maintain essential topological invariants
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3f5494211d
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0fc1751ca1
@ -82,6 +82,8 @@ struct qhVertex
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qhVertex* prev;
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qhVertex* next;
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//qhHalfEdge* edge;
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b3Vec3 position;
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qhFace* conflictFace;
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@ -116,11 +118,20 @@ public:
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// Get the number of iterations this algorithm ran.
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u32 GetIterations() const;
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// Validate this hull.
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void Validate() const;
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void Validate(const qhFace* face) const;
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void Validate(const qhHalfEdge* edge) const;
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// Validate convexity.
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// Called at each iteration.
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void ValidateConvexity() const;
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// Validate connectivity.
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// Called at each iteration.
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void Validate() const;
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// Called anywhere.
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void Validate(const qhFace* face) const;
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// Called anywhere.
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void Validate(const qhHalfEdge* edge) const;
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// Draw this hull.
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void Draw() const;
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private:
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@ -136,6 +147,8 @@ private:
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bool MergeLargeFace(qhFace* face);
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void FixMerge(qhFace* face, qhHalfEdge* ein);
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qhHalfEdge* FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const;
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//
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@ -71,7 +71,7 @@ qhHull::~qhHull()
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}
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B3_ASSERT(m_vertexCount == 0);
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qhFace* f = m_faceList.head;
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while (f)
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{
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@ -193,6 +193,7 @@ void qhHull::Construct(const b3Vec3* vs, u32 count)
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while (eye)
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{
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Validate();
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ValidateConvexity();
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AddEyeVertex(eye);
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@ -202,7 +203,9 @@ void qhHull::Construct(const b3Vec3* vs, u32 count)
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}
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Validate();
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ValidateConvexity();
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#if 0
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// Ensure the hull contains the original vertex set
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for (u32 i = 0; i < count; ++i)
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{
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@ -211,9 +214,10 @@ void qhHull::Construct(const b3Vec3* vs, u32 count)
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for (qhFace* f = m_faceList.head; f; f = f->next)
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{
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float32 d = b3Distance(v, f->plane);
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//B3_ASSERT(d < m_tolerance);
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B3_ASSERT(d < m_tolerance);
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}
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}
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#endif
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}
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bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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@ -500,7 +504,8 @@ void qhHull::FindHorizon(qhVertex* eye)
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void qhHull::AddNewFaces(qhVertex* eye)
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{
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// Ensure CCW horizon order
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// Ensure CCW horizon order.
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// Usually it can fail hit if face merging is disable.
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B3_ASSERT(m_horizonCount > 0);
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for (u32 i = 0; i < m_horizonCount; ++i)
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{
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@ -524,8 +529,6 @@ void qhHull::AddNewFaces(qhVertex* eye)
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b3Vec3 eyePosition = eye->position;
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eye->conflictFace->conflictList.Remove(eye);
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eye->conflictFace = NULL;
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FreeVertex(eye);
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// Add the eye point to the hull
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@ -629,7 +632,7 @@ qhVertex* qhHull::AddVertex(const b3Vec3& position)
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return v;
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}
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inline qhHalfEdge* qhHull::FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const
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qhHalfEdge* qhHull::FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const
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{
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for (qhFace* face = m_faceList.head; face != NULL; face = face->next)
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{
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@ -637,6 +640,7 @@ inline qhHalfEdge* qhHull::FindHalfEdge(const qhVertex* v1, const qhVertex* v2)
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do
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{
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B3_ASSERT(e->active == true);
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B3_ASSERT(e->twin != NULL);
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B3_ASSERT(e->twin->active == true);
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if (e->tail == v1 && e->twin->tail == v2)
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@ -660,7 +664,7 @@ static B3_FORCE_INLINE b3Vec3 b3Newell(const b3Vec3& a, const b3Vec3& b)
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return b3Vec3((a.y - b.y) * (a.z + b.z), (a.z - b.z) * (a.x + b.x), (a.x - b.x) * (a.y + b.y));
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}
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static inline void b3ResetFaceData(qhFace* face)
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static void b3ResetFaceData(qhFace* face)
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{
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b3Vec3 n;
