I would like a function that will produce k pseudo-random values from a set of n integers, zero to n-1, without repeating any previous result. k is less than or equal to n. O(n) memory is unacceptable because of the large size of n and the frequency with which I'll need to re-shuffle. These are the methods I've considered so far: Array : Normally if I wanted duplicate-free random va
我想要一个函数,它将从一组n个整数中产生k个伪随机值,从0到n-1,而不重复任何以前的结果。 k小于或等于n。 由于n大小和我需要重新洗牌的频率, O(n)存储器是不可接受的 。 这些是我迄今为止考虑的方法: 数组 :通常,如果我想要免费的随机值,我会洗牌一个数组,但这是O(n)内存。 n可能太大而无法工作。 long nextvalue(void) { static long array[4000000000]; static int s = 0; if (s == 0) { for (i
I am implementing a marching cubes algorithm generally based on the implementation of Paul Bourke with some major adjustments: precalculation of the scalarfield (floating point values) avoiding duplicated vertices in the final list using a std::map vertex storing to visualize the final mesh in Ogre3D Basically I changed nearly 80% of his code. My resulting mesh has some ugly terrasses an
我正在实施一种基于Paul Bourke的实施方式的游行立方体算法,并进行了一些重大调整: 预先计算标量场(浮点值) 避免使用std :: map在最终列表中重复的顶点 顶点存储以可视化Ogre3D中的最终网格 基本上我改变了将近80%的代码。 我生成的网格有一些丑陋的terrasses,我不知道如何避免它们。 我认为在标量场中使用浮点可以完成这项工作。 这是一个共同的效果? 你怎么能避免它? 计算边缘上的顶点位置。 (cell.va
So I'm trying to generate terrain using marching cubes algorithm. At this point I'm implementing the diffuse lighting (fragment shader). I calculated normals for each vertex and got this: result The left side of the picture displays the normals (for each vertex and triangle) and wireframe, to the right is the lighted landscape from the same camera angle. so, i'm curious, what am
所以我试图用行进立方体算法来生成地形。 在这一点上,我正在实现散射照明(片段着色器)。 我计算了每个顶点的法线并得到了这个结果 图片的左侧显示法线(对于每个顶点和三角形)和线框,右侧是来自相同摄像机角度的点亮风景。 所以,我很好奇,我做错了什么? 我这样计算法线: for (int t = 0; t < all_triangles.size(); t++) { Vertex v0 = all_vertices[triangle.get_vertex(0)]; Vertex v1 =
I've implemented the Marching Cube algorithm in a DirectX environment (To test and have fun). Upon completion, I noticed that the resulting model looks heavily distorted, as if the indices were off. I've attempted to extract the indices, but I think the vertices are ordered correctly already, using the lookup tables, examples at http://paulbourke.net/geometry/polygonise/ . The current
我在DirectX环境中实现了Marching Cube算法(要测试并获得乐趣)。 完成后,我注意到由此产生的模型看起来严重扭曲,好像指数已关闭。 我试图提取索引,但我认为顶点已经正确排序,使用查找表,例如http://paulbourke.net/geometry/polygonise/。 目前的版本使用15 ^ 3的音量。 正常情况下,行进多维数据集会遍历数组: for (float iX = 0; iX < CellFieldSize.x; iX++){ for (float iY = 0; iY < CellFieldSize
I understand that stdin and stdout (at least in UNIX parlance) are stream buffers, and that stdout is used to output from a program to the console (or to then be piped by a shell, etc), and that stdin is for standard input to a program.. So why is it, at least on macOS, that they can be used interchangeably (stdout as stdin, and vice versa? Examples: If you run cat /dev/stdin then type some
我知道stdin和stdout(至少在UNIX的说法中)是流缓冲区,并且stdout用于从程序输出到控制台(或者由shell等管道),并且该stdin用于标准输入到一个程序.. 那么为什么它至少在macOS上可以互换使用(标准输出为stdin,反之亦然? 例子: 如果你运行cat /dev/stdin然后输入一些东西,它会回应它。 像cat /dev/stdout一样运行命令也是一样。 同样, echo "Hey There" > /dev/stdout和echo "Hey There&quo
