本文整理汇总了C++中math::Matrix4::getRotation方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::getRotation方法的具体用法?C++ Matrix4::getRotation怎么用?C++ Matrix4::getRotation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::getRotation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:
void Lua_V2::WorldToScreen() {
lua_Object xObj = lua_getparam(1);
lua_Object yObj = lua_getparam(2);
lua_Object zObj = lua_getparam(3);
if (!lua_isnumber(xObj) || !lua_isnumber(yObj) || !lua_isnumber(zObj)) {
lua_pushnumber(0.0);
lua_pushnumber(0.0);
return;
}
float x = lua_getnumber(xObj);
float y = lua_getnumber(yObj);
float z = lua_getnumber(zObj);
Math::Vector3d pos = Math::Vector3d(x, y, z);
const Set::Setup *setup = g_emi->getCurrSet()->getCurrSetup();
const Math::Vector3d interest = setup->_interest;
const float roll = setup->_roll;
const Math::Quaternion quat = Math::Quaternion(interest.x(), interest.y(), interest.z(), roll);
Math::Matrix4 view = quat.toMatrix();
view.transpose();
pos -= setup->_pos;
pos = view.getRotation() * pos;
pos.z() = -pos.z();
Math::Matrix4 proj = GfxBase::makeProjMatrix(setup->_fov, setup->_nclip, setup->_fclip);
proj.transpose();
Math::Vector4d screen = proj * Math::Vector4d(pos.x(), pos.y(), pos.z(), 1.0);
screen /= screen.w();
lua_pushnumber((screen.x() + 1) * 320);
lua_pushnumber((1 - screen.y()) * 240);
}
示例2: lookAt
void EMIHead::lookAt(bool entering, const Math::Vector3d &point, float rate, const Math::Matrix4 &matrix) {
if (!_cost->_emiSkel || !_cost->_emiSkel->_obj)
return;
if (_jointName.empty())
return;
Joint *joint = _cost->_emiSkel->_obj->getJointNamed(_jointName);
if (!joint)
return;
Math::Quaternion lookAtQuat; // Note: Identity if not looking at anything.
if (entering) {
Math::Matrix4 jointToWorld = _cost->getOwner()->getFinalMatrix() * joint->_finalMatrix;
Math::Vector3d jointWorldPos = jointToWorld.getPosition();
Math::Matrix4 worldToJoint = jointToWorld;
worldToJoint.invertAffineOrthonormal();
Math::Vector3d targetDir = (point + _offset) - jointWorldPos;
targetDir.normalize();
const Math::Vector3d worldUp(0, 1, 0);
Math::Vector3d frontDir = Math::Vector3d(worldToJoint(0, 1), worldToJoint(1, 1), worldToJoint(2, 1)); // Look straight ahead. (+Y)
Math::Vector3d modelFront(0, 0, 1);
Math::Vector3d modelUp(0, 1, 0);
joint->_absMatrix.inverseRotate(&modelFront);
joint->_absMatrix.inverseRotate(&modelUp);
// Generate a world-space look at matrix.
Math::Matrix4 lookAtTM;
lookAtTM.setToIdentity();
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",
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",
else
lookAtTM.buildFromTargetDir(modelFront, targetDir, modelUp, worldUp);
// Convert from world-space to joint-space.
lookAtTM = worldToJoint * lookAtTM;
// Apply angle limits.
Math::Angle p, y, r;
lookAtTM.getXYZ(&y, &p, &r, Math::EO_ZXY);
y.clampDegrees(_yawRange);
p.clampDegrees(_minPitch, _maxPitch);
r.clampDegrees(30.0f);
lookAtTM.buildFromXYZ(y, p, r, Math::EO_ZXY);
lookAtQuat.fromMatrix(lookAtTM.getRotation());
}
if (_headRot != lookAtQuat) {
Math::Quaternion diff = _headRot.inverse() * lookAtQuat;
float angle = 2 * acos(diff.w());
if (diff.w() < 0.0f) {
angle = 2 * (float)M_PI - angle;
}
float turnAmount = g_grim->getPerSecond(rate * ((float)M_PI / 180.0f));
if (turnAmount < angle)
_headRot = _headRot.slerpQuat(lookAtQuat, turnAmount / angle);
else
_headRot = lookAtQuat;
}
if (_headRot != Math::Quaternion()) { // If not identity..
joint->_animMatrix = joint->_animMatrix * _headRot.toMatrix();
joint->_animQuat = joint->_animQuat * _headRot;
_cost->_emiSkel->_obj->commitAnim();
}
}