mirror of
https://github.com/bulletphysics/bullet3
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ab8f16961e
Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files. make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type. This commit contains no other changes aside from adding and applying clang-format-all.sh
3371 lines
86 KiB
C++
3371 lines
86 KiB
C++
#include "float_math.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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#include <float.h>
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/*----------------------------------------------------------------------
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Copyright (c) 2004 Open Dynamics Framework Group
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www.physicstools.org
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided
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that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list of conditions
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and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
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INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-----------------------------------------------------------------------*/
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// http://codesuppository.blogspot.com
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//
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// mailto: jratcliff@infiniplex.net
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//
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// http://www.amillionpixels.us
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//
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#include "cd_hull.h"
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using namespace ConvexDecomposition;
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/*----------------------------------------------------------------------
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Copyright (c) 2004 Open Dynamics Framework Group
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www.physicstools.org
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification, are permitted provided
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that the following conditions are met:
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|
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Redistributions of source code must retain the above copyright notice, this list of conditions
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and the following disclaimer.
|
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Redistributions in binary form must reproduce the above copyright notice,
|
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
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INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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-----------------------------------------------------------------------*/
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#define PI 3.14159264f
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//*****************************************************
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//*****************************************************
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//********* Stan Melax's vector math template needed
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//********* to use his hull building code.
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//*****************************************************
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//*****************************************************
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#define DEG2RAD (PI / 180.0f)
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#define RAD2DEG (180.0f / PI)
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#define SQRT_OF_2 (1.4142135f)
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#define OFFSET(Class, Member) (((char *)(&(((Class *)NULL)->Member))) - ((char *)NULL))
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namespace ConvexDecomposition
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{
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int argmin(float a[], int n);
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float sqr(float a);
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float clampf(float a);
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float Round(float a, float precision);
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float Interpolate(const float &f0, const float &f1, float alpha);
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template <class T>
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void Swap(T &a, T &b)
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{
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T tmp = a;
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a = b;
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b = tmp;
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}
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template <class T>
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T Max(const T &a, const T &b)
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{
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return (a > b) ? a : b;
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}
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template <class T>
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T Min(const T &a, const T &b)
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{
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return (a < b) ? a : b;
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}
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//----------------------------------
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class int3
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{
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public:
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int x, y, z;
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int3(){};
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int3(int _x, int _y, int _z)
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{
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x = _x;
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y = _y;
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z = _z;
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}
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const int &operator[](int i) const { return (&x)[i]; }
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int &operator[](int i) { return (&x)[i]; }
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};
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//-------- 2D --------
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class float2
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{
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public:
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float x, y;
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float2()
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{
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x = 0;
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y = 0;
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};
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float2(float _x, float _y)
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{
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x = _x;
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y = _y;
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}
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float &operator[](int i)
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{
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assert(i >= 0 && i < 2);
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return ((float *)this)[i];
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}
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const float &operator[](int i) const
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{
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assert(i >= 0 && i < 2);
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return ((float *)this)[i];
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}
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};
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inline float2 operator-(const float2 &a, const float2 &b) { return float2(a.x - b.x, a.y - b.y); }
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inline float2 operator+(const float2 &a, const float2 &b) { return float2(a.x + b.x, a.y + b.y); }
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//--------- 3D ---------
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class float3 // 3D
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{
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public:
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float x, y, z;
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float3()
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{
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x = 0;
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y = 0;
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z = 0;
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};
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float3(float _x, float _y, float _z)
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{
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x = _x;
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y = _y;
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z = _z;
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};
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//operator float *() { return &x;};
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float &operator[](int i)
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{
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assert(i >= 0 && i < 3);
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return ((float *)this)[i];
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}
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const float &operator[](int i) const
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{
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assert(i >= 0 && i < 3);
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return ((float *)this)[i];
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}
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#ifdef PLUGIN_3DSMAX
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float3(const Point3 &p) : x(p.x), y(p.y), z(p.z)
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{
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}
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operator Point3() { return *((Point3 *)this); }
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#endif
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};
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float3 &operator+=(float3 &a, const float3 &b);
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float3 &operator-=(float3 &a, const float3 &b);
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float3 &operator*=(float3 &v, const float s);
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float3 &operator/=(float3 &v, const float s);
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float magnitude(const float3 &v);
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float3 normalize(const float3 &v);
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float3 safenormalize(const float3 &v);
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float3 vabs(const float3 &v);
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float3 operator+(const float3 &a, const float3 &b);
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float3 operator-(const float3 &a, const float3 &b);
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float3 operator-(const float3 &v);
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float3 operator*(const float3 &v, const float s);
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float3 operator*(const float s, const float3 &v);
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float3 operator/(const float3 &v, const float s);
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inline int operator==(const float3 &a, const float3 &b) { return (a.x == b.x && a.y == b.y && a.z == b.z); }
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inline int operator!=(const float3 &a, const float3 &b) { return (a.x != b.x || a.y != b.y || a.z != b.z); }
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// due to ambiguity and inconsistent standards ther are no overloaded operators for mult such as va*vb.
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float dot(const float3 &a, const float3 &b);
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float3 cmul(const float3 &a, const float3 &b);
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float3 cross(const float3 &a, const float3 &b);
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float3 Interpolate(const float3 &v0, const float3 &v1, float alpha);
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float3 Round(const float3 &a, float precision);
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float3 VectorMax(const float3 &a, const float3 &b);
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float3 VectorMin(const float3 &a, const float3 &b);
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class float3x3
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{
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public:
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float3 x, y, z; // the 3 rows of the Matrix
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float3x3() {}
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float3x3(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz) : x(xx, xy, xz), y(yx, yy, yz), z(zx, zy, zz) {}
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float3x3(float3 _x, float3 _y, float3 _z) : x(_x), y(_y), z(_z) {}
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float3 &operator[](int i)
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{
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assert(i >= 0 && i < 3);
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return (&x)[i];
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}
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const float3 &operator[](int i) const
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{
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assert(i >= 0 && i < 3);
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return (&x)[i];
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}
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float &operator()(int r, int c)
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{
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assert(r >= 0 && r < 3 && c >= 0 && c < 3);
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return ((&x)[r])[c];
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}
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const float &operator()(int r, int c) const
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{
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assert(r >= 0 && r < 3 && c >= 0 && c < 3);
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return ((&x)[r])[c];
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}
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};
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float3x3 Transpose(const float3x3 &m);
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float3 operator*(const float3 &v, const float3x3 &m);
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float3 operator*(const float3x3 &m, const float3 &v);
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float3x3 operator*(const float3x3 &m, const float &s);
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float3x3 operator*(const float3x3 &ma, const float3x3 &mb);
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float3x3 operator/(const float3x3 &a, const float &s);
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float3x3 operator+(const float3x3 &a, const float3x3 &b);
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float3x3 operator-(const float3x3 &a, const float3x3 &b);
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float3x3 &operator+=(float3x3 &a, const float3x3 &b);
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float3x3 &operator-=(float3x3 &a, const float3x3 &b);
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float3x3 &operator*=(float3x3 &a, const float &s);
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float Determinant(const float3x3 &m);
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float3x3 Inverse(const float3x3 &a); // its just 3x3 so we simply do that cofactor method
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//-------- 4D Math --------
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class float4
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{
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public:
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float x, y, z, w;
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float4()
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{
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x = 0;
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y = 0;
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z = 0;
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w = 0;
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};
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float4(float _x, float _y, float _z, float _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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float4(const float3 &v, float _w)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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w = _w;
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}
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//operator float *() { return &x;};
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float &operator[](int i)
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{
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assert(i >= 0 && i < 4);
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return ((float *)this)[i];
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}
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const float &operator[](int i) const
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{
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assert(i >= 0 && i < 4);
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return ((float *)this)[i];
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}
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const float3 &xyz() const { return *((float3 *)this); }
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float3 &xyz() { return *((float3 *)this); }
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};
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struct D3DXMATRIX;
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class float4x4
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{
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public:
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float4 x, y, z, w; // the 4 rows
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float4x4() {}
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float4x4(const float4 &_x, const float4 &_y, const float4 &_z, const float4 &_w) : x(_x), y(_y), z(_z), w(_w) {}
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float4x4(float m00, float m01, float m02, float m03,
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float m10, float m11, float m12, float m13,
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float m20, float m21, float m22, float m23,
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float m30, float m31, float m32, float m33)
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: x(m00, m01, m02, m03), y(m10, m11, m12, m13), z(m20, m21, m22, m23), w(m30, m31, m32, m33) {}
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float &operator()(int r, int c)
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{
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assert(r >= 0 && r < 4 && c >= 0 && c < 4);
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return ((&x)[r])[c];
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}
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const float &operator()(int r, int c) const
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{
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assert(r >= 0 && r < 4 && c >= 0 && c < 4);
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return ((&x)[r])[c];
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}
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operator float *() { return &x.x; }
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operator const float *() const { return &x.x; }
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operator struct D3DXMATRIX *() { return (struct D3DXMATRIX *)this; }
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operator const struct D3DXMATRIX *() const { return (struct D3DXMATRIX *)this; }
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};
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int operator==(const float4 &a, const float4 &b);
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float4 Homogenize(const float3 &v3, const float &w = 1.0f); // Turns a 3D float3 4D vector4 by appending w
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float4 cmul(const float4 &a, const float4 &b);
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float4 operator*(const float4 &v, float s);
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float4 operator*(float s, const float4 &v);
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float4 operator+(const float4 &a, const float4 &b);
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float4 operator-(const float4 &a, const float4 &b);
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float4x4 operator*(const float4x4 &a, const float4x4 &b);
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float4 operator*(const float4 &v, const float4x4 &m);
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float4x4 Inverse(const float4x4 &m);
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float4x4 MatrixRigidInverse(const float4x4 &m);
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float4x4 MatrixTranspose(const float4x4 &m);
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float4x4 MatrixPerspectiveFov(float fovy, float Aspect, float zn, float zf);
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float4x4 MatrixTranslation(const float3 &t);
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float4x4 MatrixRotationZ(const float angle_radians);
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float4x4 MatrixLookAt(const float3 &eye, const float3 &at, const float3 &up);
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int operator==(const float4x4 &a, const float4x4 &b);
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//-------- Quaternion ------------
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class Quaternion : public float4
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{
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public:
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Quaternion()
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{
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x = y = z = 0.0f;
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w = 1.0f;
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}
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Quaternion(float3 v, float t)
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{
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v = normalize(v);
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w = cosf(t / 2.0f);
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v = v * sinf(t / 2.0f);
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x = v.x;
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y = v.y;
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z = v.z;
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}
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Quaternion(float _x, float _y, float _z, float _w)
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{
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x = _x;
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y = _y;
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z = _z;
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w = _w;
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}
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float angle() const { return acosf(w) * 2.0f; }
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float3 axis() const
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{
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float3 a(x, y, z);
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if (fabsf(angle()) < 0.0000001f) return float3(1, 0, 0);
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return a * (1 / sinf(angle() / 2.0f));
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}
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float3 xdir() const { return float3(1 - 2 * (y * y + z * z), 2 * (x * y + w * z), 2 * (x * z - w * y)); }
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float3 ydir() const { return float3(2 * (x * y - w * z), 1 - 2 * (x * x + z * z), 2 * (y * z + w * x)); }
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float3 zdir() const { return float3(2 * (x * z + w * y), 2 * (y * z - w * x), 1 - 2 * (x * x + y * y)); }
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float3x3 getmatrix() const { return float3x3(xdir(), ydir(), zdir()); }
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operator float3x3() { return getmatrix(); }
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void Normalize();
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};
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Quaternion &operator*=(Quaternion &a, float s);
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Quaternion operator*(const Quaternion &a, float s);
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Quaternion operator*(const Quaternion &a, const Quaternion &b);
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Quaternion operator+(const Quaternion &a, const Quaternion &b);
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Quaternion normalize(Quaternion a);
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float dot(const Quaternion &a, const Quaternion &b);
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float3 operator*(const Quaternion &q, const float3 &v);
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float3 operator*(const float3 &v, const Quaternion &q);
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Quaternion slerp(Quaternion a, const Quaternion &b, float interp);
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Quaternion Interpolate(const Quaternion &q0, const Quaternion &q1, float alpha);
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Quaternion RotationArc(float3 v0, float3 v1); // returns quat q where q*v0=v1
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Quaternion Inverse(const Quaternion &q);
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float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v);
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//------ Euler Angle -----
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Quaternion YawPitchRoll(float yaw, float pitch, float roll);
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float Yaw(const Quaternion &q);
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float Pitch(const Quaternion &q);
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float Roll(Quaternion q);
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float Yaw(const float3 &v);
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float Pitch(const float3 &v);
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//------- Plane ----------
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class Plane
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{
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public:
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float3 normal;
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float dist; // distance below origin - the D from plane equasion Ax+By+Cz+D=0
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Plane(const float3 &n, float d) : normal(n), dist(d) {}
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Plane() : normal(), dist(0) {}
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void Transform(const float3 &position, const Quaternion &orientation);
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};
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inline Plane PlaneFlip(const Plane &plane) { return Plane(-plane.normal, -plane.dist); }
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inline int operator==(const Plane &a, const Plane &b) { return (a.normal == b.normal && a.dist == b.dist); }
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inline int coplanar(const Plane &a, const Plane &b) { return (a == b || a == PlaneFlip(b)); }
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//--------- Utility Functions ------
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float3 PlaneLineIntersection(const Plane &plane, const float3 &p0, const float3 &p1);
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float3 PlaneProject(const Plane &plane, const float3 &point);
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float3 LineProject(const float3 &p0, const float3 &p1, const float3 &a); // projects a onto infinite line p0p1
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float LineProjectTime(const float3 &p0, const float3 &p1, const float3 &a);
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float3 ThreePlaneIntersection(const Plane &p0, const Plane &p1, const Plane &p2);
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int PolyHit(const float3 *vert, const int n, const float3 &v0, const float3 &v1, float3 *impact = NULL, float3 *normal = NULL);
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int BoxInside(const float3 &p, const float3 &bmin, const float3 &bmax);
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int BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const float3 &bmax, float3 *impact);
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float DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float3 &vstart, const float3 &vdir, float3 *upoint = NULL, float3 *vpoint = NULL);
|
|
float3 TriNormal(const float3 &v0, const float3 &v1, const float3 &v2);
|
|
float3 NormalOf(const float3 *vert, const int n);
|
|
Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir0, const float3 &dir1);
|
|
|
|
float sqr(float a) { return a * a; }
|
|
float clampf(float a) { return Min(1.0f, Max(0.0f, a)); }
|
|
|
|
float Round(float a, float precision)
|
|
{
|
|
return floorf(0.5f + a / precision) * precision;
|
|
}
|
|
|
|
float Interpolate(const float &f0, const float &f1, float alpha)
|
|
{
|
|
return f0 * (1 - alpha) + f1 * alpha;
|
|
}
|
|
|
|
int argmin(float a[], int n)
|
|
{
|
|
int r = 0;
|
|
for (int i = 1; i < n; i++)
|
|
{
|
|
if (a[i] < a[r])
|
|
{
|
|
r = i;
|
|
}
|
|
}
|
|
return r;
|
|
}
|
|
|
|
//------------ float3 (3D) --------------
|
|
|
|
float3 operator+(const float3 &a, const float3 &b)
|
|
{
|
|
return float3(a.x + b.x, a.y + b.y, a.z + b.z);
|
|
}
|
|
|
|
float3 operator-(const float3 &a, const float3 &b)
|
|
{
|
|
return float3(a.x - b.x, a.y - b.y, a.z - b.z);
|
|
}
|
|
|
|
float3 operator-(const float3 &v)
|
|
{
|
|
return float3(-v.x, -v.y, -v.z);
|
|
}
|
|
|
|
float3 operator*(const float3 &v, float s)
|
|
{
|
|
return float3(v.x * s, v.y * s, v.z * s);
|
|
}
|
|
|
|
float3 operator*(float s, const float3 &v)
|
|
{
|
|
return float3(v.x * s, v.y * s, v.z * s);
|
|
}
|
|
|
|
float3 operator/(const float3 &v, float s)
|
|
{
|
|
return v * (1.0f / s);
|
|
}
|
|
|
|
float dot(const float3 &a, const float3 &b)
|
|
{
|
|
return a.x * b.x + a.y * b.y + a.z * b.z;
|
|
}
|
|
|
|
float3 cmul(const float3 &v1, const float3 &v2)
|
|
{
|
|
return float3(v1.x * v2.x, v1.y * v2.y, v1.z * v2.z);
|
|
}
|
|
|
|
float3 cross(const float3 &a, const float3 &b)
|
|
{
|
|
return float3(a.y * b.z - a.z * b.y,
|
|
a.z * b.x - a.x * b.z,
|
|
a.x * b.y - a.y * b.x);
|
|
}
|
|
|
|
float3 &operator+=(float3 &a, const float3 &b)
|
|
{
|
|
a.x += b.x;
|
|
a.y += b.y;
|
|
a.z += b.z;
|
|
return a;
|
|
}
|
|
|
|
float3 &operator-=(float3 &a, const float3 &b)
|
|
{
|
|
a.x -= b.x;
|
|
a.y -= b.y;
|
|
a.z -= b.z;
|
|
return a;
|
|
}
|
|
|
|
float3 &operator*=(float3 &v, float s)
|
|
{
|
|
v.x *= s;
|
|
v.y *= s;
|
|
v.z *= s;
|
|
return v;
|
|
}
|
|
|
|
float3 &operator/=(float3 &v, float s)
|
|
{
|
|
float sinv = 1.0f / s;
|
|
v.x *= sinv;
|
|
v.y *= sinv;
|
|
v.z *= sinv;
|
|
return v;
|
|
}
|
|
|
|
float3 vabs(const float3 &v)
|
|
{
|
|
return float3(fabsf(v.x), fabsf(v.y), fabsf(v.z));
|
|
}
|
|
|
|
float magnitude(const float3 &v)
|
|
{
|
|
return sqrtf(sqr(v.x) + sqr(v.y) + sqr(v.z));
|
|
}
|
|
|
|
float3 normalize(const float3 &v)
|
|
{
|
|
// this routine, normalize, is ok, provided magnitude works!!
