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C++ ci::CameraPersp类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中ci::CameraPersp的典型用法代码示例。如果您正苦于以下问题:C++ CameraPersp类的具体用法?C++ CameraPersp怎么用?C++ CameraPersp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CameraPersp类的20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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: setup

void UserApp::setup()
{
    mBones.push_back( Bone( nite::JOINT_HEAD,			nite::JOINT_NECK ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_LEFT_ELBOW ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_ELBOW,		nite::JOINT_LEFT_HAND ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_RIGHT_ELBOW ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_ELBOW,	nite::JOINT_RIGHT_HAND ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_RIGHT_SHOULDER ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_TORSO ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_TORSO ) );
    mBones.push_back( Bone( nite::JOINT_TORSO,			nite::JOINT_LEFT_HIP ) );
    mBones.push_back( Bone( nite::JOINT_TORSO,			nite::JOINT_RIGHT_HIP ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_HIP,		nite::JOINT_RIGHT_HIP ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_HIP,		nite::JOINT_LEFT_KNEE ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_KNEE,		nite::JOINT_LEFT_FOOT ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_HIP,		nite::JOINT_RIGHT_KNEE ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_KNEE,		nite::JOINT_RIGHT_FOOT ) );

    mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 1.0f, 5000.0f );
    mCamera.lookAt( Vec3f::zero(), Vec3f::zAxis(), Vec3f::yAxis() );

    mDeviceManager = OpenNI::DeviceManager::create();
    try {
        mDevice = mDeviceManager->createDevice( OpenNI::DeviceOptions().enableUserTracking() );
    } catch ( OpenNI::ExcDeviceNotAvailable ex ) {
        console() << ex.what() << endl;
        quit();
        return;
    }

    mDevice->getUserTracker().setSkeletonSmoothingFactor( 0.5f );
    mDevice->connectUserEventHandler( &UserApp::onUser, this );
    mDevice->start();
}
开发者ID:Potion,项目名称:Cinder-OpenNI,代码行数:34,代码来源:UserApp.cpp


示例2: setup

// Set up
void LeapApp::setup()
{
	// Set up OpenGL
	gl::enable( GL_LINE_SMOOTH );
	glHint( GL_LINE_SMOOTH_HINT, GL_NICEST ); 
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );

	// Set up camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mLeap = Device::create();
	mLeap->addCallback( &LeapApp::onFrame, this );

	// Params
	mFrameRate	= 0.0f;
	mFullScreen	= false;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,						"", true );
	mParams.addParam( "Full screen",	&mFullScreen,						"key=f"		);
	mParams.addButton( "Screen shot",	bind( &LeapApp::screenShot, this ), "key=space" );
	mParams.addButton( "Quit",			bind( &LeapApp::quit, this ),		"key=q" );
}
开发者ID:gaborpapp,项目名称:Cinder-LeapSdk,代码行数:26,代码来源:LeapApp.cpp


示例3: setup

void LeapPalmDirectionApp::setup()
{
	mLeap = LeapSdk::Device::create();
	mCallbackId = mLeap->addCallback( &LeapPalmDirectionApp::onFrame, this );

	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 250.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
}
开发者ID:gaborpapp,项目名称:apps,代码行数:8,代码来源:LeapPalmDirectionApp.cpp


示例4: setup

// Set up
void TracerApp::setup()
{
	// Set up camera
	mCamera		= CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 93.75f, 250.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mDevice = Device::create();
	mDevice->connectEventHandler( &TracerApp::onFrame, this );

	// Load shaders
	try {
		mShader[ 0 ]	= gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_X_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << "Unable to compile blur X shader: \n" << string( ex.what() ) << "\n";
		quit();
	}
	try {
		mShader[ 1 ]	= gl::GlslProg( loadResource( RES_GLSL_PASS_THROUGH_VERT ), loadResource( RES_GLSL_BLUR_Y_FRAG ) );
	} catch ( gl::GlslProgCompileExc ex ) {
		console() << "Unable to compile blur Y shader: \n" << string( ex.what() ) << "\n";
		quit();
	}

