当前位置: 首页>>代码示例>>C++>>正文


C++ Matrix3x3::SetFrom4x4方法代码示例

本文整理汇总了C++中Matrix3x3::SetFrom4x4方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix3x3::SetFrom4x4方法的具体用法?C++ Matrix3x3::SetFrom4x4怎么用?C++ Matrix3x3::SetFrom4x4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Matrix3x3的用法示例。


在下文中一共展示了Matrix3x3::SetFrom4x4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: ComputeRay


//.........这里部分代码省略.........
		{
			intensity = 0;
		}
		value *= intensity*energy;
		if( value <= 0.f )
		{
			value = 0.f;
			return false;
		}

		//linearly interpolate the color based on distance
		floatColor OutColor;
		float fogFactor = ( (float)t - m_FogStart ) / ( m_FogEnd - m_FogStart );
		if( fogFactor < 0 ) 
		{
			fogFactor = 0.f;
		}
		else
			if( fogFactor > 1.f )
		{
			fogFactor = 1.f;
		}
		OutColor.r = m_FogColor.r*fogFactor + color.r*(1.f - fogFactor );
		OutColor.g = m_FogColor.g*fogFactor + color.g*(1.f - fogFactor );
		OutColor.b = m_FogColor.b*fogFactor + color.b*(1.f - fogFactor );
		
		Matrix4x4 meshTransform;
		static DWORD msgHash_GetMeshTransform = CHashString(_T("GetMeshTransform")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetMeshTransform, sizeof( Matrix4x4 ), &meshTransform, &meshName, &meshType );
		
		intersect = meshTransform*intersect;		
		//Only need rotation component for normal
		Matrix3x3 matRotate;
		matRotate.SetFrom4x4( meshTransform.GetMatrix() );
			
		Vec3 vWorldSpaceNormals = matRotate*Normals[ 0 ];
		vWorldSpaceNormals.Normalize();

		if( curbounce < bounces  )
		{
			Vec3 color( value*OutColor.r, value*OutColor.g, value*OutColor.b );
			m_PhotonMap->store( intersect, vWorldSpaceNormals, vRay.m_Direction, color ); 
			//incoming direction must be stored as well
			m_KDCounter++;
		}
#if 0
		//DEBUG code to output bounce rays
		static int num2 = 0;
		num2++;
		if( curbounce < bounces  )
		{
			static CHashString h(_T("linename"));
			ADDLINEPARAMS LineParam;
			LineParam.name = &h;
			LineParam.start = vRay.m_Origin;
			LineParam.end = vRay.m_Origin + vRay.m_Direction*50;//intersect;
			LineParam.green = 255;
			LineParam.blue = 0;
			LineParam.red = 0;
			static DWORD msgHash_AddLine = CHashString(_T("AddLine")).GetUniqueID();
			m_ToolBox->SendMessage(msgHash_AddLine,sizeof(LineParam), &LineParam );
			LineParam.start = intersect;
			LineParam.end = intersect - vRay.m_Direction*50;//intersect;
			LineParam.blue = 0;
			LineParam.green = 0;
			LineParam.red = 255;
开发者ID:klhurley,项目名称:ElementalEngine2,代码行数:67,代码来源:LightmapGenerator.cpp

示例2: IntersectWithWorld

void LightMapGenerator::IntersectWithWorld( Ray &vRay, POTENTIAL_INTERSECTION_SORT &sortedIntersections )
{
	float rayTmin, rayTMax;
	Vec3 LightOrigin;	
	double t, u, v;
	Ray rRay;
	static CHashString meshType(_T("MeshParameterization") );
	for( int j = 0; j < (int)m_MeshObjects.size(); j++ )
	{
		//now check each mesh's triangles
		CHashString &meshName= m_MeshObjects[ j ];
		Matrix4x4 meshTransform;
		Matrix4x4 meshInverseTransform;
		static DWORD msgHash_GetMeshTransform = CHashString(_T("GetMeshTransform")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetMeshTransform, sizeof( Matrix4x4 ), &meshTransform, &meshName, &meshType );
		static DWORD msgHash_GetMeshInverseTransform = CHashString(_T("GetMeshInverseTransform")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetMeshInverseTransform, sizeof( Matrix4x4 ), &meshInverseTransform, &meshName, &meshType );
		
		AABB meshBounds;
		static DWORD msgHash_GetAABB = CHashString(_T("GetAABB")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetAABB, sizeof( AABB ), &meshBounds, &meshName, &meshType );
		
