blender/source/gameengine/Ketsji/KX_MotionState.cpp
2002-10-12 11:37:38 +00:00

92 lines
2.4 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include "KX_MotionState.h"
#include "SG_Spatial.h"
KX_MotionState::KX_MotionState(SG_Spatial* node) : m_node(node)
{
}
KX_MotionState::~KX_MotionState()
{
}
void KX_MotionState::getWorldPosition(float& posX,float& posY,float& posZ)
{
MT_Point3 pos = m_node->GetWorldPosition();
posX = pos[0];
posY = pos[1];
posZ = pos[2];
}
void KX_MotionState::getWorldScaling(float& scaleX,float& scaleY,float& scaleZ)
{
MT_Vector3 scale = m_node->GetWorldScaling();
scaleX = scale[0];
scaleY = scale[1];
scaleZ = scale[2];
}
void KX_MotionState::getWorldOrientation(float& quatIma0,float& quatIma1,float& quatIma2,float& quatReal)
{
MT_Quaternion orn = m_node->GetWorldOrientation().getRotation();
quatIma0 = orn[0];
quatIma1 = orn[1];
quatIma2 = orn[2];
quatReal = orn[3];
}
void KX_MotionState::setWorldPosition(float posX,float posY,float posZ)
{
m_node->SetLocalPosition(MT_Point3(posX,posY,posZ));
}
void KX_MotionState::setWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)
{
MT_Quaternion orn;
orn[0] = quatIma0;
orn[1] = quatIma1;
orn[2] = quatIma2;
orn[3] = quatReal;
m_node->SetLocalOrientation(orn);
}
void KX_MotionState::calculateWorldTransformations()
{
m_node->ComputeWorldTransforms(NULL);
}