本文整理汇总了C++中Float2函数的典型用法代码示例。如果您正苦于以下问题:C++ Float2函数的具体用法?C++ Float2怎么用?C++ Float2使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了Float2函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: CPage
CTopsManager::CTopsManager(std::shared_ptr<CTask> task) :
CPage(task, Page)
{
Float2 PlacementPos[MaxNum];
const float PosX = 550;
const float PosY = CPageManager::PartsPosY;
const float SpaceX = 132;
const float SpaceY = 120;
for (int i = 0; i < 4; i++)
{
PlacementPos[i] = Float2(PosX + (i * SpaceX), PosY);
PlacementPos[i + 4] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 1);
PlacementPos[i + 4 * 2] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 2);
PlacementPos[i + 4 * 3] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 3);
}
for (int i = 0; i < Page; i++)
{
for (auto& it : PlacementPos)
{
parts.push_back(std::make_unique<CTops>(task, it,i,Float2(0,-70)));
}
}
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:26,代码来源:TopsManager.cpp
示例2: CharType
inline std::basic_ostream<CharType>& operator << (std::basic_ostream<CharType>& os, const Mat3x2& mat)
{
return os << CharType('(')
<< Float2(mat._11, mat._12) << CharType(',')
<< Float2(mat._21, mat._22) << CharType(',')
<< Float2(mat._31, mat._32) << CharType(')');
}
开发者ID:7th-Douji,项目名称:Siv3D-Reference,代码行数:7,代码来源:Mat3x2.hpp
示例3: TextureAsset
void CParts::Draw()
{
TextureAsset(CResource::GetInstance().GetGraphic(CResource::GraphicType::PartsBackGraohic_1)).
resize(Float2(120, 120)).draw(pos + framepos);
PartsDraw();
TextureAsset(CResource::GetInstance().GetGraphic(CResource::GraphicType::PartsBackGraohic_2)).
resize(Float2(120, 120)).draw(pos + framepos);
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:11,代码来源:Parts.cpp
示例4: switch
bool System::mousePressed( const OIS::MouseEvent &arg, OIS::MouseButtonID id )
{
if(!m_bEnableInput){
return true;
}
if(id==OIS::MB_Left){
Engine::Scene* pScene = GameSystem::GetSingleton()->GetCurrentSection()->GetScene();
switch(m_CM){
case enCM_Select:{
break;}
case enCM_SelectList:{
break;}
case enCM_Move:{
if(m_MoveType!=Engine::eMRCT_None){
m_bIsControl = true;
m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs);
Engine::MeshEntityList::iterator i = m_lstSelectObj.begin();
if(i!=m_lstSelectObj.end()){
m_OldPos = (*i)->GetParentSceneNode()->GetPosition();
Float3 vPositive = m_OldPos+Float3(10,10,10);
}
}
break;}
case enCM_Scale:{
if(m_MoveType!=Engine::eMRCT_None){
m_bIsControl = true;
m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs);
Engine::MeshEntityList::iterator i = m_lstSelectObj.begin();
if(i!=m_lstSelectObj.end()){
m_OldPos = (*i)->GetParentSceneNode()->GetScale();
}
}
break;}
case enCM_Rotate:{
if(m_MoveType!=Engine::eMRCT_None){
m_bIsControl = true;
m_MoveDir = Float2(arg.state.X.abs,arg.state.Y.abs);
Engine::MeshEntityList::iterator i = m_lstSelectObj.begin();
if(i!=m_lstSelectObj.end()){
m_OldQuat = (*i)->GetParentSceneNode()->GetQuat();
}
}
}break;
case enCM_Create:{
break;}
}
}
return true;
}
开发者ID:ingeyu,项目名称:airengine,代码行数:53,代码来源:AirEditorSystem.cpp
