Rotate and Move

Any chance 11g will have rotate and offset (move) functions?
I wrote my own several years ago - but people I talk with are somewhat puzzled why 10gR2 still doesn't have these two basic spatial functions.

I have started an "SDO Enrichment Project" out on Sourceforge. One of the first things up there is my current SDO_UTIL_PLUS package, which includes the above move and rotate functions.
I hope to get some community involvement, and plan to add more packages and functions as time allows (copy from current source, improve documents, etc.).
Enjoy...
https://sourceforge.net/projects/oracle-sdo/

Similar Messages

  • Rotate and move image

    Hi,I'm trying to make a game kinda like gta or asteroids whereyou have top view. I am using an image to be the player and, I want to rotate that image using left and righ keys and with the up key move the player to the direction whereit is rotated.
    The problem is that i cannot display the rotation and movement at the same time.
    I'm using a code like this.
    AffineTransform transform = new AffineTransform
    public void checkGameInput(){
         float velocityX=0;
         float velocityY=0;
         if(rotateLeft.isPressed()){
               angle1+=angle2;    
              transform.rotate(-angle2, player.getWidth()/2, player.getHeight()/2);
    // similar for rightkey
       if (moveFront.isPressed()){
               velocityX=_Player.SPEED*Math.cos(angle1),
               //same for velocityY
    }the problem is when i try to print on the sceen.
    I can update position
    public void draw(Graphics 2D g){
    g.drawImage(player. getImage(), Math.round(player.getX()), Math.round(player.getY()),null)  // player.getX(9 returns position of playeror update rtation
    public void draw(Graphics 2D g){
    g.drawImage(player.getImage(),transform, null);is there a way to join this to drawImageso I can rotate ane move the rotatyed image?
    thank you very much for any kind of help.
    Edited by: Muninn on Nov 29, 2008 3:13 AM

    Use the transform to do both rotation and translation (multiple transform operations can be concatenated)
    transform.rotate(-angle2, player.getWidth()/2, player.getHeight()/2);
    transform.translate(player.getX(), player.getY());

  • Working with images - Rotation and Movement

    Hello there,
    I have this problem that I cant seem to solve:
    I need to be able to move an image arround and there are restrictions to where image should be able to move: at any given time, when dragging, image should always cover whole body of a given border_container, this is simply achieved by sending a rectangle to the startDrag function, which will specify where the image is allowed to move. I got that part right, and its working, the problem arrise when I try to rotate the border_container (with the image), it should still be only possible to drag image so it all the time covers the body of the border_container, but I don't know how to do it.
    Code I use looks something like this:
    image.startDrag(getImageDragRectangle());
    protected function getImageDragRectangle():Rectangle
         return new Rectangle(
              this.width-image.contentWidth + x,
              this.height-image.contentHeight + y,
              Math.abs(this.width-image.contentWidth),
              Math.abs(this.height-image.contentHeight));
    Edit: image is not inside the border_container (not sure how relevant it is..)
    Could anyone help me out here and give me any hints or suggestions how I could fix it?

    You would have to write the image to a temporary file so that the browser could read it off the server. Browsers do not have access to the database, so there's no way to get the image from the database to the browser without using some sort of interim solution.
    ~Jer

  • Rotate and move multiple objects

    Hiya!
    I'm looking for a way for the user to be able to freely move
    by clicking and dragging objects and also have the ability for the
    user to rotate that object once in place. Any ideas, dudes?

    Look into startDrag(), stopDrag(), and the _rotation property
    (rotation if you're using AS3).

  • Select and move multiple keyframs

    I just switched from Adobe Premier Elements on a PC to FCE 4. In PrEl, you can select multiple keyframes in their equivalent of the Viewer, you can them move them as a group. (Select them shift click or drag a square around them.)
    This is really useful for changing the timing of motion, i.e., if you decide that you'd like the motion to take a little longer etc.
    it also lets you move them to a different time w/out rick of changing the values in the overlay.
    I can't figure out a way to do this in FCE, is there a hidden way or something I'm missing?
    thanks

    I'd like to be able to stretch out a motion. For example, I scale in a photo. But I later decide the scaling should take 8 seconds rather than 5. I'd like to grab the 2nd keyframe for scale and rotation and move them both equally 3 seconds later.
    I believe moving a motion path just changes its position, but doesn't affect it's duration.

