but the rotation isnt working like I need. I need a camera to rotate arround world Axis and not about its own axis. But even using Quaternions, this doesnt work and no matter how much I read about Euler Angles, everybody says to me dont touch on it! This is a little piece of code that i'm using to make the rotation: Quaternion qPitch = Quaternion.createFromAxis(cameraRotate.x, 1.0f, 0.0f, 0.0f); Quaternion qYaw = Quaternion.createFromAxis(cameraRotate.y, 0.0f, 1.0f, 0.0f); this.multiplicate(qPitch.toMatrix4f().toArray()); this.multiplicate(qYaw.toMatrix4f().toArray()); Where this is a Matrix4f view matrix and cameraRotate is a Vector3f that just handle the angles to rotate obtained from mouse move. So I think I'm doing everything right: Translate the view Matrix Rotate the Move Matrix So, after reading all this, I just want to know: To obtain a correct first person camera rotate, I must need to use Quaternios to make the rotations, but how to rotate around world axis? Thanks for reading it. Best regards, Afonso Lage

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  • How can I set the rotation of a shape to the same as my image?

    - by BleedObsidian
    The way you set rotations of images is different from setting shape rotations. So how can I make the shape have the same rotation as my image? This is how my image rotates: if(input.isKeyDown(Input.KEY_RIGHT)) { rotate += rotateSpeed * delta; image.rotate(rotate - image.getRotation()); } How can I get the same effect but with a shape? For example: How can I get that rectangle to be at the same rotation as the car?

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  • Rotate a feature Image in Open Layers - ReApply StyleMap to layer.

    - by Ozaki
    I have an open layers map. It adds and removes my "imageFeature" every 10secs or so. I have a JSON feed that gives me the rotation that I need, I have a request to get that rotation and set it as a variable of rotationv. Everything works but the fact when the image is recreated it does not update the rotation. My code is as follows: JSON request: var rotationv = (function () { rotationv = null; $.ajax({ 'async': false, 'global': true, 'url': urldefault, 'dataType': "json", 'success': function (data) { rotationv = data.rotation; } }); return rotationv })(); Creating image feature: imageFeature = new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(mylon, mylat), { rotation: rotationv } ); The image is set in the styling elsewhere. Why does this not rotate my image? Debugging with firebug I now notice that "rotationv" is updating as per it should be. But when the point is destroyed then added again it does not apply the new rotation... Add: I realised that the "image" is applied as per the layer. So I need to figure out how to re apply the stylemap to the layer so it will trigger the "update" on the page. //redefine layer 2 so it can be updated - test.js is just a 0.0 ref// var layer2 = new OpenLayers.Layer.GML("Layer 2", "test.js", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); But even if I add the above into my function still no luck. Included map.addLayers([layer2]); into the function as well. Edit: Attaching stylemap: var styleMap = new OpenLayers.StyleMap({ "default": new OpenLayers.Style({ rotation: rotationv, labelXOffset: "0", labelYOffset: "-15", graphicZIndex: 1 }) });

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  • Rotate a feature Image in Open Layers - Javascript variable from JSON.

    - by Ozaki
    I have an open layers map. It adds and removes my "imageFeature" every 10secs or so. I have a JSON feed that gives me the rotation that I need, I have a request to get that rotation and set it as a variable of rotationv. Everything works but the fact when the image is recreated it does not update the rotation. My code is as follows: JSON request: var rotationv = (function () { rotationv = null; $.ajax({ 'async': false, 'global': true, 'url': urldefault, 'dataType': "json", 'success': function (data) { rotationv = data.rotation; } }); return rotationv })(); Creating image feature: imageFeature = new OpenLayers.Feature.Vector( new OpenLayers.Geometry.Point(mylon, mylat), { rotation: rotationv } ); The image is set in the styling elsewhere. Why does this not rotate my image? Debugging with firebug I now notice that "rotationv" is updating as per it should be. But when the point is destroyed then added again it does not apply the new rotation... Add: I realised that the "image" is applied as per the layer. So I need to figure out how to re apply the stylemap to the layer so it will trigger the "update" on the page. //redefine layer 2 so it can be updated// //test.js is just a 0.0 testref// var layer2 = new OpenLayers.Layer.GML("Layer 2", "test.js", { format: OpenLayers.Format.GeoJSON, styleMap: styleMap }); But even if I add the above into my function still no luck. Included map.addLayers([layer2]); into the function as well.

