I have been wracking my brain and using every Google search phrase I can think of and have yet to find a solution.
I have a Unity app with a 3D scene and UI elements that float over it. There is one UI element that is an image of a protractor. That image needs to be drug around the scene, rotated, and scaled. All of that works, the only catch is that is doesn't matter if the user touches the protractor or somewhere else, the protractor always reacts.
I started by looking for something along the lines of Swift's someCGRect.contains(someCGPoint) so that I could ignore anything that isn't in the bounds of the protractor. Image doesn't seem to have such a property so I did lots of other searching.
I finally found this video; https://www.youtube.com/watch?v=sXc8baUK3iY that has basically what I'm looking for… Except is doesn't work.
The video uses a collider and rigid body and then in code checks to see if the collider overlaps the touch point. Looks like exactly what I need. Unfortunately, no touches ever overlap with the collider no matter where they are. After some Debug.Log I found that the extents of the collider are reported as (0, 0, 0). This is clearly why none of the touches overlap with it, but I can't figure out how to make the extents be anything other than 0.
Here is the info from the colliders and rigid body attached to the image:
Box Collider 2D:
Used by Composite: true
Auto Tiling: false
Offset: (0,0)
Size: (1,1)
Rigidbody 2D:
Body Type: Kinematic
Material: None (Physics Material 2D)
Simulated: true
Use Full Kinematic Contact: false
Collision Detection: Discrete
Sleeping Mode: Start Awake
Interpolate: None
Constraints: None
Composite Collider 2D:
Material: None (Physics Material 2D)
is Trigger: false
Used By Effector: false
Offset: (0,0)
Geometry Type: Polygons
Generation Type: Synchronous
Vertex Distance: 0.0005
There is a button that turns the protractor on and off by use of the following code:
public void toggle() {
this.enabled = !this.enabled;
this.gameObject.SetActive(this.enabled);
}
The protractor starts life visible but Start() calls toggle() straight away so the user sees it as starting out off.
This is the code that performs the test to see if the touches should be responded to:
void checkTouches() {
if (Input.touchCount <= 0) {
return;
}
bool oneTouchIn = false;
Collider2D collider = GetComponent<Collider2D>();
Debug.Log("🔵 The bounds of the collider are: " + collider.bounds);
// The above always logs the extents as (0,0,0).
foreach (Touch touch in Input.touches) {
Vector2 touchPos = Camera.main.ScreenToWorldPoint(touch.position);
if(collider.OverlapPoint(touchPos)) {
// Since the extents are all 0 we never find any overlaps
oneTouchIn = true;
break;
}
}
if (!oneTouchIn) {
return; // Always ends up here
}
// We must have at least one touch that is in our bounds.
// Do stuff with the touch(es) here…
}
I've been doing iOS development with Objective-C since the SDK was released and with Swift since it come out but I'm very new to Unity. I'm sure the issue is me missing something silly, but I can't find it.
Does anyone know what I'm missing to make the current version work or an alternate way of only responding to touches that are in bounds?
Image doesn't seem to have such a property
No the Image componemt itself doesn't have that ...
But the rect property of the RectTransform component each UI GameObject has.
It is called Contains. So you could do e.g.
RectTransform imgRectTransform = imageObject.GetComponent<RectTransform>();
Vector2 localTouchPosition = imgRectTransform.InverseTransformPoint(Touch.position);
if (imgRectTransform.rect.Contains(localToichPosition)) { ... }
Alternatively you could use the IPointerEnterHandler and IPointerExitHandler Interfaces in a component on the target Image like e.g.
public class DragableHandler : MonkBehaviour, IPointerEnterHandler, IPointerExitHandler
{
public bool IsHover {get; private set; }
//Detect if the Cursor starts to pass over the GameObject
public void OnPointerEnter(PointerEventData pointerEventData)
{
//Output to console the GameObject's name and the following message
Debug.Log("Cursor Entering " + name + " GameObject");
IsHover = true;
}
//Detect when Cursor leaves the GameObject
public void OnPointerExit(PointerEventData pointerEventData)
{
//Output the following message with the GameObject's name
Debug.Log("Cursor Exiting " + name + " GameObject");
IsHover = false;
}
}
and than in your script check it using
if(imageObject.GetComponent<DragableHandler>().IsHover) { ... }
just also make sure that we the EventSystem you also add Touch Input Module and check the flag Force Module Active.
