Example #1
0
bool KX_ConstraintActuator::Update(double curtime, bool frame)
{

	bool result = false;
	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();

	if (!bNegativeEvent) {
		/* Constraint clamps the values to the specified range, with a sort of    */
		/* low-pass filtered time response, if the damp time is unequal to 0.     */

		/* Having to retrieve location/rotation and setting it afterwards may not */
		/* be efficient enough... Something to look at later.                     */
		KX_GameObject  *obj = (KX_GameObject*) GetParent();
		MT_Vector3    position = obj->NodeGetWorldPosition();
		MT_Vector3    newposition;
		MT_Vector3   normal, direction, refDirection;
		MT_Matrix3x3 rotation = obj->NodeGetWorldOrientation();
		MT_Scalar    filter, newdistance, cosangle;
		int axis, sign;

		if (m_posDampTime) {
			filter = m_posDampTime/(1.0f+m_posDampTime);
		} else {
			filter = 0.0f;
		}
		switch (m_locrot) {
		case KX_ACT_CONSTRAINT_ORIX:
		case KX_ACT_CONSTRAINT_ORIY:
		case KX_ACT_CONSTRAINT_ORIZ:
			switch (m_locrot) {
			case KX_ACT_CONSTRAINT_ORIX:
				direction[0] = rotation[0][0];
				direction[1] = rotation[1][0];
				direction[2] = rotation[2][0];
				axis = 0;
				break;
			case KX_ACT_CONSTRAINT_ORIY:
				direction[0] = rotation[0][1];
				direction[1] = rotation[1][1];
				direction[2] = rotation[2][1];
				axis = 1;
				break;
			default:
				direction[0] = rotation[0][2];
				direction[1] = rotation[1][2];
				direction[2] = rotation[2][2];
				axis = 2;
				break;
			}
			if ((m_maximumBound < (1.0f-FLT_EPSILON)) || (m_minimumBound < (1.0f-FLT_EPSILON))) {
				// reference direction needs to be evaluated
				// 1. get the cosine between current direction and target
				cosangle = direction.dot(m_refDirVector);
				if (cosangle >= (m_maximumBound-FLT_EPSILON) && cosangle <= (m_minimumBound+FLT_EPSILON)) {
					// no change to do
					result = true;
					goto CHECK_TIME;
				}
				// 2. define a new reference direction
				//    compute local axis with reference direction as X and
				//    Y in direction X refDirection plane
				MT_Vector3 zaxis = m_refDirVector.cross(direction);
				if (MT_fuzzyZero2(zaxis.length2())) {
					// direction and refDirection are identical,
					// choose any other direction to define plane
					if (direction[0] < 0.9999f)
						zaxis = m_refDirVector.cross(MT_Vector3(1.0f,0.0f,0.0f));
					else
						zaxis = m_refDirVector.cross(MT_Vector3(0.0f,1.0f,0.0f));
				}
				MT_Vector3 yaxis = zaxis.cross(m_refDirVector);
				yaxis.normalize();
				if (cosangle > m_minimumBound) {
					// angle is too close to reference direction,
					// choose a new reference that is exactly at minimum angle
