godot/thirdparty/thekla_atlas/nvmath/ProximityGrid.h

100 lines
2.5 KiB
C++

#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