initial commit, 4.5 stable
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
This commit is contained in:
222
thirdparty/jolt_physics/Jolt/Geometry/Indexify.cpp
vendored
Normal file
222
thirdparty/jolt_physics/Jolt/Geometry/Indexify.cpp
vendored
Normal file
@@ -0,0 +1,222 @@
|
||||
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
|
||||
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
#include <Jolt/Jolt.h>
|
||||
|
||||
#include <Jolt/Geometry/Indexify.h>
|
||||
#include <Jolt/Geometry/AABox.h>
|
||||
|
||||
JPH_NAMESPACE_BEGIN
|
||||
|
||||
static JPH_INLINE const Float3 &sIndexifyGetFloat3(const TriangleList &inTriangles, uint32 inVertexIndex)
|
||||
{
|
||||
return inTriangles[inVertexIndex / 3].mV[inVertexIndex % 3];
|
||||
}
|
||||
|
||||
static JPH_INLINE Vec3 sIndexifyGetVec3(const TriangleList &inTriangles, uint32 inVertexIndex)
|
||||
{
|
||||
return Vec3::sLoadFloat3Unsafe(sIndexifyGetFloat3(inTriangles, inVertexIndex));
|
||||
}
|
||||
|
||||
static void sIndexifyVerticesBruteForce(const TriangleList &inTriangles, const uint32 *inVertexIndices, const uint32 *inVertexIndicesEnd, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance)
|
||||
{
|
||||
float weld_dist_sq = Square(inVertexWeldDistance);
|
||||
|
||||
// Compare every vertex
|
||||
for (const uint32 *v1_idx = inVertexIndices; v1_idx < inVertexIndicesEnd; ++v1_idx)
|
||||
{
|
||||
Vec3 v1 = sIndexifyGetVec3(inTriangles, *v1_idx);
|
||||
|
||||
// with every other vertex...
|
||||
for (const uint32 *v2_idx = v1_idx + 1; v2_idx < inVertexIndicesEnd; ++v2_idx)
|
||||
{
|
||||
Vec3 v2 = sIndexifyGetVec3(inTriangles, *v2_idx);
|
||||
|
||||
// If they're weldable
|
||||
if ((v2 - v1).LengthSq() <= weld_dist_sq)
|
||||
{
|
||||
// Find the lowest indices both indices link to
|
||||
uint32 idx1 = *v1_idx;
|
||||
for (;;)
|
||||
{
|
||||
uint32 new_idx1 = ioWeldedVertices[idx1];
|
||||
if (new_idx1 >= idx1)
|
||||
break;
|
||||
idx1 = new_idx1;
|
||||
}
|
||||
uint32 idx2 = *v2_idx;
|
||||
for (;;)
|
||||
{
|
||||
uint32 new_idx2 = ioWeldedVertices[idx2];
|
||||
if (new_idx2 >= idx2)
|
||||
break;
|
||||
idx2 = new_idx2;
|
||||
}
|
||||
|
||||
// Order the vertices
|
||||
uint32 lowest = min(idx1, idx2);
|
||||
uint32 highest = max(idx1, idx2);
|
||||
|
||||
// Link highest to lowest
|
||||
ioWeldedVertices[highest] = lowest;
|
||||
|
||||
// Also update the vertices we started from to avoid creating long chains
|
||||
ioWeldedVertices[*v1_idx] = lowest;
|
||||
ioWeldedVertices[*v2_idx] = lowest;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void sIndexifyVerticesRecursively(const TriangleList &inTriangles, uint32 *ioVertexIndices, uint inNumVertices, uint32 *ioScratch, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance, uint inMaxRecursion)
|
||||
{
|
||||
// Check if we have few enough vertices to do a brute force search
|
||||
// Or if we've recursed too deep (this means we chipped off a few vertices each iteration because all points are very close)
|
||||
if (inNumVertices <= 8 || inMaxRecursion == 0)
|
||||
{
|
||||
sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate bounds
|
||||
AABox bounds;
|
||||
for (const uint32 *v = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices; v < v_end; ++v)
|
||||
bounds.Encapsulate(sIndexifyGetVec3(inTriangles, *v));
|
||||
|
||||
// Determine split plane
|
||||
int split_axis = bounds.GetExtent().GetHighestComponentIndex();
|
||||
float split_value = bounds.GetCenter()[split_axis];
|
||||
|
||||
// Partition vertices
|
||||
uint32 *v_read = ioVertexIndices, *v_write = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices;
|
||||
uint32 *scratch = ioScratch;
|
||||
while (v_read < v_end)
|
||||
{
|
||||
// Calculate distance to plane
|
||||
float distance_to_split_plane = sIndexifyGetFloat3(inTriangles, *v_read)[split_axis] - split_value;
|
||||
if (distance_to_split_plane < -inVertexWeldDistance)
|
||||
{
|
||||
// Vertex is on the right side
|
||||
*v_write = *v_read;
|
||||
++v_read;
|
||||
++v_write;
|
||||
}
|
||||
else if (distance_to_split_plane > inVertexWeldDistance)
|
||||
{
|
||||
// Vertex is on the wrong side, swap with the last vertex
|
||||
--v_end;
|
||||
std::swap(*v_read, *v_end);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Vertex is too close to the split plane, it goes on both sides
