本文整理汇总了C++中Vector4::ConvertToUnit方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector4::ConvertToUnit方法的具体用法?C++ Vector4::ConvertToUnit怎么用?C++ Vector4::ConvertToUnit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Vector4
的用法示例。
在下文中一共展示了Vector4::ConvertToUnit方法的4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: findViewDirection
Vector4* findViewDirection(double xS, double yS, double zS){
Vector4* V = new Vector4();
V->SetVector4(eX-xS, eY-yS, eZ-zS,1.0);
V->ConvertToUnit();
return V;
}
示例2: findNormalToSphere
Vector4* findNormalToSphere(double xS, double yS, double zS, Sphere& sphere){
//Coordinates of the centre of the sphere.
double x_c = sphere.position[0];
double y_c = sphere.position[1];
double z_c = sphere.position[2];
//radius of the sphere.
double S_r = sphere.radius;
Vector4* normal = new Vector4();
normal->SetVector4(xS-x_c, yS-y_c, zS-z_c, 1.0);
normal->ConvertToUnit();
return normal;
}
示例3: findNormalToTriangle
Vector4* findNormalToTriangle(double xS, double yS, double zS, Triangle& triangle){
double x0 = triangle.v[0].position[0];
double y0 = triangle.v[0].position[1];
double z0 = triangle.v[0].position[2];
double x1 = triangle.v[1].position[0];
double y1 = triangle.v[1].position[1];
double z1 = triangle.v[1].position[2];
double x2 = triangle.v[2].position[0];
double y2 = triangle.v[2].position[1];
double z2 = triangle.v[2].position[2];
//Calculate the vertices of the triangle.
auto_ptr<Vector4> P0(new Vector4());
P0->SetVector4(x0,y0,z0,1.0f);
auto_ptr<Vector4> P1(new Vector4());
P1->SetVector4((float)x1,(float)y1,(float)z1,1.0f);
auto_ptr<Vector4> P2(new Vector4());
P2->SetVector4((float)x2,(float)y2,(float)z2,1.0f);
auto_ptr<Vector4> P(new Vector4());
P->SetVector4((float)xS,(float)yS,(float)zS,1.0f);
//Vector from one vertex to other vertex.
auto_ptr<Vector4> Edge01(P0->Subtract(*P1, *P0));
auto_ptr<Vector4> Edge12(P1->Subtract(*P2, *P1));
auto_ptr<Vector4> Edge20(P2->Subtract(*P0, *P2));
//Area of the complete triangle.
double area_P0P1P2 = (0.5*Edge01->CrossProduct(*Edge01, *Edge20)->GetMagnitude());
assert(area_P0P1P2 > 0);
//Area of PP0P2
auto_ptr<Vector4> EdgePP2(new Vector4());
EdgePP2->SetVector4(xS-x2, yS-y2, zS-z2,1);
double area_PP0P2 = (0.5*Edge20->CrossProduct(*Edge20, *EdgePP2)->GetMagnitude());
assert(area_PP0P2 >= 0.0);
//Area of PP1P2
double area_PP1P2 = (0.5 * EdgePP2->CrossProduct(*EdgePP2, *Edge12)->GetMagnitude());
assert(area_PP1P2 >= 0);
//Area of PP0P1
auto_ptr<Vector4> EdgePP0(new Vector4());
EdgePP0->SetVector4(xS-x0, yS-y0, zS-z0,1);
double area_PP0P1 = (0.5*Edge01->CrossProduct(*Edge01, *EdgePP0)->GetMagnitude());
assert(area_PP0P1 >= 0);//I am here
double alpha = area_PP1P2/area_P0P1P2;
double beta = area_PP0P2/area_P0P1P2;
double gamma = area_PP0P1/area_P0P1P2;
double n0_x = triangle.v[0].normal[0];
double n0_y = triangle.v[0].normal[1];
double n0_z = triangle.v[0].normal[2];
auto_ptr<Vector4> N0(new Vector4());
N0->SetVector4(n0_x, n0_y, n0_z, 1);
double n1_x = triangle.v[1].normal[0];
double n1_y = triangle.v[1].normal[1];
