本文整理汇总了C++中TriangleList::resize方法的典型用法代码示例。如果您正苦于以下问题:C++ TriangleList::resize方法的具体用法?C++ TriangleList::resize怎么用?C++ TriangleList::resize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TriangleList
的用法示例。
在下文中一共展示了TriangleList::resize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: calculateSplittingOfMesh
void calculateSplittingOfMesh() {
//need to change dividing by also
const unsigned dim = 32; //dimension of voxel grid (e.g. 32x32x32)
int mass[dim] = {};
int voxcount[dim] = {};
float totalcount = 0;
float massheight = 0;
float totalmass = 0;
int com[dim] = {};
int average = 0;
int cut1 = 0;
int cut2 = 0;
int pointer = 0;
CompFab::Mesh tempMesh("bunny.obj", true);
triangleList.resize(tempMesh.t.size());
//copy triangles to global list
for (unsigned i = 0; i < tempMesh.t.size(); ++i) {
triangleList[i].v0 = tempMesh.v[tempMesh.t[i][0]];
triangleList[i].v1 = tempMesh.v[tempMesh.t[i][1]];
triangleList[i].v2 = tempMesh.v[tempMesh.t[i][2]];
}
//Create Voxel Grid
V3 bbMax, bbMin;
BBox(tempMesh, bbMin, bbMax);
//Build Voxel Grid
Real bbX = bbMax[0] - bbMin[0];
Real bbY = bbMax[1] - bbMin[1];
Real bbZ = bbMax[2] - bbMin[2];
Real spacing;
if (bbX > bbY && bbX > bbZ) {
spacing = bbX / (Real)(dim - 2);
} else if (bbY > bbX && bbY > bbZ) {
spacing = bbY / (Real)(dim - 2);
} else {
spacing = bbZ / (Real)(dim - 2);
}
V3 hspacing(0.5 * spacing);
voxelGrid = CompFab::VoxelGrid(bbMin - hspacing, dim, dim, dim, spacing);
V3 voxelPos;
V3 direction(1, 0, 0);
/********* ASSIGNMENT *********/
/* Iterate over all voxels in voxelGrid and test whether they are inside our outside of the
* surface defined by the triangles in triangleList */
for (int i = 0; i < dim; i++) {
for (int k = 0; k < dim; k++) {
for (int j = 0; j < dim; j++) {
//find i-voxel
V3 voxeli = V3(i * voxelGrid.spacing, 0, 0);
//find j-voxel
V3 voxelj = V3(0, j * voxelGrid.spacing, 0);
//find k-voxel
V3 voxelk = V3(0, 0, k * voxelGrid.spacing);
//find the new position from iteration, start from origin then add each dimension
voxelPos = voxelGrid.lowerLeft + voxeli + voxelj + voxelk;
voxelGrid.isInside(i, j, k) = numSurfaceIntersections(voxelPos, direction) % 2;
if (voxelGrid.isInside(i, j, k)) { mass[j]++; voxcount[j]++;}
}
}
}
//compilation of all COM after each layer is change to 0.2 mass
for (int p = dim-1; p > 0-1; p--) {
mass[p] = 0.2*mass[p];
for (int q = 0; q < dim; q++) {
totalmass = totalmass + mass[q];
massheight = massheight + (mass[q] * q);
}
com[p]= ceil(massheight / totalmass);
//printf("COM%d is %d\n", p, com[p]);
totalmass = 0;
massheight = 0;
}
int cut = dim - 1;
for (int p = dim - 1; p > 0; p--) {
if (com[cut] >= com[p]) {
cut = p;
}
}
for (int i = 0; i < dim; i++) {
totalcount = totalcount + voxcount[i];
printf("Layer%d voxcount=%d\n", i, voxcount[i]);
}
// sorts in ascending order
std::sort(std::begin(voxcount), std::end(voxcount));
//percentile calculation
//.........这里部分代码省略.........