本文整理汇总了C++中VertexList类的典型用法代码示例。如果您正苦于以下问题:C++ VertexList类的具体用法?C++ VertexList怎么用?C++ VertexList使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了VertexList类的15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: m_id
Mesh::Mesh(VertexList const& vertices)
: m_id(afth::UUID::v4())
{
size_t size = vertices.size() * 3;
float* arr = new float[size];
VertexList::const_iterator it = vertices.begin(), end = vertices.end();
for (size_t i = 0; it != end; ++it, i += 3)
{
std::memcpy(arr + i, (*it).coordinates().arr().data(), 3 * sizeof(float));
}
//glGenVertexArrays(1, &m_vertexArray);
//glGenBuffers(1, &m_vertexBuffer);
//glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);
//glBufferData(GL_ARRAY_BUFFER, size * sizeof(float), arr, GL_STATIC_DRAW);
//glBindVertexArray(m_vertexArray);
//GLint positionIndex = glGetAttribLocation(glProgramUniform1, "position");
//glEnableVertexAttribArray(0);
//glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
//glBindBuffer(GL_ARRAY_BUFFER, 0);
//glBindVertexArray(0);
delete [] arr;
}
示例2: buildTopCap
void Cylinder::buildTopCap(VertexList& vertices, IndexList& indices)
{
UINT baseIndex = (UINT)vertices.size();
// Duplicate cap vertices because the texture coordinates and normals differ.
float y = 0.5f*mHeight;
// vertices of ring
float dTheta = 2.0f*PI/mNumSlices;
for(UINT i = 0; i <= mNumSlices; ++i)
{
float x = mTopRadius*cosf(i*dTheta);
float z = mTopRadius*sinf(i*dTheta);
// Map [-1,1]-->[0,1] for planar texture coordinates.
float u = +0.5f*x/mTopRadius + 0.5f;
float v = -0.5f*z/mTopRadius + 0.5f;
vertices.push_back( Vertex(x, y, z, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, u, v) );
}
// cap center vertex
vertices.push_back( Vertex(0.0f, y, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.5f, 0.5f) );
// index of center vertex
UINT centerIndex = (UINT)vertices.size()-1;
for(UINT i = 0; i < mNumSlices; ++i)
{
indices.push_back(centerIndex);
indices.push_back(baseIndex + i+1);
indices.push_back(baseIndex + i);
}
}
示例3: ClosestPointPoly
Vector ClosestPointPoly ( Vector const & V, VertexList const & vertices )
{
if(vertices.size() == 0) return V;
if(vertices.size() == 1) return vertices[0];
if(vertices.size() == 2) return ClosestPointSeg( V, Segment3d(vertices[0],vertices[1]) );
// ----------
Vector closest = ClosestPointTri( V, Triangle3d(vertices[0],vertices[1],vertices[2]) );
int nTris = vertices.size() - 2;
for(int i = 1; i < nTris; i++)
{
Triangle3d tri( vertices[0], vertices[i+1], vertices[i+2] );
Vector temp = ClosestPointTri(V,tri);
closest = selectCloser(V,closest,temp);
}
return closest;
}
示例4: init
void ConeRenderer::init(ShaderProgram* prog)
{
if(_vbo) {
_vbo->bind();
_vbo->setPointer();
return;
}
_vbo = make_resource<VBO>(getResourceManager(),
"P");
_vbo->overrideIndex(getResourceManager()->geometryCache()->getIndexForAttribute("P"));
_vbo->bind();
prog->bindAttributeLocation(_vbo.get());
VertexList verts;
//cone
verts.push_back(glm::vec3(0, 1, 0));
for(int i=0; i <= _segments; i++) {
float pni = 2 * PI * float(i) / _segments;
verts.push_back(glm::vec3(sin(pni), 0, cos(pni)));
}
//disc
verts.push_back(glm::vec3());
for(int i=_segments; i >= 0; i--) {
float pni = 2 * PI * float(i) / _segments;
verts.push_back(glm::vec3(sin(pni), 0, cos(pni)));
}
_vbo->data(verts);
_vbo->setPointer();
}
示例5: insertSites
void IncrementalDelaunayTriangulator::insertSites(const VertexList& vertices)
{
for (VertexList::const_iterator x=vertices.begin();
x != vertices.end(); ++x) {
insertSite(*x);
}
}
示例6: cvZero
void Reprojector::projectCloud( IplImage *image )
{
cvZero( image );
if( !this->projVertices.size() )
return;
VertexList tempList;
tempList.resize( this->projVertices.size() );
transform3DTo2D( this->projVertices.size(), &( this->projVertices[0] ), &( tempList[0] ), this->cxProjector, this->cyProjector, this->focalLengthProjector, false );
unsigned short val = 0;
unsigned short *tempPtr = NULL;
for( VertexList::const_iterator it = tempList.begin(); it != tempList.end(); ++it )
{
unsigned int x = it->X;
unsigned int y = it->Y;
unsigned short depth = -( it->Z );
if( x >= image->width || y >= image->height )
continue;
val = depth;
tempPtr = (unsigned short*)( image->imageData ) + x + y * image->width;
if( !( *tempPtr ) || *tempPtr > val ) //z-test
*tempPtr = val;
}
}
示例7: CreateDrawable
Drawable RenderingEngine::CreateDrawable(const ParametricSurface& surface, int flags) const
{
// Create the VBO for the vertices.