	// Params
	mFrameRate	= 0.0f;
	mParams = params::InterfaceGl( "Params", Vec2i( 200, 105 ) );
	mParams.addParam( "Frame rate",		&mFrameRate,							"", true );
	mParams.addButton( "Screen shot",	bind( &TracerApp::screenShot, this ),	"key=space" );
	mParams.addButton( "Quit",			bind( &TracerApp::quit, this ),			"key=q" );

	// Enable polygon smoothing
	gl::enable( GL_POLYGON_SMOOTH );
	glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );
	
	// Set up FBOs
	gl::Fbo::Format format;
#if defined( CINDER_MSW )
	format.setColorInternalFormat( GL_RGBA32F );
#else
	format.setColorInternalFormat( GL_RGBA32F_ARB );
#endif
	format.setMinFilter( GL_LINEAR );
	format.setMagFilter( GL_LINEAR );
	format.setWrap( GL_CLAMP, GL_CLAMP );
	for ( size_t i = 0; i < 3; ++i ) {
		mFbo[ i ]	= gl::Fbo( getWindowWidth(), getWindowHeight(), format );
		mFbo[ i ].bindFramebuffer();
		gl::setViewport( mFbo[ i ].getBounds() );
		gl::clear();
		mFbo[ i ].unbindFramebuffer();
	}
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
	glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:56,代码来源:TracerApp.cpp


示例5: setup

void CinderProjectApp::setup()
{	 
	// Set up OpenGL
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();
	
	// Set up camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mLeap = LeapMotion::Device::create();
	mLeap->connectEventHandler( &CinderProjectApp::onFrame, this );
}
开发者ID:modbert,项目名称:RapidPrototyping-LeapMotion,代码行数:15,代码来源:CinderProjectApp_original.cpp


示例6: setup

void _TBOX_PREFIX_App::setup()
{	 
	// Set up OpenGL
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();
	
	// Set up camera
	mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 0.01f, 1000.0f );
	mCamera.lookAt( Vec3f( 0.0f, 125.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );
	
	// Start device
	mLeap 		= LeapSdk::Device::create();
	mCallbackId = mLeap->addCallback( &_TBOX_PREFIX_App::onFrame, this );
}
开发者ID:valentebruno,项目名称:Cinder-LeapSdk,代码行数:15,代码来源:_TBOX_PREFIX_App.cpp


示例7: resetCamera

void PaintingBeingsApp::resetCamera()
{
	float eyeZ = static_cast<float>(_rectangleTextutre.getWidth()) * 2.5f;

	if (_showImageBeing)
		eyeZ = static_cast<float>(_image.getMiniatureSize()) * 2.5f;

	float radiusArcBall = static_cast<float>(getWindowHeight() * 0.5f);

	float fieldOfView = 75.0f;
	float nearCamera = 0.1f;
	float farCamera = 1000000.0f;
	_camera = CameraPersp(getWindowWidth(), getWindowHeight(), fieldOfView, nearCamera, farCamera);

	_camera.lookAt(Vec3f(0.0f, 0.0f, eyeZ), Vec3f::zero());
	_arcball = Arcball(getWindowSize());
	_arcball.setRadius(radiusArcBall);
}
开发者ID:3a-arthurkevin,项目名称:PaintingBeings,代码行数:18,代码来源:PaintingBeingsApp.cpp


示例8: setup

void LeapApp::setup()
{
    gl::enable( GL_LINE_SMOOTH );
    glHint( GL_LINE_SMOOTH_HINT, GL_NICEST );
    gl::enable( GL_POLYGON_SMOOTH );
    glHint( GL_POLYGON_SMOOTH_HINT, GL_NICEST );

    mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 60.0f, 1.0f, 1000.0f );
    mCamera.lookAt( Vec3f( 0.0f, 250.0f, 500.0f ), Vec3f( 0.0f, 250.0f, 0.0f ) );

    mDevice = Device::create();
    mDevice->connectEventHandler( &LeapApp::onFrame, this );

    mFrameRate	= 0.0f;
    mFullScreen	= false;
    mParams = params::InterfaceGl::create( "Params", Vec2i( 200, 105 ) );
    mParams->addParam( "Frame rate",	&mFrameRate,						"", true );
    mParams->addParam( "Full screen",	&mFullScreen ).key( "f" );
    mParams->addButton( "Screen shot",	bind( &LeapApp::screenShot, this ),	"key=space" );
    mParams->addButton( "Quit",			bind( &LeapApp::quit, this ),		"key=q" );
}
开发者ID:num3ric,项目名称:Cinder-LeapMotion,代码行数:21,代码来源:LeapApp.cpp


