Exemple #1
0
int main(int argc, char *argv[]) {
	int mas[10], i, obrat[10];
	
	srand(time(0));
	
	for(i = 0; i < 10; i++){
		mas[i] = rand()%100;
		if(zn(mas, i))
		printf("%d ", mas[i]);
	}
	
	vybor(mas);
   
	printf("\nRosstavlen metodom pryamogo vibora: \n");
	for(i = 0; i < 10; i++)
	printf("%d ", mas[i]);
	
	for(i = 0; i < 10; i++)
	obrat[i] = mas[10-(i+1)];
	
	printf("\nObratnii massiv: \n");
   
	for(i = 0; i < 10; i++)
	printf("%d ", obrat[i]);
      
      
	system("pause");
	return 0;
}
Exemple #2
0
osgToy::OctoStrip::OctoStrip()
{
    osg::Vec3Array* vAry = dynamic_cast<osg::Vec3Array*>( getVertexArray() );

    osg::Vec3Array* nAry = dynamic_cast<osg::Vec3Array*>( getNormalArray() );
    setNormalBinding( osg::Geometry::BIND_PER_VERTEX );

    osg::Vec4Array* cAry = dynamic_cast<osg::Vec4Array*>( getColorArray() );
    setColorBinding( osg::Geometry::BIND_PER_VERTEX );

    osg::Vec3 xp( 1, 0, 0);   osg::Vec4 red(1,0,0,1);
    osg::Vec3 xn(-1, 0, 0);   osg::Vec4 cyan(0,1,1,1);
    osg::Vec3 yp( 0, 1, 0);   osg::Vec4 green(0,1,0,1);
    osg::Vec3 yn( 0,-1, 0);   osg::Vec4 magenta(1,0,1,1);
    osg::Vec3 zp( 0, 0, 1);   osg::Vec4 blue(0,0,1,1);
    osg::Vec3 zn( 0, 0,-1);   osg::Vec4 yellow(1,1,0,1);

    vAry->push_back(zp); nAry->push_back(zp); cAry->push_back(blue);
    vAry->push_back(yp); nAry->push_back(yp); cAry->push_back(green);
    vAry->push_back(xn); nAry->push_back(xn); cAry->push_back(cyan);
    vAry->push_back(zn); nAry->push_back(zn); cAry->push_back(yellow);
    vAry->push_back(yn); nAry->push_back(yn); cAry->push_back(magenta);
    vAry->push_back(xp); nAry->push_back(xp); cAry->push_back(red);
    vAry->push_back(zp); nAry->push_back(zp); cAry->push_back(blue);
    vAry->push_back(yp); nAry->push_back(yp); cAry->push_back(green);

    addPrimitiveSet( new osg::DrawArrays( GL_TRIANGLE_STRIP, 0, vAry->size() ) );
}
Exemple #3
0
osgToy::RhombicDodecahedron::RhombicDodecahedron()
{
    setOverallColor( osg::Vec4(0,1,0,1) );

    osg::Vec3 a0(  1,  1,  1 );
    osg::Vec3 a1(  1,  1, -1 );
    osg::Vec3 a2(  1, -1,  1 );
    osg::Vec3 a3(  1, -1, -1 );
    osg::Vec3 a4( -1,  1,  1 );
    osg::Vec3 a5( -1,  1, -1 );
    osg::Vec3 a6( -1, -1,  1 );
    osg::Vec3 a7( -1, -1, -1 );

    osg::Vec3 xp(  2,  0,  0 );
    osg::Vec3 xn( -2,  0,  0 );
    osg::Vec3 yp(  0,  2,  0 );
    osg::Vec3 yn(  0, -2,  0 );
    osg::Vec3 zp(  0,  0,  2 );
    osg::Vec3 zn(  0,  0, -2 );

    addTristrip( yp, a0, a1, xp );
    addTristrip( xp, a2, a3, yn );
    addTristrip( yn, a6, a7, xn );
    addTristrip( xn, a4, a5, yp );

    addTristrip( zp, a0, a4, yp );
    addTristrip( yp, a1, a5, zn );
    addTristrip( zn, a3, a7, yn );
    addTristrip( yn, a2, a6, zp );

    addTristrip( xp, a0, a2, zp );
    addTristrip( zp, a4, a6, xn );
    addTristrip( xn, a5, a7, zn );
    addTristrip( zn, a1, a3, xp );

    osgToy::FacetingVisitor::facet( *this );
}
Exemple #4
0
int Sphere::Triangulate(float3 *outPos, float3 *outNormal, float2 *outUV, int numVertices, bool ccwIsFrontFacing) const
{
	assume(outPos);
	assume(numVertices >= 24 && "At minimum, sphere triangulation will contain at least 8 triangles, which is 24 vertices, but fewer were specified!");
	assume(numVertices % 3 == 0 && "Warning:: The size of output should be divisible by 3 (each triangle takes up 3 vertices!)");

