bf05309af7
As requested by reduz, an import of thekla_atlas into thirdparty/
99 lines
2.5 KiB
C++
99 lines
2.5 KiB
C++
#pragma once
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#ifndef NV_MATH_PROXIMITYGRID_H
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#define NV_MATH_PROXIMITYGRID_H
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#include "Vector.h"
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#include "ftoi.h"
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#include "nvcore/Array.inl"
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// A simple, dynamic proximity grid based on Jon's code.
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// Instead of storing pointers here I store indices.
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namespace nv {
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class Box;
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struct Cell {
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Array<uint> indexArray;
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};
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struct ProximityGrid {
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ProximityGrid();
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void reset();
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void init(const Array<Vector3> & pointArray);
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void init(const Box & box, uint count);
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int index_x(float x) const;
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int index_y(float y) const;
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int index_z(float z) const;
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int index(int x, int y, int z) const;
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int index(const Vector3 & pos) const;
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uint32 mortonCount() const;
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int mortonIndex(uint32 code) const;
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void add(const Vector3 & pos, uint key);
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bool remove(const Vector3 & pos, uint key);
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void gather(const Vector3 & pos, float radius, Array<uint> & indices);
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Array<Cell> cellArray;
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Vector3 corner;
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Vector3 invCellSize;
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int sx, sy, sz;
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};
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// For morton traversal, do:
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// for (int code = 0; code < mortonCount(); code++) {
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// int idx = mortonIndex(code);
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// if (idx < 0) continue;
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// }
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inline int ProximityGrid::index_x(float x) const {
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return clamp(ftoi_floor((x - corner.x) * invCellSize.x), 0, sx-1);
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}
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inline int ProximityGrid::index_y(float y) const {
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return clamp(ftoi_floor((y - corner.y) * invCellSize.y), 0, sy-1);
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}
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inline int ProximityGrid::index_z(float z) const {
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return clamp(ftoi_floor((z - corner.z) * invCellSize.z), 0, sz-1);
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}
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inline int ProximityGrid::index(int x, int y, int z) const {
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nvDebugCheck(x >= 0 && x < sx);
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nvDebugCheck(y >= 0 && y < sy);
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nvDebugCheck(z >= 0 && z < sz);
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int idx = (z * sy + y) * sx + x;
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nvDebugCheck(idx >= 0 && uint(idx) < cellArray.count());
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return idx;
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}
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inline int ProximityGrid::index(const Vector3 & pos) const {
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int x = index_x(pos.x);
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int y = index_y(pos.y);
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int z = index_z(pos.z);
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return index(x, y, z);
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}
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inline void ProximityGrid::add(const Vector3 & pos, uint key) {
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uint idx = index(pos);
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cellArray[idx].indexArray.append(key);
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}
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inline bool ProximityGrid::remove(const Vector3 & pos, uint key) {
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uint idx = index(pos);
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return cellArray[idx].indexArray.remove(key);
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}
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} // nv namespace
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#endif // NV_MATH_PROXIMITYGRID_H
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