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C++ idWinding类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中idWinding的典型用法代码示例。如果您正苦于以下问题:C++ idWinding类的具体用法?C++ idWinding怎么用?C++ idWinding使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了idWinding类的9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,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: FromWinding

/*
============
idBrush::FromWinding
============
*/
bool idBrush::FromWinding( const idWinding& w, const idPlane& windingPlane )
{
	int i, j, bestAxis;
	idPlane plane;
	idVec3 normal, axialNormal;
	
	sides.Append( new idBrushSide( windingPlane, -1 ) );
	sides.Append( new idBrushSide( -windingPlane, -1 ) );
	
	bestAxis = 0;
	for( i = 1; i < 3; i++ )
	{
		if( idMath::Fabs( windingPlane.Normal()[i] ) > idMath::Fabs( windingPlane.Normal()[bestAxis] ) )
		{
			bestAxis = i;
		}
	}
	axialNormal = vec3_origin;
	if( windingPlane.Normal()[bestAxis] > 0.0f )
	{
		axialNormal[bestAxis] = 1.0f;
	}
	else
	{
		axialNormal[bestAxis] = -1.0f;
	}
	
	for( i = 0; i < w.GetNumPoints(); i++ )
	{
		j = ( i + 1 ) % w.GetNumPoints();
		normal = ( w[j].ToVec3() - w[i].ToVec3() ).Cross( axialNormal );
		if( normal.Normalize() < 0.5f )
		{
			continue;
		}
		plane.SetNormal( normal );
		plane.FitThroughPoint( w[j].ToVec3() );
		sides.Append( new idBrushSide( plane, -1 ) );
	}
	
	if( sides.Num() < 4 )
	{
		for( i = 0; i < sides.Num(); i++ )
		{
			delete sides[i];
		}
		sides.Clear();
		return false;
	}
	
	sides[0]->winding = w.Copy();
	windingsValid = true;
	BoundBrush();
	
	return true;
}
开发者ID:Yetta1,项目名称:OpenTechBFG,代码行数:61,代码来源:Brush.cpp


示例2: SetupPolygon

/*
============
idTraceModel::SetupPolygon
============
*/
void idTraceModel::SetupPolygon( const idWinding &w ) {
	int i;
	idVec3 *verts;

	verts = (idVec3 *) _alloca16( w.GetNumPoints() * sizeof( idVec3 ) );
	for ( i = 0; i < w.GetNumPoints(); i++ ) {
		verts[i] = w[i].ToVec3();
	}
	SetupPolygon( verts, w.GetNumPoints() );
}
开发者ID:pdoughty,项目名称:Q4--Hardqore,代码行数:15,代码来源:TraceModel.cpp


示例3: WriteWinding

void idSaveGame::WriteWinding( const idWinding &w ) {
	int i, num;
	num = w.GetNumPoints();
	WriteInt( num );
	for( i = 0; i < num; i++ ) {
		WriteVec5( w[i] );
	}
}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:8,代码来源:SaveGame.cpp


示例4: ReadWinding

/*
================
idRestoreGame::ReadWinding
================
*/
void idRestoreGame::ReadWinding( idWinding &w ) {
	int i, num;
	file->ReadInt( num );
	w.SetNumPoints( num );
	for( i = 0; i < num; i++ ) {
		file->Read( &w[i], sizeof( idVec5 ) );
		LittleRevBytes( &w[i], sizeof( float ), sizeof( idVec5 ) / sizeof( float ) );
	}
}
开发者ID:revelator,项目名称:Revelation-Engine,代码行数:14,代码来源:SaveGame.cpp


示例5: WriteWinding

/*
================
idSaveGame::WriteBounds
================
*/
void idSaveGame::WriteWinding( const idWinding &w ) {
	int i, num;
	num = w.GetNumPoints();
	file->WriteInt( num );
	for( i = 0; i < num; i++ ) {
		idVec5 v = w[i];
		LittleRevBytes( &v, sizeof( float ), sizeof( v ) / sizeof( float ) );
		file->Write( &v, sizeof( v ) );
	}
}
开发者ID:revelator,项目名称:Revelation-Engine,代码行数:15,代码来源:SaveGame.cpp


示例6: WriteWinding

/*
================
idSaveGame::WriteBounds
================
*/
void idSaveGame::WriteWinding( const idWinding& w )
{
	int i, num;
	num = w.GetNumPoints();
	file->WriteBig( num );
	for( i = 0; i < num; i++ )
	{
		idVec5 v = w[i];
		file->WriteBig( v );
	}
}
开发者ID:Anthony-Gaudino,项目名称:OpenTechBFG,代码行数:16,代码来源:SaveGame.cpp


