Example #1
0
        public void MakeRotate(VdsQuat q)
        {
            MakeIdentity();
            double length2 = q.Length2();

            if (Math.Abs(length2) <= Double.MinValue)
            {
                _mat[0, 0] = 0.0; _mat[1, 0] = 0.0; _mat[2, 0] = 0.0;
                _mat[0, 1] = 0.0; _mat[1, 1] = 0.0; _mat[2, 1] = 0.0;
                _mat[0, 2] = 0.0; _mat[1, 2] = 0.0; _mat[2, 2] = 0.0;
            }
            else
            {
                double rlength2;
                if (length2 != 1.0)
                {
                    rlength2 = 2.0 / length2;
                }
                else
                {
                    rlength2 = 2.0;
                }
                double wx, wy, wz, xx, yy, yz, xy, xz, zz, x2, y2, z2;
                x2 = rlength2 * q.QuatValue[0];
                y2 = rlength2 * q.QuatValue[1];
                z2 = rlength2 * q.QuatValue[2];

                xx = q.QuatValue[0] * x2;
                xy = q.QuatValue[0] * y2;
                xz = q.QuatValue[0] * z2;

                yy = q.QuatValue[1] * y2;
                yz = q.QuatValue[1] * z2;
                zz = q.QuatValue[2] * z2;

                wx = q.QuatValue[3] * x2;
                wy = q.QuatValue[3] * y2;
                wz = q.QuatValue[3] * z2;

                _mat[0, 0] = 1.0 - (yy + zz);
                _mat[1, 0] = xy - wz;
                _mat[2, 0] = xz + wy;

                _mat[0, 1] = xy + wz;
                _mat[1, 1] = 1.0 - (xx + zz);
                _mat[2, 1] = yz - wx;

                _mat[0, 2] = xz - wy;
                _mat[1, 2] = yz + wx;
                _mat[2, 2] = 1.0 - (xx + yy);
            }
        }
        private void InitMotioObject()
        {
            if (_motioObject == null)
            {
                PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorBindingID.Value);
                if (a == null)
                {
                    return;
                }
                _motioObject = a as VdsActor;
                VdsVec3d   tRotate = TargetPose;
                VdsVec3d   oRotate = _motioObject.ActorRotation;
                VdsMatrixd oMt     = new VdsMatrixd();
                VdsMatrixd.HprToMatrix(ref oMt, tRotate);
                _targetPose = oMt.GetRotate();
                VdsMatrixd tMt = new VdsMatrixd();
                VdsMatrixd.HprToMatrix(ref tMt, oRotate);
                _originPose = tMt.GetRotate();
                _originPos  = _motioObject.ActorTranslation;
            }
            if (_relevanceObject == null && ActorRelevanceID.Value != "" && (RelevanceRotation.Value || RelevancePosition.Value))
            {
                PtrClass a = ((IVdsGroupInterface)_currentView.GameLayer).GetObjectByID(ActorRelevanceID.Value);
                if (a != null)
                {
                    _relevanceObject = a as VdsActor;
                    if (RelevancePosition.Value || RelevanceRotation.Value)
                    {
                        StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref _relevanceMatrixd);
                        StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref _parentLocalToWorld);
                        VdsMatrixd worldToRelevance = _relevanceMatrixd.Inverse(_relevanceMatrixd);
                        VdsMatrixd originPoseMt     = new VdsMatrixd();
                        originPoseMt.MakeRotate(_originPose);
                        originPoseMt.PreMult(_parentLocalToWorld);
                        originPoseMt.PreMult(worldToRelevance);
                        _originPose = originPoseMt.GetRotate();

                        VdsMatrixd targetPoseMt = new VdsMatrixd();
                        targetPoseMt.MakeRotate(_targetPose);
                        targetPoseMt.PreMult(_parentLocalToWorld);
                        targetPoseMt.PreMult(worldToRelevance);
                        _originPose = targetPoseMt.GetRotate();