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  • Rotate using a transform, then change frame origin, and view expands??

    - by ZaBlanc
    This is quite the iPhone quandry. I am working on a library, but have narrowed down my problem to very simple code. What this code does is create a 50x50 view, applies a rotation transform of a few degrees, then shifts the frame down a few times. The result is the 50x50 view is now much larger looking. Here's the code: // a simple 50x50 view UIView *redThing = [[UIView alloc] initWithFrame:CGRectMake(50, 50, 50, 50)]; redThing.backgroundColor = [UIColor redColor]; [self.view addSubview:redThing]; // rotate a small amount (as long as it's not 90 or 180, etc.) redThing.transform = CGAffineTransformRotate(redThing.transform, 0.1234); // move the view down 2 pixels CGRect newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; So, what the heck is going on? Now, if I move the view by applying a translation transform, it works just fine. But that's not what I want to do and this should work anyway. Any ideas?

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  • how to rotate one squid user among multiple IPs based on number of requests processed by each IP

    - by Arvind
    I want to set up a Squid ACL in the following manner-- For example, my Squid Proxy Server has 10 IP addresses- now I have a user 'demouser'. I want that for the very first request sent to 'demouser' this user uses IP address #1, for the second request it uses IP address #2, for the 3rd request of the day it uses IP address #3 and so on till it uses up all IPs. One more level of control I would like is that once the user has used up all available IP addresses once per address, then it does not allow the proxy request to go through. How do I set up such a configuration on Squid Proxy server ACL? Even a document or how to would be very helpful. The official wiki talks about one 'weird' case- choosing an IP address based on time of day the request was made to the proxy server. The other cases are all regular use cases which are not even remotely near my requirement as specified above.

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  • iPhone multi-touch scale and rotate, how to prevent scale?

    - by russhill
    I have existing code for tracking multi-touch positions and then rotating and scaling the item - in this case an image - appropriately. The code works really well and in itself is perfect, however for this particular task, I need the rotation ONLY. I have spent time trying to work out what is going on in this routine, but maths is not my strong point so wanted to see if anyone could assist? - (CGAffineTransform)incrementalTransformWithTouches:(NSSet *)touches { NSArray *sortedTouches = [[touches allObjects] sortedArrayUsingSelector:@selector(compareAddress:)]; NSInteger numTouches = [sortedTouches count]; // No touches if (numTouches == 0) { return CGAffineTransformIdentity; } // Single touch if (numTouches == 1) { UITouch *touch = [sortedTouches objectAtIndex:0]; CGPoint beginPoint = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch); CGPoint currentPoint = [touch locationInView:self.superview]; return CGAffineTransformMakeTranslation(currentPoint.x - beginPoint.x, currentPoint.y - beginPoint.y); } // If two or more touches, go with the first two (sorted by address) UITouch *touch1 = [sortedTouches objectAtIndex:0]; UITouch *touch2 = [sortedTouches objectAtIndex:1]; CGPoint beginPoint1 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch1); CGPoint currentPoint1 = [touch1 locationInView:self.superview]; CGPoint beginPoint2 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch2); CGPoint currentPoint2 = [touch2 locationInView:self.superview]; double layerX = self.center.x; double layerY = self.center.y; double x1 = beginPoint1.x - layerX; double y1 = beginPoint1.y - layerY; double x2 = beginPoint2.x - layerX; double y2 = beginPoint2.y - layerY; double x3 = currentPoint1.x - layerX; double y3 = currentPoint1.y - layerY; double x4 = currentPoint2.x - layerX; double y4 = currentPoint2.y - layerY; // Solve the system: // [a b t1, -b a t2, 0 0 1] * [x1, y1, 1] = [x3, y3, 1] // [a b t1, -b a t2, 0 0 1] * [x2, y2, 1] = [x4, y4, 1] double D = (y1-y2)*(y1-y2) + (x1-x2)*(x1-x2); if (D < 0.1) { return CGAffineTransformMakeTranslation(x3-x1, y3-y1); } double a = (y1-y2)*(y3-y4) + (x1-x2)*(x3-x4); double b = (y1-y2)*(x3-x4) - (x1-x2)*(y3-y4); double tx = (y1*x2 - x1*y2)*(y4-y3) - (x1*x2 + y1*y2)*(x3+x4) + x3*(y2*y2 + x2*x2) + x4*(y1*y1 + x1*x1); double ty = (x1*x2 + y1*y2)*(-y4-y3) + (y1*x2 - x1*y2)*(x3-x4) + y3*(y2*y2 + x2*x2) + y4*(y1*y1 + x1*x1); return CGAffineTransformMake(a/D, -b/D, b/D, a/D, tx/D, ty/D); } I have tried to read up on the way matrix's work, but cannot figure it out entirely. More likely to be the issue is the calculations, which as I mention is not my strong point. What I need from this routine is a transform that performs my rotation but ignores scale - so the distance between the 2 finger touch points is ignored and scale is not affected. I have looked at other routines on the internet to handle multi-touch rotation but all the ones I tried had issues in some way or other, whereas the above code is spot on for scale and rotate actions. Any help appreciated!

