AttachElementsOffsets: Difference between revisions
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==Problem== | ==Problem== | ||
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 | 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 for "theElement" and "theAttachToObject". | ||
For example, if "theAttachToElement" has XYZ rotations, then "theElement" will inherit these rotations. The specified rotation offsets will then be performed from these starting rotation points. Simply put, "theElement" will be rotated twice. | |||
==Solution== | ==Solution== | ||
Revision as of 01:07, 10 April 2011
This article concerns the note left in attachElements.
Problem
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 for "theElement" and "theAttachToObject".
For example, if "theAttachToElement" has XYZ rotations, then "theElement" will inherit these rotations. The specified rotation offsets will then be performed from these starting rotation points. Simply put, "theElement" will be rotated twice.
Solution
The following 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