本文整理汇总了C++中Orientation::Yaw方法的典型用法代码示例。如果您正苦于以下问题:C++ Orientation::Yaw方法的具体用法?C++ Orientation::Yaw怎么用?C++ Orientation::Yaw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Orientation
的用法示例。
在下文中一共展示了Orientation::Yaw方法的2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: ProcessEntity
void ShadowSystem::ProcessEntity(ECS::Entity* p_entity)
{
Transform* transform = m_transforms.Get(p_entity);
Shadowcaster* shadowcaster = m_shadowcasters.Get(p_entity);
Render::Shadowcaster sc;
Orientation tOr = transform->m_orientation;
tOr.Yaw(180.0f);
glm::mat4 tempWorldMatrix;
tempWorldMatrix = glm::translate(glm::mat4(1.0f), transform->m_position);
tempWorldMatrix = glm::rotate(tempWorldMatrix, tOr.GetAngle(), tOr.GetAxis());
tempWorldMatrix = glm::scale(tempWorldMatrix, transform->m_scale);
glm::mat4 lightSpace = glm::inverse(tempWorldMatrix);
m_maxWorldX = -99999;
m_minWorldX = 99999;
m_maxWorldY = -99999;
m_minWorldY = 99999;
m_maxWorldZ = -99999;
m_minWorldZ = 99999;
for(int i = 0; i < 8; i++)
{
glm::vec4 cornerInLightSpace = lightSpace * glm::vec4(worldCorners[i], 1.0f);
if(cornerInLightSpace.x < m_minWorldX)
{
m_minWorldX = cornerInLightSpace.x;
}
if(cornerInLightSpace.x > m_maxWorldX)
{
m_maxWorldX = cornerInLightSpace.x;
}
if(cornerInLightSpace.y < m_minWorldY)
{
m_minWorldY = cornerInLightSpace.y;
}
if(cornerInLightSpace.y > m_maxWorldY)
{
m_maxWorldY = cornerInLightSpace.y;
}
if(cornerInLightSpace.z < m_minWorldZ)
{
m_minWorldZ = cornerInLightSpace.z;
}
if(cornerInLightSpace.z > m_maxWorldZ)
{
m_maxWorldZ = cornerInLightSpace.z;
}
}
glm::mat4 lazyOrthoAroundMap = glm::ortho(m_minWorldX, m_maxWorldX, m_minWorldY, m_maxWorldY, -m_maxWorldZ, -m_minWorldZ);
// Get the eye camera.
ECS::Entity* cameraEntity = m_world->GetTagManager()->GetEntityByTag("Camera");
RootForce::Camera* camera = m_world->GetEntityManager()->GetComponent<RootForce::Camera>(cameraEntity);
Frustum frustum = camera->m_frustum;
glm::vec4 frustumCorners[8];
frustumCorners[0] = glm::vec4(frustum.ntl, 1.0f);
frustumCorners[1] = glm::vec4(frustum.ntr, 1.0f);
frustumCorners[2] = glm::vec4(frustum.nbl, 1.0f);
frustumCorners[3] = glm::vec4(frustum.nbr, 1.0f);
frustumCorners[4] = glm::vec4(frustum.ftl, 1.0f);
frustumCorners[5] = glm::vec4(frustum.ftr, 1.0f);
frustumCorners[6] = glm::vec4(frustum.fbl, 1.0f);
frustumCorners[7] = glm::vec4(frustum.fbr, 1.0f);
// Convert camera frustrum to view space.
for(int i = 0; i < 8; i++)
{
frustumCorners[i] = camera->m_viewMatrix * frustumCorners[i];
}
// Calculate directions.
glm::vec3 directions[4];
for(int i = 0; i < 4; i++)
{
directions[i].x = glm::normalize(frustumCorners[i+4].x - frustumCorners[i].x);
directions[i].y = glm::normalize(frustumCorners[i+4].y - frustumCorners[i].y);
directions[i].z = glm::normalize(frustumCorners[i+4].z - frustumCorners[i].z);
}
static glm::vec4 localOBB[8] =
{
glm::vec4(-1.0f, -1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, -1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, 1.0f, -1.0f, 1.0f),
glm::vec4(1.0f, 1.0f, 1.0f, 1.0f),
glm::vec4(-1.0f, 1.0f, -1.0f, 1.0f),
glm::vec4(-1.0f, 1.0f, 1.0f, 1.0f),
glm::vec4(-1.0f, -1.0f, 1.0f, 1.0f),
glm::vec4(1.0f, -1.0f, 1.0f, 1.0f)
};
if(RENDER_SHADOW_CASCADES >= 4)
{
// Define near/far planes for the sub frustrums.
float _near[4];
//.........这里部分代码省略.........
示例2: HitWarp
void CFSShip::HitWarp(IwarpIGC * pwarp)
{
//Ignore jumps that happen too closely together
if (m_warpState == warpReady)
{
// Andon - Added check for aleph mass limits
if (m_pShip->GetMass() <= pwarp->MassLimit() || !IsPlayer() && pwarp->MassLimit() > 0 || pwarp->MassLimit() < 0)
{
if (IsPlayer())
{
m_warpState = warpNoUpdate;
}
IwarpIGC * pwarpDest = pwarp->GetDestination();
assert (pwarpDest);
IclusterIGC * pclusterDest = pwarpDest->GetCluster();
ShipStatusWarped(pwarp);
Orientation alephOrientation = pwarpDest->GetOrientation();
const Vector& v = m_pShip->GetVelocity();
float speed2 = v.LengthSquared();
float speed = float(sqrt(speed2));
if (speed2 > 0)
{
float error;
{
//How close is the ship coming to the center of the warp?
Vector dp = pwarp->GetPosition() - m_pShip->GetPosition();
float t = (dp * v) / speed2;
float d = (dp - t * v).LengthSquared();
float r = pwarp->GetRadius();
error = (d / (r*r)) + 0.125f; //Error ranges from 0.125 to 1.125
// yp: to prevent 'spin of death' in massive ships.
// This works and is explained in that the more massive the ship the less effect going through the aleph should have
// on its rotational velocity. The massive amount of inertia should decrease changes in rotational velocity.
if(m_pShip->GetMass() > 300.0f)
{
error = error * (300.0f / m_pShip->GetMass()); // the greater the mass is above 750 the less error will be applied.
}
// yp end
}
alephOrientation.Pitch(random(-error, error));
alephOrientation.Yaw(random(-error, error));
m_pShip->SetCurrentTurnRate(c_axisRoll,
m_pShip->GetCurrentTurnRate(c_axisRoll) +
random(pi * 0.5f * error, pi * 1.5f * error)); //Must be less than 2.0 * pi
}
m_pShip->SetOrientation(alephOrientation);
const Vector& backward = alephOrientation.GetBackward();
speed = -(speed + pwarp->GetMission()->GetFloatConstant(c_fcidExitWarpSpeed));
m_pShip->SetVelocity(backward * speed);
m_pShip->SetPosition(pwarpDest->GetPosition() +
(alephOrientation.GetUp() * random(2.0f, 5.0f)) +
(alephOrientation.GetRight() * random(2.0f, 5.0f)) -
(m_pShip->GetRadius() + 5.0f) * backward);
GetIGCShip()->SetCluster(pclusterDest);
}
}
}