Rotate PositionComponent around a fixed position(x,y) coordinate - flutter

I'm trying to get a PositionComponent to rotate around a central fixed point in the game world, the anchors are all within the component itself so I'm a bit stumped.
Edit: Just for anyone else looking to do something similar managed to get it to work with
void update(double dt){
super.update(dt);
double oldRadian = anchorComponent.angle;
anchorComponent.angle += rotation * dt;
anchorComponent.angle %= 2 * math.pi;
double newRadian = anchorComponent.angle - oldRadian;
rotatingComponent.angle = anchorComponent.angle;
double x = rotatingComponent.position.x;
double y = rotatingComponent.position.y;
rotatingComponent.position.x = cos(newRadian) * (x - anchorComponent.position.x) -
sin(newRadian) * (y - anchorComponent.position.y) +
anchorComponent.position.x;
rotatingComponent.position.y = sin(newRadian) * (x - anchorComponent.position.x) +
cos(newRadian) * (y - anchorComponent.position.y) +
anchorComponent.position.y;
}
Now rotatingComponent rotates around anchorComponent (both positionComponents) when variable rotation changes.

You can use a MoveAlongPathEffect to make the component move in a circle around a point and then you can combine that with the lookAt method to make the component rotate "inwards" so that it looks like it is rotating around the point. You might have to set nativeAngle too, depending on how the PositionComponent that you want to rotate looks like.

Related

Math: How to spin a wheel by drag&drop (Canvas, 2D)?

I'm struggling with probably simple math to spin/rotate a wheel using drag&drop.
There is a Radial Layout in a Canvas (Unity UI) and it can already be rotated by setting a property called StartAngle that is in a range from 0-360. In this Radial there are items, so the StartAngle is for the first item and places all the child elements around the layout radius.
I want to implement drag & drop for the items so that you can drag a child around and the Radial will spin accordingly (infinitely).
Right now, I have this as a starting point:
public void OnDrag(PointerEventData eventData)
{
var delta = eventData.delta.x * Time.deltaTime;
var newAngle = radialLayout.StartAngle + delta;
if (newAngle >= 360)
newAngle = newAngle - 360;
else if (newAngle < 0)
newAngle = Mathf.Abs(360 - newAngle);
radialLayout.StartAngle = newAngle;
}
It kind of works but doesn't feel very smooth. This is for mobile/touch, so I want both the X and Y delta of the drag operation to be taken into account. Apparently, the y delta is not considered in my example and I have no idea how to incorporate this correctly. The user might do a linear drag & drop on either axis or he/she might also do like a circular drag movement.
So how can I map mouse movement to a rotation angle from 0-360 so that it feels good?
Edit: Thanks for the help, I did it like this now:
public void OnDrag(PointerEventData eventData)
{
// Note the "Head-Minus-Tale rule for Vector subtraction, see http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-3/v-3-7.html
// vSourceToDestination = vDestination - vSource;
// First, we draw a vector from the center point of the radial to the point where we started dragging
var from = dragStartPoint - (Vector2)radialLayout.transform.position;
// Next, we draw a vector from the center point of the radial to the point we are currently dragging on
var to = eventData.position - (Vector2)radialLayout.transform.position;
// Now, we calculate the angle between these two:
var dragAngle = Vector2.SignedAngle(from, to);
// Lerping makes movement fast at the beginning slow at the end
var lerpedAngle = Mathf.Round(Mathf.LerpAngle(radialLayout.StartAngle, dragAngle, 0.5f));
radialLayout.StartAngle = lerpedAngle;
}
I don't know all of your code and types but I would have an idea. I can't test this right now and can not garant that it even works like this but I hope the idea gets clear.
I would probably rather use something like
// This is the vector from the center of the object to the mouse/touch position
// (in screen pixel space)
var touchDirection = eventData.position - Camera.main.WorldToScreenPoint(transform.position);
// angle between the Up (Y) axis and this touchDirection
// for the angle the length of the up vector doesn't matter so there is
// no need to convert it to pixel space
var targetAngle = Vector2.SignedAngle(Vector2.up, touchDirection);
// since the returned angle might be negative wrap it to get values 0-360
if(targetAngle < 0) targetAngle += 360;
// Now either simply use Lerp
// this would simply interpolate each frame to the middle of both values
// the result is a fast movement at the beginning and a very slow at the end
radialLayout.StartAngle = Mathf.Lerp(radialLayout.StartAngle, targetAngle, 0.5f);
// or maybe use a fixed speed like 30°/second
var difference = targetAngle - radialLayout.StartAngle;
radialLayout.StartAngle += Mathf.Sign(difference) * Mathf.Min(30f * Time.deltaTime, Mathf.Abs(difference));
Typed on smartphone but I hope the idea gets clear

