本文整理汇总了C++中Triangles::erase方法的典型用法代码示例。如果您正苦于以下问题:C++ Triangles::erase方法的具体用法?C++ Triangles::erase怎么用?C++ Triangles::erase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Triangles
的用法示例。
在下文中一共展示了Triangles::erase方法的1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: runtime_error
NiSkinPartition::NiSkinPartition(Ref<NiTriBasedGeom> shape, int maxBonesPerPartition, int maxBonesPerVertex ) {
NiSkinInstanceRef skinInst = shape->GetSkinInstance();
if ( skinInst == NULL ) {
throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinInstance found." );
}
NiSkinDataRef skinData = skinInst->GetSkinData();
if ( skinData == NULL ) {
throw runtime_error( "You must bind a skin before setting generating skin partitions. No NiSkinData found." );
}
NiTriBasedGeomDataRef geomData = DynamicCast<NiTriBasedGeomData>(shape->GetData() );
if ( geomData == NULL ) {
throw runtime_error( "Attempted to generate a skin partition on a mesh with no geometry data." );
}
// read in the weights from NiSkinData
vector<Vector3> verts = geomData->GetVertices();
vector< BoneWeightList > weights;
if (verts.empty()){
throw runtime_error( "Attempted to generate a skin partition on a mesh with no vertices." );
}
Triangles triangles = geomData->GetTriangles();
if (triangles.empty()) {
throw runtime_error( "Attempted to generate a skin partition on a mesh with no triangles." );
}
weights.resize( verts.size() );
int numBones = skinData->GetBoneCount();
for ( int bone = 0; bone < numBones; bone++ )
{
vector<SkinWeight> vertexWeights = skinData->GetBoneWeights(bone);
for (int r = 0; r < int(vertexWeights.size()); ++r ){
int vertex = vertexWeights[r].index;
float weight = vertexWeights[r].weight;
if ( vertex >= int(weights.size()) )
throw runtime_error( "bad NiSkinData - vertex count does not match" );
weights[vertex].insert( weights[vertex].end(), BoneWeight(bone, weight) );
}
}
// count min and max bones per vertex
int minBones, maxBones;
minBones = maxBones = weights[0].size();
for(vector< BoneWeightList >::iterator itr = weights.begin(); itr != weights.end(); ++itr ){
int n = (*itr).size();
minBones = min(n, minBones);
maxBones = max(n, maxBones);
}
if ( minBones <= 0 )
throw runtime_error( "bad NiSkinData - some vertices have no weights at all" );
// reduce vertex influences if necessary
if ( maxBones > maxBonesPerVertex )
{
int c = 0;
for ( vector< BoneWeightList >::iterator it = weights.begin(); it != weights.end(); ++it )
{
BoneWeightList & lst = *it;
if ( int(lst.size()) > maxBonesPerVertex )
c++;
while ( int(lst.size()) > maxBonesPerVertex ) {
int j = 0;
float weight = lst.front().second;
for ( int i = 0; i < int(lst.size()); i++ )
{
if ( lst[i].second < weight )
j = i;
}
BoneWeightList::iterator jit = lst.begin() + j;
lst.erase( jit );
}
float totalWeight = 0;
for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) {
totalWeight += (*bw).second;
}
for (BoneWeightList::iterator bw = lst.begin(); bw != lst.end(); ++bw) {
(*bw).second /= totalWeight;
}
}
//qWarning() << "reduced" << c << "vertices to" << maxBonesPerVertex << "bone influences (maximum number of bones per vertex was" << maxBones << ")";
}
maxBones = maxBonesPerVertex;
// reduces bone weights so that the triangles fit into the partitions
typedef multimap<int,int> matchmap;
typedef pair<matchmap::iterator, matchmap::iterator> matchrange;
matchmap match;
bool doMatch = true;
BoneList tribones;
int cnt = 0;
for (Triangles::iterator itr = triangles.begin(); itr != triangles.end(); ++itr) {
Triangle& tri = (*itr);
do
{
//.........这里部分代码省略.........