TriangleSplitterFixedLeafSize.h 1.6 KB

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  1. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  2. // SPDX-License-Identifier: MIT
  3. #pragma once
  4. #include <Jolt/TriangleSplitter/TriangleSplitter.h>
  5. #include <Jolt/Geometry/AABox.h>
  6. JPH_NAMESPACE_BEGIN
  7. /// Same as TriangleSplitterBinning, but ensuring that leaves have a fixed amount of triangles
  8. /// The resulting tree should be suitable for processing on GPU where we want all threads to process an equal amount of triangles
  9. class TriangleSplitterFixedLeafSize : public TriangleSplitter
  10. {
  11. public:
  12. /// Constructor
  13. TriangleSplitterFixedLeafSize(const VertexList &inVertices, const IndexedTriangleList &inTriangles, uint inLeafSize, uint inMinNumBins = 8, uint inMaxNumBins = 128, uint inNumTrianglesPerBin = 6);
  14. // See TriangleSplitter::GetStats
  15. virtual void GetStats(Stats &outStats) const override
  16. {
  17. outStats.mSplitterName = "TriangleSplitterFixedLeafSize";
  18. outStats.mLeafSize = mLeafSize;
  19. }
  20. // See TriangleSplitter::Split
  21. virtual bool Split(const Range &inTriangles, Range &outLeft, Range &outRight) override;
  22. private:
  23. /// Get centroid for group
  24. Vec3 GetCentroidForGroup(uint inFirstTriangleInGroup);
  25. // Configuration
  26. const uint mLeafSize;
  27. const uint mMinNumBins;
  28. const uint mMaxNumBins;
  29. const uint mNumTrianglesPerBin;
  30. struct Bin
  31. {
  32. // Properties of this bin
  33. AABox mBounds;
  34. float mMinCentroid;
  35. uint mNumTriangles;
  36. // Accumulated data from left most / right most bin to current (including this bin)
  37. AABox mBoundsAccumulatedLeft;
  38. AABox mBoundsAccumulatedRight;
  39. uint mNumTrianglesAccumulatedLeft;
  40. uint mNumTrianglesAccumulatedRight;
  41. };
  42. };
  43. JPH_NAMESPACE_END