Patch #11000 approved: [new function] KX_GameObject::alignAxisToVect() Align an object's axis to a given vector

This commit is contained in:
Benoit Bolsee 2008-06-02 17:31:05 +00:00
parent 8a2a91ddfe
commit 1cc61f633f
3 changed files with 104 additions and 2 deletions

@ -580,7 +580,68 @@ void KX_GameObject::SetObjectColor(const MT_Vector4& rgbavec)
m_objectColor = rgbavec;
}
void KX_GameObject::AlignAxisToVect(const MT_Vector3& dir, int axis)
{
MT_Matrix3x3 orimat;
MT_Vector3 vect,ori,z,x,y;
MT_Scalar len;
vect = dir;
len = vect.length();
if (MT_fuzzyZero(len))
{
cout << "alignAxisToVect() Error: Null vector!\n";
return;
}
// normalize
vect /= len;
orimat = GetSGNode()->GetWorldOrientation();
switch (axis)
{
case 0: //x axis
ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]); //pivot axis
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON) //is the vector paralell to the pivot?
ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]); //change the pivot!
x = vect;
y = ori.cross(x);
z = x.cross(y);
break;
case 1: //y axis
ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
ori = MT_Vector3(orimat[0][2], orimat[1][2], orimat[2][2]);
y = vect;
z = ori.cross(y);
x = y.cross(z);
break;
case 2: //z axis
ori = MT_Vector3(orimat[0][1], orimat[1][1], orimat[2][1]);
if (MT_abs(vect.dot(ori)) > 1.0-3.0*MT_EPSILON)
ori = MT_Vector3(orimat[0][0], orimat[1][0], orimat[2][0]);
z = vect;
x = ori.cross(z);
y = z.cross(x);
break;
default: //wrong input?
cout << "alignAxisToVect(): Wrong axis '" << axis <<"'\n";
return;
}
x.normalize(); //normalize the vectors
y.normalize();
z.normalize();
orimat = MT_Matrix3x3( x[0],y[0],z[0],
x[1],y[1],z[1],
x[2],y[2],z[2]);
if (GetSGNode()->GetSGParent() != NULL)
{
// the object is a child, adapt its local orientation so that
// the global orientation is aligned as we want.
MT_Matrix3x3 invori = GetSGNode()->GetSGParent()->GetWorldOrientation().inverse();
NodeSetLocalOrientation(invori*orimat);
}
else
NodeSetLocalOrientation(orimat);
}
MT_Vector3 KX_GameObject::GetLinearVelocity(bool local)
{
@ -723,6 +784,7 @@ void KX_GameObject::Suspend(void)
PyMethodDef KX_GameObject::Methods[] = {
{"setVisible",(PyCFunction) KX_GameObject::sPySetVisible, METH_VARARGS},
{"alignAxisToVect",(PyCFunction) KX_GameObject::sPyAlignAxisToVect, METH_VARARGS},
{"setPosition", (PyCFunction) KX_GameObject::sPySetPosition, METH_VARARGS},
{"getPosition", (PyCFunction) KX_GameObject::sPyGetPosition, METH_VARARGS},
{"getOrientation", (PyCFunction) KX_GameObject::sPyGetOrientation, METH_VARARGS},
@ -1255,7 +1317,24 @@ PyObject* KX_GameObject::PySetOrientation(PyObject* self,
return NULL;
}
PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self,
PyObject* args,
PyObject* kwds)
{
PyObject* pyvect;
int axis = 2; //z axis is the default
if (PyArg_ParseTuple(args,"O|i",&pyvect,&axis))
{
MT_Vector3 vect;
if (PyVecTo(pyvect, vect))
{
AlignAxisToVect(vect,axis);
Py_Return;
}
}
return NULL;
}
PyObject* KX_GameObject::PySetPosition(PyObject* self,
PyObject* args,

@ -258,6 +258,15 @@ public:
bool local=false
);
/**
* Align the object to a given normal.
*/
void
AlignAxisToVect(
const MT_Vector3& vect,
int axis = 2
);
/**
* Quick'n'dirty obcolor ipo stuff
*/
@ -662,6 +671,7 @@ public:
KX_PYMETHOD(KX_GameObject,GetOrientation);
KX_PYMETHOD(KX_GameObject,SetOrientation);
KX_PYMETHOD(KX_GameObject,SetVisible);
KX_PYMETHOD(KX_GameObject,AlignAxisToVect);
KX_PYMETHOD(KX_GameObject,SuspendDynamics);
KX_PYMETHOD(KX_GameObject,RestoreDynamics);
KX_PYMETHOD(KX_GameObject,EnableRigidBody);

@ -51,6 +51,18 @@ class KX_GameObject:
@type orn: 3x3 rotation matrix, or Quaternion.
@param orn: a rotation matrix specifying the new rotation.
"""
def alignAxisToVect(vect, axis):
"""
Aligns any of the game object's axis along the given vector.
@type vect: 3d vector.
@param vect: a vector to align the axis.
@type axis: integer.
@param axis:The axis you want to align
- 0: X axis
- 1: Y axis
- 2: Z axis (default)
"""
def getOrientation():
"""
Gets the game object's orientation.
@ -213,4 +225,5 @@ class KX_GameObject:
@rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
@return: (object,hitpoint,hitnormal) or (None,None,None)
"""