mirror of
https://github.com/luau-lang/luau.git
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a251bc68a2
* 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>
165 lines
4.8 KiB
Lua
165 lines
4.8 KiB
Lua
--!strict
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local function prequire(name) local success, result = pcall(require, name); return if success then result else nil end
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local bench = script and require(script.Parent.bench_support) or prequire("bench_support") or require("../bench_support")
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function test()
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type Vertex = { p: vector, uv: vector, n: vector, t: vector, b: vector, h: number }
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local grid_size = 100
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local mesh: {
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vertices: {Vertex},
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indices: {number},
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triangle_cone_p: {vector},
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triangle_cone_n: {vector}
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} = {
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vertices = table.create(grid_size * grid_size),
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indices = table.create((grid_size - 1) * (grid_size - 1) * 6),
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triangle_cone_p = table.create((grid_size - 1) * (grid_size - 1) * 2),
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triangle_cone_n = table.create((grid_size - 1) * (grid_size - 1) * 2)
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}
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function init_vertices()
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local i = 1
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for y = 1,grid_size do
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for x = 1,grid_size do
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local v: Vertex = {}
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v.p = vector.create(x, y, math.cos(x) + math.sin(y))
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v.uv = vector.create((x-1)/(grid_size-1), (y-1)/(grid_size-1), 0)
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v.n = vector.create(0, 0, 0)
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v.b = vector.create(0, 0, 0)
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v.t = vector.create(0, 0, 0)
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v.h = 0
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mesh.vertices[i] = v
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i += 1
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end
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end
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end
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function init_indices()
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local i = 1
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for y = 1,grid_size-1 do
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for x = 1,grid_size-1 do
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mesh.indices[i] = x + (y-1)*grid_size
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i += 1
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mesh.indices[i] = x + y*grid_size
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i += 1
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mesh.indices[i] = (x+1) + (y-1)*grid_size
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i += 1
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mesh.indices[i] = (x+1) + (y-1)*grid_size
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i += 1
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mesh.indices[i] = x + y*grid_size
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i += 1
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mesh.indices[i] = (x+1) + y*grid_size
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i += 1
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end
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end
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end
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function calculate_normals()
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local norm_sum = 0
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for i = 1,#mesh.indices,3 do
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local a = mesh.vertices[mesh.indices[i]]
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local b = mesh.vertices[mesh.indices[i + 1]]
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local c = mesh.vertices[mesh.indices[i + 2]]
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local n = vector.cross(a.p - b.p, a.p - c.p)
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a.n += n
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b.n += n
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c.n += n
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end
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for _,v in ipairs(mesh.vertices) do
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v.n = vector.normalize(v.n)
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norm_sum += vector.dot(v.n, v.n)
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end
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return norm_sum
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end
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function compute_triangle_cones()
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local mesh_area = 0
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local i = 1
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for i = 1,#mesh.indices,3 do
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local p0 = mesh.vertices[mesh.indices[i]]
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local p1 = mesh.vertices[mesh.indices[i + 1]]
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local p2 = mesh.vertices[mesh.indices[i + 2]]
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local p10 = p1.p - p0.p
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local p20 = p2.p - p0.p
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local normal = vector.cross(p10, p20)
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local area = vector.magnitude(normal)
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local invarea = (area == 0) and 0 or 1 / area;
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mesh.triangle_cone_p[i] = (p0.p + p1.p + p2.p) / 3
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mesh.triangle_cone_n[i] = normal * invarea
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i += 1
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mesh_area += area
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end
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return mesh_area
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end
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function compute_tangent_space()
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local checksum = 0
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for i = 1,#mesh.indices,3 do
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local a = mesh.vertices[mesh.indices[i]]
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local b = mesh.vertices[mesh.indices[i + 1]]
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local c = mesh.vertices[mesh.indices[i + 2]]
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local vba = b.p - a.p
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local vca = c.p - a.p
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local uvba = b.uv - a.uv
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local uvca = c.uv - a.uv
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local r = 1.0 / (uvba.X * uvca.Y - uvca.X * uvba.Y);
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local sdir = (uvca.Y * vba - uvba.Y * vca) * r
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local tdir = (uvba.X * vca - uvca.X * vba) * r
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a.t += sdir
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b.t += sdir
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c.t += sdir
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a.b += tdir
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b.b += tdir
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c.b += tdir
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end
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for _,v in ipairs(mesh.vertices) do
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local t = v.t
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-- Gram-Schmidt orthogonalize
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v.t = vector.normalize(t - v.n * vector.dot(v.n, t))
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local ht = vector.dot(vector.cross(v.n, t), v.b)
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v.h = ht < 0 and -1 or 1
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checksum += v.t.X + v.h
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end
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return checksum
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end
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init_vertices()
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init_indices()
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calculate_normals()
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compute_triangle_cones()
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compute_tangent_space()
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end
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bench.runCode(test, "mesh-normal-vector")
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