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

示例1: canvas_menu


//.........这里部分代码省略.........
    else if (num == 14)
        manipulator = manipulate::front;
    else if (num == 15)
        manipulator = manipulate::back;
    else if (num == 16)
        scene.render_cameras = !scene.render_cameras;
    else if (num == 17 && scene.active_camera_valid())
        scene.cameras[scene.active_camera]->focus = NULL;
    else if (num == 18)
    {
        scene.cameras.push_back(new orthohdl());
        scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
        for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
            for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
            {
                swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
                scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
                swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
                scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
            }
        swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
        swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

        scene.cameras.back()->model = scene.objects.back();
        if (!scene.active_camera_valid())
        {
            scene.active_camera = scene.cameras.size()-1;
            scene.cameras[scene.active_camera]->project(&canvas);
        }
    }
    else if (num == 19)
    {
        scene.cameras.push_back(new frustumhdl());
        scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
        for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
            for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
            {
                swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
                scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
                swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
                scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
            }
        swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
        swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

        scene.cameras.back()->model = scene.objects.back();
        if (!scene.active_camera_valid())
        {
            scene.active_camera = scene.cameras.size()-1;
            scene.cameras[scene.active_camera]->project(&canvas);
        }
    }
    else if (num == 20)
    {
        scene.cameras.push_back(new perspectivehdl());
        scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
        for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
            for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
            {
                swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
                scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
                swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
                scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
            }
        swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
        swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

        scene.cameras.back()->model = scene.objects.back();
        if (!scene.active_camera_valid())
        {
            scene.active_camera = scene.cameras.size()-1;
            scene.cameras[scene.active_camera]->project(&canvas);
        }
    }
    else if (num == 21)
        canvas.polygon_mode = canvashdl::point;
    else if (num == 22)
        canvas.polygon_mode = canvashdl::line;
    else if (num == 23)
        canvas.polygon_mode = canvashdl::fill;
    // TODO Assignment 3: uncomment this
    //else if (num == 25)
    //	canvas.shade_model = canvashdl::flat;
    //else if (num == 26)
    //	canvas.shade_model = canvashdl::smooth;
    else if (num == 28)
        canvas.culling = canvashdl::disable;
    else if (num == 29)
        canvas.culling = canvashdl::backface;
    else if (num == 30)
        canvas.culling = canvashdl::frontface;
    else if (num == 31)
        scene.render_normals = scenehdl::none;
    else if (num == 32)
        scene.render_normals = scenehdl::face;
    else if (num == 33)
        scene.render_normals = scenehdl::vertex;

    glutPostRedisplay();
}
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:101,代码来源:main.cpp


示例2: canvas_menu


//.........这里部分代码省略.........
		manipulator = manipulate::front;
	else if (num == 15)
		manipulator = manipulate::back;
	else if (num == 16)
		scene.render_cameras = !scene.render_cameras;
	else if (num == 17 && scene.active_camera_valid())
		scene.cameras[scene.active_camera]->focus = NULL;
	else if (num == 18)
	{
		scene.cameras.push_back(new orthohdl());
		scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
		for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
			for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
			{
				swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
				scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
				swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
				scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
			}
		swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
		swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

		scene.cameras.back()->model = scene.objects.back();
		if (!scene.active_camera_valid())
		{
			scene.active_camera = scene.cameras.size()-1;
			scene.cameras[scene.active_camera]->project();
		}
	}
	else if (num == 19)
	{
		scene.cameras.push_back(new frustumhdl());
		scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
		for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
			for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
			{
				swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
				scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
				swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
				scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
			}
		swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
		swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

		scene.cameras.back()->model = scene.objects.back();
		if (!scene.active_camera_valid())
		{
			scene.active_camera = scene.cameras.size()-1;
			scene.cameras[scene.active_camera]->project();
		}
	}
	else if (num == 20)
	{
		scene.cameras.push_back(new perspectivehdl());
		scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
		for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
			for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
			{
				swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
				scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
				swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
				scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
			}
		swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
		swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

