Parent coordinate given a CCNode local coordinate - cocos2d-iphone

Is there any cocos2d function that returns the parent coordinate given a node local coordinate? It must be quite a common use case, but I've not found any native cocos2d function. Is there any?
I guess it's something like this. NOTE, I haven't tested this one. ;)
-(CGPoint) nodeToParent: (CGPoint) localPoint
{
CGFloat phi = -self.rotation * B2_pi / 180;
return ccpAdd(self.position, ccpRotateByAngle(localPoint, ccp(0, 0), phi));
}

As m.ding said ... parent->ConvertToNodeSpace() .....
Here's explanation for you so you know when to do what ?
convertToWorldSpace(const CCPoint& nodePoint) converts on-node coords to SCREEN coordinates.
Lets we have layerA with anchor point and position (0,0) attached to screen and have a sprite on this layer at point (100, 100).
What will be SCREEN coords of sprite? - (100, 100)
Lets we moved layerA to point (- 50, - 20). What will be SCREEN coords of sprite? - (100 - 50, 100 - 20), i.e. (50, 80) - that's what convertToWorldSpace returns to us if we call layerA->convertToWorldSpace(ccp(100, 100)).
As for convertToWorldSpaceAR - will return the position relatevely to anchor point: so if our scene - root layer has AP (0.5f, 0.5f) - default, convertToWorldSpaceAR should return position relatively to screen center. I have used convertToNodeSpace
convertToNodeSpace(const CCPoint& worldPoint) - converts SCREEN coords to NODE's local. I.e. if for our example with moved layer call:
layerA->convertToNodeSpace(ccp(50, 80)) - that should return (100, 100) - our sprite on-node coords.
convertToNodeSpaceAR - the same logic as for convertToWorldSpaceAR

assume your parent node is
CCSprite* parent;
you can use:
parent->convertToNodeSpace();

I guess that
-(CGPoint) convertToWorldSpace:(CGPoint)pt
could do the trick, take a look here.

It looks like you are on the right track. [node position] should give the position of the node in the parent's coordinate space, so if you have a local point that is offset from the [node position] then you need to do add the offset like you have done. I'm not sure the ccpRotateByAngle is the right method to do that but you'll just have to test it and find out!

Related

OpenGL - get mouse position co-ordinates

I am making a 2D board game. the game board grid is 8x8 and each cell of the grid is an object. So a board consists of 64 cell objects. My aim is to work out which cell the mouse is in. I am attempting this by tracking the mouse coordinates and comparing it to the grid coordinates.
my coordinate system is as follows:
gluOrtho2D(-4,4,-4,4);
I am trying to get the current mouse position by using the following in my update function:
POINT p
if (GetCursorPos(&p)){
}
if (ScreenToClient(hWnd, &p))
{
}
However although this is tracking the coordinates of the mouse it is not correctly tracking the world coordinates that I set with gluOrtho2D. How can I achieve this?
It depends on your glViewPort
Let's say you have:
glViewport(0,0, 640, 640);
The mouse position is (mousePos.x,mousePos.y) and the world position you want to know is (world.x, world.y)
And, give that the top/left corner of your screen is the (0, 0) coordinate
Then we can make the following:
world.x = -4.0 + (mousePos.x / 640.0) * (4*2)
world.y = 4.0 - (mousePos.y / 640.0) * (4*2)
What we are doing here is a linear interpolation using the normalize position of the mouse within the screen (mousePos.x / 640) and then multiplying this value to the width of the word (4*2).
Given that the top/left corner of the grid start at (-4, 4), we add the offset of the world position.

Moving origin co ordinates from bottom left to center of screen

The origin i.e - X and Y (0, 0) co-ordinates starts from bottom left of screen (Portrait mode).
Is there a way I can move origin(0, 0) to center of screen.
So, that I can differentiate when my sprite is on positive or negative axis on both X and Y co-ordinates ?
Or is there any other logic that could be used to know when sprite is either left or right side of screen ?
Cocos2d works with a tree of nodes, the position of each subnode is relative to the parent.
This means that if you add a middle node between your layer and everything else you can easily obtain the desired behavior. For example:
Node* mainNode = Node::create();
mainNode->setPosition(Point(WIDTH/2, HEIGHT/2));
layer->addChild(mainNode);
// this will now place the sprite in the middle of the viewport
Node* sprite = ...
sprite->setPosition(Point::ZERO);
mainNode->addChild(sprite);

How do I find my mouse point in a scene using SceneKit?