		//transform this by inverse matrix
		LightOrigin = meshInverseTransform*vRay.m_Origin;
		Matrix3x3 matRotate;
		matRotate.SetFrom4x4( meshInverseTransform.GetMatrix() );
		Vec3 transformedDir = matRotate*vRay.m_Direction;
		transformedDir.Normalize();
		rRay = Ray( LightOrigin, transformedDir );
		
		if( meshBounds.IntersectRay( rRay, rayTmin, rayTMax ) )
		{
			//cull mesh away that need not be tested
			int face = 0;
			//test intersection
			MESHPARAMINTERSECTRAYTRIANGLEMSG intersectMsg;
			intersectMsg.inRay = &rRay;
			static DWORD msgHash_IntersectRayTriangle = CHashString(_T("IntersectRayTriangle")).GetUniqueID();
			m_ToolBox->SendMessage(msgHash_IntersectRayTriangle, sizeof( MESHPARAMINTERSECTRAYTRIANGLEMSG ), &intersectMsg, &meshName, &meshType );
		
			if( intersectMsg.outCollided == true)
			{
				face = intersectMsg.outFaceIndex;
				t = intersectMsg.outIntersectionDistance;
				u = intersectMsg.outULength;
				v = intersectMsg.outVLength;
				if( t < 0 )
				{
					continue;
				}
				PotentialIntersection pIntersection;
				pIntersection.faceIndex = face;
				pIntersection.t = t;
				pIntersection.u = u;
				pIntersection.v = v;
				pIntersection.mesh = meshName;
				pIntersection.transformedRay = rRay;
				sortedIntersections.insert( POTENTIAL_INTERSECTION_SORT_PAIR( (float)t, pIntersection ) );
			}
		}
		
	}
}
开发者ID:klhurley,项目名称:ElementalEngine2,代码行数:63,代码来源:LightmapGenerator.cpp

示例3: IntersectWithWorld

void LightMapGenerator::IntersectWithWorld( Ray &vRay, POTENTIAL_INTERSECTION_SORT &sortedIntersections )
{
	float rayTmin, rayTMax;
	Vec3 LightOrigin;	
	MeshParameterization * m = NULL;
	double t, u, v;
	Ray rRay;
	for( int j = 0; j < (int)m_MeshObjects.size(); j++ )
	{
		//now check each mesh's triangles
		m = m_MeshObjects[ j ];
		//transform this by inverse matrix
		if( m->m_InverseTransform )
		{
			LightOrigin = (*m->m_InverseTransform)*vRay.m_Origin;
			Matrix3x3 matRotate;
			matRotate.SetFrom4x4( m->m_InverseTransform->GetMatrix() );
			Vec3 transformedDir = matRotate*vRay.m_Direction;
			transformedDir.Normalize();
			rRay = Ray( LightOrigin, transformedDir );
		}else
		{
			OutputDebugString("No transform!!!!!!\n");
			continue;
		}
		if( m->m_BoundingBox.IntersectRay( rRay, rayTmin, rayTMax ) )
		{
			//cull mesh away that need not be tested
			int face = 0;
			//test intersection
			if( m->IntersectRayTriangle( rRay,
							face,
							&t, &u, &v ) )
			{
				if( t < 0 )
				{
					continue;
				}
				//bug from before:
				//t is still in transformed inverse space, must invert back!
				Vec3 point = rRay.m_Origin + rRay.m_Direction*(float)t;
				//now transfrom thsi to original matrix
				Vec3 oldspace_point = (*(m->m_Transform))*point;
				Vec3 difference = oldspace_point - vRay.m_Origin;
				float sortT = difference.Length();
				//BUG, not sure: u and v are still in modelspace space?
                				
				PotentialIntersection pIntersection;
				pIntersection.faceIndex = face;
				pIntersection.t = sortT;
				pIntersection.u = u;
				pIntersection.v = v;
				pIntersection.mesh = m;
				pIntersection.transformedRay = rRay;
#if 0
				//draw all intersections
				static CHashString h(_T("none"));
				if( (rand()%40) == 0 )
				{
					ADDLINEPARAMS LineParam;
					LineParam.name = &h;
					LineParam.start = rRay.m_Origin;
					LineParam.end = rRay.m_Origin + rRay.m_Direction*(float)t;
					LineParam.blue = 0;
					LineParam.green = 0;
					static DWORD msgHash_AddLine = CHashString(_T("AddLine")).GetUniqueID();
					EngineGetToolBox()->SendMessage(msgHash_AddLine,sizeof(LineParam), &LineParam );
				}
#endif
				sortedIntersections.insert( POTENTIAL_INTERSECTION_SORT_PAIR( sortT, pIntersection ) );
			}
		}
		
