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  • CSS Rotation & IE: absolute positioning seems to break IE

    - by user263900
    I'm trying to rotate a variety of text blocks so they are vertically oriented, and position them in very specific locations on a diagram which will be previewed and then printed. CSS rotates the text very nicely in IE, FF, even Opera. But when I try to position a rotated element, IE 7 & 8 (not worried about 6) breaks completely and the element stays in its original location. Any way around this? I really need to-the-pixel control of where these labels are located. HTML <div class="content rotate"> <div id="Div1" class="txtblock">Ardvark Avacado<br />Awkward</div> <div id="Div2" class="txtblock">Brownies<br />Bacteria Brussel Sprouts</div> </div> CSS div.content { position: relative; width: 300px; height: 300px; margin: 30px; border-top: black 4px solid; border-right: blue 4px solid; border-bottom: black 4px dashed; border-left: blue 4px dashed; } .rotate { -webkit-transform: rotate(-90deg); -moz-transform: rotate(-90deg); -o-transform: rotate(-90deg); filter: progid:DXImageTransform.Microsoft.BasicImage(rotation=3); } .txtblock { width: auto; position: absolute; } #Div1 { left:44px; top:70px; border:red 3px solid; } #Div2 { left:13px; top:170px; border:purple 3px solid; }

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  • iPhone rotation woes

    - by skooter500
    I have been spending many frustrating hours trying to get rotations working on the iPhone version of Tunepal. Firstly, I have a tab bar controller, with a navigation controller controlling each of the views. I actually only want one of my views to be able to rotate and that is the TuneDisplay. I have a subclassed the UITabBarController and overridden theshouldAutorotateToInterfaceOrientation: (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { if (self.selectedViewController != nil) { return [self.selectedViewController shouldAutorotateToInterfaceOrientation:interfaceOrientation]; } else { return (interfaceOrientation == UIInterfaceOrientationPortrait); } } In each of the view controllers for each of the tabs I have overridden the method and returned YES for each orientation I want to support. All well and good and everything works as it should. If I try and do a rotation on a tab that doesn’t support the rotation, nothing happens. The problem occurs if I move from a tab thats rotated to a tab that isnt supposed to support that rotation. The new tab is displayed rotated too! Screenshots for all this are included here: http://tunepal.wordpress.com/2010/04/20/rotation-woes/ Is there any way I can make it rotate back to portrait on tapping the tab? I have tried the unsupported setOrientation trick, but firstly it doesnt work correctly and secondly I received a warning from Apple for including it in my last build. If (as I suspect) there is no way to limit this behavior: How do I make the microphone image scale when I rotate the device? How do I make the buttons and the progress bar expand to fit the witdh of the toolbar? Also, one of the tabs that rotates ok has a table, with a search bar. The first time I rotate to the right or to the left, I get a black bar to the right of the search bar. If I subsequently rotate back and rotate again, the bar disappears! I have enabled the struts and springs things on the search bar in the interface builder and it looks like it should behave correctly. Any ideas about how to fix this? Ideas, feedback much appreciated Bryan

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  • Simple thruster like behaviour when rotating sprite

