I'm using CCMoveBy in an action to shoot a projectile according to the direction of a Sneaky Joystick. I can't seem to get the position of the projectile DURING the action.
I only get the starting positions of the projectile.
CCMoveTo doesn't seem to work either.
Is it possible to get the position of the projectile DURING this action using something similar to CCMoveBy?
Any help would be appreciated :)
why you are using CCMoveBy or CCMoveTo . Please use ccpAdd and ccpSub in the position of the sprite when joystick moves.Nothing else,and please post some code fot more clearance.
Related
hi guys i recently start experimenting lots of thing using points to make a particle effect and one of it try to create is a space wrap animation, the animation is correctly display but the position of the effect it wont center, it always goes in right or left i try to change the camera type and the position of the canvas camera it seems it dosen't help at all i think am missing something. can anyone help me to figure this out.
here is my code thanks
https://codesandbox.io/s/spacewrap-l82e3s?file=/src/App.js:0-1784
When I right click, I can move my camera up and down. By default, when my model loads, half of its body is out of the frame. I want to move the camera down, so the whole body fits in the frame. Is there a setting to do this? I’ve tried using camera position but that didn’t work. Thank you!
when I come across cases like this I do this:
try to scale down the object first, so that I can see the whole picture
add axesHelpers to object or scene, to figure out which direction should I move to
change position of camera accordingly.
I am working on a program, that uses THREE.RollControls, when the user goes too far away from the center of the screen, they tend to get lost, so I am working on creating a function that reorients them, facing the center of the scene.
What I had intened to do was simply call the following:
camera.lookAt(scene.position)
However, this has no affect. From what I was reading on different stack overflow questions specifically this:
ThreeJS camera.lookAt() has no effect, is there something I'm doing wrong?
It seems like their solution was to do the camera position change using the controls, rather then changing the camera itself.
I do not believe there is any 'Target' in the Roll Controls, so I don't know how I can reset where the camera is looking at based on a THREE.Vector3() Is there a simple way to do this, or will I basically have to:
So far I have 'attempted' to do the follow:
- Calculate the difference of position of the camera with the position of the scene.
- Normalize this vector
- Subtract it from the direction forward of the camera
- use this vector in controls.forward.add(thisVector)
but this doesn't do at all what I want (probably because I have no idea what I'm doing)
Thank you in advance for your time!
Isaac
The same thing bugged me too about the RollControls but I took a different approach in solving the problem. Since the controls are in the example code (in r55) you can modify the controls, as they are not part of the core library. You can see my modifications at http://www.virtuality.gr/AGG/EaZD-WebGL/js/three.js/examples/js/controls/RollControls.js
I introduced a local variable called mouseLook because I could not use the this.mouseLook. I initialized it to false and I only make it true when there is a button press i.e. when navigating in the scene. That solved my problem.
Im trying to use last threejs version to load a Collada Loader. Furthermore, I just want to make a mouse over events.
I've been reading (and analyzing a lot of examples) about this on related forum, there is a problem about intersectObjects (this function makes possible mouse over evet).
Question is simple: How can I code mouse over events on pieces of my model?
Here is my example but It is not using the latest version of the threejs library.
Nothing else at the moment, I think It is so hard to begin with this library, there isn't so much documentation...
My root issue is when mouse is out of canvas, threejs detects mouse over some piece of my model and through the event... I think if I update threejs this may be fixed
Thank you!!!
As far as I can see you already implemented intersectObjects.Try using this on your canvas:
position : absolute,
top : 0px
Seems to me that you dont use the right mousePosition for the calculation. Try using the relative mousePosition of the canvas and not of the document. And I would not check for intersection on every render call. Maybe on a mouseMove event or on an interval.
does anybody know how anime(move) Human body Parts in Irrlicht.
I only found Animathion for the whole mesh.
I´m using makehuman.org mesh and want only to move the hand or the leg in irrlicht. There are riggins and bones in the mesh but I dont know how to move them in Irrlicht.
pls help a noob.
thx in advance
With a quick google search, you would have found this wiki page…
All you need to know is the names of the bones of your mesh and get them as IBoneSceneNodes using IAnimatedMeshSceneNode's getJointNode method.
A IBoneSceneNode can be animated and moved around like any regular scene node.