		scene.cameras.back()->model = scene.objects.back();
		if (!scene.active_camera_valid())
		{
			scene.active_camera = scene.cameras.size()-1;
			scene.cameras[scene.active_camera]->project();
		}
	}
	else if (num == 21)
		glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
	else if (num == 22)
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
	else if (num == 23)
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	else if (num == 28)
		glDisable(GL_CULL_FACE);
	else if (num == 29)
	{
		glEnable(GL_CULL_FACE);
		glCullFace(GL_BACK);
	}
	else if (num == 30)
	{
		glEnable(GL_CULL_FACE);
		glCullFace(GL_FRONT);
	}
	else if (num == 31)
		scene.render_normals = scenehdl::none;
	else if (num == 32)
		scene.render_normals = scenehdl::face;
	else if (num == 33)
		scene.render_normals = scenehdl::vertex;

	glutPostRedisplay();
}
开发者ID:yuchien302,项目名称:skeleton,代码行数:101,代码来源:main.cpp


示例3: idlefunc

void idlefunc()
{
    bool change = false;
    if (scene.active_camera_valid() && scene.cameras[scene.active_camera]->focus == NULL)
    {
        if (keys['w'])
        {
            scene.cameras[scene.active_camera]->position += -0.25f*ror3(vec3f(0.0, 0.0, 1.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
        if (keys['s'])
        {
            scene.cameras[scene.active_camera]->position += 0.25f*ror3(vec3f(0.0, 0.0, 1.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
        if (keys['a'])
        {
            scene.cameras[scene.active_camera]->position += -0.25f*ror3(vec3f(1.0, 0.0, 0.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
        if (keys['d'])
        {
            scene.cameras[scene.active_camera]->position += 0.25f*ror3(vec3f(1.0, 0.0, 0.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
        if (keys['q'])
        {
            scene.cameras[scene.active_camera]->position += -0.25f*ror3(vec3f(0.0, 1.0, 0.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
        if (keys['e'])
        {
            scene.cameras[scene.active_camera]->position += 0.25f*ror3(vec3f(0.0, 1.0, 0.0), scene.cameras[scene.active_camera]->orientation);
            change = true;
        }
    }
    else if (scene.active_camera_valid() && scene.cameras[scene.active_camera]->focus != NULL)
    {
        if (keys['w'])
        {
            scene.cameras[scene.active_camera]->radius -= 0.25;
            change = true;
        }
        if (keys['s'])
        {
            scene.cameras[scene.active_camera]->radius += 0.25;
            change = true;
        }
    }

    if (change)
        glutPostRedisplay();
}
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:53,代码来源:main.cpp


示例4: init

void init(string working_directory)
{
    for (int i = 0; i < 256; i++)
        keys[i] = false;

    canvas.working_directory = working_directory;
    scene.canvas = &canvas;
    scene.cameras.push_back(new frustumhdl());
    scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
    for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
        for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
        {
            swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
            scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
            swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
            scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
        }
    swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
    swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

    scene.cameras.back()->model = scene.objects.back();
    if (!scene.active_camera_valid())
    {
        scene.active_camera = scene.cameras.size()-1;
        scene.cameras[scene.active_camera]->project(&canvas);
    }
    scene.cameras[scene.active_camera]->position[2] = 10.0;
}
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:28,代码来源:main.cpp


示例5: init

void init()
{
	for (int i = 0; i < 256; i++)
		keys[i] = false;

	scene.cameras.push_back(new frustumhdl());
	scene.objects.push_back(new pyramidhdl(1.0, 1.0, 8));
	for (int k = 0; k < scene.objects.back()->rigid.size(); k++)
		for (int i = 0; i < scene.objects.back()->rigid[k].geometry.size(); i++)
		{
			swap(scene.objects.back()->rigid[k].geometry[i][1], scene.objects.back()->rigid[k].geometry[i][2]);
			scene.objects.back()->rigid[k].geometry[i][1] *= -1.0;
			swap(scene.objects.back()->rigid[k].geometry[i][4], scene.objects.back()->rigid[k].geometry[i][5]);
			scene.objects.back()->rigid[k].geometry[i][4] *= -1.0;
		}
	swap(scene.objects.back()->bound[2], scene.objects.back()->bound[4]);
	swap(scene.objects.back()->bound[3], scene.objects.back()->bound[5]);

