本文整理汇总了C++中bl::Object::bound_box方法的典型用法代码示例。如果您正苦于以下问题:C++ Object::bound_box方法的具体用法?C++ Object::bound_box怎么用?C++ Object::bound_box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bl::Object
的用法示例。
在下文中一共展示了Object::bound_box方法的3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: object_boundbox_clip
/* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order
* to reduce number of objects which are wrongly considered visible.
*/
static bool object_boundbox_clip(Scene *scene,
BL::Object& b_ob,
Transform& tfm,
float margin)
{
Camera *cam = scene->camera;
Transform& worldtondc = cam->worldtondc;
BL::Array<float, 24> boundbox = b_ob.bound_box();
float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
bool all_behind = true;
for(int i = 0; i < 8; ++i) {
float3 p = make_float3(boundbox[3 * i + 0],
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
p = transform_point(&tfm, p);
float4 b = make_float4(p.x, p.y, p.z, 1.0f);
float4 c = make_float4(dot(worldtondc.x, b),
dot(worldtondc.y, b),
dot(worldtondc.z, b),
dot(worldtondc.w, b));
p = float4_to_float3(c / c.w);
if(c.z < 0.0f) {
p.x = 1.0f - p.x;
p.y = 1.0f - p.y;
}
if(c.z >= -margin) {
all_behind = false;
}
bb_min = min(bb_min, p);
bb_max = max(bb_max, p);
}
if(!all_behind) {
if(bb_min.x >= 1.0f + margin ||
bb_min.y >= 1.0f + margin ||
bb_max.x <= -margin ||
bb_max.y <= -margin)
{
return true;
}
return false;
}
return true;
}
示例2: test
bool BlenderObjectCulling::test(Scene *scene, BL::Object& b_ob, Transform& tfm)
{
if(!use_camera_cull_ && !use_distance_cull_) {
return false;
}
/* Compute world space bounding box corners. */
float3 bb[8];
BL::Array<float, 24> boundbox = b_ob.bound_box();
for(int i = 0; i < 8; ++i) {
float3 p = make_float3(boundbox[3 * i + 0],
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
bb[i] = transform_point(&tfm, p);
}
bool camera_culled = use_camera_cull_ && test_camera(scene, bb);
bool distance_culled = use_distance_cull_ && test_distance(scene, bb);
return ((camera_culled && distance_culled) ||
(camera_culled && !use_distance_cull_) ||
(distance_culled && !use_camera_cull_));
}
示例3: object_boundbox_clip
/* TODO(sergey): Not really optimal, consider approaches based on k-DOP in order
* to reduce number of objects which are wrongly considered visible.
*/
static bool object_boundbox_clip(Scene *scene,
BL::Object b_ob,
Transform& tfm,
float margin)
{
Camera *cam = scene->camera;
Transform& worldtondc = cam->worldtondc;
BL::Array<float, 24> boundbox = b_ob.bound_box();
float3 bb_min = make_float3(FLT_MAX, FLT_MAX, FLT_MAX),
bb_max = make_float3(-FLT_MAX, -FLT_MAX, -FLT_MAX);
bool all_behind = true;
for(int i = 0; i < 8; ++i) {
float3 p = make_float3(boundbox[3 * i + 0],
boundbox[3 * i + 1],
boundbox[3 * i + 2]);
p = transform_point(&tfm, p);
p = transform_point(&worldtondc, p);
if(p.z >= -margin) {
all_behind = false;
}
p /= p.z;
bb_min = min(bb_min, p);
bb_max = max(bb_max, p);
}
if(!all_behind) {
if(bb_min.x >= 1.0f + margin ||
bb_min.y >= 1.0f + margin ||
bb_max.x <= -margin ||
bb_max.y <= -margin)
{
return true;
}
return false;
}
return true;
}