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  • java quaternion 3D rotation implementation

    - by MRM
    I made a method to rotate a list of points using quaternions, but all i get back as output is the same list i gave to rotate on. Maybe i did not understood corectly the math for 3d rotations or my code is not implemented the right way, could you give me a hand? This is the method i use: public static ArrayList<Float> rotation3D(ArrayList<Float> points, double angle, int x, int y, int z) { ArrayList<Float> newpoints = points; for (int i=0;i<points.size();i+=3) { float x_old = points.get(i).floatValue(); float y_old = points.get(i+1).floatValue(); float z_old = points.get(i+2).floatValue(); double[] initial = {1,0,0,0}; double[] total = new double[4]; double[] local = new double[4]; //components for local quaternion //w local[0] = Math.cos(0.5 * angle); //x local[1] = x * Math.sin(0.5 * angle); //y local[2] = y * Math.sin(0.5 * angle); //z local[3] = z * Math.sin(0.5 * angle); //components for final quaternion Q1*Q2 //w = w1w2 - x1x2 - y1y2 - z1z2 total[0] = local[0] * initial[0] - local[1] * initial[1] - local[2] * initial[2] - local[3] * initial[3]; //x = w1x2 + x1w2 + y1z2 - z1y2 total[1] = local[0] * initial[1] + local[1] * initial[0] + local[2] * initial[3] - local[3] * initial[2]; //y = w1y2 - x1z2 + y1w2 + z1x2 total[2] = local[0] * initial[2] - local[1] * initial[3] + local[2] * initial[0] + local[3] * initial[1]; //z = w1z2 + x1y2 - y1x2 + z1w2 total[3] = local[0] * initial[3] + local[1] * initial[2] - local[2] * initial[1] + local[3] * initial[0]; //new x,y,z of the 3d point using rotation matrix made from the final quaternion float x_new = (float)((1 - 2 * total[2] * total[2] - 2 * total[3] * total[3]) * x_old + (2 * total[1] * total[2] - 2 * total[0] * total[3]) * y_old + (2 * total[1] * total[3] + 2 * total[0] * total[2]) * z_old); float y_new = (float) ((2 * total[1] * total[2] + 2 * total[0] * total[3]) * x_old + (1 - 2 * total[1] * total[1] - 2 * total[3] * total[3]) * y_old + (2 * total[2] * total[3] + 2 * total[0] * total[1]) * z_old); float z_new = (float) ((2 * total[1] * total[3] - 2 * total[0] * total[2]) * x_old + (2 * total[2] * total[3] - 2 * total[0] * total[1]) * y_old + (1 - 2 * total[1] * total[1] - 2 * total[2] * total[2]) * z_old); newpoints.set(i, x_new); newpoints.set(i+1, y_new); newpoints.set(i+2, z_new); } return newpoints; } For rotation3D(points, 50, 0, 1, 0) where points is: 0.0, 0.0, -9.0; 0.0, 0.0, -11.0; 20.0, 0.0, -11.0; 20.0, 0.0, -9.0; i get back the same list.

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  • Converting an equation into a way java script can interpret it

    - by GeorgeTaylor
    So I have this code that is meant to do this equation: (1 / 15) * arccos(-tan(L) * tan(23.44 * sin(360 * (D + 284) / 365))) and for testing purposes alert it! But for some reason it returns "NaN". I've probably done something really stupid :P var now = new Date(); var start = new Date(now.getFullYear(), 0, 0); var diff = now - start; var oneDay = 1000 * 60 * 60 * 24; var d = Math.floor(diff / oneDay); var lat = position.coords.latitude; var long = position.coords.longitude; var tanlat = Math.atan(lat); var tantwentythree = Math.tan(23.44); var dayplus = d + 284; var sinday = Math.sin(360 * dayplus); var arccos = Math.acos(tanlat); var start = 1 / 15; var equation = start * arccos * tantwentythree * sinday / 365; alert(equation);

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  • calculate distance with linq or subsonic

    - by minus4
    i have this MySQL statement from a search page, the user enters there postcode and it finds the nearest stiocklist within 15 MIles of the entered postcode. SELECT * , ( ( ACOS( SIN( "+SENTLNG +" * PI( ) /180 ) * SIN( s_lat * PI( ) /180 ) + COS( " + SENTLNG +" * PI( ) /180 ) * COS( s_lat * PI( ) /180 ) * COS( ( " + SENTLANG + " - s_lng ) * PI( ) /180 ) ) *180 / PI( ) ) *60 * 1.1515 ) AS distance_miles FROM new_stockists WHERE s_lat IS NOT NULL HAVING distance_miles <15 ORDER BY distance_miles ASC LIMIT 0 , 15 but now i am using linq and subsonic and not got a clue how do do this in linq or subsonic your help would be much appreciated, please also not that i have to sent in a dynamic from address, thats the postcode mentioned at the top of the page, i do a call to google to get then lng and lat from them for the postcode given.

