There is a hello animation example, where, apparently, predefined character with predefined animations is used.
But what if I want to create some animation on-the-fly, programmatically? Suppose I want just cube perform some movements and rotations?
I found a class Animation which allows adding a tracks. One of the tracks type is SpatialTrack which has obvious structure: it apparently consists of a series of transformations and rotations over time.
But what to do with such an object, once it was created? How to "apply" or "execute" it on some geometry?
UPDATE
I found another pattern: first create MotionPath, then wrap it into MotionEvent and then add resulting object to the object you want to behave with addControl() method. Probably object will follow the path. Unfortunately, I can't find, how to set the orientation. Despite the fact that MotionEvent class has getRotation() method, which is documented as returning rotation of target object, I can't see any methods to set rotations in MotionPath, which constitues the MotionEvent.
I recommend using Cinematics for what you are attempting to do. All you have to do is create a cinematic object, add the appropriate events to it, and then use objectName.play().
The best part is that you are able to use both your original idea of animation objects as well as through your edited idea of using MotionPaths. You just have to use AnimationEvents and MotionEvents respectively.
You can also implement looping through a simple function that the wikipedia page gives you as well as being able to set direction for the movement.
Related
Is there anyway to create an armorstand that is invisible to players and can float in air? I'm trying to make something like a boomerang that can be thrown but that requires an armorstand to show the boomerang itself. For example: Video. I use spigot-api-1.16.5-R0.1-20210220.225230-24 as my api.
Yes it is possible. You need to spawn in a armor stand, then disable the gravity for it using armorstand.setGravity(false), store it in a array, and then create a loop that runs every tick, and teleports it to the desired location.
I've a graph in Jung shown using a JFrame.
After I remove a vertex from the graph,
the shown graph automatically redrawn and presented without the removed vertex.
How can I disable it, so that only when I call the repaint method
the graph would be redrawn ?
Thank you
The simple way to do this is extend your graph by some class and add toRemove() method, where you can signify your vertex to delete in boolean array. And the second method deleteNow() which will use your boolean array and delete your vertexes - it will be alike repaint() now. The second way is add boolean value to your vertex instead of array in your extended class. I can't find any other way. Sorry if it's not helpful.
You haven't really given enough information to be able to advise you precisely, but here are some general observations.
The answer to your question is going to depend in part on how you're removing the vertex: interactively or programmatically.
If it's programmatically, then you'll need to look at the code that calls VisualizationViewer.repaint(). It's been a while since I've looked at that part of the code, but the gist is that something is listening to changes to the graph model and triggering repaints (because this is what users generally want).
If it's interactively, then it's probably on the same thread as your visualization, and you should have a fair amount of control over when repaint() gets called (see the calls in the sample code to VV.repaint()).
I have been digging around in the search view source code for quite sometime now trying to understand how exactly does the search view even have a user interface to be rendered. First of all here is the source code:
SearchView source code
So what I don't understand is how does the user interface element of the search view even get rendered when the search view doesn't even have any onDraw() method. All that I can see is responsible for the display element is a bunch of view at the start which are in the constructor, the SearchView gets a reference to and change the background and set the image of these view. If all that I can see was done is getting references to some views and changing the background as well as the image without having it within the proper view hierarchy then how exactly does it even get rendered?
I understand what you are probably wondering why do I even need to understand this. Well I want to understand this so I can create my own custom search view. Since I only need like 2 function on my search view I figure it would be a lot better to make one that suits my need instead of the thousand of lines of code in the source one. Plus, I want to create one that I know I will understand how to use not the complex default one.
I want to build an empty map that I can customize as I like. Now, I know how the whole system works with the tiles and lon/lat coords, but I still dont understand how to contect between my tile's pixels and the lon/lat. I want to have an empty map that shows only my country and that I can edit things the way I like (I work with Android - dont know if it matters).
Write a class which derives from the Overlay class and override the onTap() method. Then you can add your overlay to the your MapView. A GeoPoint object, which represents the position of you tap, is passed to the onTap() method when you tab somewhere on the map.
You also can use onTouchEvent(). Given the screen coordinates of the touch, you can use a Projection (from getProjection() on MapView) to convert that to latitude and longitude.
Here is a sample project.
I'm developing a system in Java 3D, which consists of a main window where I have an object that I can manipulate (rotate, translate), and I have 3 other smaller windows that show different views from this same object, but can't directly manipulate the object.
The next thing I want to do is to reflect the actions I make in the main window to the other windows, in real time.
Does anyone have any idea of how I can proceed in order to do this?
You should define cameras fo the other windows in a fixed position, and render the object with the same world matrix, but with the different camera's view and projection. Probablyyou already have a code to render the object, you only need to use different cameras for that.
Without any code it is the most precise answer, I believe.