Beispiel #1
0
void Storm3D_Bone::TransformBones(std::vector<Storm3D_Bone*> *bones)
{
	Matrix t;

	for(unsigned int index = 0; index < bones->size(); ++index)
	{
		Storm3D_Bone *b = (*bones)[index];

		if(b->useForceTransform)
		{
			b->model_tm.CreateRotationMatrix(b->forceRotation);
			t.CreateTranslationMatrix(b->forcePosition);
			//b->model_tm = t;
			b->model_tm.Multiply(t);
		}
		else
		{
			b->model_tm.CreateRotationMatrix(b->current_rotation);
			t.CreateTranslationMatrix(b->current_position);
			b->model_tm.Multiply(t);
			
			// Apply hierarchy
			if(b->parent_index != -1)
			{
				assert(b->parent_index < int(index));
				b->model_tm.Multiply((*bones)[b->parent_index]->model_tm);
			}
		}
		
		b->global_tm_ok = false;
		b->vertex_tm_ok = false;
		
		b->InformChangeToChilds();
	}

	for(unsigned int index = 0; index < bones->size(); ++index)
	{
		Storm3D_Bone *b = (*bones)[index];

		b->global_tm_ok = false;
		b->vertex_tm_ok = false;
		// Temp
		b->current_rotation = b->rotation;

		b->InformChangeToChilds();
	}

}
Beispiel #2
0
/*!
	\param position bone position
	\param rotation bone rotation
	\param model_position parent model position
	\param model_rotation parent model rotation
*/
void Storm3D_Bone::SetOriginalProperties(const Vector &position, const Rotation &rotation, const Vector &model_position, const Rotation &model_rotation)
{
	this->position = position;
	this->rotation = rotation;

	// We need original orientations inverse to create vertex tm
	Matrix r;
	r.CreateRotationMatrix(model_rotation);
	Matrix t;
	t.CreateTranslationMatrix(model_position);
	
	original_inverse_tm = r * t;
	original_inverse_tm.Inverse();
}
Beispiel #3
0
	void tick() {

		static float angle = 0.0f;
		static Vector oldPosition(0.0f, 0.0f, 0.0f);
		
		angle += 0.01f;
						
		if(m_effect.get()) {

			Vector position;
			Vector velocity;
			
			switch(m_movementType) {
			case EMITTER_MOVE_NONE:
				{
					position = Vector(0.0f, 0.0f, 0.0f);
					velocity = Vector(0.0f, 0.0f, 0.0f);
				} break;
			case EMITTER_MOVE_CIRCULAR:
				{
					position.x = sin(angle) * 10.0f;
					position.z = cos(angle) * 10.0f + 10.0f;
					position.y = (sin(angle) + cos(angle)) * 5.0f;
					velocity = position - oldPosition;
					oldPosition = position;
				} break;
			}
		
			Matrix tm;
			//calcFacingMatrix(tm, velocity);
			tm.CreateTranslationMatrix(position);
			m_effect->setTM(tm);
			m_effect->setVelocity(velocity);
		
		}
		
		m_particleSystemManager->tick();		

	}