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

223 lines
7.3 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/Indexify.h>
#include <Jolt/Geometry/AABox.h>
JPH_NAMESPACE_BEGIN
static JPH_INLINE const Float3 &sIndexifyGetFloat3(const TriangleList &inTriangles, uint32 inVertexIndex)
{
return inTriangles[inVertexIndex / 3].mV[inVertexIndex % 3];
}
static JPH_INLINE Vec3 sIndexifyGetVec3(const TriangleList &inTriangles, uint32 inVertexIndex)
{
return Vec3::sLoadFloat3Unsafe(sIndexifyGetFloat3(inTriangles, inVertexIndex));
}
static void sIndexifyVerticesBruteForce(const TriangleList &inTriangles, const uint32 *inVertexIndices, const uint32 *inVertexIndicesEnd, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance)
{
float weld_dist_sq = Square(inVertexWeldDistance);
// Compare every vertex
for (const uint32 *v1_idx = inVertexIndices; v1_idx < inVertexIndicesEnd; ++v1_idx)
{
Vec3 v1 = sIndexifyGetVec3(inTriangles, *v1_idx);
// with every other vertex...
for (const uint32 *v2_idx = v1_idx + 1; v2_idx < inVertexIndicesEnd; ++v2_idx)
{
Vec3 v2 = sIndexifyGetVec3(inTriangles, *v2_idx);
// If they're weldable
if ((v2 - v1).LengthSq() <= weld_dist_sq)
{
// Find the lowest indices both indices link to
uint32 idx1 = *v1_idx;
for (;;)
{
uint32 new_idx1 = ioWeldedVertices[idx1];
if (new_idx1 >= idx1)
break;
idx1 = new_idx1;
}
uint32 idx2 = *v2_idx;
for (;;)
{
uint32 new_idx2 = ioWeldedVertices[idx2];
if (new_idx2 >= idx2)
break;
idx2 = new_idx2;
}
// Order the vertices
uint32 lowest = min(idx1, idx2);
uint32 highest = max(idx1, idx2);
// Link highest to lowest
ioWeldedVertices[highest] = lowest;
// Also update the vertices we started from to avoid creating long chains
ioWeldedVertices[*v1_idx] = lowest;
ioWeldedVertices[*v2_idx] = lowest;
break;
}
}
}
}
static void sIndexifyVerticesRecursively(const TriangleList &inTriangles, uint32 *ioVertexIndices, uint inNumVertices, uint32 *ioScratch, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance, uint inMaxRecursion)
{
// Check if we have few enough vertices to do a brute force search
// Or if we've recursed too deep (this means we chipped off a few vertices each iteration because all points are very close)
if (inNumVertices <= 8 || inMaxRecursion == 0)
{
sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
return;
}
// Calculate bounds
AABox bounds;
for (const uint32 *v = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices; v < v_end; ++v)
bounds.Encapsulate(sIndexifyGetVec3(inTriangles, *v));
// Determine split plane
int split_axis = bounds.GetExtent().GetHighestComponentIndex();
float split_value = bounds.GetCenter()[split_axis];
// Partition vertices
uint32 *v_read = ioVertexIndices, *v_write = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices;
uint32 *scratch = ioScratch;
while (v_read < v_end)
{
// Calculate distance to plane
float distance_to_split_plane = sIndexifyGetFloat3(inTriangles, *v_read)[split_axis] - split_value;
if (distance_to_split_plane < -inVertexWeldDistance)
{
// Vertex is on the right side
*v_write = *v_read;
++v_read;
++v_write;
}
else if (distance_to_split_plane > inVertexWeldDistance)
{
// Vertex is on the wrong side, swap with the last vertex
--v_end;
std::swap(*v_read, *v_end);
}
else
{
// Vertex is too close to the split plane, it goes on both sides
*scratch++ = *v_read++;
}
}
// Check if we made any progress
uint num_vertices_on_both_sides = (uint)(scratch - ioScratch);
