本文整理汇总了C++中Vec3f类的典型用法代码示例。如果您正苦于以下问题:C++ Vec3f类的具体用法?C++ Vec3f怎么用?C++ Vec3f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Vec3f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: getRadius
void Galaxy::renderGalaxyPointSprites(const GLContext&,
const Vec3f& offset,
const Quatf& viewerOrientation,
float brightness,
float pixelSize)
{
if (form == NULL)
return;
/* We'll first see if the galaxy's apparent size is big enough to
be noticeable on screen; if it's not we'll break right here,
avoiding all the overhead of the matrix transformations and
GL state changes: */
float distanceToDSO = offset.length() - getRadius();
if (distanceToDSO < 0)
distanceToDSO = 0;
float minimumFeatureSize = pixelSize * distanceToDSO;
float size = 2 * getRadius();
if (size < minimumFeatureSize)
return;
if (galaxyTex == NULL)
{
galaxyTex = CreateProceduralTexture(width, height, GL_RGBA,
GalaxyTextureEval);
}
assert(galaxyTex != NULL);
glEnable(GL_TEXTURE_2D);
galaxyTex->bind();
Mat3f viewMat = viewerOrientation.toMatrix3();
Vec3f v0 = Vec3f(-1, -1, 0) * viewMat;
Vec3f v1 = Vec3f( 1, -1, 0) * viewMat;
Vec3f v2 = Vec3f( 1, 1, 0) * viewMat;
Vec3f v3 = Vec3f(-1, 1, 0) * viewMat;
//Mat4f m = (getOrientation().toMatrix4() *
// Mat4f::scaling(form->scale) *
// Mat4f::scaling(getRadius()));
Mat3f m =
Mat3f::scaling(form->scale)*getOrientation().toMatrix3()*Mat3f::scaling(size);
// Note: fixed missing factor of 2 in getRadius() scaling of galaxy diameter!
// Note: fixed correct ordering of (non-commuting) operations!
int pow2 = 1;
vector<Blob>* points = form->blobs;
unsigned int nPoints = (unsigned int) (points->size() * clamp(getDetail()));
// corrections to avoid excessive brightening if viewed e.g. edge-on
float brightness_corr = 1.0f;
float cosi;
if (type < E0 || type > E3) //all galaxies, except ~round elliptics
{
cosi = Vec3f(0,1,0) * getOrientation().toMatrix3()
* offset/offset.length();
brightness_corr = (float) sqrt(abs(cosi));
if (brightness_corr < 0.2f)
brightness_corr = 0.2f;
}
if (type > E3) // only elliptics with higher ellipticities
{
cosi = Vec3f(1,0,0) * getOrientation().toMatrix3()
* offset/offset.length();
brightness_corr = brightness_corr * (float) abs((cosi));
if (brightness_corr < 0.45f)
brightness_corr = 0.45f;
}
glBegin(GL_QUADS);
for (unsigned int i = 0; i < nPoints; ++i)
{
if ((i & pow2) != 0)
{
pow2 <<= 1;
size /= 1.55f;
if (size < minimumFeatureSize)
break;
}
Blob b = (*points)[i];
Point3f p = b.position * m;
float br = b.brightness / 255.0f;
Color c = colorTable[b.colorIndex]; // lookup static color table
Point3f relPos = p + offset;
float screenFrac = size / relPos.distanceFromOrigin();
if (screenFrac < 0.1f)
{
float btot = ((type > SBc) && (type < Irr))? 2.5f: 5.0f;
float a = btot * (0.1f - screenFrac) * brightness_corr * brightness * br;
glColor4f(c.red(), c.green(), c.blue(), (4.0f*lightGain + 1.0f)*a);
//.........这里部分代码省略.........
开发者ID:jpcoles,项目名称:ZM,代码行数:101,代码来源:galaxy.cpp
示例2: Quatf
void Camera::setViewDirection( const Vec3f &aViewDirection )
{
mViewDirection = aViewDirection.normalized();
mOrientation = Quatf( Vec3f( 0.0f, 0.0f, -1.0f ), mViewDirection );
mModelViewCached = false;
}
开发者ID:AKS2346,项目名称:Cinder,代码行数:6,代码来源:Camera.cpp
示例3: computeNormals
//Computes the normals, if they haven't been computed yet
void computeNormals() {
if (computedNormals) {
return;
}
//Compute the rough version of the normals
Vec3f** normals2 = new Vec3f*[l];
for (int i = 0; i < l; i++) {
normals2[i] = new Vec3f[w];
}
for (int z = 0; z < l; z++) {
for (int x = 0; x < w; x++) {
Vec3f sum(0.0f, 0.0f, 0.0f);
Vec3f out;
if (z > 0) {
out = Vec3f(0.0f, hs[z - 1][x] - hs[z][x], -1.0f);
}
Vec3f in;
if (z < l - 1) {
in = Vec3f(0.0f, hs[z + 1][x] - hs[z][x], 1.0f);
}
Vec3f left;
if (x > 0) {
left = Vec3f(-1.0f, hs[z][x - 1] - hs[z][x], 0.0f);
}
Vec3f right;
if (x < w - 1) {
right = Vec3f(1.0f, hs[z][x + 1] - hs[z][x], 0.0f);
}
if (x > 0 && z > 0) {
sum += out.cross(left).normalize();
}
if (x > 0 && z < l - 1) {
sum += left.cross(in).normalize();
}
if (x < w - 1 && z < l - 1) {
sum += in.cross(right).normalize();
}
if (x < w - 1 && z > 0) {
sum += right.cross(out).normalize();
}
normals2[z][x] = sum;
}
}
//Smooth out the normals
