本文整理汇总了C++中AABB::Expand方法的典型用法代码示例。如果您正苦于以下问题:C++ AABB::Expand方法的具体用法?C++ AABB::Expand怎么用?C++ AABB::Expand使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类AABB
的用法示例。
在下文中一共展示了AABB::Expand方法的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: RemoveSomeCorpses
void CAICorpseManager::RemoveSomeCorpses()
{
const uint32 corspeCount = (uint32)m_corpsesArray.size();
assert(corspeCount > AI_CORPSES_MINIMUM);
const uint32 maxCorpsesToRemove = MIN((corspeCount / AI_CORPSES_MINIMUM), 8);
assert(maxCorpsesToRemove > 0);
std::vector<SCorpseRemovalScore> corpseScoresInfo;
corpseScoresInfo.reserve( corspeCount );
const CCamera& viewCamera = gEnv->pSystem->GetViewCamera();
const Vec3 cameraPosition = viewCamera.GetPosition();
const float farAway = (g_pGameCVars->g_aiCorpses_ForceDeleteDistance * 0.85f);
const float kUpCloseThreshold = (15.0f * 15.0f); //Gives non-removal priority to corpses near the player
const float kFarAwayThreshold = max((farAway * farAway), kUpCloseThreshold * 2.0f); //Gives removal priority to corpses far away from the player
for(uint32 i = 0; i < corspeCount; ++i)
{
CorpseInfo& corpseInfo = m_corpsesArray[i];
SCorpseRemovalScore removalScore(corpseInfo.corpseId);
CAICorpse* pCorpse = corpseInfo.GetCorpse();
if(pCorpse != NULL)
{
AABB corpseBounds;
pCorpse->GetEntity()->GetWorldBounds(corpseBounds);
corpseBounds.Expand( Vec3(0.1f, 0.1f, 0.1f) );
const float distanceSqr = (cameraPosition - corpseBounds.GetCenter()).len2();
removalScore.distance = distanceSqr;
removalScore.upClose = (distanceSqr < kUpCloseThreshold);
removalScore.farAway = (distanceSqr > kFarAwayThreshold);
removalScore.visible = viewCamera.IsAABBVisible_F(corpseBounds);
removalScore.priority = pCorpse->GetPriority();
}
corpseScoresInfo.push_back(removalScore);
}
std::sort(corpseScoresInfo.begin(), corpseScoresInfo.end());
assert(maxCorpsesToRemove < corpseScoresInfo.size());
const uint32 corpseScoresCount = corpseScoresInfo.size();
for(uint32 i = 0; i < maxCorpsesToRemove; ++i)
{
RemoveCorpse(corpseScoresInfo[i].corpseId);
}
}
示例2: ProcessEntity
//.........这里部分代码省略.........
}
glm::mat4 lazyOrthoAroundMap = glm::ortho(m_minWorldX, m_maxWorldX, m_minWorldY, m_maxWorldY, -m_maxWorldZ, -m_minWorldZ);
// Get the eye camera.
ECS::Entity* cameraEntity = m_world->GetTagManager()->GetEntityByTag("Camera");
RootForce::Camera* camera = m_world->GetEntityManager()->GetComponent<RootForce::Camera>(cameraEntity);
Frustum frustum = camera->m_frustum;
glm::vec4 frustumCorners[8];
frustumCorners[0] = glm::vec4(frustum.ntl, 1.0f);
frustumCorners[1] = glm::vec4(frustum.ntr, 1.0f);
frustumCorners[2] = glm::vec4(frustum.nbl, 1.0f);
frustumCorners[3] = glm::vec4(frustum.nbr, 1.0f);
frustumCorners[4] = glm::vec4(frustum.ftl, 1.0f);
frustumCorners[5] = glm::vec4(frustum.ftr, 1.0f);
frustumCorners[6] = glm::vec4(frustum.fbl, 1.0f);
frustumCorners[7] = glm::vec4(frustum.fbr, 1.0f);
// Convert camera frustrum to view space.
for(int i = 0; i < 8; i++)
{
frustumCorners[i] = camera->m_viewMatrix * frustumCorners[i];
}
// Calculate directions.
glm::vec3 directions[4];
for(int i = 0; i < 4; i++)
{
directions[i].x = glm::normalize(frustumCorners[i+4].x - frustumCorners[i].x);
directions[i].y = glm::normalize(frustumCorners[i+4].y - frustumCorners[i].y);
directions[i].z = glm::normalize(frustumCorners[i+4].z - frustumCorners[i].z);
}
static glm::vec4 localOBB[8] =
{
glm::vec4(-1.0f, -1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, -1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, 1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f),
glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f),
glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f),
glm::vec4(-1.0f, -1.0f, 1.0f, 1.0f),
glm::vec4(1.0f, -1.0f, 1.0f, 1.0f)
};
if(RENDER_SHADOW_CASCADES >= 4)
{
// Define near/far planes for the sub frustrums.
