本文整理汇总了C++中wfmath::Vector::x方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector::x方法的具体用法?C++ Vector::x怎么用?C++ Vector::x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类wfmath::Vector
的用法示例。
在下文中一共展示了Vector::x方法的13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: 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2: 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3: 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4: 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5: 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6: updateListenerPosition
void SoundService::updateListenerPosition(const WFMath::Point<3>& pos, const WFMath::Vector<3>& direction, const WFMath::Vector<3>& up)
{
if (!isEnabled()) {
return;
}
alListener3f(AL_POSITION, pos.x(), pos.y(), pos.z());
SoundGeneral::checkAlError("Setting the listener position.");
//Set the direction of the listener.
ALfloat aluVectors[6];
aluVectors[0] = direction.x();
aluVectors[1] = direction.y();
aluVectors[2] = direction.z();
aluVectors[3] = up.x();
aluVectors[4] = up.y();
aluVectors[5] = up.z();
alListenerfv(AL_ORIENTATION, aluVectors);
SoundGeneral::checkAlError("Setting the listener orientation.");
}
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: 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9: 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10:
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11: placeArea
bool TerrainArea::placeArea(WFMath::Polygon<2>& poly)
{
//If the position if invalid we can't do anything with the area yet.
if (!mEntity.getPosition().isValid()) {
return false;
}
// transform polygon into terrain coords
if (mEntity.getOrientation().isValid()) {
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()));
return true;
}
示例12: setVelocity
void SoundSource::setVelocity(const WFMath::Vector<3>& vel)
{
assert(vel.isValid());
alSource3f(mALSource, AL_VELOCITY, vel.x(), vel.y(), vel.z());
SoundGeneral::checkAlError("Setting sound source velocity.");
}
示例13: update
void Steering::update()
{
if (mSteeringEnabled) {
if (mUpdateNeeded) {
updatePath();
}
auto entity = mAvatar.getEntity();
if (!mPath.empty()) {
const auto& finalDestination = mPath.back();
auto entity3dPosition = entity->getViewPosition();
const WFMath::Point<2> entityPosition(entity3dPosition.x(), entity3dPosition.z());
//First check if we've arrived at our actual destination.
if (WFMath::Distance(WFMath::Point<2>(finalDestination.x(), finalDestination.z()), entityPosition) < 0.1f) {
//We've arrived at our destination. If we're moving we should stop.
if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
moveInDirection(WFMath::Vector<2>::ZERO());
}
stopSteering();
} else {
//We should send a move op if we're either not moving, or we've reached a waypoint, or we need to divert a lot.
WFMath::Point<2> nextWaypoint(mPath.front().x(), mPath.front().z());
if (WFMath::Distance(nextWaypoint, entityPosition) < 0.1f) {
mPath.pop_front();
nextWaypoint = WFMath::Point<2>(mPath.front().x(), mPath.front().z());
}
WFMath::Vector<2> velocity = nextWaypoint - entityPosition;
WFMath::Point<2> destination;
velocity.normalize();
if (mPath.size() == 1) {
//if the next waypoint is the destination we should send a "move to position" update to the server, to make sure that we stop when we've arrived.
//otherwise, if there's too much lag, we might end up overshooting our destination and will have to double back
destination = nextWaypoint;
}
//Check if we need to divert in order to avoid colliding.
WFMath::Vector<2> newVelocity;
bool avoiding = mAwareness.avoidObstacles(entityPosition, velocity * mSpeed, newVelocity);
if (avoiding) {
auto newMag = newVelocity.mag();
auto relativeMag = mSpeed / newMag;
velocity = newVelocity;
velocity.normalize();
velocity *= relativeMag;
mUpdateNeeded = true;
}
bool shouldSend = false;
if (velocity.isValid()) {
if (mLastSentVelocity.isValid()) {
//If the entity has stopped, and we're not waiting for confirmation to a movement request we've made, we need to start moving.
if (!entity->isMoving() && !mExpectingServerMovement) {
shouldSend = true;
} else {
auto currentTheta = std::atan2(mLastSentVelocity.y(), mLastSentVelocity.x());
auto newTheta = std::atan2(velocity.y(), velocity.x());
//If we divert too much from where we need to go we must adjust.
if (std::abs(currentTheta - newTheta) > WFMath::numeric_constants<double>::pi() / 20) {
shouldSend = true;
}
}
} else {
//If we've never sent a movement update before we should do that now.
shouldSend = true;
}
}
if (shouldSend) {
//If we're moving to a certain destination and aren't avoiding anything we should tell the server to move to the destination.
if (destination.isValid() && !avoiding) {
moveToPoint(WFMath::Point<3>(destination.x(), entity3dPosition.y(), destination.y()));
} else {
moveInDirection(velocity);
}
}
}
} else {
//We are steering, but the path is empty, which means we can't find any path. If we're moving we should stop movement.
//But we won't stop steering; perhaps we'll find a path later.
if (mLastSentVelocity.isValid() && mLastSentVelocity != WFMath::Vector<2>::ZERO()) {
moveInDirection(WFMath::Vector<2>::ZERO());
}
}
}
}