本文整理汇总了C++中Matrix4::GetPositionVector方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::GetPositionVector方法的具体用法?C++ Matrix4::GetPositionVector怎么用?C++ Matrix4::GetPositionVector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Matrix4
的用法示例。
在下文中一共展示了Matrix4::GetPositionVector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: DrawMatrixNDT
void NCLDebug::DrawMatrixNDT(const Matrix4& mtx)
{
Vector3 position = mtx.GetPositionVector();
GenDrawHairLine(true, position, position + Vector3(mtx.values[0], mtx.values[1], mtx.values[2]), Vector4(1.0f, 0.0f, 0.0f, 1.0f));
GenDrawHairLine(true, position, position + Vector3(mtx.values[4], mtx.values[5], mtx.values[6]), Vector4(0.0f, 1.0f, 0.0f, 1.0f));
GenDrawHairLine(true, position, position + Vector3(mtx.values[8], mtx.values[9], mtx.values[10]), Vector4(0.0f, 0.0f, 1.0f, 1.0f));
}
示例2:
void MD5Node::DebugDrawJointTransforms(float size, bool worldSpace) {
//Temporary VAO and VBO
unsigned int skeletonArray;
unsigned int skeletonBuffer;
unsigned int skeletonColourBuffer;
glGenVertexArrays(1, &skeletonArray);
glGenBuffers(1, &skeletonBuffer);
glGenBuffers(1, &skeletonColourBuffer);
//Temporary chunk of memory to keep our joint positions in
int numVerts = currentSkeleton.numJoints * 6;
Vector3* skeletonVertices = new Vector3[numVerts];
Vector4* skeletonColours = new Vector4[numVerts];
for (int i = 0; i < currentSkeleton.numJoints; ++i) {
Matrix4 transform = (worldSpace ? currentSkeleton.joints[i].transform : currentSkeleton.joints[i].localTransform);
Vector3 start = transform.GetPositionVector();
transform.SetPositionVector(Vector3(0, 0, 0));
Vector4 endX = transform * Vector4(1, 0, 0, 1);
Vector4 endY = transform * Vector4(0, 1, 0, 1);
Vector4 endZ = transform * Vector4(0, 0, 1, 1);
skeletonVertices[(i * 6) + 0] = currentSkeleton.joints[i].transform.GetPositionVector();
skeletonVertices[(i * 6) + 1] = currentSkeleton.joints[i].transform.GetPositionVector() + (endX.ToVector3() * size);
skeletonVertices[(i * 6) + 2] = currentSkeleton.joints[i].transform.GetPositionVector();
skeletonVertices[(i * 6) + 3] = currentSkeleton.joints[i].transform.GetPositionVector() + (endY.ToVector3() * size);
skeletonVertices[(i * 6) + 4] = currentSkeleton.joints[i].transform.GetPositionVector();
skeletonVertices[(i * 6) + 5] = currentSkeleton.joints[i].transform.GetPositionVector() + (endZ.ToVector3() * size);
skeletonColours[(i * 6) + 0] = Vector4(1, 0, 0, 1);
skeletonColours[(i * 6) + 1] = Vector4(1, 0, 0, 1);
skeletonColours[(i * 6) + 2] = Vector4(0, 1, 0, 1);
skeletonColours[(i * 6) + 3] = Vector4(0, 1, 0, 1);
skeletonColours[(i * 6) + 4] = Vector4(0, 0, 1, 1);
skeletonColours[(i * 6) + 5] = Vector4(0, 0, 1, 1);
}
//You should know what this all does by now, except we combine it with the draw operations in a single function
glBindVertexArray(skeletonArray);
glBindBuffer(GL_ARRAY_BUFFER, skeletonBuffer);
glBufferData(GL_ARRAY_BUFFER, currentSkeleton.numJoints*sizeof(Vector3) * 6, skeletonVertices, GL_STREAM_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, skeletonColourBuffer);
glBufferData(GL_ARRAY_BUFFER, currentSkeleton.numJoints*sizeof(Vector4) * 6, skeletonColours, GL_STREAM_DRAW);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, 0);
glLineWidth(2.0f);
glDrawArrays(GL_LINES, 0, currentSkeleton.numJoints * 6); // draw Bones
glLineWidth(1.0f);
glBindVertexArray(0);
//Delete the VBO and VAO, and the heap memory we allocated earlier
glDeleteVertexArrays(1, &skeletonArray);
glDeleteBuffers(1, &skeletonBuffer);
glDeleteBuffers(1, &skeletonColourBuffer);
delete[]skeletonVertices;
delete[]skeletonColours;
}