本文整理汇总了C++中LLVector4a::dot3方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVector4a::dot3方法的具体用法?C++ LLVector4a::dot3怎么用?C++ LLVector4a::dot3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LLVector4a
的用法示例。
在下文中一共展示了LLVector4a::dot3方法的9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: planarProjection
/*
For each vertex, given:
B - binormal
T - tangent
N - normal
P - position
The resulting texture coordinate <u,v> is:
u = 2(B dot P)
v = 2(T dot P)
*/
void planarProjection(LLVector2 &tc, const LLVector4a& normal,
const LLVector4a ¢er, const LLVector4a& vec)
{
LLVector4a binormal;
F32 d = normal[0];
if (d >= 0.5f || d <= -0.5f)
{
if (d < 0)
{
binormal.set(0,-1,0);
}
else
{
binormal.set(0, 1, 0);
}
}
else
{
if (normal[1] > 0)
{
binormal.set(-1,0,0);
}
else
{
binormal.set(1,0,0);
}
}
LLVector4a tangent;
tangent.setCross3(binormal,normal);
tc.mV[1] = -((tangent.dot3(vec).getF32())*2 - 0.5f);
tc.mV[0] = 1.0f+((binormal.dot3(vec).getF32())*2 - 0.5f);
}
示例2: if
S32 AABBSphereIntersectR2(const LLVector4a& min, const LLVector4a& max, const LLVector3 &origin, const F32 &r)
{
F32 d = 0.f;
F32 t;
LLVector4a origina;
origina.load3(origin.mV);
LLVector4a v;
v.setSub(min, origina);
if (v.dot3(v) < r)
{
v.setSub(max, origina);
if (v.dot3(v) < r)
{
return 2;
}
}
for (U32 i = 0; i < 3; i++)
{
if (origin.mV[i] < min[i])
{
t = min[i] - origin.mV[i];
d += t*t;
}
else if (origin.mV[i] > max[i])
{
t = origin.mV[i] - max[i];
d += t*t;
}
if (d > r)
{
return 0;
}
}
return 1;
}
示例3: calcPixelArea
BOOL LLFace::calcPixelArea(F32& cos_angle_to_view_dir, F32& radius)
{
//VECTORIZE THIS
//get area of circle around face
LLVector4a center;
center.load3(getPositionAgent().mV);
LLVector4a size;
size.setSub(mExtents[1], mExtents[0]);
size.mul(0.5f);
LLViewerCamera* camera = LLViewerCamera::getInstance();
F32 size_squared = size.dot3(size).getF32();
LLVector4a lookAt;
LLVector4a t;
t.load3(camera->getOrigin().mV);
lookAt.setSub(center, t);
F32 dist = lookAt.getLength3().getF32();
dist = llmax(dist-size.getLength3().getF32(), 0.f);
lookAt.normalize3fast() ;
//get area of circle around node
F32 app_angle = atanf((F32) sqrt(size_squared) / dist);
radius = app_angle*LLDrawable::sCurPixelAngle;
mPixelArea = radius*radius * 3.14159f;
LLVector4a x_axis;
x_axis.load3(camera->getXAxis().mV);
cos_angle_to_view_dir = lookAt.dot3(x_axis).getF32();
if(dist < mBoundingSphereRadius) //camera is very close
{
cos_angle_to_view_dir = 1.0f;
mImportanceToCamera = 1.0f;
}
else
{
mImportanceToCamera = LLFace::calcImportanceToCamera(cos_angle_to_view_dir, dist);
}
return true;
}
示例4: checkProjectionArea
bool LLViewerOctreeCull::checkProjectionArea(const LLVector4a& center, const LLVector4a& size, const LLVector3& shift, F32 pixel_threshold, F32 near_radius)
{
LLVector3 local_orig = mCamera->getOrigin() - shift;
LLVector4a origin;
origin.load3(local_orig.mV);
LLVector4a lookAt;
lookAt.setSub(center, origin);
F32 distance = lookAt.getLength3().getF32();
if(distance <= near_radius)
{
return true; //always load close-by objects
}
// treat object as if it were near_radius meters closer than it actually was.
