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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitter.cpp
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// 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/TriangleSplitter.h>
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JPH_NAMESPACE_BEGIN
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TriangleSplitter::TriangleSplitter(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
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mVertices(inVertices),
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mTriangles(inTriangles)
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{
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mSortedTriangleIdx.resize(inTriangles.size());
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mCentroids.resize(inTriangles.size() + 1); // Add 1 so we can load with Vec3::sLoadFloat3Unsafe
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for (uint t = 0; t < inTriangles.size(); ++t)
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{
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// Initially triangles start unsorted
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mSortedTriangleIdx[t] = t;
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// Calculate centroid
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inTriangles[t].GetCentroid(inVertices).StoreFloat3(&mCentroids[t]);
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}
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// Make sure Vec3::sLoatFloat3Unsafe doesn't read uninitialized data
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mCentroids.back() = Float3(0, 0, 0);
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}
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bool TriangleSplitter::SplitInternal(const Range &inTriangles, uint inDimension, float inSplit, Range &outLeft, Range &outRight)
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{
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// Divide triangles
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uint *start = mSortedTriangleIdx.data() + inTriangles.mBegin;
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uint *end = mSortedTriangleIdx.data() + inTriangles.mEnd;
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while (start < end)
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{
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// Search for first element that is on the right hand side of the split plane
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while (start < end && mCentroids[*start][inDimension] < inSplit)
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++start;
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// Search for the first element that is on the left hand side of the split plane
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while (start < end && mCentroids[*(end - 1)][inDimension] >= inSplit)
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--end;
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if (start < end)
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{
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// Swap the two elements
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--end;
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std::swap(*start, *end);
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++start;
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}
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}
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JPH_ASSERT(start == end);
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uint start_idx = uint(start - mSortedTriangleIdx.data());
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#ifdef JPH_ENABLE_ASSERTS
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// Validate division algorithm
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JPH_ASSERT(inTriangles.mBegin <= start_idx);
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JPH_ASSERT(start_idx <= inTriangles.mEnd);
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for (uint i = inTriangles.mBegin; i < start_idx; ++i)
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JPH_ASSERT(mCentroids[mSortedTriangleIdx[i]][inDimension] < inSplit);
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for (uint i = start_idx; i < inTriangles.mEnd; ++i)
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JPH_ASSERT(mCentroids[mSortedTriangleIdx[i]][inDimension] >= inSplit);
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#endif
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outLeft = Range(inTriangles.mBegin, start_idx);
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outRight = Range(start_idx, inTriangles.mEnd);
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return outLeft.Count() > 0 && outRight.Count() > 0;
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}
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JPH_NAMESPACE_END
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