optimize conversion
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@ -24,25 +24,31 @@
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//
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struct b3PointerIndex
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{
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void* key;
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u8 value;
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void* pointer;
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u8 index;
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};
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//
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template<u32 N>
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struct b3PointerMap
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struct b3PIMap
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{
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void Add(const b3PointerIndex& entry)
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b3PIMap()
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{
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m_entries.PushBack(entry);
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count = 0;
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}
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b3PointerIndex* Find(void* key)
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void Add(const b3PointerIndex& pi)
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{
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for (u32 i = 0; i < m_entries.Count(); ++i)
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B3_ASSERT(count < N);
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pis[count++] = pi;
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}
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b3PointerIndex* Find(void* pointer)
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{
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for (u32 i = 0; i < count; ++i)
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{
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b3PointerIndex* index = m_entries.Get(i);
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if (index->key == key)
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b3PointerIndex* index = pis + i;
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if (index->pointer == pointer)
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{
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return index;
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}
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@ -50,7 +56,8 @@ struct b3PointerMap
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return NULL;
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}
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b3StackArray<b3PointerIndex, N> m_entries;
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u32 count;
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b3PointerIndex pis[N];
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};
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//
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@ -129,15 +136,21 @@ static b3Vec3 b3ComputeCentroid(b3QHull* hull)
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void b3QHull::Set(const b3Vec3* points, u32 count)
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{
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B3_ASSERT(count >= 4 && count <= B3_MAX_HULL_VERTICES);
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// Clamp vertices into range [0, B3_MAX_HULL_VERTICES]
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u32 n = b3Min(count, u32(B3_MAX_HULL_VERTICES));
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// Copy points into local buffer, remove coincident points.
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b3StackArray<b3Vec3, B3_MAX_HULL_VERTICES> ps;
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for (u32 i = 0; i < count; ++i)
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b3Vec3 ps[B3_MAX_HULL_VERTICES];
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u32 psCount = 0;
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for (u32 i = 0; i < n; ++i)
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{
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b3Vec3 p = points[i];
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bool unique = true;
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for (u32 j = 0; j < ps.Count(); ++j)
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for (u32 j = 0; j < psCount; ++j)
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{
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const float32 kTol = 0.5f * B3_LINEAR_SLOP;
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if (b3DistanceSquared(p, ps[j]) < kTol * kTol)
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@ -149,60 +162,43 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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if (unique)
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{
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ps.PushBack(p);
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ps[psCount++] = p;
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}
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}
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if (ps.Count() < 3)
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if (psCount < 4)
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{
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// Polyhedron is degenerate.
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return;
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}
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// Create a convex hull.
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u32 qh_size = qhGetMemorySize(ps.Count());
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void* qh_memory = b3Alloc(qh_size);
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// Allocate memory buffer for the worst case.
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const u32 qhBufferCapacity = qhGetBufferCapacity(B3_MAX_HULL_VERTICES);
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u8 qhBuffer[qhBufferCapacity];
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// Build
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qhHull hull;
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hull.Construct(qh_memory, ps);
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// Count vertices, edges, and faces in the convex hull.
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u32 V = 0;
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u32 E = 0;
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u32 F = 0;
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hull.Construct(qhBuffer, ps, psCount);
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const qhList<qhFace>& faceList = hull.GetFaceList();
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qhFace* face = faceList.head;
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while (face)
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if (faceList.count > B3_MAX_HULL_FACES)
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{
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qhHalfEdge* e = face->edge;
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do
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{
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++E;
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++V;
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e = e->next;
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} while (e != face->edge);
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++F;
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face = face->next;
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// Face excess
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return;
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}
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if (V > B3_MAX_HULL_VERTICES || E > B3_MAX_HULL_EDGES || F > B3_MAX_HULL_FACES)
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{
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b3Free(qh_memory);
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return;
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}
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// Convert the constructed hull into a run-time hull.
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// Cheaply convert the constructed hull into a run-time hull.
