本文整理汇总了C++中LLBBox类的典型用法代码示例。如果您正苦于以下问题:C++ LLBBox类的具体用法?C++ LLBBox怎么用?C++ LLBBox使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了LLBBox类的15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: GetBox
// internal test to see if regions don't intersect (optimization)
bool LLRegion::NoIntersection(const LLRegion& region) const
{
if(Empty() || region.Empty())
return true;
LLBBox box = GetBox(), rbox = region.GetBox();
return box.IntersectOut(rbox) || NoIntersection(rbox) || region.NoIntersection(box);
}
示例2: bbox_overlap
// only works for our specialized (AABB, position centered) bboxes
BOOL bbox_overlap(LLBBox bbox1, LLBBox bbox2)
{
const F32 FUDGE = 0.001f; // because of SL precision/rounding
LLVector3 delta = bbox1.getCenterAgent() - bbox2.getCenterAgent();
LLVector3 half_extent = (bbox1.getExtentLocal() + bbox2.getExtentLocal()) / 2.0;
return ((fabs(delta.mV[VX]) < half_extent.mV[VX] - FUDGE) &&
(fabs(delta.mV[VY]) < half_extent.mV[VY] - FUDGE) &&
(fabs(delta.mV[VZ]) < half_extent.mV[VZ] - FUDGE));
}
示例3: GetBBoxView
LLBBox ViewPort::GetBBoxView()
{
LLBBox BBView = vpBBox;
wxPoint2DDouble pos(360, 0), neg(-360, 0);
if(BBView.GetMaxX()+180 < clon)
BBView.Translate(pos);
else if(BBView.GetMinX()-180 > clon)
BBView.Translate(neg);
return BBView;
}
示例4: O
/* This function adds a new point ensuring the resulting track is finalized
The runtime of this routine is O(log(n)) which is an an improvment over
blowing away the subtracks and calling Finalize which is O(n),
but should not be used for building a large track O(n log(n)) which
_is_ worse than blowing the subtracks and calling Finalize.
*/
void Track::AddPointFinalized( TrackPoint *pNewPoint )
{
TrackPoints.push_back( pNewPoint );
int pos = TrackPoints.size() - 1;
if(pos > 0) {
LLBBox box;
box.SetFromSegment(TrackPoints[pos-1]->m_lat,
TrackPoints[pos-1]->m_lon,
TrackPoints[pos]->m_lat,
TrackPoints[pos]->m_lon);
InsertSubTracks(box, 0, pos-1);
}
}
示例5: InsertSubTracks
// recursive subtracks fixer for appending a single point
void Track::InsertSubTracks(LLBBox &box, int level, int pos)
{
if(level == (int)SubTracks.size()) {
std::vector <SubTrack> new_level;
if(level > 0)
box.Expand(SubTracks[level-1][0].m_box);
new_level.push_back(SubTrack());
new_level[pos].m_box = box;
SubTracks.push_back(new_level);
} else
if(pos < (int)SubTracks[level].size())
SubTracks[level][pos].m_box.Expand(box);
else {
SubTracks[level].push_back(SubTrack());
SubTracks[level][pos].m_box = box;
}
if(level == 0)
SubTracks[level][pos].m_scale = 0;
else {
int left = pos << level;
int right = wxMin(left + (1 << level), TrackPoints.size() - 1);
SubTracks[level][pos].m_scale = ComputeScale(left, right);
}
if(pos > 0)
InsertSubTracks(box, level + 1, pos >> 1);
}
示例6: Assemble
/* assembles lists of line strips from the given track recursively traversing
the subtracks data */
void Track::Assemble(std::list< std::list<wxPoint> > &pointlists, const LLBBox &box, double scale, int &last, int level, int pos)
{
