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C++ Point2f类代码示例

本文整理汇总了C++中Point2f的典型用法代码示例。如果您正苦于以下问题:C++ Point2f类的具体用法?C++ Point2f怎么用?C++ Point2f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Point2f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: pixelDiff

double Parameters::pixelDiff(Shot &test, CMeshO &mesh)
{
	double maxdist = 0.0;
	double avedist = 0.0;
	int count = 0;
	CMeshO::VertexIterator vi;
	for(vi = pointSamples->vert.begin(); vi != pointSamples->vert.end(); ++vi ) 
	{
   		vcg::Point3f c;
		c.Import((*vi).P());
		Point2f diff = pixelDiff(test, c);
		double dd = diff.Norm();
		if(dd <= 0) continue; //outside of viewpoint
		if(dd > maxdist) maxdist = dd;
		avedist += dd*dd;
		count++;
    }
	//for(int i = 0; i < nsamples; i++)
	//{
	//	double r = (double)rand() / ((double)(RAND_MAX)+(double)(1));
	//	double g = (double)rand() / ((double)(RAND_MAX)+(double)(1));
	//	r = r*16000*16000+g*16000;
	//	int v = ((int)r)%(mesh.vert.size());
	//	vcg::Point3d c;
	//	c.Import(mesh.vert[v].P());
	//	Point2d diff = pixelDiff(test, c);
	//	double dd = diff.Norm();
	//	if(dd <= 0) continue; //outside of viewpoint
	//	if(dd > maxdist) maxdist = dd;
	//	avedist += dd*dd;
	//	count++;
	//}
	if(max_norm) return maxdist;
	return sqrt(avedist/count);
}
开发者ID:GuoXinxiao,项目名称:meshlab,代码行数:35,代码来源:parameters.cpp

示例2: isClose

	bool SplineControl::isClose(const Point2f &p)
	{
		float val = getValue(p.getX());
		float distance = fabs((p.getY() / height) - (1.0f - val));

		return distance < (1.0f * FINGER_RANGE_FACTOR);
	}
开发者ID:jonathanhook,项目名称:Waves,代码行数:7,代码来源:SplineControl.cpp

示例3: delta

Eigen::Matrix4d View::calcProjectionMatrix(Point2f frameBufferSize,float margin)
{
	float near=0,far=0;
	Point2d frustLL,frustUR;
	frustLL.x() = -imagePlaneSize * (1.0 + margin);
	frustUR.x() = imagePlaneSize * (1.0 + margin);
	double ratio =  ((double)frameBufferSize.y() / (double)frameBufferSize.x());
	frustLL.y() = -imagePlaneSize * ratio * (1.0 + margin);
	frustUR.y() = imagePlaneSize * ratio * (1.0 + margin);
	near = nearPlane;
	far = farPlane;
    
    
    // Borrowed from the "OpenGL ES 2.0 Programming" book
    Eigen::Matrix4d projMat;
    Point3d delta(frustUR.x()-frustLL.x(),frustUR.y()-frustLL.y(),far-near);
    projMat.setIdentity();
    projMat(0,0) = 2.0f * near / delta.x();
    projMat(1,0) = projMat(2,0) = projMat(3,0) = 0.0f;
    
    projMat(1,1) = 2.0f * near / delta.y();
    projMat(0,1) = projMat(2,1) = projMat(3,1) = 0.0f;
    
    projMat(0,2) = (frustUR.x()+frustLL.x()) / delta.x();
    projMat(1,2) = (frustUR.y()+frustLL.y()) / delta.y();
    projMat(2,2) = -(near + far ) / delta.z();
    projMat(3,2) = -1.0f;
    
    projMat(2,3) = -2.0f * near * far / delta.z();
    projMat(0,3) = projMat(1,3) = projMat(3,3) = 0.0f;
    
    return projMat;
}
开发者ID:mousebird,项目名称:WhirlyGlobe,代码行数:33,代码来源:WhirlyKitView.cpp

示例4: sample

    /// Sample the BRDF
    Color3f sample(BSDFQueryRecord &bRec, const Point2f &sample) const {
        if (Frame::cosTheta(bRec.wi) <= 0)
            return Color3f(0.0f);
        bRec.measure = ESolidAngle;
        /* Warp a uniformly distributed sample on [0,1]^2
        to a direction on a cosine-weighted hemisphere */
        if (sample.x() < m_ks) {
            float x = sample.x()/m_ks;
            Vector3f n = Warp::squareToBeckmann(Point2f(x, sample.y()), m_alpha);
            bRec.wo = (2.0f * bRec.wi.dot(n) * n - bRec.wi );

