예제 #1
0
파일: fbxRNode.cpp 프로젝트: crimzon/osg
void readRotationElement(KFbxTypedProperty<fbxDouble3>& prop,
                         ERotationOrder fbxRotOrder,
                         bool quatInterpolate,
                         osgAnimation::UpdateMatrixTransform* pUpdate,
                         osg::Matrix& staticTransform)
{
    if (prop.GetKFCurve(KFCURVENODE_R_X) ||
        prop.GetKFCurve(KFCURVENODE_R_Y) ||
        prop.GetKFCurve(KFCURVENODE_R_Z))
    {
        if (quatInterpolate)
        {
            if (!staticTransform.isIdentity())
            {
                pUpdate->getStackedTransforms().push_back(
                    new osgAnimation::StackedMatrixElement(staticTransform));
                staticTransform.makeIdentity();
            }
            pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedQuaternionElement(
                "quaternion", makeQuat(prop.Get(), fbxRotOrder)));
        }
        else
        {
            char* curveNames[3] = {KFCURVENODE_R_X, KFCURVENODE_R_Y, KFCURVENODE_R_Z};
            osg::Vec3 axes[3] = {osg::Vec3(1,0,0), osg::Vec3(0,1,0), osg::Vec3(0,0,1)};

            fbxDouble3 fbxPropValue = prop.Get();
            fbxPropValue[0] = osg::DegreesToRadians(fbxPropValue[0]);
            fbxPropValue[1] = osg::DegreesToRadians(fbxPropValue[1]);
            fbxPropValue[2] = osg::DegreesToRadians(fbxPropValue[2]);

            int order[3] = {0, 1, 2};
            getRotationOrder(fbxRotOrder, order);

            for (int i = 0; i < 3; ++i)
            {
                int j = order[2-i];
                if (prop.GetKFCurve(curveNames[j]))
                {
                    if (!staticTransform.isIdentity())
                    {
                        pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedMatrixElement(staticTransform));
                        staticTransform.makeIdentity();
                    }

                    pUpdate->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement(
                        std::string("rotate") + curveNames[j], axes[j], fbxPropValue[j]));
                }
                else
                {
                    staticTransform.preMultRotate(osg::Quat(fbxPropValue[j], axes[j]));
                }
            }
        }
    }
    else
    {
        staticTransform.preMultRotate(makeQuat(prop.Get(), fbxRotOrder));
    }
}
예제 #2
0
파일: osglogo.cpp 프로젝트: BodyViz/osg
        bool computeLocalToWorldMatrix(osg::Matrix& matrix,osg::NodeVisitor* nv) const
        {
            osg::Quat billboardRotation;
            osgUtil::CullVisitor* cullvisitor = dynamic_cast<osgUtil::CullVisitor*>(nv);
            if (cullvisitor)
            {
                osg::Vec3 eyevector = cullvisitor->getEyeLocal()-_position;
                eyevector.normalize();

                osg::Vec3 side = _axis^_normal;
                side.normalize();

                float angle = atan2(eyevector*_normal,eyevector*side);
                billboardRotation.makeRotate(osg::PI_2-angle,_axis);

            }

            matrix.preMultTranslate(_position);
            matrix.preMultRotate(billboardRotation);
            matrix.preMultRotate(_attitude);
            matrix.preMultTranslate(-_pivotPoint);
            return true;
        }
예제 #3
0
파일: fbxRNode.cpp 프로젝트: Jeff885/osg
void makeLocalMatrix(const FbxNode* pNode, osg::Matrix& m)
{
    /*From http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/the-makeup-of-the-local-matrix-of-an-kfbxnode/

    Local Matrix = LclTranslation * RotationOffset * RotationPivot *
      PreRotation * LclRotation * PostRotation * RotationPivotInverse *
      ScalingOffset * ScalingPivot * LclScaling * ScalingPivotInverse

    LocalTranslation : translate (xform -query -translation)
    RotationOffset: translation compensates for the change in the rotate pivot point (xform -q -rotateTranslation)
    RotationPivot: current rotate pivot position (xform -q -rotatePivot)
    PreRotation : joint orientation(pre rotation)
    LocalRotation: rotate transform (xform -q -rotation & xform -q -rotateOrder)
    PostRotation : rotate axis (xform -q -rotateAxis)
    RotationPivotInverse: inverse of RotationPivot
    ScalingOffset: translation compensates for the change in the scale pivot point (xform -q -scaleTranslation)
    ScalingPivot: current scale pivot position (xform -q -scalePivot)
    LocalScaling: scale transform (xform -q -scale)
    ScalingPivotInverse: inverse of ScalingPivot
    */

    // When this flag is set to false, the RotationOrder, the Pre/Post rotation
    // values and the rotation limits should be ignored.
    bool rotationActive = pNode->RotationActive.Get();

    EFbxRotationOrder fbxRotOrder = rotationActive ? pNode->RotationOrder.Get() : eEulerXYZ;

    FbxDouble3 fbxLclPos = pNode->LclTranslation.Get();
    FbxDouble3 fbxRotOff = pNode->RotationOffset.Get();
    FbxDouble3 fbxRotPiv = pNode->RotationPivot.Get();
    FbxDouble3 fbxPreRot = pNode->PreRotation.Get();
    FbxDouble3 fbxLclRot = pNode->LclRotation.Get();
    FbxDouble3 fbxPostRot = pNode->PostRotation.Get();
    FbxDouble3 fbxSclOff = pNode->ScalingOffset.Get();
    FbxDouble3 fbxSclPiv = pNode->ScalingPivot.Get();
    FbxDouble3 fbxLclScl = pNode->LclScaling.Get();

    m.makeTranslate(osg::Vec3d(
                        fbxLclPos[0] + fbxRotOff[0] + fbxRotPiv[0],
                        fbxLclPos[1] + fbxRotOff[1] + fbxRotPiv[1],
                        fbxLclPos[2] + fbxRotOff[2] + fbxRotPiv[2]));
    if (rotationActive)
    {
        m.preMultRotate(
            makeQuat(fbxPostRot, fbxRotOrder) *
            makeQuat(fbxLclRot, fbxRotOrder) *
            makeQuat(fbxPreRot, fbxRotOrder));
    }
    else
    {
        m.preMultRotate(makeQuat(fbxLclRot, fbxRotOrder));
    }
    m.preMultTranslate(osg::Vec3d(
                           fbxSclOff[0] + fbxSclPiv[0] - fbxRotPiv[0],
                           fbxSclOff[1] + fbxSclPiv[1] - fbxRotPiv[1],
                           fbxSclOff[2] + fbxSclPiv[2] - fbxRotPiv[2]));
    m.preMultScale(osg::Vec3d(fbxLclScl[0], fbxLclScl[1], fbxLclScl[2]));
    m.preMultTranslate(osg::Vec3d(
                           -fbxSclPiv[0],
                           -fbxSclPiv[1],
                           -fbxSclPiv[2]));
}
void StackedQuaternionElement::applyToMatrix(osg::Matrix &matrix) const
{
    matrix.preMultRotate(_quaternion);
}
예제 #5
0
void StackedRotateAxisElement::applyToMatrix(osg::Matrix& matrix) const {    matrix.preMultRotate(osg::Quat(_angle, _axis)); }