本文整理汇总了C++中AABox::calcTopFarLeft方法的典型用法代码示例。如果您正苦于以下问题:C++ AABox::calcTopFarLeft方法的具体用法?C++ AABox::calcTopFarLeft怎么用?C++ AABox::calcTopFarLeft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AABox
的用法示例。
在下文中一共展示了AABox::calcTopFarLeft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: getMyChildContaining
int OctreeElement::getMyChildContaining(const AABox& box) const {
float ourScale = getScale();
float boxLargestScale = box.getLargestDimension();
// TODO: consider changing this to assert()
if(boxLargestScale > ourScale) {
qCDebug(octree, "UNEXPECTED -- OctreeElement::getMyChildContaining() "
"boxLargestScale=[%f] > ourScale=[%f] ", (double)boxLargestScale, (double)ourScale);
}
// Determine which of our children the minimum and maximum corners of the cube live in...
glm::vec3 cubeCornerMinimum = box.getCorner();
glm::vec3 cubeCornerMaximum = box.calcTopFarLeft();
if (_cube.contains(cubeCornerMinimum) && _cube.contains(cubeCornerMaximum)) {
int childIndexCubeMinimum = getMyChildContainingPoint(cubeCornerMinimum);
int childIndexCubeMaximum = getMyChildContainingPoint(cubeCornerMaximum);
// If the minimum and maximum corners of the cube are in two different children's cubes,
// then we are the containing element
if (childIndexCubeMinimum != childIndexCubeMaximum) {
return CHILD_UNKNOWN;
}
return childIndexCubeMinimum; // either would do, they are the same
}
return CHILD_UNKNOWN; // since box is not contained in our element, it can't be in one of our children
}
示例2:
// Similar strategy to getProjectedPolygon() we use the knowledge of camera position relative to the
// axis-aligned voxels to determine which of the voxels vertices must be the furthest. No need for
// squares and square-roots. Just compares.
glm::vec3 ViewFrustum::getFurthestPointFromCamera(const AABox& box) const {
const glm::vec3& bottomNearRight = box.getCorner();
glm::vec3 center = box.calcCenter();
glm::vec3 topFarLeft = box.calcTopFarLeft();
glm::vec3 furthestPoint;
if (_position.x < center.x) {
// we are to the right of the center, so the left edge is furthest
furthestPoint.x = topFarLeft.x;
} else {
// we are to the left of the center, so the right edge is furthest (at center ok too)
furthestPoint.x = bottomNearRight.x;
}
if (_position.y < center.y) {
// we are below of the center, so the top edge is furthest
furthestPoint.y = topFarLeft.y;
} else {
// we are above the center, so the lower edge is furthest (at center ok too)
furthestPoint.y = bottomNearRight.y;
}
if (_position.z < center.z) {
// we are to the near side of the center, so the far side edge is furthest
furthestPoint.z = topFarLeft.z;
} else {
// we are to the far side of the center, so the near side edge is furthest (at center ok too)
furthestPoint.z = bottomNearRight.z;
}
return furthestPoint;
}
示例3: getProjectedPolygon
OctreeProjectedPolygon ViewFrustum::getProjectedPolygon(const AABox& box) const {
const glm::vec3& bottomNearRight = box.getCorner();
glm::vec3 topFarLeft = box.calcTopFarLeft();
int lookUp = ((_position.x < bottomNearRight.x) ) // 1 = right | compute 6-bit
+ ((_position.x > topFarLeft.x ) << 1) // 2 = left | code to
+ ((_position.y < bottomNearRight.y) << 2) // 4 = bottom | classify camera
+ ((_position.y > topFarLeft.y ) << 3) // 8 = top | with respect to
+ ((_position.z < bottomNearRight.z) << 4) // 16 = front/near | the 6 defining
+ ((_position.z > topFarLeft.z ) << 5); // 32 = back/far | planes
int vertexCount = hullVertexLookup[lookUp][0]; //look up number of vertices
OctreeProjectedPolygon projectedPolygon(vertexCount);
bool pointInView = true;
bool allPointsInView = false; // assume the best, but wait till we know we have a vertex
bool anyPointsInView = false; // assume the worst!
if (vertexCount) {
allPointsInView = true; // assume the best!
