GLKit Rendering and iOS Device Orientation (Face Up / Down) - opengl-es-2.0

I have an app with some projection matrix set-up code based on Xcode 4.5.2's OpenGL Game template. In the update function I set appropriate z-translation values for baseModelViewMatrix by querying [[UIDevice currentDevice] userInterfaceIdiom] as well as UIDeviceOrientationIsLandscape: and UIDeviceOrientationIsPortrait:. This effectively lets me set the scale of the area rendered on screen on a per-orientation basis for each device. I also call update from willAnimateRotationToInterfaceOrientation:duration: to maintain the correct rendering proportions for each orientation of the device during runtime.
This all works fine, however I've noticed that when the device is oriented either face-up or face-down my scene is not displayed, and I only see what appears to be an empty GLKView. Rotating the device to any orientation perpendicular to the ground plane restores the scene to its expected behavior. I tried checking UIDeviceOrientationIsValidInterfaceOrientation:, which seems like it should handle what I need, but did not see any difference in behavior.
My guess is that GLKit does some automatic updating of the GLKView when a change in orientation is detected, but I didn't find any clear answers on what might be causing this particular behavior. Any thoughts on what's going on? Thanks in advance.

If you are using a function like GLKMatrix4MakeLookAt, you need to make sure your look direction is not parallel with the up direction. In the case of looking straight up or down, you'll need to adjust the camera's "up" vector to another value such as 0,0,-1 or 0,0,1.

Related

Replicating Camera View - DeviceOrientationControls to TrackballControls

I am trying to replicate a view from a phone (using DeviceOrientationControls) to a desktop (using TrackballControls). I am passing the view state (camera position & direction) through an intermediary server, and have that part mostly working.
I'm having trouble setting the camera rotation on the desktop. The cameras are sync'd to look at the same point, but the view on the desktop (receiving the view state from the phone) rotates around the view angle.
I definitely don't fully understand quaternions or rotation order. I've tried applying those, but clearly I'm out of my element. I guess I'm just looking for some hints on how to sync the camera rotation on the desktop.
Looks like I had a (trackball) controls.update() in my animate() that was blowing away the rotation that I was setting. Camera position and direction are not changed by this, but the rotation (or the "roll" of the camera) was.
In TrackballControls, it would be nice to have a setting for programmatically updating the camera's rotation that wouldn't get squashed by a call to rotateCamera(). I'll have to think about that, because it doesnt seem like it would be easy to implement.

Cocos2d - 4inch screen displace the game

i developed a game for the iphone4. Now i got problems with the iphone5 and the 4inch screen. My game is on the left side of the 4inch screen and i have a big black border on the right side. But the buttons from the game are in the middle of screen, they have same position like on the iphone4. I checked everythin but i dont know why the background-images and the sprites are on the left side and the buttons are in the middle. I want that everything is in the middle or on the left side. It would be great if anybody could help me!! Thanks!!
COCOS2d-iPhone:
If you're using the latest beta, the only change you should need to
make is export all your images at twice the size and use the "-hd"
suffix, similar to Apple's "#2x". The documentation also says you need
to set the content scale factor of the director.
You can find the documentation here.
and more detail here.
COCS2d-X:
Cocos2D-x has a very easy solution for multi-resolution problem.
In fact you just need to set your DesignResolution and then just imagine your target device will has this resolution.
If target device really has this resolution ( or some other but with same ratio) cocos2d will handle to fix screen and your game looks same in all devices.
And when ratio of target device is different, you have many option ( as cocos2d language, policy) to manage that.
For example if you use Exact fit policy, cocos2d will force your game ( and design) to fit target device screen (without that black boarder).
Exact fit
The entire application is visible in the specified area without trying
to preserve the original aspect ratio. Distortion can occur, and the
application may appear stretched or compressed.
For more detail just take a look at this link : http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Multi_resolution_support

touched Image and recovering the touched point's coordinate

I'm working on an iPad application and that's my problem:
I elaborated an algorithm to know if a point is inside a polygon, in an image. So I need when touching the Image, to know the coordinates of the touched point and then do an action using those coordinates (an NSLog to make the example easy), the problem is that I can't use an IBAction on an UIImageView, and so can't recover the point's coordinates. Thanks for any help
I think at first you have to make polygon which fit to your image. And then you can use touchesBegan:withEvent: to get the coordinate of touch point and judge whether the point is inside of polygon or not.
Here is similar question like yours.
How to get particular touch Area?
I think this is a little difficult work, so maybe you would better use cocos2d library which have collision judgement function.
http://box2d.org/forum/viewtopic.php?f=9&t=7487
But also I think iOS is well constructed for handling touch, so this is beneficial effort for you.

