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Found 153 results

  1. Emitter Rotation Question

    Hi, I'm having some trouble with my emitter that is used as spray particles for a fire extinguisher. I've set the emitX and emitY to position relative to the player's front arm and set the emitter.rotation = frontArm.rotation. The problem I'm having is that when the arm rotates the particle's emit location is moved. I've attached some screenshots and code to show what I mean. I'm sure it is something simple that I'm missing but I've searched on the forums for quite a while and can't seem to find a solution. Any help would be appreciated. FireSim.test = { create: function() { this.game.stage.backgroundColor = "#d36a6a"; this.waterSpray = this.game.add.emitter(0, 0);// (x, y, max particles) this.waterSpray.makeParticles('whiteParticle', '', 5000, true, false); this.waterSpray.maxParticleScale = 5; this.waterSpray.minParticleScale = 1; this.waterSpray.flow(1000, 100, 50, -1, false); this.waterSpray.minParticleSpeed.setTo(400); this.waterSpray.maxParticleSpeed.setTo(800); this.waterSpray.setYSpeed(-30, 30); this.waterSpray.gravity = 0; this.frontArm = this.game.add.sprite(150, 100, 'frontArm5'); }, update: function() { if(this.game.physics.arcade.angleToPointer(this.frontArm.world) < 1) //only move the arms towards the mouse angle if it is less than 1. This prevents erratic movement when the mouse pointer is positioned behind the player { this.frontArm.rotation = this.game.physics.arcade.angleToPointer(this.frontArm.world); } this.waterSpray.emitX = this.frontArm.world.x + 270; this.waterSpray.emitY = this.frontArm.world.y + 160; this.waterSpray.rotation = this.frontArm.rotation; if (this.game.input.activePointer.isDown) { this.waterSpray.on = true; } else { this.waterSpray.on = false; } }, };
  2. Hello evryone Sorry in advance for my bad english; I wanna ask somthing about .ArcRotateCamera (); I want to make camera with locked position behind the player when the player moving but if player stand on the place he can moving around with the camera and when he again start moving the camera smoothly rotating to the locked position. I wondered if I will make somehow the camera will checking position.z of the player then camera will be calculate position behind the player. Here is my player how move in game for better understending: http://www.babylonjs-playground.com/#TGA1QA By the way I only want some tips or show me a way how I can make this work out I want to fully understand how javascript and babylon.js works. Thank you.
  3. I know I can't stop gimbal lock but I'd like to avoid the circumstances where it occurs in my application i.e. when a lookAt() call returns a vector close to the zenith. Basically I'd like to clamp the rotational pitch from 0 to 85 degrees, rather than allowing it to ever reach 90 degrees. I see the lookAt method has an optional parameter for pitchCor (pitch correction) but that doesn't seem to do what I want. What I'm thinking at the moment is I need to test the lookAt result to see of it's >= 85 degrees pitch and if so then clamp the pitch back to 85 degrees (without altering yaw) before applying the rotation to my mesh, but I'm a bit lost how to achieve that or if there's a better way. EDIT Here's a PG http://www.babylonjs-playground.com/#NM5LIX Basically as the lookAt() approaches the zenith I want to clamp the pitch input (even though it's not accurate this way) in order to eliminate the unnaturally fast spin. I hope this makes sense.
  4. Hi, there. How to make a FreeCamera rotate only by Alpha rotation? Only longitudinal? I want to turn off a Beta rotation (up and down rotation of camera). Thanks.
  5. Hello guys, I use the UniversalCamera in my project. On my mobile device it works really well and does what I want it to do, except for the left and right rotation. When I wipe up and down, the camera moves much faster than left and right. I have already tried the camera. angularSensibility, but it has no visible effect. for example, if I use the Gyro camera and press on the screen, I can control the camera very well and would like to have such a behaviour with the UniversalCamera. Did I miss something or is there a value I need to adjust? I would like to double the speed of mobile devices (the device differentiation is already taken over by my framework). Then it has a smooth user behavior. I look forward to your answers. :-)
  6. I have a "Gun" object and a "Bullet" object, and I'm trying to adjust the offset at which the bullet should start from the gun, but I'm getting an unexpected margin which I can't find where it's getting from. This extra margin/distance happens when I fire the gun to the right or down, but it converts into a negative margin/distance when I shoot to the left or up. The second problem is that the text "pium pium" get's horizontally/vertically out of it's body depending of the angle. Here is a demo of the problem: http://plnkr.co/edit/dOLK0j1qOEphv2nLLJKE?p=preview
  7. Hi, I am trying to rotate a mesh with a custom pivot, using setPivotMatrix function. In the sample below, the pivot (red box) "seems" to be in the right position, but the rotation done is not as expected (green and grey box should be superposed on the corner). I dont understand the setPivotMatrix http://www.babylonjs-playground.com/#4FNAXM#2 Why the pivot point (red box) is not inside the green box in this sample ? I just would like something like : X X [X] X X X Where [x] is the superposed part of the 2 meshes. Thanks
  8. Rotate WebVRFreeCam

