本文整理汇总了C++中ISceneNode::getAbsolutePosition方法的典型用法代码示例。如果您正苦于以下问题:C++ ISceneNode::getAbsolutePosition方法的具体用法?C++ ISceneNode::getAbsolutePosition怎么用?C++ ISceneNode::getAbsolutePosition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ISceneNode
的用法示例。
在下文中一共展示了ISceneNode::getAbsolutePosition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: snap
void VesselSceneNode::snap(OrbiterDockingPort& ourPort, OrbiterDockingPort& theirPort)
{
ISceneNode* ourNode = ourPort.portNode;
ISceneNode* theirNode = theirPort.portNode;
theirNode->updateAbsolutePosition();
ourNode->updateAbsolutePosition();
//absolute rotation of the target port
core::matrix4 theirMatrix = theirNode->getAbsoluteTransformation();
//Origin up and facing (inversed) of the target port
core::vector3df theirDir = core::vector3df(0, 0, -1);
core::vector3df theirRot = core::vector3df(0, 1, 0);
//get absolute inversed facing and up direction of the target port
theirMatrix.rotateVect(theirDir);
theirMatrix.rotateVect(theirRot);
theirDir.normalize();
theirRot.normalize();
//build rotation matrix to rotate from the ORIGIN of the source port to their ports current alignement
core::matrix4 ourPortToTheirPort;
ourPortToTheirPort.buildCameraLookAtMatrixLH(core::vector3df(0, 0, 0), theirDir, theirRot).makeInverse();
//get inverted source port rotation relative to its vessel
core::matrix4 ourVesselToOurPort = ourNode->getRelativeTransformation();
ourVesselToOurPort.makeInverse();
//multiply the rotation from our vessel origin to our port and from our port origin to the target to get the total transformation for the vessel
core::matrix4 ourVesselToTheirPort = ourPortToTheirPort * ourVesselToOurPort;
//apply the whole brouhaha
setRotation(ourVesselToTheirPort.getRotationDegrees());
//we MUST update positions for getAbsolutePosition to reflect the rotation we just did.
//also, we MUST update the position of the parent before the child, or the child still won't reflect the changes
//we also MUST update the child seperately, it doesn't get updated by the parent
updateAbsolutePosition();
ourNode->updateAbsolutePosition();
//position the vessel so the docking ports touch
core::vector3df pos = ourNode->getAbsolutePosition() - getAbsolutePosition();
setPosition(theirNode->getAbsolutePosition() - pos);
//update the new position, in case there's a vessel being snapped to this right next
updateAbsolutePosition();
}
示例2: Java_zte_irrlib_scene_SceneNode_nativeUpdatePosition
int Java_zte_irrlib_scene_SceneNode_nativeUpdatePosition(
JNIEnv* env, jobject defaultObj, jobject jvec, jboolean isAbsolute, jint Id)
{
ISceneNode* node = smgr->getSceneNodeFromId(Id);
if (!node)
{
WARN_NODE_NOT_FOUND(Id, UpdatePosition);
return -1;
}
if (isAbsolute)
{
node->updateAbsolutePosition();
utils->setVector3dFromvector3df(env, jvec, node->getAbsolutePosition());
}
else utils->setVector3dFromvector3df(env, jvec, node->getPosition());
return 0;
}
示例3: Java_zte_irrlib_scene_SceneNode_nativeAddCollisionResponseAnimator
int Java_zte_irrlib_scene_SceneNode_nativeAddCollisionResponseAnimator(
JNIEnv *env, jobject defaultObj, jint selId, jobject jradius, jboolean bbox, jboolean octree, jint id)
{
ISceneNode* selNode = smgr->getSceneNodeFromId(selId);
if (!selNode)
{
WARN_NODE_NOT_FOUND(selId, AddCollisionResponseAnimator);
return -1;
}
ISceneNode* node = smgr->getSceneNodeFromId(id);
if (!node)
{
WARN_NODE_NOT_FOUND(id, AddCollisionResponseAnimator);
return -1;
}
ITriangleSelector* selector = 0;
if (bbox) selector = smgr->createTriangleSelectorFromBoundingBox(selNode);
else if (!octree) selector = smgr->createTriangleSelector(((IMeshSceneNode*)selNode)->getMesh(), selNode);
else selector = smgr->createTriangleSelector(((IMeshSceneNode*)selNode)->getMesh(), selNode);
node->updateAbsolutePosition();
const aabbox3d<f32>& box = node->getTransformedBoundingBox();
vector3df radius;
if (jradius == 0)
radius = box.MaxEdge-box.getCenter();
else radius = utils->createvector3dfFromVector3d(env, jradius);
