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-rw-r--r--thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp158
1 files changed, 0 insertions, 158 deletions
diff --git a/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp b/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp
deleted file mode 100644
index 3553e48f64..0000000000
--- a/thirdparty/thekla_atlas/nvmath/ProximityGrid.cpp
+++ /dev/null
@@ -1,158 +0,0 @@
-#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);
-}