示例7: ReadWinding

/*
================
idRestoreGame::ReadWinding
================
*/
void idRestoreGame::ReadWinding( idWinding& w )
{
	int i, num;
	ReadInt( num );
	w.SetNumPoints( num );
	for( i = 0; i < num; i++ )
	{
		idVec5& v = w[i];
		file->ReadBig( v );
	}
}
开发者ID:Anthony-Gaudino,项目名称:OpenTechBFG,代码行数:16,代码来源:SaveGame.cpp


示例8: ReadWinding

void idRestoreGame::ReadWinding( idWinding &w ) {
	int i, num;
	ReadInt( num );
	if( num < 0 ) {
		Error( "idRestoreGame::ReadWinding: negative number of points (%d)", num );
	}
	w.SetNumPoints( num );
	for( i = 0; i < num; i++ ) {
		ReadVec5( w[i] );
	}
}
开发者ID:SL987654,项目名称:The-Darkmod-Experimental,代码行数:11,代码来源:SaveGame.cpp


示例9: CreateDecalFromWinding

/*
=================
idRenderModelDecal::CreateDecalFromWinding
=================
*/
void idRenderModelDecal::CreateDecalFromWinding( const idWinding &w, const idMaterial *decalMaterial, const idPlane fadePlanes[2], float fadeDepth, int startTime ) {
	// Often we are appending a new triangle to an existing decal, so merge with the previous decal if possible
	int decalIndex = ( nextDecal - 1 ) & ( MAX_DECALS - 1 );
	if ( decalIndex >= 0
		&& decals[decalIndex].material == decalMaterial
		&& decals[decalIndex].startTime == startTime
		&& decals[decalIndex].numVerts + w.GetNumPoints() <= MAX_DECAL_VERTS
		&& decals[decalIndex].numIndexes + 3 * ( w.GetNumPoints() - 2 ) <= MAX_DECAL_INDEXES ) {
	} else {
		decalIndex = nextDecal++ & ( MAX_DECALS - 1 );
		decals[decalIndex].material = decalMaterial;
		decals[decalIndex].startTime = startTime;
		decals[decalIndex].numVerts = 0;
		decals[decalIndex].numIndexes = 0;
		assert( w.GetNumPoints() <= MAX_DECAL_VERTS );
		if ( nextDecal - firstDecal > MAX_DECALS ) {
			firstDecal = nextDecal - MAX_DECALS;
		}
	}

	decal_t & decal = decals[decalIndex];

	const float invFadeDepth = -1.0f / fadeDepth;

	int firstVert = decal.numVerts;

	// create the vertices
	for ( int i = 0; i < w.GetNumPoints(); i++ ) {
		float depthFade = fadePlanes[0].Distance( w[i].ToVec3() ) * invFadeDepth;
		if ( depthFade < 0.0f ) {
			depthFade = fadePlanes[1].Distance( w[i].ToVec3() ) * invFadeDepth;
		}
		if ( depthFade < 0.0f ) {
			depthFade = 0.0f;
		} else if ( depthFade > 0.99f ) {
			depthFade = 1.0f;
		}
		decal.vertDepthFade[decal.numVerts] = 1.0f - depthFade;
		decal.verts[decal.numVerts].Clear();
		decal.verts[decal.numVerts].xyz = w[i].ToVec3();
		decal.verts[decal.numVerts].SetTexCoord( w[i].s, w[i].t );
		decal.numVerts++;
	}

	// create the indexes
	for ( int i = 2; i < w.GetNumPoints(); i++ ) {
		assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES );
		decal.indexes[decal.numIndexes + 0] = firstVert;
		decal.indexes[decal.numIndexes + 1] = firstVert + i - 1;
		decal.indexes[decal.numIndexes + 2] = firstVert + i;
		decal.numIndexes += 3;
	}

	// add degenerate triangles until the index size is a multiple of 16 bytes
	for ( ; ( ( ( decal.numIndexes * sizeof( triIndex_t ) ) & 15 ) != 0 ); decal.numIndexes += 3 ) {
		assert( decal.numIndexes + 3 <= MAX_DECAL_INDEXES );
		decal.indexes[decal.numIndexes + 0] = 0;
		decal.indexes[decal.numIndexes + 1] = 0;
		decal.indexes[decal.numIndexes + 2] = 0;
	}
}
开发者ID:Deepfreeze32,项目名称:taken,代码行数:66,代码来源:ModelDecal.cpp



注:本文中的idWinding类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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