godot-module-template/engine/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitterBinning.cpp
2025-04-12 18:40:44 +02:00

140 lines
4.3 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/TriangleSplitter/TriangleSplitterBinning.h>
JPH_NAMESPACE_BEGIN
TriangleSplitterBinning::TriangleSplitterBinning(const VertexList &inVertices, const IndexedTriangleList &inTriangles, uint inMinNumBins, uint inMaxNumBins, uint inNumTrianglesPerBin) :
TriangleSplitter(inVertices, inTriangles),
mMinNumBins(inMinNumBins),
mMaxNumBins(inMaxNumBins),
mNumTrianglesPerBin(inNumTrianglesPerBin)
{
mBins.resize(mMaxNumBins * 3); // mMaxNumBins per dimension
}
bool TriangleSplitterBinning::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
{
const uint *begin = mSortedTriangleIdx.data() + inTriangles.mBegin;
const uint *end = mSortedTriangleIdx.data() + inTriangles.mEnd;
// Calculate bounds for this range
AABox centroid_bounds;
for (const uint *t = begin; t < end; ++t)
centroid_bounds.Encapsulate(Vec3::sLoadFloat3Unsafe(mCentroids[*t]));
// Convert bounds to min coordinate and size
// Prevent division by zero if one of the dimensions is zero
constexpr float cMinSize = 1.0e-5f;
Vec3 bounds_min = centroid_bounds.mMin;
Vec3 bounds_size = Vec3::sMax(centroid_bounds.mMax - bounds_min, Vec3::sReplicate(cMinSize));
float best_cp = FLT_MAX;
uint best_dim = 0xffffffff;
float best_split = 0;
// Bin in all dimensions
uint num_bins = Clamp(inTriangles.Count() / mNumTrianglesPerBin, mMinNumBins, mMaxNumBins);
// Initialize bins
for (uint dim = 0; dim < 3; ++dim)
{
// Get bounding box size for this dimension
float bounds_min_dim = bounds_min[dim];
float bounds_size_dim = bounds_size[dim];
// Get the bins for this dimension
Bin *bins_dim = &mBins[num_bins * dim];
for (uint b = 0; b < num_bins; ++b)
{
Bin &bin = bins_dim[b];
bin.mBounds.SetEmpty();
bin.mMinCentroid = bounds_min_dim + bounds_size_dim * (b + 1) / num_bins;
bin.mNumTriangles = 0;
}
}
// Bin all triangles in all dimensions at once
for (const uint *t = begin; t < end; ++t)
{
Vec3 centroid_pos = Vec3::sLoadFloat3Unsafe(mCentroids[*t]);
AABox triangle_bounds = AABox::sFromTriangle(mVertices, mTriangles[*t]);
Vec3 bin_no_f = (centroid_pos - bounds_min) / bounds_size * float(num_bins);
UVec4 bin_no = UVec4::sMin(bin_no_f.ToInt(), UVec4::sReplicate(num_bins - 1));
for (uint dim = 0; dim < 3; ++dim)
{
// Select bin
Bin &bin = mBins[num_bins * dim + bin_no[dim]];
// Accumulate triangle in bin
bin.mBounds.Encapsulate(triangle_bounds);
bin.mMinCentroid = min(bin.mMinCentroid, centroid_pos[dim]);
bin.mNumTriangles++;
}
}
for (uint dim = 0; dim < 3; ++dim)
{
// Skip axis if too small
if (bounds_size[dim] <= cMinSize)
continue;
// Get the bins for this dimension
Bin *bins_dim = &mBins[num_bins * dim];
// Calculate totals left to right
AABox prev_bounds;
int prev_triangles = 0;
for (uint b = 0; b < num_bins; ++b)
{
Bin &bin = bins_dim[b];
bin.mBoundsAccumulatedLeft = prev_bounds; // Don't include this node as we'll take a split on the left side of the bin
bin.mNumTrianglesAccumulatedLeft = prev_triangles;
prev_bounds.Encapsulate(bin.mBounds);
prev_triangles += bin.mNumTriangles;
}
// Calculate totals right to left
prev_bounds.SetEmpty();
prev_triangles = 0;
for (int b = num_bins - 1; b >= 0; --b)
{
Bin &bin = bins_dim[b];
prev_bounds.Encapsulate(bin.mBounds);
prev_triangles += bin.mNumTriangles;
bin.mBoundsAccumulatedRight = prev_bounds;
bin.mNumTrianglesAccumulatedRight = prev_triangles;
}
// Get best splitting plane
for (uint b = 1; b < num_bins; ++b) // Start at 1 since selecting bin 0 would result in everything ending up on the right side
{
// Calculate surface area heuristic and see if it is better than the current best
const Bin &bin = bins_dim[b];
float cp = bin.mBoundsAccumulatedLeft.GetSurfaceArea() * bin.mNumTrianglesAccumulatedLeft + bin.mBoundsAccumulatedRight.GetSurfaceArea() * bin.mNumTrianglesAccumulatedRight;
if (cp < best_cp)
{
best_cp = cp;
best_dim = dim;
best_split = bin.mMinCentroid;
}
}
}
// No split found?
if (best_dim == 0xffffffff)
return false;
return SplitInternal(inTriangles, best_dim, best_split, outLeft, outRight);
}
JPH_NAMESPACE_END