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  • iPhone multi-touch move, scale and rotate, how to prevent scale?

    - by russhill
    I have existing code for tracking multi-touch positions and then moving, rotating and scaling the item - in this case an image - appropriately. The code works really well and in itself is perfect, however for this particular task, I need the movement and rotation ONLY. I have spent time trying to work out what is going on in this routine, but maths is not my strong point so wanted to see if anyone could assist? - (CGAffineTransform)incrementalTransformWithTouches:(NSSet *)touches { NSArray *sortedTouches = [[touches allObjects] sortedArrayUsingSelector:@selector(compareAddress:)]; NSInteger numTouches = [sortedTouches count]; // No touches if (numTouches == 0) { return CGAffineTransformIdentity; } // Single touch if (numTouches == 1) { UITouch *touch = [sortedTouches objectAtIndex:0]; CGPoint beginPoint = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch); CGPoint currentPoint = [touch locationInView:self.superview]; return CGAffineTransformMakeTranslation(currentPoint.x - beginPoint.x, currentPoint.y - beginPoint.y); } // If two or more touches, go with the first two (sorted by address) UITouch *touch1 = [sortedTouches objectAtIndex:0]; UITouch *touch2 = [sortedTouches objectAtIndex:1]; CGPoint beginPoint1 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch1); CGPoint currentPoint1 = [touch1 locationInView:self.superview]; CGPoint beginPoint2 = *(CGPoint *)CFDictionaryGetValue(touchBeginPoints, touch2); CGPoint currentPoint2 = [touch2 locationInView:self.superview]; double layerX = self.center.x; double layerY = self.center.y; double x1 = beginPoint1.x - layerX; double y1 = beginPoint1.y - layerY; double x2 = beginPoint2.x - layerX; double y2 = beginPoint2.y - layerY; double x3 = currentPoint1.x - layerX; double y3 = currentPoint1.y - layerY; double x4 = currentPoint2.x - layerX; double y4 = currentPoint2.y - layerY; // Solve the system: // [a b t1, -b a t2, 0 0 1] * [x1, y1, 1] = [x3, y3, 1] // [a b t1, -b a t2, 0 0 1] * [x2, y2, 1] = [x4, y4, 1] double D = (y1-y2)*(y1-y2) + (x1-x2)*(x1-x2); if (D < 0.1) { return CGAffineTransformMakeTranslation(x3-x1, y3-y1); } double a = (y1-y2)*(y3-y4) + (x1-x2)*(x3-x4); double b = (y1-y2)*(x3-x4) - (x1-x2)*(y3-y4); double tx = (y1*x2 - x1*y2)*(y4-y3) - (x1*x2 + y1*y2)*(x3+x4) + x3*(y2*y2 + x2*x2) + x4*(y1*y1 + x1*x1); double ty = (x1*x2 + y1*y2)*(-y4-y3) + (y1*x2 - x1*y2)*(x3-x4) + y3*(y2*y2 + x2*x2) + y4*(y1*y1 + x1*x1); return CGAffineTransformMake(a/D, -b/D, b/D, a/D, tx/D, ty/D); } I have tried to read up on the way matrix's work, but cannot figure it out entirely. More likely to be the issue is the calculations, which as I mention is not my strong point. What I need from this routine is a transform that performs my movement and rotation but ignores scale - so the distance between the 2 finger touch points is ignored and scale is not affected. I have looked at other routines on the internet to handle multi-touch rotation but all the ones I tried had issues in some way or other (smoothness, jumping when lifting fingers etc), whereas the above code is spot on for move, scale and rotate actions. Any help appreciated!

