bool M4TransformVectorTest::DoTest()
{
	Matrix4 Dummy;
	Dummy.TransformVector(m_oVector, m_fAngle, m_cAxis, m_fScale);
	cout<< "\n---------------M4TransformVectorTest---------------\n";
	return (m_oVector == m_oResult);
}
Esempio n. 2
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void BatchRenderer::DrawArrow( const Matrix4& arrowTransform, const FColor& color, FLOAT arrowLength, FLOAT headSize )
{
	mxSWIPED("Unreal Engine 3");

	const Vec3D	origin = arrowTransform.GetTranslation();
	const Vec3D endPoint = arrowTransform.TransformVector(Vec3D( arrowLength, 0.0f, 0.0f ));
	const FLOAT headScale = 0.5f;

	const FColor& startColor = FColor::WHITE;
	const FColor& endColor = color;

	this->DrawLine3D( origin, endPoint, startColor, endColor );
	this->DrawLine3D( endPoint, arrowTransform.TransformVector(Vec3D( arrowLength-headSize, +headSize*headScale, +headSize*headScale )), startColor, endColor );
	this->DrawLine3D( endPoint, arrowTransform.TransformVector(Vec3D( arrowLength-headSize, +headSize*headScale, -headSize*headScale )), startColor, endColor );
	this->DrawLine3D( endPoint, arrowTransform.TransformVector(Vec3D( arrowLength-headSize, -headSize*headScale, +headSize*headScale )), startColor, endColor );
	this->DrawLine3D( endPoint, arrowTransform.TransformVector(Vec3D( arrowLength-headSize, -headSize*headScale, -headSize*headScale )), startColor, endColor );
}
Esempio n. 3
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	void Draw( BatchRenderer & batchRenderer, const Matrix4& transform, const FColor& color )
	{
		const Vec3D apex = transform.TransformVector( arrowHeadVertex );

		// draw the 'stem'
		batchRenderer.DrawLine3D( transform.GetTranslation(), apex, FColor::WHITE, color );

		// draw the arrow head
		for( UINT iSegment = 0 ; iSegment < AXIS_ARROW_SEGMENTS ; iSegment++ )
		{
			const Vec3D& p0 = transform.TransformVector( arrowVertices[ iSegment ] );
			const Vec3D& p1 = transform.TransformVector( arrowVertices[ iSegment + 1 ] );

			// Draw the base triangle of the cone.
			// NOTE: no need because we disabled backface culling
			//batchRenderer.DrawSolidTriangle3D( p0,p1,arrowBaseVertex,color );

			// Draw the top triangle of the cone.

			batchRenderer.DrawSolidTriangle3D( p0, p1, apex, color );
		}
	}