Esempio n. 1
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//----------------------------------------------------------------------------
// NPP_SetWindow:
//----------------------------------------------------------------------------
NPError NP_LOADDS
NPP_SetWindow(NPP instance, NPWindow* window) {
  pprintf( szPPR, "NPP_SetWindow\n\r" );
  if ( instance == 0 ) return NPERR_INVALID_INSTANCE_ERROR;

  PluginInstance* This = (PluginInstance*) instance->pdata;

  //
  // *Developers*: Before setting fWindow to point to the
  // new window, you may wish to compare the new window
  // info to the previous window (if any) to note window
  // size changes, etc.
  //

  // if window handle changed
  if ( This->hWnd != (HWND)window->window ) {
    pprintf( szPPR, "HWND (hmf %x) changed, %x --> %x\n\r", This->hmf, (int)This->hWnd, (int)window->window );
    // remember the new window
    This->fWindow = window;
    if ( This->hWnd ) {
      // Remove the subclass for the old client window
      WinSubclassWindow(This->hWnd, This->lpfnOldWndProc);
    }
    // remember the new window handle
    This->hWnd = (HWND)This->fWindow->window;
    // subclass the window
    This->lpfnOldWndProc = WinSubclassWindow(This->hWnd, SubClassFunc);
    AssociateInstance( This->hWnd, This );
    /* paint a background for the drawing */
    WinQueryWindowRect( This->hWnd, &This->rclWnd );
//    WinFillRect( This->hps, &This->rclWnd, CLR_PALEGRAY );
    // destroy old PS and create new PS
    if ( This->hps ) GpiDestroyPS( This->hps );
    HDC hdc = WinQueryWindowDC( This->hWnd );
    if ( !hdc ) hdc = WinOpenWindowDC( This->hWnd );
    SIZEL siz={ 0, 0 };
    HAB hab=WinQueryAnchorBlock( This->hWnd );
    This->hps = GpiCreatePS( hab, hdc, &siz,
                                  PU_PELS | GPIT_NORMAL | GPIA_ASSOC );
    pprintf( szPPR, "GpiCreatePS, hdc=%x, hps=%x\n\r", (int)hdc, (int)This->hps );
    if ( !This->hps ) {
      pprintf( szPPR, "GpiCreatePS failed, Err=%x\n\r",
        WinGetLastError( hab ) );
    }
    SetTransform( This, This->hps, &This->rclWnd );
  } else { // check if window coordinates changed.
           //It may happens for full-screan
    RECTL rcl;
    WinQueryWindowRect( This->hWnd, &rcl );
    if ( memcmp( &This->rclWnd, &rcl, sizeof( rcl ) ) ) {
      pprintf( szPPR, "Rect (hmf %x) changed, ( %d, %d ) - ( %d, %d ) --> ( %d, %d ) - ( %d, %d )\n\r",
        This->hmf,
        This->rclWnd.xLeft, This->rclWnd.yBottom, This->rclWnd.xRight, This->rclWnd.yTop,
        rcl.xLeft, rcl.yBottom, rcl.xRight, rcl.yTop );
      memcpy( &This->rclWnd, &rcl, sizeof( rcl ) );
      SetTransform( This, This->hps, &This->rclWnd );
    }
  }
  return NPERR_NO_ERROR;
}
Esempio n. 2
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	//------------------------------------------------------------------------------------------
	HRESULT CGraphicDevice::SetCameraInfo( const SCameraInfo& i_cameraInfo )
	{
		HRESULT hr;

		// 新しいカメラ情報を保持
		m_cameraInfo = i_cameraInfo;

		/// 新しいカメラ情報でビュー,射影行列を計算 /// 
		D3DXMATRIX mView, mProj;

		// ビュー行列を計算		
		D3DXMatrixLookAtRH( &mView
			, &m_cameraInfo.vEyePos
			, &m_cameraInfo.vInterestPos
			, &m_cameraInfo.vUpDir );

		// 射影行列を計算
		D3DXMatrixPerspectiveFovRH( &mProj
			, m_cameraInfo.fFov
			, ((float)m_nWidth) / m_nHeight
			, m_cameraInfo.fNear
			, m_cameraInfo.fFar
			);

