Jolt Physics
A multi core friendly Game Physics Engine
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TriangleCodecIndexed8BitPackSOA4Flags.h
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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
5#pragma once
6
8
10
25{
26public:
28 {
29 public:
32 };
33
35 static constexpr int TriangleHeaderSize = sizeof(TriangleHeader);
36
38 static constexpr bool ChangesOffsetOnPack = false;
39
46
54
62
69
70 static_assert(sizeof(VertexData) == 8, "Compiler added padding");
71
74 {
77 };
78
79 static_assert(sizeof(TriangleBlock) == 16, "Compiler added padding");
80
88
91 {
92 const VertexData * GetVertexData() const { return reinterpret_cast<const VertexData *>(reinterpret_cast<const uint8 *>(this) + (mFlags & OFFSET_TO_VERTICES_MASK)); }
93 const TriangleBlock * GetTriangleBlock() const { return reinterpret_cast<const TriangleBlock *>(reinterpret_cast<const uint8 *>(this) + sizeof(TriangleBlockHeader)); }
94 const uint32 * GetUserData() const { uint32 offset = mFlags >> OFFSET_TO_VERTICES_BITS; return offset == 0? nullptr : reinterpret_cast<const uint32 *>(GetTriangleBlock() + offset); }
95
97 };
98
99 static_assert(sizeof(TriangleBlockHeader) == 4, "Compiler added padding");
100
103 {
104 public:
106 ValidationContext(const IndexedTriangleList &inTriangles, const VertexList &inVertices) :
107 mVertices(inVertices)
108 {
109 // Only used the referenced triangles, just like EncodingContext::Finalize does
110 for (const IndexedTriangle &i : inTriangles)
111 for (uint32 idx : i.mIdx)
112 mBounds.Encapsulate(Vec3(inVertices[idx]));
113 }
114
116 bool IsDegenerate(const IndexedTriangle &inTriangle) const
117 {
118 // Quantize the triangle in the same way as EncodingContext::Finalize does
119 UVec4 quantized_vertex[3];
120 Vec3 compress_scale = Vec3::sReplicate(COMPONENT_MASK) / Vec3::sMax(mBounds.GetSize(), Vec3::sReplicate(1.0e-20f));
121 for (int i = 0; i < 3; ++i)
122 quantized_vertex[i] = ((Vec3(mVertices[inTriangle.mIdx[i]]) - mBounds.mMin) * compress_scale + Vec3::sReplicate(0.5f)).ToInt();
123 return quantized_vertex[0] == quantized_vertex[1] || quantized_vertex[1] == quantized_vertex[2] || quantized_vertex[0] == quantized_vertex[2];
124 }
125
126 private:
127 const VertexList & mVertices;
128 AABox mBounds;
129 };
130
133 {
134 public:
136 explicit EncodingContext(const VertexList &inVertices) :
137 mVertexMap(inVertices.size(), 0xffffffff) // Fill vertex map with 'not found'
138 {
139 // Reserve for worst case to avoid allocating in the inner loop
140 mVertices.reserve(inVertices.size());
141 }
142
144 uint GetPessimisticMemoryEstimate(uint inTriangleCount, bool inStoreUserData) const
145 {
146 // Worst case each triangle is alone in a block, none of the vertices are shared and we need to add 3 bytes to align the vertices
147 return inTriangleCount * (sizeof(TriangleBlockHeader) + sizeof(TriangleBlock) + (inStoreUserData? sizeof(uint32) : 0) + 3 * sizeof(VertexData)) + 3;
148 }
149
152 uint Pack(const IndexedTriangle *inTriangles, uint inNumTriangles, bool inStoreUserData, ByteBuffer &ioBuffer, const char *&outError)
153 {
154 JPH_ASSERT(inNumTriangles > 0);
155
156 // Determine position of triangles start
157 uint offset = (uint)ioBuffer.size();
158
159 // Update stats
160 mNumTriangles += inNumTriangles;
161
162 // Allocate triangle block header
164
165 // Compute first vertex that this batch will use (ensuring there's enough room if none of the vertices are shared)
166 uint start_vertex = Clamp((int)mVertices.size() - 256 + (int)inNumTriangles * 3, 0, (int)mVertices.size());
167
168 // Store the start vertex offset, this will later be patched to give the delta offset relative to the triangle block
169 mOffsetsToPatch.push_back(uint((uint8 *)&header->mFlags - &ioBuffer[0]));
170 header->mFlags = start_vertex * sizeof(VertexData);
171 JPH_ASSERT(header->mFlags <= OFFSET_TO_VERTICES_MASK, "Offset to vertices doesn't fit");
172
173 // When we store user data we need to store the offset to the user data in TriangleBlocks
174 uint padded_triangle_count = AlignUp(inNumTriangles, 4);
175 if (inStoreUserData)
176 {
177 uint32 num_blocks = padded_triangle_count >> 2;
178 JPH_ASSERT(num_blocks <= OFFSET_TO_USERDATA_MASK);
179 header->mFlags |= num_blocks << OFFSET_TO_VERTICES_BITS;
180 }
181
182 // Pack vertices
183 for (uint t = 0; t < padded_triangle_count; t += 4)
184 {
185 TriangleBlock *block = ioBuffer.Allocate<TriangleBlock>();
186 for (uint vertex_nr = 0; vertex_nr < 3; ++vertex_nr)
187 for (uint block_tri_idx = 0; block_tri_idx < 4; ++block_tri_idx)
188 {
189 // Fetch vertex index. Create degenerate triangles for padding triangles.
190 bool triangle_available = t + block_tri_idx < inNumTriangles;
191 uint32 src_vertex_index = triangle_available? inTriangles[t + block_tri_idx].mIdx[vertex_nr] : inTriangles[inNumTriangles - 1].mIdx[0];
192
193 // Check if we've seen this vertex before and if it is in the range that we can encode
194 uint32 &vertex_index = mVertexMap[src_vertex_index];
195 if (vertex_index == 0xffffffff || vertex_index < start_vertex)
196 {
197 // Add vertex
198 vertex_index = (uint32)mVertices.size();
199 mVertices.push_back(src_vertex_index);
200 }
201
202 // Store vertex index
203 uint32 vertex_offset = vertex_index - start_vertex;
204 if (vertex_offset > 0xff)
205 {
206 outError = "TriangleCodecIndexed8BitPackSOA4Flags: Offset doesn't fit in 8 bit";
207 return uint(-1);
208 }
209 block->mIndices[vertex_nr][block_tri_idx] = (uint8)vertex_offset;
210
211 // Store flags
212 uint32 flags = triangle_available? inTriangles[t + block_tri_idx].mMaterialIndex : 0;
213 if (flags > 0xff)
214 {
215 outError = "TriangleCodecIndexed8BitPackSOA4Flags: Material index doesn't fit in 8 bit";
216 return uint(-1);
217 }
218 block->mFlags[block_tri_idx] = (uint8)flags;
219 }
220 }
221
222 // Store user data
223 if (inStoreUserData)
224 {
225 uint32 *user_data = ioBuffer.Allocate<uint32>(inNumTriangles);
226 for (uint t = 0; t < inNumTriangles; ++t)
227 user_data[t] = inTriangles[t].mUserData;
228 }
229
230 return offset;
231 }
232
234 void Finalize(const VertexList &inVertices, TriangleHeader *ioHeader, ByteBuffer &ioBuffer) const
235 {
236 // Check if anything to do
237 if (mVertices.empty())
238 return;
239
240 // Align buffer to 4 bytes
241 uint vertices_idx = (uint)ioBuffer.Align(4);
242
243 // Patch the offsets
244 for (uint o : mOffsetsToPatch)
245 {
246 uint32 *flags = ioBuffer.Get<uint32>(o);
247 uint32 delta = vertices_idx - o;
248 if ((*flags & OFFSET_TO_VERTICES_MASK) + delta > OFFSET_TO_VERTICES_MASK)
249 JPH_ASSERT(false, "Offset to vertices doesn't fit");
250 *flags += delta;
251 }
252
253 // Calculate bounding box
254 AABox bounds;
255 for (uint32 v : mVertices)
256 bounds.Encapsulate(Vec3(inVertices[v]));
257
258 // Compress vertices
259 VertexData *vertices = ioBuffer.Allocate<VertexData>(mVertices.size());
