示例#1
0
void CreateTool::JitterInstanceOffsets( float instanceRadius, float maxJitter, V_Vector3& offsets )
{
	V_Vector3 jitterVectors;
	jitterVectors.push_back( Editor::UpVector );
	jitterVectors.push_back( Editor::OutVector );

	V_Vector3::iterator itr = offsets.begin();
	V_Vector3::iterator end = offsets.end();
	for ( ; itr != end; ++itr )
	{
		V_Vector3::const_iterator jitterItr = jitterVectors.begin();
		V_Vector3::const_iterator jitterEnd = jitterVectors.end();
		for ( ; jitterItr != jitterEnd; ++jitterItr )
		{
			int searchTries = 10;
			while ( searchTries > 0 )
			{
				--searchTries;
				float jitter = ( rand() / ( (float) RAND_MAX + 1.0f ) ) * 2.0f - 1.0f;
				float randomNumber = rand() / ( (float) RAND_MAX + 1.0f );
				float testNumber = GetNormalProbabilityFromPercent( jitter );
				if ( randomNumber <= testNumber )
				{
					(*itr) += (*jitterItr) * jitter * maxJitter;
					searchTries = 0;
				}
			}
		}
	}
}
示例#2
0
static void MakeContinuous(V_Vector3& cvs)
{
    // ensure continuity through to first and last cvs by creating new begin and end tagent cvs
    Vector3 ab = cvs[0] - cvs[1];
    cvs.insert(cvs.begin(), cvs[0] + ab);

    Vector3 cd = cvs[ cvs.size() - 1 ] - cvs[ cvs.size() - 2 ];
    cvs.push_back(cvs[ cvs.size() - 1 ] + cd);
}
示例#3
0
static void MakeClosed(V_Vector3& cvs)
{
    // synthisize a new knot from the last two and first two cvs
    cvs.insert(cvs.begin(), cvs[cvs.size()-1]);
    cvs.insert(cvs.begin(), cvs[cvs.size()-2]);

    // this is 2 and 3 since we inserted @ 0 above
    cvs.push_back(cvs[2]);
    cvs.push_back(cvs[3]);
}
示例#4
0
void CreateTool::RandomizeInstanceOffsets( V_Vector3& offsets )
{
	V_Vector3 newOffsets;
	newOffsets.reserve( offsets.size() );

	while ( offsets.size() )
	{
		V_Vector3::iterator itr = offsets.begin() + ( rand() % offsets.size() );
		newOffsets.push_back( *itr );
		offsets.erase( itr );
	}

	V_Vector3::iterator itr = newOffsets.begin();
	V_Vector3::iterator end = newOffsets.end();
	for ( ; itr != end; ++itr )
	{
		offsets.push_back( *itr );
	}
}
示例#5
0
void AlignedBox::Transform(const Matrix4& matrix)
{
    // get the currents sample bounds
    V_Vector3 vertices;
    GetVertices( vertices );

    // reseed this box
    Reset();

    // iterate and resample the bounds
    V_Vector3::iterator itr = vertices.begin();
    V_Vector3::iterator end = vertices.end();
    for ( ; itr != end; ++itr )
    {
        // transform the sample
        matrix.TransformVertex( *itr );

        // test the sample
        Test( *itr );
    }
}
示例#6
0
void CreateTool::SelectInstanceOffsets( DistributionStyle style, float radius, V_Vector3& offsets )
{
	V_Vector3 selectedOffsets;
	selectedOffsets.reserve( offsets.size() );

	V_Vector3::iterator itr = offsets.begin();
	V_Vector3::iterator end = offsets.end();
	for ( ; itr != end; ++itr )
	{
		switch ( style )
		{
		case DistributionStyles::Uniform:
			{
				float randomNumber = rand() / ( (float) RAND_MAX + 1.0f );
				if ( randomNumber <= 0.5f )
				{
					selectedOffsets.push_back( *itr );
				}
				break;
			}

		case DistributionStyles::Linear:
			{
				float radiusPercent = (*itr).Length() / radius;
				float randomNumber = rand() / ( (float) RAND_MAX + 1.0f );
				float testNumber = 1.0f - radiusPercent;
				if ( randomNumber <= testNumber )
				{
					selectedOffsets.push_back( *itr );
				}
				break;
			}

		case DistributionStyles::Normal:
			{
				float radiusPercent = (*itr).Length() / radius;
				float randomNumber = rand() / ( (float) RAND_MAX + 1.0f );
				float testNumber = GetNormalProbabilityFromPercent( radiusPercent );
				if ( randomNumber <= testNumber )
				{
					selectedOffsets.push_back( *itr );
				}
				break;
			}

		case DistributionStyles::Constant:
		default:
			selectedOffsets.push_back( *itr );
			break;
		}
	}

	offsets.clear();
	offsets.reserve( selectedOffsets.size() );
	itr = selectedOffsets.begin();
	end = selectedOffsets.end();
	for ( ; itr != end; ++itr )
	{
		offsets.push_back( *itr );
	}
}