First a little context.
I am attempting to build a little fence-builder functionality.
Below is a sketch showing idea/how I see it approached.
Ohh not enough rep apparently: link here: [http://imgur.com/ZougnQi][1]
Two objects are instantiated(Pole1 & Pole2)
As I in runtime move those two poles around the terrain, I wish to
a: create a plane with a texture between those poles (a tileable transparent fence thingy)
which in update ofcourse scales according to the distance between those two points/poles.
b: instantiate new poles according to distance between the two poles.
So far I have per pictures linked two poles I can drag around and a third pole being placed exactly between those two.
I found another post: Instantiate gameobject between 2 objects in unity 3d
But couldn't get code from "SlxS" to work, and it does not really aid in me creating a textured plane/cube between the poles.
Code that works:
function Update ()
{
poles.transform.position = 0.5f*(pole1.transform.position + pole2.transform.position);
}
var pole1 : Transform;
var pole2 : Transform;
var poles : GameObject;
var selectedDistance : int = 5;
function Build()
{
var distance = Vector3.Distance(pole1.transform.position,pole2.transform.position);
print(distance);
poles.transform.position = 0.5f*(pole1.transform.position + pole2.transform.position);
if((pole1.transform.position - pole2.transform.position).magnitude < selectedDistance)
{
print("more than 5 apart");
}
else
{
print("less than 5 apart");
}
}
Hope to get some input :)
Best,
[1]: http://imgur.com/ZougnQi
SOLVED: Thanks to https://stackoverflow.com/users/685314/joetjah
Code:
function Update ()
{
poles.transform.position = 0.5f*(pole1.transform.position + pole2.transform.position);
}
var pole1 : Transform;
var pole2 : Transform;
var poles : Transform;
function Build2() {
var poleDistance : Vector2;
poles.localScale.z = Vector3.Distance(pole1.position,pole2.position); // Find the distance between 2 points
print(poles.localScale.z);
poles.LookAt(pole2);
}
Related
Objective:
To simulate a reflective floor(like this) in three js.
Idea:
Make the floor translucent by setting opacity to 0.5.
Place a Mirror below it to reflect the meshes above it.
Expected Output:
To be able to see reflections of the house via the floor mirror.
Obtained Output:
Doesn't reflect the meshes which is part of the house.
Instead, reflects only the skybox and that too only in certain angles.
Screenshots:
Mirror reflecting skybox fully - http://prntscr.com/6yn52y
Mirror reflecting skybox partially - http://prntscr.com/6yn5f7
Mirror not reflecting anything - http://prntscr.com/6yn5qy
Questions:
Why aren't the other meshes of the house reflected through the mirror?
Why is the mirror not reflecting in certain orientations of the camera?
Code Attached:
.......
.......
function getReflectiveFloorMesh(floorMesh) {
var WIDTH = window.innerWidth;
var HEIGHT = window.innerHeight;
floorMirror = new THREE.Mirror( renderer, firstPerson.camera,
{ clipBias: 0.003,
textureWidth: WIDTH,
textureHeight: HEIGHT,
color: 0x889999 } );
var mirrorMesh = floorMesh.clone();
mirrorMesh.position.y -= 10; // Placing the mirror just below the actual translucent floor; Fixme: To be tuned
mirrorMesh.material = floorMirror.material;
mirrorMesh.material.side = THREE.BackSide; // Fixme: Normals were flipped. How to decide on normals?
mirrorMesh.material.needsUpdate = true;
mirrorMesh.add(floorMirror);
return mirrorMesh;
}
function getSkybox() {
var urlPrefix = "/img/skybox/sunset/";
var urls = [urlPrefix + "px.png", urlPrefix + "nx.png",
urlPrefix + "py.png", urlPrefix + "ny.png",
urlPrefix + "pz.png", urlPrefix + "nz.png"];
var textureCube = THREE.ImageUtils.loadTextureCube(urls);
// init the cube shadder
var shader = THREE.ShaderLib["cube"];
shader.uniforms["tCube"].value = textureCube;
var material = new THREE.ShaderMaterial({
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
side: THREE.BackSide
});
// build the skybox Mesh
var skyboxMesh = new THREE.Mesh(new THREE.CubeGeometry(10000, 10000, 10000, 1, 1, 1, null, true), material);
return skyboxMesh;
}
function setupScene(model, floor) {
scene.add(model); // Adding the house which contains translucent floor
scene.add(getSkybox()); // Adding Skybox
scene.add(getReflectiveFloorMesh(floor)); // Adds mirror just below floor
scope.animate();
}
....