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  • CSS Drop-Shadows Without Images

    - by Spencer B.
    I'm trying to use Nicolas Gallagher's brilliant CSS work on applying CSS drop-shadows to elements without images and without extra markup using the :before and :after pseudo-elements. His code is provided below... .drop-shadow { position:relative; width:90%; } .drop-shadow:before, .drop-shadow:after { content:""; position:absolute; z-index:-1; bottom:15px; left:10px; width:50%; height:20%; max-width:300px; -webkit-box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); -moz-box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); box-shadow:0 15px 10px rgba(0, 0, 0, 0.7); -webkit-transform:rotate(-3deg); -moz-transform:rotate(-3deg); -o-transform:rotate(-3deg); transform:rotate(-3deg); } .drop-shadow:after{ right:10px; left:auto; -webkit-transform:rotate(3deg); -moz-transform:rotate(3deg); -o-transform:rotate(3deg); transform:rotate(3deg); } I'm trying to target all images wrapped with an a tag, which in Wordpress are really full-size images that have been resized to a medium height and width in the backend. When the user clicks on the smaller image in the post, it opens up a new tab with the fullsize view of the image (I'm sure you're already familiar with this if you use Wordpress). For some reason, I can't get his code to work, and I'm wondering if I'm targeting this wrong within my CSS. Can you help? In place of the .drop-shadow class that he uses, I'm target all images wrapped with an a tag within the #main-i div. So, like this... #main-i a img Does anyone know how to target it better than I have so that I can get the drop shadows to be applied for all images within the specified div? Thanks for your help! P.S. An example of the image I am wanting to target with this CSS is the picture of the Haitian boy here: http://lifebridgecypress.org/our-heart/seventy-two/help-haiti

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  • Axis Rotation Question using sio2 game engine

    - by Leo
    By using left hand rule, I rotate one object left and right using x axis, and rotate up/down using y axis. After first object is rotated to the right, the up/down rotation should be using z axis. However, when I try to rotate using z axis, after the first rotation, it has the same effect when I rotate using y axis. Anyone has any ideas? Thanks

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  • Axis Rotation Question

    - by Leo
    By using left hand rule, I rotate one object left and right using y axis, and rotate up/down using x axis. After first object is rotated to the right, the up/down rotation should be using z axis. However, when I try to rotate using z axis, after the first rotation, it has the same effect when I rotate using y axis. Anyone has any ideas? Thanks

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  • Format table header

    - by Ryan Erb
    I have a table with slanted text in the header row, the only problem is that the text still makes the width of the columns way to large. Is there any way to squish together the table columns so that they are about the width of the select boxes? Or is there a way to place the text there without it in the header and maybe just use a <div> or <p>? Here is the fiddle I am working with: http://jsfiddle.net/t9Krg/1/ .slanted { -webkit-transform: rotate(-45deg); -moz-transform: rotate(-45deg); -ms-transform: rotate(-45deg); -o-transform: rotate(-45deg); transform: rotate(-45deg); white-space:nowrap; /* display:noblock; */ } The boarders around the header is just to see the extra spacing and will be removed later.