const float FALLOUT_RATIO = 0.5f;
for (int z = 0; z < l; z++) {
for (int x = 0; x < w; x++) {
Vec3f sum = normals2[z][x];
if (x > 0) {
sum += normals2[z][x - 1] * FALLOUT_RATIO;
}
if (x < w - 1) {
sum += normals2[z][x + 1] * FALLOUT_RATIO;
}
if (z > 0) {
sum += normals2[z - 1][x] * FALLOUT_RATIO;
}
if (z < l - 1) {
sum += normals2[z + 1][x] * FALLOUT_RATIO;
}
if (sum.magnitude() == 0) {
sum = Vec3f(0.0f, 1.0f, 0.0f);
}
normals[z][x] = sum;
}
}
for (int i = 0; i < l; i++) {
delete[] normals2[i];
}
delete[] normals2;
computedNormals = true;
}
开发者ID:phi314,项目名称:Castle-Winterfell,代码行数:83,代码来源:main.cpp
示例4: MatrixLookAt
void VRShadowEngine::setupCamera(Light *pLight,
LightTypeE eType,
RenderAction *pAction,
EngineDataPtr pEngineData)
{
if(eType == Directional)
{
DirectionalLight *pDLight =
dynamic_cast<DirectionalLight *>(pLight);
MatrixCameraUnrecPtr pCam =
dynamic_cast<MatrixCamera *>(pEngineData->getCamera());
if(pCam == NULL)
{
pCam = MatrixCamera::createLocal();
pEngineData->setCamera(pCam);
}
Vec3f diff;
Pnt3f center;
Matrix transMatrix;
Node *pNode = pAction->getActNode();
// tmpDir = DirectionalLightPtr::dcast(_lights[i]);
diff = (pNode->getVolume().getMax() -
pNode->getVolume().getMin());
Real32 sceneWidth = diff.length() * 0.5f;
// Not final values. May get tweaked in the future
Real32 sceneHeight = diff.length() * 0.5f;
pNode->getVolume().getCenter(center);
Vec3f lightdir = pDLight->getDirection();
if(pLight->getBeacon() != NULL)
{
Matrix m = pLight->getBeacon()->getToWorld();
m.mult(lightdir, lightdir);
}
MatrixLookAt(transMatrix,
center + lightdir,
center,
Vec3f(0,1,0));
transMatrix.invert();
Matrix proMatrix;
proMatrix.setIdentity();
MatrixOrthogonal( proMatrix,
-sceneWidth, sceneWidth, -sceneHeight,
sceneHeight, -sceneWidth, sceneWidth);
pCam->setProjectionMatrix(proMatrix );
pCam->setModelviewMatrix (transMatrix);
}
else if(eType == Point)
{
PointLight *pPLight = dynamic_cast<PointLight *>(pLight);
MatrixCameraUnrecPtr pCam =
dynamic_cast<MatrixCamera *>(pEngineData->getCamera());
if(pCam == NULL)
{
pCam = MatrixCamera::createLocal();
pEngineData->setCamera(pCam);
}
Real32 angle;
Vec3f dist;
Pnt3f center;
Vec3f diff;
Matrix transMatrix;
Node *pNode = pAction->getActNode();
pNode->getVolume().getCenter(center);
Pnt3f lightpos = pPLight->getPosition();
if(pLight->getBeacon() != NULL)
{
Matrix m = pLight->getBeacon()->getToWorld();
m.mult(lightpos, lightpos);
}
//.........这里部分代码省略.........
开发者ID:Victor-Haefner,项目名称:polyvr,代码行数:101,代码来源:VRShadowEngine.cpp
示例5: if
void Tube::buildFrenet()
{
mFrames.clear();
int n = mPs.size();
mFrames.resize( n );
for( int i = 0; i < n; ++i ) {
Vec3f p0, p1, p2;
if( i < (n - 2) ) {
p0 = mPs[i];
p1 = mPs[i + 1];
p2 = mPs[i + 2];
}
else if( i == (n - 2) ) {
p0 = mPs[i - 1];
p1 = mPs[i];
p2 = mPs[i + 1];
}
else if( i == (n - 1) ) {
p0 = mPs[i - 3];
p1 = mPs[i - 2];
p2 = mPs[i - 1];
}
Vec3f t = (p1 - p0).normalized();
Vec3f n = t.cross(p2 - p0).normalized();
if( n.length() == 0.0f ) {
int i = fabs( t[0] ) < fabs( t[1] ) ? 0 : 1;
if( fabs( t[2] ) < fabs( t[i] ) )
i = 2;
Vec3f v( 0.0f, 0.0f, 0.0f );
v[i] = 1.0;
n = t.cross( v ).normalized();
}
Vec3f b = t.cross( n );
Matrix44f& m = mFrames[i];
m.at( 0, 0 ) = b.x;
m.at( 1, 0 ) = b.y;
m.at( 2, 0 ) = b.z;
m.at( 3, 0 ) = 0;
m.at( 0, 1 ) = n.x;
m.at( 1, 1 ) = n.y;
m.at( 2, 1 ) = n.z;
m.at( 3, 1 ) = 0;
m.at( 0, 2 ) = t.x;
m.at( 1, 2 ) = t.y;
m.at( 2, 2 ) = t.z;
m.at( 3, 2 ) = 0;
m.at( 0, 3 ) = mPs[i].x;
m.at( 1, 3 ) = mPs[i].y;
m.at( 2, 3 ) = mPs[i].z;
m.at( 3, 3 ) = 1;
}
}
开发者ID:AKS2346,项目名称:Cinder,代码行数:61,代码来源:Tube.cpp
示例6: acos
void CPlanetFinderEngine::buildSolarSystemList( std::vector< star3map::Sprite > & solarsystem )
{
solarsystem.clear();
float moonN0 = 125.1228;
float moonw0 = 318.0634;
//float moonM0 = 115.3654;
float moonN = moonN0 - 0.0529538083 * daysSince2000;
float moonw = moonw0 + 0.1643573223 * daysSince2000;
//float MoonM = moonM0 + 13.0649929509 * daysSince2000;
moon.Init("Moon",1.23e-02,27.322,2.569519e-03,0.0549,5.145,
moonN,
moonN+moonw, //-- lon of peri = N + w
/*moonN0+moonw0+moonM0*/ // meanlong2000 = N+w+M
218.32, //use Dave's data instead
false,0.,0.,0.,0.);
// This is the correction for parallax due to the earth's rotation.
