556 lines
21 KiB
C++
556 lines
21 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Geometry/RayTriangle.h>
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JPH_NAMESPACE_BEGIN
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/// Store vertices in 64 bits and indices in 8 bits + 8 bit of flags per triangle like this:
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///
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/// TriangleBlockHeader,
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/// TriangleBlock (4 triangles and their flags in 16 bytes),
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/// TriangleBlock...
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/// [Optional] UserData (4 bytes per triangle)
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///
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/// Vertices are stored:
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///
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/// VertexData (1 vertex in 64 bits),
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/// VertexData...
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///
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/// They're compressed relative to the bounding box as provided by the node codec.
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class TriangleCodecIndexed8BitPackSOA4Flags
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{
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public:
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class TriangleHeader
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{
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public:
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Float3 mOffset; ///< Offset of all vertices
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Float3 mScale; ///< Scale of all vertices, vertex_position = mOffset + mScale * compressed_vertex_position
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};
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/// Size of the header (an empty struct is always > 0 bytes so this needs a separate variable)
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static constexpr int TriangleHeaderSize = sizeof(TriangleHeader);
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/// If this codec could return a different offset than the current buffer size when calling Pack()
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static constexpr bool ChangesOffsetOnPack = false;
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/// Amount of bits per component
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enum EComponentData : uint32
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{
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COMPONENT_BITS = 21,
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COMPONENT_MASK = (1 << COMPONENT_BITS) - 1,
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};
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/// Packed X and Y coordinate
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enum EVertexXY : uint32
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{
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COMPONENT_X = 0,
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COMPONENT_Y1 = COMPONENT_BITS,
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COMPONENT_Y1_BITS = 32 - COMPONENT_BITS,
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};
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/// Packed Z and Y coordinate
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enum EVertexZY : uint32
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{
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COMPONENT_Z = 0,
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COMPONENT_Y2 = COMPONENT_BITS,
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COMPONENT_Y2_BITS = 31 - COMPONENT_BITS,
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};
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/// A single packed vertex
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struct VertexData
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{
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uint32 mVertexXY;
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uint32 mVertexZY;
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};
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static_assert(sizeof(VertexData) == 8, "Compiler added padding");
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/// A block of 4 triangles
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struct TriangleBlock
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{
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uint8 mIndices[3][4]; ///< 8 bit indices to triangle vertices for 4 triangles in the form mIndices[vertex][triangle] where vertex in [0, 2] and triangle in [0, 3]
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uint8 mFlags[4]; ///< Triangle flags (could contain material and active edges)
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};
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static_assert(sizeof(TriangleBlock) == 16, "Compiler added padding");
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enum ETriangleBlockHeaderFlags : uint32
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{
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OFFSET_TO_VERTICES_BITS = 29, ///< Offset from current block to start of vertices in bytes
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OFFSET_TO_VERTICES_MASK = (1 << OFFSET_TO_VERTICES_BITS) - 1,
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OFFSET_NON_SIGNIFICANT_BITS = 2, ///< The offset from the current block to the start of the vertices must be a multiple of 4 bytes
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OFFSET_NON_SIGNIFICANT_MASK = (1 << OFFSET_NON_SIGNIFICANT_BITS) - 1,
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OFFSET_TO_USERDATA_BITS = 3, ///< When user data is stored, this is the number of blocks to skip to get to the user data (0 = no user data)
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OFFSET_TO_USERDATA_MASK = (1 << OFFSET_TO_USERDATA_BITS) - 1,
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};
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/// A triangle header, will be followed by one or more TriangleBlocks
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struct TriangleBlockHeader
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{
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const VertexData * GetVertexData() const { return reinterpret_cast<const VertexData *>(reinterpret_cast<const uint8 *>(this) + ((mFlags & OFFSET_TO_VERTICES_MASK) << OFFSET_NON_SIGNIFICANT_BITS)); }
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const TriangleBlock * GetTriangleBlock() const { return reinterpret_cast<const TriangleBlock *>(reinterpret_cast<const uint8 *>(this) + sizeof(TriangleBlockHeader)); }
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const uint32 * GetUserData() const { uint32 offset = mFlags >> OFFSET_TO_VERTICES_BITS; return offset == 0? nullptr : reinterpret_cast<const uint32 *>(GetTriangleBlock() + offset); }
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uint32 mFlags;
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};
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static_assert(sizeof(TriangleBlockHeader) == 4, "Compiler added padding");
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/// This class is used to validate that the triangle data will not be degenerate after compression
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class ValidationContext
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{
