mirror of
https://github.com/IfcOpenShell/IfcOpenShell.git
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117 lines
5.3 KiB
C++
117 lines
5.3 KiB
C++
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/********************************************************************************
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* *
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* This file is part of IfcOpenShell. *
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* *
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* IfcOpenShell is free software: you can redistribute it and/or modify *
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* it under the terms of the Lesser GNU General Public License as published by *
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* the Free Software Foundation, either version 3.0 of the License, or *
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* (at your option) any later version. *
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* *
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* IfcOpenShell is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* Lesser GNU General Public License for more details. *
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* *
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* You should have received a copy of the Lesser GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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********************************************************************************/
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#include "ChunkPlanner.h"
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#include <algorithm>
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#include <limits>
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#include <numeric>
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namespace ChunkPlanner {
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uint64_t mortonSplit21(uint32_t v) {
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uint64_t r = v & 0x1FFFFFu;
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r = (r | r << 32) & 0x001F00000000FFFFULL;
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r = (r | r << 16) & 0x001F0000FF0000FFULL;
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r = (r | r << 8) & 0x100F00F00F00F00FULL;
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r = (r | r << 4) & 0x10C30C30C30C30C3ULL;
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r = (r | r << 2) & 0x1249249249249249ULL;
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return r;
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}
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uint64_t mortonCode3D(uint32_t x, uint32_t y, uint32_t z) {
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return mortonSplit21(x) | (mortonSplit21(y) << 1) | (mortonSplit21(z) << 2);
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}
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std::vector<uint32_t> sortMeshIdsByMorton(
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std::size_t n_meshes,
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const std::vector<float>& mesh_cx,
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const std::vector<float>& mesh_cy,
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const std::vector<float>& mesh_cz,
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const std::vector<uint32_t>& mesh_inst_count) {
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// Per-model bounds over centroids. Quantising relative to these
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// gives the Morton code its full 21-bit-per-axis resolution
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// (~2 M bins per axis = sub-millimetre on a kilometre-scale scene,
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// way more than we need; the cost is the same regardless).
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float bmin[3] = { std::numeric_limits<float>::infinity(),
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std::numeric_limits<float>::infinity(),
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std::numeric_limits<float>::infinity() };
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float bmax[3] = { -std::numeric_limits<float>::infinity(),
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-std::numeric_limits<float>::infinity(),
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-std::numeric_limits<float>::infinity() };
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for (std::size_t i = 0; i < n_meshes; ++i) {
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if (mesh_inst_count[i] == 0) continue;
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bmin[0] = std::min(bmin[0], mesh_cx[i]); bmax[0] = std::max(bmax[0], mesh_cx[i]);
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bmin[1] = std::min(bmin[1], mesh_cy[i]); bmax[1] = std::max(bmax[1], mesh_cy[i]);
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bmin[2] = std::min(bmin[2], mesh_cz[i]); bmax[2] = std::max(bmax[2], mesh_cz[i]);
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}
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const float ext[3] = {
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std::max(bmax[0] - bmin[0], 1e-3f),
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std::max(bmax[1] - bmin[1], 1e-3f),
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std::max(bmax[2] - bmin[2], 1e-3f),
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};
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constexpr uint32_t MORTON_BITS = 21;
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constexpr uint32_t MORTON_MAX = (1u << MORTON_BITS) - 1u;
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std::vector<uint64_t> codes(n_meshes, 0);
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for (uint32_t i = 0; i < uint32_t(n_meshes); ++i) {
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if (mesh_inst_count[i] == 0) continue;
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const float nx = (mesh_cx[i] - bmin[0]) / ext[0];
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const float ny = (mesh_cy[i] - bmin[1]) / ext[1];
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const float nz = (mesh_cz[i] - bmin[2]) / ext[2];
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const uint32_t qx = std::min(uint32_t(nx * float(MORTON_MAX + 1u)), MORTON_MAX);
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const uint32_t qy = std::min(uint32_t(ny * float(MORTON_MAX + 1u)), MORTON_MAX);
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const uint32_t qz = std::min(uint32_t(nz * float(MORTON_MAX + 1u)), MORTON_MAX);
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codes[i] = mortonCode3D(qx, qy, qz);
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}
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std::vector<uint32_t> sorted(n_meshes);
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std::iota(sorted.begin(), sorted.end(), 0u);
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std::stable_sort(sorted.begin(), sorted.end(),
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[&](uint32_t a, uint32_t b) { return codes[a] < codes[b]; });
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return sorted;
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}
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std::vector<std::vector<uint32_t>> greedyPackChunks(
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const std::vector<uint32_t>& sorted_mesh_ids,
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const std::vector<uint32_t>& mesh_vertex_count,
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uint64_t vertex_stride_bytes,
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uint64_t chunk_vertex_bytes_limit) {
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std::vector<std::vector<uint32_t>> chunks;
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if (sorted_mesh_ids.empty()) return chunks;
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chunks.push_back({});
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uint64_t current_chunk_bytes = 0;
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for (uint32_t mi : sorted_mesh_ids) {
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const uint64_t mesh_bytes =
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uint64_t(mesh_vertex_count[mi]) * vertex_stride_bytes;
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if (current_chunk_bytes > 0
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&& current_chunk_bytes + mesh_bytes > chunk_vertex_bytes_limit) {
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chunks.push_back({});
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current_chunk_bytes = 0;
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}
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chunks.back().push_back(mi);
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current_chunk_bytes += mesh_bytes;
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}
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if (chunks.back().empty()) chunks.pop_back();
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return chunks;
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}
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} // namespace ChunkPlanner
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