if(pos == (int)SubTracks[level].size())
return;
SubTrack &s = SubTracks[level][pos];
if(box.IntersectOut(s.m_box))
return;
if(s.m_scale < scale) {
pos <<= level;
if(last < pos - 1) {
std::list<wxPoint> new_list;
pointlists.push_back(new_list);
}
if(last < pos)
AddPointToList(pointlists, pos);
last = wxMin(pos + (1<<level), TrackPoints.size() - 1);
AddPointToList(pointlists, last);
} else {
Assemble(pointlists, box, scale, last, level-1, pos<<1);
Assemble(pointlists, box, scale, last, level-1, (pos<<1)+1);
}
}
示例7: setup_transforms_bbox
void setup_transforms_bbox(LLBBox bbox)
{
// translate to center
LLVector3 center = bbox.getCenterAgent();
gGL.translatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
// rotate
LLQuaternion rotation = bbox.getRotation();
F32 angle_radians, x, y, z;
rotation.getAngleAxis(&angle_radians, &x, &y, &z);
gGL.flush();
gGL.rotatef(angle_radians * RAD_TO_DEG, x, y, z);
// scale
LLVector3 scale = bbox.getMaxLocal() - bbox.getMinLocal();
gGL.scalef(scale.mV[VX], scale.mV[VY], scale.mV[VZ]);
}
示例8: ComputeState
static inline int ComputeState(const LLBBox &box, const contour_pt &p)
{
int state = 0;
if(p.x >= box.GetMinLon()) {
if(p.x > box.GetMaxLon())
state = 2;
else
state = 1;
}
if(p.y >= box.GetMinLat()) {
if(p.y > box.GetMaxLat())
state += 6;
else
state += 3;
}
return state;
}
示例9: setup_transforms_bbox
void setup_transforms_bbox(LLBBox bbox)
{
// translate to center
LLVector3 center = bbox.getCenterAgent();
gGL.translatef(center.mV[VX], center.mV[VY], center.mV[VZ]);
// rotate
LLQuaternion rotation = bbox.getRotation();
F32 angle_radians, x, y, z;
rotation.getAngleAxis(&angle_radians, &x, &y, &z);
// gGL has no rotate method (despite having translate and scale) presumably because
// its authors smoke crack. so we hack.
gGL.flush();
glRotatef(angle_radians * RAD_TO_DEG, x, y, z);
// scale
LLVector3 scale = bbox.getMaxLocal() - bbox.getMinLocal();
gGL.scalef(scale.mV[VX], scale.mV[VY], scale.mV[VZ]);
}
示例10: IntersectIn
bool LLBBox::IntersectIn( const LLBBox &other ) const
{
if( !GetValid() || !other.GetValid() )
return false;
if((m_maxlat <= other.m_maxlat) || (m_minlat >= other.m_minlat))
return false;
double minlon = m_minlon, maxlon = m_maxlon;
if(m_maxlon < other.m_minlon)
minlon += 360, maxlon += 360;
else if(m_minlon > other.m_maxlon)
minlon -= 360, maxlon -= 360;
return (other.m_minlon > minlon) && (other.m_maxlon < maxlon);
}
示例11: IntersectOutGetBias
bool LLBBox::IntersectOutGetBias( const LLBBox &other, double bias ) const
{
// allow -180 to 180 or 0 to 360
if( !GetValid() || !other.GetValid() )
return true;
if((m_maxlat < other.m_minlat) || (m_minlat > other.m_maxlat))
return true;
if(m_maxlon < other.m_minlon)
bias = 360;
else if(m_minlon > other.m_maxlon)
bias = -360;
else
bias = 0;
return (m_minlon + bias > other.m_maxlon) || (m_maxlon + bias < other.m_minlon);
}
示例12: getBBoxAspectRatio
// This function calculates the aspect ratio and the world aligned components of a selection bounding box.
