use mvc for the testbed, update almost all tests, bugfixes, improvements, cleanup
Since I started altering the testbed for better maintainability, I prefered to drop this (tested) large change with a single commit. Some changes below: Put some globals in their correct place, Now Testbed uses the MVC pattern (Model-View Controller). This way it becomes better to maintain than using no pattern in my opinion. Fixed some bugs in the debug draw interface. Of course, updated almost all tests because of the differences. Update script.
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@ -21,74 +21,6 @@
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#include <bounce/quickhull/qh_hull.h>
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extern DebugDraw* g_debugDraw;
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extern Camera g_camera;
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extern Settings g_settings;
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inline b3Vec3 ComputeCentroid(const b3Hull& h)
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{
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b3Vec3 c(0.0f, 0.0f, 0.0f);
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float32 volume = 0.0f;
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// Pick reference point not too away from the origin
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// to minimize floating point rounding errors.
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b3Vec3 p1(0.0f, 0.0f, 0.0f);
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// Put it inside the hull.
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for (u32 i = 0; i < h.vertexCount; ++i)
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{
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p1 += h.vertices[i];
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}
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p1 *= 1.0f / float32(h.vertexCount);
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const float32 inv4 = 0.25f;
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const float32 inv6 = 1.0f / 6.0f;
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const float32 inv60 = 1.0f / 60.0f;
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const float32 inv120 = 1.0f / 120.0f;
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b3Vec3 diag(0.0f, 0.0f, 0.0f);
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b3Vec3 offDiag(0.0f, 0.0f, 0.0f);
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// Triangulate convex polygons
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for (u32 i = 0; i < h.faceCount; ++i)
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{
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const b3Face* face = h.GetFace(i);
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const b3HalfEdge* begin = h.GetEdge(face->edge);
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const b3HalfEdge* edge = h.GetEdge(begin->next);
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do
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{
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u32 i1 = begin->origin;
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u32 i2 = edge->origin;
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const b3HalfEdge* next = h.GetEdge(edge->next);
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u32 i3 = next->origin;
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b3Vec3 p2 = h.vertices[i1];
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b3Vec3 p3 = h.vertices[i2];
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b3Vec3 p4 = h.vertices[i3];
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b3Vec3 e1 = p2 - p1;
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b3Vec3 e2 = p3 - p1;
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b3Vec3 e3 = p4 - p1;
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float32 D = b3Det(e1, e2, e3);
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float32 tetraVolume = inv6 * D;
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volume += tetraVolume;
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// Volume weighted centroid
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c += tetraVolume * inv4 * (e1 + e2 + e3);
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edge = next;
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} while (h.GetEdge(edge->next) != begin);
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}
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// Centroid
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B3_ASSERT(volume > B3_EPSILON);
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c *= 1.0f / volume;
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c += p1;
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return c;
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}
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struct Pair
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{
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void* key;
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@ -259,7 +191,7 @@ inline b3Hull ConvertHull(const qhHull& hull)
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out.faceCount = faceCount;
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out.faces = faces;
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out.planes = planes;
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out.centroid = ComputeCentroid(out);
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out.centroid = out.GetCentroid();
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out.Validate();
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return out;
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}
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@ -347,8 +279,6 @@ class QuickhullTest : public Test
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public:
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QuickhullTest()
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{
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g_camera.m_zoom = 15.0f;
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b3BoxHull box;
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box.SetIdentity();
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