I am trying to rotate an arrow to point to some specific location
float bearing = myLoc.bearingTo(mecca);
RotateAnimation rotate = new RotateAnimation(0, bearing, Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
arrow.setAnimation(rotate);
rotate.start();
However it rotates and within less than one second it comes to its original place. How can i make it rotate like a compass.
Another simple way to rotate an imageView :
Matrix matrix=new Matrix();
imageView.setScaleType(ScaleType.MATRIX); //required
matrix.postRotate((float) angle, pivX, pivY);
arrow.setImageMatrix(matrix);
Did you tried :
rotate.setFillAfter(true)
Just try To set Duration Of Your Animation, like
animation.setDuration(1500);
Where Duration is int(miliseconds)
Related
I'm using the camera anchor in ArCore to create a static object in the scene.
float scaleFactor = 1.0f;
camera.getPose().toMatrix(cameraAnchorMatrix, 0);
// Update and draw the model and its shadow.
Matrix.rotateM(cameraAnchorMatrix, 0, 110, 0f, 1f, 0f);
virtualObject.updateModelMatrix(cameraAnchorMatrix, scaleFactor / 10);
virtualObject.draw(viewmtx, projmtx, colorCorrectionRgba);
However rotating the object sometimes makes it not visible, also translating it doesn't seem to work. I'm also kinda guessing the values for the rotation. Also the object is visible from the top, how can I make it look more natural? (It's an arrow that's supposed to show a direction.)
How can I move the object to the bottom left corner of the screen and rotate it from left to right?
This is how it looks at the moment. I want to move the arrow down and to the left and also tilt it forward. Then it should be able to rotate left and right. Thank your for your help.
Solved it with the following code:
camera.getPose().compose(Pose.makeTranslation(0.37f, -0.17f, -1f)).extractTranslation().toMatrix(cameraAnchorMatrix, 0);
This makes the object appear 'behind' the camera and moves it to the bottom-left. Then you can rotate the object with the angle value:
Matrix.rotateM(cameraAnchorMatrix, 0, 230 - directionChange, 0f, 1f, 0f);
I am trying to rotate a view 90 degrees, but every time this method is called the view instead jumps forward 90 degrees, then rotates an additional 90 degrees.
I've tried playing with the numbers without success. There seems to be something about how this code works that I do not understand.
Can someone please explain what's currently happening, and what needs to change to get the intended result?
public void RotatePoint(float toDegrees) {
final RotateAnimation rotate =
new RotateAnimation(pt.getRotation(), pt.getRotation() + toDegrees,
RotateAnimation.RELATIVE_TO_SELF, 0.5f,
RotateAnimation.RELATIVE_TO_SELF, 0.5f);
rotate.setDuration(1000);
rotate.setFillEnabled(true);
rotate.setFillAfter(true);
pt.startAnimation(rotate);
pt.setRotation(pt.getRotation()+toDegrees);
if (pt.getRotation() == 360) {
pt.setRotation(0);
}
}
take global variables- float rotation = 0,fromRotation=0;
and on Onclick
fromRotation=rotation;
rotation = rotation + 90;
RotatePoint(rotation);
and RotatePoint(float toDegrees)
RotateAnimation rotate = new RotateAnimation(fromRotation, toDegrees,
Animation.RELATIVE_TO_SELF, 0.5f, Animation.RELATIVE_TO_SELF, 0.5f);
rotate.setDuration(1000);
rotate.setFillAfter(true);
pt.startAnimation(rotate);
I have a bitmap that I would like to rotate about a point on a canvas. The point I want to rotate it about is not the center of the bitmap. I am using a matrix. Here is an example of what I have.
Bitmap image = ContentManager.getInstance().getImage(imageId);
Matrix matrix = new Matrix();
matrix.setTranslate(-image.getWidth()/2f, -image.getHeight()/2f);
matrix.postRotate(rotationDegrees);
matrix.postTranslate(x / scaleX, y / scaleY);
matrix.postScale(scaleX, scaleY);
paint.setAlpha(alpha);
canvas.drawBitmap(image, matrix, paint);
I want to manipulate this code slightly to not rotate around the bitmap's center point but a different point. To illustrate more clearly I have created this picture:
.
