本文整理汇总了C++中Point2f::x方法的典型用法代码示例。如果您正苦于以下问题:C++ Point2f::x方法的具体用法?C++ Point2f::x怎么用?C++ Point2f::x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Point2f
的用法示例。
在下文中一共展示了Point2f::x方法的11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: samplePosition
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();
}
}
示例2: 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);
}
示例3: 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;
}
示例4: 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;
}
示例5: squareToSchlick
Vector3f Warp::squareToSchlick(const Point2f &sample, float k) {
//use the inverse methode
if(k == 0.0){
return Warp::squareToUniformSphere(sample);
}
float cosTheta = ((k + 2.0f * sample.x() - 1.0f ) / ( k * (2.0f * sample.x() - 1.0f ) + 1.0f));
float acostheta = acos(cosTheta);
float phi = 2.0f * M_PI * sample.y();
return Vector3f(sin(acostheta) * cos(phi), sin(acostheta) * sin(phi), cos(acostheta));
}
示例6: 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;
}
示例7: buildQPolygon
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());
}
}
示例8: sampleRay
Spectrum PerspectiveSensor::sampleRay(Ray3f& ray, const Point2f& samplePosition, const Point2f& apertureSample) const
{
Point3f nearPoint = m_sampleToCamera * Point3f(
samplePosition.x() * m_invImageSize.x(),
samplePosition.y() * m_invImageSize.y(), 0.f);
Vector3f dir = nearPoint.normalized();
float invZ = 1.f / dir.z();
ray.o = m_cameraToWorld * Point3f(0.f, 0.f, 0.f);
ray.d = m_cameraToWorld * dir;
ray.minT = m_nearClip * invZ;
ray.maxT = m_farClip * invZ;
ray.update();
return Spectrum(1.f);
}
示例9: getDerivedPosition
void InternalWindow::TitleBar::draw(DrawingContext& drawingContext) {
std::shared_ptr<const Material> material;
Point2f position;
// Background of title bar
position = getDerivedPosition();
position -= Vector2f(BORDER_PIXELS * 2, 0.0f);
material = std::make_shared<const Material>(_titleBarTexture.get(), Ego::Math::Colour4f::white(), true);
_gameEngine->getUIManager()->drawImage(position, Vector2f(getWidth() + BORDER_PIXELS * 4, getHeight()), material);
// Title string (centered on title bar)
position = getDerivedPosition();
position += Vector2f(getWidth() / 2.0f - _textWidth / 2.0f, 12);
_font->drawText(_title, position.x(), position.y(), Colour4f(0.28f, 0.16f, 0.07f, 1.0f));
//Skull texture (centered above top border of title bar)
const int skullWidth = _titleSkullTexture.get_ptr()->getWidth() / 2;
const int skullHeight = _titleSkullTexture.get_ptr()->getHeight() / 2;
material = std::make_shared<const Material>(_titleSkullTexture.get(), Ego::Math::Colour4f::white(), true);
position = getDerivedPosition();
position += Vector2f(getWidth() / 2.0f - skullWidth / 2.0f, -skullHeight / 2.0f);
_gameEngine->getUIManager()->drawImage(position, Vector2f(skullWidth, skullHeight), material);
}
示例10: pointUnproject
Point3d View::pointUnproject(Point2f screenPt,unsigned int frameWidth,unsigned int frameHeight,bool clip)
{
Point2d ll,ur;
double near,far;
calcFrustumWidth(frameWidth,frameHeight,ll,ur,near,far);
// Calculate a parameteric value and flip the y/v
double u = screenPt.x() / frameWidth;
if (clip)
{
u = std::max(0.0,u); u = std::min(1.0,u);
}
double v = screenPt.y() / frameHeight;
if (clip)
{
v = std::max(0.0,v); v = std::min(1.0,v);
}
v = 1.0 - v;
// Now come up with a point in 3 space between ll and ur
Point2d mid(u * (ur.x()-ll.x()) + ll.x(), v * (ur.y()-ll.y()) + ll.y());
return Point3d(mid.x(),mid.y(),-near);
}
示例11: contains
bool Polygon::contains(Point2f const & p) const
{
return m_qpolygon.containsPoint(QPointF(p.x(), p.y()), Qt::OddEvenFill);
}