当前位置: 首页>>代码示例>>C++>>正文


C++ VertexList::size方法代码示例

本文整理汇总了C++中VertexList::size方法的典型用法代码示例。如果您正苦于以下问题:C++ VertexList::size方法的具体用法?C++ VertexList::size怎么用?C++ VertexList::size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::size方法的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: 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;
}
开发者ID:Mesagoppinmypants,项目名称:NGELinux,代码行数:25,代码来源:Distance3d.cpp

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);
	}
}
开发者ID:benloong,项目名称:Deferred-Rendering-Demo,代码行数:34,代码来源:Cylinder.cpp

示例3: construct

void Mesh::construct()
{
	if (!m_material || !m_geometry) {
		return;
	}

	destruct();

	glGenVertexArrays(1, &m_vertexArray);
	glBindVertexArray(m_vertexArray);

	// Fill vertex position data
	glGenBuffers(1, &m_vertexBuffer);
	glBindBuffer(GL_ARRAY_BUFFER, m_vertexBuffer);

	VertexList vertices = m_geometry->vertices();
	glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(glm::vec3), vertices.data(), GL_STATIC_DRAW);

	glVertexAttribPointer((GLint)ShaderAttribute::VertexPosition, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
	glEnableVertexAttribArray((GLint)ShaderAttribute::VertexPosition);

	// Fill UV vertex data
	if (m_geometry->uvCount()) {
		glGenBuffers(1, &m_textureCoordinatesBuffer);
		glBindBuffer(GL_ARRAY_BUFFER, m_textureCoordinatesBuffer);

		UVList uvs = m_geometry->uvs();
		glBufferData(GL_ARRAY_BUFFER, uvs.size() * sizeof(glm::vec2), uvs.data(), GL_STATIC_DRAW);

		glVertexAttribPointer((GLint)ShaderAttribute::VertexTextureCoordinates, 2, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
		glEnableVertexAttribArray((GLint)ShaderAttribute::VertexTextureCoordinates);
	}

	// Fill vertex normal data
	if (m_geometry->normalCount()) {
		glGenBuffers(1, &m_vertexNormalsBuffer);
		glBindBuffer(GL_ARRAY_BUFFER, m_vertexNormalsBuffer);

		VertexList normals = m_geometry->normals();
		glBufferData(GL_ARRAY_BUFFER, normals.size() * sizeof(glm::vec3), normals.data(), GL_STATIC_DRAW);

		glVertexAttribPointer((GLint)ShaderAttribute::VertexNormals, 3, GL_FLOAT, GL_FALSE, 0, bufferOffset(0));
		glEnableVertexAttribArray((GLint)ShaderAttribute::VertexNormals);
	}

	// Fill index buffer
	glGenBuffers(1, &m_indexBuffer);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_indexBuffer);

	IndexList indices = m_geometry->indices();
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(uint32_t), indices.data(), GL_STATIC_DRAW);

	glBindVertexArray(0);

	m_dirty = false;
}
开发者ID:asgeir,项目名称:old-school-projects,代码行数:56,代码来源:ge2mesh.cpp

示例4: makeTree

NodePtr KDTree::makeTree(size_t depth, const size_t& cellSize, VertexLists& t,
        const Domain& domain){
    /*
     * Tuple contains x, y, z  Dimensions Vertex list
     *
    */
    const size_t k = depth % m_K;
    VertexList vertices = t.at(k);

    if(vertices.size() == 0){
        return nullptr;
    }
    if(vertices.size() <= cellSize){
        return NodePtr(new Node(vertices, domain));
    }

    size_t median = (int) (vertices.size()-1)/2;
    VertexPtr& posElement = vertices.at(median);

    //Split lists by median element
    std::vector< ListPair > pairs;
    for(size_t i=0; i<m_K; ++i){
        pairs.push_back(splitListBy(k, t.at(i), posElement));
    }

    VertexLists left;
    VertexLists right;
    for(ListPair pair: pairs){
        left.push_back(std::get<0>(pair));
        right.push_back(std::get<1>(pair));
    }

    Domain leftBounds = domain;
    Domain rightBounds = domain;
    leftBounds.updateMax((*posElement)[k], k);
    rightBounds.updateMin((*posElement)[k], k);