示例9: setup

void PaintingBeingsApp::setup()
{	
	setStop();

	// Setup des paramètres de OpenGL
	glShadeModel(GL_SMOOTH);
	gl::enable(GL_POLYGON_SMOOTH);
	glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
	gl::enableAlphaBlending();
	gl::enableDepthRead();
	gl::enableDepthWrite();

	// Setup Capture webcam
	_capture = Capture(640, 480);
	_capture.start();

	// Setup camera
	float fieldOfView = 75.0f;
	float nearCamera = 0.1f;
	float farCamera = 1000000.0f;
	_camera = CameraPersp(getWindowWidth(), getWindowHeight(), fieldOfView, nearCamera, farCamera);
	_camera.lookAt(Vec3f(0.0f, 0.0f, 50.0f), Vec3f::zero());

	// Setup arcball (camera rotation)
	float radiusArcBall = static_cast<float>(getWindowHeight() * 0.5f);
	_arcball = Arcball(getWindowSize());
	_arcball.setRadius(radiusArcBall);


	// Génération de la population d'ImageBeing
	_imageBeing = ImageBeing();

	_rectangleAlgoGen.set(-75.0f, 25.0f, -25.0f, -25.0f);
	_rectangleTextutre.set(25.0f, 25.0f, 75.0f, -25.0f);


	// Setup de l'interface
	_params = params::InterfaceGl("Options", Vec2i(200, 400));
	updateInterface(false);
}
开发者ID:3a-arthurkevin,项目名称:PaintingBeings,代码行数:40,代码来源:PaintingBeingsApp.cpp


示例10: cameraDrawBillboard

void ZoaDebugFunctions::cameraDrawBillboard( const ci::CameraPersp &camera, ci::Vec2f position )
{
	ci::Vec3f mRight, mUp;
	camera.getBillboardVectors(&mRight, &mUp);
	ci::gl::drawBillboard( ci::Vec3f::zero(), position, 0.0f, mRight, mUp);
}
开发者ID:onedayitwillmake,项目名称:QuadDistrust,代码行数:6,代码来源:ZoaDebugFunctions.cpp


示例11: setup

void UserApp::setup()
{
    mShapeDetection = ShapeDetection();
    
    //	mBones.push_back( Bone( nite::JOINT_HEAD,			nite::JOINT_NECK ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_LEFT_ELBOW ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_ELBOW,		nite::JOINT_LEFT_HAND ) );
    //	mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_RIGHT_ELBOW ) );
    //	mBones.push_back( Bone( nite::JOINT_RIGHT_ELBOW,	nite::JOINT_RIGHT_HAND ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_RIGHT_SHOULDER ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_TORSO ) );
    //	mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_TORSO ) );
    //	mBones.push_back( Bone( nite::JOINT_TORSO,			nite::JOINT_LEFT_HIP ) );
    //	mBones.push_back( Bone( nite::JOINT_TORSO,			nite::JOINT_RIGHT_HIP ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_HIP,		nite::JOINT_RIGHT_HIP ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_HIP,		nite::JOINT_LEFT_KNEE ) );
    //	mBones.push_back( Bone( nite::JOINT_LEFT_KNEE,		nite::JOINT_LEFT_FOOT ) );
    //	mBones.push_back( Bone( nite::JOINT_RIGHT_HIP,		nite::JOINT_RIGHT_KNEE ) );
    //	mBones.push_back( Bone( nite::JOINT_RIGHT_KNEE,		nite::JOINT_RIGHT_FOOT ) );
    
