本文整理汇总了C++中Constraint::Apply方法的典型用法代码示例。如果您正苦于以下问题:C++ Constraint::Apply方法的具体用法?C++ Constraint::Apply怎么用?C++ Constraint::Apply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Constraint
的用法示例。
在下文中一共展示了Constraint::Apply方法的8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: rcpFromRef
void SteepestDescentSolver<Scalar, LocalOrdinal, GlobalOrdinal, Node, LocalMatOps>::Iterate(const Matrix& Aref, const Constraint& C, const Matrix& P0, RCP<Matrix>& P) const {
RCP<const Matrix> A = rcpFromRef(Aref);
RCP<Matrix> AP, G;
Teuchos::FancyOStream& mmfancy = this->GetOStream(Statistics2, 0);
Teuchos::ArrayRCP<const SC> D = Utils::GetMatrixDiagonal(*A);
RCP<CrsMatrix> Ptmp_ = CrsMatrixFactory::Build(C.GetPattern());
Ptmp_->fillComplete(P0.getDomainMap(), P0.getRangeMap());
RCP<Matrix> Ptmp = rcp(new CrsMatrixWrap(Ptmp_));
// Initial P0 would only be used for multiplication
P = rcp_const_cast<Matrix>(rcpFromRef(P0));
for (size_t k = 0; k < nIts_; k++) {
AP = Utils::Multiply(*A, false, *P, false, mmfancy, true, false);
#if 0
// gradient = -2 A^T * A * P
SC stepLength = 2*stepLength_;
G = Utils::Multiply(*A, true, *AP, false, true, true);
C.Apply(*G, *Ptmp);
#else
// gradient = - A * P
SC stepLength = stepLength_;
Utils::MyOldScaleMatrix(*AP, D, true, false, false);
C.Apply(*AP, *Ptmp);
#endif
RCP<Matrix> newP;
Utils2::TwoMatrixAdd(*Ptmp, false, -stepLength, *P, false, Teuchos::ScalarTraits<Scalar>::one(), newP, mmfancy);
newP->fillComplete(P->getDomainMap(), P->getRangeMap() );
P = newP;
}
}
示例2: SetShaderConstants
void ShadowView::SetShaderConstants()
{
Property::Index lightCameraProjectionMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_PROJECTION_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
Constraint projectionMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraProjectionMatrixPropertyIndex, EqualToConstraint() );
projectionMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::PROJECTION_MATRIX ) );
projectionMatrixConstraint.Apply();
Property::Index lightCameraViewMatrixPropertyIndex = mShadowPlane.RegisterProperty( SHADER_LIGHT_CAMERA_VIEW_MATRIX_PROPERTY_NAME, Matrix::IDENTITY );
Constraint viewMatrixConstraint = Constraint::New<Dali::Matrix>( mShadowPlane, lightCameraViewMatrixPropertyIndex, EqualToConstraint() );
viewMatrixConstraint.AddSource( Source( mCameraActor, CameraActor::Property::VIEW_MATRIX ) );
viewMatrixConstraint.Apply();
mShadowColorPropertyIndex = mShadowPlane.RegisterProperty( SHADER_SHADOW_COLOR_PROPERTY_NAME, mCachedShadowColor );
}
示例3: ConstrainCamera
void ShadowView::ConstrainCamera()
{
if( mPointLight && mShadowPlane )
{
// Constrain camera to look directly at center of shadow plane. (mPointLight position
// is under control of application, can't use transform inheritance)
Constraint cameraOrientationConstraint = Constraint::New<Quaternion> ( mCameraActor, Actor::Property::ORIENTATION, &LookAt );
cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_POSITION ) );
cameraOrientationConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
cameraOrientationConstraint.AddSource( Source( mShadowPlane, Actor::Property::WORLD_ORIENTATION ) );
cameraOrientationConstraint.Apply();
Constraint pointLightPositionConstraint = Constraint::New<Vector3>( mCameraActor, Actor::Property::POSITION, EqualToConstraint() );
