void SetTransform(const Transformation& t){ Mat44 mat4; t.GetHomogeneous(mat4); auto aT = FBToBullet(mat4); mSelf->setWorldTransform(aT); auto numConstraints = mSelf->getNumConstraintRefs(); for (int i = 0; i < numConstraints; ++i){ auto con = mSelf->getConstraintRef(i); if (con->isEnabled() && con->getConstraintType() == D6_SPRING_2_CONSTRAINT_TYPE){ btFixedConstraint* fixedCon = (btFixedConstraint*)con; auto a = &con->getRigidBodyA(); auto b = &con->getRigidBodyB(); auto trA = fixedCon->getFrameOffsetA(); auto trB = fixedCon->getFrameOffsetB(); if (b->getUserPointer() == mSelf){ std::swap(a, b); std::swap(trA, trB); } auto bT = aT * trA * trB.inverse(); b->setWorldTransform(bT); auto ms = b->getMotionState(); if (ms) ms->setWorldTransform(bT); } } mSelf->activate(); }
void SetTransform(const Transformation& t){ Mat44 mat4; t.GetHomogeneous(mat4); auto aT = FBToBullet(mat4); VectorMap<void*, int> mSet; SetTransform(aT, mSet); }
//---------------------------------------------------------------------------- void Update() { if (mOverridingCamera){ mOverridingCamera->Update(); } // world coordinates (Blender style) // x: right // y: forward // z: up bool viewChanged = mViewPropertyChanged; if (mViewPropertyChanged) { mViewPropertyChanged = false; Vec3 right = mTransformation.GetMatrix().Column(0); Vec3 forward = mTransformation.GetMatrix().Column(1); Vec3 up = mTransformation.GetMatrix().Column(2); const Vec3& pos = mTransformation.GetTranslation(); mMatrices[View] = fb::MakeViewMatrix(pos, right, forward, up); mTransformation.GetHomogeneous(mMatrices[InverseView]); mFrustum.mOrigin = mTransformation.GetTranslation(); mFrustum.mOrientation = mTransformation.GetRotation(); } bool projChanged = mProjPropertyChanged; if (mProjPropertyChanged) { mAspectRatio = GetWidth() / (Real)GetHeight(); mProjPropertyChanged = false; if (!mOrthogonal) { mMatrices[ProjBeforeSwap] = mMatrices[Proj] = MakeProjectionMatrix(mFov, mAspectRatio, mNear, mFar); } else { mMatrices[ProjBeforeSwap] = mMatrices[Proj] = MakeOrthogonalMatrix((Real)mOrthogonalData.left, (Real)mOrthogonalData.top, (Real)mOrthogonalData.right, (Real)mOrthogonalData.bottom, mNear, mFar); } if (mYZSwap) { Mat44 swapMat( 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1); mMatrices[Proj] = mMatrices[Proj] * swapMat; } mMatrices[InverseProj] = mMatrices[Proj].Inverse(); mFrustum.SetData(mNear, mFar, mFov, mAspectRatio); } if (projChanged || viewChanged) { mMatrices[ViewProj] = mMatrices[Proj] * mMatrices[View]; mMatrices[InverseViewProj] = mMatrices[ViewProj].Inverse(); UpdateFrustum(); if (viewChanged && !mSelf->mObservers_.empty()){ auto& observers = mSelf->mObservers_[TransformChanged]; for (auto it = observers.begin(); it != observers.end(); /**/){ auto observer = it->lock(); if (!observer){ it = observers.erase(it); continue; } ++it; observer->OnViewMatrixChanged(); } } if (projChanged && !mSelf->mObservers_.empty()){ auto& observers = mSelf->mObservers_[TransformChanged]; for (auto it = observers.begin(); it != observers.end(); /**/){ auto observer = it->lock(); if (!observer){ it = observers.erase(it); continue; } ++it; observer->OnProjMatrixChanged(); } } mRayCache.clear(); } }