	scene.cameras.back()->model = scene.objects.back();
	if (!scene.active_camera_valid())
	{
		scene.active_camera = scene.cameras.size()-1;
		scene.cameras[scene.active_camera]->project();
	}
	scene.cameras[scene.active_camera]->position[2] = 10.0;

	glEnable(GL_DEPTH_TEST);
}
开发者ID:yuchien302,项目名称:skeleton,代码行数:28,代码来源:main.cpp


示例6: displayfunc

void displayfunc()
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	scene.draw();

	glutSwapBuffers();
}
开发者ID:yuchien302,项目名称:skeleton,代码行数:8,代码来源:main.cpp


示例7: displayfunc

void displayfunc()
{
    canvas.clear_color_buffer();
    canvas.clear_depth_buffer();

    scene.draw();

    canvas.swap_buffers();
}
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:9,代码来源:main.cpp


示例8: pmotionfunc

void pmotionfunc(int x, int y)
{
    if (bound)
    {
        glutSetMenu(canvas_menu_id);

        int deltax = x - mousex;
        int deltay = y - mousey;

        mousex = x;
        mousey = y;

        bool warp = false;
        if (mousex > 3*canvas.get_width()/4 || mousex < canvas.get_width()/4)
        {
            mousex = canvas.get_width()/2;
            warp = true;
        }

        if (mousey > 3*canvas.get_height()/4 || mousey < canvas.get_height()/4)
        {
            mousey = canvas.get_height()/2;
            warp = true;
        }

        if (warp)
            glutWarpPointer(mousex, mousey);

        if (scene.active_camera_valid())
        {
            scene.cameras[scene.active_camera]->orientation[1] -= (float)deltax/500.0;
            scene.cameras[scene.active_camera]->orientation[0] -= (float)deltay/500.0;
        }

        glutPostRedisplay();
    }
    else if (scene.active_camera_valid())
    {
        vec3f direction;
        vec3f position;

        if (scene.active_camera_valid())
        {
            if (scene.cameras[scene.active_camera]->type == "ortho")
            {
                position = canvas.unproject(canvas.to_window(vec2i(x, y)));
                direction = ror3(vec3f(0.0f, 0.0f, 1.0f), scene.cameras[scene.active_camera]->orientation);
            }
            else
            {
                position = scene.cameras[scene.active_camera]->position;
                direction = norm(canvas.unproject(canvas.to_window(vec2i(x, y))));
            }
        }

        int old_active_object = scene.active_object;
        scene.active_object = -1;
        for (int i = 0; i < scene.objects.size(); i++)
        {
            if (scene.objects[i] != NULL && scene.cameras[scene.active_camera]->model != scene.objects[i])
            {
                bool is_light = false;
                bool is_camera = false;

                // TODO Assignment 3: uncomment this
                //for (int j = 0; j < scene.lights.size() && !is_light; j++)
                //	if (scene.lights[j] != NULL && scene.lights[j]->model == scene.objects[i])
                //		is_light = true;

                for (int j = 0; j < scene.cameras.size() && !is_camera; j++)
                    if (scene.cameras[j] != NULL && scene.cameras[j]->model == scene.objects[i])
                        is_camera = true;

                if ((!is_light && !is_camera) || (is_light && scene.render_lights) || (is_camera && scene.render_cameras))
                {
                    vec3f invdir = 1.0f/direction;
                    vec3i sign((int)(invdir[0] < 0), (int)(invdir[1] < 0), (int)(invdir[2] < 0));
                    vec3f origin = position - scene.objects[i]->position;
                    float tmin, tmax, tymin, tymax, tzmin, tzmax;
                    tmin = (scene.objects[i]->bound[0 + sign[0]]*scene.objects[i]->scale - origin[0])*invdir[0];
                    tmax = (scene.objects[i]->bound[0 + 1-sign[0]]*scene.objects[i]->scale - origin[0])*invdir[0];
                    tymin = (scene.objects[i]->bound[2 + sign[1]]*scene.objects[i]->scale - origin[1])*invdir[1];
                    tymax = (scene.objects[i]->bound[2 + 1-sign[1]]*scene.objects[i]->scale - origin[1])*invdir[1];
                    if ((tmin <= tymax) && (tymin <= tmax))
                    {
                        if (tymin > tmin)
                            tmin = tymin;
                        if (tymax < tmax)
                            tmax = tymax;

