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C++ Quad::sBoneNo方法代码示例

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


在下文中一共展示了Quad::sBoneNo方法的1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: segmentMatrixMake

/*Subroutine of transformHeiararchy(), this function calculates the position and rotation for a given bone segment and 
* generates quaderlaterals with those transformations */
void Keyframe::segmentMatrixMake( GLfloat segmentRot[], GLfloat segLength[], Mesh *mesh, int segments, glQuaternion *glQuat, int curSegment, 
		MyMat *stackMatrix, float start, float end, int isDownstream)
{
	double rotate = segmentRot[curSegment];                  //get rotation of current segment
	                                   //current shark model segment
	MyMat Matrix = *stackMatrix;
	MyMat transrix;
	transrix.makeTranslate(Vector3f((isDownstream == 2 ? segLength[curSegment] : -segLength[curSegment]), 0, 0));	
	MyMat secondStack = MyMat();
	GLfloat glm[16];
	
	glQuat->CreateFromAxisAngle(0,1,0,isDownstream == 2? -rotate : rotate);
	glQuat->CreateMatrix(glm); 
	MyMat rotatrix = MyMat(glm[0], glm[4], glm[8], glm[12], glm[1], glm[5],glm[9],
			glm[13],glm[2],glm[6],glm[10],glm[14],glm[3],glm[7],
			glm[11],glm[15]);

	Matrix = Matrix.multRight(rotatrix); //roatation goes before translates
	Matrix = Matrix.multRight(transrix); //doesnt matter which order translates are done

	*stackMatrix = Matrix; //advance heirarchy
	MyMat transrix2;
	transrix2.makeTranslate(Vector3f(isDownstream == 2? -end : -start, 0, 0));
	Matrix = Matrix.multRight(transrix2);
	//------------------------------------ 
	float center;
	for(int in = 0; in < mesh->vertCounter; in+=4)
	{
		//find center of face
		center = (mesh->vertList[in].x + mesh->vertList[in+1].x + mesh->vertList[in+2].x 
				+ mesh->vertList[in+3].x ) / 4;
		//draw if face is between start and end
		if(center >= start && center <= end )
		{
			Quad *curQuad = new Quad();
			curQuad->gNormal() = Vector3f(0,0,0);
			for(int corn = 0; corn < 4; corn++) //corner iteration
			{
				SharkVertex *curVert = new SharkVertex();   //current vertex
				curVert->local = mesh->vertList[in+corn];   //setting untransformed vertex
				curVert->transformed = Vector3f(Matrix.multVec(mesh->vertList[in+corn], true)); //setting transformed vertex
				curVert->normal = Vector3f(0,0,0);	//normal of the vertex, away from mesh			
				map<Vector3f, SharkVertex*, compareVect3>::iterator findTest 
					= uVertices.find(mesh->vertList[in+corn]);   //checking to see if vertex is already in the list.
				if(findTest == uVertices.end()) 
				{ 
					//vertex not in list. Add it to the list and to the quad.
					uVertices.insert(pair<Vector3f, SharkVertex*>(mesh->vertList[in+corn]
								, curVert));	
					curQuad->sVert(corn, curVert);
				}
				else   //vertex is in the list, so it's added to the existing quad.
				{
					delete curVert;
					curQuad->sVert(corn, (*findTest).second);
				}
				curQuad->gNormal() += Matrix.multVec(mesh->normals[in+corn], false);  //setting normal of the face
				
			}//end corners
			curQuad->gNormal() /= 4.0; //take average of normals to get the actual normal.
			curQuad->sBoneNo(curSegment); //record the bone this quad belongs to the most.
			faces.push_back(curQuad);
		}//end if
	}//end quads 

}
开发者ID:KATHYxx,项目名称:SharkSim,代码行数:68,代码来源:Keyframe.cpp


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