generate convex hull/cluster using 'G' while the tests are running
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								examples/testbed/tests/convex_hull.h
									
									
									
									
									
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| /* | ||||
| * 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 CONVEX_HULL_H | ||||
| #define CONVEX_HULL_H | ||||
|  | ||||
| class ConvexHull : public Test | ||||
| { | ||||
| public: | ||||
| 	enum | ||||
| 	{ | ||||
| 		// Half to avoid generation failure due to many vertices | ||||
| 		e_count = B3_MAX_HULL_VERTICES / 2 | ||||
| 	}; | ||||
|  | ||||
| 	ConvexHull() | ||||
| 	{ | ||||
| 		b3BoxHull box; | ||||
| 		box.SetIdentity(); | ||||
|  | ||||
| 		b3Vec3 tetra[4]; | ||||
| 		b3Vec3 v1(-1.0f, 0.0f, 0.0f); | ||||
| 		b3Vec3 v2(1.0f, 0.0f, 0.0f); | ||||
| 		b3Vec3 v3(0.0f, 0.0f, -1.0f); | ||||
| 		b3Vec3 v4 = 0.5f * (v1 + v2 + v3); | ||||
| 		v4.y += 2.0f; | ||||
|  | ||||
| 		tetra[0] = v1; | ||||
| 		tetra[1] = v2; | ||||
| 		tetra[2] = v3; | ||||
| 		tetra[3] = v4; | ||||
|  | ||||
| 		// Minkowski sum of box and tetrahedron | ||||
| 		m_count = 0; | ||||
| 		for (u32 i = 0; i < box.vertexCount; ++i) | ||||
| 		{ | ||||
| 			for (u32 j = 0; j < 4; ++j) | ||||
| 			{ | ||||
| 				b3Vec3 p = box.vertices[i] - tetra[j]; | ||||
| 				 | ||||
| 				m_points[m_count++] = p; | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	~ConvexHull() | ||||
| 	{ | ||||
|  | ||||
| 	} | ||||
|  | ||||
| 	void KeyDown(int button) | ||||
| 	{ | ||||
| 		if (button == GLFW_KEY_G) | ||||
| 		{ | ||||
| 			Generate(); | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void Generate() | ||||
| 	{ | ||||
| 		m_count = 0; | ||||
| 		for (u32 i = 0; i < e_count; ++i) | ||||
| 		{ | ||||
| 			// Clamp to force coplanarities. | ||||
| 			// This will stress the generation code. | ||||
| 			float32 x = 3.0f * RandomFloat(-1.0f, 1.0f); | ||||
| 			float32 y = 3.0f * RandomFloat(-1.0f, 1.0f); | ||||
| 			float32 z = 3.0f * RandomFloat(-1.0f, 1.0f); | ||||
|  | ||||
| 			b3Vec3 p(x, y, z); | ||||
| 			m_points[m_count++] = p; | ||||
| 		} | ||||
| 	} | ||||
|  | ||||
| 	void Step() | ||||
| 	{ | ||||
| 		b3QHull hull; | ||||
| 		hull.Set(m_points, m_count); | ||||
|  | ||||
| 		b3HullShape shape; | ||||
| 		shape.m_hull = &hull; | ||||
|  | ||||
| 		g_draw->DrawSolidShape(&shape, b3Color_white, b3Transform_identity); | ||||
| 		 | ||||
| 		g_draw->DrawString(b3Color_white, "G - Generate a random convex hull"); | ||||
| 	} | ||||
|  | ||||
| 	static Test* Create() | ||||
| 	{ | ||||
| 		return new ConvexHull(); | ||||
| 	} | ||||
|  | ||||
| 	u32 m_count; | ||||
| 	b3Vec3 m_points[e_count]; | ||||
| }; | ||||
|  | ||||
| #endif | ||||
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