本文整理汇总了C++中CCoreDispInfo::GetNormal方法的典型用法代码示例。如果您正苦于以下问题:C++ CCoreDispInfo::GetNormal方法的具体用法?C++ CCoreDispInfo::GetNormal怎么用?C++ CCoreDispInfo::GetNormal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CCoreDispInfo
的用法示例。
在下文中一共展示了CCoreDispInfo::GetNormal方法的3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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: BlendTJuncs
void BlendTJuncs( CCoreDispInfo **ppListBase, int listSize )
{
for ( int iDisp=0; iDisp < listSize; iDisp++ )
{
CCoreDispInfo *pDisp = ppListBase[iDisp];
for ( int iEdge=0; iEdge < 4; iEdge++ )
{
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
CVertIndex viMidPoint = pDisp->GetEdgeMidPoint( iEdge );
int iMidPoint = pDisp->VertIndexToInt( viMidPoint );
if ( pEdge->m_SubNeighbors[0].IsValid() && pEdge->m_SubNeighbors[1].IsValid() )
{
const Vector &vMidPoint = pDisp->GetVert( iMidPoint );
CCoreDispInfo *pNeighbor1 = ppListBase[pEdge->m_SubNeighbors[0].GetNeighborIndex()];
CCoreDispInfo *pNeighbor2 = ppListBase[pEdge->m_SubNeighbors[1].GetNeighborIndex()];
int iNBCorners[2];
iNBCorners[0] = FindNeighborCornerVert( pNeighbor1, vMidPoint );
iNBCorners[1] = FindNeighborCornerVert( pNeighbor2, vMidPoint );
if ( iNBCorners[0] != -1 && iNBCorners[1] != -1 )
{
CVertIndex viNBCorners[2] =
{
pNeighbor1->GetCornerPointIndex( iNBCorners[0] ),
pNeighbor2->GetCornerPointIndex( iNBCorners[1] )
};
Vector vAverage = pDisp->GetNormal( iMidPoint );
vAverage += pNeighbor1->GetNormal( viNBCorners[0] );
vAverage += pNeighbor2->GetNormal( viNBCorners[1] );
VectorNormalize( vAverage );
pDisp->SetNormal( iMidPoint, vAverage );
pNeighbor1->SetNormal( viNBCorners[0], vAverage );
pNeighbor2->SetNormal( viNBCorners[1], vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( iMidPoint ), pDisp->GetNormal( iMidPoint ), Vector( 0, 1, 1 ), 25 );
#endif
}
}
}
}
}
示例2: BlendCorners
void BlendCorners( CCoreDispInfo **ppListBase, int listSize )
{
CUtlVector<int> nbCornerVerts;
for ( int iDisp=0; iDisp < listSize; iDisp++ )
{
CCoreDispInfo *pDisp = ppListBase[iDisp];
int iNeighbors[512];
int nNeighbors = GetAllNeighbors( pDisp, iNeighbors );
// Make sure we have room for all the neighbors.
nbCornerVerts.RemoveAll();
nbCornerVerts.EnsureCapacity( nNeighbors );
nbCornerVerts.AddMultipleToTail( nNeighbors );
// For each corner.
for ( int iCorner=0; iCorner < 4; iCorner++ )
{
// Has it been touched?
CVertIndex cornerVert = pDisp->GetCornerPointIndex( iCorner );
int iCornerVert = pDisp->VertIndexToInt( cornerVert );
const Vector &vCornerVert = pDisp->GetVert( iCornerVert );
// For each displacement sharing this corner..
Vector vAverage = pDisp->GetNormal( iCornerVert );
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
{
int iNBListIndex = iNeighbors[iNeighbor];
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
// Find out which vert it is on the neighbor.
int iNBCorner = FindNeighborCornerVert( pNeighbor, vCornerVert );
if ( iNBCorner == -1 )
{
nbCornerVerts[iNeighbor] = -1; // remove this neighbor from the list.
}
else
{
CVertIndex viNBCornerVert = pNeighbor->GetCornerPointIndex( iNBCorner );
int iNBVert = pNeighbor->VertIndexToInt( viNBCornerVert );
nbCornerVerts[iNeighbor] = iNBVert;
vAverage += pNeighbor->GetNormal( iNBVert );
}
}
// Blend all the neighbor normals with this one.
VectorNormalize( vAverage );
pDisp->SetNormal( iCornerVert, vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple(
g_pPad,
pDisp->GetVert( iCornerVert ),
pDisp->GetNormal( iCornerVert ),
Vector( 0, 0, 1 ),
25 );
#endif
for ( int iNeighbor=0; iNeighbor < nNeighbors; iNeighbor++ )
{
int iNBListIndex = iNeighbors[iNeighbor];
if ( nbCornerVerts[iNeighbor] == -1 )
continue;
CCoreDispInfo *pNeighbor = ppListBase[iNBListIndex];
pNeighbor->SetNormal( nbCornerVerts[iNeighbor], vAverage );
}
}
}
}
示例3: BlendEdges
void BlendEdges( CCoreDispInfo **ppListBase, int listSize )
{
for ( int iDisp=0; iDisp < listSize; iDisp++ )
{
CCoreDispInfo *pDisp = ppListBase[iDisp];
for ( int iEdge=0; iEdge < 4; iEdge++ )
{
CDispNeighbor *pEdge = pDisp->GetEdgeNeighbor( iEdge );
for ( int iSub=0; iSub < 2; iSub++ )
{
CDispSubNeighbor *pSub = &pEdge->m_SubNeighbors[iSub];
if ( !pSub->IsValid() )
continue;
CCoreDispInfo *pNeighbor = ppListBase[ pSub->GetNeighborIndex() ];
int iEdgeDim = g_EdgeDims[iEdge];
CDispSubEdgeIterator it;
it.Start( pDisp, iEdge, iSub, true );
// Get setup on the first corner vert.
it.Next();
CVertIndex viPrevPos = it.GetVertIndex();
while ( it.Next() )
{
// Blend the two.
if ( !it.IsLastVert() )
{
Vector vAverage = pDisp->GetNormal( it.GetVertIndex() ) + pNeighbor->GetNormal( it.GetNBVertIndex() );
VectorNormalize( vAverage );
pDisp->SetNormal( it.GetVertIndex(), vAverage );
pNeighbor->SetNormal( it.GetNBVertIndex(), vAverage );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( it.GetVertIndex() ), pDisp->GetNormal( it.GetVertIndex() ), Vector( 1, 0, 0 ), 25 );
#endif
}
// Now blend the in-between verts (if this edge is high-res).
int iPrevPos = viPrevPos[ !iEdgeDim ];
int iCurPos = it.GetVertIndex()[ !iEdgeDim ];
for ( int iTween = iPrevPos+1; iTween < iCurPos; iTween++ )
{
float flPercent = RemapVal( iTween, iPrevPos, iCurPos, 0, 1 );
Vector vNormal;
VectorLerp( pDisp->GetNormal( viPrevPos ), pDisp->GetNormal( it.GetVertIndex() ), flPercent, vNormal );
VectorNormalize( vNormal );
CVertIndex viTween;
viTween[iEdgeDim] = it.GetVertIndex()[ iEdgeDim ];
viTween[!iEdgeDim] = iTween;
pDisp->SetNormal( viTween, vNormal );
#if defined( USE_SCRATCHPAD )
ScratchPad_DrawArrowSimple( g_pPad, pDisp->GetVert( viTween ), pDisp->GetNormal( viTween ), Vector( 1, 0.5, 0 ), 25 );
#endif
}
viPrevPos = it.GetVertIndex();
}
}
}
}
}