double n1_z = triangle.v[1].normal[2];
auto_ptr<Vector4> N1(new Vector4());
N1->SetVector4(n1_x, n1_y, n1_z, 1);
double n2_x = triangle.v[2].normal[0];
double n2_y = triangle.v[2].normal[1];
double n2_z = triangle.v[2].normal[2];
auto_ptr<Vector4> N2(new Vector4());
N2->SetVector4(n2_x, n2_y, n2_z, 1);
N0->Elongate(alpha);
N1->Elongate(beta);
N2->Elongate(gamma);
Vector4* normalTemp = N0->Add(*N0, *N1);
Vector4* normal = N0->Add(*normalTemp, *N2);
delete normalTemp;
normal->ConvertToUnit();
return normal;
}
示例4: getColor
Color* getColor(Vector4& viewVector, double x, double y, double z, int depth){
Color* color = new Color(0,0,0);
int red = 0;
int green = 0;
int blue = 0;
double ka_red = 0.0;
double ka_green = 0.0;
double ka_blue = 0.0;
double kd_red = 0.0;
double kd_green = 0.0;
double kd_blue = 0.0;
double ks_red = 0.0;
double ks_green= 0.0;
double ks_blue = 0.0;
double shininess = 0.0;
//The view vector from the point of intersection to where the user is standing.
Vector4* V = findViewDirection(x,y,z);
V->ConvertToUnit();
//The normal vector to the surface obtained by interpolating the normals.
Vector4* N = new Vector4();
N->SetVector4(0,0,0,1);
if(iType == SPHERE){
N->GetCopyOf( *findNormalToSphere(x,y,z,spheres[index_sphere]) );
N->ConvertToUnit();
kd_red = spheres[index_sphere].color_diffuse[0];
kd_green = spheres[index_sphere].color_diffuse[1];
kd_blue = spheres[index_sphere].color_diffuse[2];
ks_red = spheres[index_sphere].color_specular[0];
ks_green = spheres[index_sphere].color_specular[1];
ks_blue = spheres[index_sphere].color_specular[2];
shininess = spheres[index_sphere].shininess;
}
if(iType == TRIANGLE){
N->GetCopyOf( *findNormalToTriangle(x,y,z,triangles[index_triangle]) );
N->ConvertToUnit();
Vector4* Kd = interpolateKd(x,y,z, triangles[index_triangle]);
Vector4* Ks = interpolateKs(x,y,z, triangles[index_triangle]);
kd_red = Kd->getX();
kd_green = Kd->getY();
kd_blue = Kd->getZ();
ks_red = Ks->getX();
ks_green = Ks->getY();
ks_blue = Ks->getZ();
shininess = interpolateShininess(x,y,z, triangles[index_triangle]);
delete Kd;
delete Ks;
}
ka_red = kd_red;
ka_green = kd_green;
ka_blue = kd_blue;
color->addMoreRed((int)getAmbientRed(ka_red));
color->addMoreGreen((int)getAmbientGreen(ka_green));
color->addMoreBlue((int)getAmbientBlue(ka_blue));
int i =0;
for(i = 0; i<num_lights; i++){
//Light Vector (From the point of intersection to the light source)
auto_ptr<Vector4> L(findLightDirection(x,y,z,lights[i]));
L->ConvertToUnit();
//Reflected Ray Vector
auto_ptr<Vector4> R(findReflectedRayDirection(*N, *L));
R->ConvertToUnit();
double LN = L->DotProduct(*L, *N);
double RV = R->DotProduct(*R, *V);
// if(isShadowed(x,y,z,lights[i]) and LN>=0){
if(isShadowed(x,y,z,lights[i])){
red = 0;
green = 0;
blue = 0;
}else{
red = getRed(lights[i].color[0], ka_red, kd_red, ks_red, LN, RV, shininess);
green = getGreen(lights[i].color[1], ka_green, kd_green, ks_green, LN, RV, shininess);
blue = getBlue(lights[i].color[2], ka_blue, kd_blue, ks_green, LN, RV, shininess);
}
//.........这里部分代码省略.........