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C++ MatrixTransform类代码示例

本文整理汇总了C++中MatrixTransform的典型用法代码示例。如果您正苦于以下问题:C++ MatrixTransform类的具体用法?C++ MatrixTransform怎么用?C++ MatrixTransform使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了MatrixTransform类的15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: GL3CalculateCubeShadowMapMatrix

void GL3CalculateCubeShadowMapMatrix(Vector3D light_position, Vector3D zdir,
Vector3D cube_s_vector, Vector3D cube_t_vector, float zmin, float zmax) {
    MatrixTransform M;
    M.Set(
        cube_s_vector.x, cube_s_vector.y, cube_s_vector.z, 0.0f,
        cube_t_vector.x, cube_t_vector.y, cube_t_vector.z, 0.0f,
        - zdir.x, - zdir.y, - zdir.z, 0.0f);
    MatrixTransform T;
    T.AssignTranslation(- light_position);
    // Calculate the projection matrix with a field of view of 90 degrees.
    float aspect = 1.0;
    float e = 1 / tanf((90.0f * M_PI / 180) / 2);
    float n = zmin;
    float f = zmax;
    float l = - n / e;
    float r = n / e;
    float b = - (1.0f / aspect) * n / e;
    float t = (1.0f / aspect) * n / e;
    Matrix4D shadow_map_projection_matrix;
    shadow_map_projection_matrix.Set(
        2 * n / (r - l), 0.0f, (r + l) / (r - l), 0.0f,
        0.0f, 2 * n / (t - b), (t + b) / (t - b), 0.0f,
        0.0f, 0.0f, - (f + n) / (f - n), - 2 * n * f / (f - n),
        0.0f, 0.0f, - 1.0f, 0.0f);
    cube_shadow_map_matrix = shadow_map_projection_matrix * (M * T);
}
开发者ID:hglm,项目名称:sre,代码行数:26,代码来源:shader_matrix.cpp

示例2: sreLookAt

void sreLookAt(float viewpx, float viewpy, float viewpz, float lookx, float looky, float lookz,
float upx, float upy, float upz) {
    Vector3D F = Vector3D(lookx, looky, lookz) - Vector3D(viewpx, viewpy, viewpz);
    Vector3D Up = Vector3D(upx, upy, upz);
    Vector3D f = F.Normalize();
    sre_internal_camera_vector = f;
    Up.Normalize();
    sre_internal_up_vector = Up;
    Vector3D s = Cross(f, Up);
    Vector3D u = Cross(s, f);
    MatrixTransform M;
    M.Set(
        s.x, s.y, s.z, 0.0f,
        u.x, u.y, u.z, 0.0f,
        - f.x, - f.y, - f.z, 0.0f);
    MatrixTransform T;
    T.AssignTranslation(Vector3D(- viewpx, - viewpy, -viewpz));
    sre_internal_view_matrix = M * T;
    sre_internal_view_projection_matrix = sre_internal_projection_matrix * sre_internal_view_matrix;
//    printf("View-projection matrix:\n");
//    for (int row = 0; row < 4; row++)
//        for (int column = 0; column < 4; column++)
//            printf("%f, ", sre_internal_view_projection_matrix(row, column));
//    printf("\n");
}
开发者ID:hglm,项目名称:sre,代码行数:25,代码来源:shader_matrix.cpp