// this allows us to get some temporal coherence on visibility...objects that can be reached quickly will tend to be visible
distance -= near_radius;
F32 squared_rad = size.dot3(size).getF32();
return squared_rad / distance > pixel_threshold;
}
示例5: isAnyVisible
bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVector4a& local_camera_origin, F32 dist_threshold)
{
LLOcclusionCullingGroup* group = (LLOcclusionCullingGroup*)getGroup();
if(!group)
{
return false;
}
//any visible
bool vis = group->isAnyRecentlyVisible();
//not ready to remove
if(!vis)
{
S32 cur_vis = llmax(group->getAnyVisible(), (S32)getVisible());
vis = (cur_vis + sMinFrameRange > LLViewerOctreeEntryData::getCurrentFrame());
}
//within the back sphere
if(!vis && !mParentID && !group->isOcclusionState(LLOcclusionCullingGroup::OCCLUDED))
{
LLVector4a lookAt;
if(mBSphereRadius > 0.f)
{
lookAt.setSub(mBSphereCenter, local_camera_origin);
dist_threshold += mBSphereRadius;
}
else
{
lookAt.setSub(getPositionGroup(), camera_origin);
dist_threshold += getBinRadius();
}
vis = (lookAt.dot3(lookAt).getF32() < dist_threshold * dist_threshold);
}
return vis;
}
示例6: getGeometry
void LLVOPartGroup::getGeometry(const LLViewerPart& part,
LLStrider<LLVector4a>& verticesp)
{
if (part.mFlags & LLPartData::LL_PART_RIBBON_MASK)
{
LLVector4a axis, pos, paxis, ppos;
F32 scale, pscale;
pos.load3(part.mPosAgent.mV);
axis.load3(part.mAxis.mV);
scale = part.mScale.mV[0];
if (part.mParent)
{
ppos.load3(part.mParent->mPosAgent.mV);
paxis.load3(part.mParent->mAxis.mV);
pscale = part.mParent->mScale.mV[0];
}
else
{ //use source object as position
if (part.mPartSourcep->mSourceObjectp.notNull())
{
LLVector3 v = LLVector3(0,0,1);
v *= part.mPartSourcep->mSourceObjectp->getRenderRotation();
paxis.load3(v.mV);
ppos.load3(part.mPartSourcep->mPosAgent.mV);
pscale = part.mStartScale.mV[0];
}
else
{ //no source object, no parent, nothing to draw
ppos = pos;
pscale = scale;
paxis = axis;
}
}
LLVector4a p0, p1, p2, p3;
scale *= 0.5f;
pscale *= 0.5f;
axis.mul(scale);
paxis.mul(pscale);
p0.setAdd(pos, axis);
p1.setSub(pos,axis);
p2.setAdd(ppos, paxis);
p3.setSub(ppos, paxis);
(*verticesp++) = p2;
(*verticesp++) = p3;
(*verticesp++) = p0;
(*verticesp++) = p1;
}
else
{
LLVector4a part_pos_agent;
part_pos_agent.load3(part.mPosAgent.mV);
LLVector4a camera_agent;
camera_agent.load3(getCameraPosition().mV);
LLVector4a at;
at.setSub(part_pos_agent, camera_agent);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
LLVector4a normvel;
normvel.load3(part.mVelocity.mV);
normvel.normalize3fast();
LLVector2 up_fracs;
up_fracs.mV[0] = normvel.dot3(right).getF32();
up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
LLVector4a new_up;
LLVector4a new_right;
//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
LLVector4a t = right;
t.mul(up_fracs.mV[0]);
new_up = up;
new_up.mul(up_fracs.mV[1]);
new_up.add(t);
//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
t = right;
t.mul(up_fracs.mV[1]);
new_right = up;
new_right.mul(up_fracs.mV[0]);
t.sub(new_right);
up = new_up;
right = t;
up.normalize3fast();
//.........这里部分代码省略.........
