up vector for TransformByBone/GetBonePosition
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4 changed files with 52 additions and 27 deletions
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@ -831,7 +831,7 @@ public:
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//outmat must be double[16]
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void GetBoneMatrix(int model_index, int bone_index, bool with_override, double *outMat);
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void GetBonePosition(int model_index, int bone_index, bool with_override, DVector3 &pos, DVector3 &normal);
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void GetBonePosition(int model_index, int bone_index, bool with_override, DVector3 &pos, DVector3 &fwd, DVector3 &up);
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void GetObjectToWorldMatrix(double *outMat);
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static AActor *StaticSpawn (FLevelLocals *Level, PClassActor *type, const DVector3 &pos, replace_t allowreplacement, bool SpawningMapThing = false);
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@ -6037,24 +6037,33 @@ DEFINE_ACTION_FUNCTION(AActor, TransformByBone)
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PARAM_FLOAT(pos_x);
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PARAM_FLOAT(pos_y);
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PARAM_FLOAT(pos_z);
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PARAM_FLOAT(dir_x);
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PARAM_FLOAT(dir_y);
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PARAM_FLOAT(dir_z);
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PARAM_FLOAT(fwd_x);
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PARAM_FLOAT(fwd_y);
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PARAM_FLOAT(fwd_z);
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PARAM_FLOAT(up_x);
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PARAM_FLOAT(up_y);
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PARAM_FLOAT(up_z);
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PARAM_BOOL(with_override);
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FModel * mdl = GetBoneShared(self, 0, bone_index, nullptr);
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DVector3 position(pos_x, pos_y, pos_z);
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DVector3 direction(dir_x, dir_y, dir_z);
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DVector3 fwd(fwd_x, fwd_y, fwd_z);
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DVector3 up(up_x, up_y, up_z);
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if(mdl)
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{
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self->GetBonePosition(0, bone_index, with_override, position, direction);
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self->GetBonePosition(0, bone_index, with_override, position, fwd, up);
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}
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if(numret > 2)
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{
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ret[2].SetVector(up);
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}
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if(numret > 1)
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{
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ret[1].SetVector(direction);
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ret[1].SetVector(fwd);
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}
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if(numret > 0)
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@ -6072,9 +6081,12 @@ DEFINE_ACTION_FUNCTION(AActor, TransformByNamedBone)
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PARAM_FLOAT(pos_x);
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PARAM_FLOAT(pos_y);
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PARAM_FLOAT(pos_z);
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PARAM_FLOAT(dir_x);
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PARAM_FLOAT(dir_y);
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PARAM_FLOAT(dir_z);
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PARAM_FLOAT(fwd_x);
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PARAM_FLOAT(fwd_y);
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PARAM_FLOAT(fwd_z);
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PARAM_FLOAT(up_x);
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PARAM_FLOAT(up_y);
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PARAM_FLOAT(up_z);
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PARAM_BOOL(with_override);
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int bone_index;
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@ -6082,16 +6094,22 @@ DEFINE_ACTION_FUNCTION(AActor, TransformByNamedBone)
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FModel * mdl = GetBoneShared(self, 0, bone_index, &bone_name);
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DVector3 position(pos_x, pos_y, pos_z);
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DVector3 direction(dir_x, dir_y, dir_z);
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DVector3 fwd(fwd_x, fwd_y, fwd_z);
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DVector3 up(up_x, up_y, up_z);
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if(mdl)
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{
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self->GetBonePosition(0, bone_index, with_override, position, direction);
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self->GetBonePosition(0, bone_index, with_override, position, fwd, up);
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}
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if(numret > 2)
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{
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ret[2].SetVector(up);
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}
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if(numret > 1)
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{
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ret[1].SetVector(direction);
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ret[1].SetVector(fwd);
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}
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if(numret > 0)
