⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 classvtmeshbase.html

📁 VC下实现图像处理。 VC下实现图像处理。 VC下实现图像处理。
💻 HTML
📖 第 1 页 / 共 4 页
字号:
        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds a vertex to the mesh, with UV coordinates.<p><dl compact><dt><b>Returns:</b></dt><dd>The index of the vertex that was added. </dd></dl>    </td>  </tr></table><a class="anchor" name="cd505317a6f1aecf819262ad0b9c013f"></a><!-- doxytag: member="vtMeshBase::CreateBlock" ref="cd505317a6f1aecf819262ad0b9c013f" args="(const FPoint3 &amp;size)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateBlock           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>size</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Add a block (rectangular 3d box) to this mesh. The width, height and depth are specified with the 'size' parameter.     </td>  </tr></table><a class="anchor" name="e01e40075f97fc55a54eebb3954a4205"></a><!-- doxytag: member="vtMeshBase::CreateConicalSurface" ref="e01e40075f97fc55a54eebb3954a4205" args="(const FPoint3 &amp;tip, double radial_angle, double theta1, double theta2, double r1, double r2, int res=40)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateConicalSurface           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>tip</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>double&nbsp;</td>          <td class="mdname" nowrap> <em>radial_angle</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>double&nbsp;</td>          <td class="mdname" nowrap> <em>theta1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>double&nbsp;</td>          <td class="mdname" nowrap> <em>theta2</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>double&nbsp;</td>          <td class="mdname" nowrap> <em>r1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>double&nbsp;</td>          <td class="mdname" nowrap> <em>r2</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>res</em> = <code>40</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds an conical surface to this mesh. This is a subset of a full cone, bounded by start/end factors along the two degrees of freedom of the surface of the cone. The default orientation of the cone is with the tip pointing up (radius increasing downward).<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>tip</em>&nbsp;</td><td>The top point of the cone. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>radial_angle</em>&nbsp;</td><td>This is the angle between the cone's edge and its center axis, in radians. Expected range is 0 to PI/2. Small values indicate a sharp, pointed cone, large values indicate a blunt cone. The slope of the cone's edge is tan(radial_angle). </td></tr>    <tr><td valign="top"></td><td valign="top"><em>theta1,theta2</em>&nbsp;</td><td>Start and end values for the theta value, which ranges from 0 to 2*PI around the central axis of the cone. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>r1,r2</em>&nbsp;</td><td>Start and end values for the cone's radius. These range from 0 (at the tip of the cone) and increase downward. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>res</em>&nbsp;</td><td>Resolution, number of polygons along each side of the surface mesh. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="907042aeac568f400fa0c29a0dbbf25a"></a><!-- doxytag: member="vtMeshBase::CreateCylinder" ref="907042aeac568f400fa0c29a0dbbf25a" args="(float height, float radius, int res, bool bTop=true, bool bBottom=true, bool bCentered=true, int direction=1)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateCylinder           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">float&nbsp;</td>          <td class="mdname" nowrap> <em>height</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>float&nbsp;</td>          <td class="mdname" nowrap> <em>radius</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>res</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bTop</em> = <code>true</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bBottom</em> = <code>true</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bCentered</em> = <code>true</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>direction</em> = <code>1</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds an cylinder to this mesh.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>height</em>&nbsp;</td><td>The height of the cylinder. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>The radius of the cylinder. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>res</em>&nbsp;</td><td>The resolution (number of side of the cylinder). </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bTop</em>&nbsp;</td><td>True to create the top of the cylinder. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bBottom</em>&nbsp;</td><td>True to create the bottom of the cylinder. You could set this to false, for example, if the cylinder is going to sit on a flat surface where you will never see its bottom. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bCentered</em>&nbsp;</td><td>True to create a cylinder centered around its origin, false for a cylinder with its base at the origin that extends outward. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>direction</em>&nbsp;</td><td>An orientation, 0-2 corresponds to X, Y, Z. Default is 1 (Y). </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="017707b57f19c2cc04045bf6b94634c1"></a><!-- doxytag: member="vtMeshBase::CreateEllipsoid" ref="017707b57f19c2cc04045bf6b94634c1" args="(const FPoint3 &amp;center, const FPoint3 &amp;size, int res, bool hemi=false, bool bNormalsIn=false)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateEllipsoid           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>center</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>size</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>res</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>hemi</em> = <code>false</code>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bNormalsIn</em> = <code>false</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds geometry for an ellipsoid to this mesh.<p>The geometry is created with efficient triangle strips. If the mesh has vertex normals, outward-pointing normals are created for lighting. If the mesh has vertex coordinates, then UVs are set as follows: U ranges from 0 to 1 around the circumference, and V ranges from 0 to 1 from the top to the bottom. For a hemisphere, V ranges from 0 at the top to 1 at the base.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>center</em>&nbsp;</td><td>Position of the center, pass FPoint3(0,0,0) to center on the origin. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>size</em>&nbsp;</td><td>The width, height and depth of the ellipsoid. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>res</em>&nbsp;</td><td>The resolution (number of quads used in the tesselation) from top to bottom (north pole to south pole). </td></tr>    <tr><td valign="top"></td><td valign="top"><em>hemi</em>&nbsp;</td><td>Create only the top of the ellipsoid (e.g. a hemisphere). </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bNormalsIn</em>&nbsp;</td><td>Use a vertex order in the mesh so that the normals point in, instead of out. This is useful for, example, a backface-culled sphere that you want to see from the inside, instead of the outside. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="02ab91efbf6df3fd138be3fcf06b5a3f"></a><!-- doxytag: member="vtMeshBase::CreateOptimizedBlock" ref="02ab91efbf6df3fd138be3fcf06b5a3f" args="(const FPoint3 &amp;size)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateOptimizedBlock           </td>          <td class="md" valign="top">(&nbsp;</td>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -