roblox CFrame not working properly - roblox

So here is the code:
local prt = Instance.new('Part',game.Workspace)
prt.Color = Color3.new(248, 248, 248)
prt.Size = Vector3.new(0.167, 5, 5)
prt.Rotation = Vector3.new(0, 0, math.rad(90))
prt.Anchored = true
prt.CFrame = CFrame.new(Vector3.new(19.1, 618.59, 116.85))
prt.Shape = "Cylinder"
what i want it to do is create a new part that is shaped like a cylinder, i want it to be a flat cylinder but it does the exact oppisite, it is standing up, i have tried many things.

The CFrame is setting the Rotation to 0,0,0. This is because you're doing CFrame.new() before prt.Rotation. If you did CFrame.new(Vector3.new(19.1,618.59,116.85)) * CFrame.Angles(0, 0, math.rad(90)), this would work and you can remove the "prt.Rotation" part.

Related

First time using cairo in AwesomeWM

This is for anyone who's having trouble getting started with cairo.
The documentation didn't give a good, complete example. That's why I wanted to share this.
I created a concrete example which you can put in your rc.lua and play with it.
local wibox = require('wibox')
local cairo = require("lgi").cairo
local surface = cairo.ImageSurface(cairo.Format.RGB24,20,20)
local cr = cairo.Context(surface)
my_wbox = wibox()
my_wbox.visible = true
my_wbox:set_bg("#ff0000")
cairo_widget = wibox.widget.base.make_widget()
cairo_widget.fit = function(context, width, height)
return 100, 100
end
cairo_widget.draw = function(self, my_wbox, cr, width, height)
cr:translate(100, 100)
cr:set_source_rgb(0,0,0)
cr:rectangle(0, 0, 100, 100)
cr:fill()
end
my_wbox:set_widget(cairo_widget)
my_wbox:geometry({x=50, y=50, width=500, height=500})
There is https://awesomewm.org/apidoc/documentation/04-new-widgets.md.html, but I guess that page does not have a "here is everything in one copy-able chunk" at the end.

Part Size seems to be ignored

I have a part, created with
local p = Instance.new("Part")
p.Size = Vector3.new(2, 2, 2)
That part uses a mesh like
local m = Instance.new("SpecialMesh", p)
m.MeshType = Enum.MeshType.FileMesh
m.MeshId = "rbxassetid://7974596857"
which is a cube with rounded corners that I created in blender
When I put those beside each other, it seems like the Size property actually is ignored.
Why?
size 2
p1.Position = Vector3.new(0, 0, 0)
p1.Size = Vector3.new(2, 2, 2)
p2.Position = Vector3.new(5, 5, 0)
p2.Size = Vector3.new(2, 2, 2)
size 5
p1.Position = Vector3.new(0, 0, 0)
p1.Size = Vector3.new(5, 5, 5)
p2.Position = Vector3.new(5, 5, 0)
p2.Size = Vector3.new(5, 5, 5)
That's because special meshes have their own scaling property. If possible, use a MeshPart instead.