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public:
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/// Constructor
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ValidationContext(const IndexedTriangleList &inTriangles, const VertexList &inVertices) :
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mVertices(inVertices)
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{
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// Only used the referenced triangles, just like EncodingContext::Finalize does
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for (const IndexedTriangle &i : inTriangles)
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for (uint32 idx : i.mIdx)
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mBounds.Encapsulate(Vec3(inVertices[idx]));
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}
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/// Test if a triangle will be degenerate after quantization
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bool IsDegenerate(const IndexedTriangle &inTriangle) const
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{
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// Quantize the triangle in the same way as EncodingContext::Finalize does
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UVec4 quantized_vertex[3];
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Vec3 compress_scale = Vec3::sReplicate(COMPONENT_MASK) / Vec3::sMax(mBounds.GetSize(), Vec3::sReplicate(1.0e-20f));
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for (int i = 0; i < 3; ++i)
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quantized_vertex[i] = ((Vec3(mVertices[inTriangle.mIdx[i]]) - mBounds.mMin) * compress_scale + Vec3::sReplicate(0.5f)).ToInt();
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return quantized_vertex[0] == quantized_vertex[1] || quantized_vertex[1] == quantized_vertex[2] || quantized_vertex[0] == quantized_vertex[2];
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}
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private:
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const VertexList & mVertices;
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AABox mBounds;
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};
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/// This class is used to encode and compress triangle data into a byte buffer
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class EncodingContext
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{
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public:
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/// Indicates a vertex hasn't been seen yet in the triangle list
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static constexpr uint32 cNotFound = 0xffffffff;
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/// Construct the encoding context
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explicit EncodingContext(const VertexList &inVertices) :
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mVertexMap(inVertices.size(), cNotFound)
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{
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}
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/// Mimics the size a call to Pack() would add to the buffer
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void PreparePack(const IndexedTriangle *inTriangles, uint inNumTriangles, bool inStoreUserData, uint64 &ioBufferSize)
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{
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// Add triangle block header
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ioBufferSize += sizeof(TriangleBlockHeader);
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// Compute first vertex that this batch will use (ensuring there's enough room if none of the vertices are shared)
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uint start_vertex = Clamp((int)mVertexCount - 256 + (int)inNumTriangles * 3, 0, (int)mVertexCount);
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// Pack vertices
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uint padded_triangle_count = AlignUp(inNumTriangles, 4);
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for (uint t = 0; t < padded_triangle_count; t += 4)
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{
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// Add triangle block header
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ioBufferSize += sizeof(TriangleBlock);
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for (uint vertex_nr = 0; vertex_nr < 3; ++vertex_nr)
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for (uint block_tri_idx = 0; block_tri_idx < 4; ++block_tri_idx)
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{
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// Fetch vertex index. Create degenerate triangles for padding triangles.
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bool triangle_available = t + block_tri_idx < inNumTriangles;
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uint32 src_vertex_index = triangle_available? inTriangles[t + block_tri_idx].mIdx[vertex_nr] : inTriangles[inNumTriangles - 1].mIdx[0];
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// Check if we've seen this vertex before and if it is in the range that we can encode
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uint32 &vertex_index = mVertexMap[src_vertex_index];
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if (vertex_index == cNotFound || vertex_index < start_vertex)
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{
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// Add vertex
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vertex_index = mVertexCount;
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mVertexCount++;
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}
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}
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}
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// Add user data
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if (inStoreUserData)
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ioBufferSize += inNumTriangles * sizeof(uint32);
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}
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/// Mimics the size the Finalize() call would add to ioBufferSize
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void FinalizePreparePack(uint64 &ioBufferSize)
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{
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// Remember where the vertices are going to start in the output buffer
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JPH_ASSERT(IsAligned(ioBufferSize, 4));
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mVerticesStartIdx = size_t(ioBufferSize);
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// Add vertices to buffer
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ioBufferSize += uint64(mVertexCount) * sizeof(VertexData);
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// Reserve the amount of memory we need for the vertices
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mVertices.reserve(mVertexCount);
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// Set vertex map back to 'not found'
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for (uint32 &v : mVertexMap)
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v = cNotFound;
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}
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/// Pack the triangles in inContainer to ioBuffer. This stores the mMaterialIndex of a triangle in the 8 bit flags.
