本文整理汇总了C++中MatrixMultiply函数的典型用法代码示例。如果您正苦于以下问题:C++ MatrixMultiply函数的具体用法?C++ MatrixMultiply怎么用?C++ MatrixMultiply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MatrixMultiply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: center
void CTextureTransformProxy::OnBind( void *pC_BaseEntity )
{
Vector2D center( 0.5, 0.5 );
Vector2D translation( 0, 0 );
VMatrix mat, temp;
if (m_pCenterVar)
{
m_pCenterVar->GetVecValue( center.Base(), 2 );
}
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
if (m_pScaleVar)
{
Vector2D scale;
m_pScaleVar->GetVecValue( scale.Base(), 2 );
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
MatrixMultiply( temp, mat, mat );
}
if (m_pRotateVar)
{
float angle = m_pRotateVar->GetFloatValue( );
MatrixBuildRotateZ( temp, angle );
MatrixMultiply( temp, mat, mat );
}
MatrixBuildTranslation( temp, center.x, center.y, 0.0f );
MatrixMultiply( temp, mat, mat );
if (m_pTranslateVar)
{
m_pTranslateVar->GetVecValue( translation.Base(), 2 );
MatrixBuildTranslation( temp, translation.x, translation.y, 0.0f );
MatrixMultiply( temp, mat, mat );
}
m_pResult->SetMatrixValue( mat );
if ( ToolsEnabled() )
{
ToolFramework_RecordMaterialParams( GetMaterial() );
}
}
示例2: UI_PositionRotatedEntityOnTag
/*
======================
UI_PositionRotatedEntityOnTag
======================
*/
static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
clipHandle_t parentModel, char *tagName ) {
int i;
orientation_t lerped;
vec3_t tempAxis[3];
// lerp the tag
trap_CM_LerpTag( &lerped, parent, tagName, 0 );
// FIXME: allow origin offsets along tag?
VectorCopy( parent->origin, entity->origin );
for ( i = 0 ; i < 3 ; i++ ) {
VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
}
// cast away const because of compiler problems
MatrixMultiply( entity->axis, ( (refEntity_t *)parent )->axis, tempAxis );
MatrixMultiply( lerped.axis, tempAxis, entity->axis );
}
示例3: MatrixGetOffset
//-----------------------------------------------------------------------------------
void Matrix4x4::MatrixInvertOrthogonal(Matrix4x4* matrix)
{
Vector3 translation = MatrixGetOffset(matrix);
MatrixTranspose(matrix);
MatrixSetColumn(matrix, 3, Vector4(0.0f, 0.0f, 0.0f, 1.0f));
Matrix4x4 translationMatrix;
MatrixMakeTranslation(&translationMatrix, translation);
MatrixInvert(&translationMatrix);
MatrixMultiply(matrix, &translationMatrix, matrix);
}
示例4: main
main( )
{
Matrix A = { { 1, 2 }, { 3, 4 } };
Matrix C;
MatrixMultiply( A, A, C, 2 );
printf( "%6.2f %6.2f\n%6.2f %6.2f\n", C[ 0 ][ 0 ], C[ 0 ][ 1 ],
C[ 1 ][ 0 ], C[ 1 ][ 1 ] );
return 0;
}
示例5: MatrixMultiply
//heading으로부터 side각도로 회전 행렬 생성
void ZeroMat::Rotate(const ZeroVec & _fwd, const ZeroVec & _side) {
ZeroMat::Matrix mat;
mat._11 = _fwd.x; mat._12 = _fwd.y; mat._13 = 0;
mat._21 = _side.x; mat._22 = _side.y; mat._23 = 0;
mat._31 = 0; mat._32 = 0; mat._33 = 1;
//행렬을 곱한다.
