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C++ TriangleList::end方法代码示例

本文整理汇总了C++中TriangleList::end方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleList::end方法的具体用法?C++ TriangleList::end怎么用?C++ TriangleList::end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TriangleList的用法示例。


在下文中一共展示了TriangleList::end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());
}
开发者ID:WoodMath,项目名称:gptoolbox,代码行数:21,代码来源:triangle_tree.cpp

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.........
开发者ID:highfestiva,项目名称:life,代码行数:101,代码来源:uiprogressivetrianglegeometry.cpp

示例3: DeallocateGeometry


//.........这里部分代码省略.........
        DWORD numVertices = (DWORD)xIndicesTable.size();

        // This buffer holds all of the triangles in this subset
        TriangleList triangles;

        // This list keeps track of locations in the strip where the winding order changes.  This is necessary
        // because this next part will remove degenerate triangles from the list.
        std::set<size_t> windingChanges;

        // Generate the list of triangles from the strip provided
        for (DWORD t = 0; t < numStripIndices - 2; ++t)
        {
            // Build the triangle that will be added to the buffer
            // CHANGED July 25, 2008:  the winding order is wrong here
            //Triangle tri = { pXIndices[t + 0], pXIndices[t + 1], pXIndices[t + 2] };
            Triangle tri = { pXIndices[t + 0], pXIndices[t + 2], pXIndices[t + 1] };



            // Convert the triangle into subset-indices by using the lookup table
            // we generated before.
            tri.index[0] = xIndicesTable.find(tri.index[0])->second;
            tri.index[1] = xIndicesTable.find(tri.index[1])->second;
            tri.index[2] = xIndicesTable.find(tri.index[2])->second;

            // Check to make sure this triangle isn't degenerate.  If it is, we can just skip
            // this triangle entirely to simplify the geometry.
            if (tri.index[0] == tri.index[1] || tri.index[1] == tri.index[2] || tri.index[0] == tri.index[2])
            {
                // Try to find the winding in the list
                std::set<size_t>::iterator currentWinding = windingChanges.find(triangles.size());

                // Add this to the winding change list, or remove the change if it's already there
                if (currentWinding != windingChanges.end())
                    windingChanges.erase(currentWinding);
                else
                    windingChanges.insert(triangles.size());

                // 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!
开发者ID:karlgluck,项目名称:Evidyon,代码行数:67,代码来源:xmesh.cpp


注:本文中的TriangleList::end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。