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  • Can anyone explain this snippet of Javascript?

    - by karthick6891
    Can anyone explain the following code? Forget the sine and cosine parts. Is it trying to build a space for the object? objectsInScene = new Array(); for (var i=space; i<180; i+=space) { for (var angle=0; angle<360; angle+=space) { var object = {}; var x = Math.sin(radian*i)*radius; object.x = Math.cos(angle*radian)*x; object.y = Math.cos(radian*i)*radius; object.z = Math.sin(angle*radian)*x; objectsInScene.push(object); } }

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  • matlab constant anonymous function returns only one value instead of an array

    - by Filo
    I've been searching the net for a couple of mornings and found nothing, hope you can help. I have an anonymous function like this f = @(x,y) [sin(2*pi*x).*cos(2*pi*y), cos(2*pi*x).*sin(2*pi*y)]; that needs to be evaluated on an array of points, something like x = 0:0.1:1; y = 0:0.1:1; w = f(x',y'); Now, in the above example everything works fine, the result w is a 11x2 matrix with in each row the correct value f(x(i), y(i)). The problem comes when I change my function to have constant values: f = @(x,y) [0, 1]; Now, even with array inputs like before, I only get out a 1x2 array like w = [0,1]; while of course I want to have the same structure as before, i.e. a 11x2 matrix. I have no idea why Matlab is doing this...

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  • Table alias -- Unkown column in field list

    - by Jason
    Hi all, I have a sql query which is executing a LEFT JOIN on 2 tables in which some of the columns are ambiguous. I can prefix the joined tables but when I try to prefix one of the columns from the table in the FROM clause, it tells me Unknown column. I even tried giving that table an alias like so ...From points AS p and using "p" to prefix the tables but that didn't work either. Can someone tell me what I'm doing wrong. Here is my query: SELECT point_title, point_url, address, city, state, zip_code, phone, `points`.`lat`, `points`.`longi`, featured, kmlno, image_url, category.title, category_id, point_id, lat, longi, reviews.star_points, reviews.review_id, count(reviews.point_id) as totals FROM (SELECT *, ( 3959 * acos( cos( radians('37.7717185') ) * cos( radians( lat ) ) * cos( radians( longi ) - radians('-122.4438929') ) + sin( radians('37.7717185') ) * sin( radians( lat ) ) ) ) AS distance FROM points HAVING distance < '25') as distResults LEFT JOIN category USING ( category_id ) LEFT JOIN reviews USING ( point_id ) WHERE (point_title LIKE '%Playgrounds%' OR category.title LIKE '%Playgrounds%') GROUP BY point_id ORDER BY totals DESC, distance LIMIT 0 , 10

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  • Quartz 2D animating text?

    - by coure06
    i have to animate text around a circle. The text will also scale up/down. Whats the best approach to accomplish this? (i am using Quartz 2D) My approach is: -- Calculate point using sin and cos methods. -- Move Pen there and draw text with alpha and size. -- Clear the screen -- Calculate next point using sin and cos methods. -- Move pen there and draw text with alpha and size. -- clear the screen so on... any better way?

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  • 3d movement around a sphere

    - by user578954
    Hey guys, Im working in 3d for the first time in a long time. Basically im rotating a sphere and projecting x y z cords to place things on the surface based on the spheres X and Y rotation. Heres the code im using: #define piover180 0.01745329252f GLfloat cosy = cos(yrot * piover180); island[i].x = rad * sin(xrot * piover180)* cosy; island[i].y = rad * sin(yrot * piover180); island[i].z = rad * cos(xrot * piover180) * cosy; Problem is the Xrot positioning works fine but the Yrot placement always draw the objects into the north and south pole so they all cross at the top, which isnt correct for rotating. I need a way to solve this. Heres a picture to help explain http://llllost.com/shuttle/47bcde62.jpg Any help would be greatly appreciated, let me know if you need any more information

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  • how to exit recursive math formula and still get an answer

