本文整理汇总了C++中SimdVector3::cross方法的典型用法代码示例。如果您正苦于以下问题:C++ SimdVector3::cross方法的具体用法?C++ SimdVector3::cross怎么用?C++ SimdVector3::cross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SimdVector3
的用法示例。
在下文中一共展示了SimdVector3::cross方法的4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: vertical
SimdVector3 GetRayTo(int x,int y)
{
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = 2.0 * atanf (tanFov);
SimdVector3 rayFrom(eye[0],eye[1],eye[2]);
SimdVector3 rayForward = -rayFrom;
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
SimdVector3 rightOffset;
SimdVector3 vertical(0.f,1.f,0.f);
SimdVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
SimdVector3 rayToCenter = rayFrom + rayForward;
SimdVector3 dHor = hor * 1.f/float(glutScreenWidth);
SimdVector3 dVert = vertical * 1.f/float(glutScreenHeight);
SimdVector3 rayTo = rayToCenter - 0.5f * hor + 0.5f * vertical;
rayTo += x * dHor;
rayTo -= y * dVert;
return rayTo;
}
示例2: displayCallback
void Raytracer::displayCallback()
{
updateCamera();
for (int i=0;i<numObjects;i++)
{
transforms[i].setIdentity();
SimdVector3 pos(-3.5f+i*2.5f,0.f,0.f);
transforms[i].setOrigin( pos );
SimdQuaternion orn;
if (i < 2)
{
orn.setEuler(yaw,pitch,roll);
transforms[i].setRotation(orn);
}
}
myMink.SetTransformA(SimdTransform(transforms[0].getRotation()));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_LIGHTING);
if (once)
{
glGenTextures(1, &glTextureId);
glBindTexture(GL_TEXTURE_2D,glTextureId );
once = 0;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
#define RAYTRACER
#ifdef RAYTRACER
SimdVector4 rgba(1.f,0.f,0.f,0.5f);
float top = 1.f;
float bottom = -1.f;
float nearPlane = 1.f;
float tanFov = (top-bottom)*0.5f / nearPlane;
float fov = 2.0 * atanf (tanFov);
SimdVector3 rayFrom = getCameraPosition();
SimdVector3 rayForward = getCameraTargetPosition()-getCameraPosition();
rayForward.normalize();
float farPlane = 600.f;
rayForward*= farPlane;
SimdVector3 rightOffset;
SimdVector3 vertical(0.f,1.f,0.f);
SimdVector3 hor;
hor = rayForward.cross(vertical);
hor.normalize();
vertical = hor.cross(rayForward);
vertical.normalize();
float tanfov = tanf(0.5f*fov);
hor *= 2.f * farPlane * tanfov;
vertical *= 2.f * farPlane * tanfov;
SimdVector3 rayToCenter = rayFrom + rayForward;
SimdVector3 dHor = hor * 1.f/float(screenWidth);
SimdVector3 dVert = vertical * 1.f/float(screenHeight);
SimdTransform rayFromTrans;
rayFromTrans.setIdentity();
rayFromTrans.setOrigin(rayFrom);
SimdTransform rayFromLocal;
SimdTransform rayToLocal;
SphereShape pointShape(0.0f);
///clear texture
for (int x=0;x<screenWidth;x++)
{
for (int y=0;y<screenHeight;y++)
{
SimdVector4 rgba(0.f,0.f,0.f,0.f);
raytracePicture->SetPixel(x,y,rgba);
}
//.........这里部分代码省略.........
示例3: rot
bool Solid3EpaPenetrationDepth::CalcPenDepth( SimplexSolverInterface& simplexSolver,
ConvexShape* convexA,ConvexShape* convexB,
const SimdTransform& transformA,const SimdTransform& transformB,
SimdVector3& v, SimdPoint3& pa, SimdPoint3& pb)
{
int num_verts = simplexSolver.getSimplex(pBuf, qBuf, yBuf);
switch (num_verts)
{
case 1:
// Touching contact. Yes, we have a collision,
// but no penetration.
return false;
case 2:
{
// We have a line segment inside the Minkowski sum containing the
// origin. Blow it up by adding three additional support points.
