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C++ D3DXVec3Cross函数代码示例

本文整理汇总了C++中D3DXVec3Cross函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXVec3Cross函数的具体用法?C++ D3DXVec3Cross怎么用?C++ D3DXVec3Cross使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了D3DXVec3Cross函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: D3DXVec3Normalize

void Camera::lookAt(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& up)
{
	D3DXVECTOR3 L = target - pos;
	D3DXVec3Normalize(&L, &L);

	D3DXVECTOR3 R;
	D3DXVec3Cross(&R, &up, &L);
	D3DXVec3Normalize(&R, &R);

	D3DXVECTOR3 U;
	D3DXVec3Cross(&U, &L, &R);
	D3DXVec3Normalize(&U, &U);

	m_posW = pos;
	m_rightW = R;
	m_upW = U;
	m_lookW = L;

	buildView();
	buildFrustumPlanes();

	m_viewProj = m_view * m_proj;
}
开发者ID:brentspector,项目名称:Dart,代码行数:23,代码来源:Camera.cpp

示例2: assert

void Geometry::setMesh(engine::Mesh* mesh)
{    
    assert( mesh->numVertices == _numVertices );
    assert( mesh->numTriangles == _numTriangles );
    assert( mesh->numUVs == _numUVSets );

    unsigned int i,j;
    for( i=0; i<_numVertices; i++ )
    {
        _vertices[i] = wrap( mesh->vertices[i] );
    }
    for( i=0; i<_numUVSets; i++ )
    {
        for( j=0; j<_numVertices; j++ )
        {
            _uvs[i][j] = wrap( mesh->uvs[i][j] );
        }
    }
    for( i=0; i<_numTriangles; i++ )
    {
        _triangles[i].set(
            mesh->triangles[i].vertexId[0],
            mesh->triangles[i].vertexId[1],
            mesh->triangles[i].vertexId[2],
            mesh->triangles[i].shaderId
        );
    }
    // calculate per-triangle normals
    Vector e01, e02, n;
    for( i=0; i<_numTriangles; i++ )
    {
        D3DXVec3Subtract( 
            &e01, 
            _vertices + mesh->triangles[i].vertexId[1],
            _vertices + mesh->triangles[i].vertexId[0]
        );
        D3DXVec3Subtract( 
            &e02, 
            _vertices + mesh->triangles[i].vertexId[2],
            _vertices + mesh->triangles[i].vertexId[0]
        );
        D3DXVec3Cross( &n, &e02, &e01 );
        D3DXVec3Normalize( &n, &n );
        _normals[mesh->triangles[i].vertexId[0]] = n;
        _normals[mesh->triangles[i].vertexId[1]] = n;
        _normals[mesh->triangles[i].vertexId[2]] = n;
    }

    instance();
}
开发者ID:AndreMeijer86,项目名称:base-pro-edition,代码行数:50,代码来源:geometry.cpp

示例3: D3DXVec3Normalize

void CamerClass::GetViewMatrix(D3DXMATRIX* V)
{
	//保持view局部坐标系,各自轴的彼此正交
	D3DXVec3Normalize(&_look, &_look);
	//look X right
	D3DXVec3Cross(&_up, &_look, &_right);
	D3DXVec3Normalize(&_up, &_up);

	D3DXVec3Cross(&_right, &_up, &_look);
	D3DXVec3Normalize(&_right, &_right);

	// 生成view矩阵:
	float x = -D3DXVec3Dot(&_right, &_pos);
	float y = -D3DXVec3Dot(&_up, &_pos);
	float z = -D3DXVec3Dot(&_look, &_pos);

	(*V)(0,0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;
	(*V)(1,0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;
	(*V)(2,0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;
	(*V)(3,0) = x;        (*V)(3, 1) = y;     (*V)(3, 2) = z;       (*V)(3, 3) = 1.0f;

	return;
}
开发者ID:fanqsh,项目名称:myD3DProject,代码行数:23,代码来源:CamerClass.cpp

示例4: D3DXVec3Normalize

void Camera::buildView()
{
	// Keep camera's axes orthogonal to each other and of unit length.
	D3DXVec3Normalize(&mLookW, &mLookW);

	D3DXVec3Cross(&mUpW, &mLookW, &mRightW);
	D3DXVec3Normalize(&mUpW, &mUpW);

