generated from hertog/godot-module-template
32 lines
962 B
C++
32 lines
962 B
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#include <Jolt/Jolt.h>
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#include <Jolt/TriangleSplitter/TriangleSplitterLongestAxis.h>
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#include <Jolt/Geometry/AABox.h>
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JPH_NAMESPACE_BEGIN
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TriangleSplitterLongestAxis::TriangleSplitterLongestAxis(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
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TriangleSplitter(inVertices, inTriangles)
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{
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}
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bool TriangleSplitterLongestAxis::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
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{
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// Calculate bounding box for triangles
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AABox bounds;
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for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; ++t)
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bounds.Encapsulate(mVertices, GetTriangle(t));
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// Calculate split plane
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uint dimension = bounds.GetExtent().GetHighestComponentIndex();
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float split = bounds.GetCenter()[dimension];
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return SplitInternal(inTriangles, dimension, split, outLeft, outRight);
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}
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JPH_NAMESPACE_END
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