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C++ Matrix4::setPosition方法代码示例

本文整理汇总了C++中math::Matrix4::setPosition方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4::setPosition方法的具体用法?C++ Matrix4::setPosition怎么用?C++ Matrix4::setPosition使用的例子?那么恭喜您, 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::setPosition方法的5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:

Math::Matrix4 VisualActor::getModelMatrix(const Math::Vector3d& position, float direction) {
	Math::Matrix4 posMatrix;
	posMatrix.setPosition(position);

	Math::Matrix4 rot1;
	rot1.buildAroundX(90);

	Math::Matrix4 rot2;
	rot2.buildAroundY(270 - direction);

	Math::Matrix4 scale;
	scale.setValue(2, 2, -1.0f);

	return posMatrix * rot1 * rot2 * scale;
}
开发者ID:Nitrus,项目名称:residualvm,代码行数:15,代码来源:actor.cpp

示例2: NewtonBodyGetMatrix

//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
PhysicsActor::getOrientation(Math::Matrix4& _orient)
{
    Math::Matrix4 matrix;
    NewtonBodyGetMatrix(m_pActor, matrix.m_array);

    // ensure a zero offset for the returned orientation matrix:
    matrix.setPosition(0.0f, 0.0f, 0.0f);
    
    // transfer values to the return matrix:
    for (int i = 0; i < 16; i++)
    {
        _orient.m_array[i] = matrix.m_array[i];
    }
}
开发者ID:SgtFlame,项目名称:indiezen,代码行数:16,代码来源:PhysicsActor.cpp

示例3:

Math::Matrix4 VisualProp::getModelMatrix(const Math::Vector3d& position, float direction) {
	Math::Matrix4 posMatrix;
	posMatrix.setPosition(position);

	Math::Matrix4 rot1;
	rot1.buildAroundX(90);

	Math::Matrix4 rot2;
	rot2.buildAroundY(270 - direction);

	Math::Matrix4 scale;
	scale.setValue(2, 2, -1.0f);

	Math::Matrix4 modelTransform = _model->getTransform();

	// FIXME: Why has the scale to be after the model transform?
	return posMatrix * rot1 * rot2 * modelTransform * scale;
}
开发者ID:ComputeLinux,项目名称:residualvm,代码行数:18,代码来源:prop.cpp

示例4: getPosition

//-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
void
PhysicsActor::setOrientation(const Math::Matrix4& _orient)
{
    // transfer values from input matrix to temporary matrix:
    Math::Matrix4 matrix;
    for (int i = 0; i < 16; i++)
    {
        matrix.m_array[i] = _orient.m_array[i];
    }

    // add offset to orientation matrix before setting body:
    Math::Point3 pos;
    pos = getPosition();
    matrix.setPosition(pos);

    setActivationState(true);
    m_activationState = 1;

    NewtonBodySetMatrix(m_pActor, matrix.m_array);
}
开发者ID:SgtFlame,项目名称:indiezen,代码行数:21,代码来源:PhysicsActor.cpp

示例5: 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


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