godot-module-template/engine/thirdparty/jolt_physics/Jolt/Geometry/ConvexHullBuilder2D.cpp

336 lines
8.6 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#include <Jolt/Jolt.h>
#include <Jolt/Geometry/ConvexHullBuilder2D.h>
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
#include <Jolt/Renderer/DebugRenderer.h>
#endif
JPH_NAMESPACE_BEGIN
void ConvexHullBuilder2D::Edge::CalculateNormalAndCenter(const Vec3 *inPositions)
{
Vec3 p1 = inPositions[mStartIdx];
Vec3 p2 = inPositions[mNextEdge->mStartIdx];
// Center of edge
mCenter = 0.5f * (p1 + p2);
// Create outward pointing normal.
// We have two choices for the normal (which satisfies normal . edge = 0):
// normal1 = (-edge.y, edge.x, 0)
// normal2 = (edge.y, -edge.x, 0)
// We want (normal x edge).z > 0 so that the normal points out of the polygon. Only normal2 satisfies this condition.
Vec3 edge = p2 - p1;
mNormal = Vec3(edge.GetY(), -edge.GetX(), 0);
}
ConvexHullBuilder2D::ConvexHullBuilder2D(const Positions &inPositions) :
mPositions(inPositions)
{
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
// Center the drawing of the first hull around the origin and calculate the delta offset between states
mOffset = RVec3::sZero();
if (mPositions.empty())
{
// No hull will be generated
mDelta = Vec3::sZero();
}
else
{
Vec3 maxv = Vec3::sReplicate(-FLT_MAX), minv = Vec3::sReplicate(FLT_MAX);
for (Vec3 v : mPositions)
{
minv = Vec3::sMin(minv, v);
maxv = Vec3::sMax(maxv, v);
mOffset -= v;
}
mOffset /= Real(mPositions.size());
mDelta = Vec3((maxv - minv).GetX() + 0.5f, 0, 0);
mOffset += mDelta; // Don't start at origin, we're already drawing the final hull there
}
#endif
}
ConvexHullBuilder2D::~ConvexHullBuilder2D()
{
FreeEdges();
}
void ConvexHullBuilder2D::FreeEdges()
{
if (mFirstEdge == nullptr)
return;
Edge *edge = mFirstEdge;
do
{
Edge *next = edge->mNextEdge;
delete edge;
edge = next;
} while (edge != mFirstEdge);
mFirstEdge = nullptr;
mNumEdges = 0;
}
#ifdef JPH_ENABLE_ASSERTS
void ConvexHullBuilder2D::ValidateEdges() const
{
if (mFirstEdge == nullptr)
{
JPH_ASSERT(mNumEdges == 0);
return;
}
int count = 0;
Edge *edge = mFirstEdge;
do
{
// Validate connectivity
JPH_ASSERT(edge->mNextEdge->mPrevEdge == edge);
JPH_ASSERT(edge->mPrevEdge->mNextEdge == edge);
++count;
edge = edge->mNextEdge;
} while (edge != mFirstEdge);
// Validate that count matches
JPH_ASSERT(count == mNumEdges);
}
#endif // JPH_ENABLE_ASSERTS
void ConvexHullBuilder2D::AssignPointToEdge(int inPositionIdx, const Array<Edge *> &inEdges) const
{
Vec3 point = mPositions[inPositionIdx];
Edge *best_edge = nullptr;
float best_dist_sq = 0.0f;
// Test against all edges
for (Edge *edge : inEdges)
{
// Determine distance to edge
float dot = edge->mNormal.Dot(point - edge->mCenter);
if (dot > 0.0f)
{
float dist_sq = dot * dot / edge->mNormal.LengthSq();
if (dist_sq > best_dist_sq)
{
best_edge = edge;
best_dist_sq = dist_sq;
}
}
}
// If this point is in front of the edge, add it to the conflict list
if (best_edge != nullptr)
{
if (best_dist_sq > best_edge->mFurthestPointDistanceSq)
{
// This point is further away than any others, update the distance and add point as last point
best_edge->mFurthestPointDistanceSq = best_dist_sq;
best_edge->mConflictList.push_back(inPositionIdx);
}
else
{
// Not the furthest point, add it as the before last point
best_edge->mConflictList.insert(best_edge->mConflictList.begin() + best_edge->mConflictList.size() - 1, inPositionIdx);
}
}
}
ConvexHullBuilder2D::EResult ConvexHullBuilder2D::Initialize(int inIdx1, int inIdx2, int inIdx3, int inMaxVertices, float inTolerance, Edges &outEdges)
{
// Clear any leftovers
FreeEdges();
outEdges.clear();
// Reset flag
EResult result = EResult::Success;
// Determine a suitable tolerance for detecting that points are colinear
// Formula as per: Implementing Quickhull - Dirk Gregorius.
