Difference between revisions of "Matrix:transformPoint"

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m (Text replacement - "</source>" to "</syntaxhighlight>")
 
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__NOTOC__
 
__NOTOC__
'''Available since:''' in development<br/>
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'''Available since:''' Gideros 2013.9<br/>
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'''Class:''' [[Matrix]]<br/>
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=== Description ===
 
=== Description ===
<translate>Transforms the matrix</translate>
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Transforms the matrix to an array of points. This function applies the geometric transform represented by the Matrix to a specified array of points.
<source lang="lua">
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<syntaxhighlight lang="lua">
Matrix:transformPoint()
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Matrix:transformPoint()
</source>
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</syntaxhighlight>
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=== Example ===
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'''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'''
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<syntaxhighlight lang="lua">
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-- game loop
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function LevelX:onEnterFrame(e)
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local matrix = self.player1.body:getTransform()
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local playerx, playery, playerz = self.player1.body:getTransform():getPosition()
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-- move player
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local force = 12
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if self.player1.isleft and not self.player1.isright then
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self.player1.body:applyLocalForceAtCenterOfMass(0, 0, force)
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elseif self.player1.isright and not self.player1.isleft then
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self.player1.body:applyLocalForceAtCenterOfMass(0, 0, -force)
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end
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-- position the player model along its body
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self.player1:setMatrix(matrix)
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-- the camera FPS style
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self.camera:lookAt(playerx+0.1, playery+24, playerz+4,
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playerx, playery, playerz+4
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)
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-- lighting
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local px, py, pz = matrix:transformPoint(0, 0, 0) -- hgy29
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Lighting.setLight(px, py+8, pz+1, 0.2)
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Lighting.setLightTarget(px, py, pz, 32, 20)
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--Compute shadows
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Lighting.computeShadows(self.scene)
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end
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</syntaxhighlight>
 +
 
 +
{{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