|
||||
*scratch++ = *v_read++;
|
||||
}
|
||||
}
|
||||
|
||||
// Check if we made any progress
|
||||
uint num_vertices_on_both_sides = (uint)(scratch - ioScratch);
|
||||
if (num_vertices_on_both_sides == inNumVertices)
|
||||
{
|
||||
sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate how we classified the vertices
|
||||
uint num_vertices_left = (uint)(v_write - ioVertexIndices);
|
||||
uint num_vertices_right = (uint)(ioVertexIndices + inNumVertices - v_end);
|
||||
JPH_ASSERT(num_vertices_left + num_vertices_right + num_vertices_on_both_sides == inNumVertices);
|
||||
memcpy(v_write, ioScratch, num_vertices_on_both_sides * sizeof(uint32));
|
||||
|
||||
// Recurse
|
||||
uint max_recursion = inMaxRecursion - 1;
|
||||
sIndexifyVerticesRecursively(inTriangles, ioVertexIndices, num_vertices_left + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
|
||||
sIndexifyVerticesRecursively(inTriangles, ioVertexIndices + num_vertices_left, num_vertices_right + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
|
||||
}
|
||||
|
||||
void Indexify(const TriangleList &inTriangles, VertexList &outVertices, IndexedTriangleList &outTriangles, float inVertexWeldDistance)
|
||||
{
|
||||
uint num_triangles = (uint)inTriangles.size();
|
||||
uint num_vertices = num_triangles * 3;
|
||||
|
||||
// Create a list of all vertex indices
|
||||
Array<uint32> vertex_indices;
|
||||
vertex_indices.resize(num_vertices);
|
||||
for (uint i = 0; i < num_vertices; ++i)
|
||||
vertex_indices[i] = i;
|
||||
|
||||
// Link each vertex to itself
|
||||
Array<uint32> welded_vertices;
|
||||
welded_vertices.resize(num_vertices);
|
||||
for (uint i = 0; i < num_vertices; ++i)
|
||||
welded_vertices[i] = i;
|
||||
|
||||
// A scope to free memory used by the scratch array
|
||||
{
|
||||
// Some scratch memory, used for the vertices that fall in both partitions
|
||||
Array<uint32> scratch;
|
||||
scratch.resize(num_vertices);
|
||||
|
||||
// Recursively split the vertices
|
||||
sIndexifyVerticesRecursively(inTriangles, vertex_indices.data(), num_vertices, scratch.data(), welded_vertices, inVertexWeldDistance, 32);
|
||||
}
|
||||
|
||||
// Do a pass to complete the welding, linking each vertex to the vertex it is welded to
|
||||
// (and since we're going from 0 to N we can be sure that the vertex we're linking to is already linked to the lowest vertex)
|
||||
uint num_resulting_vertices = 0;
|
||||
for (uint i = 0; i < num_vertices; ++i)
|
||||
{
|
||||
JPH_ASSERT(welded_vertices[welded_vertices[i]] <= welded_vertices[i]);
|
||||
welded_vertices[i] = welded_vertices[welded_vertices[i]];
|
||||
if (welded_vertices[i] == i)
|
||||
++num_resulting_vertices;
|
||||
}
|
||||
|
||||
// Collect the vertices
|
||||
outVertices.clear();
|
||||
outVertices.reserve(num_resulting_vertices);
|
||||
for (uint i = 0; i < num_vertices; ++i)
|
||||
if (welded_vertices[i] == i)
|
||||
{
|
||||
// New vertex
|
||||
welded_vertices[i] = (uint32)outVertices.size();
|
||||
outVertices.push_back(sIndexifyGetFloat3(inTriangles, i));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reused vertex, remap index
|
||||
welded_vertices[i] = welded_vertices[welded_vertices[i]];
|
||||
}
|
||||
|
||||
// Create indexed triangles
|
||||
outTriangles.clear();
|
||||
outTriangles.reserve(num_triangles);
|
||||
for (uint t = 0; t < num_triangles; ++t)
|
||||
{
|
||||
IndexedTriangle it;
|
||||
it.mMaterialIndex = inTriangles[t].mMaterialIndex;
|
||||
it.mUserData = inTriangles[t].mUserData;
|
||||
for (int v = 0; v < 3; ++v)
|
||||
it.mIdx[v] = welded_vertices[t * 3 + v];
|
||||
if (!it.IsDegenerate(outVertices))
|
||||
outTriangles.push_back(it);
|
||||
}
|
||||
}
|
||||
|
||||
void Deindexify(const VertexList &inVertices, const IndexedTriangleList &inTriangles, TriangleList &outTriangles)
|
||||
{
|
||||
outTriangles.resize(inTriangles.size());
|
||||
for (size_t t = 0; t < inTriangles.size(); ++t)
|
||||
{
|
||||
const IndexedTriangle &in = inTriangles[t];
|
||||
Triangle &out = outTriangles[t];
|
||||
out.mMaterialIndex = in.mMaterialIndex;
|
||||
out.mUserData = in.mUserData;
|
||||
for (int v = 0; v < 3; ++v)
|
||||
out.mV[v] = inVertices[in.mIdx[v]];
|
||||
}
|
||||
}
|
||||
|
||||
JPH_NAMESPACE_END
|
Reference in New Issue
Block a user