    Hey guys, I got a question about the WebVrFreeCamera. How can I animate the rotation of a WebVrFreeCam? I would like to click on a button to direct the users gaze to something important. Hence the animation. THANK YOU FOR ANY TIP there is a code snippet: https://playground.babylonjs.com/#UXXVST
  9. Does anyone know how to rotate a sprite from it's current rotation? I'm having a Math brain fart. Here is my Sandbox example of the issue: http://phaser.io/sandbox/HhWNhhmR/play The sprite rotates around it's center when you drag it, but it always snaps to the mouse. How can we rotate it from where it currently is? I would love to have it respond in a similar way that PropellerJS works. As a bonus, it would be awesome to add the inertia and stepped angle constraints. Thanks!
  10. Hi, I've experienced weird problem when I try to rotate an imported gltf mesh. It turns super fast and seems not logic at all. Someone has any idea why? Or is it a bug? Here is the playground example to show this problem. Thank you. http://www.babylonjs-playground.com/#742772#3
  11. How can I get the local vector orientation? Like, is there a matrix holding the sense of front of the mesh? How can I acess it? I say this because the translate method knows the "orientation" if I just translate in one axis only and the mesh move forward in that local axis.
  12. Spin a wheel and land on specific segment

    Hi All I'm quite new to Pixi (as in this is day #2), I have a simple circle divided into segments (Wheel of Fortune style). What I want to do is spin it, wait for a few seconds, slow down and stop on a specific segment, with a bit of bounce-back. By the looks of things rotation itself is fairly straightforward, but how would I go about doing this? Many Thanks
  13. Hi All, the issue I'm facing is probably trivial to solve but I couldn't find a solution. Basically I need to set the parent of a mesh (used as rotation pivot) to null after a rotation, because I need to use that pivot again for another group of meshes. I tried to use the following approach: var pos = box.getAbsolutePosition(); var rot = box.rotation; box.parent = null; box.setAbsolutePosition(pos); box.rotation = rot; but it seem to keep only the position, but not the rotation. I have created a simple playground to reproduce the problem : https://www.babylonjs-playground.com/#S13YXG#2 As you can see, when the animation is completed the bigger box returns to the original rotation. Any suggestion ? Thanks a lot in advance
  14. Is there a way to tell the back of a mesh.to.lookAt() something? For example, need object to lookAt target point in opposite direction. Any tips? Thx,
  15. Hi gang! I'm still having problems "aiming" mesh in some direction (vector). I know, I know, I should have this mastered and memorized, but, not yet. https://www.babylonjs-playground.com/#BFM7EX#24 I have TWO cones that need to be set per the direction of a spotlight. #1. The green cone (arrow1) needs its POINT aimed the same direction as the spotlight. (-1, -1, -1) #2. The curiously black-sided blue cone (spotcone) needs its WIDE-END... aimed in same direction as spotlight. I added the spotlight so I could "see" a -1, -1, -1 direction... and I know spotlights do direction correctly. I could "steal" example code from spotlight direction-setting code, but that direction-setting code... rotates no mesh. It only creates light directions, and lights aren't mesh. The spotlight is positioned where the two cones meet. And again, the spot is aimed -1, -1, -1, and it appears to be using that direction properly. Feel free to turn-off animation in lines 101-102. They are there only to prove that I have my pivot points set correctly for the two types of cones. There are two un-coded important functions. Lines 73-75 to set arrow1 aiming, and lines 80-82 to set spotcone aiming. Lines 95 and 96 are where both do-nothing functions are called-from. Can someone please assist me in coding arrow.setDirection(direction) [line 73] and spotcone.setDirection(direction) [line 80] ? That would be great. Currently, cam is aiming +z. We already knew that, because the -1, -1, -1 spotlight direction... is down, left, and backwards toward the cam. Thanks again for any/all assistance/consideration.
  16. Tracing a rotating point