					refDirection = m_minimumBound * m_refDirVector + m_minimumSine * yaxis;
				} else {
					// angle is too large, choose new reference direction at maximum angle
					refDirection = m_maximumBound * m_refDirVector + m_maximumSine * yaxis;
				}
			} else {
				refDirection = m_refDirVector;
			}
			// apply damping on the direction
			direction = filter*direction + (1.0f-filter)*refDirection;
			obj->AlignAxisToVect(direction, axis);
			result = true;
			goto CHECK_TIME;
		case KX_ACT_CONSTRAINT_DIRPX:
		case KX_ACT_CONSTRAINT_DIRPY:
		case KX_ACT_CONSTRAINT_DIRPZ:
		case KX_ACT_CONSTRAINT_DIRNX:
		case KX_ACT_CONSTRAINT_DIRNY:
		case KX_ACT_CONSTRAINT_DIRNZ:
			switch (m_locrot) {
			case KX_ACT_CONSTRAINT_DIRPX:
				normal[0] = rotation[0][0];
				normal[1] = rotation[1][0];
				normal[2] = rotation[2][0];
				axis = 0;		// axis according to KX_GameObject::AlignAxisToVect()
				sign = 0;		// X axis will be parrallel to direction of ray
				break;
			case KX_ACT_CONSTRAINT_DIRPY:
				normal[0] = rotation[0][1];
				normal[1] = rotation[1][1];
				normal[2] = rotation[2][1];
				axis = 1;
				sign = 0;
				break;
			case KX_ACT_CONSTRAINT_DIRPZ:
				normal[0] = rotation[0][2];
				normal[1] = rotation[1][2];
				normal[2] = rotation[2][2];
				axis = 2;
				sign = 0;
				break;
			case KX_ACT_CONSTRAINT_DIRNX:
				normal[0] = -rotation[0][0];
				normal[1] = -rotation[1][0];
				normal[2] = -rotation[2][0];
				axis = 0;
				sign = 1;
				break;
			case KX_ACT_CONSTRAINT_DIRNY:
				normal[0] = -rotation[0][1];
				normal[1] = -rotation[1][1];
				normal[2] = -rotation[2][1];
				axis = 1;
				sign = 1;
				break;
			case KX_ACT_CONSTRAINT_DIRNZ:
				normal[0] = -rotation[0][2];
				normal[1] = -rotation[1][2];
				normal[2] = -rotation[2][2];
				axis = 2;
				sign = 1;
				break;
			}
			normal.normalize();
			if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
				// direction of the ray is along the local axis
				direction = normal;
			} else {
				switch (m_locrot) {
				case KX_ACT_CONSTRAINT_DIRPX:
					direction = MT_Vector3(1.0f,0.0f,0.0f);
					break;
				case KX_ACT_CONSTRAINT_DIRPY:
					direction = MT_Vector3(0.0f,1.0f,0.0f);
					break;
				case KX_ACT_CONSTRAINT_DIRPZ:
					direction = MT_Vector3(0.0f,0.0f,1.0f);
					break;
				case KX_ACT_CONSTRAINT_DIRNX:
					direction = MT_Vector3(-1.0f,0.0f,0.0f);
					break;
				case KX_ACT_CONSTRAINT_DIRNY:
					direction = MT_Vector3(0.0f,-1.0f,0.0f);
					break;
				case KX_ACT_CONSTRAINT_DIRNZ:
					direction = MT_Vector3(0.0f,0.0f,-1.0f);
					break;
				}
			}
			{
				MT_Vector3 topoint = position + (m_maximumBound) * direction;
				PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
				PHY_IPhysicsController *spc = obj->GetPhysicsController();

