Cleanup chunky tri mesh node source

This commit is contained in:
Graham Pentheny
2025-06-03 00:02:34 -04:00
parent 1d40e3b7ab
commit faaa0ec014

View File

@@ -22,7 +22,7 @@
#include <stdio.h>
#include <stdlib.h>
struct BoundsItem
struct IndexedBounds
{
float bmin[2];
float bmax[2];
@@ -31,71 +31,50 @@ struct BoundsItem
namespace
{
const float EPSILON = 1e-6f;
int compareItemX(const void* va, const void* vb)
int compareMinX(const void* va, const void* vb)
{
const BoundsItem* a = (const BoundsItem*)va;
const BoundsItem* b = (const BoundsItem*)vb;
if (a->bmin[0] < b->bmin[0])
{
return -1;
}
if (a->bmin[0] > b->bmin[0])
{
return 1;
}
return 0;
return ((const IndexedBounds*)va)->bmin[0] - ((const IndexedBounds*)vb)->bmin[0];
}
int compareItemY(const void* va, const void* vb)
int compareMinY(const void* va, const void* vb)
{
const BoundsItem* a = (const BoundsItem*)va;
const BoundsItem* b = (const BoundsItem*)vb;
if (a->bmin[1] < b->bmin[1])
{
return -1;
}
if (a->bmin[1] > b->bmin[1])
{
return 1;
}
return 0;
return ((const IndexedBounds*)va)->bmin[1] - ((const IndexedBounds*)vb)->bmin[1];
}
void calcExtends(const BoundsItem* items, const int /*nitems*/, const int imin, const int imax, float* bmin, float* bmax)
/// Calculates the total extent of all bounds in the given index range
void calcTotalBounds(const IndexedBounds* items, const int startIndex, const int endIndex, float* outBMin, float* outBMax)
{
bmin[0] = items[imin].bmin[0];
bmin[1] = items[imin].bmin[1];
outBMin[0] = items[startIndex].bmin[0];
outBMin[1] = items[startIndex].bmin[1];
bmax[0] = items[imin].bmax[0];
bmax[1] = items[imin].bmax[1];
outBMax[0] = items[startIndex].bmax[0];
outBMax[1] = items[startIndex].bmax[1];
for (int i = imin + 1; i < imax; ++i)
for (int i = startIndex + 1; i < endIndex; ++i)
{
const BoundsItem& it = items[i];
if (it.bmin[0] < bmin[0])
const IndexedBounds& it = items[i];
if (it.bmin[0] < outBMin[0])
{
bmin[0] = it.bmin[0];
outBMin[0] = it.bmin[0];
}
if (it.bmin[1] < bmin[1])
if (it.bmin[1] < outBMin[1])
{
bmin[1] = it.bmin[1];
outBMin[1] = it.bmin[1];
}
if (it.bmax[0] > bmax[0])
if (it.bmax[0] > outBMax[0])
{
bmax[0] = it.bmax[0];
outBMax[0] = it.bmax[0];
}
if (it.bmax[1] > bmax[1])
if (it.bmax[1] > outBMax[1])
{
bmax[1] = it.bmax[1];
outBMax[1] = it.bmax[1];
}
}
}
void subdivide(
BoundsItem* items,
IndexedBounds* items,
int nitems,
int imin,
int imax,
@@ -120,7 +99,7 @@ void subdivide(
if (inum <= trisPerChunk)
{
// Leaf
calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
calcTotalBounds(items, imin, imax, node.bmin, node.bmax);
// Copy triangles.
node.i = curTri;
@@ -139,13 +118,13 @@ void subdivide(
else
{
// Split
calcExtends(items, nitems, imin, imax, node.bmin, node.bmax);
calcTotalBounds(items, imin, imax, node.bmin, node.bmax);
float xLength = node.bmax[0] - node.bmin[0];
float yLength = node.bmax[1] - node.bmin[1];
// Sort along the longest axis
qsort(items + imin, static_cast<size_t>(inum), sizeof(BoundsItem), (xLength >= yLength) ? compareItemX : compareItemY);
qsort(items + imin, static_cast<size_t>(inum), sizeof(IndexedBounds), (xLength >= yLength) ? compareMinX : compareMinY);
int isplit = imin + inum / 2;
@@ -169,12 +148,14 @@ bool checkOverlapSegment(const float p[2], const float q[2], const float bmin[2]
{
float tmin = 0;
float tmax = 1;
float d[2];
d[0] = q[0] - p[0];
d[1] = q[1] - p[1];
float d[] {
q[0] - p[0],
q[1] - p[1]
};
for (int i = 0; i < 2; i++)
{
static const float EPSILON = 1e-6f;
if (fabsf(d[i]) < EPSILON)
{
// Ray is parallel to slab. No hit if origin not within slab
@@ -218,11 +199,11 @@ bool ChunkyTriMesh::TryPartitionMesh(const float* verts, const int* tris, int nt
{
int nchunks = (ntris + trisPerChunk - 1) / trisPerChunk;
this->nodes.resize(nchunks * 4);
nodes.resize(nchunks * 4);
this->tris.resize(ntris * 3);
// Build tree
BoundsItem* items = new BoundsItem[ntris];
IndexedBounds* items = new IndexedBounds[ntris];
if (!items)
{
return false;
@@ -231,7 +212,7 @@ bool ChunkyTriMesh::TryPartitionMesh(const float* verts, const int* tris, int nt
for (int i = 0; i < ntris; i++)
{
const int* t = &tris[i * 3];
BoundsItem& it = items[i];
IndexedBounds& it = items[i];
it.i = i;
// Calc triangle XZ bounds.
it.bmin[0] = it.bmax[0] = verts[t[0] * 3 + 0];
@@ -261,36 +242,25 @@ bool ChunkyTriMesh::TryPartitionMesh(const float* verts, const int* tris, int nt
int curTri = 0;
int curNode = 0;
subdivide(
items,
ntris,
0,
ntris,
trisPerChunk,
curNode,
this->nodes.data(),
nchunks * 4,
curTri,
this->tris.data(),
tris);
subdivide(items, ntris, 0, ntris, trisPerChunk, curNode, nodes.data(), nchunks * 4, curTri, this->tris.data(), tris);
delete[] items;
this->nnodes = curNode;
nnodes = curNode;
// Calc max tris per node.
this->maxTrisPerChunk = 0;
for (int i = 0; i < this->nnodes; ++i)
maxTrisPerChunk = 0;
for (int i = 0; i < nnodes; ++i)
{
Node& node = this->nodes[i];
Node& node = nodes[i];
const bool isLeaf = node.i >= 0;
if (!isLeaf)
{
continue;
}
if (node.n > this->maxTrisPerChunk)
if (node.n > maxTrisPerChunk)
{
this->maxTrisPerChunk = node.n;
maxTrisPerChunk = node.n;
}
}