本文整理汇总了C++中vector::GetInterpolatedNormal方法的典型用法代码示例。如果您正苦于以下问题:C++ vector::GetInterpolatedNormal方法的具体用法?C++ vector::GetInterpolatedNormal怎么用?C++ vector::GetInterpolatedNormal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vector
的用法示例。
在下文中一共展示了vector::GetInterpolatedNormal方法的1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: SetFace
//.........这里部分代码省略.........
new_face.RaiseTypeFlag(CMapFace::TYPE_NOCLIP); // no collision detection against this face
else
new_face.ClearTypeFlag(CMapFace::TYPE_NOCLIP); // usual case
if( strstr(rSurf.GetName().c_str(),"_Invisible") ) //if the surface name contains "_Invisible"
new_face.RaiseTypeFlag(CMapFace::TYPE_INVISIBLE); // this face is not rendered
else
new_face.ClearTypeFlag(CMapFace::TYPE_INVISIBLE); // usual case
// find the image mapped on this face and get its index
new_face.m_sTextureID = iSurfaceIndex;
// The value of TextureID is given as the order of the still image
// in vector<m_clipstill>
// If a still image is the first element in vector<m_clipstill>,
// the TextureID of its owner face is 0
// The image index of CLIP chunk in LWO2 file starts from 1. Therefore, if a surface doesn't
// have any image, imagetag of the surface should be 0. << Is this right?
// And the 'm_sTextureID' remains -1
// find the texture uvmap of this face
pTexuvmap = lwobject.FindTextureUVMapFromSurface(rSurf, ID_COLR, *thislayer);
// find the vertex color map applied to this face
pVertexColorMap= lwobject.FindVertexColorMapFromSurface(rSurf, *thislayer);
int iNumPoints = rSrcFace.GetNumPoints();
for(j=0; j<iNumPoints ;j++) // the number of points in this face
{
memset(&vDest, 0, sizeof(MAPVERTEX));
vDest.color = 0xFFFFFFFF; //default vertex color: white and opaque
pnt_index = rSrcFace.GetVertexIndex()[j]; // the index to a point in the PNTS chunk
vDest.vPosition = thislayer->GetVertex().at( pnt_index );
// set texture-uv to the vertex
// search uv map (VMAP chunk) until the corresponding uv-point is found
if( pTexuvmap ) // if (pTexuvmap == NULL), we have no uv points for this face
{
if( !thislayer->GetUV( vDest.vTex0.u, vDest.vTex0.v, pnt_index, pTexuvmap ) )
{
vDest.vTex0.u = 32767;
vDest.vTex0.v = 32767;
}
}
new_face.m_sLightMapID = -1;
/* if( pLightmapTextureUVMap )
{
if( !thislayer->GetUV( vDest.vTex1.u, vDest.vTex1.v, pnt_index, pLightmapTextureUVMap ) )
{
vDest.vTex1.u = -1;
vDest.vTex1.v = -1;
}
else
new_face.m_sLightMapID = 0; // TODO: support for multiple lightmap textures
}*/
if( pVertexColorMap )
SetVertexColor( vDest, pnt_index, (DWORD)i, pVertexColorMap );
if( rSurf.GetMaxSmoothingAngle() < 3.141592f / 2.0f * 89.9f / 90.0f )
vDest.vNormal = thislayer->GetInterpolatedNormal( rSrcFace, pnt_index ); // smooth shadeing
else
vDest.vNormal = rSrcFace.GetFaceNormal(); // flat shading
//========== normal direction check (visual debugging) =============================================
// vDest.color = D3DCOLOR_XRGB( abs((int)(vDest.vNormal.x * 250.0f)),
// abs((int)(vDest.vNormal.y * 250.0f)),
// abs((int)(vDest.vNormal.z * 250.0f)) );
//========== normal direction check (visual debugging) =============================================
new_face.AddMAPVERTEX(vDest);
}
new_face.m_sNode = 0;
new_face.m_bFlag = false;
if( strstr(rSurf.GetName().c_str(),"_LightSource") )
{ // mark as a light source
new_face.RaiseTypeFlag( CMapFace::TYPE_LIGHTSOURCE );
new_face.RaiseTypeFlag( CMapFace::TYPE_NOCLIP ); // light source faces are not used for collision detection - actually, this is not a good solution
}
//========== normal direction check =============================================
// for(j=0; j<new_face.GetNumVertices()-1; j++)
// {
// if( 0.001f < D3DXVec3LengthSq( &(new_face.GetMapVertex(j).vNormal - new_face.GetMapVertex(j+1).vNormal) ) )
// int iSmoothShadingPolygon = 1;
// }
//========== normal direction check =============================================
pvecFace->push_back( new_face );
}
}