pointLightPositionConstraint.AddSource( Source( mPointLight, Actor::Property::WORLD_POSITION ) );
pointLightPositionConstraint.Apply();
}
}
示例4: UtcDaliShaderConstraint02
int UtcDaliShaderConstraint02(void)
{
TestApplication application;
tet_infoline("Test that a uniform map shader property can be constrained");
Shader shader = Shader::New(VertexSource, FragmentSource);
Material material = Material::New( shader );
material.SetProperty(Material::Property::COLOR, Color::WHITE);
Geometry geometry = CreateQuadGeometry();
Renderer renderer = Renderer::New( geometry, material );
Actor actor = Actor::New();
actor.AddRenderer(renderer);
actor.SetSize(400, 400);
Stage::GetCurrent().Add(actor);
application.SendNotification();
application.Render(0);
Vector4 initialColor = Color::WHITE;
Property::Index colorIndex = shader.RegisterProperty( "uFadeColor", initialColor );
TestGlAbstraction& gl = application.GetGlAbstraction();
application.SendNotification();
application.Render(0);
Vector4 actualValue(Vector4::ZERO);
DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, initialColor, TEST_LOCATION );
// Apply constraint
Constraint constraint = Constraint::New<Vector4>( shader, colorIndex, TestConstraintNoBlue );
constraint.Apply();
application.SendNotification();
application.Render(0);
// Expect no blue component in either buffer - yellow
DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
application.Render(0);
DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::YELLOW, TEST_LOCATION );
shader.RemoveConstraints();
shader.SetProperty(colorIndex, Color::WHITE );
application.SendNotification();
application.Render(0);
DALI_TEST_CHECK( gl.GetUniformValue<Vector4>( "uFadeColor", actualValue ) );
DALI_TEST_EQUALS( actualValue, Color::WHITE, TEST_LOCATION );
END_TEST;
}
示例5: m
void CGSolver<Scalar, LocalOrdinal, GlobalOrdinal, Node>::Iterate(const Matrix& Aref, const Constraint& C, const Matrix& P0, RCP<Matrix>& finalP) const {
// Note: this function matrix notations follow Saad's "Iterative methods", ed. 2, pg. 246
// So, X is the unknown prolongator, P's are conjugate directions, Z's are preconditioned P's
PrintMonitor m(*this, "CG iterations");
if (nIts_ == 0) {
finalP = MatrixFactory2::BuildCopy(rcpFromRef(P0));
return;
}
RCP<const Matrix> A = rcpFromRef(Aref);
ArrayRCP<const SC> D = Utilities::GetMatrixDiagonal(*A);
bool useTpetra = (A->getRowMap()->lib() == Xpetra::UseTpetra);
Teuchos::FancyOStream& mmfancy = this->GetOStream(Statistics2);
SC one = Teuchos::ScalarTraits<SC>::one();
RCP<Matrix> X, P, R, Z, AP;
RCP<Matrix> newX, tmpAP;
#ifndef TWO_ARG_MATRIX_ADD
RCP<Matrix> newR, newP;
#endif
SC oldRZ, newRZ, alpha, beta, app;
// T is used only for projecting onto
RCP<CrsMatrix> T_ = CrsMatrixFactory::Build(C.GetPattern());
T_->fillComplete(P0.getDomainMap(), P0.getRangeMap());
RCP<Matrix> T = rcp(new CrsMatrixWrap(T_));
// Initial P0 would only be used for multiplication
X = rcp_const_cast<Matrix>(rcpFromRef(P0));
tmpAP = MatrixMatrix::Multiply(*A, false, *X, false, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/);
C.Apply(*tmpAP, *T);
// R_0 = -A*X_0
R = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(T);
R->resumeFill();
R->scale(-one);
R->fillComplete(R->getDomainMap(), R->getRangeMap());
