本文整理汇总了C++中TransformPtr类的典型用法代码示例。如果您正苦于以下问题:C++ TransformPtr类的具体用法?C++ TransformPtr怎么用?C++ TransformPtr使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了TransformPtr类的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: paramsChanged
void kore::Camera::transformChanged(const TransformPtr& newTransform) {
SceneNodeComponent::transformChanged(newTransform);
_matView = glm::inverse(newTransform->getGlobal());
_matViewInverse = newTransform->getGlobal();
paramsChanged();
}
示例2: GetParentTransformNode
void CFlystickTranslationResetTool::OnTrackingButtonReleased(Quaternion q, Vec3f position){
std::cout << "CFlystickTranslationResetTool::OnTrackingButtonReleased()" << std::endl;
if (! m_bToolActive){
std::cout << "tool is not active" << std::endl;
return;
}
if (m_posgPickedObjectNode == NullFC){
std::cout << "CFlystickTranslationResetTool: No object picked to reset translation" << std::endl;
return;
}
NodePtr parentingTransformNode = GetParentTransformNode(m_posgPickedObjectNode);
if (parentingTransformNode != NullFC){
std::cout << "CFlystickTranslationResetTool: Resetting translation!" << std::endl;
TransformPtr transform = TransformPtr::dcast(parentingTransformNode->getCore());
Matrix m = transform->getMatrix();
m.setTranslate(0.0, 0.0, 0.0);
beginEditCP(transform, Transform::MatrixFieldMask);{
transform->setMatrix(m);
};endEditCP(transform, Transform::MatrixFieldMask);
}else{
std::cout << "CFlystickTranslationResetTool: Found no parenting transform to reset!" << std::endl;
}
m_bToolActive = false;
}
示例3: setCamera
void CameraController::setCamera( CameraPtr camera )
{
m_data->camera = camera;
m_data->camera->addStandardParameters(); // subsequent casts are safe because of this
m_data->resolution = staticPointerCast<V2iData>( m_data->camera->parameters()["resolution"] );
m_data->screenWindow = staticPointerCast<Box2fData>( m_data->camera->parameters()["screenWindow"] );
m_data->clippingPlanes = staticPointerCast<V2fData>( m_data->camera->parameters()["clippingPlanes"] );
m_data->projection = staticPointerCast<StringData>( m_data->camera->parameters()["projection"] );
if( m_data->projection->readable()=="perspective" )
{
m_data->fov = staticPointerCast<FloatData>( m_data->camera->parameters()["projection:fov"] );
}
else
{
m_data->fov = 0;
}
TransformPtr transform = m_data->camera->getTransform();
m_data->transform = runTimeCast<MatrixTransform>( transform );
if( !m_data->transform )
{
m_data->transform = new MatrixTransform( transform ? transform->transform() : M44f() );
m_data->camera->setTransform( m_data->transform );
}
m_data->centreOfInterest = 1;
}
示例4: doMovement
void MoveManipulator::doMovement(TransformPtr t,
Int32 coord,
Real32 value,
const Vec3f &translation,
const Quaternion &rotation,
const Vec3f &scaleFactor,
const Quaternion &scaleOrientation )
{
Vec3f trans(0.0f, 0.0f, 0.0f);
trans[coord] = value;
Matrix ma, mb, mc, md, me;
ma.setTranslate( -translation );
mb.setRotate ( rotation.inverse() );
mc.setTransform( trans );
md.setRotate ( rotation );
me.setTranslate( translation );
beginEditCP(t, Transform::MatrixFieldMask);
{
t->editMatrix().multLeft(ma);
t->editMatrix().multLeft(mb);
t->editMatrix().multLeft(mc);
t->editMatrix().multLeft(md);
t->editMatrix().multLeft(me);
}
endEditCP(t, Transform::MatrixFieldMask);
}
示例5: display
// redraw the window
void display(void)
{
Profiler::the().StartProfile("Frame");
unsigned i;
for (i=0; i<numFirst; ++i) {
TransformPtr trf = TransformPtr::dcast(first->getChild(i)->getCore());
beginEditCP(trf);
trf->getMatrix()[3] += Vec4f((rand()/Real32(RAND_MAX)-0.5f),
(rand()/Real32(RAND_MAX)-0.5f),
(rand()/Real32(RAND_MAX)-0.5f), 0.0f);
endEditCP(trf);
}
for (i=0; i<numSecond; ++i) {
TransformPtr trf = TransformPtr::dcast(second->getChild(i)->getCore());
beginEditCP(trf);
trf->getMatrix()[3] += Vec4f((rand()/Real32(RAND_MAX)-0.5f),
(rand()/Real32(RAND_MAX)-0.5f),
