# thrust/thrust

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 #include #include #include #include #include #include /* * This example "welds" triangle vertices together by taking as * input "triangle soup" and eliminating redundant vertex positions * and shared edges. A connected mesh is the result. * * * Input: 9 vertices representing a mesh with 3 triangles * * Mesh Vertices * ------ (2) (5)--(4) (8) * | \ 2| \ | \ \ | | \ * | \ | \ <-> | \ \ | | \ * | 0 \| 1 \ | \ \ | | \ * ----------- (0)--(1) (3) (6)--(7) * * (vertex 1 equals vertex 3, vertex 2 equals vertex 5, ...) * * Output: mesh representation with 5 vertices and 9 indices * * Vertices Indices * (1)--(3) [(0,2,1), * | \ | \ (2,3,1), * | \ | \ (2,4,3)] * | \| \ * (0)--(2)--(4) */ // define a 2d float vector typedef thrust::tuple vec2; int main(void) { // allocate memory for input mesh representation thrust::device_vector input(9); input[0] = vec2(0,0); // First Triangle input[1] = vec2(1,0); input[2] = vec2(0,1); input[3] = vec2(1,0); // Second Triangle input[4] = vec2(1,1); input[5] = vec2(0,1); input[6] = vec2(1,0); // Third Triangle input[7] = vec2(2,0); input[8] = vec2(1,1); // allocate space for output mesh representation thrust::device_vector vertices = input; thrust::device_vector indices(input.size()); // sort vertices to bring duplicates together thrust::sort(vertices.begin(), vertices.end()); // find unique vertices and erase redundancies vertices.erase(thrust::unique(vertices.begin(), vertices.end()), vertices.end()); // find index of each input vertex in the list of unique vertices thrust::lower_bound(vertices.begin(), vertices.end(), input.begin(), input.end(), indices.begin()); // print output mesh representation std::cout << "Output Representation" << std::endl; for(size_t i = 0; i < vertices.size(); i++) { vec2 v = vertices[i]; std::cout << " vertices[" << i << "] = (" << thrust::get<0>(v) << "," << thrust::get<1>(v) << ")" << std::endl; } for(size_t i = 0; i < indices.size(); i++) { std::cout << " indices[" << i << "] = " << indices[i] << std::endl; } return 0; }