How to use SceneKit vortex field to create a tornato effect

In the SceneKit WWDC 2014, they have an example of a vortex field with this effect:
The particle system looks much like a tornato, as it spins inward with a hollow center.
However, the documentation for vortex fields have no information on how to achieve this effect. Right now, I have this:
// create the particle system
let exp = SCNParticleSystem()
exp.loops = true
exp.particleMass = 5
exp.birthRate = 10000
exp.emissionDuration = 10
exp.emitterShape = SCNTorus(ringRadius: 5, pipeRadius: 1)
exp.particleLifeSpan = 15
exp.particleVelocity = 2
exp.particleColor = UIColor.white
exp.isAffectedByPhysicsFields = true
scene.addParticleSystem(exp, transform: SCNMatrix4MakeRotation(0, 0, 0, 0))
// create the field
let field = SCNPhysicsField.vortex()
field.strength = -5
field.direction = SCNVector3(x: 0, y: 1, z: 0)
let fieldNode = SCNNode()
fieldNode.physicsField = field
scene.rootNode.addChildNode(fieldNode)
This creates this effect:
Where I am looking down at the particles rotating clockwise with a really big radius outwards. It looks nothing like a tornato effect. How can I create this effect?
You say tornato, I say tornado, let’s call the whole thing off...
The SceneKit WWDC 2014 demo/slides is a sample code project, so you can see for yourself how they made any of the effects you see therein. In this case, it looks like the “vortex” demo isn’t actually using the vortexField API, but instead the custom field API that lets you supply your own math in an evaluator block. (See the link for the code in that block.)
You might be able to get similar behavior without a custom field by combining a vortex (causes rotation only) with radial gravity (attracts inward) with linear gravity (attracts downward), or some other combination (possibly something involving electric charge). But you’d probably have to experiment with tweaking the parameters quite a bit.
If anyone is still interested in this topic - here is a Swift 5 implementation of that legendary tornado effect.
Here is an example function that will create your tornado.
func addTornadoPhysicsField() {
// Tornado Particles Field Example
guard let tornadoSystem = SCNParticleSystem(named: "tornado.scnp", inDirectory: nil) else { return }
let emitterGeometry = SCNTorus(ringRadius: 1.0, pipeRadius: 0.2)
emitterGeometry.firstMaterial?.transparency = 0.0
let fieldAndParticleNode = SCNNode(geometry: emitterGeometry)
fieldAndParticleNode.position = SCNVector3(0.0, 0.0, -20.0)
tornadoSystem.emitterShape = emitterGeometry
fieldAndParticleNode.addParticleSystem(tornadoSystem)
yourScene.rootNode.addChildNode(fieldAndParticleNode)
// Tornado
let worldOrigin = SCNVector3Make(fieldAndParticleNode.worldTransform.m41,
fieldAndParticleNode.worldTransform.m42,
fieldAndParticleNode.worldTransform.m43)
let worldAxis = simd_float3(0.0, 1.0, 0.0) // i.Ex. the Y axis
// Custom Field (Tornado)
let customVortexField = SCNPhysicsField.customField(evaluationBlock: { position, velocity, mass, charge, time in
let l = simd_float3(worldOrigin.x - position.x, 1.0, worldOrigin.z - position.z)
let t = simd_cross(worldAxis, l)
let d2: Float = l.x * l.x + l.z * l.z
let vs: Float = 27 / sqrt(d2) // diameter, the bigger the value the wider it becomes (Apple Default = 20)
let fy: Float = 1.0 - Float((min(1.0, (position.y / 240.0)))) // rotations, a higher value means more turn arounds (more screwed, Apple Default = 15.0))
return SCNVector3Make(t.x * vs + l.x * 10 * fy, 0, t.z * vs + l.z * 10 * fy)
})
customVortexField.halfExtent = SCNVector3Make(100, 100, 100)
fieldAndParticleNode.physicsField = customVortexField // Attach the Field
}
Additional Configuration Options:
Finally all this can result in something like that:
Note: if you would like to move your static tornado almost like a real tornado, you will have to find a way to re-apply the physics field for each rendererd frame. If you don't, the world origin used in the evaluation block will not move and it will distort your tornado.
Note: You can also split the particle/field node into two different nodes that moves independently from each other. Constrain the field node to the position of the particle node and play around with the influence factor (still need to re-apply the field each frame)
For more information on Custom Fields check out here.

How to have a sprite follow another "within bounds"

