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Indexify.cpp 6.9 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/Geometry/Indexify.h>
  6. #include <Jolt/Geometry/AABox.h>
  7. JPH_NAMESPACE_BEGIN
  8. static JPH_INLINE const Float3 &sIndexifyGetFloat3(const TriangleList &inTriangles, uint32 inVertexIndex)
  9. {
  10. return inTriangles[inVertexIndex / 3].mV[inVertexIndex % 3];
  11. }
  12. static JPH_INLINE Vec3 sIndexifyGetVec3(const TriangleList &inTriangles, uint32 inVertexIndex)
  13. {
  14. return Vec3::sLoadFloat3Unsafe(sIndexifyGetFloat3(inTriangles, inVertexIndex));
  15. }
  16. static void sIndexifyVerticesBruteForce(const TriangleList &inTriangles, const uint32 *inVertexIndices, const uint32 *inVertexIndicesEnd, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance)
  17. {
  18. float weld_dist_sq = Square(inVertexWeldDistance);
  19. // Compare every vertex
  20. for (const uint32 *v1_idx = inVertexIndices; v1_idx < inVertexIndicesEnd; ++v1_idx)
  21. {
  22. Vec3 v1 = sIndexifyGetVec3(inTriangles, *v1_idx);
  23. // with every other vertex...
  24. for (const uint32 *v2_idx = v1_idx + 1; v2_idx < inVertexIndicesEnd; ++v2_idx)
  25. {
  26. Vec3 v2 = sIndexifyGetVec3(inTriangles, *v2_idx);
  27. // If they're weldable
  28. if ((v2 - v1).LengthSq() <= weld_dist_sq)
  29. {
  30. // Order the vertices
  31. uint32 lowest = min(*v1_idx, *v2_idx);
  32. uint32 highest = max(*v1_idx, *v2_idx);
  33. // Find the lowest vertex
  34. uint32 new_lowest = ioWeldedVertices[lowest];
  35. while (new_lowest < lowest)
  36. {
  37. ioWeldedVertices[lowest] = new_lowest;
  38. lowest = new_lowest;
  39. new_lowest = ioWeldedVertices[lowest];
  40. }
  41. // Link highest to lowest
  42. ioWeldedVertices[highest] = lowest;
  43. }
  44. }
  45. }
  46. }
  47. static void sIndexifyVerticesRecursively(const TriangleList &inTriangles, uint32 *ioVertexIndices, uint inNumVertices, uint32 *ioScratch, Array<uint32> &ioWeldedVertices, float inVertexWeldDistance, uint inMaxRecursion)
  48. {
  49. // Check if we have few enough vertices to do a brute force search
  50. // Or if we've recursed too deep (this means we chipped off a few vertices each iteration because all points are very close)
  51. if (inNumVertices <= 8 || inMaxRecursion == 0)
  52. {
  53. sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
  54. return;
  55. }
  56. // Calculate bounds
  57. AABox bounds;
  58. for (const uint32 *v = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices; v < v_end; ++v)
  59. bounds.Encapsulate(sIndexifyGetVec3(inTriangles, *v));
  60. // Determine split plane
  61. int split_axis = bounds.GetExtent().GetHighestComponentIndex();
  62. float split_value = bounds.GetCenter()[split_axis];
  63. // Partition vertices
  64. uint32 *v_read = ioVertexIndices, *v_write = ioVertexIndices, *v_end = ioVertexIndices + inNumVertices;
  65. uint32 *scratch = ioScratch;
  66. while (v_read < v_end)
  67. {
  68. // Calculate distance to plane
  69. float distance_to_split_plane = sIndexifyGetFloat3(inTriangles, *v_read)[split_axis] - split_value;
  70. if (distance_to_split_plane < -inVertexWeldDistance)
  71. {
  72. // Vertex is on the right side
  73. *v_write = *v_read;
  74. ++v_read;
  75. ++v_write;
  76. }
  77. else if (distance_to_split_plane > inVertexWeldDistance)
  78. {
  79. // Vertex is on the wrong side, swap with the last vertex
  80. --v_end;
  81. swap(*v_read, *v_end);
  82. }
  83. else
  84. {
  85. // Vertex is too close to the split plane, it goes on both sides
  86. *scratch++ = *v_read++;
  87. }
  88. }
  89. // Check if we made any progress
  90. uint num_vertices_on_both_sides = (uint)(scratch - ioScratch);
  91. if (num_vertices_on_both_sides == inNumVertices)
  92. {
