本文整理汇总了C++中QMatrix4x4::scale方法的典型用法代码示例。如果您正苦于以下问题:C++ QMatrix4x4::scale方法的具体用法?C++ QMatrix4x4::scale怎么用?C++ QMatrix4x4::scale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::scale方法的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: updateTransform
void MultiTrackPlotter::updateTransform()
{
qreal y_scaling = 1.0;
y_scaling *= m_height * 0.5;
if (!m_overlay && m_channel_count > 1)
y_scaling /= m_channel_count;
qreal x_scaling = m_width;
if (m_frame_count > 1)
x_scaling /= (m_frame_count - 1);
for (int idx = 0; idx < m_channel_count; ++idx)
{
qreal y_translation = 1.0;
if (!m_overlay)
y_translation += idx * 2.0;
QMatrix4x4 matrix;
matrix.scale(x_scaling, y_scaling);
matrix.translate(0.0, y_translation);
matrix.scale(1.0, -m_scaling); // flip y axis!
QSGTransformNode *transformNode = static_cast<QSGTransformNode*>( childAtIndex(idx) );;
transformNode->setMatrix(matrix);
}
}
示例2: color
template <typename R> void call(R *r) {
using V = decltype(declval<typename R::Cell>().getPosition());
const auto &view = r->getViewMatrix();
const auto &projection = r->getProjectionMatrix();
shader.bind();
disk.vao.bind();
QVector4D color(0.9f, 0.9f, 0.05f, 1.0f);
shader.setUniformValue(shader.uniformLocation("color"), color);
shader.setUniformValue(shader.uniformLocation("projection"), projection);
shader.setUniformValue(shader.uniformLocation("view"), view);
for (auto &con : r->getScenario().getWorld().cellCellConnections) {
auto &cc = con.second;
QMatrix4x4 model;
model.translate(
toQV3D(cc.cells.first->getPosition() + cc.normal * cc.midpoint.first));
auto rot = V::getRotation(V(0, 0, 1), cc.normal);
model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
float rad = static_cast<float>(sqrt(cc.sqradius));
model.scale(rad, rad, rad);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
}
color = QVector4D(0.1f, 0.7f, 0.f, 1.0f);
shader.setUniformValue(shader.uniformLocation("color"), color);
for (auto &con : r->getScenario().getWorld().cellCellConnections) {
auto &cc = con.second;
QMatrix4x4 model;
model.translate(toQV3D(cc.cells.first->getPosition() +
cc.icb.first.currentBasis.X * cc.midpoint.first));
auto rot = V::getRotation(V(0, 0, 1), cc.icb.first.currentBasis.X);
model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
float rad = static_cast<float>(sqrt(cc.sqradius));
model.scale(rad, rad, rad);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
}
color = QVector4D(0.f, 0.1f, 0.7f, 1.0f);
shader.setUniformValue(shader.uniformLocation("color"), color);
for (auto &con : r->getScenario().getWorld().cellCellConnections) {
auto &cc = con.second;
QMatrix4x4 model;
model.translate(toQV3D(cc.cells.second->getPosition() +
cc.icb.second.currentBasis.X * cc.midpoint.second));
auto rot = V::getRotation(V(0, 0, 1), cc.icb.second.currentBasis.X);
model.rotate(rot.teta * 180.0 / M_PI, toQV3D(rot.n));
float rad = static_cast<float>(sqrt(cc.sqradius));
model.scale(rad, rad, rad);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
GL->glDrawElements(GL_TRIANGLES, disk.indices.size(), GL_UNSIGNED_INT, 0);
}
disk.vao.release();
shader.release();
}
示例3: view_matrix
QMatrix4x4 Canvas::view_matrix() const
{
QMatrix4x4 m;
if (width() > height())
{
m.scale(-height() / float(width()), 1, 0.5);
}
else
{
m.scale(-1, width() / float(height()), 0.5);
}
m.scale(zoom, zoom, 1);
return m;
}
示例4: call
template <typename R> void call(R *r) {
const auto &view = r->getViewMatrix();
const auto &projection = r->getProjectionMatrix();
