c09781d61d
fix seed of random generators set high angle importance for nearest mode
72 lines
3.0 KiB
C++
72 lines
3.0 KiB
C++
#include "TriangleSetSampling.hpp"
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#include <map>
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#include <random>
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#include <tbb/parallel_for.h>
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#include <tbb/blocked_range.h>
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namespace Slic3r {
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TriangleSetSamples sample_its_uniform_parallel(size_t samples_count, const indexed_triangle_set &triangle_set) {
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std::vector<double> triangles_area(triangle_set.indices.size());
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tbb::parallel_for(tbb::blocked_range<size_t>(0, triangle_set.indices.size()),
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[&triangle_set, &triangles_area](
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tbb::blocked_range<size_t> r) {
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for (size_t t_idx = r.begin(); t_idx < r.end(); ++t_idx) {
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const Vec3f &a = triangle_set.vertices[triangle_set.indices[t_idx].x()];
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const Vec3f &b = triangle_set.vertices[triangle_set.indices[t_idx].y()];
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const Vec3f &c = triangle_set.vertices[triangle_set.indices[t_idx].z()];
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double area = double(0.5 * (b - a).cross(c - a).norm());
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triangles_area[t_idx] = area;
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}
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});
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std::map<double, size_t> area_sum_to_triangle_idx;
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float area_sum = 0;
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for (size_t t_idx = 0; t_idx < triangles_area.size(); ++t_idx) {
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area_sum += triangles_area[t_idx];
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area_sum_to_triangle_idx[area_sum] = t_idx;
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}
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std::mt19937_64 mersenne_engine { 27644437 };
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// random numbers on interval [0, 1)
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std::uniform_real_distribution<double> fdistribution;
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auto get_random = [&fdistribution, &mersenne_engine]() {
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return Vec3d { fdistribution(mersenne_engine), fdistribution(mersenne_engine), fdistribution(mersenne_engine) };
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};
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std::vector<Vec3d> random_samples(samples_count);
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std::generate(random_samples.begin(), random_samples.end(), get_random);
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TriangleSetSamples result;
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result.total_area = area_sum;
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result.positions.resize(samples_count);
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result.normals.resize(samples_count);
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result.triangle_indices.resize(samples_count);
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tbb::parallel_for(tbb::blocked_range<size_t>(0, samples_count),
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[&triangle_set, &area_sum_to_triangle_idx, &area_sum, &random_samples, &result](
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tbb::blocked_range<size_t> r) {
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for (size_t s_idx = r.begin(); s_idx < r.end(); ++s_idx) {
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double t_sample = random_samples[s_idx].x() * area_sum;
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size_t t_idx = area_sum_to_triangle_idx.upper_bound(t_sample)->second;
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double sq_u = std::sqrt(random_samples[s_idx].y());
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double v = random_samples[s_idx].z();
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Vec3f A = triangle_set.vertices[triangle_set.indices[t_idx].x()];
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Vec3f B = triangle_set.vertices[triangle_set.indices[t_idx].y()];
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Vec3f C = triangle_set.vertices[triangle_set.indices[t_idx].z()];
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result.positions[s_idx] = A * (1 - sq_u) + B * (sq_u * (1 - v)) + C * (v * sq_u);
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result.normals[s_idx] = ((B - A).cross(C - B)).normalized();
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result.triangle_indices[s_idx] = t_idx;
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}
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});
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return result;
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}
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}
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