Vec3f earthPosition = earth.position( daysSince2000, 0.000001 ); // + (zenith * (float)(4.3e-05));
Vec3f earthToMoon = moon.position( daysSince2000, 0.000001 );
//--- Nonkeplerian perturbations for the moon:
//First convert vector to spherical coords:
float moonRad = earthToMoon.Length();
float moonLat = acos( -earthToMoon.z / moonRad ) - M_PI/2.0;
float moonLon = atan2(earthToMoon.y, earthToMoon.x);
if ( moonLon < -M_PI/2.0 ) moonLon += M_PI;
if ( moonLon > M_PI/2.0 ) moonLon -= M_PI;
if ( earthToMoon.x < 0.0 ) moonLon += M_PI;
if ( moonLon < 0.0 ) moonLon += 2*M_PI;
if ( moonLon > 2.0*M_PI ) moonLon -= 2*M_PI;
moonLon = moonLon + MoonPerturbations::moonLongitudeCorrectionDegrees(daysSince2000)*M_PI/180.0;
moonLat = moonLat + MoonPerturbations::moonLatitudeCorrectionDegrees(daysSince2000)*M_PI/180.0;
earthToMoon = latLongToUnitVector(moonLat,moonLon);
earthToMoon *= moonRad;
Vec3f moonPosition = earthToMoon + earthPosition;
//================================================================================
// Show planets, moon & sun
//================================================================================
Vec3f planetsCenterOfMass(0, 0 , 0);
Vec3f currentPosition[9];
int i;
for (i= 0; i<PLANETS_NUMBER; i++)
{
currentPosition[i] = planets[i]->position( daysSince2000, 0.000001 );
planetsCenterOfMass += currentPosition[i] * planets[i]->mass;
}
Vec3f sunPosition = planetsCenterOfMass*(float)(-1.0/sunMass);
for (i= -1; i<PLANETS_NUMBER; i++)
{ // Yuck.
//==moon is when you do earth, sun is i== -1
Vec3f directionFromEarth;
SetColor( Vec4f( 1, 1, 1 ) );
Texture2D *tex = NULL;
std::string name;
bool isSun,isMoon;
isSun=false;
isMoon=false;
float scale = 1.0;
if (i!= -1 && planets[i]!=&earth)
{
// a planet other than earth
directionFromEarth = currentPosition[i] - earthPosition;
directionFromEarth.Normalize();
tex = planets[ i ]->texture;
name = planets[i]->name;
scale = planets[ i ]->scale;
}
else
{
if (i== -1)
{
//-- sun
directionFromEarth = sunPosition - earthPosition;
directionFromEarth.Normalize();
tex = sunTexture;
name = "Sun";
isSun = true;
}
else
{
//-- moon
directionFromEarth = moonPosition - earthPosition;
directionFromEarth.Normalize();
tex = moon.texture;
name = "Moon";
isMoon=true;
}
}
int dotRadius = (isSun || isMoon) ? 5 : 2;
//.........这里部分代码省略.........
开发者ID:bcrowell,项目名称:planetfinder_ios,代码行数:101,代码来源:PlanetFinderEngine.cpp
示例7: Vec3f
void GLWidget::drawBoundingBox()
{
Vec3f volumeScale = Vec3f(volumeDim);
volumeScale = volumeScale / volumeScale.norm();
std::vector<Vec3f> BoundingBoxPlane1;
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, -volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, -volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, volumeScale.y, -volumeScale.z));
// BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, volumeScale.y, -volumeScale.z));
// BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, -volumeScale.y, -volumeScale.z));
// BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, -volumeScale.y, -volumeScale.z));
// BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, volumeScale.y, -volumeScale.z));
GLArrayBuffer::Ptr boundingBoxArrayBuffer = GLArrayBuffer::create(GL_ARRAY_BUFFER);
boundingBoxArrayBuffer->update(BoundingBoxPlane1.size() * sizeof(Vec3f), &BoundingBoxPlane1.front(), GL_STATIC_DRAW);
GLVertexArray::Ptr bBoxVertexArray = GLVertexArray::create();
volumeRayCastingProgram->setVertexAttribute("Vertex", bBoxVertexArray, boundingBoxArrayBuffer, 3, GL_FLOAT, false);
boundBoxProgram->setUniform("projectM", projectionMatrix);
boundBoxProgram->setUniform("modelview", modelViewMatrix);
boundBoxProgram->begin();
bBoxVertexArray->drawArrays(GL_LINE_LOOP, 4);
boundBoxProgram->end();
BoundingBoxPlane1.clear();
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, -volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, -volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, volumeScale.y, -volumeScale.z));
boundingBoxArrayBuffer->update(BoundingBoxPlane1.size() * sizeof(Vec3f), &BoundingBoxPlane1.front(), GL_STATIC_DRAW);
volumeRayCastingProgram->setVertexAttribute("Vertex", bBoxVertexArray, boundingBoxArrayBuffer, 3, GL_FLOAT, false);
boundBoxProgram->setUniform("projectM", projectionMatrix);
boundBoxProgram->setUniform("modelview", modelViewMatrix);