MatrixMultiply(mat);
}
示例6: while
void Bone::calculatedMatrix()
{
//iterate through all sibling and set the matrices
Bone *curBone = this;
while(curBone && curBone->sibling)
{
MatrixMultiply(&curBone->sibling->combinedTranformation, &curBone->combinedTranformation, &curBone->sibling->localTransform);
curBone = curBone->sibling;
}
//iterate through all children and set the matrices
curBone = this;
while(curBone && curBone->child)
{
MatrixMultiply(&curBone->child->combinedTranformation, &curBone->combinedTranformation, &curBone->sibling->localTransform);
curBone = curBone->child;
}
}
示例7: MatrixTranspose
//-----------------------------------------------------------------------------
// Loads the model * view matrix into pixel shader constants
//-----------------------------------------------------------------------------
void CBaseVSShader::LoadModelViewMatrixIntoVertexShaderConstant( int vertexReg )
{
VMatrix view, model, modelView, transpose;
s_pShaderAPI->GetMatrix( MATERIAL_MODEL, model.m[0] );
MatrixTranspose( model, model );
s_pShaderAPI->GetMatrix( MATERIAL_VIEW, view.m[0] );
MatrixTranspose( view, view );
MatrixMultiply( view, model, modelView );
s_pShaderAPI->SetVertexShaderConstant( vertexReg, modelView.m[0], 3 );
}
示例8: MatrixRotationY
// 描画後処理
void CPlayer::PostDraw(void)
{
if (!m_pMesh) {
return;
}
// 後ろ向きモデルのため、Y軸180度回転
MATRIX world;
MatrixRotationY(&world, RAD * 180);
MatrixMultiply(&world, &m_world, &world);
DrawMeshAlpha(&world, m_pMesh);
}
示例9: QuaternionToMatrix
//====================
// ボーンの行列を更新
//====================
void cPMDBone::updateMatrix( void )
{
// クォータニオンと移動値からボーンのローカルマトリックスを作成
QuaternionToMatrix( m_matLocal, &m_vec4Rotation );
m_matLocal[3][0] = m_vec3Position.x + m_vec3Offset.x;
m_matLocal[3][1] = m_vec3Position.y + m_vec3Offset.y;
m_matLocal[3][2] = m_vec3Position.z + m_vec3Offset.z;
// 親があるなら親の回転を受け継ぐ
if( m_pParentBone ) MatrixMultiply( m_matLocal, m_matLocal, m_pParentBone->m_matLocal );
}
示例10: assert
void SpinAdapted::MatrixRotate (const Matrix& a, const Matrix& b, const Matrix& c, Matrix& d)
{
try
{
assert (d.Nrows () == a.Ncols () && d.Ncols () == c.Ncols ());
#ifdef BLAS
Matrix work (b.Nrows (), c.Ncols ());
Clear (work);
MatrixMultiply (b, 'n', c, 'n', work, 1.);
MatrixMultiply (a, 't', work, 'n', d, 1.);
#else
d = a.t () * b * c;
#endif
}
catch (Exception)
{
pout << Exception::what () << endl;
abort ();
}
}
示例11: MatrixRotationZ
void ParticleData::MatrixMap(float x, float y, float z, float theta, float size, bool init, float speed){
MATRIX mov;
MATRIX rot;
//シェーダーのコンスタントバッファーに各種データを渡す
D3D11_MAPPED_SUBRESOURCE pData;
CONSTANT_BUFFER_P cb;
dx->pDeviceContext->Map(pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &pData);
MatrixRotationZ(&rot, theta);
MatrixTranslation(&mov, x, y, z);
MatrixMultiply(&dx->World, &rot, &mov);
MatrixMultiply(&cb.WV, &dx->World, &dx->View);
cb.Proj = dx->Proj;
MatrixTranspose(&cb.WV);
MatrixTranspose(&cb.Proj);
cb.size.x = size;
if (init)cb.size.y = 1.0f; else cb.size.y = 0.0f;
cb.size.z = speed;
memcpy_s(pData.pData, pData.RowPitch, (void*)(&cb), sizeof(cb));
dx->pDeviceContext->Unmap(pConstantBuffer, 0);
}
示例12: sinf
void MyMatrix::RotateZ(float angle)
{
float sinAngle, cosAngle;
sinAngle = sinf ( angle * PI / 180.0f );
cosAngle = cosf ( angle * PI / 180.0f );
MyMatrix temp;
temp.LoadIndentity();
temp.m[0][0] = temp.m[1][1] = cosAngle;
temp.m[0][1] = sinAngle;
temp.m[1][0] = -sinAngle;
MatrixMultiply(&temp,this);
}
示例13: MatrixIdentity
//==========================
// ボーンを指定座標へ向ける
//==========================
void cPMDBone::lookAt( const Vector3 *pvecTargetPos, float fLimitXD, float fLimitXU, float fLimitY )
{
// どうもおかしいので要調整
Matrix matTemp;
MatrixIdentity( matTemp );
matTemp[3][0] = m_vec3Position.x + m_vec3Offset.x;
matTemp[3][1] = m_vec3Position.y + m_vec3Offset.y;
matTemp[3][2] = m_vec3Position.z + m_vec3Offset.z;
if( m_pParentBone )
{
Matrix matInvTemp;
MatrixInverse( matInvTemp, m_pParentBone->m_matLocal );
matInvTemp[3][0] = m_pParentBone->m_matLocal[3][0];
matInvTemp[3][1] = m_pParentBone->m_matLocal[3][1];
matInvTemp[3][2] = -m_pParentBone->m_matLocal[3][2];
