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C++ Matrix3::SetColumn方法代码示例

本文整理汇总了C++中Matrix3::SetColumn方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix3::SetColumn方法的具体用法?C++ Matrix3::SetColumn怎么用?C++ Matrix3::SetColumn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Matrix3的用法示例。


在下文中一共展示了Matrix3::SetColumn方法的5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: fillLinearMaxTransformationController

	bool AnimationImporter::fillLinearMaxTransformationController( Control* maxController, 
														  size_t keyCount, 
													      const InputArrayType& inputValues, 
		                                                  const OutputArrayType& outputValues,
														  ConversionFunctorType inputConversionFunctor,
														  ConversionFunctor* outputConversionFunctors[])
	{
		SuspendAnimate();

		AnimateOn();

		for ( size_t i = 0; i < keyCount; ++i)
		{
			TimeValue keyTime;
			if ( inputConversionFunctor )
			{
				keyTime = (TimeValue)((*inputConversionFunctor)((float)(inputValues[i])));
			}
			else
			{
				keyTime = (TimeValue)(inputValues[i]);
			}
			
			Matrix3 matrixValue;
			
			size_t firstMatrixElement = 16*i;

			Point4 column;
			column[ 0 ] = convert(outputConversionFunctors[0], (float)outputValues[firstMatrixElement +  0]);
			column[ 1 ] = convert(outputConversionFunctors[1], (float)outputValues[firstMatrixElement +  1]);
			column[ 2 ] = convert(outputConversionFunctors[2], (float)outputValues[firstMatrixElement +  2]);
			column[ 3 ] = convert(outputConversionFunctors[3], (float)outputValues[firstMatrixElement + 3]);
			matrixValue.SetColumn(0, column);

			column[ 0 ] = convert(outputConversionFunctors[4], (float)outputValues[firstMatrixElement +  4]);
			column[ 1 ] = convert(outputConversionFunctors[5], (float)outputValues[firstMatrixElement +  5]);
			column[ 2 ] = convert(outputConversionFunctors[6], (float)outputValues[firstMatrixElement +  6]);
			column[ 3 ] = convert(outputConversionFunctors[7], (float)outputValues[firstMatrixElement + 7]);
			matrixValue.SetColumn(1, column);

			column[ 0 ] = convert(outputConversionFunctors[8], (float)outputValues[firstMatrixElement +  8]);
			column[ 1 ] = convert(outputConversionFunctors[9], (float)outputValues[firstMatrixElement +  9]);
			column[ 2 ] = convert(outputConversionFunctors[10], (float)outputValues[firstMatrixElement + 10]);
			column[ 3 ] = convert(outputConversionFunctors[11], (float)outputValues[firstMatrixElement + 11]);
			matrixValue.SetColumn(2, column);

			SetXFormPacket matrixValuePacket(matrixValue);
			maxController->SetValue( keyTime, &matrixValuePacket, 1, CTRL_ABSOLUTE);
		}
		ResumeAnimate(); 
		return true;
	}
开发者ID:AsherBond,项目名称:MondocosmOS,代码行数:52,代码来源:COLLADAMaxAnimationImporter.cpp

示例2: convertSpaceUnit

	//---------------------------------------------------------------
	void ImporterBase::Matrix4ToMaxMatrix3 ( Matrix3 & copy,  const COLLADABU::Math::Matrix4& original )
	{
		Point4 column;
		column[ 0 ] = (float)original.getElement(0,0);
		column[ 1 ] = (float)original.getElement(0,1);
		column[ 2 ] = (float)original.getElement(0,2);
		column[ 3 ] = convertSpaceUnit((float)original.getElement(0,3));
		copy.SetColumn(0, column);

		column[ 0 ] = (float)original.getElement(1,0);
		column[ 1 ] = (float)original.getElement(1,1);
		column[ 2 ] = (float)original.getElement(1,2);
		column[ 3 ] = convertSpaceUnit((float)original.getElement(1,3));
		copy.SetColumn(1, column);

		column[ 0 ] = (float)original.getElement(2,0);
		column[ 1 ] = (float)original.getElement(2,1);
		column[ 2 ] = (float)original.getElement(2,2);
		column[ 3 ] = convertSpaceUnit((float)original.getElement(2,3));
		copy.SetColumn(2, column);
	}
开发者ID:3dfreeman,项目名称:OpenCOLLADA,代码行数:22,代码来源:COLLADAMaxImporterBase.cpp

