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C++ TriangleBuffer::textureCoord方法代码示例

本文整理汇总了C++中TriangleBuffer::textureCoord方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleBuffer::textureCoord方法的具体用法?C++ TriangleBuffer::textureCoord怎么用?C++ TriangleBuffer::textureCoord使用的例子?那么恭喜您, 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TriangleBuffer的用法示例。


在下文中一共展示了TriangleBuffer::textureCoord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: addToTriangleBuffer

void PlaneGenerator::addToTriangleBuffer(TriangleBuffer& buffer) const
{
	assert(numSegX>0 && numSegY>0 && "Num seg must be positive");
	assert(!normal.isZeroLength() && "Normal must not be null");
	assert(sizeX>0. && sizeY>0. && "Size must be positive");
	
	buffer.rebaseOffset();
	buffer.estimateVertexCount((numSegX+1)*(numSegY+1));
	buffer.estimateIndexCount(numSegX*numSegY*6);
	int offset = 0;

	Ogre::Vector3 vX = normal.perpendicular();
	Ogre::Vector3 vY = normal.crossProduct(vX);
	Ogre::Vector3 delta1 = sizeX / numSegX * vX;
	Ogre::Vector3 delta2 = sizeY / numSegY * vY;
	// build one corner of the square
	Ogre::Vector3 orig = -0.5*sizeX*vX - 0.5*sizeY*vY;

	for (int i1 = 0; i1<=numSegX; i1++)
		for (int i2 = 0; i2<=numSegY; i2++)
		{
			buffer.position(orig+i1*delta1+i2*delta2+position);
			buffer.textureCoord(i1/(Ogre::Real)numSegX*uTile, i2/(Ogre::Real)numSegY*vTile);
			buffer.normal(normal);
		}

	bool reverse = false;
	if (delta1.crossProduct(delta2).dotProduct(normal)>0)
		reverse= true;
	for (int n1 = 0; n1<numSegX; n1++)
	{
		for (int n2 = 0; n2<numSegY; n2++)
		{
			if (reverse)
			{
				buffer.index(offset+0);
				buffer.index(offset+(numSegY+1));
				buffer.index(offset+1);
				buffer.index(offset+1);
				buffer.index(offset+(numSegY+1));
				buffer.index(offset+(numSegY+1)+1);
			}
			else
			{
				buffer.index(offset+0);
				buffer.index(offset+1);
				buffer.index(offset+(numSegY+1));
				buffer.index(offset+1);
				buffer.index(offset+(numSegY+1)+1);
				buffer.index(offset+(numSegY+1));
			}
			offset++;
		}
		offset++;
	}
}
开发者ID:amireh,项目名称:Vertigo,代码行数:56,代码来源:ProceduralPlaneGenerator.cpp

示例2: addToTriangleBuffer

void CapsuleGenerator::addToTriangleBuffer(TriangleBuffer& buffer) const
{
	assert(numRings>0 && numSegments>0 && numSegHeight>0 && "Num seg must be positive integers");
	assert(height>0. && radius>0. && "Height and radius must be positive");

	buffer.rebaseOffset();
	buffer.estimateVertexCount((2*numRings+2)*(numSegments+1) + (numSegHeight-1)*(numSegments+1));
	buffer.estimateIndexCount((2*numRings+1)*(numSegments+1)*6 + (numSegHeight-1)*(numSegments+1)*6);

	Ogre::Real fDeltaRingAngle = (Ogre::Math::HALF_PI / numRings);
	Ogre::Real fDeltaSegAngle = (Ogre::Math::TWO_PI / numSegments);

	Ogre::Real sphereRatio = radius / (2 * radius + height);
	Ogre::Real cylinderRatio = height / (2 * radius + height);
	int offset = 0;
	// Top half sphere

	// Generate the group of rings for the sphere
	for(unsigned int ring = 0; ring <= numRings; ring++ ) 
	{
		Ogre::Real r0 = radius * sinf ( ring * fDeltaRingAngle);
		Ogre::Real y0 = radius * cosf (ring * fDeltaRingAngle);