(rand()/Real32(RAND_MAX)-0.5f), 0.0f);
endEditCP(trf);
}
bool result = all->apply(first, second);
OSGRAPIDCollision& col = (OSGRAPIDCollision&)all->getData();
SLOG << col.getNumContacts() << " contacts with "
<< col.getNumBVolTests() << " BVolTests/"
<< col.getNumMixedTests() << " MixedTests/"
<< col.getNumPrimTests() << " TriTests "
<< std::endl;
Profiler::the().EndProfile("Frame");
mgr->redraw();
}
示例6: SceneNode
CameraNode::CameraNode( TransformPtr pTransform, Frustum const &frustum )
: SceneNode( INVALID_ACTOR_ID, NULL, RenderPass_0, pTransform ),
m_Frustum( frustum ),
m_IsActive( true ),
m_IsDebugCamera( false ),
m_pTarget( shared_ptr<SceneNode>() ),
m_CamOffsetVector( 0.0f, 1.0f, -10.0f, 0.0f ),
m_View( Mat4x4::LookAt( pTransform->GetToWorldPosition(), pTransform->GetToWorldPosition() + pTransform->GetForward(), g_Up ) )
{
}
示例7: buildBox
//////////////////////////////////////////////////////////////////////////
//! build a box
//////////////////////////////////////////////////////////////////////////
void buildBox(void)
{
Vec3f Lengths(frand()*2.0+0.5, frand()*2.0+0.5, frand()*2.0+0.5);
Matrix m;
//create OpenSG mesh
GeometryPtr box;
NodePtr boxNode = makeBox(Lengths.x(), Lengths.y(), Lengths.z(), 1, 1, 1);
box = GeometryPtr::dcast(boxNode->getCore());
SimpleMaterialPtr box_mat = SimpleMaterial::create();
beginEditCP(box_mat);
box_mat->setAmbient(Color3f(0.0,0.0,0.0));
box_mat->setDiffuse(Color3f(0.0,1.0 ,0.0));
endEditCP(box_mat);
beginEditCP(box, Geometry::MaterialFieldMask);
box->setMaterial(box_mat);
endEditCP(box, Geometry::MaterialFieldMask);
TransformPtr boxTrans;
NodePtr boxTransNode = makeCoredNode<Transform>(&boxTrans);
m.setIdentity();
Real32 randX = frand()*10.0-5.0;
Real32 randY = frand()*10.0-5.0;
m.setTranslate(randX, randY, 10.0);
beginEditCP(boxTrans, Transform::MatrixFieldMask);
boxTrans->setMatrix(m);
endEditCP(boxTrans, Transform::MatrixFieldMask);
//create ODE data
PhysicsBodyPtr boxBody = PhysicsBody::create(physicsWorld);
beginEditCP(boxBody, PhysicsBody::PositionFieldMask);
boxBody->setPosition(Vec3f(randX, randY, 10.0));
endEditCP(boxBody, PhysicsBody::PositionFieldMask);
boxBody->setBoxMass(1.0, Lengths.x(), Lengths.y(), Lengths.z());
PhysicsBoxGeomPtr boxGeom = PhysicsBoxGeom::create();
beginEditCP(boxGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);
boxGeom->setBody(boxBody);
boxGeom->setSpace(physicsSpace);
boxGeom->setLengths(Lengths);
boxGeom->setCategoryBits(BoxCategory);
endEditCP(boxGeom, PhysicsBoxGeom::BodyFieldMask | PhysicsBoxGeom::SpaceFieldMask | PhysicsBoxGeom::LengthsFieldMask | PhysicsBoxGeom::CategoryBitsFieldMask);
//add attachments
beginEditCP(boxNode, Node::AttachmentsFieldMask);
boxNode->addAttachment(boxGeom);
endEditCP(boxNode, Node::AttachmentsFieldMask);
beginEditCP(boxTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
boxTransNode->addAttachment(boxBody);
boxTransNode->addChild(boxNode);
endEditCP(boxTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
//add to SceneGraph
beginEditCP(spaceGroupNode, Node::ChildrenFieldMask);
spaceGroupNode->addChild(boxTransNode);
endEditCP(spaceGroupNode, Node::ChildrenFieldMask);
}
示例8: buildSphere
//////////////////////////////////////////////////////////////////////////
//! build a sphere
//////////////////////////////////////////////////////////////////////////
void buildSphere(void)
{
Real32 Radius(frand()*1.5+0.2);
Matrix m;
//create OpenSG mesh
GeometryPtr sphere;
NodePtr sphereNode = makeSphere(2, Radius);
sphere = GeometryPtr::dcast(sphereNode->getCore());
SimpleMaterialPtr sphere_mat = SimpleMaterial::create();
beginEditCP(sphere_mat);
sphere_mat->setAmbient(Color3f(0.0,0.0,0.0));
sphere_mat->setDiffuse(Color3f(0.0,0.0,1.0));
endEditCP(sphere_mat);
beginEditCP(sphere, Geometry::MaterialFieldMask);
sphere->setMaterial(sphere_mat);
endEditCP(sphere);
TransformPtr sphereTrans;
NodePtr sphereTransNode = makeCoredNode<Transform>(&sphereTrans);
