set hull from vertex format
The user can create a convex hull from a vertex format, not directly from a list of vertices. That's interesting because in some 3D engines convex hulls are typically created from a render mesh that might structure a vertex in different ways in the memory.
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@ -81,7 +81,7 @@ public:
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m_points[m_count++] = p;
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}
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m_hull.Set(m_points, m_count);
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m_hull.Set(sizeof(b3Vec3), m_points, m_count);
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assert(m_hull.faceCount > 0);
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m_selection = m_hull.GetSupportFace(b3Vec3_z);
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}
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@ -85,14 +85,14 @@ public:
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void Step()
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{
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b3QHull hull1;
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hull1.Set(m_points1, e_count);
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hull1.Set(sizeof(b3Vec3), m_points1, e_count);
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b3HullShape sA;
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sA.m_hull = &hull1;
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m_shapeA = &sA;
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b3QHull hull2;
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hull2.Set(m_points2, e_count);
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hull2.Set(sizeof(b3Vec3), m_points2, e_count);
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b3HullShape sB;
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sB.m_hull = &hull2;
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@ -66,7 +66,7 @@ public:
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points[j] = p;
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}
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hull->Set(points, count);
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hull->Set(sizeof(b3Vec3), points, count);
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}
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{
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@ -42,11 +42,13 @@ struct b3QHull : public b3Hull
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centroid.SetZero();
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}
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// Create a convex hull from an array of points.
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// Create a convex hull from vertex data.
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// If the creation has failed then this convex hull is not modified.
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// If the flag simplify is set to true then the convex hull is simplified after
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// initial construction.
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void Set(const b3Vec3* points, u32 count, bool simplify = true);
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// vertexStride - size of bytes between vertices
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// vertexBase - pointer to the first vertex
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// vertexCount - number of vertices
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// simplify - if set to true the convex hull is simplified after initial construction
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void Set(u32 vertexStride, const void* vertexBase, u32 vertexCount, bool simplify = true);
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// Set this hull as a sphere located at the origin
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// given the radius.
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@ -98,22 +98,27 @@ 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, bool simplify)
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void b3QHull::Set(u32 vtxStride, const void* vtxBase, u32 vtxCount, bool simplify)
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{
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B3_ASSERT(count >= 4);
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B3_ASSERT(vtxStride >= sizeof(b3Vec3));
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B3_ASSERT(vtxCount >= 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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for (u32 i = 0; i < count; ++i)
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// Copy vertices into local buffer, perform welding.
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u32 vs0Count = 0;
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b3Vec3* vs0 = (b3Vec3*)b3Alloc(vtxCount * sizeof(b3Vec3));
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for (u32 i = 0; i < vtxCount; ++i)
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{
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b3Vec3 p = points[i];
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b3Vec3 v = *(b3Vec3*)((u8*)vtxBase + vtxStride * i);
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B3_ASSERT(b3IsValid(v.x));
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B3_ASSERT(b3IsValid(v.y));
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B3_ASSERT(b3IsValid(v.z));
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bool unique = true;
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for (u32 j = 0; j < psCount; ++j)
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for (u32 j = 0; j < vs0Count; ++j)
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{
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if (b3DistanceSquared(p, ps[j]) <= B3_LINEAR_SLOP * B3_LINEAR_SLOP)
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if (b3DistanceSquared(v, vs0[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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@ -122,14 +127,14 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
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if (unique)
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{
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ps[psCount++] = p;
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vs0[vs0Count++] = v;
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}
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}
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if (psCount < 4)
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if (vs0Count < 4)
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{
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// Polyhedron is degenerate.
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b3Free(ps);
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b3Free(vs0);
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return;
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}
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@ -139,8 +144,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
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if (simplify == true)
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{
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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.Construct(vs0, vs0Count);
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b3Free(vs0);
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// Simplify the constructed hull.
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@ -251,8 +256,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
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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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hull.Construct(vs0, vs0Count);
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b3Free(vs0);
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}
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// Convert the constructed hull into a run-time hull.
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@ -371,7 +376,7 @@ void b3QHull::SetAsSphere(float32 radius)
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}
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// Set
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Set(vs, e_vertexCount, false);
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Set(sizeof(b3Vec3), vs, e_vertexCount, false);
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}
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void b3QHull::SetAsCylinder(float32 radius, float32 ey)
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@ -423,7 +428,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 ey)
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}
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// Set
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Set(vs, count, false);
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Set(sizeof(b3Vec3), vs, count, false);
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}
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void b3QHull::SetAsCone(float32 radius, float32 ey)
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@ -458,5 +463,5 @@ void b3QHull::SetAsCone(float32 radius, float32 ey)
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vs[count++].Set(0.0f, ey, 0.0f);
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// Set
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Set(vs, count, false);
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Set(sizeof(b3Vec3), vs, count, false);
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}
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