本文整理汇总了C++中Matrix4::SetRow方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::SetRow方法的具体用法?C++ Matrix4::SetRow怎么用?C++ Matrix4::SetRow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::SetRow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: sizeof
vec3_t *G2Exporter_Surface_GetVertNormal(int iSurfaceIndex, int iVertIndex, int iLODIndex)
{
static vec3_t v3={0};
memset(v3,0,sizeof(v3));
if (iLODIndex == giNumLODs-1)
{
// q3data surface...
//
if (iSurfaceIndex < giNumSurfaces)
{
// standard surface...
//
md3SurfaceData_t *pSurfaceData = GetMD3SurfaceData(iSurfaceIndex);
if (pSurfaceData)
{
// this logic is kinda gay, not sure why the *6 etc, but that's how other q3data code works, so...
//
float **ppVerts = pSurfaceData->verts;
memcpy(v3,(vec3_t*) &ppVerts[0][iVertIndex*6+3], sizeof(v3));
{
Matrix4 Swap;
Swap.Identity();
if (1)
{
Swap.SetRow(0,Vect3(0.0f,-1.0f,0.0f));
Swap.SetRow(1,Vect3(1.0f,0.0f,0.0f));
}
Swap.CalcFlags();
Vect3 v3In((const float *)v3);
static Vect3 v3Out;
Swap.XFormVect(v3Out,v3In);
return (vec3_t*) &v3Out;
}
}
}
else
{
// tag surface...
//
// I don't think tag-surfaces normals have any meaning for ghoul2, so...
//
return &v3;
}
}
else
{
// imported surface...
//
vec3_t &v3Src = ImportedModel.ImportedLODs[iLODIndex].ImportedSurfaces[ImportedModel.SurfaceIndexRemaps[iSurfaceIndex]].ImportedVerts[iVertIndex].normal;
memcpy(v3,v3Src,sizeof(v3));
return &v3;
}
assert(0);
return &v3;
}
示例2: FindPKeys
int FindPKeys(TxtNode *t)
{
if (t->child)
{
TxtNode *sib=t->child;
if (!sib)
return 200;
char framename[100];
{
if (!sib->child)
return 201;
if (!sib->child->text)
return 202;
if (!strncmp("frm-",sib->child->text,4))
mystrncpy(framename,sib->child->text+4,sib->child->length-4);
else
{
if (!strncmp("SCENE",sib->child->text,4))
return 0;
mystrncpy(framename,sib->child->text,sib->child->length);
}
sib=sib->sibling;
}
int foundkeys=0;
maxmatframe=0;
while (sib)
{
if (sib->text&&!mystrncmp("SI_AnimationKey",sib->text,sib->length))
{
if (!sib->sibling)
return 103;
sib=sib->sibling;
int err=ProcNKeys(sib,foundkeys);
if (err)
return err;
}
sib=sib->sibling;
}
{
if (maxmatframe>maxframe)
maxframe=maxmatframe;
int i;
for (i=0;i<nsNodes;i++)
{
if (!strcmp(sNodes[i].name,framename))
{
int j;
if (sNodes[i].nanimat<maxmatframe+1)
{
delete[] sNodes[i].animat;
sNodes[i].nanimat=maxmatframe+1;
sNodes[i].animat=new Matrix4[maxmatframe+1];
for (j=0;j<=maxmatframe;j++)
sNodes[i].animat[j].Identity();
}
for (j=0;j<=maxmatframe;j++)
{
Matrix4 xf;
xf=sNodes[i].mat;
Vect3 tt,t2;
if (foundkeys&1)
{
mats[j].GetRow(3,tt);
xf.SetRow(3,tt);
}
if (foundkeys&2)
{
float l;
xf.GetRow(0,t2);
l=t2.Len();
mats[j].GetRow(0,tt);
tt*=l;
xf.SetRow(0,tt);
xf.GetRow(1,t2);
l=t2.Len();
mats[j].GetRow(1,tt);
tt*=l;
xf.SetRow(1,tt);
xf.GetRow(2,t2);
l=t2.Len();
mats[j].GetRow(2,tt);
tt*=l;
xf.SetRow(2,tt);
}
if (foundkeys&4)
{
xf.GetRow(0,tt);
tt.Norm();
tt*=scales[j].x();
xf.SetRow(0,tt);
xf.GetRow(1,tt);
tt.Norm();
tt*=scales[j].x();
xf.SetRow(1,tt);
xf.GetRow(2,tt);
tt.Norm();
//.........这里部分代码省略.........
