Ejemplo n.º 1
0
void Cube::rotate(vec3 velocity, float elapsedTime)
{
	float angleInclinaisonPlan = 0.0f;

	vec3 norm;
	vec3 normal;
	vec3 d;
	float angle;
	float speed;

	speed = ((velocity.Length())/getSize()) * elapsedTime;// / (90);

	//normal = this->getNormal();
	normal = vec3(0,1,0);

	if(normal != this->normal)
	{
		this->normal = normal;

		norm = MF.normalizeVector(normal);

		norm = vec3(norm.x * (float)sin((angleInclinaisonPlan/M_PI)*180), norm.y * (float)cos((angleInclinaisonPlan/M_PI)*180),0);
		this->norm = norm;
	}

	d.x = velocity.z;
	d.y = 0.0;//velocity.y;
	d.z = velocity.x * -1;

	d = MF.normalizeVector(d);

	d *= -1;
	
	angle = speed * 180.0f / M_PI;

	if(angle >= this->rotationPrecision)
	{

		vec4 q;
		vec4 qPrime;
		vec4 result;
	
		vec3 u;

		u = d;

		u = MF.normalizeVector(u);

		q = this->components.getQuaternion()->getQuaternion4f(angle, u);

		qPrime = this->components.getQuaternion()->getQuaternion4f(angle, u* (-1));

		int i;

		for(i = 0; i < 8; ++i)
		{
			this->quadPosition.at(i) -= this->centerOfObject;
			result = this->components.getQuaternion()->multiplyQuaternion4f(q, vec4(0,this->quadPosition.at(i).x, this->quadPosition.at(i).y, this->quadPosition.at(i).z));
			this->quadPosition.at(i) = this->components.getQuaternion()->multiplyQuaternion3f(result, qPrime);
			this->quadPosition.at(i) += this->centerOfObject;
		}

		// AXES

		for(i = 0; i < 2; ++i)
		{
			this->axeX.at(i) -= this->centerOfObject;
			result =  this->components.getQuaternion()->multiplyQuaternion4f(q, vec4(0,axeX.at(i).x, axeX.at(i).y, axeX.at(i).z));
			this->axeX.at(i) = this->components.getQuaternion()->multiplyQuaternion3f(result, qPrime);
			this->axeX.at(i) += this->centerOfObject;

			this->axeY.at(i) -= this->centerOfObject;
			result =  this->components.getQuaternion()->multiplyQuaternion4f(q, vec4(0,axeY.at(i).x, axeY.at(i).y, axeY.at(i).z));
			this->axeY.at(i) = this->components.getQuaternion()->multiplyQuaternion3f(result, qPrime);
			this->axeY.at(i) += this->centerOfObject;;

			this->axeZ.at(i) -= this->centerOfObject;
			result =  this->components.getQuaternion()->multiplyQuaternion4f(q, vec4(0,axeZ.at(i).x, axeZ.at(i).y, axeZ.at(i).z));
			this->axeZ.at(i) = this->components.getQuaternion()->multiplyQuaternion3f(result, qPrime);
			this->axeZ.at(i) += this->centerOfObject;
		}

		getComponents()->getRigidBody()->rotate(angle, d);
	}
}
Ejemplo n.º 2
0
float Length(vec3 v)
{
    return v.Length();
}