Slightly faster (about 5%)
Former-commit-id: db83aebd174362887b475c7c55a8a027f1ab0bef
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aa86db9a88
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@ -105,9 +105,9 @@ namespace Nz
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for (unsigned int i = 0; i < recursionLevel; ++i)
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{
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std::size_t triangleCount = triangles.size();
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for (std::size_t j = 0; j < triangleCount; ++j)
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for (std::size_t i = 0; i < triangleCount; ++i)
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{
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Vector3ui& triangle = triangles[j];
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Vector3ui& triangle = triangles[i];
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unsigned int a = GetMiddleVertex(triangle.x, triangle.y);
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unsigned int b = GetMiddleVertex(triangle.y, triangle.z);
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@ -333,21 +333,20 @@ namespace Nz
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}
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private:
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float CalculateVertexScore(unsigned int vertex) const
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float CalculateVertexScore(VertexCacheData& vertex) const
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{
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const VertexCacheData* v = &m_vertices[vertex];
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if (v->remaining_valence <= 0)
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if (vertex.remaining_valence <= 0)
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// No tri needs this vertex!
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return -1.0f;
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float ret = 0.0f;
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if (v->position_in_cache < 0)
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if (vertex.position_in_cache < 0)
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{
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// Vertex is not in FIFO cache - no score.
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}
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else
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{
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if (v->position_in_cache < 3)
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if (vertex.position_in_cache < 3)
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{
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// This vertex was used in the last triangle,
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// so it has a fixed score, whichever of the three
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@ -360,14 +359,14 @@ namespace Nz
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{
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// Points for being high in the cache.
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const float Scaler = 1.0f / (32 - 3);
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ret = 1.0f - (v->position_in_cache - 3) * Scaler;
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ret = 1.0f - (vertex.position_in_cache - 3) * Scaler;
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ret = std::pow(ret, m_cacheDecayPower);
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}
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}
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// Bonus points for having a low number of tris still to
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// use the vert, so we get rid of lone verts quickly.
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float valence_boost = std::pow(static_cast<float>(v->remaining_valence), -m_valenceBoostPower);
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float valence_boost = std::pow(static_cast<float>(vertex.remaining_valence), -m_valenceBoostPower);
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ret += m_valenceBoostScale * valence_boost;
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return ret;
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@ -378,8 +377,8 @@ namespace Nz
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int FullScoreRecalculation()
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{
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// calculate score for all vertices
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for (unsigned int i = 0; i < m_vertices.size(); ++i)
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m_vertices[i].current_score = CalculateVertexScore(i);
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for (VertexCacheData& vertex : m_vertices)
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vertex.current_score = CalculateVertexScore(vertex);
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// calculate scores for all active triangles
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float max_score = std::numeric_limits<float>::lowest();
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@ -548,13 +547,13 @@ namespace Nz
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float sum = 0.f;
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for (unsigned int i = 0; i < 3; ++i)
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{
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VertexCacheData* v = &m_vertices[t->verts[i]];
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float sc = v->current_score;
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if (!v->calculated)
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sc = CalculateVertexScore(t->verts[i]);
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VertexCacheData& v = m_vertices[t->verts[i]];
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float sc = v.current_score;
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if (!v.calculated)
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sc = CalculateVertexScore(v);
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v->current_score = sc;
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v->calculated = true;
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v.current_score = sc;
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v.calculated = true;
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sum += sc;
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}
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