Esempio n. 1
0
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());
}
Esempio n. 2
0
void MlRachis::bend(unsigned faceIdx, float patchU, float patchV, const Vector3F & oriP, const Matrix33F & space, float radius, CollisionRegion * collide)
{
	reset();
	
	Matrix33F invSpace, segSpace = space;
	Vector3F pop, topop, segU, smoothU, testP, toTestP, segP = oriP;
	Vector2F rotAngles;
	float segRot, pushAngle, curAngle, smoothAngle, segL, dL, bendWei;
	
	invSpace = segSpace;
	invSpace.inverse();
	
	const Vector3F rootUp = segSpace.transform(Vector3F::XAxis);
	const Vector3F rootFront = segSpace.transform(Vector3F::ZAxis);

	pushAngle = 0.f;
	
	testP = segP;
	segL = radius * m_lengthPortions[0];
	moveForward(segSpace, segL, testP);
	segU = collide->getClosestNormal(testP, 1000.f, pop);

	topop = pop - segP;
	pushAngle = pushToSurface(topop, invSpace);

	collide->interpolateVertexVector(faceIdx, patchU, patchV, &smoothU);
	
	Float3 rota = matchNormal(smoothU, invSpace);
	smoothAngle = rota.x;
	
	curAngle = pushAngle + smoothAngle;

	m_spaces[0].rotateZ(rota.y);
	m_spaces[0].rotateY(curAngle);
	m_angles[0].x = curAngle;
	m_angles[0].y = rota.y;
	
	rotateForward(m_spaces[0], segSpace);
	moveForward(segSpace, segL, segP);
	
	for(unsigned i = 1; i < m_numSpace; i++) {
		invSpace = segSpace;
		invSpace.inverse();
		
		testP = segP;
		segL = radius * m_lengthPortions[i];
		moveForward(segSpace, segL, testP);
		segU = collide->getClosestNormal(testP, 1000.f, pop);
		
		dL = Vector3F(testP, pop).length();
	
		bendWei = dL/segL;
		if(bendWei > 1.f) bendWei = 1.f;

		toTestP = testP - segP;
		topop = pop - segP;
		
		pushAngle = 0.f;
		if(toTestP.dot(topop) > 0.f) pushAngle = pushToSurface(topop, invSpace);
		else bendWei = 0.f;
		
		collide->interpolateVertexVector(&segU);
		
		rota = matchNormal(segU, invSpace);
		
		segRot = rota.x;
		if(segRot > 0.f) segRot *= .5f;
		
		curAngle = pushAngle;
		curAngle += segRot * bendWei;
		curAngle += 0.2f * m_lengths[i];
		
		m_spaces[i].rotateZ(rota.y);
		m_spaces[i].rotateY(curAngle);
		m_angles[i].x = curAngle;
		m_angles[i].y = rota.y;

		rotateForward(m_spaces[i], segSpace);
		moveForward(segSpace, segL, segP);
	}
	
	m_bendDirection = -rootUp.angleBetween(segU, rootFront);
}