rotation

what method will called when we start to rotate device and after it finished

混江龙づ霸主 提交于 2019-12-20 09:48:46
问题 i want to detect a rotation process on ipad programmatically. In this case i want to set a boolean into yes, when the rotation will begin, and set it false after the rotation did ending. Is there any method that called when the rotation will begin and the rotation did ending? 回答1: From Apple Docs: Sent to the view controller just before the user interface begins rotating. - (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration

3D rotation with Axis & Angle

有些话、适合烂在心里 提交于 2019-12-20 09:38:13
问题 I know 3D rotation is well documented on SO and many other sites, but despite reading countless explanations I still haven't figured out where I'm going wrong. My background is in art and design, not math and programming, and I'm never really certain if my angle of attack (no pun intended) is the right one. Rather than paste a patchwork of my dismal code, I'm including an image describing my problem. What I'd really like is a step-by-step worded breakdown of how to solve it. Pseudo code is

How to rotate views on orientation change without recreating layout?

我的梦境 提交于 2019-12-20 09:18:35
问题 This question has been asked before here but its answer is incorrect. I would like to rotate some views on screen orientation change, but I want to keep the layout unchanged. They should be rotated 90, 180, 270 or 360 degrees according to the current orientation ( SCREEN_ORIENTATION_LANDSCAPE , SCREEN_ORIENTATION_PORTRAIT , SCREEN_ORIENTATION_REVERSE_LANDSCAPE , SCREEN_ORIENTATION_REVERSE_PORTRAIT ). This is what I want to achieve: The answer in the link I mentioned stated that I should

Normalise orientation between 0 and 360

佐手、 提交于 2019-12-20 08:38:50
问题 I'm working on a simple rotate routine which normalizes an objects rotation between 0 and 360 degrees. My C# code seems to be working but I'm not entirely happy with it. Can anyone improve on the code below making it a bit more robust? public void Rotate(int degrees) { this.orientation += degrees; if (this.orientation < 0) { while (this.orientation < 0) { this.orientation += 360; } } else if (this.orientation >= 360) { while (this.orientation >= 360) { this.orientation -= 360; } } } 回答1: Use

How to get all 24 rotations of a 3-dimensional array?

老子叫甜甜 提交于 2019-12-20 08:32:40
问题 I have a 3-dimensional array. Think of it as a brick. There are 24 possible rotations of this brick (that keep its edges parallel to coordinate axes). How do I generate all corresponding 3-dimensional arrays? 回答1: A die (half a pair of dice) is handy for observing the 24 different orientations, and can suggest operation sequences to generate them. You will see that any of six faces can be uppermost, and the sides below can be rotated into four different cardinal directions. Let us denote two

Get the current angle/rotation/radian for a UIView?

梦想与她 提交于 2019-12-20 08:23:31
问题 How do you get the current angle/rotation/radian a UIView has? 回答1: You can do it this way... CGFloat radians = atan2f(yourView.transform.b, yourView.transform.a); CGFloat degrees = radians * (180 / M_PI); 回答2: Swift: // Note the type reference as Swift is now string Strict let radians:Double = atan2( Double(yourView.transform.b), Double(yourView.transform.a)) let degrees:CGFloat = radians * (CGFloat(180) / CGFloat(M_PI) ) 回答3: For Swift 3, you could use the following code: let radians:Float

Is there a standard way to rotate around local coordinates (that is, from a modelview matrix) in OpenGL 4.0?

早过忘川 提交于 2019-12-20 06:48:39
问题 I've been working on a game engine and recently got to the point where I could easily create a Camera class to manage a view matrix (or allow an easy switch to another). I know conceptually what it must do, but where I'm having trouble is figuring out how to rotate about the local origin (for the view matrix, it would be the same as the translation matrix that is multiplied into a rotation matrix). I know that in direct mode, you would glTranslatef(x, y, z); //move back to origin glRotatef

Rotate 3D shape around its centeroid/axis

眉间皱痕 提交于 2019-12-20 06:38:38
问题 I have a 3D shape defined in STL file and I'd like to rotate it around its axis/center using Yaw, Pitch and Roll. However, I've already implemented a solution and it doesn't work as expected as it rotates the 3D shape around the origin axis instead . Here's what I've done so far (written in PHP): function rotate($vertices, $roll = 0, $pitch = 0, $yaw = 0) { if(!empty($vertices)) { $cosa = cos($yaw); $sina = sin($yaw); $cosb = cos($pitch); $sinb = sin($pitch); $cosc = cos($roll); $sinc = sin(

Rotating FloatingActionButton

别来无恙 提交于 2019-12-20 06:21:05
问题 I believe most of you all have seen the rotating FloatingActionButton in apps such as Google keep, push bullet and even Google inbox app. I am trying to achieve this rotation by having an animation file that is : <?xml version="1.0" encoding="UTF-8"?> <rotate xmlns:android="http://schemas.android.com/apk/res/android" android:fromDegrees="0" android:toDegrees="135" android:pivotX="50%" android:pivotY="50%" android:repeatCount="0" android:fillAfter="true" android:fillEnabled="true" android

Unity 3D Rotate object smoothly during time

拈花ヽ惹草 提交于 2019-12-20 05:45:45
问题 I'm programming a game where a cube has to rotate smoothly around itself 90 degrees each time a metronome is beating. Each time the metronome is beating, my method call a coroutine : IEnumerator moveCoroutine() { if (!isCollided && canRotate) { for (float i = 0; i < 10; i++) { transform.RotateAround(pivot, direction, 90 / 10); yield return null; } } } and the cube rotates rather smoothly, but the rotation is done long time before the next tick of the metronome, and I want it to rotate from