运动与视点
运动、视点离不开坐标系,VP坐标系如下图所示:
变换:是一个动态坐标系,我们在场景中设置的位置由对象、特效、光照以及另外的变换表示,这就意味着变换的值和它的父项目相关,这部分我们把变换作为相对视点的偏移,这个视点位于汽车的后面,视点的位置随汽车的运动而运动。
1、打开上面的ACF文件。
2、新建一个Transform实例,名为carTransform。
3、在其视图中,把car作为其父项目,位置定位(0,-30,5).把acf文件保存为chapter3.acf.
4、转到MyServer试图,确保Look at 列表为空,Look from列表选carTransform,把Update position区的Eanble的选择去掉。这样视点便可以随汽车的移动而移动了。
5、保存为chapter3.acf,预览。场景如下:
导出CPP文件如下:
//
// This file was automatically generated from D:/Program Files/MultiGen-Paradigm1.2/MyACF/chapter2.acf
//
#include "vpModule.h"
#include "vpKernel.h"
#include "vpSearchPath.h"
#include "vpPipeline.h"
#include "vpWindow.h"
#include "vpChannel.h"
#include "vpObserver.h"
#include "vpScene.h"
#include "vpTransform.h"
#include "vpObject.h"
#include "vpEnv.h"
#include "vpEnvSun.h"
#include "vpEnvMoon.h"
#include "vpEnvSkyDome.h"
#include "vpEnvCloudLayer.h"
#include "vpMotionUFO.h"
//
// Define a static list to hold the instances we create, so that we
// can unref them when unconfigure is called
//
typedef vuVector< vuField< vuBase* > > InstancesList;
static InstancesList* s_pInstancesToUnref = NULL;
void define( void )
{
// Create static instances list that we use to track what we create
s_pInstancesToUnref = new InstancesList;
//
// Initialize all modules
//
vpModule::initializeModule( "vpEnv" );
vpModule::initializeModule( "vpMotion" );
//
// Create all instances
//
vpKernel* pKernel_myKernel = vpKernel::instance();
pKernel_myKernel->setNotifyLevel( vuNotify::LEVEL_WARN );
pKernel_myKernel->setNotifyColorEnable( false );
pKernel_myKernel->setPriority( vuThread::PRIORITY_NORMAL );
pKernel_myKernel->setProcessor( -1 );
pKernel_myKernel->setDesiredFrameRate( 0.000000 );
pKernel_myKernel->setNotifyClassTypeMode( vuNotify::CLASS_TYPE_MODE_INCLUSIVE );
vpSearchPath* pSearchPath_mySearchPath = vpSearchPath::instance();
pSearchPath_mySearchPath->append( "$(MPI_INSTALL_RESOURCE_DEFAULT)/resources/data/databases/town" );
pSearchPath_mySearchPath->append( "D:/Program Files/MultiGen-Paradigm1.2/resources/tutorials/vegaprime/desktop_tutor/tornado/data/land" );
pSearchPath_mySearchPath->append( "D:/Program Files/MultiGen-Paradigm1.2/resources/tutorials/vegaprime/desktop_tutor/tornado/data/farmhouse" );
pSearchPath_mySearchPath->append( "D:/Program Files/MultiGen-Paradigm1.2/resources/tutorials/vegaprime/desktop_tutor/tornado/data/dirtyesprit" );
pSearchPath_mySearchPath->append( "D:/Program Files/MultiGen-Paradigm1.2/resources/tutorials/vegaprime/desktop_tutor/tornado/data/grainstorage" );
vpPipeline* pPipeline_myPipeline = new vpPipeline();
pPipeline_myPipeline->setName( "myPipeline" );
pPipeline_myPipeline->setMultiThread( vsPipeline::MULTITHREAD_INLINE );
pPipeline_myPipeline->setId( 0 );
pPipeline_myPipeline->setNumCullThreads( 0 );
pPipeline_myPipeline->setCullThreadPriority( vuThread::PRIORITY_NORMAL );
pPipeline_myPipeline->setCullThreadProcessor( -1 );
pPipeline_myPipeline->setDrawThreadPriority( vuThread::PRIORITY_NORMAL );
pPipeline_myPipeline->setDrawThreadProcessor( -1 );
s_pInstancesToUnref->push_back( pPipeline_myPipeline );
vpWindow* pWindow_myWindow = new vpWindow();
pWindow_myWindow->setName( "myWindow" );
pWindow_myWindow->setLabel( "Vega Prime Window" );
pWindow_myWindow->setOrigin( 0 , 0 );
pWindow_myWindow->setSize( 1024 , 768 );
pWindow_myWindow->setFullScreenEnable( false );
pWindow_myWindow->setBorderEnable( true );