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  • Setting ModelView matrix using rotate, translate, etc.. vs setting manual matrix

    - by guymic
    When setting the ModelView matrix you normally go through several transformations from the identity matrix. for example: glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glRotatef(270.0f, 0.0f, 0.0f, 1.0f); glTranslatef(-rect.size.height / 2, -rect.size.width / 2, 0.0f); Instead of doing those operations one after the other (assume there are more than two), wouldn't it be more efficient to simply pre-calculate the resulting matrix and set the ModelView matrix to this manual matrix?

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  • How to rotate 4 images, fading between each one?

    - by Darryl Hein
    I have 4 images, which I want to fade between each other in a loop. I have something like the following: <img src="/images/image-1.jpg" id="featureImg1" /> <img src="/images/image-2.jpg" id="featureImg2" style="display:none;" /> <img src="/images/image-3.jpg" id="featureImg3" style="display:none;" /> <img src="/images/image-4.jpg" id="featureImg4" style="display:none;" /> I am up for revisions to the HTML, although I cannot use absolute positioning in this case. I am using jQuery else where on the site, so it's available. I also need to deal with an image not being loaded right away as the images are larger.

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  • How do you rotate a sprite around its center by caclulating a new x and y position?

    - by Sam152
    I'm using Dark GDK and C++ to create a simple 2d game. I'm rotating an object but it rotates from the top left corner of the sprite. I have the following variables available: PlayerX PlayerY PlayerWidth PlayerHeight RotateAngle (360 x 0) Is there an algorithm that will modify the pivot point of the sprite, preferable to the center? Here is a small code sample: void Player::Move( void ) { if ( checkLeft() ) { PlayerX -= PlayerSpeed; if ( PlayerX < 0 ) PlayerX = 0; } if ( checkRight() ) { PlayerX += PlayerSpeed ; if ( PlayerX > 800 - PlayerWidth ) PlayerX = 800 - PlayerWidth; } if ( checkUp()) { PlayerY -= PlayerSpeed; if ( PlayerY < 0 ) PlayerY = 0; } if ( checkDown()) { PlayerY += PlayerSpeed; if ( PlayerY > 600 - PlayerHeight) PlayerY = 600 - PlayerHeight; } RotateAngle += 5; if(RotateAngle > 360) RotateAngle -=360; dbRotateSprite(Handle,RotateAngle); dbSprite ( 1 , PlayerX , PlayerY , Handle ); } Edit I'm considering opening up some reputation for this question, I have yet to be provided with an answer that works for me. If someone can provide an actual code sample that does the job, I'd be very happy. The problem with Blindy's answer is that no matter how much I simply translate it back or forth, the spirte still rotates around the top left hand corner and moving it somewhere rotating around the top left corner, then moving it back to the same position accomplishes nothing. Here is what I believe to be going on: Just so there is no confusion I have created a an image of what is going on. The left shows what is actually happening and the right shows what I need to happen.

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  • In MAYA 2009, is it possible to capture the cube rotate event?

    - by Rahul2047
    I need to call a function ( Maya-Python ) based on cube rotationX. For that I have to capture the event, programmatically. I tried using while loop but It stucks in the loop, Nothing can be done in that time. I tried theading (python), still same. Can it be done this or other way? If yes, How? Maya 2009 in Windows XP Some failed code references: import maya.cmds as cmds while (count < 90): lock = cmds.getAttr('pCube1.rotateX',lock=False) print lock count = count + 1 Here Python wise: #!/usr/bin/python import thread import time # Define a function for the thread def cubeRotateX( threadName, delay): count = 0 while count < 5: time.sleep(delay) count += 1 try: thread.start_new_thread( cubeRotateX, ("Thread-1", 2, ) ) except: print "Error: unable to start thread" while 1: pass

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  • Where to start openGL ES to create and rotate a cube in an iPhone?

    - by micropsari
    Hello. I've done some apps on iPhone using Objevtive-C and Cocos2d, and I'd like to start learning 3D. My first goal is to make a very simple app that: - Displays a 3D cube in the center of the screen. - And move the camera around the cube I want something very simple: no texture, no background. Where should I start to be able to do this app? I'm searching for some tutorials or exemples. Thanks!