				if (!pe) {
					CM_LogicBrickWarning(this, "there is no physics environment!");
					goto CHECK_TIME;
				}	 
				if (!spc) {
					// the object is not physical, we probably want to avoid hitting its own parent
					KX_GameObject *parent = obj->GetParent();
					if (parent) {
						spc = parent->GetPhysicsController();
					}
				}
				KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc));
				result = KX_RayCast::RayTest(pe, position, topoint, callback);
				if (result)	{
					MT_Vector3 newnormal = callback.m_hitNormal;
					// compute new position & orientation
					if ((m_option & (KX_ACT_CONSTRAINT_NORMAL|KX_ACT_CONSTRAINT_DISTANCE)) == 0) {
						// if none option is set, the actuator does nothing but detect ray 
						// (works like a sensor)
						goto CHECK_TIME;
					}
					if (m_option & KX_ACT_CONSTRAINT_NORMAL) {
						MT_Scalar rotFilter;
						// apply damping on the direction
						if (m_rotDampTime) {
							rotFilter = m_rotDampTime/(1.0f+m_rotDampTime);
						} else {
							rotFilter = filter;
						}
						newnormal = rotFilter*normal - (1.0f-rotFilter)*newnormal;
						obj->AlignAxisToVect((sign)?-newnormal:newnormal, axis);
						if (m_option & KX_ACT_CONSTRAINT_LOCAL) {
							direction = newnormal;
							direction.normalize();
						}
					}
					if (m_option & KX_ACT_CONSTRAINT_DISTANCE) {
						if (m_posDampTime) {
							newdistance = filter*(position-callback.m_hitPoint).length()+(1.0f-filter)*m_minimumBound;
						} else {
							newdistance = m_minimumBound;
						}
						// logically we should cancel the speed along the ray direction as we set the
						// position along that axis
						spc = obj->GetPhysicsController();
						if (spc && spc->IsDynamic()) {
							MT_Vector3 linV = spc->GetLinearVelocity();
							// cancel the projection along the ray direction
							MT_Scalar fallspeed = linV.dot(direction);
							if (!MT_fuzzyZero(fallspeed))
								spc->SetLinearVelocity(linV-fallspeed*direction,false);
						}
					} else {
						newdistance = (position-callback.m_hitPoint).length();
					}
					newposition = callback.m_hitPoint-newdistance*direction;
				} else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) {
					// no contact but still keep running
					result = true;
					goto CHECK_TIME;
				}
			}
			break; 
		case KX_ACT_CONSTRAINT_FHPX:
		case KX_ACT_CONSTRAINT_FHPY:
		case KX_ACT_CONSTRAINT_FHPZ:
		case KX_ACT_CONSTRAINT_FHNX:
		case KX_ACT_CONSTRAINT_FHNY:
		case KX_ACT_CONSTRAINT_FHNZ:
			switch (m_locrot) {
			case KX_ACT_CONSTRAINT_FHPX:
				normal[0] = -rotation[0][0];
				normal[1] = -rotation[1][0];
				normal[2] = -rotation[2][0];
				direction = MT_Vector3(1.0f,0.0f,0.0f);
				break;
			case KX_ACT_CONSTRAINT_FHPY:
				normal[0] = -rotation[0][1];
				normal[1] = -rotation[1][1];
				normal[2] = -rotation[2][1];
				direction = MT_Vector3(0.0f,1.0f,0.0f);
				break;
			case KX_ACT_CONSTRAINT_FHPZ:
				normal[0] = -rotation[0][2];
				normal[1] = -rotation[1][2];
				normal[2] = -rotation[2][2];
				direction = MT_Vector3(0.0f,0.0f,1.0f);
				break;
			case KX_ACT_CONSTRAINT_FHNX:
				normal[0] = rotation[0][0];
				normal[1] = rotation[1][0];
				normal[2] = rotation[2][0];
				direction = MT_Vector3(-1.0f,0.0f,0.0f);
				break;
			case KX_ACT_CONSTRAINT_FHNY:
				normal[0] = rotation[0][1];
				normal[1] = rotation[1][1];
				normal[2] = rotation[2][1];
				direction = MT_Vector3(0.0f,-1.0f,0.0f);
				break;
			case KX_ACT_CONSTRAINT_FHNZ:
				normal[0] = rotation[0][2];
				normal[1] = rotation[1][2];
				normal[2] = rotation[2][2];
				direction = MT_Vector3(0.0f,0.0f,-1.0f);
				break;
			}
			normal.normalize();
			{
				PHY_IPhysicsEnvironment* pe = KX_GetActiveScene()->GetPhysicsEnvironment();
				PHY_IPhysicsController *spc = obj->GetPhysicsController();