		// 各行列を設定
		V_RETURN( SetTransform(TransformType_View, mView) );
		V_RETURN( SetTransform(TransformType_Projection, mProj) );

		return S_OK;
	}
Esempio n. 3
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void FlyCamera::CalculateRotation(double dt, double xOffset, double yOffset)
{
	if (xOffset != 0.0)
	{
		glm::mat4 rot = glm::rotate((float)(m_fRotationSpeed * dt * -xOffset), glm::vec3(0, 1, 0));

		SetTransform(GetTransform() * rot);
	}

	if (yOffset != 0.0)
	{
		glm::mat4 rot = glm::rotate((float)(m_fRotationSpeed * dt * -yOffset), glm::vec3(1, 0, 0));

		SetTransform(GetTransform() * rot);
	}

	//Clean up rotation
	glm::mat4 oldTrans = GetTransform();

	glm::mat4 trans;

	glm::vec3 worldUp = glm::vec3(0, 1, 0);

	//Right
	trans[0] = glm::normalize(glm::vec4(glm::cross(worldUp, oldTrans[2].xyz()), 0));
	//Up
	trans[1] = glm::normalize(glm::vec4(glm::cross(oldTrans[2].xyz(), trans[0].xyz()), 0));
	//Forward
	trans[2] = glm::normalize(oldTrans[2]);

	//Position
	trans[3] = oldTrans[3];

	SetTransform(trans);
}
Esempio n. 4
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void SpatialNode::SetWorldTransform(const Vector3& newPosition, const Quaternion& newRotation)
{
    SpatialNode* parentNode = SpatialParent();
    if (parentNode)
    {
        Vector3 localPosition = parentNode->WorldTransform().Inverse() * newPosition;
        Quaternion localRotation = parentNode->WorldRotation().Inverse() * newRotation;
        SetTransform(localPosition, localRotation);
    }
    else
        SetTransform(newPosition, newRotation);
}
Esempio n. 5
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void
DrawTarget::PushDeviceSpaceClipRects(const IntRect* aRects, uint32_t aCount)
{
  Matrix oldTransform = GetTransform();
  SetTransform(Matrix());

  RefPtr<PathBuilder> pathBuilder = CreatePathBuilder();
  for (uint32_t i = 0; i < aCount; i++) {
    AppendRectToPath(pathBuilder, Rect(aRects[i]));
  }
  RefPtr<Path> path = pathBuilder->Finish();
  PushClip(path);

  SetTransform(oldTransform);
}
Esempio n. 6
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void CMeshShape::Init(Data::PParams Desc)
{
	InitialTfm.ident(); //??? (was in mangalore, see XML CompositeLoader)
	SetTransform(InitialTfm);
	SetMaterialType(CMaterialTable::StringToMaterialType(Desc->Get<nString>(CStrID("Mtl"), "Metal")));
	SetFileName(Desc->Get<nString>(CStrID("File")));
}
void UpdateAnimation(HWND hwnd)
{
    if (!IsAnimating())
        return;

    // Compute the elapsed time since the start of the animation in seconds.
    DWORD const tickCount = GetTickCount();
    float elapsed = (tickCount - g_animationStartCount) * (1.0f / 1000);

    if (elapsed < g_animationDuration)
    {
        // We're still animating. Compuate the current x by interpolating between 
        // the start x and end x.
        float r = elapsed / g_animationDuration;
        g_animationCurrentX = (g_animationStartX * (1 - r)) + (g_animationEndX * r);
    }
    else
    {
        // We're done with this animation. Let both the current and start x equal the end x.
        g_animationCurrentX = g_animationEndX;
        g_animationStartX   = g_animationEndX;

        // If we're not at zero, we'll start a new animation ending at zero. The duration of
        // this animation depends on the distance.
        g_animationEndX = 0;
        g_animationStartCount = tickCount;
        g_animationDuration = fabs(g_animationStartX) / 10;
    }

    SetTransform(hwnd);
}
Esempio n. 8
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void PointRenderer::GetExtent(CachedExtent &ioCache)
{
    SetTransform(ioCache.mTransform);

    for(int i=0; i<mTransformed.size(); i++)
        ioCache.mExtent.Add(mTransformed[i]);
}
//------------------------------------
//NAME : Direct3DRender()
//DESC : 绘制3D场景
//------------------------------------
void Direct3DRender()
{
	/*
	Direct3D的绘制过程就是:绘制→显示→绘制→显示。
	但是,每当开始绘制图形之前,都需要通过IDirect3DDevice9接口的Clear方法将后台缓存中的内容进行清空,并设置表面的填充颜色等