for (auto &con : r->getScenario().getWorld().cellCellConnections) {
auto &cc = con.second;
shader.bind();
cube.vao.bind();
QColor color = QColor::fromHsvF(0.7, 0.7, 0.7);
shader.setUniformValue(shader.uniformLocation("color"), color);
shader.setUniformValue(shader.uniformLocation("projection"), projection);
shader.setUniformValue(shader.uniformLocation("view"), view);
// first
QMatrix4x4 model;
auto ab =
toQV3D(cc.targets.first.b.X.rotated(cc.cells.first->getOrientationRotation()) *
cc.targets.first.d);
model.translate(toQV3D(cc.cells.first->getPosition()) + ab * 0.5);
auto dp = ab.normalized().x();
if (dp != 1 && dp != -1) {
model.rotate(acos(dp) * 180.0 / M_PI,
QVector3D::crossProduct(QVector3D(1, 0, 0), ab));
model.scale(ab.length() * 0.5, 1.0, 1.0);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
GL->glDrawElements(GL_TRIANGLES, cube.indices.size(), GL_UNSIGNED_INT, 0);
}
// second
color = QColor::fromHsvF(0.3, 0.7, 0.7);
shader.setUniformValue(shader.uniformLocation("color"), color);
model = QMatrix4x4();
ab = toQV3D(
cc.targets.second.b.X.rotated(cc.cells.second->getOrientationRotation()) *
cc.targets.second.d);
model.translate(toQV3D(cc.cells.second->getPosition()) + ab * 0.5);
dp = ab.normalized().x();
if (dp != 1 && dp != -1) {
model.rotate(acos(dp) * 180.0 / M_PI,
QVector3D::crossProduct(QVector3D(1, 0, 0), ab));
model.scale(ab.length() * 0.5, 1.0, 1.0);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
GL->glDrawElements(GL_TRIANGLES, cube.indices.size(), GL_UNSIGNED_INT, 0);
}
cube.vao.release();
shader.release();
}
}
示例5: transformQuad
void HgTransformedQuad::transformQuad(int index, const QMatrix4x4& projView, HgQuad* quad,
qreal mirroringPlaneY, const QVector2D& translate, const QPointF& center,
const QSizeF& windowSize)
{
mIndex = index;
mQuad = quad;
QMatrix4x4 tm;
tm.setToIdentity();
tm.rotate(quad->outerRotation());
if (mQuad->mirrorImageEnabled())
{
computeMirroredPoints(tm, projView, mirroringPlaneY, translate, center, windowSize);
}
tm.translate(quad->position());
tm.rotate(quad->rotation());
tm.scale(quad->scale().x(), quad->scale().y());
tm = projView * tm;
perspectiveTransformPoints(mTransformedPoints, tm, center, windowSize);
for (int i = 0; i < 4; i++)
mTransformedPoints[i] += translate;
}
示例6: paintGL
void Widget::paintGL()
{
glClearColor(.3, .4, .5, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
myShader.bind();
QMatrix4x4 modelview;
modelview.perspective(70, 1.0 * this->width() / this->height(), 0.1, 100);
QVector3D to = QVector3D(sin(yaw) * cos(pitch), cos(yaw) * cos(pitch), sin(pitch));
move();
modelview.lookAt(from, from + to, QVector3D(0, 0, 1));
myShader.setUniformValue("mvp", modelview);
groundMesh.draw(this, &myShader);
modelview.scale(2);
myShader.setUniformValue("mvp", modelview);
torusMesh.draw(this, &myShader);
myShader.release();
// TODO: use QOpenGLDebugLogger
}
示例7: preprocess
void QSGAnimatorNode::preprocess()
{
QSGNode::preprocess();
if (m_controller->isInitialized()) {
if (m_transformNode) {
qreal x = m_controller->registeredProperty("x")->value().toReal();
qreal y = m_controller->registeredProperty("y")->value().toReal();
QMatrix4x4 m = m_controller->transformMatrix();
QPointF transformOrigin = m_controller->registeredProperty("transformOriginPoint")->value().toPointF();
qreal scale = m_controller->registeredProperty("scale")->value().toReal();
qreal rotation = m_controller->registeredProperty("rotation")->value().toReal();
