Parenting lights
2 posters
Parenting lights
Hello:
I was trying to parent a SIO2lamp with a SIO2object.
I can parent two objects with
_SIO2object2->_SIO2transform->_SIO2parent = _SIO2object->_SIO2transform;
and it works grate.
But if I try to parent a light with
_SIO2lamp->_SIO2transform->_SIO2parent = _SIO2object->_SIO2transform;
it doesn't work.
I tried to create an auxiliar child object and, in every frame, give the position of the object to a light, but it doesn't work because the location of the child objet doesn't change although the parent was moving.
Can anyone help me, please?
Thank you!
I was trying to parent a SIO2lamp with a SIO2object.
I can parent two objects with
_SIO2object2->_SIO2transform->_SIO2parent = _SIO2object->_SIO2transform;
and it works grate.
But if I try to parent a light with
_SIO2lamp->_SIO2transform->_SIO2parent = _SIO2object->_SIO2transform;
it doesn't work.
I tried to create an auxiliar child object and, in every frame, give the position of the object to a light, but it doesn't work because the location of the child objet doesn't change although the parent was moving.
Can anyone help me, please?
Thank you!
danisegarra- Posts : 3
Join date : 2009-10-26
Re: Parenting lights
Because of OpenGL the lamps have to be rendered this way:
If you want to parent it to an object, you'll have to do the calculation manually...
- Code:
memcpy( &l[ 0 ], _SIO2lamp->_SIO2transform->loc, 12 );
l[ 3 ] = 1.0f;
glLightfv( _SIO2lamp->index, GL_POSITION, &l[ 0 ] );
If you want to parent it to an object, you'll have to do the calculation manually...
Re: Parenting lights
Thank you.
I will try to set the position manualy.
But, also, I need to know how to get the global position of a child object (for non related light issues).
I am checking in tutorial 14 as explains this topic
https://sio2interactive.forumotion.net/sio2-engine-f3/child-object-unchanged-trans-t626.htm
but, like my companions, I didn't found a solution. When asking the location property, it always returns the same value although the parent is moving (rotating, in fact, like an earth-moon system).
Thank you so much.
I will try to set the position manualy.
But, also, I need to know how to get the global position of a child object (for non related light issues).
I am checking in tutorial 14 as explains this topic
https://sio2interactive.forumotion.net/sio2-engine-f3/child-object-unchanged-trans-t626.htm
but, like my companions, I didn't found a solution. When asking the location property, it always returns the same value although the parent is moving (rotating, in fact, like an earth-moon system).
Thank you so much.
danisegarra- Posts : 3
Join date : 2009-10-26
Re: Parenting lights
Location always need to be in world space, the parent child relationship of the matrix have to be relative to the parent.
Re: Parenting lights
Thanks for your replies.
I wrote two functions that allow me to see the global location of a child object.
I hope this will be useful for someone.
The second one is to give to a pDest transform the result of aply the transform of pParent to pOrig.
Using applyParentTransform I can see in the pDest transform, the global position of pOrig.
But I still have a problem.
In my game, I'm using rigid bodies (_SIO2object->_SIO2objectphysic->_btRigidBody). And I'm moving it by applying torques to it.
The problem to apply torques is that the rotation in SIO2transform->rot is going crazy (for example, aplying an x,0,0 torque, the rotation changes also in y axis) and I can't apply my functions correctly.
Has anyone know how to convert the torque rotation to a standard rotation (or extract the actual standard rotation from the object)?
Thanks so much!
I wrote two functions that allow me to see the global location of a child object.
I hope this will be useful for someone.
- Code:
void multMatrix(SIO2transform* pDest, SIO2transform* pOrig2, SIO2transform* pOrig1)
{
pDest->mat[0] = pOrig1->mat[0] * pOrig2->mat[0] + pOrig1->mat[4] * pOrig2->mat[1] + pOrig1->mat[8] * pOrig2->mat[2] + pOrig1->mat[12] * pOrig2->mat[3];
pDest->mat[1] = pOrig1->mat[1] * pOrig2->mat[0] + pOrig1->mat[5] * pOrig2->mat[1] + pOrig1->mat[9] * pOrig2->mat[2] + pOrig1->mat[13] * pOrig2->mat[3];
pDest->mat[2] = pOrig1->mat[2] * pOrig2->mat[0] + pOrig1->mat[6] * pOrig2->mat[1] + pOrig1->mat[10] * pOrig2->mat[2] + pOrig1->mat[14] * pOrig2->mat[3];
pDest->mat[3] = pOrig1->mat[3] * pOrig2->mat[0] + pOrig1->mat[7] * pOrig2->mat[1] + pOrig1->mat[11] * pOrig2->mat[2] + pOrig1->mat[15] * pOrig2->mat[3];
pDest->mat[4] = pOrig1->mat[0] * pOrig2->mat[4] + pOrig1->mat[4] * pOrig2->mat[5] + pOrig1->mat[8] * pOrig2->mat[6] + pOrig1->mat[12] * pOrig2->mat[7];
pDest->mat[5] = pOrig1->mat[1] * pOrig2->mat[4] + pOrig1->mat[5] * pOrig2->mat[5] + pOrig1->mat[9] * pOrig2->mat[6] + pOrig1->mat[13] * pOrig2->mat[7];
pDest->mat[6] = pOrig1->mat[2] * pOrig2->mat[4] + pOrig1->mat[6] * pOrig2->mat[5] + pOrig1->mat[10] * pOrig2->mat[6] + pOrig1->mat[14] * pOrig2->mat[7];
pDest->mat[7] = pOrig1->mat[3] * pOrig2->mat[4] + pOrig1->mat[7] * pOrig2->mat[5] + pOrig1->mat[11] * pOrig2->mat[6] + pOrig1->mat[15] * pOrig2->mat[7];
pDest->mat[8] = pOrig1->mat[0] * pOrig2->mat[8] + pOrig1->mat[4] * pOrig2->mat[9] + pOrig1->mat[8] * pOrig2->mat[10] + pOrig1->mat[12] * pOrig2->mat[11];
pDest->mat[9] = pOrig1->mat[1] * pOrig2->mat[8] + pOrig1->mat[5] * pOrig2->mat[9] + pOrig1->mat[9] * pOrig2->mat[10] + pOrig1->mat[13] * pOrig2->mat[11];
pDest->mat[10] = pOrig1->mat[2] * pOrig2->mat[8] + pOrig1->mat[6] * pOrig2->mat[9] + pOrig1->mat[10] * pOrig2->mat[10] + pOrig1->mat[14] * pOrig2->mat[11];
pDest->mat[11] = pOrig1->mat[3] * pOrig2->mat[8] + pOrig1->mat[7] * pOrig2->mat[9] + pOrig1->mat[11] * pOrig2->mat[10] + pOrig1->mat[15] * pOrig2->mat[11];
pDest->mat[12] = pOrig1->mat[0] * pOrig2->mat[12] + pOrig1->mat[4] * pOrig2->mat[13] + pOrig1->mat[8] * pOrig2->mat[14] + pOrig1->mat[12] * pOrig2->mat[15];
pDest->mat[13] = pOrig1->mat[1] * pOrig2->mat[12] + pOrig1->mat[5] * pOrig2->mat[13] + pOrig1->mat[9] * pOrig2->mat[14] + pOrig1->mat[13] * pOrig2->mat[15];
pDest->mat[14] = pOrig1->mat[2] * pOrig2->mat[12] + pOrig1->mat[6] * pOrig2->mat[13] + pOrig1->mat[10] * pOrig2->mat[14] + pOrig1->mat[14] * pOrig2->mat[15];
pDest->mat[15] = pOrig1->mat[3] * pOrig2->mat[12] + pOrig1->mat[7] * pOrig2->mat[13] + pOrig1->mat[11] * pOrig2->mat[14] + pOrig1->mat[15] * pOrig2->mat[15];
}
void applyParentTransform( SIO2transform* pDest, SIO2transform* pOrig, SIO2transform* pParent)
{
SIO2transform* PosP = sio2TransformInit();
PosP->mat[0] = 1; PosP->mat[1] = 0; PosP->mat[2] = 0; PosP->mat[3] = pParent->loc->x;
PosP->mat[4] = 0; PosP->mat[5] = 1; PosP->mat[6] = 0; PosP->mat[7] = pParent->loc->y;
PosP->mat[8] = 0; PosP->mat[9] = 0; PosP->mat[10] = 1; PosP->mat[11] = pParent->loc->z;
