本文整理匯總了C++中Float3函數的典型用法代碼示例。如果您正苦於以下問題:C++ Float3函數的具體用法?C++ Float3怎麽用?C++ Float3使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了Float3函數的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C++代碼示例。
示例1: SetModelName
Air::U1 Actor::Create()
{
if (m_Info.strModelName.empty() || m_Info.pSection == NULL)
{
return false;
}
m_pNode = m_Info.pSection->GetActorNode()->CreateChildSceneNode();
SetModelName(m_Info.strModelName);
Physics::Object::Info poInfo;
poInfo.fMass = 1;
poInfo.uiShapeCount = 1;
poInfo.pShapeArray[0].SetCylinder(Float3(0,0,0),0.5,1);
m_pHitShape = PhysicsSystem::GetSingleton()->CreateProduct<Physics::Object>(m_strProductName+"_CD",&poInfo);
m_pHitShape->SetUserData(this);
m_pNode->attachObject(m_pHitShape);
return true;
}
示例2: Float3
void RenderSetSorted::AddRenderNodeSolution(RenderNode *nodePtr)
{
static bool added = false;
if(!added)
{
PrintConsole::GetReference().AddSolution(L"ED2", "Sorting & Hierarchy", Float3(1.0f, 0.0f, 0.0f),
L"RenderSetSorted::AddRenderNodeSolution");
added = true;
}
RenderShape *pShape = (RenderShape *)nodePtr;
// Empty list
if (0 == headPtr)
{
tailPtr = pShape;
tailPtr->SetNext(0);
headPtr = pShape;
}
else
{
RenderShape *pPrevious = 0;
RenderShape *pCurrent = (RenderShape *)headPtr;
// Check if this node is first
if(!SortFunc(pCurrent, pShape))
{
pPrevious = pCurrent;
pCurrent = (RenderShape *)pCurrent->GetNext();
// Find where this node goes
while(pCurrent && !SortFunc(pCurrent, pShape))
{
pPrevious = pCurrent;
pCurrent = (RenderShape *)pCurrent->GetNext();
}
pPrevious->SetNext(pShape);
}
else
headPtr = pShape;
pShape->SetNext(pCurrent);
if(!pCurrent)
tailPtr = pShape;
}
}
示例3: acos
Float3 MlRachis::matchNormal(const Vector3F & wv, const Matrix33F & space)
{
Vector3F ov = space.transform(wv);
Vector3F va = ov;
va.y = 0.f;
va.z -= 0.05f;
va.normalize();
float a = acos(Vector3F::XAxis.dot(va));
if(va.z > 0.f) a = -a;
Vector3F vb = ov;
vb.z = 0.f;
vb.normalize();
float b = acos(Vector3F::XAxis.dot(vb));
if(vb.y < 0.f) b = -b;
return Float3(a, b, 0.f);
}
示例4: Float3
void Frustum::BuildPlane(){
Float3 dir,nc,fc,X,Y,Z;
Z = Float3(-m_vDirection.x,-m_vDirection.y,-m_vDirection.z);
Z.Normalize();
X = m_vUp.Cross(Z);
X.Normalize();
Y = Z.Cross(X);
nc = m_vPosition - Z * m_fNear;
fc = m_vPosition - Z * m_fFar;
Float3 ntl,ntr,nbl,nbr,ftl,ftr,fbl,fbr;
float nw,nh,fw,fh;
float tang = (float)tan(m_fAngle * 0.5f) ;
nh = m_fNear * tang;
nw = nh * m_fAspect;
fh = m_fFar * tang;
fw = fh * m_fAspect;
ntl = nc + Y * nh - X * nw;
ntr = nc + Y * nh + X * nw;
nbl = nc - Y * nh - X * nw;
nbr = nc - Y * nh + X * nw;
ftl = fc + Y * fh - X * fw;
ftr = fc + Y * fh + X * fw;
fbl = fc - Y * fh - X * fw;
fbr = fc - Y * fh + X * fw;
m_vecPlane[enFS_Top].SetVertex(ntr,ntl,ftl);
