Hello,

ok seems like doing this:

                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(),-100,newPos.getZ()+0.1f), 
                                new 
csVector3(newPos.getX(),100,newPos.getZ()+0.1f));
                csHitBeamResult v2 = meshTerrain.HitBeam(
                                new 
csVector3(newPos.getX()-0.1f,-100,newPos.getZ()-0.1f), 
                                new 
csVector3(newPos.getX()-0.1f,100,newPos.getZ()-0.1f));
                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);
                }
                float ax = (float)-(Math.PI/2-Math.acos(norm.multiply(new 
csVector3
                (0,0,1))));
                float az = (float)(Math.PI/2-Math.acos(norm.multiply(new 
csVector3
                (1,0,0))));
                movable.SetTransform(new csOrthoTransform(
                                new csYRotMatrix3(this.hulkRotY)
                                .multiply(new csXRotMatrix3(ax))
                                .multiply(new csZRotMatrix3(az))
                                ,newPos));
                movable.UpdateMove();

yield the correct result...   
http://www.allcolor.org/terrain-character-pos2.png

Is this correct ?

Thanks,
Quentin Anciaux

On Thursday 15 February 2007 10:54:44 Quentin Anciaux wrote:
> 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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