Performance improvements
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a4201321e8
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c23d1488c9
3 changed files with 22 additions and 20 deletions
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@ -323,8 +323,7 @@ struct GlobalModelInfo {
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float calculate_point_visibility(const Vec3f &position) const {
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std::vector<size_t> points = find_nearby_points(mesh_samples_tree, position, mesh_samples_radius);
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if (points.empty()) {
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size_t idx = find_closest_point(mesh_samples_tree, position);
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return mesh_samples_visibility[idx];
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return 1.0f;
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}
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float total_weight = 0;
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@ -622,18 +621,22 @@ void compute_global_occlusion(GlobalModelInfo &result, const PrintObject *po) {
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result.mesh_samples_tree = KDTreeIndirect<3, float, CoordinateFunctor>(result.mesh_samples_coordinate_functor,
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result.mesh_samples.positions.size());
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result.mesh_samples_radius = sqrt(
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4.0f * (result.mesh_samples.total_area / SeamPlacer::raycasting_visibility_samples_count) / PI);
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10.0f * (result.mesh_samples.total_area / SeamPlacer::raycasting_visibility_samples_count) / PI);
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer: Compute visiblity sample points: end; mesh_sample_radius: " << result.mesh_samples_radius;
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<< "SeamPlacer: Compute visiblity sample points: end";
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer:build AABB tree: start";
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<< "SeamPlacer: Mesh sample raidus: " << result.mesh_samples_radius;
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer: build AABB tree: start";
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auto raycasting_tree = AABBTreeIndirect::build_aabb_tree_over_indexed_triangle_set(triangle_set.vertices,
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triangle_set.indices);
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BOOST_LOG_TRIVIAL(debug)
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<< "SeamPlacer:build AABB tree: end";
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<< "SeamPlacer: build AABB tree: end";
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result.mesh_samples_visibility = raycast_visibility(raycasting_tree, triangle_set, result.mesh_samples,
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negative_volumes_start_index);
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