Unity2D: Rotate object keeping looking at front

I am trying to archive without success a z-axis rotation movement around a moving object keeping always "looking at front". So it should looks like this:
The closest I got was with:
transform.RotateAround(targetPosition, Vector3.forward, moveSpeed);
But it does not keeps looking "at front".
Could someone give me a hand with this?
Thank you in advance.
Best regards.
If your object ("Lightning Bolt") has no world rotation, i.e. aligned with the world axis as your example image seems to suggest, then the easiest is to simply set the world rotation to the Quaternion Identity:
transform.rotation = Quaternion.identity;
Note that the image wont rotate if its parent object rotates. It will essentially "Billboard" your lightning object. If you want to your lightning bolt to be aligned with a parent object, then try something like:
transform.rotation = transform.parent.rotation;
Fitst store the current rotation, then rotate around point, lastly apply the previous rotation.
var rot = transform.rotation;
transform.RotateAround(targetPosition, Vector3.forward, moveSpeed);
transform.rotation = rot;
A simple solution would just manipulate actual coordinates and ignore rotation ^^ If an object moves and you want it to keep rotating around it, just make it a child object.
This is a 3d solution where we rotate around Y:
void Start() { angle = 0.0f }
void Update() {
angle += speed * Time.deltaTime; //Your starting angle that will be modified every frame
CheckAngle(ref angle);
float x = Mathf.Cos(angle * Mathf.Deg2Rad) * Radius;
float z = Mathf.Sin(angle * Mathf.Deg2Rad) * Radius;
}
static void CheckAngle(ref float Angle) //It should probably return a value by it's name here tho not ref, not sure which is the correct way of doing this
{
if (Angle > 360) //You don't want your angle to go past the boundaries of an INT
Angle = 0;
}

Converting coordinates from Image to screen

I'm working on a project where i detect finger movement in order to move the cursor on the screen so i have to translate the coordinates i get from the image to coordinates on the screen and move the cursor there.
example: the finger is detected on (128,127) i want to find the equivalent of that point on the screen. Image is (640 x 480) and the screen is (1366 x 768).
Can anybody help me with this. tried different methods but nothing is satisfying some of them i found on stack-overflow.
thanks in advance.
Try this:
ScreenX = event.X / PhoneWidth * ScreenWidth
ScreenY = event.Y / PhoneHeight * ScreenHeight
Where event.X would be the X coordinate where the user touched the screen.
Try using a map function.
In c language it could look like this:
long map(long x, long in_min, long in_max, long out_min, long out_max)
{
return (x - in_min) * (out_max - out_min) / (in_max - in_min) + out_min;
}

How do I move forward in the direction I am pointing in a 3d world?

I am using Cocos3D. I have a camera (which acts as the first-person viewed player in a world with only a spinning "hello, world" and a spinning earth. I have made it possible for the camera to point in any direction, and I have got it to move, but how do I get the camera/player to move forward in the direction he is pointing? (He does not go up or down, i.e. his y position does not change).
I note this is quite an old question - hopefully this answer helps someone!
You need to get the rotation angle of your camera, convert that to radians and use trigonometry to get the new X-Z coordinates. Tell your camera to move to those coordinates and presto, the player has moved forward!
CC3Camera *cam = self.activeCamera;
CC3Rotator *rotator = cam.rotator;
CC3Vector ro = rotatoooor.rotation;
CC3Vector loc = cam.globalLocation;
// If the -90 is left off, you go left/right and not forward
float roA = rotator.rotationAngle-90;
// Bug in rotationAngle? Need this as 315 angle reports as 45
int roI = ro.y;
int diff = roA+90 - roI;
if (diff == 0 && roI == 45)
roA = 315-90;
double theta = roA * M_PI/180; // Convert to radians
/*
x = d cos a
z = d sin a
*/
double sinA = sin(theta);
double cosA = cos(theta);
double newX = distance*cosA + loc.x;
double newZ = distance*sinA + loc.z;
CC3Vector newTo = cc3v(newX, loc.y, newZ); // Pass this to your camera

Mouse movement angle in openFrameworks

I am currently in the process of creating a sort of drawing program in openFrameworks that needs to calculate the angle of mouse movement. The reason for this is that the program needs to be able to draw brush strokes similar to the way photoshop does it.
I've been able to get it to work in a very jaggy way. I've placed my code in the MouseDragged event in openFrameworks, but the calculated angle is extremely jaggy and not smooth in anyway. It needs to be smooth in order for the drawing part to look good.
void testApp::mouseMoved(int x, int y ){
dxX = x - oldX;
dxY = y - oldY;
movementAngle = (atan2(dxY, dxX) * 180.0 / PI);
double movementAngleRad;
movementAngleRad = movementAngle * TO_RADIANS;
if (movementAngle < 0) {
movementAngle += 360;
}
testString = "X: " + ofToString(dxX) + " ,";
testString += "Y: " + ofToString(dxY) + " ,";
testString += "movementAngle: " + ofToString(movementAngle);
oldX = x;
oldY = y;
}
I've tried different ways of optimizing the code to work smooth but alas without results.
If you sit with a brilliant idea on how this could be fixed or optimized, I will be very grateful.
I solved it to some degree by using an ofPolyline object.
The following code shows how it works.
void testApp::mouseMoved(int x, int y ){
float angleRad;
if (movement.size() > 4)
{ angleRad = atan2(movement[movement.size()-4].y - y, movement[movement.size()-4].x -x);}
movementAngle = (angleRad * 180 / PI) + 180;
movement.addVertex(x,y,0);
}
As seen in the code I'm using the point recorded 4 steps back to increase the smoothness of the angle. This works if the mouse is moved in stroke like movements. If the mouse is moved slow, jaggyness will still occur.