SimdVector3 dir = (yBuf[1] - yBuf[0]).normalized();
int axis = dir.furthestAxis();
static SimdScalar sin_60 = 0.8660254037f;//84438646763723170752941.22474487f;//13915890490986420373529;//
SimdQuaternion rot(dir[0] * sin_60, dir[1] * sin_60, dir[2] * sin_60, SimdScalar(0.5));
SimdMatrix3x3 rot_mat(rot);
SimdVector3 aux1 = dir.cross(SimdVector3(axis == 0, axis == 1, axis == 2));
SimdVector3 aux2 = rot_mat * aux1;
SimdVector3 aux3 = rot_mat * aux2;
pBuf[2] = transformA(convexA->LocalGetSupportingVertex(aux1*transformA.getBasis()));
qBuf[2] = transformB(convexB->LocalGetSupportingVertex((-aux1)*transformB.getBasis()));
yBuf[2] = pBuf[2] - qBuf[2];
pBuf[3] = transformA(convexA->LocalGetSupportingVertex(aux2*transformA.getBasis()));
qBuf[3] = transformB(convexB->LocalGetSupportingVertex((-aux2)*transformB.getBasis()));
yBuf[3] = pBuf[3] - qBuf[3];
pBuf[4] = transformA(convexA->LocalGetSupportingVertex(aux3*transformA.getBasis()));
qBuf[4] = transformB(convexB->LocalGetSupportingVertex((-aux3)*transformB.getBasis()));
yBuf[4] = pBuf[4] - qBuf[4];
if (originInTetrahedron(yBuf[0], yBuf[2], yBuf[3], yBuf[4]))
{
pBuf[1] = pBuf[4];
qBuf[1] = qBuf[4];
yBuf[1] = yBuf[4];
}
else if (originInTetrahedron(yBuf[1], yBuf[2], yBuf[3], yBuf[4]))
{
pBuf[0] = pBuf[4];
qBuf[0] = qBuf[4];
yBuf[0] = yBuf[4];
}
else
{
// Origin not in initial polytope
return false;
}
num_verts = 4;
break;
}
case 3:
{
// We have a triangle inside the Minkowski sum containing
// the origin. First blow it up.
SimdVector3 v1 = yBuf[1] - yBuf[0];
SimdVector3 v2 = yBuf[2] - yBuf[0];
SimdVector3 vv = v1.cross(v2);
pBuf[3] = transformA(convexA->LocalGetSupportingVertex(vv*transformA.getBasis()));
qBuf[3] = transformB(convexB->LocalGetSupportingVertex((-vv)*transformB.getBasis()));
yBuf[3] = pBuf[3] - qBuf[3];
pBuf[4] = transformA(convexA->LocalGetSupportingVertex((-vv)*transformA.getBasis()));
qBuf[4] = transformB(convexB->LocalGetSupportingVertex(vv*transformB.getBasis()));
yBuf[4] = pBuf[4] - qBuf[4];
if (originInTetrahedron(yBuf[0], yBuf[1], yBuf[2], yBuf[4]))
{
pBuf[3] = pBuf[4];
qBuf[3] = qBuf[4];
yBuf[3] = yBuf[4];
}
else if (!originInTetrahedron(yBuf[0], yBuf[1], yBuf[2], yBuf[3]))
{
// Origin not in initial polytope
return false;
}
num_verts = 4;
break;
}
}
//.........这里部分代码省略.........
示例4: Initialize
//.........这里部分代码省略.........
SimdVector3 v1;
SimdVector3 v2;
SimdVector3 v3;
SimdVector3 e1;
SimdScalar absx = abs( d.getX() );
SimdScalar absy = abs( d.getY() );
SimdScalar absz = abs( d.getZ() );
if ( absx < absy )
{
if ( absx < absz )
{
e1.setX( 1 );
}
else
{
e1.setZ( 1 );
}
}
else
{
if ( absy < absz )
{
e1.setY( 1 );
}
else
{
e1.setZ( 1 );
}
}
v1 = d.cross( e1 );
v1.normalize();
v2 = v1.rotate( d, 120 * SIMD_RADS_PER_DEG );
v3 = v2.rotate( d, 120 * SIMD_RADS_PER_DEG );
nbPolyhedronPoints = 5;
SimdVector3 seperatingAxisInA = v1 * m_transformA.getBasis();
SimdVector3 seperatingAxisInB = -v1 * m_transformB.getBasis();
SimdVector3 p = m_pConvexShapeA->LocalGetSupportingVertex( seperatingAxisInA );
SimdVector3 q = m_pConvexShapeB->LocalGetSupportingVertex( seperatingAxisInB );
SimdPoint3 pWorld = m_transformA( p );
SimdPoint3 qWorld = m_transformB( q );
wSupportPointsOnA[ 2 ] = pWorld;
wSupportPointsOnB[ 2 ] = qWorld;
simplexPoints[ 2 ] = wSupportPointsOnA[ 2 ] - wSupportPointsOnB[ 2 ];
seperatingAxisInA = v2 * m_transformA.getBasis();
seperatingAxisInB = -v2 * m_transformB.getBasis();
p = m_pConvexShapeA->LocalGetSupportingVertex( seperatingAxisInA );
q = m_pConvexShapeB->LocalGetSupportingVertex( seperatingAxisInB );
pWorld = m_transformA( p );
qWorld = m_transformB( q );
wSupportPointsOnA[ 3 ] = pWorld;
wSupportPointsOnB[ 3 ] = qWorld;
simplexPoints[ 3 ] = wSupportPointsOnA[ 3 ] - wSupportPointsOnB[ 3 ];