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C++ FloatPoint3D::normalize方法代码示例

本文整理汇总了C++中FloatPoint3D::normalize方法的典型用法代码示例。如果您正苦于以下问题:C++ FloatPoint3D::normalize方法的具体用法?C++ FloatPoint3D::normalize怎么用?C++ FloatPoint3D::normalize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FloatPoint3D的用法示例。


在下文中一共展示了FloatPoint3D::normalize方法的3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: calculateAzimuthElevation

void PannerNode::calculateAzimuthElevation(double* outAzimuth, double* outElevation)
{
    double azimuth = 0.0;

    // Calculate the source-listener vector
    FloatPoint3D listenerPosition = listener()->position();
    FloatPoint3D sourceListener = m_position - listenerPosition;

    // normalize() does nothing if the length of |sourceListener| is zero.
    sourceListener.normalize();

    // Align axes
    FloatPoint3D listenerFront = listener()->orientation();
    FloatPoint3D listenerUp = listener()->upVector();
    FloatPoint3D listenerRight = listenerFront.cross(listenerUp);
    listenerRight.normalize();

    FloatPoint3D listenerFrontNorm = listenerFront;
    listenerFrontNorm.normalize();

    FloatPoint3D up = listenerRight.cross(listenerFrontNorm);

    float upProjection = sourceListener.dot(up);

    FloatPoint3D projectedSource = sourceListener - upProjection * up;
    projectedSource.normalize();

    azimuth = 180.0 * acos(projectedSource.dot(listenerRight)) / piDouble;
    fixNANs(azimuth); // avoid illegal values

    // Source  in front or behind the listener
    double frontBack = projectedSource.dot(listenerFrontNorm);
    if (frontBack < 0.0)
        azimuth = 360.0 - azimuth;

    // Make azimuth relative to "front" and not "right" listener vector
    if ((azimuth >= 0.0) && (azimuth <= 270.0))
        azimuth = 90.0 - azimuth;
    else
        azimuth = 450.0 - azimuth;

    // Elevation
    double elevation = 90.0 - 180.0 * acos(sourceListener.dot(up)) / piDouble;
    fixNANs(elevation); // avoid illegal values

    if (elevation > 90.0)
        elevation = 180.0 - elevation;
    else if (elevation < -90.0)
        elevation = -180.0 - elevation;

    if (outAzimuth)
        *outAzimuth = azimuth;
    if (outElevation)
        *outElevation = elevation;
}
开发者ID:smil-in-javascript,项目名称:blink,代码行数:55,代码来源:PannerNode.cpp

示例2: setPixel

ALWAYS_INLINE void FELighting::setPixel(LightingData& data, LightSource::PaintingData& paintingData,
    int lightX, int lightY, float factorX, int normalX, float factorY, int normalY)
{
    m_lightSource->updatePaintingData(paintingData, lightX, lightY, static_cast<float>(data.pixels->get(data.offset + 3)) * data.surfaceScale);

    data.normalVector.setX(factorX * static_cast<float>(normalX) * data.surfaceScale);
    data.normalVector.setY(factorY * static_cast<float>(normalY) * data.surfaceScale);
    data.normalVector.setZ(1.0f);
    data.normalVector.normalize();

    if (m_lightingType == FELighting::DiffuseLighting)
        data.lightStrength = m_diffuseConstant * (data.normalVector * paintingData.lightVector);
    else {
        FloatPoint3D halfwayVector = paintingData.lightVector;
        halfwayVector.setZ(halfwayVector.z() + 1.0f);
        halfwayVector.normalize();
        if (m_specularExponent == 1.0f)
            data.lightStrength = m_specularConstant * (data.normalVector * halfwayVector);
        else
            data.lightStrength = m_specularConstant * powf(data.normalVector * halfwayVector, m_specularExponent);
    }

    if (data.lightStrength > 1.0f)
        data.lightStrength = 1.0f;
    if (data.lightStrength < 0.0f)
        data.lightStrength = 0.0f;

    data.pixels->set(data.offset, static_cast<unsigned char>(data.lightStrength * paintingData.colorVector.x()));
    data.pixels->set(data.offset + 1, static_cast<unsigned char>(data.lightStrength * paintingData.colorVector.y()));
    data.pixels->set(data.offset + 2, static_cast<unsigned char>(data.lightStrength * paintingData.colorVector.z()));
}
开发者ID:jackiekaon,项目名称:owb-mirror,代码行数:31,代码来源:SVGFELighting.cpp

示例3: gain

double ConeEffect::gain(FloatPoint3D sourcePosition, FloatPoint3D sourceOrientation, FloatPoint3D listenerPosition)
{
    if (sourceOrientation.isZero() || ((m_innerAngle == 360.0) && (m_outerAngle == 360.0)))
        return 1.0; // no cone specified - unity gain

    // Normalized source-listener vector
    FloatPoint3D sourceToListener = listenerPosition - sourcePosition;
    sourceToListener.normalize();

    FloatPoint3D normalizedSourceOrientation = sourceOrientation;
    normalizedSourceOrientation.normalize();

    // Angle between the source orientation vector and the source-listener vector
    double dotProduct = sourceToListener.dot(normalizedSourceOrientation);
    double angle = 180.0 * acos(dotProduct) / piDouble;
    double absAngle = fabs(angle);

    // Divide by 2.0 here since API is entire angle (not half-angle)
    double absInnerAngle = fabs(m_innerAngle) / 2.0;
    double absOuterAngle = fabs(m_outerAngle) / 2.0;
    double gain = 1.0;

    if (absAngle <= absInnerAngle)
        // No attenuation
        gain = 1.0;
    else if (absAngle >= absOuterAngle)
        // Max attenuation
        gain = m_outerGain;
    else {
        // Between inner and outer cones
        // inner -> outer, x goes from 0 -> 1
        double x = (absAngle - absInnerAngle) / (absOuterAngle - absInnerAngle);
        gain = (1.0 - x) + m_outerGain * x;
    }

    return gain;
}
开发者ID:335969568,项目名称:Blink-1,代码行数:37,代码来源:Cone.cpp


注:本文中的FloatPoint3D::normalize方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。