Say I have a concept: template < typename Group > concept bool GGroup = requires() { typename Group::Inner; }; How can I retrieve the type Inner when using the concept in the short form? void doSomething(const GGroup& group) { // an ugly alternative using Inner = typename std::decay_t<decltype(group)>::Inner; //// could be something like: // using Inner =
假设我有一个概念: template < typename Group > concept bool GGroup = requires() { typename Group::Inner; }; 如何在短格式中使用概念时检索Inner类型? void doSomething(const GGroup& group) { // an ugly alternative using Inner = typename std::decay_t<decltype(group)>::Inner; //// could be something like: // using Inner = GGroup::Inner; // or // using I
Which of the following techniques is the best option for dividing an integer by 2 and why? Technique 1: x = x >> 1; Technique 2: x = x / 2; Here x is an integer. Use the operation that best describes what you are trying to do. If you are treating the number as a sequence of bits, use bitshift. If you are treating it as a numerical value, use division. Note that they are not ex
以下哪种技术是将整数除以2的最佳选择,为什么? 技术1: x = x >> 1; 技术2: x = x / 2; 这里x是一个整数。 使用最能描述你正在尝试做什么的操作。 如果您将数字视为一系列位,请使用bitshift。 如果您将其视为数值,请使用除法。 请注意,它们并不完全等效。 他们可以为负整数给出不同的结果。 例如: -5 / 2 = -2 -5 >> 1 = -3 (ideone) 第一个看起来像分裂吗? 不可以。如果你想分割,
Task : Print numbers from 1 to 1000 without using any loop or conditional statements. Don't just write the printf() or cout statement 1000 times. How would you do that using C or C++? Compile time recursion! :P #include <iostream> template<int N> struct NumberGeneration{ static void out(std::ostream& os) { NumberGeneration<N-1>::out(os); os << N
任务 :从1到1000打印数字,不使用任何循环或条件语句。 不要只写printf()或cout语句1000次。 你会如何使用C或C ++? 编译时间递归! :P #include <iostream> template<int N> struct NumberGeneration{ static void out(std::ostream& os) { NumberGeneration<N-1>::out(os); os << N << std::endl; } }; template<> struct NumberGeneration<1>{ static
I'm working on terrain generation using libnoise and OpenGL. I have made a somewhat complex normal generation algorithm as it seems: list = glGenLists(1); glNewList(list, GL_COMPILE); glPushAttrib(GL_ENABLE_BIT); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDisable(GL_TEXTURE_2D); glPushMatrix(); int h = 256; int w = 256; float h1 = 0.0f; float h2 = 0.0f; float h3 = 0.0f; float div =
我正在使用libnoise和OpenGL开发地形。 我似乎已经做出了一个有点复杂的正常生成算法: list = glGenLists(1); glNewList(list, GL_COMPILE); glPushAttrib(GL_ENABLE_BIT); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDisable(GL_TEXTURE_2D); glPushMatrix(); int h = 256; int w = 256; float h1 = 0.0f; float h2 = 0.0f; float h3 = 0.0f; float div = 7.0f; float lPos[] = { 128, image.GetHeight() + 15.0f
I am currently working on understanding and implementing the Marching Cubes algorithm using C++ by rendering a sample data set in OpenGL. I have been encountering an issue where the mesh that I render is missing triangles. I am seeing almost half of the triangles missing which can be seen below. Would filling in the triangles and creating quads be the right approach to take to solve the issu
我目前正在通过在OpenGL中渲染示例数据集来理解和实现使用C ++的Marching Cubes算法。 我遇到了一个问题,我渲染的网格缺少三角形。 我看到几乎一半的三角形缺失,可以在下面看到。 填充三角形和创建四边形是解决问题的正确方法,还是我错过了明显的东西? 我使用的边界交点表来自以下链接:http://paulbourke.net/geometry/polygonise/ 我没有使用12位条目的边缘标志阵列,而是使用了12条if语句(其中显示了2条语句)