本文整理汇总了C++中osg::Timer::delta_m方法的典型用法代码示例。如果您正苦于以下问题:C++ Timer::delta_m方法的具体用法?C++ Timer::delta_m怎么用?C++ Timer::delta_m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osg::Timer
的用法示例。
在下文中一共展示了Timer::delta_m方法的2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: testAccuracy
//.........这里部分代码省略.........
fout << "probRef" << ", " << "probVolumeLookup" << ", " << "probGaus" << ", " << "Q.length()" << ", " << "area" << "\n";
for (size_t sampleNum=0; sampleNum<numSamples; ++sampleNum)
{
const stitch::Vec3 Q=stitch::Vec3::randDisc()*6.0f;
const float radius=0.25f;
const float theta=stitch::GlobalRand::uniformSampler()*(2.0*M_PI);
const stitch::Vec3 A=Q + stitch::Vec3(radius*cos(theta - (0.0f*M_PI/180.0f)), radius*sin(theta - (0.0f*M_PI/180.0f)), 0.0);
const stitch::Vec3 B=Q + stitch::Vec3(radius*cos(theta - (120.0f*M_PI/180.0f)), radius*sin(theta - (120.0f*M_PI/180.0f)), 0.0);
const stitch::Vec3 C=Q + stitch::Vec3(radius*cos(theta - (240.0f*M_PI/180.0f)), radius*sin(theta - (240.0f*M_PI/180.0f)), 0.0);
/*
const stitch::Vec3 A=stitch::Vec3::randDisc()*5.0f;
const stitch::Vec3 B=stitch::Vec3::randDisc()*5.0f;
const stitch::Vec3 C=stitch::Vec3::randDisc()*5.0f;
const stitch::Vec3 Q(A, B, C, 0.5f, 0.5f, 0.5f);
*/
const float probRef=stitch::BeamSegment::gaussVolumeBarycentricRandomABC(A, B, C, 1.0f, 25000).length();
const float probGaus=stitch::BeamSegment::gaussVolumeGaussSubd(A, B, C);
const float probVolumeLookup=stitch::BeamSegment::gaussVolumeLookUpOptimisedABC(A, B, C, 1.0f).length();
//const float prob=stitch::Beam::gaussVolumeRecurABCNormInit(A, B, C);
//const float prob=stitch::Beam::gaussVolumeBarycentricRandomABC(A, B, C, 1.0f, 250000).length();
const float area=stitch::Vec3::crossLength(A, B, C)*0.5f;
const float err=fabsf(probGaus - probRef)*1000.0f;
{
fout << probRef << ", " << probVolumeLookup << ", " << probGaus << ", " << Q.length() << ", " << area << "\n";
fout.flush();
const float colour=probRef;
osgVertices->push_back(osg::Vec3(A.x(), A.y(), A.z()+err));
osgColours->push_back(osg::Vec4(colour,
colour,
colour,
1.0));
osgVertices->push_back(osg::Vec3(B.x(), B.y(), B.z()+err));
osgColours->push_back(osg::Vec4(colour,
colour,
colour,
1.0));
osgVertices->push_back(osg::Vec3(C.x(), C.y(), C.z()+err));
osgColours->push_back(osg::Vec4(colour,
colour,
colour,
1.0));
}
}
endTick=timer.tick();
if (osgVertices->size()>0)
{
osg::ref_ptr<osg::Geometry> osgGeometry=new osg::Geometry();
osgGeometry->setVertexArray(osgVertices.get());
osgGeometry->setColorArray(osgColours.get());
osgGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
osgGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::TRIANGLES,0,osgVertices->size()));
osg::ref_ptr<osg::StateSet> osgStateset=osgGeometry->getOrCreateStateSet();
osgStateset->setNestRenderBins(false);
osgStateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osgStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osgStateset->setMode(GL_BLEND,osg::StateAttribute::ON);
osg::Depth* depth = new osg::Depth();
osgStateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::BlendFunc *fn = new osg::BlendFunc();
fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
osgStateset->setAttributeAndModes(fn, osg::StateAttribute::ON);
osg::Material *material = new osg::Material();
material->setColorMode(osg::Material::DIFFUSE);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
osgStateset->setAttributeAndModes(material, osg::StateAttribute::ON);
osgGeode->addDrawable(osgGeometry.get());
{
OpenThreads::ScopedLock<OpenThreads::Mutex> sceneGraphLock(g_sceneGraphMutex);
g_rootGroup_->removeChildren(0, g_rootGroup_->getNumChildren());
g_rootGroup_->addChild(osgGeode);
}
}
std::cout << " " << timer.delta_m(startTick, endTick) << " ms...done.\n\n";
std::cout.flush();
fout.close();
}
示例2: visualiseProbFunc
//==========================================================
//!Visualise the probability function.