示例3: Vec3Array

Transform* PatchSet::createPatch(const std::string& filename, PatchOptions* poptions)
{
    Patch* patch = new Patch;
    patch->setPatchSet(this);
    Vec2d ll, ur;
    poptions->getPatchExtents(ll, ur);
    Vec2d range = (ur - ll);
    ref_ptr<Patch::Data> data = new Patch::Data;
    int patchDim = _resolution + 1;
    Vec3Array* verts = new Vec3Array(patchDim * patchDim);
    for (int j = 0; j < patchDim; ++j)
        for (int i = 0; i < patchDim; ++i)
            (*verts)[patchDim * j + i]
                = Vec3((ll.x() + i * range.x()
                        / static_cast<float>(_resolution)) * 81920.0,
                       (ll.y() + j * range.y()
                        / static_cast<float>(_resolution)) * 81920.0,
                       0.0);
    data->vertexData.array = verts;
    data->vertexData.binding = Geometry::BIND_PER_VERTEX;
    Vec3Array* norms = new Vec3Array(1);
    (*norms)[0] = Vec3d(0.0, 0.0, 1.0);
    data->normalData.array = norms;
    data->normalData.binding = Geometry::BIND_OVERALL;
    Vec4Array* colors = new Vec4Array(1);
    (*colors)[0] = Vec4(1.0, 1.0, 1.0, 1.0);
    data->colorData.array = colors;
    data->colorData.binding = Geometry::BIND_OVERALL;
    patch->setData(data);
    MatrixTransform* transform = new MatrixTransform;
    transform->addChild(patch);
    return transform;
}
开发者ID:2php,项目名称:osgearth,代码行数:33,代码来源:PatchSet.cpp

示例4: MatrixTransform

ref_ptr<Group> VBSPEntity::createModelGeometry()
{
    std::string      modelFile;
    ref_ptr<Node>    modelNode;
    ref_ptr<Group>   entityGroup;

    // Try to load the model
    modelNode = osgDB::readRefNodeFile(entity_model);
    if (modelNode.valid())
    {
        // Create a group and add the model to it
        if (entity_transformed)
        {
            // Create a matrix transform
            MatrixTransform * entityXform = new MatrixTransform();

            // Set it up with the entity's transform information (scale
            // the position from inches to meters)
            Matrixf transMat, rotMat;
            Quat roll, yaw, pitch;
            transMat.makeTranslate(entity_origin * 0.0254);
            pitch.makeRotate(osg::DegreesToRadians(entity_angles.x()),
                             Vec3f(0.0, 1.0, 0.0));
            yaw.makeRotate(osg::DegreesToRadians(entity_angles.y()),
                           Vec3f(0.0, 0.0, 1.0));
            roll.makeRotate(osg::DegreesToRadians(entity_angles.z()),
                            Vec3f(1.0, 0.0, 0.0));
            rotMat.makeRotate(roll * pitch * yaw);

            // Set the transform matrix
            entityXform->setMatrix(rotMat * transMat);

            // Use the transform node as the main entity group
            entityGroup = entityXform;
        }
        else
        {
            // Create a group to represent the entire entity
            entityGroup = new Group();
        }

        // Add the model node to the group
        entityGroup->addChild(modelNode.get());

        // Set the group's name
        entityGroup->setName(class_name + std::string(":") + entity_model);
    }
    else
    {
        OSG_WARN << "Couldn't find prop \"" << entity_model << "\".";
        OSG_WARN << std::endl;

        // Leave the group empty (no model to show)
        entityGroup = NULL;
    }

    return entityGroup;
}
开发者ID:yueying,项目名称:osg,代码行数:58,代码来源:VBSPEntity.cpp

示例5: ApplyMatrixTransform

void CollisionVisitor::ApplyMatrixTransform(MatrixTransform &m)
{
	matrix4x4f matrix = matrix4x4f::Identity();
	if (!m_matrixStack.empty()) matrix = m_matrixStack.back();

	m_matrixStack.push_back(matrix * m.GetTransform());
	m.Traverse(*this);
	m_matrixStack.pop_back();
}
开发者ID:HeadHunterEG,项目名称:pioneer,代码行数:9,代码来源:CollisionVisitor.cpp