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/// Returns size_t(-1) on error.
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size_t Pack(const IndexedTriangle *inTriangles, uint inNumTriangles, bool inStoreUserData, ByteBuffer &ioBuffer, const char *&outError)
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{
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JPH_ASSERT(inNumTriangles > 0);
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// Determine position of triangles start
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size_t triangle_block_start = ioBuffer.size();
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// Allocate triangle block header
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TriangleBlockHeader *header = ioBuffer.Allocate<TriangleBlockHeader>();
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// Compute first vertex that this batch will use (ensuring there's enough room if none of the vertices are shared)
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uint start_vertex = Clamp((int)mVertices.size() - 256 + (int)inNumTriangles * 3, 0, (int)mVertices.size());
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// Store the start vertex offset relative to TriangleBlockHeader
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size_t offset_to_vertices = mVerticesStartIdx - triangle_block_start + size_t(start_vertex) * sizeof(VertexData);
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if (offset_to_vertices & OFFSET_NON_SIGNIFICANT_MASK)
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{
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outError = "TriangleCodecIndexed8BitPackSOA4Flags: Internal Error: Offset has non-significant bits set";
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return size_t(-1);
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}
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offset_to_vertices >>= OFFSET_NON_SIGNIFICANT_BITS;
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if (offset_to_vertices > OFFSET_TO_VERTICES_MASK)
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{
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outError = "TriangleCodecIndexed8BitPackSOA4Flags: Offset to vertices doesn't fit. Too much data.";
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return size_t(-1);
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}
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header->mFlags = uint32(offset_to_vertices);
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// When we store user data we need to store the offset to the user data in TriangleBlocks
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uint padded_triangle_count = AlignUp(inNumTriangles, 4);
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if (inStoreUserData)
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{
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uint32 num_blocks = padded_triangle_count >> 2;
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JPH_ASSERT(num_blocks <= OFFSET_TO_USERDATA_MASK);
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header->mFlags |= num_blocks << OFFSET_TO_VERTICES_BITS;
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}
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// Pack vertices
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for (uint t = 0; t < padded_triangle_count; t += 4)
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{
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TriangleBlock *block = ioBuffer.Allocate<TriangleBlock>();
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for (uint vertex_nr = 0; vertex_nr < 3; ++vertex_nr)
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for (uint block_tri_idx = 0; block_tri_idx < 4; ++block_tri_idx)
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{
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// Fetch vertex index. Create degenerate triangles for padding triangles.
