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C++ FloatPoint3D函数代码示例

本文整理汇总了C++中FloatPoint3D函数的典型用法代码示例。如果您正苦于以下问题:C++ FloatPoint3D函数的具体用法?C++ FloatPoint3D怎么用?C++ FloatPoint3D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FloatPoint3D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: FloatPoint3D

void PannerNode::setPosition(float x, float y, float z)
{
    FloatPoint3D position = FloatPoint3D(x, y, z);

    if (m_position == position)
        return;

    // This synchronizes with process().
    MutexLocker processLocker(m_processLock);
    m_position = position;
    markPannerAsDirty(PannerNode::AzimuthElevationDirty | PannerNode::DistanceConeGainDirty | PannerNode::DopplerRateDirty);
}
开发者ID:smil-in-javascript,项目名称:blink,代码行数:12,代码来源:PannerNode.cpp

示例2: TEST_F

TEST_F(PaintPropertyTreeBuilderTest, Transform)
{
    loadTestData("transform.html");

    Element* transform = document().getElementById("transform");
    ObjectPaintProperties* transformProperties = transform->layoutObject()->objectPaintProperties();
    EXPECT_EQ(TransformationMatrix().translate3d(123, 456, 789), transformProperties->transform()->matrix());
    EXPECT_EQ(FloatPoint3D(200, 150, 0), transformProperties->transform()->origin());
    EXPECT_EQ(transformProperties->paintOffsetTranslation(), transformProperties->transform()->parent());
    EXPECT_EQ(TransformationMatrix().translate(50, 100), transformProperties->paintOffsetTranslation()->matrix());
    EXPECT_EQ(document().view()->scrollTranslation(), transformProperties->paintOffsetTranslation()->parent());
}
开发者ID:howardroark2018,项目名称:chromium,代码行数:12,代码来源:PaintPropertyTreeBuilderTest.cpp

示例3: TEST

TEST(TransformationMatrixTest, ApplyTransformOrigin) {
  TransformationMatrix matrix;

  // (0,0,0) is a fixed point of this scale.
  // (1,1,1) should be scaled appropriately.
  matrix.scale3d(2, 3, 4);
  EXPECT_EQ(FloatPoint3D(0, 0, 0), matrix.mapPoint(FloatPoint3D(0, 0, 0)));
  EXPECT_EQ(FloatPoint3D(2, 3, -4), matrix.mapPoint(FloatPoint3D(1, 1, -1)));

  // With the transform origin applied, (1,2,3) is the fixed point.
  // (0,0,0) should be scaled according to its distance from (1,2,3).
  matrix.applyTransformOrigin(1, 2, 3);
  EXPECT_EQ(FloatPoint3D(1, 2, 3), matrix.mapPoint(FloatPoint3D(1, 2, 3)));
  EXPECT_EQ(FloatPoint3D(-1, -4, -9), matrix.mapPoint(FloatPoint3D(0, 0, 0)));
}
开发者ID:mirror,项目名称:chromium,代码行数:15,代码来源:TransformationMatrixTest.cpp

示例4: createPaintOffsetTranslationIfNeeded

static PassRefPtr<TransformPaintPropertyNode> createPaintOffsetTranslationIfNeeded(const LayoutBoxModelObject& object, PaintPropertyTreeBuilderContext& context)
{
    // TODO(trchen): Eliminate PaintLayer dependency.
    bool shouldCreatePaintOffsetTranslationNode = object.layer() && object.layer()->paintsWithTransform(GlobalPaintNormalPhase);

    if (context.paintOffset == LayoutPoint() || !shouldCreatePaintOffsetTranslationNode)
        return nullptr;

    RefPtr<TransformPaintPropertyNode> newTransformNodeForPaintOffsetTranslation = TransformPaintPropertyNode::create(
        TransformationMatrix().translate(context.paintOffset.x(), context.paintOffset.y()),
        FloatPoint3D(), context.currentTransform);
    context.currentTransform = newTransformNodeForPaintOffsetTranslation.get();
    context.paintOffset = LayoutPoint();
    return newTransformNodeForPaintOffsetTranslation.release();
}
开发者ID:azureplus,项目名称:chromium,代码行数:15,代码来源:PaintPropertyTreeBuilder.cpp