|
|
float d = magnitude(v);
|
|
if (d == 0)
|
|
{
|
|
printf("Cant normalize ZERO vector\n");
|
|
assert(0); // yes this could go here
|
|
d = 0.1f;
|
|
}
|
|
d = 1 / d;
|
|
return float3(v.x * d, v.y * d, v.z * d);
|
|
}
|
|
|
|
float3 safenormalize(const float3 &v)
|
|
{
|
|
if (magnitude(v) <= 0.0f)
|
|
{
|
|
return float3(1, 0, 0);
|
|
}
|
|
return normalize(v);
|
|
}
|
|
|
|
float3 Round(const float3 &a, float precision)
|
|
{
|
|
return float3(Round(a.x, precision), Round(a.y, precision), Round(a.z, precision));
|
|
}
|
|
|
|
float3 Interpolate(const float3 &v0, const float3 &v1, float alpha)
|
|
{
|
|
return v0 * (1 - alpha) + v1 * alpha;
|
|
}
|
|
|
|
float3 VectorMin(const float3 &a, const float3 &b)
|
|
{
|
|
return float3(Min(a.x, b.x), Min(a.y, b.y), Min(a.z, b.z));
|
|
}
|
|
float3 VectorMax(const float3 &a, const float3 &b)
|
|
{
|
|
return float3(Max(a.x, b.x), Max(a.y, b.y), Max(a.z, b.z));
|
|
}
|
|
|
|
// the statement v1*v2 is ambiguous since there are 3 types
|
|
// of vector multiplication
|
|
// - componantwise (for example combining colors)
|
|
// - dot product
|
|
// - cross product
|
|
// Therefore we never declare/implement this function.
|
|
// So we will never see: float3 operator*(float3 a,float3 b)
|
|
|
|
//------------ float3x3 ---------------
|
|
float Determinant(const float3x3 &m)
|
|
{
|
|
return m.x.x * m.y.y * m.z.z + m.y.x * m.z.y * m.x.z + m.z.x * m.x.y * m.y.z - m.x.x * m.z.y * m.y.z - m.y.x * m.x.y * m.z.z - m.z.x * m.y.y * m.x.z;
|
|
}
|
|
|
|
float3x3 Inverse(const float3x3 &a)
|
|
{
|
|
float3x3 b;
|
|
float d = Determinant(a);
|
|
assert(d != 0);
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
int i2 = (i + 2) % 3;
|
|
int j1 = (j + 1) % 3;
|
|
int j2 = (j + 2) % 3;
|
|
// reverse indexs i&j to take transpose
|
|
b[j][i] = (a[i1][j1] * a[i2][j2] - a[i1][j2] * a[i2][j1]) / d;
|
|
}
|
|
}
|
|
// Matrix check=a*b; // Matrix 'check' should be the identity (or close to it)
|
|
return b;
|
|
}
|
|
|
|
float3x3 Transpose(const float3x3 &m)
|
|
{
|
|
return float3x3(float3(m.x.x, m.y.x, m.z.x),
|
|
float3(m.x.y, m.y.y, m.z.y),
|
|
float3(m.x.z, m.y.z, m.z.z));
|
|
}
|
|
|
|
float3 operator*(const float3 &v, const float3x3 &m)
|
|
{
|
|
return float3((m.x.x * v.x + m.y.x * v.y + m.z.x * v.z),
|
|
(m.x.y * v.x + m.y.y * v.y + m.z.y * v.z),
|
|
(m.x.z * v.x + m.y.z * v.y + m.z.z * v.z));
|
|
}
|
|
float3 operator*(const float3x3 &m, const float3 &v)
|
|
{
|
|
return float3(dot(m.x, v), dot(m.y, v), dot(m.z, v));
|
|
}
|
|
|
|
float3x3 operator*(const float3x3 &a, const float3x3 &b)
|
|
{
|
|
return float3x3(a.x * b, a.y * b, a.z * b);
|
|
}
|
|
|
|
float3x3 operator*(const float3x3 &a, const float &s)
|
|
{
|
|
return float3x3(a.x * s, a.y * s, a.z * s);
|
|
}
|
|
float3x3 operator/(const float3x3 &a, const float &s)
|
|
{
|
|
float t = 1 / s;
|
|
return float3x3(a.x * t, a.y * t, a.z * t);
|
|
}
|
|
float3x3 operator+(const float3x3 &a, const float3x3 &b)
|
|
{
|
|
return float3x3(a.x + b.x, a.y + b.y, a.z + b.z);
|
|
}
|
|
float3x3 operator-(const float3x3 &a, const float3x3 &b)
|
|
{
|
|
return float3x3(a.x - b.x, a.y - b.y, a.z - b.z);
|
|
}
|
|
float3x3 &operator+=(float3x3 &a, const float3x3 &b)
|
|
{
|
|
a.x += b.x;
|
|
a.y += b.y;
|
|
a.z += b.z;
|
|
return a;
|
|
}
|
|
float3x3 &operator-=(float3x3 &a, const float3x3 &b)
|
|
{
|
|
a.x -= b.x;
|
|
a.y -= b.y;
|
|
a.z -= b.z;
|
|
return a;
|
|
}
|
|
float3x3 &operator*=(float3x3 &a, const float &s)
|
|
{
|
|
a.x *= s;
|
|
a.y *= s;
|
|
a.z *= s;
|
|
return a;
|
|
}
|
|
|
|
float3 ThreePlaneIntersection(const Plane &p0, const Plane &p1, const Plane &p2)
|
|
{
|
|
float3x3 mp = Transpose(float3x3(p0.normal, p1.normal, p2.normal));
|
|
float3x3 mi = Inverse(mp);
|
|
float3 b(p0.dist, p1.dist, p2.dist);
|
|
return -b * mi;
|
|
}
|
|
|
|
//--------------- 4D ----------------
|
|
|
|
float4 operator*(const float4 &v, const float4x4 &m)
|
|
{
|
|
return v.x * m.x + v.y * m.y + v.z * m.z + v.w * m.w; // yes this actually works
|
|
}
|
|
|
|
int operator==(const float4 &a, const float4 &b)
|
|
{
|
|
return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w);
|
|
}
|
|
|
|
// Dont implement m*v for now, since that might confuse us
|
|
// All our transforms are based on multiplying the "row" vector on the left
|
|
//float4 operator*(const float4x4& m , const float4& v )
|
|
//{
|
|
// return float4(dot(v,m.x),dot(v,m.y),dot(v,m.z),dot(v,m.w));
|
|
//}
|
|
|
|
float4 cmul(const float4 &a, const float4 &b)
|
|
{
|
|
return float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
|
|
}
|
|
|
|
float4 operator*(const float4 &v, float s)
|
|
{
|
|
return float4(v.x * s, v.y * s, v.z * s, v.w * s);
|
|
}
|
|
|
|
float4 operator*(float s, const float4 &v)
|
|
{
|
|
return float4(v.x * s, v.y * s, v.z * s, v.w * s);
|
|
}
|
|
|
|
float4 operator+(const float4 &a, const float4 &b)
|
|
{
|
|
return float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
|
|
}
|
|
|
|
float4 operator-(const float4 &a, const float4 &b)
|
|
{
|
|
return float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
|
|
}
|
|
|
|
float4 Homogenize(const float3 &v3, const float &w)
|
|
{
|
|
return float4(v3.x, v3.y, v3.z, w);
|
|
}
|
|
|
|
float4x4 operator*(const float4x4 &a, const float4x4 &b)
|
|
{
|
|
return float4x4(a.x * b, a.y * b, a.z * b, a.w * b);
|
|
}
|
|
|
|
float4x4 MatrixTranspose(const float4x4 &m)
|
|
{
|
|
return float4x4(
|
|
m.x.x, m.y.x, m.z.x, m.w.x,
|
|
m.x.y, m.y.y, m.z.y, m.w.y,
|
|
m.x.z, m.y.z, m.z.z, m.w.z,
|
|
m.x.w, m.y.w, m.z.w, m.w.w);
|
|
}
|
|
|
|
float4x4 MatrixRigidInverse(const float4x4 &m)
|
|
{
|
|
float4x4 trans_inverse = MatrixTranslation(-m.w.xyz());
|
|
float4x4 rot = m;
|
|
rot.w = float4(0, 0, 0, 1);
|
|
return trans_inverse * MatrixTranspose(rot);
|
|
}
|
|
|
|
float4x4 MatrixPerspectiveFov(float fovy, float aspect, float zn, float zf)
|
|
{
|
|
float h = 1.0f / tanf(fovy / 2.0f); // view space height
|
|
float w = h / aspect; // view space width
|
|
return float4x4(
|
|
w, 0, 0, 0,
|
|
0, h, 0, 0,
|
|
0, 0, zf / (zn - zf), -1,
|
|
0, 0, zn * zf / (zn - zf), 0);
|
|
}
|
|
|
|
float4x4 MatrixLookAt(const float3 &eye, const float3 &at, const float3 &up)
|
|
{
|
|
float4x4 m;
|
|
m.w.w = 1.0f;
|
|
m.w.xyz() = eye;
|
|
m.z.xyz() = normalize(eye - at);
|
|
m.x.xyz() = normalize(cross(up, m.z.xyz()));
|
|
m.y.xyz() = cross(m.z.xyz(), m.x.xyz());
|
|
return MatrixRigidInverse(m);
|
|
}
|
|
|
|
float4x4 MatrixTranslation(const float3 &t)
|
|
{
|
|
return float4x4(
|
|
1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
t.x, t.y, t.z, 1);
|
|
}
|
|
|
|
float4x4 MatrixRotationZ(const float angle_radians)
|
|
{
|
|
float s = sinf(angle_radians);
|
|
float c = cosf(angle_radians);
|
|
return float4x4(
|
|
c, s, 0, 0,
|
|
-s, c, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, 0, 1);
|
|
}
|
|
|
|
int operator==(const float4x4 &a, const float4x4 &b)
|
|
{
|
|
return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w);
|
|
}
|
|
|
|
float4x4 Inverse(const float4x4 &m)
|
|
{
|
|
float4x4 d;
|
|
float *dst = &d.x.x;
|
|
float tmp[12]; /* temp array for pairs */
|
|
float src[16]; /* array of transpose source matrix */
|
|
float det; /* determinant */
|
|
/* transpose matrix */
|
|
for (int i = 0; i < 4; i++)
|
|
{
|
|
src[i] = m(i, 0);
|
|
src[i + 4] = m(i, 1);
|
|
src[i + 8] = m(i, 2);
|
|
src[i + 12] = m(i, 3);
|
|
}
|
|
/* calculate pairs for first 8 elements (cofactors) */
|
|
tmp[0] = src[10] * src[15];
|
|
tmp[1] = src[11] * src[14];
|
|
tmp[2] = src[9] * src[15];
|
|
tmp[3] = src[11] * src[13];
|
|
tmp[4] = src[9] * src[14];
|
|
tmp[5] = src[10] * src[13];
|
|
tmp[6] = src[8] * src[15];
|
|
tmp[7] = src[11] * src[12];
|
|
tmp[8] = src[8] * src[14];
|
|
tmp[9] = src[10] * src[12];
|
|
tmp[10] = src[8] * src[13];
|
|
tmp[11] = src[9] * src[12];
|
|
/* calculate first 8 elements (cofactors) */
|
|
dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7];
|
|
dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7];
|
|
dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7];
|
|
dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7];
|
|
dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7];
|
|
dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7];
|
|
dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6];
|
|
dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6];
|
|
dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3];
|
|
dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3];
|
|
dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3];
|
|
dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3];
|
|
dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3];
|
|
dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3];
|
|
dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2];
|
|
dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2];
|
|
/* calculate pairs for second 8 elements (cofactors) */
|
|
tmp[0] = src[2] * src[7];
|
|
tmp[1] = src[3] * src[6];
|
|
tmp[2] = src[1] * src[7];
|
|
tmp[3] = src[3] * src[5];
|
|
tmp[4] = src[1] * src[6];
|
|
tmp[5] = src[2] * src[5];
|
|
tmp[6] = src[0] * src[7];
|
|
tmp[7] = src[3] * src[4];
|
|
tmp[8] = src[0] * src[6];
|
|
tmp[9] = src[2] * src[4];
|
|
tmp[10] = src[0] * src[5];
|
|
tmp[11] = src[1] * src[4];
|
|
/* calculate second 8 elements (cofactors) */
|
|
dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15];
|
|
dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15];
|
|
dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15];
|
|
dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15];
|
|
dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15];
|
|
dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15];
|
|
dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14];
|
|
dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14];
|
|
dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9];
|
|
dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10];
|
|
dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10];
|
|
dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8];
|
|
dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8];
|
|
dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9];
|
|
dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9];
|
|
dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8];
|
|
/* calculate determinant */
|
|
det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3];
|
|
/* calculate matrix inverse */
|
|
det = 1 / det;
|
|
for (int j = 0; j < 16; j++)
|
|
dst[j] *= det;
|
|
return d;
|
|
}
|
|
|
|
//--------- Quaternion --------------
|
|
|
|
Quaternion operator*(const Quaternion &a, const Quaternion &b)
