Esempio n. 1
0
// Agrega una rotacion a partir de un vector3d
void EntityTransform::addRotation(Vector3d rotation)
{
	// Se realizan 3 rotaciones
	addRotationY(-rotation.y); //Es distinta por optimizacion
	addRotation(rotation.x, 'x');
	addRotation(rotation.z, 'z');
}
Esempio n. 2
0
void tgStructure::addRotation(const btVector3& fixedPoint,
                 const btVector3& axis,
                 double angle)
{
    const btQuaternion rotation(axis, angle);
    addRotation(fixedPoint, rotation);
}
Esempio n. 3
0
void tgStructure::addRotation(const btVector3& fixedPoint,
                 const btVector3& fromOrientation,
                 const btVector3& toOrientation)
{
    addRotation(fixedPoint, 
                tgUtil::getQuaternionBetween(fromOrientation, 
                                             toOrientation));
}
Esempio n. 4
0
void UAimPredictionSC::SERVER_makeRotation_Implementation(FtoServerAimData data)
{
	addRotation(data.command, data.value);
	if (!checkIsTolerance(data.recentRotation))
	{
		///send Correction
		CLIENT_sendCorrection(RelativeRotation);
	}
}
Esempio n. 5
0
/** After the slice is done rotating, replace the original cubes with the new 
	cubes by changing the colors */
void updateCubes() {
	for (int i=0; i<CUBES_PER_PLANE; i++)
		memcpy(colors[lastRotationCubesBefore[i]],newCubeColors[i],sizeof(colors[0]));
	for (int i=0; i<CUBES_PER_PLANE; i++) {
		addRotation(lastRotationCubesBefore[i],lastRotationAxis,lastRotationWasClockwise);
		positions[lastRotationCubesBefore[i]] = lastRotationCubesAfter[i];
	}
	finishedRotating = true;

	if (isSolved())
		std::cout << "Rubik's cube solved!" << std::endl;
}
Esempio n. 6
0
void UAimPredictionSC::addYaw(float value)
{
	if (value != 0)
	{
		addRotation(EAimCommand::horizontalAim, value);

		///Send server command
		FtoServerAimData tempServerAimData;
		tempServerAimData.command = EAimCommand::horizontalAim;
		tempServerAimData.value = value;
		tempServerAimData.recentRotation = RelativeRotation;
		SERVER_makeRotation(tempServerAimData);
	}
}
void BasicScreenObject::doRotate(){
	
	rotationspeed *= rotationdrag;
	
	if (rotationspeed.length() > 0) {
		addRotation(rotationspeed.x, rotationspeed.y, rotationspeed.z);
	}
	
	if(rotationattractionforce > 0){
		ofQuaternion	betweenquat = rotationattractionquat-getOrientationQuat();
		float			betweenangle;
		ofVec3f			dirvec(1,0,0);
		betweenquat.getRotate(betweenangle, dirvec);
		ofQuaternion	nowquat = getOrientationQuat();
		nowquat.slerp(rotationattractionforce, nowquat, rotationattractionquat);
		setOrientation(nowquat);
	}
}
Esempio n. 8
0
void EntityTransform::beginDraw()
{
	SceneManager::PassMode passMode = graphicsEngine->getSceneManager()->passMode;

	//Si se ha modificado algo, toca generarla de nuevo
	if(dirty)
	{
		// Aplicamos la identidad primero ya que la traslacion indica directamente
		// la posicion final, no un desplazamiento
		transformMatrix.setIdentity();
		addTranslation(translation);
		addRotation(rotation);
		addScale(scale);
	}
	
		
	// Solo apilamos en el dibujado de mallas, etc
	if (passMode == SceneManager::PassMode::OBJECTS)
	{
		// Apilar matriz actual
		glPushMatrix();
	}
	// Camaras, aplicamos la inversa
	else if (passMode == SceneManager::PassMode::CAMERAS)
	{
		if(dirty)
		{
			transformMatrix = transformMatrix.inverse();
		}
	}

	// La posicion de las luces se aplican en la entidad de la hoja
	if (passMode != SceneManager::PassMode::LIGHTS)
	{
		// Para camaras y resto de objetos
		// Multiplicar matriz actual por la de transformacion
		addOpenGLMatrix();
	}

	dirty = false;
}
Esempio n. 9
0
void KinematicMotion::addKinematicMotion(const KinematicMotion *kinematicMotion) {
    addRotation(kinematicMotion->getRotationMatrix()); // step 1
    addTranslation(kinematicMotion->getTranslationVector()); // step 2, order must not be changed
}
Esempio n. 10
0
void SpaceShip::update(float elapsedTime)
{
	if(turnLeft)
	{
		addRotation(-0.090);

	}

	if(turnRight)
	{
		addRotation(0.090);
	}

	if(thrust){
		addThrust(5);
	} 
	else 
	{
		addThrust(-2);
	}

	if(backThrust)
	{
		addThrust(-1.5);
	}
	
	if(thrust || turnLeft || turnRight)
	{
		direction.x = cos(rotation);
		direction.y = sin(rotation);
	}

	if(isFiring)
	{
		if(bulletCount < 1)
		{
			ofSpaceShipFireEventArgs e = {position, ofPoint(cos(rotation), sin(rotation))};
			ofNotifyEvent(spaceShipFires, e, this);
			bulletCount++;
		}
	}
	
	if(timeIsDestroyed >= 0)
	{
		if(timeIsDestroyed >= 1)
		{
			resetSpaceShip();
		}
		else
		{
			timeIsDestroyed += 0.05;
		}
		
	}
	else
	{
		position += -(direction) * speed * elapsedTime;
	}

	
	marginsWrap();
}