コード例 #1
0
void subdivision (Point2d* bez, int deg)
{
	//subdivide a bezier curve into two curves
	Point2d p;
	p.x = 0; p.y = 0;
	Point2d** pki = (Point2d **) malloc ((deg+1)*(deg+1)*sizeof(Point2d));
	Point2d* bez1 = (Point2d *) malloc ((deg+1)*sizeof(Point2d));
	Point2d* bez2 = (Point2d *) malloc ((deg+1)*sizeof(Point2d));
	double t;
	t = 0.5;
	double error = getError(bez, deg);
	// if the maximal distance is greater than a threshold, the curve is to be subdivided into two parts
	if ( error>tessEps){
		pki = deCasteljau(deg, t, bez); // de Casteljau algorithm
		for (int i=0; i<=deg; i++){
			bez1[i] = pki[i][0]; // the left sub-curve
			bez2[i] = pki[deg-i][i]; // the right sub-curve
		}
		subdivision(bez1, deg);
		subdivision(bez2, deg);
	}
	// else, draw a line from the first control point and the last one
	else{
		glVertex2f(bez[0].x, bez[0].y);
		glVertex2f(bez[deg].x, bez[deg].y);
		return;
	}
	
}
コード例 #2
0
void subdivision(Vector3D centre, float rayon, float rayonMin)
{
	std::vector<Vector3D> lesCentres;
	if (rayon > rayonMin)
	{
		lesCentres.push_back(Vector3D(centre.x() - rayon / 2, centre.y() - rayon / 2, centre.z() - rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() - rayon / 2, centre.y() + rayon / 2, centre.z() - rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() + rayon / 2, centre.y() - rayon / 2, centre.z() - rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() + rayon / 2, centre.y() + rayon / 2, centre.z() - rayon / 2));

		lesCentres.push_back(Vector3D(centre.x() - rayon / 2, centre.y() - rayon / 2, centre.z() + rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() - rayon / 2, centre.y() + rayon / 2, centre.z() + rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() + rayon / 2, centre.y() - rayon / 2, centre.z() + rayon / 2));
		lesCentres.push_back(Vector3D(centre.x() + rayon / 2, centre.y() + rayon / 2, centre.z() + rayon / 2));

		for (int i = 0; i < lesCentres.size(); i++)
		{
			subdivision(lesCentres.at(i), rayon / 2, rayonMin);
		}
	}
	else
	{
		finalSize = rayon;
		centreCube.push_back(centre);
		//cube(centre, rayon);
	}
}
コード例 #3
0
//============================================================
void plotBezier(Point2d* bez, int deg)
{
	// TODO:  add your own codes
	glBegin(GL_LINE_STRIP);
	subdivision(bez, deg);	//subdivide a bezier curve into two curves
	glEnd();
}
コード例 #4
0
ファイル: algorithms.cpp プロジェクト: enunes/mazerush
void generateSubdivision(Matrix<Cell> &matrix)
{
	MatrixCoord matrixSize = matrix.size();
	for (int i=0; i<matrixSize.x; ++i) {
		for (int j=0; j<matrixSize.y; ++j) {
			matrix[MatrixCoord(i,j)].up    = true;
			matrix[MatrixCoord(i,j)].down  = true;
			matrix[MatrixCoord(i,j)].right = true;
			matrix[MatrixCoord(i,j)].left  = true;
		}
	}
	for (int i=0; i<matrixSize.x; ++i) {
		matrix[MatrixCoord(i,0             )].down = false;
		matrix[MatrixCoord(i,matrixSize.y-1)].up   = false;
	}
	for (int j=0; j<matrixSize.y; ++j) {
		matrix[MatrixCoord(0             , j)].left  = false;
		matrix[MatrixCoord(matrixSize.x-1, j)].right = false;
	}
	subdivision(matrix, MatrixCoord(0,0), (matrixSize-MatrixCoord(1,1)));
}
コード例 #5
0
ファイル: gmx_wallcycle.c プロジェクト: chenleo/gromacs453pf
void wallcycle_print(FILE *fplog, int nnodes, int npme, double realtime,
                     gmx_wallcycle_t wc, double cycles[])
{
    double c2t,tot,sum;
    int    i,j,npp;
    char   buf[STRLEN];
    const char *myline = "-----------------------------------------------------------------------";
    
