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C++ PatchMesh::buildLinkages方法代码示例

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


在下文中一共展示了PatchMesh::buildLinkages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: BuildTorusPatch


//.........这里部分代码省略.........
	patch.setNumTVPatches(genUVs ? npatches : 0);
	int ix=0, jx=0, kx=sides*segs*4, i, j;
	float ang1 = 0.0f, delta1 = TWOPI/float(segs);
	float ang2 = 0.0f, delta2 = TWOPI/float(sides);	
	float circleLenIn = CIRCLE_FACT8*(radius1-radius2);
	float circleLenOut = CIRCLE_FACT8*(radius1+radius2);
	float circleLenMid = CIRCLE_FACT4*radius2;
	float circleLen;
	float sinang1, cosang1, sinang2, cosang2, rt, u;
	Point3 p, v;
	DWORD a, b, c, d;

	for (i=0; i<segs; i++) {
		sinang1 = (float)sin(ang1);
		cosang1 = (float)cos(ang1);
		ang2 = 0.0f;
		for (j=0; j<sides; j++) {			
			sinang2 = (float)sin(ang2);
			cosang2 = (float)cos(ang2);
			rt = radius1+radius2*cosang2;
			
			// Vertex
			p.x = rt*cosang1;
			p.y = rt*sinang1;
			p.z = radius2*sinang2;	
			patch.setVert(ix, p);
			
			// Tangents			
			u = (cosang2+1.0f)/2.0f;
			circleLen = u*circleLenOut + (1.0f-u)*circleLenIn;

			v.x = -sinang1*circleLen;
			v.y = cosang1*circleLen;
			v.z = 0.0f;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = sinang1*circleLen;
			v.y = -cosang1*circleLen;
			v.z = 0.0f;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = -sinang2*cosang1*circleLenMid;
			v.y = -sinang2*sinang1*circleLenMid;
			v.z = cosang2*circleLenMid;
			patch.setVec(jx++,patch.verts[ix] + v);
			
			v.x = sinang2*cosang1*circleLenMid;
			v.y = sinang2*sinang1*circleLenMid;
			v.z = -cosang2*circleLenMid;
			patch.setVec(jx++,patch.verts[ix] + v);			

			// Build the patch
			a = ((i+1)%segs)*sides + (j+1)%sides;
			b = i*sides + (j+1)%sides;
			c = i*sides + j;			
			d = ((i+1)%segs)*sides + j;
			
			patch.patches[ix].SetType(PATCH_QUAD);
			patch.patches[ix].setVerts(a, b, c, d);
			patch.patches[ix].setVecs(
				Tang(a,1),Tang(b,0),Tang(b,3),Tang(c,2),
				Tang(c,0),Tang(d,1),Tang(d,2),Tang(a,3));
			patch.patches[ix].setInteriors(kx, kx+1, kx+2, kx+3);
			patch.patches[ix].smGroup = 1;

			kx += 4;
			ix++;
			ang2 += delta2;
			}		
		ang1 += delta1;
		}	

	if(genUVs) {
		int tv = 0;
		int tvp = 0;
		float fsegs = (float)segs;
		float fsides = (float)sides;
        float uScale = usePhysUVs ? ((float) 2.0f * PI * radius1) : 1.0f;
        float vScale = usePhysUVs ? ((float) 2.0f * PI * radius2) : 1.0f;
		for (i=0; i<=segs; i++) {
			float u = (float)i / (fsegs-1);
			for (j=0; j<=sides; j++,++tv) {
				float v = (float)j / (fsides-1);
                if (usePhysUVs)
                    patch.setTVert(tv, UVVert(vScale*v, uScale*u, 0.0f));
                else
                    patch.setTVert(tv, UVVert(uScale*(1.0f-u), vScale*v, 0.0f));
				if(j < sides && i < segs)
					patch.getTVPatch(tvp++).setTVerts(tv, tv+1, tv+sides+2, tv+sides+1);
				}		
			}	
		}
			
	if( !patch.buildLinkages() )
   {
      assert(0);
   }
	patch.computeInteriors();
	patch.InvalidateGeomCache();
	}
开发者ID:innovatelogic,项目名称:ilogic-vm,代码行数:101,代码来源:torus.cpp

示例2: BuildPatch

void TriPatchObject::BuildPatch(TimeValue t,PatchMesh& amesh)
	{
	int nverts = 4;
	int nvecs = 16;
	float l, w;
	int tex;
	
	// Start the validity interval at forever and whittle it down.
	ivalid = FOREVER;
	pblock->GetValue( PB_LENGTH, t, l, ivalid );
	pblock->GetValue( PB_WIDTH, t, w, ivalid );
	pblock->GetValue( PB_TEXTURE, t, tex, ivalid );

	amesh.setNumVerts(nverts);
	amesh.setNumTVerts(tex ? nverts : 0);
	amesh.setNumVecs(nvecs);
	amesh.setNumPatches(2);
	amesh.setNumTVPatches(tex ? 2 : 0);

	Point3 v0 = Point3(-w, -l, 0.0f) / 2.0f;   
	Point3 v1 = v0 + Point3(w, 0.0f, 0.0f);
	Point3 v2 = v0 + Point3(w, l, 0.0f);
	Point3 v3 = v0 + Point3(0.0f, l, 0.0f);

