Beispiel #1
0
    void disturbMidpoint(ofVec3f & midPoint, ofVec3f const & bottomLeft, ofVec3f const & topLeft, ofVec3f const & topRight, ofVec3f const & bottomRight) {
      //if (std::rand() % 2 == 0) {
      //  return;
      //}
        midPoint[2] += (topLeft.distance(bottomRight) + topRight.distance(bottomLeft)) * randomValue();
        
        if (midPoint[2] < minHeight) {
            minHeight = midPoint[2];
        }
        if (midPoint[2] > maxHeight) {
            maxHeight = midPoint[2];
        }

    }
Beispiel #2
0
// needs improvement. right now it just looks for the biggest cross product
void approximatePlane(const vector<ofVec3f>& points, int iterations, ofVec3f& center, ofVec3f& normal)
{
	int n = points.size();
	for(int i = 0; i < n; i++)
	{
		center += points[i];
	}
	center /= n;
	float maxLength = 0;
	for(int i = 0; i < n; i++)
	{
		ofVec3f side1 = points[i] - center;
		for(int j = i + 1; j < n; j++)
		{
			ofVec3f side2 = points[j] - center;
			ofVec3f curNormal = side1.getCrossed(side2);
			if(curNormal.z < 0) {
				curNormal *= -1;
			}
			float length = curNormal.length();
			if(length > maxLength)
			{
				normal = curNormal;
				maxLength = length;
			}
		}
	}
	normal.normalize();
}
Beispiel #3
0
void ball::update(ofVec3f hand, ofVec3f prev_hand, ofVec3f handVel){
	
	
	//Trigger the average tracking
	//80 is the threshold!
	if (handVel.length() > 80 && hand.z < prev_hand.z && movementCount == 0) {
		
		currentFood = floor((ofRandom(7)));
		isTracking = true;
		cout << "threw!" << endl;
	}
	//else if (handVel.length() < 10) {
	else if (movementCount > 60) {
		//Throws!		
		//isTracking = false;
		//vel /= movementCount;
		movementCount = 0;
		pos = ofVec3f (2000, 2000, 0);
		vel.set (0, 0, 0);
	}	

	//Tracks
	if(isTracking){
		pos = hand;
		vel = (handVel/3);
		//movementCount ++;
		movementCount = 1;
		isTracking = false;
	}else if (movementCount > 0){
		pos += vel;
		//movementCount = 1;
		movementCount++;
	}
	
}
Beispiel #4
0
ofVec3f findNormal(ofVec3f a, ofVec3f b, ofVec3f ref) {
    a = a - ref;
    b = b - ref;
    ofVec3f v = a.cross(b);
    v.normalize();
    return v;
}
ofVec3f GrainViewTransform(ofVec3f InPutPoint, ofVec3f Eye, ofVec3f Target, ofVec3f UpVec){

// Transform the cordinates of a point InPutPoint. For a camera placed at Eye and looking at target with Up vector UpVec
    
    ofMatrix4x4 ViewMat;
    ofVec3f zaxis(Target - Eye);
    zaxis.normalize();
    ofVec3f xaxis = UpVec.getCrossed(zaxis);
    xaxis.normalize();
    ofVec3f yaxis = zaxis.getCrossed(xaxis);
    // translate vect
    
    InPutPoint -= Eye;
    
    // project on each axis
    
    ofVec3f Outpos;
    
    Outpos.x = -xaxis.dot(InPutPoint);
    Outpos.y = -yaxis.dot(InPutPoint);
    Outpos.z = zaxis.dot(InPutPoint);
    
    return Outpos;
    
}
Beispiel #6
0
void AbstractPhysicsBehavior::drawForceArrow(ofVec3f position,
                                             ofVec3f force) {
  ofDrawArrow(position,
              position + force * 20.0f,
              ofClamp(force.length() * 2.0f,
                      0,
                      6.0f));
}
// Make a rotation Quat which will rotate vec1 to vec2
// Generally take adot product to get the angle between these
// and then use a cross product to get the rotation axis
// Watch out for the two special cases of when the vectors
// are co-incident or opposite in direction.
void ofQuaternion::makeRotate_original( const ofVec3f& from, const ofVec3f& to ) {
	const float epsilon = 0.0000001f;

	float length1  = from.length();
	float length2  = to.length();

	// dot product vec1*vec2
	float cosangle = from.dot(to) / (length1 * length2);

	if ( fabs(cosangle - 1) < epsilon ) {
		//osg::notify(osg::INFO)<<"*** Quat::makeRotate(from,to) with near co-linear vectors, epsilon= "<<fabs(cosangle-1)<<std::endl;

		// cosangle is close to 1, so the vectors are close to being coincident
		// Need to generate an angle of zero with any vector we like
		// We'll choose (1,0,0)
		makeRotate( 0.0, 0.0, 0.0, 1.0 );
	} else
		if ( fabs(cosangle + 1.0) < epsilon ) {
			// vectors are close to being opposite, so will need to find a
			// vector orthongonal to from to rotate about.
			ofVec3f tmp;
			if (fabs(from.x) < fabs(from.y))
				if (fabs(from.x) < fabs(from.z)) tmp.set(1.0, 0.0, 0.0); // use x axis.
				else tmp.set(0.0, 0.0, 1.0);
			else if (fabs(from.y) < fabs(from.z)) tmp.set(0.0, 1.0, 0.0);
			else tmp.set(0.0, 0.0, 1.0);

			ofVec3f fromd(from.x, from.y, from.z);

			// find orthogonal axis.
			ofVec3f axis(fromd.getCrossed(tmp));
			axis.normalize();

			_v[0] = axis[0]; // sin of half angle of PI is 1.0.
			_v[1] = axis[1]; // sin of half angle of PI is 1.0.
			_v[2] = axis[2]; // sin of half angle of PI is 1.0.
			_v[3] = 0; // cos of half angle of PI is zero.

		} else {
			// This is the usual situation - take a cross-product of vec1 and vec2
			// and that is the axis around which to rotate.
			ofVec3f axis(from.getCrossed(to));
			float angle = acos( cosangle );
			makeRotate( angle, axis );
		}
}
//--------------------------------------------------------------
ofVec3f ofApp::moveback(ofVec3f fltPos, ofVec3f aggPos,float aggRadius, float fltRadius){
    float disAct = fltPos.distance(aggPos);
    float disShould = aggRadius + fltRadius;
    ofVec3f tpmoveBack = fltPos - aggPos;
    tpmoveBack.normalize();
    tpmoveBack = tpmoveBack * (disShould - disAct);
    fltPos = fltPos + tpmoveBack;
    return fltPos;
}
ofVec3f ofCairoRenderer::transform(ofVec3f vec){
	if(!b3D) return vec;
	vec = modelView.preMult(vec);
	vec = projection.preMult(vec);

	//vec.set(vec.x/vec.z*viewportRect.width*0.5-ofGetWidth()*0.5-viewportRect.x,vec.y/vec.z*viewportRect.height*0.5-ofGetHeight()*0.5-viewportRect.y);
	vec.set(vec.x/vec.z*ofGetWidth()*0.5,vec.y/vec.z*ofGetHeight()*0.5);
	return vec;
}
Beispiel #10
0
			//----------
			ofVec2f MovingHead::getPanTiltForTargetInObjectSpace(const ofVec3f & objectSpacePoint, float tiltOffset) {
				auto pan = atan2(objectSpacePoint.z, objectSpacePoint.x) * RAD_TO_DEG - 90.0f;
				if (pan < -180.0f) {
					pan += 360.0f;
				}

				auto tilt = acos(-objectSpacePoint.y / objectSpacePoint.length()) * RAD_TO_DEG; // will always produce positive tilt
				return ofVec2f(pan, tilt + tiltOffset);
			}
Beispiel #11
0
//--------------------------------------------------------------
void testApp::update(){
    