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n.SetZero();
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@ -688,84 +692,257 @@ static inline void b3ResetFaceData(qhFace* face)
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face->center = c;
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float32 len = b3Length(n);
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face->area = 0.5f * len;
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if (len > B3_EPSILON)
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{
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n /= len;
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}
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B3_ASSERT(len > B3_EPSILON);
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n /= len;
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face->plane.normal = n;
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face->plane.offset = b3Dot(n, c);
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}
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qhFace* qhHull::RemoveEdge(qhHalfEdge* e)
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static u32 b3VertexCount(const qhFace* face)
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{
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qhFace* rightFace = e->face;
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qhHalfEdge* twin = e->twin;
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qhFace* leftFace = twin->face;
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// Set right face to reference a non-deleted edge
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rightFace->edge = e->prev;
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// Absorb face
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qhHalfEdge* te = twin->next;
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u32 n = 0;
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qhHalfEdge* e = face->edge;
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do
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{
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B3_ASSERT(te->face == leftFace);
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te->face = rightFace;
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te = te->next;
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} while (te != twin->next);
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++n;
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e = e->next;
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} while (e != face->edge);
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return n;
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}
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// Link edges
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e->prev->next = twin->next;
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e->next->prev = twin->prev;
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twin->prev->next = e->next;
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twin->next->prev = e->prev;
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void qhHull::FixMerge(qhFace* face1, qhHalfEdge* ein)
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{
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qhHalfEdge* eout = ein->next;
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// Remove edge
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e->twin = NULL;
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e->tail = NULL;
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e->face = NULL;
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e->prev = NULL;
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e->next = NULL;
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FreeEdge(e);
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B3_ASSERT(ein->twin->face == eout->twin->face);
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// Remove twin
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twin->twin = NULL;
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twin->tail = NULL;
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twin->face = NULL;
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twin->prev = NULL;
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twin->next = NULL;
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FreeEdge(twin);
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qhFace* face3 = ein->twin->face;
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// Move left conflict vertices into right
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qhVertex* v = leftFace->conflictList.head;
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u32 count = b3VertexCount(face3);
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// Is the face 3 a triangle?
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if (count == 3)
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{
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u32 vn = b3VertexCount(ein->face);
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// Unlink incoming edge from face 1
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B3_ASSERT(ein->prev->next == ein);
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ein->prev->next = ein->twin->next;
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// Unlink incoming edge twin from face 3
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B3_ASSERT(ein->twin->next->prev == ein->twin);
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ein->twin->next->prev = ein->prev;
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B3_ASSERT(ein->face == face1);
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if (face1->edge == ein)
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{
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face1->edge = ein->prev;
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}
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// Set incoming edge twin face reference the face 1
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B3_ASSERT(ein->twin->next->face == face3);
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ein->twin->next->face = face1;
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// Unlink outgoing edge from face 1
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B3_ASSERT(eout->next->prev == eout);
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eout->next->prev = eout->twin->prev;
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B3_ASSERT(eout->twin->prev->next == eout->twin);
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eout->twin->prev->next = eout->next;
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B3_ASSERT(eout->face == face1);
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if (face1->edge == eout)
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{
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face1->edge = eout->next;
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}
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// Reset face 1 data
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b3ResetFaceData(face1);
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// Validate face 1
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Validate(face1);
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// Remove outgoing vertex
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m_vertexList.Remove(eout->tail);
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FreeVertex(eout->tail);
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// Remove incoming edge
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FreeEdge(ein->twin);
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FreeEdge(ein);
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// Remove outgoing edge
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FreeEdge(eout->twin);
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FreeEdge(eout);
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// Move face 3 conflict vertices into face 1
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qhVertex* v = face3->conflictList.head;
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while (v)
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{
