Пример #1
0
void ClippingShader::setClipPlaneParamsNormal(unsigned int id, Geom::Vec3f normal)
{
	// Check if the given id is valid
	if (errorRaiseWrongId(!isClipPlaneIdValid(id), "ClippingShader::setClipPlaneParamsFirstVec"))
		return;

	// Get the corresponding plane index
	int planeIndex = m_clipPlanesIds[id].index;

	// Normalize
	Geom::Vec3f normalNormalized = normal;
	normalNormalized.normalize();

	// Check if it is worth updating values !
	if (normalNormalized == m_clipPlanes[planeIndex].normal)
		return;

	// Copy the given clipping plane parameter
	m_clipPlanes[planeIndex].normal = normalNormalized;

	// Update the plane arrays
	updateClipPlaneUniformsArray(id);

	// Send again the whole planes equations array to shader
	sendClipPlanesEquationsUniform();
}
Пример #2
0
ClippingPresetAnimatedSpheresCubeCollision::ClippingPresetAnimatedSpheresCubeCollision(Geom::Vec3f center, float size, int spheresCount, float radius)
{
	// Store animation settings
	m_cubeCenter = center;
	m_cubeSize = size;
	int usedSpheresCount = spheresCount;
	if (usedSpheresCount < 1)
		usedSpheresCount = 1;

	// Add spheres to preset
	for (int i = 0; i < usedSpheresCount; i++)
		addClipSphere(m_cubeCenter, radius);

	// Store spheres random directions
	m_spheresDirections.resize(usedSpheresCount);
	srand(time(NULL));
	for (size_t i = 0; i < m_spheresDirections.size(); i++)
	{
		Geom::Vec3f dir ((rand() % 1000) - 500, (rand() % 1000) - 500, (rand() % 1000) - 500);
		dir.normalize();
		m_spheresDirections[i] = dir;
	}

	// Set clipping mode
	setClippingMode(ClippingShader::CLIPPING_MODE_AND);
}