	}
}
开发者ID:klhurley,项目名称:ElementalEngine2,代码行数:75,代码来源:LightmapGenerator.cpp

示例4: WriteTextureDataFromPhotonMap

void LightMapGenerator::WriteTextureDataFromPhotonMap()
{	
	// Set pointers for the array of ranges
	static Matrix3x3 matRot;
	
	CHashString meshType(_T("MeshParameterization") );
	char buf[1024];
	static int num = 0;
	static CHashString h(_T("none"));
	static Vec3 last(0,0,0);
	int imin = 33;
	int imax = 36;//m_MeshObjects.size();
	for( int i = imin; i < imax; i++ )
	{
		CHashString &meshName = m_MeshObjects[ i ];		
		GETPARAMETERIZEDTRIANGLESMSG meshFaces;
		GETPARAMETERIZEDVERTICESMSG meshVertices;
		Matrix4x4 meshTransform;
		Matrix4x4 meshInverseTransform;
		static DWORD msgHash_GetMeshTransform = CHashString(_T("GetMeshTransform")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetMeshTransform, sizeof( Matrix4x4 ), &meshTransform, &meshName, &meshType );
		static DWORD msgHash_GetMeshInverseTransform = CHashString(_T("GetMeshInverseTransform")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetMeshInverseTransform, sizeof( Matrix4x4 ), &meshInverseTransform, &meshName, &meshType );
		matRot.SetFrom4x4( meshTransform.GetMatrix() );
		DWORD meshTextureSize;
		static DWORD msgHash_OnGetTextureSize = CHashString(_T("OnGetTextureSize")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_OnGetTextureSize, sizeof( meshTextureSize ), &meshTextureSize, &meshName, &meshType );
		static DWORD msgHash_GetTriangleFaces = CHashString(_T("GetTriangleFaces")).GetUniqueID();
		m_ToolBox->SendMessage(msgHash_GetTriangleFaces, sizeof( GETPARAMETERIZEDTRIANGLESMSG), &meshFaces, &meshName, &meshType );
		if( meshFaces.outList == NULL ||
			meshVertices.outList == NULL )
		{
			continue;
		}
		int sizeTexture = meshTextureSize*meshTextureSize;
		for( int j = 0; j < (int)meshFaces.outList->size(); j++ )
		{
			if( j%100 == 0 )
			{					
				sprintf( buf, "Gathering data for mesh#%d triangles %d-%d\n", i, j/100, j/100+100 );
				OutputDebugString( buf );
			}
			//TODO:
			/*triMapping = &((*meshFaces.outList)[ j ].m_Pixels);
			floatColor * buffer = m->GetTextureBuffer();
			floatColor * indirectLightBuffer = m->GetIndirectLightBuffer();
			for( int k = 0; k < (int)triMapping->size(); k++ )
			{
				TriangleTextureMapping &triMap = (*triMapping)[ k ];
				int index = triMap.v*m->GetTextureSize() + triMap.u;
				if( index >= 0 && 
					index < sizeTexture  )
				{
					int indexOut = -1;
					float usedRange = PHOTON_WEIGHT_RANGE;
					//check if a closest point is within range, if not, we have to extend range
					Vec3 transformed = (*m->m_Transform)*triMap.localSpaceCoord;
					//Vec3 transformed = triMap.localSpaceCoord;
					num++;
					Vec3 transformedNormal = matRot*triMap.localNormal;
					transformedNormal.Normalize();

					float accumMaxLightIntensity = 0;
					static int skiptest = 0;
					skiptest++;
					//Direct pass
					if( buffer[ index ].a < 0 
					//	&& skiptest%100==0
						)
					{
						for( int a = 0; a< (int)m_Lights.size(); a++ )
						{
							static floatColor lightColor;
							static float fcolor[4];
							ILightObject * light = m_Lights[ a ];
							if( light )
							{
								light->GetColorIntensity(fcolor);
								lightColor.a = fcolor[3];
								lightColor.r = 1.f;//fcolor[0];
								lightColor.g = 1.f;//fcolor[1];
								lightColor.b = 1.f;//fcolor[2];
								if( ComputeDirectLightAtPoint( transformed,  transformedNormal, 
											buffer[ index ], light , lightColor ) )
								{
									accumMaxLightIntensity += lightColor.a;
								}
							}
						}
					}
					if( accumMaxLightIntensity <= 0 )
					{
						accumMaxLightIntensity = 1;
					}

