I have several object rotating by itself in FixedUpdate().
Now I need to track rotation of one object, lets call it objX. Rotation goes only from 0 to 360 when I retrieve it. Is it possible to get rotation after 360 degrees?
For example when I use something like
float x = objX.transform.rotation.z;
variable x should be 560 degrees.
Is something like that possible?
Here is the way to track rotation.
Vector3 mouseClickPos;
float angle;
float lastAngle;
int fullRotations;
public float realAngle;
void FixedUpdate(){
mouseClickPos = Input.mousePosition;
Vector3 dir = mouseClickPos - Camera.main.WorldToScreenPoint(transform.position);
angle = Mathf.Atan2(dir.y,dir.x) * Mathf.Rad2Deg;
angle-=90;
if(lastAngle - angle > 270){
fullRotations ++;
}else if(angle - lastAngle > 270){
fullRotations --;
}
Debug.Log(360*fullRotations + angle);
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.RotateTowards(transform.rotation, q, 6);
lastAngle = angle;
}
Related
I would like to rotate a camera using a joystick.
The camera should rotate up and down and left and right, but it should not rotate around z.
I have tried the following lines:
float speed = 3.0f;
float yRotation = speed * fY;
float xRotation = speed * fX;
camera.transform.Rotate(-yRotation, xRotation, 0.0f);
It seems to work, but after a few joystick movements, I can see that the camera rotation's z-value has changed, and it looks like this:
Does anybody see an obvious mistake in my code, or is the problem located somewhere else?
Ok, here's how to do it, I have to use eulerAngles:
yaw += speedH * fX;
pitch -= speedV * fY;
pitch = Mathf.Clamp(pitch, -20, 30);
camera.transform.eulerAngles = new Vector3(pitch, yaw, 0.0f);
I have GameObject that I need to rotate arouns Z axis. It needs to face the cursor all the time. But it rotates on all axis. Here is the code:
Vector3 mouseClickPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector3 dir = mouseClickPos - transform.position;
Vector3 h1dir = Vector3.RotateTowards(hand1.transform.forward, dir, 6.0f, 1.0f);
hand1.transform.rotation = Quaternion.LookRotation(h1dir);
I m start learning game development. As a beginner i create one demo game in which one cannon hit bullets to the enemies (coming toward cannon from different direction).
Now i stuck on cannon sprite image rotation anywhere user touch on the screen or enemies. How i do that, My initial code as following,
void HelloWorld:: ccTouchesBegan(CCSet *touches, CCEvent * event)
{
CCSize winSize = CCDirector::sharedDirector()->getWinSize();
CCTouch* touch = (CCTouch*)( touches->anyObject() );
CCPoint location = touch->locationInView(touch->view());
location = CCDirector::sharedDirector()->convertToGL(location);
//Rotate cannon direction toward touch point
CCPoint diffPoint = ccpSub(_cannonImage->getPosition(), location);
float angleRadians = atanf((float)diffPoint.y/(float)diffPoint.x);
float angleOffset = CC_DEGREES_TO_RADIANS(180);
if(diffPoint.x < 0){
angleRadians += angleOffset;
}else{
angleRadians -= angleOffset;
}
CCLog("angle to be rotate = %f", angleRadians);
_cannonImage->runAction(CCRotateBy::actionWithDuration(0.1, angleRadians));
}
The code is written in cocos2d-x . I also accepting answer by someone who written in plain cocos2d.
Thanks
iHungry
The perfect answer as follows,
float HelloWorld::changingAngleAccordingToCoordinateSystem(CCPoint imageCenter, CCPoint touchLocation, float calculatedAngle){
//Consideration :- all Angles is in Degree
if((calculatedAngle >= 0 && calculatedAngle <= 90) || (calculatedAngle >= 90 && calculatedAngle <= 180)){
//Ist quardant
calculatedAngle = calculatedAngle;
}
else if(calculatedAngle < 0 && calculatedAngle >= -90){
//IInd quardant
calculatedAngle = 270 + (90 + calculatedAngle);
}
else if(calculatedAngle < -90 && calculatedAngle >= -180){
calculatedAngle = 180 + (180 + calculatedAngle);
}
return calculatedAngle;
}
//Rotate cannon direction toward touch point
float diff_X = touchLocation.x - myImage->getPosition().x;
float diff_Y = touchLocation.y - myImage->getPosition().y;
CCPoint diffPoint = CCPoint(diff_X, diff_Y);
float angleRadians = atan2f(diffPoint.y,diffPoint.x);
angleRadians = CC_RADIANS_TO_DEGREES(angleRadians);
angleRadians = HelloWorld::changingAngleAccordingToCoordinateSystem(myImage->getPosition(), touchLocation, angleRadians);
myImage->setRotation(-angleRadians);
i used this code to rotate my sprite. i Was moving the sprite according to my accelerometer reading.
float angleRadians =-accelX;
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
objGlider->sprite_Glider.rotation = cocosAngle;
Check it. The reason of slow may be that you may be using CClog or NSLog in the code.
