Files
UnrealEngineUWP/Engine/Source/Developer/MeshSimplifier/Private/Quadric.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00

155 lines
5.9 KiB
C++

// Copyright (C) 2009 Nine Realms, Inc
#include "Quadric.h"
bool CalcGradient( double grad[4], const FVector& p0, const FVector& p1, const FVector& p2, const FVector& n, float a0, float a1, float a2 )
{
// solve for gd
// [ p0, 1 ][ g0 ] = [ a0 ]
// [ p1, 1 ][ g1 ] = [ a1 ]
// [ p2, 1 ][ g2 ] = [ a2 ]
// [ n, 0 ][ d ] = [ 0 ]
double det, invDet;
// 2x2 sub-determinants required to calculate 4x4 determinant
double det2_01_01 = p0[0] * p1[1] - p0[1] * p1[0];
double det2_01_02 = p0[0] * p1[2] - p0[2] * p1[0];
double det2_01_03 = p0[0] - p1[0];
double det2_01_12 = p0[1] * p1[2] - p0[2] * p1[1];
double det2_01_13 = p0[1] - p1[1];
double det2_01_23 = p0[2] - p1[2];
// 3x3 sub-determinants required to calculate 4x4 determinant
double det3_201_013 = p2[0] * det2_01_13 - p2[1] * det2_01_03 + det2_01_01;
double det3_201_023 = p2[0] * det2_01_23 - p2[2] * det2_01_03 + det2_01_02;
double det3_201_123 = p2[1] * det2_01_23 - p2[2] * det2_01_13 + det2_01_12;
det = - det3_201_123 * n[0] + det3_201_023 * n[1] - det3_201_013 * n[2];
if( FMath::Abs( det ) < 1e-8 )
{
return false;
}
invDet = 1.0 / det;
// remaining 2x2 sub-determinants
double det2_03_01 = p0[0] * n[1] - p0[1] * n[0];
double det2_03_02 = p0[0] * n[2] - p0[2] * n[0];
double det2_03_12 = p0[1] * n[2] - p0[2] * n[1];
double det2_03_03 = -n[0];
double det2_03_13 = -n[1];
double det2_03_23 = -n[2];
double det2_13_01 = p1[0] * n[1] - p1[1] * n[0];
double det2_13_02 = p1[0] * n[2] - p1[2] * n[0];
double det2_13_12 = p1[1] * n[2] - p1[2] * n[1];
double det2_13_03 = -n[0];
double det2_13_13 = -n[1];
double det2_13_23 = -n[2];
// remaining 3x3 sub-determinants
double det3_203_012 = p2[0] * det2_03_12 - p2[1] * det2_03_02 + p2[2] * det2_03_01;
double det3_203_013 = p2[0] * det2_03_13 - p2[1] * det2_03_03 + det2_03_01;
double det3_203_023 = p2[0] * det2_03_23 - p2[2] * det2_03_03 + det2_03_02;
double det3_203_123 = p2[1] * det2_03_23 - p2[2] * det2_03_13 + det2_03_12;
double det3_213_012 = p2[0] * det2_13_12 - p2[1] * det2_13_02 + p2[2] * det2_13_01;
double det3_213_013 = p2[0] * det2_13_13 - p2[1] * det2_13_03 + det2_13_01;
double det3_213_023 = p2[0] * det2_13_23 - p2[2] * det2_13_03 + det2_13_02;
double det3_213_123 = p2[1] * det2_13_23 - p2[2] * det2_13_13 + det2_13_12;
double det3_301_012 = n[0] * det2_01_12 - n[1] * det2_01_02 + n[2] * det2_01_01;
double det3_301_013 = n[0] * det2_01_13 - n[1] * det2_01_03;
double det3_301_023 = n[0] * det2_01_23 - n[2] * det2_01_03;
double det3_301_123 = n[1] * det2_01_23 - n[2] * det2_01_13;
grad[0] = - det3_213_123 * invDet * a0 + det3_203_123 * invDet * a1 + det3_301_123 * invDet * a2;
grad[1] = + det3_213_023 * invDet * a0 - det3_203_023 * invDet * a1 - det3_301_023 * invDet * a2;
grad[2] = - det3_213_013 * invDet * a0 + det3_203_013 * invDet * a1 + det3_301_013 * invDet * a2;
