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C++ Box3F::computeVertex方法代码示例

本文整理汇总了C++中Box3F::computeVertex方法的典型用法代码示例。如果您正苦于以下问题:C++ Box3F::computeVertex方法的具体用法?C++ Box3F::computeVertex怎么用?C++ Box3F::computeVertex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Box3F的用法示例。


在下文中一共展示了Box3F::computeVertex方法的1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: createCullingVolume


//.........这里部分代码省略.........
   }

   // Compute the metrics of the culling volume in relation to the view frustum.
   //
   // For this, we are short-circuiting things slightly.  The correct way (other than doing
   // full screen projections) would be to transform all the polygon points into camera
   // space, lay an AABB around those points, and then find the X and Z extents on the near plane.
   //
   // However, while not as accurate, a faster way is to just project the axial vectors
   // of the bounding box onto both the camera right and up vector.  This gives us a rough
   // estimate of the camera-space size of the polygon we're looking at.
   
   const MatrixF& cameraTransform = getCameraState().getViewWorldMatrix();
   const Point3F cameraRight = cameraTransform.getRightVector();
   const Point3F cameraUp = cameraTransform.getUpVector();

   const Point3F wsPolyBoundsExtents = wsPolyBounds.getExtents();
   
   F32 widthEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraRight.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraRight.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraRight.z ) ) );

   F32 heightEstimate =
      getMax( mFabs( wsPolyBoundsExtents.x * cameraUp.x ),
         getMax( mFabs( wsPolyBoundsExtents.y * cameraUp.y ),
                 mFabs( wsPolyBoundsExtents.z * cameraUp.z ) ) );

   // If the current camera is a perspective one, divide the two estimates
   // by the distance of the nearest bounding box vertex to the camera
   // to account for perspective distortion.

   if( !isOrtho )
   {
      const Point3F nearestVertex = wsPolyBounds.computeVertex(
         Box3F::getPointIndexFromOctant( - viewDir )
      );

      const F32 distance = ( nearestVertex - viewPos ).len();

      widthEstimate /= distance;
      heightEstimate /= distance;
   }

   // If we are creating an occluder, check to see if the estimates fit
   // our minimum requirements.

   if( type == SceneCullingVolume::Occluder )
   {
      const F32 widthEstimatePercentage = widthEstimate / getCullingFrustum().getWidth();
      const F32 heightEstimatePercentage = heightEstimate / getCullingFrustum().getHeight();

      if( widthEstimatePercentage < smOccluderMinWidthPercentage ||
          heightEstimatePercentage < smOccluderMinHeightPercentage )
         return false; // Reject.
   }

   // Use the area estimate as the volume's sort point.

   const F32 sortPoint = widthEstimate * heightEstimate;

   // Finally, if it's an occluder, compute a near cap.  The near cap prevents objects
   // in front of the occluder from testing positive.  The same could be achieved by
   // manually comparing distances before testing objects but since that would amount
   // to the same checks the plane/AABB tests do, it's easier to just add another plane.
   // Additionally, it gives the benefit of being able to create more precise culling
   // results by angling the plane.

   //NOTE: Could consider adding a near cap for includers too when generating a volume
   //  for the outdoor zone as that may prevent quite a bit of space from being included.
   //  However, given that this space will most likely just be filled with interior
   //  stuff anyway, it's probably not worth it.

   if( type == SceneCullingVolume::Occluder )
   {
      const U32 nearCapIndex = numPlanes;
      planes[ nearCapIndex ] = PlaneF(
         vertices[ mostDistantVertices[ 0 ] ],
         vertices[ mostDistantVertices[ 1 ] ],
         vertices[ leastDistantVert ] );

      // Invert the plane, if necessary.
      if( planes[ nearCapIndex ].whichSide( viewPos ) == PlaneF::Front )
         planes[ nearCapIndex ].invert();

      numPlanes ++;
   }

   // Create the volume from the planes.

   outVolume = SceneCullingVolume(
      type,
      PlaneSetF( planes, numPlanes )
   );
   outVolume.setSortPoint( sortPoint );

   // Done.

   return true;
}
开发者ID:03050903,项目名称:Torque3D,代码行数:101,代码来源:sceneCullingState.cpp


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