bounce/examples/testbed/tests/convex_hull.h
2020-01-30 18:42:47 +00:00

192 lines
4.1 KiB
C++

/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* 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 CONVEX_HULL_H
#define CONVEX_HULL_H
class ConvexHull : public Test
{
public:
enum
{
e_count = 256
};
ConvexHull()
{
Generate();
}
~ConvexHull()
{
}
void KeyDown(int button)
{
if (button == GLFW_KEY_LEFT)
{
if (m_selection > 0)
{
m_selection -= 1;
}
}
if (button == GLFW_KEY_RIGHT)
{
if (m_selection < m_hull.faceCount - 1)
{
m_selection += 1;
}
}
if (button == GLFW_KEY_G)
{
Generate();
}
}
void Generate()
{
m_count = 0;
for (u32 i = 0; i < e_count; ++i)
{
float x = 3.0f * RandomFloat(-1.0f, 1.0f);
float y = 3.0f * RandomFloat(-1.0f, 1.0f);
float z = 3.0f * RandomFloat(-1.0f, 1.0f);
// Clamp to force coplanarities.
// This will stress the convex hull creation code.
x = b3Clamp(x, -2.5f, 2.5f);
y = b3Clamp(y, -2.5f, 2.5f);
z = b3Clamp(z, -2.5f, 2.5f);
b3Vec3 p(x, y, z);
m_points[m_count++] = p;
}
m_hull.Set(sizeof(b3Vec3), m_points, m_count);
assert(m_hull.faceCount > 0);
m_selection = m_hull.GetSupportFace(b3Vec3_z);
}
void Step()
{
//Generate();
for (u32 i = 0; i < m_hull.vertexCount; ++i)
{
b3Color solidColor(0.0f, 1.0f, 0.0f, 0.75f);
g_draw->DrawPoint(m_hull.vertices[i], 4.0f, solidColor);
}
for (u32 i = 0; i < m_count; ++i)
{
b3Color solidColor(1.0f, 1.0f, 1.0f, 0.25f);
g_draw->DrawPoint(m_points[i], 4.0f, solidColor);
}
g_draw->Flush();
{
const b3Face* face = m_hull.GetFace(m_selection);
b3Vec3 n = m_hull.GetPlane(m_selection).normal;
b3Vec3 c;
c.SetZero();
u32 vn = 0;
const b3HalfEdge* begin = m_hull.GetEdge(face->edge);
const b3HalfEdge* edge = begin;
do
{
u32 i1 = edge->origin;
b3Vec3 v1 = m_hull.GetVertex(i1);
const b3HalfEdge* twin = m_hull.GetEdge(edge->twin);
u32 i2 = twin->origin;
b3Vec3 v2 = m_hull.GetVertex(i2);
c += v1;
++vn;
b3Color solidColor(0.0f, 0.0f, 1.0f, 1.0f);
g_draw->DrawSegment(v1, v2, solidColor);
g_draw->DrawString(b3Color_white, v1, "v%d", vn);
edge = m_hull.GetEdge(edge->next);
} while (edge != begin);
c /= scalar(vn);
g_draw->DrawSegment(c, c + n, b3Color_white);
}
g_draw->Flush();
for (u32 i = 0; i < m_hull.faceCount; ++i)
{
const b3Face* face = m_hull.GetFace(i);
b3Vec3 n = m_hull.GetPlane(i).normal;
const b3HalfEdge* begin = m_hull.GetEdge(face->edge);
const b3HalfEdge* edge = begin;
do
{
u32 i1 = begin->origin;
u32 i2 = edge->origin;
const b3HalfEdge* next = m_hull.GetEdge(edge->next);
u32 i3 = next->origin;
b3Vec3 v1 = m_hull.GetVertex(i1);
b3Vec3 v2 = m_hull.GetVertex(i2);
b3Vec3 v3 = m_hull.GetVertex(i3);
b3Color solidColor(1.0f, 1.0f, 1.0f, 0.25f);
if (i == m_selection)
{
solidColor.a = 0.75f;
}
g_draw->DrawSolidTriangle(n, v1, v2, v3, solidColor);
edge = next;
} while (edge != begin);
}
g_draw->Flush();
g_draw->DrawString(b3Color_white, "G - Generate a random convex hull");
g_draw->DrawString(b3Color_white, "Left/Right Arrow - Select previous/next convex hull face");
}
static Test* Create()
{
return new ConvexHull();
}
b3QHull m_hull;
u32 m_selection;
u32 m_count;
b3Vec3 m_points[e_count];
};
#endif