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C++ Matrix4::transformAffine方法代码示例

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


在下文中一共展示了Matrix4::transformAffine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:

	const Ogre::Vector3 Mesh::getWorldSpacePosition(const Ogre::Vector3& ObjectSpacePosition) const
	{
		Ogre::Matrix4 mWorldMatrix;

		if (mCreated)
		{
	#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 7
			 mWorldMatrix = mEntity->getParentSceneNode()->_getFullTransform();
	#else
			 mEntity->getParentSceneNode()->getWorldTransforms(&mWorldMatrix);
	#endif
		}
		else
		{
			Ogre::SceneNode *mTmpSN = new Ogre::SceneNode(0);
		    mTmpSN->setPosition(mHydrax->getPosition());

	#if OGRE_VERSION_MAJOR >= 1 && OGRE_VERSION_MINOR >= 7
			 mWorldMatrix = mTmpSN->_getFullTransform();
	#else
			 mTmpSN->getWorldTransforms(&mWorldMatrix);
	#endif

		    delete mTmpSN;
		}

		return mWorldMatrix.transformAffine(ObjectSpacePosition);
	}
开发者ID:heropunch,项目名称:cyberdeck,代码行数:28,代码来源:Mesh.cpp

示例2:

	const Ogre::Vector3 Mesh::getWorldSpacePosition(const Ogre::Vector3& ObjectSpacePosition) const
	{
		Ogre::Matrix4 mWorldMatrix;

		if (mCreated)
		{
			mWorldMatrix = mEntity->getParentSceneNode()->_getFullTransform();
		}
		else
		{
			Ogre::SceneNode *mTmpSN = new Ogre::SceneNode(0);
		    mTmpSN->setPosition(mHydrax->getPosition());

			mWorldMatrix = mTmpSN->_getFullTransform();

		    delete mTmpSN;
		}

		return mWorldMatrix.transformAffine(ObjectSpacePosition);
	}
开发者ID:lockie,项目名称:Landscape,代码行数:20,代码来源:Mesh.cpp

示例3: update

	void SimpleGrid::update(const Ogre::Real &timeSinceLastFrame)
	{
		if (!isCreated())
		{
			return;
		}

		Module::update(timeSinceLastFrame);

		// Update heigths
		int i = 0, v, u;

		if (getNormalMode() == MaterialManager::NM_VERTEX)
		{
			Mesh::POS_NORM_VERTEX* Vertices = static_cast<Mesh::POS_NORM_VERTEX*>(mVertices);

			if (mOptions.ChoppyWaves)
			{
				for(int i = 0; i < mOptions.Complexity*mOptions.Complexity; i++)
				{
					Vertices[i] = mVerticesChoppyBuffer[i];
					Vertices[i].y = mNoise->getValue(Vertices[i].x, Vertices[i].z) * mOptions.Strength;
				}
			}
			else
			{
			    for(int i = 0; i < mOptions.Complexity*mOptions.Complexity; i++)
				{
					Vertices[i].y = mNoise->getValue(Vertices[i].x, Vertices[i].z) * mOptions.Strength;
				}
			}
		}
		else if (getNormalMode() == MaterialManager::NM_RTT)
		{
			Mesh::POS_VERTEX* Vertices = static_cast<Mesh::POS_VERTEX*>(mVertices);

			// For object-space to world-space conversion
			// RTT normals calculation needs world-space coords
			Ogre::Vector3 p = Ogre::Vector3(0,0,0);
		    Ogre::Matrix4 mWorldMatrix;
		    mHydrax->getMesh()->getEntity()->getParentSceneNode()->getWorldTransforms(&mWorldMatrix);

			for(int i = 0; i < mOptions.Complexity*mOptions.Complexity; i++)
			{
				p.x = Vertices[i].x;
				p.y = 0;
				p.z = Vertices[i].z;

				// Calculate the world-space position
				mWorldMatrix.transformAffine(p);

				Vertices[i].y = mNoise->getValue(p.x, p.z) * mOptions.Strength;
			}
		}

		// Smooth the heightdata
		if (mOptions.Smooth)
		{
			if (getNormalMode() == MaterialManager::NM_VERTEX)
			{
				Mesh::POS_NORM_VERTEX* Vertices = static_cast<Mesh::POS_NORM_VERTEX*>(mVertices);

				for(v=1; v<(mOptions.Complexity-1); v++)
				{
					for(u=1; u<(mOptions.Complexity-1); u++)
					{				
						Vertices[v*mOptions.Complexity + u].y =	
							 0.2f *
							(Vertices[v    *mOptions.Complexity + u    ].y +
							 Vertices[v    *mOptions.Complexity + (u+1)].y + 
							 Vertices[v    *mOptions.Complexity + (u-1)].y + 
							 Vertices[(v+1)*mOptions.Complexity + u    ].y + 
							 Vertices[(v-1)*mOptions.Complexity + u    ].y);															
					}
				}
			}
			else if (getNormalMode() == MaterialManager::NM_RTT)
			{
				Mesh::POS_VERTEX* Vertices = static_cast<Mesh::POS_VERTEX*>(mVertices);

				for(v=1; v<(mOptions.Complexity-1); v++)
				{
					for(u=1; u<(mOptions.Complexity-1); u++)
					{				
						Vertices[v*mOptions.Complexity + u].y =	
							 0.2f *
							(Vertices[v    *mOptions.Complexity + u    ].y +
							 Vertices[v    *mOptions.Complexity + (u+1)].y + 
							 Vertices[v    *mOptions.Complexity + (u-1)].y + 
							 Vertices[(v+1)*mOptions.Complexity + u    ].y + 
							 Vertices[(v-1)*mOptions.Complexity + u    ].y);															
					}
				}
			}
		}
		
		// Update normals
		_calculeNormals();

		// Perform choppy waves
//.........这里部分代码省略.........
开发者ID:galek,项目名称:HydraX,代码行数:101,代码来源:SimpleGrid.cpp


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