示例7: apply
void LLPolyMorphTarget::apply( ESex avatar_sex )
{
if (!mMorphData || mNumMorphMasksPending > 0)
{
return;
}
LL_RECORD_BLOCK_TIME(FTM_APPLY_MORPH_TARGET);
mLastSex = avatar_sex;
// Check for NaN condition (NaN is detected if a variable doesn't equal itself.
if (mCurWeight != mCurWeight)
{
mCurWeight = 0.0;
}
if (mLastWeight != mLastWeight)
{
mLastWeight = mCurWeight+.001;
}
// perform differential update of morph
F32 delta_weight = ( getSex() & avatar_sex ) ? (mCurWeight - mLastWeight) : (getDefaultWeight() - mLastWeight);
// store last weight
mLastWeight += delta_weight;
if (delta_weight != 0.f)
{
llassert(!mMesh->isLOD());
LLVector4a *coords = mMesh->getWritableCoords();
LLVector4a *scaled_normals = mMesh->getScaledNormals();
LLVector4a *normals = mMesh->getWritableNormals();
LLVector4a *scaled_binormals = mMesh->getScaledBinormals();
LLVector4a *binormals = mMesh->getWritableBinormals();
LLVector4a *clothing_weights = mMesh->getWritableClothingWeights();
LLVector2 *tex_coords = mMesh->getWritableTexCoords();
F32 *maskWeightArray = (mVertMask) ? mVertMask->getMorphMaskWeights() : NULL;
for(U32 vert_index_morph = 0; vert_index_morph < mMorphData->mNumIndices; vert_index_morph++)
{
S32 vert_index_mesh = mMorphData->mVertexIndices[vert_index_morph];
F32 maskWeight = 1.f;
if (maskWeightArray)
{
maskWeight = maskWeightArray[vert_index_morph];
}
LLVector4a pos = mMorphData->mCoords[vert_index_morph];
pos.mul(delta_weight*maskWeight);
coords[vert_index_mesh].add(pos);
if (getInfo()->mIsClothingMorph && clothing_weights)
{
LLVector4a clothing_offset = mMorphData->mCoords[vert_index_morph];
clothing_offset.mul(delta_weight * maskWeight);
LLVector4a* clothing_weight = &clothing_weights[vert_index_mesh];
clothing_weight->add(clothing_offset);
clothing_weight->getF32ptr()[VW] = maskWeight;
}
// calculate new normals based on half angles
LLVector4a norm = mMorphData->mNormals[vert_index_morph];
norm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR);
scaled_normals[vert_index_mesh].add(norm);
norm = scaled_normals[vert_index_mesh];
// guard against degenerate input data before we create NaNs below!
//
norm.normalize3fast();
normals[vert_index_mesh] = norm;
// calculate new binormals
LLVector4a binorm = mMorphData->mBinormals[vert_index_morph];
// guard against degenerate input data before we create NaNs below!
//
if (!binorm.isFinite3() || (binorm.dot3(binorm).getF32() <= F_APPROXIMATELY_ZERO))
{
binorm.set(1,0,0,1);
}
binorm.mul(delta_weight*maskWeight*NORMAL_SOFTEN_FACTOR);
scaled_binormals[vert_index_mesh].add(binorm);
LLVector4a tangent;
tangent.setCross3(scaled_binormals[vert_index_mesh], norm);
LLVector4a& normalized_binormal = binormals[vert_index_mesh];
normalized_binormal.setCross3(norm, tangent);
normalized_binormal.normalize3fast();
tex_coords[vert_index_mesh] += mMorphData->mTexCoords[vert_index_morph] * delta_weight * maskWeight;
}
// now apply volume changes
//.........这里部分代码省略.........
示例8: ll_is_degenerate
bool ll_is_degenerate(const LLVector4a& a, const LLVector4a& b, const LLVector4a& c, F32 tolerance)
{
// small area check
{
LLVector4a edge1; edge1.setSub( a, b );
LLVector4a edge2; edge2.setSub( a, c );
//////////////////////////////////////////////////////////////////////////
/// Linden Modified
//////////////////////////////////////////////////////////////////////////
// If no one edge is more than 10x longer than any other edge, we weaken
// the tolerance by a factor of 1e-4f.
LLVector4a edge3; edge3.setSub( c, b );
const F32 len1sq = edge1.dot3(edge1).getF32();
const F32 len2sq = edge2.dot3(edge2).getF32();
const F32 len3sq = edge3.dot3(edge3).getF32();
bool abOK = (len1sq <= 100.f * len2sq) && (len1sq <= 100.f * len3sq);
bool acOK = (len2sq <= 100.f * len1sq) && (len1sq <= 100.f * len3sq);
bool cbOK = (len3sq <= 100.f * len1sq) && (len1sq <= 100.f * len2sq);
if ( abOK && acOK && cbOK )
{
tolerance *= 1e-4f;
}
//////////////////////////////////////////////////////////////////////////
/// End Modified
//////////////////////////////////////////////////////////////////////////
LLVector4a cross; cross.setCross3( edge1, edge2 );
LLVector4a edge1b; edge1b.setSub( b, a );
LLVector4a edge2b; edge2b.setSub( b, c );
LLVector4a crossb; crossb.setCross3( edge1b, edge2b );
if ( ( cross.dot3(cross).getF32() < tolerance ) || ( crossb.dot3(crossb).getF32() < tolerance ))
{
return true;
}
}
// point triangle distance check
{
LLVector4a Q; Q.setSub(a, b);
LLVector4a R; R.setSub(c, b);
const F32 QQ = dot3fpu(Q, Q);
const F32 RR = dot3fpu(R, R);
const F32 QR = dot3fpu(R, Q);
volatile F32 QQRR = QQ * RR;
volatile F32 QRQR = QR * QR;
F32 Det = (QQRR - QRQR);
if( Det == 0.0f )
{
return true;
}
}
return false;
}
示例9: getGeometry
void LLVOPartGroup::getGeometry(S32 idx,
LLStrider<LLVector4a>& verticesp,
LLStrider<LLVector3>& normalsp,
LLStrider<LLVector2>& texcoordsp,
LLStrider<LLColor4U>& colorsp,
LLStrider<U16>& indicesp)
{
if (idx >= (S32) mViewerPartGroupp->mParticles.size())
{
return;
}
const LLViewerPart &part = *((LLViewerPart*) (mViewerPartGroupp->mParticles[idx]));
U32 vert_offset = mDrawable->getFace(idx)->getGeomIndex();
LLVector4a part_pos_agent;
part_pos_agent.load3(part.mPosAgent.mV);
LLVector4a camera_agent;
camera_agent.load3(getCameraPosition().mV);
LLVector4a at;
at.setSub(part_pos_agent, camera_agent);
LLVector4a up(0, 0, 1);
LLVector4a right;
right.setCross3(at, up);
right.normalize3fast();
up.setCross3(right, at);
up.normalize3fast();
if (part.mFlags & LLPartData::LL_PART_FOLLOW_VELOCITY_MASK)
{
LLVector4a normvel;
normvel.load3(part.mVelocity.mV);
normvel.normalize3fast();
LLVector2 up_fracs;
up_fracs.mV[0] = normvel.dot3(right).getF32();
up_fracs.mV[1] = normvel.dot3(up).getF32();
up_fracs.normalize();
LLVector4a new_up;
LLVector4a new_right;
//new_up = up_fracs.mV[0] * right + up_fracs.mV[1]*up;
LLVector4a t = right;
t.mul(up_fracs.mV[0]);
new_up = up;
new_up.mul(up_fracs.mV[1]);
new_up.add(t);
//new_right = up_fracs.mV[1] * right - up_fracs.mV[0]*up;
t = right;
t.mul(up_fracs.mV[1]);
new_right = up;
new_right.mul(up_fracs.mV[0]);
t.sub(new_right);
up = new_up;
right = t;
up.normalize3fast();
right.normalize3fast();
}
right.mul(0.5f*part.mScale.mV[0]);
up.mul(0.5f*part.mScale.mV[1]);
LLVector3 normal = -LLViewerCamera::getInstance()->getXAxis();
//HACK -- the verticesp->mV[3] = 0.f here are to set the texture index to 0 (particles don't use texture batching, maybe they should)
// this works because there is actually a 4th float stored after the vertex position which is used as a texture index
// also, somebody please VECTORIZE THIS
LLVector4a ppapu;
LLVector4a ppamu;
ppapu.setAdd(part_pos_agent, up);
ppamu.setSub(part_pos_agent, up);
verticesp->setSub(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setSub(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppapu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
verticesp->setAdd(ppamu, right);
(*verticesp++).getF32ptr()[3] = 0.f;
//*verticesp++ = part_pos_agent + up - right;
//*verticesp++ = part_pos_agent - up - right;
//*verticesp++ = part_pos_agent + up + right;
//*verticesp++ = part_pos_agent - up + right;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*texcoordsp++ = LLVector2(0.f, 1.f);
*texcoordsp++ = LLVector2(0.f, 0.f);
//.........这里部分代码省略.........