grad[3] = + det3_213_012 * invDet * a0 - det3_203_012 * invDet * a1 - det3_301_012 * invDet * a2;
return true;
}
bool CalcGradientMatrix( double* __restrict GradMatrix, const FVector& p0, const FVector& p1, const FVector& p2, const FVector& n )
{
// solve for gd
// [ p0, 1 ][ g0 ] = [ a0 ]
// [ p1, 1 ][ g1 ] = [ a1 ]
// [ p2, 1 ][ g2 ] = [ a2 ]
// [ n, 0 ][ d ] = [ 0 ]
double det, invDet;
// 2x2 sub-determinants required to calculate 4x4 determinant
double det2_01_01 = p0[0] * p1[1] - p0[1] * p1[0];
double det2_01_02 = p0[0] * p1[2] - p0[2] * p1[0];
double det2_01_03 = p0[0] - p1[0];
double det2_01_12 = p0[1] * p1[2] - p0[2] * p1[1];
double det2_01_13 = p0[1] - p1[1];
double det2_01_23 = p0[2] - p1[2];
// 3x3 sub-determinants required to calculate 4x4 determinant
double det3_201_013 = p2[0] * det2_01_13 - p2[1] * det2_01_03 + det2_01_01;
double det3_201_023 = p2[0] * det2_01_23 - p2[2] * det2_01_03 + det2_01_02;
double det3_201_123 = p2[1] * det2_01_23 - p2[2] * det2_01_13 + det2_01_12;
det = - det3_201_123 * n[0] + det3_201_023 * n[1] - det3_201_013 * n[2];
if( FMath::Abs( det ) < 1e-8 )
{
return false;
}
invDet = 1.0 / det;
// remaining 2x2 sub-determinants
double det2_03_01 = p0[0] * n[1] - p0[1] * n[0];
double det2_03_02 = p0[0] * n[2] - p0[2] * n[0];
double det2_03_12 = p0[1] * n[2] - p0[2] * n[1];
double det2_03_03 = -n[0];
double det2_03_13 = -n[1];
double det2_03_23 = -n[2];
double det2_13_01 = p1[0] * n[1] - p1[1] * n[0];
double det2_13_02 = p1[0] * n[2] - p1[2] * n[0];
double det2_13_12 = p1[1] * n[2] - p1[2] * n[1];
double det2_13_03 = -n[0];
double det2_13_13 = -n[1];
double det2_13_23 = -n[2];
// remaining 3x3 sub-determinants
double det3_203_012 = p2[0] * det2_03_12 - p2[1] * det2_03_02 + p2[2] * det2_03_01;
double det3_203_013 = p2[0] * det2_03_13 - p2[1] * det2_03_03 + det2_03_01;
double det3_203_023 = p2[0] * det2_03_23 - p2[2] * det2_03_03 + det2_03_02;
double det3_203_123 = p2[1] * det2_03_23 - p2[2] * det2_03_13 + det2_03_12;
double det3_213_012 = p2[0] * det2_13_12 - p2[1] * det2_13_02 + p2[2] * det2_13_01;
double det3_213_013 = p2[0] * det2_13_13 - p2[1] * det2_13_03 + det2_13_01;
double det3_213_023 = p2[0] * det2_13_23 - p2[2] * det2_13_03 + det2_13_02;
double det3_213_123 = p2[1] * det2_13_23 - p2[2] * det2_13_13 + det2_13_12;
double det3_301_012 = n[0] * det2_01_12 - n[1] * det2_01_02 + n[2] * det2_01_01;
double det3_301_013 = n[0] * det2_01_13 - n[1] * det2_01_03;
double det3_301_023 = n[0] * det2_01_23 - n[2] * det2_01_03;
double det3_301_123 = n[1] * det2_01_23 - n[2] * det2_01_13;
GradMatrix[ 0] = det3_213_123 * invDet;
GradMatrix[ 1] = det3_213_023 * invDet;
GradMatrix[ 2] = det3_213_013 * invDet;
GradMatrix[ 3] = det3_213_012 * invDet;
GradMatrix[ 4] = det3_203_123 * invDet;
GradMatrix[ 5] = det3_203_023 * invDet;
GradMatrix[ 6] = det3_203_013 * invDet;
GradMatrix[ 7] = det3_203_012 * invDet;
GradMatrix[ 8] = det3_301_123 * invDet;
GradMatrix[ 9] = det3_301_023 * invDet;
GradMatrix[10] = det3_301_013 * invDet;
GradMatrix[11] = det3_301_012 * invDet;
return true;
}