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C++ Matrix3::Zero方法代码示例

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

void ProtHelpObject::GetMat(TimeValue t, INode* inode, ViewExp& vpt, Matrix3& tm) 
{
   if ( ! vpt.IsAlive() )
	{
		tm.Zero();
		return;
	}
	 tm = inode->GetObjectTM(t);
   tm.NoScale();
   float scaleFactor = vpt.NonScalingObjectSize() * vpt.GetVPWorldWidth(tm.GetTrans()) / 360.0f;
   tm.Scale(Point3(scaleFactor,scaleFactor,scaleFactor));
}
开发者ID:innovatelogic,项目名称:ilogic-vm,代码行数:12,代码来源:prothelp.cpp

示例2: Capture

//-----------------------------------------------------------------------------
BOOL CExporter::Capture()
{
	VERIFY				(m_Style!=eExportUndef);
	Modifier*			pPhysique;
	IPhysiqueExport*	pExport;
	IPhyContextExport*	pContext;
	Object*				pObject;

	Matrix3				matMesh;
	Matrix3				matZero;

	if (!m_MeshNode){
		ERR("Select mesh and try again.");
		m_bHasError=TRUE; 
		return FALSE;
	}

	
	pObject				= m_MeshNode->GetObjectRef();
	if (!IsExportableMesh(m_MeshNode,pObject)){
		ERR("Can't receive node references.");
		m_bHasError=TRUE; 
		return FALSE;
	}

	// Get export interface
	pPhysique			= FindPhysiqueModifier(m_MeshNode);
	if (!pPhysique){
		ERR("Can't find Physique modifier.");
		m_bHasError=TRUE; 
		return FALSE;
	}
	pExport		= (IPhysiqueExport *)pPhysique->GetInterface(I_PHYINTERFACE);
	if (!pExport){
		ERR("Can't find Physique interface.");
		m_bHasError=TRUE; 
		return FALSE;
	}

	// Get mesh initial transform (used to mult by the bone matrices)
	int rval = CGINTM(m_MeshNode,pExport->GetInitNodeTM(m_MeshNode, matMesh));
	matZero.Zero();
	if (rval || matMesh.Equals(matZero, 0.0)){
		ERR("Old CS version. Can't export mesh");
		matMesh.IdentityMatrix();
	}

	// Add hierrarhy parts that has no effect on vertices, 
	// but required for hierrarhy stability

	if (eExportMotion==m_Style){
		if (m_AllBones.empty()){
			ERR("Invalid skin object. Bone not found.");
			return FALSE;
		}

		EConsole.ProgressStart((float)m_AllBones.size(),"..Capturing bones");
		for (DWORD i=0; i<m_AllBones.size(); i++){
			AddBone(m_AllBones[i], matMesh, pExport);
			EConsole.ProgressInc();
		}
		EConsole.ProgressEnd();
	}

	bool bRes = TRUE;
	if (eExportSkin==m_Style){
		// For a given Object's INode get a
		// ModContext Interface from the Physique Export Interface:
		pContext = (IPhyContextExport *)pExport->GetContextInterface(m_MeshNode);
		if (!pContext){
			ERR("Can't find Physique context interface.");
			return FALSE;
		}

		// convert to rigid with blending
		pContext->ConvertToRigid(TRUE);
		pContext->AllowBlending	(TRUE);

		// process vertices
		int	numVertices = pContext->GetNumberVertices();
		EConsole.ProgressStart(float(numVertices),"..Capturing vertices");
		for (int iVertex = 0; iVertex < numVertices; iVertex++ ){
			IPhyVertexExport *pVertexExport = (IPhyVertexExport *)pContext->GetVertexInterface(iVertex);
			R_ASSERT(pVertexExport);

			// What kind of vertices are these?
			int iVertexType = pVertexExport->GetVertexType();

			IPhyRigidVertex* pRigidVertex=(IPhyRigidVertex*)pContext->GetVertexInterface(iVertex);
			R_ASSERT					(pRigidVertex);
			switch (iVertexType){
			case RIGID_TYPE:{			
				INode* node				= pRigidVertex->GetNode(); 
				R_ASSERT				(node);
				LPCSTR nm				= node->GetName();
				// get bone and create vertex
				CVertexDef* pVertex		= AddVertex();
				int boneId				= AddBone(node,matMesh,pExport);
				if(BONE_NONE==boneId){
//.........这里部分代码省略.........
开发者ID:AntonioModer,项目名称:xray-16,代码行数:101,代码来源:Exporter.cpp


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