        }
        else {
            float x = (sample.x() - m_ks) / (1.0f - m_ks);
            bRec.wo = Warp::squareToCosineHemisphere(Point2f(x,sample.y()));
        }
        if(Frame::cosTheta(bRec.wo) <= 0) {
            return Color3f(0.0f);
        }

        /* Relative index of refraction: no change */
        bRec.eta = 1.0f;
        float pdfVal = pdf(bRec);
        return (pdfVal != 0.0f) ? Color3f(eval(bRec) * Frame::cosTheta(bRec.wo) / pdfVal) : Color3f(0.0f);

    }
开发者ID:valdersoul,项目名称:NoriV2,代码行数:27,代码来源:microfacetBRDF.cpp

示例5: assert

    void Body::Update(float dt)
    {
        //-------------------------------------------------------
        // Integrate position (verlet integration)
        //-------------------------------------------------------
        Point2f xAccel  = netForce * invMass;
        pos += velocity * dt;// + 0.5f * xAccel * dt*dt;
        orientation += angVelocity * dt;

        assert(xAccel.Length() < 1e3);
        //-------------------------------------------------------
        // Integrate velocity (implicit linear velocity)
        //-------------------------------------------------------
        velocity += xAccel * dt;
        angVelocity += netTorque * (invInertia * dt);

        //-------------------------------------------------------
        // clear forces
        //-------------------------------------------------------
        netForce = Point2f(0.0f, 0.0f);
        netTorque = 0.0f;

        if (shape)
            shape->update();
    }
开发者ID:kaikai2,项目名称:tankwarca,代码行数:25,代码来源:verlet.cpp

示例6: Explode

void Bullet::step(float gameTime, float deltaTime)
{
    Point2f delta = dest_pos - pos;
    float len;
    if (!bExplode)
    {
        len = delta.DotProduct();
        if (len < 1)
        {
            bExplode = false;
            explodePos = pos;
            Explode(gameTime);
            return;
        }
    }
    else
    {
        bExplode = false;
        Explode(gameTime);
        return;
    }
    Point2f vel = delta.Normalize(min(sqrtf(len) / deltaTime, speed));// 可能引发爆发事件
    collisionEntity.getBody().setVelocity(vel);
    collisionEntity.getBody().Update(deltaTime);
}
开发者ID:kaikai2,项目名称:tankwarca,代码行数:25,代码来源:bullet.cpp

示例7: contains

bool Rect::contains(Point2f const & p) const
{
	float left = m_corner.x();
	float right = left + width();
	float bottom = m_corner.y();
	float top = bottom + height();

	return p.x() >= left && p.x() <= right && p.y() >= bottom && p.y() <= top;
}
开发者ID:bjandras,项目名称:Newtown,代码行数:9,代码来源:rect.cpp

示例8: squareToUniformDisk

Vector3f Warp::squareToCosineHemisphere(const Point2f &sample) {
    //create a sample which is cosine weighted
   Point2f ptOnDisk =  squareToUniformDisk(sample);

   //compute the Z value
   return Vector3f(ptOnDisk(0), ptOnDisk(1), sqrt(1.0 - ptOnDisk.squaredNorm()));


}
开发者ID:valdersoul,项目名称:NoriV2,代码行数:9,代码来源:warp.cpp

示例9: Point2f

void Player::step(float gameTime, float deltaTime)
{
    gameTime, deltaTime;

    Point2f dir = Point2f(400, 300) - pos;
    float speed = 1 * MainGameState::getSingleton().getTimeScale();
    dir.Normalize(speed);
    pos += dir;
}
开发者ID:kaikai2,项目名称:hitca,代码行数:9,代码来源:player.cpp

示例10: assert

	void WMTouchEventSource::touchUp(TOUCHINPUT *ti)
	{
		assert(ti);

		if(eventCallback != NULL) 
		{
			Point2f p = convert(ti);
			eventCallback(ti->dwID, p.getX(),p.getY(), FingerEventArgs::EventType::FINGER_REMOVED);
		}
	}
开发者ID:jonathanhook,项目名称:PhysicsSynth,代码行数:10,代码来源:WMTouchEventSource.cpp

示例11: sample

void Mesh::samplePosition(const Point2f &_sample, Point3f &p, Normal3f &n) const {
	Point2f sample(_sample);

	/* First, sample a triangle with respect to surface area */
	size_t index = m_distr.sampleReuse(sample.x());

	/* Lookup vertex positions for the chosen triangle */
	int i0 = m_indices[3*index],
		i1 = m_indices[3*index+1],
		i2 = m_indices[3*index+2];

	const Point3f
		&p0 = m_vertexPositions[i0],
		&p1 = m_vertexPositions[i1],
		&p2 = m_vertexPositions[i2];

	/* Sample a position in barycentric coordinates */
	Point2f b = squareToUniformTriangle(sample);
	
	p = p0 * (1.0f - b.x() - b.y()) + p1 * b.x() + p2 * b.y();

