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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// 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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// 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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// 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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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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#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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// Used to map pointers to indices
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// If more performance is required then a use hash-map
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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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template<class T, u32 N>
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@ -142,7 +138,7 @@ static b3Vec3 b3ComputeCentroid(b3QHull* hull)
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return centroid;
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return centroid;
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}
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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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{
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B3_ASSERT(count >= 4);
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B3_ASSERT(count >= 4);
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@ -178,9 +174,10 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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}
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}
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// Create a convex hull.
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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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if (simplify == true)
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{
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qhHull primary;
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qhHull primary;
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primary.Construct(ps, psCount);
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primary.Construct(ps, psCount);
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b3Free(ps);
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b3Free(ps);
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@ -286,20 +283,17 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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return;
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return;
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}
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}
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qhHull hull;
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hull.Construct(pvs, pvCount);
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hull.Construct(pvs, pvCount);
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b3Free(pvs);
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b3Free(pvs);
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// Translate the hull back to the origin
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// Translate the hull back to the origin
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hull.Translate(s);
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hull.Translate(s);
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}
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#else
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else
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{
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qhHull hull;
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hull.Construct(ps, psCount);
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hull.Construct(ps, psCount);
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b3Free(ps);
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b3Free(ps);
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}
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#endif
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if (hull.GetVertexList().count > B3_MAX_HULL_VERTICES)
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if (hull.GetVertexList().count > B3_MAX_HULL_VERTICES)
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{
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{
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@ -464,7 +458,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 height)
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}
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}
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// Set
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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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}
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void b3QHull::SetAsCone(float32 radius, float32 height)
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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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vs[count++].Set(0.0f, height, 0.0f);
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// Set
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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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}
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