njMotionTransformZXY Japanese
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This is a node motion function (ZXY rotate).

Syntax

#include <Ninja.h>
void    njMotionTransformZXY( NJS_MATRIX *m, NJS_OBJECT *obj, Int spline_flag );
NJS_MOTION  *motion
NJS_OBJECT  *obj
Int         spline_flag

Arguments

motion
Pointer to motion structure
obj
Pointer to object structure
spline_flag
Spline attribute flag (0: linear and 1:spline)

Return Value

None

Error

None

Description

This function reflects the matrix obtained from motion (move, rotate, scale) at each node.
To obtain information such as frame motion,
this function must call the njSetCurrentMotion function before use. (See example.)

Usage Example

#include <NINJA.H> 

#define  OBJECT    object_sample
#define  MOTION    motion_sample
#define LINEAR    0
#define SPLINE    1

extern NJS_MOTION  MOTION[];
extern NJS_OBJECT  OBJECT[];

Float  ff = 0.f;
Int  spline_flg = SPLINE;

...........

Sint32 njUserMain(void)
{
  ...........

  njSetCurrentMotion(MOTION, ff );
  PushPopMotion( OBJECT );

  ff+=0.2f;
  if( ff >= (MOTION->nbFrame-1) ) ff=0.f;
  ...........
}

PushPopMotion(NJS_OBJECT *obj)
{
  njPushMatrix( NULL );

  /* Execute motion function */
  njMotionTransformZXY( NULL, obj, spline_flg );

  /* Draw picture of model */
  if( obj->model != NULL )
    njDrawModel( obj->model );
  
  if( obj->child != NULL )
    PushPopMotion( (NJS_OBJECT*)obj->child );
  
  njPopMatrix( 1 );

  if( obj->sibling != NULL )
    PushPopMotion( (NJS_OBJECT*)obj->sibling );
}

...........

Remark

This function is used as one of the functions for navigating the parent-child hierarchy (push/pop).
These functions (motion of each node) are similar, with exception of the 3D control,
to the njAction and njDrawMotion groups.

Related Items

njSetCurrentMotion
njMotionTransform
njMotionTranslate
njMotionRotateXYZ
njMotionRotateZXY
njMotionScale
njGetMotionTranslate
njGetMotionRotate
njGetMotionScale
njSetNextMotionNode

njMotionTransformZXY
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Copyright SEGA ENTERPRISES, LTD., 1997