add b3QHull object
b3QHull allows users to create hull shapes from a list of points quickly. Example usage: vec3* points = 0; uint count = create_points(points); b3QHull hull; hull.Set(points, count);
This commit is contained in:
parent
5e0a010881
commit
28367b8108
@ -36,6 +36,7 @@
|
||||
#include <bounce/collision/shapes/capsule.h>
|
||||
#include <bounce/collision/shapes/hull.h>
|
||||
#include <bounce/collision/shapes/box_hull.h>
|
||||
#include <bounce/collision/shapes/qhull.h>
|
||||
#include <bounce/collision/shapes/mesh.h>
|
||||
#include <bounce/collision/shapes/grid_mesh.h>
|
||||
|
||||
|
@ -44,7 +44,7 @@ struct b3Hull
|
||||
u32 faceCount;
|
||||
b3Face* faces;
|
||||
b3Plane* planes;
|
||||
|
||||
|
||||
const b3Vec3& GetVertex(u32 index) const;
|
||||
const b3HalfEdge* GetEdge(u32 index) const;
|
||||
const b3Face* GetFace(u32 index) const;
|
||||
@ -57,8 +57,6 @@ struct b3Hull
|
||||
b3Plane GetEdgeSidePlane(u32 index) const;
|
||||
|
||||
u32 GetSize() const;
|
||||
|
||||
b3Vec3 GetCentroid() const;
|
||||
|
||||
void Validate() const;
|
||||
void Validate(const b3Face* face) const;
|
||||
|
44
include/bounce/collision/shapes/qhull.h
Normal file
44
include/bounce/collision/shapes/qhull.h
Normal file
@ -0,0 +1,44 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#ifndef B3_Q_HULL_H
|
||||
#define B3_Q_HULL_H
|
||||
|
||||
#include <bounce/collision/shapes/hull.h>
|
||||
|
||||
struct b3QHull : public b3Hull
|
||||
{
|
||||
b3QHull();
|
||||
~b3QHull();
|
||||
|
||||
// Create a convex hull from a point list.
|
||||
// If the point list defines a degenerate polyhedron
|
||||
// the old hull is not cleared.
|
||||
//
|
||||
// Coincident points are removed.
|
||||
// Coplanar faces are merged.
|
||||
void Set(const b3Vec3* points, u32 count);
|
||||
|
||||
// Set this hull as a cylinder located at the origin.
|
||||
void SetAsCylinder(float32 radius = 1.0f, float32 height = 1.0f);
|
||||
|
||||
// Set this hull as a cone located at the origin.
|
||||
void SetAsCone(float32 radius = 1.0f, float32 height = 1.0f);
|
||||
};
|
||||
|
||||
#endif
|
439
src/bounce/collision/shapes/qhull.cpp
Normal file
439
src/bounce/collision/shapes/qhull.cpp
Normal file
@ -0,0 +1,439 @@
|
||||
/*
|
||||
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would be
|
||||
* appreciated but is not required.
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be
|
||||
* misrepresented as being the original software.
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
#include <bounce/collision/shapes/qhull.h>
|
||||
#include <bounce/quickhull/qh_hull.h>
|
||||
|
||||
// Euler's formula
|
||||
// V - E + F = 2
|
||||
//#define B3_MAX_HULL_VERTICES 87
|
||||
//#define B3_MAX_HULL_EDGES (3 * B3_MAX_HULL_VERTICES - 6)
|
||||
//#define B3_MAX_HULL_FACES (2 * B3_MAX_HULL_VERTICES - 4)
|
||||
|
||||
#define B3_MAX_HULL_FEATURES 256
|
||||
|
||||
#define B3_NULL_HULL_FEATURE 0xFF
|
||||
|
||||
//
|
||||
struct b3PointerIndex
|
||||
{
|
||||
void* key;
|
||||
u8 value;
|
||||
};
|
||||
|
||||
//
|
||||
template<u32 N>
|
||||
struct b3PointerMap
|
||||
{
|
||||
void Add(const b3PointerIndex& entry)
|
||||
{
|
||||
m_entries.PushBack(entry);
|
||||
}
|
||||
|
||||
b3PointerIndex* Find(void* key)
|
||||
{
|
||||
for (u32 i = 0; i < m_entries.Count(); ++i)
|
||||
{
|
||||
b3PointerIndex* index = m_entries.Get(i);
