I want to make an flipping card object which has three sides, basic requirement is like below
as in image, I want to rotate from horizontal center of card but I can not find any way to change orientation of rotation except put card in an container and set its x to -(width/2) I am using appendRotation method after setting its z component to 1 and everytime appending -5 rotation on Y axis.
How to achieve this elegantly? any suggestions appreciated...
For a simple two sided 3D object using the native 3D capabilities of the Flash Player, check out this handy class: http://blog.soulwire.co.uk/code/open-source/two-sided-planes-in-flash-player-10
I'd suggest looking at Papervision 3d or away 3D and make a 2 sided plane, one side of the plane being a view stack that contains views 1 and 2.
Related
I'm trying to create an isometric tilemap world kinda made of blocks on top of each other where for every Y level (thinking the world like if its in 3D coords) there is a different layer of tilemap.
My player is like 1.5 blocks tall and I want to put it in the world, but I can't understand how to draw the player in the right order with the tilemap to prevent the player going over or under every layer of the tilemap.
Right now every layer except the terrain one is drawn on top of the player like in this image:
Expected result:
Another example of an expected result:
I also tried making the same thing with threejs before doing it in godot where I can define the order of every object before rendering every frame, so I divided my tilemap by distance from the camera and put the player in the right spot in the rendering order based on its distance from the camera (its like zindex but without changing the actual Z of the sprites, just calculating it from the X and Y coords of the world).
But I don't think there is a way to do this in godot and I have no idea where to start.
The question is, how do I manipulate the rendering order of the tilemap to make the player fit in the right spot? If this is not possible, is there any way to archieve the expected results?
I want to have a right-handed Cartesian coordinate system in JavaFX, so (0,0) at lower left corner of window, x increasing to the right and y increasing upwards. I can't figure out how to do that with transforms. If I apply a rotation transform, the buttons will be upside down. All I want is to be able to use this coordinate system instead of the default one.
As mentioned in the JavaFX documentation (see chapter Y-down versus Y-up), Y down is used by many 2D graphics libraries, which is where JavaFX has started.
To force Y up and correct drawing, you could put all your content in a rotated parent node:
// Rotate camera to use Y up.
camera.setRotationAxis(Rotate.Z_AXIS);
camera.setRotate(180.0);
// Rotate scene content for correct drawing.
Group yUp = new Group();
yUp.setRotationAxis(Rotate.Z_AXIS);
yUp.setRotate(180.0);
Scene scene = new Scene(yUp);
scene.setCamera(camera);
Now add everything to yUp to use those nodes like in a Y up environment.
Bear in mind that this is fine in 2D space. If you come up with additional 3D features, make sure your models grow in negative Y direction. Otherwise you would have to use another container.
JavaFX's prism renderer eventually uses a 3D Camera transform to render it's shapes.
There are two cameras that can be set to the scene, Parallel and Perspective.
If you look in the javafx source for parallel camera here you will find some maths to compute the transform.
If you override that method and implement the proper maths, you should be able to invert the coordinate system.
The kind of math you would use is something like this.
You would have to look in the source to see what ortho does exactly. But this should get you on the right track.
I'm trying to create a rotating cone using papervision where all the segments can be filled with a color / image separately. So just like you can use a MaterialsList to render all the sides from a Cube separately.
Also I'd like to be able to check if a specific segment is clicked.
(if you're still listening)
Easiest way I can think of is to apply texture to cone. Use some test texture with colored squares to learn how it maps to object; then you can replace patterns to your colored segments.
If you want to get perfectly sharp boundaries between segments, you should construct your cone yourself and assign material to each segment.
Dear Friends,Can anyone tell me how to show one picture in GLCanvas and by using mouse how to rotate a picture in the GLCanvas.I m new to this jogl developement.Can u pls provide me how to do this.If possible provide me some code snippet and some reference site to get a clear idea about jogl developement.
regards,
s.kumaran.
To show an image on GLCanvas , create a polygon using gl.glBegin(GL.GL_POLYGON) and load the texture using the Class TextureIO .Then using the MouseListener in Java Swings ,you can easily control the rotation of the image(i.e,the textured polygon) by simply changing the position of Camera or doing some transformations( "gl.glRotate(angle,x-axis,y-axis,z-axis) in your case") in Model-View matrix .
