allow toggling convex hull simplification at run-time in order to expected convex hull creation work
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@ -44,7 +44,9 @@ struct b3QHull : public b3Hull
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// Create a convex hull from an array of points.
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// If the creation has failed then this convex hull is not modified.
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void Set(const b3Vec3* points, u32 count);
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// Use the flag simplify to tell the convex hull creation code to simplify the convex hull after
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// construction.
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void Set(const b3Vec3* points, u32 count, bool simplify = true);
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// Set this hull as a cylinder located at the origin.
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void SetAsCylinder(float32 radius = 1.0f, float32 height = 1.0f);
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@ -21,10 +21,6 @@
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#define B3_NULL_HULL_FEATURE 0xFF
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// Enables or disables convex hull simplification.
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// This can speed up collision detection and stability significantly.
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#define B3_SIMPLIFY_HULL 1
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// Used to map pointers to indices
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// If more performance is required then a use hash-map
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template<class T, u32 N>
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@ -142,13 +138,13 @@ static b3Vec3 b3ComputeCentroid(b3QHull* hull)
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return centroid;
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}
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void b3QHull::Set(const b3Vec3* points, u32 count)
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void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
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{
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B3_ASSERT(count >= 4);
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// Copy points into local buffer, perform welding.
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u32 psCount = 0;
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b3Vec3* ps = (b3Vec3*) b3Alloc(count * sizeof(b3Vec3));
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b3Vec3* ps = (b3Vec3*)b3Alloc(count * sizeof(b3Vec3));
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for (u32 i = 0; i < count; ++i)
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{
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b3Vec3 p = points[i];
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@ -176,131 +172,129 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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b3Free(ps);
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return;
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}
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// Create a convex hull.
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qhHull hull;
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#if B3_SIMPLIFY_HULL == 1
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qhHull primary;
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primary.Construct(ps, psCount);
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b3Free(ps);
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// Simplify the constructed hull.
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// Put the origin inside the hull.
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b3Vec3 s;
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s.SetZero();
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for (qhVertex* v = primary.GetVertexList().head; v; v = v->next)
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if (simplify == true)
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{
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s += v->position;
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}
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s /= float32(primary.GetVertexList().count);
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qhHull primary;
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primary.Construct(ps, psCount);
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b3Free(ps);
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primary.Translate(-s);
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// Simplify the constructed hull.
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// Build the dual hull
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u32 dvCount = 0;
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qhFace** dfs = (qhFace**)b3Alloc(primary.GetFaceList().count * sizeof(qhFace*));
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b3Vec3* dvs = (b3Vec3*)b3Alloc(primary.GetFaceList().count * sizeof(b3Vec3));
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for (qhFace* f = primary.GetFaceList().head; f; f = f->next)
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{
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b3Plane plane = f->plane;
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B3_ASSERT(plane.offset > 0.0f);
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b3Vec3 v = plane.normal / plane.offset;
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b3Vec3 vn = plane.normal;
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bool unique = true;
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for (u32 j = 0; j < dvCount; ++j)
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// Put the origin inside the hull.
