static FUNC_UNUSED obj_udata *obj_udata_luacheck_internal(lua_State *L, int _index, void **obj, obj_type *type, int not_delete) {
	obj_udata *ud;
	base_caster_t caster = NULL;
	/* make sure it's a userdata value. */
	ud = (obj_udata *)lua_touserdata(L, _index);
	if(ud != NULL) {
		/* check object type by comparing metatables. */
		if(lua_getmetatable(L, _index)) {
			if(obj_udata_is_compatible(L, ud, obj, &(caster), type)) {
				lua_pop(L, 2); /* pop both metatables. */
				/* apply caster function if needed. */
				if(caster != NULL && *obj != NULL) {
					caster(obj);
				}
				/* check object pointer. */
				if(*obj == NULL) {
					if(not_delete) {
						luaL_error(L, "null %s", type->name); /* object was garbage collected? */
					}
					return NULL;
				}
				return ud;
			}
		}
	}
	if(not_delete) {
		luaL_typerror(L, _index, type->name); /* is not a userdata value. */
	}
	return NULL;
}
Beispiel #2
0
  vnl_quaternion<double> Transform::GetVnlDoubleQuaternion() const
  {
    mitk::Quaternion fOrientation = this->GetOrientation();
    vnl_quaternion<double> dOrientation;
    VnlVectorFixedCaster<mitk::ScalarType, double, 4> caster( &fOrientation, &dOrientation );
    caster.Update();

    return dOrientation;
  }
Beispiel #3
0
  void Transform::SetTranslation( const vnl_vector<double>& transl)
  {
    vnl_vector_fixed<double, 3> dTransl(transl);
    vnl_vector_fixed<mitk::ScalarType, 3> fTransl;
    VnlVectorFixedCaster<double, mitk::ScalarType, 3> caster( &dTransl, &fTransl );
    caster.Update();

    this->SetTranslation( fTransl );
  }
Beispiel #4
0
  vnl_vector_fixed<double, 3> Transform::GetVnlDoubleTranslation() const
  {
    vnl_vector_fixed<mitk::ScalarType, 3> vecFloat = this->GetVnlTranslation();
    vnl_vector_fixed<double, 3> vecDouble;
    VnlVectorFixedCaster<mitk::ScalarType, double, 3> caster( &vecFloat, &vecDouble );
    caster.Update();

    return vecDouble;
  }
Beispiel #5
0
  void Transform::SetOrientation( const vnl_quaternion<double>& orientation)
  {
    vnl_vector_fixed<mitk::ScalarType, 4> qvec;
    VnlVectorFixedCaster<double, mitk::ScalarType, 4> caster( &orientation, &qvec );
    caster.Update();

    mitk::Quaternion p( qvec );

    this->SetOrientation( p );
  }
static FUNC_UNUSED obj_udata *obj_udata_luacheck_internal(lua_State *L, int _index, void **obj, obj_type *type, int not_delete) {
	obj_udata *ud;
	base_caster_t caster = NULL;
	/* make sure it's a userdata value. */
	ud = (obj_udata *)lua_touserdata(L, _index);
	if(ud != NULL) {
		/* check object type by comparing metatables. */
		if(lua_getmetatable(L, _index)) {
			if(obj_udata_is_compatible(L, ud, obj, &(caster), type)) {
				lua_pop(L, 2); /* pop both metatables. */
				/* apply caster function if needed. */
				if(caster != NULL && *obj != NULL) {
					caster(obj);
				}
				/* check object pointer. */
				if(*obj == NULL) {
					if(not_delete) {
						luaL_error(L, "null %s", type->name); /* object was garbage collected? */
					}
					return NULL;
				}
				return ud;
			}
		}
	} else if(!lua_isnoneornil(L, _index)) {
		/* handle cdata. */
		/* get private table. */
		lua_pushlightuserdata(L, obj_udata_private_key);
		lua_rawget(L, LUA_REGISTRYINDEX); /* private table. */
		/* get cdata type check function from private table. */
		lua_pushlightuserdata(L, type);
		lua_rawget(L, -2);

		/* check for function. */
		if(!lua_isnil(L, -1)) {
			/* pass cdata value to type checking function. */
			lua_pushvalue(L, _index);
			lua_call(L, 1, 1);
			if(!lua_isnil(L, -1)) {
				/* valid type get pointer from cdata. */
				lua_pop(L, 2);
				*obj = *(void **)lua_topointer(L, _index);
				return ud;
			}
			lua_pop(L, 2);
		} else {
			lua_pop(L, 1);
		}
	}
	if(not_delete) {
		luaL_typerror(L, _index, type->name); /* is not a userdata value. */
	}
	return NULL;
}
Beispiel #7
0
    BOOST_INTERPROCESS_NEVER_INLINE
 #elif defined(NDEBUG)
    inline
 #endif
 void * offset_ptr_to_raw_pointer(const volatile void *this_ptr, std::size_t offset)
 {
    typedef pointer_size_t_caster<void*> caster_t;
    #ifndef BOOST_INTERPROCESS_OFFSET_PTR_BRANCHLESS_TO_PTR
       if(offset == 1){
          return 0;
       }
       else{
          caster_t caster((void*)this_ptr);
          return caster_t(caster.size() + offset).pointer();
       }
    #else
       caster_t caster((void*)this_ptr);
       return caster_t((caster.size() + offset) & -std::size_t(offset != 1)).pointer();
    #endif
 }
Beispiel #8
0
void OsgMainApp::loadDefaultScene()
{
	//Shadows
	const int ReceivesShadowTraversalMask = 0x1;
	const int CastsShadowTraversalMask = 0x2;
	osgShadow::ShadowedScene * shadowedScene = new osgShadow::ShadowedScene;
	shadowedScene->setReceivesShadowTraversalMask(ReceivesShadowTraversalMask);
	shadowedScene->setCastsShadowTraversalMask(CastsShadowTraversalMask);
	_root->addChild(shadowedScene);

	osg::Group * scene = shadowedScene;

	osgShadow::ShadowMap * sm = new osgShadow::ShadowMap;
	shadowedScene->setShadowTechnique(sm);
	sm->setTextureSize(osg::Vec2s(1024, 1024));

	// P1 paddle
	test::Paddle * paddle = new test::Paddle;
	paddle->setNodeMask(CastsShadowTraversalMask);
	PaddleManip->setPaddle(paddle);
	scene->addChild(paddle);

	// P2 paddle
	test::Paddle * paddle2 = new test::Paddle;
	paddle2->setNodeMask(CastsShadowTraversalMask);
	paddle2->setPosition(osg::Vec3d(0, 0, 16.5));
	scene->addChild(paddle2);

	// Ball
	Ball = new test::Ball;
	Ball->setNodeMask(CastsShadowTraversalMask);
	Ball->setPaddle1(paddle);
	Ball->setPaddle2(paddle2);
	scene->addChild(Ball);

	// Table
	test::Table * table = new test::Table;
	table->setNodeMask(ReceivesShadowTraversalMask);
	table->setPosition(osg::Vec3d(0, 0, 12));
	//osg::Quat tr(osg::DegreesToRadians(-20.0), osg::Vec3d(1, 0, 0));
	//table->setAttitude(tr);
	scene->addChild(table);

	// Light
	osg::Light * light = new osg::Light;
	light->setLightNum(0);
	light->setQuadraticAttenuation(0.02);
	light->setConstantAttenuation(0.02);
	light->setPosition(osg::Vec4d(0, 10, 12, 1));
	light->setDirection(osg::Vec3d(0, -1, 0));
	light->setAmbient(osg::Vec4d(0, 0, 0, 1));
	light->setDiffuse(osg::Vec4d(1, 1, 1, 1));
	osg::LightSource * lightSource = new osg::LightSource;
	lightSource->setLight(light);
	sm->setLight(lightSource);
	_root->addChild(lightSource);
	osg::StateSet * state = _root->getOrCreateStateSet();
	lightSource->setStateSetModes(*state, osg::StateAttribute::ON);

	MaskSetter caster(CastsShadowTraversalMask);
	scene->accept(caster);

	MaskSetter receiver(ReceivesShadowTraversalMask);
	table->accept(receiver);
}