示例6: GL3CalculateShadowMapMatrix

void GL3CalculateShadowMapMatrix(Vector3D viewp, Vector3D light_direction, Vector3D x_direction,
Vector3D y_direction, Vector3D dim_min, Vector3D dim_max) {
    MatrixTransform M;
    // Note that the y direction has to be negated in order to preserve the handedness of
    // triangles when rendering the shadow map.
#if 0
    M.Set(
        x_direction.x, y_direction.x, - light_direction.x, 0.0f,
	x_direction.x, y_direction.y, - light_direction.y, 0.0f,
	x_direction.z, y_direction.z, - light_direction.z, 0.0f);
#else
    M.Set(
        x_direction.x, x_direction.y, x_direction.z, 0.0f,
        - y_direction.x, - y_direction.y, - y_direction.z, 0.0f,
        - light_direction.x, - light_direction.y, - light_direction.z, 0.0f);
#endif
    MatrixTransform T;
    T.AssignTranslation(- viewp);
    // Set orthographic projection matrix.
    MatrixTransform orthographic_shadow_map_projection_matrix;
    orthographic_shadow_map_projection_matrix.Set(
        2.0f / (dim_max.x - dim_min.x), 0.0f, 0.0f, - (dim_max.x + dim_min.x) / (dim_max.x - dim_min.x),
        0.0f, 2.0f / (dim_max.y - dim_min.y), 0.0f, - (dim_max.y + dim_min.y) / (dim_max.y - dim_min.y),
        0.0f, 0.0f, - 2.0f / dim_max.z, - 1.0f);
    shadow_map_matrix = orthographic_shadow_map_projection_matrix * (M * T);
    // Calculate viewport matrix for lighting pass with shadow map.
    MatrixTransform shadow_map_viewport_matrix;
    shadow_map_viewport_matrix.Set(
        0.5f, 0.0f, 0.0f, 0.5f,
        0.0f, 0.5f, 0.0f, 0.5f,
        0.0f, 0.0f, 0.5f, 0.5f);
    shadow_map_lighting_pass_matrix = shadow_map_viewport_matrix * shadow_map_matrix;

#if 0
    char *dim_max_str = dim_max.GetString();
    sreMessage(SRE_MESSAGE_LOG, "dim_max = %s", dim_max_str);
    delete [] dim_max_str;
    Point3D P1 = viewp + light_direction * dim_max.z;
    Point3D P2 = viewp;
    Point3D P3 = viewp + x_direction * dim_max.x + y_direction * dim_max.y;
    Vector4D P1_proj = shadow_map_matrix * P1;
    Vector4D P2_proj = shadow_map_matrix * P2;
    Vector4D P3_proj = shadow_map_matrix * P3;
    Vector3D P1_norm = P1_proj.GetVector3D();
    Vector3D P2_norm = P2_proj.GetVector3D();
    Vector3D P3_norm = P3_proj.GetVector3D();
    char *P1_norm_str = P1_norm.GetString();
    char *P2_norm_str = P2_norm.GetString();
    char *P3_norm_str = P3_norm.GetString();
    sreMessage(SRE_MESSAGE_LOG, "CalculateShadowMapMatrix: Point transformations "
        "%s, %s and %s.", P1_norm_str, P2_norm_str, P3_norm_str);
    delete P1_norm_str;
    delete P2_norm_str;
    delete P3_norm_str;
#endif
}
开发者ID:hglm,项目名称:sre,代码行数:56,代码来源:shader_matrix.cpp

示例7: updateCAVEGeodeShape

/***************************************************************
* Function: acceptCAVEGeodeShape()
*
* 'refShapeCenter' is reference center of 'CAVEGeodeShape', use
*  this vector as reference center in design object space, which
*  is associated with center of BoundingBox. Apply the offset of
* 'shapeCenter - refShapeCenter' on top level of scene graph and
*  then rescale them in lower levels to fit into the scale of 
*  surface icon space. 
*
***************************************************************/
void CAVEGroupEditGeodeWireframe::acceptCAVEGeodeShape(CAVEGeodeShape *shapeGeode, const osg::Vec3 &refShapeCenter)
{
    mRefShapeCenter = refShapeCenter;
    updateCAVEGeodeShape(shapeGeode);

