Rotating GUI.Box Causes Clipping - user-interface

I am attempting to rotate 2 different GUI Boxes's on the Z Axis. Each box will have a different Z axis value. The following image shows how I am trying to make them appear(I made the following image in photoshop):
My Problem: I am unable to rotate my boxes on the Z axis without clipping occurring. I can successfully rotate my panels on the x and y axis but not the Z without clipping occurring. Also can I have 2 boxes with a different z rotation using GUI.Matrix (I've read in other questions that this isn't possible)?
This is what happens:
Any ideas how I can achieve the rotation that is shown in my first image?
void OnGUI() {
Matrix4x4 guiMatrixOrig = GUI.matrix;
GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 45, 0), new Vector3(1.0f, 1.0f, 1.0f));
GUI.Box (new Rect (10,10,400, 400), "Loader Menu");
GUI.matrix = guiMatrixOrig;
}

This has been asked a while ago but.. if anyone else trys to do something alike he should try to use the GUIUtility.RotateAroundPivot function., moving multiple Boxes without clipping should work that way.

Related

Using quaternions for rotation causes my object to scale at specific angle

I am trying to build a rotation controller for my threejs objects. My rotation method is the following:
function rotate(axis, angle) {
rotMat = new THREE.Matrix4().makeRotationAxis(axis, angle);
rotMat.multiply(mesh.matrix);
rotQuat = new THREE.Quaternion().setFromRotationMatrix(rotMat);
mesh.quaternion.copy(rotQuat);
mesh.updateMatrix();
}
I need to do it this way in order to have a rotation around the world axes and not the local axes (related to this post -> I also cannot use the Euler rotation member here because of a problem i describe here)
Getting to my problem:
I made this JSFiddle which shows the issue pretty good.
How to recreate:
1) Open the fiddle link.
2) Press X, Y or Z on your keyboard to enter the rotation mode for the desired axis.
3) Hold 'Arrow Up' key and rotate as long as the 'strange' scaling occurs. Should happen at an angle of 90-100 degrees. Note that the scaling continues if you keep rotating
Also note that i decrease the rotation step size (rotation speed) when getting to the specific angle area. The scaling only occurs when the rotation step size is quite small.
My question is:
Does somebody know why a rotation is causing a scale?
The reason why this is happening is because you need to feed a 'pure' rotation matrix to the Quaternion.setFromRotationMatrix method. So changing the rotate function to the following will work:
function rotate (axis, angle) {
rotMat = new THREE.Matrix4().makeRotationAxis(axis, angle);
rotMat.multiply(mesh.matrix);
var rotMat2 = new THREE.Matrix4().extractRotation(rotMat);
rotQuat = new THREE.Quaternion().setFromRotationMatrix(rotMat2);
mesh.quaternion.copy(rotQuat);
mesh.updateMatrix();
}

Libgdx Animation using images from TextureAtlas gets incorrectly rotated

In my TextureAtlas the Sprite's for my Animation are rotated 90 degrees.
When I draw my Animation it's still rotaed by 90 degrees. How can I fix that?
My code looks like that:
TextureAtlas spritesheet = new TextureAtlas(Gdx.files.internal("images/spritesheet/spritesheet.atlas"));
Array<AtlasRegion> CLOUD_ANIMATION_REGIONS = spritesheet.findRegions("cloud_animation");
Animation animation = new Animation(0.1f,ImageProvider.CLOUD_ANIMATION_REGIONS);
In the render method:
batch.draw(animation.getKeyFrame(elapsedTime, true), x, y);
The animation works perfectly fien but it's rotated by 90 degree like in the spritesheet.
I realize that if I have a Sprite I can call Sprite.draw(batch) and it will fix the rotation but I don't seem to be able to use that mechanism for Animation's?
EDIT:
Like Alexander said, this will do the trick:
batch.draw(textureRegion, x, y, 0, 0,textureRegion.getRegionWidth(), textureRegion.getRegionHeight(), 1, 1, 90);
Ok, here is untested code:
TextureRegion textureRegion = animation.getKeyFrame(elapsedTime, true);
if (textureRegion instanceof TextureAtlas.AtlasRegion && ((TextureAtlas.AtlasRegion) textureRegion).rotate)
{
batch.draw(textureRegion, x, y, 0, 0, textureRegion.getRegionWidth(), textureRegion.getRegionHeight(), 1, 1, 90, true);
}
else
{
batch.draw(textureRegion, x, y);
}
What I'm doing here: I check if atlas packer marked the region as rotated and then draw it rotated 90 angle clockwise to compensate original 90 angle counter-clockwise rotation. See AtlasRegion's javadoc and special version of draw method that can rotate TextureRegion.
EDITED: fix arguments based on Markus comment
Somehow you should be using AtlasSprite I think. That carries out the unrotate in its constructor. You dont want to be rotating every frame - thats some overhead. Also the AtlasSprite should take care of trimmed regions in the atlas : something thats very important to maximise a single atlas texture. Alas it doesnt seem very easy to use as it seems one needs a seperate sprite for each frame which seems massive overhead.

