forked from bartvdbraak/blender
104 lines
2.7 KiB
C++
104 lines
2.7 KiB
C++
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/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "KX_MotionState.h"
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#include "SG_Spatial.h"
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KX_MotionState::KX_MotionState(SG_Spatial* node) : m_node(node)
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{
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}
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KX_MotionState::~KX_MotionState()
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{
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}
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void KX_MotionState::getWorldPosition(float& posX,float& posY,float& posZ)
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{
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const MT_Point3& pos = m_node->GetWorldPosition();
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posX = pos[0];
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posY = pos[1];
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posZ = pos[2];
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}
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void KX_MotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
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{
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const MT_Vector3& scale = m_node->GetWorldScaling();
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scaleX = scale[0];
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scaleY = scale[1];
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scaleZ = scale[2];
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}
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void KX_MotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
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{
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MT_Quaternion orn = m_node->GetWorldOrientation().getRotation();
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quatIma0 = orn[0];
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quatIma1 = orn[1];
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quatIma2 = orn[2];
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quatReal = orn[3];
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}
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void KX_MotionState::getWorldOrientation(float* ori)
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{
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const MT_Matrix3x3& mat = m_node->GetWorldOrientation();
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mat.getValue(ori);
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}
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void KX_MotionState::setWorldOrientation(const float* ori)
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{
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m_node->SetLocalOrientation(ori);
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}
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void KX_MotionState::setWorldPosition(float posX,float posY,float posZ)
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{
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m_node->SetLocalPosition(MT_Point3(posX,posY,posZ));
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//m_node->SetWorldPosition(MT_Point3(posX,posY,posZ));
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}
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void KX_MotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
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{
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MT_Quaternion orn;
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orn[0] = quatIma0;
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orn[1] = quatIma1;
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orn[2] = quatIma2;
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orn[3] = quatReal;
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m_node->SetLocalOrientation(orn);
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//m_node->SetWorldOrientation(orn);
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}
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void KX_MotionState::calculateWorldTransformations()
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{
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//Not needed, will be done in KX_Scene::UpdateParents() after the physics simulation
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//bool parentUpdated = false;
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//m_node->ComputeWorldTransforms(NULL, parentUpdated);
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}
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