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C++ FIX2FLT函数代码示例

本文整理汇总了C++中FIX2FLT函数的典型用法代码示例。如果您正苦于以下问题:C++ FIX2FLT函数的具体用法?C++ FIX2FLT怎么用?C++ FIX2FLT使用的例子?那么, 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FIX2FLT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: switch

char *storage_serialize_sf(void *ptr, u32 fieldType)
{
	char szVal[50];
	switch (fieldType) {
	case GF_SG_VRML_SFBOOL:
		sprintf(szVal, "%d", *((SFBool *)ptr) ? 1 : 0);
		return gf_strdup(szVal);
	case GF_SG_VRML_SFINT32:
		sprintf(szVal, "%d",  *((SFInt32 *)ptr) );
		return gf_strdup(szVal);
	case GF_SG_VRML_SFTIME:
		sprintf(szVal, "%g", *((SFTime *)ptr) );
		return gf_strdup(szVal);
	case GF_SG_VRML_SFFLOAT:
		sprintf(szVal, "%g", FIX2FLT( *((SFFloat *)ptr) ) );
		return gf_strdup(szVal);
	case GF_SG_VRML_SFVEC2F:
		sprintf(szVal, "%g %g", FIX2FLT( ((SFVec2f *)ptr)->x), FIX2FLT( ((SFVec2f *)ptr)->y) );
		return gf_strdup(szVal);
	case GF_SG_VRML_SFVEC3F:
		sprintf(szVal, "%g %g %g", FIX2FLT( ((SFVec3f *)ptr)->x), FIX2FLT( ((SFVec3f *)ptr)->y) , FIX2FLT( ((SFVec3f *)ptr)->z) );
		return gf_strdup(szVal);
	case GF_SG_VRML_SFSTRING:
		return gf_strdup( ((SFString *)ptr)->buffer ? ((SFString *)ptr)->buffer : "");

	default:
		break;
	}
	return NULL;
}
开发者ID:golgol7777,项目名称:gpac,代码行数:30,代码来源:mpeg4_inline.c

示例2: A_LeafCheck

void C_DECL A_LeafCheck(mobj_t *actor)
{
    int                 n;

    actor->special1++;
    if(actor->special1 >= 20)
    {
        P_MobjChangeState(actor, S_NULL);
        return;
    }

    if(P_Random() > 64)
    {
        if(FEQUAL(actor->mom[MX], 0) && FEQUAL(actor->mom[MY], 0))
        {
            P_ThrustMobj(actor, actor->target->angle,
                         FIX2FLT(P_Random() << 9) + 1);
        }
        return;
    }

    P_MobjChangeState(actor, S_LEAF1_8);
    n = P_Random();
    actor->mom[MZ] = FIX2FLT(n << 9) + 1;
    P_ThrustMobj(actor, actor->target->angle, FIX2FLT(P_Random() << 9) + 2);
    actor->flags |= MF_MISSILE;
}
开发者ID:skyjake,项目名称:Doomsday-Engine,代码行数:27,代码来源:a_action.c

示例3: camera_frustum_from_matrix

static void camera_frustum_from_matrix(GF_Camera *cam, GF_Matrix *mx)
{
	u32 i;

	cam->planes[FRUS_LEFT_PLANE].normal.x = mx->m[3] + mx->m[0];
	cam->planes[FRUS_LEFT_PLANE].normal.y = mx->m[7] + mx->m[4];
	cam->planes[FRUS_LEFT_PLANE].normal.z = mx->m[11] + mx->m[8];
	cam->planes[FRUS_LEFT_PLANE].d = mx->m[15] + mx->m[12];

	cam->planes[FRUS_RIGHT_PLANE].normal.x = mx->m[3] - mx->m[0];
	cam->planes[FRUS_RIGHT_PLANE].normal.y = mx->m[7] - mx->m[4];
	cam->planes[FRUS_RIGHT_PLANE].normal.z = mx->m[11] - mx->m[8];
	cam->planes[FRUS_RIGHT_PLANE].d = mx->m[15] - mx->m[12];

