本文整理汇总了C++中TriangleList::begin方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleList::begin方法的具体用法?C++ TriangleList::begin怎么用?C++ TriangleList::begin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TriangleList
的用法示例。
在下文中一共展示了TriangleList::begin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: triangle_tree
void triangle_tree(
const Eigen::MatrixXd & V,
const Eigen::MatrixXi & F,
TriTree & tree,
TriangleList & tlist)
{
assert(F.cols() == 3);
tlist.clear();
// Loop over facets
for(int f = 0;f<F.rows();f++)
{
Point3 a(V(F(f,0),0), V(F(f,0),1), V(F(f,0),2));
Point3 b(V(F(f,1),0), V(F(f,1),1), V(F(f,1),2));
Point3 c(V(F(f,2),0), V(F(f,2),1), V(F(f,2),2));
tlist.push_back(Triangle3( a,b,c));
}
// constructs AABB tree
tree.clear();
tree.insert(tlist.begin(),tlist.end());
}
示例2: FindEdgeToCollapse
void ProgressiveTriangleGeometry::FindEdgeToCollapse(VertexList& /*org_vertex_list*/,
TriangleList& /*org_triangle_list*/, VertexList& vertex_list, TriangleList& triangle_list, Edge& edge) {
if (triangle_list.empty())
return;
float current_error = 0.0f;
float current_max_error = 0.0f;
edge.v1_ = 0;
edge.v2_ = 0;
edge.triangle_list_.clear();
// Calculate mean error.
VertexList::iterator v_iter;
for (v_iter = vertex_list.begin();
v_iter != vertex_list.end();
++v_iter) {
if (v_iter == vertex_list.begin()) {
current_max_error = (*v_iter)->error_;
} else if((*v_iter)->error_ > current_max_error) {
current_max_error = (*v_iter)->error_;
}
current_error += (*v_iter)->error_;
}
current_error /= (float)vertex_list.size();
float min_error = 0.0f;
float min_error1 = 0.0f; // Temporary error value storage for _edge->v1_.
float min_error2 = 0.0f; // Temporary error value storage for _edge->v2_.
bool first = true;
// Test vertex collaps on all triangles.
TriangleList::iterator tri_iter;
for (tri_iter = triangle_list.begin();
tri_iter != triangle_list.end();
++tri_iter) {
Triangle* triangle = *tri_iter;
vec3 diff1;
vec3 diff2;
Vertex mid;
// Test V1 and V2.
mid.x() = (triangle->v1_->x() + triangle->v2_->x()) * 0.5f;
mid.y() = (triangle->v1_->y() + triangle->v2_->y()) * 0.5f;
mid.z() = (triangle->v1_->z() + triangle->v2_->z()) * 0.5f;
// Calculate the distance between the new, merged position,
// and the original vertex position.
diff1.Set(mid.x() - triangle->v1_->twin_->x(),
mid.y() - triangle->v1_->twin_->y(),
mid.z() - triangle->v1_->twin_->z());
diff2.Set(mid.x() - triangle->v2_->twin_->x(),
mid.y() - triangle->v2_->twin_->y(),
mid.z() - triangle->v2_->twin_->z());
float error1 = diff1.GetLength() + triangle->v1_->error_;
float error2 = diff2.GetLength() + triangle->v2_->error_;
float error = (error1 + error2 + current_error) / 3.0f;
if (first == true || error < min_error) {
edge.v1_ = triangle->v1_;
edge.v2_ = triangle->v2_;
min_error1 = error1;
min_error2 = error2;
min_error = error;
first = false;
}
// Test V2 and V3.
mid.x() = (triangle->v2_->x() + triangle->v3_->x()) * 0.5f;
mid.y() = (triangle->v2_->y() + triangle->v3_->y()) * 0.5f;
mid.z() = (triangle->v2_->z() + triangle->v3_->z()) * 0.5f;
// Calculate the distance between the new, merged position,
// and the original vertex position.
diff1.Set(mid.x() - triangle->v2_->twin_->x(),
mid.y() - triangle->v2_->twin_->y(),
mid.z() - triangle->v2_->twin_->z());
diff2.Set(mid.x() - triangle->v3_->twin_->x(),
mid.y() - triangle->v3_->twin_->y(),
mid.z() - triangle->v3_->twin_->z());
error1 = diff1.GetLength() + triangle->v1_->error_;
error2 = diff2.GetLength() + triangle->v2_->error_;
error = (error1 + error2 + current_error) / 3.0f;
if (error < min_error) {
edge.v1_ = triangle->v1_;
edge.v2_ = triangle->v2_;
min_error = error;
min_error1 = error1;
min_error2 = error2;
}
// Test V3 and V1.
mid.x() = (triangle->v3_->x() + triangle->v1_->x()) * 0.5f;
mid.y() = (triangle->v3_->y() + triangle->v1_->y()) * 0.5f;
mid.z() = (triangle->v3_->z() + triangle->v1_->z()) * 0.5f;
//.........这里部分代码省略.........
示例3: DeallocateGeometry
//.........这里部分代码省略.........
// Don't insert a triangle here
continue;
}
// Add this triangle to the list
triangles.push_back(tri);
}
// Calculate the number of indices we need for the buffer
DWORD numGeometryIndices = (DWORD)(triangles.size() * 3);
// Allocate the destination geometry
Geometry* pGeometry = NULL;
if (APP_ERROR(AllocateGeometry(numVertices, numGeometryIndices, &pGeometry))("Couldn't allocate geometry"))
{
// Erase any geometry we made
DeallocateGeometry(subsetGeometry);
// Get rid of the mesh
pSubsetIB->Unlock();
pSubsetIB->Release();
d3dxMesh->UnlockVertexBuffer();
d3dxMesh->Release();
// Free our device
pd3dDevice->Release();
// Error!
return false;
}
// Copy the vertices needed for this subset into the buffer
GeometryVertex* pVertices = pGeometry->pVertices;
for (XIndicesIterator i = xIndicesTable.begin(); i != xIndicesTable.end(); ++i)
{
GeometryVertex* pCurrentVertex = &pVertices[i->second];
*pCurrentVertex = pXVertices[i->first];
// Modify the vertex location to make this a unit mesh sitting on the X-Z plane
pCurrentVertex->x = pCurrentVertex->x;
pCurrentVertex->y = pCurrentVertex->y;
pCurrentVertex->z = pCurrentVertex->z;
//pVertices[i->second].color = D3DCOLOR_XRGB(255,255,255);
// todo: enable color?
}
// Copy triangles into the indices buffer
DWORD index = 0;
GeometryIndex* pIndices = pGeometry->pIndices;
DWORD windingOrder = 0;
for (TriangleIterator t = triangles.begin(); t != triangles.end(); ++t)
{
// Find this index in the winding list
if (windingChanges.find(index / 3) != windingChanges.end())
windingOrder = 1 - windingOrder;
// Alternate the winding order so that everything shows up correctly
if ((index / 3) % 2 == windingOrder)
{
pIndices[index + 0] = t->index[0];
pIndices[index + 1] = t->index[1];
pIndices[index + 2] = t->index[2];
}
else
{