AttachElementsOffsets: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 55: | Line 55: | ||
-- unrotate each axis | -- unrotate each axis | ||
local tempY = y | local tempY = y | ||
y = math.cos ( rx ) * tempY + math.sin ( rx ) * z | y = math.cos ( rx ) * tempY + math.sin ( rx ) * z | ||
z = -math.sin ( rx ) * tempY + math.cos ( rx ) * z | z = -math.sin ( rx ) * tempY + math.cos ( rx ) * z | ||
local tempX = x | local tempX = x | ||
x = math.cos ( ry ) * tempX - math.sin ( ry ) * z | x = math.cos ( ry ) * tempX - math.sin ( ry ) * z | ||
z = math.sin ( ry ) * tempX + math.cos ( ry ) * z | z = math.sin ( ry ) * tempX + math.cos ( ry ) * z | ||
tempX = x | tempX = x | ||
x = math.cos ( rz ) * tempX + math.sin ( rz ) * y | x = math.cos ( rz ) * tempX + math.sin ( rz ) * y | ||
y = -math.sin ( rz ) * tempX + math.cos ( rz ) * y | y = -math.sin ( rz ) * tempX + math.cos ( rz ) * y | ||
return x, y, z | return x, y, z | ||
end</syntaxhighlight> | end</syntaxhighlight> |
Revision as of 00:46, 10 April 2011
This article concerns the note left in attachElements.
Explanation
The offset coordinates reflect the object space, not the world space. This means that you cannot simply visualize the attachment in the map editor and calculate the offsets between the 2 sets of world coordinates between "theElement" and "theAttachToObject".
Solution
The follow code shows how to use offsets calculated in the map editor with 'attachElements':
addEventHandler( "onResourceStart", resourceRoot, function() -- Postion and rotations from the map editor: local mainPos = { -756, 995, 14 } local mainRot = { 0, 0, 90 } -- Two rotations are zero. See note in attachRotationAdjusted local subPos = { -756, 999, 24 } local subRot = { 89, 0, 177 } -- One rotation is zero. See note in attachRotationAdjusted -- Create the objects mainObject = createObject ( 17050, mainPos[1], mainPos[2], mainPos[3], mainRot[1], mainRot[2], mainRot[3] ) subObject = createVehicle ( 519, subPos[1], subPos[2], subPos[3], subRot[1], subRot[2], subRot[3] ) -- Attach so they look like what they do in the map editor attachRotationAdjusted ( subObject, mainObject ) end ) function attachRotationAdjusted ( from, to ) -- Note: Objects being attached to ('to') should have at least two of their rotations set to zero -- Objects being attached ('from') should have at least one of their rotations set to zero -- Otherwise it will look all funny local frPosX, frPosY, frPosZ = getElementPosition( from ) local frRotX, frRotY, frRotZ = getElementRotation( from ) local toPosX, toPosY, toPosZ = getElementPosition( to ) local toRotX, toRotY, toRotZ = getElementRotation( to ) local offsetPosX = frPosX - toPosX local offsetPosY = frPosY - toPosY local offsetPosZ = frPosZ - toPosZ local offsetRotX = frRotX - toRotX local offsetRotY = frRotY - toRotY local offsetRotZ = frRotZ - toRotZ offsetPosX, offsetPosY, offsetPosZ = applyInverseRotation ( offsetPosX, offsetPosY, offsetPosZ, toRotX, toRotY, toRotZ ) attachElements( from, to, offsetPosX, offsetPosY, offsetPosZ, offsetRotX, offsetRotY, offsetRotZ ) end function applyInverseRotation ( x,y,z, rx,ry,rz ) -- Degress to radians local DEG2RAD = (math.pi * 2) / 360 rx = rx * DEG2RAD ry = ry * DEG2RAD rz = rz * DEG2RAD -- unrotate each axis local tempY = y y = math.cos ( rx ) * tempY + math.sin ( rx ) * z z = -math.sin ( rx ) * tempY + math.cos ( rx ) * z local tempX = x x = math.cos ( ry ) * tempX - math.sin ( ry ) * z z = math.sin ( ry ) * tempX + math.cos ( ry ) * z tempX = x x = math.cos ( rz ) * tempX + math.sin ( rz ) * y y = -math.sin ( rz ) * tempX + math.cos ( rz ) * y return x, y, z end