                        tzmin = (scene.objects[i]->bound[4 + sign[2]]*scene.objects[i]->scale - origin[2])*invdir[2];
                        tzmax = (scene.objects[i]->bound[4 + 1-sign[2]]*scene.objects[i]->scale - origin[2])*invdir[2];

                        if ((tmin <= tzmax) && (tzmin <= tmax))
                        {
                            scene.active_object = i;
                            i = scene.objects.size();
                        }
                    }
                }
//.........这里部分代码省略.........
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:101,代码来源:main.cpp


示例9: object_menu

void object_menu(int num)
{
    if (num == 0)
    {
        if (scene.active_object >= 0 && scene.active_object < scene.objects.size())
        {
            if (scene.objects[scene.active_object] != NULL)
            {
                // TODO Assignment 3: uncomment this
                /*for (int i = 0; i < scene.lights.size(); )
                {
                	if (scene.lights[i] != NULL && scene.lights[i]->model == scene.objects[scene.active_object])
                	{
                		delete scene.lights[i];
                		scene.lights.erase(scene.lights.begin() + i);
                	}
                	else
                		i++;
                }*/

                for (int i = 0; i < scene.cameras.size(); )
                {
                    if (scene.cameras[i] != NULL && scene.cameras[i]->model == scene.objects[scene.active_object])
                    {
                        delete scene.cameras[i];
                        if (scene.active_camera > i)
                            scene.active_camera--;
                        scene.cameras.erase(scene.cameras.begin() + i);
                    }
                    else
                        i++;
                }
                delete scene.objects[scene.active_object];
            }
            scene.objects.erase(scene.objects.begin() + scene.active_object);
            glutPostRedisplay();
        }
    }
    else if (num == 4)
    {
        scene.active_camera = -1;
        for (int i = 0; i < scene.cameras.size(); i++)
            if (scene.cameras[i] != NULL && scene.active_object_valid() && scene.cameras[i]->model == scene.objects[scene.active_object])
                scene.active_camera = i;

        if (scene.active_camera_valid())
            scene.cameras[scene.active_camera]->project(&canvas);

        glutPostRedisplay();
    }
    else if (num == 1)
        manipulator = manipulate::translate;
    else if (num == 2)
        manipulator = manipulate::rotate;
    else if (num == 3)
        manipulator = manipulate::scale;
    else if (num == 5 && scene.active_object_valid() && scene.active_camera_valid())
    {
        scene.cameras[scene.active_camera]->focus = scene.objects[scene.active_object];
        scene.cameras[scene.active_camera]->radius = dist(scene.objects[scene.active_object]->position, scene.cameras[scene.active_camera]->position);
    }
    // TODO Assignment 4: uncomment this
    /*else if (num == 6 && scene.active_object_valid())
    {
    	for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
    	{
    		if (i->second != NULL)
    			delete i->second;
    		i->second = new texturehdl();
    	}
    	glutPostRedisplay();
    }*/
    // TODO Assignment 3: uncomment this
    /*else if (num == 7 && scene.active_object_valid())
    {
    	for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
    	{
    		if (i->second != NULL)
    			delete i->second;
    		i->second = new customhdl();
    	}
    	glutPostRedisplay();
    }
    else if (num == 8 && scene.active_object_valid())
    {
    	for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
    	{
    		if (i->second != NULL)
    			delete i->second;
    		i->second = new phonghdl();
    	}
    	glutPostRedisplay();
    }
    else if (num == 9 && scene.active_object_valid())
    {
    	for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
    	{
    		if (i->second != NULL)
    			delete i->second;
    		i->second = new gouraudhdl();
//.........这里部分代码省略.........
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:101,代码来源:main.cpp


