예제 #1
0
osg::Vec2 calcCoordReprojTrans(const osg::Vec3 &vert,const osg::Matrix &trans,const osg::Matrix &viewProj,const osg::Vec2 &size,const osg::Vec4 &ratio){
    osg::Vec4 v(vert.x(),vert.y(),vert.z(),1.0);
    v=v*trans;
    v=v*viewProj;
    v.x() /= v.w();
    v.y() /= v.w();
    v.z() /= v.w();
    v.w() /= v.w();
    //std::cout << "Pre shift " << v << std::endl;
    v.x() /= size.x();;
    v.y() /= size.y();


    v.x() -= (ratio.x()/size.x());
    v.y() -= (ratio.y()/size.y());
    //std::cout << "Post shift " << v << std::endl;


    //  std::cout << "PP shift " << v << std::endl;


    osg::Vec2 tc(v.x(),v.y());
    tc.x() *= ratio.z();
    tc.y() *=ratio.w();
    //tc.x()*=ratio.x();
    //tc.y()*=ratio.y();
    tc.x()/=(ratio.z());
    tc.y()/=(ratio.w());


    return tc;

}
예제 #2
0
osg::Vec4 ConfigManager::getVec4(std::string attributeX, std::string attributeY,
        std::string attributeZ, std::string attributeW, std::string path,
        osg::Vec4 def, bool * found)
{
    bool hasEntry = false;
    bool isFound;

    osg::Vec4 result;
    result.x() = getFloat(attributeX,path,def.x(),&isFound);
    if(isFound)
    {
        hasEntry = true;
    }
    result.y() = getFloat(attributeY,path,def.y(),&isFound);
    if(isFound)
    {
        hasEntry = true;
    }
    result.z() = getFloat(attributeZ,path,def.z(),&isFound);
    if(isFound)
    {
        hasEntry = true;
    }
    result.w() = getFloat(attributeW,path,def.w(),&isFound);
    if(isFound)
    {
        hasEntry = true;
    }

    if(found)
    {
        *found = hasEntry;
    }
    return result;
}
예제 #3
0
void ConicSectionPlugin::drawPlane(osg::Vec4 eq)
{
    //if (showClipplane_->getState())
    //{
    //helper plane
    Vec3 normal = Vec3(eq.x(), eq.y(), eq.z());
    normal.normalize();
    Vec3 point = normal * -eq.w();
    point = point + normal * 0.003;
    helperPlane_->update(normal, point);
    Vec3 intersect[6];
    osg::BoundingBox bboxCompl = cover->getBBox(Cone_.get());
    int numIntersect = helperPlane_->getBoxIntersectionPoints(bboxCompl, intersect);

    if (numIntersect > 0)
    {
        for (int i = 0; i < numIntersect; i++)
        {
            (*polyCoords_)[i] = intersect[i];
        }
        for (int i = numIntersect; i < 6; i++)
        {

            (*polyCoords_)[i] = (*polyCoords_)[numIntersect - 1];
        }
    }

    (*polyNormal_)[0].set(normal[0], normal[1], normal[2]);

    plane_->dirtyBound();
    //}
}
예제 #4
0
bool HeightFieldLayer::getValue(unsigned int i, unsigned int j, osg::Vec4& value) const
{
    value.x() = _heightField->getHeight(i,j);
    value.y() = _defaultValue.y();
    value.z() = _defaultValue.z();
    value.w() = _defaultValue.w();
    return true;
}
void DataOutputStream::writeVec4(const osg::Vec4& v){
    writeFloat(v.x());
    writeFloat(v.y());
    writeFloat(v.z());
    writeFloat(v.w());

    if (_verboseOutput) std::cout<<"read/writeVec4() ["<<v<<"]"<<std::endl;
}
void Light::setPosition(const osg::Vec4 &position)
{
    _lightSource->getLight()->setPosition(position);
    if(position.w() == 0.0f)
        _isDirectional = true;
    else
        _isDirectional = false;
    updateViewableObject();
    refresh();
}
예제 #7
0
파일: Uniform.cpp 프로젝트: aalex/osg
bool Uniform::getElement( unsigned int index, osg::Vec4& v4 ) const
{
    if( index>=getNumElements() || !isCompatibleType(FLOAT_VEC4) ) return false;
    unsigned int j = index * getTypeNumComponents(getType());
    v4.x() = (*_floatArray)[j];
    v4.y() = (*_floatArray)[j+1];
    v4.z() = (*_floatArray)[j+2];
    v4.w() = (*_floatArray)[j+3];
    return true;
}
예제 #8
0
btVector4
osgbCollision::asBtVector4( const osg::Vec4& v )
{
    return btVector4( v.x(), v.y(), v.z(), v.w() );
}
예제 #9
0
 Eigen::Vector4f toE(const osg::Vec4 &v) const {
     return Eigen::Vector4f(v.x(), v.y(), v.z(), v.w());
 }
예제 #10
0
std::string ConicSectionPlugin::sectionString(osg::Vec4 eq)
{
    stringstream equation;
    equation << coTranslator::coTranslate("Gleichung: ");
    equation << std::fixed << std::setprecision(2);

