本文整理汇总了C++中osg::Vec4::y方法的典型用法代码示例。如果您正苦于以下问题:C++ Vec4::y方法的具体用法?C++ Vec4::y怎么用?C++ Vec4::y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::Vec4
的用法示例。
在下文中一共展示了Vec4::y方法的14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: SetTextColor
//
//Set the color of the text
//
void TextRegion::SetTextColor(const osg::Vec4& color)
{
_textColor.r() = color.x();
_textColor.g() = color.y();
_textColor.b() = color.z();
_textColor.a() = this->GetAlpha();
_text->setColor(_textColor);
this->SetColor(osg::Vec3(color.x(),color.y(),color.z()));
_dirtyRenderState = true;
}
示例2: calculateSection
/**
* Calculate what the section is and return as string
*/
std::string ConicSectionPlugin::calculateSection(osg::Vec4 eq)
{
double a, b, h;
if (!isNull(eq.z()))
{
double z2 = eq.z() * eq.z();
a = 1 - (eq.x() * eq.x() / z2);
b = 1 - (eq.y() * eq.y() / z2);
h = eq.x() * eq.y() / z2;
}
else if (!isNull(eq.y()))
{
double y2 = eq.y() * eq.y();
a = 1 - (eq.x() * eq.x() / y2);
b = 1 - (eq.z() * eq.z() / y2);
h = eq.x() * eq.z() / y2;
}
else if (!isNull(eq.x()))
{
double x2 = eq.x() * eq.x();
a = 1 - (eq.y() * eq.y() / x2);
b = 1 - (eq.z() * eq.z() / x2);
h = eq.y() * eq.z() / x2;
}
else
{
return coTranslator::coTranslate("Kegelschnitt: --- ");
}
double ab = a * b;
double h2 = h * h;
if (a == b && h == 0)
{
return coTranslator::coTranslate("Kegelschnitt: Kreis ");
}
if ((a == 0 && b != 0) || (a != 0 && b == 0))
{
return coTranslator::coTranslate("Kegelschnitt: Parabel / Hyperbel");
}
if (h2 < ab)
{
return coTranslator::coTranslate("Kegelschnitt: Ellipse");
}
if (h2 > ab)
{
// check if it only intersects one cone
// if (numIntersectTop <= 3 || numIntersectBottom <= 3)
// return "Section: Parabola";
return coTranslator::coTranslate("Kegelschnitt: Parabel / Hyperbel");
}
return coTranslator::coTranslate("Kegelschnitt: --- ");
}
示例3: getFloat
osg::Vec4 ConfigManager::getVec4(std::string attributeX, std::string attributeY,
std::string attributeZ, std::string attributeW, std::string path,
osg::Vec4 def, bool * found)
{
bool hasEntry = false;
bool isFound;
osg::Vec4 result;
result.x() = getFloat(attributeX,path,def.x(),&isFound);
if(isFound)
{
hasEntry = true;
}
result.y() = getFloat(attributeY,path,def.y(),&isFound);
if(isFound)
{
hasEntry = true;
}
result.z() = getFloat(attributeZ,path,def.z(),&isFound);
if(isFound)
{
hasEntry = true;
}
result.w() = getFloat(attributeW,path,def.w(),&isFound);
if(isFound)
{
hasEntry = true;
}
if(found)
{
*found = hasEntry;
}
return result;
}
示例4: calcCoordReprojTrans
osg::Vec2 calcCoordReprojTrans(const osg::Vec3 &vert,const osg::Matrix &trans,const osg::Matrix &viewProj,const osg::Vec2 &size,const osg::Vec4 &ratio){
osg::Vec4 v(vert.x(),vert.y(),vert.z(),1.0);
v=v*trans;
v=v*viewProj;
v.x() /= v.w();
v.y() /= v.w();
v.z() /= v.w();
v.w() /= v.w();
//std::cout << "Pre shift " << v << std::endl;
v.x() /= size.x();;
v.y() /= size.y();
v.x() -= (ratio.x()/size.x());
v.y() -= (ratio.y()/size.y());
//std::cout << "Post shift " << v << std::endl;
// std::cout << "PP shift " << v << std::endl;
osg::Vec2 tc(v.x(),v.y());
tc.x() *= ratio.z();
tc.y() *=ratio.w();
//tc.x()*=ratio.x();
//tc.y()*=ratio.y();
tc.x()/=(ratio.z());
tc.y()/=(ratio.w());
return tc;
}
示例5: drawPlane
void ConicSectionPlugin::drawPlane(osg::Vec4 eq)
{
//if (showClipplane_->getState())
//{
//helper plane
Vec3 normal = Vec3(eq.x(), eq.y(), eq.z());
normal.normalize();
Vec3 point = normal * -eq.w();
point = point + normal * 0.003;
helperPlane_->update(normal, point);
Vec3 intersect[6];
osg::BoundingBox bboxCompl = cover->getBBox(Cone_.get());
int numIntersect = helperPlane_->getBoxIntersectionPoints(bboxCompl, intersect);
if (numIntersect > 0)
{
for (int i = 0; i < numIntersect; i++)
{
(*polyCoords_)[i] = intersect[i];
}
for (int i = numIntersect; i < 6; i++)
{
(*polyCoords_)[i] = (*polyCoords_)[numIntersect - 1];
}
}
(*polyNormal_)[0].set(normal[0], normal[1], normal[2]);
plane_->dirtyBound();
//}
}
示例6: getValue
bool HeightFieldLayer::getValue(unsigned int i, unsigned int j, osg::Vec4& value) const
{
value.x() = _heightField->getHeight(i,j);
value.y() = _defaultValue.y();
value.z() = _defaultValue.z();
value.w() = _defaultValue.w();
return true;
}
示例7: writeFloat
void DataOutputStream::writeVec4(const osg::Vec4& v){
writeFloat(v.x());
writeFloat(v.y());
writeFloat(v.z());
writeFloat(v.w());
if (_verboseOutput) std::cout<<"read/writeVec4() ["<<v<<"]"<<std::endl;
}
示例8: getElement
bool Uniform::getElement( unsigned int index, osg::Vec4& v4 ) const
{
if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC4) ) return false;
unsigned int j = index * getTypeNumComponents(getType());
v4.x() = (*_floatArray)[j];
v4.y() = (*_floatArray)[j+1];
v4.z() = (*_floatArray)[j+2];
v4.w() = (*_floatArray)[j+3];
return true;
}
示例9: updateTint
void OrbitalBodyImposter::updateTint(osg::Vec4 const &color, double flare_alpha) {
osg::Vec4Array *colors = dynamic_cast<osg::Vec4Array*>(m_CoreImposter->getColorArray());
assert(colors);
(*colors)[0] = color;
m_CoreImposter->dirtyDisplayList();
if (m_FlareImposter.valid()) {
osg::Vec4Array *colors = dynamic_cast<osg::Vec4Array*>(m_FlareImposter->getColorArray());
assert(colors);
(*colors)[0] = osg::Vec4(color.x(), color.y(), color.z(), flare_alpha);
m_FlareImposter->dirtyDisplayList();
}
}
示例10: position
void StandardShadowMap::ViewData::aimShadowCastingCamera(
const osg::BoundingSphere &bs,
const osg::Light *light,
const osg::Vec4 &lightPos,
const osg::Vec3 &lightDir,
const osg::Vec3 &lightUpVector
/* by default = osg::Vec3( 0, 1 0 )*/ )
{
osg::Matrixd & view = _camera->getViewMatrix();
osg::Matrixd & projection = _camera->getProjectionMatrix();
osg::Vec3 up = lightUpVector;
if( up.length2() <= 0 ) up.set( 0,1,0 );
osg::Vec3d position(lightPos.x(), lightPos.y(), lightPos.z());
if (lightPos[3]==0.0) // infinite directional light
{
// make an orthographic projection
// set the position far away along the light direction
position = bs.center() - lightDir * bs.radius() * 2;
}
float centerDistance = (position-bs.center()).length();
float znear = centerDistance-bs.radius();
float zfar = centerDistance+bs.radius();
float zNearRatio = 0.001f;
if (znear<zfar*zNearRatio)
znear = zfar*zNearRatio;
if ( lightPos[3]!=0.0 ) { // positional light
if( light->getSpotCutoff() < 180.0f) // also needs znear zfar estimates
{
float spotAngle = light->getSpotCutoff();
projection.makePerspective( spotAngle * 2, 1.0, znear, zfar);
view.makeLookAt(position,position+lightDir,up);
} else { // standard omnidirectional positional light
float top = (bs.radius()/centerDistance)*znear;
float right = top;
projection.makeFrustum(-right,right,-top,top,znear,zfar);
view.makeLookAt(position,bs.center(),up );
}
}
else // directional light
{
float top = bs.radius();
float right = top;
projection.makeOrtho(-right, right, -top, top, znear, zfar);
view.makeLookAt(position,bs.center(),up);
}
}
示例11:
btVector4
osgbCollision::asBtVector4( const osg::Vec4& v )
{
return btVector4( v.x(), v.y(), v.z(), v.w() );
}
示例12: toE
Eigen::Vector4f toE(const osg::Vec4 &v) const {
return Eigen::Vector4f(v.x(), v.y(), v.z(), v.w());
}
示例13: sectionString
std::string ConicSectionPlugin::sectionString(osg::Vec4 eq)
{
stringstream equation;
equation << coTranslator::coTranslate("Gleichung: ");
equation << std::fixed << std::setprecision(2);
double ax, bx, cx, dx, ex, fx;
if (!isNull(eq.z()))
{
double z2 = eq.z() * eq.z();
ax = 1 - ((eq.x() * eq.x()) / z2);
bx = 1 - (eq.y() * eq.y() / z2);
cx = 2 * eq.x() * eq.y() / z2;
dx = 2 * eq.x() * eq.w() / z2;
ex = 2 * eq.y() * eq.w() / z2;
fx = eq.w() * eq.w() / z2;
if (!isNull(ax))
equation << ax << "x^2 ";
if (bx > 0)
equation << "+" << bx << "y^2 ";
else if (bx < 0)
equation << bx << "y^2 ";
if (cx > 0)
equation << "+" << cx << "xy ";
else if (cx < 0)
equation << cx << "xy ";
if (dx > 0)
equation << "+" << dx << "x ";
else if (dx < 0)
equation << dx << "x ";
if (ex > 0)
equation << "+" << ex << "y ";
else if (ex < 0)
equation << ex << "y ";
if (fx > 0)
equation << "+" << fx << " = 0";
else if (fx < 0)
equation << fx << " = 0 ";
else
equation << " = 0 ";
}
else if (!isNull(eq.x()))
{
double a2 = eq.x() * eq.x();
ax = 1 + ((eq.y() * eq.y()) / a2);
bx = (eq.z() * eq.z() / a2) - 1;
cx = 2 * eq.y() * eq.z() / a2;
dx = 2 * eq.y() * eq.w() / a2;
ex = 2 * eq.z() * eq.w() / a2;
fx = eq.w() * eq.w() / a2;
if (!isNull(ax))
equation << ax << "y^2 ";
if (bx > 0)
equation << "+" << bx << "z^2 ";
else if (bx < 0)
equation << bx << "z^2 ";
if (cx > 0)
equation << "+" << cx << "yz ";
else if (cx < 0)
equation << cx << "yz ";
if (dx > 0)
equation << "+" << dx << "y ";
else if (dx < 0)
equation << dx << "y ";
if (ex > 0)
equation << "+" << ex << "z ";
else if (ex < 0)
equation << ex << "z ";
if (fx > 0)
equation << "+" << fx << " = 0";
else if (fx < 0)
equation << fx << " = 0 ";
else
equation << " = 0 ";
}
else if (!isNull(eq.y()))
{
double b2 = eq.y() * eq.y();
ax = 1 + ((eq.x() * eq.x()) / b2);
bx = (eq.z() * eq.z() / b2) - 1;
cx = 2 * eq.x() * eq.z() / b2;
dx = 2 * eq.x() * eq.w() / b2;
ex = 2 * eq.z() * eq.w() / b2;
fx = eq.w() * eq.w() / b2;
if (!isNull(ax))
equation << ax << "x^2 ";
if (bx > 0)
equation << "+" << bx << "z^2 ";
else if (bx < 0)
equation << bx << "z^2 ";
if (cx > 0)
equation << "+" << cx << "xz ";
else if (cx < 0)
equation << cx << "xz ";
if (dx > 0)
equation << "+" << dx << "x ";
//.........这里部分代码省略.........
示例14: print
void print(osg::Vec4 & v, std::string label)
{
std::cerr << label << " x: " << v.x() << " y: " << v.y() << " z: " << v.z()
<< " w: " << v.w() << std::endl;
}