What I want to do is to rotate a camera on it's centre while the camera position is steady. So as a result when the user clicks and moves the mouse he will get all the perspectives possible from that point of view.
I am using trackback controls so I have tried things like:
controls.target.set(camera.position.x,camera.position.y,camera.position.z);
but it does not give the wanted result. I am looking something like camera rotation on axes x,y,z while the camera position is the same.
How do I do it?
If you want to keep TrackballControls, set a very close target (set the camera position and the controls.target to very close coordinates, but different ones).
Otherwise use PointerLockControls
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I have two coordinates that represent a portion of a route, and I want to orientate the MKMapView such that the route, polyline is displayed going from the bottom of the screen to the top of the screen.
Currently I first calculate the angle between the two coordinates, and then rotate the map by setting the camera heading, where 90 degrees is facing north and vertically centred on the screen.
Is there perhaps an easier approach, sample code would be great in either Swift or Objective-C.
Currently I first calculate the angle between the two coordinates, and then rotate the map by setting the camera heading, where 90 degrees is facing north and vertically centred on the screen.
You've got the right idea. There's no way to set the map view's heading directly, so setting the camera heading is the right way to go. Be sure to set the map view's rotationEnabled property to YES to get the map view to use the camera's heading, and if you want to always see the map in plan view (i.e. looking straight down), you can set pitchEnabled to NO.
I want to create a mobile Game, with only horizontal Camera Movement.
Like a SideScroller without the Camera being attached to an Actor.
I want to let the User only move within the given Range.
I'm using only Blueprints.
Just to make it sure, I really don't want to know, anything about the implemented Camera of any Mobile Device.
I just want my Camera Actor (From Unreal Engine) to behave like a normal App, where you can Scroll horizontal just by "swiping" the finger over the Screen from left-to-right to archieve a movement to the left and swiping from right-to-left to archieve a movement to the right.
Information I need:
How can I move the Camera horizontal by mobile Touch? (similar to Scrolling a ListView/RecyclerView in Android)
How can I just let the Camera move horizontal within the Map or given Range?
(See Pic's with Grey Background)
Current Map:
Current Static Camera View (Shouldn't go any furhter to the left):
Example Camera View (Shouldn't go any furhter to the right):
Thanks in advance for any helpful advise.
For the scrolling boundaries you could work with a float variable and set its min/max value manually. That way it never extends over those min/max values.
Or you could use this node instead.
Also check out this video, might give you an idea on how to implement your swipe mechanic.
I know that we can detect the area of a press on the TrackPad using:
UIPressType.UpArrow
UIPressType.DownArrow
UIPressType.LeftArrow
UIPressType.RightArrow
But I'm wondering: Is it possible to get the actual coordinates of a user's touch on the Siri Remote's trackpad itself?
So, you can detect a user's panning using the UIPanGestureRecognizer and translationInView:
But the unfortunate thing is that the new Apple TV remote doesn't discriminate with where the first touch originates on the touchpad. It always counts it as (0,0) and then uses the change in x and y position to determine the swipe direction. So, unfortunately you can't do cool things like "if they tap at the very top left corner once" or "if they swipe from the left edge to the right do something different than a regular right swipe"
Hope this helps!
A touch on the track pad always starts in the center of the view wether you touch the center or the edge. Therefore the initial touch will be a CGPoint with the coordinates of your views center.
In Verold, using the Verold Studio controls, how do I get the camera to rotate around the axis of the model when I pan, rather than just turning on its own axis? I've searched through the controls in Studio and am unable to find the solution. I am certain it is right in front of me, I just cannot see it.
When you click the camera, then open orbit controls, and the first setting in there is the object to orbit. You can set this to a model, or a mesh. Depending on what you want to orbit.
The other trick is that you should make sure that your camera's initial position is a valid orbit position. To do this, select the model you want to orbit and click the 'F' key. Now you can choose your camera and set it to this position using the "align to position" button.
Hope that helps!
I have two orthographic cameras. The first one is for the main display and the other one is used for a spotlight effect.
What I want is, if I move the second camera (spotlight), I want the view port rect to be normalized as well. Right now, if I move the second camera's Transform, it looks at the camera's direction but the display is not moving.
So, if the display is at the bottom-right corner, and I move the camera at the top-left corner, I want to display the camera at the top-left corner as well instead of displaying it at the bottom-right corner.
Also, I'm building it on iPad.