float _near[4];
_near[0] = camera->m_frustum.m_near;
_near[1] = 8.0f; //Daniel's 2k-values: 15, 60, 200
_near[2] = 40.0f;
_near[3] = 150.0f;
float _far[4];
_far[0] = _near[1];
_far[1] = _near[2];
_far[2] = _near[3];
_far[3] = camera->m_frustum.m_far;
// Create cascades.
for(int i = 0; i < RENDER_SHADOW_CASCADES; i++)
{
AABB boundingbox;
for(int p = 0; p < 4; p++)
{
glm::vec3 nearCorner;
nearCorner = glm::swizzle<glm::X, glm::Y, glm::Z>(frustumCorners[p]);
boundingbox.Expand(nearCorner + directions[p] * _near[i]);
boundingbox.Expand(nearCorner + directions[p] * _far[i]);
}
glm::vec3 center = boundingbox.GetCenter();
glm::vec3 centerInWorldSpace = glm::swizzle<glm::X, glm::Y, glm::Z>(glm::inverse(camera->m_viewMatrix) * glm::vec4(center, 1.0f));
glm::vec4 centerInViewSpace = lightSpace * glm::vec4(centerInWorldSpace, 1.0f);
float nearPlane = 1.0f;
float lookAtDistance = glm::length(centerInViewSpace - 2000.0f) + nearPlane;
float radius = glm::length(center - glm::vec3(boundingbox.m_maxX, boundingbox.m_maxY, boundingbox.m_maxZ));
float farPlane = lookAtDistance + radius;
sc.m_projectionMatrices[i] = glm::ortho(-radius, radius, -radius, radius, nearPlane, farPlane);
sc.m_viewMatrices[i] = glm::lookAt(centerInWorldSpace + tOr.GetFront() * lookAtDistance, centerInWorldSpace - tOr.GetFront() * lookAtDistance, tOr.GetUp());
sc.m_viewProjections[i] = sc.m_projectionMatrices[i] * sc.m_viewMatrices[i];
}
sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] = OrthoProjectionFromFrustum(&camera->m_frustum, lightSpace);
sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1] = lightSpace;
sc.m_viewProjections[RENDER_SHADOW_CASCADES-1] = sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] * sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1];
}
else
{
sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] = lazyOrthoAroundMap;
sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1] = lightSpace;
sc.m_viewProjections[RENDER_SHADOW_CASCADES-1] = sc.m_projectionMatrices[RENDER_SHADOW_CASCADES-1] * sc.m_viewMatrices[RENDER_SHADOW_CASCADES-1];
}
g_engineContext.m_renderer->AddShadowcaster(sc, (int)shadowcaster->m_directionalLightSlot);
}
示例3: AddChild
// This function inserts the given child node into the bounding volume
// hierarchy and adjusts all the associated costs that are stored in
// the tree.
void node::AddChild( node *new_child )
{
double old_AIC;
double increment;
AABB new_volume( new_child->bbox );
if( child == NULL )
{
// The current node is a leaf, so we must convert it into
// an internal node. To do this, copy its current contents into
// a new node, which will become a child of this one.
child = new node;
child->bbox = bbox;
child->object = object;
child->parent = this;
// Fill in all the fields of the current node, which has just changed
// into an internal node with a single child.
EC = 1;
SA = child->SA;
SEC_ = child->EC; // There is only one child.
SAIC = child->AIC; // There is only one child.
AIC = SA * SEC_ + SAIC;
}
// Splice the new child into the linked list of children.
new_child->sibling = child;
new_child->parent = this;
child = new_child;
// Update the summed external cost and the summed AIC as a result
// of adding the new child node. These do not depend on surface
// area, so we needn't consider any expansion of the bounding volume.
