Adamson Y Axis Shooter

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Artistas com a letra B no site VAGALUME.

  • Dear Twitpic Community - thank you for all the wonderful photos you have taken over the years. We have now placed Twitpic in an archived state.
  • Adamson launches Y-Axis Shooter 2.5.5 Monday, 27 February 2006 UK - Adamson introduces the next generation of its proprietary venue design software, the Y-Axis Shooter 2.5.5. The easily interpreted software package is extremely precise in providing computer generated predictions of Adamson Line Arrays in customized venues.
  • .of data with configurable title transparency colors position of percents X and Y axis description positions and size of chart elements br br.
  • Linkin Park carried their own board group, stage set and monitor package consisting of ten Adamson M15 wedges and four SX18 for their on stage side fills delivered by SSE (UK). European Adamson Y-Axis partners Livesound B AG (Switzerland) and Satis&Fy AG Werne (Germany) teamed up to support Linkin Park's non-festival dates in Switzerland.
Destroy an object:
function OnCollisionEnter(collision : Collision)
{
if (collision.gameObject.tag 'Finish')
{
Destroy(collision.gameObject);
}
}
Simple movement(no look)
var speed : float = 6.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
private var moveDirection : Vector3 = Vector3.zero;
function Update() {
var controller : CharacterController = GetComponent(CharacterController);
if (controller.isGrounded) {
// We are grounded, so recalculate
// move direction directly from axes
moveDirection = Vector3(Input.GetAxis('Horizontal'), 0,
Input.GetAxis('Vertical'));
moveDirection = transform.TransformDirection(moveDirection);
moveDirection *= speed;
if (Input.GetButton ('Jump')) {
moveDirection.y = jumpSpeed;
}
}
// Apply gravity
moveDirection.y -= gravity * Time.deltaTime;
// Move the controller
controller.Move(moveDirection * Time.deltaTime);
}
Shoot:
var Bullet:Transform;
var ShootingForce = 100.0;
function Update () {
if(Input.GetButtonDown('fire'))
{
var fire = Instantiate(Bullet, transform.position, Quaternion.identity);
fire.rigidbody.AddForce(transform.right * ShootingForce);
}
}
Camera follow(in unity pack)
/*
This camera smoothes out rotation around the y-axis and height.
Horizontal Distance to the target is always fixed.
There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.
For every of those smoothed values we calculate the wanted value and the current value.
Then we smooth it using the Lerp function.
Then we apply the smoothed values to the transform's position.
*/
// The target we are following
var target : Transform;
// The distance in the x-z plane to the target
var distance = 10.0;
// the height we want the camera to be above the target
var height = 5.0;
// How much we
var heightDamping = 2.0;
var rotationDamping = 3.0;
// Place the script in the Camera-Control group in the component menu
@script AddComponentMenu('Camera-Control/Smooth Follow')
function LateUpdate () {
// Early out if we don't have a target
if (!target)
return;
// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;
currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;
// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);
// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);
// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);
// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;
// Set the height of the camera
transform.position.y = currentHeight;
// Always look at the target
transform.LookAt (target);
}
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The six degrees of freedom: forward/back, up/down, left/right, yaw, pitch, roll

Six degrees of freedom (6DoF) refers to the freedom of movement of a rigid body in three-dimensional space. Specifically, the body is free to change position as forward/backward (surge), up/down (heave), left/right (sway) translation in three perpendicularaxes, combined with changes in orientation through rotation about three perpendicular axes, often termed yaw (normal axis), pitch (transverse axis), and roll (longitudinal axis). Three degrees of freedom (3DOF), a term often used in the context of virtual reality, refers to tracking of rotational motion only: pitch, yaw, and roll.[1][2]

Robotics[edit]

Serial and parallel manipulator systems are generally designed to position an end-effector with six degrees of freedom, consisting of three in translation and three in orientation. This provides a direct relationship between actuator positions and the configuration of the manipulator defined by its forward and inverse kinematics.

Robot arms are described by their degrees of freedom. This is a practical metric, in contrast to the abstract definition of degrees of freedom which measures the aggregate positioning capability of a system.[3]

In 2007, Dean Kamen, inventor of the Segway, unveiled a prototype robotic arm[4] with 14 degrees of freedom for DARPA. Humanoid robots typically have 30 or more degrees of freedom, with six degrees of freedom per arm, five or six in each leg, and several more in torso and neck.[5]

Engineering[edit]

The term is important in mechanical systems, especially biomechanical systems for analyzing and measuring properties of these types of systems that need to account for all six degrees of freedom. Measurement of the six degrees of freedom is accomplished today through both AC and DC magnetic or electromagnetic fields in sensors that transmit positional and angular data to a processing unit. The data is made relevant through software that integrates the data based on the needs and programming of the users.