void visualiseProbFunc()
{
osg::Timer_t startTick=0.0, endTick=0.0;
startTick=timer.tick();
std::cout << " Visualising prob func...\n ";
std::cout.flush();
osg::ref_ptr<osg::Geode> osgGeode=new osg::Geode();
osg::ref_ptr<osg::Vec3Array> osgVertices=new osg::Vec3Array();
osg::ref_ptr<osg::Vec4Array> osgColours=new osg::Vec4Array();
for (size_t iz=0; iz<256; iz+=4)
{
for (size_t iy=0; iy<512; iy+=4)
{
for (size_t ix=0; ix<512; ix+=4)
{
const stitch::Vec3 B=stitch::Vec3(0.0f, 0.0f, 0.0f);
const stitch::Vec3 A=stitch::Vec3(1.0f, 0.0f, 0.0f)*(((ix+0.5f)/512.0f)*4.0f) + B;
const stitch::Vec3 orthA=stitch::Vec3(0.0f, 1.0f, 0.0f);
const float theta=((iz+0.5f)/256.0f)*M_PI;
const stitch::Vec3 C=(A.normalised()*cos(theta) + orthA.normalised()*sin(theta)) * (((iy+0.5f)/512.0f)*4.0f) + B;
const float prob=stitch::BeamSegment::gaussVolumeBarycentricRandomABC(A, B, C, 1.0f, 10000).length();
//const float prob=stitch::Beam::gaussVolumeGaussMC(A, B, C);
//const float prob=stitch::Beam::gaussVolumeGaussSubd(A, B, C);
//const float prob=stitch::Beam::gaussVolumeLookUpOptimisedABC(A, B, C, 1.0f).length();
//const float prob=stitch::Beam::gaussVolumeRecurABCNormInit(A, B, C);
if (prob>0.075f)
{
osg::Vec3 coord=osg::Vec3(ix/512.0f,
iy/512.0f,
iz/256.0f);
osgVertices->push_back(coord);
osgColours->push_back(osg::Vec4(prob, prob, prob, 1.0));
}
}
}
}
if (osgVertices->size()>0)
{
osg::ref_ptr<osg::Geometry> osgGeometry=new osg::Geometry();
osgGeometry->setVertexArray(osgVertices.get());
osgGeometry->setColorArray(osgColours.get());
osgGeometry->setColorBinding(osg::Geometry::BIND_PER_VERTEX);
osgGeometry->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,osgVertices->size()));
osgGeometry->getOrCreateStateSet()->setAttribute( new osg::Point( 6.0f ), osg::StateAttribute::ON);
osg::ref_ptr<osg::StateSet> osgStateset=osgGeometry->getOrCreateStateSet();
osgStateset->setNestRenderBins(false);
osgStateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
osgStateset->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
osgStateset->setMode(GL_BLEND,osg::StateAttribute::ON);
osg::Depth* depth = new osg::Depth();
osgStateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
osg::BlendFunc *fn = new osg::BlendFunc();
fn->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
osgStateset->setAttributeAndModes(fn, osg::StateAttribute::ON);
osg::Material *material = new osg::Material();
material->setColorMode(osg::Material::DIFFUSE);
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
osgStateset->setAttributeAndModes(material, osg::StateAttribute::ON);
osgGeode->addDrawable(osgGeometry.get());
{
OpenThreads::ScopedLock<OpenThreads::Mutex> sceneGraphLock(g_sceneGraphMutex);
g_rootGroup_->removeChildren(0, g_rootGroup_->getNumChildren());
g_rootGroup_->addChild(osgGeode);
}
}
endTick=timer.tick();
std::cout << " " << timer.delta_m(startTick, endTick) << " ms...done.\n\n";
std::cout.flush();
}