本文整理汇总了C++中LLVector3::isFinite方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVector3::isFinite方法的具体用法?C++ LLVector3::isFinite怎么用?C++ LLVector3::isFinite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LLVector3
的用法示例。
在下文中一共展示了LLVector3::isFinite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: transformCamera
LLCamera LLSpatialBridge::transformCamera(LLCamera& camera)
{
LLCamera ret = camera;
LLXformMatrix* mat = mDrawable->getXform();
LLVector3 center = LLVector3(0,0,0) * mat->getWorldMatrix();
LLQuaternion rotation = LLQuaternion(mat->getWorldMatrix());
LLVector3 delta = ret.getOrigin() - center;
LLQuaternion rot = ~mat->getRotation();
delta *= rot;
LLVector3 lookAt = ret.getAtAxis();
LLVector3 up_axis = ret.getUpAxis();
LLVector3 left_axis = ret.getLeftAxis();
lookAt *= rot;
up_axis *= rot;
left_axis *= rot;
if (!delta.isFinite())
{
delta.clearVec();
}
ret.setOrigin(delta);
ret.setAxes(lookAt, left_axis, up_axis);
return ret;
}
示例2: center
LLViewerPartGroup::LLViewerPartGroup(const LLVector3 ¢er_agent, const F32 box_side, bool hud)
: mHud(hud)
{
mVOPartGroupp = NULL;
mUniformParticles = TRUE;
mRegionp = LLWorld::getInstance()->getRegionFromPosAgent(center_agent);
llassert_always(center_agent.isFinite());
if (!mRegionp)
{
//llwarns << "No region at position, using agent region!" << llendl;
mRegionp = gAgent.getRegion();
}
mCenterAgent = center_agent;
mBoxRadius = F_SQRT3*box_side*0.5f;
if (mHud)
{
mVOPartGroupp = (LLVOPartGroup *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_HUD_PART_GROUP, getRegion());
}
else
{
mVOPartGroupp = (LLVOPartGroup *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_PART_GROUP, getRegion());
}
mVOPartGroupp->setViewerPartGroup(this);
mVOPartGroupp->setPositionAgent(getCenterAgent());
mBoxSide = box_side;
F32 scale = box_side * 0.5f;
mVOPartGroupp->setScale(LLVector3(scale,scale,scale));
//gPipeline.addObject(mVOPartGroupp);
gPipeline.createObject(mVOPartGroupp);
LLSpatialGroup* group = mVOPartGroupp->mDrawable->getSpatialGroup();
if (group != NULL)
{
LLVector3 center(group->mOctreeNode->getCenter().getF32ptr());
LLVector3 size(group->mOctreeNode->getSize().getF32ptr());
size += LLVector3(0.01f, 0.01f, 0.01f);
mMinObjPos = center - size;
mMaxObjPos = center + size;
}
else
{
// Not sure what else to set the obj bounds to when the drawable has no spatial group.
LLVector3 extents(mBoxRadius, mBoxRadius, mBoxRadius);
mMinObjPos = center_agent - extents;
mMaxObjPos = center_agent + extents;
}
mSkippedTime = 0.f;
static U32 id_seed = 0;
mID = ++id_seed;
}
示例3: lookDir
// at and up_direction are presumed to be normalized
void LLCoordFrame::lookDir(const LLVector3 &at, const LLVector3 &up_direction)
{
// Make sure 'at' and 'up_direction' are not parallel
// and that neither are zero-length vectors
LLVector3 left(up_direction % at);
if (left.isNull())
{
//tweak lookat pos so we don't get a degenerate matrix
LLVector3 tempat(at[VX] + 0.01f, at[VY], at[VZ]);
tempat.normVec();
left = (up_direction % tempat);
}
left.normVec();
LLVector3 up = at % left;
if (at.isFinite() && left.isFinite() && up.isFinite())
{
setAxes(at, left, up);
}
}
示例4: sizeof
void LLTemplateMessageReader::getVector3(const char *block, const char *var,
LLVector3 &v, S32 blocknum )
{
getData(block, var, &v.mV[0], sizeof(v.mV), blocknum);
if( !v.isFinite() )
{