    NodePtr leftNode;
    NodePtr rightNode;
    if(depth < 2){
    thread lT([&] { leftNode = makeTree(depth+1, cellSize, left, leftBounds); });
    thread rT([&] { rightNode = makeTree(depth+1, cellSize, right, rightBounds); });
    lT.join();
    rT.join();
    }else{
        leftNode = makeTree(depth+1, cellSize, left, leftBounds);
        rightNode = makeTree(depth+1, cellSize, right, rightBounds);
    }
    return NodePtr(new Node(leftNode, rightNode, domain));
};
开发者ID:klemmster,项目名称:CG2,代码行数:50,代码来源:tree.cpp

示例5: 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6: 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;
}
开发者ID:Thomas-Xu,项目名称:iPhone3D,代码行数:33,代码来源:RenderingEngine.ES2.cpp

示例7: 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8: 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9: _generateIndices

    void StaticGeometryBuffer::_generateIndices()
    {
        _indexList.clear();

        VertexList  newVertList;
        //DebugText   debugText;

        for( uint i = 0; i < _vertexList.size(); ++i )
        {
            bool repeated = false;

            ///FLip uv's for openGL
            _vertexList[ i ].texCoord.y = 1 - _vertexList[ i ].texCoord.y;

            for( uint j = 0; j < newVertList.size(); ++j )
            {

                repeated = _isSameVertex( _vertexList[ i ], newVertList[ j ] );

                if( repeated )
                {
                    _indexList.push_back( j );
                    break;
                }
            }


            if( !repeated )
            {
                newVertList.push_back( _vertexList[ i ] );
                _indexList.push_back( newVertList.size() - 1 );
            }
        }

        _vertexList = newVertList;
    }
开发者ID:Xaer033,项目名称:PitWizard,代码行数:36,代码来源:StaticGeometryBuffer.cpp

示例10: BuildGeoSphere

//***************************************************************************************
// Name: BuildGeoSphere
// Desc: Function approximates a sphere by tesselating an icosahedron.
//***************************************************************************************
void BuildGeoSphere(UINT numSubdivisions, float radius, VertexList& vertices, IndexList& indices)
{
	// Put a cap on the number of subdivisions.
	numSubdivisions = Min(numSubdivisions, UINT(5));

	// Approximate a sphere by tesselating an icosahedron.

	const float X = 0.525731f; 
	const float Z = 0.850651f;

	D3DXVECTOR3 pos[12] = 
	{
		D3DXVECTOR3(-X, 0.0f, Z),  D3DXVECTOR3(X, 0.0f, Z),  
		D3DXVECTOR3(-X, 0.0f, -Z), D3DXVECTOR3(X, 0.0f, -Z),    
		D3DXVECTOR3(0.0f, Z, X),   D3DXVECTOR3(0.0f, Z, -X), 
		D3DXVECTOR3(0.0f, -Z, X),  D3DXVECTOR3(0.0f, -Z, -X),    
		D3DXVECTOR3(Z, X, 0.0f),   D3DXVECTOR3(-Z, X, 0.0f), 
		D3DXVECTOR3(Z, -X, 0.0f),  D3DXVECTOR3(-Z, -X, 0.0f)
	};

	DWORD k[60] = 
	{
		1,4,0,  4,9,0,  4,5,9,  8,5,4,  1,8,4,    
		1,10,8, 10,3,8, 8,3,5,  3,2,5,  3,7,2,    
		3,10,7, 10,6,7, 6,11,7, 6,0,11, 6,1,0, 
		10,1,6, 11,0,9, 2,11,9, 5,2,9,  11,2,7 
	};

	vertices.resize(12);
	indices.resize(60);

	for(int i = 0; i < 12; ++i)
		vertices[i] = pos[i];

	for(int i = 0; i < 60; ++i)
		indices[i] = k[i];

	for(UINT i = 0; i < numSubdivisions; ++i)
		Subdivide(vertices, indices);

	// Project vertices onto sphere and scale.
	for(size_t i = 0; i < vertices.size(); ++i)
	{
		D3DXVec3Normalize(&vertices[i], &vertices[i]);
		vertices[i] *= radius;
	}
}
开发者ID:softwarekid,项目名称:DXFunctionDraw,代码行数:51,代码来源:d3dUtil.cpp

示例11: write

void ConvexPlanarPolygon::write(DataOutputStream* out) {
    // Write ConvexPlanarPolygon's identification.
    out->writeInt(IVECONVEXPLANARPOLYGON);
    // If the osg class is inherited by any other class we should also write this to file.
    //osg::Object*  obj = dynamic_cast<osg::Object*>(this);
    //if(obj){
    //    ((ive::Object*)(obj))->write(out);
    //}
    //else
    //    in_THROW_EXCEPTION("ConvexPlanarPolygon::write(): Could not cast this osg::ConvexPlanarPolygon to an osg::Object.");
    // Write ConvexPlanarPolygon's properties.

