generate convex hull/cluster using 'G' while the tests are running
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@ -17,8 +17,8 @@
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*/
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#include <testbed/framework/test.h>
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#include <testbed/tests/quickhull_test.h>
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#include <testbed/tests/cluster_test.h>
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#include <testbed/tests/convex_hull.h>
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#include <testbed/tests/cluster.h>
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#include <testbed/tests/distance_test.h>
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#include <testbed/tests/collide_test.h>
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#include <testbed/tests/capsule_collision.h>
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@ -69,9 +69,9 @@
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TestEntry g_tests[] =
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{
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{ "Quickhull Test", &QuickhullTest::Create },
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{ "Cluster Test", &Cluster::Create },
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{ "Distance Test", &Distance::Create },
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{ "Convex Hull", &ConvexHull::Create },
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{ "Cluster", &Cluster::Create },
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{ "Distance", &Distance::Create },
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{ "Capsule Collision", &CapsuleCollision::Create },
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{ "Deep Capsule", &DeepCapsule::Create },
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{ "Degenerate Capsule", &DegenerateCapsule::Create },
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@ -24,45 +24,77 @@
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class Cluster : public Test
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{
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public:
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enum
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{
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e_count = 64
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};
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Cluster()
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{
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// Initialize observations
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for (u32 i = 0; i < 90; ++i)
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{
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float32 x = RandomFloat(-1.0f, 1.0f);
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float32 y = RandomFloat(-1.0f, 1.0f);
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float32 z = RandomFloat(-1.0f, 1.0f);
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b3Observation obs;
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obs.point.Set(x, y, z);
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obs.point = b3Normalize(obs.point);
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obs.cluster = B3_NULL_CLUSTER;
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Generate();
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}
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m_solver.AddObservation(obs);
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void Generate()
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{
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for (u32 i = 0; i < e_count; ++i)
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{
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float32 x = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 y = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 z = 3.0f * RandomFloat(-1.0f, 1.0f);
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b3Vec3 p(x, y, z);
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m_points[i] = p;
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}
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// Initialize clusters
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m_solver.Solve();
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const b3Array<b3Cluster>& clusters = m_solver.GetClusters();
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m_colors.Resize(clusters.Count());
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for (u32 i = 0; i < clusters.Count(); ++i)
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for (u32 i = 0; i < B3_MAX_MANIFOLDS; ++i)
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{
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m_colors[i] = b3Color(RandomFloat(0.0f, 1.0f), RandomFloat(0.0f, 1.0f), RandomFloat(0.0f, 1.0f));
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float32 r = RandomFloat(0.0f, 1.0f);
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float32 g = RandomFloat(0.0f, 1.0f);
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float32 b = RandomFloat(0.0f, 1.0f);
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b3Color c(r, g, b);
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m_colors[i] = c;
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}
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_G)
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{
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Generate();
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}
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}
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void Step()
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{
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const b3Array<b3Observation>& observations = m_solver.GetObservations();
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const b3Array<b3Cluster>& clusters = m_solver.GetClusters();
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b3ClusterSolver cluster;
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// Initialize observations
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for (u32 i = 0; i < e_count; ++i)
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{
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b3Observation obs;
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obs.point = m_points[i];
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obs.point = b3Normalize(obs.point);
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obs.cluster = B3_NULL_CLUSTER;
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cluster.AddObservation(obs);
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}
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// Run cluster
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cluster.Solve();
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// Draw
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const b3Array<b3Observation>& observations = cluster.GetObservations();
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const b3Array<b3Cluster>& clusters = cluster.GetClusters();
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B3_ASSERT(clusters.Count() <= B3_MAX_MANIFOLDS);
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for (u32 i = 0; i < clusters.Count(); ++i)
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{
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g_draw->DrawSegment(b3Vec3(0, 0, 0), clusters[i].centroid, b3Color(1, 1, 1));
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g_draw->DrawPoint(clusters[i].centroid, 4.0f, m_colors[i]);
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b3Vec3 centroid = clusters[i].centroid;
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g_draw->DrawSegment(b3Vec3_zero, centroid, b3Color_white);
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g_draw->DrawPoint(centroid, 4.0f, m_colors[i]);
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for (u32 j = 0; j < observations.Count(); ++j)
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{
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@ -73,6 +105,9 @@ public:
