本文整理汇总了C++中Bounds3f::Diagonal方法的典型用法代码示例。如果您正苦于以下问题:C++ Bounds3f::Diagonal方法的具体用法?C++ Bounds3f::Diagonal怎么用?C++ Bounds3f::Diagonal使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Bounds3f
的用法示例。
在下文中一共展示了Bounds3f::Diagonal方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: scene
SpatialLightDistribution::SpatialLightDistribution(const Scene &scene,
int maxVoxels)
: scene(scene) {
// Compute the number of voxels so that the widest scene bounding box
// dimension has maxVoxels voxels and the other dimensions have a number
// of voxels so that voxels are roughly cube shaped.
Bounds3f b = scene.WorldBound();
Vector3f diag = b.Diagonal();
Float bmax = diag[b.MaximumExtent()];
for (int i = 0; i < 3; ++i) {
nVoxels[i] = std::max(1, int(std::round(diag[i] / bmax * maxVoxels)));
// In the Lookup() method, we require that 20 or fewer bits be
// sufficient to represent each coordinate value. It's fairly hard
// to imagine that this would ever be a problem.
CHECK_LT(nVoxels[i], 1 << 20);
}
hashTableSize = 4 * nVoxels[0] * nVoxels[1] * nVoxels[2];
hashTable.reset(new HashEntry[hashTableSize]);
for (int i = 0; i < hashTableSize; ++i) {
hashTable[i].packedPos.store(invalidPackedPos);
hashTable[i].distribution.store(nullptr);
}
LOG(INFO) << "SpatialLightDistribution: scene bounds " << b <<
", voxel res (" << nVoxels[0] << ", " << nVoxels[1] << ", " <<
nVoxels[2] << ")";
}
示例2: scene
SpatialLightDistribution::SpatialLightDistribution(const Scene &scene,
int maxVoxels)
: scene(scene) {
// Compute the number of voxels so that the widest scene bounding box
// dimension has maxVoxels voxels and the other dimensions have a number
// of voxels so that voxels are roughly cube shaped.
Bounds3f b = scene.WorldBound();
Vector3f diag = b.Diagonal();
Float bmax = diag[b.MaximumExtent()];
for (int i = 0; i < 3; ++i)
nVoxels[i] = std::max(1, int(std::round(diag[i] / bmax * maxVoxels)));
LOG(INFO) << "SpatialLightDistribution: scene bounds " << b <<
", voxel res (" << nVoxels[0] << ", " << nVoxels[1] << ", " <<
nVoxels[2] << ")";
// It's important to pre-size the localVoxelDistributions vector, to
// avoid race conditions with one thread resizing the vector while
// another is reading from it.
localVoxelDistributions.resize(MaxThreadIndex());
}