Micro-optimizations of the GodotConvexPolygonShape3D::get_support function. Specifically this uses pointer-array-dereference rather than LocalVector<T> dereference as this performs range-checking on known-good indexes.
Added more comments. Changed loops back to classic for-iteration style.
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@ -844,36 +844,55 @@ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Tra
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Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
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Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
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// Skip if there are no vertices in the mesh
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if (mesh.vertices.size() == 0) {
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if (mesh.vertices.size() == 0) {
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return Vector3();
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return Vector3();
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}
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}
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// Find an initial guess for the support vertex by checking the ones we
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// Get the array of vertices
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// found in _setup().
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const Vector3 *const vertices_array = mesh.vertices.ptr();
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int best_vertex = -1;
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// Get the array of extreme vertices
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real_t max_support = 0.0;
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const int *const extreme_array = extreme_vertices.ptr();
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for (uint32_t i = 0; i < extreme_vertices.size(); i++) {
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const uint32_t extreme_size = extreme_vertices.size();
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real_t s = p_normal.dot(mesh.vertices[extreme_vertices[i]]);
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if (best_vertex == -1 || s > max_support) {
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// Start with an initial assumption of the first extreme vertex
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best_vertex = extreme_vertices[i];
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int best_vertex = extreme_array[0];
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real_t max_support = p_normal.dot(vertices_array[best_vertex]);
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// Check the remaining extreme vertices for a better vertex
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for (uint32_t i = 0; i < extreme_size; ++i) {
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int vert = extreme_array[i];
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real_t s = p_normal.dot(vertices_array[vert]);
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if (s > max_support) {
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best_vertex = vert;
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max_support = s;
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max_support = s;
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}
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}
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}
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}
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if (extreme_vertices.size() == mesh.vertices.size()) {
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// We've already checked every vertex, so we can return now.
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// If we checked all vertices in the mesh then we're done
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return mesh.vertices[best_vertex];
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if (extreme_size == mesh.vertices.size()) {
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return vertices_array[best_vertex];
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}
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}
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// Move along the surface until we reach the true support vertex.
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// Get the array of neighbor arrays for each vertex
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const LocalVector<int> *const vertex_neighbors_array = vertex_neighbors.ptr();
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// Move along the surface until we reach the true support vertex.
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int last_vertex = -1;
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int last_vertex = -1;
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while (true) {
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while (true) {
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int next_vertex = -1;
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int next_vertex = -1;
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for (uint32_t i = 0; i < vertex_neighbors[best_vertex].size(); i++) {
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int vert = vertex_neighbors[best_vertex][i];
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// Get the array of neighbors around the best vertex
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const LocalVector<int> &neighbors = vertex_neighbors_array[best_vertex];
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const int *const neighbors_array = neighbors.ptr();
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const uint32_t neighbors_size = neighbors.size();
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// Iterate over all the neighbors checking for a better vertex
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for (uint32_t i = 0; i < neighbors_size; ++i) {
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int vert = neighbors_array[i];
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if (vert != last_vertex) {
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if (vert != last_vertex) {
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real_t s = p_normal.dot(mesh.vertices[vert]);
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real_t s = p_normal.dot(vertices_array[vert]);
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if (s > max_support) {
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if (s > max_support) {
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next_vertex = vert;
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next_vertex = vert;
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max_support = s;
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max_support = s;
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@ -881,9 +900,13 @@ Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
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}
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}
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}
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}
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}
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}
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// No better vertex found, we have the best
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if (next_vertex == -1) {
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if (next_vertex == -1) {
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return mesh.vertices[best_vertex];
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return vertices_array[best_vertex];
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}
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}
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// Move to the better vertex and try again
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last_vertex = best_vertex;
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last_vertex = best_vertex;
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best_vertex = next_vertex;
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best_vertex = next_vertex;
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}
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}
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