本文整理汇总了C++中osg::Matrix::makeTranslate方法的典型用法代码示例。如果您正苦于以下问题:C++ Matrix::makeTranslate方法的具体用法?C++ Matrix::makeTranslate怎么用?C++ Matrix::makeTranslate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osg::Matrix
的用法示例。
在下文中一共展示了Matrix::makeTranslate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: computeMatrix
bool TextBase::computeMatrix(osg::Matrix& matrix, osg::State* state) const
{
if (state && (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen))
{
osg::Matrix modelview = state->getModelViewMatrix();
osg::Matrix projection = state->getProjectionMatrix();
matrix.makeTranslate(-_offset);
osg::Matrix rotate_matrix;
if (_autoRotateToScreen)
{
osg::Matrix temp_matrix(modelview);
temp_matrix.setTrans(0.0f,0.0f,0.0f);
rotate_matrix.invert(temp_matrix);
}
matrix.postMultRotate(_rotation);
if (_characterSizeMode!=OBJECT_COORDS)
{
osg::Matrix M(rotate_matrix);
M.postMultTranslate(_position);
M.postMult(modelview);
osg::Matrix& P = projection;
// compute the pixel size vector.
// pre adjust P00,P20,P23,P33 by multiplying them by the viewport window matrix.
// here we do it in short hand with the knowledge of how the window matrix is formed
// note P23,P33 are multiplied by an implicit 1 which would come from the window matrix.
// Robert Osfield, June 2002.
int width = 1280;
int height = 1024;
const osg::Viewport* viewport = state->getCurrentViewport();
if (viewport)
{
width = static_cast<int>(viewport->width());
height = static_cast<int>(viewport->height());
}
// scaling for horizontal pixels
float P00 = P(0,0)*width*0.5f;
float P20_00 = P(2,0)*width*0.5f + P(2,3)*width*0.5f;
osg::Vec3 scale_00(M(0,0)*P00 + M(0,2)*P20_00,
M(1,0)*P00 + M(1,2)*P20_00,
M(2,0)*P00 + M(2,2)*P20_00);
// scaling for vertical pixels
float P10 = P(1,1)*height*0.5f;
float P20_10 = P(2,1)*height*0.5f + P(2,3)*height*0.5f;
osg::Vec3 scale_10(M(0,1)*P10 + M(0,2)*P20_10,
M(1,1)*P10 + M(1,2)*P20_10,
M(2,1)*P10 + M(2,2)*P20_10);
float P23 = P(2,3);
float P33 = P(3,3);
float pixelSizeVector_w = M(3,2)*P23 + M(3,3)*P33;
float pixelSizeVert=(_characterHeight*sqrtf(scale_10.length2()))/(pixelSizeVector_w*0.701f);
float pixelSizeHori=(_characterHeight/getCharacterAspectRatio()*sqrtf(scale_00.length2()))/(pixelSizeVector_w*0.701f);
// avoid nasty math by preventing a divide by zero
if (pixelSizeVert == 0.0f)
pixelSizeVert= 1.0f;
if (pixelSizeHori == 0.0f)
pixelSizeHori= 1.0f;
if (_glyphNormalized)
{
osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
matrix.postMultScale(scaleVec);
}
if (_characterSizeMode==SCREEN_COORDS)
{
float scale_font_vert=_characterHeight/pixelSizeVert;
float scale_font_hori=_characterHeight/getCharacterAspectRatio()/pixelSizeHori;
if (P10<0)
scale_font_vert=-scale_font_vert;
matrix.postMultScale(osg::Vec3f(scale_font_hori, scale_font_vert, scale_font_hori));
}
else if (pixelSizeVert>getFontHeight())
{
float scale_font = getFontHeight()/pixelSizeVert;
matrix.postMultScale(osg::Vec3f(scale_font, scale_font, scale_font));
}
}
if (_autoRotateToScreen)
{
matrix.postMult(rotate_matrix);
}
//.........这里部分代码省略.........
示例2: makeLocalMatrix
void makeLocalMatrix(const FbxNode* pNode, osg::Matrix& m)
{
/*From http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/the-makeup-of-the-local-matrix-of-an-kfbxnode/
Local Matrix = LclTranslation * RotationOffset * RotationPivot *
PreRotation * LclRotation * PostRotation * RotationPivotInverse *
ScalingOffset * ScalingPivot * LclScaling * ScalingPivotInverse
LocalTranslation : translate (xform -query -translation)
RotationOffset: translation compensates for the change in the rotate pivot point (xform -q -rotateTranslation)
RotationPivot: current rotate pivot position (xform -q -rotatePivot)
PreRotation : joint orientation(pre rotation)
LocalRotation: rotate transform (xform -q -rotation & xform -q -rotateOrder)
PostRotation : rotate axis (xform -q -rotateAxis)
RotationPivotInverse: inverse of RotationPivot
ScalingOffset: translation compensates for the change in the scale pivot point (xform -q -scaleTranslation)
ScalingPivot: current scale pivot position (xform -q -scalePivot)
LocalScaling: scale transform (xform -q -scale)
ScalingPivotInverse: inverse of ScalingPivot
*/
// When this flag is set to false, the RotationOrder, the Pre/Post rotation
// values and the rotation limits should be ignored.
bool rotationActive = pNode->RotationActive.Get();
EFbxRotationOrder fbxRotOrder = rotationActive ? pNode->RotationOrder.Get() : eEulerXYZ;
FbxDouble3 fbxLclPos = pNode->LclTranslation.Get();
FbxDouble3 fbxRotOff = pNode->RotationOffset.Get();
FbxDouble3 fbxRotPiv = pNode->RotationPivot.Get();
FbxDouble3 fbxPreRot = pNode->PreRotation.Get();
FbxDouble3 fbxLclRot = pNode->LclRotation.Get();
FbxDouble3 fbxPostRot = pNode->PostRotation.Get();
FbxDouble3 fbxSclOff = pNode->ScalingOffset.Get();
FbxDouble3 fbxSclPiv = pNode->ScalingPivot.Get();
FbxDouble3 fbxLclScl = pNode->LclScaling.Get();
m.makeTranslate(osg::Vec3d(
fbxLclPos[0] + fbxRotOff[0] + fbxRotPiv[0],
fbxLclPos[1] + fbxRotOff[1] + fbxRotPiv[1],
fbxLclPos[2] + fbxRotOff[2] + fbxRotPiv[2]));
if (rotationActive)
{
m.preMultRotate(
makeQuat(fbxPostRot, fbxRotOrder) *
makeQuat(fbxLclRot, fbxRotOrder) *
makeQuat(fbxPreRot, fbxRotOrder));
}
else
{
m.preMultRotate(makeQuat(fbxLclRot, fbxRotOrder));
}
m.preMultTranslate(osg::Vec3d(
fbxSclOff[0] + fbxSclPiv[0] - fbxRotPiv[0],
fbxSclOff[1] + fbxSclPiv[1] - fbxRotPiv[1],
fbxSclOff[2] + fbxSclPiv[2] - fbxRotPiv[2]));
m.preMultScale(osg::Vec3d(fbxLclScl[0], fbxLclScl[1], fbxLclScl[2]));
m.preMultTranslate(osg::Vec3d(
-fbxSclPiv[0],
-fbxSclPiv[1],
-fbxSclPiv[2]));
}
示例3: computeMatrix
bool TextBase::computeMatrix(osg::Matrix& matrix, osg::State* state) const
{
if (state && (_characterSizeMode!=OBJECT_COORDS || _autoRotateToScreen))
{
osg::Matrix modelview = state->getModelViewMatrix();
osg::Matrix projection = state->getProjectionMatrix();
osg::Matrix temp_matrix(modelview);
temp_matrix.setTrans(0.0,0.0,0.0);
osg::Matrix rotate_matrix;
rotate_matrix.invert(temp_matrix);
matrix.makeTranslate(-_offset);
matrix.postMultRotate(_rotation);
if (_characterSizeMode!=OBJECT_COORDS)
{
typedef osg::Matrix::value_type value_type;
value_type width = 1280.0;
value_type height = 1024.0;
const osg::Viewport* viewport = state->getCurrentViewport();
if (viewport)
{
width = static_cast<value_type>(viewport->width());
height = static_cast<value_type>(viewport->height());
}
osg::Matrix mvpw = rotate_matrix * osg::Matrix::translate(_position) * modelview * projection * osg::Matrix::scale(width/2.0, height/2.0, 1.0);
osg::Vec3d origin = osg::Vec3d(0.0, 0.0, 0.0) * mvpw;
osg::Vec3d left = osg::Vec3d(1.0, 0.0, 0.0) * mvpw - origin;
osg::Vec3d up = osg::Vec3d(0.0, 1.0, 0.0) * mvpw - origin;
// compute the pixel size vector.
value_type length_x = left.length();
value_type scale_x = length_x>0.0 ? 1.0/length_x : 1.0;
value_type length_y = up.length();
value_type scale_y = length_y>0.0 ? 1.0/length_y : 1.0;
if (_glyphNormalized)
{
osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
matrix.postMultScale(scaleVec);
}
if (_characterSizeMode==SCREEN_COORDS)
{
matrix.postMultScale(osg::Vec3(scale_x, scale_y, scale_x));
}
else
{
value_type pixelSizeVert = _characterHeight / scale_y;
// avoid nasty math by preventing a divide by zero
if (pixelSizeVert == 0.0)
pixelSizeVert = 1.0;
if (pixelSizeVert>getFontHeight())
{
value_type scale_font = getFontHeight()/pixelSizeVert;
matrix.postMultScale(osg::Vec3f(scale_font, scale_font, scale_font));
}
}
}
if (_autoRotateToScreen)
{
matrix.postMult(rotate_matrix);
}
matrix.postMultTranslate(_position);
}
else if (!_rotation.zeroRotation())
{
matrix.makeTranslate(-_offset);
if (_glyphNormalized)
{
osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
matrix.postMultScale(scaleVec);
}
matrix.postMultRotate(_rotation);
matrix.postMultTranslate(_position);
// OSG_NOTICE<<"New Need to rotate "<<matrix<<std::endl;
}
else
{
matrix.makeTranslate(-_offset);
if (_glyphNormalized)
{
osg::Vec3 scaleVec(_characterHeight/getCharacterAspectRatio(), _characterHeight, _characterHeight);
matrix.postMultScale(scaleVec);
}
matrix.postMultTranslate(_position);
}
//.........这里部分代码省略.........