Beispiel #1
0
//=================================================================================================
void Terrain::FillGeometryPart(vector<Tri>& tris, vector<Vec3>& verts, int px, int pz, const Vec3& offset) const
{
	assert(px >= 0 && pz >= 0 && uint(px) < n_parts && uint(pz) < n_parts);

	verts.reserve((tiles_per_part + 1)*(tiles_per_part + 1));

	for(uint z = pz*tiles_per_part; z <= (pz + 1)*tiles_per_part; ++z)
	{
		for(uint x = px*tiles_per_part; x <= (px + 1)*tiles_per_part; ++x)
		{
			verts.push_back(Vec3(x*tile_size + offset.x, h[x + z*hszer] + offset.y, z*tile_size + offset.z));
		}
	}

	tris.reserve(tiles_per_part * tiles_per_part * 3);

#define XZ(xx,zz) (x+(xx)+(z+(zz))*(tiles_per_part+1))

	for(uint z = 0; z < tiles_per_part; ++z)
	{
		for(uint x = 0; x < tiles_per_part; ++x)
		{
			tris.push_back(Tri(XZ(0, 0), XZ(0, 1), XZ(1, 0)));
			tris.push_back(Tri(XZ(1, 0), XZ(0, 1), XZ(1, 1)));
		}
	}

#undef XZ
}
Beispiel #2
0
//=================================================================================================
void Terrain::FillGeometry(vector<Tri>& tris, vector<Vec3>& verts)
{
	uint vcount = (n_tiles + 1)*(n_tiles + 1);
	verts.reserve(vcount);

	for(uint z = 0; z <= (n_tiles + 1); ++z)
	{
		for(uint x = 0; x <= (n_tiles + 1); ++x)
		{
			verts.push_back(Vec3(x*tile_size, h[x + z*hszer], z*tile_size));
		}
	}

	tris.reserve(n_tiles * n_tiles * 3);

#define XZ(xx,zz) (x+(xx)+(z+(zz))*(n_tiles+1))

	for(uint z = 0; z < n_tiles; ++z)
	{
		for(uint x = 0; x < n_tiles; ++x)
		{
			tris.push_back(Tri(XZ(0, 0), XZ(0, 1), XZ(1, 0)));
			tris.push_back(Tri(XZ(1, 0), XZ(0, 1), XZ(1, 1)));
		}
	}

#undef XZ
}
		QVector<Tri> subdivide(){
			QVector<Tri> faces;
			Vec d=((a+b)/2.0).normalized(), e=((b+c)/2.0).normalized(), f=((c+a)/2.0).normalized();
			faces.push_back(Tri(a,d,f,1));
			faces.push_back(Tri(d,b,e,2));
			faces.push_back(Tri(f,e,c,3));
			faces.push_back(Tri(d,e,f,4));
			return faces;
		}
QString TetraGPSEncoder::generate(TGPSReal lat, TGPSReal lon, TGPSReal precMeters){
	const Vec coord(cos(lat)*cos(lon), cos(lat)*sin(lon), sin(lat));
	qDebug()<<"COORD:"<<coord<<coord.length()<<coord.latlon();
	QVector<Tri> faces;
	const TGPSReal ma=(M_PI*2.0)/3.0;
	const Vec north(    +0.0,                                    +1.0,      +0.0);
	const Vec prime(    +0.0,                                    +sin(-ma), +cos(-ma));
	const Vec meridian2(prime.x()*cos(+ma) - prime.z()*sin(+ma), prime.y(), prime.z()*cos(+ma) + prime.x()*sin(+ma));
	const Vec meridian3(prime.x()*cos(-ma) - prime.z()*sin(-ma), prime.y(), prime.z()*cos(-ma) + prime.x()*sin(-ma));
	qDebug()<<"north=    "<<north<<north.length();
	qDebug()<<"prime=    "<<prime<<prime.length();
	qDebug()<<"meridian2="<<meridian2<<meridian2.length();
	qDebug()<<"meridian3="<<meridian3<<meridian3.length();
	faces.push_back(Tri(north,prime,meridian2, 1));
	faces.push_back(Tri(north,prime,meridian3, 2));
	faces.push_back(Tri(north,meridian2,meridian3, 3));
	faces.push_back(Tri(prime,meridian2,meridian3, 4));
	TGPSReal score=1000.0;
	QStringList ret;
	int sub=0;
	Tri best,second;
	while((score*planetRadiusMeters)>precMeters && sub++<9){
		//qDebug()<<"----ROUND "<<sub<< score;
		TGPSReal eps=1000.0;
		for(auto tri:faces) {
			TGPSReal delta=(tri.center-coord).length();
			//qDebug()<<"DELTA: "<<delta<<tri.center<<tri.center.length();
			if(delta<eps){
				if(delta<score){
					score=delta;
				}
				eps=delta;
				best=tri;
				qDebug()<<"NEW BEST: "<<best<<"!";
			}
		}
		QString name=best.name();
		//if("0"==name){			break;		}
		ret<<name;
		faces=best.subdivide();