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bool triangle_available = t + block_tri_idx < inNumTriangles;
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uint32 src_vertex_index = triangle_available? inTriangles[t + block_tri_idx].mIdx[vertex_nr] : inTriangles[inNumTriangles - 1].mIdx[0];
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// Check if we've seen this vertex before and if it is in the range that we can encode
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uint32 &vertex_index = mVertexMap[src_vertex_index];
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if (vertex_index == cNotFound || vertex_index < start_vertex)
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{
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// Add vertex
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vertex_index = (uint32)mVertices.size();
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mVertices.push_back(src_vertex_index);
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}
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// Store vertex index
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uint32 vertex_offset = vertex_index - start_vertex;
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if (vertex_offset > 0xff)
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{
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outError = "TriangleCodecIndexed8BitPackSOA4Flags: Offset doesn't fit in 8 bit";
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return size_t(-1);
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}
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block->mIndices[vertex_nr][block_tri_idx] = (uint8)vertex_offset;
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// Store flags
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uint32 flags = triangle_available? inTriangles[t + block_tri_idx].mMaterialIndex : 0;
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if (flags > 0xff)
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{
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outError = "TriangleCodecIndexed8BitPackSOA4Flags: Material index doesn't fit in 8 bit";
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return size_t(-1);
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}
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block->mFlags[block_tri_idx] = (uint8)flags;
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}
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}
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// Store user data
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if (inStoreUserData)
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{
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uint32 *user_data = ioBuffer.Allocate<uint32>(inNumTriangles);
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for (uint t = 0; t < inNumTriangles; ++t)
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user_data[t] = inTriangles[t].mUserData;
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}
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return triangle_block_start;
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}
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/// After all triangles have been packed, this finalizes the header and triangle buffer
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void Finalize(const VertexList &inVertices, TriangleHeader *ioHeader, ByteBuffer &ioBuffer) const
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{
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// Assert that our reservations were correct
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JPH_ASSERT(mVertices.size() == mVertexCount);
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JPH_ASSERT(ioBuffer.size() == mVerticesStartIdx);
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// Check if anything to do
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if (mVertices.empty())
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return;
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// Calculate bounding box
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AABox bounds;
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for (uint32 v : mVertices)
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bounds.Encapsulate(Vec3(inVertices[v]));
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// Compress vertices
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VertexData *vertices = ioBuffer.Allocate<VertexData>(mVertices.size());
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Vec3 compress_scale = Vec3::sReplicate(COMPONENT_MASK) / Vec3::sMax(bounds.GetSize(), Vec3::sReplicate(1.0e-20f));
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for (uint32 v : mVertices)
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{
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UVec4 c = ((Vec3(inVertices[v]) - bounds.mMin) * compress_scale + Vec3::sReplicate(0.5f)).ToInt();
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JPH_ASSERT(c.GetX() <= COMPONENT_MASK);
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JPH_ASSERT(c.GetY() <= COMPONENT_MASK);
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JPH_ASSERT(c.GetZ() <= COMPONENT_MASK);
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vertices->mVertexXY = c.GetX() + (c.GetY() << COMPONENT_Y1);
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vertices->mVertexZY = c.GetZ() + ((c.GetY() >> COMPONENT_Y1_BITS) << COMPONENT_Y2);
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++vertices;
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}
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// Store decompression information
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bounds.mMin.StoreFloat3(&ioHeader->mOffset);
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(bounds.GetSize() / Vec3::sReplicate(COMPONENT_MASK)).StoreFloat3(&ioHeader->mScale);
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}
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private:
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using VertexMap = Array<uint32>;
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uint32 mVertexCount = 0; ///< Number of vertices calculated during PreparePack
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size_t mVerticesStartIdx = 0; ///< Start of the vertices in the output buffer, calculated during PreparePack
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Array<uint32> mVertices; ///< Output vertices as an index into the original vertex list (inVertices), sorted according to occurrence
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VertexMap mVertexMap; ///< Maps from the original mesh vertex index (inVertices) to the index in our output vertices (mVertices)
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};
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/// This class is used to decode and decompress triangle data packed by the EncodingContext
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class DecodingContext
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{
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private:
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/// Private helper function to unpack the 1 vertex of 4 triangles (outX contains the x coordinate of triangle 0 .. 3 etc.)
