godot/thirdparty/meshoptimizer/spatialorder.cpp

// This file is part of meshoptimizer library; see meshoptimizer.h for version/license details
#include "meshoptimizer.h"

#include <assert.h>
#include <float.h>
#include <string.h>

// This work is based on:
// Fabian Giesen. Decoding Morton codes. 2009
namespace meshopt
{

// "Insert" two 0 bits after each of the 10 low bits of x
inline unsigned int part1By2(unsigned int x)
{}

static void computeOrder(unsigned int* result, const float* vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride)
{}

static void computeHistogram(unsigned int (&hist)[1024][3], const unsigned int* data, size_t count)
{}

static void radixPass(unsigned int* destination, const unsigned int* source, const unsigned int* keys, size_t count, unsigned int (&hist)[1024][3], int pass)
{}

} // namespace meshopt

void meshopt_spatialSortRemap(unsigned int* destination, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{}

void meshopt_spatialSortTriangles(unsigned int* destination, const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride)
{}