if (num_vertices_on_both_sides == inNumVertices)
{
sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
return;
}
// Calculate how we classified the vertices
uint num_vertices_left = (uint)(v_write - ioVertexIndices);
uint num_vertices_right = (uint)(ioVertexIndices + inNumVertices - v_end);
JPH_ASSERT(num_vertices_left + num_vertices_right + num_vertices_on_both_sides == inNumVertices);
memcpy(v_write, ioScratch, num_vertices_on_both_sides * sizeof(uint32));
// Recurse
uint max_recursion = inMaxRecursion - 1;
sIndexifyVerticesRecursively(inTriangles, ioVertexIndices, num_vertices_left + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
sIndexifyVerticesRecursively(inTriangles, ioVertexIndices + num_vertices_left, num_vertices_right + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
}
void Indexify(const TriangleList &inTriangles, VertexList &outVertices, IndexedTriangleList &outTriangles, float inVertexWeldDistance)
{
uint num_triangles = (uint)inTriangles.size();
uint num_vertices = num_triangles * 3;
// Create a list of all vertex indices
Array<uint32> vertex_indices;
vertex_indices.resize(num_vertices);
for (uint i = 0; i < num_vertices; ++i)
vertex_indices[i] = i;
// Link each vertex to itself
Array<uint32> welded_vertices;
welded_vertices.resize(num_vertices);
for (uint i = 0; i < num_vertices; ++i)
welded_vertices[i] = i;
// A scope to free memory used by the scratch array
{
// Some scratch memory, used for the vertices that fall in both partitions
Array<uint32> scratch;
scratch.resize(num_vertices);
// Recursively split the vertices
sIndexifyVerticesRecursively(inTriangles, vertex_indices.data(), num_vertices, scratch.data(), welded_vertices, inVertexWeldDistance, 32);
}
// Do a pass to complete the welding, linking each vertex to the vertex it is welded to
// (and since we're going from 0 to N we can be sure that the vertex we're linking to is already linked to the lowest vertex)
uint num_resulting_vertices = 0;
for (uint i = 0; i < num_vertices; ++i)
{
JPH_ASSERT(welded_vertices[welded_vertices[i]] <= welded_vertices[i]);
welded_vertices[i] = welded_vertices[welded_vertices[i]];
if (welded_vertices[i] == i)
++num_resulting_vertices;
}
// Collect the vertices
outVertices.clear();
outVertices.reserve(num_resulting_vertices);
for (uint i = 0; i < num_vertices; ++i)
if (welded_vertices[i] == i)
{
// New vertex
welded_vertices[i] = (uint32)outVertices.size();
outVertices.push_back(sIndexifyGetFloat3(inTriangles, i));
}
else
{
// Reused vertex, remap index
welded_vertices[i] = welded_vertices[welded_vertices[i]];
}
// Create indexed triangles
outTriangles.clear();
outTriangles.reserve(num_triangles);
for (uint t = 0; t < num_triangles; ++t)
{
IndexedTriangle it;
it.mMaterialIndex = inTriangles[t].mMaterialIndex;
it.mUserData = inTriangles[t].mUserData;
for (int v = 0; v < 3; ++v)
it.mIdx[v] = welded_vertices[t * 3 + v];
if (!it.IsDegenerate(outVertices))
outTriangles.push_back(it);
}
}
void Deindexify(const VertexList &inVertices, const IndexedTriangleList &inTriangles, TriangleList &outTriangles)
{
outTriangles.resize(inTriangles.size());
for (size_t t = 0; t < inTriangles.size(); ++t)
{
const IndexedTriangle &in = inTriangles[t];
Triangle &out = outTriangles[t];
out.mMaterialIndex = in.mMaterialIndex;
out.mUserData = in.mUserData;
for (int v = 0; v < 3; ++v)
out.mV[v] = inVertices[in.mIdx[v]];
}
}
JPH_NAMESPACE_END