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- // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
- // SPDX-License-Identifier: MIT
- #include <Jolt/Jolt.h>
- #include <Jolt/TriangleSplitter/TriangleSplitterBinning.h>
- JPH_NAMESPACE_BEGIN
- TriangleSplitterBinning::TriangleSplitterBinning(const VertexList &inVertices, const IndexedTriangleList &inTriangles, uint inMinNumBins, uint inMaxNumBins, uint inNumTrianglesPerBin) :
- TriangleSplitter(inVertices, inTriangles),
- mMinNumBins(inMinNumBins),
- mMaxNumBins(inMaxNumBins),
- mNumTrianglesPerBin(inNumTrianglesPerBin)
- {
- mBins.resize(mMaxNumBins);
- }
- bool TriangleSplitterBinning::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
- {
- // Calculate bounds for this range
- AABox centroid_bounds;
- for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; ++t)
- centroid_bounds.Encapsulate(Vec3(mCentroids[mSortedTriangleIdx[t]]));
- float best_cp = FLT_MAX;
- uint best_dim = 0xffffffff;
- float best_split = 0;
- // Bin in all dimensions
- uint num_bins = Clamp(inTriangles.Count() / mNumTrianglesPerBin, mMinNumBins, mMaxNumBins);
- for (uint dim = 0; dim < 3; ++dim)
- {
- float bounds_min = centroid_bounds.mMin[dim];
- float bounds_size = centroid_bounds.mMax[dim] - bounds_min;
- // Skip axis if too small
- if (bounds_size < 1.0e-5f)
- continue;
- // Initialize bins
- for (uint b = 0; b < num_bins; ++b)
- {
- Bin &bin = mBins[b];
- bin.mBounds.SetEmpty();
- bin.mMinCentroid = bounds_min + bounds_size * (b + 1) / num_bins;
- bin.mNumTriangles = 0;
- }
- // Bin all triangles
- for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; ++t)
- {
- float centroid_pos = mCentroids[mSortedTriangleIdx[t]][dim];
- // Select bin
- uint bin_no = min(uint((centroid_pos - bounds_min) / bounds_size * num_bins), num_bins - 1);
- Bin &bin = mBins[bin_no];
- // Accumulate triangle in bin
- bin.mBounds.Encapsulate(mVertices, GetTriangle(t));
- bin.mMinCentroid = min(bin.mMinCentroid, centroid_pos);
- bin.mNumTriangles++;
- }
- // Calculate totals left to right
- AABox prev_bounds;
- int prev_triangles = 0;
- for (uint b = 0; b < num_bins; ++b)
- {
- Bin &bin = mBins[b];
- bin.mBoundsAccumulatedLeft = prev_bounds; // Don't include this node as we'll take a split on the left side of the bin
- bin.mNumTrianglesAccumulatedLeft = prev_triangles;
- prev_bounds.Encapsulate(bin.mBounds);
- prev_triangles += bin.mNumTriangles;
- }
- // Calculate totals right to left
- prev_bounds.SetEmpty();
- prev_triangles = 0;
- for (int b = num_bins - 1; b >= 0; --b)
- {
- Bin &bin = mBins[b];
- prev_bounds.Encapsulate(bin.mBounds);
- prev_triangles += bin.mNumTriangles;
- bin.mBoundsAccumulatedRight = prev_bounds;
- bin.mNumTrianglesAccumulatedRight = prev_triangles;
- }
- // Get best splitting plane
- for (uint b = 1; b < num_bins; ++b) // Start at 1 since selecting bin 0 would result in everything ending up on the right side
- {
- // Calculate surface area heuristic and see if it is better than the current best
- const Bin &bin = mBins[b];
- float cp = bin.mBoundsAccumulatedLeft.GetSurfaceArea() * bin.mNumTrianglesAccumulatedLeft + bin.mBoundsAccumulatedRight.GetSurfaceArea() * bin.mNumTrianglesAccumulatedRight;
- if (cp < best_cp)
- {
- best_cp = cp;
- best_dim = dim;
- best_split = bin.mMinCentroid;
- }
- }
- }
- // No split found?
- if (best_dim == 0xffffffff)
- return false;
- return SplitInternal(inTriangles, best_dim, best_split, outLeft, outRight);
- }
- JPH_NAMESPACE_END
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