Beispiel #1
0
void RotatePanorama::rotatePano(PanoramaData& panorama, const Matrix3& transformMat)
{
    for (unsigned int i = 0; i < panorama.getNrOfImages(); i++)
    {
        const SrcPanoImage & image = panorama.getImage(i);
        SrcPanoImage copy = image;
        double y = image.getYaw();
        double p = image.getPitch();
        double r = image.getRoll();
        Matrix3 mat;
        mat.SetRotationPT(DEG_TO_RAD(y), DEG_TO_RAD(p), DEG_TO_RAD(r));
        DEBUG_DEBUG("rotation matrix (PT) for img " << i << " << ypr:" << y << " " << p << " " << r << std::endl << mat);
        Matrix3 rotated;
        rotated = transformMat * mat;
        DEBUG_DEBUG("rotation matrix after transform: " << rotated);
        rotated.GetRotationPT(y,p,r);
        y = RAD_TO_DEG(y);
        p = RAD_TO_DEG(p);
        r = RAD_TO_DEG(r);
        DEBUG_DEBUG("rotated angles of img " << i << ": " << y << " " << p << " " << r);
        
        // Don't update a variable linked to a variable we already updated.
        conditional_set(Yaw, y);
        conditional_set(Pitch, p);
        conditional_set(Roll, r);
        if(image.getX()!=0.0 || image.getY()!=0.0 || image.getZ()!=0.0)
        {
            // rotate translation vector
            Vector3 vecRot=transformMat.Inverse().TransformVector(Vector3(image.getZ(), image.getX(), image.getY()));
            conditional_set(X, vecRot.y);
            conditional_set(Y, vecRot.z);
            conditional_set(Z, vecRot.x);
            // rotate translation plane
            mat.SetRotationPT(DEG_TO_RAD(image.getTranslationPlaneYaw()), DEG_TO_RAD(image.getTranslationPlanePitch()), 0.0);
            rotated = transformMat * mat;
            rotated.GetRotationPT(y,p,r);
            conditional_set(TranslationPlaneYaw, RAD_TO_DEG(y));
            conditional_set(TranslationPlanePitch, RAD_TO_DEG(p));
        };
        panorama.setImage(i, copy);
        panorama.imageChanged(i);
    }
}
Beispiel #2
0
void GLSLProgram<real>::SetupCamera()
{
	RenderState<real>* glState = RenderState<real>::Get();
	Camera<real>* camera = glState->GetCamera();
	Matrix4<float> projectionMatrix = camera->GetProjectionMatrix();
	Matrix4<float> viewMatrix = camera->GetGlobalToLocal();
	Matrix4<float> modelMatrix = glState->GetModelMatrix();
	Matrix4<float> modelViewProjectionMatrix = projectionMatrix * viewMatrix * modelMatrix;
	Matrix3<float> normalMatrix = modelMatrix.SubMatrix3( 0, 0 );
	normalMatrix.Inverse();
	normalMatrix.Transpose();

	// Model, view and projection matrices, camera position
	glUniformMatrix4fv( mModelMatrixLocation, 1, true, modelMatrix.GetArray() );
	glUniformMatrix4fv( mViewMatrixLocation, 1, true, viewMatrix.GetArray() );
	glUniformMatrix4fv( mProjectionMatrixLocation, 1, true, projectionMatrix.GetArray() );
	glUniformMatrix4fv( mModelViewProjectionMatrixLocation, 1, true, modelViewProjectionMatrix.GetArray() );
	glUniformMatrix3fv( mNormalMatrixLocation, 1, true, normalMatrix.GetArray() );
	Vector3<float> cameraPosition = camera->GetGlobalPosition();
	glUniform3fv( mCameraPositionLocation, 1, (float*)&cameraPosition );
}
Beispiel #3
0
void Road2::textureFit(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, int texfit, Vector2* texc, Vector3 pos, Vector3 lastpos, float width)
{
    int i;