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b3Vec3 s;
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s.SetZero();
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for (qhVertex* v = primary.GetVertexList().head; v; v = v->next)
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{
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qhFace*& df = dfs[j];
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b3Vec3& dv = dvs[j];
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b3Vec3 dvn = b3Normalize(dv);
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s += v->position;
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}
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s /= float32(primary.GetVertexList().count);
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// ~45 degrees
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const float32 kTol = 0.7f;
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if (b3Dot(vn, dvn) > kTol)
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primary.Translate(-s);
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// Build the dual hull
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u32 dvCount = 0;
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qhFace** dfs = (qhFace**)b3Alloc(primary.GetFaceList().count * sizeof(qhFace*));
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b3Vec3* dvs = (b3Vec3*)b3Alloc(primary.GetFaceList().count * sizeof(b3Vec3));
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for (qhFace* f = primary.GetFaceList().head; f; f = f->next)
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{
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b3Plane plane = f->plane;
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B3_ASSERT(plane.offset > 0.0f);
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b3Vec3 v = plane.normal / plane.offset;
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b3Vec3 vn = plane.normal;
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bool unique = true;
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for (u32 j = 0; j < dvCount; ++j)
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{
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if (f->area > df->area)
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qhFace*& df = dfs[j];
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b3Vec3& dv = dvs[j];
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b3Vec3 dvn = b3Normalize(dv);
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// ~45 degrees
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const float32 kTol = 0.7f;
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if (b3Dot(vn, dvn) > kTol)
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{
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df = f;
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dv = v;
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if (f->area > df->area)
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{
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df = f;
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dv = v;
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}
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unique = false;
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break;
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}
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unique = false;
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break;
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}
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}
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if (unique)
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{
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dfs[dvCount] = f;
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dvs[dvCount] = v;
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++dvCount;
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}
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}
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b3Free(dfs);
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if (dvCount < 4)
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{
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b3Free(dvs);
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return;
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}
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qhHull dual;
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dual.Construct(dvs, dvCount);
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b3Free(dvs);
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// Recover the simplified hull in primary space.
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u32 pvCount = 0;
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b3Vec3* pvs = (b3Vec3*)b3Alloc(dual.GetFaceList().count * sizeof(b3Vec3));
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for (qhFace* f = dual.GetFaceList().head; f; f = f->next)
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{
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b3Plane plane = f->plane;
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B3_ASSERT(plane.offset > 0.0f);
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b3Vec3 v = plane.normal / plane.offset;
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bool unique = true;
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for (u32 j = 0; j < pvCount; ++j)
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{
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if (b3DistanceSquared(v, pvs[j]) <= B3_LINEAR_SLOP * B3_LINEAR_SLOP)
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if (unique)
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{
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unique = false;
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break;
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dfs[dvCount] = f;
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dvs[dvCount] = v;
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++dvCount;
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}
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}
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if (unique)
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b3Free(dfs);
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if (dvCount < 4)
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{
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pvs[pvCount++] = v;
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b3Free(dvs);
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return;
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}
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}
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if (pvCount < 4)
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{
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qhHull dual;
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dual.Construct(dvs, dvCount);
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b3Free(dvs);
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// Recover the simplified hull in primary space.
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u32 pvCount = 0;
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b3Vec3* pvs = (b3Vec3*)b3Alloc(dual.GetFaceList().count * sizeof(b3Vec3));
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for (qhFace* f = dual.GetFaceList().head; f; f = f->next)
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{
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b3Plane plane = f->plane;
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B3_ASSERT(plane.offset > 0.0f);
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b3Vec3 v = plane.normal / plane.offset;
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bool unique = true;
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for (u32 j = 0; j < pvCount; ++j)
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{
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if (b3DistanceSquared(v, pvs[j]) <= B3_LINEAR_SLOP * B3_LINEAR_SLOP)
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{
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unique = false;
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break;
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}
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}
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if (unique)
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{
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pvs[pvCount++] = v;
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}
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}
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if (pvCount < 4)
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{
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b3Free(pvs);
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return;
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}
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hull.Construct(pvs, pvCount);
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b3Free(pvs);
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return;
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// Translate the hull back to the origin
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hull.Translate(s);
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}
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else
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{
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hull.Construct(ps, psCount);
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b3Free(ps);
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}
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qhHull hull;
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hull.Construct(pvs, pvCount);
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b3Free(pvs);
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// Translate the hull back to the origin
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hull.Translate(s);
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#else
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qhHull hull;
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hull.Construct(ps, psCount);
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b3Free(ps);
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#endif
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if (hull.GetVertexList().count > B3_MAX_HULL_VERTICES)
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{
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// Vertex excess
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@ -464,7 +458,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 height)
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}
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// Set
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Set(vs, count);
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Set(vs, count, false);
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}
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void b3QHull::SetAsCone(float32 radius, float32 height)
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@ -499,5 +493,5 @@ void b3QHull::SetAsCone(float32 radius, float32 height)
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vs[count++].Set(0.0f, height, 0.0f);
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// Set
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Set(vs, count);
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Set(vs, count, false);
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}
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