I have set up a scene in SceneKit and have issued a hit-test to select an item. However, I want to be able to move that item along a plane in my scene. I continue to receive mouse drag events, but don't know how to transform those 2D coordinates into 3D coordinate in the scene.
My case is very simple. The camera is located at 0, 0, 50 and pointed at 0, 0, 0. I just want to drag my object along the z-plane with a z-value of 0.
The hit-test works like a charm, but how do I translate the mouse point from a drag event into a new position in the scene for the 3D object I am dragging?
You don't need to use invisible geometry — Scene Kit can do all the coordinate conversions you need without having to hit test invisible objects. Basically you need to do the same thing you would in a 2D drawing app for moving an object: find the offset between the mouseDown: location and the object position, then for each mouseMoved:, add that offset to the new mouse location to set the object's new position.
Here's an approach you could use...
Hit-test the initial click location as you're already doing. This gets you an SCNHitTestResult object identifying the node you want to move, right?
Check the worldCoordinates property of that hit test result. If the node you want to move is a child of the scene's rootNode, these is the vector you want for finding the offset. (Otherwise you'll need to convert it to the coordinate system of the parent of the node you want to move — see convertPosition:toNode: or convertPosition:fromNode:.)
You're going to need a reference depth for this point so you can compare mouseMoved: locations to it. Use projectPoint: to convert the vector you got in step 2 (a point in the 3D scene) back to screen space — this gets you a 3D vector whose x- and y-coordinates are a screen-space point and whose z-coordinate tells you the depth of that point relative to the clipping planes (0.0 is on the near plane, 1.0 is on the far plane). Hold onto this z-coordinate for use during mouseMoved:.
Subtract the position of the node you want to move from the mouse location vector you got in step 2. This gets you the offset of the mouse click from the object's position. Hold onto this vector — you'll need it until dragging ends.
On mouseMoved:, construct a new 3D vector from the screen coordinates of the new mouse location and the depth value you got in step 3. Then, convert this vector into scene coordinates using unprojectPoint: — this is the mouse location in your scene's 3D space (equivalent to the one you got from the hit test, but without needing to "hit" scene geometry).
Add the offset you got in step 3 to the new location you got in step 5 - this is the new position to move the node to. (Note: for live dragging to look right, you should make sure this position change isn't animated. By default the duration of the current SCNTransaction is zero, so you don't need to worry about this unless you've changed it already.)
(This is sort of off the top of my head, so you should probably double-check the relevant docs and headers. And you might be able to simplify this a bit with some math.)
As an experiment I implemented Mr Bishop's helpful answer. The drag doesn't quite work (the object - a chess piece - jumps off screen) because of differences in the coordinate magnitudes between the mouse click and the 3-D world. I've inserted log outputs here and there among the code.
I asked on the Apple forums if anyone knew the secret sauce to homogenize the coordinates but didn't get a decisive answer. One thing, I had made some experimental changes to Mr Bishop's method and the forum members advised me to return to his technique.