	D3DXVec3Cross(&mRightW, &mUpW, &mLookW);
	D3DXVec3Normalize(&mRightW, &mRightW);

	// Fill in the view matrix entries.

	float x = -D3DXVec3Dot(&mPosW, &mRightW);
	float y = -D3DXVec3Dot(&mPosW, &mUpW);
	float z = -D3DXVec3Dot(&mPosW, &mLookW);

	mView(0,0) = mRightW.x; 
	mView(1,0) = mRightW.y; 
	mView(2,0) = mRightW.z; 
	mView(3,0) = x;   

	mView(0,1) = mUpW.x;
	mView(1,1) = mUpW.y;
	mView(2,1) = mUpW.z;
	mView(3,1) = y;  

	mView(0,2) = mLookW.x; 
	mView(1,2) = mLookW.y; 
	mView(2,2) = mLookW.z; 
	mView(3,2) = z;   

	mView(0,3) = 0.0f;
	mView(1,3) = 0.0f;
	mView(2,3) = 0.0f;
	mView(3,3) = 1.0f;
}
开发者ID:Clearlove1992,项目名称:GraphicsDemos,代码行数:37,代码来源:Camera.cpp

示例5: D3DXVec3Cross

bool CPicking::CollisionCheckTriangle(D3DXVECTOR3 &PickPos, RAY &_ray, D3DXVECTOR3 &_v0, D3DXVECTOR3 &_v1, D3DXVECTOR3 &_v2)
{
	float t,u,v;
	t = u = v = 0.0f;

	D3DXVECTOR3 v_edge1 = _v1 - _v0;
	D3DXVECTOR3 v_edge2 = _v2 - _v0;

	D3DXVECTOR3 tvec, pvec, qvec;
	float det, inv_det;

	D3DXVec3Cross(&pvec, &_ray.direction, &v_edge2);
	
	det = D3DXVec3Dot(&v_edge1, &pvec);

	if(det > -0.0001f && det < 0.0001f) return false;

	inv_det = 1.0f / det;

	tvec = _ray.origin - _v0;

	u  = D3DXVec3Dot(&tvec, &pvec) * inv_det;
	if(u < 0.0001f || u > 1.0001f) return false;
	
	D3DXVec3Cross(&qvec, &tvec, &v_edge1);
	
	v = D3DXVec3Dot(&_ray.direction, &qvec) * inv_det;
	if(v < 0.0001f || (u+v) > 1.0001f ) return false;

	_ray.fT = D3DXVec3Dot(&v_edge2, &qvec) * inv_det;

	if(_ray.fT <= 0) return false;

	PickPos = _v0 + (u * (_v1 - _v0)) + (v * (_v2 - _v0));

	return true;
}
开发者ID:JonghaLee,项目名称:RobberGame,代码行数:37,代码来源:CPicking.cpp

示例6: D3DXVec3Normalize

void Camera::BuildViewMatrix()
{
	// Keep camera's axes orthogonal to each other and of unit length.
	D3DXVec3Normalize(&m_vForward, &m_vForward);

	D3DXVec3Cross(&m_vUp, &m_vForward, &m_vRight);
	D3DXVec3Normalize(&m_vUp, &m_vUp);

	D3DXVec3Cross(&m_vRight, &m_vUp, &m_vForward);
	D3DXVec3Normalize(&m_vRight, &m_vRight);

	// Fill in the view matrix entries.

	float x = -D3DXVec3Dot(&m_vEyePoint, &m_vRight);
	float y = -D3DXVec3Dot(&m_vEyePoint, &m_vUp);
	float z = -D3DXVec3Dot(&m_vEyePoint, &m_vForward);

	m_matView(0,0) = m_vRight.x; 
	m_matView(1,0) = m_vRight.y; 
	m_matView(2,0) = m_vRight.z; 
	m_matView(3,0) = x;   

	m_matView(0,1) = m_vUp.x;
	m_matView(1,1) = m_vUp.y;
	m_matView(2,1) = m_vUp.z;
	m_matView(3,1) = y;  

	m_matView(0,2) = m_vForward.x; 
	m_matView(1,2) = m_vForward.y; 
	m_matView(2,2) = m_vForward.z; 
	m_matView(3,2) = z;   

	m_matView(0,3) = 0.0f;
	m_matView(1,3) = 0.0f;
	m_matView(2,3) = 0.0f;
	m_matView(3,3) = 1.0f;
}
开发者ID:BillyKim,项目名称:directxcode,代码行数:37,代码来源:Camera.cpp

