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C++ Transformation::SetUniformScale方法代码示例

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


在下文中一共展示了Transformation::SetUniformScale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: 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();
}
开发者ID:alanhaugen,项目名称:wire3d,代码行数:82,代码来源:Sample5.cpp


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