Hi, I tried...
But I don't have the result I wish... see
http://www.allcolor.org/terrain-character-pos.png
To arrive at this, I first hitbeam the character position with the terrain to
find the elevation.
Then I do three hitbeams near the character to form a plane and get the
normal, then I compute the angle with the X and Z axis... but this is not
correct.... someone could help me ?
I used the following code to position the character (please not this is in
java).
iMeshWrapper meshTerrain =
this.app.getEngine().FindMeshObject("Terrain");
CDebug.assertNotNull(meshTerrain);
iMovable movable = this.hulk.GetMovable();
csReversibleTransform transform = movable.GetTransform();
csVector3 newPos = transform.GetOrigin().add(
transform.GetFront().multiply(-elapsed_second *
speed));
csHitBeamResult hbr = meshTerrain.HitBeam(
new
csVector3(newPos.getX(),-100,newPos.getZ()),
new csVector3(newPos.getX(),100,newPos.getZ())
);
newPos = hbr.getIsect();
csHitBeamResult v1 = meshTerrain.HitBeam(
new
csVector3(newPos.getX()+0.1f,-100,newPos.getZ()),
new
csVector3(newPos.getX()+0.1f,100,newPos.getZ()));
csHitBeamResult v2 = meshTerrain.HitBeam(
new
csVector3(newPos.getX()-0.1f,-100,newPos.getZ()),
new
csVector3(newPos.getX()-0.1f,100,newPos.getZ()));
csHitBeamResult v3 = meshTerrain.HitBeam(
new
csVector3(newPos.getX()+0.1f,-100,newPos.getZ()+0.1f),
new
csVector3(newPos.getX()+0.1f,100,newPos.getZ()+0.1f));
csPlane3 plane = new csPlane3(
v1.getIsect(),
v2.getIsect(),
v3.getIsect()
);
csVector3 norm = plane.Normal();
norm.Normalize();
if (norm.getY() < 0.0f) {
norm = norm.multiply(-1.0f);
}
movable.SetTransform(new csOrthoTransform(
new csYRotMatrix3(this.hulkRotY).multiply(
new csZRotMatrix3( (float)
(Math.PI/2-Math.acos(norm.multiply(new
csVector3(0,0,1)))) ).multiply(
new
csXRotMatrix3( (float) (Math.PI/2-Math.acos(norm.multiply(new
csVector3(1,0,0)))) )
)
)
,newPos));
movable.UpdateMove();
and I used the following code to position the camera:
csReversibleTransform spriteTransform = this.hulk.GetMovable()
.GetTransform();
csReversibleTransform cameraTransform = camera.GetTransform();
csVector3 cameraOrigin = spriteTransform.GetOrigin().add(new
csVector3
(0,2,-8));
cameraTransform.SetOrigin(cameraOrigin);
csVector3 lookAt =
cameraOrigin.subtract(spriteTransform.GetOrigin()).multiply(-1.0f);
cameraTransform.LookAt(lookAt,this.cameraOrientation);
Quentin Anciaux
On Thursday 15 February 2007 00:49:18 Andrew Robberts wrote:
> csReversibleTransform has a LookAt function that will compute a look-at
> transform.
>
> So, you can use this to compute a transform that will "look" towards the
> normal of the terrain. You can do this by doing the following:
>
> csReversibleTransform rt;
> rt.LookAt(terrainNormal, csVector3(0,1,0));
> csMatrix3 mat = rt.GetT2O();
> meshWrapper->GetMovable()->SetTransform(mat);
>
> This should orient your mesh so that some part of it is facing down the
> terrain, but it probably won't be the correct part. I can't remember off
> the top of my head which way the lookat will orient, but you can fix this
> with a bit of trial and error. What you'll have to do is rotate your
> character and then apply the lookat transform.
>
> For example, if your character's back faces the direction you want its
> front to face then you can change line 3 to:
>
> csMatrix3 mat = rt.GetT2O() * csYRotMatrix3(3.14f);
>
> 3.14f is a half-turn rotation.
>
> If your character isn't even standing upright, then you'll probably have to
> apply a rotation around the X axis:
>
> csMatrix3 mat = rt.GetT2O() * csXRotMatrix3(3.14f * 0.5f); // half of
> 3.14fis a quarter turn
>
> If neither is sufficient then you might have to combine the two in some
> way:
>
> csMatrix3 mat = rt.GetT2O() * csYRotMatrix3(3.14f) * csXRotMatrix3(3.14f *
> 0.5f);
>
> or something similar. If you play around with it then you should get a
> feel for transforming your character and manage to get him facing the right
> way.
>
> --
> Andrew Robberts
>
> On 2/14/07, Quentin Anciaux <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > I've another question now that I know how to find the elevation. I would
> > like
> > the character displayed on the surface not only to be shown at the
> > correct elevation but also to "rotate" according to the vector
> > perpendicular (normal ?) from the terrain... How can I do ?
> >
> > Thank you very much, any help is appreciated.
> >
> > Quentin Anciaux
> >
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