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Hashgrid.h
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Hashgrid.h
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#pragma once
#include <vector>
#include <cmath>
#include "nvVector.h"
using namespace nv;
typedef unsigned int uint;
typedef vec3f Vec3f;
typedef vec3i Vec3i;
typedef vec2i Vec2i;
class HashGrid
{
public:
void Reserve(int aNumCells)
{
mCellEnds.resize(aNumCells);
}
template<typename tParticle>
void Build(
const std::vector<tParticle> &aParticles,
float aRadius, float aMaxDist = 0.f)
{
if(std::fabsf(aMaxDist) < EPSILON)
aMaxDist = aRadius;
mMaxDistance = aMaxDist;
mRadius = aRadius;
mCellSize = aMaxDist * 2.f;
mInvCellSize = 1.f / mCellSize;
mBBoxMin = Vec3f( 1e36f);
mBBoxMax = Vec3f(-1e36f);
for(size_t i=0; i<aParticles.size(); i++)
{
const Vec3f &pos = aParticles[i].GetPosition();
for(int j=0; j<3; j++)
{
mBBoxMax[j] = std::max(mBBoxMax[j], pos[j]);
mBBoxMin[j] = std::min(mBBoxMin[j], pos[j]);
}
}
mIndices.resize(aParticles.size());
memset(&mCellEnds[0], 0, mCellEnds.size() * sizeof(int));
// set mCellEnds[x] to number of particles within x
for(size_t i=0; i<aParticles.size(); i++)
{
const Vec3f &pos = aParticles[i].GetPosition();
mCellEnds[GetCellIndex(pos)]++;
}
// run exclusive prefix sum to really get the cell starts
// mCellEnds[x] is now where the cell starts
int sum = 0;
for(size_t i=0; i<mCellEnds.size(); i++)
{
int temp = mCellEnds[i];
mCellEnds[i] = sum;
sum += temp;
}
for(size_t i=0; i<aParticles.size(); i++)
{
const Vec3f &pos = aParticles[i].GetPosition();
const int targetIdx = mCellEnds[GetCellIndex(pos)]++;
mIndices[targetIdx] = int(i);
}
// now mCellEnds[x] points to the index right after the last
// element of cell x
//// DEBUG
//for(size_t i=0; i<aParticles.size(); i++)
//{
// const Vec3f &pos = aParticles[i].GetPosition();
// Vec2i range = GetCellRange(GetCellIndex(pos));
// bool found = false;
// for(;range.x < range.y; range.x++)
// {
// if(mIndices[range.x] == i)
// found = true;
// }
// if(!found)
// printf("Error at particle %d\n", i);
//}
}
template<typename tParticle, typename tQuery>
void Process(
const std::vector<tParticle> &aParticles,
tQuery& aQuery, bool useEllipse = false)
{
const Vec3f queryPos = aQuery.GetPosition();
mMaxDistance = std::sqrt(mAniRatio) * mRadius;
const Vec3f distMin = queryPos - mBBoxMin;
const Vec3f distMax = mBBoxMax - queryPos;
for(int i=0; i<3; i++)
{
if(distMin[i] < 0.f) return;
if(distMax[i] < 0.f) return;
}
const Vec3f cellPt = mInvCellSize * distMin;
const Vec3f coordF(
std::floor(cellPt.x),
std::floor(cellPt.y),
std::floor(cellPt.z));
const int px = int(coordF.x);
const int py = int(coordF.y);
const int pz = int(coordF.z);
const Vec3f fractCoord = cellPt - coordF;
const int pxo = px + (fractCoord.x < 0.5f ? -1 : +1);
const int pyo = py + (fractCoord.y < 0.5f ? -1 : +1);
const int pzo = pz + (fractCoord.z < 0.5f ? -1 : +1);
//int foundCount = 0;
for(int j=0; j<8; j++)
{
Vec2i activeRange;
switch(j)
{
case 0: activeRange = GetCellRange(GetCellIndex(Vec3i(px , py , pz ))); break;
case 1: activeRange = GetCellRange(GetCellIndex(Vec3i(px , py , pzo))); break;
case 2: activeRange = GetCellRange(GetCellIndex(Vec3i(px , pyo, pz ))); break;
case 3: activeRange = GetCellRange(GetCellIndex(Vec3i(px , pyo, pzo))); break;
case 4: activeRange = GetCellRange(GetCellIndex(Vec3i(pxo, py , pz ))); break;
case 5: activeRange = GetCellRange(GetCellIndex(Vec3i(pxo, py , pzo))); break;
case 6: activeRange = GetCellRange(GetCellIndex(Vec3i(pxo, pyo, pz ))); break;
case 7: activeRange = GetCellRange(GetCellIndex(Vec3i(pxo, pyo, pzo))); break;
}
for(; activeRange.x < activeRange.y; activeRange.x++)
{
const int particleIndex = mIndices[activeRange.x];
const tParticle &particle = aParticles[particleIndex];
const float dist = (aQuery.GetPosition() - particle.GetPosition()).length();
const float distSqr = dist * dist;
if(distSqr <= mRadius * mRadius){
aQuery.Process(particle);
}
}
}
}
private:
Vec2i GetCellRange(int aCellIndex) const
{
if(aCellIndex == 0) return Vec2i(0, mCellEnds[0]);
return Vec2i(mCellEnds[aCellIndex-1], mCellEnds[aCellIndex]);
}
int GetCellIndex(const Vec3i &aCoord) const
{
uint x = uint(aCoord.x);
uint y = uint(aCoord.y);
uint z = uint(aCoord.z);
return int(((x * 73856093) ^ (y * 19349663) ^
(z * 83492791)) % uint(mCellEnds.size()));
}
int GetCellIndex(const Vec3f &aPoint) const
{
const Vec3f distMin = aPoint - mBBoxMin;
const Vec3f coordF(
std::floor(mInvCellSize * distMin.x),
std::floor(mInvCellSize * distMin.y),
std::floor(mInvCellSize * distMin.z));
const Vec3i coordI = Vec3i(int(coordF.x), int(coordF.y), int(coordF.z));
return GetCellIndex(coordI);
}
private:
Vec3f mBBoxMin;
Vec3f mBBoxMax;
std::vector<int> mIndices;
std::vector<int> mCellEnds;
float mMaxDistance;
float mRadius;
float mRadiusSqr;
float mCellSize;
float mInvCellSize;
public:
vec3f mHitPoint;
float mAniRatio;
};