	HRESULT IDirect3DDevice9::Clear( 
	DWORD   Count,
	const D3DRECT *pRects, //指定对表面指定的矩形区域进行清除操作,数组中包含的矩形的数量由Count参数指定
	DWORD    Flags, //指定了需要清除的表面,该参数可以取值于D3DCLEAR_TARGET、D3DCLEAR_ZBUFFER和D3DCLEAR_STENCIL,分别表示对后台缓存、深度缓存和模板缓存进行清除
	D3DCOLOR Color, //用于指定在清除缓存内容后设置的背景色,可以通过D3DCOLOR_XRGB宏将RGB值转换给该参数
	float        Z, //指定当清除缓存内容后设置深度缓存的值
	DWORD    Stencil 
	); 

	*/
	g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,0),1.0f,0);//黑色背景

	//开始绘制
	g_pd3dDevice->BeginScene();

	//在绘制立方体之前,分别取得绕x,y,z轴旋转变换的矩阵,然后将他们组合并让立方体同时绕这3个轴旋转
	SetTransform();

	/*图形绘制的实际过程*/
	DrawPrimitive();

	//结束绘制
	g_pd3dDevice->EndScene();

	//翻转
	g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
}
Esempio n. 10
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void ODERigidObject::Create(dWorldID worldID,dSpaceID space,bool useBoundaryLayer)
{
  Clear(); 
  spaceID = space;
  bodyID = dBodyCreate(worldID);

  dMass mass;
  mass.mass = obj.mass;
  //NOTE: in ODE, COM must be zero vector! -- we take care of this by shifting geometry
  //CopyVector3(mass.c,obj.com);
  mass.c[0] = mass.c[1] = mass.c[2] = 0; mass.c[3] = 1.0;
  CopyMatrix(mass.I,obj.inertia);
  int res=dMassCheck(&mass);
  if(res != 1) {
    fprintf(stderr,"Uh... mass is not considered to be valid by ODE?\n");
    std::cerr<<"Inertia: "<<obj.inertia<<std::endl;
  }
  dBodySetMass(bodyID,&mass);
  
  geometry = new ODEGeometry;
  geometry->Create(&obj.geometry,spaceID,-obj.com,useBoundaryLayer);
  dGeomSetBody(geometry->geom(),bodyID);
  dGeomSetData(geometry->geom(),(void*)-1);
  geometry->SetPadding(defaultPadding);
  geometry->surf().kRestitution = obj.kRestitution;
  geometry->surf().kFriction = obj.kFriction;
  geometry->surf().kStiffness = obj.kStiffness;
  geometry->surf().kDamping = obj.kDamping;

  SetTransform(obj.T);
}
Esempio n. 11
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void SelectMetaFile( PluginInstance *This, HMF hmf ) {
  if ( This->hmf ) GpiDeleteMetaFile( This->hmf );
  This->hmf=hmf;
  HAB hab=WinQueryAnchorBlock( This->hWnd );
  HPS hps=This->hps;
  if ( !hps ) {
    pprintf( szPPR, "No hps ???\n\r" );
    return;
  }
  //calculate bounds
  HDC hdc = WinQueryWindowDC( This->hWnd );
  if ( !hdc ) hdc = WinOpenWindowDC( This->hWnd );
  GpiResetBoundaryData( hps );
  if ( GpiAssociate( hps, NULL ) ) {
    GpiSetDrawControl( hps, DCTL_BOUNDARY, DCTL_ON );
    Draw( This, hps, FALSE, FALSE );
    if ( GpiQueryBoundaryData( hps, &This->rclMeta ) && (This->rclMeta.xLeft<This->rclMeta.xRight) ) {
      if ( !GpiAssociate( hps, hdc ) ) pprintf( szPPR, "GpfAssociate( hps, hdc ) failed\n\r" );
      GpiSetDrawControl( hps, DCTL_BOUNDARY, DCTL_OFF );
      GpiResetPS( hps, GRES_ALL);
      SetTransform( This, hps, &This->rclWnd );
    } else {
      pprintf( szPPR, "GpiQueryBoundaryData failed, Err=%x\n\r",
        WinGetLastError( hab ) );
    }
  } else pprintf( szPPR, "GpfAssociate( hps, NULL ) failed\n\r" );
  // invalidate window to ensure a redraw
  WinInvalidateRect( This->hWnd, 0, TRUE );
}
	void SceneNode::SetTransform(CXMMATRIX transform)
	{
		XMFLOAT4X4 t;
		XMStoreFloat4x4(&t, transform);

