erase dep, constexpr, cleanup
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@ -58,8 +58,8 @@ struct qhFace
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b3Vec3 center;
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b3Plane plane;
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u32 VertexCount() const;
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u32 EdgeCount() const;
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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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void ComputeCenterAndPlane();
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};
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@ -89,12 +89,8 @@ struct qhVertex
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qhFace* conflictFace;
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};
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// Given a number of points return the required memory size in bytes for constructing the
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// convex hull of those points. Use this function before allocating the memory buffer passed
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// as argument to Construct.
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u32 qhGetMemorySize(u32 V);
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// A convex hull builder. Given a list of points constructs its convex hull.
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// A convex hull builder.
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// Given a list of points constructs its convex hull.
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// The output convex hull might contain polygonal faces and not only triangles.
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// Coplanar face merging is necessary for stable physics simulation.
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class qhHull
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@ -102,18 +98,23 @@ class qhHull
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public:
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qhHull();
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~qhHull();
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// Entry point of qhHull.
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// Construct this hull given a memory buffer and a list of points.
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// Use qhGetMemorySize to see how many free bytes should be available in the buffer.
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void Construct(void* memory, const b3Array<b3Vec3>& vertices);
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// Get the list of faces in this hull.
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const qhList<qhFace>& GetFaceList() const;
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// Construct this hull given a memory buffer and an array of points.
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// Use qhGetBufferCapacity to get the buffer capacity from the point array size.
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void Construct(void* buffer, const b3Vec3* vertices, u32 vertexCount);
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// Get the number of iterations this algorithm ran.
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u32 GetIterations() const;
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// Get the list of faces in this convex hull.
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const qhList<qhFace>& GetFaceList() const;
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// Get the number of unique edges in this convex hull.
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// u32 GetEdgeCount() const;
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// Get the number of unique vertices in this convex hull.
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// u32 GetVertexCount() const;
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// Validate this hull.
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void Validate() const;
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void Validate(const qhFace* face) const;
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@ -122,7 +123,7 @@ public:
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// Draw this hull.
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void Draw() const;
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private:
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bool BuildInitialHull(const b3Array<b3Vec3>& vertices);
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bool BuildInitialHull(const b3Vec3* vertices, u32 count);
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qhVertex* NextVertex();
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@ -146,13 +147,13 @@ private:
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// Coplanarity tolerance
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float32 m_tolerance;
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// Number of Quickhull iterations
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u32 m_iteration;
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// List of faces
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qhList<qhFace> m_faceList;
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// Number of Quickhull iterations
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u32 m_iteration;
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// Memory
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qhVertex* AllocateVertex();
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void FreeVertex(qhVertex* p);
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@ -1,5 +1,7 @@
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// qhHull.h
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// Lists
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template<class T>
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inline void qhList<T>::PushFront(T* link)
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{
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@ -38,7 +40,9 @@ inline T* qhList<T>::Remove(T* link)
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return next;
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}
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inline u32 qhFace::VertexCount() const
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// qhFace
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inline u32 qhFace::GetVertexCount() const
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{
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u32 count = 0;
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qhHalfEdge* e = edge;
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@ -50,7 +54,7 @@ inline u32 qhFace::VertexCount() const
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return count;
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}
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inline u32 qhFace::EdgeCount() const
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inline u32 qhFace::GetEdgeCount() const
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{
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u32 count = 0;
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qhHalfEdge* e = edge;
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@ -81,7 +85,7 @@ inline qhHalfEdge* qhFace::FindTwin(const qhVertex* tail, const qhVertex* head)
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return NULL;
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}
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inline b3Vec3 b3Newell(const b3Vec3& a, const b3Vec3& b)
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static inline b3Vec3 b3Newell(const b3Vec3& a, const b3Vec3& b)
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{
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return b3Vec3((a.y - b.y) * (a.z + b.z), (a.z - b.z) * (a.x + b.x), (a.x - b.x) * (a.y + b.y));
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}
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@ -116,29 +120,21 @@ inline void qhFace::ComputeCenterAndPlane()
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center = c;
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}
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inline qhHalfEdge* qhHull::FindTwin(const qhVertex* tail, const qhVertex* head) const
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{
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qhFace* face = m_faceList.head;
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while (face)
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{
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qhHalfEdge* e = face->FindTwin(tail, head);
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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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// qhHull
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inline u32 qhGetMemorySize(u32 V)
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// Given a number of points return the required memory size in
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// bytes for constructing the convex hull of those points.