					ComputeIrradianceAtPoint2( transformed, transformedNormal, accumMaxLightIntensity,
						indirectLightBuffer[ index ] );
#if 0
					
					if( (num % 40) == 0 )
//.........这里部分代码省略.........
开发者ID:klhurley,项目名称:ElementalEngine2,代码行数:101,代码来源:LightmapGenerator.cpp

示例5: WriteTextureDataFromPhotonMap

void LightMapGenerator::WriteTextureDataFromPhotonMap()
{
	vector< TriangleTextureMapping >  * triMapping;
	
	Range *range = new Range[3];
	float *rdata = new float[3*2];

	// Set pointers for the array of ranges
	for(int i=0; i < 3;i++) 
	range[i] = rdata+i*2;
	static Matrix3x3 matRot;

	char buf[1024];
	static int num = 0;
	static CHashString h(_T("none"));
	static Vec3 last(0,0,0);
	int imin = 0;
	int imax = m_MeshObjects.size();
	for( int i = imin; i < imax; i++ )
	{
		MeshParameterization * m = m_MeshObjects[ i ];
		if( m )
		{
			matRot.SetFrom4x4( m->m_Transform->GetMatrix() );
			int sizeTexture = m->GetTextureSize()*m->GetTextureSize();
			vector< ILightObject * > AffectingLights;
			for( int a = 0; a< (int)m_Lights.size(); a++ )
			{
				ILightObject * light = m_Lights[ a ];
				if( light )
				{
					//Check light with object bounds
					Vec3 curLPos;
					light->GetPosition( curLPos );
					Vec3 transformedCenter = (*m->m_Transform)*m->m_BoundingBox.m_Center;
					Vec3 distanceVec = curLPos - transformedCenter;
					float colDistance = m->m_BoundingBox.m_HalfSize.Length() + light->GetAttenuationDistance();
					float curDist = distanceVec.Length();
					if( colDistance > curDist )
					{
						AffectingLights.push_back( light );
					}
				}
			}
			for( int j = 0; j < (int)m->m_Faces->size(); j++ )
			{
				if( j%100 == 0 )
				{					
					sprintf( buf, "Gathering data for mesh#%d triangles %d-%d\n", i, j/100, j/100+100 );
					OutputDebugString( buf );
				}
				triMapping = &((*m->m_Faces)[ j ].m_Pixels);
				floatColor * buffer = m->GetTextureBuffer();
				floatColor * indirectLightBuffer = m->GetIndirectLightBuffer();
				for( int k = 0; k < (int)triMapping->size(); k++ )
				{
					TriangleTextureMapping &triMap = (*triMapping)[ k ];
					int index = triMap.v*m->GetTextureSize() + triMap.u;
					if( index >= 0 && 
						index < sizeTexture  )
					{
						int indexOut = -1;
						float usedRange = PHOTON_WEIGHT_RANGE;
						//check if a closest point is within range, if not, we have to extend range
						Vec3 transformed = (*m->m_Transform)*triMap.localSpaceCoord;
						//Vec3 transformed = triMap.localSpaceCoord;
						num++;
						Vec3 transformedNormal = matRot*triMap.localNormal;
						transformedNormal.Normalize();

						float accumMaxLightIntensity = 0;
						static int skiptest = 0;
						skiptest++;
						//Direct pass
						if( buffer[ index ].a < 0 
						//	&& skiptest%100==0
							)
						{
							for( int a = 0; a< (int)AffectingLights.size(); a++ )
							{
								static floatColor lightColor;
								static float fcolor[4];
								ILightObject * light = AffectingLights[ a ];
								if( light )
								{
									light->GetColorIntensity(fcolor);
									lightColor.a = fcolor[3];
									lightColor.r = 1.f;//fcolor[0];
									lightColor.g = 1.f;//fcolor[1];
									lightColor.b = 1.f;//fcolor[2];
									if( ComputeDirectLightAtPoint( transformed,  transformedNormal, 
												buffer[ index ], light , lightColor ) )
									{
										accumMaxLightIntensity += lightColor.a;
									}
								}
							}
						}
						if( accumMaxLightIntensity <= 0 )
						{
//.........这里部分代码省略.........
开发者ID:klhurley,项目名称:ElementalEngine2,代码行数:101,代码来源:LightmapGenerator.cpp


注:本文中的Matrix3x3::SetFrom4x4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。