SEC_ += new_child->EC;
SAIC += new_child->AIC;
// Now take bounding volume expansion into account due to the new child.
bool expanded = false;
if( bbox.Expand( new_volume ) )
{
expanded = true;
SA = SurfaceArea( bbox );
}
// Compute new area cost & how much it increased due to new child.
old_AIC = AIC;
AIC = SA * SEC_ + SAIC;
increment = AIC - old_AIC;
// Propagate the information upward, in two phases. The first phase
// deals with volumes that get expanded. Once a volume is reached that does
// not expand, there will be no more expansion all the way to the root.
node *n = this;
while( expanded )
{
expanded = false;
node *prev = n;
n = n->parent;
if( n != NULL && n->bbox.Expand( new_volume ) )
{
expanded = true;
old_AIC = n->AIC;
n->SA = SurfaceArea( n->bbox );
n->SAIC += increment;
n->AIC = n->SA * n->SEC_ + n->SAIC;
increment = n->AIC - old_AIC;
}
}
// From this point up to the root there will be no more expansion.
// However, we must still propagate information upward.
while( n != NULL )
{
n->SAIC += increment;
n->AIC += increment;
n = n->parent;
}
}
示例4: Update
void CAICorpseManager::Update( const float frameTime )
{
const uint32 maxCorpsesToUpdateThisFrame = 4;
const float cullPhysicsDistanceSqr = g_pGameCVars->g_aiCorpses_CullPhysicsDistance * g_pGameCVars->g_aiCorpses_CullPhysicsDistance;
const float forceDeleteDistanceSqr = g_pGameCVars->g_aiCorpses_ForceDeleteDistance * g_pGameCVars->g_aiCorpses_ForceDeleteDistance;
if (m_lastUpdatedCorpseIdx >= (uint32)m_corpsesArray.size())
m_lastUpdatedCorpseIdx = 0;
const CCamera& viewCamera = gEnv->pSystem->GetViewCamera();
CryFixedArray<EntityId, maxCorpsesToUpdateThisFrame> corpsesToDelete;
const uint32 corpsesEndIdx = min(m_lastUpdatedCorpseIdx + maxCorpsesToUpdateThisFrame, (uint32)m_corpsesArray.size());
for(uint32 i = m_lastUpdatedCorpseIdx; i < corpsesEndIdx; ++i)
{
CorpseInfo& corpseInfo = m_corpsesArray[i];
IEntity* pCorpseEntity = corpseInfo.GetCorpseEntity();
if(pCorpseEntity != NULL)
{
AABB corpseBbox;
pCorpseEntity->GetWorldBounds(corpseBbox);
corpseBbox.Expand(Vec3(0.1f, 0.1f, 0.1f));
const Vec3 corpsePosition = corpseBbox.GetCenter();
const float distanceSqr = (corpsePosition - viewCamera.GetPosition()).len2();
const bool attemptDeleteFarAway = (distanceSqr > forceDeleteDistanceSqr);
const bool cullPhysics = (distanceSqr > cullPhysicsDistanceSqr);
const bool isVisible = viewCamera.IsAABBVisible_F(corpseBbox);
corpseInfo.flags.SetFlags( CorpseInfo::eFlag_FarAway, attemptDeleteFarAway );
if(attemptDeleteFarAway && !isVisible)
{
corpsesToDelete.push_back(corpseInfo.corpseId);
}
else if(cullPhysics != corpseInfo.flags.AreAllFlagsActive( CorpseInfo::eFlag_PhysicsDisabled ))
{
IEntityPhysicalProxy* pCorpsePhysicsProxy = static_cast<IEntityPhysicalProxy*>(pCorpseEntity->GetProxy( ENTITY_PROXY_PHYSICS ));
if (pCorpsePhysicsProxy != NULL)
{
//Simulate entity event to enable/disable physics
SEntityEvent visibilityEvent;
visibilityEvent.event = cullPhysics ? ENTITY_EVENT_HIDE : ENTITY_EVENT_UNHIDE;
pCorpsePhysicsProxy->ProcessEvent( visibilityEvent );
if(cullPhysics == false)
{
IPhysicalEntity* pCorpsePhysics = pCorpseEntity->GetPhysics();
if(pCorpsePhysics != NULL)
{
pe_action_awake awakeAction;
awakeAction.bAwake = 0;
pCorpsePhysics->Action( &awakeAction );
}
}
}
corpseInfo.flags.SetFlags( CorpseInfo::eFlag_PhysicsDisabled, cullPhysics );
}
}
else
{
//This should not happen, but in case remove the entity from the list
GameWarning("AICorpseManager - Detected corpse with no entity, removing from list");
corpsesToDelete.push_back(corpseInfo.corpseId);
}
}
m_lastUpdatedCorpseIdx = corpsesEndIdx;
for(uint32 i = 0; i < (uint32)corpsesToDelete.size(); ++i)
{
RemoveCorpse(corpsesToDelete[i]);
}
DebugDraw();
}