face merging control in convex hull simplification; more asserts; consistency; now user can pass arbitrary number of vertices to b3QHull
This commit is contained in:
@ -43,9 +43,7 @@ struct b3QHull : public b3Hull
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}
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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 an array of points.
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// The counter must be in the range [0, B3_MAX_HULL_VERTICES].
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// If the creation has failed then this convex hull is not modified.
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// Coincident points are removed.
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// Some coplanar faces are merged.
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void Set(const b3Vec3* points, u32 count);
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void Set(const b3Vec3* points, u32 count);
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// Set this hull as a cylinder located at the origin.
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// Set this hull as a cylinder located at the origin.
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@ -95,8 +95,6 @@ struct qhVertex
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// A convex hull builder.
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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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// 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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class qhHull
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{
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{
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public:
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public:
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@ -112,25 +110,11 @@ public:
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// Get the list of faces in this convex hull.
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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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const qhList<qhFace>& GetFaceList() const;
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// Translate this hull.
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// Get the number of Quickhull iterations.
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void Translate(const b3Vec3& translation);
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// Get the number of iterations this algorithm ran.
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u32 GetIterations() const;
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u32 GetIterations() const;
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// Validate convexity.
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// Translate this hull.
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// Called at each iteration.
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void Translate(const b3Vec3& translation);
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void ValidateConvexity() const;
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// Validate connectivity.
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// Called at each iteration.
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void Validate() const;
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// Called anywhere.
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void Validate(const qhFace* face) const;
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// Called anywhere.
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void Validate(const qhHalfEdge* edge) const;
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// Draw this hull.
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// Draw this hull.
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void Draw() const;
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void Draw() const;
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@ -141,6 +125,7 @@ private:
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qhFace* RemoveEdge(qhHalfEdge* edge);
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qhFace* RemoveEdge(qhHalfEdge* edge);
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qhFace* AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhFace* AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhFace* RemoveFace(qhFace* face);
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qhFace* RemoveFace(qhFace* face);
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bool MergeFace(qhFace* face);
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bool MergeFace(qhFace* face);
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@ -164,6 +149,20 @@ private:
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void ResolveOrphans();
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void ResolveOrphans();
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// Validate convexity.
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// Called at each iteration.
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void ValidateConvexity() const;
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// Validate connectivity.
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// Called at each iteration.
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void Validate() const;
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// Called anywhere.
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void Validate(const qhFace* face) const;
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// Called anywhere.
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void Validate(const qhHalfEdge* edge) const;
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// List of active vertices
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// List of active vertices
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qhList<qhVertex> m_vertexList;
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qhList<qhVertex> m_vertexList;
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@ -144,15 +144,12 @@ static b3Vec3 b3ComputeCentroid(b3QHull* hull)
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void b3QHull::Set(const b3Vec3* points, u32 count)
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void b3QHull::Set(const b3Vec3* points, u32 count)
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{
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{
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B3_ASSERT(count >= 4 && count <= B3_MAX_HULL_VERTICES);
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B3_ASSERT(count >= 4);
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// Clamp vertices into range [0, B3_MAX_HULL_VERTICES]
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// Copy points into local buffer, perform welding.
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u32 n = b3Min(count, u32(B3_MAX_HULL_VERTICES));
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// Copy points into local buffer, weld coincident points.
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b3Vec3 ps[B3_MAX_HULL_VERTICES];
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u32 psCount = 0;
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u32 psCount = 0;
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for (u32 i = 0; i < n; ++i)
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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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{
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{
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b3Vec3 p = points[i];
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b3Vec3 p = points[i];
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@ -185,6 +182,7 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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qhHull primary;
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qhHull primary;
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primary.Construct(ps, psCount);
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primary.Construct(ps, psCount);
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b3Free(ps);
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// Simplify the constructed hull.
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// Simplify the constructed hull.
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@ -209,18 +207,20 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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b3Plane plane = f->plane;
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b3Plane plane = f->plane;
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B3_ASSERT(plane.offset > 0.0f);
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B3_ASSERT(plane.offset > 0.0f);
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b3Vec3 v = plane.normal / plane.offset;
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b3Vec3 v = plane.normal / plane.offset;
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b3Vec3 vn = plane.normal;
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bool unique = true;
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bool unique = true;
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// There's a magic portion of code lost in the island that would cluster those planes.