vector3df translation = -(box.getCenter() - node->getAbsolutePosition());
//LOGD("max, %f, %f, %f", box.MaxEdge.X, box.MaxEdge.Y, box.MaxEdge.Z);
//LOGD("min, %f, %f, %f", box.MinEdge.X, box.MinEdge.Y, box.MinEdge.Z);
//LOGD("trans, %f, %f, %f", translation.X, translation.Y, translation.Z);
ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator(selector, node,
radius,
vector3df(),/*gravity*/
translation,
0.0005f
);
selector->drop();
node->addAnimator(anim);
anim->drop();
}
示例4: main
int main(int argc, char** argv) {
CustomEventReceiver receiver;
IrrlichtDevice *device = createDevice( video::EDT_OPENGL, dimension2d<u32>(800, 600), 16, false, false, false, &receiver);
if (!device) {
return EXIT_FAILURE;
}
device->setWindowCaption(L"Solar System Simulator");
IVideoDriver* driver = device->getVideoDriver();
ISceneManager* sceneManager = device->getSceneManager();
scene::ISceneCollisionManager* collisionManager= sceneManager->getSceneCollisionManager();
IGUIEnvironment* guiEnv = device->getGUIEnvironment();
guiEnv->addStaticText(L"Click on a planet to attach the camera to it", rect<s32>(10,10,260,22), false);
sf::SoundBuffer buffer;
if (buffer.loadFromFile(currentPath() + "/sounds/burning.aif")) {
sf::Listener::setPosition(0, 0,0);
sf::Sound sound;
sound.setBuffer(buffer);
sound.setPosition(0, 0, 0);
sound.setLoop(true);
sound.play();
}
const char* spaceTexturePath = ( currentPath() + "/textures/space.jpg" ).c_str();
video::ITexture* space = driver->getTexture(spaceTexturePath);
scene::ISceneNode* skybox = sceneManager->addSkyBoxSceneNode(space, space, space, space, space, space);
sceneManager->addLightSceneNode(0, vector3df(0, 0, -50), video::SColorf(1.0f, 1.0f, 1.0f), 50.0f, 1001);
PlanetFactory planetFactory(sceneManager, driver);
Planet sun = planetFactory.create(PlanetId::Sun);
Planet earth = planetFactory.create(PlanetId::Earth);
Planet pluto = planetFactory.create(PlanetId::Pluto);
Planet jupiter = planetFactory.create(PlanetId::Jupiter);
Planet uranus = planetFactory.create(PlanetId::Uranus);
Planet neptune = planetFactory.create(PlanetId::Neptune);
vector<Planet> planets = { sun, planetFactory.create(PlanetId::Mercury) };
planets.push_back(planetFactory.create(PlanetId::Venus));
planets.push_back(earth);
planets.push_back(planetFactory.create(PlanetId::Mars));
planets.push_back(jupiter);
planets.push_back(planetFactory.create(PlanetId::Saturn));
planets.push_back(uranus);
planets.push_back(neptune);
planets.push_back(pluto);
ICameraSceneNode* camera = sceneManager->addCameraSceneNode(0, vector3df(0,0,40), vector3df(0,0,0));
rect<s32> mainCameraViewPortRect(0, 0, 800, 600);
ICameraSceneNode* topViewCamera = sceneManager->addCameraSceneNode(0, vector3df(0,50,0), vector3df(0,0,0));
sceneManager->setAmbientLight(video::SColorf(255.0,255.0,255.0));
ISceneNode* selectedNode = sun.node;
while(device->run()) {
if(receiver.GetMouseState().LeftButtonDown) {
position2di mousepos = receiver.GetMouseState().Position;
line3df ray = sceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates( mousepos, camera);
vector3df intersection;
triangle3df tri;
for(Planet& planet : planets) {
ITriangleSelector* wselector = sceneManager->createTriangleSelectorFromBoundingBox(planet.node);
if (collisionManager->getCollisionPoint(ray, wselector, intersection, tri, planet.node)) {
selectedNode = planet.node;
}
wselector->drop();
}
}
camera->setTarget(selectedNode->getAbsolutePosition());
skybox->setVisible(true);
driver->setViewPort(mainCameraViewPortRect);
driver->beginScene(true, true, SColor(255,100,101,140));
sceneManager->setActiveCamera(camera);
sceneManager->drawAll();
guiEnv->drawAll();
driver->setViewPort(rect<s32>(0, 380, 200, 600));
driver->draw2DRectangle(SColor(100,0,0,190), mainCameraViewPortRect);
skybox->setVisible(false);
sceneManager->setActiveCamera(topViewCamera);
sceneManager->drawAll();
driver->endScene();
}
device->drop();
return EXIT_SUCCESS;
}