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@ -4309,7 +4309,7 @@ void AActor::GetBoneMatrix(int model_index, int bone_index, bool with_override,
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}
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}
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void AActor::GetBonePosition(int model_index, int bone_index, bool with_override, DVector3 &pos, DVector3 &normal)
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void AActor::GetBonePosition(int model_index, int bone_index, bool with_override, DVector3 &pos, DVector3 &fwd, DVector3 &up)
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{
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if(modelData && modelData->flags & MODELDATA_GET_BONE_INFO)
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{
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@ -4324,20 +4324,26 @@ void AActor::GetBonePosition(int model_index, int bone_index, bool with_override
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FVector4 oldPos(pos.X, pos.Z, pos.Y, 1.0);
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FVector4 newPos;
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FVector4 oldNormal(normal.X, normal.Z, normal.Y, 0.0);
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FVector4 newNormal;
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FVector4 oldFwd(fwd.X, fwd.Z, fwd.Y, 0.0);
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FVector4 newFwd;
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FVector4 oldUp(up.X, up.Z, up.Y, 0.0);
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FVector4 newUp;
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boneMatrix.multMatrixPoint(&oldPos.X, &newPos.X);
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boneMatrix.multMatrixPoint(&oldNormal.X, &newNormal.X);
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boneMatrix.multMatrixPoint(&oldFwd.X, &newFwd.X);
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boneMatrix.multMatrixPoint(&oldUp.X, &newUp.X);
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oldPos = FVector4(FVector3(newPos.X, newPos.Y, newPos.Z) / newPos.W, 1.0);
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oldNormal = FVector4(FVector3(newNormal.X, newNormal.Y, newNormal.Z) / newNormal.W, 0.0);
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oldFwd = FVector4(FVector3(newFwd.X, newFwd.Y, newFwd.Z) / newFwd.W, 0.0);
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oldUp = FVector4(FVector3(newUp.X, newUp.Y, newUp.Z) / newUp.W, 0.0);
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worldMatrix.multMatrixPoint(&oldPos.X, &newPos.X);
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worldMatrix.multMatrixPoint(&oldNormal.X, &newNormal.X);
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worldMatrix.multMatrixPoint(&oldFwd.X, &newFwd.X);
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worldMatrix.multMatrixPoint(&oldUp.X, &newUp.X);
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pos = DVector3(newPos.X, newPos.Z, newPos.Y);
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normal = DVector3(newNormal.X, newNormal.Z, newNormal.Y);
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fwd = DVector3(newFwd.X, newFwd.Z, newFwd.Y);
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up = DVector3(newUp.X, newUp.Z, newUp.Y);
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}
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}
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@ -1479,19 +1479,20 @@ class Actor : Thinker native
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native version("4.15.1") Quat, Vector3, Vector3 GetBoneTRS(int boneIndex, bool include_offsets = true);
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native version("4.15.1") Quat, Vector3, Vector3 GetNamedBoneTRS(Name boneName, bool include_offsets = true);
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native version("4.15.1") Vector3, Vector3 TransformByBone(int boneIndex, Vector3 position, Vector3 direction = (0,0,0), bool include_offsets = true);
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native version("4.15.1") Vector3, Vector3 TransformByNamedBone(Name boneName, Vector3 position, Vector3 direction = (0,0,0), bool include_offsets = true);
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//input position/direction vectors are in xzy, model space
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native version("4.15.1") Vector3, Vector3, Vector3 TransformByBone(int boneIndex, Vector3 position, Vector3 forward = (1,0,0), Vector3 up = (0,1,0), bool include_offsets = true);
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native version("4.15.1") Vector3, Vector3, Vector3 TransformByNamedBone(Name boneName, Vector3 position, Vector3 forward = (1,0,0) Vector3 up = (0,1,0), bool include_offsets = true);
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version("4.15.1") Vector3, Vector3 GetBonePosition(int boneIndex, bool include_offsets = true)
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version("4.15.1") Vector3, Vector3, Vector3 GetBonePosition(int boneIndex, bool include_offsets = true)
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{
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let [a, b] = TransformByBone(boneIndex, GetBoneBasePosition(boneIndex), include_offsets:include_offsets);
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return a, b;
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let [a, b, c] = TransformByBone(boneIndex, GetBoneBasePosition(boneIndex), include_offsets:include_offsets);
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return a, b, c;
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}
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version("4.15.1") Vector3, Vector3 GetNamedBonePosition(name boneName, bool include_offsets = true)
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{
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let [a, b] = GetBonePosition(GetBoneIndex(boneName), include_offsets);
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return a, b;
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let [a, b, c] = GetBonePosition(GetBoneIndex(boneName), include_offsets);
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return a, b, c;
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}
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//================================================
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