本文整理汇总了C++中Transformation::SetTranslate方法的典型用法代码示例。如果您正苦于以下问题:C++ Transformation::SetTranslate方法的具体用法?C++ Transformation::SetTranslate怎么用?C++ Transformation::SetTranslate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Transformation
的用法示例。
在下文中一共展示了Transformation::SetTranslate方法的3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: DrawWarning
//----------------------------------------------------------------------------
void Game::DrawWarning(Double time)
{
GetRenderer()->DisableLighting();
Float f = (MathF::Sin(MathF::FMod(static_cast<Float>(time*5),
MathF::TWO_PI)) + 1) * 0.5F;
ColorRGB color(1, f, f);
mspWarningText->Clear(color);
mspWarningText->Append("Aim at the screen!");
mspWarningText->Update(GetRenderer());
Vector3F center = mspWarningText->GetMesh()->GetModelBound()->GetCenter();
center.Y() -= static_cast<Float>(mpRenderer->GetHeight()) * 0.5F;
center.X() -= static_cast<Float>(mpRenderer->GetWidth()) * 0.5F;
Transformation translate;
translate.SetTranslate(-center);
GetRenderer()->Draw(mspWarningText, translate);
}
示例2: WarmUpRendering
//----------------------------------------------------------------------------
void Node::WarmUpRendering(Renderer* pRenderer)
{
#ifndef WIRE_WII // Wii does not need to warm up by submitting draw calls
WIRE_ASSERT(pRenderer);
UpdateGS(0, true, false);
Vector3F cameraLocation = WorldBound->GetCenter();
cameraLocation.Z() += WorldBound->GetRadius();
Vector3F viewDirection = -Vector3F::UNIT_Z;
Vector3F up = Vector3F::UNIT_Y;
Vector3F right = viewDirection.Cross(up);
CameraPtr spCamera = WIRE_NEW Camera;
spCamera->SetFrame(cameraLocation, viewDirection, up, right);
Float fieldOfView = 60.0F;
Float aspectRatio = 2;
Float nearPlane = 0.1F;
Float farPlane = WorldBound->GetRadius() * 2.0F;
spCamera->SetFrustum(fieldOfView, aspectRatio, nearPlane, farPlane);
CullerSorting culler;
culler.SetCamera(spCamera);
culler.ComputeVisibleSet(this);
pRenderer->PreDraw(spCamera);
// draw scene to warm up batching buffers
pRenderer->Draw(culler.GetVisibleSets());
// collect and draw all materials separately so none will be missed
// by CULL_ALWAYS or Switch/LOD nodes.
THashSet<Material*> materials;
TStack<Node*> scene(1000);
scene.Push(this);
while (!scene.IsEmpty())
{
Node* pNode = NULL;
scene.Pop(pNode);
RenderObject* pRenderObject = pNode->GetRenderObject();
if (pRenderObject && pRenderObject->GetMaterial())
{
materials.Insert(pRenderObject->GetMaterial());
}
for (UInt i = 0; i < pNode->GetQuantity(); i++)
{
Node* pChild = DynamicCast<Node>(pNode->GetChild(i));
if (pChild)
{
scene.Push(pChild);
}
}
}
RenderObjectPtr spCube = StandardMesh::CreateCube24(4, pRenderer->
GetMaxTextureStages(), true);
THashSet<Material*>::Iterator it(&materials);
Transformation transformation;
transformation.SetTranslate(cameraLocation - Vector3F(0, 0, 3));
for (Material** pMaterial = it.GetFirst(); pMaterial; pMaterial =
it.GetNext())
{
spCube->SetMaterial(*pMaterial);
pRenderer->Draw(spCube, transformation);
}
pRenderer->PostDraw();
#endif
}
示例3: matrix
//----------------------------------------------------------------------------
void Sample5::OnIdle()
{
Double time = System::GetTime();
Double elapsedTime = time - mLastTime;
mLastTime = time;
mAngle += static_cast<Float>(elapsedTime);
mAngle = MathF::FMod(mAngle, MathF::TWO_PI * 2);
// scene graph transformations
//
Node* pLitGroup = DynamicCast<Node>(mspRoot->GetChild(0));
WIRE_ASSERT(pLitGroup);
// rotate the 2 cubes
Matrix3F rotate1(Vector3F(0.75F, 0.25F, 0.5F), -mAngle * 0.5F);
Spatial* pCube1 = pLitGroup->GetChild(0);
pCube1->Local.SetRotate(rotate1);
Matrix3F rotate2(Vector3F(-0.75F, -0.25F, -0.5F), -mAngle * 0.5F);
Spatial* pCube2 = pLitGroup->GetChild(1);
pCube2->Local.SetRotate(rotate2);
// move the green light up and down
Float y = MathF::FMod(static_cast<Float>(time), MathF::TWO_PI);
Vector3F lightPos1(0, MathF::Sin(y*2) * 1.5F, 2);
Node* pLightNode1 = DynamicCast<Node>(mspRoot->GetChild(1));
WIRE_ASSERT(pLightNode1);
pLightNode1->Local.SetTranslate(lightPos1);
// rotate the red light about the y axis
Node* pLightNode2 = DynamicCast<Node>(mspRoot->GetChild(2));
WIRE_ASSERT(pLightNode2);
Matrix34F rotateLight2(Vector3F::UNIT_Y, -mAngle);
Vector3F lightPos2 = rotateLight2 * Vector3F(5, 0, 0);
pLightNode2->Local.SetTranslate(lightPos2);
mspRoot->UpdateGS(time);
mCuller.ComputeVisibleSet(mspRoot);
// manual transformation from local to world space of
// the non-scene graph part
Transformation transformation;
Float angle = MathF::Sin(mAngle*2);
angle = angle * MathF::HALF_PI*0.3F + MathF::PI;
Matrix34F rotateLocalLight3(Vector3F(0, 1, 0), angle);
Matrix34F rotateWorldLight3(Vector3F(1, 0, 0), -0.5F);
transformation.SetTranslate(Vector3F(0.5F, -1.0F, 4+MathF::Sin(y*1.0F)*2));
transformation.SetRotate(rotateWorldLight3 * rotateLocalLight3);
transformation.SetUniformScale(0.15F);
mspSpotLight->Position = transformation.GetTranslate();
mspSpotLight->Direction = transformation.GetMatrix().GetColumn(2);
GetRenderer()->ClearBuffers();
GetRenderer()->PreDraw(mspCamera);
// render the scene graph
GetRenderer()->Draw(mCuller.GetVisibleSets());
// before we start drawing objects in 'manual' mode, release all resources
// cached by the Renderer to return the renderer to its default state.
// This is necessary when identical resources (mspTexture in this case)
// are used by the scene graph and other objects that are being draw
// manually.
GetRenderer()->ReleaseResources();
// render the white cube representing the spot light
GetRenderer()->Draw(mspWhiteCube, transformation);
Matrix34F matrix(Vector3F(1.0F, 0, 0), -1.0F, Vector3F(0, -2.5F, 0));
transformation.SetMatrix(matrix, false);
transformation.SetUniformScale(1);
// render the bottom plane which is being lit by the spot light
GetRenderer()->SetLight(mspSpotLight);
GetRenderer()->EnableLighting(mspSpotLight->Ambient);
GetRenderer()->Draw(mspPlane, transformation);
GetRenderer()->DisableLighting();
GetRenderer()->PostDraw();
GetRenderer()->DisplayBackBuffer();
}