TriangleSplitterMean.cpp 1.3 KB

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  1. // Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
  2. // SPDX-FileCopyrightText: 2021 Jorrit Rouwe
  3. // SPDX-License-Identifier: MIT
  4. #include <Jolt/Jolt.h>
  5. #include <Jolt/TriangleSplitter/TriangleSplitterMean.h>
  6. JPH_NAMESPACE_BEGIN
  7. TriangleSplitterMean::TriangleSplitterMean(const VertexList &inVertices, const IndexedTriangleList &inTriangles) :
  8. TriangleSplitter(inVertices, inTriangles)
  9. {
  10. }
  11. bool TriangleSplitterMean::Split(const Range &inTriangles, Range &outLeft, Range &outRight)
  12. {
  13. const uint *begin = mSortedTriangleIdx.data() + inTriangles.mBegin;
  14. const uint *end = mSortedTriangleIdx.data() + inTriangles.mEnd;
  15. // Calculate mean value for these triangles
  16. Vec3 mean = Vec3::sZero();
  17. for (const uint *t = begin; t < end; ++t)
  18. mean += Vec3::sLoadFloat3Unsafe(mCentroids[*t]);
  19. mean *= 1.0f / inTriangles.Count();
  20. // Calculate deviation
  21. Vec3 deviation = Vec3::sZero();
  22. for (const uint *t = begin; t < end; ++t)
  23. {
  24. Vec3 delta = Vec3::sLoadFloat3Unsafe(mCentroids[*t]) - mean;
  25. deviation += delta * delta;
  26. }
  27. deviation *= 1.0f / inTriangles.Count();
  28. // Calculate split plane
  29. uint dimension = deviation.GetHighestComponentIndex();
  30. float split = mean[dimension];
  31. return SplitInternal(inTriangles, dimension, split, outLeft, outRight);
  32. }
  33. JPH_NAMESPACE_END