boundBoxProgram->begin();
bBoxVertexArray->drawArrays(GL_LINE_LOOP, 4);
boundBoxProgram->end();
BoundingBoxPlane1.clear();
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, -volumeScale.y, -volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, -volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, volumeScale.y, volumeScale.z));
boundingBoxArrayBuffer->update(BoundingBoxPlane1.size() * sizeof(Vec3f), &BoundingBoxPlane1.front(), GL_STATIC_DRAW);
volumeRayCastingProgram->setVertexAttribute("Vertex", bBoxVertexArray, boundingBoxArrayBuffer, 3, GL_FLOAT, false);
boundBoxProgram->setUniform("projectM", projectionMatrix);
boundBoxProgram->setUniform("modelview", modelViewMatrix);
boundBoxProgram->begin();
bBoxVertexArray->drawArrays(GL_LINE_LOOP, 4);
boundBoxProgram->end();
BoundingBoxPlane1.clear();
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(-volumeScale.x, -volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, -volumeScale.y, volumeScale.z));
BoundingBoxPlane1.push_back(Vec3f(volumeScale.x, volumeScale.y, volumeScale.z));
boundingBoxArrayBuffer->update(BoundingBoxPlane1.size() * sizeof(Vec3f), &BoundingBoxPlane1.front(), GL_STATIC_DRAW);
volumeRayCastingProgram->setVertexAttribute("Vertex", bBoxVertexArray, boundingBoxArrayBuffer, 3, GL_FLOAT, false);
boundBoxProgram->setUniform("projectM", projectionMatrix);
boundBoxProgram->setUniform("modelview", modelViewMatrix);
boundBoxProgram->begin();
bBoxVertexArray->drawArrays(GL_LINE_LOOP, 4);
boundBoxProgram->end();
}
开发者ID:liaoyg,项目名称:AdvancedVolumeVisualization,代码行数:70,代码来源:GLWidget.cpp
示例8: pBox
uint32_t GatherForestBuilder::_SplitPoints(vector<GatherNode> &tree, vector<GatherPoint> &gps, vector<GatherPoint>::iterator start, vector<GatherPoint>::iterator end )
{
Range3f pBox(Vec3f(FLT_MAX, FLT_MAX, FLT_MAX), Vec3f(-FLT_MAX, -FLT_MAX, -FLT_MAX));
Range3f nBox(Vec3f(FLT_MAX, FLT_MAX, FLT_MAX), Vec3f(-FLT_MAX, -FLT_MAX, -FLT_MAX));
Conef cone;
vector<GatherPoint>::iterator it = start;
while (it != end)
{
pBox.Grow(it->position);
nBox.Grow(it->normal);
if (it == start)
cone = Conef(it->normal);
else
cone.Grow(it->normal);
it++;
}
GatherNode node(_tsample);
node.bbox = pBox;
node.cone = cone;
tree.push_back(node);
uint32_t curIdx = tree.size() - 1;
#ifdef _DEBUG
vector<GatherPoint> gp(start, end);
#endif // _DEBUG
if (end - start > 2)
{
Vec3f nbSize = nBox.GetSize();
Vec3f pbSize = pBox.GetSize();
bool splitType;
uint32_t splitDim;
if (pbSize.MaxComponent() > nbSize.MaxComponent())
{
splitType = true;
splitDim = pbSize.MaxComponentIndex();
}
else
{
splitType = false;
splitDim = nbSize.MaxComponentIndex();
}
vector<GatherPoint>::iterator splitPos = start + (end - start) / 2;
std::nth_element(start, splitPos, end, CompareNode<GatherPoint>(splitType, splitDim));
#ifdef _DEBUG
vector<GatherPoint> gp1(start, splitPos);
vector<GatherPoint> gp2(splitPos, end);
#endif // _DEBUG
uint32_t leftIdx = _SplitPoints(tree, gps, start, splitPos);
uint32_t rightIdx = _SplitPoints(tree, gps, splitPos, end);
GatherNode &curNode = tree[curIdx];
curNode.leftIdx = leftIdx;
curNode.rightIdx = rightIdx;
vector<uint32_t> &reps = curNode.reps;
vector<uint32_t> &lreps = tree[leftIdx].reps;
vector<uint32_t> &rreps = tree[rightIdx].reps;
for (uint32_t i = 0; i < reps.size(); i++)
{
if (lreps[i] != -1 && rreps[i] != -1)
{
//GatherPoint &p1 = gps[lreps[i]];
//GatherPoint &p2 = gps[reps[i]];
reps[i] = (__rand() > 0.5f) ? lreps[i] : rreps[i];
}
else
{
reps[i] = lreps[i] + 1 + rreps[i];
}
}
}
else
{
vector<GatherPoint>::iterator it = start;
while (it != end)
{
gps.push_back(*it);
tree[curIdx].reps[it->timeInst] = gps.size() - 1;
it++;
}
}
return curIdx;
}
开发者ID:ema0j,项目名称:cs482-icg-pj,代码行数:89,代码来源:GatherForestBuilder.cpp
示例9: directionToUV
Vec2f EquirectangularCamera::directionToUV(const Vec3f &wi, float &sinTheta) const
{
Vec3f wLocal = _invRot*wi;
sinTheta = std::sqrt(max(1.0f - wLocal.y()*wLocal.y(), 0.0f));
return Vec2f(std::atan2(wLocal.z(), wLocal.x())*INV_TWO_PI + 0.5f, 1.0f - std::acos(clamp(-wLocal.y(), -1.0f, 1.0f))*INV_PI);
}
开发者ID:CounterPillow,项目名称:tungsten,代码行数:6,代码来源:EquirectangularCamera.cpp
示例10: setBallVelocityAfterCollsision
void Figure::setBallVelocityAfterCollsision( Vec3f* vel,Vec3f center, float radius )
{
// TODO missing projection to center axis!!!!!!!!!!!!!!
// !!MUCH better shape dependent collision
//*vel = *vel * ((mass - this->mMass)/( mass + this->mMass)) + this->mVel * ((this->mMass*2)/( mass + this->mMass));
// get projection on center line (only if the collision occurs on the "side")
float len = (center - this->mPos).dot(this->mHalfAxe.safeNormalized());
if( len>(-this->mHalfAxe.length()) && len<this->mHalfAxe.length())
{
Vec3f ray = (this->mPos + this->mHalfAxe.safeNormalized()*len - center);
float penalty =ray.length();
float scale=((radius + this->mRadius)/penalty);//*((radius + this->mRadius)/penalty);
ray = ray.safeNormalized();
float l=ray.dot(this->mVel);
l = l>0?l:-l;
*vel = *vel - ray*(ray.dot(*vel))*2 - ray*l*scale;
}
else
{
if( len>(this->mHalfAxe.length()) )
{
Vec3f ray = this->mHalfAxe.safeNormalized();
float penalty =(center-this->mPos).length();
float scale=((radius + this->mHalfAxe.length())/penalty);//*((radius + this->mHalfAxe.length())/penalty);
*vel = *vel - ray*ray.dot(*vel)*2 + ray*(ray.dot(this->mVel))*scale;
}
else
{
Vec3f ray = - this->mHalfAxe.safeNormalized();
float penalty =(center-this->mPos).length();
float scale=((radius + this->mHalfAxe.length())/penalty);//*((radius + this->mHalfAxe.length())/penalty);
*vel = *vel - ray*ray.dot(*vel)*2 + ray*ray.dot(this->mVel)*scale;
}
}
}
开发者ID:Julien77,项目名称:kinectvr,代码行数:38,代码来源:figure.cpp
示例11: getClock
void MyAppli::onExec () {
if (getClock("RequestTime").getElapsedTime().asSeconds() >= timeBtwnTwoReq.asSeconds()) {
std::string request = "GETCARPOS";
sf::Packet packet;
packet<<request;
Network::sendUdpPacket(packet);
getClock("RequestTime").restart();
received = false;
}
std::string response;
if (Network::getResponse("STOPCARMOVE", response)) {
std::vector<std::string> infos = split(response, "*");
int id = conversionStringInt(infos[0]);
Vec3f newPos (conversionStringFloat(infos[1]), conversionStringFloat(infos[2]), 0);
Caracter* caracter = static_cast<Caracter*>(World::getEntity(id));
Vec3f actualPos = Vec3f(caracter->getCenter().x, caracter->getCenter().y, 0);
if (hero->getId() == id) {
for (unsigned int i = 0; i < getRenderComponentManager().getNbComponents(); i++) {
View view = getRenderComponentManager().getRenderComponent(i)->getView();
Vec3f d = newPos - view.getPosition();
view.move(d.x, d.y, d.y);
getRenderComponentManager().getRenderComponent(i)->setView(view);
}
Vec3f d = newPos - getView().getPosition();
getView().move(d.x, d.y, d.y);
}
Vec3f d = newPos - actualPos;
World::moveEntity(caracter, d.x, d.y, d.y);
caracter->setMoving(false);
World::update();
}
if (Network::getResponse("MONSTERONMOUSE", response)) {
std::cout<<"monster on mouse!"<<std::endl;
}
if (Network::getResponse("NEWPATH", response)) {
std::vector<std::string> infos = split(response, "*");
std::vector<Vec2f> path;
int size = conversionStringInt(infos[0]);
int id = conversionStringInt(infos[1]);
Caracter* caracter = static_cast<Caracter*>(World::getEntity(id));
Vec2f actualPos (conversionStringFloat(infos[2]), conversionStringFloat(infos[3]));
Vec2f newPos = Computer::getPosOnPathFromTime(actualPos, caracter->getPath(),ping,caracter->getSpeed());
for (int i = 0; i < size; i++) {
path.push_back(Vec2f(conversionStringFloat(infos[i*2+4]), conversionStringFloat(infos[i*2+5])));
}
Vec2f d = newPos - actualPos;
Vec2f dir = d.normalize();
if (dir != caracter->getDir())
caracter->setDir(dir);
World::moveEntity(caracter, d.x, d.y, d.y);
caracter->setPath(path);
caracter->setMoving(true);
caracter->interpolation.first = caracter->getCenter();
caracter->interpolation.second = Computer::getPosOnPathFromTime(caracter->interpolation.first, caracter->getPath(),ping + timeBtwnTwoReq.asMicroseconds(),caracter->getSpeed());
caracter->getClkTransfertTime().restart();
}
if (Network::getResponse("NEWPOS", response)) {
std::vector<std::string> infos = split(response, "*");
if (infos.size() == 4) {
int id = conversionStringInt(infos[0]);
ping = conversionStringLong(infos[1]);
Caracter* caracter = static_cast<Caracter*>(World::getEntity(id));
Vec3f actualPos = Vec3f(caracter->getCenter().x, caracter->getCenter().y, 0);
Vec3f newPos (conversionStringFloat(infos[2]), conversionStringFloat(infos[3]), 0);
Vec3f d = newPos - actualPos;
if (id == hero->getId()) {
for (unsigned int i = 0; i < getRenderComponentManager().getNbComponents(); i++) {
View view = getRenderComponentManager().getRenderComponent(i)->getView();
view.move(d.x, d.y, d.y);
getRenderComponentManager().getRenderComponent(i)->setView(view);
}
getView().move (d.x, d.y, d.y);
}
World::moveEntity(caracter, d.x, d.y, d.y);
World::update();
caracter->interpolation.first = Vec3f(caracter->getCenter().x, caracter->getCenter().y, 0);
if (caracter->isMoving()) {
if (caracter->isMovingFromKeyboard()) {
caracter->interpolation.second = caracter->interpolation.first + Vec3f(caracter->getDir().x,caracter->getDir().y,0) * caracter->getSpeed() * (ping + timeBtwnTwoReq.asMicroseconds());
} else {
caracter->interpolation.second = Computer::getPosOnPathFromTime(caracter->interpolation.first, caracter->getPath(),ping + timeBtwnTwoReq.asMicroseconds(),caracter->getSpeed());
}
} else {
caracter->interpolation.second = caracter->interpolation.first;
}
caracter->getClkTransfertTime().restart();
}
} else {
std::vector<Entity*> caracters = World::getEntities("E_MONSTER+E_HERO");
for (unsigned int i = 0; i < caracters.size(); i++) {
Caracter* caracter = static_cast<Caracter*>(caracters[i]);
if (caracter->isMoving()) {
if (caracter->isMovingFromKeyboard()) {
Vec3f actualPos = Vec3f(caracter->getCenter().x, caracter->getCenter().y, 0);
sf::Int64 elapsedTime = caracter->getClkTransfertTime().getElapsedTime().asMicroseconds();
Vec3f newPos = caracter->interpolation.first + (caracter->interpolation.second - caracter->interpolation.first) * ((float) elapsedTime / (float) (ping + timeBtwnTwoReq.asMicroseconds()));
Ray ray(actualPos, newPos);
if (World::collide(caracter, ray)) {
newPos = actualPos;
//.........这里部分代码省略.........
