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:
Irlan 2018-04-17 01:58:36 -03:00
parent 5e0a010881
commit 28367b8108
4 changed files with 485 additions and 3 deletions

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@ -36,6 +36,7 @@
#include <bounce/collision/shapes/capsule.h> #include <bounce/collision/shapes/capsule.h>
#include <bounce/collision/shapes/hull.h> #include <bounce/collision/shapes/hull.h>
#include <bounce/collision/shapes/box_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/mesh.h>
#include <bounce/collision/shapes/grid_mesh.h> #include <bounce/collision/shapes/grid_mesh.h>

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@ -44,7 +44,7 @@ struct b3Hull
u32 faceCount; u32 faceCount;
b3Face* faces; b3Face* faces;
b3Plane* planes; b3Plane* planes;
const b3Vec3& GetVertex(u32 index) const; const b3Vec3& GetVertex(u32 index) const;
const b3HalfEdge* GetEdge(u32 index) const; const b3HalfEdge* GetEdge(u32 index) const;
const b3Face* GetFace(u32 index) const; const b3Face* GetFace(u32 index) const;
@ -57,8 +57,6 @@ struct b3Hull
b3Plane GetEdgeSidePlane(u32 index) const; b3Plane GetEdgeSidePlane(u32 index) const;
u32 GetSize() const; u32 GetSize() const;
b3Vec3 GetCentroid() const;
void Validate() const; void Validate() const;
void Validate(const b3Face* face) const; void Validate(const b3Face* face) const;

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@ -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

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@ -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);
}