void BoneAttachedEntity_cl::Update()
{
  if (!m_bIsAttached)
    return;

  hkvQuat newRotation;
  hkvVec3 newTranslation, tempTranslation;

  //// calculate new transformation
  hkvVec3 boneWorldSpaceTranslation;
  hkvQuat boneWorldSpaceRotation;
  m_pAnchorEntity->GetBoneCurrentWorldSpaceTransformation(m_iAnchorBoneIndex, boneWorldSpaceTranslation, boneWorldSpaceRotation);

  //don't update if nothing changed
  //if(boneWorldSpaceTranslation == m_vBoneWorldSpaceTranslation && boneWorldSpaceRotation == m_qBoneWorldSpaceRotation)
  //{
  //  return;
  //} else
  //{
  //  m_vBoneWorldSpaceTranslation = boneWorldSpaceTranslation;
  //  m_qBoneWorldSpaceRotation = boneWorldSpaceRotation;
  //}

  //calculate new position and orientation
  newRotation = m_LocalRotation.multiplyReverse (boneWorldSpaceRotation);
  newTranslation = boneWorldSpaceRotation.transform(m_LocalTranslation);
  newTranslation += boneWorldSpaceTranslation;

  // set new transformation
  SetPosition(newTranslation);
  hkvMat3 m = newRotation.getAsMat3 ();
  SetRotationMatrix(m);
}
 void CTransformationMatrix2::SetFromComponents(const CRotationMatrix2& c_rotation, const CVector2& c_translation) {
    SetRotationMatrix(c_rotation);
    SetTranslationVector(c_translation);
    m_pfValues[6] = 0.0f;
    m_pfValues[7] = 0.0f;
    m_pfValues[8] = 1.0f;
 }
void OpenGLObject::SetAttitude( double angle, const Vector3 axis ) {

  Matrix3x3 m;

  SetRotationMatrix( m, ToRadians( angle ), axis );
  SetAttitude( m );

}
void Viewpoint::SetOrientation( double angle, Vector3 axis ) {

  Matrix3x3 m;

  SetRotationMatrix( m, ToRadians( angle ), axis );
  SetOrientation( m );

}
Esempio n. 5
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void BonusTask::DrawTask()
{
    SetRotationMatrix();
    glBindVertexArray(m_uiVertexArrayHandle);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_uiElementsBuffer);
    glDrawElements(GL_QUAD_STRIP, 10, GL_UNSIGNED_SHORT, (void*) 0); // base
    glDrawElements(GL_TRIANGLE_STRIP, 8, GL_UNSIGNED_SHORT, (void*) (10 * sizeof(GLushort))); // roof
    glDrawElements(GL_TRIANGLE_STRIP, 10, GL_UNSIGNED_SHORT, (void*) (18 * sizeof(GLushort))); // chimney
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
    glBindVertexArray(0);
}
Esempio n. 6
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void RPG_Projectile::Fire(hkvVec3 position, hkvVec3 direction, float speed)
{
  VASSERT(m_characterOwner);
  m_spawnTime = Vision::GetTimer()->GetTime();

  m_currentPosition = position;
  SetPosition(position);

  VASSERT_MSG(direction.isNormalized(), "Please normalize your projectile fire direction.");
  m_direction = direction;
  m_speed = speed;

  hkvMat3 vRotation;
  vRotation.setLookInDirectionMatrix(m_direction);
  SetRotationMatrix(vRotation);

  CreateShapePhantom();

  // create inflight effect
  CreateEffect(PFX_Inflight);
}
Esempio n. 7
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void AttachedDagger_cl::Update()
{
  hkvQuat newRotation;
  hkvVec3 newTranslation, tempTranslation;
  
  if (!m_bIsAttached)
    return;

  //// calculate new transformation
  hkvVec3 boneWorldSpaceTranslation; hkvQuat boneWorldSpaceRotation;
  m_pAnchorEntity->GetBoneCurrentWorldSpaceTransformation(m_iAnchorBoneIndex, boneWorldSpaceTranslation, boneWorldSpaceRotation);
  //m_pAnchorEntity->GetAnimConfig()->GetBoneCurrentWorldSpaceTransformation(m_pAnchorEntity, m_iAnchorBoneIndex, boneWorldSpaceTranslation, boneWorldSpaceRotation);

  //// calculate new position and orientation
  // add bone transformation
  newRotation = m_LocalRotation.multiplyReverse (boneWorldSpaceRotation);
  newTranslation = boneWorldSpaceRotation.transform (m_LocalTranslation);
  newTranslation += boneWorldSpaceTranslation;

  // set new transformation
  SetPosition(newTranslation);
  hkvMat3 m = newRotation.getAsMat3 ();
  SetRotationMatrix(m);
}