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C++ ovr::Matrix4f类代码示例

本文整理汇总了C++中ovr::Matrix4f的典型用法代码示例。如果您正苦于以下问题:C++ Matrix4f类的具体用法?C++ Matrix4f怎么用?C++ Matrix4f使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Matrix4f类的15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: AssembleViewMatrix

/// From the OVR SDK.
void OculusAppSkeleton::AssembleViewMatrix()
{
    // Rotate and position m_oculusView Camera, using YawPitchRoll in BodyFrame coordinates.
    // 
    OVR::Matrix4f rollPitchYaw = GetRollPitchYaw();
    OVR::Vector3f up      = rollPitchYaw.Transform(UpVector);
    OVR::Vector3f forward = rollPitchYaw.Transform(ForwardVector);

    // Minimal head modelling.
    float headBaseToEyeHeight     = 0.15f;  // Vertical height of eye from base of head
    float headBaseToEyeProtrusion = 0.09f;  // Distance forward of eye from base of head

    OVR::Vector3f eyeCenterInHeadFrame(0.0f, headBaseToEyeHeight, -headBaseToEyeProtrusion);
    OVR::Vector3f shiftedEyePos = EyePos + rollPitchYaw.Transform(eyeCenterInHeadFrame);
    shiftedEyePos.y -= eyeCenterInHeadFrame.y; // Bring the head back down to original height

    m_oculusView = OVR::Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + forward, up); 

    // This is what transformation would be without head modeling.
    // m_oculusView = Matrix4f::LookAtRH(EyePos, EyePos + forward, up);


    /// Set up a third person(or otherwise) view for control window
    {
        OVR::Vector3f txFollowDisp = rollPitchYaw.Transform(FollowCamDisplacement);
        FollowCamPos = EyePos + txFollowDisp;
        m_controlView = OVR::Matrix4f::LookAtRH(FollowCamPos, EyePos, up);
    }
}
开发者ID:fluffyfreak,项目名称:OculusGlfwSkeleton,代码行数:30,代码来源:OculusAppSkeleton.cpp

示例2: _drawSceneMono

void RiftAppSkeleton::_drawSceneMono() const
{
    _resetGLState();
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    const int w = m_Cfg.OGL.Header.RTSize.w;
    const int h = m_Cfg.OGL.Header.RTSize.h;

    const glm::vec3 EyePos(m_chassisPos.x, m_chassisPos.y, m_chassisPos.z);
    const glm::vec3 LookVec(0.0f, 0.0f, -1.0f);
    const glm::vec3 up(0.0f, 1.0f, 0.0f);

    ovrPosef eyePose;
    eyePose.Orientation = OVR::Quatf();
    eyePose.Position = OVR::Vector3f();
    const OVR::Matrix4f view = _MakeModelviewMatrix(
        eyePose,
        OVR::Vector3f(0.0f),
        m_chassisYaw,
        m_chassisPos);

    const glm::mat4 persp = glm::perspective(
        90.0f,
        static_cast<float>(w)/static_cast<float>(h),
        0.004f,
        500.0f);

    ovrRecti rvp = {0,0,w,h};
    _DrawScenes(&view.Transposed().M[0][0], glm::value_ptr(persp), rvp);
}
开发者ID:cleoag,项目名称:RiftRay,代码行数:31,代码来源:RiftAppSkeleton.cpp

示例3: RenderForOneEye

void OVRScene::RenderForOneEye(const float* pMview, const float* pPersp) const
{
    printf("Rendering in OVRScene!\n");
    if (m_bDraw == false)
        return;
    if (pMview == false)
        return;
    if (pPersp == false)
        return;

    const glm::mat4 modelview = glm::make_mat4(pMview);
    const glm::mat4 projection = glm::make_mat4(pPersp);

    // Assemble modelview matrix to lock camera in with real world geometry:
    // We still have to use the assembled HMD stereo modelview matrices from OVRSDK05AppSkeleton,
    // but we undo the effects of chassis yaw and position so the frustum follows the viewer.
    if (m_pHmd != NULL)
    {
        const ovrTrackingState ts = ovrHmd_GetTrackingState(m_pHmd, ovr_GetTimeInSeconds());
        const ovrPosef& cp = ts.CameraPose;

        OVR::Matrix4f camMtx = OVR::Matrix4f();
        camMtx *= OVR::Matrix4f::Translation(cp.Position)
            * OVR::Matrix4f(OVR::Quatf(cp.Orientation));

        glm::mat4 ogmat = glm::make_mat4(&camMtx.Transposed().M[0][0]);

        DrawScene(modelview * ogmat, projection);
    }
}
开发者ID:jazztext,项目名称:VRRayTracing,代码行数:30,代码来源:OVRScene.cpp

示例4:

OVR_PUBLIC_FUNCTION(ovrTrackerPose) ovr_GetTrackerPose(ovrSession session, unsigned int trackerPoseIndex)
{
	ovrTrackerPose pose = { 0 };

	// Get the index for this tracker.
	vr::TrackedDeviceIndex_t trackers[vr::k_unMaxTrackedDeviceCount];
	g_VRSystem->GetSortedTrackedDeviceIndicesOfClass(vr::TrackedDeviceClass_TrackingReference, trackers, vr::k_unMaxTrackedDeviceCount);
	vr::TrackedDeviceIndex_t index = trackers[trackerPoseIndex];

	// Set the flags
	pose.TrackerFlags = 0;
	if (session->poses[index].bDeviceIsConnected)
		pose.TrackerFlags |= ovrTracker_Connected;
	if (session->poses[index].bPoseIsValid)
		pose.TrackerFlags |= ovrTracker_PoseTracked;

	// Convert the pose
	OVR::Matrix4f matrix;
	if (session->poses[index].bPoseIsValid)
		matrix = REV_HmdMatrixToOVRMatrix(session->poses[index].mDeviceToAbsoluteTracking);
	OVR::Quatf quat = OVR::Quatf(matrix);
	pose.Pose.Orientation = quat;
	pose.Pose.Position = matrix.GetTranslation();

	// Level the pose
	float yaw;
	quat.GetYawPitchRoll(&yaw, nullptr, nullptr);
	pose.LeveledPose.Orientation = OVR::Quatf(OVR::Axis_Y, yaw);
	pose.LeveledPose.Position = matrix.GetTranslation();

	return pose;
}
开发者ID:alexandernilsson,项目名称:Revive,代码行数:32,代码来源:REV_CAPI.cpp

示例5:

OVR::Matrix4f vx_ovr_namespace_::OVRHMDHandleWithDevice::getViewMatrix(ovrEyeType eye, float pos_x, float pos_y, float pos_z, float yaw) const
{
	auto height = ovr_GetFloat(session_, OVR_KEY_EYE_HEIGHT, 1.8f);

	OVR::Matrix4f rollPitchYaw = OVR::Matrix4f::RotationY(yaw);
	OVR::Matrix4f finalRollPitchYaw = rollPitchYaw * OVR::Matrix4f(eyeRenderPosef_[eye].Orientation);
	OVR::Vector3f finalUp = finalRollPitchYaw.Transform(OVR::Vector3f(0.0, 1.0, 0.0));
	OVR::Vector3f finalForward = finalRollPitchYaw.Transform(OVR::Vector3f(0.0, 0.0, -1.0));
	OVR::Vector3f shiftedEyePos = OVR::Vector3f(pos_x, pos_y + height, pos_z) + rollPitchYaw.Transform(eyeRenderPosef_[eye].Position);

	return OVR::Matrix4f::LookAtRH(shiftedEyePos, shiftedEyePos + finalForward, finalUp);
}
开发者ID:vexta,项目名称:App,代码行数:12,代码来源:OVRHMDHandleWithDevice.cpp

示例6:

glm::mat4 CameraOvr::getOrientation(OVR::Quatf orientationQuat, const OVR::Util::Render::StereoEyeParams& eyeParams) {

    orientationQuat.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&_hmdRy, &_hmdRx, &_hmdRz);

    OVR::Matrix4f orientation = OVR::Matrix4f::RotationY(_hmdRy+_ry)
                                * OVR::Matrix4f::RotationX(_hmdRx+_rx)
                                * OVR::Matrix4f::RotationZ(_hmdRz+_rz);

    OVR::Matrix4f view = orientation.Inverted() * eyeParams.ViewAdjust;

    return ovrToGlmMat4(view);
}
开发者ID:juliendehos,项目名称:herve,代码行数:12,代码来源:Camera.cpp

示例7: _StoreHmdPose

// Store HMD position and direction for gaze tracking in timestep.
// OVR SDK requires head pose be queried between ovrHmd_BeginFrameTiming and ovrHmd_EndFrameTiming.
void RiftAppSkeleton::_StoreHmdPose(const ovrPosef& eyePose)
{
    m_hmdRo.x = eyePose.Position.x + m_chassisPos.x;
    m_hmdRo.y = eyePose.Position.y + m_chassisPos.y;
    m_hmdRo.z = eyePose.Position.z + m_chassisPos.z;

    const OVR::Matrix4f rotmtx = OVR::Matrix4f::RotationY(-m_chassisYaw) // Not sure why negative...
        * OVR::Matrix4f(eyePose.Orientation);
    const OVR::Vector4f rotvec = rotmtx.Transform(OVR::Vector4f(0.0f, 0.0f, -1.0f, 0.0f));
    m_hmdRd.x = rotvec.x;
    m_hmdRd.y = rotvec.y;
    m_hmdRd.z = rotvec.z;
}
开发者ID:cleoag,项目名称:RiftRay,代码行数:15,代码来源:RiftAppSkeleton.cpp

示例8: RenderThumbnails

void RiftAppSkeleton::RenderThumbnails()
{
    std::vector<Pane*>& panes = m_paneScene.m_panes;
    for (std::vector<Pane*>::iterator it = panes.begin();
        it != panes.end();
        ++it)
    {
        ShaderPane* pP = reinterpret_cast<ShaderPane*>(*it);
        if (pP == NULL)
            continue;
        ShaderToy* pSt = pP->m_pShadertoy;

        // Render a view of the shader to the FBO
        // We must keep the previously bound FBO and restore
        GLint bound_fbo = 0;
        glGetIntegerv(GL_FRAMEBUFFER_BINDING, &bound_fbo);
        bindFBO(pP->m_paneRenderBuffer);

        //pP->DrawToFBO();
        {
            const glm::vec3 hp = pSt->GetHeadPos();
            const glm::vec3 LookVec(0.0f, 0.0f, -1.0f);
            const glm::vec3 up(0.0f, 1.0f, 0.0f);

            ovrPosef eyePose;
            eyePose.Orientation = OVR::Quatf();
            eyePose.Position = OVR::Vector3f();
            const OVR::Matrix4f view = _MakeModelviewMatrix(
                eyePose,
                OVR::Vector3f(0.0f),
                static_cast<float>(M_PI),
                OVR::Vector3f(hp.x, hp.y, hp.z));

            const glm::mat4 persp = glm::perspective(
                90.0f,
                static_cast<float>(pP->m_paneRenderBuffer.w) / static_cast<float>(pP->m_paneRenderBuffer.h),
                0.004f,
                500.0f);

            const bool wasDrawing = m_shaderToyScene.m_bDraw;
            m_shaderToyScene.m_bDraw = true;
            m_shaderToyScene.SetShaderToy(pSt);
            m_shaderToyScene.RenderForOneEye(&view.Transposed().M[0][0], glm::value_ptr(persp));
            m_shaderToyScene.m_bDraw = wasDrawing;
            m_shaderToyScene.SetShaderToy(NULL);
        }

        unbindFBO();
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, bound_fbo);
    }
}
开发者ID:cleoag,项目名称:RiftRay,代码行数:51,代码来源:RiftAppSkeleton.cpp

示例9: Entity_DrawChildren

void Entity_DrawChildren( const OVR::Matrix4f &view, const SxTransform& xform, SRef first )
{
    SRef  			ref;
    SEntity 		*entity;
    SxTransform		entityXform;
    SxTransform		childXform;
    OVR::Matrix4f 	m;

    for ( ref = first; ref != S_NULL_REF; ref = entity->parentLink.next )
    {
        entity = Registry_GetEntity( ref );
        assert( entity );

        if ( entity->visibility <= 0.0f )
            continue;

        OrientationToTransform( entity->orientation, &entityXform );
        ConcatenateTransforms( xform, entityXform, &childXform );

        // if ( strstr( entity->id, "vnc" ) )
        // {
        // 	S_Log( "entityXform %s:", entity->id );
        // 	S_Log( "xAxis: %f %f %f", entityXform.axes.x.x, entityXform.axes.x.y, entityXform.axes.x.z );
        // 	S_Log( "yAxis: %f %f %f", entityXform.axes.y.x, entityXform.axes.y.y, entityXform.axes.y.z );
        // 	S_Log( "zAxis: %f %f %f", entityXform.axes.z.x, entityXform.axes.z.y, entityXform.axes.z.z );
        // 	S_Log( "origin: %f %f %f", entityXform.origin.x, entityXform.origin.y, entityXform.origin.z );
        // 	S_Log( "scale: %f %f %f", entityXform.scale.x, entityXform.scale.y, entityXform.scale.z );
        // 	S_Log( "childXform %s:", entity->id );
        // 	S_Log( "xAxis: %f %f %f", childXform.axes.x.x, childXform.axes.x.y, childXform.axes.x.z );
        // 	S_Log( "yAxis: %f %f %f", childXform.axes.y.x, childXform.axes.y.y, childXform.axes.y.z );
        // 	S_Log( "zAxis: %f %f %f", childXform.axes.z.x, childXform.axes.z.y, childXform.axes.z.z );
        // 	S_Log( "origin: %f %f %f", childXform.origin.x, childXform.origin.y, childXform.origin.z );
        // 	S_Log( "scale: %f %f %f", childXform.scale.x, childXform.scale.y, childXform.scale.z );
        // }

        m = OVR::Matrix4f(
                childXform.axes.x.x * childXform.scale.x, childXform.axes.x.y * childXform.scale.x, childXform.axes.x.z * childXform.scale.x, 0.0f,
                childXform.axes.y.x * childXform.scale.y, childXform.axes.y.y * childXform.scale.y, childXform.axes.y.z * childXform.scale.y, 0.0f,
                childXform.axes.z.x * childXform.scale.z, childXform.axes.z.y * childXform.scale.z, childXform.axes.z.z * childXform.scale.z, 0.0f,
                childXform.origin.x, childXform.origin.y, childXform.origin.z, 1.0f );

        Entity_DrawEntity( entity, view * m.Transposed() );

        if ( entity->firstChild != S_NULL_REF )
        {
            // S_Log( "%s has children", entity->id );
            Entity_DrawChildren( view, childXform, entity->firstChild );
        }
    }
}
开发者ID:iscoder,项目名称:shellspace,代码行数:50,代码来源:entity.cpp

示例10: _initPresentFbo

void RiftAppSkeleton::_initPresentFbo()
{
    m_presentFbo.bindVAO();

    const float verts[] = {
        -1, -1,
        1, -1,
        1, 1,
        -1, 1
    };
    const float texs[] = {
        0, 0,
        1, 0,
        1, 1,
        0, 1,
    };

    GLuint vertVbo = 0;
    glGenBuffers(1, &vertVbo);
    m_presentFbo.AddVbo("vPosition", vertVbo);
    glBindBuffer(GL_ARRAY_BUFFER, vertVbo);
    glBufferData(GL_ARRAY_BUFFER, 4*2*sizeof(GLfloat), verts, GL_STATIC_DRAW);
    glVertexAttribPointer(m_presentFbo.GetAttrLoc("vPosition"), 2, GL_FLOAT, GL_FALSE, 0, NULL);

    GLuint texVbo = 0;
    glGenBuffers(1, &texVbo);
    m_presentFbo.AddVbo("vTex", texVbo);
    glBindBuffer(GL_ARRAY_BUFFER, texVbo);
    glBufferData(GL_ARRAY_BUFFER, 4*2*sizeof(GLfloat), texs, GL_STATIC_DRAW);
    glVertexAttribPointer(m_presentFbo.GetAttrLoc("vTex"), 2, GL_FLOAT, GL_FALSE, 0, NULL);

    glEnableVertexAttribArray(m_presentFbo.GetAttrLoc("vPosition"));
    glEnableVertexAttribArray(m_presentFbo.GetAttrLoc("vTex"));

    glUseProgram(m_presentFbo.prog());
    {
        OVR::Matrix4f id = OVR::Matrix4f::Identity();
        glUniformMatrix4fv(m_presentFbo.GetUniLoc("mvmtx"), 1, false, &id.Transposed().M[0][0]);
        glUniformMatrix4fv(m_presentFbo.GetUniLoc("prmtx"), 1, false, &id.Transposed().M[0][0]);
    }
    glUseProgram(0);

    glBindVertexArray(0);
}
开发者ID:cleoag,项目名称:RiftRay,代码行数:44,代码来源:RiftAppSkeleton.cpp

示例11:

OVR_PUBLIC_FUNCTION(ovrTrackingState) ovr_GetTrackingState(ovrSession session, double absTime, ovrBool latencyMarker)
{
	ovrTrackingState state = { 0 };

	if (!session)
		return state;

	// Gain focus for the compositor
	float time = (float)ovr_GetTimeInSeconds();

	// Get the absolute tracking poses
	vr::TrackedDevicePose_t* poses = session->poses;

	// Convert the head pose
	state.HeadPose = REV_TrackedDevicePoseToOVRPose(poses[vr::k_unTrackedDeviceIndex_Hmd], time);
	state.StatusFlags = REV_TrackedDevicePoseToOVRStatusFlags(poses[vr::k_unTrackedDeviceIndex_Hmd]);

	// Convert the hand poses
	vr::TrackedDeviceIndex_t hands[] = { g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_LeftHand),
		g_VRSystem->GetTrackedDeviceIndexForControllerRole(vr::TrackedControllerRole_RightHand) };
	for (int i = 0; i < ovrHand_Count; i++)
	{
		vr::TrackedDeviceIndex_t deviceIndex = hands[i];
		if (deviceIndex == vr::k_unTrackedDeviceIndexInvalid)
		{
			state.HandPoses[i].ThePose = OVR::Posef::Identity();
			continue;
		}

		state.HandPoses[i] = REV_TrackedDevicePoseToOVRPose(poses[deviceIndex], time);
		state.HandStatusFlags[i] = REV_TrackedDevicePoseToOVRStatusFlags(poses[deviceIndex]);
	}

	OVR::Matrix4f origin = REV_HmdMatrixToOVRMatrix(g_VRSystem->GetSeatedZeroPoseToStandingAbsoluteTrackingPose());

	// The calibrated origin should be the location of the seated origin relative to the absolute tracking space.
	// It currently describes the location of the absolute origin relative to the seated origin, so we have to invert it.
	origin.Invert();

	state.CalibratedOrigin.Orientation = OVR::Quatf(origin);
	state.CalibratedOrigin.Position = origin.GetTranslation();

	return state;
}
开发者ID:CaptainBlagbird,项目名称:Revive,代码行数:44,代码来源:REV_CAPI.cpp

示例12:

/// Scale the parallax translation and head pose motion vector by the head size
/// dictated by the shader. Thanks to the elegant design decision of putting the
/// head's default position at the origin, this is simple.
OVR::Matrix4f _MakeModelviewMatrix(
    ovrPosef eyePose,
    ovrVector3f viewAdjust,
    float chassisYaw,
    ovrVector3f chassisPos,
    float headScale=1.0f)
{
    const OVR::Matrix4f eyePoseMatrix =
        OVR::Matrix4f::Translation(OVR::Vector3f(eyePose.Position) * headScale)
        * OVR::Matrix4f(OVR::Quatf(eyePose.Orientation));

    const OVR::Matrix4f view =
        OVR::Matrix4f::Translation(OVR::Vector3f(viewAdjust) * headScale)
        * eyePoseMatrix.Inverted()
        * OVR::Matrix4f::RotationY(chassisYaw)
        * OVR::Matrix4f::Translation(-OVR::Vector3f(chassisPos));

    return view;
}
开发者ID:cleoag,项目名称:RiftRay,代码行数:22,代码来源:RiftAppSkeleton.cpp

示例13: sizeof

// This function calculates the transformation Matrix, needed for the Oculus Rift display
glm::mat4 RetinaManager::CalcTransMatrix(ovrEyeType Eye) {
	glm::mat4 projMat;
	glm::mat4 modelViewMat;
	// Get Projection and ModelView matrices from the device
	OVR::Matrix4f projectionMatrix = ovrMatrix4f_Projection(this->eyeRenderDesc[Eye].Fov, 0.3f, 1000.0f, true);

	// Convert the matrices into OpenGl form
	memcpy(glm::value_ptr(projMat), &(projectionMatrix.Transposed().M[0][0]), sizeof(projectionMatrix));
	modelViewMat = glm::mat4(1.0); //Identity matrix for model-view
	// Adjust IPD and the distance from FOV
	glm::mat4 translateIPD = glm::translate(glm::mat4(1.0),
			glm::vec3(this->eyeRenderDesc[Eye].ViewAdjust.x, this->eyeRenderDesc[Eye].ViewAdjust.y,
					this->eyeRenderDesc[Eye].ViewAdjust.z));

	glm::mat4 translateBack = glm::translate(glm::mat4(1.0),
			glm::vec3(0, 0, this->paramManager.getTranslateBackOffset()));

	// Calc and Return the transformed Mat
	return projMat * modelViewMat * translateBack * translateIPD;;
}
开发者ID:burnfx,项目名称:retina,代码行数:21,代码来源:RetinaManager.cpp

示例14: REV_TrackedDevicePoseToOVRPose

ovrPoseStatef REV_TrackedDevicePoseToOVRPose(vr::TrackedDevicePose_t pose, double time)
{
	ovrPoseStatef result = { 0 };
	result.ThePose = OVR::Posef::Identity();

	OVR::Matrix4f matrix;
	if (pose.bPoseIsValid)
		matrix = REV_HmdMatrixToOVRMatrix(pose.mDeviceToAbsoluteTracking);
	else
		return result;

	result.ThePose.Orientation = OVR::Quatf(matrix);
	result.ThePose.Position = matrix.GetTranslation();
	result.AngularVelocity = REV_HmdVectorToOVRVector(pose.vAngularVelocity);
	result.LinearVelocity = REV_HmdVectorToOVRVector(pose.vVelocity);
	// TODO: Calculate acceleration.
	result.AngularAcceleration = ovrVector3f();
	result.LinearAcceleration = ovrVector3f();
	result.TimeInSeconds = time;

	return result;
}
开发者ID:alexandernilsson,项目名称:Revive,代码行数:22,代码来源:REV_CAPI.cpp

示例15: AccumulateInputs

/// Handle input's influence on orientation variables.
void OculusAppSkeleton::AccumulateInputs(float dt)
{
    // Handle Sensor motion.
    // We extract Yaw, Pitch, Roll instead of directly using the orientation
    // to allow "additional" yaw manipulation with mouse/controller.
    if (m_ok.SensorActive())
    {
        OVR::Quatf    hmdOrient = m_ok.GetOrientation();
        float    yaw = 0.0f;

        hmdOrient.GetEulerAngles<OVR::Axis_Y, OVR::Axis_X, OVR::Axis_Z>(&yaw, &EyePitch, &EyeRoll);

        EyeYaw += (yaw - LastSensorYaw);
        LastSensorYaw = yaw;
    }


    // Gamepad rotation.
    EyeYaw -= GamepadRotate.x * dt;

    if (!m_ok.SensorActive())
    {
        // Allow gamepad to look up/down, but only if there is no Rift sensor.
        EyePitch -= GamepadRotate.y * dt;
        EyePitch -= MouseRotate.y * dt;
        EyeYaw   -= MouseRotate.x * dt;

        const float maxPitch = ((3.1415f/2)*0.98f);
        if (EyePitch > maxPitch)
            EyePitch = maxPitch;
        if (EyePitch < -maxPitch)
            EyePitch = -maxPitch;
    }

    if (GamepadMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(GamepadMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }

    if (MouseMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(MouseMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }

    if (KeyboardMove.LengthSq() > 0)
    {
        OVR::Matrix4f yawRotate = OVR::Matrix4f::RotationY(EyeYaw);
        OVR::Vector3f orientationVector = yawRotate.Transform(KeyboardMove);
        orientationVector *= MoveSpeed * dt;
        EyePos += orientationVector;
    }
}
开发者ID:fluffyfreak,项目名称:OculusGlfwSkeleton,代码行数:59,代码来源:OculusAppSkeleton.cpp


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