//--------------------------------------------------------------------------- // Simply encapsulates the separate conversions that need to be done // void CSpline::genVertArray(tSpline *currSpline) { // cout << "Generating spline vertex array data for OpenGL" << endl; genVerts (currSpline); genVertIndex(currSpline); }
//generuje job podla parametrov //flags obsahuje kombinacie SPACE, FLAT, NEAREST, PEREDGECONN, MINEDGECONN //vylucuju sa (SPACE a FLAT) a (PEREDGECONN a MINEDGECONN) // pre PEREDGECONN v conn1 je hodnota v %, pre MINEDGECONN je to minimum # susedov pre kazdy vrchol //eLenAdd je hodnota v % popisana v readme (predlzovanie hrany) void genJob(unsigned int flags,unsigned int vertNo, unsigned int eLenAdd, unsigned int conn, unsigned int taskId){ if (actualJob && sameJob(flags,vertNo,eLenAdd,conn,taskId)) return;//ak uz je uloha pripravena, negeneruje sa znovu last_flags = flags; last_vertNo = vertNo; last_eLenAdd = eLenAdd; last_conn = conn; last_taskId = taskId; deleteActualJob(); //zmaze nagenerovanu ulohu a nastavi actualJob na NULL if (badParams(flags,vertNo,eLenAdd,conn,taskId)) return; //skonci a v actualJob necha NULL //vytvorenie struktury JOB* j = new JOB; j->taskId = taskId;//zapisanie taskId System::Random * random = new System::Random((int)taskId);//priprava generatora //generovanie vrcholov genVerts(flags,vertNo,j,random); //generovanie hran genEdges(flags,j,conn,random); //dlzky hran genEdgesLen(j,eLenAdd,random); //stupne vrcholov genVertDegs(j); //start a ciel genStartStop(j,random); //return actualJob = j; }