开发者ID:Ornito,项目名称:ODFAEG,代码行数:101,代码来源:application.cpp
示例12: float
void Cone::Parameters(const Vec3f &p, std::pair< float, float > *param) const
{
// parametrize
Vec3f s = p - m_center;
float height = m_axisDir.dot(s);
float planex = s.dot(m_hcs[0].Data());
float planey = s.dot(m_hcs[1].Data());
float l = planex * planex + planey * planey;
if(l > 0)
{
planex /= l;
planey /= l;
}
float angle = std::atan2(planey, planex);
if(angle < 0)
angle += float(2 * M_PI);
/*Vec3f axisDiff = s - height * m_axisDir;
axisDiff.normalize();
float angle = m_angular.dot(axisDiff);
if(angle < -1) // clamp angle to [-1, 1]
angle = -1;
else if(angle > 1)
angle = 1;
if(m_angular.cross(axisDiff).dot(m_axisDir) < 0)
angle = std::acos(-angle) + M_PI;
else
angle = std::acos(angle);
// angle ok*/
// get length from height
//float length = height / std::cos(m_angle);
//param->first = length;
// this should be more precise than a division with std::cos:
// this is for two sided cone!
// distance to axis
float sqrS = s.sqrLength();
float f = sqrS - (height * height);
if(f <= 0)
f = 0;
else
f = std::sqrt(f);
float sdist = fabs(m_n2d[0] * f + ((height < 0)? -1 : 1) * m_n2d[1] * height);
float length = std::sqrt(sqrS + sdist * sdist);
param->first = /*(height < 0)? -length :*/ length;
param->second = angle;
/*// get normal for p
Vec3f pln = s.cross(m_axisDir);
Vec3f plx = m_axisDir.cross(pln);
Vec3f n;
if(plx.normalize() < 1.0e-6)
{
*param = std::make_pair(0.0f, angle);
return height;
}
if(height < 0)
n = m_normal[0] * plx - m_normalY;
else
n = m_normal[0] * plx + m_normalY;
Vec3f l = n.cross(pln);
l.normalize();
// make sure l points in direction of axis
if(m_axisDir.dot(l) < 0)
l *= -1;
// project p on line m_center + lambda * l
// get lambda
float lambda = s.dot(l);
// make sure l points in direction of axis
if(m_axisDir.dot(l) < 0)
{
if(lambda > 0)
{
*param = std::make_pair(s.length(), angle);
return height;
}
}
else if(lambda < 0)
{
*param = std::make_pair(s.length(), angle);
return height;
}
*param = std::make_pair(*fabs(lambda), angle);*/
}
开发者ID:jakexie,项目名称:trunk,代码行数:81,代码来源:Cone.cpp
示例13: pl
bool Cone::Init(const Vec3f &p1, const Vec3f &p2, const Vec3f &p3,
const Vec3f &n1, const Vec3f &n2, const Vec3f &n3)
{
//float ncheck = std::max(n2.dot(n3), std::max(n1.dot(n2), n1.dot(n3)));
//if(ncheck > 0.999)
// return false;
// compute center by intersecting the three planes given by (p1, n1)
// (p2, n2) and (p3, n3)
// set up linear system
double a[4 * 3];
double d1 = p1.dot(n1);
double d2 = p2.dot(n2);
double d3 = p3.dot(n3);
// column major
a[0 + 0 * 3] = n1[0];
a[1 + 0 * 3] = n2[0];
a[2 + 0 * 3] = n3[0];
a[0 + 1 * 3] = n1[1];
a[1 + 1 * 3] = n2[1];
a[2 + 1 * 3] = n3[1];
a[0 + 2 * 3] = n1[2];
a[1 + 2 * 3] = n2[2];
a[2 + 2 * 3] = n3[2];
a[0 + 3 * 3] = d1;
a[1 + 3 * 3] = d2;
a[2 + 3 * 3] = d3;
if(dmat_solve(3, 1, a))
return false;
m_center[0] = a[0 + 3 * 3];
m_center[1] = a[1 + 3 * 3];
m_center[2] = a[2 + 3 * 3];
// compute axisDir
Vec3f s1 = p1 - m_center;
Vec3f s2 = p2 - m_center;
Vec3f s3 = p3 - m_center;
s1.normalize();
s2.normalize();
s3.normalize();
Plane pl(s1 + m_center, s2 + m_center, s3 + m_center);
m_axisDir = pl.getNormal();
// make sure axis points in direction of s1
// this defines the side of the cone!!!
