34 for (vector<Vec3r>::iterator
i = vertices.begin();
i != vertices.end(); ++
i) {
42 vector<WShape *> &wshapes =
wingedEdge.getWShapes();
47 vector<WFace *> &wFaces = (*currentShape)->GetFaceList();
69 vector<WFace *> &wFaces = (*currentShape)->GetFaceList();
94 (*currentFace)->GetNormal());
106 proscenium[0] = proscenium[1] = initialPoint[0];
107 proscenium[2] = proscenium[3] = initialPoint[1];
113 cout <<
"Proscenium: (" << proscenium[0] <<
", " << proscenium[1] <<
", " << proscenium[2]
114 <<
", " << proscenium[3] <<
")" << endl;
Class to define a cell grid surrounding the projected image of a scene.
vector< WFace * >::const_iterator facesEnd
virtual ~OccluderSource()
virtual real averageOccluderArea()
void buildCachedPolygon()
virtual void getOccluderProscenium(real proscenium[4])
vector< WShape * >::const_iterator currentShape
Polygon3r getCameraSpacePolygon()
Polygon3r & getGridSpacePolygon()
vector< WShape * >::const_iterator shapesEnd
vector< WFace * >::const_iterator currentFace
const GridHelpers::Transform & transform
VecMat::Vec3< real > Vec3r
void expandProscenium(real proscenium[4], const Polygon3r &polygon)
vector< Vec3r > enumerateVertices(const vector< WOEdge * > &fedges)