for(int i = 0; i < vertexCount; i++) {
int vertexNum = hullVertexLookup[lookUp][i+1];
glm::vec3 point = box.getVertex((BoxVertex)vertexNum);
glm::vec2 projectedPoint = projectPoint(point, pointInView);
allPointsInView = allPointsInView && pointInView;
anyPointsInView = anyPointsInView || pointInView;
projectedPolygon.setVertex(i, projectedPoint);
}
/***
// Now that we've got the polygon, if it extends beyond the clipping window, then let's clip it
// NOTE: This clipping does not improve our overall performance. It basically causes more polygons to
// end up in the same quad/half and so the polygon lists get longer, and that's more calls to polygon.occludes()
if ( (projectedPolygon.getMaxX() > PolygonClip::RIGHT_OF_CLIPPING_WINDOW ) ||
(projectedPolygon.getMaxY() > PolygonClip::TOP_OF_CLIPPING_WINDOW ) ||
(projectedPolygon.getMaxX() < PolygonClip::LEFT_OF_CLIPPING_WINDOW ) ||
(projectedPolygon.getMaxY() < PolygonClip::BOTTOM_OF_CLIPPING_WINDOW) ) {
CoverageRegion::_clippedPolygons++;
glm::vec2* clippedVertices;
int clippedVertexCount;
PolygonClip::clipToScreen(projectedPolygon.getVertices(), vertexCount, clippedVertices, clippedVertexCount);
// Now reset the vertices of our projectedPolygon object
projectedPolygon.setVertexCount(clippedVertexCount);
for(int i = 0; i < clippedVertexCount; i++) {
projectedPolygon.setVertex(i, clippedVertices[i]);
}
delete[] clippedVertices;
lookUp += PROJECTION_CLIPPED;
}
***/
}
// set the distance from our camera position, to the closest vertex
float distance = glm::distance(getPosition(), box.calcCenter());
projectedPolygon.setDistance(distance);
projectedPolygon.setAnyInView(anyPointsInView);
projectedPolygon.setAllInView(allPointsInView);
projectedPolygon.setProjectionType(lookUp); // remember the projection type
return projectedPolygon;
}
示例4: filter
bool EntityEditFilters::filter(glm::vec3& position, EntityItemProperties& propertiesIn, EntityItemProperties& propertiesOut,
bool& wasChanged, EntityTree::FilterType filterType, EntityItemID& itemID, EntityItemPointer& existingEntity) {
// get the ids of all the zones (plus the global entity edit filter) that the position
// lies within
auto zoneIDs = getZonesByPosition(position);
for (auto id : zoneIDs) {
if (!itemID.isInvalidID() && id == itemID) {
continue;
}
// get the filter pair, etc...
_lock.lockForRead();
FilterData filterData = _filterDataMap.value(id);
_lock.unlock();
if (filterData.valid()) {
if (filterData.rejectAll) {
return false;
}
// check to see if this filter wants to filter this message type
if ((!filterData.wantsToFilterEdit && filterType == EntityTree::FilterType::Edit) ||
(!filterData.wantsToFilterPhysics && filterType == EntityTree::FilterType::Physics) ||
(!filterData.wantsToFilterDelete && filterType == EntityTree::FilterType::Delete) ||
(!filterData.wantsToFilterAdd && filterType == EntityTree::FilterType::Add)) {
wasChanged = false;
return true; // accept the message
}
auto oldProperties = propertiesIn.getDesiredProperties();
auto specifiedProperties = propertiesIn.getChangedProperties();
propertiesIn.setDesiredProperties(specifiedProperties);
QScriptValue inputValues = propertiesIn.copyToScriptValue(filterData.engine, false, true, true);
propertiesIn.setDesiredProperties(oldProperties);
auto in = QJsonValue::fromVariant(inputValues.toVariant()); // grab json copy now, because the inputValues might be side effected by the filter.
QScriptValueList args;
args << inputValues;
args << filterType;
// get the current properties for then entity and include them for the filter call
if (existingEntity && filterData.wantsOriginalProperties) {
auto currentProperties = existingEntity->getProperties(filterData.includedOriginalProperties);
QScriptValue currentValues = currentProperties.copyToScriptValue(filterData.engine, false, true, true);
args << currentValues;
}
// get the zone properties
if (filterData.wantsZoneProperties) {
auto zoneEntity = _tree->findEntityByEntityItemID(id);
if (zoneEntity) {
auto zoneProperties = zoneEntity->getProperties(filterData.includedZoneProperties);
QScriptValue zoneValues = zoneProperties.copyToScriptValue(filterData.engine, false, true, true);
if (filterData.wantsZoneBoundingBox) {
bool success = true;
AABox aaBox = zoneEntity->getAABox(success);
if (success) {
QScriptValue boundingBox = filterData.engine->newObject();
QScriptValue bottomRightNear = vec3ToScriptValue(filterData.engine, aaBox.getCorner());
QScriptValue topFarLeft = vec3ToScriptValue(filterData.engine, aaBox.calcTopFarLeft());
QScriptValue center = vec3ToScriptValue(filterData.engine, aaBox.calcCenter());
QScriptValue boundingBoxDimensions = vec3ToScriptValue(filterData.engine, aaBox.getDimensions());
boundingBox.setProperty("brn", bottomRightNear);
boundingBox.setProperty("tfl", topFarLeft);
boundingBox.setProperty("center", center);
boundingBox.setProperty("dimensions", boundingBoxDimensions);
zoneValues.setProperty("boundingBox", boundingBox);
}
}
// If this is an add or delete, or original properties weren't requested
// there won't be original properties in the args, but zone properties need
// to be the fourth parameter, so we need to pad the args accordingly
int EXPECTED_ARGS = 3;
if (args.length() < EXPECTED_ARGS) {
args << QScriptValue();
}
assert(args.length() == EXPECTED_ARGS); // we MUST have 3 args by now!
args << zoneValues;
}
}
QScriptValue result = filterData.filterFn.call(_nullObjectForFilter, args);
if (filterData.uncaughtExceptions()) {
return false;
}
if (result.isObject()) {
// make propertiesIn reflect the changes, for next filter...
propertiesIn.copyFromScriptValue(result, false);
// and update propertiesOut too. TODO: this could be more efficient...
propertiesOut.copyFromScriptValue(result, false);
// Javascript objects are == only if they are the same object. To compare arbitrary values, we need to use JSON.
//.........这里部分代码省略.........