本文整理汇总了C++中LLVector4a::isFinite3方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVector4a::isFinite3方法的具体用法?C++ LLVector4a::isFinite3怎么用?C++ LLVector4a::isFinite3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::isFinite3方法的3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: updateSpatialExtents
void LLVOPartGroup::updateSpatialExtents(LLVector4a& newMin, LLVector4a& newMax)
{
const LLVector3& pos_agent = getPositionAgent();
LLVector4a scale;
LLVector4a p;
p.load3(pos_agent.mV);
scale.splat(mScale.mV[0]+mViewerPartGroupp->getBoxSide()*0.5f);
newMin.setSub(p, scale);
newMax.setAdd(p,scale);
llassert(newMin.isFinite3());
llassert(newMax.isFinite3());
llassert(p.isFinite3());
mDrawable->setPositionGroup(p);
}
示例2: transformCamera
LLCamera LLSpatialBridge::transformCamera(LLCamera& camera)
{
LLCamera ret = camera;
LLXformMatrix* mat = mDrawable->getXform();
const LLVector4a& center = mat->getWorldMatrix().getRow<3>();
LLQuaternion2 invRot;
invRot.setConjugate( LLQuaternion2(mat->getRotation()) );
LLVector4a delta;
delta.load3(ret.getOrigin().mV);
delta.sub(center);
LLVector4a lookAt;
lookAt.load3(ret.getAtAxis().mV);
LLVector4a up_axis;
up_axis.load3(ret.getUpAxis().mV);
LLVector4a left_axis;
left_axis.load3(ret.getLeftAxis().mV);
delta.setRotated(invRot, delta);
lookAt.setRotated(invRot, lookAt);
up_axis.setRotated(invRot, up_axis);
left_axis.setRotated(invRot, left_axis);
if (!delta.isFinite3())
{
delta.clear();
}
ret.setOrigin(LLVector3(delta.getF32ptr()));
ret.setAxes(LLVector3(lookAt.getF32ptr()), LLVector3(left_axis.getF32ptr()), LLVector3(up_axis.getF32ptr()));
return ret;
}
示例3: 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.........