    - by calccrypto
    i wrote this python code, which from wolfram alpha says that its supposed to return the factorial of any positive value (i probably messed up somewhere), integer or not: from math import * def double_factorial(n): if int(n) == n: n = int(n) if [0,1].__contains__(n): return 1 a = (n&1) + 2 b = 1 while a<=n: b*=a a+= 2 return float(b) else: return factorials(n/2) * 2**(n/2) *(pi/2)**(.25 *(-1+cos(n * pi))) def factorials(n): return pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(2*n) the problem is , say i input pi to 6 decimal places. 2*n will not become a float with 0 as its decimals any time soon, so the equation turns out to be pi**(.5 * sin(n*pi)**2) * 2**(-n + .25 * (-1 + cos(2*n*pi))) * double_factorial(loop(loop(loop(...))))) how would i stop the recursion and still get the answer? ive had suggestions to add an index to the definitions or something, but the problem is, if the code stops when it reaches an index, there is still no answer to put back into the previous "nests" or whatever you call them

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  • How do I save an altered image in matlab?

    - by ef-i-blinky
    So I am using the code located here: http://wwwx.cs.unc.edu/~sjguy/CompVis/Features/BlobDetect.m and I was wondering how to save the final blob detected image. The image that I am doing the blob detection on gets shown and then he manually draws the lines on the image here: Xbar = cx1+X.*cos(alpha)+Y.*sin(alpha); Ybar = cy1+Y.*cos(alpha)-X.*sin(alpha); line(Xbar', Ybar', 'Color', color, 'LineWidth', ln_wid); I then want to save this image using something like imwrite. I have been reading around and it seems that no one really has an answer to to this problem. Thanks for any help you can give me, Josh

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  • How can I write faster JavaScript?

    - by a paid nerd
    I'm writing an HTML5 canvas visualization. According to the Chrome Developer Tools profiler, 90% of the work is being done in (program), which I assume is the V8 interpreter at work calling functions and switching contexts and whatnot. Other than logic optimizations (e.g., only redrawing parts of the visualization that have changed), what can I do to optimize the CPU usage of my JavaScript? I'm willing to sacrifice some amount of readability and extensibility for performance. Is there a big list I'm missing because my Google skills suck? I have some ideas but I'm not sure if they're worth it: Limit function calls When possible, use arrays instead of objects and properties Use variables for math operation results as much as possible Cache common math operations such as Math.PI / 180 Use sin and cos approximation functions instead of Math.sin() and Math.cos() Reuse objects when passing around data instead of creating new ones Replace Math.abs() with ~~ Study jsperf.com until my eyes bleed Use a preprocessor on my JavaScript to do some of the above operations

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  • How to find distance between two geopoints in c using calculateDistance(const CWaypoint& wp)

    - by Harsha
    void getAllDataByPointer(string *pname,double *platitude, double *plongitude); void getAllDataByReference(string &pname,double &platitude, double &plongitude); double calculateDistance(const CWaypoint& wp); void print(int format); bool less(const CWaypoint& wp_right); CWaypoint add(const CWaypoint& wp_right); These are the functions I am using. I have the values as output but how to call the latitude values of two different cities so that I can use the following formula distance = ERADIUS * (acos(sin(latitude_1)*sin(latitude_2) + cos(latitude_1) * cos(latitude_2)*cos(longitude_2 - longitude_1)));

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  • Mathematica Programming Language&ndash;An Introduction

