Difference between revisions of "Matrix:transformPoint"
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=== Description === | === Description === | ||
− | Transforms the matrix. | + | Transforms the matrix to an array of points. This function applies the geometric transform represented by the Matrix to a specified array of points. |
− | < | + | <syntaxhighlight lang="lua"> |
Matrix:transformPoint() | Matrix:transformPoint() | ||
− | </ | + | </syntaxhighlight> |
+ | |||
+ | === Example === | ||
+ | '''In this example we reset the player1 matrix by transforming it to the points (0, 0, 0) and we use the result for the lighting''' | ||
+ | <syntaxhighlight lang="lua"> | ||
+ | -- game loop | ||
+ | function LevelX:onEnterFrame(e) | ||
+ | local matrix = self.player1.body:getTransform() | ||
+ | local playerx, playery, playerz = self.player1.body:getTransform():getPosition() | ||
+ | -- move player | ||
+ | local force = 12 | ||
+ | if self.player1.isleft and not self.player1.isright then | ||
+ | self.player1.body:applyLocalForceAtCenterOfMass(0, 0, force) | ||
+ | elseif self.player1.isright and not self.player1.isleft then | ||
+ | self.player1.body:applyLocalForceAtCenterOfMass(0, 0, -force) | ||
+ | end | ||
+ | -- position the player model along its body | ||
+ | self.player1:setMatrix(matrix) | ||
+ | -- the camera FPS style | ||
+ | self.camera:lookAt(playerx+0.1, playery+24, playerz+4, | ||
+ | playerx, playery, playerz+4 | ||
+ | ) | ||
+ | -- lighting | ||
+ | local px, py, pz = matrix:transformPoint(0, 0, 0) -- hgy29 | ||
+ | Lighting.setLight(px, py+8, pz+1, 0.2) | ||
+ | Lighting.setLightTarget(px, py, pz, 32, 20) | ||
+ | --Compute shadows | ||
+ | Lighting.computeShadows(self.scene) | ||
+ | end | ||
+ | </syntaxhighlight> | ||
{{Matrix}} | {{Matrix}} |
Latest revision as of 14:30, 13 July 2023
Available since: Gideros 2013.9
Class: Matrix
Description
Transforms the matrix to an array of points. This function applies the geometric transform represented by the Matrix to a specified array of points.
Matrix:transformPoint()
Example
In this example we reset the player1 matrix by transforming it to the points (0, 0, 0) and we use the result for the lighting
-- game loop
function LevelX:onEnterFrame(e)
local matrix = self.player1.body:getTransform()
local playerx, playery, playerz = self.player1.body:getTransform():getPosition()
-- move player
local force = 12
if self.player1.isleft and not self.player1.isright then
self.player1.body:applyLocalForceAtCenterOfMass(0, 0, force)
elseif self.player1.isright and not self.player1.isleft then
self.player1.body:applyLocalForceAtCenterOfMass(0, 0, -force)
end
-- position the player model along its body
self.player1:setMatrix(matrix)
-- the camera FPS style
self.camera:lookAt(playerx+0.1, playery+24, playerz+4,
playerx, playery, playerz+4
)
-- lighting
local px, py, pz = matrix:transformPoint(0, 0, 0) -- hgy29
Lighting.setLight(px, py+8, pz+1, 0.2)
Lighting.setLightTarget(px, py, pz, 32, 20)
--Compute shadows
Lighting.computeShadows(self.scene)
end
- Matrix
- Matrix.fromSRT
- Matrix.new
- Matrix:duplicate
- Matrix:getAnchorPosition
- Matrix:getElements
- Matrix:getM11
- Matrix:getM12
- Matrix:getM21
- Matrix:getM22
- Matrix:getMatrix
- Matrix:getPosition
- Matrix:getRotationX
- Matrix:getRotationY
- Matrix:getRotationZ
- Matrix:getScale
- Matrix:getScaleX
- Matrix:getScaleY
- Matrix:getScaleZ
- Matrix:getTx
- Matrix:getTy
- Matrix:getTz
- Matrix:getX
- Matrix:getY
- Matrix:getZ
- Matrix:invert
- Matrix:multiply
- Matrix:orthographicProjection
- Matrix:perspectiveProjection
- Matrix:rotate
- Matrix:scale
- Matrix:setAnchorPosition
- Matrix:setElements
- Matrix:setM11
- Matrix:setM12
- Matrix:setM21
- Matrix:setM22
- Matrix:setMatrix
- Matrix:setPosition
- Matrix:setRotationX
- Matrix:setRotationY
- Matrix:setRotationZ
- Matrix:setScale
- Matrix:setScaleX
- Matrix:setScaleY
- Matrix:setScaleZ
- Matrix:setTx
- Matrix:setTy
- Matrix:setTz
- Matrix:setX
- Matrix:setY
- Matrix:setZ
- Matrix:transformPoint
- Matrix:translate