llwarns << "non-finite in getVector3Fast " << block << " "
<< var << llendl;
v.zeroVec();
}
}
示例5: getQuat
void LLTemplateMessageReader::getQuat(const char *block, const char *var,
LLQuaternion &q, S32 blocknum)
{
LLVector3 vec;
getData(block, var, &vec.mV[0], sizeof(vec.mV), blocknum);
if( vec.isFinite() )
{
q.unpackFromVector3( vec );
}
else
{
llwarns << "non-finite in getQuatFast " << block << " " << var
<< llendl;
q.loadIdentity();
}
}
示例6: onUpdate
//-----------------------------------------------------------------------------
// LLEditingMotion::onUpdate()
//-----------------------------------------------------------------------------
BOOL LLEditingMotion::onUpdate(F32 time, U8* joint_mask)
{
LLVector3 focus_pt;
LLVector3* pointAtPt = (LLVector3*)mCharacter->getAnimationData("PointAtPoint");
BOOL result = TRUE;
if (!pointAtPt)
{
focus_pt = mLastSelectPt;
result = FALSE;
}
else
{
focus_pt = *pointAtPt;
mLastSelectPt = focus_pt;
}
focus_pt += mCharacter->getCharacterPosition();
// propagate joint positions to kinematic chain
mParentJoint.setPosition( mParentState->getJoint()->getWorldPosition() );
mShoulderJoint.setPosition( mShoulderState->getJoint()->getPosition() );
mElbowJoint.setPosition( mElbowState->getJoint()->getPosition() );
mWristJoint.setPosition( mWristState->getJoint()->getPosition() + mWristOffset );
// propagate current joint rotations to kinematic chain
mParentJoint.setRotation( mParentState->getJoint()->getWorldRotation() );
mShoulderJoint.setRotation( mShoulderState->getJoint()->getRotation() );
mElbowJoint.setRotation( mElbowState->getJoint()->getRotation() );
// update target position from character
LLVector3 target = focus_pt - mParentJoint.getPosition();
F32 target_dist = target.normVec();
LLVector3 edit_plane_normal(1.f / F_SQRT2, 1.f / F_SQRT2, 0.f);
edit_plane_normal.normVec();
edit_plane_normal.rotVec(mTorsoState->getJoint()->getWorldRotation());
F32 dot = edit_plane_normal * target;
if (dot < 0.f)
{
target = target + (edit_plane_normal * (dot * 2.f));
target.mV[VZ] += clamp_rescale(dot, 0.f, -1.f, 0.f, 5.f);
target.normVec();
}
target = target * target_dist;
if (!target.isFinite())
{
LL_WARNS() << "Non finite target in editing motion with target distance of " << target_dist <<
" and focus point " << focus_pt << " and pointAtPt: ";
if (pointAtPt)
{
LL_CONT << *pointAtPt;
}
else
{
LL_CONT << "NULL";
}
LL_CONT << LL_ENDL;
target.setVec(1.f, 1.f, 1.f);
}
mTarget.setPosition( target + mParentJoint.getPosition());
// LL_INFOS() << "Point At: " << mTarget.getPosition() << LL_ENDL;
// update the ikSolver
if (!mTarget.getPosition().isExactlyZero())
{
LLQuaternion shoulderRot = mShoulderJoint.getRotation();
LLQuaternion elbowRot = mElbowJoint.getRotation();
mIKSolver.solve();
// use blending...
F32 slerp_amt = LLSmoothInterpolation::getInterpolant(TARGET_LAG_HALF_LIFE);
shoulderRot = slerp(slerp_amt, mShoulderJoint.getRotation(), shoulderRot);
elbowRot = slerp(slerp_amt, mElbowJoint.getRotation(), elbowRot);
// now put blended values back into joints
llassert(shoulderRot.isFinite());
llassert(elbowRot.isFinite());
mShoulderState->setRotation(shoulderRot);
mElbowState->setRotation(elbowRot);
mWristState->setRotation(LLQuaternion::DEFAULT);
}
mCharacter->setAnimationData("Hand Pose", &sHandPose);
mCharacter->setAnimationData("Hand Pose Priority", &sHandPosePriority);
return result;
}