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Unity transform.forward, up and right


MackeyK24
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In unity they have transform.forward, right and up.

 

The docs for unity say the forward is : 'The blue axis of the transform in world space.'

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public float thrust;
    public Rigidbody rb;
    void Start() {
        rb = GetComponent<Rigidbody>();
    }
    void Update() {
        rb.AddForce(transform.forward * thrust);
    }
}

 

How would I do this in Babylon.... 

Yo @Deltakosh or ANYBODY :)

 

How do we get the forward vector in Babylon... Would this work:

 

        /** The blue axis of the transform in world space. */
        public static GetForwardVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 {
            var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force);
            return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Forward(), matrix);
        }
        
        /** The red axis of the transform in world space. */
        public static GetRightVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 {
            var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force);
            return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Right(), matrix);
        }

        /** The green axis of the transform in world space. */
        public static GetUpVector(mesh:AbstractMesh, force?:boolean):BABYLON.Vector3 {
            var matrix:BABYLON.Matrix = mesh.computeWorldMatrix(force);
            return BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), matrix);
        }

 

 

Also I saw some c++ code for getting forward vector using the quaternion, could I use this in babylon or SHOULD I even try use in Babylon ... Is there something already in Babylon for this:

 

Vector3 Quaternion::GetForwardVector() const
{
    return Vector3( 2 * (x * z + w * y), 
                    2 * (y * x - w * x),
                    1 - 2 * (x * x + y * y));
}
 
Vector3 Quaternion::GetUpVector() const
{
    return Vector3( 2 * (x * y - w * z), 
                    1 - 2 * (x * x + z * z),
                    2 * (y * z + w * x));
}
 
Vector3 Quaternion::GetRightVector() const
{
    return Vector3( 1 - 2 * (y * y + z * z),
                    2 * (x * y + w * z),
                    2 * (x * z - w * y));
}

 

Or am I way off :)

 

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If you want your first attempt to work, I think you need to use TransformNormal, and not TransformCoordinates.

(because it's a direction / normal, not a position / coordinates)

I don't know enough about Quaternion for the 2nd one, but if it works I guess it would be a pretty optimized way to do it. Only issue would be that unlike in Unity, rotation and rotationQuaternion are not binded together.

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I think I got it... These are my little "Unity-Like" Helper functions on the SceneManager class:

// *********************************** //
// *   Update Actor Helper Support   * //
// *********************************** //

/** Applies force to actor using physics imposter. */
public addForce(owner:BABYLON.AbstractMesh, force:BABYLON.Vector3, contact:BABYLON.Vector3) : void {
    if (owner != null) {
        if (owner.physicsImpostor != null) {
            if (force != null && contact != null) owner.physicsImpostor.applyForce(force, contact);
        } else {
            BABYLON.Tools.Warn("Physics imposter not defined for mesh: " + owner.name);
        }
    }
}
/** Applies impulse to actor using physics imposter. */
public addImpulse(owner:BABYLON.AbstractMesh, force:BABYLON.Vector3, contact:BABYLON.Vector3) : void {
    if (owner != null) {
        if (owner.physicsImpostor != null) {
            if (force != null && contact != null) owner.physicsImpostor.applyImpulse(force, contact);
        } else {
            BABYLON.Tools.Warn("Physics imposter not defined for mesh: " + owner.name);
        }
    }
}
/** Moves actor using physics imposter. */
public moveWithPhysics(owner:BABYLON.AbstractMesh, velocity:BABYLON.Vector3, angular:BABYLON.Vector3 = null) : void {
    if (owner != null) {
        if (owner.physicsImpostor != null) {
            if (velocity != null) owner.physicsImpostor.setLinearVelocity(velocity);
            if (angular != null) owner.physicsImpostor.setAngularVelocity(angular);
        } else {
            BABYLON.Tools.Warn("Physics imposter not defined for mesh: " + owner.name);
        }
    }
}
/** Moves actor using camera collisions. */
public moveWithCollisions(owner:BABYLON.AbstractMesh, velocity:BABYLON.Vector3) : void {
    if (owner != null && velocity != null) {
        owner.moveWithCollisions(velocity);
    }
}

// ************************************ //
// *  Public Transform Tools Support  * //
// ************************************ //

/** Transforms position from local space to world space. */
public transformPosition(owner: BABYLON.AbstractMesh | BABYLON.Camera, position:BABYLON.Vector3):BABYLON.Vector3 {
    return BABYLON.Vector3.TransformCoordinates(position, owner.getWorldMatrix());
}
/** Transforms direction from local space to world space. */
public transformDirection(owner: BABYLON.AbstractMesh | BABYLON.Camera, direction:BABYLON.Vector3):BABYLON.Vector3 {
    return BABYLON.Vector3.TransformNormal(direction, owner.getWorldMatrix());
}

// ************************************ //
// *  Scene Direction Helper Support  * //
// ************************************ //

/** Gets the blue axis of the owner in world space. */
public getForwardVector(owner: BABYLON.AbstractMesh | BABYLON.Camera):BABYLON.Vector3 {
    return owner.getDirection(BABYLON.Vector3.Forward())
}
/** Gets the red axis of the owner in world space. */
public getRightVector(owner: BABYLON.AbstractMesh | BABYLON.Camera):BABYLON.Vector3 {
    return owner.getDirection(BABYLON.Vector3.Right());
}
/** Gets the green axis of the owner in world space. */
public getUpVector(owner: BABYLON.AbstractMesh | BABYLON.Camera):BABYLON.Vector3 {
    return owner.getDirection(BABYLON.Vector3.Up());
}

// ************************************* //
// *  Public Quaternion Tools Support  * //
// ************************************* //

/** Computes the Quaternion forward vector */
public getQuaternionForwardVector(quat:Quaternion):BABYLON.Vector3 {
    return new BABYLON.Vector3( 2 * (quat.x * quat.z + quat.w * quat.y), 2 * (quat.y * quat.x - quat.w * quat.x), 1 - 2 * (quat.x * quat.x + quat.y * quat.y));
}
/** Computes the Quaternion right vector */
public getQuaternionRightVector(quat:Quaternion):BABYLON.Vector3  {
    return new BABYLON.Vector3( 1 - 2 * (quat.y * quat.y + quat.z * quat.z), 2 * (quat.x * quat.y + quat.w * quat.z), 2 * (quat.x * quat.z - quat.w * quat.y));
}
/** Computes the Quaternion up vector */
public getQuaternionUpVector(quat:Quaternion): BABYLON.Vector3 {
    return new BABYLON.Vector3( 2 * (quat.x * quat.y - quat.w * quat.z), 1 - 2 * (quat.x * quat.x + quat.z * quat.z), 2 * (quat.y * quat.z + quat.w * quat.x));
}

 

Working great so far :)

 

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