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C++ Vec3f::Normalize方法代码示例

本文整理汇总了C++中Vec3f::Normalize方法的典型用法代码示例。如果您正苦于以下问题:C++ Vec3f::Normalize方法的具体用法?C++ Vec3f::Normalize怎么用?C++ Vec3f::Normalize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Vec3f的用法示例。


在下文中一共展示了Vec3f::Normalize方法的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: intersect

bool Sphere::intersect(const Ray &r, Hit &h, float tmin)
{
	Vec3f v = center - r.getOrigin();
	float tp = v.Dot3(r.getDirection());
	float det = tp*tp - v.Dot3(v) + radius*radius;
	//intersect
	if(det > 0)
	{
		//t'
		det = sqrtf(det); 

		float t1 = tp - det;
		float t2 = tp + det;

		if(t1 > tmin && t1 < h.getT())
		{
			Vec3f normal = (r.pointAtParameter(t1) - center);
			normal /= radius;
			normal.Normalize();
			h.set(t1,material,normal,r);
			return 1;
		}
		else if(t2 > tmin && t2 < h.getT())
		{
			//sphere's normal
			Vec3f normal = (r.pointAtParameter(t2) - center);
			normal /= radius;
			normal.Normalize();
			h.set(t2,material,normal,r);
			return 1;
		}
	}
	return 0;
}
开发者ID:shihongzhi,项目名称:RayTracing,代码行数:34,代码来源:primitives.cpp

示例2: TracePhoton

void PhotonMapping::TracePhoton(const Vec3f &position, const Vec3f &direction, 
				const Vec3f &energy, int iter) {
  
  if(iter>args->num_bounces){
    return;
  }

  Hit h = Hit();
  Ray R = Ray(position, direction);
  bool intersect = raytracer->CastRay(R, h, false);
  if(!intersect){
    return;
  }
  Material *m = h.getMaterial();
  Vec3f normal = h.getNormal();
  Vec3f point = R.pointAtParameter(h.getT());
  Vec3f opDirec = direction;
  opDirec.Negate();
  opDirec.Normalize();
  Vec3f diffuse = m->getDiffuseColor(), reflec = m->getReflectiveColor();
  double diffuseAnswer = diffuse.x()+diffuse.y()+diffuse.z();
  double reflecAnswer = reflec.x()+reflec.y()+reflec.z();
  double total = reflecAnswer+diffuseAnswer;
  diffuseAnswer /= total;
  reflecAnswer /= total;
  double seed = GLOBAL_mtrand.rand();
  if(seed <= diffuseAnswer && seed >= 0){
    Vec3f newEnergy = energy * diffuse;
    Vec3f newPosition = point;
    Vec3f newDirection = Vec3f(GLOBAL_mtrand.rand(),GLOBAL_mtrand.rand(),GLOBAL_mtrand.rand());
    newDirection.Normalize();
    Photon answer = Photon(point,opDirec,newEnergy,iter+1);
    kdtree->AddPhoton(answer);
    TracePhoton(newPosition, newDirection, newEnergy, iter+1);
  }
  else if(seed>diffuseAnswer && seed <= 1){
    Vec3f newEnergy = energy * reflec;
    Vec3f newPosition = point;
    Vec3f newDirection = direction - 2 * direction.Dot3(normal) * normal;
    Photon answer = Photon(point,opDirec,newEnergy,iter+1);
    kdtree->AddPhoton(answer);
    TracePhoton(newPosition, newDirection, newEnergy, iter+1);
  }
  // ==============================================
  // ASSIGNMENT: IMPLEMENT RECURSIVE PHOTON TRACING
  // ==============================================

  // Trace the photon through the scene.  At each diffuse or
  // reflective bounce, store the photon in the kd tree.

  // One optimization is to *not* store the first bounce, since that
  // direct light can be efficiently computed using classic ray
  // tracing.