|
||||
if (index->key == key)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
b3StackArray<b3PointerIndex, N> m_entries;
|
||||
};
|
||||
|
||||
b3QHull::b3QHull()
|
||||
{
|
||||
centroid.SetZero();
|
||||
vertexCount = 0;
|
||||
vertices = NULL;
|
||||
edgeCount = 0;
|
||||
edges = NULL;
|
||||
faceCount = 0;
|
||||
faces = NULL;
|
||||
planes = NULL;
|
||||
}
|
||||
|
||||
b3QHull::~b3QHull()
|
||||
{
|
||||
b3Free(vertices);
|
||||
b3Free(edges);
|
||||
b3Free(faces);
|
||||
b3Free(planes);
|
||||
}
|
||||
|
||||
//
|
||||
static b3Vec3 b3ComputeCentroid(b3QHull* hull)
|
||||
{
|
||||
// centroid.x = (1 / volume) * int(x * dV)
|
||||
// centroid.y = (1 / volume) * int(y * dV)
|
||||
// centroid.z = (1 / volume) * int(z * dV)
|
||||
b3Vec3 centroid;
|
||||
centroid.SetZero();
|
||||
|
||||
float32 volume = 0.0f;
|
||||
|
||||
const float32 inv6 = 1.0f / 6.0f;
|
||||
const float32 inv12 = 1.0f / 12.0f;
|
||||
|
||||
for (u32 i = 0; i < hull->faceCount; ++i)
|
||||
{
|
||||
const b3Face* face = hull->GetFace(i);
|
||||
const b3HalfEdge* begin = hull->GetEdge(face->edge);
|
||||
|
||||
const b3HalfEdge* edge = hull->GetEdge(begin->next);
|
||||
do
|
||||
{
|
||||
const b3HalfEdge* next = hull->GetEdge(edge->next);
|
||||
|
||||
u32 i1 = begin->origin;
|
||||
u32 i2 = edge->origin;
|
||||
u32 i3 = next->origin;
|
||||
|
||||
b3Vec3 e1 = hull->GetVertex(i1);
|
||||
b3Vec3 e2 = hull->GetVertex(i2);
|
||||
b3Vec3 e3 = hull->GetVertex(i3);
|
||||
|
||||
float32 ex1 = e1.x, ey1 = e1.y, ez1 = e1.z;
|
||||
float32 ex2 = e2.x, ey2 = e2.y, ez2 = e2.z;
|
||||
float32 ex3 = e3.x, ey3 = e3.y, ez3 = e3.z;
|
||||
|
||||
// D = cross(e2 - e1, e3 - e1);
|
||||
float32 a1 = ex2 - ex1, a2 = ey2 - ey1, a3 = ez2 - ez1;
|
||||
float32 b1 = ex3 - ex1, b2 = ey3 - ey1, b3 = ez3 - ez1;
|
||||
|
||||
float32 D1 = a2 * b3 - a3 * b2;
|
||||
float32 D2 = a3 * b1 - a1 * b3;
|
||||
float32 D3 = a1 * b2 - a2 * b1;
|
||||
|
||||
//
|
||||
float32 intx = ex1 + ex2 + ex3;
|
||||
volume += (inv6 * D1) * intx;
|
||||
|
||||
//
|
||||
float32 intx2 = ex1 * ex1 + ex1 * ex2 + ex1 * ex3 + ex2 * ex2 + ex2 * ex3 + ex3 * ex3;
|
||||
float32 inty2 = ey1 * ey1 + ey1 * ey2 + ey1 * ey3 + ey2 * ey2 + ey2 * ey3 + ey3 * ey3;
|
||||
float32 intz2 = ez1 * ez1 + ez1 * ez2 + ez1 * ez3 + ez2 * ez2 + ez2 * ez3 + ez3 * ez3;
|
||||
|
||||
centroid.x += (0.5f * inv12 * D1) * intx2;
|
||||
centroid.y += (0.5f * inv12 * D2) * inty2;
|
||||
centroid.z += (0.5f * inv12 * D3) * intz2;
|
||||
|
||||
edge = next;
|
||||
} while (hull->GetEdge(edge->next) != begin);
|
||||
}
|
||||
|
||||
// Centroid
|
||||
B3_ASSERT(volume > B3_EPSILON);
|
||||
centroid /= volume;
|
||||
return centroid;
|
||||
}
|
||||
|
||||
void b3QHull::Set(const b3Vec3* points, u32 count)
|
||||
{
|
||||
// Copy points into local buffer, remove coincident points.
|
||||
b3StackArray<b3Vec3, 256> ps;
|
||||
for (u32 i = 0; i < count; ++i)
|
||||
{
|
||||
b3Vec3 p = points[i];
|
||||
|
||||
bool unique = true;
|
||||
|
||||
for (u32 j = 0; j < ps.Count(); ++j)
|
||||
{
|
||||
const float32 kTol = 0.5f * B3_LINEAR_SLOP;
|
||||
if (b3DistanceSquared(p, ps[j]) < kTol * kTol)
|
||||
{
|
||||
unique = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (unique)
|
||||
{
|
||||
ps.PushBack(p);
|
||||
}
|
||||
}
|
||||
|
||||
if (ps.Count() < 3)
|
||||
{
|
||||
// Polyhedron is degenerate.
