fix hull mass data calculation and make it more robust, bugfixes
This commit is contained in:
@ -96,7 +96,7 @@ public:
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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sd.friction = 0.1f;
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sd.friction = 0.3f;
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body->CreateShape(sd);
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}
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121
include/testbed/tests/multiple_shapes.h
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121
include/testbed/tests/multiple_shapes.h
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@ -0,0 +1,121 @@
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/*
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* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef MULTIPLE_SHAPES_H
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#define MULTIPLE_SHAPES_H
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class MultipleShapes : public Test
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{
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public:
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MultipleShapes()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 50.0f;
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g_settings.drawCenterOfMasses = true;
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{
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b3BodyDef bd;
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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hs.m_hull = &m_groundHull;
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b3ShapeDef sd;
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sd.shape = &hs;
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body->CreateShape(sd);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(-5.0f, 10.0f, 0.0f);
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m_box1.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(5.0f, 10.0f, 0.0f);
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m_box2.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 2.0f, 0.0f);
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m_box3.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 6.0f, 0.0f);
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m_box4.SetTransform(xf);
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}
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{
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b3Transform xf;
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xf.SetIdentity();
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xf.position.Set(0.0f, 10.0f, 0.0f);
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m_box5.SetTransform(xf);
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}
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{
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b3BodyDef bd;
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bd.type = e_dynamicBody;
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bd.angularVelocity.Set(0.0f, B3_PI, 0.0f);
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b3Body* body = m_world.CreateBody(bd);
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b3HullShape hs;
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b3ShapeDef sd;
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sd.shape = &hs;
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sd.density = 0.1f;
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hs.m_hull = &m_box1;
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body->CreateShape(sd);
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hs.m_hull = &m_box2;
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body->CreateShape(sd);
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hs.m_hull = &m_box3;
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body->CreateShape(sd);
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hs.m_hull = &m_box4;
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body->CreateShape(sd);
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hs.m_hull = &m_box5;
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body->CreateShape(sd);
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}
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}
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static Test* Create()
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{
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return new MultipleShapes();
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}
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b3BoxHull m_box1;
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b3BoxHull m_box2;
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b3BoxHull m_box3;
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b3BoxHull m_box4;
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b3BoxHull m_box5;
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};
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#endif
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@ -16,8 +16,8 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef QUADRIC_H
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#define QUADRIC_H
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#ifndef QUADRIC_SHAPES_H
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#define QUADRIC_SHAPES_H
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#include <testbed/tests/quickhull_test.h>
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@ -25,39 +25,41 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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class Quadric : public Test
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class QuadricShapes : public Test
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{
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public:
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Quadric()
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QuadricShapes()
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{
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g_camera.m_center.Set(2.0f, -2.0f, 0.0f);
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g_camera.m_zoom = 20.0f;
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g_camera.m_q = b3Quat(b3Vec3(0.0f, 1.0f, 0.0f), 0.15f * B3_PI);
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g_camera.m_q = g_camera.m_q * b3Quat(b3Vec3(1.0f, 0.0f, 0.0f), -0.15f * B3_PI);
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g_camera.m_center.SetZero();
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g_settings.drawCenterOfMasses = true;
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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ConstructCone(points);
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u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_coneHull = ConvertHull(hull);
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b3Free(p);
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}
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{
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qhHull hull;
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b3StackArray<b3Vec3, 32> points;
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ConstructCylinder(points);
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u32 size = qhGetMemorySize(points.Count());
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const u32 size = qhGetMemorySize(points.Count());
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void* p = b3Alloc(size);
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qhHull hull;
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hull.Construct(p, points);
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m_cylinderHull = ConvertHull(hull);
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b3Free(p);
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}
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@ -85,7 +87,7 @@ public:
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hull.m_hull = &m_coneHull;
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b3ShapeDef sdef;
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sdef.density = 0.2f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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@ -103,7 +105,7 @@ public:
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hull.m_hull = &m_cylinderHull;
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b3ShapeDef sdef;
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sdef.density = 1.0f;
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sdef.density = 0.1f;
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sdef.friction = 0.3f;
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sdef.shape = &hull;
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@ -111,7 +113,7 @@ public:
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}
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}
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~Quadric()
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~QuadricShapes()
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{
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{
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b3Free(m_coneHull.vertices);
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@ -130,7 +132,7 @@ public:
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static Test* Create()
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{
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return new Quadric();
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return new QuadricShapes();
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}
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b3Hull m_coneHull;
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@ -25,6 +25,70 @@ extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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inline b3Vec3 ComputeCentroid(const b3Hull& h)
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{
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b3Vec3 c(0.0f, 0.0f, 0.0f);
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float32 volume = 0.0f;
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// Pick reference point not too away from the origin
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// to minimize floating point rounding errors.
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b3Vec3 p1(0.0f, 0.0f, 0.0f);
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// Put it inside the hull.
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for (u32 i = 0; i < h.vertexCount; ++i)
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{
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p1 += h.vertices[i];
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}
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p1 *= 1.0f / float32(h.vertexCount);
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const float32 inv4 = 0.25f;
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const float32 inv6 = 1.0f / 6.0f;
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const float32 inv60 = 1.0f / 60.0f;
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const float32 inv120 = 1.0f / 120.0f;
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b3Vec3 diag(0.0f, 0.0f, 0.0f);
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b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
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// Triangulate convex polygons
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for (u32 i = 0; i < h.faceCount; ++i)
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{
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const b3Face* face = h.GetFace(i);
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const b3HalfEdge* begin = h.GetEdge(face->edge);
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const b3HalfEdge* edge = h.GetEdge(begin->next);
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do
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{
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u32 i1 = begin->origin;
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u32 i2 = edge->origin;
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const b3HalfEdge* next = h.GetEdge(edge->next);
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u32 i3 = next->origin;
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b3Vec3 p2 = h.vertices[i1];
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b3Vec3 p3 = h.vertices[i2];
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b3Vec3 p4 = h.vertices[i3];
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b3Vec3 e1 = p2 - p1;
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b3Vec3 e2 = p3 - p1;
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b3Vec3 e3 = p4 - p1;
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float32 D = b3Det(e1, e2, e3);
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float32 tetraVolume = inv6 * D;
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volume += tetraVolume;
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// Volume weighted centroid
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c += tetraVolume * inv4 * (e1 + e2 + e3);
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edge = next;
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} while (h.GetEdge(edge->next) != begin);
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}
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// Centroid
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B3_ASSERT(volume > B3_EPSILON);
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c *= 1.0f / volume;
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c += p1;
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return c;
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}
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struct Pair
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{
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void* key;
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@ -195,14 +259,7 @@ inline b3Hull ConvertHull(const qhHull& hull)
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out.faceCount = faceCount;
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out.faces = faces;
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out.planes = planes;
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out.centroid.SetZero();
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for (u32 i = 0; i < vertexCount; ++i)
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{
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out.centroid += vertices[i];
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}
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out.centroid /= float32(vertexCount);
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out.centroid = ComputeCentroid(out);
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out.Validate();
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return out;
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}
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@ -351,23 +408,6 @@ public:
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m_qhull.Draw(g_debugDraw);
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_LEFT)
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{
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//m_index = b3Max(m_index - 1, 0);
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}
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if (button == GLFW_KEY_RIGHT)
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{
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//m_index = b3Min(m_index + 1, i32(horizon.Count()) - 1);
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}
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if (button == GLFW_KEY_I)
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{
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}
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}
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static Test* Create()
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{
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return new QuickhullTest();
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