这篇教程C++ D3DXVec3Cross函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中D3DXVec3Cross函数的典型用法代码示例。如果您正苦于以下问题:C++ D3DXVec3Cross函数的具体用法?C++ D3DXVec3Cross怎么用?C++ D3DXVec3Cross使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了D3DXVec3Cross函数的28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: D3DXVec3Normalizevoid Camera::lookAt(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& up){ D3DXVECTOR3 L = target - pos; D3DXVec3Normalize(&L, &L); D3DXVECTOR3 R; D3DXVec3Cross(&R, &up, &L); D3DXVec3Normalize(&R, &R); D3DXVECTOR3 U; D3DXVec3Cross(&U, &L, &R); D3DXVec3Normalize(&U, &U); m_posW = pos; m_rightW = R; m_upW = U; m_lookW = L; buildView(); buildFrustumPlanes(); m_viewProj = m_view * m_proj;}
开发者ID:brentspector,项目名称:Dart,代码行数:23,
示例2: assertvoid Geometry::setMesh(engine::Mesh* mesh){ assert( mesh->numVertices == _numVertices ); assert( mesh->numTriangles == _numTriangles ); assert( mesh->numUVs == _numUVSets ); unsigned int i,j; for( i=0; i<_numVertices; i++ ) { _vertices[i] = wrap( mesh->vertices[i] ); } for( i=0; i<_numUVSets; i++ ) { for( j=0; j<_numVertices; j++ ) { _uvs[i][j] = wrap( mesh->uvs[i][j] ); } } for( i=0; i<_numTriangles; i++ ) { _triangles[i].set( mesh->triangles[i].vertexId[0], mesh->triangles[i].vertexId[1], mesh->triangles[i].vertexId[2], mesh->triangles[i].shaderId ); } // calculate per-triangle normals Vector e01, e02, n; for( i=0; i<_numTriangles; i++ ) { D3DXVec3Subtract( &e01, _vertices + mesh->triangles[i].vertexId[1], _vertices + mesh->triangles[i].vertexId[0] ); D3DXVec3Subtract( &e02, _vertices + mesh->triangles[i].vertexId[2], _vertices + mesh->triangles[i].vertexId[0] ); D3DXVec3Cross( &n, &e02, &e01 ); D3DXVec3Normalize( &n, &n ); _normals[mesh->triangles[i].vertexId[0]] = n; _normals[mesh->triangles[i].vertexId[1]] = n; _normals[mesh->triangles[i].vertexId[2]] = n; } instance();}
开发者ID:AndreMeijer86,项目名称:base-pro-edition,代码行数:50,
示例3: D3DXVec3Normalizevoid CamerClass::GetViewMatrix(D3DXMATRIX* V){ //保持view局部坐标系,各自轴的彼此正交 D3DXVec3Normalize(&_look, &_look); //look X right D3DXVec3Cross(&_up, &_look, &_right); D3DXVec3Normalize(&_up, &_up); D3DXVec3Cross(&_right, &_up, &_look); D3DXVec3Normalize(&_right, &_right); // 生成view矩阵: float x = -D3DXVec3Dot(&_right, &_pos); float y = -D3DXVec3Dot(&_up, &_pos); float z = -D3DXVec3Dot(&_look, &_pos); (*V)(0,0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f; (*V)(1,0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f; (*V)(2,0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f; (*V)(3,0) = x; (*V)(3, 1) = y; (*V)(3, 2) = z; (*V)(3, 3) = 1.0f; return;}
开发者ID:fanqsh,项目名称:myD3DProject,代码行数:23,
示例4: D3DXVec3Normalizevoid Camera::buildView(){ // Keep camera's axes orthogonal to each other and of unit length. D3DXVec3Normalize(&mLookW, &mLookW); D3DXVec3Cross(&mUpW, &mLookW, &mRightW); D3DXVec3Normalize(&mUpW, &mUpW); D3DXVec3Cross(&mRightW, &mUpW, &mLookW); D3DXVec3Normalize(&mRightW, &mRightW); // Fill in the view matrix entries. float x = -D3DXVec3Dot(&mPosW, &mRightW); float y = -D3DXVec3Dot(&mPosW, &mUpW); float z = -D3DXVec3Dot(&mPosW, &mLookW); mView(0,0) = mRightW.x; mView(1,0) = mRightW.y; mView(2,0) = mRightW.z; mView(3,0) = x; mView(0,1) = mUpW.x; mView(1,1) = mUpW.y; mView(2,1) = mUpW.z; mView(3,1) = y; mView(0,2) = mLookW.x; mView(1,2) = mLookW.y; mView(2,2) = mLookW.z; mView(3,2) = z; mView(0,3) = 0.0f; mView(1,3) = 0.0f; mView(2,3) = 0.0f; mView(3,3) = 1.0f;}
开发者ID:Clearlove1992,项目名称:GraphicsDemos,代码行数:37,
示例5: D3DXVec3Crossbool CPicking::CollisionCheckTriangle(D3DXVECTOR3 &PickPos, RAY &_ray, D3DXVECTOR3 &_v0, D3DXVECTOR3 &_v1, D3DXVECTOR3 &_v2){ float t,u,v; t = u = v = 0.0f; D3DXVECTOR3 v_edge1 = _v1 - _v0; D3DXVECTOR3 v_edge2 = _v2 - _v0; D3DXVECTOR3 tvec, pvec, qvec; float det, inv_det; D3DXVec3Cross(&pvec, &_ray.direction, &v_edge2); det = D3DXVec3Dot(&v_edge1, &pvec); if(det > -0.0001f && det < 0.0001f) return false; inv_det = 1.0f / det; tvec = _ray.origin - _v0; u = D3DXVec3Dot(&tvec, &pvec) * inv_det; if(u < 0.0001f || u > 1.0001f) return false; D3DXVec3Cross(&qvec, &tvec, &v_edge1); v = D3DXVec3Dot(&_ray.direction, &qvec) * inv_det; if(v < 0.0001f || (u+v) > 1.0001f ) return false; _ray.fT = D3DXVec3Dot(&v_edge2, &qvec) * inv_det; if(_ray.fT <= 0) return false; PickPos = _v0 + (u * (_v1 - _v0)) + (v * (_v2 - _v0)); return true;}
开发者ID:JonghaLee,项目名称:RobberGame,代码行数:37,
示例6: D3DXVec3Normalizevoid Camera::BuildViewMatrix(){ // Keep camera's axes orthogonal to each other and of unit length. D3DXVec3Normalize(&m_vForward, &m_vForward); D3DXVec3Cross(&m_vUp, &m_vForward, &m_vRight); D3DXVec3Normalize(&m_vUp, &m_vUp); D3DXVec3Cross(&m_vRight, &m_vUp, &m_vForward); D3DXVec3Normalize(&m_vRight, &m_vRight); // Fill in the view matrix entries. float x = -D3DXVec3Dot(&m_vEyePoint, &m_vRight); float y = -D3DXVec3Dot(&m_vEyePoint, &m_vUp); float z = -D3DXVec3Dot(&m_vEyePoint, &m_vForward); m_matView(0,0) = m_vRight.x; m_matView(1,0) = m_vRight.y; m_matView(2,0) = m_vRight.z; m_matView(3,0) = x; m_matView(0,1) = m_vUp.x; m_matView(1,1) = m_vUp.y; m_matView(2,1) = m_vUp.z; m_matView(3,1) = y; m_matView(0,2) = m_vForward.x; m_matView(1,2) = m_vForward.y; m_matView(2,2) = m_vForward.z; m_matView(3,2) = z; m_matView(0,3) = 0.0f; m_matView(1,3) = 0.0f; m_matView(2,3) = 0.0f; m_matView(3,3) = 1.0f;}
开发者ID:BillyKim,项目名称:directxcode,代码行数:37,
示例7: D3DXVec3Crossvoid AVCamera::walk(float units){ if( units == 0 ) return; if(m_type == CAMERA_TYPE_LANDOBJECT) { D3DXVECTOR3 dir; D3DXVec3Cross(&dir, &m_right, &D3DXVECTOR3(0,1,0)); m_pos += D3DXVECTOR3(dir.x, 0.f, dir.z) * units; } //type == air else m_pos += m_look * units;}
开发者ID:Jin02,项目名称:TerrainTool,代码行数:15,
示例8: D3DXVec3DotD3DXQUATERNION ArcBall::QuatFromBallPoints(D3DXVECTOR3& start_point, D3DXVECTOR3& end_point){ // Calculate rotate angle float angle = D3DXVec3Dot(&start_point, &end_point); // Calculate rotate axis D3DXVECTOR3 axis; D3DXVec3Cross(&axis, &start_point, &end_point); // Build and Normalize the Quaternion D3DXQUATERNION quat(axis.x, axis.y, axis.z, angle); D3DXQuaternionNormalize(&quat, &quat); return quat;}
开发者ID:BillyKim,项目名称:directxcode,代码行数:15,
示例9: D3DXVec3Normalizevoid Camera::lookAt(const D3DXVECTOR3 &eye, const D3DXVECTOR3 &target, const D3DXVECTOR3 &up){ m_eye = eye; m_zAxis = target - eye; D3DXVec3Normalize(&m_zAxis, &m_zAxis); m_viewDir = m_zAxis; D3DXVec3Cross(&m_xAxis, &up, &m_zAxis); D3DXVec3Normalize(&m_xAxis, &m_xAxis); D3DXVec3Cross(&m_yAxis, &m_zAxis, &m_xAxis); D3DXVec3Normalize(&m_yAxis, &m_yAxis); D3DXVec3Normalize(&m_xAxis, &m_xAxis); D3DXMatrixIdentity(&m_viewMatrix); m_viewMatrix(0,0) = m_xAxis.x; m_viewMatrix(1,0) = m_xAxis.y; m_viewMatrix(2,0) = m_xAxis.z; m_viewMatrix(3,0) = -D3DXVec3Dot(&m_xAxis, &eye); m_viewMatrix(0,1) = m_yAxis.x; m_viewMatrix(1,1) = m_yAxis.y; m_viewMatrix(2,1) = m_yAxis.z; m_viewMatrix(3,1) = -D3DXVec3Dot(&m_yAxis, &eye); m_viewMatrix(0,2) = m_zAxis.x; m_viewMatrix(1,2) = m_zAxis.y; m_viewMatrix(2,2) = m_zAxis.z; m_viewMatrix(3,2) = -D3DXVec3Dot(&m_zAxis, &eye); // Extract the pitch angle from the view matrix. m_accumPitchDegrees = D3DXToDegree(-asinf(m_viewMatrix(1,2)));}
开发者ID:aisi,项目名称:Camera,代码行数:36,
示例10: D3DXMatrixRotationYawPitchRollvoid Camera::UpdateView(){ D3DXMatrixRotationYawPitchRoll(&rotationMatrix, yaw, pitch, 0); D3DXVec3TransformCoord(&view, &v, &rotationMatrix); D3DXVec3TransformCoord(&up, &u, &rotationMatrix); D3DXVec3Normalize(&forward, &view); D3DXVec3Cross(&right, &up, &view); D3DXVec3Normalize(&right, &right); view = eye + view; D3DXMatrixLookAtLH(&viewMatrix, &eye, &view, &up);}
开发者ID:rgee,项目名称:DirectX-Basement,代码行数:15,
示例11: D3DXMatrixRotationYawPitchRollvoid Camera::updateView(float dt){ //rotation D3DXMatrixRotationYawPitchRoll(&rotationMatrix, heading, pitch, 0); D3DXVec3TransformCoord(&view,&dV,&rotationMatrix); D3DXVec3TransformCoord(&up,&dU,&rotationMatrix); D3DXVec3Normalize(&forward,&view); D3DXVec3Cross(&strafeRight,&up,&view); D3DXVec3Normalize(&strafeRight,&strafeRight); view = eye + view; D3DXMatrixLookAtLH(&viewMatrix,&eye,&view,&up);}
开发者ID:sywor,项目名称:RayTracer,代码行数:15,
示例12: D3DXVec3Normalizevoid CCameraKernel::CalculateViewMatrix(D3DXMATRIX *pMatrix){ //规范化三个向量使之成为正交矩阵 //规范化观察向量 D3DXVec3Normalize(&m_vLookVector, &m_vLookVector); //使上向量与观察向量垂直 D3DXVec3Cross(&m_vUpVector, &m_vLookVector, &m_vRightVector); //规范化上向量 D3DXVec3Normalize(&m_vUpVector, &m_vUpVector); //右向量与上向量垂直 D3DXVec3Cross(&m_vRightVector, &m_vUpVector, &m_vLookVector); //规范化右向量 D3DXVec3Normalize(&m_vRightVector, &m_vRightVector); //创建取景变换矩阵 pMatrix->_11 = m_vRightVector.x; pMatrix->_12 = m_vUpVector.x; pMatrix->_13 = m_vLookVector.x; pMatrix->_14 = 0.0f; pMatrix->_21 = m_vRightVector.y; pMatrix->_22 = m_vUpVector.y; pMatrix->_23 = m_vLookVector.y; pMatrix->_24 = 0.0f; pMatrix->_31 = m_vRightVector.z; pMatrix->_32 = m_vUpVector.z; pMatrix->_33 = m_vLookVector.z; pMatrix->_34 = 0.0f; pMatrix->_41 = -D3DXVec3Dot(&m_vRightVector, &m_vCameraPosition); pMatrix->_42 = -D3DXVec3Dot(&m_vUpVector, &m_vCameraPosition); pMatrix->_43 = -D3DXVec3Dot(&m_vLookVector, &m_vCameraPosition); pMatrix->_44 = 1.0f;}
开发者ID:puppetmasterzj,项目名称:D3DDemo,代码行数:36,
示例13: D3DXVec3Dotbool U2IntectRayBox3D::Test(){ float aWdU[3], aAWdU[3], aDdU[3], aADdU[3], aAWxDdU[3], fRhs; D3DXVECTOR3 diff = m_pRay->m_vOrigin - m_pBox->m_vCenter; aWdU[0] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[0]); aAWdU[0] = U2Math::FAbs(aWdU[0]); aDdU[0] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[0]); aADdU[0] = U2Math::FAbs(aDdU[0]); if(aADdU[0] > m_pBox->m_afExtent[0] && aDdU[0] * aWdU[0] >= 0.f) return false; aWdU[1] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[1]); aAWdU[1] = U2Math::FAbs(aWdU[1]); aDdU[1] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[1]); aADdU[1] = U2Math::FAbs(aDdU[1]); if(aADdU[1] > m_pBox->m_afExtent[1] && aDdU[1] * aWdU[1] >= 0.f) return false; aWdU[2] = D3DXVec3Dot(&m_pRay->m_vDir, &m_pBox->m_avAxis[2]); aAWdU[2] = U2Math::FAbs(aWdU[2]); aDdU[2] = D3DXVec3Dot(&diff, &m_pBox->m_avAxis[2]); aADdU[2] = U2Math::FAbs(aDdU[2]); if(aADdU[2] > m_pBox->m_afExtent[2] && aDdU[2] * aWdU[2] >= 0.f) return false; D3DXVECTOR3 WxD; D3DXVec3Cross(&WxD, &m_pRay->m_vDir, &diff); aAWxDdU[0] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[0])); fRhs = m_pBox->m_afExtent[1] *aAWdU[2] + m_pBox->m_afExtent[2]*aAWdU[1]; if(aAWxDdU[0] > fRhs) return false; aAWxDdU[1] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[1])); fRhs = m_pBox->m_afExtent[0] *aAWdU[2] + m_pBox->m_afExtent[2]*aAWdU[0]; if(aAWxDdU[1] > fRhs) return false; aAWxDdU[2] = U2Math::FAbs(D3DXVec3Dot(&WxD, &m_pBox->m_avAxis[2])); fRhs = m_pBox->m_afExtent[0] *aAWdU[1] + m_pBox->m_afExtent[1]*aAWdU[0]; if(aAWxDdU[2] > fRhs) return false; return true;}
开发者ID:DanielNeander,项目名称:my-3d-engine,代码行数:48,
示例14: wrapOcTreeSector* RayIntersection::collideBSPOcTreeSector(OcTreeSector* ocTreeSector){ if( ocTreeSector->_triangles.size() ) { // collide octree sector triangles Triangle* triangle; Vector v0v1, v0v2, n; Vector hitPoint; for( unsigned int i=0; i<ocTreeSector->_triangles.size(); i++ ) { triangle = _triangles + ocTreeSector->_triangles[i]; if( ::intersectionRayTriangle( &_ray, _vertices + triangle->vertexId[0], _vertices + triangle->vertexId[1], _vertices + triangle->vertexId[2], &hitPoint, &_collisionTriangle.distance )) { _collisionTriangle.vertices[0] = wrap( _vertices[triangle->vertexId[0]] ); _collisionTriangle.vertices[1] = wrap( _vertices[triangle->vertexId[1]] ); _collisionTriangle.vertices[2] = wrap( _vertices[triangle->vertexId[2]] ); v0v1 = _vertices[triangle->vertexId[1]] - _vertices[triangle->vertexId[0]]; v0v2 = _vertices[triangle->vertexId[2]] - _vertices[triangle->vertexId[0]]; D3DXVec3Cross( &n, &v0v1, &v0v2 ); D3DXVec3Normalize( &n, &n ); _collisionTriangle.normal = wrap( n ); _collisionTriangle.collisionPoint = wrap( hitPoint ); _collisionTriangle.shader = _geometry->shader( triangle->shaderId ); _collisionTriangle.triangleId = ocTreeSector->_triangles[i]; if( !_callBack( &_collisionTriangle, _bspSector, NULL, _callBackData ) ) return NULL; return ocTreeSector; } } } else if( ocTreeSector->_subtree[0] ) { for( unsigned int i=0; i<8; i++ ) { if( intersectionRayAABB( &_ray, &ocTreeSector->_subtree[i]->_boundingBox ) ) { if( !collideBSPOcTreeSector( ocTreeSector->_subtree[i] ) ) return NULL; } } } return ocTreeSector;}
开发者ID:cheinkn,项目名称:basextreme,代码行数:48,
|