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a convex hull.
|
||||
u32 qh_size = qhGetMemorySize(ps.Count());
|
||||
void* qh_memory = b3Alloc(qh_size);
|
||||
|
||||
qhHull hull;
|
||||
hull.Construct(qh_memory, ps);
|
||||
|
||||
// Count vertices, edges, and faces in the convex hull.
|
||||
u32 V = 0;
|
||||
u32 E = 0;
|
||||
u32 F = 0;
|
||||
|
||||
const qhList<qhFace>& faceList = hull.GetFaceList();
|
||||
|
||||
qhFace* face = faceList.head;
|
||||
while (face)
|
||||
{
|
||||
qhHalfEdge* e = face->edge;
|
||||
do
|
||||
{
|
||||
++E;
|
||||
++V;
|
||||
e = e->next;
|
||||
} while (e != face->edge);
|
||||
|
||||
++F;
|
||||
face = face->next;
|
||||
}
|
||||
|
||||
if (V > B3_MAX_HULL_FEATURES)
|
||||
{
|
||||
b3Free(qh_memory);
|
||||
return;
|
||||
}
|
||||
|
||||
if (E > B3_MAX_HULL_FEATURES)
|
||||
{
|
||||
b3Free(qh_memory);
|
||||
return;
|
||||
}
|
||||
|
||||
if (F > B3_MAX_HULL_FEATURES)
|
||||
{
|
||||
b3Free(qh_memory);
|
||||
return;
|
||||
}
|
||||
|
||||
b3Free(vertices);
|
||||
b3Free(edges);
|
||||
b3Free(faces);
|
||||
|
||||
vertexCount = 0;
|
||||
vertices = (b3Vec3*)b3Alloc(V * sizeof(b3Vec3));
|
||||
edgeCount = 0;
|
||||
edges = (b3HalfEdge*)b3Alloc(E * sizeof(b3HalfEdge));
|
||||
faceCount = 0;
|
||||
faces = (b3Face*)b3Alloc(F * sizeof(b3Face));
|
||||
planes = (b3Plane*)b3Alloc(F * sizeof(b3Plane));
|
||||
|
||||
b3PointerMap<B3_MAX_HULL_FEATURES> vertexMap;
|
||||
b3PointerMap<B3_MAX_HULL_FEATURES> edgeMap;
|
||||
|
||||
face = faceList.head;
|
||||
while (face)
|
||||
{
|
||||
B3_ASSERT(faceCount < F);
|
||||
u8 iface = faceCount;
|
||||
b3Face* f = faces + faceCount;
|
||||
b3Plane* plane = planes + faceCount;
|
||||
++faceCount;
|
||||
|
||||
*plane = face->plane;
|
||||
|
||||
b3StackArray<u8, 32> faceEdges;
|
||||
|
||||
qhHalfEdge* edge = face->edge;
|
||||
do
|
||||
{
|
||||
qhHalfEdge* twin = edge->twin;
|
||||
qhVertex* v1 = edge->tail;
|
||||
qhVertex* v2 = twin->tail;
|
||||
|
||||
b3PointerIndex* mte = edgeMap.Find(edge);
|
||||
b3PointerIndex* mv1 = vertexMap.Find(v1);
|
||||
b3PointerIndex* mv2 = vertexMap.Find(v2);
|
||||
|
||||
u8 iv1;
|
||||
if (mv1)
|
||||
{
|
||||
iv1 = mv1->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
B3_ASSERT(vertexCount < V);
|
||||
iv1 = vertexCount;
|
||||
vertices[iv1] = v1->position;
|
||||
vertexMap.Add({ v1, iv1 });
|
||||
++vertexCount;
|
||||
}
|
||||
|
||||
u8 iv2;
|
||||
if (mv2)
|
||||
{
|
||||
iv2 = mv2->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
B3_ASSERT(vertexCount < V);
|
||||
iv2 = vertexCount;
|
||||
vertices[iv2] = v2->position;
|
||||
vertexMap.Add({ v2, iv2 });
|
||||
++vertexCount;
|
||||
}
|
||||
|
||||
if (mte)
|
||||
{
|
||||
u8 ie2 = mte->value;
|
||||
b3HalfEdge* e2 = edges + ie2;
|
||||
B3_ASSERT(e2->face == B3_NULL_HULL_FEATURE);
|
||||
e2->face = iface;
|
||||
faceEdges.PushBack(ie2);
|
||||
}
|
||||
else
|
||||
{
|
||||
B3_ASSERT(edgeCount < E);
|
||||
u8 ie1 = edgeCount;
|
||||
b3HalfEdge* e1 = edges + edgeCount;
|
||||
++edgeCount;
|
||||
|
||||
B3_ASSERT(edgeCount < E);
|
||||
u8 ie2 = edgeCount;
|
||||
b3HalfEdge* e2 = edges + edgeCount;
|
||||
++edgeCount;
|
||||
|
||||
e1->face = iface;
|
||||
e1->origin = iv1;
|
||||
e1->twin = ie2;
|
||||
|
||||
e2->face = B3_NULL_HULL_FEATURE;
|
||||
e2->origin = iv2;
|
||||
e2->twin = ie1;
|
||||
|
||||
faceEdges.PushBack(ie1);
|
||||
|
||||
edgeMap.Add({ edge, ie1 });
|
||||
edgeMap.Add({ twin, ie2 });
|
||||
}
|
||||
|
||||
edge = edge->next;
|
||||
} while (edge != face->edge);
|
||||
|
||||
f->edge = faceEdges[0];
|
||||
for (u32 i = 0; i < faceEdges.Count(); ++i)
|
||||
{
|
||||
u32 j = i < faceEdges.Count() - 1 ? i + 1 : 0;
|
||||
edges[faceEdges[i]].next = faceEdges[j];
|
||||
}
|
||||
|
||||
face = face->next;
|
||||
}
|
||||
|
||||
//
|
||||
b3Free(qh_memory);
|
||||
|
||||
// Validate
|
||||
Validate();
|
||||
|
||||
// Compute the centroid.