示例5: AudioNode

PannerNode::PannerNode(float sampleRate) : AudioNode(sampleRate), m_panningModel(PanningMode::HRTF)
{
	m_distanceEffect.reset(new DistanceEffect());
	m_coneEffect.reset(new ConeEffect());

    addInput(unique_ptr<AudioNodeInput>(new AudioNodeInput(this)));
    addOutput(unique_ptr<AudioNodeOutput>(new AudioNodeOutput(this, 2)));
    
    m_distanceGain = std::make_shared<AudioParam>("distanceGain", 1.0, 0.0, 1.0);
    m_coneGain = std::make_shared<AudioParam>("coneGain", 1.0, 0.0, 1.0);

    m_position = FloatPoint3D(0, 0, 0);
    m_orientation = FloatPoint3D(1, 0, 0);
    m_velocity = FloatPoint3D(0, 0, 0);

    // Node-specific default mixing rules.
    m_channelCount = 2;
    m_channelCountMode = ChannelCountMode::ClampedMax;
    m_channelInterpretation = ChannelInterpretation::Speakers;
    
    setNodeType(NodeTypePanner);

    initialize();
}
开发者ID:eswartz,项目名称:LabSound,代码行数:24,代码来源:PannerNode.cpp

示例6: computeLocalTransform

void TextureMapperNode::computeTransformations()
{
    if (!m_transforms.dirty)
        return;

    m_transforms.dirty = false;
    if ((m_size.isEmpty() && m_state.masksToBounds))
        return;

    TextureMapperNode* parent = m_parent;
    computeLocalTransform();

    m_transforms.target = TransformationMatrix(parent ? parent->m_transforms.forDescendants : TransformationMatrix()).multiply(m_transforms.local);
    m_transforms.forDescendants = (m_layerType == ClipLayer ? TransformationMatrix() : m_transforms.target);

    if (m_effectTarget)
        return;

    m_transforms.targetBoundingRect = IntRect(m_transforms.target.mapRect(entireRect()));
    if (m_state.replicaLayer)
        m_state.replicaLayer->computeTransformations();

    flattenTo2DSpaceIfNecessary();

    if (!m_state.backfaceVisibility && m_transforms.target.inverse().m33() < 0) {
        m_state.visible = false;
        return;
    }
    m_state.visible = true;

    if (parent && parent->m_state.preserves3D)
        m_transforms.centerZ = m_transforms.target.mapPoint(FloatPoint3D(m_size.width() / 2, m_size.height() / 2, 0)).z();

    if (!m_children.size())
        return;

    if (m_state.childrenTransform.isIdentity())
        return;

    const FloatPoint centerPoint = FloatPoint(m_size.width() / 2, m_size.height() / 2);
    if (m_transforms.perspectiveDirty)
        m_transforms.perspective = TransformationMatrix()
            .translate(centerPoint.x(), centerPoint.y())
            .multiply(m_state.childrenTransform)
            .translate(-centerPoint.x(), -centerPoint.y());
    m_transforms.perspectiveDirty = false;
    m_transforms.forDescendants.multiply(m_transforms.perspective);
}
开发者ID:0omega,项目名称:platform_external_webkit,代码行数:48,代码来源:TextureMapperNode.cpp

示例7: toLayoutSVGRoot

void PaintPropertyTreeBuilder::updateSvgLocalToBorderBoxTransform(const LayoutObject& object, PaintPropertyTreeBuilderContext& context)
{
    if (!object.isSVGRoot())
        return;

    AffineTransform transform = AffineTransform::translation(context.paintOffset.x().toFloat(), context.paintOffset.y().toFloat());
    transform *= toLayoutSVGRoot(object).localToBorderBoxTransform();
    if (transform.isIdentity())
        return;

    RefPtr<TransformPaintPropertyNode> svgLocalToBorderBoxTransform = TransformPaintPropertyNode::create(
        transform, FloatPoint3D(0, 0, 0), context.currentTransform);
    context.currentTransform = svgLocalToBorderBoxTransform.get();
    context.paintOffset = LayoutPoint();
    object.getMutableForPainting().ensureObjectPaintProperties().setSvgLocalToBorderBoxTransform(svgLocalToBorderBoxTransform.release());
}
开发者ID:endlessm,项目名称:chromium-browser,代码行数:16,代码来源:PaintPropertyTreeBuilder.cpp

示例8: ensureRootLayer

void CoordinatedGraphicsScene::ensureRootLayer()
{
    if (m_rootLayer)
        return;

    m_rootLayer = GraphicsLayer::create(0 /* factory */, this);
    m_rootLayer->setMasksToBounds(false);
    m_rootLayer->setDrawsContent(false);
    m_rootLayer->setAnchorPoint(FloatPoint3D(0, 0, 0));

    // The root layer should not have zero size, or it would be optimized out.
    m_rootLayer->setSize(FloatSize(1.0, 1.0));