  • Problem in rotating and moving image at the same time

    the problem is that im making a car game(2D) in which u have upper view of car.
    i have make the car rotate bt problem is that i canot move it forward or backward correctly
    .wen i move it forward or backward i goes wrong...
    nd another problem is that i cannot both rotate and move the car at same time
    example if i press both up nd right arrow keys i doesnt move nd rotate..
    nd also plz tell me the accelerate nd reverse method so i can speedup my car like other car games
    here is the code
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import java.awt.geom.*;
    import java.applet.*;
    import java.net.URL;
    public class RaceGame extends JComponent
    static int x=560;
    static int y=410;
    static int currentAngle=0;
    static double hspeed,vspeed;
    static int carspeed=1;
    Image car;
    //int angle=car.getAngle();
    Image getImage(String filename)
    URL url = getClass().getResource(filename);
    ImageIcon icon = new ImageIcon(url);
    return icon.getImage();
    //Rectangle2D.Float rect=new Rectangle2D.Float(x,y,30,30);
    //Rectangle rect=new Rectangle(x,y,30,30);
    public RaceGame()
    car=getImage("car1.jpeg");
    public void CreateBase()
    JFrame frame=new JFrame("Dare2Race");
    frame.setBounds(70,30,650,500);
    frame.setVisible(true);
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    Container c=frame.getContentPane();
    c.add(new RaceGame());
    frame.addKeyListener(new adapter());
    c.setBackground(Color.BLACK);
    //JLabel finish=new JLabel("FINISH");
    //c.add(finish);
    public void rotate()
    currentAngle+=1;
    if(currentAngle>=360)
    currentAngle=0;
    repaint();
    public void paint(Graphics g)
    super.paint(g);
    Graphics2D g2d=(Graphics2D)g;
    AffineTransform origXform=g2d.getTransform();
    AffineTransform newXform=(AffineTransform)(origXform.clone());
    newXform.rotate(Math.toRadians(currentAngle),x,y);
    g2d.setTransform(newXform);
    g2d.drawImage(car,x,y,this);
    g2d.setTransform(origXform);
    g.setColor(Color.WHITE);
    g.drawLine(640,380,420,380);
    g.drawLine(640,460,320,460);
    g.drawLine(420,380,420,300);
    g.drawLine(320,460,320,380);
    g.drawLine(420,300,125,300);
    g.drawLine(320,380,230,380);
    g.drawLine(230,380,230,460);
    g.drawLine(230,460,2,460);
    g.drawLine(125,300,125,370);
    g.drawLine(125,370,105,370);
    g.drawLine(2,460,2,180);
    g.drawLine(105,370,105,300);
    g.drawLine(2,180,450,180);
    g.drawLine(105,300,105,250);
    g.drawLine(105,250,550,250);
    g.drawLine(550,250,550,20);
    g.drawLine(550,20,275,20);
    g.drawLine(450,180,450,100);
    g.drawLine(450,100,360,100);
    g.drawLine(360,100,360,160);
    g.drawLine(360,160,10,160);
    g.drawLine(10,160,10,30);
    g.drawLine(275,20,275,90);
    g.drawLine(275,90,110,90);
    g.drawLine(110,90,110,30);
    repaint();
    class adapter extends KeyAdapter
    public void keyPressed(KeyEvent e)
    switch(e.getKeyCode())
    case KeyEvent.VK_LEFT:
    currentAngle--;
    repaint();
    break;
    case KeyEvent.VK_RIGHT:
    currentAngle++;
    repaint();
    break;
    case KeyEvent.VK_UP:
    carspeed++;
    hspeed=((double)carspeed)*Math.cos(currentAngle);
    vspeed=((double)carspeed)*Math.sin(currentAngle);
    x = x - (int) hspeed;
    y = y - (int) vspeed;
    repaint();
    break;
    case KeyEvent.VK_DOWN:
    carspeed--;
    hspeed=((double)carspeed)*Math.cos(currentAngle);
    vspeed=((double)carspeed)*Math.sin(currentAngle);
    x = x + (int)hspeed;
    y = y + (int)vspeed;
    repaint();
    break;
    public static void main(String[]args)
    RaceGame race=new RaceGame();
    race.CreateBase();
    //race.setDoubleBuffered(true);
    }

