Пример #1
0
void Camera::RotateLeftAroundCenter(float speed)
{
    Vec3D d = m_up.CrossProduct(m_center - m_eye);

    float tam = d.Length();

    d /= tam;

    m_eye += d * speed;
}
Пример #2
0
void Camera::MoveLeft(float speed)
{
    Vec3D d = m_up.CrossProduct(m_center - m_eye);

    float tam = d.Length();

    d /= tam;

    m_center += d * speed;
    m_eye += d * speed;
}
Пример #3
0
void Camera::MoveForward(float speed)
{
    Vec3D d = m_center - m_eye;

    float tam = d.Length();

    d /= tam;

    m_center += d * speed;
    m_eye += d * speed;
}
Пример #4
0
vfloat CVX_Sim::GetSumForceDir(CVX_FRegion* pRegion)
{
	//right now only fixed regions... (forced regions should be zero!)
	//get force only in dircetion of pull!
	Vec3D<> Res = GetSumForce(pRegion);

	Vec3D<> Dir = pRegion->Displace;
	if (Dir.Length2() == 0) return Res.Length(); //return magnitude of no direction...
	else {
		Dir.Normalize();
		return Res.Dot(Dir);
	}

}
Пример #5
0
void CQDM_Edit::DrawSectionPlane(bool FastMode)//draw a slice plane to reference where we're cutting
{
	Vec3D<> WS = GetWorkSpace();
	Vec3D<> v1, v2, v12, v21, ArrDir;
	CColor CutColor = CColor(0.3, 0.3, 0.5, 1.0);
	double PadOut = WS.Length()/10.0;
	double Plane;
	switch (CurSecAxis){
	case ZAXIS:
//		DrawSecZ(CurSecLayer, LAYERMAX, CurSecFromNeg, GetCurSel());
		Plane = GetXYZ(0, 0, CurSecLayer).z;
		v1 = Vec3D<>(-PadOut, -PadOut, Plane);
		v2 = Vec3D<>(WS.x+PadOut, WS.y+PadOut, Plane);
		v12 = Vec3D<>(v1.x, v2.y, v1.z);
		v21 = Vec3D<>(v2.x, v1.y, v1.z);
		ArrDir = Vec3D<>(0,0, CurSecFromNeg?-PadOut:PadOut);
	break;
	case YAXIS:
//		DrawSecY(CurSecLayer, LAYERMAX, CurSecFromNeg, GetCurSel());
		Plane = GetXYZ(0, CurSecLayer, 0).y;
		v1 = Vec3D<>(-PadOut, Plane, -PadOut);
		v2 = Vec3D<>(WS.x+PadOut, Plane, WS.z+PadOut);
		v12 = Vec3D<>(v1.x, v1.y, v2.z);
		v21 = Vec3D<>(v2.x, v1.y, v1.z);
		ArrDir = Vec3D<>(0,CurSecFromNeg?-PadOut:PadOut, 0);
	break;
	case XAXIS:
//		DrawSecX(CurSecLayer, LAYERMAX, CurSecFromNeg, GetCurSel());
		Plane = GetXYZ(CurSecLayer, 0, 0).x;
		v1 = Vec3D<>(Plane, -PadOut, -PadOut);
		v2 = Vec3D<>(Plane, WS.y+PadOut, WS.z+PadOut);
		v12 = Vec3D<>(v1.x, v1.y, v2.z);
		v21 = Vec3D<>(v1.x, v2.y, v1.z);
		ArrDir = Vec3D<>(CurSecFromNeg?-PadOut:PadOut,0,0);
	break;
	}


	CGL_Utils::DrawRectangle(v1, v2, !FastMode, 0, CColor(CutColor.r, CutColor.g, CutColor.b, 0.3));
	CGL_Utils::DrawArrow(v1, ArrDir, CutColor);
	CGL_Utils::DrawArrow(v2, ArrDir, CutColor);
	CGL_Utils::DrawArrow(v12, ArrDir, CutColor);
	CGL_Utils::DrawArrow(v21, ArrDir, CutColor);
}