/* * ***** BEGIN GPL 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. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK ***** */ /** \file gameengine/Ketsji/KX_MotionState.cpp * \ingroup ketsji */ #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) { const 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) { const 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::GetWorldOrientation(float* ori) { const MT_Matrix3x3& mat = m_node->GetWorldOrientation(); mat.getValue(ori); } void KX_MotionState::SetWorldOrientation(const float* ori) { m_node->SetLocalOrientation(ori); } void KX_MotionState::SetWorldPosition(float posX,float posY,float posZ) { m_node->SetLocalPosition(MT_Point3(posX,posY,posZ)); //m_node->SetWorldPosition(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); //m_node->SetWorldOrientation(orn); } void KX_MotionState::CalculateWorldTransformations() { //Not needed, will be done in KX_Scene::UpdateParents() after the physics simulation //bool parentUpdated = false; //m_node->ComputeWorldTransforms(NULL, parentUpdated); }