if(m_axisDir.dot(s1) < 0)
m_axisDir *= -1;
m_angle = 0;
float angle = m_axisDir.dot(n1);
if(angle < -1) // clamp angle to [-1, 1]
angle = -1;
else if(angle > 1)
angle = 1;
if(angle < 0)
// m_angle = omega + 90
angle = std::acos(angle) - float(M_PI) / 2;
else
// m_angle = 90 - omega
angle = float(M_PI) / 2 - std::acos(angle);
m_angle += angle;
angle = m_axisDir.dot(n2);
if(angle < -1) // clamp angle to [-1, 1]
angle = -1;
else if(angle > 1)
angle = 1;
if(angle < 0)
// m_angle = omega + 90
angle = std::acos(angle) - float(M_PI) / 2;
else
// m_angle = 90 - omega
angle = float(M_PI) / 2 - std::acos(angle);
m_angle += angle;
angle = m_axisDir.dot(n3);
if(angle < -1) // clamp angle to [-1, 1]
angle = -1;
else if(angle > 1)
angle = 1;
if(angle < 0)
// m_angle = omega + 90
angle = std::acos(angle) - float(M_PI) / 2;
else
// m_angle = 90 - omega
angle = float(M_PI) / 2 - std::acos(angle);
m_angle += angle;
m_angle /= 3;
if(m_angle < 1.0e-6 || m_angle > float(M_PI) / 2 - 1.0e-6)
return false;
//if(m_angle > 1.3962634015954636615389526147909) // 80 degrees
if(m_angle > 1.4835298641951801403851371532153f) // 85 degrees
return false;
m_normal = Vec3f(std::cos(-m_angle), std::sin(-m_angle), 0);
m_normalY = m_normal[1] * m_axisDir;
m_n2d[0] = std::cos(m_angle);
m_n2d[1] = -std::sin(m_angle);
m_hcs.FromNormal(m_axisDir);
m_angularRotatedRadians = 0;
return true;
}
开发者ID:jakexie,项目名称:trunk,代码行数:96,代码来源:Cone.cpp
示例14: FDEBUG
void DVRClipGeometry::linkContour( DVRTriangle *startTriangle,
Real32 dist2RefPlane,
const Vec3f &viewDir,
bool positiveWinding)
{
FDEBUG(("DVRClipGeometry - linkcontour dist = %f\n", dist2RefPlane));
bool closed = false;
// first, we have to check for the correct winding direction.
Pnt3f vertex[2];
bool firstEdge;
int first = 0, second = 0;
if(startTriangle->edgeCut[0] && startTriangle->edgeCut[1])
{
vertex[0] = interpolate(startTriangle, 1, 0, dist2RefPlane);
vertex[1] = interpolate(startTriangle, 1, 2, dist2RefPlane);
first = 0; second = 1;
}
else if (startTriangle->edgeCut[1] && startTriangle->edgeCut[2])
{
vertex[0] = interpolate(startTriangle, 2, 1, dist2RefPlane);
vertex[1] = interpolate(startTriangle, 2, 0, dist2RefPlane);
first = 1; second = 2;
}
else if (startTriangle->edgeCut[0] && startTriangle->edgeCut[2])
{
vertex[0] = interpolate(startTriangle, 0, 1, dist2RefPlane);
vertex[1] = interpolate(startTriangle, 0, 2, dist2RefPlane);
first = 0; second = 2;
}
// Now we should have both cut points on our edges.
// If the cross product of the normal of this triangle with the
// vector between the two cut points (cutPoint[1] - cutPoint[0])
// has a positive dot product with the viewing direction, then
// the edge with cutPoint[0] on it is the right direction, otherwise
// we would have to choose the other direction.
Vec3f tmp = vertex[1] - vertex[0];
tmp = tmp.cross(startTriangle->transformedNormal);
if(tmp.dot(viewDir) <= 0.0)
{
firstEdge = false;
}else
{
firstEdge = true;
}
if(!positiveWinding)
firstEdge = !firstEdge;
DVRTriangle *current = startTriangle;
current->inContour = true;
if(firstEdge)
{
current->cutPnt = vertex[0];
current->cutPoint[0] = vertex[0][0];
current->cutPoint[1] = vertex[0][1];
current->cutPoint[2] = vertex[0][2];
current->contourNeighbour = &_mfTriangles[current->neighbours[first]];
// // debugging -> remove
// if(!current->contourNeighbour){
// std::cerr<<"contour neighbour is NULL\n";
// exit(0);
// }
current = current->contourNeighbour;
}
else
{
current->cutPnt = vertex[1];
current->cutPoint[0] = vertex[1][0];
current->cutPoint[1] = vertex[1][1];
current->cutPoint[2] = vertex[1][2];
current->contourNeighbour = &_mfTriangles[current->neighbours[second]];
// // debugging -> remove
// if(!current->contourNeighbour){
// std::cerr<<"contour neighbour is NULL\n";
// exit(0);
// }
current = current->contourNeighbour;
}
//check neighbours
while(!closed)
//.........这里部分代码省略.........