    - by JoshReuben
    The Mathematica http://www.wolfram.com/mathematica/ programming model consists of a kernel computation engine (or grid of such engines) and a front-end of notebook instances that communicate with the kernel throughout a session. The programming model of Mathematica is incredibly rich & powerful – besides numeric calculations, it supports symbols (eg Pi, I, E) and control flow logic.   obviously I could use this as a simple calculator: 5 * 10 --> 50 but this language is much more than that!   for example, I could use control flow logic & setup a simple infinite loop: x=1; While [x>0, x=x,x+1] Different brackets have different purposes: square brackets for function arguments:  Cos[x] round brackets for grouping: (1+2)*3 curly brackets for lists: {1,2,3,4} The power of Mathematica (as opposed to say Matlab) is that it gives exact symbolic answers instead of a rounded numeric approximation (unless you request it):   Mathematica lets you define scoped variables (symbols): a=1; b=2; c=a+b --> 5 these variables can contain symbolic values – you can think of these as partially computed functions:   use Clear[x] or Remove[x] to zero or dereference a variable.   To compute a numerical approximation to n significant digits (default n=6), use N[x,n] or the //N prefix: Pi //N -->3.14159 N[Pi,50] --> 3.1415926535897932384626433832795028841971693993751 The kernel uses % to reference the lastcalculation result, %% the 2nd last, %%% the 3rd last etc –> clearer statements: eg instead of: Sqrt[Pi+Sqrt[Sqrt[Pi+Sqrt[Pi]]] do: Sqrt[Pi]; Sqrt[Pi+%]; Sqrt[Pi+%] The help system supports wildcards, so I can search for functions like so: ?Inv* Mathematica supports some very powerful programming constructs and a rich function library that allow you to do things that you would have to write allot of code for in a language like C++.   the Factor function – factorization: Factor[x^3 – 6*x^2 +11x – 6] --> (-3+x) (-2+x) (-1+x)   the Solve function – find the roots of an equation: Solve[x^3 – 2x + 1 == 0] -->   the Expand function – express (1+x)^10 in polynomial form: Expand[(1+x)^10] --> 1+10x+45x^2+120x^3+210x^4+252x^5+210x^6+120x^7+45x^8+10x^9+x^10 the Prime function – what is the 1000th prime? Prime[1000] -->7919 Mathematica also has some powerful graphics capabilities:   the Plot function – plot the graph of y=Sin x in a single period: Plot[Sin[x], {x,0,2*Pi}] you can also plot 3D surfaces of functions using Plot3D function

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  • Bullet physics in python and pygame

    - by Pomg
    I am programming a 2D sidescroller in python and pygame and am having trouble making a bullet go farther than just farther than the player. The bullet travels straight to the ground after i fire it. How, in python code using pygame do I make the bullet go farther. If you need code, here is the method that handles the bullet firing: self.xv += math.sin(math.radians(self.angle)) * self.attrs['speed'] self.yv += math.cos(math.radians(self.angle)) * self.attrs['speed'] self.rect.left += self.xv self.rect.top += self.yv

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  • How To Approach 360 Degree Snake

    - by Austin Brunkhorst
    I've recently gotten into XNA and must say I love it. As sort of a hello world game I decided to create the classic game "Snake". The 90 degree version was very simple and easy to implement. But as I try to make a version of it that allows 360 degree rotation using left and right arrows, I've come into sort of a problem. What i'm doing now stems from the 90 degree version: Iterating through each snake body part beginning at the tail, and ending right before the head. This works great when moving every 100 milliseconds. The problem with this is that it makes for a choppy style of gameplay as technically the game progresses at only 6 fps rather than it's potential 60. I would like to move the snake every game loop. But unfortunately because the snake moves at the rate of it's head's size it goes way too fast. This would mean that the head would need to move at a much smaller increment such as (2, 2) in it's direction rather than what I have now (32, 32). Because I've been working on this game off and on for a couple of weeks while managing school I think that I've been thinking too hard on how to accomplish this. It's probably a simple solution, i'm just not catching it. Here's some pseudo code for what I've tried based off of what makes sense to me. I can't really think of another way to do it. for(int i = SnakeLength - 1; i > 0; i--){ current = SnakePart[i], next = SnakePart[i - 1]; current.x = next.x - (current.width * cos(next.angle)); current.y = next.y - (current.height * sin(next.angle)); current.angle = next.angle; } SnakeHead.x += cos(SnakeAngle) * SnakeSpeed; SnakeHead.y += sin(SnakeAngle) * SnakeSpeed; This produces something like this: Code in Action. As you can see each part always stays behind the head and doesn't make a "Trail" effect. A perfect example of what i'm going for can be found here: Data Worm. Not the viewport rotation but the trailing effect of the triangles. Thanks for any help!

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  • (Libgdx) Move Vector2 along angle?

    - by gemurdock
    I have seen several answers on here about moving along angle, but I can't seem to get this to work properly for me and I am new to LibGDX... just trying to learn. These are my Vector2's that I am using for this function. public Vector2 position = new Vector2(); public Vector2 velocity = new Vector2(); public Vector2 movement = new Vector2(); public Vector2 direction = new Vector2(); Here is the function that I use to move the position vector along an angle. setLocation() just sets the new location of the image. public void move(float delta, float degrees) { position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set((float) Math.cos(degrees), (float) Math.sin(degrees)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); // Sets location of image } I get a lot of different angles with this, just not the correct angles. How should I change this function to move a Vector2 along an angle using the Vector2 class from com.badlogic.gdx.math.Vector2 within the LibGDX library? I found this answer, but not sure how to implement it. Update: I figured out part of the issue. Should convert degrees to radians. However, the angle of 0 degrees is towards the right. Is there any way to fix this? As I shouldn't have to add 90 to degrees in order to have correct heading. New code is below public void move(float delta, float degrees) { degrees += 90; // Set degrees to correct heading, shouldn't have to do this position.set(image.getX() + image.getWidth() / 2, image.getY() + image.getHeight() / 2); direction.set(MathUtils.cos(degrees * MathUtils.degreesToRadians), MathUtils.sin(degrees * MathUtils.degreesToRadians)).nor(); velocity.set(direction).scl(speed); movement.set(velocity).scl(delta); position.add(movement); setLocation(position.x, position.y); }

