iPhone Cocos2D - finger rotating a sprite - iphone

I have subclassed CCSprite class and added a UIRotationGestureRecognizer to it. So, in my init method I have this
UIRotationGestureRecognizer *rot = [[[UIRotationGestureRecognizer alloc]
initWithTarget:self action:#selector(handleRotation:)] autorelease];
[rot setDelegate:self];
[[[CCDirector sharedDirector] openGLView] addGestureRecognizer:rot];
and then I have the method
- (void)handleRotation:(UIRotationGestureRecognizer *)recognizer {
float rotation = [recognizer rotation];
self.rotation += rotation;
}
it works perfectly but it has a huge lag between the actual gesture and the rotation itself. I would say almost 0.5 seconds between the gesture and the sprite response.
How do I solve that? thanks.
NOTE: After the first comment, I have added two more recognizers to the sprite: UIPinchGestureRecognizer and UIPanGestureRecognizer. I have also added the delegate method shouldRecognizeSimultaneouslyWithGestureRecognizer and set that to YES.
After doing this and checking, pinch and pan gestures are fast as hell. On the other hand, rotation continues slow. There was not reduction on the rotation speed by adding these two other gestures recognizer. The other two respond fluid and fast, UIRotationGestureRecognizer is slow.

Gesture rotation is in radians while Cocos2D rotation is in degrees. So you need to convert this as follows:
- (void)handleRotation:(UIRotationGestureRecognizer *)recognizer
{
float rotation = CC_RADIANS_TO_DEGREES([recognizer rotation]);
self.rotation += rotation;
}
You can also save yourself these troubles and use Kobold2D, which not only adds an easy to use interface for gestures (and other input types) to Cocos2D but also converts the values accordingly to Cocos2D view coordinates and degrees. You'll never have to think about converting values again.

Related

Rotate UIView while dragging

Using a UIPanGestureRecognizer, I'm allowing the user to drag a UIView. What I now want to accomplish is getting the view to adjust its rotation around a specified point DURING dragging.
Examples of this can be found in the Tinder App (when dragging a portrait the images rotate slightly) or in the Path App (when dragging a friends popup up or down it rotates to the side grabbed on).
I must admit that I have very little experience working with UIPanGestureRecognizer, but I assume that it won't affect the answer.
Nevertheless one solution could be to create a timer and make it run while the UIView is being dragged, the timer action would then make sure to update the rotation of the UIView properly and as often as possible.
Another solution could be to subclass UIView and overwrite the drag-function (I do not know what it is called) and simply make it self adjust its rotation if any pivot point is given.
Do the rotation in the following method
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
self.yourView.transform = CGAffineTransformMakeRotation(CGFloat angle);
}
Use CATransform3D
Add
#define DEGREES_TO_RADIANS(d) (d * M_PI / 180)
in .pch file
CATransform3D myTransform = CATransform3DIdentity;
myTransform.m34 = 1.0 / -500;
myTransform = CATransform3DRotate(myTransform, DEGREES_TO_RADIANS(90), 0.0f, 0.0f, 1.0f);
myView.layer.transform = myTransform;
you can go on changing the angle here DEGREES_TO_RADIANS(90) Hope this will help you