PosP->mat[12] = 0; PosP->mat[13] = 0; PosP->mat[14] = 0; PosP->mat[15] = 1;
SIO2transform* Rot1 = sio2TransformInit();
float cos_v = cosf( pParent->rot->x * SIO2_DEG_TO_RAD );
float sin_v = sinf( pParent->rot->x * SIO2_DEG_TO_RAD );
Rot1->mat[0] = 1; Rot1->mat[1] = 0; Rot1->mat[2] = 0; Rot1->mat[3] = 0;
Rot1->mat[4] = 0; Rot1->mat[5] = cos_v; Rot1->mat[6] = -sin_v; Rot1->mat[7] = 0;
Rot1->mat[8] = 0; Rot1->mat[9] = sin_v; Rot1->mat[10] = cos_v; Rot1->mat[11] = 0;
Rot1->mat[12] = 0; Rot1->mat[13] = 0; Rot1->mat[14] = 0; Rot1->mat[15] = 1;
SIO2transform* Rot2 = sio2TransformInit();
cos_v = cosf( pParent->rot->y * SIO2_DEG_TO_RAD );
sin_v = sinf( pParent->rot->y * SIO2_DEG_TO_RAD );
Rot2->mat[0] = cos_v; Rot2->mat[1] = 0; Rot2->mat[2] = sin_v; Rot2->mat[3] = 0;
Rot2->mat[4] = 0; Rot2->mat[5] = 1; Rot2->mat[6] = 0; Rot2->mat[7] = 0;
Rot2->mat[8] = -sin_v; Rot2->mat[9] = 0; Rot2->mat[10] = cos_v; Rot2->mat[11] = 0;
float aux = Rot2->mat[8];
Rot2->mat[12] = 0; Rot2->mat[13] = 0; Rot2->mat[14] = 0; Rot2->mat[15] = 1;
SIO2transform* Rot3 = sio2TransformInit();
cos_v = cosf( pParent->rot->z * SIO2_DEG_TO_RAD );
sin_v = sinf( pParent->rot->z * SIO2_DEG_TO_RAD );
Rot3->mat[0] = cos_v; Rot3->mat[1] = -sin_v; Rot3->mat[2] = 0; Rot3->mat[3] = 0;
Rot3->mat[4] = sin_v; Rot3->mat[5] = cos_v; Rot3->mat[6] = 0; Rot3->mat[7] = 0;
Rot3->mat[8] = 0; Rot3->mat[9] = 0; Rot3->mat[10] = 1; Rot3->mat[11] = 0;
Rot3->mat[12] = 0; Rot3->mat[13] = 0; Rot3->mat[14] = 0; Rot3->mat[15] = 1;
SIO2transform* pAux0 = sio2TransformInit();
SIO2transform* pAux1 = sio2TransformInit();
SIO2transform* pAux2 = sio2TransformInit();
multMatrix(pAux0, PosP, Rot1);
multMatrix(pAux1, pAux0, Rot2);
multMatrix(pAux2, pAux1, Rot3);
float fX = pAux2->mat[0]*pOrig->loc->x + pAux2->mat[1]*pOrig->loc->y + pAux2->mat[2]*pOrig->loc->z;
float fY = pAux2->mat[4]*pOrig->loc->x + pAux2->mat[5]*pOrig->loc->y + pAux2->mat[6]*pOrig->loc->z;
float fZ = pAux2->mat[8]*pOrig->loc->x + pAux2->mat[9]*pOrig->loc->y + pAux2->mat[10]*pOrig->loc->z;
pDest->loc->x = fX;
pDest->loc->y = fY;
pDest->loc->z = fZ;
sio2TransformFree(Rot1);
sio2TransformFree(Rot2);
sio2TransformFree(Rot3);
sio2TransformFree(pAux0);
sio2TransformFree(pAux1);
sio2TransformFree(pAux2);
}
The second one is to give to a pDest transform the result of aply the transform of pParent to pOrig.
Using applyParentTransform I can see in the pDest transform, the global position of pOrig.
But I still have a problem.
In my game, I'm using rigid bodies (_SIO2object->_SIO2objectphysic->_btRigidBody). And I'm moving it by applying torques to it.
The problem to apply torques is that the rotation in SIO2transform->rot is going crazy (for example, aplying an x,0,0 torque, the rotation changes also in y axis) and I can't apply my functions correctly.
Has anyone know how to convert the torque rotation to a standard rotation (or extract the actual standard rotation from the object)?
Thanks so much!
danisegarra- Posts : 3
Join date : 2009-10-26
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