    /* create 'MOVE' operational wireframe geode[0] */
    MatrixTransform *moveTrans = new MatrixTransform;
    CAVEGeodeEditWireframeMove *moveGeode = new CAVEGeodeEditWireframeMove;
    mMoveSwitch->addChild(moveTrans);
    mMoveMatTransVector.push_back(moveTrans);
    moveTrans->addChild(moveGeode);
    moveTrans->setMatrix(mBoundBoxScaleMat * mAccRootMat);

    /* create 'ROTATE' operational wireframe geode[0] */
    MatrixTransform *rotateTrans = new MatrixTransform;
    CAVEGeodeEditWireframeRotate *rotateGeode = new CAVEGeodeEditWireframeRotate;
    mRotateSwitch->addChild(rotateTrans);
    mRotateMatTransVector.push_back(rotateTrans);
    rotateTrans->addChild(rotateGeode);
    rotateTrans->setMatrix(mBoundSphereScaleMat * mAccRootMat);

    /* create 'MANIPULATE' operational wireframe geode[0] */
    MatrixTransform *manipulateTrans = new MatrixTransform;
    CAVEGeodeEditWireframeManipulate *manipulateGeode = new CAVEGeodeEditWireframeManipulate;
    mManipulateSwitch->addChild(manipulateTrans);
    mManipulateMatTransVector.push_back(manipulateTrans);
    manipulateTrans->addChild(manipulateGeode);
    manipulateTrans->setMatrix(mBoundBoxScaleMat * mAccRootMat);
}
开发者ID:aprudhomme,项目名称:calvr_plugins,代码行数:40,代码来源:CAVEGroupEditGeodeWireframe.cpp

示例8: equals

    bool MatrixTransform::equals(const MatrixTransform & other) const
    {
        if (this == &other) return true;

        if (getImpl()->dir_ != other.getImpl()->dir_)
        {
            return false;
        }

        return *getImpl() == *(other.getImpl());
    }
开发者ID:lgritz,项目名称:OpenColorIO,代码行数:11,代码来源:MatrixTransform.cpp

示例9: move

void EgoMovement::update(const int delta_time)
{
  move(delta_time);
  rotate();

  MatrixTransform* transform = (MatrixTransform*)parent;
  glm::mat4 parent_matrix = transform->getMatrix();

  glm::mat4 delta_matrix = glm::translate(glm::mat4(), position)
                         * glm::rotate(glm::mat4(), rotation.y, glm::vec3(0, 1, 0))
                         * glm::rotate(glm::mat4(), rotation.x, glm::vec3(1, 0, 0));

  transform->setMatrix(delta_matrix);
}
开发者ID:FelixHoer,项目名称:AirPollution,代码行数:14,代码来源:EgoMovement.cpp

示例10: MatrixTransform

MatrixTransform* ChessUtils::loadOSGModel(string name, float modelSize, Material* material, bool overrideMaterial,
	Vec3 modelCenterShift, double rotationAngle, Vec3 rotationAxis,
	Vec3 modelCenterOffsetPercentage) {
	// create a new node by reading in model from file
	Node* modelNode = osgDB::readNodeFile(name);
	if (modelNode != NULL) {
		// apply material
		if (material != NULL) {
			if (overrideMaterial) {
				modelNode->getOrCreateStateSet()->setAttributeAndModes(material, osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE);
			} else {
				modelNode->getOrCreateStateSet()->setAttributeAndModes(material, osg::StateAttribute::ON);
			}
		}

		//put model in origin			
		//osg::BoundingSphere bound = modelNode->getBound();
		osg::ComputeBoundsVisitor cbVisitorOrigin;
		modelNode->accept(cbVisitorOrigin);
		osg::BoundingBox bound = cbVisitorOrigin.getBoundingBox();
		
		double scaleRatio = modelSize / bound.radius();