F32 LLViewerMediaFocus::getBBoxAspectRatio(const LLBBox& bbox, const LLVector3& normal, F32* height, F32* width, F32* depth)
{
// Convert the selection normal and an up vector to local coordinate space of the bbox
LLVector3 local_normal = bbox.agentToLocalBasis(normal);
LLVector3 z_vec = bbox.agentToLocalBasis(LLVector3(0.0f, 0.0f, 1.0f));
LLVector3 comp1(0.f,0.f,0.f);
LLVector3 comp2(0.f,0.f,0.f);
LLVector3 bbox_max = bbox.getExtentLocal();
F32 dot1 = 0.f;
F32 dot2 = 0.f;
lldebugs << "bounding box local size = " << bbox_max << ", local_normal = " << local_normal << llendl;
// The largest component of the localized normal vector is the depth component
// meaning that the other two are the legs of the rectangle.
local_normal.abs();
// Using temporary variables for these makes the logic a bit more readable.
bool XgtY = (local_normal.mV[VX] > local_normal.mV[VY]);
bool XgtZ = (local_normal.mV[VX] > local_normal.mV[VZ]);
bool YgtZ = (local_normal.mV[VY] > local_normal.mV[VZ]);
if(XgtY && XgtZ)
{
lldebugs << "x component of normal is longest, using y and z" << llendl;
comp1.mV[VY] = bbox_max.mV[VY];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VX];
}
else if(!XgtY && YgtZ)
{
lldebugs << "y component of normal is longest, using x and z" << llendl;
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VZ] = bbox_max.mV[VZ];
*depth = bbox_max.mV[VY];
}
else
{
lldebugs << "z component of normal is longest, using x and y" << llendl;
comp1.mV[VX] = bbox_max.mV[VX];
comp2.mV[VY] = bbox_max.mV[VY];
*depth = bbox_max.mV[VZ];
}
// The height is the vector closest to vertical in the bbox coordinate space (highest dot product value)
dot1 = comp1 * z_vec;
dot2 = comp2 * z_vec;
if(fabs(dot1) > fabs(dot2))
{
*height = comp1.length();
*width = comp2.length();
lldebugs << "comp1 = " << comp1 << ", height = " << *height << llendl;
lldebugs << "comp2 = " << comp2 << ", width = " << *width << llendl;
}
else
{
*height = comp2.length();
*width = comp1.length();
lldebugs << "comp2 = " << comp2 << ", height = " << *height << llendl;
lldebugs << "comp1 = " << comp1 << ", width = " << *width << llendl;
}
lldebugs << "returning " << (*width / *height) << llendl;
// Return the aspect ratio.
return *width / *height;
}
示例13: DrawGL
void RoutePoint::DrawGL( ViewPort &vp, bool use_cached_screen_coords )
{
if( !m_bIsVisible )
return;
// Optimization, especially apparent on tracks in normal cases
if( m_IconName == _T("empty") && !m_bShowName && !m_bPtIsSelected ) return;
if(m_wpBBox.GetValid() &&
vp.view_scale_ppm == m_wpBBox_view_scale_ppm &&
vp.rotation == m_wpBBox_rotation) {
/* see if this waypoint can intersect with bounding box */
LLBBox vpBBox = vp.GetBBox();
if( vpBBox.IntersectOut( m_wpBBox ) ){
// Are Range Rings enabled?
if(m_bShowWaypointRangeRings && (m_iWaypointRangeRingsNumber > 0)){
double factor = 1.00;
if( m_iWaypointRangeRingsStepUnits == 1 ) // convert kilometers to NMi
factor = 1 / 1.852;
double radius = factor * m_iWaypointRangeRingsNumber * m_fWaypointRangeRingsStep / 60.;
LLBBox radar_box = m_wpBBox;
radar_box.EnLarge(radius * 2 );
if( vpBBox.IntersectOut( radar_box ) ){
return;
}
}
else
return;
}
}
wxPoint r;
wxRect hilitebox;
unsigned char transparency = 150;
double platform_pen_width = wxRound(wxMax(1.0, g_Platform->GetDisplayDPmm() / 2)); // 0.5 mm nominal, but not less than 1 pixel
if(use_cached_screen_coords && m_pos_on_screen)
r.x = m_screen_pos.m_x, r.y = m_screen_pos.m_y;
else
cc1->GetCanvasPointPix( m_lat, m_lon, &r );
if(r.x == INVALID_COORD)
return;
// Substitute icon?
