C. Count Triangles

该问题要求计算在给定整数限制A, B, C, D之间,有多少种不同的非退化三角形(x, y, z)组合,其中A <= x <= B <= y <= C <= z <= D。输入包含四个整数A, B, C, D,输出为符合条件的三角形数量。例子展示了不同A, B, C, D值下的三角形计数情况。" 121679627,11417367,STM32移植uCOSIII到HAL库实战指南,"['STM32开发', '嵌入式系统', 'RTOS', 'HAL库', '单片机编程']

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链接:https://codeforces.com/contest/1355/problem/C

Like any unknown mathematician, Yuri has favourite numbers: AA, BB, CC, and DD, where A≤B≤C≤DA≤B≤C≤D. Yuri also likes triangles and once he thought: how many non-degenerate triangles with integer sides xx, yy, and zz exist, such that A≤x≤B≤y≤C≤z≤DA≤x≤B≤y≤C≤z≤D holds?

Yuri is preparing problems for a new contest now, so he is very busy. That's why he asked you to calculate the number of triangles with described property.

The triangle is called non-degenerate if and only if its vertices are not collinear.

Input

The first line contains four integers: AA, BB, CC and DD (1≤A≤B≤C≤D≤5⋅1051≤A≤B≤C≤D≤5⋅105) — Yuri's favourite numbers.

Output

Print the number of non-degenerate triangles with integer sides xx, yy, and zz such that the inequality A≤x≤B≤y≤C≤z≤DA≤x≤B≤y≤C≤z≤D holds.

Examples

input

Copy

1 2 3 4

output

Copy

4

input

Copy

1 2 2 5

output

Copy

3

input

Copy

500000 500000 500000 500000

output

Copy

1

Note

In the first example Yuri can make up triangles with sides (1,3,3)(1,3,3), (2,2,3)(2,2,3), (2,3,3)(2,3,3) and (2,3,4)(2,3,4).

In the second example Yuri can make up triangles with sides (1,2,2)(1,2,2), (2,2,2)(2,2,2) and (2,2,3)(2,2,3).

In the third example Yuri can make up only one equilateral triangle with sides equal to 5⋅1055⋅105.

qlsNB!!!

代码:

#include <algorithm>
#include <bitset>
#include <cctype>
#include <cerrno>
#include <clocale>
#include <cmath>
#include <complex>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include <deque>
#include <exception>
#include <fstream>
#include <functional>
#include <limits>
#include <list>
#include <map>
#include <iomanip>
#include <ios>
#include<iosfwd>
#include <iostream>
#include <istream>
#include <ostream>
#include <queue>
#include <set>
#include <sstream>
#include <stack>
#include <stdexcept>
#include <streambuf>
#include <string>
#include <utility>
#include <vector>
#include <cwchar>
#include <cwctype>
#define ll long long
#define rep(i,a,n) for(int i=a;i<=n;i++)
using namespace std;
ll n,m,t,k,s,z,y,l,r,ans;
ll a,b,c,d;
int main()
{
	cin>>a>>b>>c>>d;
	ans=0;
	for(ll i=max(a+b,c+1);i<=b+c;i++)
	{
		l=max(a,i-c);
		r=min(b,i-b);
		if(l<=r)
		{
			ans+=(r-l+1)*(min(i-1,d)-c+1);
		}
	}
	cout<<ans;
}
 

 

