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.
This commit is contained in:
Irlan 2018-09-04 17:52:17 -03:00
parent 4bef8b11d2
commit 6486770fc1
5 changed files with 34 additions and 27 deletions

View File

@ -81,7 +81,7 @@ public:
m_points[m_count++] = p; m_points[m_count++] = p;
} }
m_hull.Set(m_points, m_count); m_hull.Set(sizeof(b3Vec3), m_points, m_count);
assert(m_hull.faceCount > 0); assert(m_hull.faceCount > 0);
m_selection = m_hull.GetSupportFace(b3Vec3_z); m_selection = m_hull.GetSupportFace(b3Vec3_z);
} }

View File

@ -85,14 +85,14 @@ public:
void Step() void Step()
{ {
b3QHull hull1; b3QHull hull1;
hull1.Set(m_points1, e_count); hull1.Set(sizeof(b3Vec3), m_points1, e_count);
b3HullShape sA; b3HullShape sA;
sA.m_hull = &hull1; sA.m_hull = &hull1;
m_shapeA = &sA; m_shapeA = &sA;
b3QHull hull2; b3QHull hull2;
hull2.Set(m_points2, e_count); hull2.Set(sizeof(b3Vec3), m_points2, e_count);
b3HullShape sB; b3HullShape sB;
sB.m_hull = &hull2; sB.m_hull = &hull2;

View File

@ -66,7 +66,7 @@ public:
points[j] = p; points[j] = p;
} }
hull->Set(points, count); hull->Set(sizeof(b3Vec3), points, count);
} }
{ {

View File

@ -42,11 +42,13 @@ struct b3QHull : public b3Hull
centroid.SetZero(); centroid.SetZero();
} }
// Create a convex hull from an array of points. // Create a convex hull from vertex data.
// If the creation has failed then this convex hull is not modified. // If the creation has failed then this convex hull is not modified.
// If the flag simplify is set to true then the convex hull is simplified after // vertexStride - size of bytes between vertices
// initial construction. // vertexBase - pointer to the first vertex
void Set(const b3Vec3* points, u32 count, bool simplify = true); // vertexCount - number of vertices
// simplify - if set to true the convex hull is simplified after initial construction
void Set(u32 vertexStride, const void* vertexBase, u32 vertexCount, bool simplify = true);
// Set this hull as a sphere located at the origin // Set this hull as a sphere located at the origin
// given the radius. // given the radius.

View File

@ -98,22 +98,27 @@ static b3Vec3 b3ComputeCentroid(b3QHull* hull)
return centroid; return centroid;
} }
void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify) void b3QHull::Set(u32 vtxStride, const void* vtxBase, u32 vtxCount, bool simplify)
{ {
B3_ASSERT(count >= 4); B3_ASSERT(vtxStride >= sizeof(b3Vec3));
B3_ASSERT(vtxCount >= 4);
// Copy points into local buffer, perform welding. // Copy vertices into local buffer, perform welding.
u32 psCount = 0; u32 vs0Count = 0;
b3Vec3* ps = (b3Vec3*)b3Alloc(count * sizeof(b3Vec3)); b3Vec3* vs0 = (b3Vec3*)b3Alloc(vtxCount * sizeof(b3Vec3));
for (u32 i = 0; i < count; ++i) for (u32 i = 0; i < vtxCount; ++i)
{ {
b3Vec3 p = points[i]; b3Vec3 v = *(b3Vec3*)((u8*)vtxBase + vtxStride * i);
B3_ASSERT(b3IsValid(v.x));
B3_ASSERT(b3IsValid(v.y));
B3_ASSERT(b3IsValid(v.z));
bool unique = true; bool unique = true;
for (u32 j = 0; j < psCount; ++j) for (u32 j = 0; j < vs0Count; ++j)
{ {
if (b3DistanceSquared(p, ps[j]) <= B3_LINEAR_SLOP * B3_LINEAR_SLOP) if (b3DistanceSquared(v, vs0[j]) <= B3_LINEAR_SLOP * B3_LINEAR_SLOP)
{ {
unique = false; unique = false;
break; break;
@ -122,14 +127,14 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
if (unique) if (unique)
{ {
ps[psCount++] = p; vs0[vs0Count++] = v;
} }
} }
if (psCount < 4) if (vs0Count < 4)
{ {
// Polyhedron is degenerate. // Polyhedron is degenerate.
b3Free(ps); b3Free(vs0);
return; return;
} }
@ -139,8 +144,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
if (simplify == true) if (simplify == true)
{ {
qhHull primary; qhHull primary;
primary.Construct(ps, psCount); primary.Construct(vs0, vs0Count);
b3Free(ps); b3Free(vs0);
// Simplify the constructed hull. // Simplify the constructed hull.
@ -251,8 +256,8 @@ void b3QHull::Set(const b3Vec3* points, u32 count, bool simplify)
} }
else else
{ {
hull.Construct(ps, psCount); hull.Construct(vs0, vs0Count);
b3Free(ps); b3Free(vs0);
} }
// Convert the constructed hull into a run-time hull. // Convert the constructed hull into a run-time hull.
@ -371,7 +376,7 @@ void b3QHull::SetAsSphere(float32 radius)
} }
// Set // Set
Set(vs, e_vertexCount, false); Set(sizeof(b3Vec3), vs, e_vertexCount, false);
} }
void b3QHull::SetAsCylinder(float32 radius, float32 ey) void b3QHull::SetAsCylinder(float32 radius, float32 ey)
@ -423,7 +428,7 @@ void b3QHull::SetAsCylinder(float32 radius, float32 ey)
} }
// Set // Set
Set(vs, count, false); Set(sizeof(b3Vec3), vs, count, false);
} }
void b3QHull::SetAsCone(float32 radius, float32 ey) void b3QHull::SetAsCone(float32 radius, float32 ey)
@ -458,5 +463,5 @@ void b3QHull::SetAsCone(float32 radius, float32 ey)
vs[count++].Set(0.0f, ey, 0.0f); vs[count++].Set(0.0f, ey, 0.0f);
// Set // Set
Set(vs, count, false); Set(sizeof(b3Vec3), vs, count, false);
} }