Mnemonics to remember angle names

The six degrees of freedom of a mobile unit are divided in two motional classes well as described below ;

Translational envelopes :

  1. Moving forward and backward on the X-axis. (Surge)
  2. Moving left and right on the Y-axis. (Sway)
  3. Moving up and down on the Z-axis. (Heave)

Rotational envelopes :

  1. Tilting side to side on the X-axis. (Roll)
  2. Tilting forward and backward on the Y-axis. (Pitch)
  3. Turning left and right on the Z-axis. (Yaw)

In terms of a headset, such as the kind used for virtual reality, rotational envelopes can also be thought of in the following terms:

  • Pitch: Nodding 'yes'
  • Yaw: Shaking 'no'
  • Roll: Bobbling from side to side

Operational envelope types[edit]

There are three types of operational envelope in the Six degrees of freedom. These types are Direct, Semi-direct (conditional) and Non-direct, all regardless of the time remaining for the execution of the maneuver, the energy remaining to execute the maneuver and finally, if the motion is commanded via a biological entity (e.g. human), a robotical entity (e.g. computer) or both.

  1. Direct type: Involved a degree can be commanded directly without particularly conditions and described as a normal operation. (An aileron on a basic airplane)
  2. Semi-direct type: Involved a degree can be commanded when some specific conditions are met. (Reverse thrust on an aircraft)
  3. Non-direct type: Involved a degree when is achieved via the interaction with its environment and cannot be commanded. (Pitching motion of a vessel at sea)

Transitional type also exists in some vehicles. For example, when the Space Shuttle operates in space, the craft is described as fully-direct-six because its six degrees can be commanded. However, when the Space Shuttle is in the earth's atmosphere for its return, the fully-direct-six degrees are no longer applicable for many technical reasons.

Game controllers[edit]

Six degrees of freedom also refers to movement in video game-play.

First-person shooter (FPS) games generally provide five degrees of freedom: forwards/backwards, slide left/right, up/down (jump/crouch/lie), yaw (turn left/right), and pitch (look up/down). If the game allows leaning control, then some consider it a sixth DoF; however, this may not be completely accurate, as a lean is a limited partial rotation.

The term 6DoF has sometimes been used to describe games which allow freedom of movement, but do not necessarily meet the full 6DoF criteria. For example, Dead Space 2, and to a lesser extent, Homeworld and Zone Of The Enders allow freedom of movement.

Some examples of true 6DoF games, which allow independent control of all three movement axes and all three rotational axes, include Elite Dangerous, Shattered Horizon, the Descent franchise, Retrovirus, Miner Wars, Space Engineers, Forsaken and Overload (from the same creators of Descent). The space MMO Vendetta Online also features 6 degrees of freedom.

Motion tracking devices such as TrackIR are used for 6DoF head tracking. This device often finds its places in flight simulators and other vehicle simulators that require looking around the cockpit to locate enemies or simply avoiding accidents in-game.

The acronym 3DoF, meaning movement in the three dimensions but not rotation, is sometimes encountered.

Adamson

Adamson Y Axis Shooter 2

The Razer Hydra, a motion controller for PC, tracks position and rotation of two wired nunchucks, providing six degrees of freedom on each hand.

The SpaceOrb 360 is a 6DOF computer input device released in 1996 originally manufactured and sold by the SpaceTec IMC company (first bought by Labtec, which itself was later bought by Logitech).

The controllers sold with HTC VIVE provide 6DOF information by the lighthouse, which adopts Time of Flight (TOF) technology to determine the position of controllers.

See also[edit]

Adamson Y Axis Shooter Videos

  • Degrees of freedom (mechanics) – Number of independent parameters that define the configuration or state of a mechanical system.
  • Degrees of freedom problem – The multiple ways for multi-joint objects to realize a movement
  • Geometric terms of location – Directions or positions relative to the shape and position of an object
  • Ship motions – Terms connected to the 6 degrees of freedom of motion

References[edit]

  1. ^Batallé, Jordi (12 February 2013). 'An Introduction to Positional Tracking and Degrees of Freedom (DOF)'. Road to VR. Retrieved 20 October 2019.
  2. ^'Degrees of Freedom | Google VR |'. Google Developers. Retrieved 20 October 2019.
  3. ^Paul, Richard P., Robot Manipulators: Mathematics, Programming, and Control, MIT Press, 1981.
  4. ^'Luke, a new prosthetic arm for soldiers'. ted.com. 2007-03-01. Retrieved 2017-02-26.
  5. ^Craig, John J., Introduction to Robotics: Mechanics and Control, Addison-Wesley, 1986.

Adamson Y Axis Shooters

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