    // Write Vertex list
    VertexList vertexList = getVertexList();
    int size = vertexList.size();
    out->writeInt(size);
    for(int i=0; i<size; i++) {
        out->writeVec3(vertexList[i]);
    }

}
开发者ID:yueying,项目名称:osg,代码行数:21,代码来源:ConvexPlanarPolygon.cpp

示例12: writeSprite

void GeometryExportFile::writeSprite( Object *o, ofstream &out )
{

   //  out << "OBJECT poly"<<endl;
    out << "  WORLD (" << endl;
    out << "  TEXTURES (" << endl;
    out << "    MAX_TEXTURES (10)" << endl;
    out << "    TEXTURE 'abstract_a032.gif' ()" << endl;
    out << "    TEXTURE 'andrew_wood.gif' ()" << endl;
    out << "    TEXTURE 'sydney.gif' ()" << endl;
    out << "    TEXTURE 'bla.png' ()" << endl;
    out << "    TEXTURE 'bla2.gif' ()" << endl;
    out << "  )" << endl;


   // Don't know how to get the name.
    out << "SPRITE 'sydney'(" << endl;


   // Add the texture.
   // We also need to add the texture to the top of the world file.
    TextureMaterial *tm = o->getTextureMaterial();

    if(tm != 0 && tm->texture != 0)
    {
      // Need to get the file name that the image will be in CS's VFS.
      //    out << "TEXNR('"<<tm->texture->getFilename()->ascii()\
      //      << "')" <<endl;
        out << "TEXNR('bla2.gif')" << endl;

    }

   // Write the frames.  err... "frame".  We done needs verts, and
   //  uv coordinates.

   // We are going to waste some vertices here.
   //
   // We are going to add an extra set of vertices
   //
   // for each face:
   //   add to the new vertex list, the vertices in the face.
   //   add to the new uv coords list, the uvs for the face.
   //
   // The triangle list will be made by consecutively using three vertices
   //  from the list of vertices.


    VertexList *vlist = o->getVerts();

    UVList *uvlist = o->getUVs();

    vector<Vector4> new_vert_list;

    vector<Vector4> new_uv_list;



    int num_verts = ( int ) vlist->size();

    int num_uvs = ( int ) uvlist->size();

   //DEBUG
   //  out << "num_verts is:" << num_verts << " num_uvs is:" << num_uvs <<endl;


    int num_faces = ( int ) o->numFaces();

    int tris = -1;


    for(int i = 0; i < num_faces; i++)
    {
        Face *face = o->getFace( i );
        vector<int> *face_vlist = face->getVerts();
        vector<int> *face_uvlist = face->getUVs();


        int v_size = ( int ) face_vlist->size();
        int uv_size = ( int ) face_uvlist->size();

        for(int ii = 0; ii < uv_size; ii++)
        {
            new_uv_list.push_back( face->getParentObject() ->getUVCoord(
                                                                       ( *face_uvlist ) [ ii ] ) ->getPosition() );
        }

        for(int ii = 0; ii < v_size; ii++)
        {
            new_vert_list.push_back( face->getParentObject() ->getVertex(
                                                                        ( *face_vlist ) [ ii ] ) ->getPosition() );
        }
    }


   // write out the frames... er just one frame for now.

   // DEBUG
   //  out << "new_vert_list size:" << new_vert_list.size() << endl;
   //  out << "new_uv_list size:" << new_uv_list.size() << endl;

//.........这里部分代码省略.........
开发者ID:KevinSeghetti,项目名称:WorldFoundry,代码行数:101,代码来源:geometryexport.cpp

示例13: writeModel

void GeometryExportFile::writeModel( Object *o, ofstream &out )
{

    out << 
    "{ 'MODL'\n"
    "   { 'SRC' \"Innovation 3D exported by WF geometry exporter V0.11\"" 
    "   }\n"
    "   { 'TRGT' \"World Foundy Game Engine (www.worldfoundry.org)\"\n" 
    "   }\n" << endl;

    out <<
    "   { 'NAME' \"" << o->getName() << "\"\n" 
    "   }\n";


    out.setf(std::ios::showpoint);

     //Vector4 pos;
    float texturex=0;
    float texturey=0;
    float color=0;
     //pos = o->getPosition();

    int oldWidth = out.width(8);
    char oldFill = out.fill('0');

