Beispiel #1
0
    private void UpdateTransform()
    {
        // ortho basis
        vec3 tangent, binormal;

        Geometry.OrthoBasis(vec3.UP, out tangent, out binormal);

        // decompose transformation
        position  = node.WorldPosition - zAxis * (collisionHeight + 2.0f * CollisionRadius);
        direction = MathLib.Normalize(new vec3(-node.WorldTransform.AxisZ));

        // decompose direction
        // in this case don't use properties
        phiAngle   = MathLib.Atan2(MathLib.Dot(direction, tangent), MathLib.Dot(direction, binormal)) * MathLib.RAD2DEG;
        thetaAngle = MathLib.Acos(MathLib.Clamp(MathLib.Dot(direction, vec3.UP), -1.0f, 1.0f)) * MathLib.RAD2DEG - 90.0f;

        // object transformation
        playerBody.WorldTransform = GetBodyTransform();

        // set camera
        camera.Modelview = GetModelview();
    }