godot-module-template/engine/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitterFixedLeafSize.cpp

171 lines
5.7 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/TriangleSplitterFixedLeafSize.h>
#include <Jolt/TriangleGrouper/TriangleGrouperClosestCentroid.h>
JPH_NAMESPACE_BEGIN
TriangleSplitterFixedLeafSize::TriangleSplitterFixedLeafSize(const VertexList &inVertices, const IndexedTriangleList &inTriangles, uint inLeafSize, uint inMinNumBins, uint inMaxNumBins, uint inNumTrianglesPerBin) :
TriangleSplitter(inVertices, inTriangles),
mLeafSize(inLeafSize),
mMinNumBins(inMinNumBins),
mMaxNumBins(inMaxNumBins),
mNumTrianglesPerBin(inNumTrianglesPerBin)
{
// Group the triangles
TriangleGrouperClosestCentroid grouper;
grouper.Group(inVertices, inTriangles, mLeafSize, mSortedTriangleIdx);
// Pad triangles so that we have a multiple of mLeafSize
const uint num_triangles = (uint)inTriangles.size();
const uint num_groups = (num_triangles + mLeafSize - 1) / mLeafSize;
const uint last_triangle_idx = mSortedTriangleIdx.back();
for (uint t = num_triangles, t_end = num_groups * mLeafSize; t < t_end; ++t)
mSortedTriangleIdx.push_back(last_triangle_idx);
}
Vec3 TriangleSplitterFixedLeafSize::GetCentroidForGroup(uint inFirstTriangleInGroup)
{
JPH_ASSERT(inFirstTriangleInGroup % mLeafSize == 0);
AABox box;
for (uint g = 0; g < mLeafSize; ++g)
box.Encapsulate(mVertices, GetTriangle(inFirstTriangleInGroup + g));
return box.GetCenter();
}
bool TriangleSplitterFixedLeafSize::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
{
// Cannot split anything smaller than leaf size
JPH_ASSERT(inTriangles.Count() > mLeafSize);
JPH_ASSERT(inTriangles.Count() % mLeafSize == 0);
// Calculate bounds for this range
AABox centroid_bounds;
for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; t += mLeafSize)
centroid_bounds.Encapsulate(GetCentroidForGroup(t));
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);
Array<Bin> bins(num_bins);
for (uint dim = 0; dim < 3; ++dim)
{
float bounds_min = centroid_bounds.mMin[dim];
float bounds_size = centroid_bounds.mMax[dim] - bounds_min;
// Skip axis if too small
if (bounds_size < 1.0e-5f)
continue;
// Initialize bins
for (uint b = 0; b < num_bins; ++b)
{
Bin &bin = bins[b];
bin.mBounds.SetEmpty();
bin.mMinCentroid = bounds_min + bounds_size * (b + 1) / num_bins;
bin.mNumTriangles = 0;
}
// Bin all triangles
for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; t += mLeafSize)
{
// Calculate average centroid for group
float centroid_pos = GetCentroidForGroup(t)[dim];
// Select bin
uint bin_no = min(uint((centroid_pos - bounds_min) / bounds_size * num_bins), num_bins - 1);
Bin &bin = bins[bin_no];
// Put all triangles of group in same bin
for (uint g = 0; g < mLeafSize; ++g)
bin.mBounds.Encapsulate(mVertices, GetTriangle(t + g));
bin.mMinCentroid = min(bin.mMinCentroid, centroid_pos);
bin.mNumTriangles += mLeafSize;
}
// Calculate totals left to right
AABox prev_bounds;
int prev_triangles = 0;
for (uint b = 0; b < num_bins; ++b)
{
Bin &bin = bins[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[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[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;
// Divide triangles
uint start = inTriangles.mBegin, end = inTriangles.mEnd;
while (start < end)
{
// Search for first element that is on the right hand side of the split plane
while (start < end && GetCentroidForGroup(start)[best_dim] < best_split)
start += mLeafSize;
// Search for the first element that is on the left hand side of the split plane
while (start < end && GetCentroidForGroup(end - mLeafSize)[best_dim] >= best_split)
end -= mLeafSize;
if (start < end)
{
// Swap the two elements
for (uint g = 0; g < mLeafSize; ++g)
std::swap(mSortedTriangleIdx[start + g], mSortedTriangleIdx[end - mLeafSize + g]);
start += mLeafSize;
end -= mLeafSize;
}
}
JPH_ASSERT(start == end);
// No suitable split found, doing random split in half
if (start == inTriangles.mBegin || start == inTriangles.mEnd)
start = inTriangles.mBegin + (inTriangles.Count() / mLeafSize + 1) / 2 * mLeafSize;
outLeft = Range(inTriangles.mBegin, start);
outRight = Range(start, inTriangles.mEnd);
JPH_ASSERT(outLeft.mEnd > outLeft.mBegin && outRight.mEnd > outRight.mBegin);
JPH_ASSERT(outLeft.Count() % mLeafSize == 0 && outRight.Count() % mLeafSize == 0);
return true;
}
JPH_NAMESPACE_END