Related
I'm writing my first Qt 5 application... This uses a third-party map library (QGeoView).
I need to draw an object (something like a stylized airplane) over this map. Following the library coding guidelines, I derived from the base class QGVDrawItem my QGVAirplane.
The airplane class contains heading and position values: such values must be used to draw the airplane on the map (of course in the correct position and with correct heading). The library requires QGVDrawItem derivatives to override three base class methods:
QPainterPath projShape() const;
void projPaint(QPainter* painter);
void onProjection(QGVMap* geoMap)
The first method is used to achieve the area of the map that needs to be updated. The second is the method responsible to draw the object on the map. The third method is needed to reproject the point from the coordinate space on the map (it's not relevant for the solution of my problem).
My code looks like this:
void onProjection(QGVMap* geoMap)
{
QGVDrawItem::onProjection(geoMap);
mProjPoint = geoMap->getProjection()->geoToProj(mPoint);
}
QPainterPath projShape() const
{
QRectF _bounding = createGlyph().boundingRect();
double _size = fmax(_bounding.height(), _bounding.width());
QPainterPath _bounding_path;
_bounding_path.addRect(0,0,_size,_size);
_bounding_path.translate(mProjPoint.x(), mProjPoint.y());
return _bounding_path;
}
// This function creates the path containing the airplane glyph
// along with its label
QPainterPath createGlyph() const
{
QPainterPath _path;
QPolygon _glyph = QPolygon();
_glyph << QPoint(0,6) << QPoint(0,8) << QPoint(14,6) << QPoint(28,8) << QPoint(28,6) << QPoint(14,0);
_path.addPolygon(_glyph);
_path.setFillRule(Qt::FillRule::OddEvenFill);
_path.addText(OFF_X_TEXT, OFF_Y_TEXT, mFont , QString::number(mId));
QTransform _transform;
_transform.rotate(mHeading);
return _transform.map(_path);
}
// This function is the actual painting method
void drawGlyph(QPainter* painter)
{
painter->setRenderHints(QPainter::Antialiasing, true);
painter->setBrush(QBrush(mColor));
painter->setPen(QPen(QBrush(Qt::black), 1));
QPainterPath _path = createGlyph();
painter->translate(mProjPoint.x(), mProjPoint.y());
painter->drawPath(_path);
}
Of course:
mProjPoint is the position of the airplane,
mHeading is the heading (the direction where the airplane is pointing),
mId is a number identifying the airplane (will be displayed as a label under airplane glyph),
mColor is the color assigned to the airplane.
The problem here is the mix of rotation and translation. Transformation: since the object is rotated, projShape() methods return a bounding rectangle that's not fully overlapping the object drawn on the map...
I also suspect that the center of the object is not correctly pointed on mProjPoint. I tried many times trying to translate the bounding rectangle to center the object without luck.
Another minor issue is the fillup of the font... the label under the airplane glyph is not solid, but it is filled with the same color of the airplane.
How can I fix this?
Generically speaking, the general pattern for rotation is to scale about the origin first and then finish with your final translation.
The following is pseudocode, but it illustrates the need to shift your object's origin to (0, 0) prior to doing any rotation or scaling. After the rotate and scale are done, the object can be moved back from (0, 0) back to where it came from. From here, any post-translation step may be applied.
translate( -origin.x, -origin.y );
rotate( angle );
scale( scale.x, scale y);
translate( origin.x, origin.y );
translate( translation.x, translation.y )
I finally managed to achieve the result I meant....
