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C++ NormsIndexesTableType::getValue方法代码示例

本文整理汇总了C++中NormsIndexesTableType::getValue方法的典型用法代码示例。如果您正苦于以下问题:C++ NormsIndexesTableType::getValue方法的具体用法?C++ NormsIndexesTableType::getValue怎么用?C++ NormsIndexesTableType::getValue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NormsIndexesTableType的用法示例。


在下文中一共展示了NormsIndexesTableType::getValue方法的5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: applyGLTransformation

void ccGenericMesh::applyGLTransformation(const ccGLMatrix& trans)
{
    //vertices should be handled another way!

    //we must take care of the triangle normals!
    if (m_triNormals && (!getParent() || !getParent()->isKindOf(CC_MESH)))
    {
        bool recoded = false;

        //if there is more triangle normals than the size of the compressed
        //normals array, we recompress the array instead of recompressing each normal
        unsigned i,numTriNormals = m_triNormals->currentSize();
        if (numTriNormals>ccNormalVectors::GetNumberOfVectors())
        {
            NormsIndexesTableType* newNorms = new NormsIndexesTableType;
            if (newNorms->reserve(ccNormalVectors::GetNumberOfVectors()))
            {
                for (i=0; i<ccNormalVectors::GetNumberOfVectors(); i++)
                {
                    CCVector3 new_n(ccNormalVectors::GetNormal(i));
                    trans.applyRotation(new_n);
                    normsType newNormIndex = ccNormalVectors::GetNormIndex(new_n.u);
                    newNorms->addElement(newNormIndex);
                }

                m_triNormals->placeIteratorAtBegining();
                for (i=0; i<numTriNormals; i++)
                {
                    m_triNormals->setValue(i,newNorms->getValue(m_triNormals->getCurrentValue()));
                    m_triNormals->forwardIterator();
                }
                recoded=true;
            }
            newNorms->clear();
            newNorms->release();
            newNorms=0;
        }

        //if there is less triangle normals than the compressed normals array size
        //(or if there is not enough memory to instantiate the temporary array),
        //we recompress each normal ...
        if (!recoded)
        {
            //on recode direct chaque normale
            m_triNormals->placeIteratorAtBegining();
            for (i=0; i<numTriNormals; i++)
            {
                normsType* _theNormIndex = m_triNormals->getCurrentValuePtr();
                CCVector3 new_n(ccNormalVectors::GetNormal(*_theNormIndex));
                trans.applyRotation(new_n.u);
                *_theNormIndex = ccNormalVectors::GetNormIndex(new_n.u);
                m_triNormals->forwardIterator();
            }
        }
    }
    else
    {
        //TODO: process failed!
    }
}
开发者ID:eimix,项目名称:trunk,代码行数:60,代码来源:ccGenericMesh.cpp

示例2: drawMeOnly


//.........这里部分代码省略.........
			}

			//we can scan and process each chunk separately in an optimized way
			//we mimic the way ccMesh beahves by using virtual chunks!
			unsigned chunks = static_cast<unsigned>(ceil((double)displayedTriNum/(double)MAX_NUMBER_OF_ELEMENTS_PER_CHUNK));
			unsigned chunkStart = 0;
			const colorType* col = 0;
			for (unsigned k=0; k<chunks; ++k, chunkStart += MAX_NUMBER_OF_ELEMENTS_PER_CHUNK)
			{
				//virtual chunk size
				const unsigned chunkSize = k+1 < chunks ? MAX_NUMBER_OF_ELEMENTS_PER_CHUNK : (displayedTriNum % MAX_NUMBER_OF_ELEMENTS_PER_CHUNK);

				//vertices
				PointCoordinateType* _vertices = GetVertexBuffer();
				for (unsigned n=0; n<chunkSize; n+=decimStep)
				{
					const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
					memcpy(_vertices,vertices->getPoint(ti->i1)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i2)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
					memcpy(_vertices,vertices->getPoint(ti->i3)->u,sizeof(PointCoordinateType)*3);
					_vertices+=3;
				}

