refactoring
This commit is contained in:
@ -59,7 +59,9 @@ struct qhFace
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u32 GetVertexCount() const;
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u32 GetEdgeCount() const;
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qhHalfEdge* FindTwin(const qhVertex* tail, const qhVertex* head) const;
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qhHalfEdge* FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const;
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void ComputeCenterAndPlane();
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};
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@ -117,6 +119,7 @@ public:
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void Draw() const;
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private:
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bool BuildInitialHull(const b3Vec3* vertices, u32 count);
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qhFace* AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhVertex* FindEyeVertex() const;
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void AddVertex(qhVertex* v);
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@ -124,13 +127,12 @@ private:
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void FindHorizon(qhVertex* eye);
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void AddNewFaces(qhVertex* eye);
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void AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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void MergeFaces();
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bool MergeFace(qhFace* face);
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qhFace* CreateTriangle(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhHalfEdge* CreateAdjoiningTriangle(qhVertex* v, qhHalfEdge* he);
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qhHalfEdge* FindTwin(const qhVertex* tail, const qhVertex* head) const;
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qhHalfEdge* FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const;
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// Coplanarity tolerance
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float32 m_tolerance;
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@ -66,15 +66,12 @@ inline u32 qhFace::GetEdgeCount() const
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return count;
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}
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inline qhHalfEdge* qhFace::FindTwin(const qhVertex* tail, const qhVertex* head) const
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inline qhHalfEdge* qhFace::FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const
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{
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qhHalfEdge* e = edge;
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do
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{
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qhVertex* tail2 = e->tail;
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qhVertex* head2 = e->next->tail;
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if (tail2 == tail && head2 == head)
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if (e->tail == v1 && e->next->tail == v2)
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{
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return e;
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}
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@ -137,7 +134,7 @@ constexpr u32 qhGetBufferSize(u32 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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size += V * sizeof(qhVertex);
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size += HE * sizeof(qhHalfEdge);
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size += F * sizeof(qhFace);
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@ -148,11 +145,11 @@ constexpr u32 qhGetBufferSize(u32 pointCount)
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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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@ -206,17 +203,15 @@ inline void qhHull::FreeFace(qhFace* f)
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m_freeFaces = f;
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}
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inline qhHalfEdge* qhHull::FindTwin(const qhVertex* tail, const qhVertex* head) const
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inline qhHalfEdge* qhHull::FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const
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{
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qhFace* face = m_faceList.head;
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while (face)
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for (qhFace* face = m_faceList.head; face != NULL; face = face->next)
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{
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qhHalfEdge* e = face->FindTwin(tail, head);
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qhHalfEdge* e = face->FindHalfEdge(v1, v2);
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if (e)
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{
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return e;
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}
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face = face->next;
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}
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return NULL;
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}
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@ -119,12 +119,14 @@ void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
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qhVertex* eye = FindEyeVertex();
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while (eye)
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{
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Validate();
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AddVertex(eye);
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eye = FindEyeVertex();
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++m_iterations;
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}
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Validate();
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}
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bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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@ -269,18 +271,18 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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if (b3Distance(D, plane) < 0.0f)
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{
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faces[0] = CreateTriangle(v1, v2, v3);
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faces[1] = CreateTriangle(v4, v2, v1);
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faces[2] = CreateTriangle(v4, v3, v2);
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faces[3] = CreateTriangle(v4, v1, v3);
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faces[0] = AddFace(v1, v2, v3);
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faces[1] = AddFace(v4, v2, v1);
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faces[2] = AddFace(v4, v3, v2);
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faces[3] = AddFace(v4, v1, v3);
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}
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else
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{
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// Ensure CCW order.
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faces[0] = CreateTriangle(v1, v3, v2);
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faces[1] = CreateTriangle(v4, v1, v2);
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faces[2] = CreateTriangle(v4, v2, v3);
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faces[3] = CreateTriangle(v4, v3, v1);
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faces[0] = AddFace(v1, v3, v2);
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faces[1] = AddFace(v4, v1, v2);
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faces[2] = AddFace(v4, v2, v3);
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faces[3] = AddFace(v4, v3, v1);
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}
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// Connectivity check.
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@ -438,68 +440,39 @@ void qhHull::AddNewFaces(qhVertex* eye)
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B3_ASSERT(e1->tail == e2->tail);
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}
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// Add new faces
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// Create new faces
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m_newFaceCount = 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 = CreateAdjoiningTriangle(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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for (u32 i = 0; i < m_horizonCount; ++i)
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{
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qhHalfEdge* edge = m_horizon[i];
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qhHalfEdge* leftEdge = CreateAdjoiningTriangle(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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qhVertex* v1 = eye;
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qhVertex* v2 = edge->tail;
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qhVertex* v3 = edge->twin->tail;
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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 = CreateAdjoiningTriangle(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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AddNewFace(v1, v2, v3);
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}
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// Remove obsolete faces
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qhFace* f = m_faceList.head;
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while (f)
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{
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// Invisible faces are maintained.
