本文整理汇总了C++中Mat4::makeTransform方法的典型用法代码示例。如果您正苦于以下问题:C++ Mat4::makeTransform方法的具体用法?C++ Mat4::makeTransform怎么用?C++ Mat4::makeTransform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Mat4
的用法示例。
在下文中一共展示了Mat4::makeTransform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: update
void BoneNode::update( const AnimationTime& at , Skin& sk)
{
if (_bone->id >= 0 && _bone->id < sk.boneKFs.size())
{
sBoneKFs& b = sk.boneKFs[_bone->id];
//translation
Vec3 t = b.translationKFs.getFrame(&at);
//rotation
Quaternion q = b.rotationKFs.getFrame(-1, &at);
//scale
Vec3 s = b.scaleKFs.getFrame(-1, &at);
Mat4 dynamicMtx = Mat4::IDENTITY;
dynamicMtx.makeTransform(t, s, q);
//
if(0)
{
Mat4 tM;
tM.makeTrans(t);
Mat4 tQ(q);
dynamicMtx = tM * tQ;
}
//
if (_parent)
{
_mtxTransform = _parent->_fullMatrix * dynamicMtx;
}
else
{
_mtxTransform = dynamicMtx;
}
_fullMatrix = _mtxTransform;
//
_skeleton->_matricesFull[_bone->id] = _mtxTransform;
_mtxTransform = _fullMatrix * _bone->initialMatrix.inverse();
//
_skeleton->_matrices[_bone->id] = _mtxTransform;
}
NameNodeMap::iterator it = _children.begin();
for ( ; it != _children.end(); ++it)
{
BoneNode* n = it->second;
n->update(at, sk);
}
}
示例2: raise
//地形圆掠过,高度变化
void Chunks::raise(Sculptor* s, bool heigher)
{
Real radiusSquare = s->mRadius * s->mRadius;
//遍历顶点,筛选出地形圆覆盖的顶点
for (size_t i = 0; i != mChunks.size(); ++i)
{
Chunk* c = mChunks[i];
//先过滤大部分的chunk
{
//如何判断一个圆是否与一个正方形有交集?
Vec3 leftLow = mPosition + Vec3(scChunkSize * c->mPostion.x, 0.0f, -scChunkSize * c->mPostion.y);
Vec3 center = leftLow;
center.x += 0.5f * scChunkSize;
center.y = 0.0f;
center.z -= 0.5f * scChunkSize;
Vec3 delta = center - s->mOrigion;
if (delta.length() >= s->mRadius + scChunkSize * 0.5f * 1.414f)
{
continue;
}
}
Mat4 m;
m.makeTransform(mPosition + Vec3(scChunkSize * c->mPostion.x, 0.0f, -scChunkSize * c->mPostion.y), Vec3(scChunkSize, 1.0f, scChunkSize), Quaternion::IDENTITY);
for (size_t k = 0; k != c->mVertices.size(); ++k)
{
Vec3 p = c->mVertices[k];
//世界坐标系
p = m * p;
//在xz平面上,判断顶点是否在圆内部
Real deltaX = p.x - s->mOrigion.x;
Real deltaZ = p.z - s->mOrigion.z;
Real distanceSquare = deltaX * deltaX + deltaZ * deltaZ;
if (distanceSquare <= radiusSquare)
{
Real delta = Zen::Basic::Sqrt(radiusSquare - distanceSquare);
delta *= s->mParaA;
//选中,处理高度变化
if (heigher)
{
c->mVertices[k].y += delta;
}
else
{
c->mVertices[k].y -= delta;
}
}
}
}
}
示例3: getHeight
Real Chunks::getHeight( Real x, Real z )
{
Real height = 0.0f;
//遍历顶点,筛选出地形圆覆盖的顶点
for (size_t i = 0; i != mChunks.size(); ++i)
{
Chunk* c = mChunks[i];
//先过滤大部分的chunk
{
//如何判断一个点是否在一个正方形?
Vec3 leftLow = mPosition + Vec3(scChunkSize * c->mPostion.x, 0.0f, -scChunkSize * c->mPostion.y);
Real maxX = leftLow.x + scChunkSize;
Real minX = leftLow.x;
Real maxZ = leftLow.z;
Real minZ = leftLow.z - scChunkSize;
if (x < minX || x > maxX || z < minZ || z > maxZ)
{
continue;
}
}
Mat4 m;
m.makeTransform(mPosition + Vec3(scChunkSize * c->mPostion.x, 0.0f, -scChunkSize * c->mPostion.y), Vec3(scChunkSize, 1.0f, scChunkSize), Quaternion::IDENTITY);
std::vector<Real> ts;
Vec3 p = Vec3(x, 0.0f, z);
Ray r;
r._direction = Vec3::NEGATIVE_UNIT_Y;
r._origin = Vec3(x, 100000.0f, z);
for (size_t k = 0; k != c->mIndices.size(); k += 3)
{
Vec3 p0 = m * c->mVertices[c->mIndices[k]];
Vec3 p1 = m * c->mVertices[c->mIndices[k + 1]];
Vec3 p2 = m * c->mVertices[c->mIndices[k + 2]];
std::pair<bool, Real> result = Zen::intersects(r, p0, p1, p2);
if (result.first)
{
height = r.getPoint(result.second).y;
return height;
}
}
}
return height;
}
示例4: render
void Chunks::render()
{
//
if (NULL == mMaterial)
{
return;
}
Zen::Effect* fx = mMaterial->getEffect();
if (NULL == fx)
{
return;
}
for (size_t i = 0; i != mChunks.size(); ++i)
{
Chunk* c = mChunks[i];
if (c)
{
Mat4 m;
m.makeTransform(mPosition + Vec3(scChunkSize * c->mPostion.x, 0.0f, -scChunkSize * c->mPostion.y), Vec3(scChunkSize, 1.0f, scChunkSize), Quaternion::IDENTITY);
fx->setMatrix("g_mWorld", m);
{
// 用颜色来区分邻居chunk
Vec4 p;
if ((int)c->mPostion.x % 2 == 0)
{
p.x = 0.0f;
}
else
{
p.x = 1.0f;
}
//
if ((int)c->mPostion.y % 2 == 0)
{
p.z = 0.0f;
}
else
{
p.z = 1.0f;
}
//
p.y = 2 - (p.x + p.z);
p.y /= 2.0f;
//
p.w = 1.0f;
fx->setVector("gAmbient", &p);
}
mMaterial->apply();
u32 passes = 0;
fx->begin(&passes);
for (u32 i = 0; i != passes; ++i)
{
fx->beginPass(i);
if (i == 0)
{
c->render();
}
fx->endPass();
}
fx->end();
}
}
}