erase dep, constexpr, cleanup

This commit is contained in:
Irlan
2018-04-20 19:22:20 -03:00
parent 43f59409de
commit 63f034535e
3 changed files with 74 additions and 62 deletions

View File

@@ -20,7 +20,7 @@
#include <bounce/common/template/stack.h>
#include <bounce/common/draw.h>
static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Array<b3Vec3>& vertices)
static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vertices, u32 count)
{
b3Vec3 min(B3_MAX_FLOAT, B3_MAX_FLOAT, B3_MAX_FLOAT);
iMin[0] = 0;
@@ -32,21 +32,21 @@ static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Array<b3Vec3>& verti
iMax[1] = 0;
iMax[2] = 0;
for (u32 i = 0; i < vertices.Count(); ++i)
for (u32 i = 0; i < count; ++i)
{
b3Vec3 p = vertices[i];
b3Vec3 v = vertices[i];
for (u32 j = 0; j < 3; ++j)
{
if (p[j] < min[j])
if (v[j] < min[j])
{
min[j] = p[j];
min[j] = v[j];
iMin[j] = i;
}
if (p[j] > max[j])
if (v[j] > max[j])
{
max[j] = p[j];
max[j] = v[j];
iMax[j] = i;
}
}
@@ -63,11 +63,11 @@ qhHull::~qhHull()
{
}
void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
{
// Euler's formula
// V - E + F = 2
u32 V = vs.Count();
u32 V = count;
u32 E = 3 * V - 6;
u32 HE = 2 * E;
u32 F = 2 * V - 4;
@@ -103,7 +103,7 @@ void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
m_faceList.count = 0;
m_iteration = 0;
if (!BuildInitialHull(vs))
if (!BuildInitialHull(vs, count))
{
return;
}
@@ -119,9 +119,9 @@ void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
}
}
bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
{
if (vertices.Count() < 4)
if (vertexCount < 4)
{
B3_ASSERT(false);
return false;
@@ -134,7 +134,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
// canonical axes.
// Store tolerance for coplanarity checks.
u32 aabbMin[3], aabbMax[3];
m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices);
m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices, vertexCount);
// Find the longest segment.
float32 d0 = 0.0f;
@@ -173,7 +173,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
// Find the triangle which has the largest area.
float32 a0 = 0.0f;
for (u32 i = 0; i < vertices.Count(); ++i)
for (u32 i = 0; i < vertexCount; ++i)
{
if (i == i1 || i == i2)
{
@@ -214,7 +214,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
// Find the furthest point from the triangle plane.
float32 d0 = 0.0f;
for (u32 i = 0; i < vertices.Count(); ++i)
for (u32 i = 0; i < vertexCount; ++i)
{
if (i == i1 || i == i2 || i == i3)
{
@@ -280,7 +280,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
// Add remaining points to the hull.
// Assign closest face plane to each of them.
for (u32 i = 0; i < vertices.Count(); ++i)
for (u32 i = 0; i < vertexCount; ++i)
{
if (i == i1 || i == i2 || i == i3 || i == i4)
{