		if(best!=second){
			second=best;
		}
		else{
			break;
		}
	}
	TGPSReal d=(coord-best.center).length()/best.reach();
	qDebug()<<"BEST: "<<best<<" with "<< d<<" normalized distance from center and " << (score*planetRadiusMeters)<<" meters after "<<sub<<" iterations";
	return ret.join(".");
}
Beispiel #5
0
main(){
	//int i;
	liste l=NULL;
	liste p;
	l=ajouttete3(l,(double)(1),63);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(3),62);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(2),61);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(24),46);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(0),78);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(3),61);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(3),61);
	printf("%f,%d\n",l->duree,l->note);
	l=ajouttete3(l,(double)(3),61);
	printf("%f,%d\n",l->duree,l->note);
	l=Tri(&l);
	for(p=l;p;p=p->suiv){
		printf("t %f,%d\n",p->duree,p->note);
		}
	}
Beispiel #6
0
U0 DrawQuail(CTask *,CDC *dc)
{
  I64 i;
  U8 *inter;
  F64 tt,t1=tT-t0;
  SpritePlot3(dc,0,SKY_HEIGHT,0,$IB,"<4>",4$);
  for (i=0;i<NUM_QUAIL;i++) {
    tt=Tri(t1+q[i].phase,1.0);
    if (q[i].dead) {
      q[i].x+=(t1-t_last)*q[i].dx;
      q[i].y+=50*(t1-t_last);
      if (q[i].y>SKY_HEIGHT) {
	q[i].y=SKY_HEIGHT;
	q[i].dx=0;
      }
      SpritePlot3(dc,q[i].x,q[i].y,0,$IB,"<3>",3$);
    } else {
      q[i].x+=(t1-t_last)*q[i].dx;
      q[i].y+=(t1-t_last)*q[i].dy;
      if (!(0<q[i].y<SKY_HEIGHT-20)) {
	q[i].dy=-q[i].dy;
	q[i].y+=(t1-t_last)*q[i].dy;
      }
      inter=SpriteInterpolate($IB,"<1>",1$,$IB,"<2>",2$,tt);
      SpritePlot3(dc,q[i].x,q[i].y,0,inter);
      Free(inter);
      if (q[i].x>0 && t1-t_last>10*Rand)
	q[i].dead=TRUE;
    }
  }
  t_last=t1;
}
Beispiel #7
0
U0 DrawIt(CTask *,CDC *dc)
{
  I64 i;
  F64 dt=tMBeat%8.0,z,w,x1,y1,z1,x2,y2,z2;
  Bool first=TRUE;
  DCAllocDepthBuf(dc);
  dc->flags|=DCF_TRANSFORMATION;
  dc->x=30*dt+20.0*Sin(dt)+25;
  dc->y=10*dt-15;
  dc->z=GR_Z_ALL;
  GrRotXEqu(dc->r,0.75*dt);
  GrRotYEqu(dc->r,0.45*dt);
  GrRotZEqu(dc->r,0.50*dt);
  GrScaleMatEqu(dc->r,0.5);
  for (i=-50;i<40;i+=2) {
    if (i&2)
      dc->color=LTGRAY;
    else
      dc->color=DKGRAY;
    z=10*Cos(i/10.0*ã/8.0)*Cos(dt);
    w=Tri(100+i,200);
    x1=i-3;y1=0;z1=z;
    if (-30<=i<=40) {
      GrLine3(dc,i,-10*w,z,i-3,0,z);
      GrLine3(dc,i,+10*w,z,i-3,0,z);
    }
    if (!first) {
      dc->color=DKGRAY;
      GrLine3(dc,x1,y1,z1,x2,y2,z2);
    }
    x2=x1;y2=y1;z2=z1;
    first=FALSE;
  }
}
Beispiel #8
0
void EEMS::calc_between(const VectorXi &mColors, const VectorXd &mEffcts, const double mrateMu, MatrixXd &Binv) const {
  // d is the number of demes in the graph (observed or not)
