问题描述
我目前正在实现一些抽象来表示3D对象的水平集操作.基本上,此 GLSL着色器的页面对此进行了描述.
I'm currently implementing few abstractions to represent level-set operations for 3D objects. Basically what is described in this amazing page for GLSL shaders.
为了简要概述,可以通过将R ^ 3域映射到标量的一种函数来描述3D对象,该标量称为水平集(或有符号距离函数).例如,对于一个球体,水平集函数由 phi(X)= X.Norm2()-R * R
定义,其中 Norm2
表示平方的欧几里得范数R ^ 3中的向量
To give a brief overview, a 3D object can be described by a function that maps the R^3 domain to a scalar called level-set (or signed-distance-function). For example, for a sphere, the level-set function is defined by phi(X) = X.Norm2() - R*R
where Norm2
represents the squared Euclidean norm of a vector in R^3.
所以我提出了一个代表这样一个概念的 LevelSetObject
类:
So I came out with a LevelSetObject
class that represents such a concept:
class LevelSetObject
{
using SDFFunction = std::function<double(double, double, double)>;
protected:
SDFFunction m_SDF;
public:
double SDF(double x, double y, double z) const {
return m_SDF(x, y, z);
}
现在,我想在 LevelSetObject
之间定义几个运算符.例如 union 运算符:
Now I wanted to define few operators between LevelSetObject
s. For example the union operator:
LevelSetObject LevelSetObject::operator+(const LevelSetObject& other) const {
LevelSetObject outObj;
outObj.m_SDF = [this, other]
(double x, double y, double z) {
return std::min(m_SDF(x, y, z), other.m_SDF(x, y, z));
};
return outObj;
}
但是当我创建一个临时文件时,由于例如三重和,我遇到了错误的内存访问(而如果像在注释的情况下那样对两个对象分别求和,则使用Valgrind而不是SIGSEV不会发现内存泄漏). LevelSetSphere
是 LevelSetObject
的派生类,在此我专门定义球体的SDF(鉴于其 center
和其 radius
)
But I'm experiencing bad memory access when I create a temporary due to, for example, a triple sum (while if I sum the two objects separately as in the commented case, no memory leak is spotted using Valgrind and not SIGSEV). LevelSetSphere
is a derived class of LevelSetObject
where I define specifically the SDF of a sphere (given its center
and its radius
)
int main(int argc, char* argv[]) {
// Generate the central sphere
double radius = 1.0;
SimpleVector center(2, 2, 2);
LevelSetSphere sphere(radius, center);
// Generate the ears spheres
LevelSetSphere ear1(radius/2, SimpleVector(1, 1, 2));
LevelSetSphere ear2(radius/2, SimpleVector(3, 1, 2));
// Combine objects
auto mickeyMouse = sphere + ear1 + ear2;
//auto first = sphere + ear1;
//auto mickeyMouse = first + ear2;
// Materialize in the domain
mickeyMouse.SDF(0.0, 0.0, 0.0);
}
我想是在 operator +
定义中, std :: function
保留了对 other
的引用,当该引用变为悬挂引用时我实际上叫 m_SDF
是因为在三次和期间创建了一个临时目录.我还尝试将 operator +
的签名更改为 operator +(const LevelSetObject other)
,因此通过副本传递,但结果是相同的.
What I suppose is that in the operator+
definition, the std::function
keeps a reference to other
that becomes a dangling reference when I actually call m_SDF
because a temporary is created during the triple sum. I also tried to change the signature of operator+
to operator+(const LevelSetObject other)
, so passing by copy, but the outcome is the same.
我在哪里失败?:)
推荐答案
您不好的内存访问不是由于 other
变量引起的,它是指针的 this
指针临时对象超出范围.
Your bad memory access isn't due to the other
variable, it's the this
pointer of the temp object going out of scope.
您可以通过显式捕获SDF变量来解决此问题,如下所示:
You can fix it by capturing the SDF variables explicitly, like this:
LevelSetObject LevelSetObject::operator+(const LevelSetObject& other) const {
LevelSetObject outObj;
auto& SDF=this->m_SDF;
auto& other_SDF=other.m_SDF
outObj.m_SDF = [SDF, other_SDF]
(double x, double y, double z) {
return std::min(SDF(x, y, z), other_SDF(x, y, z));
};
return outObj;
}
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