    if (wc == NULL)
    {
        return;
    }

    if (npme > 0)
    {
        npp = nnodes - npme;
    }
    else
    {
        npp  = nnodes;
        npme = nnodes;
    }
    tot = cycles[ewcRUN];
    /* Conversion factor from cycles to seconds */
    if (tot > 0)
    {
      c2t = nnodes*realtime/tot;
    }
    else
    {
      c2t = 0;
    }

    fprintf(fplog,"\n     R E A L   C Y C L E   A N D   T I M E   A C C O U N T I N G\n\n");

    fprintf(fplog," Computing:         Nodes     Number     G-Cycles    Seconds     %c\n",'%');
    fprintf(fplog,"%s\n",myline);
    sum = 0;
    for(i=ewcPPDURINGPME+1; i<ewcNR; i++)
    {
        if (!subdivision(i))
        {
            print_cycles(fplog,c2t,wcn[i],
                         (i==ewcPMEMESH || i==ewcPMEWAITCOMM) ? npme : npp,
                         wc->wcc[i].n,cycles[i],tot);
            sum += cycles[i];
        }
    }
    if (wc->wcc_all != NULL)
    {
        for(i=0; i<ewcNR; i++)
        {
            for(j=0; j<ewcNR; j++)
            {
                sprintf(buf,"%-9s",wcn[i]);
                buf[9] = ' ';
                sprintf(buf+10,"%-9s",wcn[j]);
                buf[19] = '\0';
                print_cycles(fplog,c2t,buf,
                             (i==ewcPMEMESH || i==ewcPMEWAITCOMM) ? npme : npp,
                             wc->wcc_all[i*ewcNR+j].n,
                             wc->wcc_all[i*ewcNR+j].c,
                             tot);
            }
        }
    }
    print_cycles(fplog,c2t,"Rest",npp,0,tot-sum,tot);
    fprintf(fplog,"%s\n",myline);
    print_cycles(fplog,c2t,"Total",nnodes,0,tot,tot);
    fprintf(fplog,"%s\n",myline);
    
    if (wc->wcc[ewcPMEMESH].n > 0)
    {
        fprintf(fplog,"%s\n",myline);
        for(i=ewcPPDURINGPME+1; i<ewcNR; i++)
        {
            if (subdivision(i))
            {
                print_cycles(fplog,c2t,wcn[i],
                             (i>=ewcPMEMESH || i<=ewcPME_SOLVE) ? npme : npp,
                             wc->wcc[i].n,cycles[i],tot);
            }
        }
        fprintf(fplog,"%s\n",myline);
    }

    if (cycles[ewcMoveE] > tot*0.05)
    {
        sprintf(buf,
                "NOTE: %d %% of the run time was spent communicating energies,\n"
                "      you might want to use the -gcom option of mdrun\n",
                (int)(100*cycles[ewcMoveE]/tot+0.5));
        if (fplog)
        {
            fprintf(fplog,"\n%s\n",buf);
        }
        /* Only the sim master calls this function, so always print to stderr */
        fprintf(stderr,"\n%s\n",buf);
    }
}
コード例 #6
0
ファイル: pins.cpp プロジェクト: walkerka/opentoonz
void subCompute(TRasterFxPort &m_input, TTile &tile, double frame,
                const TRenderSettings &ri, TPointD p00, TPointD p01,
                TPointD p11, TPointD p10, int details, bool wireframe,
                TDimension m_offScreenSize, bool isCast) {
  TPixel32 bgColor;
  TRectD outBBox, inBBox;
  outBBox = inBBox = TRectD(tile.m_pos, TDimensionD(tile.getRaster()->getLx(),
                                                    tile.getRaster()->getLy()));
  m_input->getBBox(frame, inBBox, ri);
  if (inBBox == TConsts::infiniteRectD)  // e' uno zerario
    inBBox = outBBox;

  int inBBoxLx = (int)inBBox.getLx() / ri.m_shrinkX;
  int inBBoxLy = (int)inBBox.getLy() / ri.m_shrinkY;

  if (inBBox.isEmpty()) return;

  if (p00 == p01 && p00 == p10 && p00 == p11 &&
      !isCast)  // significa che non c'e' deformazione
  {
    m_input->compute(tile, frame, ri);
    return;
  }

  TRaster32P rasIn;
  TPointD rasInPos;

  if (!wireframe) {
    if (ri.m_bpp == 64 || ri.m_bpp == 48) {
      TRaster64P aux = TRaster64P(inBBoxLx, inBBoxLy);
      rasInPos = TPointD(inBBox.x0 / ri.m_shrinkX, inBBox.y0 / ri.m_shrinkY);
      TTile tmp(aux, rasInPos);
      m_input->compute(tmp, frame, ri);
      rasIn = TRaster32P(inBBoxLx, inBBoxLy);
      TRop::convert(rasIn, aux);
    } else {
      rasInPos = TPointD(inBBox.x0 / ri.m_shrinkX, inBBox.y0 / ri.m_shrinkY);
      TTile tmp(TRaster32P(inBBoxLx, inBBoxLy), rasInPos);
      m_input->allocateAndCompute(tmp, rasInPos, TDimension(inBBoxLx, inBBoxLy),
                                  TRaster32P(), frame, ri);
      rasIn = tmp.getRaster();
    }
  }

  unsigned int texWidth  = 2;
  unsigned int texHeight = 2;

  while (texWidth < (unsigned int)inBBoxLx) texWidth = texWidth << 1;

  while (texHeight < (unsigned int)inBBoxLy) texHeight = texHeight << 1;

  while (texWidth > 1024 || texHeight > 1024)  // avevo usato la costante
                                               // GL_MAX_TEXTURE_SIZE invece di
                                               // 1024, ma non funzionava!
  {
    inBBoxLx  = inBBoxLx >> 1;
    inBBoxLy  = inBBoxLy >> 1;
    texWidth  = texWidth >> 1;
    texHeight = texHeight >> 1;
  }

  if (rasIn->getLx() != inBBoxLx || rasIn->getLy() != inBBoxLy) {
    TRaster32P rasOut = TRaster32P(inBBoxLx, inBBoxLy);
    TRop::resample(rasOut, rasIn,
                   TScale((double)rasOut->getLx() / rasIn->getLx(),
                          (double)rasOut->getLy() / rasIn->getLy()));
    rasIn = rasOut;
  }

  int rasterWidth  = tile.getRaster()->getLx() + 2;
  int rasterHeight = tile.getRaster()->getLy() + 2;
  assert(rasterWidth > 0);
  assert(rasterHeight > 0);

  TRectD clippingRect =
      TRectD(tile.m_pos,
             TDimensionD(tile.getRaster()->getLx(), tile.getRaster()->getLy()));
#if CREATE_GL_CONTEXT_ONE_TIME
  int ret = wglMakeCurrent(m_offScreenGL.m_offDC, m_offScreenGL.m_hglRC);
  assert(ret == TRUE);
#else
  TOfflineGL offScreenRendering(TDimension(rasterWidth, rasterHeight));
  //#ifdef _WIN32
  offScreenRendering.makeCurrent();
//#else
//#if defined(LINUX) || defined(MACOSX)
// offScreenRendering.m_offlineGL->makeCurrent();
//#endif
#endif

  checkErrorsByGL
      // disabilito quello che non mi serve per le texture
      glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
  glDisable(GL_DITHER);
  glDisable(GL_DEPTH_TEST);
  glCullFace(GL_FRONT);
  glDisable(GL_STENCIL_TEST);
  glDisable(GL_LOGIC_OP);

  // creo la texture in base all'immagine originale
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  checkErrorsByGL
#if !CREATE_GL_CONTEXT_ONE_TIME
      TRaster32P rasaux;
  if (!wireframe) {
    TRaster32P texture(texWidth, texHeight);
    texture->clear();
    rasaux = texture;
    rasaux->lock();
    texture->copy(rasIn);

    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
    glTexImage2D(GL_TEXTURE_2D, 0, 4, texWidth, texHeight, 0, GL_RGBA,
                 GL_UNSIGNED_BYTE, texture->getRawData());
  }
#else

      unsigned int texWidth = 1024;
  unsigned int texHeight    = 1024;
  rasaux                    = rasIn;
  rasaux->lock();

  glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rasIn->getLx(), rasIn->getLy(),
                  GL_RGBA, GL_UNSIGNED_BYTE, rasIn->getRawData());

#endif
  checkErrorsByGL

      glEnable(GL_TEXTURE_2D);

  // cfr. help: OpenGL/Programming tip/OpenGL Correctness Tips
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(-rasterWidth * 0.5, rasterWidth * 0.5, -rasterHeight * 0.5,
          rasterHeight * 0.5, -1, 1);
  glViewport(0, 0, rasterWidth, rasterHeight);

