Add Chromium-only Blender WebEngine parity work
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blender-5.2.0/extern/mantaflow/preprocessed/fastmarch.h
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blender-5.2.0/extern/mantaflow/preprocessed/fastmarch.h
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// DO NOT EDIT !
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// This file is generated using the MantaFlow preprocessor (prep generate).
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/******************************************************************************
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*
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* MantaFlow fluid solver framework
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* Copyright 2011 Tobias Pfaff, Nils Thuerey
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*
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* This program is free software, distributed under the terms of the
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* Apache License, Version 2.0
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Fast marching
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*
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******************************************************************************/
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#ifndef _FASTMARCH_H
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#define _FASTMARCH_H
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#include <queue>
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#include "levelset.h"
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namespace Manta {
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//! Fast marching. Transport certain values
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// This class exists in two versions: for scalar, and for vector values - the only difference are
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// flag checks i transpTouch (for simplicity in separate classes)
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template<class GRID, class T>
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inline T fmInterpolateNeighbors(GRID *mpVal, int x, int y, int z, Real *weights)
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{
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T val(0.);
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if (weights[0] > 0.0)
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val += mpVal->get(x + 1, y + 0, z + 0) * weights[0];
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if (weights[1] > 0.0)
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val += mpVal->get(x - 1, y + 0, z + 0) * weights[1];
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if (weights[2] > 0.0)
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val += mpVal->get(x + 0, y + 1, z + 0) * weights[2];
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if (weights[3] > 0.0)
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val += mpVal->get(x + 0, y - 1, z + 0) * weights[3];
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if (mpVal->is3D()) {
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if (weights[4] > 0.0)
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val += mpVal->get(x + 0, y + 0, z + 1) * weights[4];
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if (weights[5] > 0.0)
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val += mpVal->get(x + 0, y + 0, z - 1) * weights[5];
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}
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return val;
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}
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template<class GRID, class T> class FmValueTransportScalar {
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public:
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FmValueTransportScalar() : mpVal(0), mpFlags(0){};
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~FmValueTransportScalar(){};
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void initMarching(GRID *val, FlagGrid *flags)
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{
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mpVal = val;
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mpFlags = flags;
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}
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inline bool isInitialized()
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{
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return mpVal != 0;
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}
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//! cell is touched by marching from source cell
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inline void transpTouch(int x, int y, int z, Real *weights, Real time)
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{
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if (!mpVal || !mpFlags->isEmpty(x, y, z))
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return;
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T val = fmInterpolateNeighbors<GRID, T>(mpVal, x, y, z, weights);
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(*mpVal)(x, y, z) = val;
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};
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protected:
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GRID *mpVal;
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FlagGrid *mpFlags;
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};
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template<class GRID, class T> class FmValueTransportVec3 {
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public:
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FmValueTransportVec3() : mpVal(0), mpFlags(0){};
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~FmValueTransportVec3(){};
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inline bool isInitialized()
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{
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return mpVal != 0;
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}
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void initMarching(GRID *val, const FlagGrid *flags)
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{
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mpVal = val;
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mpFlags = flags;
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}
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//! cell is touched by marching from source cell
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inline void transpTouch(int x, int y, int z, Real *weights, Real time)
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{
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if (!mpVal || !mpFlags->isEmpty(x, y, z))
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return;
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T val = fmInterpolateNeighbors<GRID, T>(mpVal, x, y, z, weights);
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// set velocity components if adjacent is empty
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if (mpFlags->isEmpty(x - 1, y, z))
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(*mpVal)(x, y, z).x = val.x;
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if (mpFlags->isEmpty(x, y - 1, z))
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(*mpVal)(x, y, z).y = val.y;
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if (mpVal->is3D()) {
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if (mpFlags->isEmpty(x, y, z - 1))
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(*mpVal)(x, y, z).z = val.z;
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}
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};
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protected:
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GRID *mpVal;
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const FlagGrid *mpFlags;
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};
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class FmHeapEntryOut {
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public:
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Vec3i p;
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// quick time access for sorting
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Real time;
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static inline bool compare(const Real x, const Real y)
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{
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return x > y;
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}
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inline bool operator<(const FmHeapEntryOut &o) const
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{
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const Real d = fabs((time) - ((o.time)));
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if (d > 0.)
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return (time) > ((o.time));
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if (p.z != o.p.z)
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return p.z > o.p.z;
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if (p.y != o.p.y)
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return p.y > o.p.y;
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return p.x > o.p.x;
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};
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};
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class FmHeapEntryIn {
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public:
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Vec3i p;
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// quick time access for sorting
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Real time;
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static inline bool compare(const Real x, const Real y)
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{
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return x < y;
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}
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inline bool operator<(const FmHeapEntryIn &o) const
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{
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const Real d = fabs((time) - ((o.time)));
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if (d > 0.)
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return (time) < ((o.time));
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if (p.z != o.p.z)
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return p.z < o.p.z;
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if (p.y != o.p.y)
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return p.y < o.p.y;
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return p.x < o.p.x;
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};
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};
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//! fast marching algorithm wrapper class
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template<class T, int TDIR> class FastMarch {
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public:
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// MSVC doesn't allow static const variables in template classes
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static inline Real InvalidTime()
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{
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return -1000;
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}
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static inline Real InvtOffset()
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{
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return 500;
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}
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enum SpecialValues { FlagInited = 1, FlagIsOnHeap = 2 };
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FastMarch(const FlagGrid &flags,
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Grid<int> &fmFlags,
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Grid<Real> &levelset,
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Real maxTime,
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MACGrid *velTransport = nullptr);
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~FastMarch()
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{
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}
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//! advect level set function with given velocity */
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void performMarching();
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//! test value for invalidity
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inline bool isInvalid(Real v) const
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{
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return (v <= InvalidTime());
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}
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void addToList(const Vec3i &p, const Vec3i &src);
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//! convert phi to time value
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inline Real phi2time(Real phival)
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{
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return (phival - InvalidTime() + InvtOffset()) * -1.0;
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}
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//! ... and back
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inline Real time2phi(Real tval)
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{
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return (InvalidTime() - InvtOffset() - tval);
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}
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inline Real _phi(int i, int j, int k)
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{
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return mLevelset(i, j, k);
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}
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protected:
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Grid<Real> &mLevelset;
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const FlagGrid &mFlags;
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Grid<int> &mFmFlags;
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//! velocity extrpolation
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FmValueTransportVec3<MACGrid, Vec3> mVelTransport;
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//! maximal time to march for
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Real mMaxTime;
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//! fast marching list
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std::priority_queue<T, std::vector<T>, std::less<T>> mHeap;
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Real mReheapVal;
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//! weights for touching points
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Real mWeights[6];
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template<int C> inline Real calcWeights(int &okCnt, int &invcnt, Real *v, const Vec3i &idx);
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inline Real calculateDistance(const Vec3i &pos);
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};
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} // namespace Manta
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#endif
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