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

44 lines
1.3 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/TriangleSplitterMean.h>
JPH_NAMESPACE_BEGIN
TriangleSplitterMean::TriangleSplitterMean(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
TriangleSplitter(inVertices, inTriangles)
{
}
bool TriangleSplitterMean::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
{
const uint *begin = mSortedTriangleIdx.data() + inTriangles.mBegin;
const uint *end = mSortedTriangleIdx.data() + inTriangles.mEnd;
// Calculate mean value for these triangles
Vec3 mean = Vec3::sZero();
for (const uint *t = begin; t < end; ++t)
mean += Vec3::sLoadFloat3Unsafe(mCentroids[*t]);
mean *= 1.0f / inTriangles.Count();
// Calculate deviation
Vec3 deviation = Vec3::sZero();
for (const uint *t = begin; t < end; ++t)
{
Vec3 delta = Vec3::sLoadFloat3Unsafe(mCentroids[*t]) - mean;
deviation += delta * delta;
}
deviation *= 1.0f / inTriangles.Count();
// Calculate split plane
uint dimension = deviation.GetHighestComponentIndex();
float split = mean[dimension];
return SplitInternal(inTriangles, dimension, split, outLeft, outRight);
}
JPH_NAMESPACE_END