Moving away sprite to another in sfml - rotation

I just want to know if there is a solution to make my sprite change the rotation in the other sense and move away from another sprite (it position is in the center of the hud view).

Since you do not provide any code or context I can't really help you but to rotate a sprite, use the rotate method of the Sprite class I guess.
sf::Sprite sprite;
sprite.rotate(45.f); //To rotate a sprite by 45°

Related

Dragging 3D objects on walls using mouse in three.js

I am trying to achieve movement of an object on walls, instead of only one plane. In this example, an object dragged on walls by using:
intersects = raycaster.intersectObjects([walls]);
object.position.copy(intersects[0].point);
However, with this method, the object jumps because the object's center moves to the mouse. There is a related question and helpful JSFiddle for dragging on one plane without jumpin Would you please help me to modify it for multiples planes (walls)? Thanks
After reading your comment, I think what you're looking for is you want the object to animate to the position. You can do this a few ways. The "threejs" way is to move it each frame (within the animate/update loop). You could do this with Vector3.lerp by storing intersects[0].point as your target location and lerping your object.position to it each frame. Another option is to use an animation library like animejs or gsap.

Rendering Sprites in Three.js over 3D Object and also behind without clipping

I need a way to render a sprite always over top of a 3DObject, but it also must disappear behind it when the camera is rotated.
I first tried disabling the depth-buffer write but this will always render the Sprite in front.
Is there a way to hide it when its behind, but prevent clipping with the Object?
Edit 1:
The Problem is not exactly about z-fighting because the depthbuffer values of the sprite and the object are not equal.
The Sprite is a Billboard, so it will always face the camera, but it clips with the object, when rotating the camera.
Thank you for your help

Rotate mesh about another element?

I want to have the camera move with a mesh. Foward/backward motion was easy:
if (Input.is_key_pressed(KEY_W)):
self.translation.z -= movement_speed; # relies on camera script to move camera
if (Input.is_key_pressed(KEY_S)):
self.translation.z += movement_speed;
I just put those short blocks on both the camera and the mesh. But I can't figure out how to rotate the mesh about the camera while rotating the camera. If I just rotated the mesh, it would rotate about it's center point and end up unaligned with the camera. In photoshop, you can set anchor points to rotate a layer about a point other than the center. How can I set an anchor point to another element/node in godot?
EDIT:
The solution to rotation was pretty simple. All I had to do was make the camera a child of the mesh I wanted it to follow. But then the camera did not move with the mesh... How do I get the motion to work?

How to offset target position in ThreeJS controls

I am using ThreeJS's OrbitControls so that when an object in my scene is clicked, the camera travels close to it and and starts orbiting around it. I'm just moving the controls.target position, camera position and setting controls.autoRotate = true.
The clicked object gets centered on screen, which is nice, but sometimes I need to show a text covering up to 50% of the bottom area of the screen, and then the selected objects gets hidden by it. So, I'd need to somehow offset the rotation center up a bit.
Perhaps another way of asking this is that I need to change the center of rotation so that it is NOT the center of the screen (or the center of the renderer canvas)
I've tried moving the target up but, of course, then the camera doesn't orbit around the selected 3D object but around an empty space close to it. Any idea on how to proceed?
Many thanks!
I finally got the desired results following the comments in this other thread:
by using camera.setViewOffset

Three.js Skeletal animations, bons recalculate

I have some questions about skeletal animation blending. I have the walking animation and I want to change the position of the arm in this animation. I think that I need to recalculate the position of the arm in all keyframes. Is this a common practice or is there another, more common and easier way?
You don't need to change the position of the arm in the keyframes.
Apply the animation, then change the position of the arm dynamically by setting the arm bone directly with
skinMesh.skeleton.bones[i].position.set(xPos, yPos, zPos); // sets the position Vector3
skinMesh.skeleton.bones[i].rotation.set(xRot, yRot, zRot, "XYZ"); // sets the rotation Euler
where "xPos,yPos,zPos" is the new position of the arm and "xRot,yRot,zRot" is the new rotation and "i" is the index of the bone.
Please see this question, and my answer, on dynamic animation: Dynamic bones animation in Three.js

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