|
|
{
|
|
Quaternion c;
|
|
c.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;
|
|
c.x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y;
|
|
c.y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x;
|
|
c.z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w;
|
|
return c;
|
|
}
|
|
|
|
Quaternion operator*(const Quaternion &a, float b)
|
|
{
|
|
return Quaternion(a.x * b, a.y * b, a.z * b, a.w * b);
|
|
}
|
|
|
|
Quaternion Inverse(const Quaternion &q)
|
|
{
|
|
return Quaternion(-q.x, -q.y, -q.z, q.w);
|
|
}
|
|
|
|
Quaternion &operator*=(Quaternion &q, const float s)
|
|
{
|
|
q.x *= s;
|
|
q.y *= s;
|
|
q.z *= s;
|
|
q.w *= s;
|
|
return q;
|
|
}
|
|
void Quaternion::Normalize()
|
|
{
|
|
float m = sqrtf(sqr(w) + sqr(x) + sqr(y) + sqr(z));
|
|
if (m < 0.000000001f)
|
|
{
|
|
w = 1.0f;
|
|
x = y = z = 0.0f;
|
|
return;
|
|
}
|
|
(*this) *= (1.0f / m);
|
|
}
|
|
|
|
float3 operator*(const Quaternion &q, const float3 &v)
|
|
{
|
|
// The following is equivalent to:
|
|
//return (q.getmatrix() * v);
|
|
float qx2 = q.x * q.x;
|
|
float qy2 = q.y * q.y;
|
|
float qz2 = q.z * q.z;
|
|
|
|
float qxqy = q.x * q.y;
|
|
float qxqz = q.x * q.z;
|
|
float qxqw = q.x * q.w;
|
|
float qyqz = q.y * q.z;
|
|
float qyqw = q.y * q.w;
|
|
float qzqw = q.z * q.w;
|
|
return float3(
|
|
(1 - 2 * (qy2 + qz2)) * v.x + (2 * (qxqy - qzqw)) * v.y + (2 * (qxqz + qyqw)) * v.z,
|
|
(2 * (qxqy + qzqw)) * v.x + (1 - 2 * (qx2 + qz2)) * v.y + (2 * (qyqz - qxqw)) * v.z,
|
|
(2 * (qxqz - qyqw)) * v.x + (2 * (qyqz + qxqw)) * v.y + (1 - 2 * (qx2 + qy2)) * v.z);
|
|
}
|
|
|
|
float3 operator*(const float3 &v, const Quaternion &q)
|
|
{
|
|
assert(0); // must multiply with the quat on the left
|
|
return float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
Quaternion operator+(const Quaternion &a, const Quaternion &b)
|
|
{
|
|
return Quaternion(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
|
|
}
|
|
|
|
float dot(const Quaternion &a, const Quaternion &b)
|
|
{
|
|
return (a.w * b.w + a.x * b.x + a.y * b.y + a.z * b.z);
|
|
}
|
|
|
|
Quaternion normalize(Quaternion a)
|
|
{
|
|
float m = sqrtf(sqr(a.w) + sqr(a.x) + sqr(a.y) + sqr(a.z));
|
|
if (m < 0.000000001)
|
|
{
|
|
a.w = 1;
|
|
a.x = a.y = a.z = 0;
|
|
return a;
|
|
}
|
|
return a * (1 / m);
|
|
}
|
|
|
|
Quaternion slerp(Quaternion a, const Quaternion &b, float interp)
|
|
{
|
|
if (dot(a, b) < 0.0)
|
|
{
|
|
a.w = -a.w;
|
|
a.x = -a.x;
|
|
a.y = -a.y;
|
|
a.z = -a.z;
|
|
}
|
|
float d = dot(a, b);
|
|
if (d >= 1.0)
|
|
{
|
|
return a;
|
|
}
|
|
float theta = acosf(d);
|
|
if (theta == 0.0f)
|
|
{
|
|
return (a);
|
|
}
|
|
return a * (sinf(theta - interp * theta) / sinf(theta)) + b * (sinf(interp * theta) / sinf(theta));
|
|
}
|
|
|
|
Quaternion Interpolate(const Quaternion &q0, const Quaternion &q1, float alpha)
|
|
{
|
|
return slerp(q0, q1, alpha);
|
|
}
|
|
|
|
Quaternion YawPitchRoll(float yaw, float pitch, float roll)
|
|
{
|
|
roll *= DEG2RAD;
|
|
yaw *= DEG2RAD;
|
|
pitch *= DEG2RAD;
|
|
return Quaternion(float3(0.0f, 0.0f, 1.0f), yaw) * Quaternion(float3(1.0f, 0.0f, 0.0f), pitch) * Quaternion(float3(0.0f, 1.0f, 0.0f), roll);
|
|
}
|
|
|
|
float Yaw(const Quaternion &q)
|
|
{
|
|
float3 v;
|
|
v = q.ydir();
|
|
return (v.y == 0.0 && v.x == 0.0) ? 0.0f : atan2f(-v.x, v.y) * RAD2DEG;
|
|
}
|
|
|
|
float Pitch(const Quaternion &q)
|
|
{
|
|
float3 v;
|
|
v = q.ydir();
|
|
return atan2f(v.z, sqrtf(sqr(v.x) + sqr(v.y))) * RAD2DEG;
|
|
}
|
|
|
|
float Roll(Quaternion q)
|
|
{
|
|
q = Quaternion(float3(0.0f, 0.0f, 1.0f), -Yaw(q) * DEG2RAD) * q;
|
|
q = Quaternion(float3(1.0f, 0.0f, 0.0f), -Pitch(q) * DEG2RAD) * q;
|
|
return atan2f(-q.xdir().z, q.xdir().x) * RAD2DEG;
|
|
}
|
|
|
|
float Yaw(const float3 &v)
|
|
{
|
|
return (v.y == 0.0 && v.x == 0.0) ? 0.0f : atan2f(-v.x, v.y) * RAD2DEG;
|
|
}
|
|
|
|
float Pitch(const float3 &v)
|
|
{
|
|
return atan2f(v.z, sqrtf(sqr(v.x) + sqr(v.y))) * RAD2DEG;
|
|
}
|
|
|
|
//------------- Plane --------------
|
|
|
|
void Plane::Transform(const float3 &position, const Quaternion &orientation)
|
|
{
|
|
// Transforms the plane to the space defined by the
|
|
// given position/orientation.
|
|
float3 newnormal;
|
|
float3 origin;
|
|
|
|
newnormal = Inverse(orientation) * normal;
|
|
origin = Inverse(orientation) * (-normal * dist - position);
|
|
|
|
normal = newnormal;
|
|
dist = -dot(newnormal, origin);
|
|
}
|
|
|
|
//--------- utility functions -------------
|
|
|
|
// RotationArc()
|
|
// Given two vectors v0 and v1 this function
|
|
// returns quaternion q where q*v0==v1.
|
|
// Routine taken from game programming gems.
|
|
Quaternion RotationArc(float3 v0, float3 v1)
|
|
{
|
|
Quaternion q;
|
|
v0 = normalize(v0); // Comment these two lines out if you know its not needed.
|
|
v1 = normalize(v1); // If vector is already unit length then why do it again?
|
|
float3 c = cross(v0, v1);
|
|
float d = dot(v0, v1);
|
|
if (d <= -1.0f)
|
|
{
|
|
return Quaternion(1, 0, 0, 0);
|
|
} // 180 about x axis
|
|
float s = sqrtf((1 + d) * 2);
|
|
q.x = c.x / s;
|
|
q.y = c.y / s;
|
|
q.z = c.z / s;
|
|
q.w = s / 2.0f;
|
|
return q;
|
|
}
|
|
|
|
float4x4 MatrixFromQuatVec(const Quaternion &q, const float3 &v)
|
|
{
|
|
// builds a 4x4 transformation matrix based on orientation q and translation v
|
|
float qx2 = q.x * q.x;
|
|
float qy2 = q.y * q.y;
|
|
float qz2 = q.z * q.z;
|
|
|
|
float qxqy = q.x * q.y;
|
|
float qxqz = q.x * q.z;
|
|
float qxqw = q.x * q.w;
|
|
float qyqz = q.y * q.z;
|
|
float qyqw = q.y * q.w;
|
|
float qzqw = q.z * q.w;
|
|
|
|
return float4x4(
|
|
1 - 2 * (qy2 + qz2),
|
|
2 * (qxqy + qzqw),
|
|
2 * (qxqz - qyqw),
|
|
0,
|
|
2 * (qxqy - qzqw),
|
|
1 - 2 * (qx2 + qz2),
|
|
2 * (qyqz + qxqw),
|
|
0,
|
|
2 * (qxqz + qyqw),
|
|
2 * (qyqz - qxqw),
|
|
1 - 2 * (qx2 + qy2),
|
|
0,
|
|
v.x,
|
|
v.y,
|
|
v.z,
|
|
1.0f);
|
|
}
|
|
|
|
float3 PlaneLineIntersection(const Plane &plane, const float3 &p0, const float3 &p1)
|
|
{
|
|
// returns the point where the line p0-p1 intersects the plane n&d
|
|
float3 dif;
|
|
dif = p1 - p0;
|
|
float dn = dot(plane.normal, dif);
|
|
float t = -(plane.dist + dot(plane.normal, p0)) / dn;
|
|
return p0 + (dif * t);
|
|
}
|
|
|
|
float3 PlaneProject(const Plane &plane, const float3 &point)
|
|
{
|
|
return point - plane.normal * (dot(point, plane.normal) + plane.dist);
|
|
}
|
|
|
|
float3 LineProject(const float3 &p0, const float3 &p1, const float3 &a)
|
|
{
|
|
float3 w;
|
|
w = p1 - p0;
|
|
float t = dot(w, (a - p0)) / (sqr(w.x) + sqr(w.y) + sqr(w.z));
|
|
return p0 + w * t;
|
|
}
|
|
|
|
float LineProjectTime(const float3 &p0, const float3 &p1, const float3 &a)
|
|
{
|
|
float3 w;
|
|
w = p1 - p0;
|
|
float t = dot(w, (a - p0)) / (sqr(w.x) + sqr(w.y) + sqr(w.z));
|
|
return t;
|
|
}
|
|
|
|
float3 TriNormal(const float3 &v0, const float3 &v1, const float3 &v2)
|
|
{
|
|
// return the normal of the triangle
|
|
// inscribed by v0, v1, and v2
|
|
float3 cp = cross(v1 - v0, v2 - v1);
|
|
float m = magnitude(cp);
|
|
if (m == 0) return float3(1, 0, 0);
|
|
return cp * (1.0f / m);
|
|
}
|
|
|
|
int BoxInside(const float3 &p, const float3 &bmin, const float3 &bmax)
|
|
{
|
|
return (p.x >= bmin.x && p.x <= bmax.x &&
|
|
p.y >= bmin.y && p.y <= bmax.y &&
|
|
p.z >= bmin.z && p.z <= bmax.z);
|
|
}
|
|
|
|
int BoxIntersect(const float3 &v0, const float3 &v1, const float3 &bmin, const float3 &bmax, float3 *impact)
|
|
{
|
|
if (BoxInside(v0, bmin, bmax))
|
|
{
|
|
*impact = v0;
|
|
return 1;
|
|
}
|
|
if (v0.x <= bmin.x && v1.x >= bmin.x)
|
|
{
|
|
float a = (bmin.x - v0.x) / (v1.x - v0.x);
|
|
//v.x = bmin.x;
|
|
float vy = (1 - a) * v0.y + a * v1.y;
|
|
float vz = (1 - a) * v0.z + a * v1.z;
|
|
if (vy >= bmin.y && vy <= bmax.y && vz >= bmin.z && vz <= bmax.z)
|
|
{
|
|
impact->x = bmin.x;
|
|
impact->y = vy;
|
|
impact->z = vz;
|
|
return 1;
|
|
}
|
|
}
|
|
else if (v0.x >= bmax.x && v1.x <= bmax.x)
|
|
{
|
|
float a = (bmax.x - v0.x) / (v1.x - v0.x);
|
|
//v.x = bmax.x;
|
|
float vy = (1 - a) * v0.y + a * v1.y;
|
|
float vz = (1 - a) * v0.z + a * v1.z;
|
|
if (vy >= bmin.y && vy <= bmax.y && vz >= bmin.z && vz <= bmax.z)
|
|
{
|
|
impact->x = bmax.x;
|
|
impact->y = vy;
|
|
impact->z = vz;
|
|
return 1;
|
|
}
|
|
}
|
|
if (v0.y <= bmin.y && v1.y >= bmin.y)
|
|
{
|
|
float a = (bmin.y - v0.y) / (v1.y - v0.y);
|
|
float vx = (1 - a) * v0.x + a * v1.x;
|
|
//v.y = bmin.y;
|
|
float vz = (1 - a) * v0.z + a * v1.z;
|
|
if (vx >= bmin.x && vx <= bmax.x && vz >= bmin.z && vz <= bmax.z)
|
|
{
|
|
impact->x = vx;
|
|
impact->y = bmin.y;
|
|
impact->z = vz;
|
|
return 1;
|
|
}
|
|
}
|
|
else if (v0.y >= bmax.y && v1.y <= bmax.y)
|
|
{
|
|
float a = (bmax.y - v0.y) / (v1.y - v0.y);
|
|
float vx = (1 - a) * v0.x + a * v1.x;
|
|
// vy = bmax.y;
|
|
float vz = (1 - a) * v0.z + a * v1.z;
|
|
if (vx >= bmin.x && vx <= bmax.x && vz >= bmin.z && vz <= bmax.z)
|
|
{
|
|
impact->x = vx;
|
|
impact->y = bmax.y;
|
|
impact->z = vz;
|
|
return 1;
|
|
}
|
|
}
|
|
if (v0.z <= bmin.z && v1.z >= bmin.z)
|
|
{
|
|
float a = (bmin.z - v0.z) / (v1.z - v0.z);
|
|
float vx = (1 - a) * v0.x + a * v1.x;
|
|
float vy = (1 - a) * v0.y + a * v1.y;
|
|
// v.z = bmin.z;
|
|
if (vy >= bmin.y && vy <= bmax.y && vx >= bmin.x && vx <= bmax.x)
|
|
{
|
|
impact->x = vx;
|
|
impact->y = vy;
|
|
impact->z = bmin.z;
|
|
return 1;
|
|
}
|
|
}
|
|
else if (v0.z >= bmax.z && v1.z <= bmax.z)
|
|
{
|
|
float a = (bmax.z - v0.z) / (v1.z - v0.z);
|
|
float vx = (1 - a) * v0.x + a * v1.x;
|
|
float vy = (1 - a) * v0.y + a * v1.y;
|
|
// v.z = bmax.z;
|
|
if (vy >= bmin.y && vy <= bmax.y && vx >= bmin.x && vx <= bmax.x)
|
|
{
|
|
impact->x = vx;
|
|
impact->y = vy;
|
|
impact->z = bmax.z;
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
float DistanceBetweenLines(const float3 &ustart, const float3 &udir, const float3 &vstart, const float3 &vdir, float3 *upoint, float3 *vpoint)
|
|
{
|
|
float3 cp;
|
|
cp = normalize(cross(udir, vdir));
|
|
|
|
float distu = -dot(cp, ustart);
|
|
float distv = -dot(cp, vstart);
|
|
float dist = (float)fabs(distu - distv);
|
|
if (upoint)
|
|
{
|
|
Plane plane;
|
|
plane.normal = normalize(cross(vdir, cp));
|
|
plane.dist = -dot(plane.normal, vstart);
|
|
*upoint = PlaneLineIntersection(plane, ustart, ustart + udir);
|
|
}
|
|
if (vpoint)
|
|
{
|
|
Plane plane;
|
|
plane.normal = normalize(cross(udir, cp));
|
|
plane.dist = -dot(plane.normal, ustart);
|
|
*vpoint = PlaneLineIntersection(plane, vstart, vstart + vdir);
|
|
}
|
|
return dist;
|
|
}
|
|
|
|
Quaternion VirtualTrackBall(const float3 &cop, const float3 &cor, const float3 &dir1, const float3 &dir2)
|
|
{
|
|
// routine taken from game programming gems.
