godot-module-template/engine/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitterBinning.h

53 lines
1.5 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/TriangleSplitter/TriangleSplitter.h>
#include <Jolt/Geometry/AABox.h>
JPH_NAMESPACE_BEGIN
/// Binning splitter approach taken from: Realtime Ray Tracing on GPU with BVH-based Packet Traversal by Johannes Gunther et al.
class JPH_EXPORT TriangleSplitterBinning : public TriangleSplitter
{
public:
/// Constructor
TriangleSplitterBinning(const VertexList &inVertices, const IndexedTriangleList &inTriangles, uint inMinNumBins = 8, uint inMaxNumBins = 128, uint inNumTrianglesPerBin = 6);
// See TriangleSplitter::GetStats
virtual void GetStats(Stats &outStats) const override
{
outStats.mSplitterName = "TriangleSplitterBinning";
}
// See TriangleSplitter::Split
virtual bool Split(const Range &inTriangles, Range &outLeft, Range &outRight) override;
private:
// Configuration
const uint mMinNumBins;
const uint mMaxNumBins;
const uint mNumTrianglesPerBin;
struct Bin
{
// Properties of this bin
AABox mBounds;
float mMinCentroid;
uint mNumTriangles;
// Accumulated data from left most / right most bin to current (including this bin)
AABox mBoundsAccumulatedLeft;
AABox mBoundsAccumulatedRight;
uint mNumTrianglesAccumulatedLeft;
uint mNumTrianglesAccumulatedRight;
};
// Scratch area to store the bins
Array<Bin> mBins;
};
JPH_NAMESPACE_END