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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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// Remove the face
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// Assign orphaned vertices to the new faces
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// Also discard internal points
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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* maxFace = NULL;
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@ -531,59 +504,105 @@ void qhHull::AddNewFaces(qhVertex* eye)
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}
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}
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// Remove face half-edges.
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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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if (e->twin)
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{
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e->twin = NULL;
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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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// 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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// Connect the created faces with the remaining faces in the hull
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for (u32 i = 0; i < m_newFaceCount; ++i)
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{
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qhFace* face = m_newFaces[i];
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qhHalfEdge* begin = face->edge;
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qhHalfEdge* edge = begin;
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do
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{
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qhVertex* v1 = edge->tail;
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qhHalfEdge* next = edge->next;
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qhVertex* v2 = next->tail;
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edge->twin = FindHalfEdge(v2, v1);
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if (edge->twin)
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{
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edge->twin->twin = edge;
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}
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edge = next;
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} while (edge != begin);
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// Add
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m_faceList.PushFront(face);
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}
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}
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qhFace* qhHull::CreateTriangle(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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{
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qhFace* face = AllocateFace();
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qhHalfEdge* e1 = AllocateEdge();
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qhHalfEdge* e2 = AllocateEdge();
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qhHalfEdge* e3 = AllocateEdge();
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qhHalfEdge* e1 = FindHalfEdge(v1, v2);
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if (e1 == NULL)
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{
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e1 = AllocateEdge();
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e1->face = face;
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}
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qhHalfEdge* e2 = FindHalfEdge(v2, v3);
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if (e2 == NULL)
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{
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e2 = AllocateEdge();
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e2->face = face;
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}
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qhHalfEdge* e3 = FindHalfEdge(v3, v1);
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if (e3 == NULL)
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{
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e3 = AllocateEdge();
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e3->face = face;
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}
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e1->tail = v1;
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e1->prev = e3;
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e1->next = e2;
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e1->twin = FindTwin(v2, v1);
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e1->twin = FindHalfEdge(v2, v1);
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if (e1->twin)
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{
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e1->twin->twin = e1;
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}
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e1->face = face;
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e2->tail = v2;
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e2->prev = e1;
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e2->next = e3;
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e2->twin = FindTwin(v3, v2);
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e2->twin = FindHalfEdge(v3, v2);
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if (e2->twin)
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{
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e2->twin->twin = e2;
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}
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e2->face = face;
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e3->tail = v3;
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e3->prev = e2;
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e3->next = e1;
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e3->twin = FindTwin(v1, v3);
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e3->twin = FindHalfEdge(v1, v3);
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if (e3->twin)
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{
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e3->twin->twin = e3;
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}
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e3->face = face;
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face->edge = e1;
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face->center = (v1->position + v2->position + v3->position) / 3.0f;
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@ -595,49 +614,43 @@ qhFace* qhHull::CreateTriangle(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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return face;
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}
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qhHalfEdge* qhHull::CreateAdjoiningTriangle(qhVertex* eye, qhHalfEdge* horizonEdge)
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void qhHull::AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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{
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B3_ASSERT(horizonEdge->face->state == qhFace::e_visible);
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qhFace* face = AllocateFace();
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qhVertex* v1 = eye;
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qhVertex* v2 = horizonEdge->tail;
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qhVertex* v3 = horizonEdge->twin->tail;
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qhHalfEdge* e1 = AllocateEdge();
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qhHalfEdge* e2 = AllocateEdge();
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qhHalfEdge* e3 = AllocateEdge();
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e1->face = face;
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e1->twin = NULL;
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e1->tail = v1;
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qhHalfEdge* e2 = AllocateEdge();
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e2->face = face;
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e2->twin = NULL;
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e2->tail = v2;
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qhHalfEdge* e3 = AllocateEdge();
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e3->face = face;
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e3->twin = NULL;
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e3->tail = v3;
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e1->prev = e3;
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e1->next = e2;
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e1->twin = NULL;
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e1->face = face;
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e2->tail = v2;
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e2->prev = e1;
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e2->next = e3;
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e2->twin = horizonEdge->twin;
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horizonEdge->twin->twin = e2;
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e2->face = face;
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e3->tail = v3;
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e3->prev = e2;
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e3->next = e1;
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e3->twin = NULL;
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e3->face = face;
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horizonEdge->twin = NULL;
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face->edge = e1;
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face->center = (v1->position + v2->position + v3->position) / 3.0f;
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face->plane = b3Plane(v1->position, v2->position, v3->position);
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face->state = qhFace::e_invisible;
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m_faceList.PushFront(face);
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face->prev = NULL;
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face->next = NULL;
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return e1;
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m_newFaces[m_newFaceCount++] = face;
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}
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bool qhHull::MergeFace(qhFace* rightFace)
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@ -756,7 +769,12 @@ void qhHull::Validate(const qhFace* face) const
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do
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{
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B3_ASSERT(edge->face == face);
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edge = edge->next;
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qhHalfEdge* twin = edge->twin;
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qhHalfEdge* next = edge->next;
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B3_ASSERT(twin->tail == next->tail);
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edge = next;
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} while (edge != begin);
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Validate(face->edge);
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