I have tried everything I can think of from setting
matrix.setTranslate(-image.getWidth()/2f, -image.getHeight()/2f);
to
matrix.setTranslate(pivotPoint.x, pivotPoint.y);
and a lot of other stuff. The result is the bitmap is always way off from where I expected it. (eg. rotate it about the center of the screen 90 degrees would put the bitmap 90 degrees from where it was and consequently would be rotated.) The bitmap always seems to rotate about its center point and then ends up in a random spot on the screen.
After much messing around and find this very difficult or buggy, not sure which, found the easiest solution to this is to find the new center of the bitmap and drop the image there instead, seem more complicated but it works where plain rotation/translation wasn't.
float angle;
float radius;
Bitmap wheelSelectBitmap = BitmapFactory.decodeResource(getResources(), R.drawable.image);
Matrix matrix = new Matrix();
Point pivotPoint = new Point();
pivotPoint.set(pivotPoint.x, pivotPoint.y)
Point newCenter = new Point();
newCenter.set((int)(pivotPoint.x + (radius * Math.cos(angle)), (int)(pivotPoint.y - (radius * Math.sin(angle)));
matrix.postTranslate(newCenter.x - (bitmap.getWidth()/2f), newCenter.y - (bitmap.getHeight()/2f));
matrix.postRotate(angle, newCenter.x, newCenter.y);
Bitmap rotatedBitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), null, true);
canvas.drawBitmap(bitmap, matrix, null);
This might not be perfect but working this way solved the problem for me and stopped bitmaps flying around all over the shop. It also rotates clockwise by default unlike your diagram so just use -angle for counter-CW. Not sure what is going on here as this code definitely failed to get the desired effect for me:
matrix.postTranslate(pivotPoint.x, pivotPoint.y);
matrix.postRotate(angle);
matrix.postTranslate(radius - (bitmap.getWidth()/2f), -bitmap.getHeight()/2f);
Cant see what is wrong with logic here ? But in my case the bitmap was not visible in the view here.
When rotating an object, it will rotate around the origin (upper left corner). You'll want to first translate the bitmap so the pivot point becomes (0, 0), rotate the bitmap then translate back to it's original position.
you could try something like this:
matrix.setTranslate(-px, -py);
matrix.postRotate(rotationDegrees);
matrix.setTranslate(px, py);
// Then do other things.
currently I am scaling a matrix like so:
public void scale(float aw, float ah){
Matrix.scaleM(modelMatrix, 0, aw, ah, 1f);
updateMVP();
}
private void updateMVP(){
Matrix.multiplyMM(mvpMatrix, 0, projectionMatrix, 0, modelMatrix, 0);
}
And using: gl_Position = u_Matrix * a_Position; in my vertex shader, u_Matrix being the mvpMatrix. The camera I am using is the default and the projectionMatrix is created by:
ASPECT_RATIO = (float) height / (float) width;
orthoM(projectionMatrix, 0, -1f, 1f, -ASPECT_RATIO, ASPECT_RATIO, -1f, 1f);
Now I can scale my object properly, but the only problem is that every time I scale the matrix, the object moves a little bit. I was wondering how I could scale the matrix while keeping the center point and not having the object translate. Anyone know how I can do this in OpenGL ES 2.0 on Android? Thanks
Do you have any other matrices (rotation/translation)?
If so: you might not be multiplying your matrices in the correct order, which can cause issues.
(proper order multiply right to left)
Translate * Rotation * Scale
Your error sounds like the one explained here:
You translate the ship by (10,0,0). Its center is now at 10 units of the origin.
You scale your ship by 2. Every coordinate is multiplied by 2 relative to the origin, which is far away… So you end up with a big
ship, but centered at 2*10 = 20. Which you don’t want.
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
How can we rotate a Image Clockwise using LibGDX? what i am looking is when a image is loaded,suppose a star, i need to rotate it from beginning of screen to end of the screen horizontally, with star rotating,how can i do that in libgdx?