示例7: D3DXVec3Cross

void AVCamera::walk(float units)
{
	if( units == 0 ) return;

	if(m_type == CAMERA_TYPE_LANDOBJECT)
	{
		D3DXVECTOR3 dir;
		D3DXVec3Cross(&dir, &m_right, &D3DXVECTOR3(0,1,0));
		m_pos += D3DXVECTOR3(dir.x, 0.f, dir.z) * units;
	}

	//type == air
	else
		m_pos += m_look * units;
}
开发者ID:Jin02,项目名称:TerrainTool,代码行数:15,代码来源:AVCamera.cpp

示例8: D3DXVec3Dot

D3DXQUATERNION ArcBall::QuatFromBallPoints(D3DXVECTOR3& start_point, D3DXVECTOR3& end_point)
{
    // Calculate rotate angle
    float angle = D3DXVec3Dot(&start_point, &end_point);

    // Calculate rotate axis
    D3DXVECTOR3 axis;
    D3DXVec3Cross(&axis, &start_point, &end_point);

    // Build and Normalize the Quaternion
    D3DXQUATERNION quat(axis.x, axis.y, axis.z, angle);
    D3DXQuaternionNormalize(&quat, &quat);

    return quat;
}
开发者ID:BillyKim,项目名称:directxcode,代码行数:15,代码来源:ArcBall.cpp

示例9: D3DXVec3Normalize

void Camera::lookAt(const D3DXVECTOR3 &eye, const D3DXVECTOR3 &target, const D3DXVECTOR3 &up)
{
    m_eye = eye;

    m_zAxis = target - eye;
    D3DXVec3Normalize(&m_zAxis, &m_zAxis);

    m_viewDir = m_zAxis;

    D3DXVec3Cross(&m_xAxis, &up, &m_zAxis);
    D3DXVec3Normalize(&m_xAxis, &m_xAxis);

    D3DXVec3Cross(&m_yAxis, &m_zAxis, &m_xAxis);
    D3DXVec3Normalize(&m_yAxis, &m_yAxis);
    D3DXVec3Normalize(&m_xAxis, &m_xAxis);

    D3DXMatrixIdentity(&m_viewMatrix);

    m_viewMatrix(0,0) = m_xAxis.x;
    m_viewMatrix(1,0) = m_xAxis.y;
    m_viewMatrix(2,0) = m_xAxis.z;
    m_viewMatrix(3,0) = -D3DXVec3Dot(&m_xAxis, &eye);

    m_viewMatrix(0,1) = m_yAxis.x;
    m_viewMatrix(1,1) = m_yAxis.y;
    m_viewMatrix(2,1) = m_yAxis.z;
    m_viewMatrix(3,1) = -D3DXVec3Dot(&m_yAxis, &eye);

    m_viewMatrix(0,2) = m_zAxis.x;
    m_viewMatrix(1,2) = m_zAxis.y;
    m_viewMatrix(2,2) = m_zAxis.z;
    m_viewMatrix(3,2) = -D3DXVec3Dot(&m_zAxis, &eye);

    // Extract the pitch angle from the view matrix.
    m_accumPitchDegrees = D3DXToDegree(-asinf(m_viewMatrix(1,2)));
}
开发者ID:aisi,项目名称:Camera,代码行数:36,代码来源:camera.cpp

示例10: D3DXMatrixRotationYawPitchRoll

void Camera::UpdateView()
{
    D3DXMatrixRotationYawPitchRoll(&rotationMatrix, yaw, pitch, 0);

    D3DXVec3TransformCoord(&view, &v, &rotationMatrix);
    D3DXVec3TransformCoord(&up, &u, &rotationMatrix);

    D3DXVec3Normalize(&forward, &view);
    D3DXVec3Cross(&right, &up, &view);
    D3DXVec3Normalize(&right, &right);

    view = eye + view;

    D3DXMatrixLookAtLH(&viewMatrix, &eye, &view, &up);
}
开发者ID:rgee,项目名称:DirectX-Basement,代码行数:15,代码来源:Camera.cpp