}
开发者ID:kenbellows,项目名称:Advanced-Computer-Graphics-Coursework,代码行数:57,代码来源:photon_mapping.cpp

示例3: getRight

Vec3f cCameraManager::getRight()
{
   Vec3f right;
   Vec3f lookingVec = m_vecCamPos - m_vecCamLookAt;
   lookingVec.Normalize();
   Vec3f::Cross3(right, lookingVec, m_vecCamUp);
   right.Normalize();

   return right;
}
开发者ID:dwp5078,项目名称:elevatorSim,代码行数:10,代码来源:cCameraManager.cpp

示例4:

PerspectiveCamera::PerspectiveCamera(Vec3f cer, Vec3f &direction, Vec3f &up, float angle)
{
	this->center = cer;
	direction.Normalize();
	this->dir = direction;
	up.Normalize();
	this->up = up;
	Vec3f::Cross3(this->hor, this->dir, this->up);
	this->hor.Normalize();
	this->angle = angle;
	float theta = angle / 2.0f;
	this->dis = 1.0f / (sin(theta) * 2.0f);
}
开发者ID:perfect28,项目名称:MIT-Graphics,代码行数:13,代码来源:camera.cpp

示例5: mirrorDirection

Vec3f RayTracer::mirrorDirection(const Vec3f &normal, const Vec3f &incoming) const
{
	Vec3f reflectionDir;
	reflectionDir = incoming - normal * (incoming.Dot3(normal)) * 2;
	reflectionDir.Normalize();
	return reflectionDir;
}
开发者ID:shihongzhi,项目名称:RayTracing,代码行数:7,代码来源:RayTracer.cpp

示例6: intersect

bool Triangle::intersect(const Ray &r, Hit &h, float tmin)
{
	Vec3f r0 = r.getOrigin();
	Vec3f rd = r.getDirection();

	Vec3f E1 = a - b;
	Vec3f E2 = a - c;
	Vec3f S = a - r0;

	//参数写错,rd写成r0了……

	float de = det3x3(rd.x(), rd.y(), rd.z(), E1.x(), E1.y(), E1.z(), E2.x(), E2.y(), E2.z());
	if (de == 0.0f)
		return false;
	float t = det3x3(S.x(), S.y(), S.z(), E1.x(), E1.y(), E1.z(), E2.x(), E2.y(), E2.z())/de;
	float belta = det3x3(rd.x(), rd.y(), rd.z(), S.x(), S.y(), S.z(), E2.x(), E2.y(), E2.z()) / de;
	float lamda = det3x3(rd.x(), rd.y(), rd.z(), E1.x(), E1.y(), E1.z(), S.x(), S.y(), S.z()) / de;

	Vec3f normal;
	Vec3f::Cross3(normal, b - a, c - a);
	normal.Normalize();
	h.set(t, material, normal, r);
	if (t >= tmin && belta > 0.0f && lamda > 0.0f && belta + lamda < 1.0f)
		return true;
	else
		return false;
}
开发者ID:perfect28,项目名称:MIT-Graphics,代码行数:27,代码来源:triangle.cpp

示例7: intersect

/*
The intersect routine will first transform the ray, 
then delegate to the intersect routine of the contained 
object. Make sure to correctly transform the resulting 
normal according to the rule seen in lecture. You may 
choose to normalize the direction of the transformed ray 
or leave it un-normalized. If you decide not to normalize 
the direction, you might need to update some of your intersection code.
*/
bool Transform::intersect(const Ray &r, Hit &h, float tmin)
{
	Vec3f r0 = r.getOrigin();
	Vec3f rd = r.getDirection();
	Matrix inv;
	matrix.Inverse(inv);
	inv.Transform(r0);
	inv.TransformDirection(rd);
	if (object != NULL)
	{
		//这里的h是有问题的,作如下修改:
		bool judge = object->intersect(Ray(r0,rd), h, tmin);
		Vec3f normal = h.getNormal();
		//这里很奇怪,normal的方向没有修正,然而结果却是对的
		//改了之后反而是错的!!
		//这里确定normal没有错,那么就是之后应用normal的
		//问题
		//好吧,就是这里的问题
		//经过把图形摆正,发现求的法向量没有问题,但是没有单位化…………!
		matrix.TransformDirection(normal);
		normal.Normalize();
		//or:
		//Matrix change,res;
		//matrix.Inverse(change);
		//change.Transpose(res);
		//res.TransformDirection(normal);
		h.set(h.getT(), h.getMaterial(), normal, r);
		return judge;
	}
	return false;
}
开发者ID:perfect28,项目名称:MIT-Graphics,代码行数:40,代码来源:transform.cpp

示例8: getIntersection

bool Scene::getIntersection(Line l,Vec3f& N,Vec3f& IntersectPoint,Vec3f& Color,Material& material,double len_limit) const{
    double t,dis = len_limit;
    bool haveIntersection = false;
    Vec3f n;
    for (int i = 0;i < models.size();i++)
        if (models[i]->getIntersection(l,N,IntersectPoint,Color,material,dis)){
            haveIntersection = true;
            dis = (IntersectPoint - l.start_point).Len();
        }
    /*if (tri_tree.getIntersection(l,N,IntersectPoint,Color,material,len_limit)){
        haveIntersection = true;
        dis = (IntersectPoint - l.start_point).Len();
    }*/
    for (int i = 0;i < _objects.size();i++){
        t = _objects[i]->getIntersection(l);
        if (t > EPS && t < dis){
            haveIntersection = true;
            dis = t;
            IntersectPoint = l.start_point + l.dir * t;
            N = _objects[i]->getN(IntersectPoint);
            material = _objects[i]->material;
            Color =_objects[i]->getColor(IntersectPoint);
        }
    }

    N.Normalize();
    if (N * l.dir < 0){
        N = - N;
        material.refract_n = 1.0 / material.refract_n;
    }
    return haveIntersection;
}
开发者ID:nbajiaoshi,项目名称:RayTrace,代码行数:32,代码来源:scene.cpp

示例9: rayCasting

void ElevatorSimRenderWindow::rayCasting(int x, int y) {
   SimulationState& simState = SimulationState::acquire();

   float fovX = (GLWindow_width/GLWindow_height) * 45.f;

   float mx = (float)((x - GLWindow_width * 0.5) *
            (1.0 / GLWindow_width) * fovX * 0.5);
   float my = (float)((y - GLWindow_height * 0.5) *
            (1.0 / GLWindow_width) * fovX * 0.5);
   Vec3f dx = simState.getCameraManager().getRight() * mx;
   Vec3f dy = simState.getCameraManager().GetCameraUp() * my;

   Vec3f dir = simState.getCameraManager().GetCameraLookAt() + (dx + dy) * 2.0;
   dir.Normalize();

   const int eachFloorHeight = simState.getBuilding().gfxEachFloorHeight;
   std::vector<Elevator*> & elevators = simState.getBuilding().getElevators();

   std::for_each(
            elevators.begin(),
            elevators.end(),
            [this, &eachFloorHeight] ( const Elevator* thisElev ) {
      float pos = 1.0f + thisElev->getYVal() /
               Floor::YVALS_PER_FLOOR * eachFloorHeight;

      (void) pos;
   });
}
开发者ID:dwp5078,项目名称:elevatorSim,代码行数:28,代码来源:ElevatorSimRenderWindow.cpp

示例10: mirrorDirection

Vec3f mirrorDirection(const Vec3f &normal, const Vec3f &incoming)
{
	//(反射光方向:R = V - 2(V.N)N )
	Vec3f reflectDir = incoming - 2 * (incoming.Dot3(normal))*normal;
	reflectDir.Normalize();
	return reflectDir;
}
开发者ID:perfect28,项目名称:MIT-Graphics,代码行数:7,代码来源:rayTracer.cpp

示例11: hit

// Detects if ray intersects sphere.
// TODO: Manage special case for transformed spheres by transforming vector.
Intersection* Sphere::hit(const Ray& r)
{		
	// Transform vector to use inverse of sphere's transformation matrix

	Vec3f e = Matrix4f::pntMult(Ti,r.e);
	Vec3f d = Matrix4f::vecMult(Ti,r.d);

	// Calculate coefficients of quadratic
	//Isn't this always 1?
	float a = Vec3f::Dot(d,d);
	float b = Vec3f::Dot(2*d,e-cntr);
	float c = Vec3f::Dot(e-cntr,e-cntr)-pow(rad,2);

	float discriminant = b*b-4*a*c;

	if (discriminant<0)
	{
		return NULL;
	}
	float t = RTMin((-b + sqrt(discriminant))/(2*a),(-b - sqrt(discriminant))/(2*a));

	Pnt3f p = Matrix4f::pntMult(T,e+t*d); // transform point  back to world coordinates
	Vec3f n = Matrix4f::vecMult(Tti,(p-cntr)/rad); // transform normal back to world coordinates
	n.Normalize();

	if (!SameDirection(d,n)) return NULL;  // Backface culling
	
	if (t > r.max || t < r.min) return NULL; // check range
	return new Intersection(t, p, n, parent);
}
开发者ID:ecattell,项目名称:CattellRT,代码行数:32,代码来源:Sphere.cpp

示例12: Intersect

bool Transform::Intersect(const Ray &r, Hit &h, float tmin) const
{
  bool result = false;
  
