Exemplo n.º 1
0
void n_tentacle::computeSlerp(const MMatrix &matrix1, const MMatrix &matrix2, const MFnNurbsCurve &curve, double parameter, double blendRot, double iniLength, double curveLength, double stretch, double globalScale, int tangentAxis, MVector &outPos, MVector &outRot)
{
	//curveLength = curve.length()
        double lenRatio = iniLength / curveLength;

        MQuaternion quat1;
        quat1 = matrix1;

        MQuaternion quat2;
        quat2 = matrix2;

        this->bipolarityCheck(quat1, quat2);

    //need to adjust the parameter in order to maintain the length between elements, also for the stretch
		MVector tangent;
		MPoint pointAtParam;
		MPoint finaPos;
        double p = lenRatio * parameter * globalScale;
        double finalParam = p + (parameter - p) * stretch;
		
		if(curveLength * finalParam > curveLength)
		{
		  double lengthDiff = curveLength - (iniLength * parameter);

		  double param = curve.knot(curve.numKnots() - 1);
		  tangent = curve.tangent(param, MSpace::kWorld);
		  tangent.normalize();

		  curve.getPointAtParam(param, pointAtParam, MSpace::kWorld);
		  finaPos = pointAtParam;
		  pointAtParam += (- tangent) * lengthDiff;
		  //MGlobal::displayInfo("sdf");
		}
		else
		{
		  double param = curve.findParamFromLength(curveLength * finalParam);
		  tangent = curve.tangent(param, MSpace::kWorld);
		  tangent.normalize();
		  curve.getPointAtParam(param, pointAtParam, MSpace::kWorld);
		  
		}
                

        MQuaternion slerpQuat = slerp(quat1, quat2, blendRot);
        MMatrix slerpMatrix = slerpQuat.asMatrix();

        int axisId = abs(tangentAxis) - 1;
		MVector slerpMatrixYAxis = MVector(slerpMatrix(axisId, 0), slerpMatrix(axisId, 1), slerpMatrix(axisId, 2));
		slerpMatrixYAxis.normalize();
		if(tangentAxis < 0)
			slerpMatrixYAxis = - slerpMatrixYAxis;

		double angle = tangent.angle(slerpMatrixYAxis);
		MVector axis =  slerpMatrixYAxis ^ tangent;
		axis.normalize();

		MQuaternion rotationToSnapOnCurve(angle, axis);

		MQuaternion finalQuat = slerpQuat * rotationToSnapOnCurve;
		MEulerRotation finalEuler = finalQuat.asEulerRotation();

		outRot.x = finalEuler.x;
		outRot.y = finalEuler.y;
		outRot.z = finalEuler.z;
		outPos = pointAtParam;
}
Exemplo n.º 2
0
void rigidBodyNode::computeWorldMatrix(const MPlug& plug, MDataBlock& data)
{
	if (!m_rigid_body)
		return;

  //  std::cout << "rigidBodyNode::computeWorldMatrix" << std::endl;
    MObject thisObject(thisMObject());
    MFnDagNode fnDagNode(thisObject);

    MObject update;
    MPlug(thisObject, ca_rigidBody).getValue(update);
    MPlug(thisObject, ca_rigidBodyParam).getValue(update);
    
    vec3f pos;
    quatf rot;

    MStatus status;

    MFnTransform fnParentTransform(fnDagNode.parent(0, &status));

	double mscale[3];
    fnParentTransform.getScale(mscale);
	m_rigid_body->get_transform(pos, rot);
	
	
	if(dSolverNode::isStartTime)
	{ // allow to edit ptranslation and rotation
		MVector mtranslation = fnParentTransform.getTranslation(MSpace::kTransform, &status);
		MQuaternion mrotation;
		fnParentTransform.getRotation(mrotation, MSpace::kTransform);