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JPH_INLINE void Unpack(const VertexData *inVertices, UVec4Arg inIndex, Vec4 &outX, Vec4 &outY, Vec4 &outZ) const
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{
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// Get compressed data
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UVec4 c1 = UVec4::sGatherInt4<8>(&inVertices->mVertexXY, inIndex);
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UVec4 c2 = UVec4::sGatherInt4<8>(&inVertices->mVertexZY, inIndex);
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// Unpack the x y and z component
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UVec4 xc = UVec4::sAnd(c1, UVec4::sReplicate(COMPONENT_MASK));
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UVec4 yc = UVec4::sOr(c1.LogicalShiftRight<COMPONENT_Y1>(), c2.LogicalShiftRight<COMPONENT_Y2>().LogicalShiftLeft<COMPONENT_Y1_BITS>());
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UVec4 zc = UVec4::sAnd(c2, UVec4::sReplicate(COMPONENT_MASK));
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// Convert to float
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outX = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
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outY = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
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outZ = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
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}
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/// Private helper function to unpack 4 triangles from a triangle block
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JPH_INLINE void Unpack(const TriangleBlock *inBlock, const VertexData *inVertices, Vec4 &outX1, Vec4 &outY1, Vec4 &outZ1, Vec4 &outX2, Vec4 &outY2, Vec4 &outZ2, Vec4 &outX3, Vec4 &outY3, Vec4 &outZ3) const
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{
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// Get the indices for the three vertices (reads 4 bytes extra, but these are the flags so that's ok)
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UVec4 indices = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&inBlock->mIndices[0]));
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UVec4 iv1 = indices.Expand4Byte0();
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UVec4 iv2 = indices.Expand4Byte4();
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UVec4 iv3 = indices.Expand4Byte8();
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#ifdef JPH_CPU_BIG_ENDIAN
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// On big endian systems we need to reverse the bytes
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iv1 = iv1.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>();
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iv2 = iv2.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>();
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iv3 = iv3.Swizzle<SWIZZLE_W, SWIZZLE_Z, SWIZZLE_Y, SWIZZLE_X>();
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#endif
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// Decompress the triangle data
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Unpack(inVertices, iv1, outX1, outY1, outZ1);
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Unpack(inVertices, iv2, outX2, outY2, outZ2);
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Unpack(inVertices, iv3, outX3, outY3, outZ3);
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}
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public:
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JPH_INLINE explicit DecodingContext(const TriangleHeader *inHeader) :
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mOffsetX(Vec4::sReplicate(inHeader->mOffset.x)),
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mOffsetY(Vec4::sReplicate(inHeader->mOffset.y)),
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mOffsetZ(Vec4::sReplicate(inHeader->mOffset.z)),
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mScaleX(Vec4::sReplicate(inHeader->mScale.x)),
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mScaleY(Vec4::sReplicate(inHeader->mScale.y)),
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mScaleZ(Vec4::sReplicate(inHeader->mScale.z))
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{
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}
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/// Unpacks triangles in the format t1v1,t1v2,t1v3, t2v1,t2v2,t2v3, ...
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JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles) const
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{
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JPH_ASSERT(inNumTriangles > 0);
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const VertexData *vertices = header->GetVertexData();
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const TriangleBlock *t = header->GetTriangleBlock();
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const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
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int triangles_left = inNumTriangles;
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do
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{
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// Unpack the vertices for 4 triangles
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Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
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Unpack(t, vertices, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
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// Transpose it so we get normal vectors
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Mat44 v1 = Mat44(v1x, v1y, v1z, Vec4::sZero()).Transposed();
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Mat44 v2 = Mat44(v2x, v2y, v2z, Vec4::sZero()).Transposed();
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Mat44 v3 = Mat44(v3x, v3y, v3z, Vec4::sZero()).Transposed();
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// Store triangle data
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for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
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{
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*outTriangles++ = v1.GetColumn3(i);
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*outTriangles++ = v2.GetColumn3(i);
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*outTriangles++ = v3.GetColumn3(i);
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}
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++t;
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}
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while (t < end);
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}
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/// Tests a ray against the packed triangles
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JPH_INLINE float TestRay(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, const void *inTriangleStart, uint32 inNumTriangles, float inClosest, uint32 &outClosestTriangleIndex) const
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{
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JPH_ASSERT(inNumTriangles > 0);
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const VertexData *vertices = header->GetVertexData();
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const TriangleBlock *t = header->GetTriangleBlock();
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const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
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Vec4 closest = Vec4::sReplicate(inClosest);
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UVec4 closest_triangle_idx = UVec4::sZero();
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UVec4 start_triangle_idx = UVec4::sZero();
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do
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{
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// Unpack the vertices for 4 triangles
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Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
