本文整理汇总了C++中SArray::PushBack方法的典型用法代码示例。如果您正苦于以下问题:C++ SArray::PushBack方法的具体用法?C++ SArray::PushBack怎么用?C++ SArray::PushBack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SArray
的用法示例。
在下文中一共展示了SArray::PushBack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: Clip
void Mesh::Clip(const Plane & plane,
SArray< Vec3<double> > & positivePart,
SArray< Vec3<double> > & negativePart) const
{
const size_t nV = GetNPoints();
if (nV == 0)
{
return;
}
double d;
for (size_t v = 0; v < nV; v++)
{
const Vec3<double> & pt = GetPoint(v);
d = plane.m_a * pt[0] + plane.m_b * pt[1] + plane.m_c * pt[2] + plane.m_d;
if (d > 0.0)
{
positivePart.PushBack(pt);
}
else if (d < 0.0)
{
negativePart.PushBack(pt);
}
else
{
positivePart.PushBack(pt);
negativePart.PushBack(pt);
}
}
}
示例2: Process
ICHullError ICHull::Process()
{
unsigned int addedPoints = 0;
if (m_mesh.GetNVertices() < 3) {
return ICHullErrorNotEnoughPoints;
}
if (m_mesh.GetNVertices() == 3) {
m_isFlat = true;
CircularListElement<TMMTriangle>* t1 = m_mesh.AddTriangle();
CircularListElement<TMMTriangle>* t2 = m_mesh.AddTriangle();
CircularListElement<TMMVertex>* v0 = m_mesh.m_vertices.GetHead();
CircularListElement<TMMVertex>* v1 = v0->GetNext();
CircularListElement<TMMVertex>* v2 = v1->GetNext();
// Compute the normal to the plane
Vec3<double> p0 = v0->GetData().m_pos;
Vec3<double> p1 = v1->GetData().m_pos;
Vec3<double> p2 = v2->GetData().m_pos;
m_normal = (p1 - p0) ^ (p2 - p0);
m_normal.Normalize();
t1->GetData().m_vertices[0] = v0;
t1->GetData().m_vertices[1] = v1;
t1->GetData().m_vertices[2] = v2;
t2->GetData().m_vertices[0] = v1;
t2->GetData().m_vertices[1] = v2;
t2->GetData().m_vertices[2] = v2;
return ICHullErrorOK;
}
if (m_isFlat) {
m_mesh.m_edges.Clear();
m_mesh.m_triangles.Clear();
m_isFlat = false;
}
if (m_mesh.GetNTriangles() == 0) // we have to create the first polyhedron
{
ICHullError res = DoubleTriangle();
if (res != ICHullErrorOK) {
return res;
}
else {
addedPoints += 3;
}
}
CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
// go to the first added and not processed vertex
while (!(vertices.GetHead()->GetPrev()->GetData().m_tag)) {
vertices.Prev();
}
while (!vertices.GetData().m_tag) // not processed
{
vertices.GetData().m_tag = true;
if (ProcessPoint()) {
addedPoints++;
CleanUp(addedPoints);
vertices.Next();
if (!GetMesh().CheckConsistancy()) {
size_t nV = m_mesh.GetNVertices();
CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
for (size_t v = 0; v < nV; ++v) {
if (vertices.GetData().m_name == sc_dummyIndex) {
vertices.Delete();
break;
}
vertices.Next();
}
return ICHullErrorInconsistent;
}
}
}
if (m_isFlat) {
SArray<CircularListElement<TMMTriangle>*> trianglesToDuplicate;
size_t nT = m_mesh.GetNTriangles();
for (size_t f = 0; f < nT; f++) {
TMMTriangle& currentTriangle = m_mesh.m_triangles.GetHead()->GetData();
if (currentTriangle.m_vertices[0]->GetData().m_name == sc_dummyIndex || currentTriangle.m_vertices[1]->GetData().m_name == sc_dummyIndex || currentTriangle.m_vertices[2]->GetData().m_name == sc_dummyIndex) {
m_trianglesToDelete.PushBack(m_mesh.m_triangles.GetHead());
for (int k = 0; k < 3; k++) {
for (int h = 0; h < 2; h++) {
if (currentTriangle.m_edges[k]->GetData().m_triangles[h] == m_mesh.m_triangles.GetHead()) {
currentTriangle.m_edges[k]->GetData().m_triangles[h] = 0;
break;
}
}
}
}
else {
trianglesToDuplicate.PushBack(m_mesh.m_triangles.GetHead());
}
m_mesh.m_triangles.Next();
}
size_t nE = m_mesh.GetNEdges();
for (size_t e = 0; e < nE; e++) {
TMMEdge& currentEdge = m_mesh.m_edges.GetHead()->GetData();
if (currentEdge.m_triangles[0] == 0 && currentEdge.m_triangles[1] == 0) {
m_edgesToDelete.PushBack(m_mesh.m_edges.GetHead());
}
m_mesh.m_edges.Next();
}
size_t nV = m_mesh.GetNVertices();
CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
for (size_t v = 0; v < nV; ++v) {
//.........这里部分代码省略.........
示例3: EdgeCollapse
bool MeshDecimator::EdgeCollapse(double & qem)
{
MDEdgePriorityQueue currentEdge;
long v1, v2;
bool done = false;
do
{
done = false;
if (m_pqueue.size() == 0)
{
done = true;
break;
}
else
{
currentEdge = m_pqueue.top();
m_pqueue.pop();
}
}
while ( (!m_edges[currentEdge.m_name].m_tag) || (m_edges[currentEdge.m_name].m_qem != currentEdge.m_qem));
if (done) return false;
v1 = m_edges[currentEdge.m_name].m_v1;
v2 = m_edges[currentEdge.m_name].m_v2;
qem = currentEdge.m_qem;
EdgeCollapse(v1, v2);
m_points[v1] = m_edges[currentEdge.m_name].m_pos ;
for(int k = 0; k < 10; k++) m_vertices[v1].m_Q[k] += m_vertices[v2].m_Q[k];
// Update priority queue
long idEdge;
long a, b;
SArray<long, SARRAY_DEFAULT_MIN_SIZE> incidentVertices;
for(size_t itE = 0; itE < m_vertices[v1].m_edges.Size(); ++itE)
{
idEdge = m_vertices[v1].m_edges[itE];
a = m_edges[idEdge].m_v1;
b = m_edges[idEdge].m_v2;
incidentVertices.PushBack((a != v1)?a:b);
MDEdgePriorityQueue pqEdge;
pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
pqEdge.m_name = idEdge;
m_pqueue.push(pqEdge);
}
long idVertex;
for(size_t itV = 0; itV< incidentVertices.Size(); ++itV)
{
idVertex = incidentVertices[itV];
for(size_t itE = 0; itE < m_vertices[idVertex].m_edges.Size(); ++itE)
{
idEdge = m_vertices[idVertex].m_edges[itE];
a = m_edges[idEdge].m_v1;
b = m_edges[idEdge].m_v2;
if ( a!=v1 && b!=v1)
{
MDEdgePriorityQueue pqEdge;
pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
pqEdge.m_name = idEdge;
m_pqueue.push(pqEdge);
}
}
}
return true;
}