    if (texfit == TEXFIT_BRICKWALL || texfit == TEXFIT_CONCRETEWALL || texfit == TEXFIT_CONCRETEWALLI)
    {
        Vector3 ps[4];
        ps[0] = p1;
        ps[1] = p2;
        ps[2] = p3;
        ps[3] = p4;
        Vector3 pref1 = pos;
        Vector3 pref2 = lastpos;
        //make matrix
        Vector3 bx = pref2 - pref1;
        bx.normalise();
        Vector3 by = Vector3::UNIT_Y;
        Vector3 bz = bx.crossProduct(by);
        //coordinates change matrix
        Matrix3 reverse;
        reverse.SetColumn(0, bx);
        reverse.SetColumn(1, by);
        reverse.SetColumn(2, bz);
        Matrix3 forward;
        forward = reverse.Inverse();
        //transpose
        for (i = 0; i < 4; i++)
        {
            Vector3 trv = forward * (ps[i] - pref1);
            if (texfit == TEXFIT_BRICKWALL)
            {
                float ty = 0.746 - trv.y * 0.25 / 4.5;
                // fix overlapping
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
            if (texfit == TEXFIT_CONCRETEWALL)
            {
                // fix overlapping
                float ty = 0.496 - (trv.y - 0.7) * 0.25 / 4.5;
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
            if (texfit == TEXFIT_CONCRETEWALLI)
            {
                float ty = 0.496 + trv.y * 0.25 / 4.5;
                // fix overlapping
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
        }
        return;
    }
    if (texfit == TEXFIT_ROAD || texfit == TEXFIT_ROADS1 || texfit == TEXFIT_ROADS2 || texfit == TEXFIT_ROADS3 || texfit == TEXFIT_ROADS4 || texfit == TEXFIT_CONCRETETOP || texfit == TEXFIT_CONCRETEUNDER)
    {
        Vector3 ps[4];
        ps[0] = p1;
        ps[1] = p2;
        ps[2] = p3;
        ps[3] = p4;
        Vector3 pref1 = pos;
        Vector3 pref2 = lastpos;
        //project
        for (i = 0; i < 4; i++)
            ps[i].y = 0;
        pref1.y = 0;
        pref2.y = 0;
        //make matrix
        Vector3 bx = pref2 - pref1;
        bx.normalise();
        Vector3 by = Vector3::UNIT_Y;
        Vector3 bz = bx.crossProduct(by);
        //coordinates change matrix
        Matrix3 reverse;
        reverse.SetColumn(0, bx);
        reverse.SetColumn(1, by);
        reverse.SetColumn(2, bz);
        Matrix3 forward;
        forward = reverse.Inverse();
        //transpose
        float trvrefz = 0.0;
        for (i = 0; i < 4; i++)
        {
            Vector3 trv = forward * (ps[i] - pref1);
            if (texfit == TEXFIT_CONCRETETOP)
            {
                if (i == 0)
                    trvrefz = trv.z;
                texc[i] = Vector2(trv.x / 10.0, 0.621 + (trv.z - trvrefz) * 0.25 / 4.5);
            }
            else
            {
                float v1 = 0.072;
                float v2 = 0.423;
                if (texfit == TEXFIT_ROADS1)
                {
                    v1 = 0.001;
                    v2 = 0.036;
                };
                if (texfit == TEXFIT_ROADS2)
                {
                    v1 = 0.036;
                    v2 = 0.072;
                };
                if (texfit == TEXFIT_ROADS3)
                {
                    v1 = 0.423;
                    v2 = 0.458;
                };
                if (texfit == TEXFIT_ROADS4)
                {
                    v1 = 0.458;
                    v2 = 0.493;
                };
                if (texfit == TEXFIT_CONCRETEUNDER)
                {
                    v1 = 0.496;
                    v2 = 0.745;
                };
                if (i < 2)
                    texc[i] = Vector2(trv.x / 10.0, v1);
                else
                    texc[i] = Vector2(trv.x / 10.0, v2);
            }
        }
        return;
    }
    //default
    for (i = 0; i < 4; i++)
        texc[i] = Vector2(0, 0);
}
Beispiel #4
0
FlexBody::FlexBody(SceneManager *manager, node_t *nds, int numnds, char* meshname, char* uname, int ref, int nx, int ny, Vector3 offset, Quaternion rot, char* setdef, MaterialFunctionMapper *mfm, Skin *usedSkin, bool enableShadows, MaterialReplacer *mr) : snode(0), faulty(false), mr(mr)
{
	nodes=nds;
	numnodes=numnds;
	cref=ref; nodes[cref].iIsSkin=true;
	cx=nx; nodes[cx].iIsSkin=true;
	cy=ny; nodes[cy].iIsSkin=true;
	coffset=offset;
	cameramode=-2; // all cameras
	enabled=true;