260 Vec3 compress_scale = Vec3::sReplicate(COMPONENT_MASK) / Vec3::sMax(bounds.GetSize(), Vec3::sReplicate(1.0e-20f));
261 for (uint32 v : mVertices)
262 {
263 UVec4 c = ((Vec3(inVertices[v]) - bounds.mMin) * compress_scale + Vec3::sReplicate(0.5f)).ToInt();
267 vertices->mVertexXY = c.GetX() + (c.GetY() << COMPONENT_Y1);
268 vertices->mVertexZY = c.GetZ() + ((c.GetY() >> COMPONENT_Y1_BITS) << COMPONENT_Y2);
269 ++vertices;
270 }
271
272 // Store decompression information
273 bounds.mMin.StoreFloat3(&ioHeader->mOffset);
274 (bounds.GetSize() / Vec3::sReplicate(COMPONENT_MASK)).StoreFloat3(&ioHeader->mScale);
275 }
276
277 private:
278 using VertexMap = Array<uint32>;
279
280 uint mNumTriangles = 0;
281 Array<uint32> mVertices;
282 VertexMap mVertexMap;
283 Array<uint> mOffsetsToPatch;
284 };
285
288 {
289 private:
291 JPH_INLINE void Unpack(const VertexData *inVertices, UVec4Arg inIndex, Vec4 &outX, Vec4 &outY, Vec4 &outZ) const
292 {
293 // Get compressed data
294 UVec4 c1 = UVec4::sGatherInt4<8>(&inVertices->mVertexXY, inIndex);
295 UVec4 c2 = UVec4::sGatherInt4<8>(&inVertices->mVertexZY, inIndex);
296
297 // Unpack the x y and z component
301
302 // Convert to float
303 outX = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
304 outY = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
305 outZ = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
306 }
307
308 public:
309 JPH_INLINE explicit DecodingContext(const TriangleHeader *inHeader) :
310 mOffsetX(Vec4::sReplicate(inHeader->mOffset.x)),
311 mOffsetY(Vec4::sReplicate(inHeader->mOffset.y)),
312 mOffsetZ(Vec4::sReplicate(inHeader->mOffset.z)),
313 mScaleX(Vec4::sReplicate(inHeader->mScale.x)),
314 mScaleY(Vec4::sReplicate(inHeader->mScale.y)),
315 mScaleZ(Vec4::sReplicate(inHeader->mScale.z))
316 {
317 }
318
320 JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles) const
321 {
322 JPH_ASSERT(inNumTriangles > 0);
323 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
324 const VertexData *vertices = header->GetVertexData();
325 const TriangleBlock *t = header->GetTriangleBlock();
326 const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
327
328 int triangles_left = inNumTriangles;
329
330 do
331 {
332 // Get the indices for the three vertices (reads 4 bytes extra, but these are the flags so that's ok)
333 UVec4 indices = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&t->mIndices[0]));
334 UVec4 iv1 = indices.Expand4Byte0();
335 UVec4 iv2 = indices.Expand4Byte4();
336 UVec4 iv3 = indices.Expand4Byte8();
337
338 // Decompress the triangle data
339 Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
340 Unpack(vertices, iv1, v1x, v1y, v1z);
341 Unpack(vertices, iv2, v2x, v2y, v2z);
342 Unpack(vertices, iv3, v3x, v3y, v3z);
343
344 // Transpose it so we get normal vectors
345 Mat44 v1 = Mat44(v1x, v1y, v1z, Vec4::sZero()).Transposed();
346 Mat44 v2 = Mat44(v2x, v2y, v2z, Vec4::sZero()).Transposed();
347 Mat44 v3 = Mat44(v3x, v3y, v3z, Vec4::sZero()).Transposed();
348
349 // Store triangle data
350 for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
351 {
352 *outTriangles++ = v1.GetColumn3(i);
353 *outTriangles++ = v2.GetColumn3(i);
354 *outTriangles++ = v3.GetColumn3(i);
355 }
356
357 ++t;
358 }
359 while (t < end);
360 }
361
363 JPH_INLINE float TestRay(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, const void *inTriangleStart, uint32 inNumTriangles, float inClosest, uint32 &outClosestTriangleIndex) const
364 {
365 JPH_ASSERT(inNumTriangles > 0);
366 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
367 const VertexData *vertices = header->GetVertexData();
368 const TriangleBlock *t = header->GetTriangleBlock();
369 const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
370
371 Vec4 closest = Vec4::sReplicate(inClosest);
372 UVec4 closest_triangle_idx = UVec4::sZero();
373
374 UVec4 start_triangle_idx = UVec4::sZero();
375 do
376 {
377 // Get the indices for the three vertices (reads 4 bytes extra, but these are the flags so that's ok)
378 UVec4 indices = UVec4::sLoadInt4(reinterpret_cast<const uint32 *>(&t->mIndices[0]));
379 UVec4 iv1 = indices.Expand4Byte0();
380 UVec4 iv2 = indices.Expand4Byte4();
381 UVec4 iv3 = indices.Expand4Byte8();
382
383 // Decompress the triangle data
384 Vec4 v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z;
385 Unpack(vertices, iv1, v1x, v1y, v1z);
386 Unpack(vertices, iv2, v2x, v2y, v2z);
387 Unpack(vertices, iv3, v3x, v3y, v3z);
388
389 // Perform ray vs triangle test
390 Vec4 distance = RayTriangle4(inRayOrigin, inRayDirection, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z);
391
392 // Update closest with the smaller values
393 UVec4 smaller = Vec4::sLess(distance, closest);
394 closest = Vec4::sSelect(closest, distance, smaller);
395
396 // Update triangle index with the smallest values
397 UVec4 triangle_idx = start_triangle_idx + UVec4(0, 1, 2, 3);
398 closest_triangle_idx = UVec4::sSelect(closest_triangle_idx, triangle_idx, smaller);
399
400 // Next block
401 ++t;
402 start_triangle_idx += UVec4::sReplicate(4);
403 }
404 while (t < end);
405
406 // Get the smallest component
407 Vec4::sSort4(closest, closest_triangle_idx);
408 outClosestTriangleIndex = closest_triangle_idx.GetX();
409 return closest.GetX();
410 }
411
413 inline void GetTriangle(const void *inTriangleStart, uint32 inTriangleIdx, Vec3 &outV1, Vec3 &outV2, Vec3 &outV3) const
414 {
415 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
416 const VertexData *vertices = header->GetVertexData();
417 const TriangleBlock *block = header->GetTriangleBlock() + (inTriangleIdx >> 2);
418 uint32 block_triangle_idx = inTriangleIdx & 0b11;
419
420 // Get the 3 vertices
421 const VertexData &v1 = vertices[block->mIndices[0][block_triangle_idx]];
422 const VertexData &v2 = vertices[block->mIndices[1][block_triangle_idx]];
423 const VertexData &v3 = vertices[block->mIndices[2][block_triangle_idx]];
424
425 // Pack the vertices
426 UVec4 c1(v1.mVertexXY, v2.mVertexXY, v3.mVertexXY, 0);
427 UVec4 c2(v1.mVertexZY, v2.mVertexZY, v3.mVertexZY, 0);
428
429 // Unpack the x y and z component
433
434 // Convert to float
435 Vec4 vx = Vec4::sFusedMultiplyAdd(xc.ToFloat(), mScaleX, mOffsetX);
436 Vec4 vy = Vec4::sFusedMultiplyAdd(yc.ToFloat(), mScaleY, mOffsetY);
437 Vec4 vz = Vec4::sFusedMultiplyAdd(zc.ToFloat(), mScaleZ, mOffsetZ);
438
439 // Transpose it so we get normal vectors
440 Mat44 trans = Mat44(vx, vy, vz, Vec4::sZero()).Transposed();
441 outV1 = trans.GetAxisX();
442 outV2 = trans.GetAxisY();
443 outV3 = trans.GetAxisZ();
444 }
445
447 JPH_INLINE uint32 GetUserData(const void *inTriangleStart, uint32 inTriangleIdx) const
448 {
449 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
450 const uint32 *user_data = header->GetUserData();
451 return user_data != nullptr? user_data[inTriangleIdx] : 0;
452 }
453
455 JPH_INLINE static void sGetFlags(const void *inTriangleStart, uint32 inNumTriangles, uint8 *outTriangleFlags)
456 {
457 JPH_ASSERT(inNumTriangles > 0);
458 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
459 const TriangleBlock *t = header->GetTriangleBlock();
460 const TriangleBlock *end = t + ((inNumTriangles + 3) >> 2);
461
462 int triangles_left = inNumTriangles;
463 do
464 {
465 for (int i = 0; i < 4 && triangles_left > 0; ++i, --triangles_left)
466 *outTriangleFlags++ = t->mFlags[i];
467
468 ++t;
469 }
470 while (t < end);
471 }
472
474 JPH_INLINE static uint8 sGetFlags(const void *inTriangleStart, int inTriangleIndex)
475 {
476 const TriangleBlockHeader *header = reinterpret_cast<const TriangleBlockHeader *>(inTriangleStart);
477 const TriangleBlock *first_block = header->GetTriangleBlock();
478 return first_block[inTriangleIndex >> 2].mFlags[inTriangleIndex & 0b11];
479 }
480
482 JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles, uint8 *outTriangleFlags) const
483 {
484 Unpack(inTriangleStart, inNumTriangles, outTriangles);
485 sGetFlags(inTriangleStart, inNumTriangles, outTriangleFlags);
486 }
487
488 private:
489 Vec4 mOffsetX;
490 Vec4 mOffsetY;
491 Vec4 mOffsetZ;
492 Vec4 mScaleX;
493 Vec4 mScaleY;
494 Vec4 mScaleZ;
495 };
496};
497
std::uint8_t uint8
Definition Core.h:447
unsigned int uint
Definition Core.h:446
#define JPH_NAMESPACE_END
Definition Core.h:379
std::uint32_t uint32
Definition Core.h:449
#define JPH_NAMESPACE_BEGIN
Definition Core.h:373
#define JPH_ASSERT(...)
Definition IssueReporting.h:33
JPH_INLINE constexpr T Clamp(T inV, T inMin, T inMax)
Clamp a value between two values.
Definition Math.h:45
T AlignUp(T inV, uint64 inAlignment)
Align inV up to the next inAlignment bytes.
Definition Math.h:80
JPH_INLINE Vec4 RayTriangle4(Vec3Arg inOrigin, Vec3Arg inDirection, Vec4Arg inV0X, Vec4Arg inV0Y, Vec4Arg inV0Z, Vec4Arg inV1X, Vec4Arg inV1Y, Vec4Arg inV1Z, Vec4Arg inV2X, Vec4Arg inV2Y, Vec4Arg inV2Z)
Intersect ray with 4 triangles in SOA format, returns 4 vector of closest points or FLT_MAX if no hit...
Definition RayTriangle.h:76
Axis aligned box.
Definition AABox.h:16
Vec3 GetSize() const
Get size of bounding box.
Definition AABox.h:125
Vec3 mMin
Bounding box min and max.
Definition AABox.h:308
void Encapsulate(Vec3Arg inPos)
Encapsulate point in bounding box.
Definition AABox.h:61
bool empty() const
Returns true if there are no elements in the array.
Definition Array.h:314
size_type size() const
Returns amount of elements in the array.
Definition Array.h:320
void push_back(const T &inValue)
Add element to the back of the array.
Definition Array.h:277
void reserve(size_type inNewSize)
Reserve array space.
Definition Array.h:113
Simple byte buffer, aligned to a cache line.
Definition ByteBuffer.h:16
Type * Allocate(size_t inSize=1)
Allocate block of data of inSize elements and return the pointer.
Definition ByteBuffer.h:33
size_t Align(size_t inSize)
Align the size to a multiple of inSize, returns the length after alignment.
Definition ByteBuffer.h:19
const Type * Get(size_t inPosition) const
Get object at inPosition (an offset in bytes)
Definition ByteBuffer.h:61
Class that holds 3 floats. Used as a storage class. Convert to Vec3 for calculations.
Definition Float3.h:13
Triangle with 32-bit indices and material index.
Definition IndexedTriangle.h:73
uint32 mMaterialIndex
Definition IndexedTriangle.h:105
uint32 mIdx[3]
Definition IndexedTriangle.h:68
Holds a 4x4 matrix of floats, but supports also operations on the 3x3 upper left part of the matrix.
Definition Mat44.h:13
JPH_INLINE Vec3 GetAxisY() const
Definition Mat44.h:148
JPH_INLINE Vec3 GetAxisZ() const
Definition Mat44.h:150
JPH_INLINE Mat44 Transposed() const
Transpose matrix.
Definition Mat44.inl:467
JPH_INLINE Vec3 GetColumn3(uint inCol) const
Definition Mat44.h:158
JPH_INLINE Vec3 GetAxisX() const
Access to the columns.
Definition Mat44.h:146
This class is used to decode and decompress triangle data packed by the EncodingContext.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:288
void GetTriangle(const void *inTriangleStart, uint32 inTriangleIdx, Vec3 &outV1, Vec3 &outV2, Vec3 &outV3) const
Decode a single triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:413
static JPH_INLINE uint8 sGetFlags(const void *inTriangleStart, int inTriangleIndex)
Get flags for a particular triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:474
static JPH_INLINE void sGetFlags(const void *inTriangleStart, uint32 inNumTriangles, uint8 *outTriangleFlags)
Get flags for entire triangle block.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:455
JPH_INLINE uint32 GetUserData(const void *inTriangleStart, uint32 inTriangleIdx) const
Get user data for a triangle.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:447
JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles, uint8 *outTriangleFlags) const
Unpacks triangles and flags, convenience function.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:482
JPH_INLINE void Unpack(const void *inTriangleStart, uint32 inNumTriangles, Vec3 *outTriangles) const
Unpacks triangles in the format t1v1,t1v2,t1v3, t2v1,t2v2,t2v3, ...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:320
JPH_INLINE float TestRay(Vec3Arg inRayOrigin, Vec3Arg inRayDirection, const void *inTriangleStart, uint32 inNumTriangles, float inClosest, uint32 &outClosestTriangleIndex) const
Tests a ray against the packed triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:363
JPH_INLINE DecodingContext(const TriangleHeader *inHeader)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:309
This class is used to encode and compress triangle data into a byte buffer.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:133
EncodingContext(const VertexList &inVertices)
Construct the encoding context.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:136
uint Pack(const IndexedTriangle *inTriangles, uint inNumTriangles, bool inStoreUserData, ByteBuffer &ioBuffer, const char *&outError)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:152
void Finalize(const VertexList &inVertices, TriangleHeader *ioHeader, ByteBuffer &ioBuffer) const
After all triangles have been packed, this finalizes the header and triangle buffer.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:234
uint GetPessimisticMemoryEstimate(uint inTriangleCount, bool inStoreUserData) const
Get an upper bound on the amount of bytes needed to store inTriangleCount triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:144
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:28
Float3 mOffset
Offset of all vertices.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:30
Float3 mScale
Scale of all vertices, vertex_position = mOffset + mScale * compressed_vertex_position.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:31
This class is used to validate that the triangle data will not be degenerate after compression.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:103
bool IsDegenerate(const IndexedTriangle &inTriangle) const
Test if a triangle will be degenerate after quantization.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:116
ValidationContext(const IndexedTriangleList &inTriangles, const VertexList &inVertices)
Constructor.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:106
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:25
static constexpr bool ChangesOffsetOnPack
If this codec could return a different offset than the current buffer size when calling Pack()
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:38
static constexpr int TriangleHeaderSize
Size of the header (an empty struct is always > 0 bytes so this needs a separate variable)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:35
EComponentData
Amount of bits per component.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:42
@ COMPONENT_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:43
@ COMPONENT_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:44
ETriangleBlockHeaderFlags
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:82
@ OFFSET_TO_USERDATA_BITS
When user data is stored, this is the number of blocks to skip to get to the user data (0 = no user d...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:85
@ OFFSET_TO_USERDATA_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:86
@ OFFSET_TO_VERTICES_MASK
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:84
@ OFFSET_TO_VERTICES_BITS
Offset from current block to start of vertices in bytes.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:83
EVertexXY
Packed X and Y coordinate.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:49
@ COMPONENT_X
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:50
@ COMPONENT_Y1
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:51
@ COMPONENT_Y1_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:52
EVertexZY
Packed Z and Y coordinate.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:57
@ COMPONENT_Z
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:58
@ COMPONENT_Y2_BITS
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:60
@ COMPONENT_Y2
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:59
Definition UVec4.h:12
JPH_INLINE uint32 GetZ() const
Definition UVec4.h:104
JPH_INLINE UVec4 LogicalShiftLeft() const
Shift all components by Count bits to the left (filling with zeros from the left)
static JPH_INLINE UVec4 sSelect(UVec4Arg inNotSet, UVec4Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition UVec4.inl:157
JPH_INLINE uint32 GetY() const
Definition UVec4.h:103
JPH_INLINE UVec4 LogicalShiftRight() const
Shift all components by Count bits to the right (filling with zeros from the right)
static JPH_INLINE UVec4 sReplicate(uint32 inV)
Replicate int inV across all components.