    double ax, bx, cx, dx, ex, fx;

    if (!isNull(eq.z()))
    {
        double z2 = eq.z() * eq.z();
        ax = 1 - ((eq.x() * eq.x()) / z2);
        bx = 1 - (eq.y() * eq.y() / z2);
        cx = 2 * eq.x() * eq.y() / z2;
        dx = 2 * eq.x() * eq.w() / z2;
        ex = 2 * eq.y() * eq.w() / z2;
        fx = eq.w() * eq.w() / z2;

        if (!isNull(ax))
            equation << ax << "x^2 ";
        if (bx > 0)
            equation << "+" << bx << "y^2 ";
        else if (bx < 0)
            equation << bx << "y^2 ";
        if (cx > 0)
            equation << "+" << cx << "xy ";
        else if (cx < 0)
            equation << cx << "xy ";
        if (dx > 0)
            equation << "+" << dx << "x ";
        else if (dx < 0)
            equation << dx << "x ";
        if (ex > 0)
            equation << "+" << ex << "y ";
        else if (ex < 0)
            equation << ex << "y ";
        if (fx > 0)
            equation << "+" << fx << " = 0";
        else if (fx < 0)
            equation << fx << " = 0 ";
        else
            equation << " = 0 ";
    }
    else if (!isNull(eq.x()))
    {
        double a2 = eq.x() * eq.x();
        ax = 1 + ((eq.y() * eq.y()) / a2);
        bx = (eq.z() * eq.z() / a2) - 1;
        cx = 2 * eq.y() * eq.z() / a2;
        dx = 2 * eq.y() * eq.w() / a2;
        ex = 2 * eq.z() * eq.w() / a2;
        fx = eq.w() * eq.w() / a2;

        if (!isNull(ax))
            equation << ax << "y^2 ";
        if (bx > 0)
            equation << "+" << bx << "z^2 ";
        else if (bx < 0)
            equation << bx << "z^2 ";
        if (cx > 0)
            equation << "+" << cx << "yz ";
        else if (cx < 0)
            equation << cx << "yz ";
        if (dx > 0)
            equation << "+" << dx << "y ";
        else if (dx < 0)
            equation << dx << "y ";
        if (ex > 0)
            equation << "+" << ex << "z ";
        else if (ex < 0)
            equation << ex << "z ";
        if (fx > 0)
            equation << "+" << fx << " = 0";
        else if (fx < 0)
            equation << fx << " = 0 ";
        else
            equation << " = 0 ";
    }
    else if (!isNull(eq.y()))
    {
        double b2 = eq.y() * eq.y();
        ax = 1 + ((eq.x() * eq.x()) / b2);
        bx = (eq.z() * eq.z() / b2) - 1;
        cx = 2 * eq.x() * eq.z() / b2;
        dx = 2 * eq.x() * eq.w() / b2;
        ex = 2 * eq.z() * eq.w() / b2;
        fx = eq.w() * eq.w() / b2;

        if (!isNull(ax))
            equation << ax << "x^2 ";
        if (bx > 0)
            equation << "+" << bx << "z^2 ";
        else if (bx < 0)
            equation << bx << "z^2 ";
        if (cx > 0)
            equation << "+" << cx << "xz ";
        else if (cx < 0)
            equation << cx << "xz ";
        if (dx > 0)
            equation << "+" << dx << "x ";
        else if (dx < 0)
            equation << dx << "x ";
        if (ex > 0)
            equation << "+" << ex << "z ";
        else if (ex < 0)
            equation << ex << "z ";
        if (fx > 0)
            equation << "+" << fx << " = 0";
        else if (fx < 0)
            equation << fx << " = 0 ";
        else
            equation << " = 0 ";
    }

    return equation.str();
}
예제 #11
0
void print(osg::Vec4 & v, std::string label)
{
    std::cerr << label << " x: " << v.x() << " y: " << v.y() << " z: " << v.z()
              << " w: " << v.w() << std::endl;
}