m_vecPlane[enFS_Bottom].SetVertex(nbl,nbr,fbr);
m_vecPlane[enFS_Left].SetVertex(ntl,nbl,fbl);
m_vecPlane[enFS_Right].SetVertex(nbr,ntr,fbr);
m_vecPlane[enFS_Near].SetVertex(ntl,ntr,nbr);
m_vecPlane[enFS_Far].SetVertex(ftr,ftl,fbl);
}
示例5: Float2
LoaderFbxTextureDesc::LoaderFbxTextureDesc()
{
textureName_ = "Unknown";
fileName_ = "Unknown";
scale_ = Float2(0.0f, 0.0f);
translation_ = Float2(0.0f, 0.0f);
rotation_ = Float3(0.0f, 0.0f, 0.0f);
swap_ = false;
alphaSource_ = 0;
croppingLeft_ = 0;
croppingTop_ = 0;
croppingRight_ = 0;
croppingBottom_ = 0;
mappingType_ = 0;
planarMappingNormal_ = 0;
blendMode_ = 0;
defaultAlpha_ = 0.0f;
materialUse_ = 0;
textureUse_ = 0;
}
示例6: OnUpdate
virtual void OnUpdate()
{
float k = Root::Instance()->GetTime();
float r = 3.0f;
float x = Math::Cos(k) * r;
float z = Math::Sin(k) * r;
gBillboard->SetPosition(Float3(x, 5, z));
gLightDir->SetPosition(Float3(x, 5, z));
gLightDir->SetDirection(-Float3(x, 0, z));
gLightPoint->SetPosition(Float3(x, 5, z));
gLightPoint->SetDirection(-Float3(x, 0, z));
gLightSpot->SetPosition(Float3(x, 5, z));
gLightSpot->SetDirection(-Float3(x, 0, z));
}
示例7: rectangle
void ImGui::beginContainer(int left, int right, int bottom, int top, Container *container)
{
if (left > right or bottom > top)
{
Command command;
command.type = Command::PushScissor;
command.scissor.left = 0;
command.scissor.right = 0;
command.scissor.bottom = 0;
command.scissor.top = 0;
commands.append(command);
return;
}
rectangle(left, right+10, bottom-10, top, 0.44f, 1.0f, 0.0f, 1.0f, Float3(1.0f), Float4(0.0f));
Command command;
command.type = Command::PushScissor;
command.scissor.left = left;
command.scissor.right = right;
command.scissor.bottom = bottom;
command.scissor.top = top;
commands.append(command);
scrollX = container->scrollX;
scrollY = container->scrollY;
containerLeft = left;
containerRight = right;
containerTop = top;
containerBottom = bottom;
container->left = left;
container->right = right;
container->bottom = bottom;
container->top = top;
}
示例8: ParamsFindP
//==================================================================
bool ParamsFindP( ParamList ¶ms,
const SymbolList &globalSymbols,
Float3 *pOut_vectorP,
int expectedN,
int fromIdx )
{
bool gotP = false;
for (size_t i=fromIdx; i < params.size(); i += 2)
{
DASSERT( params[i].type == Param::STR );
const Symbol* pSymbol = globalSymbols.FindSymbol( params[i] );
if ( pSymbol && pSymbol->IsName( "P" ) )
{
DASSTHROW( (i+1) < params.size(), "Invalid number of arguments" );
const FltVec &fltVec = params[ i+1 ].NumVec();
DASSTHROW( (int)fltVec.size() == 3 * expectedN,
"Invalid number of arguments."
" Expecting %i but it's %u", 3 * expectedN, fltVec.size() );
DASSTHROW( (int)(fltVec.size() % 3) == 0,
"Invalid number of arguments."
