Пример #1
0
void plAvBrainCritter::SightCone(float coneRad)
{
    fSightConeAngle = coneRad;

    // calculate the minimum dot product for the cone of sight (angle/2 vector dotted with straight ahead)
    hsVector3 straightVector(1, 0, 0), viewVector(1, 0, 0), up(0, 1, 0);
    hsQuat rotation(fSightConeAngle/2, &up);
    viewVector = hsVector3(rotation.Rotate(&viewVector));
    viewVector.Normalize();
    fSightConeDotMin = straightVector * viewVector;
}
void ShaderSilhouetteSimple::findTangent(const unsigned int i)
{
	gmVector3 ni, posi;
	posi = position->getPosition(i);
	ni = impInt->grad(i);
	ni.normalize();
	gmVector3 viewVector(*myCameraPosition -  posi);
	viewVector.normalize();

	gmVector3 tangent = impInt->hess(i) * viewVector; 
	tangent = cross(ni, tangent);

	if(tangent.lengthSquared() > gmEPSILON) tangent.normalize();
	
	tangentAttr->setVector(i,tangent);
}
Пример #3
0
void GLWidget3D::inferRuleFromSketch() {
	int face_index;
	std::vector<glm::vec3> face_points;

	// ワールド座標系でのカメラ座標
	glm::vec3 cameraPos = camera.cameraPosInWorld();

	// 視線ベクトル
	glm::vec3 view_v1 = viewVector(strokes[0].points[0], camera.mvMatrix, camera.f(), camera.aspect());

	// faceを取得
	cga::Face face;
	if (cga_system.hitFace(cameraPos, view_v1, face)) {
		// strokeの3d座標を計算
		for (int i = 0; i < strokes.size(); ++i) {
			if (strokes[i].points3d.size() == strokes[i].points.size()) continue;

			for (int k = 0; k < strokes[i].points.size(); ++k) {
				strokes[i].points3d.push_back(unprojectByPlane(strokes[i].points[k], face.points[0], face.normals[0]));
			}		
		}

		// strokeから、ルールを探す
		face.shape->findRule(strokes, sketch_step, &cga_system);

		// CGAモデルを生成しなおす
		cga_system.generateProposal();

		// 描画する
		cga_system.render(&renderManager, true);
	}

	strokes.clear();

	update();
}