#ifndef MATH_ENABLE_INSECURE_OPTIMIZATIONS
	if (!outPos)
		return 0;
#endif
	assume(this->r > 0.f);

	if (numVertices < 24)
		return 0;

#ifdef MATH_ENABLE_STL_SUPPORT
	std::vector<Triangle> temp;
#else
	Array<Triangle> temp;
#endif
	// Start subdividing from a diamond shape.
	float3 xp(r,0,0);
	float3 xn(-r,0,0);
	float3 yp(0,r,0);
	float3 yn(0,-r,0);
	float3 zp(0,0,r);
	float3 zn(0,0,-r);

	if (ccwIsFrontFacing)
	{
		temp.push_back(Triangle(yp,xp,zp));
		temp.push_back(Triangle(xp,yp,zn));
		temp.push_back(Triangle(yn,zp,xp));
		temp.push_back(Triangle(yn,xp,zn));
		temp.push_back(Triangle(zp,xn,yp));
		temp.push_back(Triangle(yp,xn,zn));
		temp.push_back(Triangle(yn,xn,zp));
		temp.push_back(Triangle(xn,yn,zn));
	}
	else
	{
		temp.push_back(Triangle(yp,zp,xp));
		temp.push_back(Triangle(xp,zn,yp));
		temp.push_back(Triangle(yn,xp,zp));
		temp.push_back(Triangle(yn,zn,xp));
		temp.push_back(Triangle(zp,yp,xn));
		temp.push_back(Triangle(yp,zn,xn));
		temp.push_back(Triangle(yn,zp,xn));
		temp.push_back(Triangle(xn,zn,yn));
	}

	int oldEnd = 0;
	while(((int)temp.size()-oldEnd+3)*3 <= numVertices)
	{
		Triangle cur = temp[oldEnd];
		float3 a = ((cur.a + cur.b) * 0.5f).ScaledToLength(this->r);
		float3 b = ((cur.a + cur.c) * 0.5f).ScaledToLength(this->r);
		float3 c = ((cur.b + cur.c) * 0.5f).ScaledToLength(this->r);

		temp.push_back(Triangle(cur.a, a, b));
		temp.push_back(Triangle(cur.b, c, a));
		temp.push_back(Triangle(cur.c, b, c));
		temp.push_back(Triangle(a, c, b));

		++oldEnd;
	}
	// Check that we really did tessellate as many new triangles as possible.
	assert(((int)temp.size()-oldEnd)*3 <= numVertices && ((int)temp.size()-oldEnd)*3 + 9 > numVertices);

	for(size_t i = oldEnd, j = 0; i < temp.size(); ++i, ++j)
	{
		outPos[3*j] = this->pos + temp[i].a;
		outPos[3*j+1] = this->pos + temp[i].b;
		outPos[3*j+2] = this->pos + temp[i].c;
	}

	if (outNormal)
		for(size_t i = oldEnd, j = 0; i < temp.size(); ++i, ++j)
		{
			outNormal[3*j] = temp[i].a.Normalized();
			outNormal[3*j+1] = temp[i].b.Normalized();
			outNormal[3*j+2] = temp[i].c.Normalized();
		}

	if (outUV)
		for(size_t i = oldEnd, j = 0; i < temp.size(); ++i, ++j)
		{
			outUV[3*j] = float2(atan2(temp[i].a.y, temp[i].a.x) / (2.f * 3.141592654f) + 0.5f, (temp[i].a.z + r) / (2.f * r));
			outUV[3*j+1] = float2(atan2(temp[i].b.y, temp[i].b.x) / (2.f * 3.141592654f) + 0.5f, (temp[i].b.z + r) / (2.f * r));
			outUV[3*j+2] = float2(atan2(temp[i].c.y, temp[i].c.x) / (2.f * 3.141592654f) + 0.5f, (temp[i].c.z + r) / (2.f * r));
		}

	return ((int)temp.size() - oldEnd) * 3;
}