  if (Binv.rows()!=d||Binv.cols()!=d) { Binv.resize(d,d); }
  // A sparse matrix of migration rates will be constructed on the fly
  // First a triplet (a,b,m) is added for each edge (a,b)
  // I have decided to construct the sparse matrix rather than update it
  // because a single change to the migration Voronoi tessellation can
  // change the migration rate of many edges simultaneously
  vector<Tri> coefficients;
  int alpha, beta;
  // For every edge in the graph -- it does not matter whether demes are observed or not
  // as the resistance distance takes into consideration all paths between a and b
  // to produces the effective resistance B(a,b)
  for ( int edge = 0 ; edge < graph.get_num_edges() ; edge++ ) {
    graph.get_edge(edge,alpha,beta);
    // On the log10 scale, log10(m_alpha) = mrateMu + m_alpha = mrateMu + m_tile(tile_alpha)
    // On the log10 scale, log10(m_beta) = mrateMu + m_beta = mrateMu + m_tile(tile_beta)
    double log10m_alpha = mrateMu + mEffcts(mColors(alpha));
    double log10m_beta = mrateMu + mEffcts(mColors(beta));
    // Then on the original scale, m(alpha,beta) = (10^m_alpha + 10^m_beta)/2
    double m_ab = 0.5 * pow(10.0,log10m_alpha) + 0.5 * pow(10.0,log10m_beta);
    // The graph is undirected, so m(alpha->beta) = m(beta->alpha)
    coefficients.push_back(Tri(alpha,beta,m_ab));
    coefficients.push_back(Tri(beta,alpha,m_ab));
  }
  SpMat sparseM(d,d);
  // Actually construct and fill in the sparse matrix
  sparseM.setFromTriplets(coefficients.begin(),coefficients.end());
  // Initialize a dense matrix from the sparse matrix
  MatrixXd M = MatrixXd(sparseM);
  // Read S1.4 Computing the resistance distances in the Supplementary
  // This computation is specific to the resistance distance metric
  // but the point is that we have a method to compute the between
  // demes component of the expected genetic dissimilarities from
  // the sparse matrix of migration rates
  // Here instead of B, we compute its inverse Binv
  MatrixXd Hinv = - M; Hinv.diagonal() += M.rowwise().sum(); Hinv.array() += 1.0;
  if (o==d) {
    Binv = -0.5 * Hinv; // If all the demes are observed, it is quite easy to compute Binv
  } else {
    Binv = -0.5 * Hinv.topLeftCorner(o,o);
    Binv += 0.5 * Hinv.topRightCorner(o,d-o) *
      Hinv.bottomRightCorner(d-o,d-o).selfadjointView<Lower>().llt().solve(Hinv.bottomLeftCorner(d-o,o));
  }
  // The constant is slightly different for haploid and diploid species 
  Binv *= Binvconst;
}
void ATO::Integrator<T>::trisFromPoly(
  std::vector< Vector3D >& points,
  std::vector< Tri >& tris,
  Teuchos::RCP<MiniPoly> poly)
/******************************************************************************/
{