	/* Also provide a normal (interpolated if vertex normals are provided) */
	if (m_vertexNormals) {
		const Normal3f 
			&n0 = m_vertexNormals[i0],
			&n1 = m_vertexNormals[i1],
			&n2 = m_vertexNormals[i2];
		n = (n0 * (1.0f - b.x() - b.y()) + n1 * b.x() + n2 * b.y()).normalized();
	} else {
		n = (p1-p0).cross(p2-p0).normalized();
	}
}
开发者ID:UIKit0,项目名称:nori,代码行数:32,代码来源:mesh.cpp

示例12: screenSizeInDisplayCoords

Point2d View::screenSizeInDisplayCoords(Point2f &frameSize)
{
    Point2d screenSize(0,0);
    if (frameSize.x() == 0.0 || frameSize.y() == 0.0)
        return screenSize;
    
    screenSize.x() = tan(fieldOfView/2.0) * heightAboveSurface() * 2.0;
    screenSize.y() = screenSize.x() / frameSize.x() * frameSize.y();
    
    return screenSize;
}
开发者ID:mousebird,项目名称:WhirlyGlobe,代码行数:11,代码来源:WhirlyKitView.cpp

示例13: int

void TargetIndicator::GraphicEntity::render(float gameTime, float deltaTime)
{
    int frameTime = int(gameTime * 60);
    const Rectf viewerRange(-379, 379, -279, 279); // slightly smaller than windowViewRange
    const Point2f &windowSize = iRenderQueue::getSingleton().getWindowSize();
    const Rectf windowRange(0, windowSize.x, 0, windowSize.y);
    const Rectf windowViewRange(windowRange.leftTop.x + 20, windowRange.rightBottom.x - 20, windowRange.leftTop.y + 20, windowRange.rightBottom.y - 20);
    const Point2f posOffset(windowRange.rightBottom / 2);
    const Point2f viewerPos = iRenderQueue::getSingleton().getViewerPos() + posOffset;
    Point2f pos;

    deltaTime;

    for (vector<iAttacheeEntity*>::const_iterator ie = getEntity().entities.begin(); ie != getEntity().entities.end(); ++ie)
    {
        if (((iTargetEntity*)*ie)->getEntity().getStatus(ESI_Position, &pos))
        {
            Point2f dir = pos - viewerPos;
            if (viewerRange & dir)
                continue;

            if (dir.Length() > 500)
                continue;

            float direction = -atan2(dir.y, dir.x);

            if (fabs(dir.x) > 1e-5)
            {
                Point2f pos = dir * (viewerRange.rightBottom.x / fabs(dir.x)) + posOffset;
                if (windowViewRange & pos)
                    iRenderQueue::getSingleton().render(pos, direction, frameTime, anim, GLI_UI, true);
                else
                {
                    pos = dir * (viewerRange.rightBottom.y / fabs(dir.y)) + posOffset;
                    //if (windowViewRange & pos)
                        iRenderQueue::getSingleton().render(pos, direction, frameTime, anim, GLI_UI, true);
                }
            }
            else
            {
                assert(fabs(dir.y) > 1e-5);
                Point2f pos = dir * (viewerRange.rightBottom.y / fabs(dir.y)) + posOffset;
                if (windowViewRange & pos)
                    iRenderQueue::getSingleton().render(pos, direction, frameTime, anim, GLI_UI, true);
                else
                {
                    pos = dir * (viewerRange.rightBottom.x / fabs(dir.x)) + posOffset;
                    //if (windowViewRange & pos)
                        iRenderQueue::getSingleton().render(pos, direction, frameTime, anim, GLI_UI, true);
                }
            }
        }
    }
}
开发者ID:kaikai2,项目名称:tankwarca,代码行数:54,代码来源:targetIndicator.cpp

示例14: numPoints

void Polygon::buildQPolygon()
{
	int const n = numPoints();
	m_qpolygon = QPolygonF(n);

	for (int i = 0; i < n; ++i)
	{
		Point2f p = m_points[i];
		m_qpolygon[i] = QPointF(p.x(), p.y());
	}
}
开发者ID:bjandras,项目名称:Newtown,代码行数:11,代码来源:polygon.cpp

示例15: updateFingerPosition

	void PressAndHold::updateFingerPosition(const Point2f &newPosition)
	{
		float dx	= position.getX() - newPosition.getX();
		float dy	= position.getY() - newPosition.getY();
		float d		= sqrt((dx * dx) + (dy * dy));
	
		if(d >= THRESHOLD)
		{
			markedForDelete = true;
		}
	}
开发者ID:jonathanhook,项目名称:PhysicsSynth,代码行数:11,代码来源:PressAndHold.cpp


注:本文中的Point2f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。