				//scalar field
				if (glParams.showSF)
				{
					colorType* _rgbColors = GetColorsBuffer();
					assert(colorScale);
					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						col = currentDisplayedScalarField->getValueColor(ti->i1);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i2);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
						col = currentDisplayedScalarField->getValueColor(ti->i3);
						memcpy(_rgbColors,col,sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}
				//colors
				else if (glParams.showColors)
				{
					colorType* _rgbColors = GetColorsBuffer();

					for (unsigned n=0; n<chunkSize; n+=decimStep)
					{
						const CCLib::TriangleSummitsIndexes* ti = getTriangleIndexes(chunkStart + n);
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i1),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i2),sizeof(colorType)*3);
						_rgbColors += 3;
						memcpy(_rgbColors,rgbColorsTable->getValue(ti->i3),sizeof(colorType)*3);
						_rgbColors += 3;
					}
				}

				//normals
				if (glParams.showNorms)
				{
					PointCoordinateType* _normals = GetNormalsBuffer();
					if (showTriNormals)
开发者ID:Aerochip7,项目名称:trunk,代码行数:67,代码来源:ccGenericMesh.cpp

示例3: ToFbxMesh

// Converts a CC mesh to an FBX mesh
static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene)
{
	if (!mesh)
		return 0;

    FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName()));

	ccGenericPointCloud* cloud = mesh->getAssociatedCloud();
	if (!cloud)
		return 0;
	unsigned vertCount = cloud->size();
	unsigned faceCount = mesh->size();

    // Create control points.
	{
		lMesh->InitControlPoints(vertCount);
		FbxVector4* lControlPoints = lMesh->GetControlPoints();

		for (unsigned i=0; i<vertCount; ++i)
		{
			const CCVector3* P = cloud->getPoint(i);
			lControlPoints[i] = FbxVector4(P->x,P->y,P->z);
		}
	}

	ccMesh* asCCMesh = 0;
	if (mesh->isA(CC_MESH))
		asCCMesh = static_cast<ccMesh*>(mesh);

    // normals
	if (mesh->hasNormals())
	{
		FbxGeometryElementNormal* lGeometryElementNormal = lMesh->CreateElementNormal();
		if (mesh->hasTriNormals())
		{
			// We want to have one normal per vertex of each polygon,
			// so we set the mapping mode to eByPolygonVertex.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
			lGeometryElementNormal->GetIndexArray().SetCount(faceCount*3);
			
			if (asCCMesh)
			{
				NormsIndexesTableType* triNorms = asCCMesh->getTriNormsTable();
				assert(triNorms);
				for (unsigned i=0; i<triNorms->currentSize(); ++i)
				{
					const PointCoordinateType* N = ccNormalVectors::GetNormal(triNorms->getValue(i));
					FbxVector4 Nfbx(N[0],N[1],N[2]);
					lGeometryElementNormal->GetDirectArray().Add(Nfbx);
				}
				for (unsigned j=0; j<faceCount; ++j)
				{
					int i1,i2,i3;
					asCCMesh->getTriangleNormalIndexes(j,i1,i2,i3);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, i1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, i2);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, i3);
				}
			}
			else
			{
				for (unsigned j=0; j<faceCount; ++j)
				{
					//we can't use the 'NormsIndexesTable' so we save all the normals of all the vertices
					CCVector3 Na,Nb,Nc;
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Na.x,Na.y,Na.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nb.x,Nb.y,Nb.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nc.x,Nc.y,Nc.z));
					
					mesh->getTriangleNormals(j,Na,Nb,Nc);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, static_cast<int>(j)*3+0);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, static_cast<int>(j)*3+1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, static_cast<int>(j)*3+2);
				}
			}
		}
		else
		{
			// We want to have one normal for each vertex (or control point),
			// so we set the mapping mode to eByControlPoint.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
			// The first method is to set the actual normal value
			// for every control point.
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
			for (unsigned i=0; i<vertCount; ++i)
			{
				const PointCoordinateType* N = cloud->getPointNormal(i);
				FbxVector4 Nfbx(N[0],N[1],N[2]);
				lGeometryElementNormal->GetDirectArray().Add(Nfbx);
			}
		}
	}
	else
	{
		ccLog::Warning("[FBX] Mesh has no normal! You can manually compute them (select it then call \"Edit > Normals > Compute\")");
	}

