static void xdot_point(agxbuf *xbuf, pointf p) { char buf[BUFSIZ]; xdot_fmt_num (buf, p.x); agxbput(xbuf, buf); xdot_fmt_num (buf, yDir(p.y)); agxbput(xbuf, buf); }
// Returns the chord line as a wire TopoDS_Wire CCPACSWingProfile::GetChordLineWire() { // convert 2d chordline to 3d Handle(Geom2d_TrimmedCurve) chordLine = GetChordLine(); gp_Pnt origin; gp_Dir yDir(0.0, 1.0, 0.0); gp_Pln xzPlane(origin, yDir); Handle(Geom_Curve) chordLine3d = GeomAPI::To3d(chordLine, xzPlane); TopoDS_Edge chordEdge = BRepBuilderAPI_MakeEdge(chordLine3d); TopoDS_Wire chordWire = BRepBuilderAPI_MakeWire(chordEdge); return chordWire; }
void obj_ParticleSystem::OnPickerRotated() { // update Torch, so that artists can rotate directional particles in the editor (when placing them in the world) D3DXMATRIX mRot = GetRotationMatrix(); r3dVector yDir(mRot._21, mRot._22, mRot._23); if(Torch) { Torch->Direction.Assign(yDir); for( int i = 0, e = Torch->ArraySize ; i < e ; i ++ ) { Torch->Array[ i ].Direction.Assign( yDir ); } } }