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Pivot's for GLBasic

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Schranz0r:
Here we go!
Copy and test it  :noggin:



--- Code: (glbasic) ---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
--- End code ---

D2O:
 :nw:

Kitty Hello:
KRASS!!!  :noggin:
Wie hast'n das gemacht!?

Schranz0r:
Gecheatet :)

Aber die Rotationen kann man besser machen Gernot....
Deshalb hab ich alles schonmal in eine Matrix gepackt ;)

Da müsstes du mir evtl. helfen?!

Moru:
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!

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