131 lines
4.4 KiB
C++
131 lines
4.4 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/Core/HashCombine.h>
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JPH_NAMESPACE_BEGIN
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/// Triangle with 32-bit indices
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class IndexedTriangleNoMaterial
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{
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public:
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JPH_OVERRIDE_NEW_DELETE
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/// Constructor
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IndexedTriangleNoMaterial() = default;
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constexpr IndexedTriangleNoMaterial(uint32 inI1, uint32 inI2, uint32 inI3) : mIdx { inI1, inI2, inI3 } { }
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/// Check if two triangles are identical
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bool operator == (const IndexedTriangleNoMaterial &inRHS) const
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{
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return mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[2];
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}
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/// Check if two triangles are equivalent (using the same vertices)
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bool IsEquivalent(const IndexedTriangleNoMaterial &inRHS) const
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{
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return (mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[2])
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|| (mIdx[0] == inRHS.mIdx[1] && mIdx[1] == inRHS.mIdx[2] && mIdx[2] == inRHS.mIdx[0])
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|| (mIdx[0] == inRHS.mIdx[2] && mIdx[1] == inRHS.mIdx[0] && mIdx[2] == inRHS.mIdx[1]);
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}
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/// Check if two triangles are opposite (using the same vertices but in opposing order)
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bool IsOpposite(const IndexedTriangleNoMaterial &inRHS) const
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{
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return (mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[2] && mIdx[2] == inRHS.mIdx[1])
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|| (mIdx[0] == inRHS.mIdx[1] && mIdx[1] == inRHS.mIdx[0] && mIdx[2] == inRHS.mIdx[2])
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|| (mIdx[0] == inRHS.mIdx[2] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[0]);
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}
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/// Check if triangle is degenerate
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bool IsDegenerate(const VertexList &inVertices) const
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{
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Vec3 v0(inVertices[mIdx[0]]);
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Vec3 v1(inVertices[mIdx[1]]);
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Vec3 v2(inVertices[mIdx[2]]);
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return (v1 - v0).Cross(v2 - v0).IsNearZero();
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}
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/// Rotate the vertices so that the second vertex becomes first etc. This does not change the represented triangle.
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void Rotate()
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{
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uint32 tmp = mIdx[0];
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mIdx[0] = mIdx[1];
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mIdx[1] = mIdx[2];
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mIdx[2] = tmp;
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}
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/// Get center of triangle
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Vec3 GetCentroid(const VertexList &inVertices) const
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{
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return (Vec3(inVertices[mIdx[0]]) + Vec3(inVertices[mIdx[1]]) + Vec3(inVertices[mIdx[2]])) / 3.0f;
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}
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/// Get the hash value of this structure
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uint64 GetHash() const
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{
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static_assert(sizeof(IndexedTriangleNoMaterial) == 3 * sizeof(uint32), "Class should have no padding");
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return HashBytes(this, sizeof(IndexedTriangleNoMaterial));
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}
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uint32 mIdx[3];
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};
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/// Triangle with 32-bit indices and material index
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class IndexedTriangle : public IndexedTriangleNoMaterial
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{
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public:
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using IndexedTriangleNoMaterial::IndexedTriangleNoMaterial;
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/// Constructor
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constexpr IndexedTriangle(uint32 inI1, uint32 inI2, uint32 inI3, uint32 inMaterialIndex, uint inUserData = 0) : IndexedTriangleNoMaterial(inI1, inI2, inI3), mMaterialIndex(inMaterialIndex), mUserData(inUserData) { }
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/// Check if two triangles are identical
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bool operator == (const IndexedTriangle &inRHS) const
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{
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return mMaterialIndex == inRHS.mMaterialIndex && mUserData == inRHS.mUserData && IndexedTriangleNoMaterial::operator==(inRHS);
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}
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/// Rotate the vertices so that the lowest vertex becomes the first. This does not change the represented triangle.
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IndexedTriangle GetLowestIndexFirst() const
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{
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if (mIdx[0] < mIdx[1])
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{
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if (mIdx[0] < mIdx[2])
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return IndexedTriangle(mIdx[0], mIdx[1], mIdx[2], mMaterialIndex, mUserData); // 0 is smallest
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else
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return IndexedTriangle(mIdx[2], mIdx[0], mIdx[1], mMaterialIndex, mUserData); // 2 is smallest
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}
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else
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{
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if (mIdx[1] < mIdx[2])
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return IndexedTriangle(mIdx[1], mIdx[2], mIdx[0], mMaterialIndex, mUserData); // 1 is smallest
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else
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return IndexedTriangle(mIdx[2], mIdx[0], mIdx[1], mMaterialIndex, mUserData); // 2 is smallest
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}
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}
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/// Get the hash value of this structure
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uint64 GetHash() const
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{
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static_assert(sizeof(IndexedTriangle) == 5 * sizeof(uint32), "Class should have no padding");
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return HashBytes(this, sizeof(IndexedTriangle));
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}
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uint32 mMaterialIndex = 0;
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uint32 mUserData = 0; ///< User data that can be used for anything by the application, e.g. for tracking the original index of the triangle
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};
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using IndexedTriangleNoMaterialList = Array<IndexedTriangleNoMaterial>;
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using IndexedTriangleList = Array<IndexedTriangle>;
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JPH_NAMESPACE_END
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// Create a std::hash for IndexedTriangleNoMaterial and IndexedTriangle
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JPH_MAKE_STD_HASH(JPH::IndexedTriangleNoMaterial)
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JPH_MAKE_STD_HASH(JPH::IndexedTriangle)
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