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qhVertex* v0 = v;
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v = face3->conflictList.Remove(v);
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face1->conflictList.PushFront(v0);
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v0->conflictFace = face1;
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}
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// Remove face 3
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m_faceList.Remove(face3);
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FreeFace(face3);
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}
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else
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{
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// Extend the incoming edge to the next vertex
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B3_ASSERT(ein->twin->tail == eout->tail);
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ein->twin->tail = eout->twin->tail;
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// Remove outgoing vertex
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m_vertexList.Remove(eout->tail);
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FreeVertex(eout->tail);
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// Unlink outgoing edge from face 1
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B3_ASSERT(eout->prev->next == eout);
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eout->prev->next = eout->next;
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B3_ASSERT(eout->next->prev == eout);
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eout->next->prev = eout->prev;
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if (face1->edge == eout)
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{
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face1->edge = eout->next;
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}
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// Reset face 1 data
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b3ResetFaceData(face1);
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// Validate face 1
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Validate(face1);
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// Unlink outgoing edge twin from face 3
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B3_ASSERT(eout->twin->prev->next == eout->twin);
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eout->twin->prev->next = eout->twin->next;
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B3_ASSERT(eout->twin->next->prev == eout->twin);
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eout->twin->next->prev = eout->twin->prev;
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if (face3->edge == eout->twin)
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{
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face3->edge = eout->twin->next;
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}
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// Remove outgoing edge
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FreeEdge(eout->twin);
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FreeEdge(eout);
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}
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}
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qhFace* qhHull::RemoveEdge(qhHalfEdge* edge)
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{
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B3_ASSERT(edge->active == true);
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qhFace* face1 = edge->face;
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B3_ASSERT(face1->active == true);
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B3_ASSERT(edge->twin->active == true);
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qhFace* face2 = edge->twin->face;
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// Edge must be shared.
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B3_ASSERT(face2 != NULL);
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B3_ASSERT(face2->active == true);
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B3_ASSERT(face2 != face1);
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// Merge face 2 into face 1
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// Set face 2 edges owner face to face 1,
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// except the twin edge which will be deleted
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for (qhHalfEdge* e2 = edge->twin->next; e2 != edge->twin; e2 = e2->next)
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{
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B3_ASSERT(e2->face == face2);
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e2->face = face1;
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}
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// Set the face 1 to reference a non-deleted edge
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if (face1->edge == edge)
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{
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face1->edge = edge->next;
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}
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// Unlink edge from face 1
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B3_ASSERT(edge->prev->next == edge);
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edge->prev->next = edge->twin->next;
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B3_ASSERT(edge->next->prev == edge);
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edge->next->prev = edge->twin->prev;
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B3_ASSERT(edge->twin->prev->next == edge->twin);
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edge->twin->prev->next = edge->next;
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B3_ASSERT(edge->twin->next->prev == edge->twin);
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edge->twin->next->prev = edge->prev;
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// Reset right face data
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b3ResetFaceData(face1);
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// Validate topology
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Validate(face1);
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// Move face 2 conflict vertices into face 1
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qhVertex* v = face2->conflictList.head;
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while (v)
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{
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qhVertex* v0 = v;
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v = leftFace->conflictList.Remove(v);
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v = face2->conflictList.Remove(v);
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rightFace->conflictList.PushFront(v0);
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v0->conflictFace = rightFace;
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face1->conflictList.PushFront(v0);
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v0->conflictFace = face1;
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}
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// Remove left face
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leftFace->edge = NULL;
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// Remove face 2
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m_faceList.Remove(face2);
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FreeFace(face2);
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m_faceList.Remove(leftFace);
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// Remove edge
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FreeEdge(edge->twin);
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FreeEdge(edge);
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FreeFace(leftFace);
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// Check for topological errors and apply a fix on them
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// if detected.