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// While we can't find it, simply keep the face which has the largest area.
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for (u32 j = 0; j < dvCount; ++j)
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for (u32 j = 0; j < dvCount; ++j)
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{
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{
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qhFace*& df = dfs[j];
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qhFace*& df = dfs[j];
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b3Vec3& dv = dvs[j];
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b3Vec3& dv = dvs[j];
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b3Vec3 dvn = b3Normalize(dv);
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const float32 kTol = 0.1f;
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// ~20 degrees
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if (b3DistanceSquared(v, dv) <= kTol)
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const float32 kTol = 0.95f;
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if (b3Dot(vn, dvn) > kTol)
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{
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{
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if (f->area > df->area)
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if (f->area > df->area)
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{
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{
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@ -243,6 +243,12 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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b3Free(dfs);
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b3Free(dfs);
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if (dvCount < 4)
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{
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b3Free(dvs);
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return;
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}
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qhHull dual;
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qhHull dual;
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dual.Construct(dvs, dvCount);
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dual.Construct(dvs, dvCount);
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b3Free(dvs);
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b3Free(dvs);
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@ -273,6 +279,12 @@ void b3QHull::Set(const b3Vec3* points, u32 count)
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}
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}
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}
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}
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if (pvCount < 4)
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{
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b3Free(pvs);
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return;
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}
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qhHull hull;
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qhHull hull;
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hull.Construct(pvs, pvCount);
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hull.Construct(pvs, pvCount);
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b3Free(pvs);
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b3Free(pvs);
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@ -17,10 +17,9 @@
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*/
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*/
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#include <bounce/quickhull/qh_hull.h>
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#include <bounce/quickhull/qh_hull.h>
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#include <bounce/common/template/array.h>
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#include <bounce/common/draw.h>
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#include <bounce/common/draw.h>
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static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vertices, u32 count)
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static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vs, u32 count)
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{
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{
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b3Vec3 min(B3_MAX_FLOAT, B3_MAX_FLOAT, B3_MAX_FLOAT);
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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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iMin[0] = 0;
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@ -34,7 +33,7 @@ static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vertices, u32
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for (u32 i = 0; i < count; ++i)
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for (u32 i = 0; i < count; ++i)
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{
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{
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b3Vec3 v = vertices[i];
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b3Vec3 v = vs[i];
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for (u32 j = 0; j < 3; ++j)
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for (u32 j = 0; j < 3; ++j)
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{
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{
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@ -98,6 +97,8 @@ qhHull::~qhHull()
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void qhHull::Construct(const b3Vec3* vs, u32 count)
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void qhHull::Construct(const b3Vec3* vs, u32 count)
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{
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{
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B3_ASSERT(count > 0 && count >= 4);
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// Compute memory buffer size for the worst case.
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// Compute memory buffer size for the worst case.
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u32 size = 0;
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u32 size = 0;
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@ -233,7 +234,7 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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{
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{
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// Find the points that maximizes the distance along the
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// Find the points that maximizes the distance along the
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// canonical axes.
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// canonical axes.
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// Store tolerance for coplanarity checks.
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// Also store a tolerance for coplanarity checks.
