Here we go!
Copy and test it :noggin:
GLOBAL OrigiMat[]
DIM OrigiMat[16]
DIMDATA OrigiMat[],1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1
SYSTEMPOINTER TRUE
TYPE Pivot
ID = -1
Mat[16]
RotOn
rx; ry; rz
ENDTYPE
GLOBAL Piv[] AS Pivot
TYPE Object
ID = -1
Mesh
PivID = -1
Mat[16]
RotOn
rx; ry; rz
ENDTYPE
GLOBAL Obj[] AS Object
CreateCube(1, 5, RGB(255, 255, 255))
LOCAL Piv1 = CreatePivot()
LOCAL Piv2 = CreatePivot()
LOCAL Obj1 = CreateObjectOnPosition(1,10,0,0,Piv1)
LOCAL Obj2 = CreateObjectOnPosition(1,0,10,0,Piv1)
LOCAL Obj3 = CreateObjectOnPosition(1,-10,0,0,Piv1)
LOCAL Obj4 = CreateObjectOnPosition(1,0,-10,0,Piv1)
LOCAL Obj2_1 = CreateObjectOnPosition(1,20,0,0,Piv2)
LOCAL Obj2_2 = CreateObjectOnPosition(1,0,20,0,Piv2)
LOCAL Obj2_3 = CreateObjectOnPosition(1,-20,0,0,Piv2)
LOCAL Obj2_4 = CreateObjectOnPosition(1,0,-20,0,Piv2)
WHILE TRUE
LOCAL mx,my,b1,b2
MOUSESTATE mx, my, b1, b2
X_MAKE3D 1,1000,45
X_CAMERA 0,0,-80, 0,0,0
X_AMBIENT_LT 1, RGB(255,0,0)
X_SCREEN2WORLD mx, my, 0, wx, wy, wz
SetPivotRotation(Piv1,0,0,2)
SetObjectRotation(Obj1,2,0,0)
SetObjectRotation(Obj2,0,2,0)
SetObjectRotation(Obj3,-2,0,0)
SetObjectRotation(Obj4,0,-2,0)
SetPivotRotation(Piv2,0,0,-2)
SetObjectRotation(Obj2_1,-4,0,0)
SetObjectRotation(Obj2_2,0,-4,0)
SetObjectRotation(Obj2_3,4,0,0)
SetObjectRotation(Obj2_4,0,4,0)
SetPivotPosition(Piv1,wx*80,wy*80,0)
SetPivotPosition(Piv2,wx*80,wy*80,0)
Update()
SHOWSCREEN
WEND
END
FUNCTION CreatePivot:
LOCAL p AS Pivot
STATIC ID
p.ID = ID
p.Mat[] = OrigiMat[]
DIMPUSH Piv[],p
INC ID,1
RETURN p.ID
ENDFUNCTION
FUNCTION CreateObjectOnPosition: ObjectID, x, y, z, PivotID
LOCAL o AS Object
STATIC ID
o.ID = ID
o.Mesh = ObjectID
o.PivID = PivotID
o.Mat[] = OrigiMat[]
o.Mat[12] = x
o.Mat[13] = y
o.Mat[14] = z
INC ID,1
DIMPUSH Obj[],o
RETURN o.ID
ENDFUNCTION
FUNCTION SetObjectPosition: ObjectID, x, y, z
Obj[ObjectID].Mat[12] = x
Obj[ObjectID].Mat[13] = y
Obj[ObjectID].Mat[14] = z
ENDFUNCTION
FUNCTION SetPivotPosition: PivID, x, y, z
Piv[PivID].Mat[12] = x
Piv[PivID].Mat[13] = y
Piv[PivID].Mat[14] = z
ENDFUNCTION
FUNCTION SetObjectRotation: ObjectID, x, y, z
FOREACH i IN Obj[]
IF i.ID = ObjectID
i.RotOn = TRUE
IF i.rx > 359 THEN i.rx = 0
IF i.ry > 359 THEN i.ry = 0
IF i.rz > 359 THEN i.rz = 0
IF i.rx < 0 THEN i.rx = 359
IF i.ry < 0 THEN i.ry = 359
IF i.rz < 0 THEN i.rz = 359
INC i.rx, x
INC i.ry, y
INC i.rz, z
ENDIF
NEXT
ENDFUNCTION
FUNCTION SetPivotRotation: PivID, x, y, z
FOREACH i IN Piv[]
IF i.ID = PivID
i.RotOn = TRUE
IF i.rx > 359 THEN i.rx = 0
IF i.ry > 359 THEN i.ry = 0
IF i.rz > 359 THEN i.rz = 0
IF i.rx < 0 THEN i.rx = 359
IF i.ry < 0 THEN i.ry = 359
IF i.rz < 0 THEN i.rz = 359
INC i.rx, x
INC i.ry, y
INC i.rz, z
ENDIF
NEXT
ENDFUNCTION