示例11: D3DXMatrixRotationYawPitchRoll

void Camera::updateView(float dt)
{
	//rotation
	D3DXMatrixRotationYawPitchRoll(&rotationMatrix, heading, pitch, 0);

	D3DXVec3TransformCoord(&view,&dV,&rotationMatrix);
	D3DXVec3TransformCoord(&up,&dU,&rotationMatrix);

	D3DXVec3Normalize(&forward,&view);
	D3DXVec3Cross(&strafeRight,&up,&view);
	D3DXVec3Normalize(&strafeRight,&strafeRight);

	view = eye + view;
	D3DXMatrixLookAtLH(&viewMatrix,&eye,&view,&up);
}
开发者ID:sywor,项目名称:RayTracer,代码行数:15,代码来源:Camera.cpp

示例12: D3DXVec3Normalize

void CCameraKernel::CalculateViewMatrix(D3DXMATRIX *pMatrix)
{
	//规范化三个向量使之成为正交矩阵

	//规范化观察向量
	D3DXVec3Normalize(&m_vLookVector, &m_vLookVector);
	//使上向量与观察向量垂直
	D3DXVec3Cross(&m_vUpVector, &m_vLookVector, &m_vRightVector);
	//规范化上向量
	D3DXVec3Normalize(&m_vUpVector, &m_vUpVector);
	//右向量与上向量垂直
	D3DXVec3Cross(&m_vRightVector, &m_vUpVector, &m_vLookVector);
	//规范化右向量
	D3DXVec3Normalize(&m_vRightVector, &m_vRightVector);

	//创建取景变换矩阵
	pMatrix->_11 = m_vRightVector.x;
	pMatrix->_12 = m_vUpVector.x;
	pMatrix->_13 = m_vLookVector.x;
	pMatrix->_14 = 0.0f;

	pMatrix->_21 = m_vRightVector.y;
	pMatrix->_22 = m_vUpVector.y;
	pMatrix->_23 = m_vLookVector.y;
	pMatrix->_24 = 0.0f;

	pMatrix->_31 = m_vRightVector.z;
	pMatrix->_32 = m_vUpVector.z;
	pMatrix->_33 = m_vLookVector.z;
	pMatrix->_34 = 0.0f;

	pMatrix->_41 = -D3DXVec3Dot(&m_vRightVector, &m_vCameraPosition);
	pMatrix->_42 = -D3DXVec3Dot(&m_vUpVector, &m_vCameraPosition);
	pMatrix->_43 = -D3DXVec3Dot(&m_vLookVector, &m_vCameraPosition);
	pMatrix->_44 = 1.0f;
}
开发者ID:puppetmasterzj,项目名称:D3DDemo,代码行数:36,代码来源:CameraKernel.cpp

示例13: D3DXVec3Dot

bool U2IntectRayBox3D::Test()
{

	float aWdU[3], aAWdU[3], aDdU[3], aADdU[3], aAWxDdU[3], fRhs;

	D3DXVECTOR3 diff = m_pRay->m_vOrigin - m_pBox->m_vCenter;

	aWdU[0] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[0]);
	aAWdU[0] = U2Math::FAbs(aWdU[0]);
	aDdU[0] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[0]);
	aADdU[0] = U2Math::FAbs(aDdU[0]);
	if(aADdU[0] > m_pBox->m_afExtent[0] && aDdU[0] * aWdU[0] >= 0.f)
		return false;

	aWdU[1] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[1]);
	aAWdU[1] = U2Math::FAbs(aWdU[1]);
	aDdU[1] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[1]);
	aADdU[1] = U2Math::FAbs(aDdU[1]);
	if(aADdU[1] > m_pBox->m_afExtent[1] && aDdU[1] * aWdU[1] >= 0.f)
		return false;

	aWdU[2] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[2]);
	aAWdU[2] = U2Math::FAbs(aWdU[2]);
	aDdU[2] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[2]);
	aADdU[2] = U2Math::FAbs(aDdU[2]);
	if(aADdU[2] > m_pBox->m_afExtent[2] && aDdU[2] * aWdU[2] >= 0.f)
		return false;