Here goes the complete code.
if(!boolPlayerDied)
{
static float prevX=0, prevY=0;
#define kFilterFactor 1.0f// don't use filter. the code is here just as an example
float accelX = (float) acceleration.x * kFilterFactor + (1- kFilterFactor)*prevX;
float accelY = (float) acceleration.y * kFilterFactor + (1- kFilterFactor)*prevY;
prevX = accelX;
prevY = accelY;
accelX = accelX-0.5;// Angle check fot tgfor the player to play
float angleRadians =-accelX;
float angleDegrees = CC_RADIANS_TO_DEGREES(angleRadians);
if(accelX>0)
{
cocosAngle = 1.1 * angleDegrees;
}
else
{
if(accelX<-0.5)
accelX=-0.5;
cocosAngle = 1.1 * angleDegrees;
}
objGlider->sprite_Glider.rotation = cocosAngle;
}
objGlider is the object of the class which creates glider sprite and sprite_Glider is the sprite used in glider class.
you can use rotation property with your sprite to be rotated. In cocos2Dx it might be setRotation.
First of all, replace
float angleRadians = atanf((float)diffPoint.y/(float)diffPoint.x);
float angleOffset = CC_DEGREES_TO_RADIANS(180);
if(diffPoint.x < 0){
angleRadians += angleOffset;
}else{
angleRadians -= angleOffset;
}
by
float angleRadians = atan2f(diffPoint.y, diffPoint.x);
Then it would be better to set rotation immediately (without actions) to process multiple frequent touches.
_cannonImage->setRotation(angleRadians);
Maybe you will need to adjust rotation like setRotation(-angleRadians) or setRotation(angleRadians+90) - it depends on your coordinate system.
I'm trying to calculate the angle of the click i am making in relationship to the middle of the screen. But maybe i am confused on how atanf is suppsoed to work.
CGPoint pt = [self convertTouchToNodeSpace:[touches anyObject]];
float adj = pt.x - 512;
float opposite = pt.y - 384;
float combined = opposite / adj;
float tan = atanf(combined);
but when i try to NSLog Tan, i just get some giant number like 0.1253649
thoughts?
The right way to convert vector to angle is through atan2 function:
float angle = atan2f (pt.y - 384, pt.x - 512) * 180 / PI;
PS: Are you using cocos2d engine? It has ccpToAngle(...) function.
I am new in Box2D....
I have ball image in CCSprite. I want to move ball in whole screen using accelerometer...
tell me
How to use accelerometer in box2d??
Thanks...in advance
The standard cocos2d-box2d template file moves boxes using the accelerometer by applying gravity relative to the accelerometer value.
- (void)accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration
{
static float prevX=0, prevY=0;
//#define kFilterFactor 0.05f
#define kFilterFactor 1.0f // don't use filter. the code is here just as an example
float accelX = (float) acceleration.x * kFilterFactor + (1- kFilterFactor)*prevX;
float accelY = (float) acceleration.y * kFilterFactor + (1- kFilterFactor)*prevY;
prevX = accelX;
prevY = accelY;
// accelerometer values are in "Portrait" mode. Change them to Landscape left
// multiply the gravity by 10
b2Vec2 gravity( -accelY * 10, accelX * 10);
world->SetGravity( gravity );
}
You need to be more specific on what you want the ball to do dependent on how you move the phone. Your question is difficult to answer in its current form.
Get the accelerometer measurements and say Force = coefficient*measurements. The apply this force to your b2Body
Let your Ball Sprite having tag is 1.
Replace this code with your Accelerometer delegate,
I test it on device, its working.
and your ball will move with accelerometer.
-(void)accelerometer:(UIAccelerometer*)accelerometer didAccelerate:(UIAcceleration*)acceleration
{
#define kFilterFactor 0.75
accelerometer.updateInterval = 1.0f/60.0f;
static UIAccelerationValue rollingX = 0, rollingY = 0;
for (b2Body *b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetUserData() != NULL)
{
CCSprite *sprite = (CCSprite*)b->GetUserData();
if (sprite.tag == 1) {
rollingX = (acceleration.x * kFilterFactor) + (rollingX * 0.25);
rollingY = (acceleration.y * kFilterFactor) + (rollingY * 0.25);
float accelX = rollingX;
float accelY = rollingY;
CGPoint moveNewPosition = sprite.position;
if (accelX > 0.1) {
moveNewPosition.y += 2;
} if (accelX < 0.1) {
moveNewPosition.y -= 2;
}
if (accelY > 0.1) {
moveNewPosition.x -= 2;
} if (accelY < -0.1) {
moveNewPosition.x += 2;
}
b->SetLinearVelocity(b2Vec2(2,2));
sprite.position = ccp(moveNewPosition.x , moveNewPosition.y );
sprite.rotation = -1 * CC_RADIANS_TO_DEGREES(b->GetAngle());
}
}
}
}
I hope it'll work.