本文整理汇总了C++中VRTransformPtr::getWorldMatrix方法的典型用法代码示例。如果您正苦于以下问题:C++ VRTransformPtr::getWorldMatrix方法的具体用法?C++ VRTransformPtr::getWorldMatrix怎么用?C++ VRTransformPtr::getWorldMatrix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类VRTransformPtr
的用法示例。
在下文中一共展示了VRTransformPtr::getWorldMatrix方法的6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: snap
void snap(Matrix& m) {
if (csys) C = csys->getWorldMatrix();
if (orientation == POINT) {
MatrixLookAt(m, snapP, snapP+Vec3f(prim_o.getPosition()), prim_o.getDirection());
m.multLeft(C);
}
}
示例2: addPoint
int path::addPoint(VRTransformPtr t) {
OSG::Matrix m = t->getWorldMatrix();
Vec3f p = Vec3f(m[3]);
Vec3f d = Vec3f(m[2]);
Vec3f u = Vec3f(m[1]);
pnt pn(p, d, Vec3f(1,1,1), u);
points.push_back(pn);
return points.size() - 1;
}
示例3: local
Vec3f local(Vec3f p) {
if (csys) {
C = csys->getWorldMatrix();
C.invert();
Pnt3f pL;
C.mult(p,pL);
return Vec3f(pL);
} else return p;
}
示例4: update
void VRSnappingEngine::update() {
for (auto dev : VRSetupManager::getCurrent()->getDevices()) { // get dragged objects
VRTransformPtr obj = dev.second->getDraggedObject();
VRTransformPtr gobj = dev.second->getDraggedGhost();
if (obj == 0 || gobj == 0) continue;
if (objects.count(obj) == 0) continue;
Matrix m = gobj->getWorldMatrix();
Vec3f p = Vec3f(m[3]);
bool lastEvent = event->snap;
event->snap = 0;
for (auto ri : rules) {
Rule* r = ri.second;
if (r->csys == obj) continue;
if (anchors.count(obj)) {
for (auto a : anchors[obj]) {
Matrix maL = a->getMatrix();
Matrix maW = m; maW.mult(maL);
Vec3f pa = Vec3f(maW[3]);
Vec3f paL = r->local( Vec3f(maW[3]) );
Vec3f psnap = r->getSnapPoint(pa);
float D = (psnap-paL).length(); // check distance
//cout << "dist " << D << " " << pa[1] << " " << paL[1] << " " << psnap[1] << endl;
if (!r->inRange(D)) continue;
r->snap(m);
maL.invert();
m.mult(maL);
event->set(obj, r->csys, m, dev.second, 1);
break;
}
} else {
Vec3f p2 = r->getSnapPoint(p);
float D = (p2-p).length(); // check distance
if (!r->inRange(D)) continue;
r->snap(m);
event->set(obj, r->csys, m, dev.second, 1);
}
}
obj->setWorldMatrix(m);
if (lastEvent != event->snap) {
if (event->snap) snapSignal->trigger<EventSnap>(event);
else if (obj == event->o1) snapSignal->trigger<EventSnap>(event);
}
}
// update geo
if (!hintGeo->isVisible()) return;
}
示例5: apply
// called from VRTransform::apply_constraints
void VRConstraint::apply(VRTransformPtr obj, VRObjectPtr parent, bool force) {
if (!active || obj->getPhysics()->isPhysicalized()) return;
auto now = VRGlobals::CURRENT_FRAME;
if (apply_time_stamp == now && !force) return;
apply_time_stamp = now;
if (local) parent = obj->getParent(true);
if (auto r = Referential.lock()) parent = r;
Matrix4d J;
if (parent) J = parent->getMatrixTo(obj);
else J = obj->getWorldMatrix();
J.mult(refMatrixB);
J.multLeft(refMatrixAI);
for (int i=0; i<3; i++) { // translation
if (min[i] > max[i]) continue; // free
if (min[i] > J[3][i]) J[3][i] = min[i]; // lower bound
if (max[i] < J[3][i]) J[3][i] = max[i]; // upper bound
}
Vec3d angles = VRTransform::computeEulerAngles(J);
auto sign = [](float a) {
return a<0?-1:1;
};
// TODO: this is not correct, for example [180, 20, 180], corresponds to [0, 160, 0], and not [0, 20, 0] !!
// this tries to fix it somewhat, but its not clean!
if ( abs(angles[0]) > Pi*0.5 && abs(angles[2]) > Pi*0.5) {
angles[0] -= sign(angles[0])*Pi;
angles[2] -= sign(angles[2])*Pi;
angles[1] = Pi - angles[1];
}
Vec3d angleDiff;
for (int i=3; i<6; i++) { // rotation
if (min[i] > max[i]) continue; // free
float a = angles[i-3];
float d1 = min[i]-a; while(d1 > Pi) d1 -= 2*Pi; while(d1 < -Pi) d1 += 2*Pi;
float d2 = max[i]-a; while(d2 > Pi) d2 -= 2*Pi; while(d2 < -Pi) d2 += 2*Pi;
if (d1 > 0 && abs(d1) <= abs(d2)) angleDiff[i-3] = d1; // lower bound
if (d2 < 0 && abs(d2) <= abs(d1)) angleDiff[i-3] = d2; // upper bound
}
VRTransform::applyEulerAngles(J, angles + angleDiff);
J.multLeft(refMatrixA);
J.mult(refMatrixBI);
obj->setMatrixTo(J, parent);
}
示例6: addObject
void VRSnappingEngine::addObject(VRTransformPtr obj, float weight) {
objects[obj] = obj->getWorldMatrix();
Vec3f p = obj->getWorldPosition();
positions->add(p[0], p[1], p[2], obj.get());
}