QPainterPath projShape() const
{
QPainterPath _path;
QRectF _glyph_bounds = _path.boundingRect();
QPainterPath _textpath;
_textpath.addText(0, 0, mFont, QString::number(mId));
QRectF _text_bounds = _textpath.boundingRect();
_textpath.translate(_glyph_bounds.width()/2-_text_bounds.width()/2, _glyph_bounds.height()+_text_bounds.height());
_path.addPath(_textpath);
QTransform _transform;
_transform.translate(mProjPoint.x(),mProjPoint.y());
_transform.rotate(360-mHeading);
_transform.translate(-_path.boundingRect().width()/2, -_path.boundingRect().height()/2);
return _transform.map(_path);
}
void projPaint(QPainter* painter)
{
painter->setRenderHint(QPainter::Antialiasing, true);
painter->setRenderHint(QPainter::TextAntialiasing, true);
painter->setRenderHint(QPainter::SmoothPixmapTransform, true);
painter->setRenderHint(QPainter::HighQualityAntialiasing, true);
painter->setBrush(QBrush(mColor));
painter->setPen(QPen(QBrush(Qt::black), 1));
painter->setFont(mFont);
QPainterPath _path = projShape();
painter->drawPath(_path);
}
Unluckly I still suffer the minor issue with text fill mode:
I would like to have a solid black fill for the text instead of the mColor fill I use for the glyph/polygon.
Openlayers provides useful functions for drawing boxes and rectangles and also has ol.geom.Geometry.prototype.rotate(angle, anchor) for rotating a geometry around a certain anchor. Is it possible to lock the rotation of a box/rectangle while modifying it?
Using the OpenLayers example located here to draw a box with a certain rotation to illustrate the point:
I would like the box/rectangle to maintain its rotation while still being able to drag the sides longer and shorter. Is there a simple way to achieve this?
Answering with the solution I came up with.
First of all, add the feature(s) to a ModifyInteraction so you are able to modify by dragging the corners of the feature.
this.modifyInteraction = new Modify({
deleteCondition: eventsCondition.never,
features: this.drawInteraction.features,
insertVertexCondition: eventsCondition.never,
});
this.map.addInteraction(this.modifyInteraction);
Also, add event handlers upon the events "modifystart" and "modifyend".
this.modifyInteraction.on("modifystart", this.modifyStartFunction);
this.modifyInteraction.on("modifyend", this.modifyEndFunction);
The functions for "modifystart" and "modifyend" look like this.
private modifyStartFunction(event) {
const features = event.features;
const feature = features.getArray()[0];
this.featureAtModifyStart = feature.clone();
this.draggedCornerAtModifyStart = "";
feature.on("change", this.changeFeatureFunction);
}
private modifyEndFunction(event) {
const features = event.features;
const feature = features.getArray()[0];
feature.un("change", this.changeFeatureFunction);
// removing and adding feature to force reindexing
// of feature's snappable edges in OpenLayers
this.drawInteraction.features.clear();
this.drawInteraction.features.push(feature);
this.dispatchRettighetModifyEvent(feature);
}
The changeFeatureFunction is below. This function is called for every single change which is done to the geometry as long as the user is still modifying/dragging one of the corners. Inside this function, I made another function to adjust the modified rectangle into a rectangle again. This "Rectanglify"-function moves the corners which are adjacent to the corner which was just moved by the user.
