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

64 lines
2.1 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/TriangleSplitterMorton.h>
#include <Jolt/Geometry/MortonCode.h>
#include <Jolt/Core/QuickSort.h>
JPH_NAMESPACE_BEGIN
TriangleSplitterMorton::TriangleSplitterMorton(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
TriangleSplitter(inVertices, inTriangles)
{
// Calculate bounds of centroids
AABox bounds;
for (uint t = 0; t < inTriangles.size(); ++t)
bounds.Encapsulate(Vec3(mCentroids[t]));
// Make sure box is not degenerate
bounds.EnsureMinimalEdgeLength(1.0e-5f);
// Calculate morton codes
mMortonCodes.resize(inTriangles.size());
for (uint t = 0; t < inTriangles.size(); ++t)
mMortonCodes[t] = MortonCode::sGetMortonCode(Vec3(mCentroids[t]), bounds);
// Sort triangles on morton code
const Array<uint32> &morton_codes = mMortonCodes;
QuickSort(mSortedTriangleIdx.begin(), mSortedTriangleIdx.end(), [&morton_codes](uint inLHS, uint inRHS) { return morton_codes[inLHS] < morton_codes[inRHS]; });
}
bool TriangleSplitterMorton::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
{
uint32 first_code = mMortonCodes[mSortedTriangleIdx[inTriangles.mBegin]];
uint32 last_code = mMortonCodes[mSortedTriangleIdx[inTriangles.mEnd - 1]];
uint common_prefix = CountLeadingZeros(first_code ^ last_code);
// Use binary search to find where the next bit differs
uint split = inTriangles.mBegin; // Initial guess
uint step = inTriangles.Count();
do
{
step = (step + 1) >> 1; // Exponential decrease
uint new_split = split + step; // Proposed new position
if (new_split < inTriangles.mEnd)
{
uint32 split_code = mMortonCodes[mSortedTriangleIdx[new_split]];
uint split_prefix = CountLeadingZeros(first_code ^ split_code);
if (split_prefix > common_prefix)
split = new_split; // Accept proposal
}
}
while (step > 1);
outLeft = Range(inTriangles.mBegin, split + 1);
outRight = Range(split + 1, inTriangles.mEnd);
return outLeft.Count() > 0 && outRight.Count() > 0;
}
JPH_NAMESPACE_END