    - by ensamgud
    I'm prototyping some 2D game concepts with XNA and have added some basic keyboard inputs to control a triangle sprite. When I press key up the sprite accelerates in it's current facing direction, when I release the key it brakes down. For rotation, when I press left/right keys I rotate the sprite. Currently the sprite immedately changes direction when I rotate it. What I want is for it to keep moving in the same direction when I rotate, until I hit key up, adding thrust in whatever direction the sprite is pointing at. This would simulate thrusters on a classic space shooter like Asteroids. I'm adding an image to describe the behaviour I'm after and some code samples of how I'm doing things at the moment. This is my player struct, holding information of the sprite. public struct PlayerData { public Vector2 Position; // where to draw the sprite public Vector2 Direction; // travel direction of sprite public float Angle; // rotation of sprite public float Velocity; public float Acceleration; public float Decelleration; public float RotationAcceleration; public float RotationDecceleration; public float TopSpeed; public float Scale; } This is how I'm currently handling thrusting / braking (when pressing/releasing key up) (simplified, removed some bounds checking etc): player.Velocity += player.Acceleration * 0.1f; player.Velocity -= player.Acceleration * 0.1f; And when I rotate the sprite left and right: player.Angle -= player.RotationAcceleration * 0.1f; player.Angle += player.RotationAcceleration * 0.1f; This runs in the update loop, keeps the direction updated and updates the position: Vector2 up = new Vector2(0f, -1f); Matrix rotMatrix = Matrix.CreateRotationZ(player.Angle); player.Direction = Vector2.Transform(up, rotMatrix); player.Direction *= player.Velocity; player.Position += player.Direction; I am following along various beginner tutorials and haven't found any describing this, but I have tried some on my own without success. Do I need to change my velocity and acceleration fields to Vectors instead of floats to accomplish this type of movement? I realise my Angle and the Direction vector is currently tied together and I need to disconnect these somehow to be able to rotate freely without changing the direction of the movement, but I can't quite figure out how to do this while keeping the acceleration/decceleration functional. Would appreciate an explanation rather than pure code samples. Thanks,

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  • logrotate by size outside the daily schedule

    - by Josh Smeaton
    We have a couple of applications that generate huge log files. It's not enough to rotate those logs daily, so I created the following logrotate conf: /var/log/ourapp/*log { compress copytruncate missingok size 200M rotate 10 } The idea is that we can keep 2GB of logs for this one application, no matter how quickly those files are filling up. The problem, though, is that logrotate only runs once daily. AFAIK, when logrotate kicks off at 4am, it will check to see that the size is at least 200M and rotate it if so. Ideally logrotate would run every minute, check the size, and rotate if the size is greater. Is there a standard way for rotating based on size outside of the daily cron schedule?

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  • nginx logrotate config

    - by TomOP
    Whats the best way to rotate nginx logfiles? In my opinion, I should create a file "nginx" in /etc/logrotate.d/ and fill it with the following code and do a /etc/init.d/syslog restart after that. This would be my config (I havn't tested it yet): /usr/local/nginx/logs/*.log { #rotate the logfile(s) daily daily # adds extension like YYYYMMDD instead of simply adding a number dateext # If log file is missing, go on to next one without issuing an error msg missingok # Save logfiles for the last 49 days rotate 49 # Old versions of log files are compressed with gzip compress # Postpone compression of the previous log file to the next rotation cycle delaycompress # Do not rotate the log if it is empty notifempty # create mode owner group create 644 nginx nginx #after logfile is rotated and nginx.pid exists, send the USR1 signal postrotate [ ! -f /usr/local/nginx/logs/nginx.pid ] || kill -USR1 `cat /usr/local/nginx/logs/nginx.pid` endscript } I have both the access.log and error.log files in /usr/local/nginx/logs/ and want to rotate both daily. Can anyone please tell me if "dateext" is correct? I want the log filename to be something like "access.log-2010-12-04". One more thing: Can I do the log rotation every day on a specific time (e.g. 11 pm)? If so, how? Thanks.

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  • nginx logrotate config

    - by TomOP
    Whats the best way to rotate nginx logfiles? In my opinion, I should create a file "nginx" in /etc/logrotate.d/ and fill it with the following code and do a /etc/init.d/syslog restart after that. This would be my config (I havn't tested it yet): /usr/local/nginx/logs/*.log { #rotate the logfile(s) daily daily # adds extension like YYYYMMDD instead of simply adding a number dateext # If log file is missing, go on to next one without issuing an error msg missingok # Save logfiles for the last 49 days rotate 49 # Old versions of log files are compressed with gzip compress # Postpone compression of the previous log file to the next rotation cycle delaycompress # Do not rotate the log if it is empty notifempty # create mode owner group create 644 nginx nginx #after logfile is rotated and nginx.pid exists, send the USR1 signal postrotate [ ! -f /usr/local/nginx/logs/nginx.pid ] || kill -USR1 `cat /usr/local/nginx/logs/nginx.pid` endscript } I have both the access.log and error.log files in /usr/local/nginx/logs/ and want to rotate both daily. Can anyone please tell me if "dateext" is correct? I want the log filename to be something like "access.log-2010-12-04". One more thing: Can I do the log rotation every day on a specific time (e.g. 11 pm)? If so, how? Thanks.

