Search Results

Search found 1170 results on 47 pages for 'rotation'.

Page 36/47 | < Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >

  • 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]; } }

    Read the article

  • Can dummy objects be simulated on iphone?

    - by Mike
    I come from 3D animation and one of the basic things all 3D software have is the ability to create dummy objects. Dummy objects can be used to groups objects that can be rotated, moved or scaled together around a specific anchor point. This is the idea of what I am asking. Obviously we can have fake dummies by using a view and put other views as subviews, but this has problems as the view receives clicks and sometimes you don't want it to do so. You cannot change the anchorpoint of a view too. So, the dummies as I ask have, at least, these properties: adjustable anchor point it is not clickable it is totally invisible (cannot be rendered). any scale, rotation and translation of a dummy are propagated to the grouped objects considering the dummy's anchor point. it is totally animatable. Can this be simulated on iPhone? Is there any object that can be created to simulate this? thanks.

    Read the article

  • Are there free realtime financial data feeds since the demise of OpenQuant?

    - by Mel Cooper
    Now that the oligopole of market data providers successfully killed OpenQuant, does any alternative to proprietary and expensive subscriptions for realtime market data subsist? Ideally I would like to be able to monitor tick by tick securities from the NYSE, NASDAQ and AMEX (about 6000 symbols). Most vendors put a limit of 500 symbols watchable at the same time, this is unacceptable to me, even if one can imagine a rotation among the 500 symbols ie. making windows of 5 sec. of effective observation out of each minute for every symbol. Currently I'm doing this by a Java thread pool calling Google Finance, but this is unsatisfactory for several reasons, one being that Google doesn't return the volume traded. Any hint much appreciated, Cheers

    Read the article

  • Which Android phone to use for development...?

    - by Nikos
    Hi, I'm planning to port a couple of games from iPhone/Windows Mobile to the Android platform. The games are written in C++ so I plan to use the NDK with a thin java wrapper. I'm new to the Android platform and need some advice on which phone to buy for development. I suspect like Windows Mobile there is a level of fragmentation with different phones supporting different features (keyboard/ rotation/ screen size/ capacitive touch screen/ etc). What are the best device(s) for development on the Android platform...? They also have to be available in the UK/Europe. Thank you in advance. Nikos.

    Read the article

  • Change Sprite Anchorpoint without moving it?

    - by Oscar Gomez
    I am trying to change my Sprite anchor point so that I can rotate over a 0.0f,0.0f anchorpoint. At first my object is rotation at the default anchor point (0.5f,0.5f). However later on I need it to rotate over a 0.0,0.0 AnchorPoint. The problem is I cannot change the anchor point and change the position accordingly, so it stays on the same position, without the object appearing to quickly move and reposition to its original point. Is there a way I can set the anchor point and the position of my Sprite at once, without it moving at all?. Thank you. -Oscar

    Read the article

  • How do I render 3d model into directshow virtual camera output

    - by Mr Bell
    I want to provide a virtual webcam via DirectShow that will use the video feed from an existing camera running some tracking software against it to find the users face and then overlay a 3d model oriented just that it appears to move the users face. I am using a third party api to do the face tracking and thats working great. I get position and rotation data from that api. My question is whats the best way to render the 3d model and get into the video feed and out to direct show? I am using c++ on windows xp.

    Read the article

  • Visual Python - Visualize graphs relating to a movement

    - by Francisco P.
    Hello, everyone! I'm working with visual python on a project where I need to simulate a physical movement. I'd like to present, in a different window than the one the actual, 3D sim is running, two graphs, both related to the movement: How the velocity and angular velocity progress over time. How the movement and rotation progress over time. All these vars are refreshed once per cycle (inside a while(true)) How can I accomplish this? Thank you for your time!

    Read the article

  • Computing orientation of a square and displaying an object with the same orientation

    - by Robin
    Hi, I wrote an application which detects a square within an image. To give you a good understanding of how such an image containing such a square, in this case a marker, could look like: What I get, after the detection, are the coordinates of the four corners of my marker. Now I don't know how to display an object on my marker. The object should have the same rotation/angle/direction as the marker. Are there any papers on how to achieve that, any algorithms that I can use that proofed to be pretty solid/working? It doesn't need to be a working solution, it could be a simple description on how to achieve that or something similar. If you point me at a library or something, it should work under linux, windows is not needed but would be great in case I need to port the application at some point. I already looked at the ARToolkit but they you camera parameter files and more complex matrices while I only got the four corner points and a single image instead of a whole video / camera stream.

