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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@@ -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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