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Unpack(t, vertices, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
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// Perform ray vs triangle test
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Vec4 distance = RayTriangle4(inRayOrigin, inRayDirection, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
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// Update closest with the smaller values
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UVec4 smaller = Vec4::sLess(distance, closest);
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closest = Vec4::sSelect(closest, distance, smaller);
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// Update triangle index with the smallest values
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UVec4 triangle_idx = start_triangle_idx + UVec4(0, 1, 2, 3);
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closest_triangle_idx = UVec4::sSelect(closest_triangle_idx, triangle_idx, smaller);
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// Next block
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++t;
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start_triangle_idx += UVec4::sReplicate(4);
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}
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while (t < end);
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// Get the smallest component
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Vec4::sSort4(closest, closest_triangle_idx);
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outClosestTriangleIndex = closest_triangle_idx.GetX();
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return closest.GetX();
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}
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/// Decode a single triangle
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inline void GetTriangle(const void *inTriangleStart, uint32 inTriangleIdx, Vec3 &outV1, Vec3 &outV2, Vec3 &outV3) const
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{
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const VertexData *vertices = header->GetVertexData();
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const TriangleBlock *block = header->GetTriangleBlock() + (inTriangleIdx >> 2);
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uint32 block_triangle_idx = inTriangleIdx & 0b11;
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// Get the 3 vertices
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const VertexData &v1 = vertices[block->mIndices[0][block_triangle_idx]];
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const VertexData &v2 = vertices[block->mIndices[1][block_triangle_idx]];
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const VertexData &v3 = vertices[block->mIndices[2][block_triangle_idx]];
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// Pack the vertices
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UVec4 c1(v1.mVertexXY, v2.mVertexXY, v3.mVertexXY, 0);
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UVec4 c2(v1.mVertexZY, v2.mVertexZY, v3.mVertexZY, 0);
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// Unpack the x y and z component
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UVec4 xc = UVec4::sAnd(c1, UVec4::sReplicate(COMPONENT_MASK));
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UVec4 yc = UVec4::sOr(c1.LogicalShiftRight<COMPONENT_Y1>(), c2.LogicalShiftRight<COMPONENT_Y2>().LogicalShiftLeft<COMPONENT_Y1_BITS>());
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UVec4 zc = UVec4::sAnd(c2, UVec4::sReplicate(COMPONENT_MASK));
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// Convert to float
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Vec4 vx = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
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Vec4 vy = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
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Vec4 vz = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
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// Transpose it so we get normal vectors
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Mat44 trans = Mat44(vx, vy, vz, Vec4::sZero()).Transposed();
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outV1 = trans.GetAxisX();
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outV2 = trans.GetAxisY();
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outV3 = trans.GetAxisZ();
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}
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/// Get user data for a triangle
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JPH_INLINE uint32 GetUserData(const void *inTriangleStart, uint32 inTriangleIdx) const
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{
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const uint32 *user_data = header->GetUserData();
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return user_data != nullptr? user_data[inTriangleIdx] : 0;
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}
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/// Get flags for entire triangle block
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JPH_INLINE static void sGetFlags(const void *inTriangleStart, uint32 inNumTriangles, uint8 *outTriangleFlags)
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{
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JPH_ASSERT(inNumTriangles > 0);
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const TriangleBlock *t = header->GetTriangleBlock();
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const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
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int triangles_left = inNumTriangles;
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do
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{
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for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
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*outTriangleFlags++ = t->mFlags[i];
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++t;
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}
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while (t < end);
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}
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/// Get flags for a particular triangle
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JPH_INLINE static uint8 sGetFlags(const void *inTriangleStart, int inTriangleIndex)
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{
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const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
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const TriangleBlock *first_block = header->GetTriangleBlock();
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return first_block[inTriangleIndex >> 2].mFlags[inTriangleIndex & 0b11];
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}
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/// Unpacks triangles and flags, convenience function
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JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles, uint8 *outTriangleFlags) const
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{
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Unpack(inTriangleStart, inNumTriangles, outTriangles);
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sGetFlags(inTriangleStart, inNumTriangles, outTriangleFlags);
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}
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private:
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Vec4 mOffsetX;
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Vec4 mOffsetY;
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Vec4 mOffsetZ;
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Vec4 mScaleX;
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Vec4 mScaleY;
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Vec4 mScaleZ;
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};
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};
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JPH_NAMESPACE_END
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