    Read the article

  • Rotate a feature programatically Open Layers

    - by Ozaki
    TLDR I want to rotate a Feature in my open layers. I want it to face a certain heading that I am receiving from server. I know that you can make a feature spin on a point or so on: window.setInterval(function() {rotateFeature( pointFeature, 360 / 20, origin)}, 100); as from the open layers example. But I want to be able to face it towards a heading I am given, so. Can I face a feature towards a heading? Can I face a feature(image) in the same way? If not is it possible to automatically calculate the rotation required and position it that way? Or any ideas on how I could do this with the image? (hoping not to have 360 images) Thanks in advance.

    Read the article

  • How to find vector for the quaternion from X Y Z rotations

    - by can poyrazoglu
    I am creating a very simple project on OpenGL and I'm stuck with rotations. I am trying to rotate an object indepentdently in all 3 axes: X, Y, and Z. I've had sleepless nights due to the "gimbal lock" problem after rotating about one axis. I've then learned that quaternions would solve my problem. I've researched about quaternions and implementd it, but I havent't been able to convert my rotations to quaternions. For example, if I want to rotate around Z axis 90 degrees, I just create the {0,0,1} vector for my quaternion and rotate it around that axis 90 degrees using the code here: http://iphonedevelopment.blogspot.com/2009/06/opengl-es-from-ground-up-part-7_04.html (the most complicated matrix towards the bottom) That's ok for one vector, but, say, I first want to rotate 90 degrees around Z, then 90 degrees around X (just as an example). What vector do I need to pass in? How do I calculate that vector. I am not good with matrices and trigonometry (I know the basics and the general rules, but I'm just not a whiz) but I need to get this done. There are LOTS of tutorials about quaternions, but I seem to understand none (or they don't answer my question). I just need to learn to construct the vector for rotations around more than one axis combined. UPDATE: I've found this nice page about quaternions and decided to implement them this way: http://www.cprogramming.com/tutorial/3d/quaternions.html Here is my code for quaternion multiplication: void cube::quatmul(float* q1, float* q2, float* resultRef){ float w = q1[0]*q2[0] - q1[1]*q2[1] - q1[2]*q2[2] - q1[3]*q2[3]; float x = q1[0]*q2[1] + q1[1]*q2[0] + q1[2]*q2[3] - q1[3]*q2[2]; float y = q1[0]*q2[2] - q1[1]*q2[3] + q1[2]*q2[0] + q1[3]*q2[1]; float z = q1[0]*q2[3] + q1[1]*q2[2] - q1[2]*q2[1] + q1[3]*q2[0]; resultRef[0] = w; resultRef[1] = x; resultRef[2] = y; resultRef[3] = z; } Here is my code for applying a quaternion to my modelview matrix (I have a tmodelview variable that is my target modelview matrix): void cube::applyquat(){ float& x = quaternion[1]; float& y = quaternion[2]; float& z = quaternion[3]; float& w = quaternion[0]; float magnitude = sqrtf(w * w + x * x + y * y + z * z); if(magnitude == 0){ x = 1; w = y = z = 0; }else if(magnitude != 1){ x /= magnitude; y /= magnitude; z /= magnitude; w /= magnitude; } tmodelview[0] = 1 - (2 * y * y) - (2 * z * z); tmodelview[1] = 2 * x * y + 2 * w * z; tmodelview[2] = 2 * x * z - 2 * w * y; tmodelview[3] = 0; tmodelview[4] = 2 * x * y - 2 * w * z; tmodelview[5] = 1 - (2 * x * x) - (2 * z * z); tmodelview[6] = 2 * y * z - 2 * w * x; tmodelview[7] = 0; tmodelview[8] = 2 * x * z + 2 * w * y; tmodelview[9] = 2 * y * z + 2 * w * x; tmodelview[10] = 1 - (2 * x * x) - (2 * y * y); tmodelview[11] = 0; glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadMatrixf(tmodelview); glMultMatrixf(modelview); glGetFloatv(GL_MODELVIEW_MATRIX, tmodelview); glPopMatrix(); } And my code for rotation (that I call externally), where quaternion is a class variable of the cube: void cube::rotatex(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = sinf(ang/2); quat[2] = 0; quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatey(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = sinf(ang/2); quat[3] = 0; quatmul(quat, quaternion, quaternion); applyquat(); } void cube::rotatez(int angle){ float quat[4]; float ang = angle * PI / 180.0; quat[0] = cosf(ang / 2); quat[1] = 0; quat[2] = 0; quat[3] = sinf(ang/2); quatmul(quat, quaternion, quaternion); applyquat(); } I call, say rotatex, for 10-11 times for rotating only 1 degree, but my cube gets rotated almost 90 degrees after 10-11 times of 1 degree, which doesn't make sense. Also, after calling rotation functions in different axes, My cube gets skewed, gets 2 dimensional, and disappears (a column in modelview matrix becomes all zeros) irreversibly, which obviously shouldn't be happening with a correct implementation of the quaternions.

    Read the article

  • 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.

    Read the article

  • Rotate Windows.Documents.Table

    - by Neverrav
    I need to rotate a table clockwise up to 90 degrees. It's one of the blocks of a FlowDocument. Is there a way to apply some kind of rotation to a Table? The possible solution of creating TextEffect like this: var table = new Table(); ... // fill the table here var effect = new TextEffect { Transform = new RotationTransform(90), PositionStart = 0, PositionCount = int.MaxValue }; table.TextEffects = new TextEffectCollection(); table.TextEffects.Add(effect); doesn't work.

    Read the article

  • Is there a way to pause a CABasicAnimation?

    - by mclaughlinj
    I have a basic spinning animation of the iPhone. Is there any way that I can "pause" the animation so that the position of the view will be maintained? I guess one way of doing this would be to cause the animation to "complete" instead of calling "remove" on it, how would I do that? CABasicAnimation* rotationAnimation; rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"]; rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2]; rotationAnimation.duration = 100; rotationAnimation.cumulative = YES; rotationAnimation.repeatCount = HUGE_VALF; rotationAnimation.removedOnCompletion = NO; rotationAnimation.fillMode = kCAFillModeForwards; [myView.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];

    Read the article

  • How to calculate both positive and negative angle between two lines?

    - by Jaanus
    There is a very handy set of 2d geometry utilities here. The angleBetweenLines has a problem, though. The result is always positive. I need to detect both positive and negative angles, so if one line is 15 degrees "above" or "below" the other line, the shape obviously looks different. The configuration I have is that one line remains stationary, while the other line rotates, and I need to understand what direction it is rotating in, by comparing it with the stationary line. EDIT: in response to swestrup's comment below, the situation is actually that I have a single line, and I record its starting position. The line then rotates from its starting position, and I need to calculate the angle from its starting position to current position. E.g if it has rotated clockwise, it is positive rotation; if counterclockwise, then negative. (Or vice versa.) How to improve the algorithm so it returns the angle as both positive or negative depending on how the lines are positioned?

