本文整理汇总了C++中MMap::lower_bound方法的典型用法代码示例。如果您正苦于以下问题:C++ MMap::lower_bound方法的具体用法?C++ MMap::lower_bound怎么用?C++ MMap::lower_bound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MMap
的用法示例。
在下文中一共展示了MMap::lower_bound方法的1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: rebuildTopology
void TriMesh::rebuildTopology(Float maxAngle) {
typedef std::multimap<Vertex, TopoData, vertex_key_order> MMap;
typedef std::pair<Vertex, TopoData> MPair;
const Float dpThresh = std::cos(degToRad(maxAngle));
if (m_normals) {
delete[] m_normals;
m_normals = NULL;
}
if (m_tangents) {
delete[] m_tangents;
m_tangents = NULL;
}
Log(EInfo, "Rebuilding the topology of \"%s\" (" SIZE_T_FMT
" triangles, " SIZE_T_FMT " vertices, max. angle = %f)",
m_name.c_str(), m_triangleCount, m_vertexCount, maxAngle);
ref<Timer> timer = new Timer();
MMap vertexToFace;
std::vector<Point> newPositions;
std::vector<Point2> newTexcoords;
std::vector<Spectrum> newColors;
std::vector<Normal> faceNormals(m_triangleCount);
Triangle *newTriangles = new Triangle[m_triangleCount];
newPositions.reserve(m_vertexCount);
if (m_texcoords != NULL)
newTexcoords.reserve(m_vertexCount);
if (m_colors != NULL)
newColors.reserve(m_vertexCount);
/* Create an associative list and precompute a few things */
for (size_t i=0; i<m_triangleCount; ++i) {
const Triangle &tri = m_triangles[i];
Vertex v;
for (int j=0; j<3; ++j) {
v.p = m_positions[tri.idx[j]];
if (m_texcoords)
v.uv = m_texcoords[tri.idx[j]];
if (m_colors)
v.col = m_colors[tri.idx[j]];
vertexToFace.insert(MPair(v, TopoData(i, false)));
}
Point v0 = m_positions[tri.idx[0]];
Point v1 = m_positions[tri.idx[1]];
Point v2 = m_positions[tri.idx[2]];
faceNormals[i] = Normal(normalize(cross(v1 - v0, v2 - v0)));
for (int j=0; j<3; ++j)
newTriangles[i].idx[j] = 0xFFFFFFFFU;
}
/* Under the reasonable assumption that the vertex degree is
bounded by a constant, the following runs in O(n) */
for (MMap::iterator it = vertexToFace.begin(); it != vertexToFace.end();) {
MMap::iterator start = vertexToFace.lower_bound(it->first);
MMap::iterator end = vertexToFace.upper_bound(it->first);
/* Perform a greedy clustering of normals */
for (MMap::iterator it2 = start; it2 != end; it2++) {
const Vertex &v = it2->first;
const TopoData &t1 = it2->second;
Normal n1(faceNormals[t1.idx]);
if (t1.clustered)
continue;
uint32_t vertexIdx = (uint32_t) newPositions.size();
newPositions.push_back(v.p);
if (m_texcoords)
newTexcoords.push_back(v.uv);
if (m_colors)
newColors.push_back(v.col);
for (MMap::iterator it3 = it2; it3 != end; ++it3) {
TopoData &t2 = it3->second;
if (t2.clustered)
continue;
Normal n2(faceNormals[t2.idx]);
if (n1 == n2 || dot(n1, n2) > dpThresh) {
const Triangle &tri = m_triangles[t2.idx];
Triangle &newTri = newTriangles[t2.idx];
for (int i=0; i<3; ++i) {
if (m_positions[tri.idx[i]] == v.p)
newTri.idx[i] = vertexIdx;
}
t2.clustered = true;
}
}
}
it = end;
}
for (size_t i=0; i<m_triangleCount; ++i)
for (int j=0; j<3; ++j)
Assert(newTriangles[i].idx[j] != 0xFFFFFFFFU);
delete[] m_triangles;
//.........这里部分代码省略.........