Ejemplo n.º 1
0
Quaternion interpolate(float t, Quaternion a, Quaternion b)
{
	float w = acos(dotQuaternion(normQuaternion(a), normQuaternion(b)));
	float s = sin(w);

	return addQuaternion(scaleQuaternion(sin((1.0f - t) * w) / s, a),
											 scaleQuaternion(sin(t * w) / s, b));
}
Ejemplo n.º 2
0
KartUpdateMessage::KartUpdateMessage()
                 : Message(Message::MT_KART_INFO)
{
    World *world = World::getWorld();
    unsigned int num_karts = world->getNumKarts();

    // Send the number of karts and for each kart the compressed 
    // control structure (3 ints) and xyz,hpr (4 floats: quaternion:
    allocate(getCharLength()+
             num_karts*(KartControl::getLength() + getVec3Length()
                         +getQuaternionLength()) );
    addChar(num_karts);
    for(unsigned int i=0; i<num_karts; i++)
    {
        const Kart* kart = world->getKart(i);
        const KartControl& kc=kart->getControls();
        kc.serialise(this);
        addVec3(kart->getXYZ());
        addQuaternion(kart->getRotation());
    }   // for i
}   // KartUpdateMessage
Ejemplo n.º 3
0
void drawContext::eventHandler(int event, float x, float y)
{
  int width = _width, height = _height;
  if(_retina){ // x,y for retina are still the same as for non-retina
    width /= 2;
    height /= 2;
  }

  _current.set(_scale, _translate, _right, _left,
               _bottom, _top, width, height, x, y);
  double xx[3] = {1.,0.,0.};
  double yy[3] = {0.,1.,0.};
  double q[4];
  switch(event){
  case 0: // finger(s) press the screen
    // in this case x and y represent the start point
    _start.set(_scale, _translate, _right, _left,
               _bottom, _top, width, height, x, y);
    _previous.set(_scale, _translate, _right, _left,
                  _bottom, _top, width, height, x, y);
    break;
  case 1: // finger move (translate)
    // in this case x and y represent the current point
    _translate[0] += (_current.wnr[0] - _previous.wnr[0]);
    _translate[1] += (_current.wnr[1] - _previous.wnr[1]);
    _translate[2] = 0.;
    break;
  case 2: // fingers move (scale)
    // in this case we don't care about previous and current position, x
    // represent the scale
    _scale[0] = _scale[1] = _scale[2] = x;
    _start.recenter(_scale, _translate);
    break;
  case 3: // fingers move (rotate)
    addQuaternion((2. * _previous.win[0] - width) / width,
                  (height - 2. * _previous.win[1]) / height,
                  (2. * _current.win[0] - width) / width,
                  (height - 2. * _current.win[1]) / height);
    break;
  case 4: // release the finger(s)
    // Do nothing ?
    break;
  case 5: // X view
    axis_to_quat(xx, M_PI/2, q);
    setQuaternion(q[0], q[1], q[2], q[3]);
    break;
  case 6: // Y view
    axis_to_quat(yy, M_PI/2, q);
    setQuaternion(q[0], q[1], q[2], q[3]);
    break;
  case 7: // Z view
    setQuaternion(0., 0., 0., 1.);
    break;
  default: // all other reset the position
    setQuaternion(0., 0., 0., 1.);
    for(int i = 0; i < 3; i++){
      _translate[i] = 0.;
      _scale[i] = 1.;
    }
    break;
  }
  _previous.set(_scale, _translate, _right, _left,
                _bottom, _top, width, height, x, y);
}