    // colors
//.........这里部分代码省略.........
开发者ID:imight,项目名称:trunk,代码行数:101,代码来源:FBXFilter.cpp

示例4: saveToFile

CC_FILE_ERROR ObjFilter::saveToFile(ccHObject* entity, QString filename, SaveParameters& parameters)
{
	if (!entity)
		return CC_FERR_BAD_ARGUMENT;

	if (!entity->isKindOf(CC_TYPES::MESH))
	{
		ccLog::Warning("[OBJ] This filter can only save one mesh (optionally with sub-meshes) at a time!");
		return CC_FERR_BAD_ENTITY_TYPE;
	}

	//mesh
	ccGenericMesh* mesh = ccHObjectCaster::ToGenericMesh(entity);
	if (!mesh || mesh->size() == 0)
	{
		ccLog::Warning("[OBJ] Input mesh is empty!");
		return CC_FERR_NO_SAVE;
	}

	//vertices
	ccGenericPointCloud* vertices = mesh->getAssociatedCloud();
	if (!vertices || vertices->size() == 0)
	{
		ccLog::Warning("[OBJ] Input mesh has no vertices?!");
		return CC_FERR_NO_SAVE;
	}
	unsigned nbPoints = vertices->size();

	//try to open file for saving
	QFile file(filename);
	if (!file.open(QFile::Text | QFile::WriteOnly))
		return CC_FERR_WRITING;

	//progress
	ccProgressDialog pdlg(true);
	unsigned numberOfTriangles = mesh->size();
	CCLib::NormalizedProgress nprogress(&pdlg,numberOfTriangles);
	pdlg.setMethodTitle(qPrintable(QString("Saving mesh [%1]").arg(mesh->getName())));
	pdlg.setInfo(qPrintable(QString("Triangles: %1").arg(numberOfTriangles)));
	pdlg.start();
	
	QTextStream stream(&file);
	stream.setRealNumberPrecision(sizeof(PointCoordinateType) == 4 ? 8 : 12);

	stream << "#OBJ Generated by CloudCompare (TELECOM PARISTECH/EDF R&D)" << endl;
	if (file.error() != QFile::NoError)
		return CC_FERR_WRITING;

	for (unsigned i=0; i<nbPoints; ++i)
	{
		const CCVector3* P = vertices->getPoint(i);
		CCVector3d Pglobal = vertices->toGlobal3d<PointCoordinateType>(*P);
		stream << "v " << Pglobal.x << " " << Pglobal.y << " " << Pglobal.z << endl;
		if (file.error() != QFile::NoError)
			return CC_FERR_WRITING;
	}

	//normals
	bool withTriNormals = mesh->hasTriNormals();
	bool withVertNormals = vertices->hasNormals();
	bool withNormals = withTriNormals || withVertNormals;
	if (withNormals)
	{
		//per-triangle normals
		if (withTriNormals)
		{
			NormsIndexesTableType* normsTable = mesh->getTriNormsTable();
			if (normsTable)
			{
				for (unsigned i=0; i<normsTable->currentSize(); ++i)
				{
					const CCVector3& normalVec = ccNormalVectors::GetNormal(normsTable->getValue(i));
					stream << "vn " << normalVec.x << " " << normalVec.y << " " << normalVec.z << endl;
					if (file.error() != QFile::NoError)
						return CC_FERR_WRITING;
				}
			}
			else
			{
				assert(false);
				withTriNormals = false;
			}
		}
		//per-vertices normals
		else //if (withVertNormals)
		{
			for (unsigned i=0; i<nbPoints; ++i)
			{
				const CCVector3& normalVec = vertices->getPointNormal(i);
				stream << "vn " << normalVec.x << " " << normalVec.y << " " << normalVec.z << endl;
				if (file.error() != QFile::NoError)
					return CC_FERR_WRITING;
			}
		}
	}

	//materials
	const ccMaterialSet* materials = mesh->getMaterialSet();
	bool withMaterials = (materials && mesh->hasMaterials());
	if (withMaterials)
//.........这里部分代码省略.........
开发者ID:ORNis,项目名称:CloudCompare,代码行数:101,代码来源:ObjFilter.cpp

