New answers tagged rotation
The context has two functions relevant to this. There's context.rotate(angle) which you already know about, and then there's context.translate(x,y). Here's a fiddle for it. http://jsfiddle.net/awsumpwner27/k7CVw/ I also used context.save() and context.restore() which store the state of the context for convenience.
I don't know pygame and how blitting works there but it seems that you translate rect but rotate shadow. Are you sure that's right? Also, for this kind of effect I'd use a shear transformation rather than a rotation.
Since you have already solved the first problem, I will only address the second problem The code you have does not really show where you generate the model, view & projection matrices, so it is difficult to exactly pin-point the problem position for you You should maintain separate View & Projection matrices. If you use a library such as glm, which ...
http://www.matim-dev.com/revolute-joint.html you can solve this with that link
Conceptually, you can do that by animating the rotation of the cube (or as in Bloxorz, a cuboid) 90 degrees around one of its edges. You don't need move() at all! Side-on view of one rotation: Here's a seriously good JMonkeyEngine tutorial showing you how to rotate Boxes around pivot Nodes. It explains everything step-by-step. These are the important ...
in https://github.com/CartBlanche/MonoGame-Samples/blob/master/CollisionSample/BoundingOrientedBox.cs the box is calculated based in a center vector and a distance to the edge. after transformations in the textured quad, that distance changes, so i had to basicaly update that to correct the bug. result: ...
The BeginRotate and EndRotate events of KetticRotater control pass a BeginRotateEventArgs with one of the From, To, and Cancel properties to control the rotation from and to a certain amount of time.
One easy way to do this is the following algorithm that is executed each tick: if (the target is straight ahead) then keep flying straight on else rotate a little bit towards the target It's easy to see that this algorithm works... but we have to talk about what "a little bit" means. Certainly, there's a maximum angle you want your plane to turn ...
As hinted by user concept3d, it is difficult to help you without further details about your implementation approach. I'm going to give it a shot nevertheless, but that means that I have to make some assumptions that may or may not be true for your code. In any event, I hope that the following is general enough that you can adapt it if necessary. The first ...
I would look into using a Bezier Curve. You can have easy curves like you show above, or more complex curves (even nested) using Bezier splines. The algorithms are pretty straightforward and explained well on Wikipedia :)
If I were you, I would use a simple algorithm to point the aircraft at the target. You can use a turnrate variable to keep track of how quickly it is turning. This is something I am using in my project. Within the update method, calculate the projected heading a few seconds in the future. If the projected heading has not passed the target heading, increase ...
You're going to have tons of questions regarding 3D math so I recommend you get the book Essential Math for Game Programmers, the 2nd Ed. I bought a copy myself and was reading it last night before bed. http://essentialmath.com/book.htm For your specific question you can use a rotation matrix to represent your object's orientation. You can concatenate this ...
So, just to be clear; you want to orient the camera such that it is looking in the direction given by the plane's normal? The problem with calculating a quaternion for this is that it doesn't usually represent an absolute rotation but rather a rotation through which the initial forward direction of the camera is to be rotated. So what you are looking for is ...
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