Esempio n. 1
0
void MyODEGeom::notifyBodyMoved() {
    //dcollide::debug() << dc_funcinfo;
    if (mMoveNodeOnBodyMoved) {
        //get the new state from ODE
        const dReal* odeposition = dBodyGetPosition(mBody);
        const dReal* oderotation = dBodyGetRotation(mBody); //4x3 rotation matrix
        
        dcollide::Matrix dcMatrix;
        
        //copy the 4x3 rotation matrix, fill the last row with 0 0 0 1
        //NOTE: ODE uses row-major ordering, but ODE uses colum-major ordering
        //      simple Matrix-copying will not do the trick!
        
        //ODE rotation matrix format
        // 0  1   2   3
        // 4  5   6   7
        // 8  9  10 11
        dcMatrix.setElement(0, 0, oderotation[0]);
        dcMatrix.setElement(0, 1, oderotation[1]);
        dcMatrix.setElement(0, 2, oderotation[2]);
        dcMatrix.setElement(1, 0, oderotation[4]);
        dcMatrix.setElement(1, 1, oderotation[5]);
        dcMatrix.setElement(1, 2, oderotation[6]);
        dcMatrix.setElement(2, 0, oderotation[8]);
        dcMatrix.setElement(2, 1, oderotation[9]);
        dcMatrix.setElement(2, 2, oderotation[10]);
        
        dcollide::Vector3 bodyPosition(odeposition[0], odeposition[1], odeposition[2]);
        
        //The position consists of
        //    bodyposition = nodeposition + rotation * offset
        //<=> nodeposition = bodyposition - rotation * offset
        dcollide::Vector3 tmp;
        dcMatrix.transform(&tmp, mGravityOffset);
        
        dcollide::Vector3 nodePosition = bodyPosition - tmp;
        setPosition(nodePosition[0], nodePosition[1], nodePosition[2]);
        
        //Rotation matrix does not change
        setRotation(dcMatrix);
//        dcollide:: debug() << "dGeommoved: new body position: " <<bodyPosition<<", node position:"<<nodePosition;
    }
}
Esempio n. 2
0
Scene::Scene(int viewSizeX, int viewSizeY) :
m_root(new Node(0)),
m_camera(vEyePos, vFocus, vUp, Point(viewSizeX, viewSizeY), fov, zNear, zFar),
m_light(lightDirection),
m_renderer(&m_camera, &m_light),
m_viewSize(viewSizeX, viewSizeY),
m_cameraFolows(true),
m_fpsStart(0),
m_numFrames(0),
m_frameTime(0.0f),
fpsString()
{
	// Here we build our scene, adding nodes to the scene graph:
	//
	//			---> terrainMeshNode
	//			|
	//	root ---|										  ---> rwingTransformNode -> rwingAnimationNode -> rwingMeshNode
	//			|										 |
	//			---> bodyTransformNode -> bodyMeshNode --|
	//													 |
	//													  ---> lwingTransformNode -> lwingAnimationNode -> lwingMeshNode

	// std::vectors for raw geometry data (they will be reused)
	std::vector<Vertex> vertices;
	std::vector<unsigned int> indices;

	// Terrain : only mesh node
	CreateGrid(terrainSize, terrainResolution, vertices, indices);
	Mesh* terrainMesh = m_renderer.CreateMesh(vertices, indices, false);

	MeshNode* terrainMeshNode = new MeshNode(terrainMesh, &m_renderer);
	m_root->AddChild(terrainMeshNode);


	// Body : transform node -> mesh node
	TransformNode* bodyTransformNode = new TransformNode(&m_renderer);
	Vector3 bodyPosition(0.0f, 10.0f, 0.0f);
	bodyTransformNode->MoveTo(bodyPosition);
	bodyTransformNode->SetDirection(Vector3(1.0f, 0.0f, 0.0f));
	bodyTransformNode->RotateBy(-math::PiDiv6, Vector3(0.0f, 1.0f, 0.0f));
	m_root->AddChild(bodyTransformNode);

	vertices.clear();
	indices.clear();
	LoadMesh("../../meshes/teapot.obj", vertices, indices, Color(1.0f, 0.0f, 0.0f, 1.0f));
	Mesh* bodyMesh = m_renderer.CreateMesh(vertices, indices);

	MeshNode* bodyMeshNode = new MeshNode(bodyMesh, &m_renderer);
	bodyTransformNode->AddChild(bodyMeshNode);

	m_bird = new PlayerCharacter(bodyTransformNode, &m_keyboard);

	// Right wing : transform node -> animation node -> mesh node
	TransformNode* rwingTransformNode = new TransformNode(&m_renderer);
	Vector3 rwingPosition(0.0f, 0.0f, 0.0f);
	rwingTransformNode->MoveTo(rwingPosition);
	bodyMeshNode->AddChild(rwingTransformNode);

	AnimationNode* rwingAnimationNode = new WingAnimationNode(&m_renderer);
	rwingTransformNode->AddChild(rwingAnimationNode);

	vertices.clear();
	indices.clear();
	LoadMesh("../../meshes/wing.obj", vertices, indices, Color(1.0f, 1.0f, 0.0f, 1.0f));
	Mesh* rwingMesh = m_renderer.CreateMesh(vertices, indices);

	MeshNode* rwingMeshNode = new MeshNode(rwingMesh, &m_renderer);
	rwingAnimationNode->AddChild(rwingMeshNode);


	// Left wing : transform node -> animation node -> mesh node
	TransformNode* lwingTransformNode = new TransformNode(&m_renderer);
	Vector3 lwingPosition(0.0f, 0.0f, 0.0f);
	lwingTransformNode->MoveTo(lwingPosition);
	lwingTransformNode->RotateBy(math::Pi, Vector3(0.0f, 1.0f, 0.0f));
	bodyMeshNode->AddChild(lwingTransformNode);

	AnimationNode* lwingAnimationNode = new WingAnimationNode(&m_renderer, true);
	lwingTransformNode->AddChild(lwingAnimationNode);

	vertices.clear();
	indices.clear();
	LoadMesh("../../meshes/wing.obj", vertices, indices, Color(1.0f, 1.0f, 0.0f, 1.0f));
	Mesh* lwingMesh = m_renderer.CreateMesh(vertices, indices);

	MeshNode* lwingMeshNode = new MeshNode(lwingMesh, &m_renderer);
	lwingAnimationNode->AddChild(lwingMeshNode);

	m_fpsStart = glutGet(GLUT_ELAPSED_TIME);
	fpsString.resize(256);
}