	// Create the vertices.
	amesh.verts[0].flags = PVERT_COPLANAR;
	amesh.verts[1].flags = PVERT_COPLANAR;
	amesh.verts[2].flags = PVERT_COPLANAR;
	amesh.verts[3].flags = PVERT_COPLANAR;
	if(tex) {
		amesh.setTVert(0, UVVert(0,0,0));
		amesh.setTVert(1, UVVert(1,0,0));
		amesh.setTVert(2, UVVert(1,1,0));
		amesh.setTVert(3, UVVert(0,1,0));
		}
	amesh.setVert(0, v0);
	amesh.setVert(1, v1);
	amesh.setVert(2, v2);
	amesh.setVert(3, v3);

	// Create the vectors
	MAKEVEC(0, v0, v1);
	MAKEVEC(2, v1, v2);
	MAKEVEC(4, v2, v3);
	MAKEVEC(6, v3, v0);
	MAKEVEC(8, v3, v1);

	// Create patches.
	amesh.MakeTriPatch(0, 0, 0, 1, 1, 9, 8, 3, 6, 7, 10, 11, 12, 1);
	amesh.MakeTriPatch(1, 1, 2, 3, 2, 4, 5, 3, 8, 9, 13, 14, 15, 1);
	Patch &p1 = amesh.patches[0];
	Patch &p2 = amesh.patches[1];
	if(tex) {
		amesh.getTVPatch(0).setTVerts(0,1,3);
		amesh.getTVPatch(1).setTVerts(1,2,3);
		}

	// Finish up patch internal linkages (and bail out if it fails!)
	assert(amesh.buildLinkages());

	// Calculate the interior bezier points on the PatchMesh's patches
	amesh.computeInteriors();

	amesh.InvalidateGeomCache();

	// Tell the PatchMesh it just got changed
	amesh.InvalidateMesh();
	}
开发者ID:DimondTheCat,项目名称:xray,代码行数:68,代码来源:tripatch.cpp

示例3: BuildPatchFromShape


//.........这里部分代码省略.........
			for(level = 0; level < levels; ++level) {
				for(seg = 0; seg < segs; ++seg) {
					int prevseg = (seg + segs - 1) % segs;
					int seg2 = seg + 1;
					int a,b,c,d;
					a = baseTVert + seg;
					b = baseTVert + seg2;
					c = b + pknots;
					d = a + pknots;
					TVPatch &tp = pmesh.getTVPatch(ntp++);
					tp.setTVerts(a, b, c, d);
					
					}
				baseTVert += pknots;
				}
			baseTVert += pknots;
			}
		assert(ntp == ntpatches);
		}

	// If capping, do it!
	if(anyClosed && (capStart || capEnd)) {
		PatchCapInfo capInfo;
		bShape.MakeCap(t, capInfo);

		// Build information for capping
		PatchCapper capper(bShape);
		if(capStart) {
			vert = 0;
			int baseVec = 0;
			for(poly = 0; poly < polys; ++poly) {
				Spline3D *spline = bShape.splines[poly];
				if(!spline->KnotCount())
					continue;
				PatchCapPoly &capline = capper[poly];
				int lverts = spline->KnotCount();
				for(int v = 0; v < lverts; ++v)
					capline.SetVert(v, vert++);			// Gives this vert's location in the mesh!
				vert += lverts * levels;
				vec = baseVec;
				int lvecs = spline->Segments() * 2;
				for(int v = 0; v < lvecs; ++v)
					capline.SetVec(v, vec++);			// Gives this vec's location in the mesh!
				baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2;
				}
			// Create a work matrix for capping
			Matrix3 mat = TransMatrix(offset1);
			int oldPatches = pmesh.numPatches;
			capper.CapPatchMesh(pmesh, capInfo, TRUE, 16, &mat, genMatIDs ? -1 : 0);
			// If texturing, create the texture patches and vertices
			if(texturing)
				MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs);
			}
		if(capEnd) {
			int baseVert = 0;
			int baseVec = 0;
			for(poly = 0; poly < polys; ++poly) {
				Spline3D *spline = bShape.splines[poly];
				if(!spline->KnotCount())
					continue;
				PatchCapPoly &capline = capper[poly];
				int lverts = spline->KnotCount();
				int vert = baseVert + lverts * levels;
				for(int v = 0; v < lverts; ++v)
					capline.SetVert(v, vert++);			// Gives this vert's location in the mesh!
				baseVert += lverts * (levels + 1);
				int lvecs = spline->Segments()*2;
				int vec = baseVec + lvecs * levels;
				for(int v = 0; v < lvecs; ++v)
					capline.SetVec(v, vec++);			// Gives this vec's location in the mesh!
				baseVec += lvecs * (levels + 1) + spline->KnotCount() * levels * 2;
				}
			// Create a work matrix for grid capping
			Matrix3 mat = TransMatrix(offset2);
			int oldPatches = pmesh.numPatches;
			capper.CapPatchMesh(pmesh, capInfo, FALSE, 16, &mat, genMatIDs ? -1 : 0);
			// If texturing, create the texture patches and vertices
			if(texturing)
				MakePatchCapTexture(pmesh, Inverse(mat), oldPatches, pmesh.numPatches, usePhysUVs);
			}
		}

	//watje new mapping
	if(texturing)
		{
		if (ver < 4)
			{
			for (int i = 0; i < pmesh.numPatches; i++)
				pmesh.patches[i].flags |= PATCH_LINEARMAPPING;
			}
		}


	// Ready the patch representation!
	if( !pmesh.buildLinkages() )
   {
      assert(0);
   }
	pmesh.computeInteriors();
	}
开发者ID:artemeliy,项目名称:inf4715,代码行数:101,代码来源:extrude.cpp


注:本文中的PatchMesh::buildLinkages方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。