// Z_0 = M^{-1}R_0
Z = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(R);
Utilities::MyOldScaleMatrix(*Z, D, true, true, false);
// P_0 = Z_0
P = Xpetra::MatrixFactory2<Scalar, LocalOrdinal, GlobalOrdinal, Node>::BuildCopy(Z);
oldRZ = Utilities::Frobenius(*R, *Z);
for (size_t i = 0; i < nIts_; i++) {
// AP = constrain(A*P)
if (i == 0 || useTpetra) {
// Construct the MxM pattern from scratch
// This is done by default for Tpetra as the three argument version requires tmpAP
// to *not* be locally indexed which defeats the purpose
// TODO: need a three argument Tpetra version which allows reuse of already fill-completed matrix
tmpAP = MatrixMatrix::Multiply(*A, false, *P, false, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/);
} else {
// Reuse the MxM pattern
tmpAP = MatrixMatrix::Multiply(*A, false, *P, false, tmpAP, mmfancy, true/*doFillComplete*/, true/*optimizeStorage*/);
}
C.Apply(*tmpAP, *T);
AP = T;
app = Utilities::Frobenius(*AP, *P);
if (Teuchos::ScalarTraits<SC>::magnitude(app) < Teuchos::ScalarTraits<SC>::sfmin()) {
// It happens, for instance, if P = 0
// For example, if we use TentativePFactory for both nonzero pattern and initial guess
// I think it might also happen because of numerical breakdown, but we don't test for that yet
if (i == 0)
X = MatrixFactory2::BuildCopy(rcpFromRef(P0));
break;
}
// alpha = (R_i, Z_i)/(A*P_i, P_i)
alpha = oldRZ / app;
this->GetOStream(Runtime1,1) << "alpha = " << alpha << std::endl;
// X_{i+1} = X_i + alpha*P_i
#ifndef TWO_ARG_MATRIX_ADD
newX = Teuchos::null;
MatrixMatrix::TwoMatrixAdd(*P, false, alpha, *X, false, one, newX, mmfancy);
newX->fillComplete(P0.getDomainMap(), P0.getRangeMap());
X.swap(newX);
#else
MatrixMatrix::TwoMatrixAdd(*P, false, alpha, *X, one);
#endif
if (i == nIts_ - 1)
break;
// R_{i+1} = R_i - alpha*A*P_i
#ifndef TWO_ARG_MATRIX_ADD
newR = Teuchos::null;
MatrixMatrix::TwoMatrixAdd(*AP, false, -alpha, *R, false, one, newR, mmfancy);
newR->fillComplete(P0.getDomainMap(), P0.getRangeMap());
//.........这里部分代码省略.........
示例6: Create
/**
* Invoked upon creation of application
* @param[in] application The application instance
*/
void Create( Application& application )
{
Stage::GetCurrent().KeyEventSignal().Connect(this, &ExampleController::OnKeyEvent);
mStageSize = Stage::GetCurrent().GetSize();
// The Init signal is received once (only) during the Application lifetime
// Hide the indicator bar
application.GetWindow().ShowIndicator( Dali::Window::INVISIBLE );
// Creates a default view with a default tool bar.
// The view is added to the stage.
Toolkit::ToolBar toolBar;
mContent = DemoHelper::CreateView( application,
mView,
toolBar,
BACKGROUND_IMAGE,
TOOLBAR_IMAGE,
APPLICATION_TITLE );
mContent.SetLeaveRequired(true);
mContent.TouchSignal().Connect( this, &ExampleController::OnTouched );
// Create magnifier (controlled by human touch)
Layer overlay = Layer::New();
overlay.SetSensitive(false);
overlay.SetParentOrigin( ParentOrigin::CENTER );
overlay.SetSize(mStageSize);
Stage::GetCurrent().Add(overlay);
mMagnifier = Toolkit::Magnifier::New();
mMagnifier.SetSourceActor( mView );
mMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
mMagnifier.SetScale(Vector3::ZERO);
overlay.Add( mMagnifier );
// Apply constraint to animate the position of the magnifier.