	haveshadows=(manager->getShadowTechnique()==SHADOWTYPE_STENCIL_MODULATIVE || manager->getShadowTechnique()==SHADOWTYPE_STENCIL_ADDITIVE);
	havetangents=false;
	haveblend=true;

	freenodeset=0;
	//parsing set definition
	char* pos=setdef;
	char* end=pos;
	char endwas='G';
	while (endwas!=0)
	{
		unsigned int val1, val2;
		end=pos;
		while (*end!='-' && *end!=',' && *end!=0) end++;
		endwas=*end;
		*end=0;
		val1=strtoul(pos, 0, 10);
		if (endwas=='-')
		{
			pos=end+1;
			end=pos;
			while (*end!=',' && *end!=0) end++;
			endwas=*end;
			*end=0;
			val2=strtoul(pos, 0, 10);
			addinterval(val1, val2);
		}
		else addinterval(val1, val1);
		pos=end+1;
	}

	/*
	// too verbose, removed
	for (int i=0; i<freenodeset; i++)
		LOG("FLEXBODY node interval "+TOSTRING(i)+": "+TOSTRING(nodeset[i].from)+"-"+TOSTRING(nodeset[i].to));
	*/

	Vector3 normal = Vector3::UNIT_Y;
	Vector3 position = Vector3::ZERO;
	Quaternion orientation = Quaternion::ZERO;
	if(ref >= 0)
	{
		normal=(nodes[ny].smoothpos-nodes[ref].smoothpos).crossProduct(nodes[nx].smoothpos-nodes[ref].smoothpos);
		normal.normalise();
		//position
		position=nodes[ref].smoothpos+offset.x*(nodes[nx].smoothpos-nodes[ref].smoothpos)+offset.y*(nodes[ny].smoothpos-nodes[ref].smoothpos);
		position=(position+normal*offset.z);
		//orientation
		Vector3 refx=nodes[nx].smoothpos-nodes[ref].smoothpos;
		refx.normalise();
		Vector3 refy=refx.crossProduct(normal);
		orientation=Quaternion(refx, normal, refy)*rot;
	} else
	{
		// special case!
		normal = Vector3::UNIT_Y;
		position=nodes[0].smoothpos+offset;
		orientation = rot;
	}

	// load unique mesh (load original mesh and clone it with unique name)

	// find group that contains the mesh
	String groupname="";
	try
	{
		groupname = ResourceGroupManager::getSingleton().findGroupContainingResource(meshname);
	}catch(...)
	{
	}
	if(groupname == "")
	{
		LOG("FLEXBODY mesh not found: "+String(meshname));
		faulty=true;
		return;
	}
	// build new unique mesh name
	char uname_mesh[256];
	memset(uname_mesh, 0, 254);
	strcpy(uname_mesh, uname);
	strcat(uname_mesh, "_mesh");
	MeshPtr mesh = Ogre::MeshManager::getSingleton().load(meshname, groupname);
	MeshPtr newmesh = mesh->clone(uname_mesh);
	
	// now find possible LODs
 	String basename, ext;
	StringUtil::splitBaseFilename(String(meshname), basename, ext);
	for(int i=0; i<4;i++)
	{
		String fn = basename + "_" + TOSTRING(i) + ".mesh";
		bool exists = ResourceGroupManager::getSingleton().resourceExistsInAnyGroup(fn);
		if(!exists) continue;

		float distance = 3;
		if(i == 1) distance = 20;
		if(i == 2) distance = 50;
		if(i == 3) distance = 200;
		newmesh->createManualLodLevel(distance, fn);
	}

	Entity *ent = manager->createEntity(uname, uname_mesh);
	MaterialFunctionMapper::replaceSimpleMeshMaterials(ent, ColourValue(0.5, 0.5, 1));
	if(mfm) mfm->replaceMeshMaterials(ent);
	if(mr) mr->replaceMeshMaterials(ent);
	if(usedSkin) usedSkin->replaceMeshMaterials(ent);
	//LOG("FLEXBODY unique mesh created: "+String(meshname)+" -> "+String(uname_mesh));

	msh=ent->getMesh();