m.setIdentity();
Real32 randX = frand()*10.0-5.0;
Real32 randY = frand()*10.0-5.0;
m.setTranslate(randX, randY, 10.0);
beginEditCP(sphereTrans, Transform::MatrixFieldMask);
sphereTrans->setMatrix(m);
endEditCP(sphereTrans);
//create ODE data
PhysicsBodyPtr sphereBody = PhysicsBody::create(physicsWorld);
beginEditCP(sphereBody, PhysicsBody::PositionFieldMask | PhysicsBody::AngularDampingFieldMask);
sphereBody->setPosition(Vec3f(randX, randY, 10.0));
sphereBody->setAngularDamping(0.0001);
endEditCP(sphereBody, PhysicsBody::PositionFieldMask | PhysicsBody::AngularDampingFieldMask);
sphereBody->setSphereMass(0.4,Radius);
PhysicsSphereGeomPtr sphereGeom = PhysicsSphereGeom::create();
beginEditCP(sphereGeom, PhysicsSphereGeom::BodyFieldMask | PhysicsSphereGeom::SpaceFieldMask | PhysicsSphereGeom::RadiusFieldMask | PhysicsSphereGeom::CategoryBitsFieldMask);
sphereGeom->setBody(sphereBody);
sphereGeom->setSpace(physicsSpace);
sphereGeom->setRadius(Radius);
sphereGeom->setCategoryBits(SphereCategory);
endEditCP(sphereGeom, PhysicsSphereGeom::BodyFieldMask | PhysicsSphereGeom::SpaceFieldMask | PhysicsSphereGeom::RadiusFieldMask | PhysicsSphereGeom::CategoryBitsFieldMask);
//add attachments
beginEditCP(sphereNode, Node::AttachmentsFieldMask);
sphereNode->addAttachment(sphereGeom);
endEditCP(sphereNode);
beginEditCP(sphereTransNode, Node::AttachmentsFieldMask | Node::ChildrenFieldMask);
sphereTransNode->addAttachment(sphereBody);
sphereTransNode->addChild(sphereNode);
endEditCP(sphereTransNode);
//add to SceneGraph
beginEditCP(spaceGroupNode, Node::ChildrenFieldMask);
spaceGroupNode->addChild(sphereTransNode);
endEditCP(spaceGroupNode);
}
示例9: ProcessEntities
void GuiMeshRender::ProcessEntities(const EntityMap &entities) {
if (entities.empty()) {
//printf("Warning: GuiMeshRender: Entity list is empty\n");
return;
}
EntityMap::const_iterator it, ite;
GuiMeshPtr mesh;
TransformPtr transform;
mat4 model, view, projection, model_view, mvp;
mat3 normal;
// warning: make sure the values here are all floats
projection = glm::ortho(0.0f, 800.0f, 600.0f, 0.0f, -1.0f, 1.0f);
for (it = entities.begin(), ite = entities.end(); it != ite; ++it) {
mesh = gui_mesh_mapper_(it->second);
transform = transform_mapper_(it->second);
model = transform->world();
model_view = model; // camera does not need to effect this
mvp = projection * model_view;
normal = inverse(transpose(mat3(model_view)));
shared_ptr<BasicMaterial> material = boost::dynamic_pointer_cast<BasicMaterial>(mesh->material);
vec4 light_pos = material->light_position_;
// hack to have light move with world
// todo: implement light as entity
material->light_position_ = model_view * light_pos;
// do things like setup colors and lights
// and attach shader program
mesh->material->PreRender();
material->light_position_ = light_pos;
// push matrices up
mesh->material->PushMatrices(model_view, projection, mvp, normal);
// call draw
mesh->geometry->Draw();
// let go of shader program
mesh->material->PostRender();
}
}
示例10: ball_comp_mapper_
void PhysicsSystem::CheckCup(const TransformPtr &ball_transform){
using glm::vec2;
float radius = 0.05f;
BallComponentPtr ball_comp = ball_comp_mapper_(ball_);
TileComponentPtr curr_tile = tile_comp_mapper_(ball_comp->current_tile);
VolumePtr cup_vol = volume_mapper_(curr_tile->cup);
TransformPtr cup_transform = transform_mapper_(curr_tile->cup);
// create ball projection
vec3 proj = Project(ball_transform->position(), cup_vol->normal, cup_vol->vertices[0]);
// project cup vertices to xz plane
vector<vec2> projected_vertices;
for (int j = 0, sizej = cup_vol->vertices.size(); j < sizej; ++j) {
vec3 v = cup_vol->vertices[j];
vec2 p(v.x, v.z);
projected_vertices.push_back(p);
}
// project ball to xz plane
vec2 point(proj.x, proj.z);
// check to see if ball overlaps hole
bool inter = PointInPolygon(point, projected_vertices);
// does ball overlap?