private changeFeatureFunction(event) {
let feature = event.target;
let geometry = feature.getGeometry();
// Removing change event temporarily to avoid infinite recursion
feature.un("change", this.changeFeatureFunction);
this.rectanglifyModifiedGeometry(geometry);
// Reenabling change event
feature.on("change", this.changeFeatureFunction);
}
Without going into too much detail, the rectanglify-function needs to
find rotation of geometry in radians
inversely rotate with radians * -1 (e.g. geometry.rotate(radians * (-1), anchor) )
update neighboring corners of the dragged corner (easier to do when we have a rectangle which is parallel to the x and y axes)
rotate back with the rotation we found in 1
--
In order to get the rotation of the rectangle, we can do this:
export function getRadiansFromRectangle(feature: Feature): number {
const coords = getCoordinates(feature);
const point1 = coords[0];
const point2 = coords[1];
const deltaY = (point2[1] as number) - (point1[1] as number);
const deltaX = (point2[0] as number) - (point1[0] as number);
return Math.atan2(deltaY, deltaX);
}
I am using SpriteKit with Xamarin. I'm currently making a game similar to flappy bird, except the pipes can also 'chomp' down and kill you like that. So at any given time my pipe sprites can be running two actions, one for movement along the X axis (when the player is moving) and one for movement along the Y axis (closing the pipes). When the player stops moving along the X axis I want to stop the running action of the pipes that moves them horizontally, but still keep the chomping action going. I'm having trouble setting up a key for my action though. Currently, this is what I have.
public override void TouchesEnded (NSSet touches, UIEvent evt)
{
base.TouchesEnded (touches, evt);
//TODO: Optimize by removing action by key instead of all of them. Figure out how to do this and impliment.
//This needs to be done before refining chomp as it will flow into the chomp logic
//by not stopping a chomp mid-way because the player lifted their finger.
poletop.RemoveAllActions();
polebottom.RemoveAllActions();
pole2top.RemoveAllActions ();
pole2bottom.RemoveAllActions ();
background.RemoveAllActions ();
//restarting the chomping action if it was stopped before.
chomped_return (false);
chomped_return (true);
}
So I'm basically stopping all actions, then restarting only the chomp if it was running (gets restarted in chomped_return).
This isn't very efficient and also causes some lag in-game as it stops and starts.
Code for starting the action along the X axis (player movement). This is the SKAction that I want to have the key so I can stop it and it alone. resetpoles is the completion function.
SKAction movebottompole;
SKAction movetoppole;
movebottompole = SKAction.MoveToX (edgebottom.X, flTime);
movetoppole = SKAction.MoveToX (edgetop.X, flTime);
polebottom.RunAction (movebottompole, resetpoles);
poletop.RunAction(movetoppole, resetpoles);
Chomping down on the player is an instant teleport of the pipes, but here's the code that runs to start the action of the pipes returning to their original position along the Y axis. This is setting up the action that I don't want to stop until it has completed.
public void chomped_return(bool blFirstPole)
{
//define our two actions
SKAction topreturn;
SKAction botreturn;
//define our floats for the time calculation
float flTime = 0;
float flMoveSpeed = 750;
float flDistance = 0.0f;
if (blFirstPole == true)
{
flDistance = (float)polebottom.Position.Y;
}
else if (blFirstPole == false)
{
flDistance = (float)pole2bottom.Position.Y;
}
//calculate time based on distance and vector units/second desired.
flTime = flDistance / flMoveSpeed;
//setup our moveto actions and use the time calculated above. Start the action.
topreturn = SKAction.MoveToY (750.0f, flTime);
botreturn = SKAction.MoveToY (0.0f, flTime);
if (blFirstPole == true)
{
poletop.RunAction (topreturn);
polebottom.RunAction (botreturn);
}
else if (blFirstPole == false)
{
pole2top.RunAction (topreturn);
pole2bottom.RunAction (botreturn);
}
return;
}
The variable blFirstPole is used to determine whether or not we are running the action on the first set of poles or second set (as there can be two on screen at once)
Would really appreciate any assistance, if you need any more information please do let me know!