|
|
// Implement track ball functionality to spin stuf on the screen
|
|
// cop center of projection
|
|
// cor center of rotation
|
|
// dir1 old mouse direction
|
|
// dir2 new mouse direction
|
|
// pretend there is a sphere around cor. Then find the points
|
|
// where dir1 and dir2 intersect that sphere. Find the
|
|
// rotation that takes the first point to the second.
|
|
float m;
|
|
// compute plane
|
|
float3 nrml = cor - cop;
|
|
float fudgefactor = 1.0f / (magnitude(nrml) * 0.25f); // since trackball proportional to distance from cop
|
|
nrml = normalize(nrml);
|
|
float dist = -dot(nrml, cor);
|
|
float3 u = PlaneLineIntersection(Plane(nrml, dist), cop, cop + dir1);
|
|
u = u - cor;
|
|
u = u * fudgefactor;
|
|
m = magnitude(u);
|
|
if (m > 1)
|
|
{
|
|
u /= m;
|
|
}
|
|
else
|
|
{
|
|
u = u - (nrml * sqrtf(1 - m * m));
|
|
}
|
|
float3 v = PlaneLineIntersection(Plane(nrml, dist), cop, cop + dir2);
|
|
v = v - cor;
|
|
v = v * fudgefactor;
|
|
m = magnitude(v);
|
|
if (m > 1)
|
|
{
|
|
v /= m;
|
|
}
|
|
else
|
|
{
|
|
v = v - (nrml * sqrtf(1 - m * m));
|
|
}
|
|
return RotationArc(u, v);
|
|
}
|
|
|
|
int countpolyhit = 0;
|
|
int PolyHit(const float3 *vert, const int n, const float3 &v0, const float3 &v1, float3 *impact, float3 *normal)
|
|
{
|
|
countpolyhit++;
|
|
int i;
|
|
float3 nrml(0, 0, 0);
|
|
for (i = 0; i < n; i++)
|
|
{
|
|
int i1 = (i + 1) % n;
|
|
int i2 = (i + 2) % n;
|
|
nrml = nrml + cross(vert[i1] - vert[i], vert[i2] - vert[i1]);
|
|
}
|
|
|
|
float m = magnitude(nrml);
|
|
if (m == 0.0)
|
|
{
|
|
return 0;
|
|
}
|
|
nrml = nrml * (1.0f / m);
|
|
float dist = -dot(nrml, vert[0]);
|
|
float d0, d1;
|
|
if ((d0 = dot(v0, nrml) + dist) < 0 || (d1 = dot(v1, nrml) + dist) > 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
float3 the_point;
|
|
// By using the cached plane distances d0 and d1
|
|
// we can optimize the following:
|
|
// the_point = planelineintersection(nrml,dist,v0,v1);
|
|
float a = d0 / (d0 - d1);
|
|
the_point = v0 * (1 - a) + v1 * a;
|
|
|
|
int inside = 1;
|
|
for (int j = 0; inside && j < n; j++)
|
|
{
|
|
// let inside = 0 if outside
|
|
float3 pp1, pp2, side;
|
|
pp1 = vert[j];
|
|
pp2 = vert[(j + 1) % n];
|
|
side = cross((pp2 - pp1), (the_point - pp1));
|
|
inside = (dot(nrml, side) >= 0.0);
|
|
}
|
|
if (inside)
|
|
{
|
|
if (normal)
|
|
{
|
|
*normal = nrml;
|
|
}
|
|
if (impact)
|
|
{
|
|
*impact = the_point;
|
|
}
|
|
}
|
|
return inside;
|
|
}
|
|
|
|
//**************************************************************************
|
|
//**************************************************************************
|
|
//*** Stan Melax's array template, needed to compile his hull generation code
|
|
//**************************************************************************
|
|
//**************************************************************************
|
|
|
|
template <class Type>
|
|
class ArrayRet;
|
|
template <class Type>
|
|
class Array
|
|
{
|
|
public:
|
|
Array(int s = 0);
|
|
Array(Array<Type> &array);
|
|
Array(ArrayRet<Type> &array);
|
|
~Array();
|
|
void allocate(int s);
|
|
void SetSize(int s);
|
|
void Pack();
|
|
Type &Add(Type);
|
|
void AddUnique(Type);
|
|
int Contains(Type);
|
|
void Insert(Type, int);
|
|
int IndexOf(Type);
|
|
void Remove(Type);
|
|
void DelIndex(int i);
|
|
Type *element;
|
|
int count;
|
|
int array_size;
|
|
const Type &operator[](int i) const
|
|
{
|
|
assert(i >= 0 && i < count);
|
|
return element[i];
|
|
}
|
|
Type &operator[](int i)
|
|
{
|
|
assert(i >= 0 && i < count);
|
|
return element[i];
|
|
}
|
|
Type &Pop()
|
|
{
|
|
assert(count);
|
|
count--;
|
|
return element[count];
|
|
}
|
|
Array<Type> &operator=(Array<Type> &array);
|
|
Array<Type> &operator=(ArrayRet<Type> &array);
|
|
// operator ArrayRet<Type> &() { return *(ArrayRet<Type> *)this;} // this worked but i suspect could be dangerous
|
|
};
|
|
|
|
template <class Type>
|
|
class ArrayRet : public Array<Type>
|
|
{
|
|
};
|
|
|
|
template <class Type>
|
|
Array<Type>::Array(int s)
|
|
{
|
|
count = 0;
|
|
array_size = 0;
|
|
element = NULL;
|
|
if (s)
|
|
{
|
|
allocate(s);
|
|
}
|
|
}
|
|
|
|
template <class Type>
|
|
Array<Type>::Array(Array<Type> &array)
|
|
{
|
|
count = 0;
|
|
array_size = 0;
|
|
element = NULL;
|
|
for (int i = 0; i < array.count; i++)
|
|
{
|
|
Add(array[i]);
|
|
}
|
|
}
|
|
|
|
template <class Type>
|
|
Array<Type>::Array(ArrayRet<Type> &array)
|
|
{
|
|
*this = array;
|
|
}
|
|
template <class Type>
|
|
Array<Type> &Array<Type>::operator=(ArrayRet<Type> &array)
|
|
{
|
|
count = array.count;
|
|
array_size = array.array_size;
|
|
element = array.element;
|
|
array.element = NULL;
|
|
array.count = 0;
|
|
array.array_size = 0;
|
|
return *this;
|
|
}
|
|
|
|
template <class Type>
|
|
Array<Type> &Array<Type>::operator=(Array<Type> &array)
|
|
{
|
|
count = 0;
|
|
for (int i = 0; i < array.count; i++)
|
|
{
|
|
Add(array[i]);
|
|
}
|
|
return *this;
|
|
}
|
|
|
|
template <class Type>
|
|
Array<Type>::~Array()
|
|
{
|
|
if (element != NULL)
|
|
{
|
|
free(element);
|
|
}
|
|
count = 0;
|
|
array_size = 0;
|
|
element = NULL;
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::allocate(int s)
|
|
{
|
|
assert(s > 0);
|
|
assert(s >= count);
|
|
Type *old = element;
|
|
array_size = s;
|
|
element = (Type *)malloc(sizeof(Type) * array_size);
|
|
assert(element);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
element[i] = old[i];
|
|
}
|
|
if (old)
|
|
{
|
|
free(old);
|
|
}
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::SetSize(int s)
|
|
{
|
|
if (s == 0)
|
|
{
|
|
if (element)
|
|
{
|
|
free(element);
|
|
element = NULL;
|
|
}
|
|
array_size = s;
|
|
}
|
|
else
|
|
{
|
|
allocate(s);
|
|
}
|
|
count = s;
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::Pack()
|
|
{
|
|
allocate(count);
|
|
}
|
|
|
|
template <class Type>
|
|
Type &Array<Type>::Add(Type t)
|
|
{
|
|
assert(count <= array_size);
|
|
if (count == array_size)
|
|
{
|
|
allocate((array_size) ? array_size * 2 : 16);
|
|
}
|
|
element[count++] = t;
|
|
return element[count - 1];
|
|
}
|
|
|
|
template <class Type>
|
|
int Array<Type>::Contains(Type t)
|
|
{
|
|
int i;
|
|
int found = 0;
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if (element[i] == t) found++;
|
|
}
|
|
return found;
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::AddUnique(Type t)
|
|
{
|
|
if (!Contains(t)) Add(t);
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::DelIndex(int i)
|
|
{
|
|
assert(i < count);
|
|
count--;
|
|
while (i < count)
|
|
{
|
|
element[i] = element[i + 1];
|
|
i++;
|
|
}
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::Remove(Type t)
|
|
{
|
|
int i;
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if (element[i] == t)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
assert(i < count); // assert object t is in the array.
