luau/bench/tests/mesh-normal-vector.lua
Andy Friesen a251bc68a2
Sync to upstream/release/650 (#1502)
* New `vector` library! See https://rfcs.luau.org/vector-library.html
for details
* Replace the use of non-portable `strnlen` with `memchr`. `strnlen` is
not part of any C or C++ standard.
* Introduce `lua_newuserdatataggedwithmetatable` for faster tagged
userdata creation of userdata with metatables registered with
`lua_setuserdatametatable`

Old Solver

* It used to be the case that a module's result type would
unconditionally be inferred to be `any` if it imported any module that
participates in any import cycle. This is now fixed.

New Solver

* Improve inference of `table.freeze`: We now infer read-only properties
on tables after they have been frozen.
* We now correctly flag cases where `string.format` is called with 0
arguments.
* Fix a bug in user-defined type functions where table properties could
be lost if the table had a metatable
* Reset the random number seed for each evaluation of a type function
* We now retry subtyping arguments if it failed due to hidden variadics.

---------

Co-authored-by: Aaron Weiss <aaronweiss@roblox.com>
Co-authored-by: Alexander McCord <amccord@roblox.com>
Co-authored-by: Vighnesh <vvijay@roblox.com>
Co-authored-by: Aviral Goel <agoel@roblox.com>
Co-authored-by: David Cope <dcope@roblox.com>
Co-authored-by: Lily Brown <lbrown@roblox.com>
Co-authored-by: Vyacheslav Egorov <vegorov@roblox.com>
Co-authored-by: Junseo Yoo <jyoo@roblox.com>
2024-11-01 12:06:07 -07:00

165 lines
4.8 KiB
Lua

--!strict
local function prequire(name) local success, result = pcall(require, name); return if success then result else nil end
local bench = script and require(script.Parent.bench_support) or prequire("bench_support") or require("../bench_support")
function test()
type Vertex = { p: vector, uv: vector, n: vector, t: vector, b: vector, h: number }
local grid_size = 100
local mesh: {
vertices: {Vertex},
indices: {number},
triangle_cone_p: {vector},
triangle_cone_n: {vector}
} = {
vertices = table.create(grid_size * grid_size),
indices = table.create((grid_size - 1) * (grid_size - 1) * 6),
triangle_cone_p = table.create((grid_size - 1) * (grid_size - 1) * 2),
triangle_cone_n = table.create((grid_size - 1) * (grid_size - 1) * 2)
}
function init_vertices()
local i = 1
for y = 1,grid_size do
for x = 1,grid_size do
local v: Vertex = {}
v.p = vector.create(x, y, math.cos(x) + math.sin(y))
v.uv = vector.create((x-1)/(grid_size-1), (y-1)/(grid_size-1), 0)
v.n = vector.create(0, 0, 0)
v.b = vector.create(0, 0, 0)
v.t = vector.create(0, 0, 0)
v.h = 0
mesh.vertices[i] = v
i += 1
end
end
end
function init_indices()
local i = 1
for y = 1,grid_size-1 do
for x = 1,grid_size-1 do
mesh.indices[i] = x + (y-1)*grid_size
i += 1
mesh.indices[i] = x + y*grid_size
i += 1
mesh.indices[i] = (x+1) + (y-1)*grid_size
i += 1
mesh.indices[i] = (x+1) + (y-1)*grid_size
i += 1
mesh.indices[i] = x + y*grid_size
i += 1
mesh.indices[i] = (x+1) + y*grid_size
i += 1
end
end
end
function calculate_normals()
local norm_sum = 0
for i = 1,#mesh.indices,3 do
local a = mesh.vertices[mesh.indices[i]]
local b = mesh.vertices[mesh.indices[i + 1]]
local c = mesh.vertices[mesh.indices[i + 2]]
local n = vector.cross(a.p - b.p, a.p - c.p)
a.n += n
b.n += n
c.n += n
end
for _,v in ipairs(mesh.vertices) do
v.n = vector.normalize(v.n)
norm_sum += vector.dot(v.n, v.n)
end
return norm_sum
end
function compute_triangle_cones()
local mesh_area = 0
local i = 1
for i = 1,#mesh.indices,3 do
local p0 = mesh.vertices[mesh.indices[i]]
local p1 = mesh.vertices[mesh.indices[i + 1]]
local p2 = mesh.vertices[mesh.indices[i + 2]]
local p10 = p1.p - p0.p
local p20 = p2.p - p0.p
local normal = vector.cross(p10, p20)
local area = vector.magnitude(normal)
local invarea = (area == 0) and 0 or 1 / area;
mesh.triangle_cone_p[i] = (p0.p + p1.p + p2.p) / 3
mesh.triangle_cone_n[i] = normal * invarea
i += 1
mesh_area += area
end
return mesh_area
end
function compute_tangent_space()
local checksum = 0
for i = 1,#mesh.indices,3 do
local a = mesh.vertices[mesh.indices[i]]
local b = mesh.vertices[mesh.indices[i + 1]]
local c = mesh.vertices[mesh.indices[i + 2]]
local vba = b.p - a.p
local vca = c.p - a.p
local uvba = b.uv - a.uv
local uvca = c.uv - a.uv
local r = 1.0 / (uvba.X * uvca.Y - uvca.X * uvba.Y);
local sdir = (uvca.Y * vba - uvba.Y * vca) * r
local tdir = (uvba.X * vca - uvca.X * vba) * r
a.t += sdir
b.t += sdir
c.t += sdir
a.b += tdir
b.b += tdir
c.b += tdir
end
for _,v in ipairs(mesh.vertices) do
local t = v.t
-- Gram-Schmidt orthogonalize
v.t = vector.normalize(t - v.n * vector.dot(v.n, t))
local ht = vector.dot(vector.cross(v.n, t), v.b)
v.h = ht < 0 and -1 or 1
checksum += v.t.X + v.h
end
return checksum
end
init_vertices()
init_indices()
calculate_normals()
compute_triangle_cones()
compute_tangent_space()
end
bench.runCode(test, "mesh-normal-vector")