  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();

  glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  glClear(GL_COLOR_BUFFER_BIT);

  // do OpenGL draw

  double lwTex = (double)(inBBoxLx - 1) / (double)(texWidth - 1);
  double lhTex = (double)(inBBoxLy - 1) / (double)(texHeight - 1);

  TPointD tex00 = TPointD(0.0, 0.0);
  TPointD tex10 = TPointD(lwTex, 0.0);
  TPointD tex11 = TPointD(lwTex, lhTex);
  TPointD tex01 = TPointD(0.0, lhTex);

  GLenum polygonStyle;
  if (wireframe) {
    polygonStyle = GL_LINE;
    glDisable(GL_TEXTURE_2D);
  } else
    polygonStyle = GL_FILL;
  checkErrorsByGL p00.x /= ri.m_shrinkX;
  p00.y /= ri.m_shrinkY;

  p10.x /= ri.m_shrinkX;
  p10.y /= ri.m_shrinkY;

  p11.x /= ri.m_shrinkX;
  p11.y /= ri.m_shrinkY;

  p01.x /= ri.m_shrinkX;
  p01.y /= ri.m_shrinkY;

  TPointD translate = TPointD(tile.m_pos.x + tile.getRaster()->getLx() * 0.5,
                              tile.m_pos.y + tile.getRaster()->getLy() * 0.5);
  glTranslated(-translate.x, -translate.y, 0.0);

  // disegno il poligono
  double dist_p00_p01                 = tdistance2(p00, p01);
  double dist_p10_p11                 = tdistance2(p10, p11);
  double dist_p01_p11                 = tdistance2(p01, p11);
  double dist_p00_p10                 = tdistance2(p00, p10);
  bool vertical                       = (dist_p00_p01 == dist_p10_p11);
  bool horizontal                     = (dist_p00_p10 == dist_p01_p11);
  if (vertical && horizontal) details = 1;
  glPolygonMode(GL_FRONT_AND_BACK, polygonStyle);
  subdivision(p00, p10, p11, p01, tex00, tex10, tex11, tex01, clippingRect,
              details);

  if (!wireframe) {
    // abilito l'antialiasing delle linee
    glEnable(GL_LINE_SMOOTH);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);

    // disegno il bordo del poligono
    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    glBegin(GL_QUADS);
    glTexCoord2d(tex00.x, tex00.y);
    tglVertex(p00);
    glTexCoord2d(tex10.x, tex10.y);
    tglVertex(p10);
    glTexCoord2d(tex11.x, tex11.y);
    tglVertex(p11);
    glTexCoord2d(tex01.x, tex01.y);
    tglVertex(p01);
    glEnd();

    // disabilito l'antialiasing per le linee
    glDisable(GL_LINE_SMOOTH);
    glDisable(GL_BLEND);
    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
    glDisable(GL_TEXTURE_2D);
  }

  // force to finish
  glFlush();

  // rimetto il disegno dei poligoni a GL_FILL
  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

  // metto il frame buffer nel raster del tile
  glPixelStorei(GL_UNPACK_ROW_LENGTH, rasterWidth);
  glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

  TRaster32P newRas(tile.getRaster()->getLx(), tile.getRaster()->getLy());
  newRas->lock();
  glReadPixels(1, 1, newRas->getLx(), newRas->getLy(), GL_RGBA,
               GL_UNSIGNED_BYTE, (void *)newRas->getRawData());
  newRas->unlock();
  checkErrorsByGL

      rasaux->unlock();

  tile.getRaster()->copy(newRas);
}
コード例 #7
0
ファイル: pins.cpp プロジェクト: walkerka/opentoonz
void subdivision(const TPointD &p00, const TPointD &p10, const TPointD &p11,
                 const TPointD &p01, const TPointD &tex00, const TPointD &tex10,
                 const TPointD &tex11, const TPointD &tex01,
                 const TRectD &clippingRect, int details) {
  if (details == 1) {
    glBegin(GL_QUADS);

    glTexCoord2d(tex00.x, tex00.y);
    tglVertex(p00);

    glTexCoord2d(tex10.x, tex10.y);
    tglVertex(p10);

    glTexCoord2d(tex11.x, tex11.y);
    tglVertex(p11);

    glTexCoord2d(tex01.x, tex01.y);
    tglVertex(p01);

    glEnd();
  } else {
    TPointD A = p00;
    TPointD B = p10;
    TPointD C = p11;
    TPointD D = p01;