    ofVec3f diff ;          //Difference between particle and mouse
    float dist ;            //distance from particle to mouse ( as the crow flies ) 
    float ratio ;           //Ratio of how strong the effect is = 1 + (-dist/maxDistance) ;
    const ofVec3f mousePosition = ofVec3f( mouseX , mouseY , 0 ) ; //Allocate and retrieve mouse values once.
    const ofVec3f origin = ofVec3f(0,0,0);
    //Create an iterator to cycle through the vector
    std::vector<Particle>::iterator p ; 
    for ( p = particles.begin() ; p != particles.end() ; p++ ) 
    {
        ratio = 1.0f ; 
        p->velocity *= friction ; 
        //reset acceleration every frame
        p->acceleration = ofVec3f() ; 
        diff = mousePosition - p->position ;  
        dist = mousePosition.distance( p->position ) ; 
        //If within the zone of interaction
        if ( dist * .5 < forceRadius )  
        {
            ratio = -1 + dist / forceRadius ; 
            //Repulsion
            if ( cursorMode == 0 ) 
                p->acceleration -= ( diff * ratio) ;
            //Attraction
            else
                p->acceleration += ( diff * ratio ) ; 
        }
        if ( springEnabled ) 
        {
            //Move back to the original position
            p->acceleration += springFactor * (p->spawnPoint - p->position );
        }
        
        p->velocity += p->acceleration * ratio ; 
        p->position += p->velocity ; 
    }
    
    if ( ofGetFrameNum() % 300 == 0 ) 
    {
        curImageIndex++ ;
        setupParticles() ;
    }
}
//----------------------------------------
void ofxViewportCam::frameBoundingBox(const ofVec3f &minCorner,
                                     const ofVec3f &maxCorner)
{
    ofVec3f center((minCorner + maxCorner) * 0.5f);
    setTargetPosition(center);
    this->distance = minCorner.distance(maxCorner);
    
    setPosition(target.getGlobalPosition());
    dolly(this->distance);
}
void CorrelateXYZtoXY::push(ofVec3f &xyz, ofVec2f &xy) {
	if (xyz.length() < 0.1)
		return;
	
	++nPoints;
	this->xyz.push_back(toCv(xyz));
	this->xy.push_back(toCv(xy));
	
	xyzPreview.addVertex(xyz);
}
Beispiel #14
0
//--------------------------------------------------------------
void rotateToNormal(ofVec3f normal) {
	normal.normalize();

	float rotationAmount;
	ofVec3f rotationAngle;
	ofQuaternion rotation;

	ofVec3f axis(0, 0, 1);
	rotation.makeRotate(axis, normal);
	rotation.getRotate(rotationAmount, rotationAngle);
	ofRotateDeg(rotationAmount, rotationAngle.x, rotationAngle.y, rotationAngle.z);
}
Beispiel #15
0
//----------------------------------------
void ofNode::lookAt(const ofVec3f& lookAtPosition, ofVec3f upVector) {
	if(parent) upVector = upVector * ofMatrix4x4::getInverseOf(parent->getGlobalTransformMatrix());
	ofVec3f zaxis = (getGlobalPosition() - lookAtPosition).normalized();
	ofVec3f xaxis = upVector.getCrossed(zaxis).normalized();
	ofVec3f yaxis = zaxis.getCrossed(xaxis);
	
	ofMatrix4x4 m;
	m._mat[0].set(xaxis.x, xaxis.y, xaxis.z, 0);
	m._mat[1].set(yaxis.x, yaxis.y, yaxis.z, 0);
	m._mat[2].set(zaxis.x, zaxis.y, zaxis.z, 0);
	
	setGlobalOrientation(m.getRotate());
}
Beispiel #16
0
	void Graphics2552::rotateToNormal(ofVec3f normal) {
		normal.normalize();

		float rotationAmount;
		ofVec3f rotationAngle;
		ofQuaternion rotation;

		ofVec3f axis(0, 0, 1);
		rotation.makeRotate(axis, normal);
		rotation.getRotate(rotationAmount, rotationAngle);
		logVerbose("ofRotate " + ofToString(rotationAmount));
		ofRotate(rotationAmount, rotationAngle.x, rotationAngle.y, rotationAngle.z);
	}
ofVec3f RotateAux(ofVec3f input, float latitud, float azimuth, ofVec3f pivot){


    ofVec3f theOut = input.getRotated(azimuth, ofVec3f(1, 0, 0));
    
    theOut = theOut.getRotated(latitud, ofVec3f(0, 1, 0));
    
    theOut += pivot;

    return theOut;


}
Beispiel #18
0
//--------------------- AccumulateForce ----------------------------------
//
//  This function calculates how much of its max steering force the 
//  vehicle has left to apply and then applies that amount of the
//  force to add.
//------------------------------------------------------------------------
bool SteeringBehaviors::AccumulateForce(ofVec3f &RunningTot, ofVec3f ForceToAdd)
{
	float MagnitudeSoFar = RunningTot.length();
	double MagnitudeRemaining = m_Vehicle->MaxForce() - MagnitudeSoFar;

	if (MagnitudeRemaining <= 0.0) return false;

	float MagnitudeToAdd = ForceToAdd.length();
	
	//if the magnitude of the sum of ForceToAdd and the running total
	//does not exceed the maximum force available to this vehicle, just
	//add together. Otherwise add as much of the ForceToAdd vector is
	//possible without going over the max.
	if (MagnitudeToAdd < MagnitudeRemaining)
	{
		RunningTot += ForceToAdd;
	}
	else
	{
		RunningTot += (ForceToAdd.getNormalized() * MagnitudeRemaining);
	}
	return true;
}
//--------------------------------------------------
void ofPolyline::calcData(int index, ofVec3f &tangent, float &angle, ofVec3f &rotation, ofVec3f &normal) const {
    int i1 = getWrappedIndex(index - 1);
    int i2 = getWrappedIndex(index);
    int i3 = getWrappedIndex(index + 1);
    
    ofPoint p1(points[i1]);
    ofPoint p2(points[i2]);
    ofPoint p3(points[i3]);
    
    ofVec3f v1(p1 - p2); // vector to previous point
    ofVec3f v2(p3 - p2); // vector to next point
    v1.normalize();
    v2.normalize();
    
    tangent = (v2 - v1);
    tangent.normalize();
    
    rotation = v1.getCrossed(v2);
    angle = 180 - ofRadToDeg(acos(ofClamp(v1.x * v2.x + v1.y * v2.y + v1.z * v2.z, -1, 1)));

    normal = rightVector.getCrossed(tangent);
    normal.normalize();
}
void ofxARToolkitPlus::getTranslationAndOrientation(int markerIndex, ofVec3f &translation, ofMatrix4x4 &orientation) {
	
	ARToolKitPlus::ARMarkerInfo marker = tracker->getDetectedMarker(markerIndex);

	getTransMat( &marker, c, m34 );
	
	// Translation
	translation.set(m34[0][3], m34[1][3], m34[2][3]);
	
	// Orientation
	orientation.set(m34[0][0], m34[0][1], m34[0][2], 0,
					m34[1][0], m34[1][1], m34[1][2], 0,
					m34[2][0], m34[2][1], m34[2][2], 0,
					0, 0, 0, 1);
}
Beispiel #21
0
Boid::Boid(ofVec3f pos, ofVec3f vel, radomeModel* pMod) {
    position = pos;
    velocity = vel;
    velocity = vel.normalize();
    acceleration = ofVec3f(0,0,0);
    
	neighborPosition = ofVec3f(0,0,0);
	numNeighbors = 0;
    
	decay = 0.99;
	crowdFactor	= 1.0;
    speedRange = ofVec2f(ofRandom(1.0, 1.5), ofRandom(2.5, 4.0));
    speedRangeSquared = ofVec2f(speedRange[0] * speedRange[0], speedRange[1] * speedRange[1]);
    
    pModel = pMod;
}
//--------------------------------------------------------------
ofVec3f tal2mni(ofVec3f inpoints){

	ofVec3f out;
	ofVec3f upT(0.99, 0.97, 0.92);
	ofVec3f downT(0.99, 0.97, 0.84);
	
	out = inpoints.rotateRad(0.05, ofVec3f(1,0,0));
	
