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godot/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitter.cpp
Mikael Hermansson d470c2ac6a Add Jolt Physics as an alternative 3D physics engine
Co-authored-by: Jorrit Rouwe <jrouwe@gmail.com>
2024-12-11 13:57:25 +01:00

68 lines
2.0 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/TriangleSplitter.h>
JPH_NAMESPACE_BEGIN
TriangleSplitter::TriangleSplitter(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
mVertices(inVertices),
mTriangles(inTriangles)
{
mSortedTriangleIdx.resize(inTriangles.size());
mCentroids.resize(inTriangles.size());
for (uint t = 0; t < inTriangles.size(); ++t)
{
// Initially triangles start unsorted
mSortedTriangleIdx[t] = t;
// Calculate centroid
inTriangles[t].GetCentroid(inVertices).StoreFloat3(&mCentroids[t]);
}
}
bool TriangleSplitter::SplitInternal(const Range &inTriangles, uint inDimension, float inSplit, Range &outLeft, Range &outRight)
{
// 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 && mCentroids[mSortedTriangleIdx[start]][inDimension] < inSplit)
++start;
// Search for the first element that is on the left hand side of the split plane
while (start < end && mCentroids[mSortedTriangleIdx[end - 1]][inDimension] >= inSplit)
--end;
if (start < end)
{
// Swap the two elements
std::swap(mSortedTriangleIdx[start], mSortedTriangleIdx[end - 1]);
++start;
--end;
}
}
JPH_ASSERT(start == end);
#ifdef JPH_ENABLE_ASSERTS
// Validate division algorithm
JPH_ASSERT(inTriangles.mBegin <= start);
JPH_ASSERT(start <= inTriangles.mEnd);
for (uint i = inTriangles.mBegin; i < start; ++i)
JPH_ASSERT(mCentroids[mSortedTriangleIdx[i]][inDimension] < inSplit);
for (uint i = start; i < inTriangles.mEnd; ++i)
JPH_ASSERT(mCentroids[mSortedTriangleIdx[i]][inDimension] >= inSplit);
#endif
outLeft = Range(inTriangles.mBegin, start);
outRight = Range(start, inTriangles.mEnd);
return outLeft.Count() > 0 && outRight.Count() > 0;
}
JPH_NAMESPACE_END