示例5: ToFbxMesh

// Converts a CC mesh to an FBX mesh
static FbxNode* ToFbxMesh(ccGenericMesh* mesh, FbxScene* pScene, QString filename, size_t meshIndex)
{
	if (!mesh)
		return 0;

	FbxNode* lNode = FbxNode::Create(pScene,qPrintable(mesh->getName()));
	FbxMesh* lMesh = FbxMesh::Create(pScene, qPrintable(mesh->getName()));
	lNode->SetNodeAttribute(lMesh);


	ccGenericPointCloud* cloud = mesh->getAssociatedCloud();
	if (!cloud)
		return 0;
	unsigned vertCount = cloud->size();
	unsigned faceCount = mesh->size();

	// Create control points.
	{
		lMesh->InitControlPoints(vertCount);
		FbxVector4* lControlPoints = lMesh->GetControlPoints();

		for (unsigned i=0; i<vertCount; ++i)
		{
			const CCVector3* P = cloud->getPoint(i);
			lControlPoints[i] = FbxVector4(P->x,P->y,P->z);
			//lControlPoints[i] = FbxVector4(P->x,P->z,-P->y); //DGM: see loadFile (Y and Z are inverted)
		}
	}

	ccMesh* asCCMesh = 0;
	if (mesh->isA(CC_TYPES::MESH))
		asCCMesh = static_cast<ccMesh*>(mesh);

	// normals
	if (mesh->hasNormals())
	{
		FbxGeometryElementNormal* lGeometryElementNormal = lMesh->CreateElementNormal();
		if (mesh->hasTriNormals())
		{
			// We want to have one normal per vertex of each polygon,
			// so we set the mapping mode to eByPolygonVertex.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByPolygonVertex);
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eIndexToDirect);
			lGeometryElementNormal->GetIndexArray().SetCount(faceCount*3);
			
			if (asCCMesh)
			{
				NormsIndexesTableType* triNorms = asCCMesh->getTriNormsTable();
				assert(triNorms);
				for (unsigned i=0; i<triNorms->currentSize(); ++i)
				{
					const CCVector3& N = ccNormalVectors::GetNormal(triNorms->getValue(i));
					FbxVector4 Nfbx(N.x,N.y,N.z);
					lGeometryElementNormal->GetDirectArray().Add(Nfbx);
				}
				for (unsigned j=0; j<faceCount; ++j)
				{
					int i1,i2,i3;
					asCCMesh->getTriangleNormalIndexes(j,i1,i2,i3);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, i1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, i2);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, i3);
				}
			}
			else
			{
				for (unsigned j=0; j<faceCount; ++j)
				{
					//we can't use the 'NormsIndexesTable' so we save all the normals of all the vertices
					CCVector3 Na,Nb,Nc;
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Na.x,Na.y,Na.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nb.x,Nb.y,Nb.z));
					lGeometryElementNormal->GetDirectArray().Add(FbxVector4(Nc.x,Nc.y,Nc.z));
					
					mesh->getTriangleNormals(j,Na,Nb,Nc);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+0, static_cast<int>(j)*3+0);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+1, static_cast<int>(j)*3+1);
					lGeometryElementNormal->GetIndexArray().SetAt(static_cast<int>(j)*3+2, static_cast<int>(j)*3+2);
				}
			}
		}
		else
		{
			// We want to have one normal for each vertex (or control point),
			// so we set the mapping mode to eByControlPoint.
			lGeometryElementNormal->SetMappingMode(FbxGeometryElement::eByControlPoint);
			// The first method is to set the actual normal value
			// for every control point.
			lGeometryElementNormal->SetReferenceMode(FbxGeometryElement::eDirect);
			for (unsigned i=0; i<vertCount; ++i)
			{
				const CCVector3& N = cloud->getPointNormal(i);
				FbxVector4 Nfbx(N.x,N.y,N.z);
				lGeometryElementNormal->GetDirectArray().Add(Nfbx);
			}
		}
	}
	else
	{
//.........这里部分代码省略.........
开发者ID:AmineVisionic,项目名称:trunk,代码行数:101,代码来源:FBXFilter.cpp


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