	if (inpoints.z > 0){
		out = out / upT;
	}else{
		out = out / downT;
	}
	
	return out;
}
 void Creature::slerp(const ofVec3f& target, const ofVec3f& upVector)
 {
     ofVec3f zaxis = (getPosition() - target).normalized();
     ofVec3f xaxis = upVector.getCrossed(zaxis).normalized();
     ofVec3f yaxis = zaxis.getCrossed(xaxis);
     
     ofMatrix4x4 m;
     m._mat[0].set(xaxis.x, xaxis.y, xaxis.z, 0);
     m._mat[1].set(yaxis.x, yaxis.y, yaxis.z, 0);
     m._mat[2].set(zaxis.x, zaxis.y, zaxis.z, 0);
     
     ofQuaternion targetQuat = m.getRotate();
     ofQuaternion currentQuat = getOrientationQuat();
     currentQuat.slerp(0.1, currentQuat, targetQuat);
     setOrientation(currentQuat);
 }
// if axis1 and axis2 are not orthogonal, only axis1 will be preserved
ofQuaternion makeRotate(const ofVec3f& axis1, const ofVec3f& axis2) {
	ofVec3f avg = (axis1 + axis2) / 2;
	ofVec3f z = axis1.getCrossed(axis2);
	ofVec3f x = axis1;
	ofVec3f y = z.getCrossed(x);
	ofMatrix4x4 mat;
	vector<ofVec3f> axes;
	axes.push_back(x.normalize());
	axes.push_back(y.normalize());
	axes.push_back(z.normalize());
	for(int i = 0; i < 3; i++) {
		for(int j = 0; j < 3; j++) {
			mat(i, j) = axes[i][j];
		}
	}
	return mat.getRotate();
}
Beispiel #25
0
vector<ofVec3f>::const_iterator findCloser(const ofVec3f& v, const vector<ofVec3f>& vertexs)
{
	float dist = numeric_limits<float>::max();
	vector<ofVec3f>::const_iterator idx = vertexs.begin();
	float curDist;
	for(vector<ofVec3f>::const_iterator iter = vertexs.begin(); iter != vertexs.end(); ++iter)
	{
		curDist = v.squareDistance(*iter);
		if(curDist < dist)
		{
			dist = curDist;
			idx = iter;
		}
	}
	return idx;

}
Beispiel #26
0
// Renders a vector object 'v' as an arrow and a location 'x,y'
void FlowField2D::drawVector(ofVec3f v, float x, float y, float scale) {
	ofPushMatrix();
	float arrowsize = 4;
	// Translate to location to render vector
	ofTranslate(x, y);
	ofSetColor(100);
	// Call vector heading function to get direction (note that pointing up is a heading of 0) and rotate
	float rotate = atan2(v.y, v.x);
	ofRotate(ofRadToDeg(rotate), 0, 0, 1);
	// Calculate length of vector & scale it to be bigger or smaller if necessary

	float len = v.length() * scale;

	// Draw three lines to make an arrow (draw pointing up since we've rotate to the proper direction)
	ofLine(0, 0, len, 0);
	ofLine(len, 0, len - arrowsize, +arrowsize / 2);
	ofLine(len, 0, len - arrowsize, -arrowsize / 2);
	ofPopMatrix();
}
void ofxARToolkitPlus::getMultiMarkerTranslationAndOrientation(ofVec3f &translation, ofMatrix4x4 &orientation) {

	const ARToolKitPlus::ARMultiMarkerInfoT *multiMarkerConst = tracker->getMultiMarkerConfig();
	if(multiMarkerConst != NULL) {
		// Create a copy of the ARMultiMarkerInfoT struct
		ARToolKitPlus::ARMultiMarkerInfoT mm;
		size_t mmSize = sizeof(ARToolKitPlus::ARMultiMarkerInfoT);
		memcpy(&mm, multiMarkerConst, mmSize);
		