Three.js plane facing away from camera aligned with viewport

I'm trying to have a plane face away from the camera with same orientation so it's aligned in the viewport.
I have a plane in front of the camera, perfectly aligned to the cameras viewport, and I want to flip it in front of the camera, along the objects Y axis, regardless of camera orientation.
The following will orient my plane to face at the camera and works for any orientation:
target.rotation.copy(camera.rotation);
The following will then flip the plane along the plane's Y axis:
target.rotation.y += Math.PI;
All good so far? Except when the camera rotation has a funky tilt to it, let's say it's looking up and to the left, tilted slightly to the right, the plane's flip is tilted, but not the same way as the camera, leaving me with a plane tilted either to the left or right...
I've tried several things such as:
target.rotation.z -= camera.rotation.z;
Nothing... Thanks for your help.
So the problem I was running into was when the camera was in negative z coordinates. This causes the flip on the Y axis to get messed up.
So basically you would do something like this:
var target = new THREE.Object3D();
//position
target.position.copy(s.camera.position);
target.position.add(THREE.Utils.cameraLookDir(s.camera).multiplyScalar(300));
//rotation
target.rotation.copy(s.camera.rotation);
target.rotation.y += PI;
target.rotation.z = -s.camera.rotation.z;
if (s.camera.position.z < 0) {
target.rotation.z = s.camera.rotation.z;
}
EDIT:
Add the following to appropriate spots in your program.
camera.rotation.eulerOrder = 'XZY';
target.rotation.eulerOrder = 'XZY';
Seems to solve previously encountered tilt issues! (see below)
RESOLVED:
Flipped planes tilted the wrong way in some instances, for example when in negative z coords and also the y rotation is not equal to 0, example: point in space hovering and looking at 0, 0, 0.
This is the solution I was looking for when I found this page (taken from this answer):
mesh.lookAt( camera.position );
The local z-axis of the mesh should then point toward the camera.

Love2d Rotating an image

I would like to rotate an image in Love2D.
I have found a documentation on love2d.org: https://love2d.org/wiki/love.graphics.rotate
But I can't seem to get it to work when I try to load an image.
Heres my code:
local angle = 0
function love.load()
g1 = love.graphics.newImage("1.png")
end
function love.draw()
width = 100
height = 100
love.graphics.translate(width/2, height/2)
love.graphics.rotate(angle)
love.graphics.translate(-width/2, -height/2)
love.graphics.draw(g1, width, height)
end
function love.update(dt)
love.timer.sleep(10)
angle = angle + dt * math.pi/2
angle = angle % (2*math.pi)
end
Could anyone show me an simple example of rotating an image in love2d?
https://love2d.org/wiki/love.graphics.draw
You may be better off using the fourth argument, shown as 'r' to rotate images, such as:
love.graphics.draw(image, x, y, math.pi/4)
It's not worth the trouble of using the translate functions for a single draw, and keeping those for when you're batching many draws at once.
Your code worked perfectly for me, aside from a small unrelated issue (love.timer.sleep uses seconds in LÖVE 0.8.0).
We will be able to help you better, and perhaps reproduce your error, if you provide us with more information.
When you say
I can't seem to get it to work when I try to load an image
..what is the result?
Is the image a white box? Does the application crash? Is there nothing on the screen?
All of these imply a image loading issue, rather than a rotation issue. Although, it could be the case that the image is rotating off of the screen.
If you continue to use translate, rotate, and scale (which is usually a good idea), I recommend you take a look at the push and pop functions.
They allow you to 'stack' transformations so you can render sub elements.
Example uses are rendering a GUI (each child pushes its translation and then renders the children) and drawing sprites on a scrolling map (the camera translates the entire map and then does for entity in entities do push() entity:draw() pop() end. Each entity can translate and rotate in local coordinates (0,0 = centre of sprite)).
love.graphics.draw( drawable, x, y, r, sx, sy, ox, oy, kx, ky )
the R is the rotation.. why don't you just set it to a variable and change it as you please? ... I'm new to programming so I may be wrong but this is how I would do it.
Example of rotating at center of image using LOVE 11.3 (Mysterious Mysteries):
function love.draw()
love.graphics.draw(img, 400,300, wheel.r, wheel.sx, wheel.sy, wheel.w / 2, wheel.h / 2)
end
function love.update(dt)
wheel.r = wheel.r + dt
end
function love.load()
wheel = {x = 0, y = 0, w = 0, h = 0, sx = 0.5, sy = 0.5, r = 0, image = "wheel.png"}
img = love.graphics.newImage(wheel.image)
wheel.w = img:getWidth()
wheel.h = img:getHeight()
end
Normaly the axis for rotating is the upper left corner. To center the axis to the middle of an image you have to use the parameters after the r parameter to half of width and half of height of the image.

The transform property in CGPathAddEllipseInRect

I am using CGPathAddEllipseInRect to draw a circle and then using that in CAKeyframeAnimation. My issue is that the animation always starts in the same spot. I thought that I could do the following with a CGAffineTransform to make it start in a different point:
CGAffineTransform temp = CGAffineTransformMakeRotation(M_PI / 2);
CGPathAddEllipseInRect(animationPath , &temp, rect);
I do not know what this is doing. When it runs, I don't even see this portion of the animation. It is doing something offscreen. Any help understanding this would be great.
The rotation happens around the origin (0,0) by default, but you want to rotate around the center of the circle, so you have to do additional transformations:
float midX = CGRectGetMidX(rect);
float midY = CGRectGetMidY(rect);
CGAffineTransform t =
CGAffineTransformConcat(
CGAffineTransformConcat(
CGAffineTransformMakeTranslation(-midX, -midY),
CGAffineTransformMakeRotation(angle)),
CGAffineTransformMakeTranslation(midX, midY));
CGPathAddEllipseInRect(animationPath, &t, rect);
Essentially, this chains three transformations: First, the circle is moved to the origin (0,0), then the rotation is applied and afterwards it is moved back to its original position. I've made a little visualization to illustrate the effect:
I chose a square instead of a circle and 45° instead of 90° to make the rotation easier to see, but the principle is the same.

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