public class Triangulator { private List<Vector2> m_points = new List<Vector2>(); public Triangulator(List<Vector2> points) { initTriangulator(points.ToArray()); } public Triangulator(List<Vector3> points) { m_points.Clear(); for (int i = 0; i < points.Count; i++) { m_points.Add(new Vector2(points[i].x, points[i].y)); } } public void initTriangulator(Vector2[] points) { m_points = new List<Vector2>(points); } public int[] Triangulate() { List<int> indices = new List<int>(); int n = m_points.Count; if (n < 3) return indices.ToArray(); int[] V = new int[n]; if (Area() > 0) { for (int v = 0; v < n; v++) V[v] = v; } else { for (int v = 0; v < n; v++) V[v] = (n - 1) - v; } int nv = n; int count = 2 * nv; var m = 0; for (int v = nv - 1; nv > 2;) { if ((count--) <= 0) return indices.ToArray(); int u = v; if (nv <= u) u = 0; v = u + 1; if (nv <= v) v = 0; int w = v + 1; if (nv <= w) w = 0; if (Snip(u, v, w, nv, V)) { int a, b, c, s, t; a = V[u]; b = V[v]; c = V[w]; indices.Add(a); indices.Add(b); indices.Add(c); m++; s = v; for (t = v + 1; t < nv; t++) { V[s] = V[t]; s++; } nv--; count = 2 * nv; } } indices.Reverse(); return indices.ToArray(); } private float Area() { int n = m_points.Count; float A = 0.0f; int q = 0; for (int p = n - 1; q < n; p = q++) { Vector2 pval = m_points[p]; Vector2 qval = m_points[q]; A += pval.x * qval.y - qval.x * pval.y; } return (A * 0.5f); } private bool Snip(int u, int v, int w, int n, int[] V) { int p; Vector2 A = m_points[V[u]]; Vector2 B = m_points[V[v]]; Vector2 C = m_points[V[w]]; if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x)))) return false; for (p = 0; p < n; p++) { if ((p == u) || (p == v) || (p == w)) continue; Vector2 P = m_points[V[p]]; if (InsideTriangle(A, B, C, P)) return false; } return true; } private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P) { float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy, cCROSSap, bCROSScp, aCROSSbp; ax = C.x - B.x; ay = C.y - B.y; bx = A.x - C.x; by = A.y - C.y; cx = B.x - A.x; cy = B.y - A.y; apx = P.x - A.x; apy = P.y - A.y; bpx = P.x - B.x; bpy = P.y - B.y; cpx = P.x - C.x; cpy = P.y - C.y; aCROSSbp = ax * bpy - ay * bpx; cCROSSap = cx * apy - cy * apx; bCROSScp = bx * cpy - by * cpx; return ((aCROSSbp >= 0) && (bCROSScp >= 0) && (cCROSSap >= 0)); } }如何利用上面这段代码在unity中实现填充的多边形网格的绘制
03-20
using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Reflection; using UnityEditor; using UnityEngine; using TriLibCore; using UltimateGameTools.MeshSimplifier; namespace ModelLODTool { // 尺寸类型枚举 public enum ObjectSizeType { Tiny, Small, MediumSmall, SmallMedium, Medium, MediumLarge, Large, Giant } // LOD层级配置 [Serializable] public class LODLevelConfig { public int lodIndex; public float distance; public float trianglePercentage; public GameObject meshObject; public string assetPath; } // 模型配置 [Serializable] public class ModelConfig : ScriptableObject { public string objectName; public string chineseName; public string englishName; public ObjectSizeType sizeType; public string modelPath; public List<LODLevelConfig> lodLevels = new List<LODLevelConfig>(); } // 配置数据库 public class ModelConfigDatabase : ScriptableObject { public List<ModelConfig> modelConfigs = new List<ModelConfig>(); public ModelConfig GetConfig(string name) { return modelConfigs.FirstOrDefault(c => c.objectName == name); } public void AddConfig(ModelConfig config) { if (!modelConfigs.Contains(config)) modelConfigs.Add(config); } public void UpdateConfig(ModelConfig config) { int index = modelConfigs.FindIndex(c => c.objectName == config.objectName); if (index != -1) modelConfigs[index] = config; } public