		// Copy and pass in the markers
		int numberOfMarkers = tracker->getNumDetectedMarkers();
#ifdef TARGET_WIN32
		ARToolKitPlus::ARMarkerInfo *marker = new ARToolKitPlus::ARMarkerInfo[numberOfMarkers];
#else
		ARToolKitPlus::ARMarkerInfo marker[numberOfMarkers];
#endif
		for (int i=0; i<numberOfMarkers; i++) {
			marker[i] = tracker->getDetectedMarker(i);
		}
		float result = tracker->rppMultiGetTransMat(marker, numberOfMarkers, &mm);
		
		// Check for error - yes this does occur
		if(result < 0 || result >= INT_MAX) {
			tracker->arMultiGetTransMat(marker, numberOfMarkers, &mm);
			ofLog(OF_LOG_VERBOSE, "RPP failed on multimarker");	
		} 
		
		// Translation
		translation.set(mm.trans[0][3], mm.trans[1][3], mm.trans[2][3]);		
		// Orientation
		orientation.set(mm.trans[0][0], mm.trans[0][1], mm.trans[0][2], 0,
						mm.trans[1][0], mm.trans[1][1], mm.trans[1][2], 0,
						mm.trans[2][0], mm.trans[2][1], mm.trans[2][2], 0,
						0, 0, 0, 1);
#ifdef TARGET_WIN32
		free(marker);
#endif
	} else {
		ofLog(OF_LOG_VERBOSE, "MultiMarkerConfig file NULL");
	}

}
Beispiel #28
0
//--------------------------------------------------------------
void DeviceNode::createChain(ofVec3f ptAttach, ofVec3f dir)
{
    if (mp_device)
    {
        // Physics setup
        physics.clear();
        physics.setGravity(ofVec3f(0, -0.00075, 0));

        // Normalize
        dir.normalize();
        
        ofVec3f posLed  = ptAttach;
        msa::physics::Particle3D* prev=0;
        for (int i=0; i<mp_device->getNbLEDs(); i++ )
        {
            // Create particles
            msa::physics::Particle3D *p = physics.makeParticle(posLed,0.0025f);
            
            // Attach first one
            if (i==0)
                p->makeFixed();
            
            // Spring
            if (prev){
                msa::physics::Spring3D* sp = physics.makeSpring(prev, p, 1.0f, mp_device->getDistLEDs());
                sp->setForceCap(1.0f);
            }
                
            prev = p;
            posLed += mp_device->getDistLEDs() * dir;
            //printf("mp_device->getDistLEDs()=%.3f\n", mp_device->getDistLEDs());
        }
        
        if (prev)
            prev->makeFixed();
        
    }
}
Beispiel #29
0
//--------------------------------------------------------------
void testApp::setup(){
	
	g_Rotation = ofQuaternion(0.0f, 0.0f, 0.0f, 1.0f);
	g_RotateStart = ofQuaternion(0.0f, 0.0f, 0.0f, 1.0f);
	g_LightDirection.set(-0.57735f, -0.57735f, -0.57735f);
	
	// Create some 3D objects (stored in display lists)
    glNewList(SHAPE_TEAPOT, GL_COMPILE);
    glutSolidTeapot(1.0);
    glEndList();
    glNewList(SHAPE_TORUS, GL_COMPILE);
    glutSolidTorus(0.3, 1.0, 16, 32);
    glEndList();
    glNewList(SHAPE_CONE, GL_COMPILE);
    glutSolidCone(1.0, 1.5, 64, 4);
    glEndList();
	
	
	float axis[] = { 0.7f, 0.7f, 0.0f }; // initial model rotation
    float angle = 0.8f;

    // Init rotation
    SetQuaternionFromAxisAngle(axis, angle, g_Rotation);
    SetQuaternionFromAxisAngle(axis, angle, g_RotateStart);
	
