本文整理汇总了C++中AABB::Size方法的典型用法代码示例。如果您正苦于以下问题:C++ AABB::Size方法的具体用法?C++ AABB::Size怎么用?C++ AABB::Size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::Size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: Scale
/**
* Scale this mesh by placing the centroid at givin position and scaling to given AABB size.
*
* @param centroid the given position for the new centroid
* @param size the given AABB size
*/
void TMesh::Scale(const V3 ¢roid, const V3 &size) {
AABB aabb;
ComputeAABB(aabb);
V3 c = GetCentroid();
V3 scale(size.x() / aabb.Size().x(), size.y() / aabb.Size().y(), size.z() / aabb.Size().z());
for (int i = 0; i < vertsN; i++) {
verts[i].v[0] = (verts[i].v.x() - c.x()) * scale.x() + centroid.x();
verts[i].v[1] = (verts[i].v.y() - c.y()) * scale.y() + centroid.y();
verts[i].v[2] = (verts[i].v.z() - c.z()) * scale.z() + centroid.z();
}
}
示例2: F_Draw_AABB_Of_Placeable
static
void F_Draw_AABB_Of_Placeable( const APlaceable* o, BatchRenderer& renderer, const FColor& color )
{
AABB aabb;
o->GetWorldAABB( aabb );
// expand a bit to prevent line flickering
const Vec3D size = aabb.Size();
aabb.ExpandSelf( size * 0.01f );
F_Draw_AABB( aabb, renderer, color );
}
示例3: RayIntersectsAABB
bool RayIntersectsAABB(const ray& r, const AABB& b, vec3& vecIntersection)
{
float tmin = 0;
float tmax = b.Size().LengthSqr(); // It's a ray so make tmax effectively infinite.
if (tmax < 1)
tmax = 100;
float flDistTbox = (r.m_pos - b.Center()).LengthSqr();
if (flDistTbox < 1)
flDistTbox = 100;
tmax *= flDistTbox * 100;
if (!ClipRay(b.m_mins.x, b.m_maxs.x, r.m_pos.x, r.m_dir.x, tmin, tmax))
return false;
if (!ClipRay(b.m_mins.y, b.m_maxs.y, r.m_pos.y, r.m_dir.y, tmin, tmax))
return false;
if (!ClipRay(b.m_mins.z, b.m_maxs.z, r.m_pos.z, r.m_dir.z, tmin, tmax))
return false;
vecIntersection = r.m_pos + r.m_dir * tmin;
return true;
}
示例4: GenerateShadowMaps
void CAOGenerator::GenerateShadowMaps()
{
double flProcessSceneRead = 0;
double flProgress = 0;
size_t iShadowMapSize = 1024;
// A frame buffer for holding the depth buffer shadow render
CFrameBuffer oDepthFB = SMAKRenderer()->CreateFrameBuffer(iShadowMapSize, iShadowMapSize, (fb_options_e)(FB_DEPTH_TEXTURE|FB_RENDERBUFFER)); // RB unused
// A frame buffer for holding the UV layout once it is rendered flat with the shadow
CFrameBuffer oUVFB = SMAKRenderer()->CreateFrameBuffer(m_iWidth, m_iHeight, (fb_options_e)(FB_TEXTURE|FB_LINEAR|FB_DEPTH)); // Depth unused
// A frame buffer for holding the completed AO map
m_oAOFB = SMAKRenderer()->CreateFrameBuffer(m_iWidth, m_iHeight, (fb_options_e)(FB_TEXTURE|FB_TEXTURE_HALF_FLOAT|FB_LINEAR|FB_DEPTH)); // Depth unused
CRenderingContext c(SMAKRenderer());
c.UseFrameBuffer(&m_oAOFB);
c.ClearColor(Color(0, 0, 0, 0));
c.SetDepthFunction(DF_LEQUAL);
c.SetDepthTest(true);
c.SetBackCulling(false);
Matrix4x4 mBias(
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f); // Bias from [-1, 1] to [0, 1]
AABB oBox = m_pScene->m_oExtends;
Vector vecCenter = oBox.Center();
float flSize = oBox.Size().Length(); // Length of the box's diagonal
Matrix4x4 mLightProjection = Matrix4x4::ProjectOrthographic(-flSize/2, flSize/2, -flSize/2, flSize/2, 1, flSize*2);
size_t iSamples = (size_t)sqrt((float)m_iSamples);
m_pWorkListener->SetAction("Taking exposures", m_iSamples);
for (size_t x = 0; x <= iSamples; x++)
{
float flPitch = -asin(RemapVal((float)x, 0, (float)iSamples, -1, 1)) * 90 / (M_PI/2);
for (size_t y = 0; y < iSamples; y++)
{
if (x == 0 || x == iSamples)
{
// Don't do a bunch of samples from the same spot on the poles.
if (y != 0)
continue;
}
float flYaw = RemapVal((float)y, 0, (float)iSamples, -180, 180);
// Randomize the direction a tad to help fight moire
Vector vecDir = AngleVector(EAngle(flPitch+RandomFloat(-1, 1)/2, flYaw+RandomFloat(-1, 1)/2, 0));
Vector vecLightPosition = vecDir*flSize + vecCenter; // Puts us twice as far from the closest vertex
if (ao_debug.GetInt() > 1)
SMAKWindow()->AddDebugLine(vecLightPosition, vecLightPosition-vecDir);
Matrix4x4 mLightView = Matrix4x4::ConstructCameraView(vecLightPosition, (vecCenter-vecLightPosition).Normalized(), Vector(0, 1, 0));
c.SetProjection(mLightProjection);
c.SetView(mLightView);
// If we're looking from below and ground occlusion is on, don't bother with this render.
if (!(flPitch < -10 && m_bGroundOcclusion))
{
c.UseProgram("model");
c.UseFrameBuffer(&oDepthFB);
c.SetViewport(Rect(0, 0, iShadowMapSize, iShadowMapSize));
c.SetBackCulling(false);
c.ClearDepth();
c.BeginRenderVertexArray(m_iSceneDepth);
c.SetPositionBuffer((size_t)0, 8*sizeof(float));
c.SetNormalsBuffer((size_t)3*sizeof(float), 8*sizeof(float));
c.SetTexCoordBuffer((size_t)6*sizeof(float), 8*sizeof(float));
c.EndRenderVertexArray(m_iSceneDepthVerts);
c.UseFrameBuffer(nullptr);
if (ao_debug.GetBool())
{
CRenderingContext c(SMAKRenderer());
c.SetViewport(Rect(0, 0, iShadowMapSize/2, iShadowMapSize/2));
DrawTexture(oDepthFB.m_iDepthTexture, 1, c);
}
}
Matrix4x4 mTextureMatrix = mBias*mLightProjection*mLightView;
{
CRenderingContext c(SMAKRenderer(), true);
//.........这里部分代码省略.........