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u32 aabbMin[3], aabbMax[3];
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u32 aabbMin[3], aabbMax[3];
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m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices, vertexCount);
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m_tolerance = qhFindAABB(aabbMin, aabbMax, vertices, vertexCount);
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@ -1339,6 +1340,8 @@ void qhHull::Validate(const qhHalfEdge* edge) const
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B3_ASSERT(next->active == true);
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B3_ASSERT(next->active == true);
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B3_ASSERT(twin->tail == next->tail);
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B3_ASSERT(twin->tail == next->tail);
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{
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// CCW
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bool found = false;
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bool found = false;
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const qhFace* face = edge->face;
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const qhFace* face = edge->face;
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const qhHalfEdge* e = face->edge;
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const qhHalfEdge* e = face->edge;
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@ -1353,6 +1356,25 @@ void qhHull::Validate(const qhHalfEdge* edge) const
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} while (e != face->edge);
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} while (e != face->edge);
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B3_ASSERT(found == true);
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B3_ASSERT(found == true);
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}
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{
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// CW
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bool found = false;
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const qhFace* face = edge->face;
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const qhHalfEdge* e = face->edge;
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do
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{
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if (e == edge)
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{
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found = true;
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break;
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}
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e = e->prev;
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} while (e != face->edge);
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B3_ASSERT(found == true);
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}
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}
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}
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void qhHull::Validate(const qhFace* face) const
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void qhHull::Validate(const qhFace* face) const
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@ -1360,8 +1382,8 @@ void qhHull::Validate(const qhFace* face) const
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B3_ASSERT(face->active == true);
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B3_ASSERT(face->active == true);
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// CCW
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// CCW
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const qhHalfEdge* begin = face->edge;
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{
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const qhHalfEdge* edge = begin;
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const qhHalfEdge* edge = face->edge;
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do
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do
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{
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{
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B3_ASSERT(edge->active == true);
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B3_ASSERT(edge->active == true);
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@ -1377,10 +1399,12 @@ void qhHull::Validate(const qhFace* face) const
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}
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}
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edge = edge->next;
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edge = edge->next;
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} while (edge != begin);
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} while (edge != face->edge);
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}
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// CW
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// CW
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edge = begin;
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{
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const qhHalfEdge* edge = face->edge;
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do
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do
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{
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{
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B3_ASSERT(edge->active == true);
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B3_ASSERT(edge->active == true);
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@ -1396,9 +1420,18 @@ void qhHull::Validate(const qhFace* face) const
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}
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}
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edge = edge->prev;
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edge = edge->prev;
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} while (edge != begin);
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} while (edge != face->edge);
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}
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Validate(face->edge);
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{
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const qhHalfEdge* edge = face->edge;
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do
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{
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Validate(edge);
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edge = edge->next;
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} while (edge != face->edge);
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}
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}
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}
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void qhHull::Validate() const
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void qhHull::Validate() const
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@ -1436,21 +1469,24 @@ void qhHull::Draw() const
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{
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{
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for (qhFace* face = m_faceList.head; face != NULL; face = face->next)
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for (qhFace* face = m_faceList.head; face != NULL; face = face->next)
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{
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{
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b3StackArray<b3Vec3, 256> polygon;
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polygon.Resize(0);
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const qhHalfEdge* begin = face->edge;
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const qhHalfEdge* edge = begin;
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do
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{
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polygon.PushBack(edge->tail->position);
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edge = edge->next;
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} while (edge != begin);
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b3Vec3 c = face->center;
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b3Vec3 c = face->center;
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b3Vec3 n = face->plane.normal;
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b3Vec3 n = face->plane.normal;
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b3Draw_draw->DrawSolidPolygon(n, polygon.Begin(), polygon.Count(), b3Color(1.0f, 1.0f, 1.0f, 0.5f));
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b3Draw_draw->DrawSegment(c, c + n, b3Color(1.0f, 1.0f, 1.0f));
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const qhHalfEdge* edge = face->edge;
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do
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{
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qhVertex* v1 = face->edge->tail;
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qhVertex* v2 = edge->tail;
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const qhHalfEdge* next = edge->next;
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qhVertex* v3 = next->tail;
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b3Draw_draw->DrawTriangle(v1->position, v2->position, v3->position, b3Color(0.0f, 0.0f, 0.0f, 1.0f));
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b3Draw_draw->DrawSolidTriangle(n, v1->position, v2->position, v3->position, b3Color(1.0f, 1.0f, 1.0f, 0.5f));
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edge = next;
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} while (edge->next != face->edge);
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qhVertex* v = face->conflictList.head;
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qhVertex* v = face->conflictList.head;
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while (v)
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while (v)
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@ -1459,7 +1495,5 @@ void qhHull::Draw() const
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b3Draw_draw->DrawSegment(c, v->position, b3Color(1.0f, 1.0f, 0.0f));
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b3Draw_draw->DrawSegment(c, v->position, b3Color(1.0f, 1.0f, 0.0f));
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v = v->next;
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v = v->next;
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}
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}
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b3Draw_draw->DrawSegment(c, c + n, b3Color(1.0f, 1.0f, 1.0f));
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}
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}
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}
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}
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