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godot/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitterMean.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

41 lines
1.2 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/TriangleSplitterMean.h>
JPH_NAMESPACE_BEGIN
TriangleSplitterMean::TriangleSplitterMean(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
TriangleSplitter(inVertices, inTriangles)
{
}
bool TriangleSplitterMean::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
{
// Calculate mean value for these triangles
Vec3 mean = Vec3::sZero();
for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; ++t)
mean += Vec3(mCentroids[mSortedTriangleIdx[t]]);
mean *= 1.0f / inTriangles.Count();
// Calculate deviation
Vec3 deviation = Vec3::sZero();
for (uint t = inTriangles.mBegin; t < inTriangles.mEnd; ++t)
{
Vec3 delta = Vec3(mCentroids[mSortedTriangleIdx[t]]) - mean;
deviation += delta * delta;
}
deviation *= 1.0f / inTriangles.Count();
// Calculate split plane
uint dimension = deviation.GetHighestComponentIndex();
float split = mean[dimension];
return SplitInternal(inTriangles, dimension, split, outLeft, outRight);
}
JPH_NAMESPACE_END