consistency
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cd6c7e188a
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c3b55d3323
@ -135,7 +135,7 @@ private:
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void FindHorizon(qhVertex* eye);
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void AddNewFaces(qhVertex* eye);
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void AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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qhFace* AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
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void MergeFaces();
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bool MergeFace(qhFace* face);
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@ -265,22 +265,20 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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qhVertex* v4 = AllocateVertex();
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v4->position = D;
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qhFace* faces[4];
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if (b3Distance(D, plane) < 0.0f)
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{
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faces[0] = AddFace(v1, v2, v3);
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faces[1] = AddFace(v4, v2, v1);
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faces[2] = AddFace(v4, v3, v2);
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faces[3] = AddFace(v4, v1, v3);
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AddFace(v1, v2, v3);
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AddFace(v4, v2, v1);
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AddFace(v4, v3, v2);
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AddFace(v4, v1, v3);
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}
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else
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{
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// Ensure CCW order.
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faces[0] = AddFace(v1, v3, v2);
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faces[1] = AddFace(v4, v1, v2);
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faces[2] = AddFace(v4, v2, v3);
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faces[3] = AddFace(v4, v3, v1);
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AddFace(v1, v3, v2);
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AddFace(v4, v1, v2);
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AddFace(v4, v2, v3);
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AddFace(v4, v3, v1);
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}
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// Connectivity check.
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@ -301,9 +299,8 @@ bool qhHull::BuildInitialHull(const b3Vec3* vertices, u32 vertexCount)
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float32 d0 = m_tolerance;
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qhFace* f0 = NULL;
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for (u32 j = 0; j < 4; ++j)
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for (qhFace* f = m_faceList.head; f != NULL; f = f->next)
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{
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qhFace* f = faces[j];
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float32 d = b3Distance(p, f->plane);
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if (d > d0)
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{
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@ -448,7 +445,7 @@ void qhHull::AddNewFaces(qhVertex* eye)
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qhVertex* v2 = edge->tail;
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qhVertex* v3 = edge->twin->tail;
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AddNewFace(v1, v2, v3);
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qhFace* face = AddNewFace(v1, v2, v3);
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}
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// Remove obsolete faces
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@ -612,7 +609,7 @@ qhFace* qhHull::AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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return face;
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}
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void qhHull::AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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qhFace* qhHull::AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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{
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qhFace* face = AllocateFace();
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@ -649,6 +646,8 @@ void qhHull::AddNewFace(qhVertex* v1, qhVertex* v2, qhVertex* v3)
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face->next = NULL;
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m_newFaces[m_newFaceCount++] = face;
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return face;
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}
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bool qhHull::MergeFace(qhFace* rightFace)
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