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C++ ISceneNode::getAbsoluteTransformation方法代码示例

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


在下文中一共展示了ISceneNode::getAbsoluteTransformation方法的6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: getNodeRayBB

// Support function for finding collided nodes using a subset of nodes in the scene
// recursive method for going through all scene nodes
void getNodeRayBB(ISceneNode* root,
               const core::line3df& ray,
               s32 bits,
               bool recurse,
               f32& outbestdistance,
               ISceneNode*& outbestnode)
{
    core::vector3df edges[8];

    const core::list<ISceneNode*>& children = root->getChildren();

    core::list<ISceneNode*>::ConstIterator it = children.begin();
    for (; it != children.end(); ++it)
    {
        ISceneNode* current = *it;

        if (current->isVisible() &&
//        (bNoDebugObjects ? !current->isDebugObject() : true) &&
        (bits==0 || (bits != 0 && (current->getID() & bits))))
        {
            // get world to object space transform
            core::matrix4 mat;
            if (!current->getAbsoluteTransformation().getInverse(mat))
                continue;

            // transform vector from world space to object space
            core::line3df line(ray);
            mat.transformVect(line.start);
            mat.transformVect(line.end);

            const core::aabbox3df& box = current->getBoundingBox();

            // do intersection test in object space
            if (box.intersectsWithLine(line))
            {
                box.getEdges(edges);
                f32 distance = 0.0f;

                for (s32 e=0; e<8; ++e)
                {
                    f32 t = edges[e].getDistanceFromSQ(line.start);
                    if (t > distance)
                        distance = t;
                }

                if (distance < outbestdistance)
                {
                    outbestnode = current;
                    outbestdistance = distance;
                }
            }
        }

        if ( recurse )
            getNodeRayBB(current, ray, bits, recurse, outbestdistance, outbestnode);
    }
}
开发者ID:rexwhitten,项目名称:battlespace,代码行数:59,代码来源:wrappercollision.cpp

示例2: Java_zte_irrlib_scene_SceneNode_nativeGetAbsoluteMatrix

	int Java_zte_irrlib_scene_SceneNode_nativeGetAbsoluteMatrix(
		JNIEnv*  env, jobject thiz, jobject jmat, jint Id)
	{
		ISceneNode* node = smgr->getSceneNodeFromId(Id);
		if (!node) 
		{
			WARN_NODE_NOT_FOUND(Id, GetAbsoluteMatrix);
			return -1;
		}
		utils->setMatrix4Frommatrix4(env, jmat, node->getAbsoluteTransformation());
		return 0;
	}
开发者ID:,项目名称:,代码行数:12,代码来源:

示例3: 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();				
}
开发者ID:meson800,项目名称:orbiter-stackEditor,代码行数:48,代码来源:VesselSceneNode.cpp

示例4: getNodePointBB

// Support function for finding collided nodes using a subset of nodes in the scene
// recursive method for going through all scene nodes and testing them against a point
bool getNodePointBB(ISceneNode* root,
                    vector3df point,
                    s32 bits,
                    bool recurse,
                    ISceneNode*& outbestnode)
{
    core::vector3df edges[8];

    const core::list<ISceneNode*>& children = root->getChildren();

    core::list<ISceneNode*>::ConstIterator it = children.begin();
    for (; it != children.end(); ++it)
    {
        ISceneNode* current = *it;

        if (current->isVisible() &&
        //          (bNoDebugObjects ? !current->isDebugObject() : true) &&
        (bits==0 || (bits != 0 && (current->getID() & bits))))
        {
            // get world to object space transform
            core::matrix4 mat;
            if (!current->getAbsoluteTransformation().getInverse(mat))
                continue;

            // transform vector from world space to object space
            vector3df currentPoint( point );
            mat.transformVect(currentPoint);

            const core::aabbox3df& box = current->getBoundingBox();

            // do intersection test in object space
            if (box.isPointInside( currentPoint ))
            {
                outbestnode = current;
                return true;
            }
        }
        if ( recurse )
            if ( getNodePointBB(current, point, bits, recurse, outbestnode))
                return true;
    }
    return false;
}
开发者ID:rexwhitten,项目名称:battlespace,代码行数:45,代码来源:wrappercollision.cpp

示例5: render

void LayerNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	ISceneNode* cameraNode = SceneManager->getActiveCamera();
	
	core::matrix4 mxTrans = cameraNode->getAbsoluteTransformation();
	core::vector3df vCamPos = cameraNode->getPosition();
	core::vector3df vCamScale = cameraNode->getScale();
	core::vector3df vCamRot = cameraNode->getRotation();

	//Zoom factor: for Factor=0, zoom = 1; for Factor=1, zoom = vCamScale;
	vCamScale.X = 1 - ( (1 - vCamScale.X) * m_paraxZoomFactor );
	vCamScale.Y = 1 - ( (1 - vCamScale.Y) * m_paraxZoomFactor );

	core::vector3df vCamPos2 = cameraNode->getPosition();
	
	// Apply Offset
	core::vector3df vOffset(m_offsetX, m_offsetY, 0);