Definition UVec4.inl:56
JPH_INLINE UVec4 Expand4Byte4() const
Takes byte 4 .. 7 and expands them to X, Y, Z and W.
Definition UVec4.inl:510
JPH_INLINE UVec4 Expand4Byte0() const
Takes byte 0 .. 3 and expands them to X, Y, Z and W.
Definition UVec4.inl:495
static JPH_INLINE UVec4 sAnd(UVec4Arg inV1, UVec4Arg inV2)
Logical and (component wise)
Definition UVec4.inl:202
static JPH_INLINE UVec4 sOr(UVec4Arg inV1, UVec4Arg inV2)
Logical or (component wise)
Definition UVec4.inl:174
JPH_INLINE uint32 GetX() const
Get individual components.
Definition UVec4.h:102
JPH_INLINE UVec4 Expand4Byte8() const
Takes byte 8 .. 11 and expands them to X, Y, Z and W.
Definition UVec4.inl:525
static JPH_INLINE UVec4 sLoadInt4(const uint32 *inV)
Load 4 ints from memory.
Definition UVec4.inl:78
static JPH_INLINE UVec4 sZero()
Vector with all zeros.
Definition UVec4.inl:45
JPH_INLINE Vec4 ToFloat() const
Convert each component from an int to a float.
Definition UVec4.inl:329
Definition Vec3.h:17
static JPH_INLINE Vec3 sMax(Vec3Arg inV1, Vec3Arg inV2)
Return the maximum of each of the components.
Definition Vec3.inl:159
JPH_INLINE void StoreFloat3(Float3 *outV) const
Store 3 floats to memory.
Definition Vec3.inl:771
static JPH_INLINE Vec3 sReplicate(float inV)
Replicate inV across all components.
Definition Vec3.inl:118
Definition Vec4.h:14
static JPH_INLINE void sSort4(Vec4 &ioValue, UVec4 &ioIndex)
Definition Vec4.inl:304
static JPH_INLINE UVec4 sLess(Vec4Arg inV1, Vec4Arg inV2)
Less than (component wise)
Definition Vec4.inl:180
static JPH_INLINE Vec4 sFusedMultiplyAdd(Vec4Arg inMul1, Vec4Arg inMul2, Vec4Arg inAdd)
Calculates inMul1 * inMul2 + inAdd.
Definition Vec4.inl:236
JPH_INLINE float GetX() const
Get individual components.
Definition Vec4.h:113
static JPH_INLINE Vec4 sZero()
Vector with all zeros.
Definition Vec4.inl:63
static JPH_INLINE Vec4 sSelect(Vec4Arg inNotSet, Vec4Arg inSet, UVec4Arg inControl)
Component wise select, returns inNotSet when highest bit of inControl = 0 and inSet when highest bit ...
Definition Vec4.inl:254
static JPH_INLINE Vec4 sReplicate(float inV)
Replicate inV across all components.
Definition Vec4.inl:74
A triangle header, will be followed by one or more TriangleBlocks.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:91
const VertexData * GetVertexData() const
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:92
uint32 mFlags
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:96
const TriangleBlock * GetTriangleBlock() const
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:93
const uint32 * GetUserData() const
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:94
A block of 4 triangles.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:74
uint8 mFlags[4]
Triangle flags (could contain material and active edges)
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:76
uint8 mIndices[3][4]
8 bit indices to triangle vertices for 4 triangles in the form mIndices[vertex][triangle] where verte...
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:75
A single packed vertex.
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:65
uint32 mVertexXY
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:66
uint32 mVertexZY
Definition TriangleCodecIndexed8BitPackSOA4Flags.h:67