				if (!pe) {
					CM_LogicBrickWarning(this, "there is no physics environment!");
					goto CHECK_TIME;
				}	 
				if (!spc || !spc->IsDynamic()) {
					// the object is not dynamic, it won't support setting speed
					goto CHECK_TIME;
				}
				m_hitObject = NULL;
				// distance of Fh area is stored in m_minimum
				MT_Vector3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction;
				KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this, spc);
				result = KX_RayCast::RayTest(pe, position, topoint, callback);
				// we expect a hit object
				if (!m_hitObject)
					result = false;
				if (result)
				{
					MT_Vector3 newnormal = callback.m_hitNormal;
					// compute new position & orientation
					MT_Scalar distance = (callback.m_hitPoint-position).length()-spc->GetRadius(); 
					// estimate the velocity of the hit point
					MT_Vector3 relativeHitPoint;
					relativeHitPoint = (callback.m_hitPoint-m_hitObject->NodeGetWorldPosition());
					MT_Vector3 velocityHitPoint = m_hitObject->GetVelocity(relativeHitPoint);
					MT_Vector3 relativeVelocity = spc->GetLinearVelocity() - velocityHitPoint;
					MT_Scalar relativeVelocityRay = direction.dot(relativeVelocity);
					MT_Scalar springExtent = 1.0f - distance/m_minimumBound;
					// Fh force is stored in m_maximum
					MT_Scalar springForce = springExtent * m_maximumBound;
					// damping is stored in m_refDirection [0] = damping, [1] = rot damping
					MT_Scalar springDamp = relativeVelocityRay * m_refDirVector[0];
					MT_Vector3 newVelocity = spc->GetLinearVelocity()-(springForce+springDamp)*direction;
					if (m_option & KX_ACT_CONSTRAINT_NORMAL)
					{
						newVelocity+=(springForce+springDamp)*(newnormal-newnormal.dot(direction)*direction);
					}
					spc->SetLinearVelocity(newVelocity, false);
					if (m_option & KX_ACT_CONSTRAINT_DOROTFH)
					{
						MT_Vector3 angSpring = (normal.cross(newnormal))*m_maximumBound;
						MT_Vector3 angVelocity = spc->GetAngularVelocity();
						// remove component that is parallel to normal
						angVelocity -= angVelocity.dot(newnormal)*newnormal;
						MT_Vector3 angDamp = angVelocity * ((m_refDirVector[1]>MT_EPSILON)?m_refDirVector[1]:m_refDirVector[0]);
						spc->SetAngularVelocity(spc->GetAngularVelocity()+(angSpring-angDamp), false);
					}
				} else if (m_option & KX_ACT_CONSTRAINT_PERMANENT) {
					// no contact but still keep running
					result = true;
				}
				// don't set the position with this constraint
				goto CHECK_TIME;
			}
			break; 
		case KX_ACT_CONSTRAINT_LOCX:
		case KX_ACT_CONSTRAINT_LOCY:
		case KX_ACT_CONSTRAINT_LOCZ:
			newposition = position = obj->GetSGNode()->GetLocalPosition();
			switch (m_locrot) {
			case KX_ACT_CONSTRAINT_LOCX:
				Clamp(newposition[0], m_minimumBound, m_maximumBound);
				break;
			case KX_ACT_CONSTRAINT_LOCY:
				Clamp(newposition[1], m_minimumBound, m_maximumBound);
				break;
			case KX_ACT_CONSTRAINT_LOCZ:
				Clamp(newposition[2], m_minimumBound, m_maximumBound);
				break;
			}
			result = true;
			if (m_posDampTime) {
				newposition = filter*position + (1.0f-filter)*newposition;
			}
			obj->NodeSetLocalPosition(newposition);
			goto CHECK_TIME;
		}
		if (result) {
			// set the new position but take into account parent if any
			obj->NodeSetWorldPosition(newposition);
		}
	CHECK_TIME:
		if (result && m_activeTime > 0 ) {
			if (++m_currentTime >= m_activeTime)
				result = false;
		}
	}
	if (!result) {
		m_currentTime = 0;
	}
	return result;
} /* end of KX_ConstraintActuator::Update(double curtime,double deltatime)   */
Example #2
0
void IKTree::solveJoint(int frame, int i, IKEffectorList &effList)
{
  double x, y, z;
  double ang = 0;