" Should be multiple of 3 but it's %u", fltVec.size() );
size_t srcN = fltVec.size();
for (size_t si=0, di=0; si < srcN; si += 3, di += 1)
pOut_vectorP[ di ] = Float3( &fltVec[ si ] );
return true;
}
}
return false;
}
示例9: VertexBuffer
//----------------------------------------------------------------------------
TriMesh* RoughPlaneSolidBox::CreateRamp ()
{
float x = 8.0f;
float y = 8.0f;
float z = y*Mathf::Tan((float)mModule.Angle);
VertexFormat* vformat = VertexFormat::Create(2,
VertexFormat::AU_POSITION, VertexFormat::AT_FLOAT3, 0,
VertexFormat::AU_TEXCOORD, VertexFormat::AT_FLOAT2, 0);
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(6, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
vba.Position<Float3>(0) = Float3(-x, 0.0f, 0.0f);
vba.Position<Float3>(1) = Float3(+x, 0.0f, 0.0f);
vba.Position<Float3>(2) = Float3(-x, y, 0.0f);
vba.Position<Float3>(3) = Float3(+x, y, 0.0f);
vba.Position<Float3>(4) = Float3(-x, y, z);
vba.Position<Float3>(5) = Float3(+x, y, z);
vba.TCoord<Float2>(0, 0) = Float2(0.25f, 0.0f);
vba.TCoord<Float2>(0, 1) = Float2(0.75f, 0.0f);
vba.TCoord<Float2>(0, 2) = Float2(0.0f, 1.0f);
vba.TCoord<Float2>(0, 3) = Float2(1.0f, 1.0f);
vba.TCoord<Float2>(0, 4) = Float2(0.25f, 1.0f);
vba.TCoord<Float2>(0, 5) = Float2(0.75f, 1.0f);
IndexBuffer* ibuffer = new0 IndexBuffer(18, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[ 0] = 0; indices[ 1] = 1; indices[ 2] = 4;
indices[ 3] = 1; indices[ 4] = 5; indices[ 5] = 4;
indices[ 6] = 0; indices[ 7] = 4; indices[ 8] = 2;
indices[ 9] = 1; indices[10] = 3; indices[11] = 5;
indices[12] = 3; indices[13] = 2; indices[14] = 4;
indices[15] = 3; indices[16] = 4; indices[17] = 5;
TriMesh* ramp = new0 TriMesh(vformat, vbuffer, ibuffer);
std::string path = Environment::GetPathR("Metal.wmtf");
Texture2D* texture = Texture2D::LoadWMTF(path);
ramp->SetEffectInstance(Texture2DEffect::CreateUniqueInstance(texture,
Shader::SF_LINEAR, Shader::SC_REPEAT, Shader::SC_REPEAT));
return ramp;
}
示例10: mCategory
SLSound::SLSound()
: mCategory(0)
, mFlags(0)
{
mBQObjectI = NULL;
mBQPlayI = NULL;
mVolumeI = NULL;
mBQBufferQueueI = NULL;
mBQEffectSendI = NULL;
mPosition = Float3(0, 0, 0);
mVolume = 1;
mAttenStart = mAttenEnd = 0;
mInvAttenDist = 1;
mPlayTime = 0;
mPlayOffset = 0;
mPlayEnd = FALSE;
mFadeMode = 0;
mFadeTime = SL_FADETIME;
i_thread = NULL;
}
示例11: Float3
// extents, renderable, nearDistance, depth, nearPlaneArea
void Camera::SetLODSolution(IRenderer* renderable, float maxExtent, float nearDistance,
float depth, float minArea)
{
static bool added = false;
if(!added)
{
PrintConsole::GetReference().AddSolution(L"ED2", "LOD", Float3(1.0f, 0.0f, 0.0f),
L"Camera::SetLODSolution");
added = true;
}
unsigned int numLODs = renderable->GetNumLODs();
if( numLODs != 1 )
{
float projectedRadius = (nearDistance * maxExtent) / depth;
float projectedArea = (float)M_PI * projectedRadius * projectedRadius;
float areaOccupiedRatio = min( 1.0f, projectedArea / minArea );
renderable->SetCurrentLOD( (unsigned int)((numLODs-1) * areaOccupiedRatio) );
}
}
示例12: OnInit
virtual void OnInit()
{
SetupUI();
// Create Mesh
MeshSourcePtr pMeshSource = MeshManager::Instance()->LoadMesh("Mesh/fox.mesh");
gMesh = new Mesh;
gMesh->SetSource(pMeshSource);
gMesh->LoadAnimation("Idle1", "Mesh/fox_idle1.anim");
gMesh->SetLighting(true);
gMesh->PlayAnimation("Idle1");
LookMesh(gMesh);
// Setup Main Light
World::Instance()->MainLight()->SetDirection(Float3(-1, 0, 1));
World::Instance()->MainLight()->SetAmbient(Float3(0.2f, 0.2f, 0.2f));
World::Instance()->MainLight()->SetDiffuse(Float3(0.2f, 0.2f, 0.2f));
// Create Lights