wxBitmap *pbm;
if( ( m_bIsActive ) && ( m_IconName != _T("mob") ) )
pbm = pWayPointMan->GetIconBitmap( _T ( "activepoint" ) );
else
pbm = m_pbmIcon;
// If icon is corrupt, there is really nothing else to do...
if(!pbm->IsOk())
return;
int sx2 = pbm->GetWidth() / 2;
int sy2 = pbm->GetHeight() / 2;
// Calculate the mark drawing extents
wxRect r1( r.x - sx2, r.y - sy2, sx2 * 2, sy2 * 2 ); // the bitmap extents
wxRect r3 = r1;
if( m_bShowName ) {
if( !m_pMarkFont ) {
m_pMarkFont = FontMgr::Get().GetFont( _( "Marks" ) );
m_FontColor = FontMgr::Get().GetFontColor( _( "Marks" ) );
CalculateNameExtents();
}
if( m_pMarkFont ) {
wxRect r2( r.x + m_NameLocationOffsetX, r.y + m_NameLocationOffsetY,
m_NameExtents.x, m_NameExtents.y );
r3.Union( r2 );
}
}
hilitebox = r3;
hilitebox.x -= r.x;
hilitebox.y -= r.y;
hilitebox.x *= g_ChartScaleFactorExp;
hilitebox.y *= g_ChartScaleFactorExp;
hilitebox.width *= g_ChartScaleFactorExp;
hilitebox.height *= g_ChartScaleFactorExp;
float radius;
if( g_btouch ){
hilitebox.Inflate( 20 );
radius = 20.0f;
}
else{
hilitebox.Inflate( 4 );
radius = 4.0f;
}
/* update bounding box */
if(!m_wpBBox.GetValid() || vp.view_scale_ppm != m_wpBBox_view_scale_ppm || vp.rotation != m_wpBBox_rotation) {
//.........这里部分代码省略.........
示例14: if
//.........这里部分代码省略.........
{
// call this right away, since we have all the info we need to continue the action
selectionPropertiesReceived();
}
return TRUE;
case CLICK_ACTION_OPEN:
if (parent && parent->allowOpen())
{
mClickActionObject = parent;
mLeftClickSelection = LLToolSelect::handleObjectSelection(mPick, FALSE, TRUE, TRUE);
if (LLSelectMgr::getInstance()->selectGetAllValid())
{
// call this right away, since we have all the info we need to continue the action
selectionPropertiesReceived();
}
}
return TRUE;
case CLICK_ACTION_PLAY:
handle_click_action_play();
return TRUE;
case CLICK_ACTION_OPEN_MEDIA:
// mClickActionObject = object;
handle_click_action_open_media(object);
return TRUE;
case CLICK_ACTION_ZOOM:
{
const F32 PADDING_FACTOR = 2.f;
LLViewerObject* object = gObjectList.findObject(mPick.mObjectID);
if (object)
{
gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE);
LLBBox bbox = object->getBoundingBoxAgent() ;
F32 angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getAspect() > 1.f ? LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect() : LLViewerCamera::getInstance()->getView());
F32 distance = bbox.getExtentLocal().magVec() * PADDING_FACTOR / atan(angle_of_view);
LLVector3 obj_to_cam = LLViewerCamera::getInstance()->getOrigin() - bbox.getCenterAgent();
obj_to_cam.normVec();
LLVector3d object_center_global = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent());
gAgentCamera.setCameraPosAndFocusGlobal(object_center_global + LLVector3d(obj_to_cam * distance),
object_center_global,
mPick.mObjectID );
}
}
return TRUE;
default:
// nothing
break;
}
}
// put focus back "in world"
gFocusMgr.setKeyboardFocus(NULL);
BOOL touchable = (object && object->flagHandleTouch())
|| (parent && parent->flagHandleTouch());
// Switch to grab tool if physical or triggerable
if (object &&
!object->isAvatar() &&
((object->usePhysics() || (parent && !parent->isAvatar() && parent->usePhysics())) || touchable)
)
{
gGrabTransientTool = this;
示例15: setCameraZoom
// This function selects an ideal viewing distance based on the focused object, pick normal, and padding value
void LLViewerMediaFocus::setCameraZoom(LLViewerObject* object, LLVector3 normal, F32 padding_factor, bool zoom_in_only)
{
if (object)
{
gAgentCamera.setFocusOnAvatar(FALSE, ANIMATE);
LLBBox bbox = object->getBoundingBoxAgent();
LLVector3d center = gAgent.getPosGlobalFromAgent(bbox.getCenterAgent());
F32 height;
F32 width;
F32 depth;
F32 angle_of_view;
F32 distance;
// We need the aspect ratio, and the 3 components of the bbox as height, width, and depth.