  MT_Quaternion q;
  MT_Quaternion totalPosRot = MT_Quaternion(0,0,0,0);
  MT_Quaternion totalDirRot = MT_Quaternion(0,0,0,0);
  MT_Vector3 axis(0,0,0);
  BVHNode *n;
  int numPosRot = 0, numDirRot = 0;

  if (bone[i].numChildren == 0) {     // reached end site
    if (bone[i].node->ikOn) {
      effList.index[effList.num++] = i;
    }
    return;
  }

  for (int j=0; j<bone[i].numChildren; j++) {
    IKEffectorList el;
    el.num = 0;
    solveJoint(frame, bone[i].child[j], el);
    for (int k=0; k<el.num; k++) {
      effList.index[effList.num++] = el.index[k];
    }
  }

  updateBones(i);

  for (int j=0; j<effList.num; j++) {
    int effIndex = effList.index[j];
    n = bone[effIndex].node;
    MT_Vector3 effGoalPos(n->ikGoalPos[0],
			  n->ikGoalPos[1],
			  n->ikGoalPos[2]);
    const MT_Vector3 pC =
      (bone[effIndex].pos - bone[i].pos).safe_normalized();
    const MT_Vector3 pD =
      (effGoalPos - bone[i].pos).safe_normalized();
    MT_Vector3 rotAxis = pC.cross(pD);
    if (rotAxis.length2() > MT_EPSILON) {
      totalPosRot += MT_Quaternion(rotAxis, bone[i].weight * acos(pC.dot(pD)));
      numPosRot++;
    }

    const MT_Vector3 uC =
      (bone[effIndex].pos - bone[effIndex-1].pos).safe_normalized();
    const MT_Vector3 uD =
      (MT_Vector3(n->ikGoalDir[0], n->ikGoalDir[1], n->ikGoalDir[2])).safe_normalized();
    rotAxis = uC.cross(uD);
    if (rotAxis.length2() > MT_EPSILON) {
      double weight = 0.0;
      if (i == effIndex-1) weight = 0.5;
      totalDirRot += MT_Quaternion(rotAxis, weight * acos(uC.dot(uD)));
      numDirRot++;
    }
  }

  if ((numPosRot + numDirRot) > MT_EPSILON) {
    n = bone[i].node;
    n->ikOn = true;
    // average the quaternions from all effectors
    if (numPosRot)
      totalPosRot /= numPosRot;
    else
      totalPosRot = identity;
    if (numDirRot)
      totalDirRot /= numDirRot;
    else
      totalDirRot = identity;
    MT_Quaternion targetRot = 0.9 * totalPosRot + 0.1 * totalDirRot;
    targetRot = targetRot * bone[i].lRot;
    toEuler(targetRot, n->channelOrder, x, y, z);
    if (jointLimits) {
      bone[i].lRot = identity;
      for (int k=0; k<n->numChannels; k++) {  // clamp each axis in order
        switch (n->channelType[k]) {
          case BVH_XROT: ang = x; axis = xAxis; break;
          case BVH_YROT: ang = y; axis = yAxis; break;
          case BVH_ZROT: ang = z; axis = zAxis; break;
          default: break;
        }
        // null axis leads to crash in q.setRotation(), so check first
        if(axis.length())
        {
          if (ang < n->channelMin[k]) ang = n->channelMin[k];
          else if (ang > n->channelMax[k]) ang = n->channelMax[k];
          q.setRotation(axis, ang * M_PI / 180);
          bone[i].lRot = q * bone[i].lRot;
        }
      }
    }
    else
      bone[i].lRot = targetRot;
  }
}
Example #3
0
bool KX_SteeringActuator::Update(double curtime, bool frame)
{
	if (frame)
	{
		double delta =  curtime - m_updateTime;
		m_updateTime = curtime;
		
		if (m_posevent && !m_isActive)
		{
			delta = 0.0;
			m_pathUpdateTime = -1.0;
			m_updateTime = curtime;
			m_isActive = true;
		}
		bool bNegativeEvent = IsNegativeEvent();
		if (bNegativeEvent)
			m_isActive = false;

		RemoveAllEvents();

		if (!delta)
			return true;

		if (bNegativeEvent || !m_target)
			return false; // do nothing on negative events

