rollback function def
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@ -118,11 +118,11 @@ public:
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private:
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bool BuildInitialHull(const b3Vec3* vertices, u32 count);
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qhVertex* NextVertex();
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qhVertex* FindEyeVertex() const;
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void AddVertex(qhVertex* v);
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void FindHorizon(qhVertex* eye);
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void FindHorizon(qhVertex* eye, qhHalfEdge* edge);
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void FindHorizon(qhVertex* eye, qhFace* face, qhHalfEdge* begin);
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void AddNewFaces(qhVertex* eye);
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void MergeFaces();
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@ -137,7 +137,7 @@ private:
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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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u32 m_iterations;
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// List of faces
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qhList<qhFace> m_faceList;
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@ -158,7 +158,7 @@ constexpr u32 qhGetBufferSize(u32 pointCount)
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inline u32 qhHull::GetIterations() const
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{
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return m_iteration;
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return m_iterations;
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}
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inline const qhList<qhFace>& qhHull::GetFaceList() const
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@ -19,6 +19,7 @@
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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/template/stack.h>
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#include <bounce/common/template/queue.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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@ -27,7 +28,7 @@ static float32 qhFindAABB(u32 iMin[3], u32 iMax[3], const b3Vec3* vertices, u32
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iMin[0] = 0;
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iMin[1] = 0;
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iMin[2] = 0;
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b3Vec3 max(-B3_MAX_FLOAT, -B3_MAX_FLOAT, -B3_MAX_FLOAT);
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iMax[0] = 0;
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iMax[1] = 0;
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@ -89,7 +90,7 @@ void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
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{
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FreeEdge(edges + i);
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}
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m_freeFaces = NULL;
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qhFace* faces = (qhFace*)((u8*)edges + HE * sizeof(qhHalfEdge));
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for (u32 i = 0; i < F; ++i)
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@ -108,19 +109,19 @@ void qhHull::Construct(void* memory, const b3Vec3* vs, u32 count)
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m_faceList.head = NULL;
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m_faceList.count = 0;
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m_iteration = 0;
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m_iterations = 0;
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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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qhVertex* eye = NextVertex();
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qhVertex* eye = FindEyeVertex();
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while (eye)
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{
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AddVertex(eye);
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eye = NextVertex();
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++m_iteration;
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eye = FindEyeVertex();
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++m_iterations;
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}
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Validate();
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@ -150,7 +151,7 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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{
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b3Vec3 A = vertices[aabbMin[i]];
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b3Vec3 B = vertices[aabbMax[i]];
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float32 d = b3DistanceSquared(A, B);
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if (d > d0)
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@ -190,7 +191,7 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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b3Vec3 C = vertices[i];
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float32 a = b3AreaSquared(A, B, C);
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if (a > a0)
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{
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a0 = a;
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@ -229,7 +230,7 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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}
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b3Vec3 D = vertices[i];
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float32 d = b3Abs(b3Distance(D, plane));
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if (d > d0)
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@ -310,7 +311,7 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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f0 = f;
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}
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}
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if (f0)
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{
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qhVertex* v = AllocateVertex();
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@ -323,17 +324,15 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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return true;
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}
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qhVertex* qhHull::NextVertex()
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qhVertex* qhHull::FindEyeVertex() const
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{
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// Find the point furthest from the current hull.
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float32 d0 = m_tolerance;
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qhVertex* v0 = NULL;
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qhFace* f = m_faceList.head;
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while (f)
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for (qhFace* f = m_faceList.head; f != NULL; f = f->next)
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{
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qhVertex* v = f->conflictList.head;
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while (v)
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for (qhVertex* v = f->conflictList.head; v != NULL; v = v->next)
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{
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float32 d = b3Distance(v->position, f->plane);
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if (d > d0)
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@ -341,11 +340,7 @@ qhVertex* qhHull::NextVertex()
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d0 = d;
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v0 = v;
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}
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v = v->next;
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}
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f = f->next;
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}
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return v0;
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@ -368,27 +363,29 @@ void qhHull::FindHorizon(qhVertex* eye)
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// Find the horizon
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m_horizonCount = 0;
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FindHorizon(eye, eye->conflictFace->edge);
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FindHorizon(eye, eye->conflictFace, eye->conflictFace->edge);
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}
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void qhHull::FindHorizon(qhVertex* eye, qhHalfEdge* begin)
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void qhHull::FindHorizon(qhVertex* eye, qhFace* face, qhHalfEdge* begin)
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{
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// Mark face as visible/visited.
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qhFace* face = begin->face;
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// Mark the face
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face->state = qhFace::e_visible;
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//
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qhHalfEdge* edge = begin;
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do
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{
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qhHalfEdge* adjEdge = edge->twin;
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qhFace* adjFace = adjEdge->face;
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qhHalfEdge* twin = edge->twin;
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qhFace* other = twin->face;
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if (adjFace->state == qhFace::e_invisible)
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if (other->state == qhFace::e_invisible)
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{
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if (b3Distance(eye->position, adjFace->plane) > m_tolerance)
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// Is the other face invisible?
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if (b3Distance(eye->position, other->plane) > m_tolerance)
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{
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FindHorizon(eye, adjEdge);
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// Recurse starting from the twin edge for
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// ensuring CCW horizon order
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FindHorizon(eye, other, twin);
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}
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else
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{
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@ -397,7 +394,6 @@ void qhHull::FindHorizon(qhVertex* eye, qhHalfEdge* begin)
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}
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edge = edge->next;
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} while (edge != begin);
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}
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@ -432,7 +428,7 @@ void qhHull::AddNewFaces(qhVertex* eye)
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prevEdge->twin = leftEdge;
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prevEdge = rightEdge;
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m_newFaces[m_newFaceCount++] = leftEdge->face;
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}
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@ -574,7 +570,7 @@ qhHalfEdge* qhHull::CreateAdjoiningTriangle(qhVertex* eye, qhHalfEdge* horizonEd
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qhHalfEdge* e1 = AllocateEdge();
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qhHalfEdge* e2 = AllocateEdge();
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qhHalfEdge* e3 = AllocateEdge();
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e1->tail = v1;
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e1->prev = e3;
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e1->next = e2;
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@ -640,11 +636,11 @@ bool qhHull::MergeFace(qhFace* rightFace)
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rightFace->conflictList.PushFront(v0);
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v0->conflictFace = rightFace;
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}
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// Set right face to reference a non-deleted edge
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B3_ASSERT(e->face == rightFace);
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rightFace->edge = e->prev;
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// Absorb face
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qhHalfEdge* te = e->twin;
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do
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@ -663,7 +659,7 @@ bool qhHull::MergeFace(qhFace* rightFace)
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FreeEdge(e);
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m_faceList.Remove(leftFace);
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FreeFace(leftFace);
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// Compute face center and plane
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rightFace->ComputeCenterAndPlane();
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@ -683,8 +679,8 @@ void qhHull::MergeFaces()
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for (u32 i = 0; i < m_newFaceCount; ++i)
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{
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qhFace* f = m_newFaces[i];
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if (f->state == qhFace::e_deleted)
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if (f->state == qhFace::e_deleted)
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{
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continue;
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}
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@ -702,7 +698,7 @@ void qhHull::Validate(const qhHalfEdge* edge) const
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b3Vec3 A = edge->tail->position;
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b3Vec3 B = twin->tail->position;
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B3_ASSERT(b3DistanceSquared(A, B) >= B3_LINEAR_SLOP * B3_LINEAR_SLOP);
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u32 count = 0;
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const qhHalfEdge* begin = edge;
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do
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