    the problem is that im making a car game(2D) in which u have upper view of car.
    i have make the car rotate bt problem is that i canot move it forward or backward correctly
    .wen i move it forward or backward i goes wrong...
    nd another problem is that i cannot both rotate and move the car at same time
    example if i press both up nd right arrow keys i doesnt move nd rotate..
    nd also plz tell me the accelerate nd reverse method so i can speedup my car like other car games
    plz help me
    here is the code
    import java.awt.*;
    import java.awt.event.*;
    import javax.swing.*;
    import java.awt.geom.*;
    import java.applet.*;
    import java.net.URL;
    public class RaceGame extends JComponent
    static int x=560;
    static int  y=410;
    static int currentAngle=0;
    static double hspeed,vspeed;
    static  int carspeed=1;
    Image car;
    //int angle=car.getAngle();
    Image getImage(String filename)
    URL url = getClass().getResource(filename);
    ImageIcon  icon = new ImageIcon(url);   
    return icon.getImage();
    //Rectangle2D.Float rect=new Rectangle2D.Float(x,y,30,30);
    //Rectangle rect=new Rectangle(x,y,30,30);
    public RaceGame()
    car=getImage("car1.jpeg");
    public void CreateBase()
    JFrame frame=new JFrame("Dare2Race");
    frame.setBounds(70,30,650,500);
    frame.setVisible(true);
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    Container c=frame.getContentPane();
    c.add(new RaceGame());
    frame.addKeyListener(new adapter());
    c.setBackground(Color.BLACK);
    //JLabel finish=new JLabel("FINISH");
    //c.add(finish);
    public void rotate()
    currentAngle+=1;
    if(currentAngle>=360)
    currentAngle=0;
    repaint();
    public void paint(Graphics g)
    super.paint(g);
    Graphics2D g2d=(Graphics2D)g;
    AffineTransform origXform=g2d.getTransform();
    AffineTransform newXform=(AffineTransform)(origXform.clone());
    newXform.rotate(Math.toRadians(currentAngle),x,y);
    g2d.setTransform(newXform);
    g2d.drawImage(car,x,y,this);
    g2d.setTransform(origXform);
    g.setColor(Color.WHITE);
    g.drawLine(640,380,420,380);
    g.drawLine(640,460,320,460);
    g.drawLine(420,380,420,300);
    g.drawLine(320,460,320,380);
    g.drawLine(420,300,125,300);
    g.drawLine(320,380,230,380);
    g.drawLine(230,380,230,460);
    g.drawLine(230,460,2,460);
    g.drawLine(125,300,125,370);
    g.drawLine(125,370,105,370);
    g.drawLine(2,460,2,180);
    g.drawLine(105,370,105,300);
    g.drawLine(2,180,450,180);
    g.drawLine(105,300,105,250);
    g.drawLine(105,250,550,250);
    g.drawLine(550,250,550,20);
    g.drawLine(550,20,275,20);
    g.drawLine(450,180,450,100);
    g.drawLine(450,100,360,100);
    g.drawLine(360,100,360,160);
    g.drawLine(360,160,10,160);
    g.drawLine(10,160,10,30);
    g.drawLine(275,20,275,90);
    g.drawLine(275,90,110,90);
    g.drawLine(110,90,110,30);
    repaint();
    class adapter extends KeyAdapter
    public void keyPressed(KeyEvent e)
      switch(e.getKeyCode())
        case KeyEvent.VK_LEFT:
        currentAngle--;
        repaint();
        break;
        case KeyEvent.VK_RIGHT:
        currentAngle++;
        repaint();
        break;
        case KeyEvent.VK_UP:
        carspeed++;
        hspeed=((double)carspeed)*Math.cos(currentAngle);
        vspeed=((double)carspeed)*Math.sin(currentAngle);
        x = x - (int) hspeed;
        y = y - (int) vspeed;
        repaint();
        break;
        case KeyEvent.VK_DOWN:
        carspeed--;
        hspeed=((double)carspeed)*Math.cos(currentAngle);
        vspeed=((double)carspeed)*Math.sin(currentAngle);
        x = x + (int)hspeed;
        y = y + (int)vspeed;
        repaint();
        break;
    public static void main(String[]args)
    RaceGame race=new RaceGame();
    race.CreateBase();
    //race.setDoubleBuffered(true);
    }and there is no compile time error in this code
    the only error that occurs when u write java RaceGame is because of the car image which compiler doesnt found and throughs exception if u place any image in ur bin folder adn name it car.jpg it wont generate error

