multi-screen-projector/engine/thirdparty/jolt_physics/Jolt/TriangleGrouper/TriangleGrouperClosestCentroid.cpp
2025-03-13 08:40:48 +00:00

96 lines
3.1 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/TriangleGrouper/TriangleGrouperClosestCentroid.h>
#include <Jolt/Geometry/MortonCode.h>
#include <Jolt/Core/QuickSort.h>
JPH_NAMESPACE_BEGIN
void TriangleGrouperClosestCentroid::Group(const VertexList &inVertices, const IndexedTriangleList &inTriangles, int inGroupSize, Array<uint> &outGroupedTriangleIndices)
{
const uint triangle_count = (uint)inTriangles.size();
const uint num_batches = (triangle_count + inGroupSize - 1) / inGroupSize;
Array<Vec3> centroids;
centroids.resize(triangle_count);
outGroupedTriangleIndices.resize(triangle_count);
for (uint t = 0; t < triangle_count; ++t)
{
// Store centroid
centroids[t] = inTriangles[t].GetCentroid(inVertices);
// Initialize sort table
outGroupedTriangleIndices[t] = t;
}
Array<uint>::const_iterator triangles_end = outGroupedTriangleIndices.end();
// Sort per batch
for (uint b = 0; b < num_batches - 1; ++b)
{
// Get iterators
Array<uint>::iterator batch_begin = outGroupedTriangleIndices.begin() + b * inGroupSize;
Array<uint>::iterator batch_end = batch_begin + inGroupSize;
Array<uint>::iterator batch_begin_plus_1 = batch_begin + 1;
Array<uint>::iterator batch_end_minus_1 = batch_end - 1;
// Find triangle with centroid with lowest X coordinate
Array<uint>::iterator lowest_iter = batch_begin;
float lowest_val = centroids[*lowest_iter].GetX();
for (Array<uint>::iterator other = batch_begin; other != triangles_end; ++other)
{
float val = centroids[*other].GetX();
if (val < lowest_val)
{
lowest_iter = other;
lowest_val = val;
}
}
// Make this triangle the first in a new batch
std::swap(*batch_begin, *lowest_iter);
Vec3 first_centroid = centroids[*batch_begin];
// Sort remaining triangles in batch on distance to first triangle
QuickSort(batch_begin_plus_1, batch_end,
[&first_centroid, &centroids](uint inLHS, uint inRHS)
{
return (centroids[inLHS] - first_centroid).LengthSq() < (centroids[inRHS] - first_centroid).LengthSq();
});
// Loop over remaining triangles
float furthest_dist = (centroids[*batch_end_minus_1] - first_centroid).LengthSq();
for (Array<uint>::iterator other = batch_end; other != triangles_end; ++other)
{
// Check if this triangle is closer than the furthest triangle in the batch
float dist = (centroids[*other] - first_centroid).LengthSq();
if (dist < furthest_dist)
{
// Replace furthest triangle
uint other_val = *other;
*other = *batch_end_minus_1;
// Find first element that is bigger than this one and insert the current item before it
Array<uint>::iterator upper = std::upper_bound(batch_begin_plus_1, batch_end, dist,
[&first_centroid, &centroids](float inLHS, uint inRHS)
{
return inLHS < (centroids[inRHS] - first_centroid).LengthSq();
});
std::copy_backward(upper, batch_end_minus_1, batch_end);
*upper = other_val;
// Calculate new furthest distance
furthest_dist = (centroids[*batch_end_minus_1] - first_centroid).LengthSq();
}
}
}
}
JPH_NAMESPACE_END