    Read the article

  • Representing robot's elbow angle in 3-D

    - by Onkar Deshpande
    I am given coordinates of two points in 3-D viz. shoulder point and object point(to which I am supposed to reach). I am also given the length from my shoulder-to-elbow arm and the length of my forearm. I am trying to solve for the unknown position(the position of the joint elbow). I am using cosine rule to find out the elbow angle. Here is my code - #include <stdio.h> #include <math.h> #include <stdlib.h> struct point { double x, y, z; }; struct angles { double clock_wise; double counter_clock_wise; }; double max(double a, double b) { return (a > b) ? a : b; } /* * Check if the combination can make a triangle by considering the fact that sum * of any two sides of a triangle is greater than the remaining side. The * overlapping condition of links is handled separately in main(). */ int valid_triangle(struct point p0, double l0, struct point p1, double l1) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((max(dist, l0) == dist) && max(dist, l1) == dist) { return (dist < (l0 + l1)); } else if((max(dist, l0) == l0) && (max(l0, l1) == l0)) { return (l0 < (dist + l1)); } else { return (l1 < (dist + l0)); } } /* * Cosine rule is used to find the elbow angle. Positive value indicates a * counter clockwise angle while negative value indicates a clockwise angle. * Since this problem has at max 2 solutions for any given position of P0 and * P1, I am returning a structure of angles which can be used to consider angles * from both direction viz. clockwise-negative and counter-clockwise-positive */ void return_config(struct point p0, double l0, struct point p1, double l1, struct angles *a) { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); double degrees = (double) acos((l0 * l0 + l1 * l1 - dist * dist) / (2 * l0 * l1)) * (180.0f / 3.1415f); a->clock_wise = -degrees; a->counter_clock_wise = degrees; } int main() { struct point p0, p1; struct angles a; p0.x = 15, p0.y = 4, p0.z = 0; p1.x = 20, p1.y = 4, p1.z = 0; double l0 = 5, l1 = 8; if(valid_triangle(p0, l0, p1, l1)) { printf("Three lengths can make a valid configuration \n"); return_config(p0, l0, p1, l1, &a); printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else { double dist = sqrt(pow((fabs(p1.z - p0.z)), 2) + pow((fabs(p1.y - p0.y)), 2) + pow((fabs(p1.x - p0.x)), 2)); if((dist <= (l0 + l1)) && (dist > l0)) { a.clock_wise = -180.0f; a.counter_clock_wise = 180.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else if((dist <= fabs(l0 - l1)) && (dist < l0)){ a.clock_wise = -0.0f; a.counter_clock_wise = 0.0f; printf("Angle of the elbow point (clockwise) = %lf, (counter clockwise) = %lf \n", a.clock_wise, a.counter_clock_wise); } else printf("Given combination cannot make a valid configuration\n"); } return 0; } However, this solution makes sense only in 2-D. Because clockwise and counter-clockwise are meaningless without an axis and direction of rotation. Returning only an angle is technically correct but it leaves a lot of work for the client of this function to use the result in meaningful way. How can I make the changes to get the axis and direction of rotation ? Also, I want to know how many possible solution could be there for this problem. Please let me know your thoughts ! Any help is highly appreciated ...

    Read the article

  • How to fix rotations in a Rubik's Cube?

    - by Eindbaas
    I'm trying to create a Rubik's Cube in Flash & Papervision and i'm really stuck here. I'm up to the point where i can rotate any plane of cubes once, but after that...it's messed up because all local coordinate systems are messy. I dont really know where to go from here, can anybody give any advice on what do do? I'm not looking for 'read about transformation matrices', i know i should (and i am doing that), but i'm not really sure what to look for. My idea is that, after each rotation, i should fix each coordinate system of each cube again, but i have no idea how. Any hints on what i want to achieve (in words), and why, are much appreciated. http://dl.dropbox.com/u/250155/rubik/main.html (you can press the K key once ;) )

    Read the article

  • How do I rotate an image in Javascript or CSS

    - by Eric
    I am creating a simple game. I want to use jQUERY to rotate the joints making it move. I am using .animate ( http://api.jquery.com/animate/ ) to animate CSS properties but if it is also possible to use Javscript, I can make my own custom code. More TO-THE-POINT How do I rotate images in CSS or Javascript? I prefer CSS but Javascript is fine too. If it is impossible (which I am pretty sure it is but I am not giving up yet) is there any other possible way to do what i am trying to do without making a bunch of seperate images, each rotated a different way. Or can anyone at least give me an example of a site that does something similar. EDIT: I need 1 CSS property (no -something: rotation(500deg);) that works with FireFox, Safari and Chrome because those are the only browsers I really work with.

    Read the article

  • 3d user experience with HTML5 and Javascript

    - by chako
    I've to build a 3D user experience with HTML5 and any required JS library which provides such functionality. 3D scene consists of a cylindrical pipe and surface. It has 360 degree rotation and can zoom in and out. As user selects a parameter, specific value of that parameter at various depth of pipe in surface should display. I've searched for HTML5 3d and JS libraries and found three.js could help for this.Also found this useful presentation on HTML 3d engine: http://projects.mariusgundersen.net/OnGameStart/#1 .But as this is my first time with HTML5 3d modeling, how should I initiate to build ? What parameters should be considered ? Which tools and libraries would best fit for such requirements ? I would like to create a 3d model using HTML5 and JS 3d engine as shown in the 1st image.