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  • Android, how important is deltaTime?

    - by iQue
    Im making a game that is getting pretty big and sometimes my thread has to skip a frame, so far I'm not using deltaTime for setting the speed of my different objects in the game because it's still not a big enough game for it to matter imo. But its getting bigger then I planned, so my question is, how important is delta Time? If I should use delta time there is a problem, since speedX and speedY are integers(they have to be for eclipse to let you make a rectangle of them), I cant add delta time very functionally as far as I understand, but might be wrong? Ive tried adding deltaTime to the code below, and sometimes my enemies just not move after spawn, they just stand there and run in the same place Will add an some code for how I set / use speed: public void update(int dx, int dy) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); x +=dx * Math.cos(Math.toRadians(theta)); y +=dy * Math.sin(Math.toRadians(theta)); currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } So if someone with some experience with this has any thoughts, please share. Thank you! Changed code: public void update(int dx, int dy, float delta) { double theta = 180.0 / Math.PI * Math.atan2(-(y - controls.pointerPosition.y), controls.pointerPosition.x - x); double speedX = delta * dx * Math.cos(Math.toRadians(theta)); double speedY = delta * dy * Math.sin(Math.toRadians(theta)); x += speedX; y += speedY; currentFrame = ++currentFrame % BMP_COLUMNS; } public void draw(Canvas canvas) { int srcX = currentFrame * width; int srcY = 1 * height; Rect src = new Rect(srcX, srcY, srcX + width, srcY + height); Rect dst = new Rect(x, y, x + width, y + height); canvas.drawBitmap(bitmap, src, dst, null); } with this code my enemies move like before, except they wont move to the right (wont increment x), all other directions work.

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  • Move projectile in direction the gun is facing

    - by Manderin87
    I am attempting to have a projectile follow the direction a gun is facing. When using the following code I am unable to make the projectile go in the right direction. float speed = .5f; float dX = (float) -Math.cos(Math.toRadians(degree)) * speed; float dY = (float) Math.sin(Math.toRadians(degree)) * speed; Can anyone tell me what I am doing wrong? The degree is the direction the gun is facing in degree's.

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  • Euler angles to Cartesian Coordinates for use with gluLookAt

    - by notrodash
    I have searched all of the internet but just couldn't find the answer. I am using LibGDX and this is part of my code that loops over and over: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)Math.cos(yaw) * (float)Math.cos(pitch); float centerY = (float)Math.sin(yaw) * (float)Math.cos(pitch); float centerZ = (float)Math.sin(pitch); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } I might just be bad at the math, but I dont get it. Does someone have a good explanation and an idea about how to deal with this? I am trying to make a first person camera. By the way, the camera is translated by +10 on the Z axis. Currently when I run the application, this is what I get: Watch video in browser | Download video (for those who cant download the video, everything shakes in a clockwise/anticlockwise action, depending on if I increase or decrease the Yaw value) -Thank you. [edit] and with this code: public void render() { GL11 gl = Gdx.gl11; float centerX = (float)(MathUtils.cosDeg(yaw)*4); float centerY = 0; float centerZ = (float)(MathUtils.sinDeg(yaw)*4); System.out.println(centerX+" "+centerY+" "+centerZ+" ~ "+GDXRacing.camera.position.x+" "+GDXRacing.camera.position.y+" "+GDXRacing.camera.position.z); Gdx.glu.gluLookAt(gl, GDXRacing.camera.position.x, GDXRacing.camera.position.y, GDXRacing.camera.position.z, centerX, centerY, centerZ, 0, 1, 0); if(Gdx.input.isKeyPressed(Keys.A)) { yaw--; } if(Gdx.input.isKeyPressed(Keys.D)) { yaw++; } } it slowly swings from the left to the right. This approach worked for turning left and right for 2d games though. What am I doing wrong?