	cam->planes[FRUS_BOTTOM_PLANE].normal.x = mx->m[3] + mx->m[1];
	cam->planes[FRUS_BOTTOM_PLANE].normal.y = mx->m[7] + mx->m[5];
	cam->planes[FRUS_BOTTOM_PLANE].normal.z = mx->m[11] + mx->m[9];
	cam->planes[FRUS_BOTTOM_PLANE].d = mx->m[15] + mx->m[13];

	cam->planes[FRUS_TOP_PLANE].normal.x = mx->m[3] - mx->m[1];
	cam->planes[FRUS_TOP_PLANE].normal.y = mx->m[7] - mx->m[5];
	cam->planes[FRUS_TOP_PLANE].normal.z = mx->m[11] - mx->m[9];
	cam->planes[FRUS_TOP_PLANE].d = mx->m[15] - mx->m[13];

	cam->planes[FRUS_FAR_PLANE].normal.x = mx->m[3] - mx->m[2];
	cam->planes[FRUS_FAR_PLANE].normal.y = mx->m[7] - mx->m[6];
	cam->planes[FRUS_FAR_PLANE].normal.z = mx->m[11] - mx->m[10];
	cam->planes[FRUS_FAR_PLANE].d = mx->m[15] - mx->m[14];

	cam->planes[FRUS_NEAR_PLANE].normal.x = mx->m[3] + mx->m[2];
	cam->planes[FRUS_NEAR_PLANE].normal.y = mx->m[7] + mx->m[6];
	cam->planes[FRUS_NEAR_PLANE].normal.z = mx->m[11] + mx->m[10];
	cam->planes[FRUS_NEAR_PLANE].d = mx->m[15] + mx->m[14];

	for (i=0; i<6; ++i) {
#ifdef GPAC_FIXED_POINT
		/*after some testing, it's just safer to move back to float here, the smallest drift will
		result in completely wrong culling...*/
		Float vx, vy, vz, nor;
		vx = FIX2FLT(cam->planes[i].normal.x);
		vy = FIX2FLT(cam->planes[i].normal.y);
		vz = FIX2FLT(cam->planes[i].normal.z);
		nor = (Float) sqrt(vx*vx + vy*vy + vz*vz);
		vx /= nor;
		vy /= nor;
		vz /= nor;
		cam->planes[i].d = FLT2FIX (FIX2FLT(cam->planes[i].d) / nor);
		cam->planes[i].normal.x = FLT2FIX(vx);
		cam->planes[i].normal.y = FLT2FIX(vy);
		cam->planes[i].normal.z = FLT2FIX(vz);
#else
		Float len = (Float)(1.0f / gf_vec_len(cam->planes[i].normal));
		cam->planes[i].normal = gf_vec_scale(cam->planes[i].normal, len);
		cam->planes[i].d *= len;
#endif

		/*compute p-vertex idx*/
		cam->p_idx[i] = gf_plane_get_p_vertex_idx(&cam->planes[i]);
	}
}
开发者ID:Brilon314,项目名称:gpac,代码行数:60,代码来源:camera.c

示例4: print

	/**
	 * Debug print
	 */
	void print ( void )
	{
		lprintfln( "{%f, %f, %f}",
				   FIX2FLT( m_x ),
				   FIX2FLT( m_y ),
				   FIX2FLT( m_z ) );
	}
开发者ID:AliSayed,项目名称:MoSync,代码行数:10,代码来源:vector3fi.hpp

示例5: A_FogMove

void C_DECL A_FogMove(mobj_t* actor)
{
    coord_t speed = (coord_t) actor->args[0];
    uint an;

    if(!(actor->args[4]))
        return;

    if(actor->args[3]-- <= 0)
    {
        P_MobjChangeStateNoAction(actor, P_GetState(actor->type, SN_DEATH));
        return;
    }

