Add Pre Rotation to Spline Model and Spline Collider
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@@ -28,6 +28,19 @@ SplineModel::~SplineModel()
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Allocator::Free(_deformationBufferData);
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}
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Quaternion SplineModel::GetPreRotation() const
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{
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return _preRotation;
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}
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void SplineModel::SetPreRotation(const Quaternion& value)
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{
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if (_preRotation == value)
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return;
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_preRotation = value;
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OnSplineUpdated();
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}
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float SplineModel::GetQuality() const
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{
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return _quality;
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@@ -108,12 +121,11 @@ void SplineModel::OnSplineUpdated()
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const int32 segments = keyframes.Count() - 1;
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const int32 chunksPerSegment = Math::Clamp(Math::CeilToInt(SPLINE_RESOLUTION * _quality), 2, 1024);
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const float chunksPerSegmentInv = 1.0f / (float)chunksPerSegment;
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const Transform splineTransform = _spline->GetTransform();
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const Transform splineTransform = GetTransform();
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_instances.Resize(segments, false);
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BoundingBox localModelBounds;
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BoundingBox localModelBounds(Vector3::Maximum, Vector3::Minimum);
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{
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auto& meshes = Model->LODs[0].Meshes;
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Vector3 tmp, min = Vector3::Maximum, max = Vector3::Minimum;
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Vector3 corners[8];
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for (int32 j = 0; j < meshes.Count(); j++)
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{
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@@ -122,12 +134,9 @@ void SplineModel::OnSplineUpdated()
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for (int32 i = 0; i < 8; i++)
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{
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//Vector3::Transform(corners[i], localTransform, tmp);
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//_localTransform.LocalToWorld(corners[i], tmp);
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// Transform mesh corner using local spline model transformation but use double-precision to prevent issues when rotating model
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tmp = corners[i] * _localTransform.Scale;
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double rotation[4] = { (double)_localTransform.Orientation.X, (double)_localTransform.Orientation.Y, (double)_localTransform.Orientation.Z, (double)_localTransform.Orientation.W };
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// Transform mesh corner using pre-transform but use double-precision to prevent issues when rotating model
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Vector3 tmp = corners[i];
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double rotation[4] = { (double)_preRotation.X, (double)_preRotation.Y, (double)_preRotation.Z, (double)_preRotation.W };
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const double length = sqrt(rotation[0] * rotation[0] + rotation[1] * rotation[1] + rotation[2] * rotation[2] + rotation[3] * rotation[3]);
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const double inv = 1.0 / length;
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rotation[0] *= inv;
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@@ -151,13 +160,11 @@ void SplineModel::OnSplineUpdated()
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(float)(pos[0] * (1.0 - yy - zz) + pos[1] * (xy - wz) + pos[2] * (xz + wy)),
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(float)(pos[0] * (xy + wz) + pos[1] * (1.0 - xx - zz) + pos[2] * (yz - wx)),
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(float)(pos[0] * (xz - wy) + pos[1] * (yz + wx) + pos[2] * (1.0 - xx - yy)));
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Vector3::Add(tmp, _localTransform.Translation, tmp);
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min = Vector3::Min(min, tmp);
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max = Vector3::Max(max, tmp);
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localModelBounds.Minimum = Vector3::Min(localModelBounds.Minimum, tmp);
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localModelBounds.Maximum = Vector3::Max(localModelBounds.Maximum, tmp);
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}
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}
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localModelBounds = BoundingBox(min, max);
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}
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_meshMinZ = localModelBounds.Minimum.Z;
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_meshMaxZ = localModelBounds.Maximum.Z;
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@@ -185,9 +192,7 @@ void SplineModel::OnSplineUpdated()
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segmentPoints.Add(chunkWorld.Translation);
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maxScale = Math::Max(maxScale, chunkWorld.Scale.GetAbsolute().MaxValue());
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}
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maxScale = Math::Max(maxScale, _localTransform.Scale.GetAbsolute().MaxValue());
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BoundingSphere::FromPoints(segmentPoints.Get(), segmentPoints.Count(), instance.Sphere);
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instance.Sphere.Center += _localTransform.Translation;
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instance.Sphere.Radius *= maxScale * _boundsScale;
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}
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@@ -356,8 +361,8 @@ void SplineModel::Draw(RenderContext& renderContext)
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drawCall.Deformable.MeshMaxZ = _meshMaxZ;
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drawCall.Deformable.GeometrySize = _box.GetSize();
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drawCall.PerInstanceRandom = GetPerInstanceRandom();
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_localTransform.GetWorld(drawCall.Deformable.LocalMatrix);
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const Transform splineTransform = _spline->GetTransform();
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Matrix::RotationQuaternion(_preRotation, drawCall.Deformable.LocalMatrix);
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const Transform splineTransform = GetTransform();
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splineTransform.GetWorld(drawCall.World);
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drawCall.ObjectPosition = drawCall.World.GetTranslation() + drawCall.Deformable.LocalMatrix.GetTranslation();
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const float worldDeterminantSign = drawCall.World.RotDeterminant() * drawCall.Deformable.LocalMatrix.RotDeterminant();
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