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@ -53,7 +53,7 @@ namespace pae
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///////////////////////////////////////////////////////////
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class AnimatedMesh
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{
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public:
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public:
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///////////////////////////////////////////////////////////
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/// \brief Usual constructor
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/// \param skeleton Skeleton to animate
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@ -62,7 +62,7 @@ class AnimatedMesh
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/// a GUI to create patellas with the left clic, and choose a root for
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/// the trees. The right click must be on an extremity of the mesh.
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///////////////////////////////////////////////////////////
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AnimatedMesh(Skeleton3D const& skeleton);
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AnimatedMesh(Skeleton3D const& skeleton);
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///////////////////////////////////////////////////////////
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/// \brief OpenGL render function
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@ -76,55 +76,55 @@ class AnimatedMesh
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std::vector<geo::Path> paths; ///< Vector of paths to access elements in the order
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private:
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/////////////////////////////////////////////////////////////////////
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///
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/// \brief find the nearest segment of each point
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///
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/// \param segments takes a vector for the different splines, containing vectors corresponding to the different segments
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/// \param mesh the mesh
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///
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/// \return the associated segment for each point
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///
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/////////////////////////////////////////////////////////////////////
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void associateBranches(std::vector<geo::Segment<float,3>> const& segments, geo::Mesh& mesh);
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/////////////////////////////////////////////////////////////////////
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///
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/// \brief find the nearest segment of each point
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///
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/// \param segments takes a vector for the different splines, containing vectors corresponding to the different segments
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/// \param mesh the mesh
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///
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/// \return the associated segment for each point
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///
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/////////////////////////////////////////////////////////////////////
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void associateBranches(std::vector<geo::Segment<float,3>> const& segments, geo::Mesh& mesh);
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//////////////////////////////////////////////////////////////////////
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///
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/// \brief find a point nearest segment
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///
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/// \param segments list of skeleton's segments
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/// \param p point to project
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///
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/// \return nearest segment index
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///
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//////////////////////////////////////////////////////////////////////
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unsigned int findNearestSegment(std::vector<geo::Segment<float,3>> const& segments, geo::Point<float> const& p);
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//////////////////////////////////////////////////////////////////////
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///
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/// \brief find a point nearest segment
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///
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/// \param segments list of skeleton's segments
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/// \param p point to project
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///
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/// \return nearest segment index
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///
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//////////////////////////////////////////////////////////////////////
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unsigned int findNearestSegment(std::vector<geo::Segment<float,3>> const& segments, geo::Point<float> const& p);
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//////////////////////////////////////////////////////////////////////
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///
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/// \brief find the faces associated to each segment
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///
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/// \param associatedSegments the associated segment for each point
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/// \param mesh the mesh
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/// \param nbSegments number of segments
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///
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/// \return faces associated to each segment
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///
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//////////////////////////////////////////////////////////////////////
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void findFaces(std::vector<unsigned int> const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments);
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//////////////////////////////////////////////////////////////////////
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///
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/// \brief find the faces associated to each segment
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///
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/// \param associatedSegments the associated segment for each point
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/// \param mesh the mesh
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/// \param nbSegments number of segments
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///
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/// \return faces associated to each segment
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///
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//////////////////////////////////////////////////////////////////////
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void findFaces(std::vector<unsigned int> const& associatedSegments, geo::Mesh& mesh, unsigned int nbSegments);
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std::vector<geo::Segment<float,3>> segments; ///< segments of the skeleton
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std::vector<geo::Vector3<float>> vertices; ///< Vertices of the mesh
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std::vector<unsigned int> associatedSegment; ///< Each element of this vector is the indexes of the associated segment
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std::vector<std::vector<geo::Vector3<unsigned int>>> facesPerSegment; ///< Each vector contains the faces of one segment
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std::vector<geo::Segment<float,3>> segments; ///< segments of the skeleton
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std::vector<geo::Vector3<float>> vertices; ///< Vertices of the mesh
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std::vector<unsigned int> associatedSegment; ///< Each element of this vector is the indexes of the associated segment
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std::vector<std::vector<geo::Vector3<unsigned int>>> facesPerSegment; ///< Each vector contains the faces of one segment
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geo::Tree<int> structure; ///< Tree containing the indices of the vertices. The root is -1
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geo::Tree<geo::Vector3<float>> roots; ///< Tree containing the vertices corresponding to the centers of the rotations
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geo::Tree<int> structure; ///< Tree containing the indices of the vertices. The root is -1
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geo::Tree<geo::Vector3<float>> roots; ///< Tree containing the vertices corresponding to the centers of the rotations
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geo::Tree<std::vector<geo::Vector3<unsigned int>>> structuredFaces; ///< Faces structured as a tree
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std::unordered_map<unsigned int, geo::Path> otherVertices; ///< map providing path to access to vertices in the trees (usefull to find the rotations)
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geo::Tree<std::array<float,3>> colors; ///< Tree containg the colors of vertices
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geo::Tree<std::vector<geo::Vector3<unsigned int>>> structuredFaces; ///< Faces structured as a tree
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std::unordered_map<unsigned int, geo::Path> otherVertices; ///< map providing path to access to vertices in the trees (usefull to find the rotations)
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geo::Tree<std::array<float,3>> colors; ///< Tree containg the colors of vertices
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};
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