193 lines
3.8 KiB
C++

/*
* Copyright (c) 2016-2016 Irlan Robson http://www.irlan.net
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef QH_HULL_H
#define QH_HULL_H
#include <bounce/common/geometry.h>
#define B3_NULL_U32 B3_MAX_U32
template<class T>
struct qhList
{
void PushFront(T* link);
T* Remove(T* link);
T* head;
u32 count;
};
struct qhVertex;
struct qhHalfEdge;
enum qhFaceMark
{
e_visible,
e_invisible
};
struct qhFace
{
qhFace* prev;
qhFace* next;
qhHalfEdge* edge;
qhList<qhVertex> conflictList;
b3Vec3 center;
b3Plane plane;
float32 area;
qhFaceMark mark;
//
qhFace* freeNext;
bool active;
};
struct qhHalfEdge
{
qhHalfEdge* prev;
qhHalfEdge* next;
qhHalfEdge* twin;
qhFace* face;
qhVertex* tail;
//
qhHalfEdge* freeNext;
bool active;
};
struct qhVertex
{
qhVertex* prev;
qhVertex* next;
b3Vec3 position;
qhFace* conflictFace;
//
qhVertex* freeNext;
bool active;
};
// A convex hull builder.
// Given a list of points constructs its convex hull.
// The output convex hull might contain polygonal faces and not only triangles.
// Coplanar face merging is necessary for stable physics simulation.
class qhHull
{
public:
qhHull();
~qhHull();
// Construct this convex hull from an array of points.
void Construct(const b3Vec3* vertices, u32 vertexCount);
// Get the list of vertices in this convex hull.
const qhList<qhVertex>& GetVertexList() const;
// Get the list of faces in this convex hull.
const qhList<qhFace>& GetFaceList() const;
// Get the number of iterations this algorithm ran.
u32 GetIterations() const;
// Validate this hull.
void Validate() const;
void Validate(const qhFace* face) const;
void Validate(const qhHalfEdge* edge) const;
// Draw this hull.
void Draw() const;
private:
//
qhVertex* AddVertex(const b3Vec3& position);
qhFace* RemoveEdge(qhHalfEdge* edge);
qhFace* AddFace(qhVertex* v1, qhVertex* v2, qhVertex* v3);
qhFace* RemoveFace(qhFace* face);
bool MergeFace(qhFace* face);
bool MergeLargeFace(qhFace* face);
qhHalfEdge* FindHalfEdge(const qhVertex* v1, const qhVertex* v2) const;
//
bool BuildInitialHull(const b3Vec3* vertices, u32 count);
qhVertex* FindEyeVertex() const;
void AddEyeVertex(qhVertex* eye);
void FindHorizon(qhVertex* eye);
void AddNewFaces(qhVertex* eye);
void MergeNewFaces();
void ResolveOrphans();
// List of active vertices
qhList<qhVertex> m_vertexList;
// List of active faces
qhList<qhFace> m_faceList;
// Coplanarity tolerance
float32 m_tolerance;
// Number of Quickhull iterations
u32 m_iterations;
// Memory
qhVertex* AllocateVertex();
void FreeVertex(qhVertex* p);
qhHalfEdge* AllocateEdge();
void FreeEdge(qhHalfEdge* p);
qhFace* AllocateFace();
void FreeFace(qhFace* p);
void* m_buffer;
qhVertex* m_freeVertices;
qhHalfEdge* m_freeEdges;
qhFace* m_freeFaces;
qhHalfEdge** m_horizon;
u32 m_horizonCount;
qhVertex** m_horizonVertices;
qhVertex** m_conflictVertices;
u32 m_conflictCount;
qhFace** m_newFaces;
u32 m_newFaceCount;
};
#include <bounce/quickhull/qh_hull.inl>
#endif