本文整理汇总了C++中ViewEdge::setB方法的典型用法代码示例。如果您正苦于以下问题:C++ ViewEdge::setB方法的具体用法?C++ ViewEdge::setB怎么用?C++ ViewEdge::setB使用的例子?那么, 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ViewEdge
的用法示例。
在下文中一共展示了ViewEdge::setB方法的3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: FindNextWEdge
ViewEdge *ViewEdgeXBuilder::BuildSharpViewEdge(const OWXEdge& iWEdge)
{
// Start a new sharp chain edges
ViewEdge *newVEdge = new ViewEdge;
newVEdge->setId(_currentViewId);
++_currentViewId;
unsigned size = 0;
_pCurrentVShape->AddEdge(newVEdge);
// Find first edge:
OWXEdge firstWEdge = iWEdge;
/* OWXEdge previousWEdge = firstWEdge; */ /* UNUSED */
OWXEdge currentWEdge = firstWEdge;
list<OWXEdge> edgesChain;
#if 0 /* TK 02-Sep-2012 Experimental fix for incorrect view edge visibility. */
// bidirectional chaining
// first direction:
while (!stopSharpViewEdge(currentWEdge.e)) {
edgesChain.push_back(currentWEdge);
++size;
currentWEdge.e->userdata = (void *)1; // processed
// Find the next edge!
currentWEdge = FindNextWEdge(currentWEdge);
}
OWXEdge endWEdge = edgesChain.back();
// second direction
currentWEdge = FindPreviousWEdge(firstWEdge);
while (!stopSharpViewEdge(currentWEdge.e)) {
edgesChain.push_front(currentWEdge);
++size;
currentWEdge.e->userdata = (void *)1; // processed
// Find the previous edge!
currentWEdge = FindPreviousWEdge(currentWEdge);
}
#else
edgesChain.push_back(currentWEdge);
++size;
currentWEdge.e->userdata = (void *)1; // processed
OWXEdge endWEdge = edgesChain.back();
#endif
firstWEdge = edgesChain.front();
// build FEdges
FEdge *feprevious = NULL;
FEdge *fefirst = NULL;
FEdge *fe = NULL;
for (list<OWXEdge>::iterator we = edgesChain.begin(), weend = edgesChain.end(); we != weend; ++we) {
fe = BuildSharpFEdge(feprevious, (*we));
fe->setViewEdge(newVEdge);
if (!fefirst)
fefirst = fe;
feprevious = fe;
}
// Store the chain starting edge:
_pCurrentSShape->AddChain(fefirst);
newVEdge->setNature(iWEdge.e->nature());
newVEdge->setFEdgeA(fefirst);
newVEdge->setFEdgeB(fe);
// is it a closed loop ?
if ((firstWEdge == endWEdge) && (size != 1)) {
fefirst->setPreviousEdge(fe);
fe->setNextEdge(fefirst);
newVEdge->setA(0);
newVEdge->setB(0);
}
else {
ViewVertex *vva = MakeViewVertex(fefirst->vertexA());
ViewVertex *vvb = MakeViewVertex(fe->vertexB());
((NonTVertex *)vva)->AddOutgoingViewEdge(newVEdge);
((NonTVertex *)vvb)->AddIncomingViewEdge(newVEdge);
newVEdge->setA(vva);
newVEdge->setB(vvb);
}
return newVEdge;
}
示例2: NonTVertex
ViewVertex *ViewMap::InsertViewVertex(SVertex *iVertex, vector<ViewEdge*>& newViewEdges)
{
NonTVertex *vva = dynamic_cast<NonTVertex*>(iVertex->viewvertex());
if (vva)
return vva;
// because it is not already a ViewVertex, this SVertex must have only 2 FEdges. The incoming one still belongs
// to ioEdge, the outgoing one now belongs to newVEdge
const vector<FEdge *>& fedges = iVertex->fedges();
if (fedges.size() != 2) {
cerr << "ViewMap warning: Can't split the ViewEdge" << endl;
return NULL;
}
FEdge *fend(NULL), *fbegin(NULL);
for (vector<FEdge *>::const_iterator fe = fedges.begin(), feend = fedges.end(); fe != feend; ++fe) {
if ((*fe)->vertexB() == iVertex) {
fend = (*fe);
}
if ((*fe)->vertexA() == iVertex) {
fbegin = (*fe);
}
if ((fbegin != NULL) && (fend != NULL))
break;
}
ViewEdge *ioEdge = fbegin->viewedge();
ViewShape *vshape = ioEdge->viewShape();
vva = new NonTVertex(iVertex);
// if the ViewEdge is a closed loop, we don't create a new VEdge
if (ioEdge->A() == 0) {
