本文整理汇总了C++中clipperlib::Paths::at方法的典型用法代码示例。如果您正苦于以下问题:C++ Paths::at方法的具体用法?C++ Paths::at怎么用?C++ Paths::at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clipperlib::Paths
的用法示例。
在下文中一共展示了Paths::at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: update
void World::update(cv::Mat &homography)
{
this->m_world->Step(dt, 10, 10);
//check contacts
std::vector<MyContact>::iterator pos;
std::map<b2Body*, ClipperLib::Paths*> newBodyMap;
std::vector<b2Body*> removeBarrierList;
for(pos = this->m_contactListener->m_contacts.begin();
pos != this->m_contactListener->m_contacts.end();
++pos)
{
MyContact contact = *pos;
if ((contact.fixtureA == this->m_ballFixture || contact.fixtureB == this->m_ballFixture)
&& (contact.fixtureA->GetBody() != m_groundBody && contact.fixtureB->GetBody() != m_groundBody)
&& (contact.fixtureA->GetBody() != m_paddlesBody && contact.fixtureB->GetBody() != m_paddlesBody))
{
b2Fixture* objectFixture = contact.fixtureA == this->m_ballFixture ? contact.fixtureB : contact.fixtureA;
b2Body *objectBody = objectFixture->GetBody();
if (objectFixture->GetType() == b2Shape::e_edge)
{
cv::Point2f hitPoint = CVUtils::transformPoint(cv::Point2f(contact.contactPoint->x * PTM_RATIO, contact.contactPoint->y * PTM_RATIO), homography);
this->notifyBallHitObservers(hitPoint.x, hitPoint.y);
// change the shape of the fixture
// only go into processing if this body was not processed yet (possible ball hit two fixture of same body)
if (newBodyMap.find(objectBody) == newBodyMap.end())
{
ClipperLib::Paths* bodyPolygons = (ClipperLib::Paths*)objectBody->GetUserData();
b2Vec2* impactVelocity = contact.fixtureA == m_ballFixture ? contact.impactVelocityA : contact.impactVelocityB;
float ballAngle = atan2(impactVelocity->y, impactVelocity->x); // get the angle (in radians) the ball is moving to
float ballPower = impactVelocity->Length() * 0.5; // get the "power" of the ball movement vector
float openingStepInRadians = 10 * CV_PI / 180; // calculate the opening in radians
// create the clipping object/shape - a wedge from ball's center with 30 degree opening over ball direction (angle)
ClipperLib::Path clip;
clip.push_back(ClipperLib::IntPoint(contact.contactPoint->x * PTM_RATIO, contact.contactPoint->y * PTM_RATIO));
for(int step = 9; step > -10; step--)
{
float dx = cos(ballAngle + step * openingStepInRadians) * ballPower;
float dy = sin(ballAngle + step * openingStepInRadians) * ballPower;
clip.push_back(ClipperLib::IntPoint(contact.contactPoint->x * PTM_RATIO + dx, contact.contactPoint->y * PTM_RATIO + dy));
}
ClipperLib::Clipper clipper;
clipper.AddPaths((*bodyPolygons), ClipperLib::ptSubject, true);
clipper.AddPath(clip, ClipperLib::ptClip, true);
// the difference is the new polygon formed by the clipping (collision)
ClipperLib::Paths* newPolygons = new ClipperLib::Paths();
clipper.Execute(ClipperLib::ctDifference, (*newPolygons), ClipperLib::pftEvenOdd, ClipperLib::pftEvenOdd);
// Save the new polygons of this body
objectBody->SetUserData(newPolygons);
newBodyMap[objectBody] = newPolygons;
// now, find the intersection regions - these should be inpainted to the scene
ClipperLib::Paths destroyedParts;
clipper.Execute(ClipperLib::ctIntersection, destroyedParts, ClipperLib::pftEvenOdd, ClipperLib::pftEvenOdd);
// paint the required areas to be coppied
for (size_t i = 0; i < destroyedParts.size(); i++)
{
cv::Point* points = new cv::Point[destroyedParts[i].size()];
for (size_t j = 0; j < destroyedParts[i].size(); j++)
{
points[j].x = (int)destroyedParts[i][j].X;
points[j].y = (int)destroyedParts[i][j].Y;
}
m_destroyedPolygons.push_back(points);
m_destroyedPolygonsPointCount.push_back((int)destroyedParts[i].size());
}
}
}
else if (objectFixture->GetType() == b2Shape::e_circle)
{
// this is a barrier - add it to the remove list
removeBarrierList.push_back(objectBody);
}
}
}
std::map<b2Body*, ClipperLib::Paths*>::iterator iter;
for(iter = newBodyMap.begin(); iter != newBodyMap.end(); iter++)
{
b2Body* objectBody = iter->first;
ClipperLib::Paths* newPolygons = iter->second;
// remove all the current fixtures from this body
for (b2Fixture* f = objectBody->GetFixtureList(); f; )
{
//.........这里部分代码省略.........