示例10: motionfunc

void motionfunc(int x, int y)
{
    if (!bound && !menu)
    {
        int deltax = x - mousex;
        int deltay = mousey - y;

        mousex = x;
        mousey = y;

        vec3f direction;
        vec3f position;

        if (scene.active_camera_valid())
        {
            if (scene.cameras[scene.active_camera]->type == "ortho")
            {
                position = canvas.unproject(canvas.to_window(vec2i(x, y)));
                direction = ror3(vec3f(0.0f, 0.0f, 1.0f), scene.cameras[scene.active_camera]->orientation);
            }
            else
            {
                position = scene.cameras[scene.active_camera]->position;
                direction = norm(canvas.unproject(canvas.to_window(vec2i(x, y))));
            }
        }

        if (scene.active_object_valid() && scene.active_camera_valid())
        {
            if (manipulator == manipulate::translate)
            {
                float d = mag(scene.objects[scene.active_object]->position - position);
                scene.objects[scene.active_object]->position = d*direction + position;
            }
            else if (manipulator == manipulate::rotate)
                scene.objects[scene.active_object]->orientation += vec3f(-(float)deltay/100.0, (float)deltax/100.0, 0.0);
            else if (manipulator == manipulate::scale)
                scene.objects[scene.active_object]->scale += (float)deltay/100.0;

            for (int i = 0; i < scene.cameras.size(); i++)
                if (scene.cameras[i]->model == scene.objects[scene.active_object])
                {
                    scene.cameras[i]->position = scene.objects[scene.active_object]->position;
                    scene.cameras[i]->orientation = scene.objects[scene.active_object]->orientation;
                }
        }
        if (scene.active_camera_valid())
        {
            if (manipulator == manipulate::fovy && scene.cameras[scene.active_camera]->type == "perspective")
                ((perspectivehdl*)scene.cameras[scene.active_camera])->fovy += (float)deltay/100.0;
            else if (manipulator == manipulate::aspect && scene.cameras[scene.active_camera]->type == "perspective")
                ((perspectivehdl*)scene.cameras[scene.active_camera])->aspect += (float)deltay/100.0;
            else if (manipulator == manipulate::width && scene.cameras[scene.active_camera]->type == "ortho")
            {
                ((orthohdl*)scene.cameras[scene.active_camera])->right += (float)deltay/200.0;
                ((orthohdl*)scene.cameras[scene.active_camera])->left -= (float)deltay/200.0;
            }
            else if (manipulator == manipulate::width && scene.cameras[scene.active_camera]->type == "frustum")
            {
                ((frustumhdl*)scene.cameras[scene.active_camera])->right += (float)deltay/200.0;
                ((frustumhdl*)scene.cameras[scene.active_camera])->left -= (float)deltay/200.0;
            }
            else if (manipulator == manipulate::height && scene.cameras[scene.active_camera]->type == "ortho")
            {
                ((orthohdl*)scene.cameras[scene.active_camera])->top += (float)deltay/200.0;
                ((orthohdl*)scene.cameras[scene.active_camera])->bottom -= (float)deltay/200.0;
            }
            else if (manipulator == manipulate::height && scene.cameras[scene.active_camera]->type == "frustum")
            {
                ((frustumhdl*)scene.cameras[scene.active_camera])->top += (float)deltay/200.0;
                ((frustumhdl*)scene.cameras[scene.active_camera])->bottom -= (float)deltay/200.0;
            }
            else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "ortho")
                ((orthohdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
            else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "frustum")
                ((frustumhdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
            else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "perspective")
                ((perspectivehdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
            else if (manipulator == manipulate::back && scene.cameras[scene.active_camera]->type == "ortho")
                ((orthohdl*)scene.cameras[scene.active_camera])->back += (float)deltay/100.0;
            else if (manipulator == manipulate::back && scene.cameras[scene.active_camera]->type == "frustum")
                ((frustumhdl*)scene.cameras[scene.active_camera])->back += (float)deltay/100.0;
            else if (manipulator == manipulate::back && scene.cameras[scene.active_camera]->type == "perspective")
                ((perspectivehdl*)scene.cameras[scene.active_camera])->back += (float)deltay/100.0;

            if (manipulator == manipulate::fovy ||
                    manipulator == manipulate::aspect ||
                    manipulator == manipulate::width ||
                    manipulator == manipulate::height ||
                    manipulator == manipulate::front ||
                    manipulator == manipulate::back)
                scene.cameras[scene.active_camera]->project(&canvas);
        }

        glutPostRedisplay();
    }
    else if (!bound)
    {
        menu = false;
        pmotionfunc(x, y);
//.........这里部分代码省略.........
开发者ID:cornell-cs5620,项目名称:assignment1,代码行数:101,代码来源:main.cpp