  std::vector<Vector3D>& polyPoints = poly->points;

  uint nPoints = polyPoints.size();
  if(nPoints < 3) return;
  
  // find centerpoint
  Vector3D center(polyPoints[0]);
  for(uint i=1; i<nPoints; i++) center += polyPoints[i];
  center /= nPoints;
     
  // sort by counterclockwise angle about surface normal
  T pi = acos(-1.0);
  Vector3D X(polyPoints[0]-center);
  T xnorm = Intrepid::norm(X);
  X /= xnorm;
  Vector3D X1(polyPoints[1]-center);
  Vector3D Z = Intrepid::cross(X, X1);
  T znorm = Intrepid::norm(Z);
  Z /= znorm;
  Vector3D Y = Intrepid::cross(Z, X);

  std::map<T, uint> angles;
  angles.insert( std::pair<T, uint>(0.0,0) );
  for(int i=1; i<nPoints; i++){
    Vector3D comp = polyPoints[i] - center;
    T compnorm = Intrepid::norm(comp);
    comp /= compnorm;
    T prod = X*comp;
    T angle = acos((float)prod);
    if( Y * comp < 0.0 ) angle = 2.0*pi - angle;
    angles.insert( std::pair<T, uint>(angle,i) );
  }

  // append points
  int offset = points.size();
  for(int pt=0; pt<nPoints; pt++){
    points.push_back(polyPoints[pt]);
  }

  // create tris
  if( angles.size() > 2 ){
    typename std::map<T,uint>::iterator it=angles.begin();
    typename std::map<T,uint>::iterator last=angles.end();
    std::advance(last,-1); // skip last point
    int iP = it->second; it++;
    while(it != last){
      int i1 = it->second; it++;
      int i2 = it->second;
      tris.push_back(Tri(iP+offset,i1+offset,i2+offset));
    }
  }
}
int main(int argc, char ** argv){
	Triangle Tri(1, 1, 3, 5, 6);
	Square Sq(1, 2, 5);
	Circle Cir(1, 3, 2);
	Sphere Sph(1, 4, 2);
	Cube Cub(1, 5, 5);
	Tetrahedron Tetra(1, 6, 10, 10, 10, 10, 10, 10);
	Cube Cub2(1, 7, 100);
	Square Sq2(1, 8, 100);
	Circle Cir2(1, 9, 25);
	Circle Cir3(1, 10, 45.2);
	Square Sq3(1, 11, 11.11);
	
	Shape * arr;

	arr = new Shape[11];
	arr[0] = Tri;
	arr[1] = Sq;
	arr[2] = Cir;
	arr[3] = Sph;
	arr[4] = Cub;
	arr[5] = Tetra;
	arr[6] = Cub2;
	arr[7] = Sq2;
	arr[8] = Cir2;
	arr[9] = Cir3;
	arr[10] = Sq3;

	for(int i = 0; i < 11; ++i){
		cout << endl;
		if(arr[i].getVolume() == -1){
			cout << "2-D Shape Found" << endl;
			cout << "The Shape is: " << arr[i].getName() << endl;
			cout << "Points are: (" << arr[i].getX() << ", " << arr[i].getY() << ")" << endl;
			cout << "The Area is: " << arr[i].getArea() << endl;
		}
		else{
			cout << "3-D Shape Found" << endl;
			cout << "The Shape is: " << arr[i].getName() << endl;
			cout << "Points are: (" << arr[i].getX() << ", " << arr[i].getY() << ")" << endl;
			cout << "The Surface Area is: " << arr[i].getArea() << endl;
			cout << "The Volume is: " << arr[i].getVolume() << endl;
		}
		cout << endl << endl;
	}

	delete[] arr;