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  • Rotating a view of a chunked 2d tilemap

    - by Danie Clawson
    I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be able to "rotate" the view of the world, even though I'm using all hand-drawn graphics and blitting. Therefor, I need to rotate the actual world itself, or change how the Camera traverses these arrays. How can, or should, I create individual rotations of 90 degrees, when I have multi-dimensional arrays? Is it faster to actually rotate the array, to access it differently, or to create pre-computed accessor(?) arrays, something like how my chunks work? How can I rotate an individual chunk, or set of chunks? Currently I establish my tile grid like this (tile height not included): function Surface(WIDTH, HEIGHT) { WIDTH = Math.max(WIDTH-(WIDTH%TPC), TPC); HEIGHT = Math.max(HEIGHT-(HEIGHT%TPC), TPC); this.tiles = []; this.chunks = []; //Establish tiles for(var x = 0; x < WIDTH; x++) { var col = [], ch_x = Math.floor(x/TPC); if(!this.chunks[ch_x]) this.chunks.push([]); for(var y = 0; y < HEIGHT; y++) { var tile = new Tile(x, y), ch_y = Math.floor(y/TPC); if(!this.chunks[ch_x][ch_y]) this.chunks[ch_x].push([]); this.chunks[ch_x][ch_y].push(tile); col.push(tile); } this.tiles.push(col); } }; Even some basic advice on my data struct would be much appreciated.

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  • Arbitrary Rotation about a Sphere

    - by Der
    I'm coding a mechanic which allows a user to move around the surface of a sphere. The position on the sphere is currently stored as theta and phi, where theta is the angle between the z-axis and the xz projection of the current position (i.e. rotation about the y axis), and phi is the angle from the y-axis to the position. I explained that poorly, but it is essentially theta = yaw, phi = pitch Vector3 position = new Vector3(0,0,1); position.X = (float)Math.Sin(phi) * (float)Math.Sin(theta); position.Y = (float)Math.Sin(phi) * (float)Math.Cos(theta); position.Z = (float)Math.Cos(phi); position *= r; I believe this is accurate, however I could be wrong. I need to be able to move in an arbitrary pseudo two dimensional direction around the surface of a sphere at the origin of world space with radius r. For example, holding W should move around the sphere in an upwards direction relative to the orientation of the player. I believe I should be using a Quaternion to represent the position/orientation on the sphere, but I can't think of the correct way of doing it. Spherical geometry is not my strong suit. Essentially, I need to fill the following block: public void Move(Direction dir) { switch (dir) { case Direction.Left: // update quaternion to rotate left break; case Direction.Right: // update quaternion to rotate right break; case Direction.Up: // update quaternion to rotate upward break; case Direction.Down: // update quaternion to rotate downward break; } }

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  • Rotation and translation like in GTA 1 OpenGL

    - by user1876377
    Okay, so I have a figure in XZ plain. I want to move it forward/backward and rotate at it's own Y axis, then move forward again in the rotation's direction, like the character in GTA 1. Code so far: Init: spaceship_position = glm::vec3(0,0,0); spaceship_rotation = glm::vec3(0,0,0); spaceship_scale = glm::vec3(1, 1, 1); Draw: glm::mat4 transform = glm::scale<float>(spaceship_scale) * glm::rotate<float>(spaceship_rotation.x, 1, 0, 0) * glm::rotate<float>(spaceship_rotation.y, 0, 1, 0) * glm::rotate<float>(spaceship_rotation.z, 0, 0, 1) * glm::translate<float>(spaceship_position); drawMesh(spaceship, texture, transform); Update: switch (key.keysym.sym) { case SDLK_UP: spaceship_position.z += 0.1; break; case SDLK_DOWN: spaceship_position.z -= 0.1; break; case SDLK_LEFT: spaceship_rotation.y += 1; break; case SDLK_RIGHT: spaceship_rotation.y -= 1; break; } So this only moves on the Z axis, but how can I move the object on both Z and X axis where the object is facing?

