本文整理汇总了C++中ofMesh::addIndices方法的典型用法代码示例。如果您正苦于以下问题:C++ ofMesh::addIndices方法的具体用法?C++ ofMesh::addIndices怎么用?C++ ofMesh::addIndices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ofMesh
的用法示例。
在下文中一共展示了ofMesh::addIndices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: performTessellation
//----------------------------------------------------------
void ofTessellator::performTessellation(ofPolyWindingMode polyWindingMode, ofMesh& dstmesh, bool bIs2D ) {
if (!tessTesselate(cacheTess, polyWindingMode, TESS_POLYGONS, 3, 3, 0)){
ofLogError("ofTessellator") << "performTessellation(): mesh polygon tessellation failed, winding mode " << polyWindingMode;
return;
}
int numVertices = tessGetVertexCount( cacheTess );
int numIndices = tessGetElementCount( cacheTess )*3;
dstmesh.clear();
dstmesh.addVertices((ofDefaultVertexType*)tessGetVertices(cacheTess),numVertices);
dstmesh.addIndices((ofIndexType*)tessGetElements(cacheTess),numIndices);
/*ofIndexType * tessElements = (ofIndexType *)tessGetElements(cacheTess);
for(int i=0;i<numIndices;i++){
if(tessElements[i]!=TESS_UNDEF)
dstmesh.addIndex(tessElements[i]);
}*/
dstmesh.setMode(OF_PRIMITIVE_TRIANGLES);
}
示例2: facetedVertices
void CloudsVisualSystem3DModelLoader::facetMesh( ofMesh& smoothedMesh, ofMesh& targetMesh )
{
//get our vertex, uv and face info
vector<ofVec3f>& v = smoothedMesh.getVertices();
vector<ofVec2f>& uv = smoothedMesh.getTexCoords();
vector<ofIndexType>& indices = smoothedMesh.getIndices();
bool hasTC = smoothedMesh.getNumTexCoords();
//use these to store our new mesh info
vector<ofVec3f> facetedVertices( indices.size() );
vector<ofVec3f> facetedNormals( indices.size() );
vector<ofVec2f> facetedTexCoords;
if(hasTC){
facetedTexCoords.resize( indices.size() );
}
vector<ofIndexType> facetedIndices( indices.size() );
//store vertex and uv data
for (int i=0; i < indices.size(); i++) {
facetedIndices[i] = i;
facetedVertices[i] = v[indices[i]];
if(hasTC) facetedTexCoords[i] = uv[indices[i]];
}
//calculate our face normals
ofVec3f n;
for (int i=0; i < facetedIndices.size(); i+=3) {
n = normalFrom3Points( facetedVertices[i], facetedVertices[i+1], facetedVertices[i+2]);
facetedNormals[i] = n;
facetedNormals[i+1] = n;
facetedNormals[i+2] = n;
}
//setup our faceted mesh. this should still work if our targetMesh is our smoothMesh
targetMesh.clear();
targetMesh.addVertices( facetedVertices );
targetMesh.addNormals( facetedNormals );
if(hasTC) targetMesh.addTexCoords( facetedTexCoords );
targetMesh.addIndices( facetedIndices );
}
示例3:
void CloudsVisualSystem3DModelLoader::smoothMesh( ofMesh& facetedMesh, ofMesh& targetMesh, int precision)
{
cout << "smoothing mesh" << endl;
//get our vertex, uv and face info
vector<ofVec3f>& v = facetedMesh.getVertices();
vector<ofVec2f>& uv = facetedMesh.getTexCoords();
vector<ofIndexType>& indices = facetedMesh.getIndices();
bool hasTC = facetedMesh.getNumTexCoords();
//use these to store our new mesh info
map<string, unsigned int> mergeMap;
vector<ofVec3f> smoothVertices;
vector<ofVec3f> smoothNormals;
vector<ofVec2f> smoothTexCoords;
vector<ofIndexType> smoothIndices;
//merge our vertices by pointing near by vertices to the same index
for (int i=0; i<v.size(); i++)
{
mergeMap[ vec3ToString( v[i], precision ) ] = i;
}
//fill our smoothed vertex array with merged vertices & tex coords
smoothVertices.resize( mergeMap.size() );
if(hasTC) smoothTexCoords.resize( mergeMap.size() );
int smoothVertexCount = 0;
for (map<string, unsigned int>::iterator it = mergeMap.begin(); it != mergeMap.end(); it++)
{
smoothVertices[smoothVertexCount] = v[it->second];
if(hasTC) smoothTexCoords[smoothVertexCount] = uv[it->second];
it->second = smoothVertexCount;//store our new vertex index
smoothVertexCount++;
}
//reconstruct our faces by reassigning their indices to the merged vertices
smoothIndices.resize( indices.size() );
for (int i=0; i<indices.size(); i++)
{
//use our old vertex poisition to retrieve our new index
smoothIndices[i] = mergeMap[ vec3ToString( v[ indices[i] ], precision ) ];
}
//calculate our normals
smoothNormals.resize( smoothVertices.size() );
ofVec3f n;
for (int i=0; i<smoothIndices.size(); i+=3)
{
n = normalFrom3Points( smoothVertices[smoothIndices[i]], smoothVertices[smoothIndices[i+1]], smoothVertices[smoothIndices[i+2]] );
smoothNormals[smoothIndices[i]] += n;
smoothNormals[smoothIndices[i+1]] += n;
smoothNormals[smoothIndices[i+2]] += n;
}
for (int i=0; i<smoothNormals.size(); i++)
{
smoothNormals[i].normalize();
}
//setup our smoothed mesh. this should still work if our targetMesh is our facetedMesh
targetMesh.clear();
targetMesh.addVertices( smoothVertices );
targetMesh.addNormals( smoothNormals );
if(hasTC) targetMesh.addTexCoords( smoothTexCoords );
targetMesh.addIndices( smoothIndices );
}