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C++ Vector4函数代码示例

本文整理汇总了C++中Vector4函数的典型用法代码示例。如果您正苦于以下问题:C++ Vector4函数的具体用法?C++ Vector4怎么用?C++ Vector4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Vector4函数的4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: glGenVertexArrays

void	MD5Node::DebugDrawJointTransforms(float size, bool worldSpace) {
	//Temporary VAO and VBO
	unsigned int skeletonArray;
	unsigned int skeletonBuffer;
	unsigned int skeletonColourBuffer;

	glGenVertexArrays(1, &skeletonArray);
	glGenBuffers(1, &skeletonBuffer);
	glGenBuffers(1, &skeletonColourBuffer);
	//Temporary chunk of memory to keep our joint positions in

	int numVerts = currentSkeleton.numJoints * 6;

	Vector3*	 skeletonVertices = new Vector3[numVerts];
	Vector4*	 skeletonColours = new Vector4[numVerts];


	for (int i = 0; i < currentSkeleton.numJoints; ++i) {
		Matrix4 transform = (worldSpace ? currentSkeleton.joints[i].transform : currentSkeleton.joints[i].localTransform);

		Vector3 start = transform.GetPositionVector();
		transform.SetPositionVector(Vector3(0, 0, 0));

		Vector4 endX = transform * Vector4(1, 0, 0, 1);
		Vector4 endY = transform * Vector4(0, 1, 0, 1);
		Vector4 endZ = transform * Vector4(0, 0, 1, 1);

		skeletonVertices[(i * 6) + 0] = currentSkeleton.joints[i].transform.GetPositionVector();
		skeletonVertices[(i * 6) + 1] = currentSkeleton.joints[i].transform.GetPositionVector() + (endX.ToVector3() * size);

		skeletonVertices[(i * 6) + 2] = currentSkeleton.joints[i].transform.GetPositionVector();
		skeletonVertices[(i * 6) + 3] = currentSkeleton.joints[i].transform.GetPositionVector() + (endY.ToVector3() * size);

		skeletonVertices[(i * 6) + 4] = currentSkeleton.joints[i].transform.GetPositionVector();
		skeletonVertices[(i * 6) + 5] = currentSkeleton.joints[i].transform.GetPositionVector() + (endZ.ToVector3() * size);


		skeletonColours[(i * 6) + 0] = Vector4(1, 0, 0, 1);
		skeletonColours[(i * 6) + 1] = Vector4(1, 0, 0, 1);

		skeletonColours[(i * 6) + 2] = Vector4(0, 1, 0, 1);
		skeletonColours[(i * 6) + 3] = Vector4(0, 1, 0, 1);

		skeletonColours[(i * 6) + 4] = Vector4(0, 0, 1, 1);
		skeletonColours[(i * 6) + 5] = Vector4(0, 0, 1, 1);
	}

	//You should know what this all does by now, except we combine it with the draw operations in a single function
	glBindVertexArray(skeletonArray);
	glBindBuffer(GL_ARRAY_BUFFER, skeletonBuffer);
	glBufferData(GL_ARRAY_BUFFER, currentSkeleton.numJoints*sizeof(Vector3) * 6, skeletonVertices, GL_STREAM_DRAW);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(0);

	glBindBuffer(GL_ARRAY_BUFFER, skeletonColourBuffer);
	glBufferData(GL_ARRAY_BUFFER, currentSkeleton.numJoints*sizeof(Vector4) * 6, skeletonColours, GL_STREAM_DRAW);
	glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
	glEnableVertexAttribArray(1);

	glActiveTexture(GL_TEXTURE0);
	glBindTexture(GL_TEXTURE_2D, 0);

	glLineWidth(2.0f);
	glDrawArrays(GL_LINES, 0, currentSkeleton.numJoints * 6);	// draw Bones
	glLineWidth(1.0f);

	glBindVertexArray(0);

