本文整理汇总了C++中AACube::calcTopFarLeft方法的典型用法代码示例。如果您正苦于以下问题:C++ AACube::calcTopFarLeft方法的具体用法?C++ AACube::calcTopFarLeft怎么用?C++ AACube::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AACube
的用法示例。
在下文中一共展示了AACube::calcTopFarLeft方法的2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 AACube& cube) const {
float ourScale = getScale();
float cubeScale = cube.getScale();
// TODO: consider changing this to assert()
if (cubeScale > ourScale) {
qCDebug(octree) << "UNEXPECTED -- OctreeElement::getMyChildContaining() -- (cubeScale > ourScale)";
qCDebug(octree) << " cube=" << cube;
qCDebug(octree) << " elements AACube=" << _cube;
qCDebug(octree) << " cubeScale=" << cubeScale;
qCDebug(octree) << " ourScale=" << ourScale;
assert(false);
}
// Determine which of our children the minimum and maximum corners of the cube live in...
glm::vec3 cubeCornerMinimum = glm::clamp(cube.getCorner(), (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
glm::vec3 cubeCornerMaximum = glm::clamp(cube.calcTopFarLeft(), (float)-HALF_TREE_SCALE, (float)HALF_TREE_SCALE);
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 cube is not contained in our element, it can't be in one of our children
}
示例2: getProjectedPolygon
OctreeProjectedPolygon ViewFrustum::getProjectedPolygon(const AACube& 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;
}