		KX_GameObject *obj = (KX_GameObject*) GetParent();
		const MT_Vector3& mypos = obj->NodeGetWorldPosition();
		const MT_Vector3& targpos = m_target->NodeGetWorldPosition();
		MT_Vector3 vectotarg = targpos - mypos;
		MT_Vector3 vectotarg2d = vectotarg;
		vectotarg2d.z() = 0.0f;
		m_steerVec = MT_Vector3(0.0f, 0.0f, 0.0f);
		bool apply_steerforce = false;
		bool terminate = true;

		switch (m_mode) {
			case KX_STEERING_SEEK:
				if (vectotarg2d.length2()>m_distance*m_distance)
				{
					terminate = false;
					m_steerVec = vectotarg;
					m_steerVec.normalize();
					apply_steerforce = true;
				}
				break;
			case KX_STEERING_FLEE:
				if (vectotarg2d.length2()<m_distance*m_distance)
				{
					terminate = false;
					m_steerVec = -vectotarg;
					m_steerVec.normalize();
					apply_steerforce = true;
				}
				break;
			case KX_STEERING_PATHFOLLOWING:
				if (m_navmesh && vectotarg.length2()>m_distance*m_distance)
				{
					terminate = false;

					static const MT_Scalar WAYPOINT_RADIUS(0.25f);

					if (m_pathUpdateTime<0 || (m_pathUpdatePeriod>=0 && 
												curtime - m_pathUpdateTime>((double)m_pathUpdatePeriod/1000.0)))
					{
						m_pathUpdateTime = curtime;
						m_pathLen = m_navmesh->FindPath(mypos, targpos, m_path, MAX_PATH_LENGTH);
						m_wayPointIdx = m_pathLen > 1 ? 1 : -1;
					}

					if (m_wayPointIdx>0)
					{
						MT_Vector3 waypoint(&m_path[3*m_wayPointIdx]);
						if ((waypoint-mypos).length2()<WAYPOINT_RADIUS*WAYPOINT_RADIUS)
						{
							m_wayPointIdx++;
							if (m_wayPointIdx>=m_pathLen)
							{
								m_wayPointIdx = -1;
								terminate = true;
							}
							else
								waypoint.setValue(&m_path[3*m_wayPointIdx]);
						}

						m_steerVec = waypoint - mypos;
						apply_steerforce = true;

						
						if (m_enableVisualization)
						{
							//debug draw
							static const MT_Vector4 PATH_COLOR(1.0f, 0.0f, 0.0f, 1.0f);
							m_navmesh->DrawPath(m_path, m_pathLen, PATH_COLOR);
						}
					}
					
				}
				break;
		}

		if (apply_steerforce)
		{
			bool isdyna = obj->IsDynamic();
			if (isdyna)
				m_steerVec.z() = 0;
			if (!m_steerVec.fuzzyZero())
				m_steerVec.normalize();
			MT_Vector3 newvel = m_velocity * m_steerVec;

			//adjust velocity to avoid obstacles
			if (m_simulation && m_obstacle /*&& !newvel.fuzzyZero()*/)
			{
				if (m_enableVisualization)
					KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector4(1.0f, 0.0f, 0.0f, 1.0f));
				m_simulation->AdjustObstacleVelocity(m_obstacle, m_mode!=KX_STEERING_PATHFOLLOWING ? m_navmesh : NULL,
								newvel, m_acceleration*(float)delta, m_turnspeed/(180.0f*(float)(M_PI*delta)));
				if (m_enableVisualization)
					KX_RasterizerDrawDebugLine(mypos, mypos + newvel, MT_Vector4(0.0f, 1.0f, 0.0f, 1.0f));
			}

			HandleActorFace(newvel);
			if (isdyna)
			{
				//temporary solution: set 2D steering velocity directly to obj
				//correct way is to apply physical force
				MT_Vector3 curvel = obj->GetLinearVelocity();

				if (m_lockzvel)
					newvel.z() = 0.0f;
				else
					newvel.z() = curvel.z();

				obj->setLinearVelocity(newvel, false);
			}
			else
			{
				MT_Vector3 movement = delta*newvel;
				obj->ApplyMovement(movement, false);
			}
		}
		else
		{
			if (m_simulation && m_obstacle)
			{
				m_obstacle->dvel[0] = 0.f;
				m_obstacle->dvel[1] = 0.f;
			}
			