	//determine if we have texture coordinates everywhere
	havetexture=true;
	if (msh->sharedVertexData && msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_TEXTURE_COORDINATES)==0) havetexture=false;
	for (int i=0; i<msh->getNumSubMeshes(); i++) if (!msh->getSubMesh(i)->useSharedVertices && msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_TEXTURE_COORDINATES)==0) havetexture=false;
	if (!havetexture) LOG("FLEXBODY Warning: at least one part of this mesh does not have texture coordinates, switching off texturing!");
	if (!havetexture) {havetangents=false;haveblend=false;}; //we can't do this

	//detect the anomalous case where a mesh is exported without normal vectors
	bool havenormal=true;
	if (msh->sharedVertexData && msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL)==0) havenormal=false;
	for (int i=0; i<msh->getNumSubMeshes(); i++) if (!msh->getSubMesh(i)->useSharedVertices && msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL)==0) havenormal=false;
	if (!havenormal) LOG("FLEXBODY Error: at least one part of this mesh does not have normal vectors, export your mesh with normal vectors! THIS WILL CRASH IN 3.2.1...");

	//create optimal VertexDeclaration
	VertexDeclaration* optimalVD=HardwareBufferManager::getSingleton().createVertexDeclaration();
	optimalVD->addElement(0, 0, VET_FLOAT3, VES_POSITION);
	optimalVD->addElement(1, 0, VET_FLOAT3, VES_NORMAL);
	if (haveblend) optimalVD->addElement(2, 0, VET_COLOUR_ARGB, VES_DIFFUSE);
	if (havetexture) optimalVD->addElement(3, 0, VET_FLOAT2, VES_TEXTURE_COORDINATES);
	if (havetangents) optimalVD->addElement(4, 0, VET_FLOAT3, VES_TANGENT);
	optimalVD->sort();
	optimalVD->closeGapsInSource();

	BufferUsageList optimalBufferUsages;
	for (size_t u = 0; u <= optimalVD->getMaxSource(); ++u) optimalBufferUsages.push_back(HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);

	//print mesh information
	//LOG("FLEXBODY Printing input mesh informations:");
	//printMeshInfo(ent->getMesh().getPointer());

	//adding color buffers, well get the reference later
	if (haveblend)
	{
		if (msh->sharedVertexData)
		{
			if (msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)==0)
			{
				//add buffer
				int index=msh->sharedVertexData->vertexDeclaration->getMaxSource()+1;
				msh->sharedVertexData->vertexDeclaration->addElement(index, 0, VET_COLOUR_ARGB, VES_DIFFUSE);
				msh->sharedVertexData->vertexDeclaration->sort();
				index=msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)->getSource();
				HardwareVertexBufferSharedPtr vbuf=HardwareBufferManager::getSingleton().createVertexBuffer(VertexElement::getTypeSize(VET_COLOUR_ARGB), msh->sharedVertexData->vertexCount, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
				msh->sharedVertexData->vertexBufferBinding->setBinding(index, vbuf);
			}
		}
		for (int i=0; i<msh->getNumSubMeshes(); i++) if (!msh->getSubMesh(i)->useSharedVertices)
		{
			if (msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)==0)
			{
				//add buffer
				int index=msh->getSubMesh(i)->vertexData->vertexDeclaration->getMaxSource()+1;
				msh->getSubMesh(i)->vertexData->vertexDeclaration->addElement(index, 0, VET_COLOUR_ARGB, VES_DIFFUSE);
				msh->getSubMesh(i)->vertexData->vertexDeclaration->sort();
				index=msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)->getSource();
				HardwareVertexBufferSharedPtr vbuf=HardwareBufferManager::getSingleton().createVertexBuffer(VertexElement::getTypeSize(VET_COLOUR_ARGB), msh->getSubMesh(i)->vertexData->vertexCount, HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE);
				msh->getSubMesh(i)->vertexData->vertexBufferBinding->setBinding(index, vbuf);
			}
		}
	}