示例11: object_menu

void object_menu(int num)
{
	if (num == 0)
	{
		if (scene.active_object >= 0 && scene.active_object < scene.objects.size())
		{
			if (scene.objects[scene.active_object] != NULL)
			{
				for (int i = 0; i < scene.lights.size(); )
				{
					if (scene.lights[i] != NULL && scene.lights[i]->model == scene.objects[scene.active_object])
					{
						delete scene.lights[i];
						scene.lights.erase(scene.lights.begin() + i);
					}
					else
						i++;
				}

				for (int i = 0; i < scene.cameras.size(); )
				{
					if (scene.cameras[i] != NULL && scene.cameras[i]->model == scene.objects[scene.active_object])
					{
						delete scene.cameras[i];
						if (scene.active_camera > i)
							scene.active_camera--;
						scene.cameras.erase(scene.cameras.begin() + i);
					}
					else
						i++;
				}
				delete scene.objects[scene.active_object];
			}
			scene.objects.erase(scene.objects.begin() + scene.active_object);
			glutPostRedisplay();
		}
	}
	else if (num == 4)
	{
		scene.active_camera = -1;
		for (int i = 0; i < scene.cameras.size(); i++)
			if (scene.cameras[i] != NULL && scene.active_object_valid() && scene.cameras[i]->model == scene.objects[scene.active_object])
				scene.active_camera = i;

		if (scene.active_camera_valid())
			scene.cameras[scene.active_camera]->project();

		glutPostRedisplay();
	}
	else if (num == 1)
		manipulator = manipulate::translate;
	else if (num == 2)
		manipulator = manipulate::rotate;
	else if (num == 3)
		manipulator = manipulate::scale;
	else if (num == 5 && scene.active_object_valid() && scene.active_camera_valid())
	{
		scene.cameras[scene.active_camera]->focus = scene.objects[scene.active_object];
		scene.cameras[scene.active_camera]->radius = dist(scene.objects[scene.active_object]->position, scene.cameras[scene.active_camera]->position);
	}
	else if (num == 6 && scene.active_object_valid())
	{
		for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
		{
			if (i->second != NULL)
				delete i->second;
			i->second = new texturehdl();
		}
		glutPostRedisplay();
	}
	else if (num == 7 && scene.active_object_valid())
	{
		for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
		{
			if (i->second != NULL)
				delete i->second;
			i->second = new customhdl();
		}
		glutPostRedisplay();
	}
	else if (num == 8 && scene.active_object_valid())
	{
		for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
		{
			if (i->second != NULL)
				delete i->second;
			i->second = new phonghdl();
		}
		glutPostRedisplay();
	}
	else if (num == 9 && scene.active_object_valid())
	{
		for (map<string, materialhdl*>::iterator i = scene.objects[scene.active_object]->material.begin(); i != scene.objects[scene.active_object]->material.end(); i++)
		{
			if (i->second != NULL)
				delete i->second;
			i->second = new gouraudhdl();
		}
		glutPostRedisplay();
	}
//.........这里部分代码省略.........
开发者ID:yuchien302,项目名称:skeleton,代码行数:101,代码来源:main.cpp


