本文整理汇总了C++中Vec3r类的典型用法代码示例。如果您正苦于以下问题:C++ Vec3r类的具体用法?C++ Vec3r怎么用?C++ Vec3r使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Vec3r类的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: rotateVector
Vec3r rotateVector(const Matrix44r& mat, const Vec3r& v) {
Vec3r res;
for (unsigned i = 0; i < 3; i++) {
res[i] = 0;
for (unsigned j = 0; j < 3; j++)
res[i] += mat(i, j) * v[j];
}
res.normalize();
return res;
}
示例2: intersect
bool Line::intersect(const SphereVolume &sphere,
Real &enter,
Real &exit ) const
{
Vec3r v;
Pnt3r center;
sphere.getCenter(center);
Real radius;
Real h;
Real b;
Real d;
Real t1;
Real t2;
radius = sphere.getRadius();
v = center - _pos;
h = (v.dot(v))-(radius * radius);
b = (v.dot(_dir));
if(h >= 0.f && b <= 0.f)
return false;
d = b * b - h;
if(d < 0.f)
return false;
d = osgSqrt(d);
t1 = b - d;
// if (t1 > 1)
// return false;
t2 = b + d;
if( t1 < TypeTraits<Real>::getDefaultEps() )
{
if( t2 < TypeTraits<Real>::getDefaultEps() /*|| t2 > 1*/)
{
return false;
}
}
enter = t1;
exit = t2;
return true;
}
示例3: V
void FEdgeXDetector::preProcessFace(WXFace *iFace){
Vec3r firstPoint = iFace->GetVertex(0)->GetVertex();
Vec3r N = iFace->GetNormal();
// Compute the dot product between V (=_Viewpoint - firstPoint) and N:
Vec3r V(_Viewpoint - firstPoint);
N.normalize();
V.normalize();
iFace->SetDotP(N * V);
// compute the distance between the face center and the viewpoint:
Vec3r dist_vec(iFace->center() - _Viewpoint);
iFace->SetZ(dist_vec.norm());
}
示例4: angle
inline static real angle(WOEdge *h)
{
const Vec3r& n1 = h->GetbFace()->GetNormal();
const Vec3r& n2 = h->GetaFace()->GetNormal();
const Vec3r v = h->GetVec();
real sine = (n1 ^ n2) * v / v.norm();
if (sine >= 1.0) {
return M_PI / 2.0;
}
if (sine <= -1.0) {
return -M_PI / 2.0;
}
return ::asin(sine);
}
示例5: WXFaceLayer
void FEdgeXDetector::ProcessSilhouetteFace(WXFace *iFace, bool meshSilhouettes)
{
real NdotVepsilonHack = 0;// 0.05; //0.1; //0.01; //0.1;
// SILHOUETTE LAYER
// Compute the dot products between View direction and N at each vertex
// of the face:
Vec3r point;
int closestPointId = 0;
real dist, minDist = FLT_MAX;
int numVertices = iFace->numberOfVertices();
WXFaceLayer * faceLayer = new WXFaceLayer(iFace, Nature::SILHOUETTE, true);
Vec3r normal;
if(meshSilhouettes){
// Use per face normal
normal = (iFace->GetVertex(2)->GetVertex() - iFace->GetVertex(0)->GetVertex()) ^ (iFace->GetVertex(1)->GetVertex() - iFace->GetVertex(0)->GetVertex());
normal.normalize();
}
for(int i=0; i<numVertices; i++){
point = iFace->GetVertex(i)->GetVertex();
if(!meshSilhouettes){
// Use per vertex normal
normal = iFace->GetVertexNormal(i);
normal.normalize();
}
Vec3r V(_Viewpoint - point);
V.normalize();
real d = normal * V + NdotVepsilonHack;
faceLayer->PushDotP(d);
// Find the point the closest to the viewpoint
Vec3r dist_vec(point - _Viewpoint);
dist = dist_vec.norm();
if(dist < minDist) {
minDist = dist;
closestPointId = i;
}
// store ndotv at the vertex for use in the region-based visibility
// assert(dynamic_cast<WXVertex*>(iFace->GetVertex(i))!=NULL);
((WXVertex*)iFace->GetVertex(i))->setNdotV(d);
}
// Set the closest point id:
faceLayer->SetClosestPointIndex(closestPointId);
// Add this layer to the face:
iFace->AddSmoothLayer(faceLayer);
}
示例6: angle_from_cotan