		float deltaPX = (float)mtranslation.x - pos[0];
		float deltaPY = (float)mtranslation.y - pos[1];
		float deltaPZ = (float)mtranslation.z - pos[2];
		float deltaRX = (float)mrotation.x - rot[1];
		float deltaRY = (float)mrotation.y - rot[2];
		float deltaRZ = (float)mrotation.z - rot[3];
		float deltaRW = (float)mrotation.w - rot[0];
		float deltaSq = deltaPX * deltaPX + deltaPY * deltaPY  + deltaPZ * deltaPZ 
						+ deltaRX * deltaRX + deltaRY * deltaRY + deltaRZ * deltaRZ + deltaRW * deltaRW;
		if(deltaSq > FLT_EPSILON)
		{
			m_rigid_body->set_transform(vec3f((float)mtranslation.x, (float)mtranslation.y, (float)mtranslation.z),
										quatf((float)mrotation.w, (float)mrotation.x, (float)mrotation.y, (float)mrotation.z));
			m_rigid_body->set_interpolation_transform(vec3f((float)mtranslation.x, (float)mtranslation.y, (float)mtranslation.z),
														quatf((float)mrotation.w, (float)mrotation.x, (float)mrotation.y, (float)mrotation.z));
			m_rigid_body->update_constraint();
				MDataHandle hInitPos = data.outputValue(ia_initialPosition);
				float3 &ihpos = hInitPos.asFloat3();
				ihpos[0] = (float)mtranslation.x;
				ihpos[1] = (float)mtranslation.y;
				ihpos[2] = (float)mtranslation.z;
				MDataHandle hInitRot = data.outputValue(ia_initialRotation);
				float3 &ihrot = hInitRot.asFloat3();
				MEulerRotation newrot(mrotation.asEulerRotation());
				ihrot[0] = rad2deg((float)newrot.x);
				ihrot[1] = rad2deg((float)newrot.y);
				ihrot[2] = rad2deg((float)newrot.z);
		}
	}
	else
	{ // if not start time, lock position and rotation for active rigid bodies
        float mass = 0.f;
		MPlug(thisObject, rigidBodyNode::ia_mass).getValue(mass);
        if(mass > 0.f) 
		{
			fnParentTransform.setTranslation(MVector(pos[0], pos[1], pos[2]), MSpace::kTransform);
			fnParentTransform.setRotation(MQuaternion(rot[1], rot[2], rot[3], rot[0])); 
		}
	}

	float mass = 0.f;
	MPlug(thisObject, rigidBodyNode::ia_mass).getValue(mass);

	float curMass = m_rigid_body->get_mass();
	bool changedMassStatus= false;
	if ((curMass > 0.f) != (mass > 0.f))
	{
		changedMassStatus = true;
	}
	if (changedMassStatus)
		solver_t::remove_rigid_body(m_rigid_body);
	
	m_rigid_body->set_mass(mass);
	m_rigid_body->set_inertia((float)mass * m_rigid_body->collision_shape()->local_inertia());

	if (changedMassStatus)
		solver_t::remove_rigid_body(m_rigid_body);

	float restitution = 0.f;
	 MPlug(thisObject, rigidBodyNode::ia_restitution).getValue(restitution);
	 m_rigid_body->set_restitution(restitution);
	 float friction = 0.5f;
	  MPlug(thisObject, rigidBodyNode::ia_friction).getValue(friction);
    m_rigid_body->set_friction(friction);
    float linDamp = 0.f;
	  MPlug(thisObject, rigidBodyNode::ia_linearDamping).getValue(linDamp);
	m_rigid_body->set_linear_damping(linDamp);
    float angDamp = 0.f;
	  MPlug(thisObject, rigidBodyNode::ia_angularDamping).getValue(angDamp);
	m_rigid_body->set_angular_damping(angDamp);

    data.setClean(plug);
    //set the scale to the collision shape
    m_rigid_body->collision_shape()->set_scale(vec3f((float)mscale[0], (float)mscale[1], (float)mscale[2]));
}