192 lines
4.1 KiB
C++
192 lines
4.1 KiB
C++
/*
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* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef CONVEX_HULL_H
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#define CONVEX_HULL_H
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class ConvexHull : public Test
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{
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public:
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enum
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{
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e_count = 256
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};
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ConvexHull()
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{
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Generate();
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}
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~ConvexHull()
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{
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}
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void KeyDown(int button)
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{
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if (button == GLFW_KEY_LEFT)
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{
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if (m_selection > 0)
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{
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m_selection -= 1;
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}
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}
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if (button == GLFW_KEY_RIGHT)
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{
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if (m_selection < m_hull.faceCount - 1)
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{
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m_selection += 1;
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}
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}
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if (button == GLFW_KEY_G)
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{
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Generate();
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}
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}
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void Generate()
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{
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m_count = 0;
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for (u32 i = 0; i < e_count; ++i)
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{
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float x = 3.0f * RandomFloat(-1.0f, 1.0f);
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float y = 3.0f * RandomFloat(-1.0f, 1.0f);
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float z = 3.0f * RandomFloat(-1.0f, 1.0f);
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// Clamp to force coplanarities.
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// This will stress the convex hull creation code.
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x = b3Clamp(x, -2.5f, 2.5f);
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y = b3Clamp(y, -2.5f, 2.5f);
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z = b3Clamp(z, -2.5f, 2.5f);
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b3Vec3 p(x, y, z);
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m_points[m_count++] = p;
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}
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m_hull.Set(sizeof(b3Vec3), m_points, m_count);
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assert(m_hull.faceCount > 0);
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m_selection = m_hull.GetSupportFace(b3Vec3_z);
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}
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void Step()
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{
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//Generate();
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for (u32 i = 0; i < m_hull.vertexCount; ++i)
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{
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b3Color solidColor(0.0f, 1.0f, 0.0f, 0.75f);
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g_draw->DrawPoint(m_hull.vertices[i], 4.0f, solidColor);
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}
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for (u32 i = 0; i < m_count; ++i)
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{
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b3Color solidColor(1.0f, 1.0f, 1.0f, 0.25f);
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g_draw->DrawPoint(m_points[i], 4.0f, solidColor);
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}
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g_draw->Flush();
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{
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const b3Face* face = m_hull.GetFace(m_selection);
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b3Vec3 n = m_hull.GetPlane(m_selection).normal;
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b3Vec3 c;
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c.SetZero();
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u32 vn = 0;
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const b3HalfEdge* begin = m_hull.GetEdge(face->edge);
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const b3HalfEdge* edge = begin;
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do
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{
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u32 i1 = edge->origin;
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b3Vec3 v1 = m_hull.GetVertex(i1);
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const b3HalfEdge* twin = m_hull.GetEdge(edge->twin);
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u32 i2 = twin->origin;
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b3Vec3 v2 = m_hull.GetVertex(i2);
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c += v1;
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++vn;
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b3Color solidColor(0.0f, 0.0f, 1.0f, 1.0f);
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g_draw->DrawSegment(v1, v2, solidColor);
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g_draw->DrawString(b3Color_white, v1, "v%d", vn);
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edge = m_hull.GetEdge(edge->next);
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} while (edge != begin);
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c /= scalar(vn);
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g_draw->DrawSegment(c, c + n, b3Color_white);
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}
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g_draw->Flush();
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for (u32 i = 0; i < m_hull.faceCount; ++i)
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{
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const b3Face* face = m_hull.GetFace(i);
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b3Vec3 n = m_hull.GetPlane(i).normal;
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const b3HalfEdge* begin = m_hull.GetEdge(face->edge);
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const b3HalfEdge* edge = begin;
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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 = m_hull.GetEdge(edge->next);
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u32 i3 = next->origin;
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b3Vec3 v1 = m_hull.GetVertex(i1);
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b3Vec3 v2 = m_hull.GetVertex(i2);
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b3Vec3 v3 = m_hull.GetVertex(i3);
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b3Color solidColor(1.0f, 1.0f, 1.0f, 0.25f);
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if (i == m_selection)
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{
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solidColor.a = 0.75f;
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}
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g_draw->DrawSolidTriangle(n, v1, v2, v3, solidColor);
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edge = next;
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} while (edge != begin);
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}
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g_draw->Flush();
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g_draw->DrawString(b3Color_white, "G - Generate a random convex hull");
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g_draw->DrawString(b3Color_white, "Left/Right Arrow - Select previous/next convex hull face");
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}
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static Test* Create()
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{
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return new ConvexHull();
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}
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b3QHull m_hull;
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u32 m_selection;
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u32 m_count;
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b3Vec3 m_points[e_count];
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};
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#endif |