		// Generate the group of segments for the current ring
		for(unsigned int seg = 0; seg <= numSegments; seg++) 
		{
			Ogre::Real x0 = r0 * cosf(seg * fDeltaSegAngle);
			Ogre::Real z0 = r0 * sinf(seg * fDeltaSegAngle);

			// Add one vertex to the strip which makes up the sphere
			buffer.position( x0, 0.5*height + y0, z0);
			if (enableNormals)
				buffer.normal(Ogre::Vector3(x0, y0, z0).normalisedCopy());
			for (unsigned int tc=0;tc<numTexCoordSet;tc++)
				buffer.textureCoord((Ogre::Real) seg / (Ogre::Real) numSegments * uTile, (Ogre::Real) ring / (Ogre::Real) numRings * vTile * sphereRatio);
			
			// each vertex (except the last) has six indices pointing to it
			buffer.index(offset + numSegments + 1);
			buffer.index(offset + numSegments);
			buffer.index(offset);
			buffer.index(offset + numSegments + 1);
			buffer.index(offset);
			buffer.index(offset + 1);
			
			offset ++;
		} // end for seg
	} // end for ring

	// Cylinder part
	Ogre::Real deltaAngle = (Ogre::Math::TWO_PI / numSegments);
	Ogre::Real deltaHeight = height/(Ogre::Real)numSegHeight;

	for (int i = 1; i < numSegHeight; i++)
		for (int j = 0; j<=numSegments; j++)
		{
			Ogre::Real x0 = radius * cosf(j*deltaAngle);
			Ogre::Real z0 = radius * sinf(j*deltaAngle);
			buffer.position(x0, 0.5*height-i*deltaHeight, z0);
			buffer.normal(Ogre::Vector3(x0,0,z0).normalisedCopy());
			buffer.textureCoord(j/(Ogre::Real)numSegments*uTile, i/(Ogre::Real)numSegHeight*vTile * cylinderRatio + sphereRatio);

			buffer.index(offset + numSegments + 1);
			buffer.index(offset + numSegments);
			buffer.index(offset);
			buffer.index(offset + numSegments + 1);
			buffer.index(offset);
			buffer.index(offset + 1);

			offset ++;
		}

	// Bottom half sphere

	// Generate the group of rings for the sphere
	for(unsigned int ring = 0; ring <= numRings; ring++) 
	{
		Ogre::Real r0 = radius * sinf (Ogre::Math::HALF_PI + ring * fDeltaRingAngle);
		Ogre::Real y0 =  radius * cosf (Ogre::Math::HALF_PI + ring * fDeltaRingAngle);

		// Generate the group of segments for the current ring
		for(unsigned int seg = 0; seg <= numSegments; seg++) 
		{
			Ogre::Real x0 = r0 * cosf(seg * fDeltaSegAngle);
			Ogre::Real z0 = r0 * sinf(seg * fDeltaSegAngle);

			// Add one vertex to the strip which makes up the sphere
			buffer.position( x0, -0.5*height + y0, z0);
			if (enableNormals)
				buffer.normal(Ogre::Vector3(x0, y0, z0).normalisedCopy());
			for (unsigned int tc=0;tc<numTexCoordSet;tc++)
				buffer.textureCoord((Ogre::Real) seg / (Ogre::Real) numSegments * uTile, (Ogre::Real) ring / (Ogre::Real) numRings * vTile*sphereRatio + cylinderRatio + sphereRatio);

			if (ring != numRings) 
			{
				// each vertex (except the last) has six indices pointing to it
				buffer.index(offset + numSegments + 1);
				buffer.index(offset + numSegments);
				buffer.index(offset);
				buffer.index(offset + numSegments + 1);
				buffer.index(offset);
//.........这里部分代码省略.........
开发者ID:amireh,项目名称:Vertigo,代码行数:101,代码来源:ProceduralCapsuleGenerator.cpp

示例3: addToTriangleBuffer

void TubeGenerator::addToTriangleBuffer(TriangleBuffer& buffer) const
{
	assert(height>0. && outerRadius>0. && innerRadius>0. && "Height and radius must be positive");
	assert(innerRadius<outerRadius && "Outer radius must be bigger than inner radius");
	assert(numSegBase>0 && numSegHeight>0 && "Num seg must be positive integers");

	buffer.rebaseOffset();
	buffer.estimateVertexCount((numSegHeight+1)*(numSegBase+1)*2+(numSegBase+1)*4);
	buffer.estimateIndexCount(6*(numSegBase+1)*numSegHeight*2+6*numSegBase*2);
	
