godot-module-template/engine/thirdparty/jolt_physics/Jolt/Math/Vec3.cpp

72 lines
2.2 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/Math/Vec3.h>
JPH_NAMESPACE_BEGIN
static void sAddVertex(StaticArray<Vec3, 1026> &ioVertices, Vec3Arg inVertex)
{
bool found = false;
for (const Vec3 &v : ioVertices)
if (v == inVertex)
{
found = true;
break;
}
if (!found)
ioVertices.push_back(inVertex);
}
static void sCreateVertices(StaticArray<Vec3, 1026> &ioVertices, Vec3Arg inDir1, Vec3Arg inDir2, Vec3Arg inDir3, int inLevel)
{
Vec3 center1 = (inDir1 + inDir2).Normalized();
Vec3 center2 = (inDir2 + inDir3).Normalized();
Vec3 center3 = (inDir3 + inDir1).Normalized();
sAddVertex(ioVertices, center1);
sAddVertex(ioVertices, center2);
sAddVertex(ioVertices, center3);
if (inLevel > 0)
{
int new_level = inLevel - 1;
sCreateVertices(ioVertices, inDir1, center1, center3, new_level);
sCreateVertices(ioVertices, center1, center2, center3, new_level);
sCreateVertices(ioVertices, center1, inDir2, center2, new_level);
sCreateVertices(ioVertices, center3, center2, inDir3, new_level);
}
}
const StaticArray<Vec3, 1026> Vec3::sUnitSphere = []() {
const int level = 3;
StaticArray<Vec3, 1026> verts;
// Add unit axis
verts.push_back(Vec3::sAxisX());
verts.push_back(-Vec3::sAxisX());
verts.push_back(Vec3::sAxisY());
verts.push_back(-Vec3::sAxisY());
verts.push_back(Vec3::sAxisZ());
verts.push_back(-Vec3::sAxisZ());
// Subdivide
sCreateVertices(verts, Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), level);
sCreateVertices(verts, -Vec3::sAxisX(), Vec3::sAxisY(), Vec3::sAxisZ(), level);
sCreateVertices(verts, Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), level);
sCreateVertices(verts, -Vec3::sAxisX(), -Vec3::sAxisY(), Vec3::sAxisZ(), level);
sCreateVertices(verts, Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), level);
sCreateVertices(verts, -Vec3::sAxisX(), Vec3::sAxisY(), -Vec3::sAxisZ(), level);
sCreateVertices(verts, Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), level);
sCreateVertices(verts, -Vec3::sAxisX(), -Vec3::sAxisY(), -Vec3::sAxisZ(), level);
return verts;
}();
JPH_NAMESPACE_END