TriangleSplitterBinning.h 1.5 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #pragma once
  5. #include <Jolt/TriangleSplitter/TriangleSplitter.h>
  6. #include <Jolt/Geometry/AABox.h>
  7. JPH_NAMESPACE_BEGIN
  8. /// Binning splitter approach taken from: Realtime Ray Tracing on GPU with BVH-based Packet Traversal by Johannes Gunther et al.
  9. class JPH_EXPORT TriangleSplitterBinning : public TriangleSplitter
  10. {
  11. public:
  12. /// Constructor
  13. TriangleSplitterBinning(const VertexList &inVertices, const IndexedTriangleList &inTriangles, 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 = "TriangleSplitterBinning";
  18. }
  19. // See TriangleSplitter::Split
  20. virtual bool Split(const Range &inTriangles, Range &outLeft, Range &outRight) override;
  21. private:
  22. // Configuration
  23. const uint mMinNumBins;
  24. const uint mMaxNumBins;
  25. const uint mNumTrianglesPerBin;
  26. struct Bin
  27. {
  28. // Properties of this bin
  29. AABox mBounds;
  30. float mMinCentroid;
  31. uint mNumTriangles;
  32. // Accumulated data from left most / right most bin to current (including this bin)
  33. AABox mBoundsAccumulatedLeft;
  34. AABox mBoundsAccumulatedRight;
  35. uint mNumTrianglesAccumulatedLeft;
  36. uint mNumTrianglesAccumulatedRight;
  37. };
  38. // Scratch area to store the bins
  39. Array<Bin> mBins;
  40. };
  41. JPH_NAMESPACE_END