....
this.animate = function () {
// Render the mirrors
if(floorMirror)
floorMirror.render();
renderer.render(scene, firstPerson.camera);
};
You have to attach the mirror to the mesh before doing any transformation.
So the code would be:
floorMirror = new THREE.Mirror( ... );
var mirrorMesh = floorMesh.clone();
mirrorMesh.add(floorMirror); // attach first!
mirrorMesh.position.y -= 10;
...
But another problem here is that you are cloning mirrorMesh from floorMesh, which has already been (probably) transformed.
At creation, a mirror object has the same default transform matrix as a regular Mesh with plane geometry (which is by default 'vertical').
When you attach the mirror to a floor (or any horizontal mesh), the matrix doesn't match with the mesh one and that's why you don't see the reflections, or only from a certain angle.
So, always attach a mirror to a non-transformed plane mesh, before you apply your transformations (translations or rotations).
Idea:
"Make the floor translucent by setting opacity to 0.5.
Place a Mirror below it to reflect the meshes above it".
I suggest another way, make floor as solid add mirror on top and change the alpha of the mirror instead, I think you have issues with the translucent floor restricting the mirror projection through the alpha..
If you move the mirror over from under the translucent floor or into an empty scene with just a cube or sphere geometry attached basic material does it reflect as expected?
You may need 2 mirrors, one for the room assuming you want polished floor boards and one for outside general reflection
I am developing a game in Haxe with the HaxeFlixel Framework.
I decided to split the map in chunks so i can load new areas of the map at runtime (without loading screen). For that i put every chunk in an instance of FlxTilemap.
Now I noticed that, when i try to move a FlxTilemap (by changing its x and y properties) the collision detection (with FlxG.collide(hero, map)) does not work right.
To test why the collision detection doesn't work, I simply added a FlxTilemap to the scene and collided it with my hero:
map = new FlxTilemap();
var mapData = "";
for (y in 0...8) {
for (x in 0...8) {
mapData += "0,";
}
mapData += "\n";
}
map.loadMap(mapData, AssetPaths.tuxemon_sprites__png, 16, 16);
for (x in 0...8) {
map.setTile(x, 6, SpriteSheet.TILES.FENCE.LOOSE_1_RIGHT);
}
for (y in 0...8) {
map.setTile(6, y, SpriteSheet.TILES.FENCE.LOOSE_1_RIGHT);
}
map.setPosition(
map.x - map.width / 2,
map.y - map.height / 2
);
add(map);
Collision detection is handeled in the update() method of the state:
override public function update():Void
{
super.update();
FlxG.collide(hero, map);
}
Am I doing it the wrong way or did I simply miss something?
EDIT:
There seems to be a problem in the HaxeFlixel collision detection.
The collision will only be detected when the x and y properties of the FlxObjects are positive.
I want to have negative x/y positions as well.
Does anyone know a fix or workaround for this problem?
Try changing the bounds of your world space. Specifically, FlxG.worldBounds.
Is it possible to do a DLT in CSS? If so, how is this accomplished? I can't think of a way using just transform: matrix... If this is not possible, what would be an alternative approach?