    // POINTS
    mBones.push_back( Bone( nite::JOINT_HEAD,			nite::JOINT_HEAD ) );                //0
    mBones.push_back( Bone( nite::JOINT_NECK,			nite::JOINT_NECK ) );                //1
    mBones.push_back( Bone( nite::JOINT_LEFT_SHOULDER,	nite::JOINT_LEFT_SHOULDER ) );       //2
    mBones.push_back( Bone( nite::JOINT_LEFT_ELBOW,     nite::JOINT_LEFT_ELBOW ) );          //3
    mBones.push_back( Bone( nite::JOINT_LEFT_HAND,		nite::JOINT_LEFT_HAND ) );           //4
    mBones.push_back( Bone( nite::JOINT_RIGHT_SHOULDER, nite::JOINT_RIGHT_SHOULDER ) );      //5
    mBones.push_back( Bone( nite::JOINT_RIGHT_ELBOW,    nite::JOINT_RIGHT_ELBOW ) );         //6
    mBones.push_back( Bone( nite::JOINT_RIGHT_HAND,     nite::JOINT_RIGHT_HAND ) );          //7
    mBones.push_back( Bone( nite::JOINT_TORSO,          nite::JOINT_TORSO ) );               //8
    mBones.push_back( Bone( nite::JOINT_LEFT_HIP,		nite::JOINT_LEFT_HIP ) );            //9
    mBones.push_back( Bone( nite::JOINT_LEFT_KNEE,		nite::JOINT_LEFT_KNEE ) );          //10
    mBones.push_back( Bone( nite::JOINT_LEFT_FOOT,		nite::JOINT_LEFT_FOOT ) );          //11
    mBones.push_back( Bone( nite::JOINT_RIGHT_HIP,		nite::JOINT_RIGHT_HIP ) );          //12
    mBones.push_back( Bone( nite::JOINT_RIGHT_KNEE,		nite::JOINT_RIGHT_KNEE ) );         //13
    mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT,		nite::JOINT_RIGHT_FOOT ) );         //14
    
    // DISTANCE LINES
    
    // hand to hand
    mBones.push_back( Bone( nite::JOINT_LEFT_HAND,	nite::JOINT_RIGHT_HAND ) );
    
    // limbs
    mBones.push_back( Bone( nite::JOINT_LEFT_HAND,	nite::JOINT_TORSO ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_HAND,	nite::JOINT_TORSO ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_FOOT,	nite::JOINT_RIGHT_HAND ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT,	nite::JOINT_LEFT_HAND ) );
    
    //surrounding body
    mBones.push_back( Bone( nite::JOINT_RIGHT_FOOT,	nite::JOINT_LEFT_FOOT ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_FOOT,	nite::JOINT_LEFT_HAND ) );
    mBones.push_back( Bone( nite::JOINT_LEFT_HAND,	nite::JOINT_HEAD ) );
    mBones.push_back( Bone( nite::JOINT_HEAD,	nite::JOINT_RIGHT_HAND ) );
    mBones.push_back( Bone( nite::JOINT_RIGHT_HAND,	nite::JOINT_RIGHT_FOOT) );
    
    mCamera = CameraPersp( getWindowWidth(), getWindowHeight(), 45.0f, 1.0f, 5000.0f );
    mCamera.lookAt( Vec3f::zero(), Vec3f::zAxis(), Vec3f::yAxis() );
    
    mDeviceManager = OpenNI::DeviceManager::create();
    try {
        mDevice = mDeviceManager->createDevice( OpenNI::DeviceOptions().enableUserTracking() );
    } catch ( OpenNI::ExcDeviceNotAvailable ex ) {
        console() << "exception with openni: " << ex.what() << endl;
        quit();
        return;
    }
    
    mDevice->getUserTracker().setSkeletonSmoothingFactor( 0.5f );
    mDevice->connectUserEventHandler( &UserApp::onUser, this );
    mDevice->start();
    