示例5: while
void InputComponent::resetMovementInput()
{
while(itrPlayer.hasNext())
{
AttributePtr<Attribute_Player> ptr_player = itrPlayer.getNext();
if(ptr_player->ptr_inputDevice.isEmpty())
continue;
AttributePtr<Attribute_Input> input = ptr_player->ptr_input;
input->position = Float2(0.0f, 0.0f);
input->rotation = Float2(0.0f, 0.0f);
}
}
开发者ID:CaterHatterPillar,项目名称:xkill-source,代码行数:14,代码来源:InputComponent.cpp
示例6: GmCameraMan
//-----------------------------------------------------------------------------
//! シャドウ書き込み開始
//-----------------------------------------------------------------------------
void CascadedShadow::begin(LightBase* pLight)
{
// シャドウマップリスト数を上回っていたら処理しない
if(_currentShadowNum >= SPLIT_COUNT ) return;
static f32 minMax[6];
// 現在のシャドウを保存
_pCurrentShadow = _pShadow[_currentShadowNum];
CameraBase* cam = GmCameraMan()->getCurrentCamera();
Vector3 camPos = cam->getPosition();
Matrix camMat = cam->getMatrix();
// 視錐台の8点を更新
// updateFrustumPoints(f[_currentShadowNum], camPos, camMat);
// クロップ行列作成
// f32 minZ = applyCropMatrix(f[_currentShadowNum], pLight);
if( !_isSetRender ) {
calcAndSetViewMatrix(pLight->getLightDir().normalize(), -Vector3(camMat._m[2]).normalize(), camPos);
// ビューポートを退避
glPushAttrib(GL_VIEWPORT_BIT);
// カメラからの距離リストを計算(コレを元にシェーダでテクスチャを使い分ける)
calcFarDist();
// 転送
GmShader()->changeShader(SystemShader::SHADER_TEXTURE);
GmShader()->setUniform1fv("farDist", _farDist, SPLIT_COUNT);
GmShader()->beginPrevShader();
if (!GmRender()->setRenderTarget(_depthTexture, Float2(0, 0), -1, &Size<s32>(DEPTH_SIZE, DEPTH_SIZE))) {
MessageBoxA(NULL, "シャドウのバインドに失敗しました", "エラー", MB_OK);
}
glClear(GL_DEPTH_BUFFER_BIT);
_isSetRender = true; // 描画ターゲット設定フラグON
}
// モデルビュープロジェクション行列作成
_depthMVP = _modelMatrix * _depthView[_currentShadowNum] * _depthProj[_currentShadowNum];
// 現在のシャドウを描画開始する
_pCurrentShadow->begin(pLight, _depthMVP, Float2((f32)( DEPTH_SIZE*_currentShadowNum ), 0.0f));
// 次のシャドウマップへ
++_currentShadowNum;
}
开发者ID:EKISUKE,项目名称:GitHubTest,代码行数:52,代码来源:CascadedShadow.cpp
示例7: Float2
void CTopsManager::PartsDraw()
{
const Float2 BackPos = Float2(50, 70);
if (select_id <= -1) return;
TextureAsset(CResource::GetInstance().GetTops(select_id)).draw(BackPos);
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:7,代码来源:TopsManager.cpp
示例8: TexturedQuad
TexturedQuad TextureRegion::rotatedAt(const double x, const double y, const double angle) const
{
return TexturedQuad(texture,
uvRect,
RectF(size).rotatedAt(x, y, angle),
Float2(x, y));
}
开发者ID:Siv3D,项目名称:OpenSiv3D,代码行数:7,代码来源:SivTextureRegion.cpp
示例9: Change
void CParts::Change()
{
if (utility::IsMousePointer(pos + framepos, Float2(120, 120)) && Input::MouseL.clicked)
{
Select();
}
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:7,代码来源:Parts.cpp
示例10: AString
void Renderer::SetMaterialName( AString strMaterialName ){
AString strMaterial = AString("..\\Data\\UI\\") + strMaterialName + AString(".Material");
AString strImageSet = AString("..\\Data\\UI\\") + strMaterialName + AString(".ImageSet.Xml");