The easiest way to do this will be to texture a Quad with the picture and then apply affine transforms to that Quad. Rendering this quad will let you see a rotating picture you can do pretty much any transform by shifting the vertices of the Quad.
I'm assuming that you are drawing a 3D scene and want to change it's orientation, rather than having a 2D image which you wish to rotate.
The short answer is that it takes place in two parts. You need to store an orientation of your scene as a 4x4 matrix (homogeneous matrix - search for it if you don't know what that is). You first need to write code that translates a mouse drag into a change of that 4x4 matrix. So when the mouse is dragged up apply an appropriate rotation or whatever to the matrix.
Then you need to redraw the scene, but using the new transformed 4x4 matrix. Use glMatrixMode to specify which matrix (use either GL_PROJECTION or GL_MODELVIEW) and then functions like glMultMatrixf() to manipulate the appropriate matrix.
If that didn't make sense pick up an OpenGL tutorial on how to rotate scenes. OpenGL and JOGL are close enough that methods from OpenGL work in JOGL.
I'm making a side scroller similar to Castle Crashers and right now I'm using SAT for collision detection. That works great, but I want to simulate level "depth" by allowing objects to move up and down on the screen, basically along a z-axis (like this screenshot http://favoniangamers.files.wordpress.com/2009/07/castle-crashers-ps3.jpg). This isn't an isometric game, but rather uses parallax scrolling.
I added a z component to my vector class, and I plan to cull collisions based on the 'thickness' of a shape and it's z position. I'm just not sure how calculate the positions of shapes for rendering or how to add jumping with gravity. How do I calculate the max y value (for the ground) as the z position changes? Basically it's the relationship of the z and y axis that confuses me.
I'd appreciate links to resources if anyone knows of this topic.
Thanks!
It's actually possible to make your collision detection algorithm dimensionally agnostic. Just have a collision detector that works along one dimension, use that to check each dimension, and your answer to "are these colliding or not" is the logical AND of the collision detection along each of the dimensions.
Your game should be organised to keep the interaction of game objects, and the rendering of the game to the screen completely seperate. You can think of these two sections of the program as the "model" and the "view". In the model, you have a full 3D world, with 3 axes. You can't go halvesies on this point without some level of pain. Your model must be proper 3D.
The view will read the location of all the game objects, and project them onto the screen using the camera definition. For this part you don't need a full 3D rendering engine. The correct technical term for the perspective you're talking about is "oblique", and it can be seen in many ancient chinese and japanese scroll paintings and prints- in particular look for images of "The Tale of Genji".
The on screen position of an object (including the ground surface!) goes something like this:
DEPTH_RATIO=0.5;
view_x=model_x-model_z*DEPTH_RATIO-camera_x;
view_y=model_y+model_z*DEPTH_RATIO-camera_y;
you can modify for a straight orthographic front projection:
DEPTH_RATIO=0.5;
view_x=model_x-camera_x;
view_y=model_y+model_z*DEPTH_RATIO-camera_y;
And of course don't forget to cull objects outside the volume defined by the camera.
You can also use this mechanism to handle the positioning of parallax layers for you. This is of course, a matter changing your camera to a 1-point perspective projection instead of an orthographic projection. You don't have to use this to change the rendered size of your sprites, but it will help you manage the x position of objects realistically. if you're up for a challenge, you could even mix projections- use 1 point perspective for deep backgrounds, and the orthographic stuff for the foreground.
You should separate your conceptual Y axis used by you physics calculation (collision detection etc.) and the Y axis you actually draw on the screen. That way it becomes less confusing.
Just do calculations per normal pretending there is no relationship between Y and Z axis then when you actually draw the object on the screen you simulate the Z axis using the Y axis:
screen_Y = Y + Z/some_fudge_factor;
Actually, this is how real 3d engines work. After all the world calculations are done the X, Y and Z coordinates are mapped onto screen_X and screen_Y via a function (usually a bit more complicated than the equation above, but just a bit).
For example, to implement pseudo-isormetric view in your game you can even apply Z to the screen_X axis so objects are displaced diagonally instead of vertically.