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}
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}
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}
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g_draw->DrawString(b3Color_white, "G - Generate a random cluster");
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g_draw->DrawString(b3Color_white, "Iterations = %d", cluster.GetIterations());
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}
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static Test* Create()
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@ -80,9 +115,8 @@ public:
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return new Cluster();
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}
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b3ClusterSolver m_solver;
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b3StackArray<b3Color, 32> m_colors;
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b3Vec3 m_points[e_count];
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b3Color m_colors[B3_MAX_MANIFOLDS];
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};
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#endif
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#endif
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@ -16,65 +16,97 @@
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef QHULL_H
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#define QHULL_H
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#ifndef CONVEX_HULL_H
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#define CONVEX_HULL_H
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#include <bounce/quickhull/qh_hull.h>
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class QuickhullTest : public Test
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class ConvexHull : public Test
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{
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public:
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QuickhullTest()
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enum
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{
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// Half to avoid generation failure due to many vertices
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e_count = B3_MAX_HULL_VERTICES / 2
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};
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ConvexHull()
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{
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b3BoxHull box;
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box.SetIdentity();
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b3StackArray<b3Vec3, 256> tetra;
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b3Vec3 tetra[4];
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b3Vec3 v1(-1.0f, 0.0f, 0.0f);
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b3Vec3 v2(1.0f, 0.0f, 0.0f);
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b3Vec3 v3(0.0f, 0.0f, -1.0f);
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b3Vec3 v4 = 0.5f * (v1 + v2 + v3);
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v4.y += 2.0f;
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tetra.PushBack(v1);
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tetra.PushBack(v2);
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tetra.PushBack(v3);
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tetra.PushBack(v4);
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tetra[0] = v1;
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tetra[1] = v2;
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tetra[2] = v3;
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tetra[3] = v4;
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// Minkowski sum of box and tetrahedron
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b3StackArray<b3Vec3, 256> points;
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m_count = 0;
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for (u32 i = 0; i < box.vertexCount; ++i)
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{
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for (u32 j = 0; j < tetra.Count(); ++j)
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for (u32 j = 0; j < 4; ++j)
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{
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b3Vec3 p = box.vertices[i] - tetra[j];
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points.PushBack(p);
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m_points[m_count++] = p;
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}
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}
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u32 size = qhGetMemorySize(points.Count());
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m_memory = b3Alloc(size);
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m_qhull.Construct(m_memory, points);
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}
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~QuickhullTest()
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~ConvexHull()
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{
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b3Free(m_memory);
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_G)
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{
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Generate();
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}
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}
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void Generate()
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{
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m_count = 0;
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for (u32 i = 0; i < e_count; ++i)
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{
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// Clamp to force coplanarities.
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// This will stress the generation code.
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float32 x = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 y = 3.0f * RandomFloat(-1.0f, 1.0f);
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float32 z = 3.0f * RandomFloat(-1.0f, 1.0f);
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b3Vec3 p(x, y, z);
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m_points[m_count++] = p;
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}
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}
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void Step()
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{
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g_draw->DrawString(b3Color_white, "Iterations = %d", m_qhull.GetIterations());
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m_qhull.Draw();
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b3QHull hull;
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hull.Set(m_points, m_count);
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b3HullShape shape;
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shape.m_hull = &hull;
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g_draw->DrawSolidShape(&shape, b3Color_white, b3Transform_identity);
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g_draw->DrawString(b3Color_white, "G - Generate a random convex hull");
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}
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static Test* Create()
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{
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return new QuickhullTest();
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return new ConvexHull();
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}
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void* m_memory;
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qhHull m_qhull;
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u32 m_count;
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b3Vec3 m_points[e_count];
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};
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#endif
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