示例3:

void Road2::textureFit(Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, int texfit, Vector2* texc, Vector3 pos, Vector3 lastpos, float width)
{
    int i;

    if (texfit == TEXFIT_BRICKWALL || texfit == TEXFIT_CONCRETEWALL || texfit == TEXFIT_CONCRETEWALLI)
    {
        Vector3 ps[4];
        ps[0] = p1;
        ps[1] = p2;
        ps[2] = p3;
        ps[3] = p4;
        Vector3 pref1 = pos;
        Vector3 pref2 = lastpos;
        //make matrix
        Vector3 bx = pref2 - pref1;
        bx.normalise();
        Vector3 by = Vector3::UNIT_Y;
        Vector3 bz = bx.crossProduct(by);
        //coordinates change matrix
        Matrix3 reverse;
        reverse.SetColumn(0, bx);
        reverse.SetColumn(1, by);
        reverse.SetColumn(2, bz);
        Matrix3 forward;
        forward = reverse.Inverse();
        //transpose
        for (i = 0; i < 4; i++)
        {
            Vector3 trv = forward * (ps[i] - pref1);
            if (texfit == TEXFIT_BRICKWALL)
            {
                float ty = 0.746 - trv.y * 0.25 / 4.5;
                // fix overlapping
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
            if (texfit == TEXFIT_CONCRETEWALL)
            {
                // fix overlapping
                float ty = 0.496 - (trv.y - 0.7) * 0.25 / 4.5;
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
            if (texfit == TEXFIT_CONCRETEWALLI)
            {
                float ty = 0.496 + trv.y * 0.25 / 4.5;
                // fix overlapping
                if (ty > 1)
                    ty = 1;
                texc[i] = Vector2(trv.x / 10.0, ty);
            }
        }
        return;
    }
    if (texfit == TEXFIT_ROAD || texfit == TEXFIT_ROADS1 || texfit == TEXFIT_ROADS2 || texfit == TEXFIT_ROADS3 || texfit == TEXFIT_ROADS4 || texfit == TEXFIT_CONCRETETOP || texfit == TEXFIT_CONCRETEUNDER)
    {
        Vector3 ps[4];
        ps[0] = p1;
        ps[1] = p2;
        ps[2] = p3;
        ps[3] = p4;
        Vector3 pref1 = pos;
        Vector3 pref2 = lastpos;
        //project
        for (i = 0; i < 4; i++)
            ps[i].y = 0;
        pref1.y = 0;
        pref2.y = 0;
        //make matrix
        Vector3 bx = pref2 - pref1;
        bx.normalise();
        Vector3 by = Vector3::UNIT_Y;
        Vector3 bz = bx.crossProduct(by);
        //coordinates change matrix
        Matrix3 reverse;
        reverse.SetColumn(0, bx);
        reverse.SetColumn(1, by);
        reverse.SetColumn(2, bz);
        Matrix3 forward;
        forward = reverse.Inverse();
        //transpose
        float trvrefz = 0.0;
        for (i = 0; i < 4; i++)
        {
            Vector3 trv = forward * (ps[i] - pref1);
            if (texfit == TEXFIT_CONCRETETOP)
            {
                if (i == 0)
                    trvrefz = trv.z;
                texc[i] = Vector2(trv.x / 10.0, 0.621 + (trv.z - trvrefz) * 0.25 / 4.5);
            }
            else
            {
                float v1 = 0.072;
                float v2 = 0.423;
                if (texfit == TEXFIT_ROADS1)
                {
                    v1 = 0.001;
//.........这里部分代码省略.........
开发者ID:Speciesx,项目名称:rigs-of-rods,代码行数:101,代码来源:Road2.cpp

示例4: flexit

Vector3 FlexBody::flexit()
{
	if(faulty) return Vector3::ZERO;
	if(!enabled) return Vector3::ZERO;
	if (haveblend) updateBlend();
	//compute the local center

	Vector3 normal;
	Vector3 center;
	if(cref >= 0)
	{
		normal=(nodes[cy].smoothpos-nodes[cref].smoothpos).crossProduct(nodes[cx].smoothpos-nodes[cref].smoothpos);
		normal.normalise();
		center=nodes[cref].smoothpos+coffset.x*(nodes[cx].smoothpos-nodes[cref].smoothpos)+coffset.y*(nodes[cy].smoothpos-nodes[cref].smoothpos);
		center=(center+normal*coffset.z);
	} else
	{
		normal = Vector3::UNIT_Y;
		center = nodes[0].smoothpos;
	}