    // Move the fog slightly/slowly up and down. Some fog patches are supposed
    // to move higher and some are supposed to stay close to the ground.
    // Unlike in the original Hexen, the move is done by applying momentum
    // to the cloud so that the movement is smooth.
    if((actor->args[3] % 4) == 0)
    {
        uint weaveindex = actor->special2;
        actor->mom[VZ] = FLOATBOBOFFSET(weaveindex) / TICSPERSEC;
        actor->special2 = (weaveindex + 1) & 63;
    }

    an = actor->angle >> ANGLETOFINESHIFT;
    actor->mom[MX] = speed * FIX2FLT(finecosine[an]);
    actor->mom[MY] = speed * FIX2FLT(finesine[an]);
}
开发者ID:skyjake,项目名称:Doomsday-Engine,代码行数:29,代码来源:a_action.c

示例6: c2d_gl_fill_alpha

static void c2d_gl_fill_alpha(void *cbk, u32 x, u32 y, u32 run_h_len, GF_Color color, u8 alpha)
{
#if defined(GPAC_USE_OGL_ES)
	GLfloat line[4];

	line[0] = FIX2FLT(x);
	line[1] = FIX2FLT(y);
	line[2] = FIX2FLT(x+run_h_len);
	line[3] = line[1];

	glEnable(GL_BLEND);
	glColor4ub(GF_COL_R(color), GF_COL_G(color), GF_COL_B(color), (u8) alpha);

	glVertexPointer(2, GL_FLOAT, 0, line);
	glEnableClientState(GL_VERTEX_ARRAY);
	glDrawArrays(GL_LINES, 0, 2);
	glDisableClientState(GL_VERTEX_ARRAY);

	glDisable(GL_BLEND);
#else
	glEnable(GL_BLEND);
	glColor4ub(GF_COL_R(color), GF_COL_G(color), GF_COL_B(color), (u8) alpha);
	glBegin(GL_LINES);
	glVertex2i(x,y);
	glVertex2i(x+run_h_len,y);
	glEnd();
	glDisable(GL_BLEND);
#endif
}
开发者ID:jnorthrup,项目名称:gpac,代码行数:29,代码来源:compositor_2d.c

示例7: A_PotteryExplode

void C_DECL A_PotteryExplode(mobj_t* actor)
{
    int i, maxBits = (P_Random() & 3) + 3;
    mobj_t* potteryBit;

    for(i = 0; i < maxBits; ++i)
    {
        if((potteryBit = P_SpawnMobj(MT_POTTERYBIT1, actor->origin, P_Random() << 24, 0)))
        {
            P_MobjChangeState(potteryBit, P_GetState(potteryBit->type, SN_SPAWN) + (P_Random() % 5));

            potteryBit->mom[MZ] = FIX2FLT(((P_Random() & 7) + 5) * (3 * FRACUNIT / 4));
            potteryBit->mom[MX] = FIX2FLT((P_Random() - P_Random()) << 10);
            potteryBit->mom[MY] = FIX2FLT((P_Random() - P_Random()) << 10);
        }
    }

    S_StartSound(SFX_POTTERY_EXPLODE, potteryBit);

    if(actor->args[0])
    {
        // Spawn an item.
        if(!G_Ruleset_NoMonsters() ||
                !(MOBJINFO[TranslateThingType[actor->args[0]]].
                  flags & MF_COUNTKILL))
        {
            // Only spawn monsters if not -nomonsters.
            P_SpawnMobj(TranslateThingType[actor->args[0]], actor->origin,
                        actor->angle, 0);
        }
    }

    P_MobjRemove(actor, false);
}
开发者ID:skyjake,项目名称:Doomsday-Engine,代码行数:34,代码来源:a_action.c

示例8: A_LeafSpawn

void C_DECL A_LeafSpawn(mobj_t* actor)
{
    coord_t pos[3];
    mobj_t* mo;
    int i;

    for(i = (P_Random() & 3) + 1; i; i--)
    {
        pos[VX] = actor->origin[VX];
        pos[VY] = actor->origin[VY];
        pos[VZ] = actor->origin[VZ];

        pos[VX] += FIX2FLT((P_Random() - P_Random()) << 14);
        pos[VY] += FIX2FLT((P_Random() - P_Random()) << 14);
        pos[VZ] += FIX2FLT(P_Random() << 14);

        /// @todo  We should not be using the original indices to determine
        ///         the mobjtype. Use a local table instead.
        if((mo = P_SpawnMobj(MT_LEAF1 + (P_Random() & 1), pos,
                             actor->angle, 0)))
        {
            P_ThrustMobj(mo, actor->angle, FIX2FLT(P_Random() << 9) + 3);
            mo->target = actor;
            mo->special1 = 0;
        }
    }
}
开发者ID:skyjake,项目名称:Doomsday-Engine,代码行数:27,代码来源:a_action.c

示例9: swf_svg_print_color

static void swf_svg_print_color(SWFReader *read, u32 ARGB)
{
	SFColor val;
	val.red = INT2FIX((ARGB>>16)&0xFF) / 255*100;
	val.green = INT2FIX((ARGB>>8)&0xFF) / 255*100;
	val.blue = INT2FIX((ARGB)&0xFF) / 255*100;
	swf_svg_print(read, "rgb(%g%%,%g%%,%g%%)", FIX2FLT(val.red), FIX2FLT(val.green), FIX2FLT(val.blue));
}
开发者ID:ARSekkat,项目名称:gpac,代码行数:8,代码来源:swf_svg.c

示例10: BE_WriteSFFloat

void BE_WriteSFFloat(GF_BifsEncoder *codec, Fixed val, GF_BitStream *bs, char *com)
{
	if (codec->ActiveQP && codec->ActiveQP->useEfficientCoding) {
		gf_bifs_enc_mantissa_float(codec, val, bs);
	} else {
		gf_bs_write_float(bs, FIX2FLT(val));
		GF_LOG(GF_LOG_DEBUG, GF_LOG_CODING, ("[BIFS] SFFloat\t\t32\t\t%g\t\t%s\n", FIX2FLT(val), com ? com : "") );
	}
}
开发者ID:Brilon314,项目名称:gpac,代码行数:9,代码来源:field_encode.c

示例11: print

	void print ( void )
	{
		for ( int i = 0; i < 4; i++ )
			printf( "{%f, %f, %f, %f}",
					FIX2FLT( m_matrix[i][0] ),
					FIX2FLT( m_matrix[i][1] ),
					FIX2FLT( m_matrix[i][2] ),
					FIX2FLT( m_matrix[i][3] ) );
	}
开发者ID:AliSayed,项目名称:MoSync,代码行数:9,代码来源:matrix4fi.hpp

示例12: gf_cache_remove_entry

static Bool gf_cache_remove_entry(GF_Compositor *compositor, GF_Node *node, GroupingNode2D *group)
{
	u32 bytes_remove = 0;
	GF_List *cache_candidates = compositor->cached_groups;

	/*auto mode*/
	if (!group) {
		group = gf_list_get(cache_candidates, 0);
		if (!group) return 0;
		/*remove entry*/
		gf_list_rem(cache_candidates, 0);
		node = NULL;
	} else {
		/*remove entry if present*/
		if (gf_list_del_item(cache_candidates, group)<0)
			return 0;
	}

	/*disable the caching flag of the group if it was marked as such*/
	if(group->flags & GROUP_IS_CACHABLE) {
		group->flags &= ~GROUP_IS_CACHABLE;
		/*the discarded bytes*/
		bytes_remove = group->cached_size;
	}

	/*indicates cache destruction for next frame*/
	if (group->cache && (group->flags & GROUP_IS_CACHED)) {
		group->flags &= ~GROUP_IS_CACHED;
		/*the discarded bytes*/
		bytes_remove = group->cached_size;
	}

	if (bytes_remove == 0) return 0;

	assert(compositor->video_cache_current_size >= bytes_remove);
	compositor->video_cache_current_size -= bytes_remove;

	GF_LOG(GF_LOG_DEBUG, GF_LOG_CACHE, ("[CACHE] Removing cache %s:\t Objects: %d\tSlope: %g\tBytes: %d\tTime: %d\n",
										gf_node_get_log_name(node),
										group->nb_objects,
										FIX2FLT(group->priority),
										group->cached_size,
										FIX2FLT(group->traverse_time)));