    // vector of trails
    for( int i=0; i<15; i++ ){
        mTrails.push_back(TrailPoint());
        mShowJoints.push_back(false);
//        mShowJoints[i] = false;
    }
    mShowJoints[0] = true;
    mColors.push_back( Color( 0.0f, 0.75f, 1.0f ) );
    mColors.push_back( Color( 1.0f, 0.08f, 0.58f) );
    mColors.push_back( Color( 1.0f, 0.0f, 1.0f ) );
    mColors.push_back( Color( 0.0f, 1.0f, 1.0f ) );
    mColors.push_back( Color( 0.0f, 1.0f, 0.0f ) );
    mColors.push_back( Color( 0.48f, 0.41f, 0.93f ) );
    mColors.push_back( Color( 0.6f, 0.2f, 0.8f ) );
    mColors.push_back( Color( 0.12f, 0.56f, 1.0f ) );
    mColors.push_back( Color( 0.0f, 0.81f, 0.82f ) );
    mColors.push_back( Color( 0.75f, 0.75f, 0.75f ) );
    mColors.push_back( Color( 0.54f, 0.17f, 0.87f ) );
    mColors.push_back( Color( 1.0f, 0.08f, 0.58f ) );
    mColors.push_back( Color( 1.0f, 1.0f, 1.0f ) );
    mColors.push_back( Color( 0.29f, 0.0f, 0.51f ) );
    mColors.push_back( Color( 0.0f, 0.0f, 1.0f ) );
    
    // params window
    mParams = params::InterfaceGl( "Parameters", Vec2i( 200, 500 ), ColorA( 0.0f, 0.0f, 0.0f, 0.5f ) );
    mParams.addParam( "On Balance", &mUseBalance );
    mParams.addParam( "Negative Space", &mShowNegativeSpace );
    mParams.addParam( "Distance Lines", &mShowDistanceLines );
    
//.........这里部分代码省略.........
开发者ID:rossanag,项目名称:CCL,代码行数:101,代码来源:UserApp.cpp


示例12: mouseWheel

void VboMeshSampleApp::mouseWheel( MouseEvent event )
{
	// Zoom in/out with mouse wheel
	Vec3f eye = mCamera.getEyePoint();
	eye.z += event.getWheelIncrement() * 0.1f;
	mCamera.setEyePoint( eye );
}
开发者ID:bgstaal,项目名称:Cinder-MeshHelper,代码行数:7,代码来源:VboMeshSampleApp.cpp


示例13: resize

  void resize() noexcept override {
    float aspect = ci::app::getWindowAspectRatio();
    ui_camera_.setAspectRatio(aspect);
    
    if (aspect < 1.0) {
      // 画面が縦長になったら、幅基準でfovを求める
      // fovとnear_zから投影面の幅の半分を求める
      float half_w = std::tan(ci::toRadians(fov_ / 2)) * near_z_;

      // 表示画面の縦横比から、投影面の高さの半分を求める
      float half_h = half_w / aspect;

      // 投影面の高さの半分とnear_zから、fovが求まる
      float fov = std::atan(half_h / near_z_) * 2;
      ui_camera_.setFov(ci::toDegrees(fov));
    }
    else {
      // 横長の場合、fovは固定
      ui_camera_.setFov(fov_);
    }

    autolayout_.resize(ui_camera_);
    
    for (auto& child : children_) {
      child->resize();
    }
  }
开发者ID:kazukin134,项目名称:BrickAndTrip,代码行数:27,代码来源:RootController.hpp


示例14: mouseDown

void BulletTestApp::mouseDown( MouseEvent event )
{
	Vec2f pos	= Vec2f( event.getPos() ) / Vec2f( getWindowSize() );
	pos.y		= 1.0f - pos.y;
	Ray ray		= mCamera.generateRay( pos.x, pos.y, getWindowAspectRatio() );
	mDragging	= mWorld->intersects( ray, mCamera.getFarClip(), &mDragConstraint );
	if ( mDragging ) {
		mWorld->addConstraint( mDragConstraint, 0.0f, 0.01f );
	}
}
开发者ID:degatt2,项目名称:Cinder-Bullet,代码行数:10,代码来源:BulletTestApp.cpp


示例15: setup

void BasicAnimationApp::setup()
{
	auto kicking = "VC/glTF/VC.gltf";
	mFile = gltf::File::create( loadAsset( kicking ) );
	mScene = make_shared<gltf::simple::Scene>( mFile, &mFile->getDefaultScene() );
	
	mCam.setPerspective( 60.0f, getWindowAspectRatio(), 0.01, 100000.0 );
	mCam.lookAt( vec3( 0, 0, -6.0 ), vec3( 0 ) );
	
	mCamUi.setCamera( &mCam );
	mCamUi.connect( getWindow() );
}
开发者ID:ryanbartley,项目名称:gltf,代码行数:12,代码来源:BasicAnimationApp.cpp


