void TransformManipulator::attachTo(BaseTransform * subject)
{
	m_subject = subject;
	setTranslation(subject->translation());
	setRotationAngles(subject->rotationAngles());
	setParent(subject->parent());
}
void TransformManipulator::spin(const Vector3F & d)
{
	Matrix44F ps;
	parentSpace(ps);
	Matrix44F invps = ps;
	invps.inverse();
	
	const Vector3F worldP = ps.transform(translation());
	const Vector3F rotUp = ps.transformAsNormal(hitPlaneNormal());
	
	Vector3F toa = m_currentPoint - worldP;
	Vector3F tob = toa + d;
	
	toa.normalize();
	tob.normalize();
	float ang = toa.angleBetween(tob, toa.cross(rotUp).reversed());
	
	Vector3F angles;
	
	if(m_rotateAxis == AY) angles.set(0.f, ang, 0.f);
	else if(m_rotateAxis == AZ) angles.set(0.f, 0.f, ang);
	else angles.set(ang, 0.f, 0.f);
	
	m_subject->rotate(angles);
	setRotationAngles(m_subject->rotationAngles());
}
Exemple #3
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void ModelQuadruped::render(float f, float f1, float f2, float f3, float f4, float f5) 
{
        setRotationAngles(f, f1, f2, f3, f4, f5);
        head.render(f5);
        body.render(f5);
        leg1.render(f5);
        leg2.render(f5);
        leg3.render(f5);
        leg4.render(f5);
}
Exemple #4
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void BaseTransform::rotate(const Vector3F & v)
{
	Vector3F v1 = m_angles + v * m_rotateDOF;
	setRotationAngles(v1);
}