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  • Drawing a texture line between two vectors in XNA WP7

    - by Krav
    I want to create a simple graph maker in WP7. The goal is to draw a texture line between two vectors what the user defines with touch. I already made the rotation, and it is working, but not correctly, because it doesn't calculate the line's texture height, and because of that, there are too many overlapping textures. So it does draw the line, but too many of them. How could I calculate it correctly? Here is the code: public void DrawLine(Vector2 st,Vector2 dest,NodeUnit EdgeParent,NodeUnit EdgeChild) { float d = Vector2.Distance(st, dest); float rotate = (float)(Math.Atan2(st.Y - dest.Y, st.X - dest.X)); direction = new Vector2(((dest.X - st.X) / (float)d), (dest.Y - st.Y) / (float)d); Vector2 _pos = st; World.TheHive.Add(new LineHiveMind(linetexture, _pos, rotate, EdgeParent, EdgeChild,new List<LineUnit>())); for (int i = 0; i < d; i++) { World.TheHive.Last()._lines.Add(new LineUnit(linetexture, _pos, rotate, EdgeParent, EdgeChild)); _pos += direction; } } d is for the Distance of the st (Starting node) and dest (Destination node) rotate is for rotation direction calculates the direction between the starting and the destination node _pos is for starting position changing Thanks for any suggestions/help!

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  • Polygon is rotating too fast

    - by Manderin87
    I am going to be using a polygon collision detection method to test when objects collide. I am attempting to rotate a polygon to match the sprites rotation. However, the polygon is rotating too fast, much faster than the sprite is. I feel its a timing issue, but the sprite rotates like it is supposed to. Can anyone look at my code and tell me what could be causing this issue? public void rotate(float x0, float y0, double angle) { for(Point point : mPoints) { float x = (float) (x0 + (point.x - x0) * Math.cos(Utilities.toRadians(angle)) - (point.y - y0) * Math.sin(Utilities.toRadians(angle))); float y = (float) (y0 + (point.x - x0) * Math.sin(Utilities.toRadians(angle)) + (point.y - y0) * Math.cos(Utilities.toRadians(angle))); point.x = x; point.y = y; } } This algorithm works when done singly, but once I plug it into the update method the rotation is too fast. The Points used are: P1 608, 368 P2 640, 464 P3 672, 400 Origin x0 is: 640 400 The angle goes from 0 to 360 as the sprite rotates. When the codes executes the triangle looks like a star because its moving so fast. The rotation is done in the sprites update method. The rotation method just increases the sprites degree by .5 when it executes. public void update() { if(isActive()) { rotate(); mBounding.rotate(mPosition.x, mPosition.y, mDegree); } }

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  • Pygame surface rotation, rect rotation or sprite rotation?

    - by Alan
    i seem to have a conceptual misunderstanding of the surface and rect object in pygame. I currently observe these objects this way: Surface Just the loaded image rect the 'hard' representation of the ingame object (sprite). Used for simplifying object moment and collision detection sprite rect and surface grouped together What i want to do is rotate my sprite. The only available method i found for rotation is pygame.transform.rotate. How do i rotate the rectangle, or even better, the whole sprite? Below is the image of how i visualize this problem.

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  • Need to translate a Rotation Matrix to Rotation y, x, z OpenGL & Jitter for 3D Game

    - by MineMan287
    I am using the Jitter Physics engine which gives a rotation matrix: M11 M12 M13 M21 M22 M23 M21 M32 M33 And I need it so OpenGL can use it for rotation GL.Rotate(xr, 1, 0, 0) GL.Rotate(yr, 0, 1, 0) GL.Rotate(zr, 0, 0, 1) Initially I Tried xr = M11 yr = M22 zr = M33 [1 0 0] [0 1 0] [0 0 1] Which did not work, please help, I have been struggling on this for days :( Re-Edit The blocks are stored in text files with Euler angles so it needs to be converted or the rendering engine will simply fail. I am now using the matrix in the text files. Example Block 1,1,1 'Size 0,0,0 'Position 255,255,255 'Colour 0,0,0,0,0,0,0,0,0 'Rotation Matrix

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  • rotating model around own Y-axis XNA

    - by ChocoMan
    I'm have trouble with my model rotating around it's own Y-axis. The model is a person. When I test my world, the model is loaded at a position of 0, 0, 0. When I rotate my model from there, the model rotates like normal. The problem comes AFTER I moved the model to a new position. If I move the the model forward, left, etc, then try to rotate it on it's own Y-Axis, the model will rotate, but still around the original position in a circular manner (think of yourself swing around on a rope, but always facing outward from the center). Does anyone know how to keep the center point of rotation updated?