	// Apply parallax factor
	vCamPos2.X *= m_paraxFactorX;
	vCamPos2.Y *= m_paraxFactorY;

	mxTrans = 
		core::matrix4().setTranslation(vCamPos)*
		core::matrix4().setScale(vCamScale)*
		core::matrix4().setTranslation(-vCamPos)*
		core::matrix4().setRotationDegrees(vCamRot)*
		core::matrix4().setTranslation(-vCamPos)*		// remove camera offset because is applied automatically later by Irrlicht
		core::matrix4().setTranslation(vOffset)*		// apply offset without parallax factor to make easy to adjust layer
		core::matrix4().setTranslation(vCamPos2)		// then apply modified by parallax factor camera position
		;
	driver->setMaterial(Material);


	driver->setTransform(video::ETS_WORLD, mxTrans*AbsoluteTransformation);

	Drawing::draw2DImage( driver, m_texture, core::recti( 0, 0, m_width, m_height), core::IdentityMatrix, true, video::SColor(255, 255, 255, 255));

}
开发者ID:jerosnav,项目名称:PlatformEngine2D,代码行数:40,代码来源:LayerNode.cpp

示例6: renderNode

void CImpostorSceneNode::renderNode(SNodeLink& Imp)
{
	ISceneNode* n = Imp.Node;

	updatePosAndVector(Imp);

	// remember old viewport and render target
	core::rect<s32> oldView = SceneManager->getVideoDriver()->getViewPort();

	if (!oldView.isRectCollided(Imp.NewPos))
		return;

	ICameraSceneNode* cam = SceneManager->getActiveCamera();
	cam->updateAbsolutePosition();

	core::vector3df camP = cam->getAbsolutePosition();
	f32 distance = camP.getDistanceFrom(n->getTransformedBoundingBox().getCenter());

	// project into screen

	core::vector3df pUL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.UpperLeftCorner, cam).getVector();
	pUL.setLength(distance);
	core::vector3df pLR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(Imp.NewPos.LowerRightCorner, cam).getVector();
	pLR.setLength(distance);
	core::vector3df pUR = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.LowerRightCorner.X, Imp.NewPos.UpperLeftCorner.Y), cam).getVector();
	pUR.setLength(distance);
	core::vector3df pLL = SceneManager->getSceneCollisionManager()->getRayFromScreenCoordinates(core::position2di(Imp.NewPos.UpperLeftCorner.X, Imp.NewPos.LowerRightCorner.Y), cam).getVector();
	pLL.setLength(distance);

	Imp.BilPos1 = camP + pUL;
	Imp.BilPos2 = camP + pLR;
	Imp.BilPos3 = camP + pUR;
	Imp.BilPos4 = camP + pLL;

	// translate and scale, but don't rotate
	core::matrix4 invMat = n->getAbsoluteTransformation();
	invMat.makeInverse();
	Imp.BilPos1 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos1);
	Imp.BilPos2 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos2);
	Imp.BilPos3 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos3);
	Imp.BilPos4 *= invMat.getScale();
	invMat.translateVect(Imp.BilPos4);

	Imp.ScreenPos = Imp.NewPos;
	Imp.RotVec = Imp.NewVec;
	video::ITexture* rt = 0; // SceneManager->getVideoDriver()->getRenderTarget();

	// set up the camera and viewport for rendering
	ISceneManager* oldManager = n->getSceneManager();

	// set up the camera
	ICameraSceneNode* cam2= LocalManager->getActiveCamera();

	cam2->setPosition(cam->getAbsolutePosition());

	core::vector3df v = n->getTransformedBoundingBox().getCenter();
	cam2->setUpVector(cam->getUpVector());
	cam2->setTarget(cam->getTarget());
	cam2->updateAbsolutePosition();

	f32 scaleW = f32(oldView.getWidth()) / f32(Imp.ScreenPos.getWidth());
	f32 scaleH = f32(oldView.getHeight()) / f32(Imp.ScreenPos.getHeight());

	//f32 transW = f32(Impostors[i].ScreenPos.getWidth()/2) / (f32(oldView.getWidth()) - f32(Impostors[i].ScreenPos.getCenter().X));
	//f32 transH = f32(Impostors[i].ScreenPos.getHeight()/2) / (f32(oldView.getHeight()) - f32(Impostors[i].ScreenPos.getCenter().X));

	f32 transW = (f32(oldView.getCenter().X) - f32(Imp.ScreenPos.getCenter().X)) / f32(Imp.ScreenPos.getWidth());
	f32 transH = (f32(oldView.getCenter().Y) -  f32(Imp.ScreenPos.getCenter().Y)) / f32(Imp.ScreenPos.getHeight());

	core::matrix4 proj(cam->getProjectionMatrix());
	core::matrix4 zoom, trans;

	Imp.Time = Timer->getRealTime();

	zoom.setScale(core::vector3df(scaleW, scaleH, 1.0));
	trans.setTranslation(core::vector3df(transW*2,-transH*2,0.0));


	proj = zoom * proj;
#if defined(GENERATE_METHOD_1)
	proj = trans * proj;
#endif




	// set the correct render target and viewport
	setTarget(Imp);

	// draw the scene
	cam2->setProjectionMatrix(proj);
	E_CULLING_TYPE culltype = EAC_FRUSTUM_BOX;
	n->setAutomaticCulling(EAC_OFF);
	//cam2->render();
//	n->setSceneManager(LocalManager);
	n->OnRegisterSceneNode();
	LocalManager->drawAll();
//.........这里部分代码省略.........
开发者ID:rexwhitten,项目名称:battlespace,代码行数:101,代码来源:CImpostorSceneNode.cpp


注:本文中的ISceneNode::getAbsoluteTransformation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。