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Diffstat (limited to 'thirdparty/thekla_atlas/nvmath/ProximityGrid.h')
-rw-r--r-- | thirdparty/thekla_atlas/nvmath/ProximityGrid.h | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/thirdparty/thekla_atlas/nvmath/ProximityGrid.h b/thirdparty/thekla_atlas/nvmath/ProximityGrid.h new file mode 100644 index 0000000000..a21bb3bd68 --- /dev/null +++ b/thirdparty/thekla_atlas/nvmath/ProximityGrid.h @@ -0,0 +1,99 @@ +#pragma once +#ifndef NV_MATH_PROXIMITYGRID_H +#define NV_MATH_PROXIMITYGRID_H + +#include "Vector.h" +#include "ftoi.h" + +#include "nvcore/Array.inl" + + +// A simple, dynamic proximity grid based on Jon's code. +// Instead of storing pointers here I store indices. + +namespace nv { + + class Box; + + struct Cell { + Array<uint> indexArray; + }; + + struct ProximityGrid { + ProximityGrid(); + + void reset(); + void init(const Array<Vector3> & pointArray); + void init(const Box & box, uint count); + + int index_x(float x) const; + int index_y(float y) const; + int index_z(float z) const; + int index(int x, int y, int z) const; + int index(const Vector3 & pos) const; + + uint32 mortonCount() const; + int mortonIndex(uint32 code) const; + + void add(const Vector3 & pos, uint key); + bool remove(const Vector3 & pos, uint key); + + void gather(const Vector3 & pos, float radius, Array<uint> & indices); + + Array<Cell> cellArray; + + Vector3 corner; + Vector3 invCellSize; + int sx, sy, sz; + }; + + // For morton traversal, do: + // for (int code = 0; code < mortonCount(); code++) { + // int idx = mortonIndex(code); + // if (idx < 0) continue; + // } + + + + inline int ProximityGrid::index_x(float x) const { + return clamp(ftoi_floor((x - corner.x) * invCellSize.x), 0, sx-1); + } + + inline int ProximityGrid::index_y(float y) const { + return clamp(ftoi_floor((y - corner.y) * invCellSize.y), 0, sy-1); + } + + inline int ProximityGrid::index_z(float z) const { + return clamp(ftoi_floor((z - corner.z) * invCellSize.z), 0, sz-1); + } + + inline int ProximityGrid::index(int x, int y, int z) const { + nvDebugCheck(x >= 0 && x < sx); + nvDebugCheck(y >= 0 && y < sy); + nvDebugCheck(z >= 0 && z < sz); + int idx = (z * sy + y) * sx + x; + nvDebugCheck(idx >= 0 && uint(idx) < cellArray.count()); + return idx; + } + + inline int ProximityGrid::index(const Vector3 & pos) const { + int x = index_x(pos.x); + int y = index_y(pos.y); + int z = index_z(pos.z); + return index(x, y, z); + } + + + inline void ProximityGrid::add(const Vector3 & pos, uint key) { + uint idx = index(pos); + cellArray[idx].indexArray.append(key); + } + + inline bool ProximityGrid::remove(const Vector3 & pos, uint key) { + uint idx = index(pos); + return cellArray[idx].indexArray.remove(key); + } + +} // nv namespace + +#endif // NV_MATH_PROXIMITYGRID_H |