本文整理汇总了C++中Quad::sVert方法的典型用法代码示例。如果您正苦于以下问题:C++ Quad::sVert方法的具体用法?C++ Quad::sVert怎么用?C++ Quad::sVert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Quad
的用法示例。
在下文中一共展示了Quad::sVert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: SharkVertex
Keyframe::Keyframe(map<Vector3f, SharkVertex*, compareVect3> *rawVerts, vector<Quad*> *rawFaces)
{
//deep copy verts over.
map<Vector3f, SharkVertex*, compareVect3>::iterator im;
for(im = rawVerts->begin(); im != rawVerts->end(); im++)
{
pair<Vector3f, SharkVertex*> serk = *im;
SharkVertex * d = new SharkVertex();
d->sNormal(serk.second->gNormal());
d->sTransformed(serk.second->gTransformed());
d->sLocal(serk.second->gLocal());
uVertices.insert(pair<Vector3f, SharkVertex*>(serk.first, d));
}
//create faces.
vector<Quad*>::iterator iq;
for(iq = rawFaces->begin(); iq != rawFaces->end(); iq++)
{
Quad * nRect = new Quad();
for(int i = 0; i < 4; i++)
{
nRect->sVert(i, uVertices.find((*iq)->gLocalVert(i))->second);
}
faces.push_back(nRect);
}
//setNormals
createQuads();
}
示例2: segmentMatrixMake
/*Subroutine of transformHeiararchy(), this function calculates the position and rotation for a given bone segment and
* generates quaderlaterals with those transformations */
void Keyframe::segmentMatrixMake( GLfloat segmentRot[], GLfloat segLength[], Mesh *mesh, int segments, glQuaternion *glQuat, int curSegment,
MyMat *stackMatrix, float start, float end, int isDownstream)
{
double rotate = segmentRot[curSegment]; //get rotation of current segment
//current shark model segment
MyMat Matrix = *stackMatrix;
MyMat transrix;
transrix.makeTranslate(Vector3f((isDownstream == 2 ? segLength[curSegment] : -segLength[curSegment]), 0, 0));
MyMat secondStack = MyMat();
GLfloat glm[16];
glQuat->CreateFromAxisAngle(0,1,0,isDownstream == 2? -rotate : rotate);
glQuat->CreateMatrix(glm);
MyMat rotatrix = MyMat(glm[0], glm[4], glm[8], glm[12], glm[1], glm[5],glm[9],
glm[13],glm[2],glm[6],glm[10],glm[14],glm[3],glm[7],
glm[11],glm[15]);
Matrix = Matrix.multRight(rotatrix); //roatation goes before translates
Matrix = Matrix.multRight(transrix); //doesnt matter which order translates are done
*stackMatrix = Matrix; //advance heirarchy
MyMat transrix2;
transrix2.makeTranslate(Vector3f(isDownstream == 2? -end : -start, 0, 0));
Matrix = Matrix.multRight(transrix2);
//------------------------------------
float center;
for(int in = 0; in < mesh->vertCounter; in+=4)
{
//find center of face
center = (mesh->vertList[in].x + mesh->vertList[in+1].x + mesh->vertList[in+2].x
+ mesh->vertList[in+3].x ) / 4;
//draw if face is between start and end
if(center >= start && center <= end )
{
Quad *curQuad = new Quad();
curQuad->gNormal() = Vector3f(0,0,0);
for(int corn = 0; corn < 4; corn++) //corner iteration
{
SharkVertex *curVert = new SharkVertex(); //current vertex
curVert->local = mesh->vertList[in+corn]; //setting untransformed vertex
curVert->transformed = Vector3f(Matrix.multVec(mesh->vertList[in+corn], true)); //setting transformed vertex
curVert->normal = Vector3f(0,0,0); //normal of the vertex, away from mesh
map<Vector3f, SharkVertex*, compareVect3>::iterator findTest
= uVertices.find(mesh->vertList[in+corn]); //checking to see if vertex is already in the list.
if(findTest == uVertices.end())
{
//vertex not in list. Add it to the list and to the quad.
uVertices.insert(pair<Vector3f, SharkVertex*>(mesh->vertList[in+corn]
, curVert));
curQuad->sVert(corn, curVert);
}
else //vertex is in the list, so it's added to the existing quad.
{
delete curVert;
curQuad->sVert(corn, (*findTest).second);
}
curQuad->gNormal() += Matrix.multVec(mesh->normals[in+corn], false); //setting normal of the face
}//end corners
curQuad->gNormal() /= 4.0; //take average of normals to get the actual normal.
curQuad->sBoneNo(curSegment); //record the bone this quad belongs to the most.
faces.push_back(curQuad);
}//end if
}//end quads
}
示例3: buildAOBJ
void SharkMesh::buildAOBJ(FILE* readFile) {
vector<Vector3f> localVerts = vector<Vector3f>(); //in order to use OBJs as keys, need to remember their order.
while(!feof(readFile)) {
//tokenize the line identifier. It's only one character and
//it should be on the first on the line
char identifier = fgetc(readFile);
if(ferror(readFile)){
printf("888888888Error reading FILE\n");
exit(-1);
}
//load in the vertices
//v x y z nx ny nz boneName/weight boneName/weight ...
if(identifier == 'v') {
char cur = fgetc(readFile); //space
if(ferror(readFile)) {
printf("0Error reading FILE\n");
exit(-1);
}
while(cur != '\n') { // per line
SharkVertex* sv = new SharkVertex();
//location of vertex
Vector3f vert;
vert.x = atof(nextToken(' ', readFile).c_str());
vert.y = atof(nextToken(' ', readFile).c_str());
vert.z = atof(nextToken(' ', readFile).c_str());
sv->sLocal(vert);
Vector3f nor; //normal
nor.x = atof(nextToken(' ', readFile).c_str());
nor.y = atof(nextToken(' ', readFile).c_str());
nor.z = atof(nextToken(' ', readFile).c_str());
sv->sNormal(nor*-1.0); //TODO magic. fix blender normals. shouldn't need to reverse them.
sv->sTransformed(Vector3f(0,0,0));
//bone / weight repeats
fseek(readFile, -1, SEEK_CUR);
cur = fgetc(readFile);
while(cur != '\n') {
string boneName = nextToken('/', readFile);
float weight = atof(nextToken(' ', readFile).c_str());
sv->sBonePair(boneName, weight);
fseek(readFile, -1, SEEK_CUR);
cur = fgetc(readFile);
}
localVerts.push_back(vert);
insertVec(pair<Vector3f, SharkVertex*>(vert, sv));
}
}
//faces
//f ... vertices in mesh .....
else if(identifier == 'f') {
char cur = fgetc(readFile); //space
if(ferror(readFile)){ printf("4Error reading FILE\n"); exit(-1);}
Quad *curQuad = new Quad();
curQuad->sNormal(Vector3f(0,0,0));
//caution. Vertices listed in mesh may not be consistant with other quads
int vertex1 = atoi(nextToken(' ', readFile).c_str());
int vertex2 = atoi(nextToken(' ', readFile).c_str());
int vertex3 = atoi(nextToken(' ', readFile).c_str());
int vertex4 = atoi(nextToken(' ', readFile).c_str());
curQuad->sVert(0, gVertex(localVerts[vertex1-1]));
curQuad->sVert(1, gVertex(localVerts[vertex2-1]));
curQuad->sVert(2, gVertex(localVerts[vertex3-1]));
curQuad->sVert(3, gVertex(localVerts[vertex4-1]));
curQuad->calcNormal();
pushFace(curQuad);
//neighboring quads are to be found later, after parsing is done.
fseek(readFile, -1, SEEK_CUR);
cur = fgetc(readFile);
while(cur != '\n') {
cur = fgetc(readFile);
if(ferror(readFile)) {
printf("5Error reading FILE\n");
exit(-1);
}
}
}
else if(identifier == 'b') {
return;
}
}
}