本文整理汇总了C++中mat4::translate方法的典型用法代码示例。如果您正苦于以下问题:C++ mat4::translate方法的具体用法?C++ mat4::translate怎么用?C++ mat4::translate使用的例子?那么, 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mat4
的用法示例。
在下文中一共展示了mat4::translate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: draw
void BoxGeometryComponent::draw(Matrix4 transformation)
{
Point4 rotated_move = rotate(myRotation) * Point4(myMove.x, myMove.y, myMove.z);
//Matrix4 total_transform = transformation * translate(Vector4(rotated_move.x, rotated_move.y, rotated_move.z)) * rotate(myRotation) * scale(myScale);
Matrix4 total_transform = transformation * translate(myTranslation) * rotate(myRotation) * scale(myScale);
Matrix4 transform_noscale = transformation * translate(myTranslation) * rotate(myRotation);
std::for_each(myTriangles.begin(), myTriangles.end(), std::bind2nd(std::ptr_fun(TransformAndDraw), total_transform));
// Draw all subcomponents.
std::for_each(myComponents.begin(), myComponents.end(), [&transform_noscale](std::shared_ptr<BoxGeometryComponent> x){ x->draw(transform_noscale); });
}
示例2: applyViewPropertyTransforms
/**
* Apply property-based transformations to input matrix
*
* If true3dTransform is set to true, the transform applied to the input matrix will use true 4x4
* matrix computation instead of the Skia 3x3 matrix + camera hackery.
*/
void RenderNode::applyViewPropertyTransforms(mat4& matrix, bool true3dTransform) const {
if (properties().getLeft() != 0 || properties().getTop() != 0) {
matrix.translate(properties().getLeft(), properties().getTop());
}
if (properties().getStaticMatrix()) {
mat4 stat(*properties().getStaticMatrix());
matrix.multiply(stat);
} else if (properties().getAnimationMatrix()) {
mat4 anim(*properties().getAnimationMatrix());
matrix.multiply(anim);
}
bool applyTranslationZ = true3dTransform && !MathUtils::isZero(properties().getZ());
if (properties().hasTransformMatrix() || applyTranslationZ) {
if (properties().isTransformTranslateOnly()) {
matrix.translate(properties().getTranslationX(), properties().getTranslationY(),
true3dTransform ? properties().getZ() : 0.0f);
} else {
if (!true3dTransform) {
matrix.multiply(*properties().getTransformMatrix());
} else {
mat4 true3dMat;
true3dMat.loadTranslate(
properties().getPivotX() + properties().getTranslationX(),
properties().getPivotY() + properties().getTranslationY(),
properties().getZ());
true3dMat.rotate(properties().getRotationX(), 1, 0, 0);
true3dMat.rotate(properties().getRotationY(), 0, 1, 0);
true3dMat.rotate(properties().getRotation(), 0, 0, 1);
true3dMat.scale(properties().getScaleX(), properties().getScaleY(), 1);
true3dMat.translate(-properties().getPivotX(), -properties().getPivotY());
matrix.multiply(true3dMat);
}
}
}
}