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Basic Object Movements

After adding an object to Unigine, you can control its transformations with your control devices. This article shows how to control basic object movements and combine different transformations.

See Also

Direction Vector

A direction vector is an important concept of mesh transformation. To move the node forward, you should know where is the forward direction of the mesh. When the mesh is exported from a 3D editor, it saves the information about the forward direction. And when you add the mesh to the Unigine, it will have the same orientation as it had in a 3D editor.

A mesh in Maya
The same mesh in Unigine

On pictures given above, the direction vector has positive Y-direction. To move this mesh forward, you should get the direction of the mesh by using the Y component (the second column) of the world transformation matrix of the mesh.

The point is that content creators and programmers should make an arrangement about the direction vector.

Basic Movements

Moving Forward

This section contains different ways of setting the forward movement of the mesh.

In this example, we used the "p" key pressing to move the mesh forward. The direction vector is visualized for clarity.

Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

#if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    using Vec4 = Unigine.dvec4;
    using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif


namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
		// define the ObjectMeshStatic instance
		// so that it will be deleted with the AppWorldLogic instance
		ObjectMeshStatic mesh;
		// define the movement speed
        float movement_speed = 5.0f;

		public AppWorldLogic()
		{
		}

        public override int init()
        {
            
            // enable visualizer
			Visualizer.get().setEnabled(1);

			// create a camera and add it to the world
			PlayerSpectator player = new PlayerSpectator();
			player.release();
			// set the camera position and direction so that it is pointed at the object
			player.setPosition(new Vec3(4.0f, -3.401f, 1.5f));
			player.setDirection(new vec3(0.0f, 1.0f, -0.4f),player.getUp());
			Game.get().setPlayer(player.getPlayer());

			// create a mesh by adding a box surface to it
			Mesh mesh_0 = new Mesh();
			mesh_0.addBoxSurface("box_surface", new vec3(1.0f));
			// create the ObjectMeshStatic by using the new mesh
			mesh = new ObjectMeshStatic(mesh_0);
			mesh.release();
			// set the mesh position and material
			mesh.setPosition(new Vec3(4.0f,0.0f,1.0f));
			mesh.setMaterial("mesh_base", "*");

			// add the mesh to the editor
			Editor.get().addNode((mesh.getNode()));

			// check if the key is pressed and update the state of the specified control
			// you can use both 'p' or ASCII code (112)
			ControlsApp.get().setStateKey(Controls.STATE_AUX_0, 'p');

            return 1;
        }

		// start of the main loop
		public override int update()
		{
			// get the frame duration
			float ifps = Game.get().getIFps();

			// get the current world transformation matrix of the mesh
			Mat4 transform = mesh.getWorldTransform();

			// get the direction vector of the mesh from the second column of the transformation matrix
			Vec3 direction = transform.getColumn3(1);
			
			// render the direction vector for visual clarity
			Visualizer.get().renderDirection(mesh.getWorldPosition(), new vec3(direction), new vec4(1.0f, 0.0f, 0.0f, 1.0f), 0.1f, 0);

			// check if the control key is pressed
			if (ControlsApp.get().getState(Controls.STATE_AUX_0) == 1) {

				// calculate the delta of movement
				Vec3 delta_movement = direction * movement_speed * ifps;

				// set a new position to the mesh
				mesh.setWorldPosition(mesh.getWorldPosition() + delta_movement);
			}
			
			return 1;
		}
	}
}

Another Way of Setting Mesh Position

The new position can be also set by using the setWorldTransform() function. The following examples contain the code from the update() function of the AppWorldLogic class. The part of controls initialization is the same for this method, the difference is in the update() function only.

Source code (C#)
// check if the control key is pressed
if (ControlsApp.get().getState(Controls.STATE_AUX_0) == 1) {

	// calculate the delta of movement
	Vec3 delta_movement = direction * movement_speed * ifps;

	// set a new position to the mesh
	mesh.setWorldTransform(MathLib.translate(delta_movement) * transform);
}

Or you can change the translation column of the world transformation matrix (see the Matrix Transformations article) to move the mesh:

Source code (C#)
// check if the control key is pressed.
if (ControlsApp.get().getState(Controls.STATE_AUX_0) == 1) {

	// calculate the delta of movement
	Vec3 delta_movement = direction * movement_speed * ifps;

	// set a new position
	// here, you can also use transform.setColumn3(3, transform.getColumn3(3) + delta_movement);
	transform.setColumn(3, transform.getColumn(3) + new Vec4(delta_movement, 1.0f));

	// set a new world transform matrix to the mesh
	mesh.setWorldTransform(transform);
}

Rotation

This section contains implementation of the mesh rotation.

You can rotate the mesh in two ways, by changing the transformation matrix via the setWorldTransform() function or via the setWorldRotation() function. The following example uses the second one:

Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

#if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    using Vec4 = Unigine.dvec4;
    using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif


namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
		
        // define the ObjectMeshStatic instance
        // so that it will be deleted with the AppWorldLogic instance
        ObjectMeshStatic mesh;
        // define the rotation speed
        float rotation_speed = 30.0f;

		public AppWorldLogic()
		{
		}
		
        public override int init()
        {
            
           // enable visualizer
	        Visualizer.get().setEnabled(1);

	        // create a camera and add it to the world
	        PlayerSpectator player = new PlayerSpectator();
	        player.release();
	        // set the camera position and direction so that it is pointed at the object
	        player.setPosition(new Vec3(4.0f, -3.401f, 1.5f));
	        player.setDirection(new vec3(0.0f, 1.0f, -0.4f),player.getUp());
	        Game.get().setPlayer(player.getPlayer());