The particular effect I'm trying to achieve is laying out divs in a way similar to how Safari does this:
Here is a very rough and non-generic answer to your request. http://jsfiddle.net/3t5SM/
You could easily extend it to get a generic much better solution.
in my CSS,
#id1, #id4, #id7{
-webkit-transform: rotateY(40deg);
}
#id3, #id6, #id9{
-webkit-transform: rotateY(-40deg);
}
#id2, #id5, #id8{
-webkit-transform: scale(0.94);
}
the basic idea is to create a style for each column (here i'm calling the id's but again, it would be better to have a style for each column and define the columns as .left, .middle, .right, etc)
I'll update my post tonight if I have the time to go into the details :)
EDIT: as promise, here is a little better version. Now it is much more generic and depending on the size of your window, you'll get the right number of cubes. It is still far from being perfect (you could play with the size of the cubes in order to get a better depth feeling), but in general you see that it is possible, even dynamically :)
here is the fiddle: http://jsfiddle.net/P84qd/4/
To go a little into the details of the javascript:
function dispatch(){
var sizeOfImg = 150;
var windowWith = document.body.offsetWidth;
var widthRest = windowWith%sizeOfImg;
var nbSquareRow = Math.floor(windowWith/sizeOfImg);
dlt(nbSquareRow);
var marginVal = widthRest/(nbSquareRow+1);
var lineout = document.getElementById('lineout');
lineout.style.paddingLeft = marginVal+'px';
lineout.style.paddingTop = marginVal+'px';
var square = document.getElementsByTagName('div');
for(var i=0, length = square.length;i<length; i++){
if(square[i].className === 'square'){
square[i].style.marginRight = marginVal+'px';
square[i].style.marginBottom = marginVal+'px';
}
}
}
dispatch();
window.onresize = function(e){dispatch();};
function dlt(nbSquareRow){
var maxRotatDeg = 40;
var isEven=true;
if(nbSquareRow%2 == 0){
var unityRotatDeg = maxRotatDeg/(nbSquareRow/2);
}else{
var unityRotatDeg = maxRotatDeg/((nbSquareRow-1)/2);
isEven = false;
}
var middle = Math.floor(nbSquareRow/2);
var mySquares = document.getElementsByTagName('div');
for(var j=0, sqleng = mySquares.length;j<sqleng; j++){
if(mySquares[j].className == 'square'){
var colNumb = (parseInt(mySquares[j].id)-1)%nbSquareRow;
var myMultiplier = (middle-colNumb);
if(isEven && myMultiplier<=0){
myMultiplier--;
}
mySquares[j].style.webkitTransform = 'rotateY('+(unityRotatDeg*myMultiplier)+'deg)';
}
}
}
The dispatch function is a simple function that will distribute the squares on your web page with equal margins (top, left, right, bottom). I took it from 1.
The dlt function calculates the number of columns and defines the rotation amount for each column (in my example the maximum rotation value is 40). The rest of the code are purely some math checks in order to make it work correctly.
In order to get a better result, you should play with the size of each square, but be careful because the dispatch function also needs to know the size of the square to calculate how many squares will be allowed to be displayed per row. I'll let you have fun with it ;)
I'm playing around with code like this:
<s:Button id="test" label="test" transformX="{Math.floor(test.width/2)}" rotationY="20" x="20" y="20" />
The button is rotated on the Y axis and the rotate pivot is in the middle of the button.
This will create a button that looks something like this:
(source: jeffryhouser.com)
The rotated button is, visually, filling a different space than the x, y, height, and width values would you have believe.
The "A" value in my image is the height of the button. But, what I want to use for calculation and placement purposes is the B value.
Additionally, I'd like to perform similar calculations with the width; getting the width from the top right corner to the bottom left corner.
How do I do this?
I put together a sample to show off the various approaches for calculating this that people are suggesting. The source code is also available. Nothing is quite working like I'd expect. For example, turn the rotationSlider to 85. The button is effectively invisible, yet all approaches are still giving it height and width.
My math may be a bit rusty, but this is how I would find the answer :
You would extend a right-triangle from the right edge of the button to the bottom-most point of the diagram you have (A-B). You can then use the Law of Sines to get three angles : 90', 20' and 70' (90 will always be there, and then your variable - 180 for the third angle).
You can then use the following formula to find your answer :
B = ((button.width * sin(button.rotationY)) / (sin(90 -button.rotationY)) + (button.height)
getBounds(..) and getRect(..) are supposed to be the methods for getting the width and height of transformed objects.
Not tried them in Flex 4 yet, but they always worked for me in Flex 3.
The answer was in one of the comments from James Ward on this question and is located at this blog post.
The one thing the blog post doesn't say is that in many cases, the perspectiveProjection property of the transform property on the class in question will be null. The linked to example took care of this by setting the maintainProjectionCenter property to true. But, you could also create a new perspectiveProjection object like this:
object.transform.perspectiveProjection = new PerspectiveProjection();
I wrapped up the function from evtimmy into a class:
/**
* DotComIt/Flextras
* Utils3D.as
* Utils3D
* jhouser
* Aug 5, 2010
*/
package com.flextras.coverflow
{
import flash.geom.Matrix3D;
import flash.geom.PerspectiveProjection;
import flash.geom.Rectangle;
import flash.geom.Utils3D;
import flash.geom.Vector3D;
public class TransformUtilities
{
public function TransformUtilities()
{
}
//--------------------------------------------------------------------------
//
// Methods
//
//--------------------------------------------------------------------------
//----------------------------------
// projectBounds
//----------------------------------
// info from
// http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
/**
* Method retrieved from
* http://evtimmy.com/2009/12/calculating-the-projected-bounds-using-utils3dprojectvector/
*
* #param bounds: The rectangle that makes up the object
* #param matrix The 3D Matrix of the item
* #param the projection of the item's parent.
*/
public static function projectBounds(bounds:Rectangle,
matrix:Matrix3D,
projection:PerspectiveProjection):Rectangle
{
// Setup the matrix
var centerX:Number = projection.projectionCenter.x;
var centerY:Number = projection.projectionCenter.y;
matrix.appendTranslation(-centerX, -centerY, projection.focalLength);
matrix.append(projection.toMatrix3D());
// Project the corner points
var pt1:Vector3D = new Vector3D(bounds.left, bounds.top, 0);
var pt2:Vector3D = new Vector3D(bounds.right, bounds.top, 0)
var pt3:Vector3D = new Vector3D(bounds.left, bounds.bottom, 0);
var pt4:Vector3D = new Vector3D(bounds.right, bounds.bottom, 0);
pt1 = Utils3D.projectVector(matrix, pt1);
pt2 = Utils3D.projectVector(matrix, pt2);
pt3 = Utils3D.projectVector(matrix, pt3);
pt4 = Utils3D.projectVector(matrix, pt4);
// Find the bounding box in 2D
var maxX:Number = Math.max(Math.max(pt1.x, pt2.x), Math.max(pt3.x, pt4.x));
var minX:Number = Math.min(Math.min(pt1.x, pt2.x), Math.min(pt3.x, pt4.x));
var maxY:Number = Math.max(Math.max(pt1.y, pt2.y), Math.max(pt3.y, pt4.y));
var minY:Number = Math.min(Math.min(pt1.y, pt2.y), Math.min(pt3.y, pt4.y));
// Add back the projection center
bounds.x = minX + centerX;
bounds.y = minY + centerY;
bounds.width = maxX - minX;
bounds.height = maxY - minY;
return bounds;
}
}
}
Although that is the answer to my question, I'm not sure if it was the solution to my problem. Thanks everyone!
I have created a Sprite in Actionscript and rendered it to a Flex Canvas. Suppose:
var fooShape:Sprite = new FooSpriteSubclass();
fooCanvas.rawChildren.addChild(myshape);
//Sprite shape renders on screen
fooShape.rotation = fooNumber;
This will rotate my shape, but seems to rotate it around the upper-left
point of its parent container(the canvas).
How can I force the Sprite to rotate about is own center point? I could obviously
write code to calculate the rotation, and then have it re-render, but I think there
must be a built-in way to do this, and certainly do not want to 'reinvent the wheel'
if possible.
I am using FlexBuilder, and therefore do not have access to the full Flash API.
Thank you much!
