Beispiel #1
0
void Lua_V2::WorldToScreen() {
	lua_Object xObj = lua_getparam(1);
	lua_Object yObj = lua_getparam(2);
	lua_Object zObj = lua_getparam(3);
	if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) {
		lua_pushnumber(0.0);
		lua_pushnumber(0.0);
		return;
	}

	float x = lua_getnumber(xObj);
	float y = lua_getnumber(yObj);
	float z = lua_getnumber(zObj);
	Math::Vector3d pos = Math::Vector3d(x, y, z);

	const Set::Setup *setup = g_emi->getCurrSet()->getCurrSetup();
	const Math::Vector3d interest = setup->_interest;
	const float roll = setup->_roll;
	const Math::Quaternion quat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll);
	Math::Matrix4 view = quat.toMatrix();
	view.transpose();

	pos -= setup->_pos;
	pos = view.getRotation() * pos;
	pos.z() = -pos.z();

	Math::Matrix4 proj = GfxBase::makeProjMatrix(setup->_fov, setup->_nclip, setup->_fclip);
	proj.transpose();
	Math::Vector4d screen = proj * Math::Vector4d(pos.x(), pos.y(), pos.z(), 1.0);
	screen /= screen.w();

	lua_pushnumber((screen.x() + 1) * 320);
	lua_pushnumber((1 - screen.y()) * 240);
}
Beispiel #2
0
void AnimationEmi::animate(Skeleton *skel, float delta) {
	_time += delta;
	if (_time > _duration) {
		_time = _duration;
	}

	for (int bone = 0; bone < _numBones; ++bone) {
		Bone &curBone = _bones[bone];
		if (!curBone._target)
			curBone._target = skel->getJointNamed(curBone._boneName);

		Math::Matrix4 &relFinal = curBone._target->_finalMatrix;
		Math::Quaternion &quatFinal = curBone._target->_finalQuat;

		if (curBone._rotations) {
			int keyfIdx = 0;
			Math::Quaternion quat;
			Math::Vector3d relPos = relFinal.getPosition();

			for (int curKeyFrame = 0; curKeyFrame < curBone._count; curKeyFrame++) {
				if (curBone._rotations[curKeyFrame]._time >= _time) {
					keyfIdx = curKeyFrame;
					break;
				}
			}

			if (keyfIdx == 0) {
				quat = curBone._rotations[keyfIdx]._quat;
			} else if (keyfIdx == curBone._count - 1) {
				quat = curBone._rotations[keyfIdx - 1]._quat;
			} else {
				float timeDelta = curBone._rotations[keyfIdx - 1]._time - curBone._rotations[keyfIdx]._time;
				float interpVal = (_time - curBone._rotations[keyfIdx]._time) / timeDelta;

				// Might be the other way around (keyfIdx - 1 slerped against keyfIdx)
				quat = curBone._rotations[keyfIdx]._quat.slerpQuat(curBone._rotations[keyfIdx - 1]._quat, interpVal);
			}
			quat.toMatrix(relFinal);
			quatFinal = quat;
			relFinal.setPosition(relPos);
		}

		if (curBone._translations) {
			int keyfIdx = 0;
			Math::Vector3d vec;

			for (int curKeyFrame = 0; curKeyFrame < curBone._count; curKeyFrame++) {
				if (curBone._translations[curKeyFrame]._time >= _time) {
					keyfIdx = curKeyFrame;
					break;
				}
			}

			if (keyfIdx == 0) {
				vec = curBone._translations[keyfIdx]._vec;
			} else if (keyfIdx == curBone._count - 1) {
				vec = curBone._translations[keyfIdx - 1]._vec;
			} else {
				float timeDelta = curBone._translations[keyfIdx - 1]._time - curBone._translations[keyfIdx]._time;
				float interpVal = (_time - curBone._translations[keyfIdx]._time) / timeDelta;

				vec.x() = curBone._translations[keyfIdx - 1]._vec.x() +
						  (curBone._translations[keyfIdx]._vec.x() - curBone._translations[keyfIdx - 1]._vec.x()) * interpVal;

				vec.y() = curBone._translations[keyfIdx - 1]._vec.y() +
						  (curBone._translations[keyfIdx]._vec.y() - curBone._translations[keyfIdx - 1]._vec.y()) * interpVal;

				vec.z() = curBone._translations[keyfIdx - 1]._vec.z() +
						  (curBone._translations[keyfIdx]._vec.z() - curBone._translations[keyfIdx - 1]._vec.z()) * interpVal;
			}
			relFinal.setPosition(vec);
		}
	}

}