Thanks
You can use RemoveActionForKey to remove an action with an certain key.
https://developer.xamarin.com/api/member/MonoTouch.SpriteKit.SKNode.RemoveActionForKey/p/System.String/
polebottom.RunAction(movebottompole, "movebottompole");
// remove it
polebottom.RemoveActionForKey("movebottompole");
But now you don't have your completion handler anymore. You can solve it by combining these two actions into one Sequence.
var poleactionWithCompletion = SKAction.Sequence(movebottompole, restpoles);
polebottom.RunAction(poleactionWithCompletion, "movebottompole");
If you need this more often, you can implement an extension method like:
public static class SKNodeExtension
{
public static void RunAction(this SKNode node, SKAction action, SKAction completion, string key)
{
var sequence = SKAction.Sequence(action, completion);
node.RunAction(sequence, key);
}
}
and then run your action like:
polebottom.RunAction(movebottompole, restpoles, "movebottompole");
I'll start off by admitting that I am a beginner to ActionScript and I am in the process of coding my own basic arcade game (Similar to that of the old arcade game "Joust"). Whilst I have been able to code the sprite's movement I am looking to make the sprite flip to face the other way when I press the right arrow. I figured either I could try and rotate the object around its axis (Which I've tried multiple times and has proved difficult) or I could try and "Replace" the current sprite with another sprite (Which is just the sprite facing the opposite way). I've searched everywhere for a method of replacing a sprite with another sprite but to no avail. How would it be possible to give this sprite a flip effect when a certain keyCode is used?
Try this simple code below. Here 'object' is the movieclip/sprite that you want to flip
stage.addEventListener(KeyboardEvent.KEY_DOWN, OnKeyDown);
function OnKeyDown(event:KeyboardEvent):void
{
var uiKeyCode:uint = event.keyCode;
switch (uiKeyCode)
{
case Keyboard.LEFT :
object.scaleX = -1; //flip
break;
case Keyboard.RIGHT :
object.scaleX = 1; //unflip
break;
}
}
NOTE: If you want the movieclip to flip without any shift in its position then the movieclip must be horizontally center registered.
Tell me if this works for you.
Are you using as2/as3? you could flip the axis Y 180 degrees
if your using as2 you will need to either mirror the bitmap via actionScript or
add a second bitmap that is mirrored to the display list.
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressedDown);
function keyPressedDown(event:KeyboardEvent):void
{
var key:uint = event.keyCode;
switch (key)
{
case Keyboard.LEFT :
myMovieClip.rotaionY = 180; // MC will be mirrored
break;
case Keyboard.RIGHT :
myMovieClip.rotaionY = 0;
}
I need to make a MovieClip rotate around it's center point to the left or right depending on mouse drag. I got some basic semblance of what i want going, but it's pretty hackish. Normally i calculate the angle and such but i only really need to use the distance the mouse travels and apply it to the movieclip and for flavor add some nice easing when you let go.
public function Main()
{
var wereld:MainScreen = new MainScreen();
addChild( wereld );
wereld.x = -510;
planet = wereld["planet"];
wereld.addEventListener( MouseEvent.MOUSE_DOWN, startRotatingWorld );
}
private function startRotatingWorld( e:MouseEvent ):void
{
m_mouseStartPos = stage.mouseX;
stage.addEventListener( MouseEvent.MOUSE_UP, stopRotatingWorld );
stage.addEventListener( Event.MOUSE_LEAVE, stopRotatingWorld);
}
private function applyRotationToWorld( e:MouseEvent ):void
{
//Calculate the rotation
var distance:Number = (m_mouseStartPos - stage.mouseX) / 10000;
//apply rotation
planet.rotation += -distance //* 180 / Math.PI;
}
private function stopRotatingWorld():void
{
stage.removeEventListener( MouseEvent.MOUSE_MOVE, applyRotationToWorld );
}
here is source and demo of a potential solution for you:
http://wonderfl.net/c/o8t0
I based the drag rotation detection on keith peter's minimalcomps, specifically the source for his knob component
In the Minimal Comp's Knob source, you can get rotational, horizontal, and vertical movement in the 'onMouseMoved' function.
Finally I used TweenLite to handle the easing back. In my code I Tween the 'this' object, but in practice you should create a public value in the object you are tweening and tween that item, so you can have more that one item tweening easily.
If this is for a public facing project, let me know when you've implemented it; wouldn't mind taking a look on what it is for ^_^