示例3: ProcNKeys
int ProcNKeys(TxtNode *t,int& foundkeys)
{
if (t->child)
{
TxtNode *sib=t->child;
if (!sib->text)
return 207;
int tp=myatoi(sib->text,sib->length);
sib=sib->sibling;
if (!sib||!sib->text)
return 208;
int num=myatoi(sib->text,sib->length);
sib=sib->sibling;
int i;
int lastframe=startframe-1;
TxtNode *s=sib;
for (i=0;i<num;i++)
{
if (!s||!s->text)
return 110;
int frame=myatoi(s->text,s->length);
if (frame>33000)
frame=frame-65536;
if (frame<startframe)
{
assert(!i);
lastframe=frame-1;
startframe=frame;
}
if (frame>endframe)
endframe=frame;
if (frame-startframe>maxmatframe)
maxmatframe=frame-startframe;
s=s->sibling;
if (!s||!s->text)
return 212;
int junk=myatoi(s->text,s->length);
if (junk!=3)
return 213;
s=s->sibling;
if (!s||!s->text)
return 216;
float x=(float)myatof(s->text,s->length);
s=s->sibling;
if (!s||!s->text)
return 216;
float y=(float)myatof(s->text,s->length);
s=s->sibling;
if (!s||!s->text)
return 216;
float z=(float)myatof(s->text,s->length);
s=s->sibling;
int k;
if (tp==1) //scale
{
Vect3 v=Vect3(x,z,y);
for (k=lastframe+1;k<=frame;k++)
scales[k-startframe]=v;
foundkeys|=4;
}
else if (tp==2) //translation
{
Vect3 v(x,-z,y);
for (k=lastframe+1;k<=frame;k++)
{
mats[k-startframe].SetRow(3,v);
mats[k-startframe].CalcFlags();
}
foundkeys|=1;
}
else if (tp==3) //rotation
{
Matrix4 tmp;
tmp.Rotate(-x*M_PI/180.0f,-y*M_PI/180.0f,-z*M_PI/180.0f);
Vect3 t,tt;
tmp.GetRow(2,t);
t*=-1.0f;
tmp.GetRow(1,tt);
tmp.SetRow(2,tt);
tmp.SetRow(1,t);
for (k=0;k<3;k++)
{
float tt=-tmp[k][2];
tmp[k][2]=tmp[k][1];
tmp[k][1]=tt;
}
for (k=lastframe+1;k<=frame;k++)
{
int l;
for (l=0;l<3;l++)
{
tmp.GetRow(l,t);
mats[k-startframe].SetRow(l,t);
mats[k-startframe].CalcFlags();
}
}
foundkeys|=2;
}
lastframe=frame;
}
//.........这里部分代码省略.........
示例4:
vec3_t *G2Exporter_Surface_GetVertCoords(int iSurfaceIndex, int iVertIndex, int iLODIndex)
{
static vec3_t v3={0};
memset(&v3,0,sizeof(v3));
if (iLODIndex == giNumLODs-1)
{
// q3data surface...
//
if (iSurfaceIndex < giNumSurfaces)
{
// standard surface...
//
md3SurfaceData_t *pSurfaceData = GetMD3SurfaceData(iSurfaceIndex);
if (pSurfaceData)
{
// this logic is kinda gay, not sure why the *6 etc, but that's how other q3data code works, so...
//
float **ppVerts = pSurfaceData->verts;
static vec3_t v3;
for (int i=0; i<3; i++)
{
v3[i] = ppVerts[0][iVertIndex*6+i];// /MD3_XYZ_SCALE;
}
// return &v3;
Matrix4 Swap;
Swap.Identity();
if (1)
{
Swap.SetRow(0,Vect3(0.0f,-1.0f,0.0f));
Swap.SetRow(1,Vect3(1.0f,0.0f,0.0f));
}
Swap.CalcFlags();
Vect3 v3In((const float *)v3);
static Vect3 v3Out;
Swap.XFormVect(v3Out,v3In);
return (vec3_t*) &v3Out;
}
}
else
{
// tag surface...
//
assert(iVertIndex<3);
md3Tag_t *pTag = &g_data.tags[0][iSurfaceIndex - giNumSurfaces];
vec3_t v3New;
//#ifdef PERFECT_CONVERSION
v3New[0] = pTag->axis[0][iVertIndex] ;
v3New[1] = pTag->axis[1][iVertIndex] ;
v3New[2] = pTag->axis[2][iVertIndex] ;
// don't worry about how this crap works, it just does (arrived at by empirical methods... :-)
//
// (mega-thanks to Gil as usual)
//
if (iVertIndex==2)
{
VectorCopy(pTag->origin,v3);
}
else
if (iVertIndex==1)
{
v3New[0] = 2.0f * pTag->axis[1][iG2_TRISIDE_MIDDLE];
v3New[1] = -(2.0f * pTag->axis[0][iG2_TRISIDE_MIDDLE]);
v3New[2] = 2.0f * pTag->axis[2][iG2_TRISIDE_MIDDLE];
VectorSubtract(pTag->origin,v3New,v3);
}
else
{
v3New[0] = pTag->axis[1][iG2_TRISIDE_LONGEST];
v3New[1] = -pTag->axis[0][iG2_TRISIDE_LONGEST];
v3New[2] = pTag->axis[2][iG2_TRISIDE_LONGEST];
VectorSubtract(pTag->origin,v3New,v3);
}
// return (vec3_t*) &v3;
Matrix4 Swap;
Swap.Identity();
if (1)
{
Swap.SetRow(0,Vect3(0.0f,-1.0f,0.0f));
Swap.SetRow(1,Vect3(1.0f,0.0f,0.0f));
}
Swap.CalcFlags();
Vect3 v3In((const float *)v3);
static Vect3 v3Out;
Swap.XFormVect(v3Out,v3In);
return (vec3_t*) &v3Out;
//.........这里部分代码省略.........