pWindow_myWindow->setInputEnable( true );
pWindow_myWindow->setCursorEnable( true );
pWindow_myWindow->setStereoEnable( false );
pWindow_myWindow->setAntiAliasEnable( true );
pWindow_myWindow->setNumColorBits( 8 );
pWindow_myWindow->setNumAlphaBits( 0 );
pWindow_myWindow->setNumDepthBits( 24 );
pWindow_myWindow->setNumStencilBits( 0 );
pWindow_myWindow->setNumAccumColorBits( 0 );
pWindow_myWindow->setNumAccumAlphaBits( 0 );
pWindow_myWindow->setNumMultiSampleBits( 0 );
s_pInstancesToUnref->push_back( pWindow_myWindow );
vpChannel* pChannel_myChannel = new vpChannel();
pChannel_myChannel->setName( "myChannel" );
pChannel_myChannel->setOffsetTranslate( 0.000000 , 0.000000 , 0.000000 );
pChannel_myChannel->setOffsetRotate( 0.000000 , 0.000000 , 0.000000 );
pChannel_myChannel->setCullMask( 0x0FFFFFFFF );
pChannel_myChannel->setRenderMask( 0x0FFFFFFFF );
pChannel_myChannel->setClearColor( 0.000000f , 0.500000f , 1.000000f , 0.000000f );
pChannel_myChannel->setClearBuffers( 0x03 );
pChannel_myChannel->setDrawArea( 0.000000 , 1.000000 , 0.000000 , 1.000000 );
pChannel_myChannel->setFOVSymmetric( 45.000000f , -1.000000f );
pChannel_myChannel->setNearFar( 1.000000f , 35000.000000f );
pChannel_myChannel->setLODVisibilityRangeScale( 1.000000 );
pChannel_myChannel->setLODTransitionRangeScale( 1.000000 );
pChannel_myChannel->setCullThreadPriority( vuThread::PRIORITY_NORMAL );
pChannel_myChannel->setCullThreadProcessor( -1 );
pChannel_myChannel->setGraphicsModeEnable( vpChannel::GRAPHICS_MODE_WIREFRAME , false );
pChannel_myChannel->setGraphicsModeEnable( vpChannel::GRAPHICS_MODE_TRANSPARENCY , true );
pChannel_myChannel->setGraphicsModeEnable( vpChannel::GRAPHICS_MODE_TEXTURE , true );
pChannel_myChannel->setGraphicsModeEnable( vpChannel::GRAPHICS_MODE_LIGHT , true );
pChannel_myChannel->setGraphicsModeEnable( vpChannel::GRAPHICS_MODE_FOG , true );
pChannel_myChannel->setLightPointThreadPriority( vuThread::PRIORITY_NORMAL );
pChannel_myChannel->setLightPointThreadProcessor( -1 );
s_pInstancesToUnref->push_back( pChannel_myChannel );
vpObserver* pObserver_myObserver = new vpObserver();
pObserver_myObserver->setName( "myObserver" );
pObserver_myObserver->setStrategyEnable( false );
pObserver_myObserver->setTranslate( 2300.000000 , 2500.000000 , 15.000000 );
pObserver_myObserver->setRotate( -90.000000 , 0.000000 , 0.000000 );
pObserver_myObserver->setLatencyCriticalEnable( false );
s_pInstancesToUnref->push_back( pObserver_myObserver );
vpScene* pScene_myScene = new vpScene();
pScene_myScene->setName( "myScene" );
s_pInstancesToUnref->push_back( pScene_myScene );
vpTransform* pTransform_carTransform = new vpTransform();
pTransform_carTransform->setName( "carTransform" );
pTransform_carTransform->setCullMask( 0x0FFFFFFFF );
pTransform_carTransform->setRenderMask( 0x0FFFFFFFF );
pTransform_carTransform->setIsectMask( 0x0FFFFFFFF );
pTransform_carTransform->setStrategyEnable( true );
pTransform_carTransform->setTranslate( 0.000000 , -30.000000 , 5.000000 );
pTransform_carTransform->setRotate( 0.000000 , 0.000000 , 0.000000 );
pTransform_carTransform->setScale( 1.000000 , 1.000000 , 1.000000 );
pTransform_carTransform->setStaticEnable( false );
s_pInstancesToUnref->push_back( pTransform_carTransform );
vpObject* pObject_terrain = new vpObject();
pObject_terrain->setName( "terrain" );
pObject_terrain->setCullMas