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  • Right rotate of tree in Haskell: how is it work?

    - by Roman
    I don't know haskell syntax, but I know some FP concepts (like algebraic data types, pattern matching, higher-order functions ect). Can someone explain please, what does this code mean: data Tree ? = Leaf ? | Fork ? (Tree ?) (Tree ?) rotateR tree = case tree of Fork q (Fork p a b) c -> Fork p a (Fork q b c) As I understand, first line is something like Tree-type declaration (but I don't understand it exactly). Second line includes pattern matching (I don't understand as well why do we need to use pattern matching here). And third line does something absolutely unreadable for non-haskell developer. I've found definition of Fork as fork (f,g) x = (f x, g x) but I can't move further anymore.

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  • Newbie jQuery question: Need slideshow to rotate automatically, not just when clicking navigation.

    - by Justin
    Hi everyone, This is my first post, so please forgive me if this question has been asked a million times. I'm a self professed jQuery hack and I need a little guidance on taking this script I found and adapting it to my needs. Anyway, what I'm making is an image slide show with navigation. The script I found does this, but does not automatically cycle through the images. I'm using jQuery 1.3.2 and would rather stick with that than using the newer library. I would also prefer to edit what is already here rather than start from scratch. Anywho, here's the html: <div id="myslide"> <div class="cover"> <div class="mystuff"> <img alt="&nbsp;" src="http://www.mfhc.com/wp/wp-content/uploads/2010/05/current_Denver-skyline.jpg" /> </div> <div class="mystuff"> <img alt="&nbsp;" src="http://www.mfhc.com/wp/wp-content/uploads/2010/05/pepsi_center-IS42RF-0D111C.jpg" /> </div> <div class="mystuff"> <img alt="&nbsp;" src="http://www.mfhc.com/wp/wp-content/uploads/2010/05/columbine-2689820469_D1104.jpg" /> </div> <div class="mystuff"> <img alt="&nbsp;" src="http://www.mfhc.com/wp/wp-content/uploads/2010/05/ist2_10460354-RedRocks.jpg" /> </div> </div> <!-- end of div cover --> </div> <!-- end of div myslide --> And here's the jQuery: <script type="text/javascript" src="http://ajax.googleapis.com/ajax/libs/jquery/1.3.2/jquery.min.js"></script> <script type="text/JavaScript"> $(document).ready(function (){ $('#button a').click(function(){ var integer = $(this).attr('rel'); $('#myslide .cover').css({left:-820*(parseInt(integer)-1)}).hide().fadeIn(); /*----- Width of div #mystuff (here 820) ------ */ $('#button a').each(function(){ $(this).removeClass('active'); if($(this).hasClass('button'+integer)){ $(this).addClass('active')} }); }); }); </script> Here's where I got the script: http://www.webdeveloperjuice.com/2010/04/07/create-lightweight-jquery-fade-manual-slideshow/ Again, if this question is too basic for this site please let me know and possibly provide a reference link or two. Thanks a ton!

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  • How do you combine a Move and Rotate effect in Flex 3?

    - by Impirator
    I realize you can make one of each effect, set the same target, and hit .play();, but this produces weird results (acknowledged by Adobe, fixed in Flex 4). I'm trying to have an object move from the top of the screen to the bottom while it rotates around it's own center. When called independently, both of these effects work perfectly. When called together, the object always rotates around the top left corner. I even tried putting them both inside a <Parallel> tag with no success. Has anyone come up with a workaround?

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  • How to translate along Z axis in OpenTK