  93. sIndexifyVerticesBruteForce(inTriangles, ioVertexIndices, ioVertexIndices + inNumVertices, ioWeldedVertices, inVertexWeldDistance);
  94. return;
  95. }
  96. // Calculate how we classified the vertices
  97. uint num_vertices_left = (uint)(v_write - ioVertexIndices);
  98. uint num_vertices_right = (uint)(ioVertexIndices + inNumVertices - v_end);
  99. JPH_ASSERT(num_vertices_left + num_vertices_right + num_vertices_on_both_sides == inNumVertices);
  100. memcpy(v_write, ioScratch, num_vertices_on_both_sides * sizeof(uint32));
  101. // Recurse
  102. uint max_recursion = inMaxRecursion - 1;
  103. sIndexifyVerticesRecursively(inTriangles, ioVertexIndices, num_vertices_left + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
  104. sIndexifyVerticesRecursively(inTriangles, ioVertexIndices + num_vertices_left, num_vertices_right + num_vertices_on_both_sides, ioScratch, ioWeldedVertices, inVertexWeldDistance, max_recursion);
  105. }
  106. void Indexify(const TriangleList &inTriangles, VertexList &outVertices, IndexedTriangleList &outTriangles, float inVertexWeldDistance)
  107. {
  108. uint num_triangles = (uint)inTriangles.size();
  109. uint num_vertices = num_triangles * 3;
  110. // Create a list of all vertex indices
  111. Array<uint32> vertex_indices;
  112. vertex_indices.resize(num_vertices);
  113. for (uint i = 0; i < num_vertices; ++i)
  114. vertex_indices[i] = i;
  115. // Link each vertex to itself
  116. Array<uint32> welded_vertices;
  117. welded_vertices.resize(num_vertices);
  118. for (uint i = 0; i < num_vertices; ++i)
  119. welded_vertices[i] = i;
  120. // A scope to free memory used by the scratch array
  121. {
  122. // Some scratch memory, used for the vertices that fall in both partitions
  123. Array<uint32> scratch;
  124. scratch.resize(num_vertices);
  125. // Recursively split the vertices
  126. sIndexifyVerticesRecursively(inTriangles, vertex_indices.data(), num_vertices, scratch.data(), welded_vertices, inVertexWeldDistance, 32);
  127. }
  128. // Do a pass to complete the welding, linking each vertex to the vertex it is welded to
  129. // (and since we're going from 0 to N we can be sure that the vertex we're linking to is already linked to the lowest vertex)
  130. uint num_resulting_vertices = 0;
  131. for (uint i = 0; i < num_vertices; ++i)
  132. {
  133. welded_vertices[i] = welded_vertices[welded_vertices[i]];
  134. if (welded_vertices[i] == i)
  135. ++num_resulting_vertices;
  136. }
  137. // Collect the vertices
  138. outVertices.clear();
  139. outVertices.reserve(num_resulting_vertices);
  140. for (uint i = 0; i < num_vertices; ++i)
  141. if (welded_vertices[i] == i)
  142. {
  143. // New vertex
  144. welded_vertices[i] = (uint32)outVertices.size();
  145. outVertices.push_back(sIndexifyGetFloat3(inTriangles, i));
  146. }
  147. else
  148. {
  149. // Reused vertex, remap index
  150. welded_vertices[i] = welded_vertices[welded_vertices[i]];
  151. }
  152. // Create indexed triangles
  153. outTriangles.clear();
  154. outTriangles.reserve(num_triangles);
  155. for (uint t = 0; t < num_triangles; ++t)
  156. {
  157. IndexedTriangle it;
  158. it.mMaterialIndex = inTriangles[t].mMaterialIndex;
  159. for (int v = 0; v < 3; ++v)
  160. it.mIdx[v] = welded_vertices[t * 3 + v];
  161. if (!it.IsDegenerate(outVertices))
  162. outTriangles.push_back(it);
  163. }
  164. }
  165. void Deindexify(const VertexList &inVertices, const IndexedTriangleList &inTriangles, TriangleList &outTriangles)
  166. {
  167. outTriangles.resize(inTriangles.size());
  168. for (size_t t = 0; t < inTriangles.size(); ++t)
  169. {
  170. outTriangles[t].mMaterialIndex = inTriangles[t].mMaterialIndex;
  171. for (int v = 0; v < 3; ++v)
  172. outTriangles[t].mV[v] = inVertices[inTriangles[t].mIdx[v]];
  173. }
  174. }
  175. JPH_NAMESPACE_END