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vertexCount = 0;
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edgeCount = 0;
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faceCount = 0;
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b3PointerMap<B3_MAX_HULL_VERTICES> vertexMap;
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b3PointerMap<B3_MAX_HULL_EDGES> edgeMap;
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// These structures map vertex/edge pointers to indices in the run-time hull
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b3PIMap<B3_MAX_HULL_VERTICES> vertexMap;
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b3PIMap<B3_MAX_HULL_EDGES> edgeMap;
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face = faceList.head;
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qhFace* face = faceList.head;
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while (face)
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{
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// Collected face half-edges
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@ -216,42 +212,61 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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qhVertex* v1 = edge->tail;
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qhVertex* v2 = twin->tail;
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// Are the vertices unique?
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b3PointerIndex* mv1 = vertexMap.Find(v1);
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b3PointerIndex* mv2 = vertexMap.Find(v2);
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u8 iv1;
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if (mv1)
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{
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iv1 = mv1->value;
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iv1 = mv1->index;
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}
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else
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{
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B3_ASSERT(vertexCount < V);
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// Vertex excess
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if (vertexCount == B3_MAX_HULL_VERTICES)
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{
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vertexCount = 0;
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edgeCount = 0;
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faceCount = 0;
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return;
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}
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vertices[vertexCount] = v1->position;
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iv1 = vertexCount;
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vertices[iv1] = v1->position;
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vertexMap.Add({ v1, iv1 });
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++vertexCount;
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vertexMap.Add({ v1, iv1 });
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}
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u8 iv2;
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if (mv2)
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{
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iv2 = mv2->value;
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iv2 = mv2->index;
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}
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else
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{
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B3_ASSERT(vertexCount < V);
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// Vertex excess
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if (vertexCount == B3_MAX_HULL_VERTICES)
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{
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vertexCount = 0;
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edgeCount = 0;
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faceCount = 0;
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return;
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}
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vertices[vertexCount] = v2->position;
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iv2 = vertexCount;
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vertices[iv2] = v2->position;
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vertexMap.Add({ v2, iv2 });
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++vertexCount;
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vertexMap.Add({ v2, iv2 });
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}
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b3PointerIndex* mte = edgeMap.Find(edge);
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if (mte)
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{
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u8 ie2 = mte->value;
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u8 ie2 = mte->index;
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b3HalfEdge* e2 = edges + ie2;
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B3_ASSERT(e2->face == B3_NULL_HULL_FEATURE);
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e2->face = u8(faceCount);
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@ -259,12 +274,19 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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}
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else
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{
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B3_ASSERT(edgeCount < E);
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// Edge excess
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if (edgeCount + 2 >= B3_MAX_HULL_EDGES)
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{
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vertexCount = 0;
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edgeCount = 0;
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faceCount = 0;
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return;
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}
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u8 ie1 = edgeCount;
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b3HalfEdge* e1 = edges + edgeCount;
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++edgeCount;
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B3_ASSERT(edgeCount < E);
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u8 ie2 = edgeCount;
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b3HalfEdge* e2 = edges + edgeCount;
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++edgeCount;
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@ -285,28 +307,29 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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edge = edge->next;
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} while (edge != face->edge);
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B3_ASSERT(faceEdges.Count() > 0);
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b3Face* f = faces + faceCount;
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f->edge = faceEdges[0];
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for (u32 i = 0; i < faceEdges.Count(); ++i)
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{
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u32 j = i < faceEdges.Count() - 1 ? i + 1 : 0;
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edges[faceEdges[i]].next = faceEdges[j];
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}
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B3_ASSERT(faceCount < B3_MAX_HULL_FACES);
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planes[faceCount] = face->plane;
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B3_ASSERT(faceCount < F);
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b3Face* f = faces + faceCount;
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++faceCount;
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B3_ASSERT(faceEdges.Count() > 0);
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f->edge = faceEdges[0];
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// Link face half-edges
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for (u32 i = 0; i < faceEdges.Count(); ++i)
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{
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u8 edge = faceEdges[i];
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u32 j = i < faceEdges.Count() - 1 ? i + 1 : 0;
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edges[edge].next = faceEdges[j];
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}
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face = face->next;
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}
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//
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b3Free(qh_memory);
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// Validate
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Validate();
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