rollback function def

This commit is contained in:
Irlan 2018-04-22 20:22:34 -03:00
parent 4f2ec314c2
commit 77a193267f
3 changed files with 38 additions and 42 deletions

View File

@ -118,11 +118,11 @@ public:
private:
bool BuildInitialHull(const b3Vec3* vertices, u32 count);
qhVertex* NextVertex();
qhVertex* FindEyeVertex() const;
void AddVertex(qhVertex* v);
void FindHorizon(qhVertex* eye);
void FindHorizon(qhVertex* eye, qhHalfEdge* edge);
void FindHorizon(qhVertex* eye, qhFace* face, qhHalfEdge* begin);
void AddNewFaces(qhVertex* eye);
void MergeFaces();
@ -137,7 +137,7 @@ private:
float32 m_tolerance;
// Number of Quickhull iterations
u32 m_iteration;
u32 m_iterations;
// List of faces
qhList<qhFace> m_faceList;

View File

@ -158,7 +158,7 @@ constexpr u32 qhGetBufferSize(u32 pointCount)
inline u32 qhHull::GetIterations() const
{
return m_iteration;
return m_iterations;
}
inline const qhList<qhFace>& qhHull::GetFaceList() const

View File

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