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  • Problem using glm::lookat

    - by omikun
    I am trying to rotate a sprite so it is always facing a 3D camera. Object GLfloat vertexData[] = { // X Y Z U V 0.0f, 0.8f, 0.0f, 0.5f, 1.0f, -0.8f,-0.8f, 0.0f, 0.0f, 0.0f, 0.8f,-0.8f, 0.0f, 1.0f, 0.0f, }; Per frame transform glm::mat4 newTransform = glm::lookAt(glm::vec3(0), gCamera.position(), gCamera.up()); shaders->setUniform("camera", gCamera.matrix()); shaders->setUniform("model", newTransform); In the vertex shader: gl_Position = camera * model * vec4(vert, 1); The object will track the camera if I move the camera up or down, but if I move the camera left/right (spin the camera around the object's y axis), it will rotate in the other direction so I end up seeing its front twice and its back twice as I rotate around it 360. If I use -gCamera.up() instead, it would track the camera side to side, but spin the opposite direction when I move the camera up/down. What am I doing wrong?

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  • Smooth Camera Rotation around 90 degrees

    - by Nicholas
    I'm developing a third person 3D platformer in XNA. My problem is when I try to rotate the camera around the player. I would like to rotate (and animate) the camera 90 degrees around the player. So the camera should rotate until it has reached 90 degrees from the starting position. I cannot figure out how to keep track of the rotation, and when the rotation has made the full 90 degrees. Currently my cameras update: public void Update(Vector3 playerPosition) { if (rotateCamera) { position = Vector3.Transform(position - playerPosition, Matrix.CreateRotationY(0.1f)) + playerPosition; } this.viewMatrix = Matrix.CreateLookAt(position, playerPosition, Vector3.Up); } The initial position of the camera is set in the constructor. The "rotateCamera" bool is set on keypress. Thanks for the help in advance. Cheers.

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  • Need help about Drag a sprite with Animation (Cocos2d)

    - by Zishan
    I want to play an animation when someone drag a sprite from it's default position to another selected position. If he drag half of the selected position then animation will be play half. Example, I have 15 Frames of a animation and have a projectile arm. The projectile arm can be rotate maximum 30°, if someone rotate the arm 2° then animation sprite will be show 2nd frame, if rotate 12° then animation sprite will be show 6th frame.... and so on. Also when he release the arm, then the arm will be reverse back to it's default position and animation frames also will be reverse back to it's default first frame. I am new on cocos2d.I know how to make an animation and how to drag a sprite but I have no idea how to do this. Can anyone Please give me any idea or any tutorial how to do this, it will be very helpful for me. Thank you in advance.

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  • Creating a 2D Line Branch (Part 2)

    - by Danran
    Yesterday i asked this question on how to create a 2D line branch; Creating a 2D Line Branch And thanks to the answered provided, i now have this nice looking main branch; *coloured to show the different segments in the final item. Now is the time now to branch things off as discussed in the article; http://drilian.com/2009/02/25/lightning-bolts/ Again however i am confused as to the meaning of the following pseudo code; splitEnd = Rotate(direction, randomSmallAngle)*lengthScale + midPoint; I'm unsure how to actually rotate this correctly. In all honesty i'm abit unsure what to-do completely at this part, "splitEnd" will be a Vector3, so whatever happens in the rotate function must then return some form of directional rotation which is then * by a scale to create length and then added to the midPoint. I'm not sure. If someone could explain what i'm meant to be doing in this part that would be really grateful.