gLightDir = new Light(eLightType::DIRECTION);
gLightPoint = new Light(eLightType::POINT);
gLightSpot = new Light(eLightType::SPOT);
gLightDir->SetDiffuse(Float3(1, 0, 0));
gLightPoint->SetDiffuse(Float3(0, 1, 0));
gLightSpot->SetDiffuse(Float3(0, 0, 1));
gLightDir->SetVisible(true);
gLightPoint->SetVisible(false);
gLightSpot->SetVisible(false);
// Create Billboard
gBillboard = new Billboard;
gBillboard->SetSize(Float2(1, 1));
gBillboard->SetTexture("flare.png");
gBillboard->GetMaterial()->blendMode = eBlendMode::ADD;
}
示例13: Float3
U1 Resource::CreateHardwareBuff( MeshHDBuffer* pOutBuff,CalCoreMesh* pInMesh ){
std::vector<ABuff> vertexData;
std::vector<UInt> indexData;
SInt iMeshCount = pInMesh->getCoreSubmeshCount();
SInt iVertexCount = 0;
SInt iIndexCount = 0;
//首先計算頂點數 和 索引數
for(SInt i=0;i<iMeshCount;i++){
CalCoreSubmesh* pSubMesh = pInMesh->getCoreSubmesh(i);
iVertexCount += pSubMesh->getVectorVertex().size();
iIndexCount += pSubMesh->getFaceCount()*3;
}
if( iVertexCount == 0 ||
iIndexCount == 0)
{
return false;
}
//分配空間
vertexData.resize(iVertexCount);
indexData.resize(iIndexCount);
SInt iV = 0;
SInt iI = 0;
for(SInt i=0;i<iMeshCount;i++){
CalCoreSubmesh* pSubMesh = pInMesh->getCoreSubmesh(i);
//計算切線
pSubMesh->enableTangents(0,true);
std::vector<CalCoreSubmesh::Vertex>& lstVector = pSubMesh->getVectorVertex();
std::vector<std::vector<CalCoreSubmesh::TangentSpace> >& lstTangent = pSubMesh->getVectorVectorTangentSpace();
std::vector<std::vector<CalCoreSubmesh::TextureCoordinate> >& lstTexcoord = pSubMesh->getVectorVectorTextureCoordinate();
std::vector<CalCoreSubmesh::Face>& lstFace = pSubMesh->getVectorFace();
SInt iFaceCount = lstFace.size();
//索引緩衝
for(SInt j=0;j<iFaceCount;j++){
indexData[iI] = lstFace[j].vertexId[0] + iV;
indexData[iI+1] = lstFace[j].vertexId[1] + iV;
indexData[iI+2] = lstFace[j].vertexId[2] + iV;
iI += 3;
}
//頂點緩衝數據
for(SInt j=0;j<iVertexCount;j++){
CalCoreSubmesh::Vertex& ver = lstVector[j];
CalCoreSubmesh::TangentSpace tang = lstTangent[0][j];
CalCoreSubmesh::TextureCoordinate uv = lstTexcoord[0][j];
//位置
vertexData[iV].Position = Float3(ver.position.x,ver.position.y,ver.position.z);
SInt iBoneCount = ver.vectorInfluence.size();
for(SInt k=0;k<4;k++){
if(k<iBoneCount){
vertexData[iV].BoneWeight[k] = ver.vectorInfluence[k].weight*255.0f;
//如果隻傳遞自己需要的矩陣
//骨骼索引變成0~n
vertexData[iV].BoneIndex[k] = ver.vectorInfluence[k].boneId;
}else{
vertexData[iV].BoneWeight[k] = 0;
vertexData[iV].BoneIndex[k] = 0;
}
}
//法線
vertexData[iV].Normal = Float3(ver.normal.x,ver.normal.y,ver.normal.z);
//UV
vertexData[iV].UV.x = uv.u;
vertexData[iV].UV.y = uv.v;
//切線
vertexData[iV].Tangent.x = tang.tangent.x;
vertexData[iV].Tangent.y = tang.tangent.y;
vertexData[iV].Tangent.z = tang.tangent.z;
iV++;
}
AString strName = m_strProductName + pInMesh->getName();
Render::Vertex::IDeclare::Info dInfo;
dInfo.SetPNTT_Animation();
pOutBuff->pVertexDeclare = Render::System::GetSingleton()->CreateProduct<Render::Vertex::IDeclare>("PNTTANIM",&dInfo);
Render::Buffer::Info vInfo;
vInfo.SetVertexBuffer(iVertexCount,52);
vInfo.InitData = &vertexData[0];
pOutBuff->pVertexBuff = Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"VB",&vInfo);
vInfo.SetIndexBuffer32(iFaceCount*3);
vInfo.InitData = &indexData[0];
pOutBuff->pIndexBuff = Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"IB",&vInfo);
}
return true;
}
示例14: Float3
Float3<T> Float3<T>::operator -() const
{
return Float3(-this->x, -this->y, -this->z);
}
示例15: switch
void PhysicsComponent::onEvent(Event* e)
{
EventType type = e->getType();
switch(type)
{