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// Reset face data
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b3ResetFaceData(rightFace);
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// Maintained invariants:
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// - Each vertex must have at least three neighbor faces
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// - Face 1 must be concave
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return rightFace;
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// Searching a redundant vertex in face 1 boils down to
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// search for a incoming and outgoing edges in the face 1
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// which have the same neighbour face.
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qhHalfEdge* ein = face1->edge;
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do
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{
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qhHalfEdge* eout = ein->next;
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// Has a vertex in the face 1 become redundant?
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if (ein->twin->face == eout->twin->face)
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{
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qhHalfEdge* ein0 = ein;
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ein = eout;
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// Fix error.
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// This is were some edges and faces might
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// be deleted.
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FixMerge(face1, ein0);
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continue;
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}
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ein = eout;
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} while (ein != face1->edge);
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// Return face 1
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return face1;
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}
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qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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{
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// Each vertex must be free.
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//B3_ASSERT(v1->edge == NULL);
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//B3_ASSERT(v2->edge == NULL);
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//B3_ASSERT(v3->edge == NULL);
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qhFace* face = AllocateFace();
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qhHalfEdge* e1 = FindHalfEdge(v1, v2);
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@ -786,13 +963,11 @@ qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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}
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else
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{
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// Edge must be free.
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B3_ASSERT(e1->face == NULL);
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e1->face = face;
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B3_ASSERT(e1->tail == v1);
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if (e1->face == NULL)
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{
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e1->face = face;
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}
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B3_ASSERT(e1->twin != NULL);
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B3_ASSERT(e1->twin->active == true);
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B3_ASSERT(e1->twin->tail == v2);
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@ -816,13 +991,11 @@ qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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}
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else
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{
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// Edge must be free.
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B3_ASSERT(e2->face == NULL);
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e2->face = face;
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B3_ASSERT(e2->tail == v2);
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if (e2->face == NULL)
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{
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e2->face = face;
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}
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B3_ASSERT(e2->twin != NULL);
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B3_ASSERT(e2->twin->active == true);
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B3_ASSERT(e2->twin->tail == v3);
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@ -842,36 +1015,44 @@ qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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e3->twin->face = NULL;
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e3->twin->prev = NULL;
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e3->twin->next = NULL;
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e3->twin->twin = e3;
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}
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else
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{
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// Edge must be free.
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B3_ASSERT(e3->face == NULL);
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e3->face = face;
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B3_ASSERT(e3->tail == v3);
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if (e3->face == NULL)
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{
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e3->face = face;
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}
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B3_ASSERT(e3->twin != NULL);
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B3_ASSERT(e3->twin->active == true);
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B3_ASSERT(e3->twin->tail == v1);
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}
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B3_ASSERT(e1->prev == NULL);
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e1->prev = e3;
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B3_ASSERT(e1->next == NULL);
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e1->next = e2;
|
||||
|
||||
B3_ASSERT(e2->prev == NULL);
|
||||
e2->prev = e1;
|
||||
B3_ASSERT(e2->next == NULL);
|
||||
e2->next = e3;
|
||||
|
||||
B3_ASSERT(e3->prev == NULL);
|
||||
e3->prev = e2;
|
||||
B3_ASSERT(e3->next == NULL);
|
||||
e3->next = e1;
|
||||
|
||||
face->edge = e1;
|
||||
|
||||
b3ResetFaceData(face);
|
||||
|
||||
face->conflictList.head = NULL;
|
||||
face->conflictList.count = 0;
|
||||
|
||||
Validate(face);
|
||||
|
||||
m_faceList.PushFront(face);
|
||||
|
||||
return face;
|
||||
@ -879,6 +1060,7 @@ qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
|
||||
|
||||
qhFace* qhHull::RemoveFace(qhFace* face)
|
||||
{
|
||||
// Conflict vertices must have been removed
|
||||
B3_ASSERT(face->conflictList.count == 0);
|
||||
|
||||
// Remove half-edges
|
||||
@ -888,33 +1070,19 @@ qhFace* qhHull::RemoveFace(qhFace* face)
|
||||
qhHalfEdge* e0 = e;
|
||||
e = e->next;
|
||||
|
||||
qhHalfEdge* twin = e0->twin;
|
||||
|
||||
// Is the edge a boundary?
