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());
}
void TransformManipulator::move(const Vector3F & d)
{
	Matrix44F ps;
	parentSpace(ps);
	Matrix44F invps = ps;
	invps.inverse();
	
	Vector3F od = invps.transformAsNormal(d);
		
	m_subject->translate(od);
	setTranslation(m_subject->translation());
}
Exemple #3
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bool BaseTransform::intersect(const Ray & ray) const
{	
	Matrix44F s = worldSpace();
	s.inverse();
	Vector3F a = ray.m_origin + ray.m_dir * ray.m_tmin;
	a = s.transform(a);
	Vector3F b = ray.m_origin + ray.m_dir * ray.m_tmax;
	b = s.transform(b);
	Ray objR(a, b);
	
	float hit0, hit1;
	return getBBox().intersect(objR, &hit0, &hit1);
}
Exemple #4
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void BaseView::frameAll(const BoundingBox & b)
{
	Vector3F eye = b.center();
	eye.z = b.getMax(2) + b.distance(0) / hfov() * .55f + 120.f;
	setEyePosition(eye);
	
	Matrix44F m;
	m.setTranslation(eye);
	*cameraSpaceR() = m;
	m.inverse();
	*cameraInvSpaceR() = m;
	setFrustum(1.33f, 1.f, 26.2f, -1.f, -1000.f);
}
void SkeletonSubspaceDeformer::calculateSubspaceP()
{
	unsigned i, j, n, nj, vstart;
	Matrix44F spaceInv;
	Vector3F p;
	for(i = 0; i < numVertices(); i++) {
		p = getDeformedP()[i];
		n = m_jointIds[i]._ndim;
		nj = n - 1;
		vstart = m_jointIds[i][nj];
		
		for(j = 0; j < nj; j++) {
			SkeletonJoint * joint = m_skeleton->jointByIndex(m_jointIds[i][j]);
			spaceInv = joint->worldSpace();
			spaceInv.inverse();
			m_subspaceP[vstart + j] = spaceInv.transform(p);
		}
	}
}