本文整理汇总了C++中LLQuaternion::getAngleAxis方法的典型用法代码示例。如果您正苦于以下问题:C++ LLQuaternion::getAngleAxis方法的具体用法?C++ LLQuaternion::getAngleAxis怎么用?C++ LLQuaternion::getAngleAxis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LLQuaternion
的用法示例。
在下文中一共展示了LLQuaternion::getAngleAxis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: 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2: 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3: hud_render_text
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
const LLFontGL &font,
const U8 style,
const LLFontGL::ShadowType shadow,
const F32 x_offset, const F32 y_offset,
const LLColor4& color,
const BOOL orthographic)
{
LLViewerCamera* camera = LLViewerCamera::getInstance();
// Do cheap plane culling
LLVector3 dir_vec = pos_agent - camera->getOrigin();
dir_vec /= dir_vec.magVec();
if (wstr.empty() || (!orthographic && dir_vec * camera->getAtAxis() <= 0.f))
{
return;
}
LLVector3 right_axis;
LLVector3 up_axis;
if (orthographic)
{
right_axis.setVec(0.f, -1.f / gViewerWindow->getWorldViewHeightScaled(), 0.f);
up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWorldViewHeightScaled());
}
else
{
camera->getPixelVectors(pos_agent, up_axis, right_axis);
}
LLCoordFrame render_frame = *camera;
LLQuaternion rot;
if (!orthographic)
{
rot = render_frame.getQuaternion();
rot = rot * LLQuaternion(-F_PI_BY_TWO, camera->getYAxis());
rot = rot * LLQuaternion(F_PI_BY_TWO, camera->getXAxis());
}
else
{
rot = LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 0.f, 1.f));
rot = rot * LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 1.f, 0.f));
}
F32 angle;
LLVector3 axis;
rot.getAngleAxis(&angle, axis);
LLVector3 render_pos = pos_agent + (floorf(x_offset) * right_axis) + (floorf(y_offset) * up_axis);
//get the render_pos in screen space
LLVector3 window_coordinates;
F32& winX = window_coordinates.mV[VX];
F32& winY = window_coordinates.mV[VY];
F32& winZ = window_coordinates.mV[VZ];
const LLRect& world_view_rect = gViewerWindow->getWorldViewRectRaw();
glProjectf(render_pos, gGLModelView, gGLProjection, world_view_rect, window_coordinates);
//fonts all render orthographically, set up projection``
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.pushMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
gGL.pushMatrix();
LLUI::pushMatrix();
gl_state_for_2d(world_view_rect.getWidth(), world_view_rect.getHeight());
gViewerWindow->setup3DViewport();
winX -= world_view_rect.mLeft;
winY -= world_view_rect.mBottom;
LLUI::loadIdentity();
gGL.loadIdentity();
LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
F32 right_x;
font.render(wstr, 0, 0, 0, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, shadow, wstr.length(), 1000, &right_x);
LLUI::popMatrix();
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_PROJECTION);
gGL.popMatrix();
gGL.matrixMode(LLRender::MM_MODELVIEW);
}
示例4: hud_render_text
void hud_render_text(const LLWString &wstr, const LLVector3 &pos_agent,
const LLFontGL &font,
const U8 style,
const F32 x_offset, const F32 y_offset,
const LLColor4& color,
const BOOL orthographic)
{
LLViewerCamera* camera = LLViewerCamera::getInstance();
// Do cheap plane culling
LLVector3 dir_vec = pos_agent - camera->getOrigin();
dir_vec /= dir_vec.magVec();
if (wstr.empty() || (!orthographic && dir_vec * camera->getAtAxis() <= 0.f))
{
return;
}
LLVector3 right_axis;
LLVector3 up_axis;
if (orthographic)
{
right_axis.setVec(0.f, -1.f / gViewerWindow->getWindowHeight(), 0.f);
up_axis.setVec(0.f, 0.f, 1.f / gViewerWindow->getWindowHeight());
}
else
{
camera->getPixelVectors(pos_agent, up_axis, right_axis);
}
LLCoordFrame render_frame = *camera;
LLQuaternion rot;
if (!orthographic)
{
rot = render_frame.getQuaternion();
rot = rot * LLQuaternion(-F_PI_BY_TWO, camera->getYAxis());
rot = rot * LLQuaternion(F_PI_BY_TWO, camera->getXAxis());
}
else
{
rot = LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 0.f, 1.f));
rot = rot * LLQuaternion(-F_PI_BY_TWO, LLVector3(0.f, 1.f, 0.f));
}
F32 angle;
LLVector3 axis;
rot.getAngleAxis(&angle, axis);
LLVector3 render_pos = pos_agent + (floorf(x_offset) * right_axis) + (floorf(y_offset) * up_axis);
//get the render_pos in screen space
F64 winX, winY, winZ;
gluProject(render_pos.mV[0], render_pos.mV[1], render_pos.mV[2],
gGLModelView, gGLProjection, (GLint*) gGLViewport,
&winX, &winY, &winZ);
//fonts all render orthographically, set up projection
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
LLUI::pushMatrix();
gViewerWindow->setup2DRender();
LLUI::loadIdentity();
LLUI::translate((F32) winX*1.0f/LLFontGL::sScaleX, (F32) winY*1.0f/(LLFontGL::sScaleY), -(((F32) winZ*2.f)-1.f));
//glRotatef(angle * RAD_TO_DEG, axis.mV[VX], axis.mV[VY], axis.mV[VZ]);
//glScalef(right_scale, up_scale, 1.f);
F32 right_x;
font.render(wstr, 0, 0, 0, color, LLFontGL::LEFT, LLFontGL::BASELINE, style, wstr.length(), 1000, &right_x);
LLUI::popMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}