remove quickhull array dependency (except for drawing)
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bd4ca5d143
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4ebe826eea
@ -20,7 +20,6 @@
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#define QH_HULL_H
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#include <bounce/common/geometry.h>
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#include <bounce/common/template/array.h>
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template<class T>
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struct qhList
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@ -100,7 +99,7 @@ public:
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~qhHull();
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// Construct this hull given a memory buffer and an array of points.
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// Use qhGetBufferCapacity to get the buffer capacity from the point array size.
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// Use qhGetBufferSize to get the buffer size given the number of points.
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void Construct(void* buffer, const b3Vec3* vertices, u32 vertexCount);
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// Get the number of iterations this algorithm ran.
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@ -128,21 +127,18 @@ private:
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qhVertex* NextVertex();
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void AddVertex(qhVertex* v);
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void BuildHorizon(b3Array<qhHalfEdge*>& horizon, qhVertex* eye);
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void BuildHorizon(b3Array<qhHalfEdge*>& horizon, qhVertex* eye, qhHalfEdge* e0, qhFace* f);
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void BuildHorizon(qhVertex* eye);
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void BuildHorizon(qhVertex* eye, qhHalfEdge* e0, qhFace* f);
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void AddNewFaces(qhVertex* eye);
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void MergeFaces();
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bool MergeFace(qhFace* face);
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qhFace* AddTriangle(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhHalfEdge* AddAdjoiningTriangle(qhVertex* v, qhHalfEdge* he);
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void AddNewFaces(b3Array<qhFace*>& newFaces, qhVertex* eye, const b3Array<qhHalfEdge*>& horizon);
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bool MergeFace(qhFace* face);
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void MergeFaces(b3Array<qhFace*>& newFaces);
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qhHalfEdge* FindTwin(const qhVertex* tail, const qhVertex* head) const;
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// Coplanarity tolerance
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@ -163,10 +159,16 @@ private:
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qhFace* AllocateFace();
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void FreeFace(qhFace* p);
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qhVertex* m_freeVertices;
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qhHalfEdge* m_freeEdges;
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qhFace* m_freeFaces;
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qhHalfEdge** m_horizon;
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u32 m_horizonCount;
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qhFace** m_newFaces;
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u32 m_newFaceCount;
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};
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#include <bounce/quickhull/qh_hull.inl>
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@ -128,20 +128,31 @@ inline void qhFace::ComputeCenterAndPlane()
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// its value at compile-time. That is particularly usefull when you want to
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// create a stack buffer from a constant number of vertices.
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// Due to the constexpr specifier, this function is automatically inlined.
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constexpr u32 qhGetBufferCapacity(u32 pointCount)
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constexpr u32 qhGetBufferSize(u32 pointCount)
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{
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u32 size = 0;
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// Hull using Euler's Formula
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u32 V = pointCount;
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u32 E = 3 * V - 6;
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u32 HE = 2 * E;
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u32 F = 2 * V - 4;
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HE *= 2;
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F *= 2;
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u32 size = 0;
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size += V * sizeof(qhVertex);
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size += HE * sizeof(qhHalfEdge);
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size += F * sizeof(qhFace);
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// Extra
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size += HE * sizeof(qhHalfEdge);
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size += F * sizeof(qhFace);
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// Horizon
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size += HE * sizeof(qhHalfEdge*);
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// New Faces
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// One face per horizon edge
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size += HE * sizeof(qhFace*);
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return size;
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}
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@ -175,8 +175,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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// Create a convex hull.
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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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const u32 qhBufferSize = qhGetBufferSize(B3_MAX_HULL_VERTICES);
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u8 qhBuffer[qhBufferSize];
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// Build
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qhHull hull;
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@ -17,6 +17,7 @@
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*/
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#include <bounce/quickhull/qh_hull.h>
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#include <bounce/common/template/array.h>
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#include <bounce/common/template/stack.h>
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#include <bounce/common/draw.h>
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@ -98,7 +99,13 @@ void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
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f->conflictList.count = 0;
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FreeFace(f);
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}
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m_horizon = (qhHalfEdge**)((u8*)faces + F * sizeof(qhFace*));
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m_horizonCount = 0;
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m_newFaces = (qhFace**)((u8*)m_horizon + HE * sizeof(qhHalfEdge*));
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m_newFaceCount = 0;
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m_faceList.head = NULL;
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m_faceList.count = 0;
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m_iteration = 0;
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@ -346,45 +353,12 @@ qhVertex* qhHull::NextVertex()
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void qhHull::AddVertex(qhVertex* eye)
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{
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b3StackArray<qhHalfEdge*, 32> horizon;
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BuildHorizon(horizon, eye);
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b3StackArray<qhFace*, 32> newFaces;
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AddNewFaces(newFaces, eye, horizon);
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MergeFaces(newFaces);
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BuildHorizon(eye);
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AddNewFaces(eye);
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MergeFaces();
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}
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void qhHull::BuildHorizon(b3Array<qhHalfEdge*>& horizon, qhVertex* eye, qhHalfEdge* edge0, qhFace* face)
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{
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// Mark face as visible/visited.
