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

106 lines
3.9 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/NonCopyable.h>
//#define JPH_CONVEX_BUILDER_2D_DEBUG
JPH_NAMESPACE_BEGIN
/// A convex hull builder that tries to create 2D hulls as accurately as possible. Used for offline processing.
class JPH_EXPORT ConvexHullBuilder2D : public NonCopyable
{
public:
using Positions = Array<Vec3>;
using Edges = Array<int>;
/// Constructor
/// @param inPositions Positions used to make the hull. Uses X and Y component of Vec3 only!
explicit ConvexHullBuilder2D(const Positions &inPositions);
/// Destructor
~ConvexHullBuilder2D();
/// Result enum that indicates how the hull got created
enum class EResult
{
Success, ///< Hull building finished successfully
MaxVerticesReached, ///< Hull building finished successfully, but the desired accuracy was not reached because the max vertices limit was reached
};
/// Takes all positions as provided by the constructor and use them to build a hull
/// Any points that are closer to the hull than inTolerance will be discarded
/// @param inIdx1 , inIdx2 , inIdx3 The indices to use as initial hull (in any order)
/// @param inMaxVertices Max vertices to allow in the hull. Specify INT_MAX if there is no limit.
/// @param inTolerance Max distance that a point is allowed to be outside of the hull
/// @param outEdges On success this will contain the list of indices that form the hull (counter clockwise)
/// @return Status code that reports if the hull was created or not
EResult Initialize(int inIdx1, int inIdx2, int inIdx3, int inMaxVertices, float inTolerance, Edges &outEdges);
private:
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
/// Factor to scale convex hull when debug drawing the construction process
static constexpr Real cDrawScale = 10;
#endif
class Edge;
/// Frees all edges
void FreeEdges();
/// Assigns a position to one of the supplied edges based on which edge is closest.
/// @param inPositionIdx Index of the position to add
/// @param inEdges List of edges to consider
void AssignPointToEdge(int inPositionIdx, const Array<Edge *> &inEdges) const;
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
/// Draw state of algorithm
void DrawState();
#endif
#ifdef JPH_ENABLE_ASSERTS
/// Validate that the edge structure is intact
void ValidateEdges() const;
#endif
using ConflictList = Array<int>;
/// Linked list of edges
class Edge
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
explicit Edge(int inStartIdx) : mStartIdx(inStartIdx) { }
/// Calculate the center of the edge and the edge normal
void CalculateNormalAndCenter(const Vec3 *inPositions);
/// Check if this edge is facing inPosition
inline bool IsFacing(Vec3Arg inPosition) const { return mNormal.Dot(inPosition - mCenter) > 0.0f; }
Vec3 mNormal; ///< Normal of the edge (not normalized)
Vec3 mCenter; ///< Center of the edge
ConflictList mConflictList; ///< Positions associated with this edge (that are closest to this edge). Last entry is the one furthest away from the edge, remainder is unsorted.
Edge * mPrevEdge = nullptr; ///< Previous edge in circular list
Edge * mNextEdge = nullptr; ///< Next edge in circular list
int mStartIdx; ///< Position index of start of this edge
float mFurthestPointDistanceSq = 0.0f; ///< Squared distance of furthest point from the conflict list to the edge
};
const Positions & mPositions; ///< List of positions (some of them are part of the hull)
Edge * mFirstEdge = nullptr; ///< First edge of the hull
int mNumEdges = 0; ///< Number of edges in hull
#ifdef JPH_CONVEX_BUILDER_2D_DEBUG
RVec3 mOffset; ///< Offset to use for state drawing
Vec3 mDelta; ///< Delta offset between next states
#endif
};
JPH_NAMESPACE_END