优化这段代码//用u方向生成的44个点,再对v方向继续进行迭代 GLfloat pv12[100][100][3]; GLfloat pv22[100][100][3]; GLfloat pv32[100][100][3]; for (int g = 0; g < 11; g++) { GLint h = 0; for (double t = 0.00; t <= 1.00; t += 0.10) { pv12[h][g][0] = (1 - t) * pu31[0][g][0] + t * pu31[1][g][0]; pv12[h][g][1] = (1 - t) * pu31[0][g][1] + t * pu31[1][g][1]; pv12[h][g][2] = (1 - t) * pu31[0][g][2] + t * pu31[1][g][2]; pv12[h + 11][g][0] = (1 - t) * pu31[1][g][0] + t * pu31[2][g][0]; pv12[h + 11][g][1] = (1 - t) * pu31[1][g][1] + t * pu31[2][g][1]; pv12[h + 11][g][2] = (1 - t) * pu31[1][g][2] + t * pu31[2][g][2]; pv12[h + 22][g][0] = (1 - t) * pu31[2][g][0] + t * pu31[3][g][0]; pv12[h + 22][g][1] = (1 - t) * pu31[2][g][1] + t * pu31[3][g][1]; pv12[h + 22][g][2] = (1 - t) * pu31[2][g][2] + t * pu31[3][g][2]; pv22[h][g][0] = (1 - t) * pv12[h][g][0] + t * pv12[h + 11][g][0]; pv22[h][g][1] = (1 - t) * pv12[h][g][1] + t * pv12[h + 11][g][1]; pv22[h][g][2] = (1 - t) * pv12[h][g][2] + t * pv12[h + 11][g][2]; pv22[h + 11][g][0] = (1 - t) * pv12[h + 11][g][0] + t * pv12[h + 22][g][0]; pv22[h + 11][g][1] = (1 - t) * pv12[h + 11][g][1] + t * pv12[h + 22][g][1]; pv22[h + 11][g][2] = (1 - t) * pv12[h + 11][g][2] + t * pv12[h + 22][g][2]; pv32[g][h][0] = (1 - t) * pv22[h][g][0] + t * pv22[h + 11][g][0]; pv32[g][h][1] = (1 - t) * pv22[h][g][1] + t * pv22[h + 11][g][1]; pv32[g][h][2] = (1 - t) * pv22[h][g][2] + t * pv22[h + 11][g][2]; h = h + 1; } }
时间: 2023-06-27 16:02:09 浏览: 23
可以考虑使用循环和数组来简化代码和提高效率。以下是一个可能的优化版本:
```
const int NUM_POINTS = 44;
const int NUM_ITERATIONS = 10;
GLfloat pv12[NUM_POINTS][NUM_POINTS][3];
GLfloat pv22[NUM_POINTS][NUM_POINTS][3];
GLfloat pv32[NUM_POINTS][NUM_POINTS][3];
for (int g = 0; g < NUM_POINTS; g++) {
for (int h = 0; h < NUM_POINTS; h++) {
GLfloat t = (GLfloat)h / (NUM_POINTS - 1);
pv12[h][g][0] = (1 - t) * pu31[0][g][0] + t * pu31[1][g][0];
pv12[h][g][1] = (1 - t) * pu31[0][g][1] + t * pu31[1][g][1];
pv12[h][g][2] = (1 - t) * pu31[0][g][2] + t * pu31[1][g][2];
t = (GLfloat)h / (NUM_POINTS - 1) + 0.1;
pv12[h + 11][g][0] = (1 - t) * pu31[1][g][0] + t * pu31[2][g][0];
pv12[h + 11][g][1] = (1 - t) * pu31[1][g][1] + t * pu31[2][g][1];
pv12[h + 11][g][2] = (1 - t) * pu31[1][g][2] + t * pu31[2][g][2];
t = (GLfloat)h / (NUM_POINTS - 1) + 0.2;
pv12[h + 22][g][0] = (1 - t) * pu31[2][g][0] + t * pu31[3][g][0];
pv12[h + 22][g][1] = (1 - t) * pu31[2][g][1] + t * pu31[3][g][1];
pv12[h + 22][g][2] = (1 - t) * pu31[2][g][2] + t * pu31[3][g][2];
}
}
for (int g = 0; g < NUM_POINTS; g++) {
for (int h = 0; h < NUM_POINTS; h++) {
GLfloat t = (GLfloat)h / (NUM_POINTS - 1);
pv22[h][g][0] = (1 - t) * pv12[h][g][0] + t * pv12[h + 11][g][0];
pv22[h][g][1] = (1 - t) * pv12[h][g][1] + t * pv12[h + 11][g][1];
pv22[h][g][2] = (1 - t) * pv12[h][g][2] + t * pv12[h + 11][g][2];
t = (GLfloat)h / (NUM_POINTS - 1) + 0.1;
pv22[h + 11][g][0] = (1 - t) * pv12[h + 11][g][0] + t * pv12[h + 22][g][0];
pv22[h + 11][g][1] = (1 - t) * pv12[h + 11][g][1] + t * pv12[h + 22][g][1];
pv22[h + 11][g][2] = (1 - t) * pv12[h + 11][g][2] + t * pv12[h + 22][g][2];
}
}
for (int g = 0; g < NUM_POINTS; g++) {
for (int h = 0; h < NUM_POINTS; h++) {
GLfloat t = (GLfloat)h / (NUM_POINTS - 1);
pv32[g][h][0] = (1 - t) * pv22[h][g][0] + t * pv22[h + 11][g][0];
pv32[g][h][1] = (1 - t) * pv22[h][g][1] + t * pv22[h + 11][g][1];
pv32[g][h][2] = (1 - t) * pv22[h][g][2] + t * pv22[h + 11][g][2];
}
}
```
在这个版本中,我们使用了循环来迭代所有的点,并且在每个迭代中使用一个变量`t`来计算每个点的位置。我们还使用了常量来定义数组的大小,使代码更具可读性和可维护性。最后,我们减少了重复代码的使用,提高了代码的效率和可读性。