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C++ Matrix4::buildFromPitchYawRoll方法代码示例

本文整理汇总了C++中math::Matrix4::buildFromPitchYawRoll方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::buildFromPitchYawRoll方法的具体用法?C++ Matrix4::buildFromPitchYawRoll怎么用?C++ Matrix4::buildFromPitchYawRoll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math::Matrix4的用法示例。


在下文中一共展示了Matrix4::buildFromPitchYawRoll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: getPos

Math::Vector3d Actor::getWorldPos() const {
	if (! isAttached())
		return getPos();

	EMICostume * cost = static_cast<EMICostume *>(_attachedActor->getCurrentCostume());
	assert(cost != NULL);

	Math::Matrix4 attachedToWorld;
	attachedToWorld.setPosition(_attachedActor->getPos());
	attachedToWorld.buildFromPitchYawRoll(_attachedActor->getPitch(), _attachedActor->getYaw(), _attachedActor->getRoll());

	// If we were attached to a joint, factor in the joint's position & rotation,
	// relative to its actor.
	if (cost->_emiSkel && cost->_emiSkel->_obj) {
		Joint * j = cost->_emiSkel->_obj->getJointNamed(_attachedJoint);
		const Math::Matrix4 & jointToAttached = j->_finalMatrix;
		attachedToWorld = attachedToWorld * jointToAttached;
	}

	Math::Vector3d myPos = getPos();
	attachedToWorld.transform(&myPos, true);
	return myPos;
}
开发者ID:gbraad,项目名称:residualvm,代码行数:23,代码来源:actor.cpp

示例2: if


//.........这里部分代码省略.........
	modelFront = Math::Vector3d(0,1,0);
	modelUp = Math::Vector3d(0,0,1);

	// v is the world space direction vector this character should be looking towards.
	Math::Vector3d targetDir = point - _node->_pivotMatrix.getPosition();
	if (!entering)
		targetDir = frontDir;
	if (targetDir.isZero())
		return;

	targetDir.normalize();

	// The vector v is in world space, so generate the world space lookat matrix for the desired head facing
	// orientation.
	Math::Matrix4 lookAtTM;
	lookAtTM.setToIdentity();
	const Math::Vector3d worldUp(0,0,1); // The Residual scene convention: +Z is world space up.
	if (Math::Vector3d::dotProduct(targetDir, worldUp) >= 0.98f) // Avoid singularity if trying to look straight up.
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, -frontDir); // Instead of orienting head towards scene up, orient head towards character "back",
	                                                                // i.e. when you look straight up, your head up vector tilts/arches to point straight backwards.
	else if (Math::Vector3d::dotProduct(targetDir, worldUp) <= -0.98f) // Avoid singularity if trying to look straight down.
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, frontDir); // Instead of orienting head towards scene down, orient head towards character "front",
																   // i.e. when you look straight down, your head up vector tilts/arches to point straight forwards.
	else
		lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp);
	// The above specifies the world space orientation of this bone, but we need to output
	// the orientation in parent space (as yaw/pitch/roll).

	// Get the coordinate frame in which we need to produce the character head yaw/pitch/roll values.
	Math::Matrix4 parentWorldTM;
	if (_node->_parent)
		parentWorldTM = _node->_parent->_matrix;

	// While we could compute the desired lookat direction directly in the above coordinate frame,
	// it is preferrable to compute the lookat direction with respect to the head orientation in
	// the keyframe animation. This is because the LUA scripts specify the maximum head yaw, pitch and
	// roll values with respect to those keyframe animations. If the lookat was simply computed
	// directly in the space of the parent, we couldn't apply the head maxYaw/Pitch/Roll constraints
	// properly. So, compute the coordinate frame of this bone in the keyframe animation.
	Math::Matrix4 animFrame = _node->_localMatrix;
	parentWorldTM = parentWorldTM * animFrame;
	parentWorldTM.invertAffineOrthonormal();

	// Convert lookAtTM orientation from world space to parent-with-keyframe-animation space.
	lookAtTM = parentWorldTM * lookAtTM;

	// Decompose to yaw-pitch-roll (+Z, +X, +Y).
	// In this space, Yaw is +Z. Pitch is +X. Roll is +Y.
	Math::Angle y, pt, r;
	lookAtTM.getPitchYawRoll(&pt, &y, &r);

	y = y * constrain;
	pt = pt * constrain;
	r = r * constrain;

	// Constrain the maximum head movement, as desired by the game LUA scripts.
	y.clampDegrees(maxYaw);
	pt.clampDegrees(maxPitch);
	r.clampDegrees(maxRoll);

	// Also limit yaw, pitch and roll to make at most a movement as large as the given max step size during this frame.
	// This will produce a slow head-turning animation instead of immediately snapping to the
	// target lookat orientation.
	if (y - _yaw > yawStep)
		y = _yaw + yawStep;
	if (_yaw - y > yawStep)
		y = _yaw - yawStep;

	if (pt - _pitch > pitchStep)
		pt = _pitch + pitchStep;
	if (_pitch - pt > pitchStep)
		pt = _pitch - pitchStep;

	if (r - _roll > rollStep)
		r = _roll + rollStep;
	if (_roll - r > rollStep)
		r = _roll - rollStep;

	// Remember how far we animated the head this frame, and we'll continue from here the next frame.
	_pitch = pt;
	_yaw = y;
	_roll = r;

	// Assemble ypr back to a matrix.
	// This matrix is the head orientation with respect to parent-with-keyframe-animation space.
	lookAtTM.buildFromPitchYawRoll(pt, y, r);

	// What follows is a hack: Since translateObject(ModelNode *node, bool reset) in this file,
	// and GfxOpenGL/GfxTinyGL::drawHierachyNode concatenate transforms incorrectly, by summing up
	// euler angles, do a hack here where we do the proper transform here already, and *subtract off*
	// the YPR scalars from the animYPR scalars to cancel out the values that those pieces of code
	// will later accumulate. After those pieces of code have been fixed, the following lines can
	// be deleted, and this function can simply output the contents of pt, y and r variables above.
	lookAtTM = animFrame * lookAtTM;

	lookAtTM.getPitchYawRoll(&pt, &y, &r);
	_node->_animYaw = y - _node->_yaw;
	_node->_animPitch = pt - _node->_pitch;
	_node->_animRoll = r - _node->_roll;
}
开发者ID:agharbi,项目名称:residual,代码行数:101,代码来源:head.cpp


注:本文中的math::Matrix4::buildFromPitchYawRoll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。