|
||||
if (twin->face == NULL)
|
||||
if (e0->twin->face == NULL)
|
||||
{
|
||||
// Remove both half-edges if the edge is not shared.
|
||||
e0->twin = NULL;
|
||||
e0->tail = NULL;
|
||||
e0->face = NULL;
|
||||
e0->prev = NULL;
|
||||
e0->next = NULL;
|
||||
// Edge is non-shared.
|
||||
FreeEdge(e0->twin);
|
||||
FreeEdge(e0);
|
||||
|
||||
twin->twin = NULL;
|
||||
twin->tail = NULL;
|
||||
twin->face = NULL;
|
||||
twin->prev = NULL;
|
||||
twin->next = NULL;
|
||||
FreeEdge(twin);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Remove the non-shared half-edge.
|
||||
// However, we preserve the edge, its twin, and their connection.
|
||||
// Edge is shared.
|
||||
// Mark the twin edge as a boundary edge.
|
||||
B3_ASSERT(e0->twin != NULL);
|
||||
B3_ASSERT(e0->twin->twin == e0);
|
||||
//e0->tail = NULL;
|
||||
e0->face = NULL;
|
||||
e0->prev = NULL;
|
||||
e0->next = NULL;
|
||||
@ -922,35 +1090,31 @@ qhFace* qhHull::RemoveFace(qhFace* face)
|
||||
|
||||
} while (e != face->edge);
|
||||
|
||||
face->edge = NULL;
|
||||
|
||||
// Remove face
|
||||
qhFace* nextFace = m_faceList.Remove(face);
|
||||
FreeFace(face);
|
||||
|
||||
// Return the next face in the list of faces
|
||||
return nextFace;
|
||||
}
|
||||
|
||||
bool qhHull::MergeFace(qhFace* rightFace)
|
||||
bool qhHull::MergeFace(qhFace* face1)
|
||||
{
|
||||
// Non-convex edge
|
||||
qhHalfEdge* edge = NULL;
|
||||
|
||||
qhHalfEdge* e = rightFace->edge;
|
||||
qhHalfEdge* e = face1->edge;
|
||||
|
||||
do
|
||||
{
|
||||
qhFace* leftFace = e->twin->face;
|
||||
qhHalfEdge* twin = e->twin;
|
||||
qhFace* face2 = twin->face;
|
||||
|
||||
//B3_ASSERT(leftFace != rightFace);
|
||||
B3_ASSERT(face2 != NULL);
|
||||
B3_ASSERT(face2 != face1);
|
||||
|
||||
if (leftFace == rightFace)
|
||||
{
|
||||
e = e->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
float32 d1 = b3Distance(leftFace->center, rightFace->plane);
|
||||
float32 d2 = b3Distance(rightFace->center, leftFace->plane);
|
||||
float32 d1 = b3Distance(face2->center, face1->plane);
|
||||
float32 d2 = b3Distance(face1->center, face2->plane);
|
||||
|
||||
if (d1 < -m_tolerance && d2 < -m_tolerance)
|
||||
{
|
||||
@ -963,7 +1127,7 @@ bool qhHull::MergeFace(qhFace* rightFace)
|
||||
edge = e;
|
||||
break;
|
||||
|
||||
} while (e != rightFace->edge);
|
||||
} while (e != face1->edge);
|
||||
|
||||
if (edge)
|
||||
{
|
||||
@ -974,63 +1138,57 @@ bool qhHull::MergeFace(qhFace* rightFace)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool qhHull::MergeLargeFace(qhFace* rightFace)
|
||||
bool qhHull::MergeLargeFace(qhFace* face1)
|
||||
{
|
||||
// Non-convex edge
|
||||
// Find a non-convex edge
|
||||
qhHalfEdge* edge = NULL;
|
||||
|
||||
qhHalfEdge* e = rightFace->edge;
|
||||
qhHalfEdge* e = face1->edge;
|
||||
|
||||
B3_ASSERT(e->face == rightFace);