    // kts i3d is a left handed coordinate system with positive y up, WF is left handed with positive z up
    // so I rotate -90 degrees around x putting y up (swap y&z, negate the new y)

    VertexList *vlist = o->getVerts();
    int size = (int)vlist->size();
    Vector4 vertpos;
    Vector4 uv;

    for(int i=0; i<size; i++)
    {
        vertpos = (*vlist)[i]->getPosition();
        VertexAndUV vuv;
        vuv.position = vertpos;

    }

    CreateVertUVList(o);
    WriteVertexList(out);

    out << "    { 'MATL' //flags: [FLAT_SHADED=0, GOURAUD_SHADED=1] [SOLID_COLOR=0, TEXTURE_MAPPED=2] [SINGLE_SIDED=0, TWO_SIDED=8]" << endl;

        //save materials here.

    ObjectDB *odb = I3D::getDB();

    TextureMaterial *m;
    for(int materialIndex=0; materialIndex<odb->numMaterials(); materialIndex++)
    {
        m = odb->getMaterial(materialIndex);

        _MaterialOnDisk mod;

        mod._materialFlags = 0;
        if(m->enable_texture)
            mod._materialFlags |= TEXTURE_MAPPED;

        for(int temp=0;temp<MATERIAL_NAME_LEN;temp++)
            mod.textureName[temp] = 0;

        if(m->texture)
            strncpy(mod.textureName, m->texture->getFilename()->ascii(), MATERIAL_NAME_LEN);
        mod.textureName[MATERIAL_NAME_LEN-1] = 0;    // make sure it is 0 terminated

        mod._color = ((((unsigned int)m->cDiffuse.r)<<16) |
                      (((unsigned int)m->cDiffuse.g)<<8) |
                      ((unsigned int)m->cDiffuse.b));

        out << "            //Material " << materialIndex << ": flags: " << mod._materialFlags << ", color: " << hex << mod._color << dec << ", texturename: \"" << mod.textureName << "\"" << endl;
        out << "        ";
                                                                  
        for(int index=0;index<sizeof(_MaterialOnDisk);index++)
        {
            out << (unsigned int)(((unsigned char*)&mod)[index]) << "y ";
        }
        out << " // #" << materialIndex << endl;

    }
    out << "    }" << endl;        

    // faces
    size = (int)o->numFaces();

    out << "    { 'FACE' // count = " << size << endl;

        
    for(int faceIndex=0; faceIndex<size; faceIndex++)
    {
        Face* face = o->getFace(faceIndex);
        vector<int> *vlist = face->getVerts();
        vector<int> *uvlist = face->getUVs();

        assert(vlist->size() >= 3);              // must be at least a triangle

        // output list of triangles for this face
//.........这里部分代码省略.........
开发者ID:KevinSeghetti,项目名称:WorldFoundry,代码行数:101,代码来源:geometryexport.cpp

示例14: initEdgeGraph

void FastMassSpring::initEdgeGraph(
  FaceList& face_list,
  VertexList& vertex_list,
  AdjList& vertex_share_faces)
{
  this->P_Num = vertex_list.size() / 3;

  // building edge graph
  this->strech_edges.clear();
  {
    int ptid[3] = {0, 0, 0};
    for (decltype(face_list.size()) i = 0; i < face_list.size() / 3; ++i)
    {
      ptid[0] = face_list[3 * i + 0];
      ptid[1] = face_list[3 * i + 1];
      ptid[2] = face_list[3 * i + 2];
      // the order of start point and end point doesn't matter
      this->strech_edges.push_back(
        ptid[0] < ptid[1] ? Edge(ptid[0], ptid[1]) : Edge(ptid[1], ptid[0]));
      this->strech_edges.push_back(
        ptid[1] < ptid[2] ? Edge(ptid[1], ptid[2]) : Edge(ptid[2], ptid[1]));
      this->strech_edges.push_back(
        ptid[2] < ptid[0] ? Edge(ptid[2], ptid[0]) : Edge(ptid[0], ptid[2]));
    }
    std::sort(this->strech_edges.begin(), this->strech_edges.end());
    std::vector<Edge>::iterator iter = 
      std::unique(this->strech_edges.begin(), this->strech_edges.end());
    this->strech_edges.erase(iter, strech_edges.end());
    this->strech_edges.shrink_to_fit();

