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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/jolt_physics/Jolt/TriangleSplitter/TriangleSplitterMean.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/TriangleSplitterMean.h>
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JPH_NAMESPACE_BEGIN
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TriangleSplitterMean::TriangleSplitterMean(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 TriangleSplitterMean::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
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{
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const uint *begin = mSortedTriangleIdx.data() + inTriangles.mBegin;
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const uint *end = mSortedTriangleIdx.data() + inTriangles.mEnd;
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// Calculate mean value for these triangles
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Vec3 mean = Vec3::sZero();
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for (const uint *t = begin; t < end; ++t)
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mean += Vec3::sLoadFloat3Unsafe(mCentroids[*t]);
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mean *= 1.0f / inTriangles.Count();
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// Calculate deviation
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Vec3 deviation = Vec3::sZero();
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for (const uint *t = begin; t < end; ++t)
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{
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Vec3 delta = Vec3::sLoadFloat3Unsafe(mCentroids[*t]) - mean;
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deviation += delta * delta;
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}
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deviation *= 1.0f / inTriangles.Count();
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// Calculate split plane
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uint dimension = deviation.GetHighestComponentIndex();
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float split = mean[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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