本文整理汇总了C++中LLVector4a::sub方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVector4a::sub方法的具体用法?C++ LLVector4a::sub怎么用?C++ LLVector4a::sub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::sub方法的2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: 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2: 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]));
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;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
*colorsp++ = part.mColor;
if (!(part.mFlags & LLPartData::LL_PART_EMISSIVE_MASK))
{ //not fullbright, needs normal
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
*normalsp++ = normal;
}
}