		SetTransform(t);
	}
Esempio n. 13
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void mtsOSGBody::Body::UpdateTransform(){

  if( GetPosition.IsValid() ){

    // Get the position of the camera
    prmPositionCartesianGet prmRt;
    GetPosition( prmRt );

    bool valid = false;
    prmRt.GetValid( valid );

    // Set the transformation
    if( valid )
      { SetTransform( prmRt.Position() ); }
    
  }

  // Update the transformation
  osaOSGBody::UpdateTransform();

  {
    prmPositionCartesianSet prmRt;

    prmRt.SetGoal( GetTransform() );
    bool valid = true;
    prmRt.SetValid( valid );
    SetPosition( prmRt );
  }

}
Esempio n. 14
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void MineActor::TickLocal(const dtGame::Message& msg)
{
   ProjectileActor::TickLocal(msg);

   dtCore::Transform currentTransform;
   GetTransform(currentTransform);
   currentTransform.SetRotation(currentTransform.GetRotation() + osg::Vec3(1.0, 0.0, 0.0));
   SetTransform(currentTransform);
}
Esempio n. 15
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File: GL.cpp Progetto: vvuk/mc-nvpr
void
GL::PushTransform(const Matrix& aTransform)
{
  MOZ_ASSERT(IsCurrent());

  MatrixPushEXT(GL_MODELVIEW);
  mTransformIdStack.push(mTransformIdStack.top());
  SetTransform(aTransform, GetUniqueId());
}
Esempio n. 16
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	void RenderSprite::Draw(float _x, float _y, float _width, float _height, float _rotation,
		float _alpha, float _red, float _green, float _blue)
	{
		SetTransform(_x, _y, _width, _height, _rotation);

		SetColor(_red, _green, _blue, _alpha);

		Draw();
	}
Esempio n. 17
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void FlyCamera::CalculateRotation(double dt, double xOffset, double yOffset) {
	if (xOffset != 0) {
		glm::mat4 rot = glm::rotate((float)(dt * -xOffset), glm::vec3(0, 1, 0));
		SetTransform(GetTransform() * rot);
	}
	if (yOffset != 0) {
		glm::mat4 rot = glm::rotate((float)(dt * -yOffset), glm::vec3(1, 0, 0));
		SetTransform(GetTransform() * rot);
	}
	glm::mat4 oldTrans = GetTransform();
	glm::vec3 worldUp = glm::vec3(0, 1, 0);
	glm::mat4 trans;
	trans[0] = glm::normalize(glm::vec4(glm::cross(worldUp, oldTrans[2].xyz()), 0));
	trans[1] = glm::normalize(glm::vec4(glm::cross(oldTrans[2].xyz(), trans[0].xyz()), 0));
	trans[2] = glm::normalize(oldTrans[2]);
	trans[3] = oldTrans[3];
	SetTransform(trans);
}
Esempio n. 18
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	void TransformMath::SetSizeToScreen(Node* node, Node* parent) {
		auto trans = TransformEnt("", ofVec2f(0, 0), 1,
			CALCTYPE_PER,
			ofVec2f(0, 0),
			ofVec2f(1, 0), // zero because we want to scale according to the x axis
			CALCTYPE_ABS_PER, 0);

		SetTransform(node, parent, trans, 0, 0);
	}
Esempio n. 19
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  void ScalingAxis::AlignBinder()
  {
    float3 vPos = m_pBind->GetPosition(GVNode::S_ABSOLUTE);
    GVNode* pParent = m_pBind->GetParent();
    const clstd::TRANSFORM& T = m_pBind->GetTransform();

