CFuzzyMembershipFunction::CFuzzyMembershipFunction (long x1, long x2, long x3) : m_Tnorm(Min), m_Tconorm(Max) { assert((x1 < x2) && (x2 < x3)); InitTriangle(x1,x2,x3); m_LastIndex = 0; m_LastIterator = m_Verticies.begin(); }
CFuzzyMembershipFunction::CFuzzyMembershipFunction (const CFuzzyElement& v1, const CFuzzyElement& v2, const CFuzzyElement& v3) : m_Tnorm(Min), m_Tconorm(Max) { assert((v1.GetValue() < v2.GetValue()) && (v2.GetValue() < v3.GetValue())); assert((v2.GetMembership() > v1.GetMembership()) && (v2.GetMembership() > v3.GetMembership())); InitTriangle(v1,v2,v3); m_LastIndex = 0; m_LastIterator = m_Verticies.begin(); }
void Renderer::init() { init_shaders(); ortho = new Matrix4f(); mx_translate = new Matrix4f(); mx_scale = new Matrix4f(); mx_rotate = new Matrix4f(); init_rect(); init_grid(); InitPassGrid(); init_line(); init_tower(); init_circle(); init_ring(); InitTriangle(); InitPolygon(); initHexGrid(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_BACK); }
CTriangleShapeView::CTriangleShapeView(sf::FloatRect const & frame) : CShapeView() { InitTriangle(); SetFrame(frame); }
/** * \brief Constructs a triangle from a set of `Vec3` objects * * @param vertex1 first vertex of the triangle * @param vertex2 second vertex of the triangle * @param vertex3 third vertex of the triangle */ Triangle(const Vec3& vertex1, const Vec3& vertex2, const Vec3& vertex3) { m_type = SHAPE_TRIANGLE; InitTriangle(vertex1, vertex2, vertex3); }
/** * \brief Constructs a triangle from a set of 3D coordinates * * @param p1x x-coordinate of the first vertex of the triangle * @param p1y y-coordinate of the first vertex of the triangle * @param p1z z-coordinate of the first vertex of the triangle * @param p2x x-coordinate of the second vertex of the triangle * @param p2y y-coordinate of the second vertex of the triangle * @param p2z z-coordinate of the second vertex of the triangle * @param p3x x-coordinate of the third vertex of the triangle * @param p3y y-coordinate of the third vertex of the triangle * @param p3z z-coordinate of the third vertex of the triangle */ Triangle(float p1x, float p1y, float p1z, float p2x, float p2y, float p2z, float p3x, float p3y, float p3z) { m_type = SHAPE_TRIANGLE; InitTriangle(Vec3(p1x, p1y, p1z), Vec3(p2x, p2y, p2z), Vec3(p3x, p3y, p3z)); }
/** * \brief Constructs a triangle from a set of 2D coordinates * * @param p1x x-coordinate of the first vertex of the triangle * @param p1y y-coordinate of the first vertex of the triangle * @param p2x x-coordinate of the second vertex of the triangle * @param p2y y-coordinate of the second vertex of the triangle * @param p3x x-coordinate of the third vertex of the triangle * @param p3y y-coordinate of the third vertex of the triangle */ Triangle(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) { m_type = SHAPE_TRIANGLE; InitTriangle(Vec3(p1x, p1y), Vec3(p2x, p2y), Vec3(p3x, p3y)); }