Vec3 vmax = Vec3::sZero();
for (Vec3 v : mPositions)
vmax = Vec3::sMax(vmax, v.Abs());
float colinear_tolerance_sq = Square(2.0f * FLT_EPSILON * (vmax.GetX() + vmax.GetY()));
// Increase desired tolerance if accuracy doesn't allow it
float tolerance_sq = max(colinear_tolerance_sq, Square(inTolerance));
// Start with the initial indices in counter clockwise order
float z = (mPositions[inIdx2] - mPositions[inIdx1]).Cross(mPositions[inIdx3] - mPositions[inIdx1]).GetZ();
if (z < 0.0f)
std::swap(inIdx1, inIdx2);
// Create and link edges
Edge *e1 = new Edge(inIdx1);
Edge *e2 = new Edge(inIdx2);
Edge *e3 = new Edge(inIdx3);
e1->mNextEdge = e2;
e1->mPrevEdge = e3;
e2->mNextEdge = e3;
e2->mPrevEdge = e1;
e3->mNextEdge = e1;
e3->mPrevEdge = e2;
mFirstEdge = e1;
mNumEdges = 3;
// Build the initial conflict lists
Array<Edge *> edges { e1, e2, e3 };
for (Edge *edge : edges)
edge->CalculateNormalAndCenter(mPositions.data());
for (int idx = 0; idx < (int)mPositions.size(); ++idx)
if (idx != inIdx1 && idx != inIdx2 && idx != inIdx3)
AssignPointToEdge(idx, edges);
JPH_IF_ENABLE_ASSERTS(ValidateEdges();)
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
DrawState();
#endif
// Add the remaining points to the hull
for (;;)
{
// Check if we've reached the max amount of vertices that are allowed
if (mNumEdges >= inMaxVertices)
{
result = EResult::MaxVerticesReached;
break;
}
// Find the edge with the furthest point on it
Edge *edge_with_furthest_point = nullptr;
float furthest_dist_sq = 0.0f;
Edge *edge = mFirstEdge;
do
{
if (edge->mFurthestPointDistanceSq > furthest_dist_sq)
{
furthest_dist_sq = edge->mFurthestPointDistanceSq;
edge_with_furthest_point = edge;
}
edge = edge->mNextEdge;
} while (edge != mFirstEdge);
// If there is none closer than our tolerance value, we're done
if (edge_with_furthest_point == nullptr || furthest_dist_sq < tolerance_sq)
break;
// Take the furthest point
int furthest_point_idx = edge_with_furthest_point->mConflictList.back();
edge_with_furthest_point->mConflictList.pop_back();
Vec3 furthest_point = mPositions[furthest_point_idx];
// Find the horizon of edges that need to be removed
Edge *first_edge = edge_with_furthest_point;
do
{
Edge *prev = first_edge->mPrevEdge;
if (!prev->IsFacing(furthest_point))
break;
first_edge = prev;
} while (first_edge != edge_with_furthest_point);
Edge *last_edge = edge_with_furthest_point;
do
{
Edge *next = last_edge->mNextEdge;
if (!next->IsFacing(furthest_point))
break;
last_edge = next;
} while (last_edge != edge_with_furthest_point);
// Create new edges
e1 = new Edge(first_edge->mStartIdx);
e2 = new Edge(furthest_point_idx);
e1->mNextEdge = e2;
e1->mPrevEdge = first_edge->mPrevEdge;
e2->mPrevEdge = e1;
e2->mNextEdge = last_edge->mNextEdge;
e1->mPrevEdge->mNextEdge = e1;
e2->mNextEdge->mPrevEdge = e2;
mFirstEdge = e1; // We could delete mFirstEdge so just update it to the newly created edge
mNumEdges += 2;
// Calculate normals
Array<Edge *> new_edges { e1, e2 };
for (Edge *new_edge : new_edges)
new_edge->CalculateNormalAndCenter(mPositions.data());
// Delete the old edges
for (;;)
{
Edge *next = first_edge->mNextEdge;
// Redistribute points in conflict list
for (int idx : first_edge->mConflictList)
AssignPointToEdge(idx, new_edges);
// Delete the old edge
delete first_edge;
--mNumEdges;
if (first_edge == last_edge)
break;
first_edge = next;
}
JPH_IF_ENABLE_ASSERTS(ValidateEdges();)
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
DrawState();
#endif
}
// Convert the edge list to a list of indices
outEdges.reserve(mNumEdges);
Edge *edge = mFirstEdge;
do
{
outEdges.push_back(edge->mStartIdx);
edge = edge->mNextEdge;
} while (edge != mFirstEdge);
return result;
}
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
void ConvexHullBuilder2D::DrawState()
{
int color_idx = 0;
const Edge *edge = mFirstEdge;
do
{
const Edge *next = edge->mNextEdge;
// Get unique color per edge
Color color = Color::sGetDistinctColor(color_idx++);
// Draw edge and normal
DebugRenderer::sInstance->DrawArrow(cDrawScale * (mOffset + mPositions[edge->mStartIdx]), cDrawScale * (mOffset + mPositions[next->mStartIdx]), color, 0.1f);
DebugRenderer::sInstance->DrawArrow(cDrawScale * (mOffset + edge->mCenter), cDrawScale * (mOffset + edge->mCenter) + edge->mNormal.NormalizedOr(Vec3::sZero()), Color::sGreen, 0.1f);
// Draw points that belong to this edge in the same color
for (int idx : edge->mConflictList)
DebugRenderer::sInstance->DrawMarker(cDrawScale * (mOffset + mPositions[idx]), color, 0.05f);
edge = next;
} while (edge != mFirstEdge);
mOffset += mDelta;
}
#endif
JPH_NAMESPACE_END