Rotating UIImageView Moves the Image Off Screen

I have a simple rotation gesture implemented in my code, but the problem is when I rotate the image it goes off the screen/out of the view always to the right.
The image view that is being rotated center X gets off or increases (hence it going right off the screen out of the view).
I would like it to rotate around the current center, but it's changing for some reason. Any ideas what is causing this?
Code Below:
- (void)viewDidLoad
{
[super viewDidLoad];
CALayer *l = [self.viewCase layer];
[l setMasksToBounds:YES];
[l setCornerRadius:30.0];
self.imgUserPhoto.userInteractionEnabled = YES;
[self.imgUserPhoto setClipsToBounds:NO];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotationDetected:)];
[self.view addGestureRecognizer:rotationRecognizer];
rotationRecognizer.delegate = self;
}
- (void)rotationDetected:(UIRotationGestureRecognizer *)rotationRecognizer
{
CGFloat angle = rotationRecognizer.rotation;
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, angle);
rotationRecognizer.rotation = 0.0;
}
You want to rotate the image around it's center, but that's not what it is actually happening. Rotation transforms take place around the origin. So what you have to do is to apply a translate transform first to map the origin to the center of the image, and then apply the rotation transform, like so:
self.imageView.transform = CGAffineTransformTranslate(self.imageView.transform, self.imageView.bounds.size.width/2, self.imageView.bounds.size.height/2);
Please note that after rotating you'll probably have to undo the translate transform in order to correctly draw the image.
Hope this helps
Edit:
To quickly answer your question, what you have to do to undo the Translate Transform is to subtract the same difference you add to it in the first place, for example:
// The next line will add a translate transform
self.imageView.transform = CGAffineTransformTranslate(self.imageView.transform, 10, 10);
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, radians);
// The next line will undo the translate transform
self.imageView.transform = CGAffineTransformTranslate(self.imageView.transform, -10, -10);
However, after creating this quick project I realized that when you apply a rotation transform using UIKit (like the way you're apparently doing it) the rotation actually takes place around the center. It is only when using CoreGraphics that the rotation happens around the origin. So now I'm not sure why your image goes off the screen. Anyway, take a look at the project and see if any code there helps you.
Let me know if you have any more questions.
The 'Firefox' image is drawn using UIKit. The blue rect is drawn using CoreGraphics
You aren't rotating the image around its centre. You'll need correct this manually by translating it back to the correct position

iPhone4 iOS5 UIRotationGestureRecognizer, how to remember rotation offset for subsequent rotations?

I'm trying to create a knob-like behavior in one of my views with a UIRotationGestureRecognizer. This works, and positions the view as expected. However, every single time a gesture is performed, the rotation of the recognizer resets, so the knob starts at 0 every time.
How can I remember the last rotation of the UIRotationGestureRecognizer to let the user adjust the knob UIView without resetting it every single time?
I'm trying to make the recognizer start calculating rotation changes from the view's last known rotation:
knob starts at 0, recognizer is at 0
recognizer is rotated to 45 degrees
recognizer stops rotating
the knob is left at 45 degrees //this is already happening with the provided code snippet
next touch:
//this is what's is happening
recognizer starts at 0, rotates the knob back to 0
//I want it to be:
recognizer starts at 45, rotates the knob as in the example above.
- (IBAction)rotateView:(id)sender {
if([sender isKindOfClass:[UIRotationGestureRecognizer class]])
{
UIRotationGestureRecognizer* recognizer = sender;
CGAffineTransform transform = CGAffineTransformMakeRotation([recognizer rotation]);
rotatingView.transform = transform;
}
}
You should be able to get the current rotation of the rotatingView from it's transform property. Store this value into a savedRotation variable when the gesture begins. Make sure to assign a delegate to handle the gestureRecognizerShouldBegin callback.
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)recognizer
{
savedRotation = atan2(rotatingView.transform.b, rotatingView.transform.a);
return YES;
}
- (void)rotateView:(UIRotationGestureRecognizer*)recognizer
{
rotatingView.transform = CGAffineTransformMakeRotation(recognizer.rotation+savedRotation);
}
Transform the transform:
rotatingView.transform = CGAffineTransformRotate(rotatingView.transform, [recognizer rotation]);
You have to make sure that you reset the rotation after the transform. Otherwise they will stack on top of each other and you get the "interesting" behavior.
rotatingView.transform = CGAffineTransformScale(rotatingView.transform, recognizer.scale, recognizer.scale);
[recognizer setRotation:0]; // this line
You should also do this for any translation or scaling transformations that you may do when handling gestures. The methods there are:
[recognizer setScale:1];
[recognizer setTranslation:CGPointZero inView:recognizer.view.superview];

Cocos2d - how to make individual particles follow the layer, not the emitter?