// Render::IMaterial* pMaterial = Render::System::GetSingleton()->CreateProduct<Render::IMaterial*>(strMaterial,AString("Material"));
// if(pMaterial==NULL){
// EngineLogWarnning((AChar*)strMaterialName.c_str(),"UI材质更换失败!");
// return;
// }
// if(m_pMaterial!=NULL){
// EngineSystem::GetSingleton()->DestroyProduct(m_pMaterial);
// m_pMaterial = NULL;
// }
// m_pMaterial = pMaterial;
//
// if(pMaterial!=NULL){
// Render::IMaterial::Technique* pTechnique = m_pMaterial->GetCurrentTechnique();
// if(pTechnique!=NULL){
// Render::ITexture* pTex = (Render::ITexture*)pTechnique->GetParam("UI");
// if(pTex!=NULL){
// //Render::ITexture::Info info = pTex->m_Info;
//
// m_vTextureSize.x = pTex->m_Info.width;
// m_vTextureSize.y = pTex->m_Info.height;
// }
// }
// }
IImageSet::Info info;
info.vTextureSize = Float2(m_vTextureSize.x,m_vTextureSize.y);
m_pImageSet = new IImageSet(strImageSet,&info);
m_pImageSet->Create();
}
开发者ID:ingeyu,项目名称:airengine,代码行数:33,代码来源:AirInterfaceUIRenderer.cpp
示例11: Saturate
// Computes shadow depth bounds on the CPU using the mesh vertex positions
void MeshRenderer::ComputeShadowDepthBoundsCPU(const Camera& camera)
{
Float4x4 viewMatrix = camera.ViewMatrix();
const float nearClip = camera.NearClip();
const float farClip = camera.FarClip();
const float clipDist = farClip - nearClip;
float minDepth = 1.0f;
float maxDepth = 0.0f;
for (int i = 0; i < _scene->getNumModels(); i++)
{
Model *model = _scene->getModel(i);
const uint64 numMeshes = model->Meshes().size();
for (uint64 meshIdx = 0; meshIdx < numMeshes; ++meshIdx)
{
const Mesh& mesh = model->Meshes()[meshIdx];
const uint64 numVerts = mesh.NumVertices();
const uint64 stride = mesh.VertexStride();
const uint8* vertices = mesh.Vertices();
for (uint64 i = 0; i < numVerts; ++i)
{
const Float3& position = *reinterpret_cast<const Float3*>(vertices);
float viewSpaceZ = Float3::Transform(position, viewMatrix).z;
float depth = Saturate((viewSpaceZ - nearClip) / clipDist);
minDepth = std::min(minDepth, depth);
maxDepth = std::max(maxDepth, depth);
vertices += stride;
}
}
}
_shadowDepthBounds = Float2(minDepth, maxDepth);
}
开发者ID:bxs3514,项目名称:Realtime_GI,代码行数:34,代码来源:MeshRenderer.cpp
示例12: Float2
void CGroupManager::PartsDraw()
{
const Float2 BackPos = Float2(350, 150);
if (select_id <= -1) return;
TextureAsset(CResource::GetInstance().GetGroup(select_id)).draw(BackPos);
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:7,代码来源:GroupManager.cpp
示例13: Float2
TextureRegion TextureRegion::fitted(double width, double height, const bool scaleUp) const
{
if (!scaleUp)
{
width = std::min<double>(width, size.x);
height = std::min<double>(height, size.y);
}
const double w = size.x;
const double h = size.y;
double ws = width / w; // 何% scalingするか
double hs = height / h;
double targetWidth, targetHeight;
if (ws < hs)
{
targetWidth = width;
targetHeight = h * ws;
}
else
{
targetWidth = w * hs;
targetHeight = height;
}
TextureRegion result = *this;
result.size = Float2(targetWidth, targetHeight);
return result;
}