MatrixMultiply( matTemp, matTemp, matInvTemp );
}
MatrixInverse( matTemp, matTemp );
Vector3 vec3LocalTgtPosZY;
Vector3 vec3LocalTgtPosXZ;
Vector3Transform( &vec3LocalTgtPosZY, pvecTargetPos, matTemp );
vec3LocalTgtPosXZ = vec3LocalTgtPosZY;
vec3LocalTgtPosXZ.y = 0.0f;
Vector3Normalize( &vec3LocalTgtPosXZ, &vec3LocalTgtPosXZ );
vec3LocalTgtPosZY.x = 0.0f;
Vector3Normalize( &vec3LocalTgtPosZY, &vec3LocalTgtPosZY );
Vector3 vec3Angle = { 0.0f, 0.0f, 0.0f };
vec3Angle.x = asinf( vec3LocalTgtPosZY.y );
if( vec3LocalTgtPosXZ.x < 0.0f ) vec3Angle.y = acosf( vec3LocalTgtPosXZ.z );
else vec3Angle.y = -acosf( vec3LocalTgtPosXZ.z );
if( vec3Angle.x < RAD(fLimitXD) ) vec3Angle.x = RAD(fLimitXD);
if( RAD(fLimitXU) < vec3Angle.x ) vec3Angle.x = RAD(fLimitXU);
if( vec3Angle.y < RAD(-fLimitY) ) vec3Angle.y = RAD(-fLimitY);
if( RAD(fLimitY) < vec3Angle.y ) vec3Angle.y = RAD( fLimitY);
Vector4 vec4RotTemp;
QuaternionCreateEuler( &vec4RotTemp, &vec3Angle );
QuaternionSlerp( &m_vec4LookRotation, &m_vec4LookRotation, &vec4RotTemp, 0.5f ); // 0.3f ); // 視線の動きを高速化
m_vec4Rotation = m_vec4LookRotation;
}
示例14: R_SetupMatrix
/*
=============
R_SetupMatrix
=============
*/
void R_SetupMatrix (void)
{
GL_Viewport(glx + r_refdef.vrect.x,
gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
r_refdef.vrect.width,
r_refdef.vrect.height);
// Projection matrix
GL_FrustumMatrix(vulkan_globals.projection_matrix, DEG2RAD(r_fovx), DEG2RAD(r_fovy));
// View matrix
float rotation_matrix[16];
RotationMatrix(vulkan_globals.view_matrix, -M_PI / 2.0f, 1.0f, 0.0f, 0.0f);
RotationMatrix(rotation_matrix, M_PI / 2.0f, 0.0f, 0.0f, 1.0f);
MatrixMultiply(vulkan_globals.view_matrix, rotation_matrix);
RotationMatrix(rotation_matrix, DEG2RAD(-r_refdef.viewangles[2]), 1.0f, 0.0f, 0.0f);
MatrixMultiply(vulkan_globals.view_matrix, rotation_matrix);
RotationMatrix(rotation_matrix, DEG2RAD(-r_refdef.viewangles[0]), 0.0f, 1.0f, 0.0f);
MatrixMultiply(vulkan_globals.view_matrix, rotation_matrix);
RotationMatrix(rotation_matrix, DEG2RAD(-r_refdef.viewangles[1]), 0.0f, 0.0f, 1.0f);
MatrixMultiply(vulkan_globals.view_matrix, rotation_matrix);
float translation_matrix[16];
TranslationMatrix(translation_matrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
MatrixMultiply(vulkan_globals.view_matrix, translation_matrix);
// View projection matrix
memcpy(vulkan_globals.view_projection_matrix, vulkan_globals.projection_matrix, 16 * sizeof(float));
MatrixMultiply(vulkan_globals.view_projection_matrix, vulkan_globals.view_matrix);
vkCmdPushConstants(vulkan_globals.command_buffer, vulkan_globals.basic_pipeline_layout, VK_SHADER_STAGE_ALL_GRAPHICS, 0, 16 * sizeof(float), vulkan_globals.view_projection_matrix);
}
示例15: CreateMatrixMaterialVarFromKeyValue
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
static IMaterialVar* CreateMatrixMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue )
{
char const* pScan = pKeyValue->GetString();
// Matrices can be specified one of two ways:
// [ # # # # # # # # # # # # # # # # ]
// or
// center # # scale # # rotate # translate # #
VMatrix mat;
int count = sscanf( pScan, " [ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ]",
&mat.m[0][0], &mat.m[0][1], &mat.m[0][2], &mat.m[0][3],
&mat.m[1][0], &mat.m[1][1], &mat.m[1][2], &mat.m[1][3],
&mat.m[2][0], &mat.m[2][1], &mat.m[2][2], &mat.m[2][3],
&mat.m[3][0], &mat.m[3][1], &mat.m[3][2], &mat.m[3][3] );
if (count == 16)
{
return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat );
}
Vector2D scale, center;
float angle;
Vector2D translation;
count = sscanf( pScan, " center %f %f scale %f %f rotate %f translate %f %f",
¢er.x, ¢er.y, &scale.x, &scale.y, &angle, &translation.x, &translation.y );
if (count != 7)
return NULL;
VMatrix temp;
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
MatrixMultiply( temp, mat, mat );
MatrixBuildRotateZ( temp, angle );
MatrixMultiply( temp, mat, mat );
MatrixBuildTranslation( temp, center.x + translation.x, center.y + translation.y, 0.0f );
MatrixMultiply( temp, mat, mat );
// Create the variable!
return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat );
}