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C++ VertexList::begin方法代码示例

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


在下文中一共展示了VertexList::begin方法的8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: sizeof

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;
}
开发者ID:lyell,项目名称:aegis,代码行数:28,代码来源:agta_mesh.cpp

示例2: insertSites

void IncrementalDelaunayTriangulator::insertSites(const VertexList& vertices)
{
	for (VertexList::const_iterator x=vertices.begin(); 
			x != vertices.end(); ++x) {
		insertSite(*x);
	}
}
开发者ID:drownedout,项目名称:datamap,代码行数:7,代码来源:IncrementalDelaunayTriangulator.cpp

示例3: projectCloud

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;
	}
}
开发者ID:cadet,项目名称:hydraNI,代码行数:31,代码来源:FrameProcessor.cpp

示例4: 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;
   }
}
开发者ID:palmerc,项目名称:lab,代码行数:8,代码来源:main.cpp

示例5: 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);
		}
	}
开发者ID:omochi,项目名称:gluttest,代码行数:9,代码来源:Vertex.cpp

示例6: 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));
    }
}
开发者ID:BlitzMaxModules,项目名称:osg.mod,代码行数:11,代码来源:ShadowVolumeOccluder.cpp

示例7: smallestEnclosingSphere

void smallestEnclosingSphere(SrPoint3D*	sp,int nsp,VertexList& vertexList,const VertexIterator& end,SrSphere3D& sphere)
{
	createSphere(sp, nsp,sphere);
	if( nsp==4 )
		return;
	VertexIterator iterator = vertexList.begin();
	for( ; end != iterator ; )
	{
		const SrPoint3D& p = *iterator;
		if( isOut(p,sphere) )
		{
			sp[ nsp ] = p;
			smallestEnclosingSphere( sp, nsp + 1 , vertexList , iterator , sphere);
			vertexList.splice(vertexList.begin(),vertexList,iterator++ );
		}
		else
		{
			iterator++;
		}
	}
}
开发者ID:chongbingbao,项目名称:Programmers_Computational_Geometry,代码行数:21,代码来源:Smallest-Enclosing-Disk.cpp

示例8: 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


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