	return 0;
}
Beispiel #11
0
int main()
{
    int i;
    while (scanf("%d%d%d",&n,&m,&q)!=EOF)
    {
        memset(count,0,sizeof(count));
        makeset(n,m);
        for (i=1;i<=q;i++)
        {
            char name[10];
            scanf("%s%d%d",name,&opt[i].x,&opt[i].y);
            opt[i].s=name[0];
            switch (opt[i].s)
            {
                case 'C':scanf("%d%d",&opt[i].l,&opt[i].c); break;
                case 'D':scanf("%d%d",&opt[i].l,&opt[i].c); break;
                case 'R':scanf("%d%d%d",&opt[i].l,&opt[i].w,&opt[i].c); break;
                case 'T':scanf("%d%d",&opt[i].w,&opt[i].c); break;
            }
        }
        for (i=q;i>0;i--)
        {
            switch (opt[i].s)
            {
                case 'C':Cir(opt[i].x,opt[i].y,opt[i].l,opt[i].c); break;
                case 'D':Dia(opt[i].x,opt[i].y,opt[i].l,opt[i].c); break;
                case 'R':Rec(opt[i].x,opt[i].y,opt[i].l,opt[i].w,opt[i].c); break;
                case 'T':Tri(opt[i].x,opt[i].y,opt[i].w,opt[i].c); break;
            }
        }
        for (i=1;i<=9;i++)
            if (i==9) printf("%d\n",count[i]);
            else printf("%d ",count[i]);
    }
    return 0;
}
Beispiel #12
0
void LR(int *M, int m, int n, TypeCellule **U, TypeCellule** PI,int l, int d)
{
    int i,j;
    int picked=0;    // le numero du job que on selecte apairtir du U
    int k=0,it=0,at=0,xi=INT_MAX;    //k est le nb des jobs qui est dans PI, it est idletime, at=C_m+C_lamda, xi est le resultat de la fonction d'index
    int K[m];    //initiale du K, K est une tableau de 3 , K[i] pour machine i
    int J[m];    // pour calculer le Cm pour le job courant
    float Lamda[m],moyenne;    //Lamda est un tableau du 3, pour calculer le Cm pour le job lamda (qui est le moyenne des job U-{j})
    TypeCellule * L=NULL;    //U est une liste pour les jobs dont l'ordre est pas encore déterminé
    TypeCellule * p=NULL,* pp=NULL, *ppp=NULL;    //pointeurs servent à l'itération


    for(i=0;i<m;i++)K[i]=0;
    k=0;
    for(i=0;i<n;i++)*U=Append(*U,i,1000);
    p=*U;
    while(p!=NULL)  //pour chaque element dans U
    {
        j=p->job[0];    //job[0] est le numero du job courant, job[1] est Cm du job courant
        it=0;
        at=0;
        for(i=0;i<m;i++)    //initiation du tableau J
        {
            J[i]=*(M+i*n+j);
            Lamda[i]=0;

        }
        pp=*U;
        moyenne=0;    //nb des jobs (sauf job j) dans U

         /*l'initiation du tableau Lamda*/
        while(pp!=NULL)
        {
            if(pp->job[0]==j)pp=pp->suivant;
            else
            {
                moyenne++;
                for(i=0;i<m;i++)
                {
                    Lamda[i]+=(int)(*(M+i*n+pp->job[0]));
                }
                pp=pp->suivant;
            }
        }
        if(moyenne>0)
        {
            for(i=0;i<m;i++)
                {
                    Lamda[i]=Lamda[i]/moyenne;
                }
        }
        /* Fin de l'initiation du tableau Lamda*/

        /*Mis a jour du tableau J et tableau Lamda*/
        J[0]+=K[0];
        Lamda[0]+=J[0];
        for(i=1;i<m;i++)
        {
            if(K[i]<J[i-1])
            {
                it+=(m*(J[i-1]-K[i]))/((i+1)+k*(m-i-1)/(n-2)); //on calcule le idle time for job j
                J[i]+=J[i-1];       //mis a jour le temps de finir pour le job j dans la machine i
            }
            else
            {
                it+=(m*0)/((i+1)+k*(m-i-1)/(n-2));
                J[i]=K[i]+J[i];
            }
            if(J[i]<Lamda[i-1])Lamda[i]+=Lamda[i-1];
            else Lamda[i]+=J[i];
        }
        at=J[m-1]+Lamda[m-1];    ////mis a jour le temps de finir pour le job lamda dans la machine i
        p->job[1]=(n-k-2)*it+at;
        p=p->suivant;
    }
    L = Tri(*U);
    ppp=L;
    for(i=0;i<l;i++)
    {
        if(ppp->suivant!=NULL)
			ppp=ppp->suivant;
    }
    picked=ppp->job[0];
	Liveration(&L);
	L = NULL;
	