    /*
*     D                L2               C
*     +----------------+----------------+
*     |                |                |
*     |                |                |
*     |                |                |
*     |                |                |
*     |                |                |
*  H1 +----------------+----------------+ H2
*     |                | M              |
*     |                |                |
*     |                |                |
*     |                |                |
*     |                |                |
*     +----------------+----------------+
*     A                L1               B
*
*/

    TPointD M, L1, L2, H1, H2, P1, P2;
    bool intersection;

    // M
    intersection = lineIntersection(A, C, B, D, M);
    assert(intersection);

    // P1 (punto di fuga)
    intersection = lineIntersection(D, C, A, B, P1);
    if (!intersection) {
      P1.x = 0.5 * (A.x + D.x);
      P1.y = 0.5 * (A.y + D.y);
    }
    // H1
    intersection = lineIntersection(A, D, P1, M, H1);
    assert(intersection);

    // H2
    intersection = lineIntersection(B, C, P1, M, H2);
    assert(intersection);

    // P2 (punto di fuga)
    intersection = lineIntersection(A, D, B, C, P2);
    if (!intersection) {
      P2.x = 0.5 * (A.x + B.x);
      P2.y = 0.5 * (A.y + B.y);
    }
    // L1
    intersection = lineIntersection(A, B, P2, M, L1);
    assert(intersection);

    // L2
    intersection = lineIntersection(D, C, P2, M, L2);
    assert(intersection);

    TPointD texA = (tex00 + tex10) * 0.5;
    TPointD texB = (tex10 + tex11) * 0.5;
    TPointD texC = (tex11 + tex01) * 0.5;
    TPointD texD = (tex01 + tex00) * 0.5;
    TPointD texM = (texA + texC) * 0.5;

    details--;

    TRectD r1 = TRectD(
        std::min({A.x, L1.x, M.x, H1.x}), std::min({A.y, L1.y, M.y, H1.y}),
        std::max({A.x, L1.x, M.x, H1.x}), std::max({A.y, L1.y, M.y, H1.y}));

    TRectD r2 = TRectD(
        std::min({L1.x, B.x, H2.x, M.x}), std::min({L1.y, B.y, H2.y, M.y}),
        std::max({L1.x, B.x, H2.x, M.x}), std::max({L1.y, B.y, H2.y, M.y}));

    TRectD r3 = TRectD(
        std::min({M.x, H2.x, C.x, L2.x}), std::min({M.y, H2.y, C.y, L2.y}),
        std::max({M.x, H2.x, C.x, L2.x}), std::max({M.y, H2.y, C.y, L2.y}));

    TRectD r4 = TRectD(
        std::min({H1.x, M.x, L2.x, D.x}), std::min({H1.y, M.y, L2.y, D.y}),
        std::max({H1.x, M.x, L2.x, D.x}), std::max({H1.y, M.y, L2.y, D.y}));

    if (r1.overlaps(clippingRect))
      subdivision(A, L1, M, H1, tex00, texA, texM, texD, clippingRect, details);

    if (r2.overlaps(clippingRect))
      subdivision(L1, B, H2, M, texA, tex10, texB, texM, clippingRect, details);

    if (r3.overlaps(clippingRect))
      subdivision(M, H2, C, L2, texM, texB, tex11, texC, clippingRect, details);

    if (r4.overlaps(clippingRect))
      subdivision(H1, M, L2, D, texD, texM, texC, tex01, clippingRect, details);
  }
}
コード例 #8
0
ファイル: algorithms.cpp プロジェクト: enunes/mazerush
static void subdivision(Matrix<Cell> &matrix, const MatrixCoord &start, const MatrixCoord &end)
{
	MatrixCoord difference = end - start;
	//std::cout << "box start=" << start << " end=" << end << "  difference = " << difference << std::endl;
	if (difference.x <= 0 && difference.y <= 0) return;
//	std::cout << generateTileSpace(matrix) << std::endl;
//	std::cout << matrix << std::endl;

	int horizontal;
	if (difference.x == 0) horizontal = true;
	else if (difference.y == 0) horizontal = false;
	else horizontal = rand() % 2;

