fix hull mass data calculation and make it more robust, bugfixes
This commit is contained in:
@ -25,6 +25,70 @@ extern DebugDraw* g_debugDraw;
|
||||
extern Camera g_camera;
|
||||
extern Settings g_settings;
|
||||
|
||||
inline b3Vec3 ComputeCentroid(const b3Hull& h)
|
||||
{
|
||||
b3Vec3 c(0.0f, 0.0f, 0.0f);
|
||||
float32 volume = 0.0f;
|
||||
|
||||
// Pick reference point not too away from the origin
|
||||
// to minimize floating point rounding errors.
|
||||
b3Vec3 p1(0.0f, 0.0f, 0.0f);
|
||||
// Put it inside the hull.
|
||||
for (u32 i = 0; i < h.vertexCount; ++i)
|
||||
{
|
||||
p1 += h.vertices[i];
|
||||
}
|
||||
p1 *= 1.0f / float32(h.vertexCount);
|
||||
|
||||
const float32 inv4 = 0.25f;
|
||||
const float32 inv6 = 1.0f / 6.0f;
|
||||
const float32 inv60 = 1.0f / 60.0f;
|
||||
const float32 inv120 = 1.0f / 120.0f;
|
||||
|
||||
b3Vec3 diag(0.0f, 0.0f, 0.0f);
|
||||
b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Triangulate convex polygons
|
||||
for (u32 i = 0; i < h.faceCount; ++i)
|
||||
{
|
||||
const b3Face* face = h.GetFace(i);
|
||||
const b3HalfEdge* begin = h.GetEdge(face->edge);
|
||||
|
||||
const b3HalfEdge* edge = h.GetEdge(begin->next);
|
||||
do
|
||||
{
|
||||
u32 i1 = begin->origin;
|
||||
u32 i2 = edge->origin;
|
||||
const b3HalfEdge* next = h.GetEdge(edge->next);
|
||||
u32 i3 = next->origin;
|
||||
|
||||
b3Vec3 p2 = h.vertices[i1];
|
||||
b3Vec3 p3 = h.vertices[i2];
|
||||
b3Vec3 p4 = h.vertices[i3];
|
||||
|
||||
b3Vec3 e1 = p2 - p1;
|
||||
b3Vec3 e2 = p3 - p1;
|
||||
b3Vec3 e3 = p4 - p1;
|
||||
|
||||
float32 D = b3Det(e1, e2, e3);
|
||||
|
||||
float32 tetraVolume = inv6 * D;
|
||||
volume += tetraVolume;
|
||||
|
||||
// Volume weighted centroid
|
||||
c += tetraVolume * inv4 * (e1 + e2 + e3);
|
||||
|
||||
edge = next;
|
||||
} while (h.GetEdge(edge->next) != begin);
|
||||
}
|
||||
|
||||
// Centroid
|
||||
B3_ASSERT(volume > B3_EPSILON);
|
||||
c *= 1.0f / volume;
|
||||
c += p1;
|
||||
return c;
|
||||
}
|
||||
|
||||
struct Pair
|
||||
{
|
||||
void* key;
|
||||
@ -195,14 +259,7 @@ inline b3Hull ConvertHull(const qhHull& hull)
|
||||
out.faceCount = faceCount;
|
||||
out.faces = faces;
|
||||
out.planes = planes;
|
||||
out.centroid.SetZero();
|
||||
|
||||
for (u32 i = 0; i < vertexCount; ++i)
|
||||
{
|
||||
out.centroid += vertices[i];
|
||||
}
|
||||
out.centroid /= float32(vertexCount);
|
||||
|
||||
out.centroid = ComputeCentroid(out);
|
||||
out.Validate();
|
||||
return out;
|
||||
}
|
||||
@ -351,23 +408,6 @@ public:
|
||||
m_qhull.Draw(g_debugDraw);
|
||||
}
|
||||
|
||||
void KeyDown(int button)
|
||||
{
|
||||
if (button == GLFW_KEY_LEFT)
|
||||
{
|
||||
//m_index = b3Max(m_index - 1, 0);
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_RIGHT)
|
||||
{
|
||||
//m_index = b3Min(m_index + 1, i32(horizon.Count()) - 1);
|
||||
}
|
||||
|
||||
if (button == GLFW_KEY_I)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
static Test* Create()
|
||||
{
|
||||
return new QuickhullTest();
|
||||
|
Reference in New Issue
Block a user