if (inter) {
float dist_from_cup = glm::length(ball_transform->position() - cup_transform->position());
//if ball is close enough to go in hole and moving slow enough, ball went in cup (stop ball)
if(dist_from_cup < MADE_CUP_RADIUS && glm::length(ball_comp->velocity) < MAX_CUP_ENTRY_SPEED ) {
ball_comp->velocity = vec3();
ball_comp->acceleration = vec3();
ball_comp->in_cup = true;
}
//if ball is on lip, alter accel to go towards center
else if(dist_from_cup > MADE_CUP_RADIUS && dist_from_cup < CUP_LIP_RADIUS) {
ball_comp->acceleration += glm::normalize(cup_transform->position() - ball_transform->position()) * LIP_ACCEL;
}
else{}
}
}
示例11: cloneTree
void Particles::duplicate(Vec3f deltaPos, Quaternion deltaRot)
{
NodePtr copyTransNode = cloneTree(particleTransNode);
TransformPtr copyTrans = Transform::create();
Matrix m;
m.setIdentity();
m.setRotate(deltaRot);
m.setTranslate(deltaPos);
beginEditCP(copyTrans);
copyTrans->setMatrix(m);
endEditCP(copyTrans);
beginEditCP(copyTransNode);
copyTransNode->setCore(copyTrans);
endEditCP(copyTransNode);
beginEditCP(particleTransNode);
particleTransNode->addChild(copyTransNode);
endEditCP(particleTransNode);
} // duplicate
示例12: ResolveCollision
void PhysicsSystem::ResolveCollision(const TransformPtr &ball_transform, const vec3 &normal, const vec3 &intersection) {
BallComponentPtr ball_comp = ball_comp_mapper_(ball_);
ball_transform->set_position(intersection);
vec3 direction = ball_comp->velocity;
vec3 w = glm::dot(normal, -direction) * normal;
vec3 result = w + (w + direction);
ball_comp->velocity = result;
}
示例13: display
void display(void)
{
Real32 time = glutGet(GLUT_ELAPSED_TIME );
//create the Quaternion the describes the rotation of
//the planet around the sun
Quaternion planetRot = Quaternion(Vec3f(0,1,0), time/float(1000));
//now the rotation of the moon around the planet
//the division by 12 speeds up the rotation by 12 compared to the
//planet rotation
Quaternion moonRot = Quaternion(Vec3f(0,1,0), time/float(1000/12));
//generate the Matrices
Matrix p,m;
p.setIdentity();
m.setIdentity();
p.setRotate(planetRot);
m.setRotate(moonRot);
p.setTranslate(20,0,0);
m.setTranslate(8,0,0);
beginEditCP(planetTransform, Transform::MatrixFieldMask);
planetTransform->setMatrix(p);
endEditCP(planetTransform, Transform::MatrixFieldMask);
beginEditCP(moonTransform, Transform::MatrixFieldMask);
moonTransform->setMatrix(m);
endEditCP(moonTransform, Transform::MatrixFieldMask);
mgr->redraw();
}
示例14: glutGet
void
display(void)
{
Matrix m1, m2;
m1.setRotate( tball.getRotation() );
m2.setTranslate( tball.getPosition() );
m1.mult( m2 );
cam_trans->editSFMatrix()->setValue( m1 );
// move the object
float t = glutGet(GLUT_ELAPSED_TIME);
Quaternion q;
q.setValueAsAxisDeg(0, 1, 0, t / 5000);
m1.setTransform(Vec3f(osgsin(t / 500.), 0, osgcos(t / 500)), q);
tr->setMatrix(m1);
if ( doRender )
win->render( ract );
else
win->draw( dact );
}
示例15: update
virtual void update(const UpdateEventPtr e)
{
Real32 RotateRate(1.0f);
Matrix RotMat;
RotMat.setRotate(Quaternion(Vec3f(0.0,1.0,0.0),RotateRate*e->getElapsedTime()));
Matrix NewMat(RootTransformCore->getMatrix());
NewMat.multLeft(RotMat);
beginEditCP(RootTransformCore, Transform::MatrixFieldMask);
RootTransformCore->setMatrix(NewMat);
endEditCP(RootTransformCore, Transform::MatrixFieldMask);
}