	//tangents for envmapping
	if (havetangents)
	{
		LOG("FLEXBODY preparing for tangents");
		unsigned short srcTex, destTex;
		bool existing = msh->suggestTangentVectorBuildParams(VES_TANGENT, srcTex, destTex);
		if (!existing) msh->buildTangentVectors(VES_TANGENT, srcTex, destTex);
	}

	//reorg
	//LOG("FLEXBODY reorganizing buffers");
	if (msh->sharedVertexData)
	{
		msh->sharedVertexData->reorganiseBuffers(optimalVD, optimalBufferUsages);
		msh->sharedVertexData->removeUnusedBuffers();
		msh->sharedVertexData->closeGapsInBindings();
	}
    Mesh::SubMeshIterator smIt = msh->getSubMeshIterator();
	unsigned short idx = 0;
	while (smIt.hasMoreElements())
	{
		SubMesh* sm = smIt.getNext();
		if (!sm->useSharedVertices)
		{
			sm->vertexData->reorganiseBuffers(optimalVD, optimalBufferUsages);
			sm->vertexData->removeUnusedBuffers();
			sm->vertexData->closeGapsInBindings();
		}
	}

	//print mesh information
	//LOG("FLEXBODY Printing modififed mesh informations:");
	//printMeshInfo(ent->getMesh().getPointer());

	//get the buffers
	//getMeshInformation(ent->getMesh().getPointer(),vertex_count,vertices,index_count,indices, position, orientation, Vector3(1,1,1));

	//getting vertex counts
	vertex_count=0;
	hasshared=false;
	numsubmeshbuf=0;
	if (msh->sharedVertexData) 
	{
		vertex_count+=msh->sharedVertexData->vertexCount;
		hasshared=true;
	}
	for (int i=0; i<msh->getNumSubMeshes(); i++) 
		if (!msh->getSubMesh(i)->useSharedVertices) 
		{
			vertex_count+=msh->getSubMesh(i)->vertexData->vertexCount;
			numsubmeshbuf++;
		}

	LOG("FLEXBODY Vertices in mesh "+String(meshname)+": "+ TOSTRING(vertex_count));
	//LOG("Triangles in mesh: %u",index_count / 3);

