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类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;
}
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;
}