	//std::cout << ((horizontal) ? "horizontal" : "vertical") << std::endl;
	if (horizontal) {
		int bound = start.y + rand()%(difference.y);
		MatrixCoord start1 = start;
		MatrixCoord end1 = MatrixCoord(end.x, bound);

		MatrixCoord start2 = MatrixCoord(start.x, bound+1);
		MatrixCoord end2 = end;

		if (!matrix.outOfBounds(end1+MatrixCoord(0,1))) {
			for (int i=end1.x; i>=start1.x; --i) {
				matrix[MatrixCoord(i, end1.y  )].up   = false;
				matrix[MatrixCoord(i, end1.y+1)].down = false;
			}
			int irand = start1.x + rand() % (1+end1.x-start1.x);
			matrix[MatrixCoord(irand, end1.y  )].up     = true;
			matrix[MatrixCoord(irand, end1.y+1)].down = true;
		}

		//std::cout << "bound = " << bound << " will enqueue start1=" << start1 << " end1=" << end1 << std::endl;
		//std::cout << "bound = " << bound << " will enqueue start2=" << start2 << " end2=" << end2 << std::endl;

		subdivision(matrix, start1, end1);
		subdivision(matrix, start2, end2);
	}
	else {
		int bound = start.x + rand()%(difference.x);

		MatrixCoord start1 = start;
		MatrixCoord end1 = MatrixCoord(bound, end.y);

		MatrixCoord start2 = MatrixCoord(bound+1, start.y);
		MatrixCoord end2 = end;

		if (!matrix.outOfBounds(end1+MatrixCoord(1,0))) {
			for (int j=end1.y; j>=start1.y; --j) {
				matrix[MatrixCoord(end1.x  , j)].right = false;
				matrix[MatrixCoord(end1.x+1, j)].left  = false;
			}
			int jrand = start1.y + rand() % (1+end1.y-start1.y);
			matrix[MatrixCoord(end1.x  , jrand)].right = true;
			matrix[MatrixCoord(end1.x+1, jrand)].left  = true;
		}

		//std::cout << "bound = " << bound << " will enqueue start1=" << start1 << " end1=" << end1 << std::endl;
		//std::cout << "bound = " << bound << " will enqueue start2=" << start2 << " end2=" << end2 << std::endl;

		subdivision(matrix, start1, end1);
		subdivision(matrix, start2, end2);
	}
}
コード例 #9
0
int main(int argc, char **argv)
{
	// initialisation  des paramètres de GLUT en fonction
	// des arguments sur la ligne de commande



	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);

	maille = Maillage::lectureOff("C:/Users/etu/Downloads/bunny.off", 10);
	maille.calculNormalTriangle();
	//bunny.Ecriture("bunny.obj");

	rayon = 0;
	rayonX = (maille.xMax - maille.xMin) / maille.getScale();
	rayonY = (maille.yMax - maille.yMin) / maille.getScale();
	rayonZ = (maille.zMax - maille.zMin) / maille.getScale();


	if (rayonX > rayonY)
	{
		if (rayonX > rayonZ)
			rayon = rayonX;
		else
			rayon = rayonZ;
	}
	else
	{
		if (rayonY> rayonZ)
			rayon = rayonY;
		else
			rayon = rayonZ;
	}


	std::vector<Vector3D> geometrie = maille.getGeom();
	Vector3D centre = maille.getCentreGravite();
	double scale = maille.getScale();

	for (int i = 0; i < geometrie.size(); i++)
	{
		geometrie[i] = (geometrie[i] - centre) / scale;
	}

	maille.setGeom(geometrie);


	subdivision(maille.getCentreGravite(), rayon, 1);
	simplification();


	// définition et création de la fenêtre graphique
	glutInitWindowSize(WIDTH, HEIGHT);
	glutInitWindowPosition(0, 0);
	glutCreateWindow("Primitives graphiques");

	// initialisation de OpenGL et de la scène
	initGL();
	init_scene();

	// choix des procédures de callback pour 
	// le tracé graphique
	glutDisplayFunc(&window_display);
	// le redimensionnement de la fenêtre
	glutReshapeFunc(&window_reshape);
	// la gestion des événements clavier
	glutKeyboardFunc(&window_key);
	glutIdleFunc(&window_idle);
	// la boucle prinicipale de gestion des événements utilisateur
	glutMainLoop();

	return 1;
}