本文整理汇总了C++中ofMesh::addNormals方法的典型用法代码示例。如果您正苦于以下问题:C++ ofMesh::addNormals方法的具体用法?C++ ofMesh::addNormals怎么用?C++ ofMesh::addNormals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::addNormals方法的7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: setNormals
void PyramidBrush::setNormals(ofMesh& mesh) {
int nV = mesh.getNumVertices();
int nT = mesh.getNumIndices() / 3;
vector<ofPoint> norm(nV);
for(int t=0; t < nT; t++) {
int i1 = mesh.getIndex(3*t);
int i2 = mesh.getIndex(3*t + 1);
int i3 = mesh.getIndex(3*t + 2);
const ofPoint &v1 = mesh.getVertex(i1);
const ofPoint &v2 = mesh.getVertex(i2);
const ofPoint &v3 = mesh.getVertex(i3);
ofPoint dir = ( (v2 - v1).crossed(v3 - v1)).normalized();
norm[i1] += dir;
norm[i2] += dir;
norm[i3] += dir;
}
for(int i = 0; i < nV; i++) {
norm[i].normalize();
}
mesh.clearNormals();
mesh.addNormals(norm);
}
示例2: setNormals
//Universal function which sets normals for the triangle mesh
void ofxOcean::setNormals( ofMesh &mesh ){
//The number of the vertices
int nV = mesh.getNumVertices();
//The number of the triangles
int nT = mesh.getNumIndices() / 3;
vector<ofPoint> norm( nV ); //Array for the normals
//Scan all the triangles. For each triangle add its
//normal to norm's vectors of triangle's vertices
for (int t=0; t<nT; t++) {
//Get indices of the triangle t
int i1 = mesh.getIndex( 3 * t );
int i2 = mesh.getIndex( 3 * t + 1 );
int i3 = mesh.getIndex( 3 * t + 2 );
//Get vertices of the triangle
const ofPoint &v1 = mesh.getVertex( i1 );
const ofPoint &v2 = mesh.getVertex( i2 );
const ofPoint &v3 = mesh.getVertex( i3 );
//Compute the triangle's normal
ofPoint dir = ( (v2 - v1).getCrossed( v3 - v1 ) ).getNormalized();
//Accumulate it to norm array for i1, i2, i3
norm[ i1 ] += dir;
norm[ i2 ] += dir;
norm[ i3 ] += dir;
}
//Normalize the normal's length
for (int i=0; i<nV; i++) {
norm[i].normalize();
}
//Set the normals to mesh
mesh.clearNormals();
mesh.addNormals( norm );
}
示例3: setNormals
//--------------------------------------------------------------
//Universal function which sets normals for the triangle mesh
void setNormals( ofMesh &mesh ){
int nV = mesh.getNumVertices();//640
int nT = mesh.getNumIndices() / 3;//213
vector<ofPoint> norm( nV );
for (int t=0; t<nT; t++) {
int i1 = mesh.getIndex( 3 * t );
int i2 = mesh.getIndex( 3 * t + 1 );
int i3 = mesh.getIndex( 641 );
const ofPoint &v1 = mesh.getVertex( i1 );
const ofPoint &v2 = mesh.getVertex( i2 );
const ofPoint &v3 = mesh.getVertex( i3 );
//Compute the triangle's normal
ofPoint dir = ( (v2 - v1).crossed( v3 - v1 ) ).normalized();
norm[ i1 ] += dir;
norm[ i2 ] += dir;
norm[ i3 ] += dir;
}
//Normalize the normal's length
for (int i=0; i<nV; i++) {
norm[i].normalize();
}
//Set the normals to mesh
mesh.clearNormals();
mesh.addNormals( norm );
}
示例4: buildNormalsAverage
void buildNormalsAverage(ofMesh& mesh) {
vector<ofIndexType>& indices = mesh.getIndices();
vector<ofVec3f> normals(mesh.getNumVertices());
for(int i = 0; i < indices.size(); i += 3) {
int i0 = indices[i + 0], i1 = indices[i + 1], i2 = indices[i + 2];
ofVec3f normal = getNormal(mesh.getVertices()[i0], mesh.getVertices()[i1], mesh.getVertices()[i2]);
normals[i0] += normal;
normals[i1] += normal;
normals[i2] += normal;
}
for(int i = 0; i < normals.size(); i++) {
normals[i].normalize();
}
mesh.addNormals(normals);
}
示例5: 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6: getCellMesh
void getCellMesh(voro::voronoicell &_c, ofPoint _pos, ofMesh& mesh ){
if( _c.p ) {
ofPoint centroid = getCellCentroid(_c,_pos);
int i,j,k,l,m,n;
// Vertex
//
double *ptsp=_c.pts;
vector<ofPoint> vertices;
vector<ofPoint> normals;
for(i = 0; i < _c.p; i++, ptsp+=3){
ofPoint newPoint;
newPoint.x = _pos.x + ptsp[0]*0.5;
newPoint.y = _pos.y + ptsp[1]*0.5;
newPoint.z = _pos.z + ptsp[2]*0.5;
vertices.push_back(newPoint);
ofPoint newNormal;
newNormal = _pos - newPoint;//centroid ;
newNormal = newNormal.normalize();
normals.push_back(newNormal);
}
// ofMesh mesh;
mesh.setMode(OF_PRIMITIVE_TRIANGLES );
mesh.addVertices(vertices);
mesh.addNormals(normals);
// Index
//
for(i = 1; i < _c.p; i++){
for(j = 0; j < _c.nu[i]; j++) {
k = _c.ed[i][j];
if( k >= 0 ) {
_c.ed[i][j]=-1-k;
l = _c.cycle_up( _c.ed[i][ _c.nu[i]+j], k);
m = _c.ed[k][l];
_c.ed[k][l]=-1-m;
while(m!=i) {
n = _c.cycle_up( _c.ed[k][ _c.nu[k]+l],m);
mesh.addTriangle(i, k, m);
k=m;
l=n;
m=_c.ed[k][l];
_c.ed[k][l]=-1-m;
}
}
}
}
// return mesh;
}
// return ofMesh();
};
示例7:
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 );
}