diff options
Diffstat (limited to 'thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp')
-rw-r--r-- | thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp | 158 |
1 files changed, 158 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp b/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp new file mode 100644 index 0000000000..3553e48f64 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp @@ -0,0 +1,158 @@ +#include "ProximityGrid.h" + +#include "Box.inl" +#include "Morton.h" + + +using namespace nv; + +ProximityGrid::ProximityGrid() { +} + +void ProximityGrid::reset() { + cellArray.clear(); +} + +void ProximityGrid::init(const Array<Vector3> & pointArray) { + + // Compute bounding box. + Box box; + box.clearBounds(); + + const uint count = pointArray.count(); + + for (uint i = 0; i < count; i++) { + box.addPointToBounds(pointArray[i]); + } + + init(box, count); + + // Insert all points. + for (uint i = 0; i < count; i++) { + add(pointArray[i], i); + } +} + + +void ProximityGrid::init(const Box & box, uint count) { + reset(); + + // Determine grid size. + float cellWidth; + + Vector3 diagonal = box.extents() * 2.f; + float volume = box.volume(); + + if (equal(volume, 0)) { + // Degenerate box, treat like a quad. + Vector2 quad; + if (diagonal.x < diagonal.y && diagonal.x < diagonal.z) { + quad.x = diagonal.y; + quad.y = diagonal.z; + } + else if (diagonal.y < diagonal.x && diagonal.y < diagonal.z) { + quad.x = diagonal.x; + quad.y = diagonal.z; + } + else { + quad.x = diagonal.x; + quad.y = diagonal.y; + } + + float cellArea = quad.x * quad.y / count; + cellWidth = sqrtf(cellArea); // pow(cellArea, 1.0f / 2.0f); + } + else { + // Ideally we want one cell per point. + float cellVolume = volume / count; + cellWidth = pow(cellVolume, 1.0f / 3.0f); + } + + nvDebugCheck(cellWidth != 0); + + sx = max(1, ftoi_ceil(diagonal.x / cellWidth)); + sy = max(1, ftoi_ceil(diagonal.y / cellWidth)); + sz = max(1, ftoi_ceil(diagonal.z / cellWidth)); + + invCellSize.x = float(sx) / diagonal.x; + invCellSize.y = float(sy) / diagonal.y; + invCellSize.z = float(sz) / diagonal.z; + + cellArray.resize(sx * sy * sz); + + corner = box.minCorner; // @@ Align grid better? +} + +// Gather all points inside the given sphere. +// Radius is assumed to be small, so we don't bother culling the cells. +void ProximityGrid::gather(const Vector3 & position, float radius, Array<uint> & indexArray) { + int x0 = index_x(position.x - radius); + int x1 = index_x(position.x + radius); + + int y0 = index_y(position.y - radius); + int y1 = index_y(position.y + radius); + + int z0 = index_z(position.z - radius); + int z1 = index_z(position.z + radius); + + for (int z = z0; z <= z1; z++) { + for (int y = y0; y <= y1; y++) { + for (int x = x0; x <= x1; x++) { + int idx = index(x, y, z); + indexArray.append(cellArray[idx].indexArray); + } + } + } +} + + +uint32 ProximityGrid::mortonCount() const { + uint64 s = U64(max3(sx, sy, sz)); + s = nextPowerOfTwo(s); + + if (s > 1024) { + return U32(s * s * min3(sx, sy, sz)); + } + + return U32(s * s * s); +} + +int ProximityGrid::mortonIndex(uint32 code) const { + uint32 x, y, z; + + uint s = U32(max3(sx, sy, sz)); + if (s > 1024) { + // Use layered two-dimensional morton order. + s = nextPowerOfTwo(s); + uint layer = code / (s * s); + code = code % (s * s); + + uint layer_count = U32(min3(sx, sy, sz)); + if (sx == layer_count) { + x = layer; + y = decodeMorton2X(code); + z = decodeMorton2Y(code); + } + else if (sy == layer_count) { + x = decodeMorton2Y(code); + y = layer; + z = decodeMorton2X(code); + } + else /*if (sz == layer_count)*/ { + x = decodeMorton2X(code); + y = decodeMorton2Y(code); + z = layer; + } + } + else { + x = decodeMorton3X(code); + y = decodeMorton3Y(code); + z = decodeMorton3Z(code); + } + + if (x >= U32(sx) || y >= U32(sy) || z >= U32(sz)) { + return -1; + } + + return index(x, y, z); +} |