|
||||
B3_ASSERT(e->face == face1);
|
||||
|
||||
do
|
||||
{
|
||||
qhHalfEdge* twin = e->twin;
|
||||
qhFace* face2 = twin->face;
|
||||
|
||||
qhFace* leftFace = twin->face;
|
||||
B3_ASSERT(face2 != NULL);
|
||||
B3_ASSERT(face2 != face1);
|
||||
|
||||
//B3_ASSERT(leftFace != rightFace);
|
||||
|
||||
if (leftFace == rightFace)
|
||||
if (face1->area > face2->area)
|
||||
{
|
||||
e = e->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (rightFace->area > leftFace->area)
|
||||
{
|
||||
// Right face merge
|
||||
float32 d = b3Distance(leftFace->center, rightFace->plane);
|
||||
// Face 1 merge
|
||||
float32 d = b3Distance(face2->center, face1->plane);
|
||||
if (d < -m_tolerance)
|
||||
{
|
||||
// Edge is convex wrt to the right face
|
||||
// Edge is convex wrt to the face 1
|
||||
e = e->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Edge is concave or coplanar wrt to the right face
|
||||
// Edge is concave or coplanar wrt to the face 1
|
||||
edge = e;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Left face merge
|
||||
float32 d = b3Distance(rightFace->center, leftFace->plane);
|
||||
// Face 2 merge
|
||||
float32 d = b3Distance(face1->center, face2->plane);
|
||||
if (d < -m_tolerance)
|
||||
{
|
||||
// Edge is convex wrt to the left face
|
||||
// Edge is convex wrt to the face 2
|
||||
e = e->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Edge is concave or coplanar wrt to the left face
|
||||
// Edge is concave or coplanar wrt to the face 2
|
||||
edge = e;
|
||||
break;
|
||||
}
|
||||
|
||||
e = e->next;
|
||||
|
||||
} while (e != rightFace->edge);
|
||||
} while (e != face1->edge);
|
||||
|
||||
if (edge)
|
||||
{
|
||||
@ -1087,6 +1245,41 @@ void qhHull::Translate(const b3Vec3& translation)
|
||||
}
|
||||
}
|
||||
|
||||
void qhHull::ValidateConvexity() const
|
||||
{
|
||||
for (qhFace* face = m_faceList.head; face != NULL; face = face->next)
|
||||
{
|
||||
B3_ASSERT(face->active == true);
|
||||
|
||||
const qhHalfEdge* edge = face->edge;
|
||||
do
|
||||
{
|
||||
B3_ASSERT(edge->active == true);
|
||||
B3_ASSERT(edge->face == face);
|
||||
|
||||
B3_ASSERT(edge->twin != NULL);
|
||||
B3_ASSERT(edge->twin->active == true);
|
||||
qhFace* other = edge->twin->face;
|
||||
|
||||
// Ensure closed volume
|
||||
B3_ASSERT(other != NULL);
|
||||
B3_ASSERT(other->active == true);
|
||||
|
||||
// Ensure topological health
|
||||
B3_ASSERT(face != other);
|
||||
|
||||
// Ensure face convexity
|
||||
float32 d1 = b3Distance(other->center, face->plane);
|
||||
B3_ASSERT(d1 < -m_tolerance);
|
||||
|
||||
float32 d2 = b3Distance(face->center, other->plane);
|
||||
B3_ASSERT(d2 < -m_tolerance);
|
||||
|
||||
edge = edge->next;
|
||||
} while (edge != face->edge);
|
||||
}
|
||||
}
|
||||
|
||||
void qhHull::Validate(const qhHalfEdge* edge) const
|
||||
{
|
||||
B3_ASSERT(edge->active == true);
|
||||
@ -1107,20 +1300,27 @@ void qhHull::Validate(const qhHalfEdge* edge) const
|
||||
B3_ASSERT(next->active == true);
|
||||
B3_ASSERT(twin->tail == next->tail);
|
||||
|
||||
u32 count = 0;
|
||||
const qhHalfEdge* begin = edge;
|
||||
bool found = false;
|
||||
const qhFace* face = edge->face;
|
||||
const qhHalfEdge* e = face->edge;
|
||||
do
|
||||
{
|
||||
++count;
|
||||
const qhHalfEdge* next = edge->next;
|
||||
edge = next->twin;
|
||||
} while (edge != begin);
|
||||
if (e == edge)
|
||||
{
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
e = e->next;
|
||||
} while (e != face->edge);
|
||||
|
||||
B3_ASSERT(found == true);
|
||||
}
|
||||
|
||||
void qhHull::Validate(const qhFace* face) const
|
||||
{
|
||||
B3_ASSERT(face->active == true);
|
||||
|
||||
// CCW
|
||||
const qhHalfEdge* begin = face->edge;
|
||||
const qhHalfEdge* edge = begin;
|
||||
do
|
||||
@ -1130,27 +1330,35 @@ void qhHull::Validate(const qhFace* face) const
|
||||
|
||||
B3_ASSERT(edge->twin != NULL);
|
||||
B3_ASSERT(edge->twin->active == true);
|
||||
qhFace* other = edge->twin->face;
|
||||
if (other != NULL)
|
||||
|
||||
if (edge->twin->face != NULL)
|
||||
{
|
||||
// Ensure face convexity
|
||||
B3_ASSERT(other->active == true);
|
||||
|
||||
//B3_ASSERT(face != other);
|
||||
|
||||
//float32 d1 = b3Distance(other->center, face->plane);
|
||||
//float32 d2 = b3Distance(face->center, other->plane);
|
||||
|
||||
//B3_ASSERT(d1 < -m_tolerance);
|
||||
//B3_ASSERT(d2 < -m_tolerance);
|
||||
|
||||
// Vertex redundancy
|
||||
// B3_ASSERT(edge->next->twin->face != edge->twin->face);
|
||||
B3_ASSERT(edge->twin->face->active == true);
|
||||
B3_ASSERT(edge->twin->face != face);
|
||||
}
|
||||
|
||||
|
||||
edge = edge->next;
|
||||
} while (edge != begin);
|
||||
|
||||
// CW
|
||||
edge = begin;
|
||||
do
|
||||
{
|
||||
B3_ASSERT(edge->active == true);
|
||||
B3_ASSERT(edge->face == face);
|
||||
|
||||
B3_ASSERT(edge->twin != NULL);
|
||||
B3_ASSERT(edge->twin->active == true);
|
||||
|
||||
if (edge->twin->face != NULL)
|
||||
{
|
||||
B3_ASSERT(edge->twin->face->active == true);
|
||||
B3_ASSERT(edge->twin->face != face);
|
||||
}
|
||||
|
||||
edge = edge->prev;
|
||||
} while (edge != begin);
|
||||
|
||||
Validate(face->edge);
|
||||
}
|
||||
|
||||
@ -1170,6 +1378,17 @@ void qhHull::Validate() const
|
||||
B3_ASSERT(vertex->active == true);
|
||||
}
|
||||
|
||||
// Ensure each vertex has at least three neighbor faces
|
||||
qhHalfEdge* ein = face->edge;
|
||||
do
|
||||
{
|
||||
qhHalfEdge* eout = ein->next;
|
||||
|
||||
B3_ASSERT(ein->twin->face != eout->twin->face);
|
||||
|
||||
ein = eout;
|
||||
} while (ein != face->edge);
|
||||
|
||||
Validate(face);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user