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// This function uses constant expression (C++11). Therefore, you can evaluate
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// its value at compile-time. That is particularly usefull when you want to
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// create a stack buffer from a constant number of vertices.
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// Due to the constexpr specifier, this function is automatically inlined.
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constexpr u32 qhGetBufferCapacity(u32 pointCount)
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{
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u32 V = 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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// V - E + F = 2
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HE *= 2;
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F *= 2;
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@ -149,16 +145,16 @@ inline u32 qhGetMemorySize(u32 V)
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return size;
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}
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inline const qhList<qhFace>& qhHull::GetFaceList() const
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{
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return m_faceList;
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}
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inline u32 qhHull::GetIterations() const
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{
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return m_iteration;
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}
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inline const qhList<qhFace>& qhHull::GetFaceList() const
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{
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return m_faceList;
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}
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inline qhVertex* qhHull::AllocateVertex()
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{
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qhVertex* v = m_freeVertices;
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@ -197,4 +193,19 @@ inline void qhHull::FreeFace(qhFace* f)
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f->state = qhFace::e_deleted;
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f->freeNext = m_freeFaces;
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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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{
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qhFace* face = m_faceList.head;
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while (face)
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{
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qhHalfEdge* e = face->FindTwin(tail, head);
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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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@ -20,7 +20,7 @@
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#include <bounce/common/template/stack.h>
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#include <bounce/common/draw.h>
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static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Array<b3Vec3>& vertices)
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static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vertices, u32 count)
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{
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b3Vec3 min(B3_MAX_FLOAT, B3_MAX_FLOAT, B3_MAX_FLOAT);
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iMin[0] = 0;
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@ -32,21 +32,21 @@ static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Array<b3Vec3>& verti
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iMax[1] = 0;
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iMax[2] = 0;
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for (u32 i = 0; i < vertices.Count(); ++i)
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for (u32 i = 0; i < count; ++i)
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{
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b3Vec3 p = vertices[i];
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b3Vec3 v = vertices[i];
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for (u32 j = 0; j < 3; ++j)
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{
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if (p[j] < min[j])
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if (v[j] < min[j])
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{
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min[j] = p[j];
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min[j] = v[j];
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iMin[j] = i;
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}
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if (p[j] > max[j])
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if (v[j] > max[j])
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{
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max[j] = p[j];
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max[j] = v[j];
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iMax[j] = i;
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}
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}
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@ -63,11 +63,11 @@ qhHull::~qhHull()
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{
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}
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void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
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void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
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{
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// Euler's formula
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// V - E + F = 2
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u32 V = vs.Count();
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u32 V = count;
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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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@ -103,7 +103,7 @@ void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
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m_faceList.count = 0;
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m_iteration = 0;
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if (!BuildInitialHull(vs))
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if (!BuildInitialHull(vs, count))
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{
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return;
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}
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@ -119,9 +119,9 @@ void qhHull::Construct(void* memory, const b3Array<b3Vec3>& vs)
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}
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}
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bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
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bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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{
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if (vertices.Count() < 4)
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if (vertexCount < 4)
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{
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B3_ASSERT(false);
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return false;
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@ -134,7 +134,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
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// canonical axes.
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// Store tolerance for coplanarity checks.
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u32 aabbMin[3], aabbMax[3];
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m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices);
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m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices, vertexCount);
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// Find the longest segment.
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float32 d0 = 0.0f;
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@ -173,7 +173,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
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// Find the triangle which has the largest area.
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float32 a0 = 0.0f;
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for (u32 i = 0; i < vertices.Count(); ++i)
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for (u32 i = 0; i < vertexCount; ++i)
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{
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if (i == i1 || i == i2)
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{
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@ -214,7 +214,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
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// Find the furthest point from the triangle plane.
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float32 d0 = 0.0f;
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for (u32 i = 0; i < vertices.Count(); ++i)
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for (u32 i = 0; i < vertexCount; ++i)
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{
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if (i == i1 || i == i2 || i == i3)
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{
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@ -280,7 +280,7 @@ bool qhHull::BuildInitialHull(const b3Array<b3Vec3>& vertices)
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// Add remaining points to the hull.
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// Assign closest face plane to each of them.
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for (u32 i = 0; i < vertices.Count(); ++i)
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for (u32 i = 0; i < vertexCount; ++i)
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{
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if (i == i1 || i == i2 || i == i3 || i == i4)
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{
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