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face->state = qhFace::e_visible;
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qhHalfEdge* edge = edge0;
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do
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{
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qhHalfEdge* adjEdge = edge->twin;
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qhFace* adjFace = adjEdge->face;
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if (adjFace->state == qhFace::e_invisible)
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{
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if (b3Distance(eye->position, adjFace->plane) > m_tolerance)
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{
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BuildHorizon(horizon, eye, adjEdge, adjFace);
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}
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else
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{
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horizon.PushBack(edge);
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}
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}
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edge = edge->next;
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} while (edge != edge0);
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}
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void qhHull::BuildHorizon(b3Array<qhHalfEdge*>& horizon, qhVertex* eye)
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void qhHull::BuildHorizon(qhVertex* eye)
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{
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// Clean visited flags
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{
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@ -402,12 +376,150 @@ void qhHull::BuildHorizon(b3Array<qhHalfEdge*>& horizon, qhVertex* eye)
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}
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}
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// todo
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// Iterative DFS.
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// Ensure CCW order of horizon edges.
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// Build horizon.
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BuildHorizon(horizon, eye, eye->conflictFace->edge, eye->conflictFace);
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m_horizonCount = 0;
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BuildHorizon(eye, eye->conflictFace->edge, eye->conflictFace);
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}
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void qhHull::BuildHorizon(qhVertex* eye, qhHalfEdge* edge0, qhFace* face)
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{
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// Mark face as visible/visited.
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face->state = qhFace::e_visible;
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qhHalfEdge* edge = edge0;
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do
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{
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qhHalfEdge* adjEdge = edge->twin;
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qhFace* adjFace = adjEdge->face;
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if (adjFace->state == qhFace::e_invisible)
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{
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if (b3Distance(eye->position, adjFace->plane) > m_tolerance)
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{
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BuildHorizon(eye, adjEdge, adjFace);
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}
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else
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{
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m_horizon[m_horizonCount++] = edge;
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}
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}
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edge = edge->next;
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} while (edge != edge0);
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}
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void qhHull::AddNewFaces(qhVertex* eye)
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{
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m_newFaceCount = 0;
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B3_ASSERT(m_horizonCount > 0);
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qhHalfEdge* beginEdge = NULL;
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qhHalfEdge* prevEdge = NULL;
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{
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qhHalfEdge* edge = m_horizon[0];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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prevEdge = rightEdge;
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beginEdge = leftEdge;
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m_newFaces[m_newFaceCount++] = leftEdge->face;
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}
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for (u32 i = 1; i < m_horizonCount - 1; ++i)
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{
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qhHalfEdge* edge = m_horizon[i];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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leftEdge->twin = prevEdge;
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prevEdge->twin = leftEdge;
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prevEdge = rightEdge;
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m_newFaces[m_newFaceCount++] = leftEdge->face;
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}
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{
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qhHalfEdge* edge = m_horizon[m_horizonCount - 1];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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leftEdge->twin = prevEdge;
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prevEdge->twin = leftEdge;
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rightEdge->twin = beginEdge;
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beginEdge->twin = rightEdge;
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m_newFaces[m_newFaceCount++] = leftEdge->face;
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}
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qhFace* f = m_faceList.head;
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while (f)
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{
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if (f->state == qhFace::e_invisible)
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{
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f = f->next;
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continue;
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}
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// Partition conflict vertices.
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qhVertex* v = f->conflictList.head;
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while (v)
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{
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b3Vec3 p = v->position;
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// Use tolerance and discard internal points.
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float32 max = m_tolerance;
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qhFace* iMax = NULL;
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for (u32 i = 0; i < m_newFaceCount; ++i)
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{
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qhFace* newFace = m_newFaces[i];
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float32 d = b3Distance(p, newFace->plane);
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if (d > max)
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{
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max = d;
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iMax = newFace;
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}
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}
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if (iMax)
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{
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qhVertex* v0 = v;
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v->conflictFace = NULL;
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v = f->conflictList.Remove(v);
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iMax->conflictList.PushFront(v0);
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v0->conflictFace = iMax;
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}
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else
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{
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qhVertex* v0 = v;
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v->conflictFace = NULL;
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v = f->conflictList.Remove(v);
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FreeVertex(v0);
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}
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}
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// Remove face half-edges.
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qhHalfEdge* e = f->edge;
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do
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{
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qhHalfEdge* e0 = e;
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e = e->next;
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FreeEdge(e0);
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} while (e != f->edge);
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// Remove face.