	//TWEAK BAR
	bar.init("TweakBar", 200, 400, 200, 200, 200, 100);
	bar.enable();
	
	bar.addParam("Zoom", &g_Zoom, " min=0.01 max=500.0 step=1.0 keyIncr=z keyDecr=Z help='Scale the object (1=original size).' ", false);
	bar.addParam("ObjRotation", &g_Rotation, " label='Object rotation' open help='Change the object orientation.' ", false);	
	bar.addParam("Multiplier", &g_LightMultiplier, " label='Light booster' min=0.1 max=4 step=0.02 keyIncr='+' keyDecr='-' help='Increase/decrease the light power.' ", false);
	bar.addParam("LightDir", &g_LightDirection, " label='Light direction' open help='Change the light direction.' ", false);
	bar.addSeparator("separator");
	bar.addParam("Ambient", g_MatAmbient, " group='Material' ", false, TW_TYPE_COLOR3F);
	bar.addParam("Diffuse", g_MatDiffuse, " group='Material' ", false, TW_TYPE_COLOR3F);
}
Beispiel #30
0
ofVec3f Player::moveToNextVert(ofVec3f gPoint, float dist){
	ofVec3f ng = gPoint.normalize();
	float dotX = ng.dot(ofVec3f(1.0, 0.0, 0.0));
	float dotY = ng.dot(ofVec3f(0.0, 1.0, 0.0));
	playerMoved = true;
	
	turn.clear();
	if(dotX > 0.0 && dotY > 0.0)
	{
		// 1st quadrant
		ofLog() << "1st quadrant";
		zRotDeg = 45.0;
		gameObject.setOrientation(ofVec3f(0.0, 0.0, 45.0));
	}
	else if(dotX < 0.0 && dotY > 0.0)
	{
		// 2nd quadrant
		ofLog() << "2nd quadrant";
		zRotDeg = 45.0+90.0;
		gameObject.setOrientation(ofVec3f(0.0, 0.0, 45.0+90.0));
	}
	else if(dotX < 0.0 && dotY < 0.0)
	{
		// 3rd quadrant
		ofLog() << "3rd quadrant";
		zRotDeg = 180.0 + 45.0;
		gameObject.setOrientation(ofVec3f(0.0, 0.0, 180.0 + 45.0));
	}
	else if(dotX > 0.0 && dotY < 0.0)
	{
		// 4th quadrant
		ofLog() << "4th quadrant";
		zRotDeg = 270.0 + 45.0;
		gameObject.setOrientation(ofVec3f(0.0, 0.0, 270.0 + 45.0));
	}
	ofVec3f to = gameObject.getGlobalPosition() + (gameObject.getXAxis() * dist);
	ofLog() << "to: " << to;
	
	if(grid->checkMoveToPoint(gameObject.getGlobalPosition(), to))
	{
		ofLog() << "direction open";
		slide.addKeyFrame(Playlist::Action::tween(0.0f, 400.0f, &gPosX, to.x,
				Playlist::TweenType::TWEEN_QUART , TweenTransition::TWEEN_EASE_IN_OUT));
		slide.addToKeyFrame(Playlist::Action::tween(0.0f, 400.0f, &gPosY, to.y,
				Playlist::TweenType::TWEEN_QUART , TweenTransition::TWEEN_EASE_IN_OUT));
		return  to;
	}
	else 
	{
		to = gameObject.getGlobalPosition() + (gameObject.getXAxis() * (dist/2.0f));
		ofLog() << "direction blocked";
		slide.addKeyFrame(Playlist::Action::tween(0.0f, 200.0f, &gPosX, to.x,
				Playlist::TweenType::TWEEN_QUART, TweenTransition::TWEEN_EASE_IN_OUT));
		slide.addToKeyFrame(Playlist::Action::tween(0.0f, 200.0f, &gPosY, to.y,
				Playlist::TweenType::TWEEN_QUART, TweenTransition::TWEEN_EASE_IN_OUT));
		slide.addToKeyFrame(Playlist::Action::tween(200.0f, 200.0f, &gPosX, gameObject.getGlobalPosition().x,
				Playlist::TweenType::TWEEN_QUART, TweenTransition::TWEEN_EASE_IN_OUT));
		slide.addToKeyFrame(Playlist::Action::tween(200.0f, 200.0f, &gPosY, gameObject.getGlobalPosition().y,
				Playlist::TweenType::TWEEN_QUART, TweenTransition::TWEEN_EASE_IN_OUT));
		return gameObject.getGlobalPosition();
	}

	// player anim call
	
	
	
}