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

131 lines
4.4 KiB
C++

// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
// SPDX-License-Identifier: MIT
#pragma once
#include <Jolt/Core/HashCombine.h>
JPH_NAMESPACE_BEGIN
/// Triangle with 32-bit indices
class IndexedTriangleNoMaterial
{
public:
JPH_OVERRIDE_NEW_DELETE
/// Constructor
IndexedTriangleNoMaterial() = default;
constexpr IndexedTriangleNoMaterial(uint32 inI1, uint32 inI2, uint32 inI3) : mIdx { inI1, inI2, inI3 } { }
/// Check if two triangles are identical
bool operator == (const IndexedTriangleNoMaterial &inRHS) const
{
return mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[2];
}
/// Check if two triangles are equivalent (using the same vertices)
bool IsEquivalent(const IndexedTriangleNoMaterial &inRHS) const
{
return (mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[2])
|| (mIdx[0] == inRHS.mIdx[1] && mIdx[1] == inRHS.mIdx[2] && mIdx[2] == inRHS.mIdx[0])
|| (mIdx[0] == inRHS.mIdx[2] && mIdx[1] == inRHS.mIdx[0] && mIdx[2] == inRHS.mIdx[1]);
}
/// Check if two triangles are opposite (using the same vertices but in opposing order)
bool IsOpposite(const IndexedTriangleNoMaterial &inRHS) const
{
return (mIdx[0] == inRHS.mIdx[0] && mIdx[1] == inRHS.mIdx[2] && mIdx[2] == inRHS.mIdx[1])
|| (mIdx[0] == inRHS.mIdx[1] && mIdx[1] == inRHS.mIdx[0] && mIdx[2] == inRHS.mIdx[2])
|| (mIdx[0] == inRHS.mIdx[2] && mIdx[1] == inRHS.mIdx[1] && mIdx[2] == inRHS.mIdx[0]);
}
/// Check if triangle is degenerate
bool IsDegenerate(const VertexList &inVertices) const
{
Vec3 v0(inVertices[mIdx[0]]);
Vec3 v1(inVertices[mIdx[1]]);
Vec3 v2(inVertices[mIdx[2]]);
return (v1 - v0).Cross(v2 - v0).IsNearZero();
}
/// Rotate the vertices so that the second vertex becomes first etc. This does not change the represented triangle.
void Rotate()
{
uint32 tmp = mIdx[0];
mIdx[0] = mIdx[1];
mIdx[1] = mIdx[2];
mIdx[2] = tmp;
}
/// Get center of triangle
Vec3 GetCentroid(const VertexList &inVertices) const
{
return (Vec3(inVertices[mIdx[0]]) + Vec3(inVertices[mIdx[1]]) + Vec3(inVertices[mIdx[2]])) / 3.0f;
}
/// Get the hash value of this structure
uint64 GetHash() const
{
static_assert(sizeof(IndexedTriangleNoMaterial) == 3 * sizeof(uint32), "Class should have no padding");
return HashBytes(this, sizeof(IndexedTriangleNoMaterial));
}
uint32 mIdx[3];
};
/// Triangle with 32-bit indices and material index
class IndexedTriangle : public IndexedTriangleNoMaterial
{
public:
using IndexedTriangleNoMaterial::IndexedTriangleNoMaterial;
/// Constructor
constexpr IndexedTriangle(uint32 inI1, uint32 inI2, uint32 inI3, uint32 inMaterialIndex, uint inUserData = 0) : IndexedTriangleNoMaterial(inI1, inI2, inI3), mMaterialIndex(inMaterialIndex), mUserData(inUserData) { }
/// Check if two triangles are identical
bool operator == (const IndexedTriangle &inRHS) const
{
return mMaterialIndex == inRHS.mMaterialIndex && mUserData == inRHS.mUserData && IndexedTriangleNoMaterial::operator==(inRHS);
}
/// Rotate the vertices so that the lowest vertex becomes the first. This does not change the represented triangle.
IndexedTriangle GetLowestIndexFirst() const
{
if (mIdx[0] < mIdx[1])
{
if (mIdx[0] < mIdx[2])
return IndexedTriangle(mIdx[0], mIdx[1], mIdx[2], mMaterialIndex, mUserData); // 0 is smallest
else
return IndexedTriangle(mIdx[2], mIdx[0], mIdx[1], mMaterialIndex, mUserData); // 2 is smallest
}
else
{
if (mIdx[1] < mIdx[2])
return IndexedTriangle(mIdx[1], mIdx[2], mIdx[0], mMaterialIndex, mUserData); // 1 is smallest
else
return IndexedTriangle(mIdx[2], mIdx[0], mIdx[1], mMaterialIndex, mUserData); // 2 is smallest
}
}
/// Get the hash value of this structure
uint64 GetHash() const
{
static_assert(sizeof(IndexedTriangle) == 5 * sizeof(uint32), "Class should have no padding");
return HashBytes(this, sizeof(IndexedTriangle));
}
uint32 mMaterialIndex = 0;
uint32 mUserData = 0; ///< User data that can be used for anything by the application, e.g. for tracking the original index of the triangle
};
using IndexedTriangleNoMaterialList = Array<IndexedTriangleNoMaterial>;
using IndexedTriangleList = Array<IndexedTriangle>;
JPH_NAMESPACE_END
// Create a std::hash for IndexedTriangleNoMaterial and IndexedTriangle
JPH_MAKE_STD_HASH(JPH::IndexedTriangleNoMaterial)
JPH_MAKE_STD_HASH(JPH::IndexedTriangle)