|
||||
centroid = b3ComputeCentroid(this);
|
||||
}
|
||||
|
||||
void b3QHull::SetAsCylinder(float32 radius, float32 height)
|
||||
{
|
||||
B3_ASSERT(radius > 0.0f);
|
||||
B3_ASSERT(height > 0.0f);
|
||||
|
||||
const u32 kEdgeCount = 20;
|
||||
const u32 kVertexCount = 4 * kEdgeCount;
|
||||
b3Vec3 vs[kVertexCount];
|
||||
|
||||
u32 count = 0;
|
||||
|
||||
float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
|
||||
b3Quat q = b3QuatRotationY(kAngleInc);
|
||||
|
||||
{
|
||||
b3Vec3 center(0.0f, 0.0f, 0.0f);
|
||||
b3Vec3 n1(1.0f, 0.0f, 0.0f);
|
||||
b3Vec3 v1 = center + radius * n1;
|
||||
for (u32 i = 0; i < kEdgeCount; ++i)
|
||||
{
|
||||
b3Vec3 n2 = b3Mul(q, n1);
|
||||
b3Vec3 v2 = center + radius * n2;
|
||||
|
||||
vs[count++] = v1;
|
||||
vs[count++] = v2;
|
||||
|
||||
n1 = n2;
|
||||
v1 = v2;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
b3Vec3 center(0.0f, height, 0.0f);
|
||||
b3Vec3 n1(1.0f, 0.0f, 0.0f);
|
||||
b3Vec3 v1 = center + radius * n1;
|
||||
for (u32 i = 0; i < kEdgeCount; ++i)
|
||||
{
|
||||
b3Vec3 n2 = b3Mul(q, n1);
|
||||
b3Vec3 v2 = center + radius * n2;
|
||||
|
||||
vs[count++] = v1;
|
||||
vs[count++] = v2;
|
||||
|
||||
n1 = n2;
|
||||
v1 = v2;
|
||||
}
|
||||
}
|
||||
|
||||
// Set
|
||||
Set(vs, count);
|
||||
}
|
||||
|
||||
void b3QHull::SetAsCone(float32 radius, float32 height)
|
||||
{
|
||||
B3_ASSERT(radius > 0.0f);
|
||||
B3_ASSERT(height > 0.0f);
|
||||
|
||||
const u32 kEdgeCount = 20;
|
||||
const u32 kVertexCount = 2 * kEdgeCount + 1;
|
||||
b3Vec3 vs[kVertexCount];
|
||||
|
||||
u32 count = 0;
|
||||
|
||||
float32 kAngleInc = 2.0f * B3_PI / float32(kEdgeCount);
|
||||
b3Quat q = b3QuatRotationY(kAngleInc);
|
||||
|
||||
b3Vec3 center(0.0f, 0.0f, 0.0f);
|
||||
b3Vec3 n1(1.0f, 0.0f, 0.0f);
|
||||
b3Vec3 v1 = center + radius * n1;
|
||||
for (u32 i = 0; i < kEdgeCount; ++i)
|
||||
{
|
||||
b3Vec3 n2 = b3Mul(q, n1);
|
||||
b3Vec3 v2 = center + radius * n2;
|
||||
|
||||
vs[count++] = v1;
|
||||
vs[count++] = v2;
|
||||
|
||||
n1 = n2;
|
||||
v1 = v2;
|
||||
}
|
||||
|
||||
vs[count++].Set(0.0f, height, 0.0f);
|
||||
|
||||
// Set
|
||||
Set(vs, count);
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user