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C++ QMatrix4x4::translate方法代码示例

本文整理汇总了C++中QMatrix4x4::translate方法的典型用法代码示例。如果您正苦于以下问题:C++ QMatrix4x4::translate方法的具体用法?C++ QMatrix4x4::translate怎么用?C++ QMatrix4x4::translate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QMatrix4x4的用法示例。


在下文中一共展示了QMatrix4x4::translate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: 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);
        }
    }
}
开发者ID:shrikantd,项目名称:playground-scenegraph,代码行数:31,代码来源:qsganimatornode.cpp

示例2: render

void SatHorizon::render(QMatrix4x4 projection, float distance, QQuaternion quat, QVector3D posnorm, float alt, QColor rendercolor)
{

    float radius = sqrt( alt * alt - 1 ) / alt;

    float theta = acos(QVector3D::dotProduct(QVector3D(0,0,1), posnorm));
    QVector3D vecnorm = QVector3D::crossProduct(QVector3D(0,0,1), posnorm);
    vecnorm.normalize();

    createCircleBuffer(radius, SEGMENTS);

    QMatrix4x4 modelview;
    modelview.translate(0.0, 0.0, distance);
    modelview.rotate(quat);

    modelview.translate(posnorm * (1/alt) * (alt > 1.5 ? 1.0015 : 1.0001));
    modelview.rotate(theta * 180.0f/ PI, vecnorm );

    posBuf.bind();
    posBuf.write(0, vertexData, SEGMENTS * sizeof(QVector3D));
    posBuf.release();

    program->bind();

    program->setUniformValue("MVP", projection * modelview);
    QMatrix3x3 norm = modelview.normalMatrix();
    program->setUniformValue("NormalMatrix", norm);

    program->setUniformValue("outcolor", QVector4D(rendercolor.redF(), rendercolor.greenF(), rendercolor.blueF(), 1.0f));
    QOpenGLVertexArrayObject::Binder vaoBinder(&vao);
    glDrawArrays(GL_LINE_LOOP, 0, SEGMENTS);

}
开发者ID:hvanruys,项目名称:EUMETCastView,代码行数:33,代码来源:sathorizon.cpp

示例3: rotate

void Navigation::rotate(
    float hAngle
,   float vAngle)
{
    static const QVector3D up(0.0, 1.0, 0.0);

    m_rotationHappened = true;

    const QVector3D ray((m_camera.center() - m_eye).normalized());
    const QVector3D rotAxis(QVector3D::crossProduct(ray, up));

    hAngle *= ROTATION_HOR_DOF;
    vAngle *= ROTATION_VER_DOF;

    enforceRotationConstraints(hAngle, vAngle);

    QVector3D t = m_i0Valid ? m_i0 : m_center;

    QMatrix4x4 transform;
    transform.translate( t);
    transform.rotate(hAngle, up);
    transform.rotate(vAngle, rotAxis);
    transform.translate(-t);

    m_camera.setEye(transform * m_eye);
    m_camera.setCenter(transform * m_center);

    m_camera.update();
}
开发者ID:Nuos,项目名称:demo_lod,代码行数:29,代码来源:Navigation.cpp

示例4: 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();
	}
开发者ID:jdisset,项目名称:seacells,代码行数:59,代码来源:drawextensions.hpp

示例5: updateShotLines

/**
  \brief When a station has been selected, this updates the shot lines

  This shows the shot lines from the selected station.  If no station is
  currently selected, this will hide the lines
  */
void cwScrapStationView::updateShotLines() {
    if(scrap() == nullptr) { return; }
    if(scrap()->parentNote() == nullptr) { return; }
    if(scrap()->parentNote()->parentTrip() == nullptr) { return; }
    if(transformUpdater() == nullptr) { return; }

    cwNoteStation noteStation = scrap()->station(selectedItemIndex());
    //Get the current trip
    cwNote* note = scrap()->parentNote();
    cwTrip* trip = note->parentTrip();
    cwCave* cave = trip->parentCave();
    cwStationPositionLookup stationPositionLookup = cave->stationPositionLookup();

    //Clear all the lines
    ShotLines.clear();

    if(noteStation.isValid() && stationPositionLookup.hasPosition(noteStation.name())) {
        QString stationName = noteStation.name();
        QSet<cwStation> neighboringStations = trip->neighboringStations(stationName);

        //The position of the selected station
        QVector3D selectedStationPos = stationPositionLookup.position(noteStation.name());

        //Create the matrix to covert global position into note position
        QMatrix4x4 noteTransformMatrix = scrap()->noteTransformation()->matrix(); //Matrix from page coordinates to cave coordinates
        noteTransformMatrix = noteTransformMatrix.inverted(); //From cave coordinates to page coordinates

        QMatrix4x4 notePageAspect = note->scaleMatrix().inverted(); //The note's aspect ratio

        QMatrix4x4 offsetMatrix;
        offsetMatrix.translate(-selectedStationPos);