  • Rotating and Translating an Image

    I am making a game with a tank that can rotate and move forwards and backwards.
    I am able to get the tank Image to rotate, but when I call a translation, it resets the image back to its original image. How can I fix this?

    import java.awt.*;
    import java.awt.event.*;
    import java.awt.geom.*;
    import java.awt.image.BufferedImage;
    import java.io.*;
    import javax.imageio.ImageIO;
    import javax.swing.*;
    import javax.swing.event.*;
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        Walker walker = new Walker(this);
        BufferedImage image;
        AffineTransform at = new AffineTransform();
        Point2D.Double loc = new Point2D.Double(200,150);
        double theta = 0;
        double t = 3.0;
        boolean goAhead = true;
        public TankGame(BufferedImage image) {
            this.image = image;
            setTransform();
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            Graphics2D g2 = (Graphics2D)g;
            g2.drawRenderedImage(image, at);
            //g2.setPaint(Color.red);
            //g2.fill(new Ellipse2D.Double(loc.x-2, loc.y-2, 4, 4));
        public synchronized void step() {
            int sign = goAhead ? 1 : -1;
            double x = loc.x + sign*t*Math.cos(theta);
            double y = loc.y + sign*t*Math.sin(theta);
            loc.setLocation(x, y);
            setTransform();
            repaint();
        private void setTransform() {
            double x = loc.x - image.getWidth()/2;
            double y = loc.y - image.getHeight()/2;
            at.setToTranslation(x, y);
            at.rotate(theta, image.getWidth()/2, image.getHeight()/2);
        private JPanel getUIPanel() {
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            GridBagConstraints gbc = new GridBagConstraints();
            gbc.insets = new Insets(1,0,1,0);
            gbc.weightx = 1.0;
            String[] ids = { "ahead", "stop", "back" };
            ActionListener al = new ActionListener() {
                public void actionPerformed(ActionEvent e) {
                    String ac = e.getActionCommand();
                    if(ac.equals("stop")) {
                        walker.stop();
                    } else {
                        if(ac.equals("ahead")) {
                            goAhead = true;
                        } else if(ac.equals("back")) {
                            goAhead = false;
                        walker.start();
            for(int j = 0; j < ids.length; j++) {
                JButton button = new JButton(ids[j]);
                button.addActionListener(al);
                if(j == ids.length-1)
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                panel.add(button, gbc);
            JSlider slider = new JSlider(-180, 180, 0);
            slider.addChangeListener(new ChangeListener() {
                public void stateChanged(ChangeEvent e) {
                    int angle = ((JSlider)e.getSource()).getValue();
                    theta = Math.toRadians(angle);
                    setTransform();
                    repaint();
            gbc.gridwidth = 3;
            gbc.fill = GridBagConstraints.HORIZONTAL;
            panel.add(slider, gbc);
            return panel;
        public static void main(String[] args) throws IOException {
            String path = "images/geek/geek----t.gif";
            BufferedImage image = ImageIO.read(new File(path));
            TankGame test = new TankGame(image);
            JFrame f = new JFrame();
            f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            f.add(test);
            f.add(test.getUIPanel(), "Last");
            f.setSize(400,400);
            f.setLocation(200,200);
            f.setVisible(true);
    class Walker implements Runnable {
        TankGame game;
        Thread thread;
        boolean moving = false;
        long delay = 100;
        public Walker(TankGame tg) {
            game = tg;
        public void run() {
            while(moving) {
                try {
                    Thread.sleep(delay);
                } catch(InterruptedException e) {
                    moving = false;
                game.step();
        public void start() {
            if(!moving) {
                moving = true;
                thread = new Thread(this);
                thread.setPriority(Thread.NORM_PRIORITY);
                thread.start();
        public void stop() {
            moving = false;
            if(thread != null)
                thread.interrupt();
            thread = null;
    }