                        _originPos = _parentLocalToWorld.PreMult(_originPos);
                        _originPos = worldToRelevance.PreMult(_originPos);
                    }
                }
            }
        }
 public override void End()
 {
     if (_currentView != null && _motioObject != null)
     {
         _motioObject = null;
     }
     _relevanceObject    = null;
     _relevanceMatrixd   = null;
     _parentLocalToWorld = null;
     _behaviourIsWorking = false;
     _originPose         = null;
     _originPos          = null;
     _targetPose         = null;
     _currentView        = null;
     base.End();
 }
Example #4
0
        public void MakeRotate(double angle1, VdsVec3d axis1,
                               double angle2, VdsVec3d axis2,
                               double angle3, VdsVec3d axis3)
        {
            VdsQuat q1 = new VdsQuat();

            q1.MakeRotate(angle1, axis1);
            VdsQuat q2 = new VdsQuat();

            q2.MakeRotate(angle2, axis2);
            VdsQuat q3 = new VdsQuat();

            q3.MakeRotate(angle3, axis3);
            VdsQuat q = q1 * q2 * q3;

            SetQuat(q);
        }
        public override void UpdateStep(object param)
        {
            if (param == null)
            {
                return;
            }
            double?t = param as double?;

            if (t == null)
            {
                return;
            }
            _curTime = (double)t;
            if (_curTime < 0)
            {
                return;
            }
            InitMotioObject();
            VdsPlotEvent pEvent = ParentActor as VdsPlotEvent;

            if (_curTime > pEvent.EventStartTime && _curTime < pEvent.EventStartTime + pEvent.EventDurationTime)
            {
                if (_motioObject != null)
                {
                    VdsVec3d pos = _originPos;
                    double   interpolationValue = (_curTime - pEvent.EventStartTime) / pEvent.EventDurationTime;
                    VdsQuat  quat = VdsQuat.Slerp(interpolationValue, _originPose, _targetPose);
                    SetActorStatus(_motioObject, ActorStatus.Value, true);
                    VdsMatrixd rotateMt = new VdsMatrixd();
                    rotateMt.MakeRotate(quat);
                    if (_relevanceObject != null)
                    {
                        VdsMatrixd nowMt        = new VdsMatrixd();
                        VdsMatrixd localToWorld = new VdsMatrixd();
                        StaticMethod.ComputeCoordinateFrame(_relevanceObject, ref nowMt);
                        StaticMethod.ComputeCoordinateFrame(_motioObject.ParentObject as VdsActor, ref localToWorld);
                        VdsMatrixd worldToLocal = localToWorld.Inverse(localToWorld);
                        if (RelevancePosition.Value && !RelevanceRotation.Value)
                        {
                            nowMt.MakeTranslate(nowMt.GetTrans());
                            pos = nowMt.PreMult(pos);
                            pos = worldToLocal.PreMult(pos);
                            rotateMt.PreMult(nowMt);
                            rotateMt.PreMult(worldToLocal);
                        }
                        else if (!RelevancePosition.Value && RelevanceRotation.Value)
                        {
                            nowMt.MakeRotate(nowMt.GetRotate());
                            pos = _relevanceMatrixd.PreMult(pos);
                            pos = worldToLocal.PreMult(pos);
                            rotateMt.PreMult(nowMt);
                            rotateMt.PreMult(worldToLocal);
                        }
                        else if (RelevancePosition.Value && RelevanceRotation.Value)
                        {
                            rotateMt.PreMult(nowMt);
                            rotateMt.PreMult(worldToLocal);
                            pos = nowMt.PreMult(pos);
                            pos = worldToLocal.PreMult(pos);
                        }
                    }
                    VdsVec3d zr = new VdsVec3d();
                    VdsMatrixd.MatrixToHpr(ref zr, rotateMt);
                    VdsVec3d rotation = new VdsVec3d(0, 0, zr.Z);
                    _motioObject.ActorRotation    = rotation;
                    _motioObject.ActorTranslation = pos;
                }
            }
            else if (_motioObject != null)
            {
                SetActorStatus(_motioObject, "DefaultStatus", false);
            }
        }