	GF_LOG(GF_LOG_DEBUG, GF_LOG_CACHE, ("[CACHE] Status (B): Max: %d\tUsed: %d\tNb Groups: %d\n",
								compositor->video_cache_max_size,
								compositor->video_cache_current_size,
								gf_list_count(compositor->cached_groups)
								));
	return 1;
}
开发者ID:erelh,项目名称:gpac,代码行数:51,代码来源:offscreen_cache.c

示例13: switch

/**
 * Get a pointer to the value of a variable. Added for 64-bit support.
 */
void *G_GetVariable(int id)
{
    static float bob[2];

    switch(id)
    {
    case DD_GAME_NAME:
        return GAMENAMETEXT;

    case DD_GAME_NICENAME:
        return GAME_NICENAME;

    case DD_GAME_ID:
        return GAMENAMETEXT " " GAME_VERSION_TEXT;

    case DD_GAME_MODE:
        return gameModeString;

    case DD_GAME_CONFIG:
        return gameConfigString;

    case DD_VERSION_SHORT:
        return GAME_VERSION_TEXT;

    case DD_VERSION_LONG:
        return GAME_VERSION_TEXTLONG "\n" GAME_DETAILS;

    case DD_ACTION_LINK:
        return actionlinks;

    case DD_XGFUNC_LINK:
        return xgClasses;

    case DD_PSPRITE_BOB_X:
        bob[VX] = 1 + (cfg.bobWeapon * players[CONSOLEPLAYER].bob) *
            FIX2FLT(finecosine[(128 * mapTime) & FINEMASK]);

        return &bob[VX];

    case DD_PSPRITE_BOB_Y:
        bob[VY] = 32 + (cfg.bobWeapon * players[CONSOLEPLAYER].bob) *
            FIX2FLT(finesine[(128 * mapTime) & FINEMASK & (FINEANGLES / 2 - 1)]);

        return &bob[VY];

    default:
        break;
    }
    // ID not recognized, return NULL.
    return 0;
}
开发者ID:cmbruns,项目名称:Doomsday-Engine,代码行数:54,代码来源:d_api.c

示例14: swf_svg_print_shape_record_to_path_d

static void swf_svg_print_shape_record_to_path_d(SWFReader *read, SWFShapeRec *srec)
{
	u32     pt_idx;
	u32     i;

	pt_idx = 0;
	for (i=0; i<srec->path->nbType; i++) {
		switch (srec->path->types[i]) {
		/*moveTo*/
		case 0:
			swf_svg_print(read, "M%g,%g", FIX2FLT(srec->path->pts[pt_idx].x), FIX2FLT(srec->path->pts[pt_idx].y));
			pt_idx++;
			break;
		/*lineTo*/
		case 1:
			swf_svg_print(read, "L%g,%g", FIX2FLT(srec->path->pts[pt_idx].x), FIX2FLT(srec->path->pts[pt_idx].y));
			pt_idx++;
			break;
		/*curveTo*/
		case 2:
			swf_svg_print(read, "Q%g,%g", FIX2FLT(srec->path->pts[pt_idx].x), FIX2FLT(srec->path->pts[pt_idx].y));
			pt_idx++;
			swf_svg_print(read, ",%g,%g", FIX2FLT(srec->path->pts[pt_idx].x), FIX2FLT(srec->path->pts[pt_idx].y));
			pt_idx++;
			break;
		}
	}
}
开发者ID:ARSekkat,项目名称:gpac,代码行数:28,代码来源:swf_svg.c

示例15: gdip_set_vertex_center

static 
GF_Err gdip_set_vertex_center (GF_STENCIL _this, Fixed cx, Fixed cy, u32 color)
{
	GpStatus ret;
	GPSTEN();
	CHECK_RET(GF_STENCIL_VERTEX_GRADIENT);

	if (!_sten->pRadial) return GF_BAD_PARAM;
	_sten->center.X = FIX2FLT(cx);
	_sten->center.Y = FIX2FLT(cy);

	ret = GdipSetPathGradientCenterPoint(_sten->pRadial, &_sten->center);
	ret = GdipSetPathGradientCenterColor(_sten->pRadial, (ARGB) color);
	return GF_OK;
}
开发者ID:DmitrySigaev,项目名称:gpac_hbbtv,代码行数:15,代码来源:gdip_grad.cpp


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