本文整理汇总了C++中PatchMesh::setNumVecs方法的典型用法代码示例。如果您正苦于以下问题:C++ PatchMesh::setNumVecs方法的具体用法?C++ PatchMesh::setNumVecs怎么用?C++ PatchMesh::setNumVecs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PatchMesh
的用法示例。
在下文中一共展示了PatchMesh::setNumVecs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
void BuildTorusPatch(
TimeValue t, PatchMesh &patch,
float radius1, float radius2, int genUVs, BOOL usePhysUVs)
{
int segs = 8, sides = 4;
int nverts = segs * sides;
int nvecs = segs*sides*8;
int npatches = segs * sides;
patch.setNumVerts(nverts);
patch.setNumTVerts(genUVs ? (segs + 1) * (sides + 1) : 0);
patch.setNumVecs(nvecs);
patch.setNumPatches(npatches);
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)
//.........这里部分代码省略.........
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();
}
示例3: BuildPatchFromShape
void ExtrudeMod::BuildPatchFromShape(TimeValue t,ModContext &mc, ObjectState * os, PatchMesh &pmesh) {
ShapeObject *shape = (ShapeObject *)os->obj;
float amount;
int levels,capStart,capEnd,capType;
pblock->GetValue(PB_AMOUNT,t,amount,FOREVER);
pblock->GetValue(PB_SEGS,t,levels,FOREVER);
if (levels<1) levels = 1;
pblock->GetValue(PB_CAPSTART,t,capStart,FOREVER);
pblock->GetValue(PB_CAPEND,t,capEnd,FOREVER);
pblock->GetValue(PB_CAPTYPE,t,capType,FOREVER);
BOOL texturing;
pblock->GetValue(PB_MAPPING, TimeValue(0), texturing, FOREVER);
BOOL genMatIDs;
pblock->GetValue(PB_GEN_MATIDS, TimeValue(0), genMatIDs, FOREVER);
BOOL useShapeIDs;
pblock->GetValue(PB_USE_SHAPEIDS, TimeValue(0), useShapeIDs, FOREVER);
BOOL smooth;
pblock->GetValue(PB_SMOOTH, TimeValue(0), smooth, FOREVER);
LimitValue(amount, -1000000.0f, 1000000.0f);
// Get the basic dimension stuff
float zSize = (float)fabs(amount);
float baseZ = 0.0f;
if(amount < 0.0f)
baseZ = amount;
// If the shape can convert itself to a BezierShape, have it do so!
BezierShape bShape;
if(shape->CanMakeBezier())
shape->MakeBezier(t, bShape);
else {
PolyShape pShape;
shape->MakePolyShape(t, pShape);
bShape = pShape; // UGH -- Convert it from a PolyShape -- not good!
}
//DebugPrint(_T("Extrude organizing shape\n"));
ShapeHierarchy hier;
bShape.OrganizeCurves(t, &hier);
// Need to flip the reversed polys...
bShape.Reverse(hier.reverse);
// ...and tell the hierarchy they're no longer reversed!
hier.reverse.ClearAll();
// Our shapes are now organized for patch-making -- Let's do the sides!
int polys = bShape.splineCount;
int poly, knot;
int levelVerts = 0, levelVecs = 0, levelPatches = 0, nverts = 0, nvecs = 0, npatches = 0;
int TVlevels = levels + 1, levelTVerts = 0, ntverts = 0, ntpatches = 0;
BOOL anyClosed = FALSE;
for(poly = 0; poly < polys; ++poly) {
Spline3D *spline = bShape.splines[poly];
if(!spline->KnotCount())
continue;
if(spline->Closed())
anyClosed = TRUE;
levelVerts += spline->KnotCount();
levelTVerts += (spline->Segments() + 1);
levelVecs += (spline->Segments() * 2);
levelPatches += spline->Segments();
}
nverts = levelVerts * (levels + 1);
npatches = levelPatches * levels;
nvecs = (levelVecs * (levels + 1)) + levels * levelVerts * 2 + npatches * 4;
if(texturing) {
ntverts = levelTVerts * TVlevels;
ntpatches = npatches;
}
pmesh.setNumVerts(nverts);
pmesh.setNumVecs(nvecs);
pmesh.setNumPatches(npatches);
pmesh.setNumTVerts(ntverts);
pmesh.setNumTVPatches(ntpatches);
// Create the vertices!
int vert = 0;
int level;
Point3 offset1, offset2;
for(poly = 0; poly < polys; ++poly) {
Spline3D *spline = bShape.splines[poly];
if(!spline->KnotCount())
continue;
int knots = spline->KnotCount();
for(level = 0; level <= levels; ++level) {
Point3 offset = Point3(0.0f, 0.0f, baseZ + (float)level / (float)levels * zSize);
if(level == 0)
offset1 = offset;
else
if(level == levels)
offset2 = offset;
for(knot = 0; knot < knots; ++knot) {
Point3 p = spline->GetKnotPoint(knot);
pmesh.setVert(vert++, p + offset);
}
}
//.........这里部分代码省略.........