m.translate(transformOrigin.x(), transformOrigin.y());
m.translate(x, y);
m.scale(scale);
m.rotate(rotation, 0, 0, 1);
m.translate(-transformOrigin.x(), -transformOrigin.y());
m_transformNode->setMatrix(m);
if (m_controller->isUpdating())
m_transformNode->markDirty(QSGNode::DirtyMatrix);
}
if (m_opacityNode) {
qreal opacity = m_controller->registeredProperty("opacity")->value().toReal();
m_opacityNode->setOpacity(qMin(qreal(MAX_OPACITY), qMax(qreal(MIN_OPACITY), opacity)));
if (m_controller->isUpdating())
m_opacityNode->markDirty(QSGNode::DirtyOpacity);
}
}
}
示例8: paintGL
void SurfaceGraph::paintGL()
{
// Clear color and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
texture->bind();
// Calculate model view transformation
QMatrix4x4 matrix;
matrix.translate(0.0, 0.0, -5.0);
matrix.rotate(rotation);
matrix.scale(zoom,zoom,zoom);
// Set modelview-projection matrix
program.setUniformValue("mvp_matrix", projection * matrix);
// Use texture unit 0 (which file to use)
program.setUniformValue("texture", 0);
// Draw geometry
geometries->drawGeometry(&program);
if (display_lines)
{
geometries->drawLineGeometry(&program);
geometries->drawPointGeometry(&program);
}
}
示例9: applyScaleAndBindProgram
void AvatarVoxelSystem::applyScaleAndBindProgram(bool texture) {
_skinProgram.bind();
// the base matrix includes centering and scale
QMatrix4x4 baseMatrix;
baseMatrix.scale(_treeScale);
baseMatrix.translate(-0.5f, -0.5f, -0.5f);
// bone matrices include joint transforms
QMatrix4x4 boneMatrices[NUM_AVATAR_JOINTS];
for (int i = 0; i < NUM_AVATAR_JOINTS; i++) {
glm::vec3 position;
glm::quat orientation;
_avatar->getBodyBallTransform((AvatarJointID)i, position, orientation);
boneMatrices[i].translate(position.x, position.y, position.z);
orientation = orientation * glm::inverse(_avatar->getSkeleton().joint[i].absoluteBindPoseRotation);
boneMatrices[i].rotate(QQuaternion(orientation.w, orientation.x, orientation.y, orientation.z));
const glm::vec3& bindPosition = _avatar->getSkeleton().joint[i].absoluteBindPosePosition;
boneMatrices[i].translate(-bindPosition.x, -bindPosition.y, -bindPosition.z);
boneMatrices[i] *= baseMatrix;
}
_skinProgram.setUniformValueArray(_boneMatricesLocation, boneMatrices, NUM_AVATAR_JOINTS);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneIndicesID);
glVertexAttribPointer(_boneIndicesLocation, BONE_ELEMENTS_PER_VERTEX, GL_UNSIGNED_BYTE, false, 0, 0);
_skinProgram.enableAttributeArray(_boneIndicesLocation);
glBindBuffer(GL_ARRAY_BUFFER, _vboBoneWeightsID);
_skinProgram.setAttributeBuffer(_boneWeightsLocation, GL_FLOAT, 0, BONE_ELEMENTS_PER_VERTEX);
_skinProgram.enableAttributeArray(_boneWeightsLocation);
}
示例10: col
template <typename R> void call(R *r) {
const auto &view = r->getViewMatrix();
const auto &projection = r->getProjectionMatrix();
shader.bind();
sphere.vao.bind();
texture->bind(0);
shader.setUniformValue(shader.uniformLocation("projection"), projection);
shader.setUniformValue(shader.uniformLocation("view"), view);
for (auto &n : r->getScenario().nutrientSources) {
QMatrix4x4 model;
model.translate(n.pos.x(), n.pos.y(), n.pos.z());
double c = n.content / n.initialcontent;
double l = 15.0 + sqrt(n.sqradius * c) * 0.05;
model.scale(l, l, l);
QMatrix4x4 nmatrix = (model).inverted().transposed();
shader.setUniformValue(shader.uniformLocation("model"), model);
shader.setUniformValue(shader.uniformLocation("normalMatrix"), nmatrix);
auto hsv = QColor::fromHsvF(c * 0.35, 0.9, 0.9);
