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C++ MatrixF::getUpVector方法代码示例

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


在下文中一共展示了MatrixF::getUpVector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:

void OrientedBox3F::set( const MatrixF& transform, const Point3F& extents )
{
   mCenter = transform.getPosition();

   mAxes[ RightVector ] = transform.getRightVector();
   mAxes[ ForwardVector ] = transform.getForwardVector();
   mAxes[ UpVector ] = transform.getUpVector();

   mHalfExtents = extents * 0.5f;

   _initPoints();
}
开发者ID:andr3wmac,项目名称:Torque6,代码行数:12,代码来源:mOrientedBox.cpp

示例2: calculateHandAxisRotation

void calculateHandAxisRotation(const MatrixF& handRotation, const F32& maxHandAxisRadius, Point2F& outRotation)
{
   const VectorF& controllerUp = handRotation.getUpVector();
   outRotation.x = controllerUp.x;
   outRotation.y = controllerUp.y;

   // Limit the axis angle to that given to us
   if(outRotation.len() > maxHandAxisRadius)
   {
      outRotation.normalize(maxHandAxisRadius);
   }

   // Renormalize to the range of 0..1
   if(maxHandAxisRadius != 0.0f)
   {
      outRotation /= maxHandAxisRadius;
   }
}
开发者ID:03050903,项目名称:Torque3D,代码行数:18,代码来源:leapMotionUtil.cpp

示例3: calculateAxisRotation

void calculateAxisRotation(const MatrixF& inRotation, const F32& maxAxisRadius, Point2F& outRotation)
{
   const VectorF& controllerUp = inRotation.getUpVector();
   Point2F axis(0,0);
   axis.x = controllerUp.x;
   axis.y = controllerUp.y;

   // Limit the axis angle to that given to us
   if(axis.len() > maxAxisRadius)
   {
      axis.normalize(maxAxisRadius);
   }

   // Renormalize to the range of 0..1
   if(maxAxisRadius != 0.0f)
   {
      axis /= maxAxisRadius;
   }

   outRotation.x = axis.x;
   outRotation.y = axis.y;
}
开发者ID:campadrenalin,项目名称:terminal-overload,代码行数:22,代码来源:razerHydraUtil.cpp

示例4: _renderDebug


//.........这里部分代码省略.........
   // Render faces centers/colors.
   if ( false )
   {
      GFXStateBlockDesc desc;
      desc.setCullMode( GFXCullNone );
      
      Point3F size( 0.1f );

      for ( S32 i = 0; i < faceList.size(); i++ )
      {
         ColorI color = faceColorsx[ i % 4 ];
         S32 div = ( i / 4 ) * 4;
         if ( div > 0 )
            color /= div;
         color.alpha = 255;
         
         Point3F pnt;
         objToWorld.mulP( faceList[i].centroid, &pnt );
         drawer->drawCube( desc, size, pnt, color, NULL );
      }
   }

   // Render winding order.
   if ( false )
   {
      GFXStateBlockDesc desc;
      desc.setCullMode( GFXCullNone );
      desc.setZReadWrite( true, false );
      GFX->setStateBlockByDesc( desc );  

      U32 pointCount = 0;
      for ( S32 i = 0; i < faceList.size(); i++ )      
         pointCount += faceList[i].winding.size();      

      PrimBuild::begin( GFXLineList, pointCount * 2 );
      
      for ( S32 i = 0; i < faceList.size(); i++ )
      {
         for ( S32 j = 0; j < faceList[i].winding.size(); j++ )
         {
            Point3F p0 = pointList[ faceList[i].points[ faceList[i].winding[j] ] ];
            Point3F p1 = p0 + mSurfaces[ faceList[i].id ].getUpVector() * 0.75f * ( Point3F::One / mObjScale );

            objToWorld.mulP( p0 );
            objToWorld.mulP( p1 );

            ColorI color = faceColorsx[ j % 4 ];
            S32 div = ( j / 4 ) * 4;
            if ( div > 0 )
               color /= div;
            color.alpha = 255;
            
            PrimBuild::color( color );
            PrimBuild::vertex3fv( p0 );            
            PrimBuild::color( color );
            PrimBuild::vertex3fv( p1 );                        
         }
      }

      PrimBuild::end();
   }

   // Render Points.
   if ( false )
   {      
      /*
      GFXTransformSaver saver;

      MatrixF xfm( getRenderTransform() );
      xfm.scale( getScale() );
      GFX->multWorld( xfm );

      GFXStateBlockDesc desc;
      Point3F size( 0.05f );
      */
   }

   // Render surface transforms.
   if ( false )
   {
      GFXStateBlockDesc desc;
      desc.setBlend( false );
      desc.setZReadWrite( true, true );

      Point3F scale(mNormalLength);

      for ( S32 i = 0; i < mSurfaces.size(); i++ )
      {
         MatrixF objToWorld( mObjToWorld );
         objToWorld.scale( mObjScale );

         MatrixF renderMat;
         renderMat.mul( objToWorld, mSurfaces[i] );

         renderMat.setPosition( renderMat.getPosition() + renderMat.getUpVector() * 0.001f );
              
         drawer->drawTransform( desc, renderMat, &scale, NULL );
      }
   }
}
开发者ID:fr1tz,项目名称:alux3d,代码行数:101,代码来源:convexShape.cpp


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