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  • Rotate and edit videos

        Im searching for a good app to rotate and edit videos I've taken. Im affraid to purchase any of them I get in search. imove and rotate HD came up. I go upon the rating but looking at them it seems the developers of those apps rate them to make them look better. When I actually read and research the apps they arent that great and have a lot of flaws.  I dont want to waist the time and money. From the looks of it all Apple doesnt test these apps thoroughly, which is ashame. Does anyone have any real suggestions?                                       

    Phoenix Mirage wrote:
        Im searching for a good app to rotate and edit videos I've taken. Im affraid to purchase any of them I get in search. imove and rotate HD came up. I go upon the rating but looking at them it seems the developers of those apps rate them to make them look better. When I actually read and research the apps they arent that great and have a lot of flaws.  I dont want to waist the time and money. From the looks of it all Apple doesnt test these apps thoroughly, which is ashame. Does anyone have any real suggestions?                                       
    Rediculous comment, even from a Windows user.
    For an Apple user this is easy, as described below. For Windows please ask the question on a Microsoft forum.
    You can do this using Quicktime Pro 7:
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    Click back on the open MOV in Player Window
    FILE -> Save
    You can also do this using TransformMovie, available here:
    http://www.macupdate.com/info.php/id/21859
    Also, MPEG Streamclip can rotate video while maintaining the aspect ratio as well as the interlacing when converting to DV, which is what iMovie prefers as an input:
    http://www.apple.com/downloads/macosx/video/mpegstreamclip.html
    There is also a plug-in for iMovie from GeeThree called rotate/scale that might do the job:
    http://geethree.com/slick/index.html
    Further useful information here:
    http://www.sjoki.uta.fi/~shmhav/SVCD_on_a_Macintosh.html#vert-horiz_rotate
    http://www.sjoki.uta.fi/~shmhav/SVCD_on_a_Macintosh.html#43-169

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    S
    Solved!
    Go to Solution.

    You have a dock? From where?
    What you're seeing is known, and likely will be corrected in coming OS releases. BlackBerry needs to make all screens rotatable.. and some users say this issue is exactly why BlackBerry itself has yet to release the OEM charging dock.
    1. If any post helps you please click the below the post(s) that helped you.
    2. Please resolve your thread by marking the post "Solution?" which solved it for you!
    3. Install free BlackBerry Protect today for backups of contacts and data.
    4. Guide to Unlocking your BlackBerry & Unlock Codes
    Join our BBM Channels (Beta)
    BlackBerry Support Forums Channel
    PIN: C0001B7B4   Display/Scan Bar Code
    Knowledge Base Updates
    PIN: C0005A9AA   Display/Scan Bar Code

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    I found directions online that tell me to open Quicktime Pro. Go to "Window". Then to "Show Movie Properties" then to the icons for rotating a movie.
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    Thanks in advance for any help you may give to me.

    Thank you for responding! Unfortunately, it doesn't give me this option. When I go to "Windows" and then to "Show Movie Properties" and I click on the video, nothing happened other than it is highlighted in blue. I tried clicking once. Nada. Twice Nada. I tried right clicking. Nothing comes up. The options I have are below. Is this making any sense to you? Thanks.
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