When you draw the Texture with your SpriteBatch, you can use one of the draw functions that includes rotation. This javadoc has all the draw functions: SpriteBatch
You can keep a variable for position and rotation, and increase the rotation and x component of the position each time you render to make it rotate while moving horizontally.
Libgdx gives you more then one way to do that:
You can use Scene2D and add an Image to your Stage. Image is a subclass of Actor, so you can add Actions to it:
Image myImage = new Image(myTexture);
myImage.addAction(Actions.parallel(Actions.moveTo(endX, endY, duration), Actions.rotateBy(degrees, duration)));
myImage.setPosition(startX, startY);
myImage.setOrigin(sizeX/2, sizeY/2);
stage.add(myImage);
In render you can then call stage.act(), which updates the position, rotation, scale... of all your Actors and then call stage.draw() which will call draw() for all your Actors.
Image allready handles the draw() so you don't need to care about that anymore.
You can also do it without scene2d, by updating everything yourself:
You can store a int rotationSpeed in degrees/sec
You can store a int moveSpeed in units/sec (maybe pixel but i would suggest to use camera or viewport and use your own unit, which is equal on all devices)
Store the float angle, which is the current rotation of your Texture
and store a Vector2 position, which contains the x and y position of your Texture.
If you want to move in x and y direction you can also store a Vector2 direction, which is a normalized Vector, giving the percent of movement in x and y direction, but thats a different story.
Then in your render(float delta) you update everything:
angle+=delta*rotationSpeed;
angl%=360; // Limits the angle to be <= 360
while (angle < 0) // Unfortunally the "modulo" in java gives negative result for negativ values.
angle+=360;
position.x+=direction.x*moveSpeed*delta;
position.y+=direction.y*movSpeed*delta;
spriteBatch.draw(yourTextureRegion, position.x, position.y, sizeX/2, sizeY/2, sizeX, sizeY, scaleX, scaleY, angle);
For clockwise rotation simply use a negative rotationSpeed or replace the angle+= with angle-=.
Hope it helps.
Following is the implementation to rotate any sprite
batch.draw(sprite,(Gdx.graphics.getWidth() - sprite.getRegionWidth()) / 2.0f,(Gdx.graphics.getHeight() - sprite.getRegionHeight()) / 2.0f,sprite.getRegionWidth()/2.0f,sprite.getRegionHeight()/2.0f, sprite.getRegionWidth(), sprite.getRegionHeight(), 1f, 1f,count, false);
if(count < 0.0f)
count = 360.0f;
else
count --;
Initially set counter to
private float count =360.0f;
You can also use the Scene2D actions. I have an example here with asteroid-type thing falling down the screen and rotating.
http://www.netthreads.co.uk/2012/02/09/libgdx-scene2d-demo-with-scene-transitions/
To rotate anticlockwise and horizontally..
create a textureRegion
then
Sprite sprite = new Sprite(textureRegion, 0, 0, 128, 128);
sprite.setPosition(++mX, 0);
angle++;
sprite.setRotation(angle);
sprite.draw(batcher);
You can do it too like this:
on your create method
sprite.setOrigin(sprite.getWitdh() /2f, sprite.getHeight() /2f);
sprite.setPosition( 0, 200 ); //200 it's a example
on your render(float delta)
sprite.setX( sprite.getX() + delta ).setRotation( sprite.getRotation() + delta );
Here is a simple to rotate an actor in libgdx. First you need to set the origin:
img.setOrigin(getWidth/2,getHeight/2);
And then you can rotate clockwise and anticlockwise according to your need:
img.rotate(2f); or img.rotate(-2f);
So the following sample worked for me (infinite rotation)
Method 1: (recommended)
loadingActor.addAction(Actions.repeat(RepeatAction.FOREVER, Actions.rotateBy(360, 1)));
Method 2:
Image loadingActor = new Image(AssetsController.getInstance().getLoading());
loadingActor.setOrigin(Align.center);
final SequenceAction infiniteRotate = Actions.sequence();
infiniteRotate.addAction(Actions.rotateTo(0 , 0f) );
infiniteRotate.addAction(Actions.rotateTo(360 , 1f) );
loadingActor.addAction(Actions.forever(infiniteRotate));