bool ContainsConfig(string name) { return modelConfigs.Any(c => c.objectName == name); } } // LOD管理器(场景中使用) public class ModelLODManager : MonoBehaviour { public string modelName; public LODGroup lodGroup; public ModelConfig config; public void ApplyLODConfig() { if (lodGroup == null || config == null || config.lodLevels == null) return; var lods = new LOD[config.lodLevels.Count]; for (int i = 0; i < config.lodLevels.Count; i++) { var lodConfig = config.lodLevels[i]; if (lodConfig.meshObject) { var renderers = lodConfig.meshObject.GetComponentsInChildren<Renderer>(); lods[i] = new LOD(1 - (i / (float)config.lodLevels.Count), renderers); } } lodGroup.SetLODs(lods); lodGroup.RecalculateBounds(); } } // 主工具类 public class ModelLODConfigTool : EditorWindow { // 配置与UI变量 private ModelConfig currentConfig; private ModelConfigDatabase configDatabase; private readonly string dbPath = "Assets/ModelLODConfig/ModelConfigDatabase.asset"; private Vector2 scrollPos; private GameObject previewRoot; private GameObject mainModel; private string[] configNames; private int selectedConfigIndex = -1; private bool showPreview = true; // LOD距离预设(按尺寸类型) private readonly Dictionary<ObjectSizeType, List<float>> sizeLodDistances = new Dictionary<ObjectSizeType, List<float>> { { ObjectSizeType.Tiny, new() { 0.5f, 1f, 2f } }, { ObjectSizeType.Small, new() { 1f, 2f, 3f } }, { ObjectSizeType.MediumSmall, new() { 1f, 3f, 5f } }, { ObjectSizeType.SmallMedium, new() { 1f, 5f, 10f } }, { ObjectSizeType.Medium, new() { 2f, 7f, 15f } }, { ObjectSizeType.MediumLarge, new() { 4f, 10f, 20f } }, { ObjectSizeType.Large, new() { 8f, 20f, 50f } }, { ObjectSizeType.Giant, new() { 10f, 50f, 100f } }, }; // 面数百分比预设 private readonly List<float> lodTrianglePercent = new() { 100f, 50f, 10f }; [MenuItem("Tools/模型LOD配置工具")] public static void ShowWindow() => GetWindow<ModelLODConfigTool>("模型LOD配置工具"); private void OnEnable() { LoadDatabase(); CreatePreviewRoot(); CreateNewConfig(); } private void OnDisable() { if (previewRoot) DestroyImmediate(previewRoot); } private void OnGUI() { scrollPos = EditorGUILayout.BeginScrollView(scrollPos); DrawConfigSelection(); DrawModelInfo(); DrawMainModelSection(); DrawLODConfig(); DrawPreview(); DrawActionButtons(); EditorGUILayout.EndScrollView(); } #region UI绘制 private void DrawConfigSelection() { EditorGUILayout.LabelField("配置管理", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); if (configNames != null && configNames.Length > 0) { selectedConfigIndex = EditorGUILayout.Popup("选择配置", selectedConfigIndex, configNames); if (GUILayout.Button("加载", GUILayout.Width(60)) && selectedConfigIndex >= 0) LoadSelectedConfig(); } if (GUILayout.Button("新建", GUILayout.Width(60))) CreateNewConfig(); EditorGUILayout.EndHorizontal(); } private void DrawModelInfo() { EditorGUILayout.Space(); EditorGUILayout.LabelField("模型信息", EditorStyles.boldLabel); currentConfig.objectName = EditorGUILayout.TextField("物体名称", currentConfig.objectName); currentConfig.chineseName = EditorGUILayout.TextField("中文名称", currentConfig.chineseName); currentConfig.englishName = EditorGUILayout.TextField("英文名称", currentConfig.englishName); currentConfig.sizeType = (ObjectSizeType)EditorGUILayout.EnumPopup("尺寸类型", currentConfig.sizeType); if (GUILayout.Button("应用尺寸预设LOD")) ApplySizeLodPreset(); } private void DrawMainModelSection() { EditorGUILayout.Space(); EditorGUILayout.LabelField("主模型", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(mainModel ? $"已加载: {mainModel.name}" : "未加载模型"); if (GUILayout.Button("加载主模型", GUILayout.Width(100))) LoadMainModel(); EditorGUILayout.EndHorizontal(); } private void