本文整理汇总了C++中Matrix4d::rotateX方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4d::rotateX方法的具体用法?C++ Matrix4d::rotateX怎么用?C++ Matrix4d::rotateX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Matrix4d
的用法示例。
在下文中一共展示了Matrix4d::rotateX方法的3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: Update
void PropPositioner::Update()
{
m_NeedsUpdate = false;
m_TransformedCurve = m_Curve;
Matrix4d mat;
mat.scale( m_Chord );
if ( m_Reverse < 0 )
{
mat.translatef( 1.0, 0.0, 0.0 );
mat.flipx();
}
m_TransformedCurve.Transform( mat );
if ( !m_ParentProp )
{
return;
}
// Basic transformation orients curve before other transformations.
m_ParentProp->GetBasicTransformation( m_Chord, mat );
m_TransformedCurve.Transform( mat );
mat.loadIdentity();
// Propeller rotation first because order is reversed.
mat.rotateX( -m_Reverse * m_PropRot );
mat.translatef( m_FoldOrigin.x(), m_FoldOrigin.y(), m_FoldOrigin.z() );
mat.rotate( m_FoldAngle * PI / 180.0, m_FoldDirection );
mat.translatef( -m_FoldOrigin.x(), -m_FoldOrigin.y(), -m_FoldOrigin.z() );
mat.rotateY( m_Reverse * m_Feather );
mat.translatef( 0, m_Radius, 0 );
mat.rotateY( m_Reverse * m_Twist );
mat.rotateX( m_XRotate ); // About rake direction
mat.translatef( m_Rake, 0, m_Reverse * m_Skew );
mat.rotateZ( m_ZRotate ); // About chord
m_TransformedCurve.Transform( mat );
}
示例2: UpdateDrawObj
void PropGeom::UpdateDrawObj()
{
GeomXSec::UpdateDrawObj();
double axlen = 1.0;
Vehicle *veh = VehicleMgr.GetVehicle();
if ( veh )
{
axlen = veh->m_AxisLength();
}
double rev = 1.0;
if ( m_ReverseFlag() )
{
rev = -1.0;
}
double data[16];
m_ModelMatrix.getMat( data );
vec3d cen( 0, 0, 0 );
vec3d rotdir( -1, 0, 0 );
vec3d thrustdir( -1, 0, 0 );
rotdir = rotdir * rev;
cen = m_ModelMatrix.xform( cen );
rotdir = m_ModelMatrix.xform( rotdir ) - cen;
thrustdir = m_ModelMatrix.xform( thrustdir ) - cen;
Matrix4d mat;
mat.loadIdentity();
mat.rotateX( -rev * m_Rotate() );
mat.postMult( data );
vec3d pmid = mat.xform( m_FoldAxOrigin );
vec3d ptstart = mat.xform( m_FoldAxOrigin + m_FoldAxDirection * axlen / 2.0 );
vec3d ptend = mat.xform( m_FoldAxOrigin - m_FoldAxDirection * axlen / 2.0 );
vec3d dir = ptend - ptstart;
dir.normalize();
m_ArrowLinesDO.m_PntVec.clear();
m_ArrowHeadDO.m_PntVec.clear();
m_ArrowLinesDO.m_PntVec.push_back( ptstart );
m_ArrowLinesDO.m_PntVec.push_back( ptend );
m_ArrowLinesDO.m_PntVec.push_back( cen );
m_ArrowLinesDO.m_PntVec.push_back( cen + thrustdir * axlen );
MakeArrowhead( cen + thrustdir * axlen, thrustdir, 0.25 * axlen, m_ArrowHeadDO.m_PntVec );
MakeCircleArrow( pmid, dir, 0.5 * axlen, m_ArrowLinesDO, m_ArrowHeadDO );
MakeCircleArrow( cen, rotdir, 0.5 * axlen, m_ArrowLinesDO, m_ArrowHeadDO );
}
示例3: UpdateSurf
//.........这里部分代码省略.........
if ( m_UseBeta34Flag() == 1 )
{
if ( rfirst <= 0.75 )
{
double theta34 = m_TwistCurve.Comp( 0.75 );
m_Feather = m_Beta34() - theta34;
}
else
{
m_Feather = m_Beta34();
}
m_Beta34.Activate();
m_Feather.Deactivate();
}
else
{
if ( rfirst <= 0.75 )
{
double theta34 = m_TwistCurve.Comp( 0.75 );
m_Beta34 = m_Feather() + theta34;
}
else
{
m_Beta34 = m_Feather();
}
m_Beta34.Deactivate();
m_Feather.Activate();
}
// Set up fold axis & store for visualization.
Matrix4d fold, foldrot;
fold.loadIdentity();
fold.rotateY( m_AzimuthFoldDir() );
fold.rotateX( m_ElevationFoldDir() );
m_FoldAxDirection = fold.xform( vec3d( 0, 0, 1 ) );
m_FoldAxOrigin = vec3d( m_AxialFoldAxis() * radius, m_RadFoldAxis() * radius, m_OffsetFoldAxis() * radius );
//==== Cross Section Curves & joint info ====//
vector< VspCurve > crv_vec;
crv_vec.resize( nxsec );
//==== Update XSec Location/Rotation ====//
for ( int i = 0 ; i < nxsec ; i++ )
{
PropXSec* xs = ( PropXSec* ) m_XSecSurf.FindXSec( i );
if ( xs )
{
XSecCurve* xsc = xs->GetXSecCurve();
double r = xs->m_RadiusFrac();
double w = m_ChordCurve.Comp( r ) * radius;
if ( xsc )
{
//==== Find Width Parm ====//
string width_id = xsc->GetWidthParmID();
Parm* width_parm = ParmMgr.FindParm( width_id );
piecewise_curve_type pwc;
if ( width_parm )
{
width_parm->Deactivate();
Airfoil* af = dynamic_cast < Airfoil* > ( xsc );