|
|
DelIndex(i);
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
assert(element[i] != t);
|
|
}
|
|
}
|
|
|
|
template <class Type>
|
|
void Array<Type>::Insert(Type t, int k)
|
|
{
|
|
int i = count;
|
|
Add(t); // to allocate space
|
|
while (i > k)
|
|
{
|
|
element[i] = element[i - 1];
|
|
i--;
|
|
}
|
|
assert(i == k);
|
|
element[k] = t;
|
|
}
|
|
|
|
template <class Type>
|
|
int Array<Type>::IndexOf(Type t)
|
|
{
|
|
int i;
|
|
for (i = 0; i < count; i++)
|
|
{
|
|
if (element[i] == t)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
assert(0);
|
|
return -1;
|
|
}
|
|
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
//******** Hull header
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
|
|
class PHullResult
|
|
{
|
|
public:
|
|
PHullResult(void)
|
|
{
|
|
mVcount = 0;
|
|
mIndexCount = 0;
|
|
mFaceCount = 0;
|
|
mVertices = 0;
|
|
mIndices = 0;
|
|
}
|
|
|
|
unsigned int mVcount;
|
|
unsigned int mIndexCount;
|
|
unsigned int mFaceCount;
|
|
float *mVertices;
|
|
unsigned int *mIndices;
|
|
};
|
|
|
|
#define REAL3 float3
|
|
#define REAL float
|
|
|
|
#define COPLANAR (0)
|
|
#define UNDER (1)
|
|
#define OVER (2)
|
|
#define SPLIT (OVER | UNDER)
|
|
#define PAPERWIDTH (0.001f)
|
|
|
|
float planetestepsilon = PAPERWIDTH;
|
|
|
|
class ConvexH
|
|
{
|
|
public:
|
|
class HalfEdge
|
|
{
|
|
public:
|
|
short ea; // the other half of the edge (index into edges list)
|
|
unsigned char v; // the vertex at the start of this edge (index into vertices list)
|
|
unsigned char p; // the facet on which this edge lies (index into facets list)
|
|
HalfEdge() {}
|
|
HalfEdge(short _ea, unsigned char _v, unsigned char _p) : ea(_ea), v(_v), p(_p) {}
|
|
};
|
|
Array<REAL3> vertices;
|
|
Array<HalfEdge> edges;
|
|
Array<Plane> facets;
|
|
ConvexH(int vertices_size, int edges_size, int facets_size);
|
|
};
|
|
|
|
typedef ConvexH::HalfEdge HalfEdge;
|
|
|
|
ConvexH::ConvexH(int vertices_size, int edges_size, int facets_size)
|
|
: vertices(vertices_size), edges(edges_size), facets(facets_size)
|
|
{
|
|
vertices.count = vertices_size;
|
|
edges.count = edges_size;
|
|
facets.count = facets_size;
|
|
}
|
|
|
|
ConvexH *ConvexHDup(ConvexH *src)
|
|
{
|
|
ConvexH *dst = new ConvexH(src->vertices.count, src->edges.count, src->facets.count);
|
|
memcpy(dst->vertices.element, src->vertices.element, sizeof(float3) * src->vertices.count);
|
|
memcpy(dst->edges.element, src->edges.element, sizeof(HalfEdge) * src->edges.count);
|
|
memcpy(dst->facets.element, src->facets.element, sizeof(Plane) * src->facets.count);
|
|
return dst;
|
|
}
|
|
|
|
int PlaneTest(const Plane &p, const REAL3 &v)
|
|
{
|
|
REAL a = dot(v, p.normal) + p.dist;
|
|
int flag = (a > planetestepsilon) ? OVER : ((a < -planetestepsilon) ? UNDER : COPLANAR);
|
|
return flag;
|
|
}
|
|
|
|
int SplitTest(ConvexH &convex, const Plane &plane)
|
|
{
|
|
int flag = 0;
|
|
for (int i = 0; i < convex.vertices.count; i++)
|
|
{
|
|
flag |= PlaneTest(plane, convex.vertices[i]);
|
|
}
|
|
return flag;
|
|
}
|
|
|
|
class VertFlag
|
|
{
|
|
public:
|
|
unsigned char planetest;
|
|
unsigned char junk;
|
|
unsigned char undermap;
|
|
unsigned char overmap;
|
|
};
|
|
class EdgeFlag
|
|
{
|
|
public:
|
|
unsigned char planetest;
|
|
unsigned char fixes;
|
|
short undermap;
|
|
short overmap;
|
|
};
|
|
class PlaneFlag
|
|
{
|
|
public:
|
|
unsigned char undermap;
|
|
unsigned char overmap;
|
|
};
|
|
class Coplanar
|
|
{
|
|
public:
|
|
unsigned short ea;
|
|
unsigned char v0;
|
|
unsigned char v1;
|
|
};
|
|
|
|
int AssertIntact(ConvexH &convex)
|
|
{
|
|
int i;
|
|
int estart = 0;
|
|
for (i = 0; i < convex.edges.count; i++)
|
|
{
|
|
if (convex.edges[estart].p != convex.edges[i].p)
|
|
{
|
|
estart = i;
|
|
}
|
|
int inext = i + 1;
|
|
if (inext >= convex.edges.count || convex.edges[inext].p != convex.edges[i].p)
|
|
{
|
|
inext = estart;
|
|
}
|
|
assert(convex.edges[inext].p == convex.edges[i].p);
|
|
int nb = convex.edges[i].ea;
|
|
assert(nb != 255);
|
|
if (nb == 255 || nb == -1) return 0;
|
|
assert(nb != -1);
|
|
assert(i == convex.edges[nb].ea);
|
|
}
|
|
for (i = 0; i < convex.edges.count; i++)
|
|
{
|
|
assert(COPLANAR == PlaneTest(convex.facets[convex.edges[i].p], convex.vertices[convex.edges[i].v]));
|
|
if (COPLANAR != PlaneTest(convex.facets[convex.edges[i].p], convex.vertices[convex.edges[i].v])) return 0;
|
|
if (convex.edges[estart].p != convex.edges[i].p)
|
|
{
|
|
estart = i;
|
|
}
|
|
int i1 = i + 1;
|
|
if (i1 >= convex.edges.count || convex.edges[i1].p != convex.edges[i].p)
|
|
{
|
|
i1 = estart;
|
|
}
|
|
int i2 = i1 + 1;
|
|
if (i2 >= convex.edges.count || convex.edges[i2].p != convex.edges[i].p)
|
|
{
|
|
i2 = estart;
|
|
}
|
|
if (i == i2) continue; // i sliced tangent to an edge and created 2 meaningless edges
|
|
REAL3 localnormal = TriNormal(convex.vertices[convex.edges[i].v],
|
|
convex.vertices[convex.edges[i1].v],
|
|
convex.vertices[convex.edges[i2].v]);
|
|
assert(dot(localnormal, convex.facets[convex.edges[i].p].normal) > 0);
|
|
if (dot(localnormal, convex.facets[convex.edges[i].p].normal) <= 0) return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
// back to back quads
|
|
ConvexH *test_btbq()
|
|
{
|
|
ConvexH *convex = new ConvexH(4, 8, 2);
|
|
convex->vertices[0] = REAL3(0, 0, 0);
|
|
convex->vertices[1] = REAL3(1, 0, 0);
|
|
convex->vertices[2] = REAL3(1, 1, 0);
|
|
convex->vertices[3] = REAL3(0, 1, 0);
|
|
convex->facets[0] = Plane(REAL3(0, 0, 1), 0);
|
|
convex->facets[1] = Plane(REAL3(0, 0, -1), 0);
|
|
convex->edges[0] = HalfEdge(7, 0, 0);
|
|
convex->edges[1] = HalfEdge(6, 1, 0);
|
|
convex->edges[2] = HalfEdge(5, 2, 0);
|
|
convex->edges[3] = HalfEdge(4, 3, 0);
|
|
|
|
convex->edges[4] = HalfEdge(3, 0, 1);
|
|
convex->edges[5] = HalfEdge(2, 3, 1);
|
|
convex->edges[6] = HalfEdge(1, 2, 1);
|
|
convex->edges[7] = HalfEdge(0, 1, 1);
|
|
AssertIntact(*convex);
|
|
return convex;
|
|
}
|
|
ConvexH *test_cube()
|
|
{
|
|
ConvexH *convex = new ConvexH(8, 24, 6);
|
|
convex->vertices[0] = REAL3(0, 0, 0);
|
|
convex->vertices[1] = REAL3(0, 0, 1);
|
|
convex->vertices[2] = REAL3(0, 1, 0);
|
|
convex->vertices[3] = REAL3(0, 1, 1);
|
|
convex->vertices[4] = REAL3(1, 0, 0);
|
|
convex->vertices[5] = REAL3(1, 0, 1);
|
|
convex->vertices[6] = REAL3(1, 1, 0);
|
|
convex->vertices[7] = REAL3(1, 1, 1);
|
|
|
|
convex->facets[0] = Plane(REAL3(-1, 0, 0), 0);
|
|
convex->facets[1] = Plane(REAL3(1, 0, 0), -1);
|
|
convex->facets[2] = Plane(REAL3(0, -1, 0), 0);
|
|
convex->facets[3] = Plane(REAL3(0, 1, 0), -1);
|
|
convex->facets[4] = Plane(REAL3(0, 0, -1), 0);
|
|
convex->facets[5] = Plane(REAL3(0, 0, 1), -1);
|
|
|
|
convex->edges[0] = HalfEdge(11, 0, 0);
|
|
convex->edges[1] = HalfEdge(23, 1, 0);
|
|
convex->edges[2] = HalfEdge(15, 3, 0);
|
|
convex->edges[3] = HalfEdge(16, 2, 0);
|
|
|
|
convex->edges[4] = HalfEdge(13, 6, 1);
|
|
convex->edges[5] = HalfEdge(21, 7, 1);
|
|
convex->edges[6] = HalfEdge(9, 5, 1);
|
|
convex->edges[7] = HalfEdge(18, 4, 1);
|
|
|
|
convex->edges[8] = HalfEdge(19, 0, 2);
|
|
convex->edges[9] = HalfEdge(6, 4, 2);
|
|
convex->edges[10] = HalfEdge(20, 5, 2);
|
|
convex->edges[11] = HalfEdge(0, 1, 2);
|
|
|
|
convex->edges[12] = HalfEdge(22, 3, 3);
|
|
convex->edges[13] = HalfEdge(4, 7, 3);
|
|
convex->edges[14] = HalfEdge(17, 6, 3);
|
|
convex->edges[15] = HalfEdge(2, 2, 3);
|
|
|
|
convex->edges[16] = HalfEdge(3, 0, 4);
|
|
convex->edges[17] = HalfEdge(14, 2, 4);
|
|
convex->edges[18] = HalfEdge(7, 6, 4);
|
|
convex->edges[19] = HalfEdge(8, 4, 4);
|
|
|
|
convex->edges[20] = HalfEdge(10, 1, 5);
|
|
convex->edges[21] = HalfEdge(5, 5, 5);
|
|
convex->edges[22] = HalfEdge(12, 7, 5);
|
|
convex->edges[23] = HalfEdge(1, 3, 5);
|
|
|
|
return convex;
|
|
}
|
|
ConvexH *ConvexHMakeCube(const REAL3 &bmin, const REAL3 &bmax)
|
|
{
|
|
ConvexH *convex = test_cube();
|
|
convex->vertices[0] = REAL3(bmin.x, bmin.y, bmin.z);
|
|
convex->vertices[1] = REAL3(bmin.x, bmin.y, bmax.z);
|
|
convex->vertices[2] = REAL3(bmin.x, bmax.y, bmin.z);
|
|
convex->vertices[3] = REAL3(bmin.x, bmax.y, bmax.z);
|
|
convex->vertices[4] = REAL3(bmax.x, bmin.y, bmin.z);
|
|
convex->vertices[5] = REAL3(bmax.x, bmin.y, bmax.z);
|
|
convex->vertices[6] = REAL3(bmax.x, bmax.y, bmin.z);
|
|
convex->vertices[7] = REAL3(bmax.x, bmax.y, bmax.z);
|
|
|
|
convex->facets[0] = Plane(REAL3(-1, 0, 0), bmin.x);
|
|
convex->facets[1] = Plane(REAL3(1, 0, 0), -bmax.x);
|
|
convex->facets[2] = Plane(REAL3(0, -1, 0), bmin.y);
|
|
convex->facets[3] = Plane(REAL3(0, 1, 0), -bmax.y);
|
|
convex->facets[4] = Plane(REAL3(0, 0, -1), bmin.z);
|
|
convex->facets[5] = Plane(REAL3(0, 0, 1), -bmax.z);
|
|
return convex;
|
|
}
|
|
ConvexH *ConvexHCrop(ConvexH &convex, const Plane &slice)
|
|
{
|
|
int i;
|
|
int vertcountunder = 0;
|
|
int vertcountover = 0;
|
|
Array<int> vertscoplanar; // existing vertex members of convex that are coplanar
|
|
vertscoplanar.count = 0;
|
|
Array<int> edgesplit; // existing edges that members of convex that cross the splitplane
|
|
edgesplit.count = 0;
|
|
|
|
assert(convex.edges.count < 480);
|
|
|
|
EdgeFlag edgeflag[512];
|
|
VertFlag vertflag[256];
|
|
PlaneFlag planeflag[128];
|
|
HalfEdge tmpunderedges[512];
|
|
Plane tmpunderplanes[128];
|
|
Coplanar coplanaredges[512];
|
|
int coplanaredges_num = 0;
|
|
|
|
Array<REAL3> createdverts;
|
|
// do the side-of-plane tests
|
|
for (i = 0; i < convex.vertices.count; i++)
|
|
{
|
|
vertflag[i].planetest = PlaneTest(slice, convex.vertices[i]);
|
|
if (vertflag[i].planetest == COPLANAR)
|
|
{
|
|
// ? vertscoplanar.Add(i);
|
|
vertflag[i].undermap = vertcountunder++;
|
|
vertflag[i].overmap = vertcountover++;
|
|
}
|
|
else if (vertflag[i].planetest == UNDER)
|
|
{
|
|
vertflag[i].undermap = vertcountunder++;
|
|
}
|
|
else
|
|
{
|
|
assert(vertflag[i].planetest == OVER);
|
|
vertflag[i].overmap = vertcountover++;
|
|
vertflag[i].undermap = 255; // for debugging purposes
|
|
}
|
|
}
|
|
int vertcountunderold = vertcountunder; // for debugging only
|
|
|
|
int under_edge_count = 0;
|
|
int underplanescount = 0;
|
|
int e0 = 0;
|
|
|
|
for (int currentplane = 0; currentplane < convex.facets.count; currentplane++)
|
|
{
|
|
int estart = e0;
|
|
int enextface = 0;
|
|
int planeside = 0;
|
|
int e1 = e0 + 1;
|
|
int vout = -1;
|
|
int vin = -1;
|
|
int coplanaredge = -1;
|
|
do
|
|
{
|
|
if (e1 >= convex.edges.count || convex.edges[e1].p != currentplane)
|
|
{
|
|
enextface = e1;
|
|
e1 = estart;
|
|
}
|
|
HalfEdge &edge0 = convex.edges[e0];
|
|
HalfEdge &edge1 = convex.edges[e1];
|
|
HalfEdge &edgea = convex.edges[edge0.ea];
|
|
|
|
planeside |= vertflag[edge0.v].planetest;
|
|
//if((vertflag[edge0.v].planetest & vertflag[edge1.v].planetest) == COPLANAR) {
|
|
// assert(ecop==-1);
|
|
// ecop=e;
|
|
//}
|
|
|
|
if (vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == OVER)
|
|
{
|
|
// both endpoints over plane
|
|
edgeflag[e0].undermap = -1;
|
|
}
|
|
else if ((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == UNDER)
|
|
{
|
|
// at least one endpoint under, the other coplanar or under
|
|
|
|
edgeflag[e0].undermap = under_edge_count;
|
|
tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
if (edge0.ea < e0)
|
|
{
|
|
// connect the neighbors
|
|
assert(edgeflag[edge0.ea].undermap != -1);
|
|
tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
|
|
tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
|
|
}
|
|
under_edge_count++;
|
|
}
|
|
else if ((vertflag[edge0.v].planetest | vertflag[edge1.v].planetest) == COPLANAR)
|
|
{
|
|
// both endpoints coplanar
|
|
// must check a 3rd point to see if UNDER
|
|
int e2 = e1 + 1;
|
|
if (e2 >= convex.edges.count || convex.edges[e2].p != currentplane)
|
|
{
|
|
e2 = estart;
|
|
}
|
|
assert(convex.edges[e2].p == currentplane);
|
|
HalfEdge &edge2 = convex.edges[e2];
|
|
if (vertflag[edge2.v].planetest == UNDER)
|
|
{
|
|
edgeflag[e0].undermap = under_edge_count;
|
|
tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
tmpunderedges[under_edge_count].ea = -1;
|
|
// make sure this edge is added to the "coplanar" list
|
|
coplanaredge = under_edge_count;
|
|
vout = vertflag[edge0.v].undermap;
|
|
vin = vertflag[edge1.v].undermap;
|
|
under_edge_count++;
|
|
}
|
|
else
|
|
{
|
|
edgeflag[e0].undermap = -1;
|
|
}
|
|
}
|
|
else if (vertflag[edge0.v].planetest == UNDER && vertflag[edge1.v].planetest == OVER)
|
|
{
|
|
// first is under 2nd is over
|
|
|
|
edgeflag[e0].undermap = under_edge_count;
|
|
tmpunderedges[under_edge_count].v = vertflag[edge0.v].undermap;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
if (edge0.ea < e0)
|
|
{
|
|
assert(edgeflag[edge0.ea].undermap != -1);
|
|
// connect the neighbors
|
|
tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
|
|
tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
|
|
vout = tmpunderedges[edgeflag[edge0.ea].undermap].v;
|
|
}
|
|
else
|
|
{
|
|
Plane &p0 = convex.facets[edge0.p];
|
|
Plane &pa = convex.facets[edgea.p];
|
|
createdverts.Add(ThreePlaneIntersection(p0, pa, slice));
|
|
//createdverts.Add(PlaneProject(slice,PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v])));
|
|
//createdverts.Add(PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v]));
|
|
vout = vertcountunder++;
|
|
}
|
|
under_edge_count++;
|
|
/// hmmm something to think about: i might be able to output this edge regarless of
|
|
// wheter or not we know v-in yet. ok i;ll try this now:
|
|
tmpunderedges[under_edge_count].v = vout;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
tmpunderedges[under_edge_count].ea = -1;
|
|
coplanaredge = under_edge_count;
|
|
under_edge_count++;
|
|
|
|
if (vin != -1)
|
|
{
|
|
// we previously processed an edge where we came under
|
|
// now we know about vout as well
|
|
|
|
// ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
|
|
}
|
|
}
|
|
else if (vertflag[edge0.v].planetest == COPLANAR && vertflag[edge1.v].planetest == OVER)
|
|
{
|
|
// first is coplanar 2nd is over
|
|
|
|
edgeflag[e0].undermap = -1;
|
|
vout = vertflag[edge0.v].undermap;
|
|
// I hate this but i have to make sure part of this face is UNDER before ouputting this vert
|
|
int k = estart;
|
|
assert(edge0.p == currentplane);
|
|
while (!(planeside & UNDER) && k < convex.edges.count && convex.edges[k].p == edge0.p)
|
|
{
|
|
planeside |= vertflag[convex.edges[k].v].planetest;
|
|
k++;
|
|
}
|
|
if (planeside & UNDER)
|
|
{
|
|
tmpunderedges[under_edge_count].v = vout;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
tmpunderedges[under_edge_count].ea = -1;
|
|
coplanaredge = under_edge_count; // hmmm should make a note of the edge # for later on
|
|
under_edge_count++;
|
|
}
|
|
}
|
|
else if (vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == UNDER)
|
|
{
|
|
// first is over next is under
|
|
// new vertex!!!