	//getting buffers bindings and data
	if (numsubmeshbuf>0)
	{
		submeshnums=(int*)malloc(sizeof(int)*numsubmeshbuf);
		subnodecounts=(int*)malloc(sizeof(int)*numsubmeshbuf);
		//C++ is just dumb! 
		//How can they manage to break such a fundamental programming mechanisms?
		//They invented the un-initializable and un-attribuable objects you can't allocate dynamically!
		//I'm sure they have a fancy way to do that but they won't pry my precious malloc() from my cold, dead hands! goddamit!
		//subpbufs=(HardwareVertexBufferSharedPtr*)malloc(sizeof(HardwareVertexBufferSharedPtr)*numsubmeshbuf);
		//subpbufs[0]=HardwareVertexBufferSharedPtr(); //crash!
		//subnbufs=(HardwareVertexBufferSharedPtr*)malloc(sizeof(HardwareVertexBufferSharedPtr)*numsubmeshbuf);
		//subnbufs[0]=HardwareVertexBufferSharedPtr(); //crash!
		if (numsubmeshbuf>=16) 	LOG("FLEXBODY You have more than 16 submeshes! Blame Bjarne for this crash.");
	}
	vertices=(Vector3*)malloc(sizeof(Vector3)*vertex_count);
	dstpos=(Vector3*)malloc(sizeof(Vector3)*vertex_count);
	srcnormals=(Vector3*)malloc(sizeof(Vector3)*vertex_count);
	dstnormals=(Vector3*)malloc(sizeof(Vector3)*vertex_count);
	if (haveblend) 
	{
		srccolors=(ARGB*)malloc(sizeof(ARGB)*vertex_count);
		for (int i=0; i<(int)vertex_count; i++) srccolors[i]=0x00000000;
	}
	Vector3* vpt=vertices;
	Vector3* npt=srcnormals;
	int cursubmesh=0;
	if (msh->sharedVertexData) 
	{
		sharedcount=(int)msh->sharedVertexData->vertexCount;
		//vertices
		int source=msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource();
		sharedpbuf=msh->sharedVertexData->vertexBufferBinding->getBuffer(source);
		sharedpbuf->readData(0, msh->sharedVertexData->vertexCount*sizeof(Vector3), (void*)vpt);
		vpt+=msh->sharedVertexData->vertexCount;
		//normals
		source=msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL)->getSource();
		sharednbuf=msh->sharedVertexData->vertexBufferBinding->getBuffer(source);
		sharednbuf->readData(0, msh->sharedVertexData->vertexCount*sizeof(Vector3), (void*)npt);
		npt+=msh->sharedVertexData->vertexCount;
		//colors
		if (haveblend)
		{
			source=msh->sharedVertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)->getSource();
			sharedcbuf=msh->sharedVertexData->vertexBufferBinding->getBuffer(source);
			sharedcbuf->writeData(0, msh->sharedVertexData->vertexCount*sizeof(ARGB), (void*)srccolors);
		}
	}
	for (int i=0; i<msh->getNumSubMeshes(); i++) if (!msh->getSubMesh(i)->useSharedVertices) 
	{
		submeshnums[cursubmesh]=i;
		subnodecounts[cursubmesh]=(int)msh->getSubMesh(i)->vertexData->vertexCount;
		//vertices
		int source=msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_POSITION)->getSource();
		subpbufs[cursubmesh]=msh->getSubMesh(i)->vertexData->vertexBufferBinding->getBuffer(source);
		subpbufs[cursubmesh]->readData(0, msh->getSubMesh(i)->vertexData->vertexCount*sizeof(Vector3), (void*)vpt);
		vpt+=msh->getSubMesh(i)->vertexData->vertexCount;
		//normals
		source=msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_NORMAL)->getSource();
		subnbufs[cursubmesh]=msh->getSubMesh(i)->vertexData->vertexBufferBinding->getBuffer(source);
		subnbufs[cursubmesh]->readData(0, msh->getSubMesh(i)->vertexData->vertexCount*sizeof(Vector3), (void*)npt);
		npt+=msh->getSubMesh(i)->vertexData->vertexCount;
		//colors
		if (haveblend)
		{
			source=msh->getSubMesh(i)->vertexData->vertexDeclaration->findElementBySemantic(VES_DIFFUSE)->getSource();
			subcbufs[cursubmesh]=msh->getSubMesh(i)->vertexData->vertexBufferBinding->getBuffer(source);
			subcbufs[cursubmesh]->writeData(0, msh->getSubMesh(i)->vertexData->vertexCount*sizeof(ARGB), (void*)srccolors);
		}
		cursubmesh++;
	}

	//transform
	for (int i=0; i<(int)vertex_count; i++)
	{
		vertices[i]=(orientation*vertices[i])+position;
	}

	locs=(Locator_t*)malloc(sizeof(Locator_t)*vertex_count);
	for (int i=0; i<(int)vertex_count; i++)
	{
		//search nearest node as the local origin
		float mindist=100000.0;
		int minnode=-1;
		for (int k=0; k<numnodes; k++)
		{
			if (!isinset(k)) continue;
			//if (nodes[k].iswheel) continue;
			float dist=(vertices[i]-nodes[k].smoothpos).length();
			if (dist<mindist) {mindist=dist;minnode=k;};
		}
		if (minnode==-1) LOG("FLEXBODY ERROR on mesh "+String(meshname)+": REF node not found");
		locs[i].ref=minnode;
		nodes[minnode].iIsSkin=true;

//	LOG("FLEXBODY distance to "+TOSTRING(minnode)+" "+TOSTRING(mindist));

		//search the second nearest node as the X vector
		mindist=100000.0;
		minnode=-1;
		for (int k=0; k<numnodes; k++)
		{
			if (!isinset(k)) continue;
			//if (nodes[k].iswheel) continue;
			if (k==locs[i].ref) continue;
			float dist=(vertices[i]-nodes[k].smoothpos).length();
			if (dist<mindist) {mindist=dist;minnode=k;};
		}
		if (minnode==-1) LOG("FLEXBODY ERROR on mesh "+String(meshname)+": VX node not found");
		locs[i].nx=minnode;
		nodes[minnode].iIsSkin=true;

