예제 #1
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template<UnsignedInt dimensions> void AxisAlignedBox<dimensions>::applyTransformationMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) {
    _transformedMin = matrix.transformPoint(_min);
    _transformedMax = matrix.transformPoint(_max);
}
예제 #2
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파일: Capsule.cpp 프로젝트: JanDupal/magnum
template<UnsignedInt dimensions> void Capsule<dimensions>::applyTransformationMatrix(const typename DimensionTraits<dimensions>::MatrixType& matrix) {
    _transformedA = matrix.transformPoint(_a);
    _transformedB = matrix.transformPoint(_b);
    Float scaling = (matrix.rotationScaling()*typename DimensionTraits<dimensions>::VectorType(1/Constants::sqrt3())).length();
    _transformedRadius = scaling*_radius;
}
예제 #3
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template<UnsignedInt dimensions> void ForceRenderer<dimensions>::draw(const typename DimensionTraits<dimensions, Float>::MatrixType& transformationMatrix, SceneGraph::AbstractCamera<dimensions, Float>& camera) {
    shader->setTransformationProjectionMatrix(camera.projectionMatrix()*Implementation::forceRendererTransformation<dimensions>(transformationMatrix.transformPoint(forcePosition), force)*DimensionTraits<dimensions, Float>::MatrixType::scaling(typename DimensionTraits<dimensions, Float>::VectorType(options->scale())))
        .setColor(options->color())
        .use();
    mesh->draw();
}
예제 #4
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파일: Cylinder.cpp 프로젝트: Driky/magnum
template<UnsignedInt dimensions> Cylinder<dimensions> Cylinder<dimensions>::transformed(const typename DimensionTraits<dimensions, Float>::MatrixType& matrix) const {
    return Cylinder<dimensions>(matrix.transformPoint(_a), matrix.transformPoint(_b), matrix.uniformScaling()*_radius);
}
예제 #5
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template<UnsignedInt dimensions> AxisAlignedBox<dimensions> AxisAlignedBox<dimensions>::transformed(const typename DimensionTraits<dimensions, Float>::MatrixType& matrix) const {
    return AxisAlignedBox<dimensions>(matrix.transformPoint(_min),
                                      matrix.transformPoint(_max));
}
예제 #6
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template<UnsignedInt dimensions> Sphere<dimensions> Sphere<dimensions>::transformed(const typename DimensionTraits<dimensions, Float>::MatrixType& matrix) const {
    return Sphere<dimensions>(matrix.transformPoint(_position), matrix.uniformScaling()*_radius);
}