		}

		if (terminate && m_isSelfTerminated)
			return false;
	}

	return true;
}
Example #4
0
bool KX_TrackToActuator::Update(double curtime, bool frame)
{
	bool result = false;	
	bool bNegativeEvent = IsNegativeEvent();
	RemoveAllEvents();

	if (bNegativeEvent)
	{
		// do nothing on negative events
	}
	else if (m_object)
	{
		KX_GameObject* curobj = (KX_GameObject*) GetParent();
		MT_Vector3 dir = ((KX_GameObject*)m_object)->NodeGetWorldPosition() - curobj->NodeGetWorldPosition();
		if (dir.length2())
			dir.normalize();
		MT_Vector3 up(0,0,1);
		
		
#ifdef DSADSA
		switch (m_upflag)
		{
		case 0:
			{
				up.setValue(1.0,0,0);
				break;
			} 
		case 1:
			{
				up.setValue(0,1.0,0);
				break;
			}
		case 2:
		default:
			{
				up.setValue(0,0,1.0);
			}
		}
#endif 
		if (m_allow3D)
		{
			up = (up - up.dot(dir) * dir).safe_normalized();
			
		}
		else
		{
			dir = (dir - up.dot(dir)*up).safe_normalized();
		}
		
		MT_Vector3 left;
		MT_Matrix3x3 mat;
		
		switch (m_trackflag)
		{
		case 0: // TRACK X
			{
				// (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up
				left  = dir.safe_normalized();
				dir = (left.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
				
				break;
			};
		case 1:	// TRACK Y
			{
				// (0.0 , 1.0 , 0.0 ) y direction is forward, z (0.0 , 0.0 , 1.0 ) up
				left  = (dir.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
				
				break;
			}
			
		case 2: // track Z
			{
				left = up.safe_normalized();
				up = dir.safe_normalized();
				dir = left;
				left  = (dir.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
				break;
			}
			
		case 3: // TRACK -X
			{
				// (1.0 , 0.0 , 0.0 ) x direction is forward, z (0.0 , 0.0 , 1.0 ) up
				left  = -dir.safe_normalized();
				dir = -(left.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
				
				break;
			};
		case 4: // TRACK -Y
			{
				// (0.0 , -1.0 , 0.0 ) -y direction is forward, z (0.0 , 0.0 , 1.0 ) up
				left  = (-dir.cross(up)).safe_normalized();
				mat.setValue (
					left[0], -dir[0],up[0], 
					left[1], -dir[1],up[1],
					left[2], -dir[2],up[2]
					);
				break;
			}
		case 5: // track -Z
			{
				left = up.safe_normalized();
				up = -dir.safe_normalized();
				dir = left;
				left  = (dir.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
				
				break;
			}
			
		default:
			{
				// (1.0 , 0.0 , 0.0 ) -x direction is forward, z (0.0 , 0.0 , 1.0 ) up
				left  = -dir.safe_normalized();
				dir = -(left.cross(up)).safe_normalized();
				mat.setValue (
					left[0], dir[0],up[0], 
					left[1], dir[1],up[1],
					left[2], dir[2],up[2]
					);
			}
		}
		
		MT_Matrix3x3 oldmat;
		oldmat= curobj->NodeGetWorldOrientation();
		
		/* erwin should rewrite this! */
		mat= matrix3x3_interpol(oldmat, mat, m_time);
		

		if(m_parentobj){ // check if the model is parented and calculate the child transform
				
			MT_Point3 localpos;
			localpos = curobj->GetSGNode()->GetLocalPosition();
			// Get the inverse of the parent matrix
			MT_Matrix3x3 parentmatinv;
			parentmatinv = m_parentobj->NodeGetWorldOrientation ().inverse ();				
			// transform the local coordinate system into the parents system
			mat = parentmatinv * mat;
			// append the initial parent local rotation matrix
			mat = m_parentlocalmat * mat;

			// set the models tranformation properties
			curobj->NodeSetLocalOrientation(mat);
			curobj->NodeSetLocalPosition(localpos);
			//curobj->UpdateTransform();
		}
		else
		{
			curobj->NodeSetLocalOrientation(mat);
		}

		result = true;
	}

	return result;
}