        QMatrix4x4 dotPerMeter;
        dotPerMeter.scale(note->dotPerMeter(), note->dotPerMeter(), 1.0);

        QMatrix4x4 noteStationOffset;
        noteStationOffset.translate(QVector3D(noteStation.positionOnNote()));

        QMatrix4x4 toNormalizedNote = noteStationOffset *
                dotPerMeter *
                notePageAspect *
                noteTransformMatrix *
                offsetMatrix;

        //Go through all the neighboring stations and add the position to the line
        foreach(cwStation station, neighboringStations) {

            QVector3D currentPos = stationPositionLookup.position(station.name());
            QVector3D normalizeNotePos = toNormalizedNote.map(currentPos);

            ShotLines.append(QLineF(noteStation.positionOnNote(), normalizeNotePos.toPointF()));
        }
开发者ID:jlillest,项目名称:cavewhere,代码行数:58,代码来源:cwScrapStationView.cpp

示例6: homothetie

/**
 * Homothétie sur le mesh, ayant pour centre le centre de gravité du
 * mesh.
 * @param x rapport de l'homothétie.
 */
void Mesh::homothetie(float x)
{
    QMatrix4x4 t;
    t.translate(centre_);
    t.scale(x);
    t.translate(-centre_);

    for (int i=0;i<nbVertices_;i++)
    {
        QVector3D &v=vertices_[i];
        setXYZ(i, (t*v));
    }
   octree_->changerTailleOctree(x-1);
}
开发者ID:jlerouge,项目名称:glanc3d,代码行数:19,代码来源:Mesh.cpp

示例7: if

QMatrix4x4 Exercise12::rotateClockwise(int frame)
{
    /////////////////////////////////////////////////////////////////////////////////////////////////
    // TODO: Aufgabe 12
    // Apply correct transformations (rotate, translate, scale) with respect to the current frame
    /////////////////////////////////////////////////////////////////////////////////////////////////

    QMatrix4x4 transform;
    int degree = frame % 360;
    transform.setToIdentity();
    if(degree < 90) {
      transform.translate(0.5, 0.5, 0.0);
      transform.rotate(-2 * degree, 0.0, 0.0, 1.0);
      transform.translate(-0.5, 0.5, 0.0);
    } else if(degree < 180) {
      transform.translate(0.5, -0.5, 0.0);
      transform.rotate(-2 * degree, 0.0, 0.0, 1.0);
      transform.translate(-0.5, -0.5, 0.0);
    } else if(degree < 270) {
      transform.translate(-0.5, -0.5, 0.0);
      transform.rotate(-2 * degree, 0.0, 0.0, 1.0);
      transform.translate(0.5, -0.5, 0.0);
    } else if(degree < 360) {
      transform.translate(-0.5, 0.5, 0.0);
      transform.rotate(-2 * degree, 0.0, 0.0, 1.0);
      transform.translate(0.5, 0.5, 0.0);
    }
    return transform;
}
开发者ID:Boffmann,项目名称:3D_Grafik,代码行数:29,代码来源:exercise12.cpp

示例8: 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();
		}
	}
开发者ID:jdisset,项目名称:seacells,代码行数:49,代码来源:drawextensions.hpp

示例9:

void QQuickTransformAnimatorJob::Helper::apply()
{
    if (!wasChanged || !node)
        return;

    QMatrix4x4 m;
    m.translate(dx, dy);
    m.translate(ox, oy);
    m.scale(scale);
    m.rotate(rotation, 0, 0, 1);
    m.translate(-ox, -oy);
    node->setMatrix(m);

    wasChanged = false;
}
开发者ID:venkatarajasekhar,项目名称:Qt,代码行数:15,代码来源:qquickanimatorjob.cpp

示例10: 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;

}
开发者ID:kuailexs,项目名称:symbiandump-mw1,代码行数:28,代码来源:hgtransformedquad.cpp

示例11: 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; }())

{
}
开发者ID:not-surt,项目名称:SimPix,代码行数:28,代码来源:data.cpp

示例12: 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;
}
开发者ID:glararan,项目名称:QEditor,代码行数:28,代码来源:modelinterface.cpp

示例13: paintGL

void Visualizer::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);

       // Set modelview-projection matrix
       program.setUniformValue("mvp_matrix", projection * matrix);

       // Use texture unit 0 which contains cube.png
       program.setUniformValue("texture", 0);

       // Generate 2 VBOs
       arrayBuf.create();
       indexBuf.create();

       // Initializes cube geometry and transfers it to VBOs
       initCubeGeometry();
       drawCubeGeometry(&program);


}
开发者ID:Zakhrov,项目名称:WebPhonon-Android-Audio-Edition,代码行数:28,代码来源:visualizer.cpp

示例14: 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);
    }
}
开发者ID:jleben,项目名称:quickcollider,代码行数:26,代码来源:oscilloscope.cpp

示例15: 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();
	}
开发者ID:jdisset,项目名称:seacells,代码行数:26,代码来源:drawextensions.hpp


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