  Matrix m = m_matrix;
  if ( m.Inverse() )
    {
      Vec3f org = r.getOrigin();
      Vec3f dir = r.getDirection();
      m.Transform(org);
      m.TransformDirection(dir);
      Ray r2 (dir, org);
      result = m_pObject->Intersect(r2, h, tmin);
      
      if (result)
	{
	  Matrix m1 = m;
	  m1.Transpose();
	  Vec3f n = h.getNormal();
	  m1.TransformDirection(n);
	  n.Normalize();
	  h.set(h.getT(), h.getMaterial(), n, r);
	}
    }
  return result;
}
开发者ID:netwarm007,项目名称:mit-ocw-6.837,代码行数:26,代码来源:transform.cpp

示例13: shadow

Vec3f RayTracer::shadow(const Vec3f &point,
			const Vec3f &pointOnLight,
			const Face *f,
			const Ray &ray,
			const Hit &hit) const
{
        const Vec3f normal(hit.getNormal());
        const Material *m = hit.getMaterial();

	Vec3f dirToLight = pointOnLight - point;
	dirToLight.Normalize();
	/* If dot product < 0, surface is not facing light */
	if (normal.Dot3(dirToLight) > 0) {
		Ray rayToLight(point, dirToLight);
		Hit hLight;
		bool blocked = CastRay(rayToLight, hLight, false);
		while (std::fabs(hLight.getT()) < SURFACE_EPSILON &&
				std::fabs((pointOnLight - point).Length()) > SURFACE_EPSILON) {
			rayToLight = Ray(rayToLight.pointAtParameter(SURFACE_EPSILON),
					dirToLight);
			blocked = CastRay(rayToLight, hLight, false);
		}
		if (hLight.getT() == FLT_MAX || hLight.getMaterial() != f->getMaterial()) {
			return Vec3f(0, 0, 0);
		}

		const Vec3f lightColor = 0.2 * f->getMaterial()->getEmittedColor() * f->getArea();
		return m->Shade(ray,hit,dirToLight,lightColor,args);
	}
	return Vec3f(0, 0, 0);
}
开发者ID:linkinpark342,项目名称:parashader,代码行数:31,代码来源:raytracer.cpp

示例14: CalculateNormals

	inline void Mesh::CalculateNormals(void) {
		Vec3f* u = new Vec3f();
		Vec3f* v = new Vec3f();
		Vec3f* uv = new Vec3f();
		Vec3f* faceNormal;
		Vec3f* va;
		Vec3f* vb;
		Vec3f* vc;

		uint32 vertexCount = vertices.Length(),
			   normalCount = normals.Length(),
			   a, b, c, i, il;
		
		if (vertexCount < normalCount) {
			for (i = vertexCount, il = normalCount; i > il; i--) {
				Vec3f* normal = normals[i];
				normals.Splice(i, 1);
				delete normal;
			}
		} else {
			i = vertexCount;
			normalCount = normals.Length();
			while(i-- > normalCount) normals.Push(new Vec3f());
			for (i = 0, il = vertexCount; i < il; i++) normals[i]->Set(0.0f, 0.0f, 0.0f);
		}

		for (i = 0, il = indices.Length(); i < il; i += 3) {
			a = indices[i];
			b = indices[i + 1];
			c = indices[i + 2];

			va = vertices[a];
			vb = vertices[b];
			vc = vertices[c];
			
			Vec3Sub<float32>(*vc, *vb, *u);
			Vec3Sub<float32>(*va, *vb, *v);
			
			Vec3Cross<float32>(*u, *v, *uv);

			faceNormal = uv;
			faceNormal->Normalize();

			*(normals[a]) += *faceNormal;
			*(normals[b]) += *faceNormal;
			*(normals[c]) += *faceNormal;
		}
		
		for (i = 0, il = indices.Length(); i < il; i += 3) {
			normals[indices[i]]->Normalize();
			normals[indices[i + 1]]->Normalize();
			normals[indices[i + 2]]->Normalize();
		}

		delete u;
		delete v;
		delete uv;
		m_needsUpdate = true;
	}
开发者ID:nathanfaucett,项目名称:Odin.cpp,代码行数:59,代码来源:mesh.cpp

示例15: getNormal

Vec3f sphere::getNormal(Vec3f eye, Vec3f dir)
{
	Vec3f normal;

	normal = (eye + dir * testIntersection(eye, dir)) - center;
	normal.Normalize();

	return normal;
}
开发者ID:kinikibu,项目名称:RayTracer,代码行数:9,代码来源:sphere.cpp


注:本文中的Vec3f::Normalize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。