	        // create a mesh by adding a box surface to it
	        Mesh mesh_0 = new Mesh();
	        mesh_0.addBoxSurface("box_surface", new vec3(1.0f));
	        // create the ObjectMeshStatic by using the new mesh
	        mesh = new ObjectMeshStatic(mesh_0);
	        mesh.release();
	        // set the mesh position and material
	        mesh.setPosition(new Vec3(4.0f,0.0f,1.0f));
	        mesh.setMaterial("mesh_base", "*");

	        // add the mesh to the editor
	        Editor.get().addNode((mesh.getNode()));
	
	        // check if the key is pressed and update the state of the specified control
	        // you can use both 'o' or ASCII code (111)
	        ControlsApp.get().setStateKey(Controls.STATE_AUX_1, 'o');
			
            return 1;
        }

		// start of the main loop
		public override int update()
		{
			// get the frame duration
	        float ifps = Game.get().getIFps();

	        // check if the control key is pressed
	        if (ControlsApp.get().getState(Controls.STATE_AUX_1) == 1) {

		        // set the node rotation along the Z axis
		        mesh.setWorldRotation(mesh.getWorldRotation() * new quat(MathLib.rotateZ(rotation_speed * ifps)));
	        }
			return 1;
		}
	}
}

In the example above, the node is rotated to the left by pressing the "o" keyboard key.

To rotate the object by using the setWorldTransform() function, you should replace the setWorldRotation() function with the following line:

Source code (C#)
mesh.setWorldTransform(mesh.getWorldTransform() * new Mat4(MathLib.rotateZ(rotation_speed * ifps)));

Combining Movements

Combining different movement controls is not more difficult than adding only one movement control.

The following example adds a mesh to the world and allows you to control it. You can rotate the mesh by using the "o", "[" keyboard keys and move forward by using the "p" key.

Source code (C#)
// AppWorldLogic.cs

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

using Unigine;

#if UNIGINE_DOUBLE
    using Vec3 = Unigine.dvec3;
    using Vec4 = Unigine.dvec4;
    using Mat4 = Unigine.dmat4;
#else
    using Vec3 = Unigine.vec3;
    using Vec4 = Unigine.vec4;
    using Mat4 = Unigine.mat4;
#endif

namespace UnigineApp
{
	class AppWorldLogic : WorldLogic
	{
        // define the ObjectMeshStatic instance
        // so that it will be deleted with the AppWorldLogic instance
        ObjectMeshStatic mesh;
        // define the movement and rotation speed
        float movement_speed = 5.0f;
        float rotation_speed_left = 30.0f;
        float rotation_speed_right = -30.0f;

		public AppWorldLogic()
		{
		}
		
        public override int init()
        {
            
           // enable visualizer
	        Visualizer.get().setEnabled(1);

	        // create a camera and add it to the world
	        PlayerSpectator player = new PlayerSpectator();
	        player.release();
	        // set the camera position and direction so that it is pointed at the object
	        player.setPosition(new Vec3(4.0f, -3.401f, 1.5f));
	        player.setDirection(new vec3(0.0f, 1.0f, -0.4f),player.getUp());
	        Game.get().setPlayer(player.getPlayer());

	        // create a mesh by adding a box surface to it
	        Mesh mesh_0 = new Mesh();
	        mesh_0.addBoxSurface("box_surface", new vec3(1.0f));
	        // create the ObjectMeshStatic by using the new mesh
	        mesh = new ObjectMeshStatic(mesh_0);
	        mesh.release();
	        // set the mesh position and material
	        mesh.setPosition(new Vec3(4.0f,0.0f,1.0f));
	        mesh.setMaterial("mesh_base", "*");

	        // add the mesh to the editor
	        Editor.get().addNode((mesh.getNode()));
	
	        // check if the key is pressed and update the state of the specified control
	        // you can use both 'p', 'o', '[' or ASCII codes (112, 111, 113)
	        ControlsApp.get().setStateKey(Controls.STATE_AUX_0, 'p');
	        ControlsApp.get().setStateKey(Controls.STATE_AUX_1, 'o');
	        ControlsApp.get().setStateKey(Controls.STATE_AUX_2, '[');

            return 1;
        }

		// start of the main loop
		public override int update()
		{
			// get the frame duration
	        float ifps = Game.get().getIFps();

	        // get the current world transform matrix of the mesh
	        Mat4 transform = mesh.getWorldTransform();

	        // get the direction vector of the mesh from the second column of the transformation matrix
	        Vec3 direction = transform.getColumn3(1);

	        // render the direction vector for visual clarity
	        Visualizer.get().renderDirection(mesh.getWorldPosition(), new vec3(direction), new vec4(1.0f, 0.0f, 0.0f, 1.0f));

	        // check if the control key for movement is pressed
	        if (ControlsApp.get().getState(Controls.STATE_AUX_0) == 1) {

		        // calculate the delta of movement
		        Vec3 delta_movement = direction * movement_speed * ifps;

		        // set a new position to the mesh
		        mesh.setWorldPosition(mesh.getWorldPosition() + delta_movement);
	        }

	        // check if the control key for left rotation is pressed
	        if (ControlsApp.get().getState(Controls.STATE_AUX_1) == 1) {
		        // set the node left rotation along the Z axis
		        mesh.setWorldRotation(mesh.getWorldRotation() * new quat(MathLib.rotateZ(rotation_speed_left * ifps)));
	        }

	        // check if the control key for right rotation is pressed
	        if (ControlsApp.get().getState(Controls.STATE_AUX_2) == 1) {
		        // set the node right rotation along the Z axis
		        mesh.setWorldRotation(mesh.getWorldRotation() * new quat(MathLib.rotateZ(rotation_speed_right * ifps)));
	        }

			return 1;
		}
	}
}
Last update: 2018-06-04
Build: ()