CubeGeoFence(const Vector3r& point_min, const Vector3r& point_max, float distance_accuracy) : point_min_(point_min), point_max_(point_max), distance_accuracy_(distance_accuracy) { calculateCenter(); Utils::logMessage("CubeGeoFence: %s", toString().c_str()); }
void PolygonItem::setPoints(const QVector<QPointF> & points) { if (_points != points) { _points = points; _center = calculateCenter(points); emit pointsChanged(); } }
void GOAPapp::initInput() { //control auto mouse = new Mouse(); auto window_hwnd = m_pRenderer->getWindow()->getHWND(); mouse->init(window_hwnd); mouse->calculateCenter(window_hwnd); new KeyBoard(); }
Face :: Face() { vertexVector.push_back( new Vertex(0.0, 0.0, 0.0) ); vertexVector.push_back( new Vertex(1.0, 0.0, 0.0) ); vertexVector.push_back( new Vertex(0.0, 1.0, 0.0) ); normal.set_xyz(0.0, 0.0, 1.0); center = calculateCenter(); }
Face :: Face(Vertex* v1, Vertex* v2, Vertex* v3) { vertexVector.push_back(v1); vertexVector.push_back(v2); vertexVector.push_back(v3); normal = calculateNormal(); center = calculateCenter(); }
void Face :: setVertices(Vertex* v1, Vertex* v2, Vertex* v3) { vertexVector[0] = v1; vertexVector[1] = v2; vertexVector[2] = v3; normal = calculateNormal(); center = calculateCenter(); }
void PointGroup::removePoint(GPoint _point) { for (int i = 0; i < mPoints.size(); i++) { if (mPoints[i].getStrokeId() == _point.getStrokeId()) { mPoints.erase(mPoints.begin()+i); break; } } //center neu berechnen calculateCenter(); }
void BoxMesh::construct() { int i ; Box bounds = getBounds() ; Point center = (bounds.max - bounds.min) / 2 ; // Vertex verts.push_back(Point(bounds.min.x(), bounds.min.y(), bounds.min.z())); verts.push_back(Point(bounds.max.x(), bounds.min.y(), bounds.min.z())); verts.push_back(Point(bounds.min.x(), bounds.max.y(), bounds.min.z())); verts.push_back(Point(bounds.max.x(), bounds.max.y(), bounds.min.z())); verts.push_back(Point(bounds.min.x(), bounds.min.y(), bounds.max.z())); verts.push_back(Point(bounds.max.x(), bounds.min.y(), bounds.max.z())); verts.push_back(Point(bounds.min.x(), bounds.max.y(), bounds.max.z())); verts.push_back(Point(bounds.max.x(), bounds.max.y(), bounds.max.z())); // Texture coordinates for (i = 0 ; i < 8 ; i++) tverts.push_back(Point2D(0,0)); // Indices int inds[] = { 0, 4, 1, 5, 3, 7, 2, 6, 0, 4, 6, 7, 4, 5, 0, 1, 2, 3 } ; for (i = 0 ; i < sizeof(inds)/sizeof(inds[0]) ; i++) indices.push_back(inds[i]); // Primitives Primitive p ; p.firstElement = 0 ; p.numElements = 10 ; p.type = Primitive::NoMaterial | Primitive::Strip | Primitive::Indexed ; primitives.push_back(p) ; p.firstElement = 10 ; p.numElements = 4 ; primitives.push_back(p) ; p.firstElement = 14 ; primitives.push_back(p) ; // Normals std::vector<Point>::iterator ptr ; for (ptr = verts.begin() ; ptr != verts.end() ; ptr++) { Point normal ; normal = *ptr - center ; normal.normalize() ; normals.push_back (normal) ; enormals.push_back (encodeNormal(normal)) ; } // Other stuff setFrames (1) ; setParent (-1) ; calculateCenter() ; calculateRadius() ; }
void setBoundry(const Vector3r& origin, float xy_length, float max_z, float min_z) override { point_min_ = Vector3r(-xy_length, -xy_length, 0) + origin; point_min_[2] = max_z; point_max_ = Vector3r(xy_length, xy_length, 0) + origin; point_max_[2] = min_z; calculateCenter(); Utils::logMessage("CubeGeoFence: %s", toString().c_str()); }
Flag::Flag(const sf::Vector2f& spawnLocation, const sf::Color& flagColor): flag(), spawnPosition(spawnLocation), beingHeld(false), atSpawn(true), floor(OVERGROUND_FLOOR) { flag.setRadius(20); flag.setOrigin(calculateCenter(flag.getLocalBounds())); flag.setPosition(spawnPosition); flag.setFillColor(flagColor); }