|
|
assert(vin == -1);
|
|
if (e0 < edge0.ea)
|
|
{
|
|
Plane &p0 = convex.facets[edge0.p];
|
|
Plane &pa = convex.facets[edgea.p];
|
|
createdverts.Add(ThreePlaneIntersection(p0, pa, slice));
|
|
//createdverts.Add(PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v]));
|
|
//createdverts.Add(PlaneProject(slice,PlaneLineIntersection(slice,convex.vertices[edge0.v],convex.vertices[edgea.v])));
|
|
vin = vertcountunder++;
|
|
}
|
|
else
|
|
{
|
|
// find the new vertex that was created by edge[edge0.ea]
|
|
int nea = edgeflag[edge0.ea].undermap;
|
|
assert(tmpunderedges[nea].p == tmpunderedges[nea + 1].p);
|
|
vin = tmpunderedges[nea + 1].v;
|
|
assert(vin < vertcountunder);
|
|
assert(vin >= vertcountunderold); // for debugging only
|
|
}
|
|
if (vout != -1)
|
|
{
|
|
// we previously processed an edge where we went over
|
|
// now we know vin too
|
|
// ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
|
|
}
|
|
// output edge
|
|
tmpunderedges[under_edge_count].v = vin;
|
|
tmpunderedges[under_edge_count].p = underplanescount;
|
|
edgeflag[e0].undermap = under_edge_count;
|
|
if (e0 > edge0.ea)
|
|
{
|
|
assert(edgeflag[edge0.ea].undermap != -1);
|
|
// connect the neighbors
|
|
tmpunderedges[under_edge_count].ea = edgeflag[edge0.ea].undermap;
|
|
tmpunderedges[edgeflag[edge0.ea].undermap].ea = under_edge_count;
|
|
}
|
|
assert(edgeflag[e0].undermap == under_edge_count);
|
|
under_edge_count++;
|
|
}
|
|
else if (vertflag[edge0.v].planetest == OVER && vertflag[edge1.v].planetest == COPLANAR)
|
|
{
|
|
// first is over next is coplanar
|
|
|
|
edgeflag[e0].undermap = -1;
|
|
vin = vertflag[edge1.v].undermap;
|
|
assert(vin != -1);
|
|
if (vout != -1)
|
|
{
|
|
// we previously processed an edge where we came under
|
|
// now we know both endpoints
|
|
// ADD THIS EDGE TO THE LIST OF EDGES THAT NEED NEIGHBOR ON PARTITION PLANE!!
|
|
}
|
|
}
|
|
else
|
|
{
|
|
assert(0);
|
|
}
|
|
|
|
e0 = e1;
|
|
e1++; // do the modulo at the beginning of the loop
|
|
|
|
} while (e0 != estart);
|
|
e0 = enextface;
|
|
if (planeside & UNDER)
|
|
{
|
|
planeflag[currentplane].undermap = underplanescount;
|
|
tmpunderplanes[underplanescount] = convex.facets[currentplane];
|
|
underplanescount++;
|
|
}
|
|
else
|
|
{
|
|
planeflag[currentplane].undermap = 0;
|
|
}
|
|
if (vout >= 0 && (planeside & UNDER))
|
|
{
|
|
assert(vin >= 0);
|
|
assert(coplanaredge >= 0);
|
|
assert(coplanaredge != 511);
|
|
coplanaredges[coplanaredges_num].ea = coplanaredge;
|
|
coplanaredges[coplanaredges_num].v0 = vin;
|
|
coplanaredges[coplanaredges_num].v1 = vout;
|
|
coplanaredges_num++;
|
|
}
|
|
}
|
|
|
|
// add the new plane to the mix:
|
|
if (coplanaredges_num > 0)
|
|
{
|
|
tmpunderplanes[underplanescount++] = slice;
|
|
}
|
|
for (i = 0; i < coplanaredges_num - 1; i++)
|
|
{
|
|
if (coplanaredges[i].v1 != coplanaredges[i + 1].v0)
|
|
{
|
|
int j = 0;
|
|
for (j = i + 2; j < coplanaredges_num; j++)
|
|
{
|
|
if (coplanaredges[i].v1 == coplanaredges[j].v0)
|
|
{
|
|
Coplanar tmp = coplanaredges[i + 1];
|
|
coplanaredges[i + 1] = coplanaredges[j];
|
|
coplanaredges[j] = tmp;
|
|
break;
|
|
}
|
|
}
|
|
if (j >= coplanaredges_num)
|
|
{
|
|
assert(j < coplanaredges_num);
|
|
return NULL;
|
|
}
|
|
}
|
|
}
|
|
ConvexH *punder = new ConvexH(vertcountunder, under_edge_count + coplanaredges_num, underplanescount);
|
|
ConvexH &under = *punder;
|
|
int k = 0;
|
|
for (i = 0; i < convex.vertices.count; i++)
|
|
{
|
|
if (vertflag[i].planetest != OVER)
|
|
{
|
|
under.vertices[k++] = convex.vertices[i];
|
|
}
|
|
}
|
|
i = 0;
|
|
while (k < vertcountunder)
|
|
{
|
|
under.vertices[k++] = createdverts[i++];
|
|
}
|
|
assert(i == createdverts.count);
|
|
|
|
for (i = 0; i < coplanaredges_num; i++)
|
|
{
|
|
under.edges[under_edge_count + i].p = underplanescount - 1;
|
|
under.edges[under_edge_count + i].ea = coplanaredges[i].ea;
|
|
tmpunderedges[coplanaredges[i].ea].ea = under_edge_count + i;
|
|
under.edges[under_edge_count + i].v = coplanaredges[i].v0;
|
|
}
|
|
|
|
memcpy(under.edges.element, tmpunderedges, sizeof(HalfEdge) * under_edge_count);
|
|
memcpy(under.facets.element, tmpunderplanes, sizeof(Plane) * underplanescount);
|
|
return punder;
|
|
}
|
|
|
|
static int candidateplane(Plane *planes, int planes_count, ConvexH *convex, float epsilon)
|
|
{
|
|
int p = 0;
|
|
REAL md = 0;
|
|
int i;
|
|
for (i = 0; i < planes_count; i++)
|
|
{
|
|
REAL d = 0;
|
|
for (int j = 0; j < convex->vertices.count; j++)
|
|
{
|
|
d = Max(d, dot(convex->vertices[j], planes[i].normal) + planes[i].dist);
|
|
}
|
|
if (i == 0 || d > md)
|
|
{
|
|
p = i;
|
|
md = d;
|
|
}
|
|
}
|
|
return (md > epsilon) ? p : -1;
|
|
}
|
|
|
|
template <class T>
|
|
inline int maxdir(const T *p, int count, const T &dir)
|
|
{
|
|
assert(count);
|
|
int m = 0;
|
|
float currDotm = dot(p[0], dir);
|
|
for (int i = 1; i < count; i++)
|
|
{
|
|
const float currDoti = dot(p[i], dir);
|
|
if (currDoti > currDotm)
|
|
{
|
|
currDotm = currDoti;
|
|
m = i;
|
|
}
|
|
}
|
|
return m;
|
|
}
|
|
|
|
template <class T>
|
|
int maxdirfiltered(const T *p, int count, const T &dir, Array<int> &allow)
|
|
{
|
|
assert(count);
|
|
int m = -1;
|
|
float currDotm = dot(p[0], dir);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
if (allow[i])
|
|
{
|
|
if (m == -1)
|
|
{
|
|
currDotm = dot(p[i], dir);
|
|
m = i;
|
|
}
|
|
else
|
|
{
|
|
const float currDoti = dot(p[i], dir);
|
|
if (currDoti > currDotm)
|
|
{
|
|
currDotm = currDoti;
|
|
m = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
assert(m != -1);
|
|
return m;
|
|
}
|
|
|
|
float3 orth(const float3 &v)
|
|
{
|
|
float3 a = cross(v, float3(0, 0, 1));
|
|
float3 b = cross(v, float3(0, 1, 0));
|
|
return normalize((magnitude(a) > magnitude(b)) ? a : b);
|
|
}
|
|
|
|
template <class T>
|
|
int maxdirsterid(const T *p, int count, const T &dir, Array<int> &allow)
|
|
{
|
|
int m = -1;
|
|
while (m == -1)
|
|
{
|
|
m = maxdirfiltered(p, count, dir, allow);
|
|
if (allow[m] == 3) return m;
|
|
T u = orth(dir);
|
|
T v = cross(u, dir);
|
|
int ma = -1;
|
|
for (float x = 0.0f; x <= 360.0f; x += 45.0f)
|
|
{
|
|
float s = sinf(DEG2RAD * (x));
|
|
float c = cosf(DEG2RAD * (x));
|
|
int mb = maxdirfiltered(p, count, dir + (u * s + v * c) * 0.025f, allow);
|
|
if (ma == m && mb == m)
|
|
{
|
|
allow[m] = 3;
|
|
return m;
|
|
}
|
|
if (ma != -1 && ma != mb) // Yuck - this is really ugly
|
|
{
|
|
int mc = ma;
|
|
for (float xx = x - 40.0f; xx <= x; xx += 5.0f)
|
|
{
|
|
float s = sinf(DEG2RAD * (xx));
|
|
float c = cosf(DEG2RAD * (xx));
|
|
int md = maxdirfiltered(p, count, dir + (u * s + v * c) * 0.025f, allow);
|
|
if (mc == m && md == m)
|
|
{
|
|
allow[m] = 3;
|
|
return m;
|
|
}
|
|
mc = md;
|
|
}
|
|
}
|
|
ma = mb;
|
|
}
|
|
allow[m] = 0;
|
|
m = -1;
|
|
}
|
|
assert(0);
|
|
return m;
|
|
}
|
|
|
|
int operator==(const int3 &a, const int3 &b)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
if (a[i] != b[i]) return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int3 roll3(int3 a)
|
|
{
|
|
int tmp = a[0];
|
|
a[0] = a[1];
|
|
a[1] = a[2];
|
|
a[2] = tmp;
|
|
return a;
|
|
}
|
|
int isa(const int3 &a, const int3 &b)
|
|
{
|
|
return (a == b || roll3(a) == b || a == roll3(b));
|
|
}
|
|
int b2b(const int3 &a, const int3 &b)
|
|
{
|
|
return isa(a, int3(b[2], b[1], b[0]));
|
|
}
|
|
int above(float3 *vertices, const int3 &t, const float3 &p, float epsilon)
|
|
{
|
|
float3 n = TriNormal(vertices[t[0]], vertices[t[1]], vertices[t[2]]);
|
|
return (dot(n, p - vertices[t[0]]) > epsilon); // EPSILON???