    // 如果存在父对象,则使用自身的全局变换解算出全局旋转
    // 如果不存在父对象,它的全局变换就是自身的局部变换
    if(pParent) {
      float3 s;
      quaternion r;
      m_pBind->GetTransform().GlobalMatrix.Decompose(&s, &r);
      SetTransform(m_bTracking ? &(T.scaling / m_vTrackedScaling) : NULL, &r, &vPos);
    }
    else {
      SetTransform(m_bTracking ? &(T.scaling / m_vTrackedScaling) : NULL, &T.rotation, &vPos);
    }
  }
Esempio n. 20
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 vtkSmartPointer<vtkAlgorithm> createTransformPipeline(
     const CoordinateSystemSpecification & /*toSystem*/,
     vtkAlgorithmOutput * pipelineUpstream) const override
 {
     auto filter = vtkSmartPointer<vtkTransformPolyDataFilter>::New();
     filter->SetInputConnection(pipelineUpstream);
     filter->SetTransform(m_transform);
     return filter;
 }
Esempio n. 21
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CqTransform::CqTransform( const CqTransformPtr& From, TqFloat time,
                          const CqMatrix& matTrans, const Set& /* set */ )
		: CqMotionSpec<SqTransformation>( *From ),
		m_IsMoving( From->m_IsMoving ),
		m_StaticMatrix( From->m_StaticMatrix ),
		m_Handedness( From->m_Handedness )
{
	SetTransform( time, matTrans );
}
Esempio n. 22
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void CBaseEntity::AttachBody(CBoundingVolume * pContactBV,
	CRigidBody * pContactRigidBody, CBoundingVolume * pFoceEnvelopeBV) {

	m_pContactBV = pContactBV;
	m_pRigidBody = pContactRigidBody;
	m_pFoceEnvelopeBV = pFoceEnvelopeBV;

	SetTransform(m_LocalTransform);
}
Esempio n. 23
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void GLWidget::paintGL()
{
	SetView();
	SetCamera(0, 0, 10, 0, 0, 0);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glColor3f(1.0f, 0.0f, 0.0f);
	SetTransform(cameraAngleX, cameraAngleY, cameraDistance, 0, 0, 0);
	gluCylinder(pQuadric, 2, 1, 1, 20, 10);
	renderText(20, 10, "Hello, My first OpenGL app.");
}
Esempio n. 24
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void PolyModelRenderer::BeginDrawModel(AActor *actor, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
	ModelActor = actor;
	const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
	SetTransform();

	if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal] || !!(smf->flags & MDL_DONTCULLBACKFACES))
		PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
	PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, !mirrored);
}
Esempio n. 25
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void CPathCamera::Reset(const zeus::CTransform&, CStateManager& mgr) {
  CPlayer& player = mgr.GetPlayer();
  zeus::CVector3f playerPt =
      player.GetTranslation() + zeus::CVector3f(0.f, 0.f, g_tweakPlayer->GetPlayerBallHalfExtent());
  float closestLength = x188_spline.FindClosestLengthOnSpline(0.f, playerPt);

  float negLength = std::max(0.f, closestLength - x1dc_lengthExtent);
  zeus::CVector3f negPoint = x188_spline.GetInterpolatedSplinePointByLength(negLength).origin;

  float posLength = std::min(x188_spline.GetLength(), closestLength + x1dc_lengthExtent);
  zeus::CVector3f posPoint = x188_spline.GetInterpolatedSplinePointByLength(posLength).origin;

  zeus::CTransform camXf = mgr.GetCameraManager()->GetBallCamera()->GetTransform();
  if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
    camXf = mgr.GetCameraManager()->GetCurrentCameraTransform(mgr);

  bool neg = false;
  if (x1e8_initPos == EInitialSplinePosition::BallCamBasis) {
    zeus::CVector3f tmp = playerPt - negPoint;
    if (tmp.canBeNormalized()) {
      if (tmp.normalized().dot(camXf.basis[1]) > 0.f)
        neg = true;
    }
  } else {
    neg = x1e8_initPos == EInitialSplinePosition::Negative;
  }