Despite my code's failings, I thought someone might find it a useful starting point. I suspect there are only one or two small problems with the code.
Note that the log of the world transform matrix of the object (chess piece) is not part of the process but one Apple forum member advised me that the matrix often offers a useful 'sanity check' - which indeed it did.
- (NSPoint)
viewPointForEvent: (NSEvent *) event_
{
NSPoint windowPoint = [event_ locationInWindow];
NSPoint viewPoint = [self.view convertPoint: windowPoint
fromView: nil];
return viewPoint;
}
- (SCNHitTestResult *)
hitTestResultForEvent: (NSEvent *) event_
{
NSPoint viewPoint = [self viewPointForEvent: event_];
CGPoint cgPoint = CGPointMake (viewPoint.x, viewPoint.y);
NSArray * points = [(SCNView *) self.view hitTest: cgPoint
options: #{}];
return points.firstObject;
}
- (void)
mouseDown: (NSEvent *) theEvent
{
SCNHitTestResult * result = [self hitTestResultForEvent: theEvent];
SCNVector3 clickWorldCoordinates = result.worldCoordinates;
log output: clickWorldCoordinates x 208.124578, y -12827.223365, z 3163.659073
SCNVector3 screenCoordinates = [(SCNView *) self.view projectPoint: clickWorldCoordinates];
log output: screenCoordinates x 245.128906, y 149.335938, z 0.985565
// save the z coordinate for use in mouseDragged
mouseDownClickOnObjectZCoordinate = screenCoordinates.z;
selectedPiece = result.node; // save selected piece for use in mouseDragged
SCNVector3 piecePosition = selectedPiece.position;
log output: piecePosition x -18.200000, y 6.483060, z 2.350000
offsetOfMouseClickFromPiece.x = clickWorldCoordinates.x - piecePosition.x;
offsetOfMouseClickFromPiece.y = clickWorldCoordinates.y - piecePosition.y;
offsetOfMouseClickFromPiece.z = clickWorldCoordinates.z - piecePosition.z;
log output: offsetOfMouseClickFromPiece x 226.324578, y -12833.706425, z 3161.309073
}
- (void)
mouseDragged: (NSEvent *) theEvent;
{
NSPoint viewClickPoint = [self viewPointForEvent: theEvent];
SCNVector3 clickCoordinates;
clickCoordinates.x = viewClickPoint.x;
clickCoordinates.y = viewClickPoint.y;
clickCoordinates.z = mouseDownClickOnObjectZCoordinate;
log output: clickCoordinates x 246.128906, y 0.000000, z 0.985565
log output: pieceWorldTransform:
m11 = 242.15889219510001, m12 = -0.000045609300002524833, m13 = -0.00000721691076126, m14 = 0,
m21 = 0.0000072168760805499971, m22 = -0.000039452697396149999, m23 = 242.15890446329999, m24 = 0,
m31 = -0.000045609300002524833, m32 = -242.15889219510001, m33 = -0.000039452676995750002, m34 = 0,
m41 = -4268.2349924762348, m42 = -12724.050221935429, m43 = 4852.6652710104272, m44 = 1)
SCNVector3 newPiecePosition;
newPiecePosition.x = offsetOfMouseClickFromPiece.x + clickCoordinates.x;
newPiecePosition.y = offsetOfMouseClickFromPiece.y + clickCoordinates.y;
newPiecePosition.z = offsetOfMouseClickFromPiece.z + clickCoordinates.z;
log output: newPiecePosition x 472.453484, y -12833.706425, z 3162.294639
selectedPiece.position = newPiecePosition;
}
I used the code written by Steve and with little modification it worked for me.
On mouseDown I save clickWorldCoordinates on a property called startClickWorldCoordinates.
On mouseDragged I calculate the selectedPiece position in this way:
SCNVector3 worldClickCoordinate = [(SCNView *) self.view unprojectPoint:clickCoordinates.x];
newPiecePosition.x = selectedPiece.position.x + worldClickCoordinate.x - startClickWorldCoordinates.x;
newPiecePosition.y = selectedPiece.position.y + worldClickCoordinate.y - startClickWorldCoordinates.y;
newPiecePosition.z = selectedPiece.position.z + worldClickCoordinate.z - startClickWorldCoordinates.z;
selectedPiece.position = newPiecePosition;
startClickWorldCoordinates = worldClickCoordinate;