// Сглаживание контуров, исключение артефактов. int smoothContour(frGeomStrip* src){ if ( src->edgeA.size() != src->edgeB.size() ){ return 0; } // сгладить applySmooth(src); // отрезать ролики if( vertical ) applyDisRoller(src); // перестроить центральную линию calculateCenter(src); return 0; }
void Face :: setVertexV2(Vertex* v2) { vertexVector[1] = v2; normal = calculateNormal(); center = calculateCenter(); }
void Face :: setVertexV1(Vertex* v1) { vertexVector[0] = v1; normal = calculateNormal(); center = calculateCenter(); }
Bezier::Bezier(VertexManager *vertexManager) : Model() { this->m_vertexManager->append(vertexManager); calculateCenter(); }
void CylinderMesh::construct() { int i, firstTop ; int steps = (unsigned int)(complexity * 64.0f) ; float angle ; Point normal ; Box bounds = getBounds() ; Point center = getCenter() ; float radius = getRadius() ; Primitive p ; p.type = Primitive::NoMaterial | Primitive::Strip | Primitive::Indexed ; if (steps < 4) steps = 4 ; if (steps > 64) steps = 64 ; steps &= ~1 ; // Bottom addVertex (center.x(), center.y(), bounds.min.z()) ; for (angle = 0.0f, i = 0 ; i < steps ; i++, angle += 2.0f*M_PI/(float)steps) { addVertex (cosf(angle)*radius + center.x(), sinf(angle)*radius + center.y(), bounds.min.z()) ; } for (i = 1 ; i <= steps ; i++) { p.firstElement = indices.size() ; p.numElements = 3 ; indices.push_back (0) ; indices.push_back (i) ; indices.push_back (i == steps ? 1 : i+1) ; primitives.push_back(p) ; } // Top firstTop = verts.size() ; addVertex (center.x(), center.y(), bounds.max.z()) ; for (angle = 0.0f, i = 0 ; i < steps ; i++, angle += 2.0f*M_PI/(float)steps) { addVertex (cosf(angle)*radius + center.x(), sinf(angle)*radius + center.y(), bounds.max.z()) ; } for (i = 1 ; i <= steps ; i++) { p.firstElement = indices.size() ; p.numElements = 3 ; indices.push_back (firstTop) ; indices.push_back (firstTop+(i == steps ? 1 : i+1)) ; indices.push_back (firstTop+i) ; primitives.push_back(p) ; } // Walls int pos ; for (pos = indices.size(), i = 0 ; i < steps-1 ; i++, pos += 4) { indices.push_back (i+1) ; indices.push_back (firstTop+i+1) ; indices.push_back (i+2) ; indices.push_back (firstTop+i+2) ; p.firstElement = pos ; p.numElements = 4 ; primitives.push_back(p) ; } indices.push_back (i+1) ; indices.push_back (firstTop+i+1) ; indices.push_back (1) ; indices.push_back (firstTop+1) ; p.firstElement = pos ; p.numElements = 4 ; primitives.push_back(p) ; // Other stuff setFrames (1) ; setParent (-1) ; calculateBounds() ; calculateCenter() ; calculateRadius() ; }
void Node::addPoints(vector<vec3> _points) { points = _points; calculateCenter(); }
void Face :: setVertexV3(Vertex* v3) { vertexVector[2] = v3; normal = calculateNormal(); center = calculateCenter(); }
void Face :: setVertexV4(Vertex* v4) { vertexVector[3] = v4; normal = calculateNormal(); center = calculateCenter(); }
//---------------------------------- void PointGroup::addPoint(GPoint _point) { mPoints.push_back(_point); calculateCenter(); }
VortexTubeVorticityDistribution::VortexTubeVorticityDistribution(const glm::dvec3 ¢er, double radius, double variation, double width, int periods, int location) : VorticityDistribution{ calculateCenter(center, location, radius) }, m_Radius{ radius }, m_Variation{ variation }, m_Width{ width }, m_Wavenumber{ static_cast<double>(periods) }, m_Location{ location } { m_DomainSize = calculateDomainSize(); }
void Node::addPoint(vec3 point) { points.push_back(point); calculateCenter(); }