   /*mis a jour du tableau K*/

   K[0]=(int)*(M+0*n+picked);    //tableau K conserve le Ci de les k jobs (dont l'ordre est determine)
   for(i=1;i<m;i++)
   {
        if(K[i]<K[i-1])K[i]=K[i-1]+(int)(*(M+i*n+picked));
        else K[i]=(int)(*(M+i*n+picked));
   }


   *U=Supprime(*U,picked);    //on supprime le job selecté dans U
   *PI=Append(*PI,picked,K[m-1]);   //on ajoute le job seletcé dans PI
   k++;


// l'algo commence
	while(k<d)
	{
		xi=INT_MAX;
		p=*U;
		while(p!=NULL)  //pour chaque element dans U
		{
			j=p->job[0];    //job[0] est le numero du job courant, job[1] est Cm du job courant
			it=0;
			at=0;
			for(i=0;i<m;i++)    //initiation du tableau J
			{
				J[i]=*(M+i*n+j);
				Lamda[i]=0;

			}
			pp=*U;
			moyenne=0;    //nb des jobs (sauf job j) dans U

			 /*l'initiation du tableau Lamda*/
			while(pp!=NULL)
			{
				if(pp->job[0]==j)pp=pp->suivant;
				else
				{
					moyenne++;
					for(i=0;i<m;i++)
					{
						Lamda[i]+=(int)(*(M+i*n+pp->job[0]));//M[i][pp->job[0]];
					}
					pp=pp->suivant;
				}
			}
			if(moyenne>0)
			{
				for(i=0;i<m;i++)
					{
						Lamda[i]=Lamda[i]/moyenne;
					}
			}
			/* Fin de l'initiation du tableau Lamda*/

			/*Mis a jour du tableau J et tableau Lamda*/
			J[0]+=K[0];
			Lamda[0]+=J[0];
			for(i=1;i<m;i++)
			{
				if(K[i]<J[i-1])
				{
					it+=(m*(J[i-1]-K[i]))/((i+1)+k*(m-i-1)/(n-2)); //on calcule le idle time for job j
					J[i]+=J[i-1];       //mis a jour le temps de finir pour le job j dans la machine i
				}
				else
				{
					it+=(m*0)/((i+1)+k*(m-i-1)/(n-2));
					J[i]=K[i]+J[i];
				}
				if(J[i]<Lamda[i-1])Lamda[i]+=Lamda[i-1];
				else Lamda[i]+=J[i];
			}
			at=J[m-1]+Lamda[m-1];    ////mis a jour le temps de finir pour le job lamda dans la machine i
			p->job[1]=(n-k-2)*it+at;
			if(p->job[1]<xi)
			{
				xi=p->job[1];    //on calcule le resultat de la fonction d'index
				picked=j;       // on prend le job qui a le plus petite valeur du xi
			}
			p=p->suivant;     //on passe à la job suivant qui est dans U
			
		}

		/*mis a jour du tableau K*/


	/*Modif Comme LR.c OK*/
		K[0]+=(int)(*(M+0*n+picked));    //tableau K conserve le Ci de les k jobs (dont l'ordre est determine)
	/*fin comme lr.c*/
		for(i=1;i<m;i++)
		{
				if(K[i]<K[i-1])
				{
					K[i]=K[i-1]+(int)(*(M+i*n+picked));
				}
				else K[i]=K[i]+(int)(*(M+i*n+picked));
		}


		*U=Supprime(*U,picked);    //on supprime le job selecté dans U
		*PI=Append(*PI,picked,K[m-1]);   //on ajoute le job seletcé dans PI
		k++;
    }
}
Beispiel #13
0
//-*****************************************************************************
void MeshDrwHelper::update( P3fArraySamplePtr iP,
                            V3fArraySamplePtr iN,
                            Int32ArraySamplePtr iIndices,
                            Int32ArraySamplePtr iCounts,
                            Abc::Box3d iBounds )
{
    // Before doing a ton, just have a quick look.
    if ( m_meshP && iP &&
         ( m_meshP->size() == iP->size() ) &&
         m_meshIndices &&
         ( m_meshIndices == iIndices ) &&
         m_meshCounts &&
         ( m_meshCounts == iCounts ) )
    {
        if ( m_meshP == iP )
        {
            updateNormals( iN );
        }
        else
        {
            update( iP, iN );
        }
        return;
    }

