本文整理汇总了C++中TriangleMesh::triangle方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleMesh::triangle方法的具体用法?C++ TriangleMesh::triangle怎么用?C++ TriangleMesh::triangle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类TriangleMesh
的用法示例。
在下文中一共展示了TriangleMesh::triangle方法的2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: new
BBox3fa TriangleMeshTriangle8::update(char* prim, size_t num, void* geom) const
{
BBox3fa bounds = empty;
TriangleMesh* mesh = (TriangleMesh*) geom;
for (size_t j=0; j<num; j++)
{
Triangle8& dst = ((Triangle8*) prim)[j];
avxi vgeomID = -1, vprimID = -1, vmask = -1;
avx3f v0 = zero, v1 = zero, v2 = zero;
for (size_t i=0; i<8; i++)
{
if (dst.primID[i] == -1) break;
const unsigned geomID = dst.geomID[i];
const unsigned primID = dst.primID[i];
const TriangleMesh::Triangle& tri = mesh->triangle(primID);
const Vec3fa p0 = mesh->vertex(tri.v[0]);
const Vec3fa p1 = mesh->vertex(tri.v[1]);
const Vec3fa p2 = mesh->vertex(tri.v[2]);
bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
vgeomID [i] = geomID;
vprimID [i] = primID;
vmask [i] = mesh->mask;
v0.x[i] = p0.x; v0.y[i] = p0.y; v0.z[i] = p0.z;
v1.x[i] = p1.x; v1.y[i] = p1.y; v1.z[i] = p1.z;
v2.x[i] = p2.x; v2.y[i] = p2.y; v2.z[i] = p2.z;
}
new (&dst) Triangle8(v0,v1,v2,vgeomID,vprimID,vmask);
}
return bounds;
}
示例2: assert
void SpatialSplit::Split::split<false>(size_t threadIndex, size_t threadCount, LockStepTaskScheduler* scheduler, PrimRefBlockAlloc<PrimRef>& alloc,
Scene* scene, TriRefList& prims,
TriRefList& lprims_o, PrimInfo& linfo_o,
TriRefList& rprims_o, PrimInfo& rinfo_o) const
{
assert(valid());
TriRefList::item* lblock = lprims_o.insert(alloc.malloc(threadIndex));
TriRefList::item* rblock = rprims_o.insert(alloc.malloc(threadIndex));
linfo_o.reset();
rinfo_o.reset();
/* sort each primitive to left, right, or left and right */
while (atomic_set<PrimRefBlock>::item* block = prims.take())
{
for (size_t i=0; i<block->size(); i++)
{
const PrimRef& prim = block->at(i);
const BBox3fa bounds = prim.bounds();
const int bin0 = mapping.bin(bounds.lower)[dim];
const int bin1 = mapping.bin(bounds.upper)[dim];
/* sort to the left side */
if (bin1 < pos)
{
linfo_o.add(bounds,center2(bounds));
if (likely(lblock->insert(prim))) continue;
lblock = lprims_o.insert(alloc.malloc(threadIndex));
lblock->insert(prim);
continue;
}
/* sort to the right side */
if (bin0 >= pos)
{
rinfo_o.add(bounds,center2(bounds));
if (likely(rblock->insert(prim))) continue;
rblock = rprims_o.insert(alloc.malloc(threadIndex));
rblock->insert(prim);
continue;
}
/* split and sort to left and right */
TriangleMesh* mesh = (TriangleMesh*) scene->get(prim.geomID());
TriangleMesh::Triangle tri = mesh->triangle(prim.primID());
const Vec3fa v0 = mesh->vertex(tri.v[0]);
const Vec3fa v1 = mesh->vertex(tri.v[1]);
const Vec3fa v2 = mesh->vertex(tri.v[2]);
PrimRef left,right;
float fpos = mapping.pos(pos,dim);
splitTriangle(prim,dim,fpos,v0,v1,v2,left,right);
if (!left.bounds().empty()) {
linfo_o.add(left.bounds(),center2(left.bounds()));
if (!lblock->insert(left)) {
lblock = lprims_o.insert(alloc.malloc(threadIndex));
lblock->insert(left);
}
}
if (!right.bounds().empty()) {
rinfo_o.add(right.bounds(),center2(right.bounds()));
if (!rblock->insert(right)) {
rblock = rprims_o.insert(alloc.malloc(threadIndex));
rblock->insert(right);
}
}
}
alloc.free(threadIndex,block);
}
}