    // store rest length
    float cur_r = 0.0;
    this->strech_r_length.clear();
    for (auto& i : this->strech_edges)
    {
      cur_r = 0.0;
      for (int j = 0; j < 3; ++j)
      {
        cur_r += pow(vertex_list[3 * i.first + j] - vertex_list[ 3 * i.second + j], 2);
      }
      this->strech_r_length.push_back(sqrt(cur_r));
    }
  }

  this->bending_edges.clear();
  {
    for (auto& i : this->strech_edges)
    {
      int cross_pi = -1;
      int cross_pj = -1;
      if (findShareVertex(
        cross_pi, cross_pj, i.first, i.second, vertex_share_faces, face_list))
      {
        this->bending_edges.push_back(
          cross_pi < cross_pj ? 
            Edge(cross_pi, cross_pj) : Edge(cross_pj, cross_pi));
      }
    }

    // store rest length
    float cur_r = 0.0;
    this->bending_r_length.clear();
    for (auto& i : this->bending_edges)
    {
      cur_r = 0.0;
      for (int j = 0; j < 3; ++j)
      {
        cur_r += pow(vertex_list[3 * i.first + j] - vertex_list[ 3 * i.second + j], 2);
      }
      this->bending_r_length.push_back(sqrt(cur_r));
    }
  }

  // init d vector
  this->computedVector();
}
开发者ID:LegendGraphics,项目名称:FastMassSpring,代码行数:76,代码来源:FastMassSpring.cpp

示例15: buildStacks

void Sphere::buildStacks(VertexList& vertices, IndexList& indices)
{
	float phiStep = PI/mNumStacks;

	// do not count the poles as rings
	UINT numRings = mNumStacks-1;

	// Compute vertices for each stack ring.
	for(UINT i = 1; i <= numRings; ++i)
	{
		float phi = i*phiStep;

		// vertices of ring
		float thetaStep = 2.0f*PI/mNumSlices;
		for(UINT j = 0; j <= mNumSlices; ++j)
		{
			float theta = j*thetaStep;

			Vertex v;

			// spherical to cartesian
			v.pos.x = mRadius*sinf(phi)*cosf(theta);
			v.pos.y = mRadius*cosf(phi);
			v.pos.z = mRadius*sinf(phi)*sinf(theta);

			// partial derivative of P with respect to theta
			v.tangent.x = -mRadius*sinf(phi)*sinf(theta);
			v.tangent.y = 0.0f;
			v.tangent.z = mRadius*sinf(phi)*cosf(theta);

			D3DXVec3Normalize(&v.normal, &v.pos);

			v.texC.x = theta / (2.0f*PI);
			v.texC.y = phi / PI;

			vertices.push_back( v );
		}
	}

	// poles: note that there will be texture coordinate distortion
	vertices.push_back( Vertex(0.0f, -mRadius, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f) );
	vertices.push_back( Vertex(0.0f, mRadius, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f) );

	UINT northPoleIndex = (UINT)vertices.size()-1;
	UINT southPoleIndex = (UINT)vertices.size()-2;

	UINT numRingVertices = mNumSlices+1;

	// Compute indices for inner stacks (not connected to poles).
	for(UINT i = 0; i < mNumStacks-2; ++i)
	{
		for(UINT j = 0; j < mNumSlices; ++j)
		{
			indices.push_back(i*numRingVertices + j);
			indices.push_back(i*numRingVertices + j+1);
			indices.push_back((i+1)*numRingVertices + j);

			indices.push_back((i+1)*numRingVertices + j);
			indices.push_back(i*numRingVertices + j+1);
			indices.push_back((i+1)*numRingVertices + j+1);
		}
	}

	// Compute indices for top stack.  The top stack was written 
	// first to the vertex buffer.
	for(UINT i = 0; i < mNumSlices; ++i)
	{
		indices.push_back(northPoleIndex);
		indices.push_back(i+1);
		indices.push_back(i);
	}

	// Compute indices for bottom stack.  The bottom stack was written
	// last to the vertex buffer, so we need to offset to the index
	// of first vertex in the last ring.
	UINT baseIndex = (numRings-1)*numRingVertices;
	for(UINT i = 0; i < mNumSlices; ++i)
	{
		indices.push_back(southPoleIndex);
		indices.push_back(baseIndex+i);
		indices.push_back(baseIndex+i+1);
	}
}
开发者ID:benloong,项目名称:Deferred-Rendering-Demo,代码行数:83,代码来源:Sphere.cpp


注:本文中的VertexList::size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。