#if 0
    zeus::CVector3f camToSpline = splinePt - camXf.origin;
    mgr.RayStaticIntersection(camXf.origin, camToSpline.normalized(), camToSpline.magnitude(), kLineOfSightFilter);
    zeus::CVector3f camToSpline2 = splinePt2 - camXf.origin;
    mgr.RayStaticIntersection(camXf.origin, camToSpline2.normalized(), camToSpline2.magnitude(), kLineOfSightFilter);
#endif

  zeus::CVector3f viewPoint;
  if (neg) {
    x1d4_pos = negLength;
    viewPoint = negPoint;
  } else {
    x1d4_pos = posLength;
    viewPoint = posPoint;
  }

  if (x1e8_initPos == EInitialSplinePosition::ClampBasis) {
    if (x188_spline.ClampLength(playerPt, false, kLineOfSightFilter, mgr) <= negLength) {
      x1d4_pos = negLength;
      viewPoint = negPoint;
    } else {
      x1d4_pos = posLength;
      viewPoint = posPoint;
    }
  }

  SetTransform(zeus::lookAt(viewPoint, mgr.GetCameraManager()->GetBallCamera()->GetFixedLookPos()));
}
Esempio n. 26
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void plAnimPath::MakeDrawList(hsTArray<uint16_t>& idx, hsTArray<hsPoint3>& pos)
{
    hsMatrix44 resetL2W = GetLocalToWorld();
    hsMatrix44 resetW2L = GetWorldToLocal();

    hsMatrix44 ident;
    ident.Reset();
    SetTransform(ident, ident);

    float numSegs = fRadius; // crude estimate of arclength
    if (numSegs>100)
        numSegs=100;
    float animLen = GetLength();
    float timeInc = animLen/numSegs;
    float time=0;
    hsPoint3 p1, p2;

    SetCurTime(0, kCalcPosOnly);
    GetPosition(&p1);

    time += timeInc;
    bool quit=false;
    while(! quit && time < animLen+timeInc)
    {
        if (time > animLen)
        {
            time = animLen;
            quit=true;
        }

        SetCurTime(time, kCalcPosOnly);
        GetPosition(&p2);

        IMakeSegment(idx, pos, p1, p2);

        time += timeInc;

        p1 = p2;
    }

    SetTransform(resetL2W, resetW2L);
}
Esempio n. 27
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void Arrow::draw() {
	auto device = ShaderDevise::device();

	device->SetTransform(D3DTS_WORLD, &world);
	device->SetFVF(D3DFVF_CUSTOMVERTEX);
	device->SetRenderState(D3DRS_LIGHTING, false);
	device->SetStreamSource(0, vbuf, 0, sizeof(CUSTOMVERTEX));
	device->DrawPrimitive(D3DPT_LINELIST, 0, 2);
	device->SetRenderState(D3DRS_LIGHTING, true);

}
Esempio n. 28
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void PolyModelRenderer::BeginDrawHUDModel(AActor *actor, const VSMatrix &objectToWorldMatrix, bool mirrored)
{
	ModelActor = actor;
	const_cast<VSMatrix &>(objectToWorldMatrix).copy(ObjectToWorld.Matrix);
	SetTransform();
	PolyTriangleDrawer::SetWeaponScene(Thread->DrawQueue, true);

	if (actor->RenderStyle == LegacyRenderStyles[STYLE_Normal])
		PolyTriangleDrawer::SetTwoSided(Thread->DrawQueue, true);
	PolyTriangleDrawer::SetCullCCW(Thread->DrawQueue, mirrored);
}
Esempio n. 29
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	void PolygonRender::GetExtent(CachedExtent &ioCache)
	{
		mBuildExtent = &ioCache.mExtent;
		*mBuildExtent = Extent2DF();
		
		SetTransform(ioCache.mTransform);
		
		Iterate(itGetExtent,*ioCache.mTransform.mMatrix);
		
		mBuildExtent = 0;
	}
Esempio n. 30
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 void TranslationAxis::SetSpace( ESpace eSpace )
 {
   if(m_eSpace == eSpace) {
     return;
   }
   m_eSpace = eSpace;
   if(m_pBind) {
     const clstd::TRANSFORM& T = m_pBind->GetTransform();
     SetTransform(NULL, m_eSpace == GVNode::S_RELATIVE ? &T.rotation : &quaternion(0.0f), &T.translation);
   }
 }