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  • Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

    - by voxelizr
    TL;DR -- in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, however distorted and without depth. (While axis-aligned ie. unrotated, depth and parallax are as expected.) I'm trying to write a simple voxel raycaster as a learning exercise. This is purely CPU based for now until I figure out how things work exactly -- fow now, OpenGL is just (ab)used to blit the generated bitmap to the screen as often as possible. Now I have gotten to the point where a perspective-projection camera can move through the world and I can render (mostly, minus some artifacts that need investigation) perspective-correct 3-dimensional views of the "world", which is basically empty but contains a voxel cube of the Stanford Bunny. So I have a camera that I can move up and down, strafe left and right and "walk forward/backward" -- all axis-aligned so far, no camera rotations. Herein lies my problem. Screenshot #1: correct depth when the camera is still strictly axis-aligned, ie. un-rotated. Now I have for a few days been trying to get rotation to work. The basic logic and theory behind matrices and 3D rotations, in theory, is very clear to me. Yet I have only ever achieved a "2.5 rendering" when the camera rotates... fish-eyey, bit like in Google Streetview: even though I have a volumetric world representation, it seems --no matter what I try-- like I would first create a rendering from the "front view", then rotate that flat rendering according to camera rotation. Needless to say, I'm by now aware that rotating rays is not particularly necessary and error-prone. Still, in my most recent setup, with the most simplified raycast ray-position-and-direction algorithm possible, my rotation still produces the same fish-eyey flat-render-rotated style looks: Screenshot #2: camera "rotated to the right by 39 degrees" -- note how the blue-shaded left-hand side of the cube from screen #2 is not visible in this rotation, yet by now "it really should"! Now of course I'm aware of this: in a simple axis-aligned-no-rotation-setup like I had in the beginning, the ray simply traverses in small steps the positive z-direction, diverging to the left or right and top or bottom only depending on pixel position and projection matrix. As I "rotate the camera to the right or left" -- ie I rotate it around the Y-axis -- those very steps should be simply transformed by the proper rotation matrix, right? So for forward-traversal the Z-step gets a bit smaller the more the cam rotates, offset by an "increase" in the X-step. Yet for the pixel-position-based horizontal+vertical-divergence, increasing fractions of the x-step need to be "added" to the z-step. Somehow, none of my many matrices that I experimented with, nor my experiments with matrix-less hardcoded verbose sin/cos calculations really get this part right. Here's my basic per-ray pre-traversal algorithm -- syntax in Go, but take it as pseudocode: fx and fy: pixel positions x and y rayPos: vec3 for the ray starting position in world-space (calculated as below) rayDir: vec3 for the xyz-steps to be added to rayPos in each step during ray traversal rayStep: a temporary vec3 camPos: vec3 for the camera position in world space camRad: vec3 for camera rotation in radians pmat: typical perspective projection matrix The algorithm / pseudocode: // 1: rayPos is for now "this pixel, as a vector on the view plane in 3d, at The Origin" rayPos.X, rayPos.Y, rayPos.Z = ((fx / width) - 0.5), ((fy / height) - 0.5), 0 // 2: rotate around Y axis depending on cam rotation. No prob since view plane still at Origin 0,0,0 rayPos.MultMat(num.NewDmat4RotationY(camRad.Y)) // 3: a temp vec3. planeDist is -0.15 or some such -- fov-based dist of view plane from eye and also the non-normalized, "in axis-aligned world" traversal step size "forward into the screen" rayStep.X, rayStep.Y, rayStep.Z = 0, 0, planeDist // 4: rotate this too -- 0,zstep should become some meaningful xzstep,xzstep rayStep.MultMat(num.NewDmat4RotationY(CamRad.Y)) // set up direction vector from still-origin-based-ray-position-off-rotated-view-plane plus rotated-zstep-vector rayDir.X, rayDir.Y, rayDir.Z = -rayPos.X - me.rayStep.X, -rayPos.Y, rayPos.Z + rayStep.Z // perspective projection rayDir.Normalize() rayDir.MultMat(pmat) // before traversal, the ray starting position has to be transformed from origin-relative to campos-relative rayPos.Add(camPos) I'm skipping the traversal and sampling parts -- as per screens #1 through #3, those are "basically mostly correct" (though not pretty) -- when axis-aligned / unrotated.