static real angle_from_cotan(WVertex *vo, WVertex *v1, WVertex *v2)
{
/* cf. Appendix B and the caption of Table 1 from [Meyer et al 2002] */
real udotv, denom;
Vec3r u (v1->GetVertex() - vo->GetVertex());
Vec3r v(v2->GetVertex() - vo->GetVertex());
udotv = u * v;
denom = sqrt(u.squareNorm() * v.squareNorm() - udotv * udotv);
/* Note: I assume this is what they mean by using atan2(). -Ray Jones */
/* tan = denom/udotv = y/x (see man page for atan2) */
return (fabs(atan2(denom, udotv)));
}
示例7: monaghanGradient
void MonaghanKernel::monaghanGradient( const Vec3r& r, Vec3r& gradient )
{
HReal dist = r.length();
HReal q = dist*m_invH;
gradient.fill(0.0);
if( q >= 0 && q < 1 )
{
HReal scalar = -3.0f*(2-q)*(2-q);
scalar += 12.0f*(1-q)*(1-q);
gradient = (m_g*m_invH*scalar/dist)*r;
}
else if ( q >=1 && q < 2 )
{
HReal scalar = -3.0f*(2-q)*(2-q);
gradient = (m_g*scalar*m_invH/dist)*r;
}
}
示例8: Vec3r
void Grid::castInfiniteRay(const Vec3r& orig,
const Vec3r& dir,
OccludersSet& occluders,
unsigned timestamp) {
Vec3r end = Vec3r(orig + FLT_MAX * dir / dir.norm());
bool inter = initInfiniteRay(orig, dir, timestamp);
if(!inter)
return;
allOccludersGridVisitor visitor(occluders);
castRayInternal(visitor);
}
示例9: sphere_clip_vector
// precondition1: P is inside the sphere
// precondition2: P,V points to the outside of the sphere (i.e. OP.V > 0)
static bool sphere_clip_vector(const Vec3r& O, real r, const Vec3r& P, Vec3r& V)
{
Vec3r W = P - O;
real a = V.squareNorm();
real b = 2.0 * V * W;
real c = W.squareNorm() - r * r;
real delta = b * b - 4 * a * c;
if (delta < 0) {
// Should not happen, but happens sometimes (numerical precision)
return true;
}
real t = - b + ::sqrt(delta) / (2.0 * a);
if (t < 0.0) {
// Should not happen, but happens sometimes (numerical precision)
return true;
}
if (t >= 1.0) {
// Inside the sphere
return false;
}
V[0] = (t * V.x());
V[1] = (t * V.y());
V[2] = (t * V.z());
return true;
}
示例10: Vec3r
void FEdgeXDetector::preProcessFace(WXFace *iFace)
{
Vec3r firstPoint = iFace->GetVertex(0)->GetVertex();
Vec3r N = iFace->GetNormal();
// Compute the dot product between V (=_Viewpoint - firstPoint) and N:
Vec3r V;
if (_orthographicProjection) {
V = Vec3r(0.0, 0.0, _Viewpoint.z() - firstPoint.z());
}
else {
V = Vec3r(_Viewpoint - firstPoint);
}
N.normalize();
V.normalize();
iFace->setDotP(N * V);
// compute the distance between the face center and the viewpoint:
if (_orthographicProjection) {
iFace->setZ(iFace->center().z() - _Viewpoint.z());
}
else {
Vec3r dist_vec(iFace->center() - _Viewpoint);
iFace->setZ(dist_vec.norm());
}
}
示例11: project
void VelocityMotor::internal_update()
{
// check if we have a solid
if (mData.solid == NULL || isEnabled() == false) return ;
Vec3r targetVelocity = mData.velocity;
Solid * solid = mData.solid;
Vec3r currentAchievedVelocity = solid->getGlobalLinearVel();
if (doesGravityAffectSolid())
{
Vec3r gravity = mSimulator->getGravity();
if (gravity.length() > 0)
{
Vec3r gravity_velocity = project(gravity, currentAchievedVelocity);
currentAchievedVelocity -= gravity_velocity;
}
}
Vec3r deltaVelocity = targetVelocity - currentAchievedVelocity;
Vec3r forceVector = deltaVelocity / mSimulator->getStepSize() * solid->getMass();
if (!doesGravityAffectSolid())