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  • permiso se usuario para lectura de disco duro

    - by Dayron Chavez Sandoval
    tengo una pc asus con ubuntu 14.04.01lts y en el existen 3 cuentas.1 administrador y 2 estandar.el administrador puede leer y modificar los archivos dentro el disco duro.sin embargo los estandar ni siquiera pueden leerlo,dice que necesita permisos para entrar,intentamos cambiarlos desde cuenta administrador pero al marcar la opcion lectura y modificar esta se vuelve a poner automaticamente en no.recuerdo que ubuntu esta instalado junto a windows 8.1 pero estamos pronto a quitarlo por ser muy inestable.

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  • What are known approaches to graphing algebraic expressions?

    - by jeremynealbrown
    I am planning to build an expression parser that will be used to graph algebraic functions ( think TI-83 ) with JavaScript. Functions will take the form of f(x)= Aside from typical operators such as: + - * / ^ I'd also like to add support for inline functions such as: sin(), cos(), log() and random(). I have looked at implementing the Shunting Yard algorithm for parsing expressions, but it does not look like an efficient approach to evaluating a function with a hundreds or thousands of inputs. What other known algorithms exist for this task?

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  • draw bullet at the end of the barrel

    - by Alberto
    excuse my awkwardness, i have this code: [syntax="java"] int x2 = (int) (canon.getSceneCenterCoordinates()[0] + LENGTH_SPRITE/2* Math.cos(canon.getRotation())); int y2 = (int) (canon.getSceneCenterCoordinates()[1] + LENGTH_SPRITE/2* Math.sin(canon.getRotation())); projectile = new Sprite( (float) x2, (float) y2, mProjectileTextureRegion,this.getVertexBufferObjectManager() ); mMainScene.attachChild(projectile); [/syntax] and the bullet are drawn around the cannon in circle.. but not from the end of cannon :( help!

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  • What are atan and atan2 used for in games?

    - by kyrogue
    I am having some trouble understanding Math.tan() and Math.atan() and Math.atan2(). I have basic knowledge of trigonmetry but the usage of SIN, COS, and TAN etc for game development is very new to me. I am reading on some tutorials and I see that by using tangent we can get the angle in which one object needs to be rotated by how much to face another object for example my mouse. So why do we still need to use atan or atan2?

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  • Not able to get graphs on screen with gnuplot

    - by user81194
    I have installed 12.04 along with Windows 7 and also installed gnuplot 4.6.0. When I type gnuplot on the terminal, I am getting the error message: Terminal type set to unknown. When I tried plot sin(x), the graph does not appear on the screen. However, I am able to make a postscript file. I tried set terminal 'x11', system responds with: unknown or ambiguous terminal. Please help me solve this problem.

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  • PCI configuration method error (Linux Kernel)

    - by user326580
    (I'm not sure if here is the best place for that question, so I will be pleased if anyone suggests me a more proper forum for that.) I'm trying to install Ubuntu 12.04.4 in a netbook (from an usb), but the kernel stops very early in initialization process. After two days of research, I've found that it boots with the parameter pci=conf2 but not with the default conf1 method. Nevertheless, after kernel boot, it seems that Ubuntu can't find usb devices and I'm not be able to install it. Trying with Debian, its a graphic installer and I found that the mouse isn't working neither.I think pci devices are not working. I tried about 50% of kernel pci boot options in the kernel-parameters file (in conjunction with the implicit default conf1) without luck. Any suggestions? PS: The problem is the same with kernel 2.6 or 3. (In Spanish) No estoy seguro si éste es el mejor lugar para esta pregunta, por lo cual estaré encantado si alguno me sugiere un mejor lugar para ella. Estoy intentando instalar Ubuntu 12.04.4 en una netbook (desde un usb), pero el kernel se detiene muy temprano en la inicialización. Después de dos días de investigar, encontré que arranca con el parámetro pci=conf2 pero no con método default conf1. Sin embargo después de que el kernel arranca, parece que Ubuntu no logra encontrar los dispositivos usb y no puedo instalar el sistema. Intentando con Debian y su instalador gráfico, encontré que el ratón tampoco funcionaba, así que pienso que los dispositivos pci no están funcionando. Intenté con aproximadamente el 50% de las opciones de arranque del kernel para pci (en conjunción con el método implícito conf1) sin suerte. Alguna idea? PS: El problema es el mismo con el kernel 2.6 o 3.

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