示例16: mouseWheel

void PaintingBeingsApp::mouseWheel(MouseEvent event)
{
	if (_launchAlgoGen)
	{
		Vec3f eye = _camera.getEyePoint();
		eye.z -= event.getWheelIncrement() * 1.5f;

		float eyeMaxZ = static_cast<float>(_image.getMiniatureSize()) * 10.0f;

		if (eye.z > 1.0f && eye.z < eyeMaxZ)
			_camera.setEyePoint(eye);
	}
}
开发者ID:3a-arthurkevin,项目名称:PaintingBeings,代码行数:13,代码来源:PaintingBeingsApp.cpp


示例17: setup

void MetaBallsApp::setup()
{
    try {
        setupCl();
        setupScene();
    }
    catch( const ocl::Error &e ) {
        CI_LOG_E( e.what() << " " << ocl::errorToString( e.err() ) );
    }

    mCam.setPerspective( 60, ci::app::getWindowAspectRatio(), 0.01, 1000 );
    mCam.lookAt( vec3( 10, 10, 10 ), vec3( 0, 0, 0 ) );

    mCamUI.setCamera( &mCam );
    mCamUI.connect( getWindow() );
}
开发者ID:ryanbartley,项目名称:Cinder-OpenCl,代码行数:16,代码来源:MetaBallsApp.cpp


示例18: mouseDrag

void BulletTestApp::mouseDrag( MouseEvent event )
{
	if ( mDragging ) {
		Vec2f pos	= Vec2f( event.getPos() ) / Vec2f( getWindowSize() );
		pos.y		= 1.0f - pos.y;
		Ray ray		= mCamera.generateRay( pos.x, pos.y, getWindowAspectRatio() );
		mDragConstraint.update( ray );
	}
}
开发者ID:degatt2,项目名称:Cinder-Bullet,代码行数:9,代码来源:BulletTestApp.cpp


示例19: setup

// Set up
void SkeletonApp::setup()
{

	// Start Kinect
	mKinect = Kinect::create();
	mKinect->start( DeviceOptions().enableDepth( false ).enableVideo( false ) );
	mKinect->removeBackground();

	// Set the skeleton smoothing to remove jitters. Better smoothing means
	// less jitters, but a slower response time.
	mKinect->setTransform( Kinect::TRANSFORM_SMOOTH );

	// Add callback to receive skeleton data
	mCallbackId = mKinect->addSkeletonTrackingCallback<SkeletonApp>( &SkeletonApp::onSkeletonData, this );

	// Set up camera
	mCamera.lookAt( Vec3f( 0.0f, 0.0f, 2.0f ), Vec3f::zero() );
	mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 0.01f, 1000.0f );

}
开发者ID:joshuajnoble,项目名称:Cinder-KinectSdk,代码行数:21,代码来源:SkeletonApp.cpp


示例20: setupSkeletonTracker

void TextTestApp::setupSkeletonTracker(){
	
	// Start Kinect
	mKinect = Kinect::create();
	mKinect->start( DeviceOptions().enableVideo( false ).setDepthResolution( ImageResolution::NUI_IMAGE_RESOLUTION_320x240 ).enableUserTracking(true) );
	mKinect->enableUserColor(true);
	mKinect->removeBackground();
	// Add callbacks

	// Set the skeleton smoothing to remove jitters. Better smoothing means
	// less jitters, but a slower response time.
	mKinect->setTransform( Kinect::TRANSFORM_SMOOTH );

	// Add callback to receive skeleton data
	mCallbackId = mKinect->addSkeletonTrackingCallback( &TextTestApp::onSkeletonData, this );

	// Set up camera
	mCamera.lookAt( Vec3f( 0.0f, 0.0f, 2.0f ), Vec3f::zero() );
	mCamera.setPerspective( 45.0f, getWindowAspectRatio(), 0.01f, 1000.0f );
}
开发者ID:proalias,项目名称:ee_app,代码行数:20,代码来源:TextTestApp.cpp



注:本文中的ci::CameraPersp类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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