Constraint constraint = Constraint::New<Vector3>( mMagnifier, Actor::Property::POSITION, ConfinementConstraint(Vector3( 0.5f, 0.5f, 0.0f ), Vector2::ONE * MAGNIFIER_INDENT, Vector2::ONE * MAGNIFIER_INDENT) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(Actor::Property::PARENT_ORIGIN) );
constraint.AddSource( LocalSource(Actor::Property::ANCHOR_POINT) );
constraint.AddSource( ParentSource(Actor::Property::SIZE) );
constraint.SetRemoveAction(Constraint::Discard);
constraint.Apply();
// Create bouncing magnifier automatically bounces around screen.
mBouncingMagnifier = Toolkit::Magnifier::New();
mBouncingMagnifier.SetSourceActor( mView );
mBouncingMagnifier.SetSize( MAGNIFIER_SIZE * mStageSize.width ); // Size of magnifier is in relation to stage width
mBouncingMagnifier.SetProperty( Toolkit::Magnifier::Property::MAGNIFICATION_FACTOR, MAGNIFICATION_FACTOR );
overlay.Add( mBouncingMagnifier );
mAnimationTimeProperty = mBouncingMagnifier.RegisterProperty("animationTime", 0.0f);
ContinueAnimation();
// Apply constraint to animate the position of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Actor::Property::POSITION, MagnifierPathConstraint(mStageSize, mStageSize * 0.5f) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
// Apply constraint to animate the source of the magnifier.
constraint = Constraint::New<Vector3>( mBouncingMagnifier, Toolkit::Magnifier::Property::SOURCE_POSITION, MagnifierPathConstraint(mStageSize) );
constraint.AddSource( LocalSource(Actor::Property::SIZE) );
constraint.AddSource( LocalSource(mAnimationTimeProperty) );
constraint.Apply();
}
示例7: OnInitialize
void ShadowView::OnInitialize()
{
// root actor to parent all user added actors. Used as source actor for shadow render task.
mChildrenRoot.SetPositionInheritanceMode( Dali::USE_PARENT_POSITION );
mChildrenRoot.SetResizePolicy( ResizePolicy::FILL_TO_PARENT, Dimension::ALL_DIMENSIONS );
Vector2 stageSize = Stage::GetCurrent().GetSize();
mCameraActor = CameraActor::New(stageSize);
mCameraActor.SetParentOrigin( ParentOrigin::CENTER );
// Target is constrained to point at the shadow plane origin
mCameraActor.SetNearClippingPlane( 1.0f );
mCameraActor.SetType( Dali::Camera::FREE_LOOK ); // Camera orientation constrained to point at shadow plane world position
mCameraActor.SetOrientation(Radian(Degree(180)), Vector3::YAXIS);
mCameraActor.SetPosition(DEFAULT_LIGHT_POSITION);
Property::Map customShader;
customShader[ "vertex-shader" ] = RENDER_SHADOW_VERTEX_SOURCE;
customShader[ "fragment-shader" ] = RENDER_SHADOW_FRAGMENT_SOURCE;
customShader[ "subdivide-grid-x" ] = 20;
customShader[ "subdivide-grid-y" ] = 20;
customShader[ "hints" ] = "output-is-transparent";
mShadowRenderShader[ "shader" ] = customShader;
// Create render targets needed for rendering from light's point of view
mSceneFromLightRenderTarget = FrameBufferImage::New( stageSize.width, stageSize.height, Pixel::RGBA8888 );
mOutputImage = FrameBufferImage::New( stageSize.width * 0.5f, stageSize.height * 0.5f, Pixel::RGBA8888 );
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
Stage::GetCurrent().Add( mCameraActor );
mBlurFilter.SetRefreshOnDemand(false);
mBlurFilter.SetInputImage(mSceneFromLightRenderTarget);
mBlurFilter.SetOutputImage(mOutputImage);
mBlurFilter.SetSize(stageSize * 0.5f);
mBlurFilter.SetPixelFormat(Pixel::RGBA8888);
mBlurRootActor = Actor::New();
mBlurRootActor.SetName( "BLUR_ROOT_ACTOR" );
// Turn off inheritance to ensure filter renders properly
mBlurRootActor.SetPositionInheritanceMode(USE_PARENT_POSITION);
mBlurRootActor.SetInheritOrientation(false);
mBlurRootActor.SetInheritScale(false);
mBlurRootActor.SetColorMode(USE_OWN_COLOR);
Self().Add(mBlurRootActor);
mBlurFilter.SetRootActor(mBlurRootActor);
mBlurFilter.SetBackgroundColor(Vector4::ZERO);
CustomActor self = Self();
// Register a property that the user can use to control the blur in the internal object
