/*************************************************************************/ /* quick_hull.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "quick_hull.h" #include "map.h" uint32_t QuickHull::debug_stop_after=0xFFFFFFFF; Error QuickHull::build(const Vector& p_points, Geometry::MeshData &r_mesh) { static const real_t over_tolerance = 0.0001; /* CREATE AABB VOLUME */ AABB aabb; for(int i=0;i valid_points; valid_points.resize(p_points.size()); Set valid_cache; for(int i=0;i max) { simplex[1]=i; max=d; } } } //third vertex is one most further away from the line { float maxd; Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]]; for(int i=0;imaxd) { maxd=d; simplex[2]=i; } } } //fourth vertex is the one most further away from the plane { float maxd; Plane p(p_points[simplex[0]],p_points[simplex[1]],p_points[simplex[2]]); for(int i=0;imaxd) { maxd=d; simplex[3]=i; } } } //compute center of simplex, this is a point always warranted to be inside Vector3 center; for(int i=0;i<4;i++) { center+=p_points[simplex[i]]; } center/=4.0; //add faces List faces; for(int i=0;i<4;i++) { static const int face_order[4][3]={ {0,1,2}, {0,1,3}, {0,2,3}, {1,2,3} }; Face f; for(int j=0;j<3;j++) { f.vertices[j]=simplex[face_order[i][j]]; } Plane p(p_points[f.vertices[0]],p_points[f.vertices[1]],p_points[f.vertices[2]]); if (p.is_point_over(center)) { //flip face to clockwise if facing inwards SWAP( f.vertices[0], f.vertices[1] ); p=-p; } f.plane = p; faces.push_back(f); } /* COMPUTE AVAILABLE VERTICES */ for(int i=0;i::Element *E=faces.front();E;E=E->next()) { if (E->get().plane.distance_to(p_points[i]) > over_tolerance ) { E->get().points_over.push_back(i); break; } } } faces.sort(); // sort them, so the ones with points are in the back /* BUILD HULL */ //poop face (while still remain) //find further away point //find lit faces //determine horizon edges //build new faces with horizon edges, them assign points side from all lit faces //remove lit faces uint32_t debug_stop = debug_stop_after; while(debug_stop>0 && faces.back()->get().points_over.size()) { debug_stop--; Face& f = faces.back()->get(); //find vertex most outside int next=-1; real_t next_d=0; for(int i=0;i next_d) { next_d=d; next=i; } } ERR_FAIL_COND_V(next==-1,ERR_BUG); Vector3 v = p_points[f.points_over[next]]; //find lit faces and lit edges List< List::Element* > lit_faces; //lit face is a death sentence Map lit_edges; //create this on the flight, should not be that bad for performance and simplifies code a lot for(List::Element *E=faces.front();E;E=E->next()) { if (E->get().plane.distance_to(v) >0 ) { lit_faces.push_back(E); for(int i=0;i<3;i++) { uint32_t a = E->get().vertices[i]; uint32_t b = E->get().vertices[(i+1)%3]; Edge e(a,b); Map::Element *F=lit_edges.find(e); if (!F) { F=lit_edges.insert(e,FaceConnect()); } if (e.vertices[0]==a) { //left F->get().left=E; } else { F->get().right=E; } } } } //create new faces from horizon edges List< List::Element* > new_faces; //new faces for(Map::Element *E=lit_edges.front();E;E=E->next()) { FaceConnect& fc = E->get(); if (fc.left && fc.right) { continue; //edge is uninteresting, not on horizont } //create new face! Face face; face.vertices[0]=f.points_over[next]; face.vertices[1]=E->key().vertices[0]; face.vertices[2]=E->key().vertices[1]; Plane p(p_points[face.vertices[0]],p_points[face.vertices[1]],p_points[face.vertices[2]]); if (p.is_point_over(center)) { //flip face to clockwise if facing inwards SWAP( face.vertices[0], face.vertices[1] ); p = -p; } face.plane = p; new_faces.push_back( faces.push_back(face) ); } //distribute points into new faces for(List< List::Element* >::Element *F=lit_faces.front();F;F=F->next()) { Face &lf = F->get()->get(); for(int i=0;i::Element* >::Element *E=new_faces.front();E;E=E->next()) { Face &f2 = E->get()->get(); if (f2.plane.distance_to(p)>over_tolerance) { f2.points_over.push_back(lf.points_over[i]); break; } } } } //erase lit faces while(lit_faces.size()) { faces.erase(lit_faces.front()->get()); lit_faces.pop_front(); } //put faces that contain no points on the front for (List< List::Element* >::Element *E=new_faces.front();E;E=E->next()) { Face &f2 = E->get()->get(); if (f2.points_over.size()==0) { faces.move_to_front(E->get()); } } //whew, done with iteration, go next } /* CREATE MESHDATA */ //make a map of edges again Map ret_edges; List ret_faces; for(List::Element *E=faces.front();E;E=E->next()) { Geometry::MeshData::Face f; f.plane = E->get().plane; for(int i=0;i<3;i++) { f.indices.push_back(E->get().vertices[i]); } List::Element *F = ret_faces.push_back(f); for(int i=0;i<3;i++) { uint32_t a = E->get().vertices[i]; uint32_t b = E->get().vertices[(i+1)%3]; Edge e(a,b); Map::Element *G=ret_edges.find(e); if (!G) { G=ret_edges.insert(e,RetFaceConnect()); } if (e.vertices[0]==a) { //left G->get().left=F; } else { G->get().right=F; } } } //fill faces for (List::Element *E=ret_faces.front();E;E=E->next()) { Geometry::MeshData::Face& f = E->get(); for(int i=0;iget().indices[i]; uint32_t b = E->get().indices[(i+1)%f.indices.size()]; Edge e(a,b); Map::Element *F=ret_edges.find(e); ERR_CONTINUE(!F); List::Element *O = F->get().left == E ? F->get().right : F->get().left; ERR_CONTINUE(O==E); if (O->get().plane.is_almost_like(f.plane)) { //merge and delete edge and contiguous face, while repointing edges (uuugh!) int ois = O->get().indices.size(); int merged=0; for(int j=0;jget().indices[j]==a) { //append the rest for(int k=0;kget().indices[(k+j)%ois]; int idxn = O->get().indices[(k+j+1)%ois]; if (idx==b && idxn==a) {//already have b! break; } if (idx!=a) { f.indices.insert(i+1,idx); i++; merged++; } Edge e2(idx,idxn); Map::Element *F2=ret_edges.find(e2); ERR_CONTINUE(!F2); //change faceconnect, point to this face instead if (F2->get().left == O) F2->get().left=E; else if (F2->get().right == O) F2->get().right=E; } break; } } ret_edges.erase(F); //remove the edge ret_faces.erase(O); //remove the face } } } //fill mesh r_mesh.faces.clear(); r_mesh.faces.resize(ret_faces.size()); // print_line("FACECOUNT: "+itos(r_mesh.faces.size())); int idx=0; for (List::Element *E=ret_faces.front();E;E=E->next()) { r_mesh.faces[idx++]=E->get(); } r_mesh.edges.resize(ret_edges.size()); idx=0; for(Map::Element *E=ret_edges.front();E;E=E->next()) { Geometry::MeshData::Edge e; e.a=E->key().vertices[0]; e.b=E->key().vertices[1]; r_mesh.edges[idx++]=e; } r_mesh.vertices=p_points; //r_mesh.optimize_vertices(); /* print_line("FACES: "+itos(r_mesh.faces.size())); print_line("EDGES: "+itos(r_mesh.edges.size())); print_line("VERTICES: "+itos(r_mesh.vertices.size())); */ return OK; }