		MatrixTransform* unitTransform = new MatrixTransform();		
		unitTransform->postMult(Matrix::translate(-bound.center().x(), -bound.center().y(), -bound.center().z()));
		unitTransform->postMult(Matrix::rotate(rotationAngle, rotationAxis));
		unitTransform->postMult(Matrix::scale(scaleRatio, scaleRatio, scaleRatio));
		unitTransform->addChild(modelNode);		

		// put model in specified location
		osg::ComputeBoundsVisitor cbVisitor;
		unitTransform->accept(cbVisitor);
		osg::BoundingBox boundingBox = cbVisitor.getBoundingBox();
				
		float modelXOffset = (boundingBox.xMax() - boundingBox.xMin()) * modelCenterOffsetPercentage.x();
		float modelYOffset = (boundingBox.yMax() - boundingBox.yMin()) * modelCenterOffsetPercentage.y();
		float modelZOffset = (boundingBox.zMax() - boundingBox.zMin()) * modelCenterOffsetPercentage.z();
		unitTransform->postMult(Matrix::translate(modelXOffset, modelYOffset, modelZOffset));		

		MatrixTransform* modelPositionTransform = new MatrixTransform();		
		modelPositionTransform->postMult(Matrix::translate(modelCenterShift));
		modelPositionTransform->addChild(unitTransform);		

		return modelPositionTransform;
	}

	return NULL;
}
开发者ID:carlosmccosta,项目名称:AR-Chess,代码行数:48,代码来源:ChessUtils.cpp

示例11: BuildMatrixOps

 void BuildMatrixOps(OpRcPtrVec & ops,
                     const Config& /*config*/,
                     const MatrixTransform & transform,
                     TransformDirection dir)
 {
     TransformDirection combinedDir = CombineTransformDirections(dir,
         transform.getDirection());
     
     float matrix[16];
     float offset[4];
     transform.getValue(matrix, offset);
     
     CreateMatrixOffsetOp(ops,
                          matrix, offset,
                          combinedDir);
 }
开发者ID:lgritz,项目名称:OpenColorIO,代码行数:16,代码来源:MatrixTransform.cpp

示例12: m_enabled

Shields::Shields(SceneGraph::Model *model)
	: m_enabled(false)
{
	assert(s_initialised);

	using SceneGraph::Node;
	using SceneGraph::MatrixTransform;
	using SceneGraph::StaticGeometry;
	using SceneGraph::CollisionGeometry;

	//This will find all matrix transforms meant for shields.
	SceneGraph::FindNodeVisitor shieldFinder(SceneGraph::FindNodeVisitor::MATCH_NAME_ENDSWITH, s_matrixTransformName);
	model->GetRoot()->Accept(shieldFinder);
	const std::vector<Node*> &results = shieldFinder.GetResults();

	//Store pointer to the shields for later.
	for (unsigned int i=0; i < results.size(); i++) {
		MatrixTransform *mt = dynamic_cast<MatrixTransform*>(results.at(i));
		assert(mt);


		for(Uint32 iChild=0 ; iChild<mt->GetNumChildren() ; ++iChild) {
			Node* node = mt->GetChildAt(iChild);
			if (node)
			{
				RefCountedPtr<StaticGeometry> sg(dynamic_cast<StaticGeometry*>(node));
				assert(sg.Valid());
				sg->SetNodeMask(SceneGraph::NODE_TRANSPARENT);

				Graphics::RenderStateDesc rsd;
				rsd.blendMode = Graphics::BLEND_ALPHA;
				rsd.depthWrite = false;
				sg->SetRenderState(sg->GetRenderer()->CreateRenderState(rsd));

				// set the material
				for (Uint32 iMesh = 0; iMesh < sg->GetNumMeshes(); ++iMesh) {
					StaticGeometry::Mesh &rMesh = sg->GetMeshAt(iMesh);
					rMesh.material = GetGlobalShieldMaterial();
				}

				m_shields.push_back(Shield(Color3ub(255), mt->GetTransform(), sg.Get()));
			}
		}
	}
}
开发者ID:lwho,项目名称:pioneer,代码行数:45,代码来源:Shields.cpp