|
|
}
|
|
int hasedge(const int3 &t, int a, int b)
|
|
{
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
if (t[i] == a && t[i1] == b) return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
int hasvert(const int3 &t, int v)
|
|
{
|
|
return (t[0] == v || t[1] == v || t[2] == v);
|
|
}
|
|
int shareedge(const int3 &a, const int3 &b)
|
|
{
|
|
int i;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
if (hasedge(a, b[i1], b[i])) return 1;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
class btHullTriangle;
|
|
|
|
//Array<btHullTriangle*> tris;
|
|
|
|
class btHullTriangle : public int3
|
|
{
|
|
public:
|
|
int3 n;
|
|
int id;
|
|
int vmax;
|
|
float rise;
|
|
Array<btHullTriangle *> *tris;
|
|
btHullTriangle(int a, int b, int c, Array<btHullTriangle *> *pTris) : int3(a, b, c), n(-1, -1, -1)
|
|
{
|
|
tris = pTris;
|
|
id = tris->count;
|
|
tris->Add(this);
|
|
vmax = -1;
|
|
rise = 0.0f;
|
|
}
|
|
~btHullTriangle()
|
|
{
|
|
assert((*tris)[id] == this);
|
|
(*tris)[id] = NULL;
|
|
}
|
|
int &neib(int a, int b);
|
|
};
|
|
|
|
int &btHullTriangle::neib(int a, int b)
|
|
{
|
|
static int er = -1;
|
|
int i;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
int i2 = (i + 2) % 3;
|
|
if ((*this)[i] == a && (*this)[i1] == b) return n[i2];
|
|
if ((*this)[i] == b && (*this)[i1] == a) return n[i2];
|
|
}
|
|
assert(0);
|
|
return er;
|
|
}
|
|
void b2bfix(btHullTriangle *s, btHullTriangle *t, Array<btHullTriangle *> &tris)
|
|
{
|
|
int i;
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
int i2 = (i + 2) % 3;
|
|
int a = (*s)[i1];
|
|
int b = (*s)[i2];
|
|
assert(tris[s->neib(a, b)]->neib(b, a) == s->id);
|
|
assert(tris[t->neib(a, b)]->neib(b, a) == t->id);
|
|
tris[s->neib(a, b)]->neib(b, a) = t->neib(b, a);
|
|
tris[t->neib(b, a)]->neib(a, b) = s->neib(a, b);
|
|
}
|
|
}
|
|
|
|
void removeb2b(btHullTriangle *s, btHullTriangle *t, Array<btHullTriangle *> &tris)
|
|
{
|
|
b2bfix(s, t, tris);
|
|
delete s;
|
|
delete t;
|
|
}
|
|
|
|
void checkit(btHullTriangle *t, Array<btHullTriangle *> &tris)
|
|
{
|
|
int i;
|
|
assert(tris[t->id] == t);
|
|
for (i = 0; i < 3; i++)
|
|
{
|
|
int i1 = (i + 1) % 3;
|
|
int i2 = (i + 2) % 3;
|
|
int a = (*t)[i1];
|
|
int b = (*t)[i2];
|
|
assert(a != b);
|
|
assert(tris[t->n[i]]->neib(b, a) == t->id);
|
|
}
|
|
}
|
|
void extrude(btHullTriangle *t0, int v, Array<btHullTriangle *> &tris)
|
|
{
|
|
int3 t = *t0;
|
|
int n = tris.count;
|
|
btHullTriangle *ta = new btHullTriangle(v, t[1], t[2], &tris);
|
|
ta->n = int3(t0->n[0], n + 1, n + 2);
|
|
tris[t0->n[0]]->neib(t[1], t[2]) = n + 0;
|
|
btHullTriangle *tb = new btHullTriangle(v, t[2], t[0], &tris);
|
|
tb->n = int3(t0->n[1], n + 2, n + 0);
|
|
tris[t0->n[1]]->neib(t[2], t[0]) = n + 1;
|
|
btHullTriangle *tc = new btHullTriangle(v, t[0], t[1], &tris);
|
|
tc->n = int3(t0->n[2], n + 0, n + 1);
|
|
tris[t0->n[2]]->neib(t[0], t[1]) = n + 2;
|
|
checkit(ta, tris);
|
|
checkit(tb, tris);
|
|
checkit(tc, tris);
|
|
if (hasvert(*tris[ta->n[0]], v)) removeb2b(ta, tris[ta->n[0]], tris);
|
|
if (hasvert(*tris[tb->n[0]], v)) removeb2b(tb, tris[tb->n[0]], tris);
|
|
if (hasvert(*tris[tc->n[0]], v)) removeb2b(tc, tris[tc->n[0]], tris);
|
|
delete t0;
|
|
}
|
|
|
|
btHullTriangle *extrudable(float epsilon, Array<btHullTriangle *> &tris)
|
|
{
|
|
int i;
|
|
btHullTriangle *t = NULL;
|
|
for (i = 0; i < tris.count; i++)
|
|
{
|
|
if (!t || (tris[i] && t->rise < tris[i]->rise))
|
|
{
|
|
t = tris[i];
|
|
}
|
|
}
|
|
return (t->rise > epsilon) ? t : NULL;
|
|
}
|
|
|
|
class int4
|
|
{
|
|
public:
|
|
int x, y, z, w;
|
|
int4(){};
|
|
int4(int _x, int _y, int _z, int _w)
|
|
{
|
|
x = _x;
|
|
y = _y;
|
|
z = _z;
|
|
w = _w;
|
|
}
|
|
const int &operator[](int i) const { return (&x)[i]; }
|
|
int &operator[](int i) { return (&x)[i]; }
|
|
};
|
|
|
|
int4 FindSimplex(float3 *verts, int verts_count, Array<int> &allow)
|
|
{
|
|
float3 basis[3];
|
|
basis[0] = float3(0.01f, 0.02f, 1.0f);
|
|
int p0 = maxdirsterid(verts, verts_count, basis[0], allow);
|
|
int p1 = maxdirsterid(verts, verts_count, -basis[0], allow);
|
|
basis[0] = verts[p0] - verts[p1];
|
|
if (p0 == p1 || basis[0] == float3(0, 0, 0))
|
|
return int4(-1, -1, -1, -1);
|
|
basis[1] = cross(float3(1, 0.02f, 0), basis[0]);
|
|
basis[2] = cross(float3(-0.02f, 1, 0), basis[0]);
|
|
basis[1] = normalize((magnitude(basis[1]) > magnitude(basis[2])) ? basis[1] : basis[2]);
|
|
int p2 = maxdirsterid(verts, verts_count, basis[1], allow);
|
|
if (p2 == p0 || p2 == p1)
|
|
{
|
|
p2 = maxdirsterid(verts, verts_count, -basis[1], allow);
|
|
}
|
|
if (p2 == p0 || p2 == p1)
|
|
return int4(-1, -1, -1, -1);
|
|
basis[1] = verts[p2] - verts[p0];
|
|
basis[2] = normalize(cross(basis[1], basis[0]));
|
|
int p3 = maxdirsterid(verts, verts_count, basis[2], allow);
|
|
if (p3 == p0 || p3 == p1 || p3 == p2) p3 = maxdirsterid(verts, verts_count, -basis[2], allow);
|
|
if (p3 == p0 || p3 == p1 || p3 == p2)
|
|
return int4(-1, -1, -1, -1);
|
|
assert(!(p0 == p1 || p0 == p2 || p0 == p3 || p1 == p2 || p1 == p3 || p2 == p3));
|
|
if (dot(verts[p3] - verts[p0], cross(verts[p1] - verts[p0], verts[p2] - verts[p0])) < 0)
|
|
{
|
|
Swap(p2, p3);
|
|
}
|
|
return int4(p0, p1, p2, p3);
|
|
}
|
|
|
|
int calchullgen(float3 *verts, int verts_count, int vlimit, Array<btHullTriangle *> &tris)
|
|
{
|
|
if (verts_count < 4) return 0;
|
|
if (vlimit == 0) vlimit = 1000000000;
|
|
int j;
|
|
float3 bmin(*verts), bmax(*verts);
|
|
Array<int> isextreme(verts_count);
|
|
Array<int> allow(verts_count);
|
|
for (j = 0; j < verts_count; j++)
|
|
{
|
|
allow.Add(1);
|
|
isextreme.Add(0);
|
|
bmin = VectorMin(bmin, verts[j]);
|
|
bmax = VectorMax(bmax, verts[j]);
|
|
}
|
|
float epsilon = magnitude(bmax - bmin) * 0.001f;
|
|
|
|
int4 p = FindSimplex(verts, verts_count, allow);
|
|
if (p.x == -1) return 0; // simplex failed
|
|
|
|
float3 center = (verts[p[0]] + verts[p[1]] + verts[p[2]] + verts[p[3]]) / 4.0f; // a valid interior point
|
|
btHullTriangle *t0 = new btHullTriangle(p[2], p[3], p[1], &tris);
|
|
t0->n = int3(2, 3, 1);
|
|
btHullTriangle *t1 = new btHullTriangle(p[3], p[2], p[0], &tris);
|
|
t1->n = int3(3, 2, 0);
|
|
btHullTriangle *t2 = new btHullTriangle(p[0], p[1], p[3], &tris);
|
|
t2->n = int3(0, 1, 3);
|
|
btHullTriangle *t3 = new btHullTriangle(p[1], p[0], p[2], &tris);
|
|
t3->n = int3(1, 0, 2);
|
|
isextreme[p[0]] = isextreme[p[1]] = isextreme[p[2]] = isextreme[p[3]] = 1;
|
|
checkit(t0, tris);
|
|
checkit(t1, tris);
|
|
checkit(t2, tris);
|
|
checkit(t3, tris);
|
|
|
|
for (j = 0; j < tris.count; j++)
|
|
{
|
|
btHullTriangle *t = tris[j];
|
|
assert(t);
|
|
assert(t->vmax < 0);
|
|
float3 n = TriNormal(verts[(*t)[0]], verts[(*t)[1]], verts[(*t)[2]]);
|
|
t->vmax = maxdirsterid(verts, verts_count, n, allow);
|
|
t->rise = dot(n, verts[t->vmax] - verts[(*t)[0]]);
|
|
}
|
|
btHullTriangle *te;
|
|
vlimit -= 4;
|
|
while (vlimit > 0 && (te = extrudable(epsilon, tris)))
|
|
{
|
|
// int3 ti=*te;
|
|
int v = te->vmax;
|
|
assert(!isextreme[v]); // wtf we've already done this vertex
|
|
isextreme[v] = 1;
|
|
//if(v==p0 || v==p1 || v==p2 || v==p3) continue; // done these already
|
|
j = tris.count;
|
|
while (j--)
|
|
{
|
|
if (!tris[j]) continue;
|
|
int3 t = *tris[j];
|
|
if (above(verts, t, verts[v], 0.01f * epsilon))
|
|
{
|
|
extrude(tris[j], v, tris);
|
|
}
|
|
}
|
|
// now check for those degenerate cases where we have a flipped triangle or a really skinny triangle
|
|
j = tris.count;
|
|
while (j--)
|
|
{
|
|
if (!tris[j]) continue;
|
|
if (!hasvert(*tris[j], v)) break;
|
|
int3 nt = *tris[j];
|
|
if (above(verts, nt, center, 0.01f * epsilon) || magnitude(cross(verts[nt[1]] - verts[nt[0]], verts[nt[2]] - verts[nt[1]])) < epsilon * epsilon * 0.1f)
|
|
{
|
|
btHullTriangle *nb = tris[tris[j]->n[0]];
|
|
assert(nb);
|
|
assert(!hasvert(*nb, v));
|
|
assert(nb->id < j);
|
|
extrude(nb, v, tris);
|
|
j = tris.count;
|
|
}
|
|
}
|
|
j = tris.count;
|
|
while (j--)
|
|
{
|
|
btHullTriangle *t = tris[j];
|
|
if (!t) continue;
|
|
if (t->vmax >= 0) break;
|
|
float3 n = TriNormal(verts[(*t)[0]], verts[(*t)[1]], verts[(*t)[2]]);
|
|
t->vmax = maxdirsterid(verts, verts_count, n, allow);
|
|
if (isextreme[t->vmax])
|
|
{
|
|
t->vmax = -1; // already done that vertex - algorithm needs to be able to terminate.
|
|
}
|
|
else
|
|
{
|
|
t->rise = dot(n, verts[t->vmax] - verts[(*t)[0]]);
|
|
}
|
|
}
|
|
vlimit--;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
int calchull(float3 *verts, int verts_count, int *&tris_out, int &tris_count, int vlimit, Array<btHullTriangle *> &tris)
|
|
{
|
|
int rc = calchullgen(verts, verts_count, vlimit, tris);
|
|
if (!rc) return 0;
|
|
Array<int> ts;
|
|
for (int i = 0; i < tris.count; i++)
|
|
if (tris[i])
|
|
{
|
|
for (int j = 0; j < 3; j++) ts.Add((*tris[i])[j]);
|
|
delete tris[i];
|
|
}
|
|
tris_count = ts.count / 3;
|
|
tris_out = ts.element;
|
|
ts.element = NULL;
|
|
ts.count = ts.array_size = 0;
|
|
tris.count = 0;
|
|
return 1;
|
|
}
|
|
|
|
int calchullpbev(float3 *verts, int verts_count, int vlimit, Array<Plane> &planes, float bevangle, Array<btHullTriangle *> &tris)
|
|
{
|
|
int i, j;
|
|
planes.count = 0;
|
|
int rc = calchullgen(verts, verts_count, vlimit, tris);
|
|
if (!rc) return 0;
|
|
for (i = 0; i < tris.count; i++)
|
|
if (tris[i])
|
|
{
|
|
Plane p;
|
|
btHullTriangle *t = tris[i];
|
|
p.normal = TriNormal(verts[(*t)[0]], verts[(*t)[1]], verts[(*t)[2]]);
|
|
p.dist = -dot(p.normal, verts[(*t)[0]]);
|
|
planes.Add(p);
|
|
for (j = 0; j < 3; j++)
|
|
{
|
|
if (t->n[j] < t->id) continue;
|
|
btHullTriangle *s = tris[t->n[j]];
|
|
REAL3 snormal = TriNormal(verts[(*s)[0]], verts[(*s)[1]], verts[(*s)[2]]);
|
|
if (dot(snormal, p.normal) >= cos(bevangle * DEG2RAD)) continue;
|
|
REAL3 n = normalize(snormal + p.normal);
|
|
planes.Add(Plane(n, -dot(n, verts[maxdir(verts, verts_count, n)])));
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < tris.count; i++)
|
|
if (tris[i])
|
|
{
|
|
delete tris[i]; // delete tris[i];
|
|
}
|
|
tris.count = 0;
|
|
return 1;
|
|
}
|
|
|
|
int overhull(Plane *planes, int planes_count, float3 *verts, int verts_count, int maxplanes,
|
|
float3 *&verts_out, int &verts_count_out, int *&faces_out, int &faces_count_out, float inflate)
|
|
{
|
|
int i, j;
|
|
if (verts_count < 4) return 0;
|
|
maxplanes = Min(maxplanes, planes_count);
|
|
float3 bmin(verts[0]), bmax(verts[0]);
|
|
for (i = 0; i < verts_count; i++)
|
|
{
|
|
bmin = VectorMin(bmin, verts[i]);
|
|
bmax = VectorMax(bmax, verts[i]);
|
|
}
|
|
// float diameter = magnitude(bmax-bmin);
|
|
// inflate *=diameter; // RELATIVE INFLATION
|
|
bmin -= float3(inflate, inflate, inflate);
|
|
bmax += float3(inflate, inflate, inflate);
|
|
for (i = 0; i < planes_count; i++)
|
|
{
|
|
planes[i].dist -= inflate;
|
|
}
|
|
float3 emin = bmin; // VectorMin(bmin,float3(0,0,0));
|
|
float3 emax = bmax; // VectorMax(bmax,float3(0,0,0));
|
|
float epsilon = magnitude(emax - emin) * 0.025f;
|
|
planetestepsilon = magnitude(emax - emin) * PAPERWIDTH;
|
|
// todo: add bounding cube planes to force bevel. or try instead not adding the diameter expansion ??? must think.