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qhFace* f0 = f;
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f = m_faceList.Remove(f);
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FreeFace(f0);
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}
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}
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qhFace* qhHull::AddTriangle(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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@ -503,116 +615,6 @@ qhHalfEdge* qhHull::AddAdjoiningTriangle(qhVertex* eye, qhHalfEdge* horizonEdge)
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return e1;
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}
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void qhHull::AddNewFaces(b3Array<qhFace*>& newFaces, qhVertex* eye, const b3Array<qhHalfEdge*>& horizon)
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{
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newFaces.Reserve(horizon.Count());
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qhHalfEdge* beginEdge = NULL;
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qhHalfEdge* prevEdge = NULL;
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{
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qhHalfEdge* edge = horizon[0];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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prevEdge = rightEdge;
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beginEdge = leftEdge;
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newFaces.PushBack(leftEdge->face);
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}
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for (u32 i = 1; i < horizon.Count() - 1; ++i)
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{
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qhHalfEdge* edge = horizon[i];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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leftEdge->twin = prevEdge;
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prevEdge->twin = leftEdge;
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prevEdge = rightEdge;
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newFaces.PushBack(leftEdge->face);
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}
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{
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qhHalfEdge* edge = horizon[horizon.Count() - 1];
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qhHalfEdge* leftEdge = AddAdjoiningTriangle(eye, edge);
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qhHalfEdge* rightEdge = leftEdge->prev;
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leftEdge->twin = prevEdge;
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prevEdge->twin = leftEdge;
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rightEdge->twin = beginEdge;
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beginEdge->twin = rightEdge;
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newFaces.PushBack(leftEdge->face);
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}
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qhFace* f = m_faceList.head;
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while (f)
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{
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if (f->state == qhFace::e_invisible)
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{
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f = f->next;
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continue;
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}
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// Partition conflict vertices.
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qhVertex* v = f->conflictList.head;
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while (v)
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{
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b3Vec3 p = v->position;
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// Use tolerance and discard internal points.
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float32 max = m_tolerance;
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qhFace* iMax = NULL;
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for (u32 i = 0; i < newFaces.Count(); ++i)
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{
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qhFace* newFace = newFaces[i];
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float32 d = b3Distance(p, newFace->plane);
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if (d > max)
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{
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max = d;
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iMax = newFace;
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}
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}
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if (iMax)
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{
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qhVertex* v0 = v;
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v->conflictFace = NULL;
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v = f->conflictList.Remove(v);
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iMax->conflictList.PushFront(v0);
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v0->conflictFace = iMax;
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}
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else
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{
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qhVertex* v0 = v;
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v->conflictFace = NULL;
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v = f->conflictList.Remove(v);
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FreeVertex(v0);
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}
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}
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// Remove face half-edges.
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qhHalfEdge* e = f->edge;
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do
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{
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qhHalfEdge* e0 = e;
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e = e->next;
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FreeEdge(e0);
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} while (e != f->edge);
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// Remove face.
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qhFace* f0 = f;
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f = m_faceList.Remove(f);
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FreeFace(f0);
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}
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}
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bool qhHull::MergeFace(qhFace* rightFace)
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{
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qhHalfEdge* e = rightFace->edge;
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@ -691,22 +693,18 @@ bool qhHull::MergeFace(qhFace* rightFace)
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return false;
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}
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void qhHull::MergeFaces(b3Array<qhFace*>& newFaces)
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void qhHull::MergeFaces()
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{
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for (u32 i = 0; i < newFaces.Count(); ++i)
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for (u32 i = 0; i < m_newFaceCount; ++i)
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{
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qhFace* f = newFaces[i];
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qhFace* f = m_newFaces[i];
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if (f->state == qhFace::e_deleted)
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{
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continue;
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}
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// todo
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// Fix topological and geometrical errors.
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// Merge the faces while there is no face left
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// to merge.
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// Merge the faces while there is no face left to merge.
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while (MergeFace(f));
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}
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}
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@ -754,23 +752,25 @@ void qhHull::Validate() const
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void qhHull::Draw() const
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{
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b3StackArray<b3Vec3, 256> polygon;
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qhFace* face = m_faceList.head;
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while (face)
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{
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polygon.Resize(0);
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b3Vec3 c = face->center;
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b3Vec3 n = face->plane.normal;
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b3StackArray<b3Vec3, 32> vs;
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const qhHalfEdge* begin = face->edge;
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const qhHalfEdge* edge = begin;
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do
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{
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vs.PushBack(edge->tail->position);
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polygon.PushBack(edge->tail->position);
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edge = edge->next;
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} while (edge != begin);
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b3Draw_draw->DrawSolidPolygon(n, vs.Begin(), vs.Count(), b3Color(1.0f, 1.0f, 1.0f, 0.5f));
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b3Draw_draw->DrawSolidPolygon(n, polygon.Begin(), polygon.Count(), b3Color(1.0f, 1.0f, 1.0f, 0.5f));
|
||||
|
||||
qhVertex* v = face->conflictList.head;
|
||||
while (v)
|
||||
|
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Reference in New Issue
Block a user