I want to create an eyeball that follows the user. In this sense, the eye should follow the position of the user but should only be able to move within certain bounds (The eye socket). The code I wrote below works, but its very choppy.
if(dist <= socketRadius - self.aEye.size.width/2.2){
lastPosition = self.aEye.position
self.aEye.physicsBody?.velocity = CGVector(dx:theVec.dx * eyeMoveSpeed, dy:theVec.dy * eyeMoveSpeed)
}
else{
let toCenterVector = normalizeVector( CGVector(dx:(self.socket.position.x - self.aEye.position.x), dy:(self.socket.position.y - self.aEye.position.y)*3 ))
self.aEye.physicsBody?.velocity = toCenterVector
print(toCenterVector)
print("Out")
}
(dist is the distance from the eyeball to the eyesocket center)
Is there a way to have a smooth flow of the eyeball around its socket to follow the user's position?
You can use SKConstraints to achieve this. Something like:
let rangeToCenterSprite = SKRange(lowerLimit: 80, upperLimit: 90)
var distanceConstraint: SKConstraint
distanceConstraint = SKConstraint.distance(rangeToCenterSprite, toNode: SpriteNodeInEyeCenter)
EyeBallSprite.constraints = [distanceConstraint]

How to animate (moving by default) and inanimate (make stationary on tap) colliding objects

Hey tired this new code to animate objects (here bubbles) and make them stationary using sprites. The code is as below,
local ui = require("ui")
local gameUI = require("gameUI")
local easingx = require("easingx")
require "sprite"
display.setStatusBar( display.HiddenStatusBar )
local physics = require("physics")
physics.start()
physics.setScale( 60 )
local backgroundPortrait = display.newImage( "sky.png", 0, 0 )
local backgroundLandscape = display.newImage( "sky.png", 80, 80 )
backgroundLandscape.isVisible = false
local disp = backgroundLandscape
local function selectBubble( event )
local tapped = event.target --event.target is how Corona points to the tapped bubble
if ( tapped.bubbleSelected == false ) then
local vx,vy = tapped:getLinearVelocity()
tapped.xVel = vx --stores the current velocity into bubble's "xVel" variable
tapped.yVel = vy --likewise for yVel
tapped:setLinearVelocity( 0,0 ) --set bubble's velocity to 0!
tapped.currentFrame = (3)
tapped.bubbleSelected = true
elseif ( tapped.bubbleSelected == true ) then
tapped:setLinearVelocity( tapped.xVel, tapped.yVel ) --read previous velocity and set
tapped.bubbleSelected = false
end
end
--BUBBLE1
local bubble1 = sprite.newSprite( spriteSet1 )
bubble1.x = 100
bubble1.y = 100
physics.addBody(bubble1, {bounce=0.04, filter = bubbleCollisionFilter})
bubble1:setLinearVelocity( 2, 4 )
bubble1:addEventListener( "tap", selectBubble )
bubble1.bubbleSelected = false
bubble1:prepare("bubble")
bubble1:play()
--BUBBLE2
local bubble2 = sprite.newSprite( spriteSet1 )
bubble2.x = 210
bubble2.y = 20
physics.addBody(bubble2, {bounce=0.05, filter = bubbleCollisionFilter})
bubble2:setLinearVelocity( 2, 4 )
bubble2:prepare("bubble")
bubble2:play()
--BUBBLE3
local bubble3 = sprite.newSprite( spriteSet1 )
bubble3.x = 100
bubble3.y = 17
physics.addBody(bubble3, {bounce=0.02, filter = bubbleCollisionFilter})
bubble1:setLinearVelocity( 1, 2 )
bubble3:prepare("bubble")
bubble3:play()
--BUBBLE4
local bubble4 = sprite.newSprite( spriteSet1 )
bubble4.x = 310
bubble4.y = 20
physics.addBody(bubble4, {bounce=0.4, filter = bubbleCollisionFilter})
bubble4:setLinearVelocity( 2, 4 )
bubble4:prepare("bubble")
bubble4:play()
The problem is firstly the code doesn't seem to work. Secondly though the bubble changes color on tap (this color is same for most). Yet, each bubble has a unique letter on it. How to get this to work. Please help.
It's hard to know what exactly you're asking because your question is pretty vague (what does "animate" mean? And what do you mean by "doesn't seem to work"? explain these terms because they can mean multiple things) but I think you want to set the physics bodies to "static" in the tap event listener. Refer here for what I'm talking about:
http://developer.anscamobile.com/reference/index/bodybodytype
So inside the selectBubble() function you would type something like tapped.bodyType="static"