    // Okay, if we're here, the indices are not equal or the counts
    // are not equal or the P-array size changed.
    // So we can clobber those three, but leave N alone for now.
    m_meshP = iP;
    m_meshIndices = iIndices;
    m_meshCounts = iCounts;
    m_triangles.clear ();

    // Check stuff.
    if ( !m_meshP ||
         !m_meshIndices ||
         !m_meshCounts )
    {
        std::cerr << "Mesh update quitting because no input data"
                  << std::endl;
        makeInvalid();
        return;
    }

    // Get the number of each thing.
    size_t numFaces = m_meshCounts->size();
    size_t numIndices = m_meshIndices->size();
    size_t numPoints = m_meshP->size();
    if ( numFaces < 1 ||
         numIndices < 1 ||
         numPoints < 1 )
    {
        // Invalid.
        std::cerr << "Mesh update quitting because bad arrays"
                  << ", numFaces = " << numFaces
                  << ", numIndices = " << numIndices
                  << ", numPoints = " << numPoints
                  << std::endl;
        makeInvalid();
        return;
    }

    // Make triangles.
    size_t faceIndexBegin = 0;
    size_t faceIndexEnd = 0;
    for ( size_t face = 0; face < numFaces; ++face )
    {
        faceIndexBegin = faceIndexEnd;
        size_t count = (*m_meshCounts)[face];
        faceIndexEnd = faceIndexBegin + count;

        // Check this face is valid
        if ( faceIndexEnd > numIndices ||
             faceIndexEnd < faceIndexBegin )
        {
            std::cerr << "Mesh update quitting on face: "
                      << face
                      << " because of wonky numbers"
                      << ", faceIndexBegin = " << faceIndexBegin
                      << ", faceIndexEnd = " << faceIndexEnd
                      << ", numIndices = " << numIndices
                      << ", count = " << count
                      << std::endl;

            // Just get out, make no more triangles.
            break;
        }

        // Checking indices are valid.
        bool goodFace = true;
        for ( size_t fidx = faceIndexBegin;
              fidx < faceIndexEnd; ++fidx )
        {
            if ( ( size_t ) ( (*m_meshIndices)[fidx] ) >= numPoints )
            {
                std::cout << "Mesh update quitting on face: "
                          << face
                          << " because of bad indices"
                          << ", indexIndex = " << fidx
                          << ", vertexIndex = " << (*m_meshIndices)[fidx]
                          << ", numPoints = " << numPoints
                          << std::endl;
                goodFace = false;
                break;
            }
        }

        // Make triangles to fill this face.
        if ( goodFace && count > 2 )
        {
            m_triangles.push_back(
                Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+1],
                     ( unsigned int )(*m_meshIndices)[faceIndexBegin+2] ) );
            for ( size_t c = 3; c < count; ++c )
            {
                m_triangles.push_back(
                    Tri( ( unsigned int )(*m_meshIndices)[faceIndexBegin+0],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c-1],
                         ( unsigned int )(*m_meshIndices)[faceIndexBegin+c]
                         ) );
            }
        }
    }

    // Cool, we made triangles.
    // Pretend the mesh is made...
    m_valid = true;

    // And now update just the P and N, which will update bounds
    // and calculate new normals if necessary.

    if ( iBounds.isEmpty() )
    {
        computeBounds();
    }
    else
    {
        m_bounds = iBounds;
    }

    updateNormals( iN );

    // And that's it.
}
Beispiel #14
0
stetmesh::Tri stetmesh::Tet::getTri(uint i) const
{
	assert (i<=3);
	uint triidx = pTetmesh->_getTetTriNeighb(pTidx)[i];
	return (Tri(pTetmesh, triidx));
}