    ASSERT(m_textureMapper);
    toTextureMapperLayer(m_rootLayer.get())->setTextureMapper(m_textureMapper.get());
}
开发者ID:fmalita,项目名称:webkit,代码行数:16,代码来源:CoordinatedGraphicsScene.cpp

示例9: FloatPoint3D

void PaintPropertyTreeBuilder::buildTreeRootNodes(FrameView& rootFrame, PaintPropertyTreeBuilderContext& context)
{
    // Only create extra root clip and transform nodes when RLS is enabled, because the main frame
    // unconditionally create frame translation / clip nodes otherwise.
    if (rootFrame.frame().settings() && rootFrame.frame().settings()->rootLayerScrolls()) {
        transformRoot = TransformPaintPropertyNode::create(TransformationMatrix(), FloatPoint3D(), nullptr);
        context.currentTransform = context.transformForAbsolutePosition = context.transformForFixedPosition = transformRoot.get();

        clipRoot = ClipPaintPropertyNode::create(transformRoot, FloatRoundedRect(LayoutRect::infiniteIntRect()), nullptr);
        context.currentClip = context.clipForAbsolutePosition = context.clipForFixedPosition = clipRoot.get();
    }

    // The root frame never creates effect node so we unconditionally create a root node here.
    effectRoot = EffectPaintPropertyNode::create(1.0, nullptr);
    context.currentEffect = effectRoot.get();
}
开发者ID:endlessm,项目名称:chromium-browser,代码行数:16,代码来源:PaintPropertyTreeBuilder.cpp

示例10: ensureRootLayer

void CoordinatedGraphicsScene::ensureRootLayer()
{
    if (m_rootLayer)
        return;

    m_rootLayer = std::make_unique<TextureMapperLayer>();
    m_rootLayer->setMasksToBounds(false);
    m_rootLayer->setDrawsContent(false);
    m_rootLayer->setAnchorPoint(FloatPoint3D(0, 0, 0));

    // The root layer should not have zero size, or it would be optimized out.
    m_rootLayer->setSize(FloatSize(1.0, 1.0));

    ASSERT(m_textureMapper);
    m_rootLayer->setTextureMapper(m_textureMapper.get());
}
开发者ID:AndriyKalashnykov,项目名称:webkit,代码行数:16,代码来源:CoordinatedGraphicsScene.cpp

示例11: TEST_F

TEST_F(PaintPropertyTreeBuilderTest, Perspective)
{
    loadTestData("perspective.html");

    Element* perspective = document().getElementById("perspective");
    ObjectPaintProperties* perspectiveProperties = perspective->layoutObject()->objectPaintProperties();
    EXPECT_EQ(TransformationMatrix().applyPerspective(100), perspectiveProperties->perspective()->matrix());
    // The perspective origin is the center of the border box plus accumulated paint offset.
    EXPECT_EQ(FloatPoint3D(250, 250, 0), perspectiveProperties->perspective()->origin());
    EXPECT_EQ(document().view()->scrollTranslation(), perspectiveProperties->perspective()->parent());

    // Adding perspective doesn't clear paint offset. The paint offset will be passed down to children.
    Element* inner = document().getElementById("inner");
    ObjectPaintProperties* innerProperties = inner->layoutObject()->objectPaintProperties();
    EXPECT_EQ(TransformationMatrix().translate(50, 100), innerProperties->paintOffsetTranslation()->matrix());
    EXPECT_EQ(perspectiveProperties->perspective(), innerProperties->paintOffsetTranslation()->parent());
}
开发者ID:azureplus,项目名称:chromium,代码行数:17,代码来源:PaintPropertyTreeBuilderTest.cpp

示例12: toLayoutBox

void PaintPropertyTreeBuilder::updateScrollAndScrollTranslation(
    const LayoutObject& object,
    PaintPropertyTreeBuilderContext& context) {
  if (object.hasOverflowClip()) {
    const LayoutBox& box = toLayoutBox(object);
    const PaintLayerScrollableArea* scrollableArea = box.getScrollableArea();
    IntSize scrollOffset = box.scrolledContentOffset();
    if (!scrollOffset.isZero() || scrollableArea->scrollsOverflow()) {
      TransformationMatrix matrix = TransformationMatrix().translate(
          -scrollOffset.width(), -scrollOffset.height());
      object.getMutableForPainting()
          .ensurePaintProperties()
          .updateScrollTranslation(
              context.current.transform, matrix, FloatPoint3D(),
              context.current.shouldFlattenInheritedTransform,
              context.current.renderingContextID);