F32 aspect_ratio = getBBoxAspectRatio(bbox, normal, &height, &width, &depth);
F32 camera_aspect = LLViewerCamera::getInstance()->getAspect();
lldebugs << "normal = " << normal << ", aspect_ratio = " << aspect_ratio << ", camera_aspect = " << camera_aspect << llendl;
// We will normally use the side of the volume aligned with the short side of the screen (i.e. the height for
// a screen in a landscape aspect ratio), however there is an edge case where the aspect ratio of the object is
// more extreme than the screen. In this case we invert the logic, using the longer component of both the object
// and the screen.
bool invert = (camera_aspect > 1.0f && aspect_ratio > camera_aspect) ||
(camera_aspect < 1.0f && aspect_ratio < camera_aspect);
// To calculate the optimum viewing distance we will need the angle of the shorter side of the view rectangle.
// In portrait mode this is the width, and in landscape it is the height.
// We then calculate the distance based on the corresponding side of the object bbox (width for portrait, height for landscape)
// We will add half the depth of the bounding box, as the distance projection uses the center point of the bbox.
if(camera_aspect < 1.0f || invert)
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView() * LLViewerCamera::getInstance()->getAspect());
distance = width * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
lldebugs << "using width (" << width << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
else
{
angle_of_view = llmax(0.1f, LLViewerCamera::getInstance()->getView());
distance = height * 0.5 * padding_factor / tan(angle_of_view * 0.5f );
lldebugs << "using height (" << height << "), angle_of_view = " << angle_of_view << ", distance = " << distance << llendl;
}
distance += depth * 0.5;
// Finally animate the camera to this new position and focal point
LLVector3d camera_pos, target_pos;
// The target lookat position is the center of the selection (in global coords)
target_pos = center;
// Target look-from (camera) position is "distance" away from the target along the normal
LLVector3d pickNormal = LLVector3d(normal);
pickNormal.normalize();
camera_pos = target_pos + pickNormal * distance;
if (pickNormal == LLVector3d::z_axis || pickNormal == LLVector3d::z_axis_neg)
{
// If the normal points directly up, the camera will "flip" around.
// We try to avoid this by adjusting the target camera position a
// smidge towards current camera position
// *NOTE: this solution is not perfect. All it attempts to solve is the
// "looking down" problem where the camera flips around when it animates
// to that position. You still are not guaranteed to be looking at the
// media in the correct orientation. What this solution does is it will
// put the camera into position keeping as best it can the current
// orientation with respect to the face. In other words, if before zoom
// the media appears "upside down" from the camera, after zooming it will
// still be upside down, but at least it will not flip.
LLVector3d cur_camera_pos = LLVector3d(gAgentCamera.getCameraPositionGlobal());
LLVector3d delta = (cur_camera_pos - camera_pos);
F64 len = delta.length();
delta.normalize();
// Move 1% of the distance towards original camera location
camera_pos += 0.01 * len * delta;
}
// If we are not allowing zooming out and the old camera position is closer to
// the center then the new intended camera position, don't move camera and return
if (zoom_in_only &&
(dist_vec_squared(gAgentCamera.getCameraPositionGlobal(), target_pos) < dist_vec_squared(camera_pos, target_pos)))
{
return;
}
gAgentCamera.setCameraPosAndFocusGlobal(camera_pos, target_pos, object->getID() );
}
else
{
// If we have no object, focus back on the avatar.
gAgentCamera.setFocusOnAvatar(TRUE, ANIMATE);
}
}