DrawLODLevel(int index) { var lod = currentConfig.lodLevels[index]; EditorGUILayout.BeginVertical(EditorStyles.helpBox); EditorGUILayout.LabelField($"LOD {index}", EditorStyles.boldLabel); lod.distance = EditorGUILayout.FloatField("距离阈值(m)", lod.distance); lod.trianglePercentage = EditorGUILayout.FloatField("面数百分比(%)", lod.trianglePercentage); EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(lod.meshObject ? lod.meshObject.name : "未加载模型"); if (GUILayout.Button("加载模型", GUILayout.Width(80))) LoadLODModel(index); EditorGUILayout.EndHorizontal(); EditorGUILayout.EndVertical(); } private void DrawLODConfig() { EditorGUILayout.Space(); EditorGUILayout.LabelField("LOD配置", EditorStyles.boldLabel); for (int i = 0; i < currentConfig.lodLevels.Count; i++) { DrawLODLevel(i); EditorGUILayout.Space(); } if (GUILayout.Button("自动生成LOD")) GenerateAutoLOD(); } private void DrawPreview() { EditorGUILayout.Space(); EditorGUILayout.LabelField("预览", EditorStyles.boldLabel); showPreview = EditorGUILayout.Toggle("显示预览", showPreview); if (showPreview && previewRoot) { Rect rect = GUILayoutUtility.GetRect(position.width - 40, 200); EditorGUI.DrawPreviewTexture(rect, GeneratePreviewTex()); } } private void DrawActionButtons() { EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("保存配置")) SaveConfig(); if (GUILayout.Button("应用到场景")) ApplyToScene(); if (GUILayout.Button("导出LOD")) ExportLODs(); EditorGUILayout.EndHorizontal(); } #endregion #region 核心逻辑 private void LoadDatabase() { configDatabase = AssetDatabase.LoadAssetAtPath<ModelConfigDatabase>(dbPath); if (!configDatabase) { Directory.CreateDirectory(Path.GetDirectoryName(dbPath)); configDatabase = CreateInstance<ModelConfigDatabase>(); AssetDatabase.CreateAsset(configDatabase, dbPath); AssetDatabase.SaveAssets(); } UpdateConfigNames(); } private void UpdateConfigNames() => configNames = configDatabase.modelConfigs.Select(c => c.objectName).ToArray(); private void CreateNewConfig() { currentConfig = CreateInstance<ModelConfig>(); currentConfig.objectName = "新模型"; currentConfig.sizeType = ObjectSizeType.Medium; InitLODLevels(); ClearPreview(); selectedConfigIndex = -1; } private void InitLODLevels() { currentConfig.lodLevels.Clear(); var distances = sizeLodDistances[currentConfig.sizeType]; for (int i = 0; i < distances.Count; i++) { currentConfig.lodLevels.Add(new LODLevelConfig { lodIndex = i, distance = distances[i], trianglePercentage = lodTrianglePercent[i] }); } } private void LoadSelectedConfig() { currentConfig = configDatabase.GetConfig(configNames[selectedConfigIndex]); if (currentConfig == null) return; if (!string.IsNullOrEmpty(currentConfig.modelPath) && File.Exists(currentConfig.modelPath)) LoadModel(currentConfig.modelPath, go => mainModel = go); for (int i = 0; i < currentConfig.lodLevels.Count; i++) { var lod = currentConfig.lodLevels[i]; if (!string.IsNullOrEmpty(lod.assetPath) && File.Exists(lod.assetPath)) LoadModel(lod.assetPath, go => currentConfig.lodLevels[i].meshObject = go); } } private void ApplySizeLodPreset() { var distances = sizeLodDistances[currentConfig.sizeType]; for (int i = 0; i < distances.Count; i++) currentConfig.lodLevels[i].distance = distances[i]; } private void LoadMainModel() { string path = EditorUtility.OpenFilePanel("选择主模型", "", "fbx,obj,glb,gltf"); if (string.IsNullOrEmpty(path)) return; LoadModel(path, go => { mainModel = go; mainModel.transform.SetParent(previewRoot.transform); mainModel.transform.localPosition = Vector3.zero; currentConfig.modelPath = path; }); } private void LoadLODModel(int index) { string path = EditorUtility.OpenFilePanel($"选择LOD {index}模型", "", "fbx,obj,glb,gltf"); if (string.IsNullOrEmpty(path)) return; LoadModel(path, go => { currentConfig.lodLevels[index].meshObject = go; currentConfig.lodLevels[index].assetPath = path; go.transform.SetParent(previewRoot.transform); go.transform.localPosition = new Vector3(index * 2, 0, 0); }); } // 模型加载(完全适配TriLib 2.2.0) private void LoadModel(string path, Action<GameObject> onLoaded) { if (!File.Exists(path)) { EditorUtility.DisplayDialog("错误", "文件不存在!", "确定"); return; } try { var options = AssetLoader.CreateDefaultLoaderOptions(); options.ImportMaterials = true; // 使用TriLib 2.2.0的异步加载方法 AssetLoader.LoadModelFromFile( path, // 成功回调 - 只接受AssetLoaderContext参数 context => { GameObject rootGameObject = context.RootGameObject; if (rootGameObject != null) { onLoaded?.Invoke(rootGameObject); Repaint(); } else { EditorUtility.DisplayDialog("加载失败", "无法获取加载的游戏对象", "确定"); } }, // 进度回调 - 接受AssetLoaderContext和float两个参数 (context, progress) => { EditorUtility.DisplayProgressBar("加载中", $"进度: {progress:P0}", progress); if (progress >= 1f) EditorUtility.ClearProgressBar(); }, // 错误回调 error => { EditorUtility.ClearProgressBar(); string errorMsg = error != null ? error.GetErrorMessage() : "未知错误"; EditorUtility.DisplayDialog("加载失败", errorMsg, "确定"); }, null, // 取消回调 null, // 自定义资源创建器 options // 加载选项 ); } catch (NotImplementedException niex) { EditorUtility.ClearProgressBar(); Debug.LogError($"未实现的方法: {niex.Message}"); EditorUtility.DisplayDialog("错误", $"遇到未实现的方法: {niex.Message}\n\n请检查TriLib插件版本是否兼容。", "确定"); } catch (Exception ex) { EditorUtility.ClearProgressBar(); Debug.LogError($"加载失败: {ex.Message}"); EditorUtility.DisplayDialog("错误", ex.Message, "确定"); } } // 自动生成LOD(适配Mesh Simplifier v1.11) private void GenerateAutoLOD() { if (!mainModel) { EditorUtility.DisplayDialog("错误", "请先加载主模型!", "确定"); return; } // 清空现有LOD foreach (var lod in currentConfig.lodLevels) if (lod.meshObject) DestroyImmediate(lod.meshObject); // 获取主模型网格和材质 var mainMeshFilter = mainModel.GetComponentInChildren<MeshFilter>(); if (mainMeshFilter == null) { EditorUtility.DisplayDialog("错误", "主模型无网格数据!", "确定"); return; } Mesh mainMesh = mainMeshFilter.sharedMesh; var mainMaterials = mainModel.GetComponentInChildren<Renderer>().sharedMaterials; try { // 初始化网格简化器 - 适配Mesh Simplifier v1.11 var simplifier = new Simplifier(); simplifier.ProtectionMode = 1; // 保护UV接缝和边界 simplifier.MaximumError = 0.01f; // 设置最大误差 simplifier.KeepSymmetry = true; // 保持对称性 simplifier.KeepBorderEdges = true; // 保持边界边 simplifier.KeepUVSeamEdges = true; // 保持UV接缝边 // 生成各层级LOD for (int i = 0; i < currentConfig.lodLevels.Count; i++) { var lod = currentConfig.lodLevels[i]; float ratio = lod.trianglePercentage / 100f; EditorUtility.DisplayProgressBar("生成LOD", $"正在生成LOD {i} ({ratio:P0})", (float)i / currentConfig.lodLevels.Count); try { // 执行网格简化 - 使用v1.11的正确API Mesh simplifiedMesh = new Mesh(); // 配置简化参数 simplifier.VertexCountReduction = ratio; // 执行简化 simplifier.ReduceMesh(mainMesh, ref simplifiedMesh); // 确保简化后的网格有效 if (simplifiedMesh.vertexCount > 0 && simplifiedMesh.triangles.Length > 0) { // 创建LOD模型 GameObject lodObj = new GameObject($"LOD{i}_({ratio:P0})"); lodObj.transform.SetParent(previewRoot.transform); lodObj.transform.localPosition = new Vector3(i * 2, 0, 0); // 配置网格和材质 var filter = lodObj.AddComponent<MeshFilter>(); filter.sharedMesh = simplifiedMesh; var renderer = lodObj.AddComponent<MeshRenderer>(); renderer.sharedMaterials = mainMaterials; lod.meshObject = lodObj; } else { throw new Exception("简化后的网格无效,请调整简化参数"); } } catch (NotImplementedException niex) { EditorUtility.ClearProgressBar(); Debug.LogError($"Mesh Simplifier中未实现的方法: {niex.Message}"); EditorUtility.DisplayDialog("错误", $"生成LOD {i}时遇到未实现的方法: {niex.Message}\n\n请检查Mesh Simplifier插件版本是否兼容。", "确定"); return; } catch (Exception ex) { EditorUtility.ClearProgressBar(); Debug.LogError($"生成LOD {i}失败: {ex.Message}"); EditorUtility.DisplayDialog("错误", $"生成LOD {i}失败: {ex.Message}", "确定"); return; } } EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("成功", "LOD生成完成!", "确定"); } catch (NotImplementedException niex) { EditorUtility.ClearProgressBar(); Debug.LogError($"Mesh Simplifier中未实现的方法: {niex.Message}"); EditorUtility.DisplayDialog("错误", $"初始化网格简化器时遇到未实现的方法: {niex.Message}\n\n请检查Mesh Simplifier插件版本是否兼容。", "确定"); } catch (Exception ex) { EditorUtility.ClearProgressBar(); Debug.LogError($"生成LOD失败: {ex.Message}"); EditorUtility.DisplayDialog("错误", $"生成LOD时出错: {ex.Message}", "确定"); } } private void SaveConfig() { if (string.IsNullOrEmpty(currentConfig.objectName)) { EditorUtility.DisplayDialog("错误", "请输入物体名称!", "确定"); return; } if (configDatabase.ContainsConfig(currentConfig.objectName)) { if (!EditorUtility.DisplayDialog("提示", "覆盖现有配置?", "是", "否")) return; configDatabase.UpdateConfig(currentConfig); } else { configDatabase.AddConfig(currentConfig); AssetDatabase.AddObjectToAsset(currentConfig, dbPath); } EditorUtility.SetDirty(configDatabase); AssetDatabase.SaveAssets(); UpdateConfigNames(); EditorUtility.DisplayDialog("成功", "配置已保存!", "确定"); } private void ApplyToScene() { GameObject obj = new GameObject(currentConfig.objectName); LODGroup lodGroup = obj.AddComponent<LODGroup>(); ModelLODManager manager = obj.AddComponent<ModelLODManager>(); manager.modelName = currentConfig.objectName; manager.lodGroup = lodGroup; manager.config = currentConfig; for (int i = 0; i < currentConfig.lodLevels.Count; i++) { if (currentConfig.lodLevels[i].meshObject) { GameObject lodObj = Instantiate(currentConfig.lodLevels[i].meshObject, obj.transform); lodObj.transform.localPosition = Vector3.zero; } } manager.ApplyLODConfig(); Selection.activeObject = obj; } private void ExportLODs() { string path = EditorUtility.OpenFolderPanel("选择导出目录", "", ""); if (string.IsNullOrEmpty(path)) return; for (int i = 0; i < currentConfig.lodLevels.Count; i++) { EditorUtility.DisplayProgressBar("导出LOD", $"正在导出LOD {i}", (float)i / currentConfig.lodLevels.Count); var lod = currentConfig.lodLevels[i]; if (lod.meshObject) { try { string exportPath = $"{path}/{currentConfig.objectName}_LOD{i}.fbx"; ExportMesh(lod.meshObject.GetComponent<MeshFilter>().sharedMesh, exportPath); lod.assetPath = exportPath; } catch (Exception ex) { EditorUtility.ClearProgressBar(); Debug.LogError($"导出LOD {i}失败: {ex.Message}"); EditorUtility.DisplayDialog("错误", $"导出LOD {i}失败: {ex.Message}", "确定"); return; } } } EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("成功", "导出完成!", "确定"); } private void ExportMesh(Mesh mesh, string path) { try { // 使用Unity的FBX导出功能 GameObject temp = new GameObject("TempExport"); var filter = temp.AddComponent<MeshFilter>(); filter.sharedMesh = mesh; // 使用反射调用UnityEditor.FBXExporter(如果可用) var exporterType = Type.GetType("UnityEditor.FBXExporter,UnityEditor"); if (exporterType != null) { var exportMethod = exporterType.GetMethod("ExportObject", BindingFlags.Static | BindingFlags.Public); if (exportMethod != null) { exportMethod.Invoke(null, new object[] { path, temp }); } else { // 备用方法:使用AssetDatabase if (AssetDatabase.Contains(mesh)) { string assetPath = AssetDatabase.GetAssetPath(mesh); AssetDatabase.CopyAsset(assetPath, path); } else { AssetDatabase.CreateAsset(mesh, path); } } } else { // 备用方法:使用AssetDatabase if (AssetDatabase.Contains(mesh)) { string assetPath = AssetDatabase.GetAssetPath(mesh); AssetDatabase.CopyAsset(assetPath, path); } else { AssetDatabase.CreateAsset(mesh, path); } } DestroyImmediate(temp); } catch (Exception ex) { Debug.LogError($"导出网格失败: {ex.Message}"); throw; // 重新抛出异常,由调用者处理 } } #endregion #region 辅助方法 private void CreatePreviewRoot() { if (!previewRoot) { previewRoot = new GameObject("LOD预览根节点"); previewRoot.hideFlags = HideFlags.HideAndDontSave; } else ClearPreview(); } private void ClearPreview() { if (previewRoot) foreach (Transform child in previewRoot.transform) DestroyImmediate(child.gameObject); mainModel = null; } private Texture2D GeneratePreviewTex() { Texture2D tex = new Texture2D(256, 256); Color[] pixels = new Color[256 * 256]; Array.Fill(pixels, new Color(0.1f, 0.1f, 0.1f)); tex.SetPixels(pixels); tex.Apply(); return tex; } #endregion } } 严重性 代码 说明 项目 文件 行 禁止显示状态 错误(活动) CS1593 委托“Action<AssetLoaderContext>”未采用 2 个参数 Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 393 错误(活动) CS1593 委托“Action<AssetLoaderContext, float>”未采用 1 个参数 Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 400 错误(活动) CS1061 “Simplifier”未包含“VertexCountReduction”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“VertexCountReduction”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 472 错误(活动) CS1061 “Simplifier”未包含“ReduceMesh”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“ReduceMesh”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 475 错误(活动) CS1061 “Simplifier”未包含“ProtectionMode”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“ProtectionMode”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 452 错误(活动) CS1061 “Simplifier”未包含“MaximumError”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“MaximumError”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 453 错误(活动) CS1061 “Simplifier”未包含“KeepUVSeamEdges”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“KeepUVSeamEdges”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 456 错误(活动) CS1061 “Simplifier”未包含“KeepSymmetry”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“KeepSymmetry”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 454 错误(活动) CS1061 “Simplifier”未包含“KeepBorderEdges”的定义,并且找不到可接受第一个“Simplifier”类型参数的可访问扩展方法“KeepBorderEdges”(是否缺少 using 指令或程序集引用?) Assembly-CSharp-Editor H:\YaoMo\MeshLod\Assets\Editor\ModelLODConfigTool.cs 455
最新发布
07-19
``` import numpy as np from stl import mesh import matplotlib.pyplot as plt from mpl_toolkits.mplot3d import Axes3D def extract_boundary_edges(stl_file): # 加载 STL 文件 stl_mesh = mesh.Mesh.from_file(stl_file) # 获取所有三角形的顶点 triangles = stl_mesh.vectors # 用于存储所有边及其出现次数的字典 edge_count = {} # 遍历所有三角形 for triangle in triangles: for i in range(3): # 获取当前边的两个顶点 edge = tuple(sorted([tuple(triangle[i]), tuple(triangle[(i + 1) % 3])])) # 如果边已经在字典中,增加其出现次数 if edge in edge_count: edge_count[edge] += 1 else: edge_count[edge] = 1 # 筛选出只出现一次的边(边界边) boundary_edges = [edge for edge, count in edge_count.items() if count == 1] return boundary_edges def visualize_boundary_edges(boundary_edges): # 创建一个 3D 图形对象 fig = plt.figure() ax = fig.add_subplot(111, projection='3d') # 遍历所有边界边 for edge in boundary_edges: # 提取边的两个顶点 p1, p2 = np.array(edge) # 绘制边 ax.plot([p1[0], p2[0]], [p1[1], p2[1]], [p1[2], p2[2]], 'b-') # 设置坐标轴标签 ax.set_box_aspect([1, 1, 0.1]) # z轴缩小10倍 ax.set_xlabel('X') ax.set_ylabel('Y') ax.set_zlabel('Z') # 显示图形 plt.show() # 示例用法 stl_file = 'source.stl' boundary_edges = extract_boundary_edges(stl_file) # 打印边界边的数量 print(f"提取到的边界边数量: {len(boundary_edges)}") # 可视化边界边 visualize_boundary_edges(boundary_edges)```拟合这些边,我需要完整代码
03-20
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