	//okay
	for (int i=0; i<(int)vertex_count; i++)
	{
		Locator_t *loc=&locs[i];
		Matrix3 mat;
		mat.SetColumn(0, nodes[loc->nx].smoothpos-nodes[loc->ref].smoothpos);
		mat.SetColumn(1, nodes[loc->ny].smoothpos-nodes[loc->ref].smoothpos);
//		mat.SetColumn(2, nodes[loc->nz].smoothpos-nodes[loc->ref].smoothpos);
		Vector3 vz=(nodes[loc->nx].smoothpos-nodes[loc->ref].smoothpos).crossProduct(nodes[loc->ny].smoothpos-nodes[loc->ref].smoothpos);
		vz.normalise();
		mat.SetColumn(2, vz);

		dstpos[i]=mat*loc->coords+nodes[loc->ref].smoothpos-center;
		dstnormals[i]=mat*srcnormals[i];
		dstnormals[i].normalise(); //painfull but necessary!
	}
	
	Vector3 *ppt=dstpos;
	Vector3 *npt=dstnormals;
	if (hasshared)
	{
		sharedpbuf->writeData(0, sharedcount*sizeof(Vector3), ppt, true);
		ppt+=sharedcount;
		sharednbuf->writeData(0, sharedcount*sizeof(Vector3), npt, true);
		npt+=sharedcount;
	}
	for (int i=0; i<numsubmeshbuf; i++)
	{
		subpbufs[i]->writeData(0, subnodecounts[i]*sizeof(Vector3), ppt, true);
		ppt+=subnodecounts[i];
		subnbufs[i]->writeData(0, subnodecounts[i]*sizeof(Vector3), npt, true);
		npt+=subnodecounts[i];
	}

	if (haveshadows)
	{
		EdgeData * 	ed=msh->getEdgeList();
		//ed->updateFaceNormals(0, pbuf); //wtf?
	}

	snode->setPosition(center);
	return center;
}
开发者ID:Winceros,项目名称:main,代码行数:64,代码来源:FlexBody.cpp

示例5: addinterval


//.........这里部分代码省略.........
		Vector3 vy=nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos;
		vy.normalise();
		for (int k=0; k<numnodes; k++)
		{
			if (nodes[k].iswheel) continue;
			if (k==locs[i].ref) continue;
			if (k==locs[i].nx) continue;
			if (k==locs[i].ny) continue;
			Vector3 vt=nodes[k].smoothpos-nodes[locs[i].ref].smoothpos;
			vt.normalise();
			float cost=vx.dotProduct(vt);
			if (cost>0.707 || cost<-0.707) continue; //rejection, fails the orthogonality criterion (+-45 degree)
			cost=vy.dotProduct(vt);
			if (cost>0.707 || cost<-0.707) continue; //rejection, fails the orthogonality criterion (+-45 degree)
			float dist=(vertices[i]-nodes[k].smoothpos).length();
			if (dist<mindist) {mindist=dist;minnode=k;};
		}
		if (minnode==-1) LOG("FLEXBODY ERROR on mesh "+String(meshname)+": VZ node not found");
		locs[i].nz=minnode;

		//rright, check orientation
		Vector3 xyn=vx.crossProduct(vy);
		if (xyn.dotProduct(nodes[locs[i].nz].smoothpos-nodes[locs[i].ref].smoothpos)<0)
		{
			//the base is messed up
			int t=locs[i].nz;
			locs[i].nz=locs[i].ny;
			locs[i].ny=t;
		}
*/
		Vector3 vz=(nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos).crossProduct(nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
		vz.normalise();
		Matrix3 mat;
		mat.SetColumn(0, nodes[locs[i].nx].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(1, nodes[locs[i].ny].smoothpos-nodes[locs[i].ref].smoothpos);
//		mat.SetColumn(2, nodes[locs[i].nz].smoothpos-nodes[locs[i].ref].smoothpos);
		mat.SetColumn(2, vz);
		mat=mat.Inverse();

		//compute coordinates in the newly formed euclidian basis
		locs[i].coords=mat*(vertices[i]-nodes[locs[i].ref].smoothpos);

		//thats it!
	}

	//shadow
	if (haveshadows)
	{
		LOG("FLEXBODY preparing for shadow volume");
		msh->prepareForShadowVolume(); //we do this always so we have only one datastructure format to manage
		msh->buildEdgeList();
	}

	//adjusting bounds
	AxisAlignedBox aab=msh->getBounds();
	Vector3 v=aab.getMinimum();
	float mi=v.x;
	if (v.y<mi) mi=v.y;
	if (v.z<mi) mi=v.z;
	mi=fabs(mi);
	v=aab.getMaximum();
	float ma=v.x;
	if (ma<v.y) ma=v.y;
	if (ma<v.z) ma=v.z;
	ma=fabs(ma);
	if (mi>ma) ma=mi;
开发者ID:Winceros,项目名称:main,代码行数:67,代码来源:FlexBody.cpp


注:本文中的Matrix3::SetColumn方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。