    Read the article

  • scanned image in C#

    - by ahmed fouad
    We wanna a c# solution to correct the scanned image becouse it is rotated and to solve this problem we must detect the rotation angle first then rotate the image.this was our first thinking for our problem then we think image warping will be more accurate as i think it will make the scanned image like our template so we can process it as we know all the coordinates of our template ....... i search for a free SDK or a free solution in c# and helping me in this will be graet work as it is the last task in our working. rally thanxxxx for all.

    Read the article

  • Hierarchical animations in DirectX and handling seperate animations on the same mesh?

    - by meds
    I have a hierarchical animated model in DirectX which loads and animates based on the following DirectX sample: http://msdn.microsoft.com/en-us/library/ee418677%28VS.85%29.aspx As good as the sample is it does not really go into some of the details of animation that I'd like. For example, if I have a mesh which has a running animation and a throwing animation as seperate animation sets how can I get the throwing animation to occur for bones above the hip and the walking animation to occur for bones underneath the hip? Also if I wanted to for example have the person lean left or right would I simply have to find the bone for the hip and multiplay a rotation matrix by its matrix? In this case I think the matrix is m_amxBoneOffsets?

    Read the article

  • Adding button in Actionscript code : Using Flex Builder

    - by dta
    I created a new actionscript project using Flex Builder 3 and tried to run the following file. I get this error : Definitions: fl.controls:Button could not be found. All I want to do is, to add a button to the application. How could I do it? package { import PaperBase; import org.papervision3d.objects.primitives.Cone; import fl.controls.Button; import fl.controls.Label; import fl.events.ComponentEvent; public class cone1 extends PaperBase { public var cone:Cone = new Cone(); protected var sceneWidth:Number; protected var sceneHeight:Number; public function cone1() { sceneWidth = stage.stageWidth sceneHeight = stage.stageHeight; init(sceneWidth*0.5,sceneHeight*0.5);//position of the cone } override protected function init3d():void { cone.scale = 5; cone.pitch(-40) default_scene.addChild(cone); } override protected function processFrame():void { cone.yaw(1);//rotation speed } } }

    Read the article

  • Comparing images using SIFT

    - by Luís Fernando
    I'm trying to compare 2 images that are taken from a digital camera. Since there may be movement on the camera, I want to first make the pictures "match" and then compare (using some distant function). To match them, I'm thinking about cropping the second picture and using SIFT to find it inside the first picture... it will probably have a small difference on scale/translation/rotation so then I'd need to find the transformation matrix that converts image 1 to image 2 (based on points found by SIFT) any ideas on how to do that (or I guess that's a common problem that may have some opensource implementation?)? thanks

    Read the article

  • Chipmunk physics: Velocity question

    - by Johannes Jensen
    I'm making an iPhone game where the main actor is a ball that rolls depending on the device's accelerometer rotation. I haven't started on this part of the coding yet, but I was wondering if you guys had a nice way of solving this: I tried looking a little into chipmunk, and I noticed that bodies have the property v, which is a point containing x and y velocities. I was thinking it'd be a bad idea to just do like: playerBody->v = ccp(accelerometer.x * 5, playerBody->v.y); because it'd just roll up of walls and stuff, is there a better solution to do this?

    Read the article

  • Caching generated QR Code

    - by Michal K
    I use zxing to encode a qr code and store it as a bitmap and then show it in ImageView. Since the image generation time is significant I'm planning to move it to a separate thread (AsyncTaskLoader will be fine I think). The problem is - it's an image and I know that to avoid memory leaks one should never store a strong reference to it in an Activity. So how would you do it? How to cache an image to survive config changes (phone rotation) and generally avoid generating it onCreate()? Just point me in the right direction, please.

    Read the article

  • Resizing a UIButton programmatically by maintaining a margin

    - by Oscar Del Ben
    Hello, I'm adding a UIButton to a tableView footer programmatically. This button has a left and right margin that is equal to the tableView margin: UIButton *deleteButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; deleteButton.frame = CGRectMake(10, 60, 300, 34); deleteButton.autoresizingMask = UIViewAutoresizingFlexibleWidth I'm adding autoresizingMask because I want to support rotation. However, it does not work as I want, as the button stretches all the way down to the right, as shown by the image below. Any idea how to fix it? If I remove the autosizing property then the margin is correct.

    Read the article

< Previous Page | 32 33 34 35 36 37 38 39 40 41 42 43  | Next Page >