示例13: apply

 virtual void apply(MatrixTransform& mt)
 {
     Matrix matrix;
     if (_useInverseMatrix)
         _cp.getInverse(matrix);
     else
         _cp.getMatrix(matrix);
         
     mt.setMatrix(osg::Matrix::translate(-_pivotPoint)*matrix);
 }
开发者ID:BlitzMaxModules,项目名称:osg.mod,代码行数:10,代码来源:AnimationPath.cpp

示例14: fprintf

//
// INIT
//
bool MathematicPlugin::init()
{
    if (plugin)
        return false;

    if (cover->debugLevel(3))
        fprintf(stderr, "\nMathematicPlugin::MathematicPlugin\n");

    // set plugin
    MathematicPlugin::plugin = this;

    // rotate scene so that x axis is in front
    MatrixTransform *trafo = VRSceneGraph::instance()->getTransform();
    Matrix m;
    m.makeRotate(inDegrees(-90.0), 0.0, 0.0, 1.0);
    trafo->setMatrix(m);

    // bounding box
    boundary_ = (double)coCoviseConfig::getFloat("max", "COVER.Plugin.Mathematic.Boundary", boundary_);
    boundingBox_ = new BoundingBox(-boundary_, -boundary_, -boundary_,
                                   boundary_, boundary_, boundary_);
    coVRPoint::setBoundingBox(boundingBox_);
    coVRLine::setBoundingBox(boundingBox_);
    coVRPlane::setBoundingBox(boundingBox_);
    coVRDirection::setBoundingBox(boundingBox_);
    coVRDistance::setBoundingBox(boundingBox_);
    drawBoundingBox(boundingBox_);

    // mathematics menu
    makeMathematicsMenu();

    // make the menus state label, it shows which objects intersects, etc
    stateLabel_ = new coLabelMenuItem(" ");
    mathematicsMenu_->insert(stateLabel_, mainMenuSepPos_ - 1);

    // colored axis
    axis_ = new coVRCoordinateAxis(0.07, boundary_, true);

    // zoom scene
    VRSceneGraph::instance()->viewAll();

    return true;
}
开发者ID:nixz,项目名称:covise,代码行数:46,代码来源:MathematicPlugin.cpp

示例15: loadModel

MatrixTransform* loadModel(std::string name, float scale, float rotX, float rotY, float rotZ, osg::Vec3 translate)
{
	__FUNCTION_HEADER__

	Node* n = NULL;
	
	//did we already load (or try to load) this one?
	std::map<std::string, osg::ref_ptr<osg::Node> >::iterator i;
	bool haz = false;
	for(i = gLoadedModels.begin(); i != gLoadedModels.end(); i++)
	{
		if(i->first == name)
		{
			haz = true;
//			printf("We already have %s\n", name.c_str());
			n = i->second;
		}
	}
	

	if(!haz)		//if we didn't try to laod it before, do so now
	{
		n = osgDB::readNodeFile(findDataFile(name));
		gLoadedModels[name] = n;
		if(!n)
			logError("Unable to load model %s\n", name.c_str());
		else	printf("Loaded %s\n", name.c_str());
	}
	if(!n) return NULL;

	MatrixTransform* m = new MatrixTransform();
	m->setName(name);
	m->addChild(n);
	
	Matrix mat = Matrix::scale(scale, scale, scale);
	mat = mat * Matrix::rotate(rotX / 57.296, Vec3(1, 0, 0));
	mat = mat * Matrix::rotate(rotY / 57.296, Vec3(0, 1, 0));
	mat = mat * Matrix::rotate(rotZ / 57.296, Vec3(0, 0, 1));
	mat = mat * Matrix::translate(translate);
	m->setMatrix(mat);
	return m;
}
开发者ID:allegrocm,项目名称:Falcon,代码行数:42,代码来源:Util.cpp


注:本文中的MatrixTransform类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。