		//search another close, orthogonal node as the Y vector
		mindist=100000.0;
		minnode=-1;
		Vector3 vx=nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos;
		vx.normalise();
		for (int k=0; k<numnodes; k++)
		{
			if (!isinset(k)) continue;
			//if (nodes[k].iswheel) continue;
			if (k==locs[i].ref) continue;
			if (k==locs[i].nx) continue;
			Vector3 vt=nodes[k].smoothpos-nodes[locs[i].ref].smoothpos;
			vt.normalise();
			float cost=vx.dotProduct(vt);
			if (cost>0.707 || cost<-0.707) continue; //rejection, fails the orthogonality criterion (+-45 degree)
			float dist=(vertices[i]-nodes[k].smoothpos).length();
			if (dist<mindist) {mindist=dist;minnode=k;};
		}
		if (minnode==-1) LOG("FLEXBODY ERROR on mesh "+String(meshname)+": VY node not found");
		locs[i].ny=minnode;
		nodes[minnode].iIsSkin=true;
/*
		//search the final close, orthogonal node as the Z vector
		mindist=100000.0;
		minnode=-1;
		Vector3 vy=nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos;
		vy.normalise();
		for (int k=0; k<numnodes; k++)
		{
			if (nodes[k].iswheel) continue;
			if (k==locs[i].ref) continue;
			if (k==locs[i].nx) continue;
			if (k==locs[i].ny) continue;
			Vector3 vt=nodes[k].smoothpos-nodes[locs[i].ref].smoothpos;
			vt.normalise();
			float cost=vx.dotProduct(vt);
			if (cost>0.707 || cost<-0.707) continue; //rejection, fails the orthogonality criterion (+-45 degree)
			cost=vy.dotProduct(vt);
			if (cost>0.707 || cost<-0.707) continue; //rejection, fails the orthogonality criterion (+-45 degree)
			float dist=(vertices[i]-nodes[k].smoothpos).length();
			if (dist<mindist) {mindist=dist;minnode=k;};
		}
		if (minnode==-1) LOG("FLEXBODY ERROR on mesh "+String(meshname)+": VZ node not found");
		locs[i].nz=minnode;

		//rright, check orientation
		Vector3 xyn=vx.crossProduct(vy);
		if (xyn.dotProduct(nodes[locs[i].nz].smoothpos-nodes[locs[i].ref].smoothpos)<0)
		{
			//the base is messed up
			int t=locs[i].nz;
			locs[i].nz=locs[i].ny;
			locs[i].ny=t;
		}
*/
		Vector3 vz=(nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos).crossProduct(nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
		vz.normalise();
		Matrix3 mat;
		mat.SetColumn(0, nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(1, nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
//		mat.SetColumn(2, nodes[locs[i].nz].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(2, vz);
		mat=mat.Inverse();

		//compute coordinates in the newly formed euclidian basis
		locs[i].coords=mat*(vertices[i]-nodes[locs[i].ref].smoothpos);

		//thats it!
	}

	//shadow
	if (haveshadows)
	{
		LOG("FLEXBODY preparing for shadow volume");
		msh->prepareForShadowVolume(); //we do this always so we have only one datastructure format to manage
		msh->buildEdgeList();
	}

	//adjusting bounds
	AxisAlignedBox aab=msh->getBounds();
	Vector3 v=aab.getMinimum();
	float mi=v.x;
	if (v.y<mi) mi=v.y;
	if (v.z<mi) mi=v.z;
	mi=fabs(mi);
	v=aab.getMaximum();
	float ma=v.x;
	if (ma<v.y) ma=v.y;
	if (ma<v.z) ma=v.z;
	ma=fabs(ma);
	if (mi>ma) ma=mi;
	aab.setMinimum(Vector3(-ma,-ma,-ma));
	aab.setMaximum(Vector3(ma,ma,ma));
	msh->_setBounds(aab, true);

	LOG("FLEXBODY show mesh");
	//okay, show the mesh now
	snode=manager->getRootSceneNode()->createChildSceneNode();
	snode->attachObject(ent);
	snode->setPosition(position);
	//ent->setCastShadows(enableShadows);