case EVENT_ATTRIBUTE_UPDATED: //Removes physics objects when the corresponding physics attribute is removed
{
Event_AttributeUpdated* attributeUpdated = static_cast<Event_AttributeUpdated*>(e);
int attributeIndex = attributeUpdated->index;
if(attributeUpdated->attributeEnum == ATTRIBUTE_PHYSICS)
{
if(attributeUpdated->isDeleted)
{
if(attributeIndex < physicsObjects_->size() && physicsObjects_->at(attributeIndex) != nullptr)
{
dynamicsWorld_->removeRigidBody(physicsObjects_->at(attributeIndex));
delete physicsObjects_->at(attributeIndex);
physicsObjects_->at(attributeIndex) = nullptr;
}
else
{
DEBUGPRINT("Mismatch when synchronizing deletion of physics objects with physics attributes");
}
}
else if(attributeUpdated->isCreated)
{
}
else
{
itrPhysics.at(attributeIndex)->reloadDataIntoBulletPhysics = true;
}
}
/*else if(attributeUpdated->attributeEnum == ATTRIBUTE_CAMERA)
{
if(attributeUpdated->isDeleted)
{
dynamicsWorld_->removeRigidBody(frustumPhysicsObjects_->at(attributeIndex));
delete frustumPhysicsObjects_->at(attributeIndex);
frustumPhysicsObjects_->at(attributeIndex) = nullptr;
}
}*/
break;
}
case EVENT_MODIFY_PHYSICS_OBJECT:
{
Event_ModifyPhysicsObject* modifyPhysicsObject = static_cast<Event_ModifyPhysicsObject*>(e);
int physicsAttributeIndex = modifyPhysicsObject->ptr_physics.index();
if(physicsAttributeIndex < physicsObjects_->size() && physicsAttributeIndex > -1)
{
PhysicsObject* physicsObject = physicsObjects_->at(physicsAttributeIndex);
if(physicsObject != NULL)
{
//Cast void pointer sent in Event_ModifyPhysicsObject to its expected data type and modify physics object accordingly
switch(modifyPhysicsObject->modifyWhatDataInPhysicsObjectData)
{
case XKILL_Enums::ModifyPhysicsObjectData::GRAVITY:
{
Float3* gravity = static_cast<Float3*>(modifyPhysicsObject->data);
physicsObject->setGravity(btVector3(gravity->x, gravity->y, gravity->z));
break;
}
case XKILL_Enums::ModifyPhysicsObjectData::VELOCITY:
{
Float3* velocity = static_cast<Float3*>(modifyPhysicsObject->data);
physicsObject->setLinearVelocity(btVector3(velocity->x, velocity->y, velocity->z));
break;
}
case XKILL_Enums::ModifyPhysicsObjectData::VELOCITYPERCENTAGE:
{
Float3* velocityPercentage = static_cast<Float3*>(modifyPhysicsObject->data);
btVector3 currentLinearVelocity = physicsObject->getLinearVelocity();
physicsObject->setLinearVelocity(btVector3(currentLinearVelocity.x()*velocityPercentage->x, currentLinearVelocity.y()*velocityPercentage->y, currentLinearVelocity.z()*velocityPercentage->z));
break;
}
case XKILL_Enums::ModifyPhysicsObjectData::FLAG_STATIC:
{
bool* staticPhysicsObject = static_cast<bool*>(modifyPhysicsObject->data);
if(*staticPhysicsObject == true)
{
physicsObject->setCollisionFlags(physicsObject->getCollisionFlags() | btCollisionObject::CF_STATIC_OBJECT);
}
else if(*staticPhysicsObject == false)
{
physicsObject->setCollisionFlags(physicsObject->getCollisionFlags() & ~ btCollisionObject::CF_STATIC_OBJECT);
}
break;
}
case XKILL_Enums::ModifyPhysicsObjectData::COLLISIONFILTERMASK:
{
/*In order to modify "collisionFilterMask", a physics objects needs to be removed from the Bullet Physics dynamics world and then readded using "addRigidBody", where "collisionFilterMask" is passed as argument.
Write physics object data to physics attribute, modify "collisionFilterMask", and set the "reloadDataIntoBulletPhysics" flag, and this class will handle the removal and addition of the physics object.*/
short* collisionFilterMaskFromEvent = static_cast<short*>(modifyPhysicsObject->data);
AttributePtr<Attribute_Physics> ptr_physics = itrPhysics.at(physicsAttributeIndex);
//.........這裏部分代碼省略.........