Quaternion | A Qt5-based IM client for Matrix | Chat library
kandi X-RAY | Quaternion Summary
kandi X-RAY | Quaternion Summary
Quaternion is a cross-platform desktop IM client for the Matrix protocol. This file contains general information about application usage and settings. See BUILDING.md for building instructions.
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QUESTION
i've a problem with my object contained in the Bundle because it is instancied without textures (materials). Now i will explain you what i've do. I've installed AssetBundles Browser package into unity for make me easier the creation of AssetBundles. I've created a prefab called "Cheese2" with some components attached
This is the inspector of the object
And i've created a new AssetBundle called "test2"
After this i've looked at the AssetBundle Browser and i've saw that the AssetBundle has been configured corretly with all his dependencies (AssetBundles Browser include automatically all the dependencies of the object)
This is the AssetBundles Browser windows with my Bundle "test2" and all the Assets
Ok, after this i've build the bundle into my folder "StreamingAssets" and has been created some files
Now it's time to see the script:
...ANSWER
Answered 2022-Mar-10 at 16:19i've found the solution. The problem is of the unity "game" simulator, i've see this post on reddit and i've thought "wait, if i try the application on my phone, does it work correctly?". The Answer is YES, on my Phone it works correctly and all the textures are charged with the asset.
QUESTION
I am trying to Instantiate a tree prefab based on transforms (specifically the position and rotation) that are loaded from a firebase database.
The problem here is that the foreach loop only iterates one time even though there are a total of 4 children in snapshot.Children, so I am confused as to why it only runs once.
This is the method
...ANSWER
Answered 2022-Mar-06 at 09:23Most likely method Instantiate(treePrefab, loadTreePosition, loadTreeRotation);
throw an exception and that prevents further cycle iterations. Try to wrap up Instantiate();
into try .. except and log catched exceptions
QUESTION
i made a function in unity that takes a Binode - and making it into a2d tree, but here the problem: my so called idea to display the tree is this:
make a recursive function, and every time the level will go up by 1, and it will also send the function a bool(is the right or is the left of the old node) and then if its true it will get the root of the tree and - the y by level * 55, then it will either x = level * 55, if it right, and if its left the x = level * -55.
now the problome is lets say i have a tree that has 3 levels, then if i will put a right node to the left tree it will just put it were the most right node is and it will overlap, kinda hard to explain in text but i hope you understand.
heres the repository: git
code:
...ANSWER
Answered 2022-Mar-01 at 13:03Before giving an answer here I would once again first suggest some refactors and fixes:
First of all your CreateRndTree
is wrong ;)
QUESTION
I'm really struggling here and I can't get it right, not even knowing why.
I'm using p5.js
in WEBGL mode, I want to compute the position of on point rotated on the 3 axes around the origin in order to follow the translation and the rotation given to object through p5.js, translation and rotatation on X axis, Y axis and Z axis.
The fact is that drawing a sphere in 3d space, withing p5.js
, is obtained by translating and rotating, since the sphere is created at the center in the origin, and there is no internal model giving the 3d-coordinates.
After hours of wandering through some math too high for my knowledge, I understood that the rotation over 3-axis is not as simple as I thought, and I ended up using Quaternion.js. But I'm still not able to match the visual position of the sphere in the 3d world with the coordinates I have computed out of the original point on the 2d-plane (150, 0, [0]).
For example, here the sphere is rotated on 3 axis. At the beginning the coordinates are good (if I ignore the fact that Z is negated) but at certain point it gets completely out of sync. The computed position of the sphere seems to be completely unrelated:
It's really hours that I'm trying to solve this issue, with no result, what did I miss?
Here it follows my code:
...ANSWER
Answered 2022-Feb-26 at 22:25I've finally sorted out. I can't really understand why works this way but I didn't need quaternion at all, and my first intuition of using matrix multiplications to apply rotation on 3-axis was correct.
What I did miss in first instance (and made my life miserable) is that matrix multiplication is not commutative. This means that applying rotation on x, y and z-axis is not equivalent to apply same rotation angle on z, y and x.
The working solution has been achieved with 3 simple steps:
- Replace quaternion with matrix multiplications using vectors (method
#resize2
) - Rotating the drawing plane with Z-Y-X order
- Doing the math of rotation in X-Y-Z order
QUESTION
I'm trying to have an object oscillate between -45 and 45 degrees, and the following is the code I am using. Note that direction
is initialized to 1, zRotation
to 360, and speed
to 100. This works perfectly fine. However, when I change speed
to 1000, the object does a complete 360 rotation before continuing to oscillate correctly. I'm confused why that happens.
This is my code(inside the Update
method):
ANSWER
Answered 2022-Feb-20 at 14:22The problem is that you do not limit the zRotation
values between your desired values. In the current state of your code you only rely on your computer being fast and having little Time.deltaTime
values (the time elapsed since the last frame).