#if 0
	// XXX TODO: fix 1.7 LODs
	if(enable_truck_lod)
	{
		String lodstr = "FLEXBODY LODs: ";
		for(int i=0;i<msh->getNumLodLevels();i++)
		{
			if(i) lodstr += ", ";
			lodstr += TOSTRING(Real(sqrt(msh->getLodLevel(i).fromDepthSquared))) + "m";

			if(msh->getLodLevel(i).edgeData)
			{
				lodstr += "(" + TOSTRING(msh->getLodLevel(i).edgeData->triangles.size()) + " triangles)";
			} else
			{
				if(msh->getEdgeList(i))
					lodstr += "(" + TOSTRING(msh->getEdgeList(i)->triangles.size()) +" triangles)";
			}
		}
		LOG(lodstr);
	}
#endif //0


	for (int i=0; i<(int)vertex_count; i++)
	{
		Vector3 vz=(nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos).crossProduct(nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
		vz.normalise();
		Matrix3 mat;
		mat.SetColumn(0, nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(1, nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
//		mat.SetColumn(2, nodes[locs[i].nz].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(2, vz);
		mat=mat.Inverse();

		//compute coordinates in the euclidian basis
		srcnormals[i]=mat*(orientation*srcnormals[i]);
	}


	LOG("FLEXBODY ready");

}
Beispiel #5
0
inline Vector3 Contact::CalculateFrictionImpulse(Matrix3 * inverseInertiaTensor) {
    Vector3 impulseContact;
    marb inverseMass = body[0]->GetInverseMass();

    // The equivalent of a cross product in matrices is multiplication
    // by a skew symmetric matrix - we build the matrix for converting
    // between linear and angular quantities.
    Matrix3 impulseToTorque;
    impulseToTorque.SetSkewSymmetric(relativeContactPosition[0]);

    // Build the matrix to convert contact impulse to change in velocity
    // in world coordinates.
    Matrix3 deltaVelWorld = impulseToTorque;
    deltaVelWorld *= inverseInertiaTensor[0];
    deltaVelWorld *= impulseToTorque;
    deltaVelWorld *= -1;

    // Check if we need to add body two's data
    if (body[1]) {
        // Set the cross product matrix
        impulseToTorque.SetSkewSymmetric(relativeContactPosition[1]);

        // Calculate the velocity change matrix
        Matrix3 deltaVelWorld2 = impulseToTorque;
        deltaVelWorld2 *= inverseInertiaTensor[1];
        deltaVelWorld2 *= impulseToTorque;
        deltaVelWorld2 *= -1;

        // Add to the total delta velocity.
        deltaVelWorld += deltaVelWorld2;

        // Add to the inverse mass
        inverseMass += body[1]->GetInverseMass();
    }

    // Do a change of basis to convert into contact coordinates.
    Matrix3 deltaVelocity = contactToWorld.Transpose();
    deltaVelocity *= deltaVelWorld;
    deltaVelocity *= contactToWorld;

    // Add in the linear velocity change
    deltaVelocity.data[0] += inverseMass;
    deltaVelocity.data[4] += inverseMass;
    deltaVelocity.data[8] += inverseMass;

    // Invert to get the impulse needed per unit velocity
    Matrix3 impulseMatrix = deltaVelocity.Inverse();

    // Find the target velocities to kill
    Vector3 velKill(desiredDeltaVelocity,
        -contactVelocity.y,
        -contactVelocity.z);

    // Find the impulse to kill target velocities
    impulseContact = impulseMatrix.Transform(velKill);

    // Check for exceeding friction
    marb planarImpulse = marb_sqrt(impulseContact.y*impulseContact.y + impulseContact.z*impulseContact.z);

    if (planarImpulse > impulseContact.x * friction) {
        // We need to use dynamic friction
        impulseContact.y /= planarImpulse;
        impulseContact.z /= planarImpulse;

        impulseContact.x = deltaVelocity.data[0] + deltaVelocity.data[1]*friction*impulseContact.y
												 + deltaVelocity.data[2]*friction*impulseContact.z;
        impulseContact.x = desiredDeltaVelocity / impulseContact.x;
        impulseContact.y *= friction * impulseContact.x;
        impulseContact.z *= friction * impulseContact.x;
    }
    return impulseContact;
}
Beispiel #6
0
// DIVISION A/B = A * (1/B) = A * Inverse(B)
Matrix3 Matrix3::operator/ ( const Matrix3& myMatrix ) const
{
	Matrix3 temp = myMatrix;

	return( *this * temp.Inverse() );
}