QVector4D col(hsv.redF(), hsv.greenF(), hsv.blueF(), 0.5);
std::cerr << "c = " << c << ", r = " << col.x() << std::endl;
shader.setUniformValue(shader.uniformLocation("color"), col);
GL->glDrawElements(GL_TRIANGLES, sphere.indices.size(), GL_UNSIGNED_INT, 0);
}
sphere.vao.release();
shader.release();
}
示例11: centerIn
QMatrix4x4 centerIn(const QRectF& content, const QRectF& frame)
{
const qreal contentSize = std::max(content.width(), content.height());
const qreal frameSize = std::min(frame.width(), frame.height());
qreal scale{1};
if (frameSize < contentSize)
{
scale = frameSize / contentSize;
}
const QSizeF scaledContentSize = QSizeF(content.size()) * scale;
const qreal dx = (frame.width() - scaledContentSize.width()) / 2.0;
const qreal dy = (frame.height() - scaledContentSize.height()) / 2.0;
QPointF translate = QPointF(-content.topLeft());
translate += (QPointF(dx, dy) * (1 / scale));
QMatrix4x4 matrix;
matrix.scale(scale);
matrix.translate(translate.x(), translate.y());
return matrix;
}
示例12: TextureData
ImageData::ImageData(const QSize &size, const Format::Id format, const GLubyte *const data) :
TextureData(size, format, data), rect(QPoint(0, 0), size),
projectionMatrix([this]() {
const float halfWidth = (float)this->size.width() / 2.f;
const float halfHeight = (float)this->size.height() / 2.f;
QMatrix4x4 temp;
temp.scale(1.f / (float)halfWidth, 1.f / (float)halfHeight);
temp.translate(-halfWidth, -halfHeight);
return temp; }()),
vertexArray([this](){
GLuint vertexArray;
glGenVertexArrays(1, &vertexArray);
return vertexArray; }()),
vertexBuffer([this](){
GLuint vertexBuffer;
glGenBuffers((GLsizei)1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
const GLfloat vertices[][2] = {
{0.f, 0.f},
{(GLfloat)this->size.width(), 0.f},
{(GLfloat)this->size.width(), (GLfloat)this->size.height()},
{0.f, (GLfloat)this->size.height()},
};
glBufferData(GL_ARRAY_BUFFER, 4 * 2 * sizeof(GLfloat), vertices, GL_STATIC_DRAW);
return vertexBuffer; }())
{
}
示例13: getMatrix
QMatrix4x4 ModelInterface::getMatrix(const aiMatrix4x4* m)
{
QMatrix4x4 nodeMatrix;
if(m->IsIdentity())
return nodeMatrix;
aiQuaternion rotation;
aiVector3D position;
aiVector3D scale;
m->Decompose(scale, rotation, position);
QVector3D qscale(scale.x,scale.y, scale.z);
QVector3D qposition(position.x, position.y, position.z);
QQuaternion qrotation(rotation.w, rotation.x, rotation.y, rotation.z);
if(!qscale.isNull())
nodeMatrix.scale(qscale);
if(!qposition.isNull())
nodeMatrix.translate(qposition);
if(!qrotation.isNull())
nodeMatrix.rotate(qrotation);
return nodeMatrix;
}
示例14: draw
void BeamRendererComponent::draw( int /* timeLapse */ )
{
QMatrix4x4 transform = gameObject()->transform();
transform.translate( 0, 0, 0.01f );
transform.scale( d->size.width() / 2, d->size.width() / 2 );
d->baseItem->setTransform( transform );
transform = gameObject()->transform();
transform.translate( 0, d->size.height() / 2 );
transform.scale( d->size.width() / 2, d->size.height() / 2 );
d->beamItem->setTransform( transform );
transform = gameObject()->transform();
transform.translate( 0, d->size.height(), 0.01f );
transform.scale( d->size.width() / 2, d->size.width() / 2 );
d->tipItem->setTransform( transform );
}
示例15: modelMatrix
QMatrix4x4 Transformable::modelMatrix() const {
QMatrix4x4 mat;
mat.translate(m_position);
mat.scale(m_scale);
//mat.rotate(m_rotation);
mat.rotate(m_rotation.scalar(), m_rotation.x(), m_rotation.y(), m_rotation.z());
return mat;
}