mBlurStrengthPropertyIndex = self.RegisterProperty(BLUR_STRENGTH_PROPERTY_NAME, BLUR_STRENGTH_DEFAULT);
Constraint blurStrengthConstraint = Constraint::New<float>( mBlurFilter.GetHandleForAnimateBlurStrength(), mBlurFilter.GetBlurStrengthPropertyIndex(), EqualToConstraint() );
blurStrengthConstraint.AddSource( Source( self, mBlurStrengthPropertyIndex) );
blurStrengthConstraint.Apply();
}
示例8: OnInitialize
void GaussianBlurView::OnInitialize()
{
// root actor to parent all user added actors, needed to allow us to set that subtree as exclusive for our child render task
mChildrenRoot.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Create shaders
// horiz
std::ostringstream horizFragmentShaderStringStream;
horizFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
horizFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
mHorizBlurShader = ShaderEffect::New( "", horizFragmentShaderStringStream.str() );
// vert
std::ostringstream vertFragmentShaderStringStream;
vertFragmentShaderStringStream << "#define NUM_SAMPLES " << mNumSamples << "\n";
vertFragmentShaderStringStream << GAUSSIAN_BLUR_FRAGMENT_SOURCE;
mVertBlurShader = ShaderEffect::New( "", vertFragmentShaderStringStream.str() );
//////////////////////////////////////////////////////
// Create actors
// Create an ImageActor for performing a horizontal blur on the texture
mImageActorHorizBlur = ImageActor::New();
mImageActorHorizBlur.SetParentOrigin(ParentOrigin::CENTER);
mImageActorHorizBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorHorizBlur.SetShaderEffect( mHorizBlurShader );
// Create an ImageActor for performing a vertical blur on the texture
mImageActorVertBlur = ImageActor::New();
mImageActorVertBlur.SetParentOrigin(ParentOrigin::CENTER);
mImageActorVertBlur.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorVertBlur.SetShaderEffect( mVertBlurShader );
// Register a property that the user can control to fade the blur in / out via the GaussianBlurView object
mBlurStrengthPropertyIndex = Self().RegisterProperty(GAUSSIAN_BLUR_VIEW_STRENGTH_PROPERTY_NAME, GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH);
// Create an ImageActor for compositing the blur and the original child actors render
if(!mBlurUserImage)
{
mImageActorComposite = ImageActor::New();
mImageActorComposite.SetParentOrigin(ParentOrigin::CENTER);
mImageActorComposite.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
mImageActorComposite.SetOpacity(GAUSSIAN_BLUR_VIEW_DEFAULT_BLUR_STRENGTH); // ensure alpha is enabled for this object and set default value
Constraint blurStrengthConstraint = Constraint::New<float>( mImageActorComposite, Actor::Property::COLOR_ALPHA, EqualToConstraint());
blurStrengthConstraint.AddSource( ParentSource(mBlurStrengthPropertyIndex) );
blurStrengthConstraint.Apply();
// Create an ImageActor for holding final result, i.e. the blurred image. This will get rendered to screen later, via default / user render task
mTargetActor = ImageActor::New();
mTargetActor.SetParentOrigin(ParentOrigin::CENTER);
mTargetActor.ScaleBy( Vector3(1.0f, -1.0f, 1.0f) ); // FIXME
//////////////////////////////////////////////////////
// Create cameras for the renders corresponding to the view size
mRenderFullSizeCamera = CameraActor::New();
mRenderFullSizeCamera.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mImageActorComposite );
Self().Add( mTargetActor );
Self().Add( mRenderFullSizeCamera );
}
//////////////////////////////////////////////////////
// Create camera for the renders corresponding to the (potentially downsampled) render targets' size
mRenderDownsampledCamera = CameraActor::New();
mRenderDownsampledCamera.SetParentOrigin(ParentOrigin::CENTER);
//////////////////////////////////////////////////////
// Connect to actor tree
Self().Add( mChildrenRoot );
Self().Add( mImageActorHorizBlur );
Self().Add( mImageActorVertBlur );
Self().Add( mRenderDownsampledCamera );
}