	D3DXVECTOR3 WxD;
	D3DXVec3Cross(&WxD, &m_pRay->m_vDir, &diff);
	
	aAWxDdU[0] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[0]));
	fRhs = m_pBox->m_afExtent[1] *aAWdU[2] + m_pBox->m_afExtent[2]*aAWdU[1];
	if(aAWxDdU[0] > fRhs)
		return false;

	aAWxDdU[1] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[1]));
	fRhs = m_pBox->m_afExtent[0] *aAWdU[2] + m_pBox->m_afExtent[2]*aAWdU[0];
	if(aAWxDdU[1] > fRhs)
		return false;

	aAWxDdU[2] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[2]));
	fRhs = m_pBox->m_afExtent[0] *aAWdU[1] + m_pBox->m_afExtent[1]*aAWdU[0];
	if(aAWxDdU[2] > fRhs)
		return false;

	return true;
}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:48,代码来源:U2IntectRayBox3D.cpp

示例14: wrap

OcTreeSector* RayIntersection::collideBSPOcTreeSector(OcTreeSector* ocTreeSector)
{
    if( ocTreeSector->_triangles.size() )
    {
        // collide octree sector triangles
        Triangle* triangle;
        Vector    v0v1, v0v2, n;
        Vector    hitPoint;
        for( unsigned int i=0; i<ocTreeSector->_triangles.size(); i++ )
        {
            triangle = _triangles + ocTreeSector->_triangles[i];
            if( ::intersectionRayTriangle(
                      &_ray, 
                      _vertices + triangle->vertexId[0],
                      _vertices + triangle->vertexId[1],
                      _vertices + triangle->vertexId[2],
                      &hitPoint,
                      &_collisionTriangle.distance
              ))
            {
                _collisionTriangle.vertices[0] = wrap( _vertices[triangle->vertexId[0]] );
                _collisionTriangle.vertices[1] = wrap( _vertices[triangle->vertexId[1]] );
                _collisionTriangle.vertices[2] = wrap( _vertices[triangle->vertexId[2]] );
                v0v1 = _vertices[triangle->vertexId[1]] - _vertices[triangle->vertexId[0]];
                v0v2 = _vertices[triangle->vertexId[2]] - _vertices[triangle->vertexId[0]];
                D3DXVec3Cross( &n, &v0v1, &v0v2 );
                D3DXVec3Normalize( &n, &n );
                _collisionTriangle.normal = wrap( n );
                _collisionTriangle.collisionPoint = wrap( hitPoint );
                _collisionTriangle.shader = _geometry->shader( triangle->shaderId );
                _collisionTriangle.triangleId = ocTreeSector->_triangles[i];
                if( !_callBack( &_collisionTriangle, _bspSector, NULL, _callBackData ) ) return NULL;
                return ocTreeSector;
            }
        }
    }
    else if( ocTreeSector->_subtree[0] )
    {
        for( unsigned int i=0; i<8; i++ )
        {
            if( intersectionRayAABB( &_ray, &ocTreeSector->_subtree[i]->_boundingBox ) )
            {
                if( !collideBSPOcTreeSector( ocTreeSector->_subtree[i] ) ) return NULL;
            }
        }
    }
    return ocTreeSector;
}
开发者ID:cheinkn,项目名称:basextreme,代码行数:48,代码来源:rayintersection.cpp

示例15: D3DXVec3Normalize

/// 카메라 행렬을 생성하기위한 기본 벡터값들을 설정한다.
D3DXMATRIXA16*	ZCamera::SetView( D3DXVECTOR3* pvEye,D3DXVECTOR3* pvLookat,D3DXVECTOR3* pvUp)
{
    m_vEye		= *pvEye;
    m_vLookat	= *pvLookat;
    m_vUp		= *pvUp;
    D3DXVec3Normalize( &m_vView, &( m_vLookat - m_vEye ) );
    D3DXVec3Cross( &m_vCross, &m_vUp, &m_vView );

    D3DXMatrixLookAtLH( &m_matView, &m_vEye, &m_vLookat, &m_vUp);
    D3DXMatrixInverse( &m_matBill, NULL, &m_matView );
    m_matBill._41 = 0.0f;
    m_matBill._42 = 0.0f;
    m_matBill._43 = 0.0f;

    return &m_matView;
}
开发者ID:blastingzone,项目名称:ComputerGraphicsAdvenced,代码行数:17,代码来源:ZCamera.cpp


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