示例12: motionfunc

void motionfunc(int x, int y)
{
	if (!bound && !menu)
	{
		int deltax = x - mousex;
		int deltay = mousey - y;

		mousex = x;
		mousey = y;

		vec3f direction;
		vec3f position;

		if (scene.active_camera_valid())
		{
			if (scene.cameras[scene.active_camera]->type == "ortho")
			{
				GLdouble model[16];
				GLdouble proj[16];
				GLint view[4];
				glGetDoublev(GL_MODELVIEW_MATRIX, model);
				glGetDoublev(GL_PROJECTION_MATRIX, proj);
				glGetIntegerv(GL_VIEWPORT, view);
				vec<double, 3> p;
				gluUnProject(x, height-y, 0.0, model, proj, view, &p[0], &p[1], &p[2]);
				position = p;
				direction = ror3(vec3f(0.0f, 0.0f, 1.0f), scene.cameras[scene.active_camera]->orientation);
			}
			else
			{
				GLdouble model[16];
				GLdouble proj[16];
				GLint view[4];
				glGetDoublev(GL_MODELVIEW_MATRIX, model);
				glGetDoublev(GL_PROJECTION_MATRIX, proj);
				glGetIntegerv(GL_VIEWPORT, view);
				vec<double, 3> p;
				gluUnProject(x, height-y, 0.0, model, proj, view, &p[0], &p[1], &p[2]);
				position = scene.cameras[scene.active_camera]->position;
				direction = norm(p - position);
			}
		}

		if (scene.active_object_valid() && scene.active_camera_valid())
		{
			if (manipulator == manipulate::translate)
			{
				float d = mag(scene.objects[scene.active_object]->position - position);
				scene.objects[scene.active_object]->position = d*direction + position;
			}
			else if (manipulator == manipulate::rotate)
				scene.objects[scene.active_object]->orientation += vec3f(-(float)deltay/100.0, (float)deltax/100.0, 0.0);
			else if (manipulator == manipulate::scale)
				scene.objects[scene.active_object]->scale += (float)deltay/100.0;
			else if (manipulator == manipulate::stepsize)
			{
				scene.objects[scene.active_object]->minstep += (float)deltay/100.0;
				if (scene.objects[scene.active_object]->minstep < 0.0)
					scene.objects[scene.active_object]->minstep = 0.0;
			}

			for (int i = 0; i < scene.cameras.size(); i++)
				if (scene.cameras[i]->model == scene.objects[scene.active_object])
				{
					scene.cameras[i]->position = scene.objects[scene.active_object]->position;
					scene.cameras[i]->orientation = scene.objects[scene.active_object]->orientation;
				}
		}
		if (scene.active_camera_valid())
		{
			if (manipulator == manipulate::fovy && scene.cameras[scene.active_camera]->type == "perspective")
				((perspectivehdl*)scene.cameras[scene.active_camera])->fovy += (float)deltay/100.0;
			else if (manipulator == manipulate::aspect && scene.cameras[scene.active_camera]->type == "perspective")
				((perspectivehdl*)scene.cameras[scene.active_camera])->aspect += (float)deltay/100.0;
			else if (manipulator == manipulate::width && scene.cameras[scene.active_camera]->type == "ortho")
			{
				((orthohdl*)scene.cameras[scene.active_camera])->right += (float)deltay/200.0;
				((orthohdl*)scene.cameras[scene.active_camera])->left -= (float)deltay/200.0;
			}
			else if (manipulator == manipulate::width && scene.cameras[scene.active_camera]->type == "frustum")
			{
				((frustumhdl*)scene.cameras[scene.active_camera])->right += (float)deltay/200.0;
				((frustumhdl*)scene.cameras[scene.active_camera])->left -= (float)deltay/200.0;
			}
			else if (manipulator == manipulate::height && scene.cameras[scene.active_camera]->type == "ortho")
			{
				((orthohdl*)scene.cameras[scene.active_camera])->top += (float)deltay/200.0;
				((orthohdl*)scene.cameras[scene.active_camera])->bottom -= (float)deltay/200.0;
			}
			else if (manipulator == manipulate::height && scene.cameras[scene.active_camera]->type == "frustum")
			{
				((frustumhdl*)scene.cameras[scene.active_camera])->top += (float)deltay/200.0;
				((frustumhdl*)scene.cameras[scene.active_camera])->bottom -= (float)deltay/200.0;
			}
			else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "ortho")
				((orthohdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
			else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "frustum")
				((frustumhdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
			else if (manipulator == manipulate::front && scene.cameras[scene.active_camera]->type == "perspective")
				((perspectivehdl*)scene.cameras[scene.active_camera])->front += (float)deltay/100.0;
//.........这里部分代码省略.........
开发者ID:yuchien302,项目名称:skeleton,代码行数:101,代码来源:main.cpp


