本文整理汇总了C++中QMatrix4x4::isIdentity方法的典型用法代码示例。如果您正苦于以下问题:C++ QMatrix4x4::isIdentity方法的具体用法?C++ QMatrix4x4::isIdentity怎么用?C++ QMatrix4x4::isIdentity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QMatrix4x4
的用法示例。
在下文中一共展示了QMatrix4x4::isIdentity方法的3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: updateState
void QSGTextMaskShader::updateState(const RenderState &state, QSGMaterial *newEffect, QSGMaterial *oldEffect)
{
QSGTextMaskMaterial *material = static_cast<QSGTextMaskMaterial *>(newEffect);
QSGTextMaskMaterial *oldMaterial = static_cast<QSGTextMaskMaterial *>(oldEffect);
Q_ASSERT(oldEffect == 0 || newEffect->type() == oldEffect->type());
bool updated = material->ensureUpToDate();
Q_ASSERT(material->texture());
Q_ASSERT(oldMaterial == 0 || oldMaterial->texture());
if (updated
|| oldMaterial == 0
|| oldMaterial->texture()->textureId() != material->texture()->textureId()) {
program()->setUniformValue(m_textureScale_id, QVector2D(1.0 / material->cacheTextureWidth(),
1.0 / material->cacheTextureHeight()));
glBindTexture(GL_TEXTURE_2D, material->texture()->textureId());
// Set the mag/min filters to be nearest. We only need to do this when the texture
// has been recreated.
if (updated) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
if (state.isMatrixDirty()) {
QMatrix4x4 transform = state.modelViewMatrix();
qreal xTranslation = transform(0, 3);
qreal yTranslation = transform(1, 3);
// Remove translation and check identity to see if matrix is only translating.
// If it is, we can round the translation to make sure the text is pixel aligned,
// which is the only thing that works with GL_NEAREST filtering. Adding rotations
// and scales to native rendered text is not a prioritized use case, since the
// default rendering type is designed for that.
transform(0, 3) = 0.0;
transform(1, 3) = 0.0;
if (transform.isIdentity()) {
transform(0, 3) = qRound(xTranslation);
transform(1, 3) = qRound(yTranslation);
transform = state.projectionMatrix() * transform;
program()->setUniformValue(m_matrix_id, transform);
} else {
program()->setUniformValue(m_matrix_id, state.combinedMatrix());
}
}
}
示例2: appendPin
static void appendPin(int subdivisions, float radius, float length, const QColor &col, GeometryData* geom, const QMatrix4x4 &transform = QMatrix4x4())
{
Q_ASSERT(subdivisions >= 3);
GeometryData temp;
temp.setDataFormat(GeometryData::PositionNormalColor);
// Create vertices at the end of the pin.
// These have x = 1, and y and z vary.
float angleDelta = 1.0f/(float)subdivisions;
for ( int i = 0; i < subdivisions; i++ )
{
float rot = i * angleDelta * 2.0f * M_PI;
float yDisplacement = (float)radius * qCos(rot);
float zDisplacement = (float)radius * qSin(rot);
// TODO: Normal
temp.appendVertex(QVector3D(length, yDisplacement, zDisplacement), QVector3D(), col);
}
// Create the origin vertex.
temp.appendVertex(QVector3D(0,0,0), QVector3D(), col);
// Create each of the outer faces.
int originIndex = temp.vertexCount() - 1;
for ( int i = 0; i < subdivisions; i++ )
{
int index0 = i;
int index1 = i == (subdivisions - 1) ? 0 : i+1;
temp.appendIndexTriangle(originIndex, index1, index0);
}
// Create the end face.
for ( int i = 1; i < subdivisions-1; i++ )
{
temp.appendIndexTriangle(0, i, i+1);
}
if ( !transform.isIdentity() )
{
temp.transform(transform);
}
geom->append(temp);
}
示例3: if
QDebug operator<<(QDebug d, const QSGTransformNode *n)
{
if (!n) {
d << "TransformNode(null)";
return d;
}
const QMatrix4x4 m = n->matrix();
d << "TransformNode(";
d << hex << (const void *) n << dec;
if (m.isIdentity())
d << "identity";
else if (m.determinant() == 1 && m(0, 0) == 1 && m(1, 1) == 1 && m(2, 2) == 1)
d << "translate" << m(0, 3) << m(1, 3) << m(2, 3);
else
d << "det=" << n->matrix().determinant();
#ifdef QSG_RUNTIME_DESCRIPTION
d << QSGNodePrivate::description(n);
#endif
d << (n->isSubtreeBlocked() ? "*BLOCKED*" : "");
d << ')';
return d;
}