	//Delete the VBO and VAO, and the heap memory we allocated earlier
	glDeleteVertexArrays(1, &skeletonArray);
	glDeleteBuffers(1, &skeletonBuffer);
	glDeleteBuffers(1, &skeletonColourBuffer);

	delete[]skeletonVertices;
	delete[]skeletonColours;
}
开发者ID:callanwhite,项目名称:GraphicsForGames,代码行数:76,代码来源:MD5Node.cpp

示例2:

Vector4 Vector4::xwzw() const  { return Vector4	   (x, w, z, w); }
开发者ID:Refuge89,项目名称:Hearthstone,代码行数:1,代码来源:Vector4.cpp

示例3: Read

Vector4 Deserializer::ReadVector4()
{
    float data[4];
    Read(data, sizeof data);
    return Vector4(data);
}
开发者ID:gogoprog,项目名称:Urho3D,代码行数:6,代码来源:Deserializer.cpp

示例4: pathname

DTerr	ImporterGeometryTWM::import(GeometryResource *target, std::string args)
{
	FilePath pathname(target->path());
	
    // open the file
    BinaryFileStream	file;
	FileManager::open(file, pathname, true);
     
    // 
	// Read_ in header
	//
	
	DTuint magic;
	file >> magic;
    if (magic != MAGIC) {
        return DT3_ERR_FILE_WRONG_TYPE;
    }
	
	DTuint version;
	file >> version;
	
	//
	// Read_ in data
	//
	
	_normals_count = 0;
	_uv_set_0_count = 0;
	_uv_set_1_count = 0;
	_weights_count = 0;
	
	DTint section,size;
	file >> section >> size;
	switch(section) {
		case FILE:		read_file(file, size);			break;
		default:		WARNINGMSG("Invalid section");	break;
	};
	
	//
	// Build Streams
	//
    
	// Calculate sizes needed
	DTuint joints_size = 0;
	
	for (DTuint i = 0; i < _meshes.size(); ++i) {
		joints_size += _meshes[i]._joint_names.size();
	}

	// allocate joint names, force first one to always be identity
	std::vector<std::string>	joint_names;
	joint_names.resize(joints_size);	
	DTuint joint_offset = 0;	// Account for identity above

	for (DTuint i = 0; i < _meshes.size(); ++i) {
		MeshData &meshdata = _meshes[i];

        if (meshdata._vertices.size() == 0)
            continue;
    
        std::shared_ptr<Mesh> mesh = Mesh::create();
		
		// copy joint names
		for (DTuint j = 0; j < meshdata._joint_names.size(); ++j) {
			joint_names[joint_offset + j] = meshdata._joint_names[j];
		}
        
        std::vector<Vector3> vertex_stream;
        std::vector<Vector3> normals_stream;
        std::vector<Vector2> uvs_stream_0;
        std::vector<Vector2> uvs_stream_1;
        std::vector<Vector4> weights_strength;
        std::vector<WeightsIndex> weights_index;
        std::vector<Triangle> indices;
        
        vertex_stream = meshdata._vertices;
        normals_stream = meshdata._normals;
        uvs_stream_0 = meshdata._uv_sets[0]._uvs;
        uvs_stream_1 = meshdata._uv_sets[1]._uvs;
        indices = meshdata._indices;
		
        if (meshdata._weights.size()) {
            
            weights_index.resize(meshdata._weights.size());
            weights_strength.resize(meshdata._weights.size());
        
            for (DTuint j = 0; j < meshdata._weights.size(); ++j) {
                weights_strength[j] = Vector4(      meshdata._weights[j].weight_1(),
                                                    meshdata._weights[j].weight_2(),
                                                    meshdata._weights[j].weight_3(),
                                                    meshdata._weights[j].weight_4()    );

                weights_index[j] = WeightsIndex(    meshdata._weights[j].bone_1(),
                                                    meshdata._weights[j].bone_2(),
                                                    meshdata._weights[j].bone_3(),
                                                    meshdata._weights[j].bone_4()    );
            
            }
        }

        mesh->set_vertex_stream(vertex_stream);
//.........这里部分代码省略.........
开发者ID:UIKit0,项目名称:DT3,代码行数:101,代码来源:ImporterGeometryTWM.cpp


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