Sensor Orientiation -> GLRotation doesn't work properly

I want to use the Android orientation sensor data for my GLES camera - giving it the rotation matrix. I found a very good example here:
How to use onSensorChanged sensor data in combination with OpenGL
but this is only working with GL1.0 and I need to work on it for GLES2.0. Using my own shaders, everything works, moving the camera manuall is fine. But the moment I use the rotation matrix like in the example, it doesn't really work.
I generate the rotation matrix with:
SensorManager.getRotationMatrix(rotationMatrix, null, bufferedAccelGData, bufferedMagnetData);
My application is running in LANDSCAPe so I use that methode after (like in the example code):
float[] result = new float[16];
SensorManager.remapCoordinateSystem(rotationMatrix, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, result);
return result;
It worked fine on my phone in his code but not in mine. My screen looks like that:
The rotation matrix seems to be rotated 90° to the right (almost as if I have forgotten to switch to landscape for my activity).
I was thinking of using the remap() method in a wrong way but in the example it makes sense, the camera movement works now. If I rotate to the left, the screen rotates to the left as well, even though, since everything is turned, it rotates "up" (compared to the ground, which is not on the bottom but on the right). It just looks like I made a wall instead of a ground but I'm sure my coordinates are right for the vertices.
I took a look ath the draw method for the GLSurface and I don't see what I might have done wrong here:
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
MatrixStack.glLoadMatrix(sensorManager.getRotationMatrix()); // Schreibt die MVMatrix mit der ogn. Rotationsmatrix
GameRenderer.setPerspMatrix(); // Schreibt die Perspektivmatrix Uniform für GLES. Daran sollte es nicht liegen.
MatrixStack.mvPushMatrix();
drawGround();
MatrixStack.mvPopMatrix();
As I said, when moving my camera manually everything works perfect. So what is wrong with the rotation matrix I get?
Well, okay, it was a very old problem but now that I took a look at the code again I found the solution.
Having the phone in landscape I had to remap the axis using
SensorManager.remapCoordinateSystem(R, SensorManager.AXIS_Y, SensorManager.AXIS_MINUS_X, R);
But that still didn't rotate the image - even though the mapping of the Y and -X Axis worked fine. So simply using
Matrix.rotateM(R, 0, 90, 1, 0, 0);
Does the job. Not really nicely but it works.
I know it was a very old question and I don't see why I made this mistake but perhaps anyone else has the same problem one day.
Hope this helps,
Tobias
If it is (was) working on a specific phone but not on yours, I guess the android version may play a role here. We faced the issue in mixare Augmented Reality Engine where a Surfaceview is superimposed over a Camera view. Pleas consider that the information here may not apply to your case since we are not using OpenGL.
Modern version of android will return a default orientation, whereas previously portrait was the default. You can check how we query this in the Compatibility class. This information is then used to apply different values to the RemapCoordinateSystem call check lines 739 and onwards of this file.
Mixare is as well using landscape mode by default, so I guess our values for the remapping should apply to your case just as well. As I said earlier, we are using the 3x3 matrices, since we are not using OpenGL, but I guess this should be the same for OpenGL compatible matrices.
Take time, play with the orientation matrix, you will find a column that contains useful vaule.
Besides Log vales for each column, see which one is useful, try quaternions, keep playing with values never try the code directly in renderer, first check the values
Because later, you will have more options for input like touch, there too you have to test the values, play with them, use sensitivity constants with matrices too

Restore MKMapView visible state/region properly

I have a little iPad app which shows a MKMapView instance (map). In order to save the state I try saving the map.region to the NSUserDefaults. This works very well storing only the single values as doubles. On launching, the app combines the numbers and produces a valid MKCoordinateRegion. This happens in application:didFinishLaunchingWithOptions:. Now there are several problems.
1) Imagine: You leave the app in landscape orientation. The app saves the corresponding MKCoordinateRegion. The app is terminated. Now, holding the iPad landscape, launching the app, the map doesn't show the same state as before leaving the app. And no, this is not a problem of regionThatFits:. I tracked it down and this is what happens: Also when it isn't visible to the user, the app starts in portrait mode. The app restores his state. After that the map is rotated into landscape mode.
With other words the app saves the landscape state but restores it to portrait. If you repeat these steps the map zooms out with every launch. Not the best UX.
2) Even if problem one would be solved by restoring in the right orientation there is still the problem that the launching orientation could differ from the leaving orientation. I think one of the better ways to solve this is to store always the values for the portrait orientation also when the user leaves in landscape. By doing this the state would be restored properly because the app is launched initially in portrait by the system.
One possible way would be to change the latitude/longitude values if the app is left in landscape. But this would be too inaccurate because CLLocationDegrees differ if they are latitude or longitude.
An other way (and I think this would be the best way) would be to "simulate" a rotation of the mapview or to calculate the visible region for the portrait mode when the app is left. But I really don't know how to do this. Here is the point where I need your help and your ideas.
I appreciate every ray of hope. :) — And please tell me if I think into a wrong direction.
Hmm. If I understand your question correctly, you're saving the MKMapView's region (that is, its center and span), and would like to use these values to restore the map's center and zoom level, independently of whether the user rotates the device between sessions.
Have you tried calculating the width-to-height ratio of your map rectangle, and then multiplying out the changes to the span? That is, if your map has bounds of size 800 x 600 in landscape mode, then you'd multiply the longitudeDelta by 600/800 (0.75) and the latitudeDelta by 800/600 (1.33) to get the appropriate span for a 600 x 800 rectangle in portrait mode.