开发者ID:mlimper,项目名称:OpenSG1x,代码行数:101,代码来源:OSGDVRClipGeometry.cpp
示例15: segPoints
void TriangleDistance::segPoints(const Vec3f& P, const Vec3f& A, const Vec3f& Q, const Vec3f& B,
Vec3f& VEC, Vec3f& X, Vec3f& Y)
{
Vec3f T;
BVH_REAL A_dot_A, B_dot_B, A_dot_B, A_dot_T, B_dot_T;
Vec3f TMP;
T = Q - P;
A_dot_A = A.dot(A);
B_dot_B = B.dot(B);
A_dot_B = A.dot(B);
A_dot_T = A.dot(T);
B_dot_T = B.dot(T);
// t parameterizes ray P,A
// u parameterizes ray Q,B
BVH_REAL t, u;
// compute t for the closest point on ray P,A to
// ray Q,B
BVH_REAL denom = A_dot_A*B_dot_B - A_dot_B*A_dot_B;
t = (A_dot_T*B_dot_B - B_dot_T*A_dot_B) / denom;
// clamp result so t is on the segment P,A
if((t < 0) || isnan(t)) t = 0; else if(t > 1) t = 1;
// find u for point on ray Q,B closest to point at t
u = (t*A_dot_B - B_dot_T) / B_dot_B;
// if u is on segment Q,B, t and u correspond to
// closest points, otherwise, clamp u, recompute and
// clamp t
if((u <= 0) || isnan(u))
{
Y = Q;
t = A_dot_T / A_dot_A;
if((t <= 0) || isnan(t))
{
X = P;
VEC = Q - P;
}
else if(t >= 1)
{
X = P + A;
VEC = Q - X;
}
else
{
X = P + A * t;
TMP = T.cross(A);
VEC = A.cross(TMP);
}
}
else if (u >= 1)
{
Y = Q + B;
t = (A_dot_B + A_dot_T) / A_dot_A;
if((t <= 0) || isnan(t))
{
X = P;
VEC = Y - P;
}
else if(t >= 1)
{
X = P + A;
VEC = Y - X;
}
else
{
X = P + A * t;
T = Y - P;
TMP = T.cross(A);
VEC= A.cross(TMP);
}
}
else
{
Y = Q + B * u;
if((t <= 0) || isnan(t))
{
X = P;
TMP = T.cross(B);
VEC = B.cross(TMP);
}
else if(t >= 1)
{
X = P + A;
T = Q - X;
TMP = T.cross(B);
//.........这里部分代码省略.........
开发者ID:yutingye,项目名称:RTQL8,代码行数:101,代码来源:intersect.cpp
示例16: PerformCollisionDetection
//////////////////////////////////////////////////////////////////////////////////////////
// Detects all collisions of various types with each object.
void PerformCollisionDetection(GameRoom* room, GamePlayer* player, double dt, float xScale, float yScale, float zNear, float zFar){
dt/=1000;
vector<GameObject*> Objects = room->GetGameObjects();
PSystems* ps;// = Render::gameState->GetParticleSystems();
list<Projectile*>* projs = ps->GetBullets();
/////////////////////////////////////////////////////////////////////////////
// PARTICLE COLLISION DETECTION
/////////////////////////////////////////////////////////////////////////////
for(unsigned int i = 0; i<Objects.size(); i++){
GameObject* o = Objects[i];
if(o->CollisionTierNum<1) continue;
vector<Vec3f> aBox = o->boundingBox;
Vector3f pos = o->GetPosition();
Vec3f p(pos.x(), pos.y(), pos.z());
Vec4f r = o->GetRotation();
Vec4f wv = o->angularVelocity;
Vec3f v = o->velocity;
UpdateCoords(aBox, p, v, r, wv, 0, 1.f, true, 1.0, xScale, yScale, zNear, zFar);
for(list<Projectile*>::iterator it = projs->begin(); it != projs->end(); ++it){
vector<Vec3f> bBox = (*(*it)).boundingBox;
Vector3f pos2 = (*(*it)).getPosition();
Vec3f p2(pos.x(), pos.y(), pos.z());
Vec4f r2(0,0,1,0);
Vec4f wv2(1,0,0,0);
Vector3f vel2 = (*(*it)).getVelocity();
Vec3f v2(vel2.x(), vel2.y(), vel2.z());
UpdateCoords(bBox, p2, v2, r2, wv2, 0, 10.f, true, 1.0, xScale, yScale, zNear, zFar);
Simplex P;
Vec3f V;
V = GJKDistance(aBox, bBox, P);
if(P.GetSize() > 3 || V.norm() < tolerance){ //We have a collision
Vec3f contact = ResolveContact(P);
o->collidedProjectiles.push_back((*it));
CollisionData o1D, o2D;
o1D.pointOfContact = contact;
o1D.contactNormal = V.normalized();
o->projectileCollisionData[(*it)]=o1D;
(*it)->drawCollision = true;
}
}
}
////////////////////////////////////////////////////////////////////////////
// SPECIAL DATA FOR MAIN CHARACTER ONLY
////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////
// Tier 0 collision
//////////////////////////////////////////////////
for(unsigned int a = 0; a<Objects.size()-1; a++){
GameObject* o1 = Objects[a];
if(o1->CollisionTierNum < 1 )continue;
vector<Vec3f> aBox = o1->boundingBox;
Vector3f pos = o1->GetPosition();
Vec3f position = Vec3f(pos.x(), pos.y(), pos.z());
Vec4f rotation = o1->GetRotation();
Vec3f vel = o1->velocity;
Vec4f wvel = o1->angularVelocity;
UpdateCoords(aBox, position, vel, rotation, wvel ,dt, o1->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
vector<Vec3f> oldABox = o1->boundingBox;
UpdateCoords(oldABox, position, vel, rotation, wvel,0, o1->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
for(unsigned int i = 0; i <oldABox.size(); i++){
aBox.push_back(oldABox[i]);
}
for(unsigned int b = a+1; b<Objects.size(); b++){
GameObject* o2 = Objects[b];
if(o1->objType == WORLD_OBJECT_TYPE && o2->objType == WORLD_OBJECT_TYPE || o2->CollisionTierNum < 1){
continue;
}
vector<Vec3f> bBox = o2->boundingBox;
pos= o2->GetPosition();
position = Vec3f(pos.x(), pos.y(), pos.z());
vel = o2->velocity;
rotation = o2->GetRotation();
wvel = o2->angularVelocity;
UpdateCoords(bBox, position, vel, rotation, wvel,dt, o2->outSideCollisionScale, true, 1.f, xScale, yScale, zNear, zFar);
vector<Vec3f> oldBBox = o2->boundingBox;
UpdateCoords(oldBBox, position, vel, rotation, wvel,0, o2->outSideCollisionScale,true, 1.f, xScale, yScale, zNear, zFar);
for(unsigned int i = 0; i <oldBBox.size(); i++){
bBox.push_back(oldBBox[i]);
}
Simplex P;
Vec3f V;
V
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