本文整理汇总了C++中Paint::fullName方法的典型用法代码示例。如果您正苦于以下问题:C++ Paint::fullName方法的具体用法?C++ Paint::fullName怎么用?C++ Paint::fullName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Paint
的用法示例。
在下文中一共展示了Paint::fullName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: fout
void StructuralReports::
saveMaterialBoundariesBeta_2(const GridDescription & grid,
const VoxelizedPartition & vp)
{
ObjFile objFile;
int ii,jj,kk;
ostringstream foutname;
foutname << grid.name() << "_faces.obj";
ofstream fout(foutname.str().c_str());
const Map<Paint*, SetupUpdateEquationPtr> materials(vp.setupMaterials());
map<Paint*, SetupUpdateEquationPtr>::const_iterator itr;
const VoxelGrid & vg(vp.voxels());
//const StructureGrid& grid = *mStructureGrid;
// We'll write the materials one at a time.
for (itr = materials.begin(); itr != materials.end(); itr++)
if ( (*itr).first == (*itr).first->withoutModifications())
{
Paint* paint = (*itr).first;
SetupUpdateEquationPtr mat = (*itr).second;
string name = paint->fullName();
Rect3i roi = grid.nonPMLHalfCells();
Paint* lastMat;
Paint* curMat;
LOGF << "Considering material " << name << endl;
//fout << name << endl;
vector<OrientedRect3i> xFaces;
vector<OrientedRect3i> yFaces;
vector<OrientedRect3i> zFaces;
// Do all the face determination stuff
{
// X-normal faces
// a. Bottom layer
ii = roi.p1[0];
for (kk = roi.p1[2]; kk <= roi.p2[2]; kk++)
for (jj = roi.p1[1]; jj <= roi.p2[1]; jj++)
{
curMat = vg(ii, jj, kk);
if (curMat == paint)
{
xFaces.push_back( OrientedRect3i(
Rect3i(ii,jj,kk,ii,jj+1,kk+1),
Vector3i(-1, 0, 0)) );
}
}
// b. Top layer
ii = roi.p2[0];
for (kk = roi.p1[2]; kk <= roi.p2[2]; kk++)
for (jj = roi.p1[1]; jj <= roi.p2[1]; jj++)
{
curMat = vg(ii, jj, kk);
if (curMat == paint)
{
xFaces.push_back( OrientedRect3i(
Rect3i(ii+1,jj,kk,ii+1,jj+1,kk+1),
Vector3i(1,0,0) ));
}
}
// c. Middle (careful about X direction for-loop limits)
for (ii = roi.p1[0]+1; ii <= roi.p2[0]; ii++)
for (kk = roi.p1[2]; kk <= roi.p2[2]; kk++)
for (jj = roi.p1[1]; jj <= roi.p2[1]; jj++)
{
lastMat = vg(ii-1, jj, kk);
curMat = vg(ii, jj, kk);
if (lastMat == paint && curMat != paint)
{
xFaces.push_back( OrientedRect3i(
Rect3i(ii,jj,kk,ii,jj+1,kk+1),
Vector3i(1, 0, 0)) );
}
else if (lastMat != paint && curMat == paint)
{
xFaces.push_back( OrientedRect3i(
Rect3i(ii,jj,kk,ii,jj+1,kk+1),
Vector3i(-1,0,0) ));
}
}
// Y-normal faces
// a. Top layer
jj = roi.p1[1];
for (ii = roi.p1[0]; ii <= roi.p2[0]; ii++)
for (kk = roi.p1[2]; kk <= roi.p2[2]; kk++)
{
curMat = vg(ii, jj, kk);
if (curMat == paint)
{
yFaces.push_back( OrientedRect3i(
Rect3i(ii,jj,kk,ii+1,jj,kk+1),
Vector3i(0, -1, 0) ));
}
//.........这里部分代码省略.........