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C++ Triangles::OnPicked方法代码示例

本文整理汇总了C++中Triangles::OnPicked方法的典型用法代码示例。如果您正苦于以下问题:C++ Triangles::OnPicked方法的具体用法?C++ Triangles::OnPicked怎么用?C++ Triangles::OnPicked使用的例子?那么恭喜您, 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Triangles的用法示例。


在下文中一共展示了Triangles::OnPicked方法的2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: ExecuteRecursive

//----------------------------------------------------------------------------
void Picker::ExecuteRecursive (Movable* object, bool &hasMeshPicked)
{
	if (object)
	{
		if (!object->IsDoPick())
			return;

		if (!object->IsShow() && !object->IsPickIngoreCullingMode())
			return;
	}

	Triangles* mesh = DynamicCast<Triangles>(object);
	if (mesh)
	{
		if (!mesh->GetVertexBuffer())
			return;

		if (mesh->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			if (mesh->IsUseBoundPick())
			{
				AVector dir = mesh->GetWorldTransform().GetTranslate() - mOrigin;
				float length = dir.Length();

				PickRecord record;
				record.Intersected = mesh;
				record.T = length;
				Records.push_back(record);
			}
			else
			{
				// 将射线从世界坐标系转换到模型坐标系。
				APoint ptmp;
				if (!mesh->IsSkinCtrlSetWroldTrans)
					ptmp = mesh->WorldTransform.Inverse()*mOrigin;
				else
					ptmp = mesh->BoundWorldTransform.Inverse()*mOrigin;
				Vector3f modelOrigin(ptmp[0], ptmp[1], ptmp[2]);

				AVector vtmp;
				if (!mesh->IsSkinCtrlSetWroldTrans)
					vtmp = mesh->WorldTransform.Inverse()*mDirection;
				else
					vtmp = mesh->BoundWorldTransform.Inverse()*mDirection;
				Vector3f modelDirection(vtmp[0], vtmp[1], vtmp[2]);

				Line3f line(modelOrigin, modelDirection);

				// 访问方位数据
				VertexBufferAccessor vba(mesh);

				int numTriangles = mesh->GetNumTriangles();
				for (int i = 0; i < numTriangles; ++i)
				{
					int v0, v1, v2;
					if (!mesh->GetTriangle(i, v0, v1, v2))
					{
						continue;
					}

					Vector3f vertex0 = vba.Position<Vector3f>(v0);
					Vector3f vertex1 = vba.Position<Vector3f>(v1);
					Vector3f vertex2 = vba.Position<Vector3f>(v2);
					Triangle3f triangle(vertex0, vertex1, vertex2);

					IntrLine3Triangle3f calc(line, triangle);
					if (calc.Find())
					{
						float lineParameter = calc.GetLineParameter();
						if (mTMin<=lineParameter && lineParameter<=mTMax)
						{
							PickRecord record;
							record.Intersected = mesh;
							record.T = calc.GetLineParameter();
							record.Triangle = i;
							record.Bary[0] = calc.GetTriBary0();
							record.Bary[1] = calc.GetTriBary1();
							record.Bary[2] = calc.GetTriBary2();

							Vector3f edg1 = vertex1 - vertex0;
							Vector3f edg2 = vertex2 - vertex0;
							Vector3f normal = edg1.UnitCross(edg2);
							float dotVal = line.Direction.Dot(normal);
							if (dotVal > Mathf::ZERO_TOLERANCE)
							{
								normal *= -1.0f;
							}
							record.LocalNormal = normal;
							record.WorldPos = mOrigin + mDirection * record.T;

							Records.push_back(record);

							if (mIsDoMovPickCall)
							{
								hasMeshPicked = true;
								mesh->OnPicked(mPickInfo);
							}
						}
					}
//.........这里部分代码省略.........
开发者ID:PhoenixSteam,项目名称:Phoenix3D,代码行数:101,代码来源:PX2Picker.cpp

示例2: ExecuteRecursive

//----------------------------------------------------------------------------
void Picker::ExecuteRecursive (Movable* object, bool &hasMeshPicked)
{
	if (object)
	{
		if (object->Culling == Movable::CULL_ALWAYS)
			return;
	}

	Triangles* mesh = DynamicCast<Triangles>(object);
	if (mesh)
	{
		if (mesh->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
		{
			// 将射线从世界坐标系转换到模型坐标系。
			APoint ptmp = mesh->WorldTransform.Inverse()*mOrigin;
			Vector3f modelOrigin(ptmp[0], ptmp[1], ptmp[2]);

			AVector vtmp = mesh->WorldTransform.Inverse()*mDirection;
			Vector3f modelDirection(vtmp[0], vtmp[1], vtmp[2]);

			Line3f line(modelOrigin, modelDirection);

			// 访问方位数据
			VertexBufferAccessor vba(mesh);

			int numTriangles = mesh->GetNumTriangles();
			for (int i = 0; i < numTriangles; ++i)
			{
				int v0, v1, v2;
				if (!mesh->GetTriangle(i, v0, v1, v2))
				{
					continue;
				}

				Vector3f vertex0 = vba.Position<Vector3f>(v0);
				Vector3f vertex1 = vba.Position<Vector3f>(v1);
				Vector3f vertex2 = vba.Position<Vector3f>(v2);
				Triangle3f triangle(vertex0, vertex1, vertex2);

				IntrLine3Triangle3f calc(line, triangle);
				if (calc.Find() && mTMin <= calc.GetLineParameter()
					&&  calc.GetLineParameter() <= mTMax)
				{
					PickRecord record;
					record.Intersected = mesh;
					record.T = calc.GetLineParameter();
					record.Triangle = i;
					record.Bary[0] = calc.GetTriBary0();
					record.Bary[1] = calc.GetTriBary1();
					record.Bary[2] = calc.GetTriBary2();
					Records.push_back(record);

					if (mIsDoMovPickCall)
					{
						hasMeshPicked = true;
						mesh->OnPicked(mPickInfo);
					}
				}
			}
		}
		else
		{
			if (mIsDoMovPickCall)
				mesh->OnNotPicked(mPickInfo);
		}
		return;
	}

	SwitchNode* switchNode = DynamicCast<SwitchNode>(object);
	if (switchNode)
	{
		int activeChild = switchNode->GetActiveChild();
		if (activeChild != SwitchNode::SN_INVALID_CHILD)
		{
			if (switchNode->WorldBound.TestIntersection(mOrigin, mDirection, mTMin, mTMax))
			{
				Movable* child = switchNode->GetChild(activeChild);
				if (child)
				{
					ExecuteRecursive(child, hasMeshPicked);
				}

				if (mIsDoMovPickCall)
				{
					if (hasMeshPicked)
					{
						switchNode->OnPicked(mPickInfo);
					}
					else
					{
						switchNode->OnNotPicked(mPickInfo);
					}
				}
			}
			else
			{
				if (mIsDoMovPickCall)
					switchNode->OnNotPicked(mPickInfo);
			}
//.........这里部分代码省略.........
开发者ID:manyxu,项目名称:Phoenix3D_2.0,代码行数:101,代码来源:PX2Picker.cpp


注:本文中的Triangles::OnPicked方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。