    Hi I'm still pretty new to phaser, and I've looked through the docs and a few examples, but still haven't found a solution to my problem. So, i have a sprite that is rotating around a set anchor, and I want to get the x and y coordinates of a specific point on this sprite. I could just do it with trigonometry and whatever, but I'm thinking that there has to be an easier way using phaser. Thanks in advance.
  17. Hello It is possible turn off parent rotation ? var box = BABYLON.MeshBuilder.CreateBox("box1", 1, scene); var sphere = BABYLON.MeshBuilder.CreateSphere("sphere1", 1, scene); box.parent = sphere;
  18. mesh.lookAt I want to get x, y, z after rotation What should I do? Mesh.rotation.x gets null
  19. Hi all, I've been banging my head off the desk for days now and can't figure out how to go about accomplishing this. I've gotten to the point of being able to scale or rotate around a random pivot point, but only once, I need to be able to do it multiple times in a row. For example (in the GIF attached); I need to scale the box across the red line as the pivot point, and then scale the box along the blue line as the pivot point and then finally rotate the box around the green dot as the pivot point. I can do each step individually just fine, but the chaining together completely breaks as I can't figure out how to set the pivot point on the already manipulated sprite properly. Does anyone have any ideas on how to accomplish this? I really need to get this working asap and I'm at the end of my rope. Thanks.
  20. I try something pretty easy (I think) but I cant make it work. The want that the faces are aligned in their direction between two world space Vector3. The position on the screenshot is not correct but that's not the problem. I tried it with lookAt for the mesh and also played a bit around with RotationFromAxis from this example http://www.babylonjs-playground.com/#1QM99D#6 But its always not correct rotated, correct would it be when they are aligned along the edge between the two vertices where currently the feces are placed. Any suggestions?
  21. When adding a rectangle to a p2 body you have the option to specify a rotation in radians for the shape which it appears is just passed directly on to the p2 shape constructor (hence the need for it to be in radians instead of degrees as are used elsewhere in Phaser). I find that if I use any value other than 0 for a rotation, the shape is properly rotated however drawing of the body via the debug parameter ignores the rotation. Here is a quick codepen illustrating the bug. The character should have a long protrusion coming out the bottom achieved with a rotated rectangle. The physics collision seems to indicate that the rotation has occurred correctly, however the debug shape is not drawn rotated. Notice that he appears to sit a little ways off the ground due to the un-rotated debug visualization of the shape. It seems to me this must be a bug (or maybe a limitation of the debugbody drawing system) but I thought I would post here first for thoughts. I will likely dig in and see if I can find a fix / workaround for this. Phaser P2 DebugBody rotation bug (codepen)
  22. Hey guys, I'm thinking there's a really simple answer to this, but I'm currently blanking on it. Basically, I'm trying to position/rotate a cylinder such that it is perpendicular to a given facet. Here's the PG: https://www.babylonjs-playground.com/#U8ZVF8 It looks like it works for facets on part of the sphere (maybe?), but there's clearly something I'm missing. Thanks in advance!
  23. I'm getting the freecamera values but they are radians and if i continue rotate they increase more than 6.28 or less than -6.28 . So whay i do for conversion actually is: (camera.rotation.y*360)/6.28 So i get the camera values as i want. But i can figure how fix the infinite rotation value thing, maybe there is some function or something i missing to avoid that?
  24. I have a box and a ground with physicsImpostor, how can I keep the rotation of the ground up to date with the rotation of the box. here is the playground https://www.babylonjs-playground.com/#T310H5 If I use "ground.rotation = box.rotation", then the ground rotate but the box do not. If I use "ground.rotation.x = box.rotation.x", then the ground will keep rotating.
  25. angleToPointer on child sprite

    Hi guys, I'm trying to rotate a player's arm (anchored at the shoulder) to the mouse pointer using angleToPointer() method for aiming. I have a player sprite and a frontArm sprite. angleToPointer works as expected until I make the frontArm sprite a child of the player sprite. When I do this, the frontArm sprite will get stuck at certain points and won't rotate any further. I'm a complete newbie to Phaser and game dev so any help would be appreciated. I'll put my code below: create: function() { this.background = this.game.add.sprite(0, 0, 'background'); this.game.physics.startSystem(Phaser.Physics.ARCADE); this.player = this.game.add.sprite(200, 500, 'player', 'Fire Marshall Main_00025'); this.game.physics.arcade.enable(this.player); this.player.anchor.setTo(0.5); this.frontArm = this.player.addChild(this.game.make.sprite(-10, -240, 'frontArm')); this.frontArm.anchor.setTo(0.48, 0.30); this.game.physics.arcade.enable(this.frontArm); //walk animation this.player.animations.add('walkright', Phaser.Animation.generateFrameNames('Fire Marshall Main_', 0, 24,'', 5), 24, true, false); this.player.animations.add('walkleft', Phaser.Animation.generateFrameNames('Fire Marshall Main_', 24, 0,'', 5), 24, true, false); cursors = this.game.input.keyboard.createCursorKeys(); }, update: function() { //player walk movement this.player.body.velocity.x = 0; if (cursors.right.isDown) { this.player.body.velocity.x = 150; this.player.animations.play('walkright'); }else if (cursors.left.isDown){ this.player.body.velocity.x = -150; this. player.animations.play('walkleft'); }else { this.player.animations.stop(); this.player.frame = 25; } this.frontArm.rotation = this.game.physics.arcade.angleToPointer(this.frontArm); }