    - by JeremyJAlpha
    I am playing around with an OpenGL sample application I downloaded for Xamarin-Android. The sample application produces a rotating colored cube I would simply like to edit it so that the rotating cube is translated along the Z axis and disappears into the distance. I modified the code by: adding an cumulative variable to store my Z distance, adding GL.Enable(All.DepthBufferBit) - unsure if I put it in the right place, adding GL.Translate(0.0f, 0.0f, Depth) - before the rotate functions, Result: cube rotates a couple of times then disappears, it seems to be getting clipped out of the frustum. So my question is what is the correct way to use and initialize the Z buffer and get the cube to travel along the Z axis? I am sure I am missing some function calls but am unsure of what they are and where to put them. I apologise in advance as this is very basic stuff but am still learning :P, I would appreciate it if anyone could show me the best way to get the cube to still rotate but to also move along the Z axis. I have commented all my modifications in the code: // This gets called when the drawing surface is ready protected override void OnLoad (EventArgs e) { // this call is optional, and meant to raise delegates // in case any are registered base.OnLoad (e); // UpdateFrame and RenderFrame are called // by the render loop. This is takes effect // when we use 'Run ()', like below UpdateFrame += delegate (object sender, FrameEventArgs args) { // Rotate at a constant speed for (int i = 0; i < 3; i ++) rot [i] += (float) (rateOfRotationPS [i] * args.Time); }; RenderFrame += delegate { RenderCube (); }; GL.Enable(All.DepthBufferBit); //Added by Noob GL.Enable(All.CullFace); GL.ShadeModel(All.Smooth); GL.Hint(All.PerspectiveCorrectionHint, All.Nicest); // Run the render loop Run (30); } void RenderCube () { GL.Viewport(0, 0, viewportWidth, viewportHeight); GL.MatrixMode (All.Projection); GL.LoadIdentity (); if ( viewportWidth > viewportHeight ) { GL.Ortho(-1.5f, 1.5f, 1.0f, -1.0f, -1.0f, 1.0f); } else { GL.Ortho(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f); } GL.MatrixMode (All.Modelview); GL.LoadIdentity (); Depth -= 0.02f; //Added by Noob GL.Translate(0.0f,0.0f,Depth); //Added by Noob GL.Rotate (rot[0], 1.0f, 0.0f, 0.0f); GL.Rotate (rot[1], 0.0f, 1.0f, 0.0f); GL.Rotate (rot[2], 0.0f, 1.0f, 0.0f); GL.ClearColor (0, 0, 0, 1.0f); GL.Clear (ClearBufferMask.ColorBufferBit); GL.VertexPointer(3, All.Float, 0, cube); GL.EnableClientState (All.VertexArray); GL.ColorPointer (4, All.Float, 0, cubeColors); GL.EnableClientState (All.ColorArray); GL.DrawElements(All.Triangles, 36, All.UnsignedByte, triangles); SwapBuffers (); }

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  • Rotating text using CSS

    - by Renso
    Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} Goal: Rotating text using css only. How: Surprisingly IE supports this feature rather well. You could use property filters in IE, but since this is only supported on IE browsers, I would not recommend it. CSS3, still in proposal state, has a "writing-mode" property for doing this. It has been part of IE's browser engine since IE5.5. Now that it is part of the CSS3 draft specification, would be the best way to implement this going forward. Webkit based browsers; Firefox 3.5+, Opera 11 and IE9 implement this feature differently by utilizing the transform property. Without using third-party JavaScript or CSS properties, we can use the CSS3 "writing-mode" property, supported from IE5.5 up to IE8, the latter adding addition formatting options through -ms extensions. <style type="text/css"> .rightToLeft{ writing-mode: tb-rl; } </style> <p class="rightToLeft">This is my text</p> This will rotate the text 90 degrees, starting from the right to the left. Here are all the options: ·         lr-tb – Default value, left to right, top to bottom ·         rl-tb – Right to left, top to bottom ·         tb-rl – Vertically; top to bottom, right to left ·         bt-rl – Vertically; bottom to top, right to left ·         tb-lr – Available in IE8+: -ms-writing-mode; top to bottom, left to right ·         bt-lr – Bottom to top, left to right ·         lr-bt – Left to right, bottom to top What about Firefox, Safari, etc.? The following techniques need to be used on Webkit browsers like Firefox, Opera 11, Google Chrome and IE9. These browsers require their proprietary vendor extensions: -moz-, -webkit-, -o- and -ms-. -webkit-transform: rotate(90deg);    -moz-transform: rotate(90deg); -ms-transform: rotate(90deg); -o-transform: rotate(90deg); transform: rotate(90deg);

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