forceVector -= mSimulator->getGravity() * solid->getMass();
if (forceVector.length() > getMaximumForce())
{
forceVector.normalize();
forceVector *= getMaximumForce();
}
Force controllingForce;
controllingForce.duration = 0;
controllingForce.singleStep = true;
controllingForce.type = GLOBAL_FORCE;
controllingForce.vec = forceVector;
solid->addForce(controllingForce);
}
示例12: LookAt
void ThirdPersonCamera::LookAt(const Vec3r &eye, const Vec3r &target, const Vec3r &up)
{
m_eye = eye;
m_target = target;
m_targetYAxis = up;
m_zAxis = eye - target;
m_zAxis.Normalise();
m_viewDir = m_zAxis * -1;
m_xAxis = Vec3r::CrossProduct(up, m_zAxis);
m_xAxis.Normalise();
m_yAxis = Vec3r::CrossProduct(m_zAxis, m_xAxis);
m_yAxis.Normalise();
// m_xAxis.Normalise();
m_viewMatrix.Access(0,0) = m_xAxis.X;
m_viewMatrix.Access(1,0) = m_xAxis.Y;
m_viewMatrix.Access(2,0) = m_xAxis.Z;
m_viewMatrix.Access(3,0) = -Vec3r::DotProduct(m_xAxis, eye);
m_viewMatrix.Access(0,1) = m_yAxis.X;
m_viewMatrix.Access(1,1) = m_yAxis.Y;
m_viewMatrix.Access(2,1) = m_yAxis.Z;
m_viewMatrix.Access(3,1) = -Vec3r::DotProduct(m_yAxis, eye);
m_viewMatrix.Access(0,2) = m_zAxis.X;
m_viewMatrix.Access(1,2) = m_zAxis.Y;
m_viewMatrix.Access(2,2) = m_zAxis.Z;
m_viewMatrix.Access(3,2) = -Vec3r::DotProduct(m_zAxis, eye);
m_orientation.FromMatrix(m_viewMatrix.m_matrix);
Vec3r offset = m_target - m_eye;
m_offsetDistance = offset.Length();
}
示例13: monaghanValue
HReal MonaghanKernel::monaghanValue( const Vec3r & r )
{
HReal value = 0.0;
HReal q = r.length()*m_invH;
if( q >= 0 && q < 1 )
{
value = m_v*( (2-q)*(2-q)*(2-q) - 4.0f*(1-q)*(1-q)*(1-q));
}
else if ( q >=1 && q < 2 )
{
value = m_v*( (2-q)*(2-q)*(2-q) );
}
else
{
value = 0.0f;
}
return value;
}
示例14: WXFaceLayer
void FEdgeXDetector::ProcessSilhouetteFace(WXFace *iFace)
{
// SILHOUETTE LAYER
Vec3r normal;
// Compute the dot products between View direction and N at each vertex of the face:
Vec3r point;
int closestPointId = 0;
real dist, minDist = FLT_MAX;
int numVertices = iFace->numberOfVertices();
WXFaceLayer *faceLayer = new WXFaceLayer(iFace, Nature::SILHOUETTE, true);
for (int i = 0; i < numVertices; i++) {
point = iFace->GetVertex(i)->GetVertex();
normal = iFace->GetVertexNormal(i);
normal.normalize();
Vec3r V;
if (_orthographicProjection) {
V = Vec3r(0.0, 0.0, _Viewpoint.z() - point.z());
}
else {
V = Vec3r(_Viewpoint - point);
}
V.normalize();
real d = normal * V;
faceLayer->PushDotP(d);
// Find the point the closest to the viewpoint
if (_orthographicProjection) {
dist = point.z() - _Viewpoint.z();
}
else {
Vec3r dist_vec(point - _Viewpoint);
dist = dist_vec.norm();
}
if (dist < minDist) {
minDist = dist;
closestPointId = i;
}
}
// Set the closest point id:
faceLayer->setClosestPointIndex(closestPointId);
// Add this layer to the face:
iFace->AddSmoothLayer(faceLayer);
}
示例15: acos
real CurvePoint::curvature2d_as_angle() const
{
#if 0
Vec3r edgeA = (_FEdges[0])->orientation2d();
Vec3r edgeB = (_FEdges[1])->orientation2d();
Vec2d N1(-edgeA.y(), edgeA.x());
N1.normalize();
Vec2d N2(-edgeB.y(), edgeB.x());
N2.normalize();
return acos((N1 * N2));
#endif
if (__A == 0)
return __B->curvature2d_as_angle();
if (__B == 0)
return __A->curvature2d_as_angle();
return ((1 - _t2d) * __A->curvature2d_as_angle() + _t2d * __B->curvature2d_as_angle());
}