示例13: pmotionfunc

void pmotionfunc(int x, int y)
{
	if (bound)
	{
		glutSetMenu(canvas_menu_id);

		int deltax = x - mousex;
		int deltay = y - mousey;

		mousex = x;
		mousey = y;

		bool set_warp = false;
		if (mousex > 3*width/4 || mousex < width/4)
		{
			mousex = width/2;
			set_warp = true;
		}

		if (mousey > 3*height/4 || mousey < height/4)
		{
			mousey = height/2;
			set_warp = true;
		}

		if (!set_warp)
			warp = false;

		if (scene.active_camera_valid() && !warp)
		{
			scene.cameras[scene.active_camera]->orientation[1] -= (float)deltax/500.0;
			scene.cameras[scene.active_camera]->orientation[0] -= (float)deltay/500.0;
		}

		if (set_warp)
		{
			glutWarpPointer(mousex, mousey);
			warp = true;
		}

		glutPostRedisplay();
	}
	else if (scene.active_camera_valid())
	{
		vec3f direction;
		vec3f position;

		if (scene.cameras[scene.active_camera]->type == "ortho")
		{
			GLdouble model[16];
			GLdouble proj[16];
			GLint view[4];
			glGetDoublev(GL_MODELVIEW_MATRIX, model);
			glGetDoublev(GL_PROJECTION_MATRIX, proj);
			glGetIntegerv(GL_VIEWPORT, view);
			vec<double, 3> p;
			gluUnProject(x, height-y, 0.0f, model, proj, view, &p[0], &p[1], &p[2]);
			position = p;
			direction = ror3(vec3f(0.0f, 0.0f, 1.0f), scene.cameras[scene.active_camera]->orientation);
		}
		else
		{
			GLdouble model[16];
			GLdouble proj[16];
			GLint view[4];
			glGetDoublev(GL_MODELVIEW_MATRIX, model);
			glGetDoublev(GL_PROJECTION_MATRIX, proj);
			glGetIntegerv(GL_VIEWPORT, view);
			vec<double, 3> p;
			gluUnProject(x, height-y, 0.0f, model, proj, view, &p[0], &p[1], &p[2]);
			position = scene.cameras[scene.active_camera]->position;
			direction = norm(p - position);
		}

		int old_active_object = scene.active_object;
		scene.active_object = -1;
		for (int i = 0; i < scene.objects.size(); i++)
		{
			if (scene.objects[i] != NULL && scene.cameras[scene.active_camera]->model != scene.objects[i])
			{
				bool is_light = false;
				bool is_camera = false;

				for (int j = 0; j < scene.lights.size() && !is_light; j++)
					if (scene.lights[j] != NULL && scene.lights[j]->model == scene.objects[i])
						is_light = true;

				for (int j = 0; j < scene.cameras.size() && !is_camera; j++)
					if (scene.cameras[j] != NULL && scene.cameras[j]->model == scene.objects[i])
						is_camera = true;

				if ((!is_light && !is_camera) || (is_light && scene.render_lights) || (is_camera && scene.render_cameras))
				{
					vec3f invdir = 1.0f/direction;
					vec3i sign((int)(invdir[0] < 0), (int)(invdir[1] < 0), (int)(invdir[2] < 0));
					vec3f origin = position - scene.objects[i]->position;
					float tmin, tmax, tymin, tymax, tzmin, tzmax;
					tmin = (scene.objects[i]->bound[0 + sign[0]]*scene.objects[i]->scale - origin[0])*invdir[0];
					tmax = (scene.objects[i]->bound[0 + 1-sign[0]]*scene.objects[i]->scale - origin[0])*invdir[0];
					tymin = (scene.objects[i]->bound[2 + sign[1]]*scene.objects[i]->scale - origin[1])*invdir[1];
//.........这里部分代码省略.........
开发者ID:yuchien302,项目名称:skeleton,代码行数:101,代码来源:main.cpp



注:本文中的scenehdl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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