	Ogre::Real deltaAngle = (Ogre::Math::TWO_PI / numSegBase);
	Ogre::Real deltaHeight = height/(Ogre::Real)numSegHeight;
	int offset = 0;

	for (int i = 0; i <=numSegHeight; i++)
		for (int j = 0; j<=numSegBase; j++)
		{
			Ogre::Real x0 = outerRadius * cosf(j*deltaAngle);
			Ogre::Real z0 = outerRadius * sinf(j*deltaAngle);
			buffer.position(x0, i*deltaHeight, z0);
			buffer.normal(Ogre::Vector3(x0,0,z0).normalisedCopy());
			buffer.textureCoord(j/(Ogre::Real)numSegBase*uTile, i/(Ogre::Real)numSegHeight*vTile);

			if (i != numSegHeight) 
			{
				buffer.index(offset + numSegBase + 1);
				buffer.index(offset);
				buffer.index(offset + numSegBase);
				buffer.index(offset + numSegBase + 1);
				buffer.index(offset + 1);
				buffer.index(offset);
			}
			offset ++;
		}

	for (int i = 0; i <=numSegHeight; i++)
		for (int j = 0; j<=numSegBase; j++)
		{
			Ogre::Real x0 = innerRadius * cosf(j*deltaAngle);
			Ogre::Real z0 = innerRadius * sinf(j*deltaAngle);
			buffer.position(x0, i*deltaHeight, z0);
			buffer.normal(-Ogre::Vector3(x0,0,z0).normalisedCopy());
			buffer.textureCoord(j/(Ogre::Real)numSegBase*uTile, i/(Ogre::Real)numSegHeight*vTile);

			if (i != numSegHeight) 
			{
				buffer.index(offset + numSegBase + 1);
				buffer.index(offset + numSegBase);
				buffer.index(offset);
				buffer.index(offset + numSegBase + 1);
				buffer.index(offset);
				buffer.index(offset + 1);
			}
			offset ++;
		}


		//low cap
		for (int j=0;j<=numSegBase;j++)
		{
			Ogre::Real x0 = innerRadius * cosf(j*deltaAngle);
			Ogre::Real z0 = innerRadius * sinf(j*deltaAngle);

			buffer.position(x0, 0.0f, z0);
			buffer.normal(Ogre::Vector3::NEGATIVE_UNIT_Y);
			buffer.textureCoord(j/(Ogre::Real)numSegBase*uTile,vTile);

			x0 = outerRadius * cosf(j*deltaAngle);
			z0 = outerRadius * sinf(j*deltaAngle);

			buffer.position(x0, 0.0f, z0);
			buffer.normal(Ogre::Vector3::NEGATIVE_UNIT_Y);
			buffer.textureCoord(j/(Ogre::Real)numSegBase*uTile,0.0);

			if (j!=numSegBase)
			{
				buffer.index(offset);
				buffer.index(offset+1);
				buffer.index(offset+3);
				buffer.index(offset+2);
				buffer.index(offset);
				buffer.index(offset+3);
			}
			offset+=2;
		}


		//high cap
		for (int j=0;j<=numSegBase;j++)
		{
			Ogre::Real x0 = innerRadius * cosf(j*deltaAngle);
			Ogre::Real z0 = innerRadius * sinf(j*deltaAngle);

			buffer.position(x0, height, z0);
			buffer.normal(Ogre::Vector3::UNIT_Y);
			buffer.textureCoord(j/(Ogre::Real)numSegBase*uTile,0.0);

			x0 = outerRadius * cosf(j*deltaAngle);
			z0 = outerRadius * sinf(j*deltaAngle);

//.........这里部分代码省略.........
开发者ID:amireh,项目名称:Vertigo,代码行数:101,代码来源:ProceduralTubeGenerator.cpp


注:本文中的TriangleBuffer::textureCoord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。