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  • xna orbit camera troubles

    - by user17753
    I have a Model named cube to which I load in LoadContent(): cube = Content.Load<Model>("untitled");. In the Draw Method I call DrawModel: private void DrawModel(Model m, Matrix world) { foreach (ModelMesh mesh in m.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = camera.View; effect.Projection = camera.Projection; effect.World = world; } mesh.Draw(); } } camera is of the Camera type, a class I've setup. Right now it is instantiated in the initialization section with the graphics aspect ratio and the translation (world) vector of the model, and the Draw loop calls the camera.UpdateCamera(); before drawing the models. class Camera { #region Fields private Matrix view; // View Matrix for Camera private Matrix projection; // Projection Matrix for Camera private Vector3 position; // Position of Camera private Vector3 target; // Point camera is "aimed" at private float aspectRatio; //Aspect Ratio for projection private float speed; //Speed of camera private Vector3 camup = Vector3.Up; #endregion #region Accessors /// <summary> /// View Matrix of the Camera -- Read Only /// </summary> public Matrix View { get { return view; } } /// <summary> /// Projection Matrix of the Camera -- Read Only /// </summary> public Matrix Projection { get { return projection; } } #endregion /// <summary> /// Creates a new Camera. /// </summary> /// <param name="AspectRatio">Aspect Ratio to use for the projection.</param> /// <param name="Position">Target coord to aim camera at.</param> public Camera(float AspectRatio, Vector3 Target) { target = Target; aspectRatio = AspectRatio; ResetCamera(); } private void Rotate(Vector3 Axis, float Amount) { position = Vector3.Transform(position - target, Matrix.CreateFromAxisAngle(Axis, Amount)) + target; } /// <summary> /// Resets Default Values of the Camera /// </summary> private void ResetCamera() { speed = 0.05f; position = target + new Vector3(0f, 20f, 20f); projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, aspectRatio, 0.5f, 100f); CalculateViewMatrix(); } /// <summary> /// Updates the Camera. Should be first thing done in Draw loop /// </summary> public void UpdateCamera() { Rotate(Vector3.Right, speed); CalculateViewMatrix(); } /// <summary> /// Calculates the View Matrix for the camera /// </summary> private void CalculateViewMatrix() { view = Matrix.CreateLookAt(position,target, camup); } I'm trying to create the camera so that it can orbit the center of the model. For a test I am calling Rotate(Vector3.Right, speed); but it rotates almost right but gets to a point where it "flips." If I rotate along a different axis Rotate(Vector3.Up, speed); everything seems OK in that direction. So I guess, can someone tell me what I'm not accounting for in the above code I wrote? Or point me to an example of an orbiting camera that can be fixed on an arbitrary point?

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  • Wandering CGAffineTransformMakeRotation

    - by Joe
    Okay this is about to make me insane -- any help would be appreciated. I have two images which are part of a timer application. One is the needle/hand and the other is a little hub which is styled to look like the needle base. I'm using a CGAffineTransformMakeRotation to rotate the needle and the base stays stationary. The problem: there is like a 1-2px 'wander' to the needle's rotation which makes it look like it's moving off center in relation to the base. I have worked the base and needle image over in PS extensively, and both are dead center pixel wise -- seriously. My method to rotate the hand: -(IBAction) rotateSteamArrow{ CGAffineTransform rotate = CGAffineTransformMakeRotation( degreesSteam / 180.0 * 3.14159265); degreesSteam = degreesSteam + 1.5; if (degreesSteam <= 180) { [steamNeedle setTransform:rotate]; } else { [self handleSteamTimer]; [self toggleButton:(id)timerButton]; [self switchSound]; } }

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  • Loading a UIDatePicker in Landscape on a UINavigationController

    - by Ryan
    I have a custom UINavigationController that supports auto-rotate. I also have a UIDatePicker on one of my views that I throw onto the stack of the Navigation controller. The auto-rotate works if I start the date picker view in portrait and then rotate it. If I try load the date picker view in landscape to begin with, the view is all messed up. It looks like it would if it didn't support rotation and the frame only has about half of the picker visible and off center. I've tried making my own date picker that supports auto-rotate in case that was the problem, I've tried creating two different views and swapping them out, and I've tried changing the view frame size on the ViewWillAppear method. None of them seem to be working for me as of yet. Anyone have any suggestions on how to get the date picker to show up in landscape correctly on a navigation controller? I probably am overlooking something simple and the answer is right in front of me, but I'm not finding it.