// closed loop
ioEdge->setA(vva);
ioEdge->setB(vva);
// update sshape
vshape->sshape()->RemoveEdgeFromChain(ioEdge->fedgeA());
vshape->sshape()->RemoveEdgeFromChain(ioEdge->fedgeB());
ioEdge->setFEdgeA(fbegin);
ioEdge->setFEdgeB(fend);
// Update FEdges
fend->setNextEdge(NULL);
fbegin->setPreviousEdge(NULL);
// update new View Vertex:
vva->AddOutgoingViewEdge(ioEdge);
vva->AddIncomingViewEdge(ioEdge);
vshape->sshape()->AddChain(ioEdge->fedgeA());
vshape->sshape()->AddChain(ioEdge->fedgeB());
}
else {
// Create new ViewEdge
ViewEdge *newVEdge = new ViewEdge(vva, ioEdge->B(), fbegin, ioEdge->fedgeB(), vshape);
newVEdge->setId(Id(ioEdge->getId().getFirst(), ioEdge->getId().getSecond() + 1));
newVEdge->setNature(ioEdge->getNature());
//newVEdge->UpdateFEdges(); // done in the ViewEdge constructor
// Update old ViewEdge
ioEdge->setB(vva);
ioEdge->setFEdgeB(fend);
// Update FEdges
fend->setNextEdge(NULL);
fbegin->setPreviousEdge(NULL);
// update new View Vertex:
vva->AddOutgoingViewEdge(newVEdge);
vva->AddIncomingViewEdge(ioEdge);
NonTVertex *vvb = dynamic_cast<NonTVertex*>(newVEdge->B());
if (vvb)
vvb->Replace(ioEdge, newVEdge);
// update ViewShape
//vshape->AddEdge(newVEdge);
// update SShape
vshape->sshape()->AddChain(fbegin);
// update ViewMap
//_VEdges.push_back(newVEdge);
newViewEdges.push_back(newVEdge);
}
// update ViewShape
vshape->AddVertex(vva);
// update ViewMap
_VVertices.push_back(vva);
return vva;
}
示例3: FindNextFaceLayer
ViewEdge *ViewEdgeXBuilder::BuildSmoothViewEdge(const OWXFaceLayer& iFaceLayer)
{
// Find first edge:
OWXFaceLayer first = iFaceLayer;
OWXFaceLayer currentFace = first;
// bidirectional chaining.
// first direction
list<OWXFaceLayer> facesChain;
unsigned size = 0;
while (!stopSmoothViewEdge(currentFace.fl)) {
facesChain.push_back(currentFace);
++size;
currentFace.fl->userdata = (void *)1; // processed
// Find the next edge!
currentFace = FindNextFaceLayer(currentFace);
}
OWXFaceLayer end = facesChain.back();
// second direction
currentFace = FindPreviousFaceLayer(first);
while (!stopSmoothViewEdge(currentFace.fl)) {
facesChain.push_front(currentFace);
++size;
currentFace.fl->userdata = (void *)1; // processed
// Find the previous edge!
currentFace = FindPreviousFaceLayer(currentFace);
}
first = facesChain.front();
if (iFaceLayer.fl->nature() & Nature::RIDGE) {
if (size < 4) {
return 0;
}
}
// Start a new chain edges
ViewEdge *newVEdge = new ViewEdge;
newVEdge->setId(_currentViewId);
++_currentViewId;
_pCurrentVShape->AddEdge(newVEdge);
// build FEdges
FEdge *feprevious = NULL;
FEdge *fefirst = NULL;
FEdge *fe = NULL;
for (list<OWXFaceLayer>::iterator fl = facesChain.begin(), flend = facesChain.end(); fl != flend; ++fl) {
fe = BuildSmoothFEdge(feprevious, (*fl));
if (feprevious && fe == feprevious)
continue;
fe->setViewEdge(newVEdge);
if (!fefirst)
fefirst = fe;
feprevious = fe;
}
// Store the chain starting edge:
_pCurrentSShape->AddChain(fefirst);
newVEdge->setNature(iFaceLayer.fl->nature());
newVEdge->setFEdgeA(fefirst);
newVEdge->setFEdgeB(fe);
// is it a closed loop ?
if ((first == end) && (size != 1)) {
fefirst->setPreviousEdge(fe);
fe->setNextEdge(fefirst);
newVEdge->setA(0);
newVEdge->setB(0);
}
else {
ViewVertex *vva = MakeViewVertex(fefirst->vertexA());
ViewVertex *vvb = MakeViewVertex(fe->vertexB());
((NonTVertex *)vva)->AddOutgoingViewEdge(newVEdge);
((NonTVertex *)vvb)->AddIncomingViewEdge(newVEdge);
newVEdge->setA(vva);
newVEdge->setB(vvb);
}
return newVEdge;
}