Merge pull request #70858 from Malcolmnixon/fast-concave-support

Optimize GodotConvexPolygonShape3D::get_support
This commit is contained in:
Rémi Verschelde 2023-01-07 13:17:39 +01:00
commit 57540ae00d
No known key found for this signature in database
GPG Key ID: C3336907360768E1
1 changed files with 39 additions and 16 deletions

View File

@ -844,36 +844,55 @@ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Tra
}
Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
// Skip if there are no vertices in the mesh
if (mesh.vertices.size() == 0) {
return Vector3();
}
// Find an initial guess for the support vertex by checking the ones we
// found in _setup().
// Get the array of vertices
const Vector3 *const vertices_array = mesh.vertices.ptr();
int best_vertex = -1;
real_t max_support = 0.0;
for (uint32_t i = 0; i < extreme_vertices.size(); i++) {
real_t s = p_normal.dot(mesh.vertices[extreme_vertices[i]]);
if (best_vertex == -1 || s > max_support) {
best_vertex = extreme_vertices[i];
// Get the array of extreme vertices
const int *const extreme_array = extreme_vertices.ptr();
const uint32_t extreme_size = extreme_vertices.size();
// Start with an initial assumption of the first extreme vertex
int best_vertex = extreme_array[0];
real_t max_support = p_normal.dot(vertices_array[best_vertex]);
// Check the remaining extreme vertices for a better vertex
for (uint32_t i = 0; i < extreme_size; ++i) {
int vert = extreme_array[i];
real_t s = p_normal.dot(vertices_array[vert]);
if (s > max_support) {
best_vertex = vert;
max_support = s;
}
}
if (extreme_vertices.size() == mesh.vertices.size()) {
// We've already checked every vertex, so we can return now.
return mesh.vertices[best_vertex];
// If we checked all vertices in the mesh then we're done
if (extreme_size == mesh.vertices.size()) {
return vertices_array[best_vertex];
}
// Move along the surface until we reach the true support vertex.
// Get the array of neighbor arrays for each vertex
const LocalVector<int> *const vertex_neighbors_array = vertex_neighbors.ptr();
// Move along the surface until we reach the true support vertex.
int last_vertex = -1;
while (true) {
int next_vertex = -1;
for (uint32_t i = 0; i < vertex_neighbors[best_vertex].size(); i++) {
int vert = vertex_neighbors[best_vertex][i];
// Get the array of neighbors around the best vertex
const LocalVector<int> &neighbors = vertex_neighbors_array[best_vertex];
const int *const neighbors_array = neighbors.ptr();
const uint32_t neighbors_size = neighbors.size();
// Iterate over all the neighbors checking for a better vertex
for (uint32_t i = 0; i < neighbors_size; ++i) {
int vert = neighbors_array[i];
if (vert != last_vertex) {
real_t s = p_normal.dot(mesh.vertices[vert]);
real_t s = p_normal.dot(vertices_array[vert]);
if (s > max_support) {
next_vertex = vert;
max_support = s;
@ -881,9 +900,13 @@ Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const {
}
}
}
// No better vertex found, we have the best
if (next_vertex == -1) {
return mesh.vertices[best_vertex];
return vertices_array[best_vertex];
}
// Move to the better vertex and try again
last_vertex = best_vertex;
best_vertex = next_vertex;
}