Object Hierarchy | Related C++ Class: StaticKinematicState
StaticKinematicState
The StaticKinematicState object represents the base pose of an object.
Objects that have access to the StaticKinematicState object include: X3DObject
and Cluster.
The static kinematic state on objects is created when applying envelopes, deform by spine or deform by curve.
Currently an object can only have one static kinematic state. It represents a snapshot of the pose of the object
when the Envelope, DeformBySpine or DeformByCage operator was applied. It is also changed when doing Set Reference
Pose in the Animate|Deform|Envelope menu. If an object has all 3 operations applied on the same object
they will all share the same static kinematic state. When doing a cage deform on top of a
envelope for example the later operation will reset the static kinematic state. This means that
it's usually better to be in the reference pose when adding these deforms (reset actor).
The static kinematic state on clusters is created when the cluster is translated, rotated or
scaled by the MoveComponent operator. The static kinematic state is the transformation applied
by the MoveComponent operator on the cluster. There is one or possibly two static kine
state per move component on a cluster. Therefore you end-up with multiple static
kine states on a cluster if you transform the cluster many times. The second static kine
state on the cluster is created when moving clusters in relative mode.
'======================================================================================= ' This script demonstrates how to get the StaticKinematicState object ' from a cluster. Notice that this object only exists after the cluster ' has been transformed. '======================================================================================= ' Set up a cluster on a torus set oRoot = ActiveSceneRoot set oTorus = oRoot.AddGeometry( "Torus","MeshSurface" ) set oPimple = oTorus.ActivePrimitive.Geometry.AddCluster( _ siVertexCluster, _ "Pimple", _ Array( 0,2,8,10 ) _ ) ' Print out position information before moving the cluster getBasePositionInfo oPimple ' Translate the cluster in X and Z Translate oPimple, 0, 3.54998625973143, -0.354998625973143, siRelative, siView, siObj, siXYZ ' Print out position information after applying envelope getBasePositionInfo oPimple function getBasePositionInfo( in_cluster ) ' The cluster will only have it after a MoveComponent ' operator has been applied if in_cluster.HasStaticKinematicState then set oBasePose = in_cluster.GetStaticKinematicStates for each oPose in oBasePose ' Create an SIVector3 math object to hold the translation set oTranslation = XSIMath.CreateVector3 ' Print out the translation information from the base pose oPose.Transform.GetTranslation oTranslation logmessage "The StaticKinematicState property position is " _ & "(as X, Y, Z): " & oTranslation.X & ", " _ & oTranslation.Y & ", " & oTranslation.Z next else ' Default situation logmessage "There's no StaticKinematicState property on this object." end if end function '======================================================================================= ' Output of above script is: ' 'INFO : "There's no StaticKinematicState property on this object." 'INFO : "The StaticKinematicState property position is (as X, Y, Z): 0, 0, 0" 'INFO : "The StaticKinematicState property position is (as X, Y, Z): 0, 3.54998625973143, -0.354998625973143" |
'======================================================================================= ' This script demonstrates how to get the StaticKinematicState object ' from an object. Notice that the StaticKinematicState only exists ' after an envelope or deform operation has been performed on the object. '======================================================================================= ' Set up a null to envelope set oRoot = ActiveSceneRoot set oNull = oRoot.AddPrimitive( "Null","MyNull") oNull.Kinematics.Global.Parameters( "posy" ).Value = 6.0 ' Set up the object to use as an envelope set oCube = oRoot.AddGeometry( "Cube","MeshSurface" ) ' Print out position information before applying envelope getBasePositionInfo oCube ' Set up the envelope oCube.ApplyEnvelope oNull ' Print out position information after applying envelope getBasePositionInfo oCube function getBasePositionInfo( in_object ) ' The object will only have it after an envelope or deform ' operator has been applied if in_object.HasStaticKinematicState then set oTranslation = XSIMath.CreateVector3 in_object.GetStaticKinematicState.Transform.GetTranslation oTranslation logmessage "The StaticKinematicState property position is (as X, Y, Z): " & _ oTranslation.X & ", " & oTranslation.Y & ", " & oTranslation.Z else logmessage "There's no StaticKinematicState property on this object." end if end function '======================================================================================= ' Output of above script is: ' 'INFO : "There's no StaticKinematicState property on this object." 'INFO : "The StaticKinematicState property position is (as X, Y, Z): 0, 0, 0" |