开发者ID:Siv3D,项目名称:OpenSiv3D,代码行数:31,代码来源:SivTextureRegion.cpp
示例14: Float2
Float2<T> Float2<T>::randomPointInSquare(const Float2 ¢er, T width, T height,
Random &random)
{
auto randDirection = Float2::randomDirection(random);
return Float2(
center.x + (width * randDirection.x),
center.y + (height * randDirection.y));
}
开发者ID:pcercuei,项目名称:OpenTESArena,代码行数:8,代码来源:Float2.cpp
示例15: Float2
void CAccessoryManager::PartsFrontDraw()
{
const Float2 BackPos = Float2(50, 70);
for (auto& it : parts)
{
if (it->GetState() == CParts::State::None) continue;
if (std::dynamic_pointer_cast<CAccessory>(it)->GetZBuffer() != CAccessory::ZBuffer::Front) continue;
TextureAsset(CResource::GetInstance().GetAccessory(it->GetId())).draw(BackPos);
}
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:10,代码来源:AccessoryManager.cpp
示例16: m_rbf
Interpolate1D::Interpolate1D() :
m_rbf(NULL)
{
m_bound = Float2(-1.f, 1.f);
m_covTrain = new Covariance<float, RbfKernel<float> >();
m_xTrain = new DenseMatrix<float >();
m_yTrain = new DenseMatrix<float >();
m_xMean = new DenseVector<float >(1);
m_yMean = new DenseVector<float >(1);
}
开发者ID:spinos,项目名称:aphid,代码行数:10,代码来源:Interpolate1D.cpp
示例17: Initialise
bool Water::Initialise(float height, float spacing, int size)
{
m_height = height;
if (CreateGrid(Float2(1.0f, 1.0f), spacing, size, size, false, false))
{
InitialiseMeshData();
return true;
}
return false;
}
开发者ID:karajensen,项目名称:shader-editor,代码行数:11,代码来源:water.cpp
示例18: addObservation
void Interpolate1D::setObservation(const float & x,
const float & y,
const int & idx)
{
if(idx >= numObservations() ) {
addObservation(x, y);
return;
}
m_observations[idx] = Float2(x, y);
}
开发者ID:spinos,项目名称:aphid,代码行数:11,代码来源:Interpolate1D.cpp
示例19: Float2
LoaderFbxTextureDesc::LoaderFbxTextureDesc()
{
textureName_ = "Unknown";
fileName_ = "Unknown";
scale_ = Float2(0.0f, 0.0f);
translation_ = Float2(0.0f, 0.0f);
rotation_ = Float3(0.0f, 0.0f, 0.0f);
swap_ = false;
alphaSource_ = 0;
croppingLeft_ = 0;
croppingTop_ = 0;
croppingRight_ = 0;
croppingBottom_ = 0;
mappingType_ = 0;
planarMappingNormal_ = 0;
blendMode_ = 0;
defaultAlpha_ = 0.0f;
materialUse_ = 0;
textureUse_ = 0;
}
开发者ID:CaterHatterPillar,项目名称:xkill-source,代码行数:21,代码来源:LoaderFbxTextureDesc.cpp
示例20: CPage
CGroupManager::CGroupManager(std::shared_ptr<CTask> task) :
CPage(task,0)
{
const int MaxNum = CResource::MaxGroupNum;
Float2 PlacementPos[MaxNum];
const float PosX = 460;
const float PosY = CPageManager::PartsPosY+50;
const float SpaceX = 120;
const float SpaceY = 130;
for (int i = 0; i < 6; i++)
{
PlacementPos[i] = Float2(PosX + (i * SpaceX), PosY);
PlacementPos[i + 6] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 1);
PlacementPos[i + 6 * 2] = Float2(PosX + (i * SpaceX), PosY + SpaceY * 2);
}
for (auto& it : PlacementPos)
{
parts.push_back(std::make_unique<CGroup>(task, it, 0));
}
}
开发者ID:flair2005,项目名称:AvatarSystem,代码行数:22,代码来源:GroupManager.cpp
注:本文中的Float2函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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