VertexList vertices;
surface.GenerateVertices(vertices, flags);
GLuint vertexBuffer;
glGenBuffers(1, &vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER,
vertices.size() * sizeof(vertices[0]),
&vertices[0],
GL_STATIC_DRAW);
// Create a new VBO for the indices if needed.
int indexCount = surface.GetTriangleIndexCount();
GLuint indexBuffer;
IndexList indices(indexCount);
surface.GenerateTriangleIndices(indices);
glGenBuffers(1, &indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
indexCount * sizeof(GLushort),
&indices[0],
GL_STATIC_DRAW);
// Fill in a descriptive struct and return it.
Drawable drawable;
drawable.IndexBuffer = indexBuffer;
drawable.VertexBuffer = vertexBuffer;
drawable.IndexCount = indexCount;
drawable.Flags = flags;
return drawable;
}
示例8: print_out
void print_out (VertexList V)
{
// print out
for (VertexList::iterator i = V.begin(); i != V.end(); ++i)
{
cout << i->first << " spe:" << i->second.spe << " pi:" << i->second.pi << endl;
}
}
示例9: CreatePath
iGraphic* CreatePath(float fromx,float fromy, float fromz,
float tox,float toy, float toz){
VertexList<Vertex>* vertexList =
(VertexList<Vertex>*)CreateVertexList<Vertex>(LINE_LIST, 1);
vertexList->add(Vertex(Vector((float)fromx, (float)fromy, (float)fromz),Vector( 0, 1, 0)));
vertexList->add(Vertex(Vector((float)tox, (float)toy, (float)toz),Vector( 0, 1, 0)));
return vertexList;
}
示例10: VertexListToBufP
void VertexListToBufP(std::vector<float> &dst,const VertexList &list){
dst.clear();
dst.reserve(list.size()*3);
for(VertexList::const_iterator i = list.begin();i!=list.end();i++){
dst.push_back((*i).pos.x);
dst.push_back((*i).pos.y);
dst.push_back((*i).pos.z);
}
}
示例11: copyPointListToVertexList
void copyPointListToVertexList(const PointList& in,VertexList& out)
{
out.reserve(in.size());
for(PointList::const_iterator itr=in.begin();
itr!=in.end();
++itr)
{
out.push_back(itr->second);
}
}
示例12: copyVertexListToPointList
// copyVertexListToPointList a vector for Vec3 into a vector of Point's.
void copyVertexListToPointList(const VertexList& in,PointList& out)
{
out.reserve(in.size());
for(VertexList::const_iterator itr=in.begin();
itr!=in.end();
++itr)
{
out.push_back(Point(0,*itr));
}
}
示例13: findNeighbors
void PolyMesh::findNeighbors( osg::Vec3 p, VertexList& vlist )
{
for ( EdgeMap::iterator itr=_edges.begin(); itr!=_edges.end(); ++itr )
{
if ( equivalent(itr->first.first,p) )
vlist.push_back( itr->first.second );
else if ( equivalent(itr->first.second,p) )
vlist.push_back( itr->first.first );
}
}
示例14: numberOfTriangles
VertexList<Vertex>* Mesh::build(bool normalize) {
if (normalize) normalizeSize(buildScale);
VertexList<Vertex>* vertexList = (VertexList<Vertex>*)
CreateVertexList<Vertex>(TRIANGLE_LIST, numberOfTriangles());
for (unsigned i=0; i<faces.size(); ++i)
addFace(vertexList, faces[i]);
vertexList->calcAABB();
cachedMesh = vertexList;
return vertexList;
}
示例15: Subdivide
//***************************************************************************************
// Name: Subdivide
// Desc: Function subdivides every input triangle into four triangles of equal area.
//***************************************************************************************
void Subdivide(VertexList& vertices, IndexList& indices)
{
VertexList vin = vertices;
IndexList iin = indices;
vertices.resize(0);
indices.resize(0);
// v1
// *
// / \
// / \
// m0*-----*m1
// / \ / \
// / \ / \
// *-----*-----*
// v0 m2 v2
UINT numTris = (UINT)iin.size()/3;
for(UINT i = 0; i < numTris; ++i)
{
D3DXVECTOR3 v0 = vin[ iin[i*3+0] ];
D3DXVECTOR3 v1 = vin[ iin[i*3+1] ];
D3DXVECTOR3 v2 = vin[ iin[i*3+2] ];
D3DXVECTOR3 m0 = 0.5f*(v0 + v1);
D3DXVECTOR3 m1 = 0.5f*(v1 + v2);
D3DXVECTOR3 m2 = 0.5f*(v0 + v2);
vertices.push_back(v0); // 0
vertices.push_back(v1); // 1
vertices.push_back(v2); // 2
vertices.push_back(m0); // 3
vertices.push_back(m1); // 4
vertices.push_back(m2); // 5
indices.push_back(i*6+0);
indices.push_back(i*6+3);
indices.push_back(i*6+5);
indices.push_back(i*6+3);
indices.push_back(i*6+4);
indices.push_back(i*6+5);
indices.push_back(i*6+5);
indices.push_back(i*6+4);
indices.push_back(i*6+2);
indices.push_back(i*6+3);
indices.push_back(i*6+1);
indices.push_back(i*6+4);
}
}