// Copyright (c) 2020-2025 Advanced Micro Devices, Inc. All rights reserved. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include #include #include #include #include #include /* * This example "welds" triangle vertices together by taking as * input "triangle soup" and eliminating redundant vertex positions * and shared edges. A connected mesh is the result. * * * Input: 9 vertices representing a mesh with 3 triangles * * Mesh Vertices * ------ (2) (5)--(4) (8) * | \ 2| \ | \ \ | | \ * | \ | \ <-> | \ \ | | \ * | 0 \| 1 \ | \ \ | | \ * ----------- (0)--(1) (3) (6)--(7) * * (vertex 1 equals vertex 3, vertex 2 equals vertex 5, ...) * * Output: mesh representation with 5 vertices and 9 indices * * Vertices Indices * (1)--(3) [(0,2,1), * | \ | \ (2,3,1), * | \ | \ (2,4,3)] * | \| \ * (0)--(2)--(4) */ // define a 2d float vector using vec2 = thrust::tuple; int main(void) { // allocate memory for input mesh representation thrust::device_vector input(9); input[0] = vec2(0, 0); // First Triangle input[1] = vec2(1, 0); input[2] = vec2(0, 1); input[3] = vec2(1, 0); // Second Triangle input[4] = vec2(1, 1); input[5] = vec2(0, 1); input[6] = vec2(1, 0); // Third Triangle input[7] = vec2(2, 0); input[8] = vec2(1, 1); // allocate space for output mesh representation thrust::device_vector vertices = input; thrust::device_vector indices(input.size()); // sort vertices to bring duplicates together thrust::sort(vertices.begin(), vertices.end()); // find unique vertices and erase redundancies vertices.erase(thrust::unique(vertices.begin(), vertices.end()), vertices.end()); // find index of each input vertex in the list of unique vertices thrust::lower_bound(vertices.begin(), vertices.end(), input.begin(), input.end(), indices.begin()); // print output mesh representation std::cout << "Output Representation" << std::endl; for (size_t i = 0; i < vertices.size(); i++) { vec2 v = vertices[i]; std::cout << " vertices[" << i << "] = (" << thrust::get<0>(v) << "," << thrust::get<1>(v) << ")" << std::endl; } for (size_t i = 0; i < indices.size(); i++) { std::cout << " indices[" << i << "] = " << indices[i] << std::endl; } return 0; }