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FCG_VisualizzatoreCamminata/src/joints/methods/pivot_joint_class.cpp
T
2026-06-02 16:44:46 +02:00

120 lines
2.9 KiB
C++

#include "../headers/pivot_joint.hpp"
#define ZERO_INT 0.00001
void PivotJoint::updatePivot(){
rb::Vector3 fRot = father->body.getRot();
pivotAngle = pivotAngle + (fRot - oldRot); // trovo angolo totale da angolo di partenza
float cosA = glm::cos(pivotAngle[0]);
float sinA = glm::sin(pivotAngle[0]);
float cosA1 = glm::cos(pivotAngle[1]);
float sinA1 = glm::sin(pivotAngle[1]);
glm::mat4 Rpx = glm::mat4{
1 , 0, 0, 0,
0, cosA, sinA, 0,
0, -sinA, cosA, 0,
0, 0, 0, 1
};
glm::mat4 Rpy = glm::mat4{
cosA1 , 0, sinA1, 0,
0, 1, 0, 0,
-sinA1, 0, cosA1, 0,
0, 0, 0, 1
};
glm::vec4 pivotN = Rpy * Rpx * glm::vec4(stPivot[0], stPivot[1], stPivot[2],1);
pivot = rb::Vector3{pivotN[0],pivotN[1],pivotN[2]};
oldRot = fRot;
}
void PivotJoint::rotate(unsigned int id){
rb::Vector3 fPos = father->body.getPos();
rb::Vector3 cRot = childs[id]->body.getRot();
//// sposto l'origine passivamente su tutti gli assi ////
offsetAngle[id] = offsetAngle[id] + (cRot - oldCRot[id]);
float cosB = glm::cos(offsetAngle[id][0]);
float sinB = glm::sin(offsetAngle[id][0]);
float cosB1 = glm::cos(offsetAngle[id][1]);
float sinB1 = glm::sin(offsetAngle[id][1]);
glm::mat4 Rcx = glm::mat4{
1 , 0, 0, 0,
0, cosB, sinB, 0,
0, -sinB, cosB, 0,
0, 0, 0, 1
};
glm::mat4 Rcy = glm::mat4{
cosB1 , 0, sinB1, 0,
0, 1, 0, 0,
-sinB1, 0, cosB1, 0,
0, 0, 0, 1
};
glm::vec4 offN = Rcy * Rcx * glm::vec4(offset[id][0],offset[id][1],offset[id][2],1);
// offset[id] = rb::Vector3{offN[0],offN[1],offN[2]};
childs[id]->body.setPos(rb::Vector3{fPos[0]+offN[0]+pivot[0],fPos[1]+offN[1]+pivot[1],fPos[2]+offN[2]+pivot[2]});
//printf("Offset = %f %f %f \n" , offN[0], offN[1], offN[2]);
oldCRot[id] = cRot;
}
void PivotJoint::traslate(unsigned int id){
}
PivotJoint::PivotJoint(PieceInterface* father,std::vector<PieceInterface*> childs, rb::Vector3 pivotPoint){
this->childs = childs;
this->father = father;
rb::Vector3 fCoords = father->globalPos + father->body.getPos();
rb::Vector3 fRot = father->body.getRot();
pivot = pivotPoint;
stPivot = pivotPoint;
rb::Vector3 pivotCenter = father->body.getPos() + stPivot;
pivotAngle = rb::Vector3{0,0,0};
oldRot = father->body.getRot();
//mi calcolo l'offset per ogni child rispetto al pivot
for(PieceInterface* c : childs){
rb::Vector3 tmpCoords;
rb::Vector3 cCoords = c->body.getPos();
tmpCoords = cCoords - pivotCenter;
oldCRot.push_back(c->body.getRot());
offset.push_back(tmpCoords);
offsetAngle.push_back(rb::Vector3{0,0,0});
}
}
PivotJoint::~PivotJoint(){
}
void PivotJoint::movechild(){
updatePivot();
for ( unsigned int i = 0; i < childs.size(); i++){
traslate(i);
rotate(i);
}
}