I have a CCSprite and a CCParticleSystemQuad that are both children of the CCLayer. In my update method, I set the emitter's position to that of the sprite, so it tracks the sprite around. The smoke puff fall out the bottom of the sprite like you'd expect and even though you move the sprite around, the smoke appears to be part of the background layer.
The problem come if I match up their rotations. Now, for example if my sprite is rocking back and forth, the puffs of smoke swing in an arc and appear attached to the sprite.
How can I make the puffs of smoke continue along the parent layer in a straight line and not rotate with the sprite? They don't translate with the sprite when I move it, so why do they rotate with it?
EDIT: adding code...
- (id)init
{
if (!(self = [super init])) return nil;
self.isTouchEnabled = YES;
CGSize screenSize = [[CCDirector sharedDirector] winSize];
sprite = [CCSprite spriteWithFile:#"Icon.png"]; // declared in the header
[sprite setPosition:ccp(screenSize.width/2, screenSize.height/2)];
[self addChild:sprite];
id repeatAction = [CCRepeatForever actionWithAction:
[CCSequence actions:
[CCRotateTo actionWithDuration:0.3f angle:-45.0f],
[CCRotateTo actionWithDuration:0.6f angle:45.0f],
[CCRotateTo actionWithDuration:0.3f angle:0.0f],
nil]];
[sprite runAction:repeatAction];
emitter = [[CCParticleSystemQuad particleWithFile:#"jetpack_smoke.plist"] retain]; // declared in the header - the particle was made in Particle Designer
[emitter setPosition:sprite.position];
[emitter setPositionType:kCCPositionTypeFree]; // ...Free and ...Relative seem to behave the same.
[emitter stopSystem];
[self addChild:emitter];
[self scheduleUpdate];
return self;
}
- (void)update:(ccTime)dt
{
[emitter setPosition:ccp(sprite.position.x, sprite.position.y-sprite.contentSize.height/2)];
[emitter setRotation:[sprite rotation]]; // if you comment this out, it works as expected.
}
// there are touches methods to just move the sprite to where the touch is, and to start the emitter when touches began and to stop it when touches end.
I found the answer on a different site - www.raywenderlich.com
I don't know why this is true, but it seems that CCParticleSystems don't like to be rotated while you move them around. They don't mind changing their angle property. Actually, there may be cases where you want that behavior.
Anyway I made a method that adjusts the emitter's angle property and it works fine. It takes your touch location and scales the y component to be the angle.
- (void)updateAngle:(CGPoint)location
{
float width = [[CCDirector sharedDirector] winSize].width;
float angle = location.x / width * 360.0f;
CCLOG(#"angle = %1.1f", angle);
[smoke_emitter setAngle:angle]; // I added both smoke and fire!
[fire_emitter setAngle:angle];
// [emitter setRotation:angle]; // this doesn't work
}
CCSprite's anchorPoint is {0.5f, 0.5f), while the emitter descends directly from CCNode, which has an anchorPoint of {0.0f, 0.0f}. Try setting the emitter's anchorPoint to match the CCSprite's.

Translating a view and the rotating it problem

I have a custom UIImageView, I can drag it around screen by making a translation with (xDif and yDif is the amount fingers moved):
CGAffineTransform translate = CGAffineTransformMakeTranslation(xDif, yDif);
[self setTransform: CGAffineTransformConcat([self transform], translate)];
Let's say I moved the ImageView for 50px in both x and y directions. I then try to rotate the ImageView (via gesture recognizer) with:
CGAffineTransform transform = CGAffineTransformMakeRotation([recognizer rotation]);
myImageView.transform = transform;
What happens is the ImageView suddenly moves to where the ImageView was originally located (before the translation - not from the moved position + 50px in both directions).
(It seems that no matter how I translate the view, the self.center of the ImageView subclass stays the same - where it was originally laid in IB).
Another problem is, if I rotate the ImageView by 30 deg, and then try to rotate it a bit more, it will again start from the original position (angle = 0) and go from there, why wouldn't it start from the angle 30 deg and not 0.
You are overwriting the earlier transform. To add to the current transform, you should do this –
myImageView.transform = CGAffineTransformRotate(myImageView.transform, recognizer.rotation);
Since you're changing the transform property in a serial order, you should use CGAffineTransformRotate, CGAffineTransformTranslate and CGAffineTransformScale instead so that you add to the original transform and not create a new one.