use hull vertex list
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@ -81,12 +81,6 @@ struct qhHalfEdge
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bool active;
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};
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enum qhVertexMark
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{
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e_conflict,
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e_hull
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};
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struct qhVertex
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{
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qhVertex* prev;
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@ -95,8 +89,6 @@ struct qhVertex
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b3Vec3 position;
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qhFace* conflictFace;
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qhVertexMark mark;
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//
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qhVertex* freeNext;
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@ -120,6 +112,9 @@ public:
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// Get the number of iterations this algorithm ran.
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u32 GetIterations() const;
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// Get the list of vertices in this convex hull.
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const qhList<qhVertex>& GetVertexList() const;
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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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@ -139,7 +134,7 @@ private:
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qhFace* RemoveFace(qhFace* face);
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qhVertex* FindEyeVertex() const;
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void AddVertex(qhVertex* v);
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void AddEyeVertex(qhVertex* eye);
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void FindHorizon(qhVertex* eye);
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@ -157,6 +152,9 @@ private:
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// Number of Quickhull iterations
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u32 m_iterations;
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// List of vertices
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qhList<qhVertex> m_vertexList;
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// List of faces
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qhList<qhFace> m_faceList;
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@ -154,6 +154,11 @@ inline u32 qhHull::GetIterations() const
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return m_iterations;
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}
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inline const qhList<qhVertex>& qhHull::GetVertexList() const
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{
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return m_vertexList;
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}
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inline const qhList<qhFace>& qhHull::GetFaceList() const
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{
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return m_faceList;
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