FUNCTION Update:
FOREACH i IN Obj[]
X_MOVEMENT Piv[i.PivID].Mat[12], Piv[i.PivID].Mat[13], Piv[i.PivID].Mat[14]
IF Piv[i.PivID].RotOn = TRUE
IF Piv[i.PivID].rx > 0
X_ROTATION Piv[i.PivID].rx,1, 0, 0
ENDIF
IF Piv[i.PivID].ry > 0
X_ROTATION Piv[i.PivID].ry,0, 1, 0
ENDIF
IF Piv[i.PivID].rz > 0
X_ROTATION Piv[i.PivID].rz, 0, 0, 1
ENDIF
ENDIF
X_PUSHMATRIX
X_MOVEMENT i.Mat[12], i.Mat[13], i.Mat[14]
IF i.RotOn = TRUE
IF i.rx > 0
X_ROTATION i.rx,1, 0, 0
ENDIF
IF i.ry > 0
X_ROTATION i.ry,0, 1, 0
ENDIF
IF i.rz > 0
X_ROTATION i.rz, 0, 0, 1
ENDIF
ENDIF
X_DRAWOBJ i.Mesh, 0
X_POPMATRIX
NEXT
ENDFUNCTION
FUNCTION CreateCube: num, sz, col
// Diese Variablen sind als LOCAL definiert:
// num, sz,
X_AUTONORMALS 1 // For a cube, hard edges
sz=sz/2
X_OBJSTART num
// Front Face
X_OBJADDVERTEX sz, -sz, sz, 1, 0, col
X_OBJADDVERTEX -sz, -sz, sz, 0, 0, col
X_OBJADDVERTEX sz, sz, sz, 1, 1, col
X_OBJADDVERTEX -sz, sz, sz, 0, 1, col
X_OBJNEWGROUP
// Back Face
X_OBJADDVERTEX -sz, sz, -sz, 1, 1, col
X_OBJADDVERTEX -sz, -sz, -sz, 1, 0, col
X_OBJADDVERTEX sz, sz, -sz, 0, 1, col
X_OBJADDVERTEX sz, -sz, -sz, 0, 0, col
X_OBJNEWGROUP
// Top Face
X_OBJADDVERTEX -sz, sz, sz, 0, 0, col
X_OBJADDVERTEX -sz, sz, -sz, 0, 1, col
X_OBJADDVERTEX sz, sz, sz, 1, 0, col
X_OBJADDVERTEX sz, sz, -sz, 1, 1, col
X_OBJNEWGROUP
// Bottom Face
X_OBJADDVERTEX sz, -sz, -sz, 0, 1, col
X_OBJADDVERTEX -sz, -sz, -sz, 1, 1, col
X_OBJADDVERTEX sz, -sz, sz, 0, 0, col
X_OBJADDVERTEX -sz, -sz, sz, 1, 0, col
X_OBJNEWGROUP
// Right face
X_OBJADDVERTEX sz, sz, -sz, 1, 1, col
X_OBJADDVERTEX sz, -sz, -sz, 1, 0, col
X_OBJADDVERTEX sz, sz, sz, 0, 1, col
X_OBJADDVERTEX sz, -sz, sz, 0, 0, col
X_OBJNEWGROUP
// Left Face
X_OBJADDVERTEX -sz, -sz, sz, 1, 0, col
X_OBJADDVERTEX -sz, -sz, -sz, 0, 0, col
X_OBJADDVERTEX -sz, sz, sz, 1, 1, col
X_OBJADDVERTEX -sz, sz, -sz, 0, 1, col
X_OBJNEWGROUP
X_OBJEND
ENDFUNCTION // sz
:nw:
KRASS!!! :noggin:
Wie hast'n das gemacht!?
Gecheatet :)
Aber die Rotationen kann man besser machen Gernot....
Deshalb hab ich alles schonmal in eine Matrix gepackt ;)
Da müsstes du mir evtl. helfen?!
Please don't make this into an german only programming language, it's so nice compared to others it's sad that much of the information on the official forum already is in german. Don't close out the rest of the world!
My code is completely english ;)
Everybody can use and understand it .
If somebody ask me in german, i reply in german.
That's the way it is :P
Sorry-my fault.
Anyway, that code would be a great slowdown in comparison to my version. I think I'd better reccomend you to create the models with the pivot points where you need them, rather than "fixing" this in the code.
Realy?
Cool, Heiko..... thats it :good: