本文整理汇总了C++中wfmath::Vector类的典型用法代码示例。如果您正苦于以下问题:C++ Vector类的具体用法?C++ Vector怎么用?C++ Vector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Vector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: move
void PolygonPointMover::move(const WFMath::Vector<3>& directionVector)
{
if (directionVector.isValid()) {
getActivePoint()->translate(WFMath::Vector<2>(directionVector.x(), directionVector.y()));
mPolygon.updateRender();
}
}
示例2: getHeightAndNormal
void HeightMapFlatSegment::getHeightAndNormal(float x, float y, float& height, WFMath::Vector<3>& normal) const
{
height = mHeight;
normal.x() = 0;
normal.y() = 0;
normal.z() = 1;
}
示例3: getHeight
float EmberEntity::getHeight(const WFMath::Point<2>& localPosition) const
{
if (mHeightProvider) {
float height = 0;
if (mHeightProvider->getHeight(WFMath::Point<2>(localPosition.x(), localPosition.y()), height)) {
return height;
}
}
//A normal EmberEntity shouldn't know anything about the terrain, so we can't handle the area here.
//Instead we just pass it on to the parent until we get to someone who knows how to handle this (preferably the terrain).
if (getEmberLocation()) {
WFMath::Point<2> adjustedLocalPosition(getPredictedPos().x(), getPredictedPos().y());
WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(getOrientation());
double theta = atan2(xVec.y(), xVec.x()); // rotation about Z
WFMath::RotMatrix<2> rm;
WFMath::Vector<2> adjustment(localPosition.x(), localPosition.y());
adjustment.rotate(rm.rotation(theta));
adjustedLocalPosition += adjustment;
return getEmberLocation()->getHeight(adjustedLocalPosition) - getPredictedPos().z();
}
WFMath::Point<3> predictedPos = getPredictedPos();
if (predictedPos.isValid()) {
return predictedPos.z();
} else {
return 0.0f;
}
}
示例4:
bool Position2DAdapter::_hasChanges()
{
WFMath::Vector<2> originalValue;
originalValue.fromAtlas(mOriginalElement);
WFMath::Vector<2> newValue;
newValue.fromAtlas(getValue());
return originalValue != newValue;
}
示例5: atof
void Position2DAdapter::fillElementFromGui()
{
WFMath::Vector<2> vector;
if (mXWindow) {
vector.x() = atof(mXWindow->getText().c_str());
}
if (mYWindow) {
vector.y() = atof(mYWindow->getText().c_str());
}
mEditedElement = vector.toAtlas();
}
示例6: moveInDirection
void Steering::moveInDirection(const WFMath::Vector<2>& direction)
{
WFMath::Vector<3> fullDirection(direction.x(), 0, direction.y());
WFMath::Quaternion orientation;
if (direction != WFMath::Vector<2>::ZERO()) {
orientation.rotation(WFMath::Vector<3>(0, 0, 1), WFMath::Vector<3>(fullDirection).normalize(), WFMath::Vector<3>(0, 1, 0));
}
mAvatar.moveInDirection(fullDirection, orientation);
mLastSentVelocity = direction;
mExpectingServerMovement = true;
}
示例7: moveToPoint
void Steering::moveToPoint(const WFMath::Point<3>& point)
{
auto entity3dPosition = mAvatar.getEntity()->getViewPosition();
WFMath::Vector<3> vel = point - entity3dPosition;
WFMath::Quaternion orientation;
if (vel != WFMath::Vector<3>::ZERO()) {
orientation.rotation(WFMath::Vector<3>(0, 0, 1), WFMath::Vector<3>(vel).normalize(), WFMath::Vector<3>(0, 1, 0));
}
mAvatar.moveToPoint(point, orientation);
mLastSentVelocity = WFMath::Vector<2>(vel.x(), vel.z());
mExpectingServerMovement = true;
}
示例8: updatePosition
void NodeController::updatePosition()
{
WFMath::Point<3> pos = mAttachment.getAttachedEntity().getPredictedPos();
WFMath::Quaternion orientation = mAttachment.getAttachedEntity().getOrientation();
WFMath::Vector<3> velocity = mAttachment.getAttachedEntity().getPredictedVelocity();
mAttachment.setPosition(pos.isValid() ? pos : WFMath::Point<3>::ZERO(), orientation.isValid() ? orientation : orientation.identity(), velocity.isValid() ? velocity : WFMath::Vector<3>::ZERO());
}
示例9: move
void EntityMoverBase::move(const WFMath::Vector<3>& directionVector)
{
if (directionVector.isValid()) {
mNode->translate(Convert::toOgre(directionVector));
newEntityPosition(mNode->getPosition());
Moved.emit();
}
}
示例10: setPosition
void PolygonPointMover::setPosition(const WFMath::Point<3>& position)
{
if (position.isValid()) {
//We need to offset into local space.
Ogre::Vector3 posOffset = Ogre::Vector3::ZERO;
if (getActivePoint()->getNode()->getParent()) {
posOffset = getActivePoint()->getNode()->getParent()->_getDerivedPosition();
}
Ogre::Vector3 newPos = Convert::toOgre(position) - posOffset;
newPos = getActivePoint()->getNode()->getParent()->_getDerivedOrientation().Inverse() * newPos;
WFMath::Vector<3> translation = Convert::toWF<WFMath::Vector<3>>(newPos - getActivePoint()->getNode()->getPosition());
//adjust it so that it moves according to the ground for example
getActivePoint()->translate(WFMath::Vector<2>(translation.x(), translation.y()));
mPolygon.updateRender();
}
}
示例11: showEntityInfo
void InspectWidget::showEntityInfo(EmberEntity* entity)
{
Eris::Entity* parent = entity->getLocation();
std::stringstream ss;
ss.precision(4);
ss << "Name: " << entity->getName() << "\n";
ss << "Id: " << entity->getId() << "\n";
ss << "Parent: ";
if (parent) {
ss << parent->getName() << " (Id: " << parent->getId() << ")";
} else {
ss << "none";
}
ss << "\n";
if (entity->getPredictedPos().isValid()) {
ss << "PredPosition: " << entity->getPredictedPos() << "\n";
}
if (entity->getPosition().isValid()) {
ss << "Position: " << entity->getPosition() << "\n";
}
WFMath::Vector<3> velocity = entity->getPredictedVelocity();
if (velocity.isValid()) {
ss << "Velocity: " << velocity << ": " << sqrt(velocity.sqrMag()) << "\n";
}
if (entity->getOrientation().isValid()) {
ss << "Orientation: " << entity->getOrientation() << "\n";
}
if (entity->getBBox().isValid()) {
ss << "Boundingbox: " << entity->getBBox() << "\n";
}
ss << "Type: " << entity->getType()->getName() << "\n";
ss << "Attributes:\n";
ss << mAttributesString;
mInfo->setText(ss.str());
mChangedThisFrame = false;
}
示例12: parseArea
bool TerrainArea::parseArea()
{
if (!mEntity.hasAttr("area")) {
S_LOG_FAILURE("TerrainArea created for entity with no area attribute");
return false;
}
const Atlas::Message::Element areaElem(mEntity.valueOfAttr("area"));
if (!areaElem.isMap()) {
S_LOG_FAILURE("TerrainArea element ('area') must be of map type.");
return false;
}
const Atlas::Message::MapType& areaData(areaElem.asMap());
int layer = 0;
WFMath::Polygon<2> poly;
TerrainAreaParser parser;
if (parser.parseArea(areaData, poly, layer)) {
if (!mArea) {
mArea = new Mercator::Area(layer, false);
} else {
//A bit of an ugly hack here since the Mercator system doesn't support changing the layer. We need to swap the old area for a new one if the layer has changed.
if (mArea->getLayer() != layer) {
mOldArea = mArea;
mArea = new Mercator::Area(layer, false);
}
}
// transform polygon into terrain coords
WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(mEntity.getOrientation());
double theta = atan2(xVec.y(), xVec.x()); // rotation about Z
WFMath::RotMatrix<2> rm;
poly.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0));
poly.shift(WFMath::Vector<2>(mEntity.getPosition().x(), mEntity.getPosition().y()));
mArea->setShape(poly);
return true;
} else {
return false;
}
}
示例13:
Mercator::TerrainMod* InnerTranslatorImpl<ModT, ShapeT>::createInstance(const WFMath::Point<3>& pos, const WFMath::Quaternion& orientation)
{
ShapeT<2> shape = this->mShape;
if (!shape.isValid() || !pos.isValid()) {
return nullptr;
}
if (orientation.isValid()) {
/// rotation about Z axis
WFMath::Vector<3> xVec = WFMath::Vector<3>(1.0, 0.0, 0.0).rotate(orientation);
WFMath::CoordType theta = std::atan2(xVec.y(), xVec.x());
WFMath::RotMatrix<2> rm;
shape.rotatePoint(rm.rotation(theta), WFMath::Point<2>(0, 0));
}
shape.shift(WFMath::Vector<2>(pos.x(), pos.y()));
float level = TerrainModTranslator::parsePosition(pos, this->mData);
return new ModT<ShapeT>(level, shape);
}
示例14: getHeightAndNormal
/// \brief Get an accurate height and normal vector at a given coordinate
/// relative to this segment.
///
/// The height and surface normal are determined by finding the four adjacent
/// height points nearest to the coordinate, and interpolating between
/// those height values. The square area defined by the 4 height points is
/// considered as two triangles for the purposes of interpolation to ensure
/// that the calculated height falls on the surface rendered by a 3D
/// graphics engine from the same heightfield data. The line used to
/// divide the area is defined by the gradient y = x, so the first
/// triangle has relative vertex coordinates (0,0) (1,0) (1,1) and
/// the second triangle has vertex coordinates (0,0) (0,1) (1,1).
void Segment::getHeightAndNormal(float x, float y, float& h,
WFMath::Vector<3> &normal) const
{
// FIXME this ignores edges and corners
assert(x <= m_res);
assert(x >= 0.0f);
assert(y <= m_res);
assert(y >= 0.0f);
// get index of the actual tile in the segment
int tile_x = I_ROUND(std::floor(x));
int tile_y = I_ROUND(std::floor(y));
// work out the offset into that tile
float off_x = x - tile_x;
float off_y = y - tile_y;
float h1=get(tile_x, tile_y);
float h2=get(tile_x, tile_y+1);
float h3=get(tile_x+1, tile_y+1);
float h4=get(tile_x+1, tile_y);
// square is broken into two triangles
// top triangle |/
if ((off_x - off_y) <= 0.f) {
normal = WFMath::Vector<3>(h2-h3, h1-h2, 1.0f);
//normal for intersection of both triangles
if (off_x == off_y) {
normal += WFMath::Vector<3>(h1-h4, h4-h3, 1.0f);
}
normal.normalize();
h = h1 + (h3-h2) * off_x + (h2-h1) * off_y;
}
// bottom triangle /|
else {
normal = WFMath::Vector<3>(h1-h4, h4-h3, 1.0f);
normal.normalize();
h = h1 + (h4-h1) * off_x + (h3-h4) * off_y;
}
}
示例15: updateShadow
void TerrainPageShadow::updateShadow(const TerrainPageGeometry& geometry)
{
if (!mImage) {
mImage = new OgreImage(new Image::ImageBuffer(mTerrainPage.getBlendMapSize(), 1));
}
mImage->reset();
int pageSizeInVertices = mTerrainPage.getPageSize();
int pageSizeInMeters = pageSizeInVertices - 1;
//since Ogre uses a different coord system than WF, we have to do some conversions here
TerrainPosition origPosition(0, pageSizeInMeters - 1);
WFMath::Vector<3> wfLightDirection = mLightDirection;
wfLightDirection = wfLightDirection.normalize(1);
TerrainPosition position(origPosition);
auto data = mImage->getData();
for (int i = 0; i < pageSizeInMeters; ++i) {
position = origPosition;
position[1] = position[1] - i;
for (int j = 0; j < pageSizeInMeters; ++j) {
WFMath::Vector<3> normal;
if (geometry.getNormal(position, normal)) {
float dotProduct = WFMath::Dot(normal.normalize(1), wfLightDirection);
// if the dotProduct is > 0, the face is looking away from the sun
*data = static_cast<unsigned char>((1.0f - ((dotProduct + 1.0f) * 0.5f)) * 255);
} else {
*data = 0;
}
data++;
position[0] = position[0] + 1;
}
}
}