C++ Zoom into the centre of the screen in 2D coordinates

I'm having difficulty working out the correct calculations in order to zoom into the centre of the screen in 2D coordinates whilst keeping everything in the correct scale.
I have a vector which I use to handle moving around my map editor as follows:
scroll = sf::Vector2<float>(-640.0f, -360.0f);
It's set at -640.0f, -360.0f to make 0,0 the centre of the screen on initialising (based on my window being 1280x720).
My zoom value ranges from 0.1f to 2.0f and it's increased or decreased in 0.05 increments:
zoomScale = zoomScale + 0.05;
When drawing elements on to the screen they are drawn using the following code:
sf::Rect<float> dRect;
dRect.left = (mapSeg[i]->position.x - scroll.x) * (layerScales[l] * zoomScale);
dRect.top = (mapSeg[i]->position.y - scroll.y) * (layerScales[l] * zoomScale);
dRect.width = (float)segDef[mapSeg[i]->segmentIndex]->width;
dRect.height = (float)segDef[mapSeg[i]->segmentIndex]->height;
sf::Sprite segSprite;
segSprite.setTexture(segDef[mapSeg[i]->segmentIndex]->tex);
segSprite.setPosition(dRect.left, dRect.top);
segSprite.setScale((layerScales[l] * zoomScale), (layerScales[l] * zoomScale));
segSprite.setOrigin(segDef[mapSeg[i]->segmentIndex]->width / 2, segDef[mapSeg[i]->segmentIndex]->height / 2);
segSprite.setRotation(mapSeg[i]->rotation);
Window.draw(segSprite);
layerScales is a value used to scale up layers of segments for parallax scrolling.
This seems to work fine when zooming in and out but the centre point seems to shift (an element that I know should always be at 0,0 will be located at different co-ordinates as soon as I zoom). I use the following to calculate what the position as at the mouse to test this as follows:
mosPosX = ((float)input.mousePos.x + scroll.x) / zoomScale)
mosPosY = ((float)input.mousePos.y + scroll.y) / zoomScale)
I'm sure there's a calculation I should be doing to the 'scroll' vector to take into account this zoom but I can't seem to get it to work right.
I tried implementing something like below but it didn't produce the correct results:
scroll.x = (scroll.x - (SCREEN_WIDTH / 2)) * zoomScale - (scroll.x - (SCREEN_WIDTH / 2));
scroll.y = (scroll.y - (SCREEN_HEIGHT / 2)) * zoomScale - (scroll.y - (SCREEN_HEIGHT / 2));
Any ideas what I'm doing wrong?
I will do this the easy way (not most efficient but works fine) and only for single axis (second is the same)
it is better to have offset unscaled:
scaledpos = (unscaledpos*zoomscale)+scrolloffset
know center point should not move after scale change (0 means before 1 means after):
scaledpos0 == scaledpos1
so do this:
scaledpos0 = (midpointpos*zoomscale0)+scrolloffset0; // old scale
scaledpos1 = (midpointpos*zoomscale1)+scrolloffset0; // change zoom only
scrolloffset1+=scaledpos0-scaledpos1; // correct offset so midpoint stays where is ... i usualy use mouse coordinate instead of midpoint so i zoom where the mouse is
when you can not change the scaling equation then just do the same with yours
scaledpos0 = (midpointpos+scrolloffset0)*zoomscale0;
scaledpos1 = (midpointpos+scrolloffset0)*zoomscale1;
scrolloffset1+=(scaledpos0-scaledpos1)/zoomscale1;
Hope I did no silly error in there (writing from memory). For more info see
Zooming graphics based on current mouse position

Implementing a "grab" camera panning tool in a 3D scene

In my scene I have terrain that I want to "grab" and then have the camera pan (with its height, view vector, field of view, etc. all remaining the same) as I move the cursor.
So the initial "grab" point will be the working point in world space, and I'd like that point to remain under the cursor as I drag.
My current solution is to take the previous and current screen points, unproject them, subtract one from the other, and translate my camera with that vector. This is close to what I want, but the cursor doesn't stay exactly over the initial scene position, which can be problematic if you start near the edge of the terrain.
// Calculate scene points
MthPoint3D current_scene_point =
camera->screenToScene(current_point.x, current_point.y);
MthPoint3D previous_scene_point =
camera->screenToScene(previous_point.x, previous_point.y);
// Make sure the cursor didn't go off the terrain
if (current_scene_point.x != MAX_FLOAT &&
previous_scene_point.x != MAX_FLOAT)
{
// Move the camera to match the distance
// covered by the cursor in the scene
camera->translate(
MthVector3D(
previous_scene_point.x - current_scene_point.x,
previous_scene_point.y - current_scene_point.y,
0.0));
}
Any ideas are appreciated.
With some more sleep :
Get the initial position of your intersected point, in world space and in model space ( relative to the model's origin)
i.e use screenToScene()
Create a ray that goes from the camera through the mouse position : {ray.start, ray.dir}
ray.start is camera.pos, ray.dir is (screenToScene() - camera.pos)
Solve NewPos = ray.start + x * ray.dir knowing that NewPos.y = initialpos_worldspace.y;
-> ray.start.y + x*ray.dir.y = initialpos_worldspace.y
-> x = ( initialpos_worldspace.y - ray.start.y)/rad.dir.y (beware of dividebyzeroexception)
-> reinject x in NewPos_worldspace = ray.start + x * ray.dir
substract initialpos_modelspace from that to "re-center" the model
The last bit seems suspect, though.