本文整理汇总了C++中Matrix4::SetPositionVector方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::SetPositionVector方法的具体用法?C++ Matrix4::SetPositionVector怎么用?C++ Matrix4::SetPositionVector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::SetPositionVector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:
/*
This function simply turns the orientation and position
of our physics node into a transformation matrix, suitable
for plugging into our Renderer!
It is cleaner to work with matrices when it comes to rendering,
as it is what shaders expect, and allow us to keep all of our
transforms together in a single construct. But when it comes to
physics processing and 'game-side' logic, it is much neater to
have seperate orientations and positions.
*/
Matrix4 PhysicsNode::BuildTransform() {
Matrix4 m = m_orientation.ToMatrix();
m.SetPositionVector(m_position);
return m;
}
示例2:
Matrix4 Matrix4::BuildViewMatrix(const Vector3 &from, const Vector3 &lookingAt, const Vector3 up /*= Vector3(1,0,0)*/ ) {
Matrix4 r;
r.SetPositionVector(Vector3(-from.x,-from.y,-from.z));
Matrix4 m;
Vector3 f = (lookingAt - from);
f.Normalise();
Vector3 s = Vector3::Cross(f,up);
Vector3 u = Vector3::Cross(s,f);
m.values[0] = s.x;
m.values[4] = s.y;
m.values[8] = s.z;
m.values[1] = u.x;
m.values[5] = u.y;
m.values[9] = u.z;
m.values[2] = -f.x;
m.values[6] = -f.y;
m.values[10] = -f.z;
return m*r;
}
示例3: BuildTransform
Matrix4 Particles::BuildTransform()
{
copyArrayFromDevice(buoyancy, buoyancyGpu, 0, sizeof(float)* 4 * numParticles);
copyArrayFromDevice(buoyancyAng, buoyancyAngGpu, 0, sizeof(float)* 4 * numParticles);
float* force = new float[4];
for (int i = 0; i < numParticles; i++)
{
force[0] += buoyancy[i * 4];
force[1] += buoyancy[i * 4 + 1];
force[2] += buoyancy[i * 4 + 2];
force[3] = 0;
Vector3 ang = Vector3(buoyancyAng[i * 4], buoyancyAng[i * 4 + 1], buoyancyAng[i * 4 + 2]);
if (ang.x != 0 || ang.y != 0 || ang.z != 0)
{
orientation = orientation + orientation * (ang / 20000000.0f);
orientation.Normalise();
}
}
force[1] -= 9.81f * 2000.0f;
for (int i = 0; i < 4; i++)
{
solidVel[i] = solidVel[i] + force[i] * mparams.timeStep;
}
CheckEdges(solidPos, solidVel);
copyArrayToDevice(solidPosGpu, solidPos, 0, 4 * sizeof(float));
copyArrayToDevice(solidVelGpu, solidVel, 0, 4 * sizeof(float));
//orientation.Normalise();
Matrix4 m = orientation.ToMatrix();
Vector3 p = Vector3(solidPos[0], solidPos[1], solidPos[2]);
m.SetPositionVector(p);
return m;
}
示例4:
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;
}