two-pass conversion
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@ -180,12 +180,11 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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hull.Construct(qhBuffer, ps, psCount);
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// Convert the constructed hull into a run-time hull.
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// Unique vertices and edges
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b3UniqueArray<qhVertex*, B3_MAX_HULL_VERTICES> vs;
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b3UniqueArray<qhHalfEdge*, B3_MAX_HULL_EDGES> es;
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u32 fs_count = 0;
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// Add vertices and edges to the map
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for (qhFace* face = hull.GetFaceList().head; face != NULL; face = face->next)
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{
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// Add face
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@ -195,9 +194,6 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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return;
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}
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b3Face* hface = faces + fs_count;
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planes[fs_count] = face->plane;
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u32 iface = fs_count;
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++fs_count;
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// Add vertices and half-edges
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@ -231,11 +227,21 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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edge = edge->next;
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} while (edge != begin);
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}
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// Build and link the features
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u32 iface = 0;
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for (qhFace* face = hull.GetFaceList().head; face != NULL; face = face->next)
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{
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// Build and link the half-edges
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hface->edge = es.Find(begin);
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b3Face* hface = faces + iface;
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edge = begin;
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planes[iface] = face->plane;
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qhHalfEdge* begin = face->edge;
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hface->edge = (u8)es.Find(begin);
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qhHalfEdge* edge = begin;
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do
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{
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qhVertex* v = edge->tail;
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@ -261,6 +267,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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edge = next;
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} while (edge != begin);
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++iface;
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}
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B3_ASSERT(vs.count <= B3_MAX_HULL_VERTICES);
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