If you have any kind of hiccup (which happens often in the first couple of frames after starting up), the Time.deltaTime
value is going to be relatively large, resulting in a zRotation
that is so large that it takes longer to return into the [-45...45] range. You can check this by adding a line of
Debug.Log($"Time: {Time.deltaTime} - Rotation: {zRotation}");
to your update method.
This way the following scenario can occur (each line is the log of a frame):
- Time: 0 - Rotation: 360
- Time: 0,02 - Rotation: 380
- Time: 0,02 - Rotation: 420
- Time: 0,333 - Rotation: 733,33
In the last step there was a deltaTime
value that was so big that caused the zRotation
to get loose and go really far from your desired range.
If you limit the rotation values with
zRotation = Mathf.Min(Mathf.Max(zRotation, 315), 405);
You would not go out of the desired range. (Of course you have to update your if statements from <
to <=
or you could leave some kind of threshold in the Min(Max())
part.
I would also advise you use the modulo operator (%
) and initialize the value of zRotation
to 0
so that you don't have to constantly keep track of the 360-minAngle, 360+minAngle values, you could just use the angles in a much easier way and the modulo operator helps you stay in the [-360...360] range.
I updated your code:
QUESTION
I'm trying to make the coroutine spawn one object at a time every 0.2 seconds, but when I run the coroutine, it spawns multiple objects at once without any delay. How can I fix this and achieve the desired result?
My code:
...ANSWER
Answered 2022-Feb-17 at 13:54Try taking out the object counter resetter and the shot extender resetter outside the coroutine. I believe that the if statement is being accessed multiple times generating multiple coroutines before the first one has even finished!
QUESTION
In the game I'm making, I clone a Ball object whenever a "split ball" power-up is acquired. Everything works as intended except the TrailRenderer material. The Ball prefab has a default material used for TrailRenderer in the beginning. This, however, changes when the ball hits an object controlled by the player (which is called a "bumper"). The material changes work perfectly on collision. Here is the shortened script for the Ball object:
...ANSWER
Answered 2022-Jan-11 at 07:45As mentioned this is a timing issue.
You have
QUESTION
Scenario
I'm using unity c# to re-invent a google-earth like experience as a project. New tiles are asynchronously loaded in from the web while a user pans the camera around the globe. So far I'm able to load in all the TMS tiles based on their x & y coordinates and zoom level. Currently I'm using tile x,y to try and figure out where the tile should appear on my earth "sphere" and it's becoming quite tedious, I assume because of the differences between Euler angles and quaternions.
- I'm using the angle of
Camera.main
to figure out which tiles should be viewed at any moment (seems to be working fine) - I have to load / unload tiles for memory management as level 10 can receive over 1 million 512x512 tiles
- I'm trying to turn a downloaded tile's x,y coordinates (2d) into a 3d position & rotation
Question
Using just the TMS coordinates of my tile (0,0 - 63,63) how can I calculate the tile's xyz "earth" position as well as its xyz rotation?
Extra
- in the attached screenshot I'm at zoom level 4 (64 tiles)
- y axis 0 is the bottom of the globe while y axis 15 is the top
- I'm mostly using
Mathf.Sin
andMathf.Cos
to figure out position & rotation so far
I've figured out how to get the tile position correct. Now I'm stuck on the correct rotation of the tiles.
The code that helped me the most was found with a question about generating a sphere in python.
I modified to the code to look like so:
...ANSWER
Answered 2021-Dec-07 at 21:20For the positioning and rotation of the planes, you can do that in c#:
QUESTION
Mac Big Sur C++ OpenGL attempting to learn quaternions from a tutorial.
The gtx headers are under usr/local/include/glm
.
Can anyone figure out what is wrong with my header includes or header search path? Thanks.
Minimum reproducible code that fails for this issue:
...ANSWER
Answered 2022-Jan-06 at 05:46In tutorial 1 of the link in the comment, the author introduces
QUESTION
I'm trying to build a controller for a unity gameobject to move it similary to a normel quadrotor drone. So the drone should be able to ascend and descend by mobing the left stick up and down, turn around by moving the left stick sidewards and move horizontally by using the right stick.
I tried implementing it with the unity inputSystem, but unfortunately, it doesn't really work the way it is supposed to. Movements are mostly not smooth and the rotation causes the horizonzal movement to move in wrong directions.
Here is my code:
...ANSWER
Answered 2021-Dec-25 at 14:37There are a few mistakes I'd say
Your rotation and your ascending are frame-rate dependent. Here you didn't use
Time.deltaTime
In both
OnClockwiseRotation
andOnCounterclockwiseRotation
you do
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