Пример #1
0
void Model::arrangeFaceColors(const osg::Vec4Array &colors) {
	if (!this->m_mesh || !this->m_colorArray
			|| !this->m_vertexGeometry || !this->m_edgeGeometry || !this->m_faceGeometry) return;
	if (this->m_usingSharedVertex) return;
	if (colors.size() != this->m_mesh->fn * 3) return;
	this->m_colorArray->assign(colors.begin(), colors.end());
	this->m_vertexGeometry->dirtyDisplayList();
	this->m_edgeGeometry->dirtyDisplayList();
	this->m_faceGeometry->dirtyDisplayList();
}
Пример #2
0
        virtual void apply(osg::Vec4Array& array)
        {
            if (_pointList.size()!=array.size()) return;

            for(unsigned int i=0;i<_pointList.size();++i)
            {
                _pointList[i] = new EdgeCollector::Point;
                _pointList[i]->_index = i;

                osgUtil::ConvertVec<osg::Vec4, osg::Vec3d>::convert(array[i], _pointList[i]->_vertex);
            }
        }
Пример #3
0
void Model::arrangeVertexColors(const osg::Vec4Array &colors) {
	if (!this->m_mesh || !this->m_colorArray
			|| !this->m_vertexGeometry || !this->m_edgeGeometry || !this->m_faceGeometry) return;
	if (colors.size() != this->m_mesh->vn) return;
	if (this->m_usingSharedVertex) {
		this->m_colorArray->assign(colors.begin(), colors.end());
	} else {
		this->m_colorArray->clear();
		this->m_colorArray->reserve(this->m_mesh->fn * 3);
		for (pcvcg::TriMesh::ConstFaceIterator cf_iter = this->m_mesh->face.begin();
				cf_iter != this->m_mesh->face.end(); ++cf_iter) {
			this->m_colorArray->push_back(colors[vcg::tri::Index(*this->m_mesh, cf_iter->cV(0))]);
			this->m_colorArray->push_back(colors[vcg::tri::Index(*this->m_mesh, cf_iter->cV(1))]);
			this->m_colorArray->push_back(colors[vcg::tri::Index(*this->m_mesh, cf_iter->cV(2))]);
		}
	}
	this->m_vertexGeometry->dirtyDisplayList();
	this->m_edgeGeometry->dirtyDisplayList();
	this->m_faceGeometry->dirtyDisplayList();
}
Пример #4
0
GLuint SomePointsGenerator::getNumPrimitivesGenerated()const
{
    return vAry->size()*4;
}