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  • How to draw diagonal table borders in latex, like in excel ?

    - by Amyn Bennamane
    Is it possible to draw diagonal (parallelogram) cells in LaTeX: the cell content is diagonal, and the cell's originally vertical borders are also diagonal. Here is what I managed to do using the rotating package: \begin{tabular}{|r|c|c|} \hline \\ \\ \\ \\ \\ \\ \\ \\ \\ \\ & \begin{rotate}{45}Trying to save some horizontal space\end{rotate} & \begin{rotate}{45}While keeping headers readable\end{rotate} \\ \hline this & is & a \\ \hline sample & latex & table \\ \hline \end{tabular} Here is a screenshot of the output vs what is possible using excel: Thanks.

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  • iPad start in Landscape receive only touch within 768x768

    - by user1307179
    It works perfect fine when starting in portrait and also works when you rotate from portrait to landscape and back. It does not work when starting in landscape. But then it works when you rotate from landscape to portrait and back. In landscape starting mode, the screen does not respond with any touch where screen coordinateX greater than 768. What happens in code is, I use status bar orientation to determine original orientation and rotate each view manually. The views display correctly but does not receive touch properly. Then my root view controller will get called when ipad start rotating with: - (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration which will rotate every subviews. Root controller: - (void)loadView { self.view = [[UIView alloc]init ]; //initialize child views [self willRotateToInterfaceOrientation:0 duration:0]; } - (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration { if ([model isLandscape]) { self.view.frame = CGRectMake(0, 0, 1024, 768-80); } else { self.view.frame = CGRectMake(0, 0, 768, 1024-80); } //rotate child views } My code [model isLandscape] works so I don't need to provide details as to how it works but here are the code anyway: - (bool)isLandscape { if (orientation == UIInterfaceOrientationLandscapeLeft || orientation == UIInterfaceOrientationLandscapeRight) return true; else return false; } -(id) init { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(orientationChanged:) name:UIDeviceOrientationDidChangeNotification object:nil]; } - (void)orientationChanged:(NSNotification *)notification { UIInterfaceOrientation curOrientation = [[UIDevice currentDevice] orientation]; if (curOrientation == UIDeviceOrientationPortrait || curOrientation == UIDeviceOrientationPortraitUpsideDown || curOrientation == UIDeviceOrientationLandscapeLeft || curOrientation == UIDeviceOrientationLandscapeRight) { orientation = curOrientation; ((AppDelegate*)([UIApplication sharedApplication].delegate)).savedOrientationForRestart = orientation; NSLog(@"changed"); } } -(void)validateOrientation { //first time when initializing orientation UIInterfaceOrientation curOrientation = [[UIDevice currentDevice] orientation]; if (curOrientation != UIDeviceOrientationPortrait && curOrientation != UIDeviceOrientationPortraitUpsideDown && curOrientation != UIDeviceOrientationLandscapeLeft && curOrientation != UIDeviceOrientationLandscapeRight) { orientation = [[UIApplication sharedApplication] statusBarOrientation]; } }

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  • Very Intermittent Orientation on Device & Simulator

    - by Michael Waterfall
    I've noticed that I'm getting very intermittent orientation on my device & the simulator. I have a modal view controller that I present, and that is the only thing in my app which supports rotation. If I launch the app in portrait without moving the device, open the modal VC and then rotate the device, it usually works. However sometimes if I open the app holding the device in landscape, then rotate to portrait, launch the VC and then rotate the device, no rotation occurs. It seems very intermittent. Sometimes if I launch the app in portrait mode and then open the VC and rotate the device, nothing happens, and until I quit and relaunch it no orientation occurs in the app. It's strange because 50% of the time it works! Whenever I launch it through Xcode and set breakpoints in shouldAutorotateToInterfaceOrientation it always works! Anyone ever had this or know what's going on?

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