The following steps are required to rotate objects based on a reference point (using Matrix object and getBounds):
Matrix translation (moving to the reference point)
Matrix rotation
Matrix translation (back to original position)
For example to rotate an object 90 degrees around its center:
// Get the matrix of the object
var matrix:Matrix = myObject.transform.matrix;
// Get the rect of the object (to know the dimension)
var rect:Rectangle = myObject.getBounds(parentOfMyObject);
// Translating the desired reference point (in this case, center)
matrix.translate(- (rect.left + (rect.width/2)), - (rect.top + (rect.height/2)));
// Rotation (note: the parameter is in radian)
matrix.rotate((90/180)*Math.PI);
// Translating the object back to the original position.
matrix.translate(rect.left + (rect.width/2), rect.top + (rect.height/2));
Key methods used:
Matrix.rotate
Matrix.translate
DisplayObject.getBounds
Didn't have much luck with the other examples. This one worked for me. I used it on a UIComponent.
http://www.selikoff.net/2010/03/17/solution-to-flex-image-rotation-and-flipping-around-center/
private static function rotateImage(image:Image, degrees:Number):void {
// Calculate rotation and offsets
var radians:Number = degrees * (Math.PI / 180.0);
var offsetWidth:Number = image.contentWidth/2.0;
var offsetHeight:Number = image.contentHeight/2.0;
// Perform rotation
var matrix:Matrix = new Matrix();
matrix.translate(-offsetWidth, -offsetHeight);
matrix.rotate(radians);
matrix.translate(+offsetWidth, +offsetHeight);
matrix.concat(image.transform.matrix);
image.transform.matrix = matrix;
}
Actually I had to add this code to make above solutions work for me.
private var _rotateCount = 0;
var _origginalMatrix:Matrix=new Matrix();
.........
if (_rotateCount++ >= 360 / angleDegrees)
{
myObject.transform.matrix = _origginalMatrix;
_rotateCount = 0;
return;
}
var matrix:Matrix = myObject.transform.matrix;
....
Without that after some long time rotated object slowly moves somewhere right top.
An alternative solution is to put your object inside another View, move it so that your image's center is at the container's top-left corner, and then rotate the container.
import spark.components.*;
var myContainer:View = new View();
var myImage:Image = new Image();
myContainer.addElement(myImage);
myImage.x = myImage.width / -2;
myImage.y = myImage.height / -2;
addElement(myContainer);
myContainer.rotation = whateverAngle;
One issue might be that the width of the image isn't know at the moment it is created, so you might want to find a way around that. (Hardcode it, or see if myImage.preliminaryWidth works)
/**
* Rotates the object based on its center
* Parameters: #obj => the object to rotate
* # rotation => angle to rotate
* */
public function RotateAroundCenter(obj:Object, rotation:Number):void
{
var bound:Rectangle = new Rectangle();
// get the bounded rectangle of objects
bound = obj.getRect(this);
// calculate mid poits
var midx1:Number = bound.x + bound.width/2;
var midy1:Number = bound.y + bound.height/2;
// assign the rotation
obj.rotation = rotation;
// assign the previous mid point as (x,y)
obj.x = midx1;
obj.y = midy1;
// get the new bounded rectangle of objects
bound = obj.getRect(this);
// calculate new mid points
var midx2:Number = bound.x + bound.width/2;
var midy2:Number = bound.y + bound.height/2;
// calculate differnece between the current mid and (x,y) and subtract
//it to position the object in the previous bound.
var diff:Number = midx2 - obj.x;
obj.x -= diff;
diff = midy2 - obj.y;
obj.y -= diff;
}
//////////////////
Usage:
you can use the above function as described below,
var img:Canvas = new Canvas()
RotateAroundCenter(img, rotation);
This will help you
REf: http://subashflash.blogspot.in/2010/08/rotation-of-object-based-on-center.html
If you want to rotate around the center, merely center the asset inside your sprite by setting the internal assets x and y to half of the width and height of the asset. This swill center your content and allow it to rotate around a center point.
An example of runtime loaded assets is as follows:
var loader:Loader = new Loader():
var request:URLRequest = new URLRequest(path/to/asset.ext);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, _onLoaderComplete);
loader.load(request);
private function _onLoaderComplete(e:Event):void
{
var mc:MovieClip = e.target.content as MovieClip;
mc.x = -mc.width * 0.5;
mc.y = -mc.height * 0.5;
mc.rotation = 90;
addChild(mc);
}