      IntSize scrollClip = scrollableArea->visibleContentRect().size();
      IntSize scrollBounds = scrollableArea->contentsSize();
      bool userScrollableHorizontal =
          scrollableArea->userInputScrollable(HorizontalScrollbar);
      bool userScrollableVertical =
          scrollableArea->userInputScrollable(VerticalScrollbar);
      object.getMutableForPainting().ensurePaintProperties().updateScroll(
          context.current.scroll, object.paintProperties()->scrollTranslation(),
          scrollClip, scrollBounds, userScrollableHorizontal,
          userScrollableVertical);
    } else {
      // Ensure pre-existing properties are cleared when there is no
      // scrolling.
      auto* properties = object.getMutableForPainting().paintProperties();
      if (properties) {
        properties->clearScrollTranslation();
        properties->clearScroll();
      }
    }
  }

  if (object.paintProperties() && object.paintProperties()->scroll()) {
    context.current.transform = object.paintProperties()->scrollTranslation();
    const auto* scroll = object.paintProperties()->scroll();
    // TODO(pdr): Remove this const cast.
    context.current.scroll = const_cast<ScrollPaintPropertyNode*>(scroll);
    context.current.shouldFlattenInheritedTransform = false;
  }
}
开发者ID:mirror,项目名称:chromium,代码行数:46,代码来源:PaintPropertyTreeBuilder.cpp

示例13: createScrollTranslationIfNeeded

static PassRefPtr<TransformPaintPropertyNode> createScrollTranslationIfNeeded(const LayoutObject& object, PaintPropertyTreeBuilderContext& context)
{
    if (!object.isBoxModelObject() || !object.hasOverflowClip())
        return nullptr;

    PaintLayer* layer = toLayoutBoxModelObject(object).layer();
    ASSERT(layer);
    DoubleSize scrollOffset = layer->scrollableArea()->scrollOffset();
    if (scrollOffset.isZero() && !layer->scrollsOverflow())
        return nullptr;

    RefPtr<TransformPaintPropertyNode> newTransformNodeForScrollTranslation = TransformPaintPropertyNode::create(
        TransformationMatrix().translate(-scrollOffset.width(), -scrollOffset.height()),
        FloatPoint3D(), context.currentTransform);
    context.currentTransform = newTransformNodeForScrollTranslation.get();
    return newTransformNodeForScrollTranslation.release();
}
开发者ID:mtucker6784,项目名称:chromium,代码行数:17,代码来源:PaintPropertyTreeBuilder.cpp

示例14: toLayoutBoxModelObject

void PaintPropertyTreeBuilder::updateScrollTranslation(const LayoutObject& object, PaintPropertyTreeBuilderContext& context)
{
    if (!object.isBoxModelObject() || !object.hasOverflowClip())
        return;

    PaintLayer* layer = toLayoutBoxModelObject(object).layer();
    ASSERT(layer);
    DoubleSize scrollOffset = layer->getScrollableArea()->scrollOffset();
    if (scrollOffset.isZero() && !layer->scrollsOverflow())
        return;

    RefPtr<TransformPaintPropertyNode> scrollTranslation = TransformPaintPropertyNode::create(
        TransformationMatrix().translate(-scrollOffset.width(), -scrollOffset.height()),
        FloatPoint3D(),
        context.currentTransform);
    context.currentTransform = scrollTranslation.get();
    object.getMutableForPainting().ensureObjectPaintProperties().setScrollTranslation(scrollTranslation.release());
}
开发者ID:endlessm,项目名称:chromium-browser,代码行数:18,代码来源:PaintPropertyTreeBuilder.cpp

示例15: roundedIntPoint

// TODO(trchen): Remove this once we bake the paint offset into frameRect.
void PaintPropertyTreeBuilder::updateScrollbarPaintOffset(const LayoutObject& object, const PaintPropertyTreeBuilderContext& context)
{
    IntPoint roundedPaintOffset = roundedIntPoint(context.paintOffset);
    if (roundedPaintOffset == IntPoint())
        return;

    if (!object.isBoxModelObject())
        return;
    PaintLayerScrollableArea* scrollableArea = toLayoutBoxModelObject(object).getScrollableArea();
    if (!scrollableArea)
        return;
    if (!scrollableArea->horizontalScrollbar() && !scrollableArea->verticalScrollbar())
        return;

    auto paintOffset = TransformationMatrix().translate(roundedPaintOffset.x(), roundedPaintOffset.y());
    object.getMutableForPainting().ensureObjectPaintProperties().setScrollbarPaintOffset(
        TransformPaintPropertyNode::create(paintOffset, FloatPoint3D(), context.currentTransform));
}
开发者ID:endlessm,项目名称:chromium-browser,代码行数:19,代码来源:PaintPropertyTreeBuilder.cpp


注:本文中的FloatPoint3D函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。