|
|
// ConvexH *convex = ConvexHMakeCube(bmin - float3(diameter,diameter,diameter),bmax+float3(diameter,diameter,diameter));
|
|
ConvexH *c = ConvexHMakeCube(REAL3(bmin), REAL3(bmax));
|
|
int k;
|
|
while (maxplanes-- && (k = candidateplane(planes, planes_count, c, epsilon)) >= 0)
|
|
{
|
|
ConvexH *tmp = c;
|
|
c = ConvexHCrop(*tmp, planes[k]);
|
|
if (c == NULL)
|
|
{
|
|
c = tmp;
|
|
break;
|
|
} // might want to debug this case better!!!
|
|
if (!AssertIntact(*c))
|
|
{
|
|
c = tmp;
|
|
break;
|
|
} // might want to debug this case better too!!!
|
|
delete tmp;
|
|
}
|
|
|
|
assert(AssertIntact(*c));
|
|
//return c;
|
|
faces_out = (int *)malloc(sizeof(int) * (1 + c->facets.count + c->edges.count)); // new int[1+c->facets.count+c->edges.count];
|
|
faces_count_out = 0;
|
|
i = 0;
|
|
faces_out[faces_count_out++] = -1;
|
|
k = 0;
|
|
while (i < c->edges.count)
|
|
{
|
|
j = 1;
|
|
while (j + i < c->edges.count && c->edges[i].p == c->edges[i + j].p)
|
|
{
|
|
j++;
|
|
}
|
|
faces_out[faces_count_out++] = j;
|
|
while (j--)
|
|
{
|
|
faces_out[faces_count_out++] = c->edges[i].v;
|
|
i++;
|
|
}
|
|
k++;
|
|
}
|
|
faces_out[0] = k; // number of faces.
|
|
assert(k == c->facets.count);
|
|
assert(faces_count_out == 1 + c->facets.count + c->edges.count);
|
|
verts_out = c->vertices.element; // new float3[c->vertices.count];
|
|
verts_count_out = c->vertices.count;
|
|
for (i = 0; i < c->vertices.count; i++)
|
|
{
|
|
verts_out[i] = float3(c->vertices[i]);
|
|
}
|
|
c->vertices.count = c->vertices.array_size = 0;
|
|
c->vertices.element = NULL;
|
|
delete c;
|
|
return 1;
|
|
}
|
|
|
|
int overhullv(float3 *verts, int verts_count, int maxplanes,
|
|
float3 *&verts_out, int &verts_count_out, int *&faces_out, int &faces_count_out, float inflate, float bevangle, int vlimit, Array<btHullTriangle *> &tris)
|
|
{
|
|
if (!verts_count) return 0;
|
|
extern int calchullpbev(float3 * verts, int verts_count, int vlimit, Array<Plane> &planes, float bevangle, Array<btHullTriangle *> &tris);
|
|
Array<Plane> planes;
|
|
int rc = calchullpbev(verts, verts_count, vlimit, planes, bevangle, tris);
|
|
if (!rc) return 0;
|
|
return overhull(planes.element, planes.count, verts, verts_count, maxplanes, verts_out, verts_count_out, faces_out, faces_count_out, inflate);
|
|
}
|
|
|
|
bool ComputeHull(unsigned int vcount, const float *vertices, PHullResult &result, unsigned int vlimit, float inflate, Array<btHullTriangle *> &arrtris)
|
|
{
|
|
int index_count;
|
|
int *faces;
|
|
float3 *verts_out;
|
|
int verts_count_out;
|
|
|
|
if (inflate == 0.0f)
|
|
{
|
|
int *tris_out;
|
|
int tris_count;
|
|
int ret = calchull((float3 *)vertices, (int)vcount, tris_out, tris_count, vlimit, arrtris);
|
|
if (!ret) return false;
|
|
result.mIndexCount = (unsigned int)(tris_count * 3);
|
|
result.mFaceCount = (unsigned int)tris_count;
|
|
result.mVertices = (float *)vertices;
|
|
result.mVcount = (unsigned int)vcount;
|
|
result.mIndices = (unsigned int *)tris_out;
|
|
return true;
|
|
}
|
|
|
|
int ret = overhullv((float3 *)vertices, vcount, 35, verts_out, verts_count_out, faces, index_count, inflate, 120.0f, vlimit, arrtris);
|
|
if (!ret) return false;
|
|
|
|
Array<int3> tris;
|
|
int n = faces[0];
|
|
int k = 1;
|
|
for (int i = 0; i < n; i++)
|
|
{
|
|
int pn = faces[k++];
|
|
for (int j = 2; j < pn; j++) tris.Add(int3(faces[k], faces[k + j - 1], faces[k + j]));
|
|
k += pn;
|
|
}
|
|
assert(tris.count == index_count - 1 - (n * 3));
|
|
|
|
result.mIndexCount = (unsigned int)(tris.count * 3);
|
|
result.mFaceCount = (unsigned int)tris.count;
|
|
result.mVertices = (float *)verts_out;
|
|
result.mVcount = (unsigned int)verts_count_out;
|
|
result.mIndices = (unsigned int *)tris.element;
|
|
tris.element = NULL;
|
|
tris.count = tris.array_size = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void ReleaseHull(PHullResult &result)
|
|
{
|
|
if (result.mIndices)
|
|
{
|
|
free(result.mIndices);
|
|
}
|
|
|
|
result.mVcount = 0;
|
|
result.mIndexCount = 0;
|
|
result.mIndices = 0;
|
|
result.mVertices = 0;
|
|
result.mIndices = 0;
|
|
}
|
|
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
//******** HullLib header
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
//******** HullLib implementation
|
|
//*********************************************************************
|
|
//*********************************************************************
|
|
|
|
HullError HullLibrary::CreateConvexHull(const HullDesc &desc, // describes the input request
|
|
HullResult &result) // contains the resulst
|
|
{
|
|
HullError ret = QE_FAIL;
|
|
|
|
PHullResult hr;
|
|
|
|
unsigned int vcount = desc.mVcount;
|
|
if (vcount < 8) vcount = 8;
|
|
|
|
float *vsource = (float *)malloc(sizeof(float) * vcount * 3);
|
|
|
|
float scale[3];
|
|
|
|
unsigned int ovcount;
|
|
|
|
bool ok = CleanupVertices(desc.mVcount, desc.mVertices, desc.mVertexStride, ovcount, vsource, desc.mNormalEpsilon, scale); // normalize point cloud, remove duplicates!
|
|
|
|
if (ok)
|
|
{
|
|
if (1) // scale vertices back to their original size.
|
|
{
|
|
for (unsigned int i = 0; i < ovcount; i++)
|
|
{
|
|
float *v = &vsource[i * 3];
|
|
v[0] *= scale[0];
|
|
v[1] *= scale[1];
|
|
v[2] *= scale[2];
|
|
}
|
|
}
|
|
|
|
float skinwidth = 0;
|
|
if (desc.HasHullFlag(QF_SKIN_WIDTH))
|
|
skinwidth = desc.mSkinWidth;
|
|
|
|
Array<btHullTriangle *> tris;
|
|
ok = ComputeHull(ovcount, vsource, hr, desc.mMaxVertices, skinwidth, tris);
|
|
|
|
if (ok)
|
|
{
|
|
// re-index triangle mesh so it refers to only used vertices, rebuild a new vertex table.
|
|
float *vscratch = (float *)malloc(sizeof(float) * hr.mVcount * 3);
|
|
BringOutYourDead(hr.mVertices, hr.mVcount, vscratch, ovcount, hr.mIndices, hr.mIndexCount);
|
|
|
|
ret = QE_OK;
|
|
|
|
if (desc.HasHullFlag(QF_TRIANGLES)) // if he wants the results as triangle!
|
|
{
|
|
result.mPolygons = false;
|
|
result.mNumOutputVertices = ovcount;
|
|
result.mOutputVertices = (float *)malloc(sizeof(float) * ovcount * 3);
|
|
result.mNumFaces = hr.mFaceCount;
|
|
result.mNumIndices = hr.mIndexCount;
|
|
|
|
result.mIndices = (unsigned int *)malloc(sizeof(unsigned int) * hr.mIndexCount);
|
|
|
|
memcpy(result.mOutputVertices, vscratch, sizeof(float) * 3 * ovcount);
|
|
|
|
if (desc.HasHullFlag(QF_REVERSE_ORDER))
|
|
{
|
|
const unsigned int *source = hr.mIndices;
|
|
unsigned int *dest = result.mIndices;
|
|
|
|
for (unsigned int i = 0; i < hr.mFaceCount; i++)
|
|
{
|
|
dest[0] = source[2];
|
|
dest[1] = source[1];
|
|
dest[2] = source[0];
|
|
dest += 3;
|
|
source += 3;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
memcpy(result.mIndices, hr.mIndices, sizeof(unsigned int) * hr.mIndexCount);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
result.mPolygons = true;
|
|
result.mNumOutputVertices = ovcount;
|
|
result.mOutputVertices = (float *)malloc(sizeof(float) * ovcount * 3);
|
|
result.mNumFaces = hr.mFaceCount;
|
|
result.mNumIndices = hr.mIndexCount + hr.mFaceCount;
|
|
result.mIndices = (unsigned int *)malloc(sizeof(unsigned int) * result.mNumIndices);
|
|
memcpy(result.mOutputVertices, vscratch, sizeof(float) * 3 * ovcount);
|
|
|
|
if (1)
|
|
{
|
|
const unsigned int *source = hr.mIndices;
|
|
unsigned int *dest = result.mIndices;
|
|
for (unsigned int i = 0; i < hr.mFaceCount; i++)
|
|
{
|
|
dest[0] = 3;
|
|
if (desc.HasHullFlag(QF_REVERSE_ORDER))
|
|
{
|
|
dest[1] = source[2];
|
|
dest[2] = source[1];
|
|
dest[3] = source[0];
|
|
}
|
|
else
|
|
{
|
|
dest[1] = source[0];
|
|
dest[2] = source[1];
|
|
dest[3] = source[2];
|
|
}
|
|
|
|
dest += 4;
|
|
source += 3;
|
|
}
|
|
}
|
|
}
|
|
ReleaseHull(hr);
|
|
if (vscratch)
|
|
{
|
|
free(vscratch);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (vsource)
|
|
{
|
|
free(vsource);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
HullError HullLibrary::ReleaseResult(HullResult &result) // release memory allocated for this result, we are done with it.
|
|
{
|
|
if (result.mOutputVertices)
|
|
{
|
|
free(result.mOutputVertices);
|
|
result.mOutputVertices = 0;
|
|
}
|
|
if (result.mIndices)
|
|
{
|
|
free(result.mIndices);
|
|
result.mIndices = 0;
|
|
}
|
|
return QE_OK;
|
|
}
|
|
|
|
static void addPoint(unsigned int &vcount, float *p, float x, float y, float z)
|
|
{
|
|
float *dest = &p[vcount * 3];
|
|
dest[0] = x;
|
|
dest[1] = y;
|
|
dest[2] = z;
|
|
vcount++;
|
|
}
|
|
|
|
float GetDist(float px, float py, float pz, const float *p2)
|
|
{
|
|
float dx = px - p2[0];
|
|
float dy = py - p2[1];
|
|
float dz = pz - p2[2];
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
}
|
|
|
|
bool HullLibrary::CleanupVertices(unsigned int svcount,
|
|
const float *svertices,
|
|
unsigned int stride,
|
|
unsigned int &vcount, // output number of vertices
|
|
float *vertices, // location to store the results.
|
|
float normalepsilon,
|
|
float *scale)
|
|
{
|
|
if (svcount == 0) return false;
|
|
|
|
#define EPSILON 0.000001f /* close enough to consider two floating point numbers to be 'the same'. */
|
|
|
|
vcount = 0;
|
|
|
|
float recip[3];
|
|
|
|
if (scale)
|
|
{
|
|
scale[0] = 1;
|
|
scale[1] = 1;
|
|
scale[2] = 1;
|
|
}
|
|
|
|
float bmin[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
|
|
float bmax[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
|
|
|
|
const char *vtx = (const char *)svertices;
|
|
|
|
if (1)
|
|
{
|
|
for (unsigned int i = 0; i < svcount; i++)
|
|
{
|
|
const float *p = (const float *)vtx;
|
|
|
|
vtx += stride;
|
|
|
|
for (int j = 0; j < 3; j++)
|
|
{
|
|
if (p[j] < bmin[j]) bmin[j] = p[j];
|
|
if (p[j] > bmax[j]) bmax[j] = p[j];
|
|
}
|
|
}
|
|
}
|
|
|
|
float dx = bmax[0] - bmin[0];
|
|
float dy = bmax[1] - bmin[1];
|
|
float dz = bmax[2] - bmin[2];
|
|
|
|
float center[3];
|
|
|
|
center[0] = dx * 0.5f + bmin[0];
|
|
center[1] = dy * 0.5f + bmin[1];
|
|
center[2] = dz * 0.5f + bmin[2];
|
|
|
|
if (dx < EPSILON || dy < EPSILON || dz < EPSILON || svcount < 3)
|
|
{
|
|
float len = FLT_MAX;
|
|
|
|
if (dx > EPSILON && dx < len) len = dx;
|
|
if (dy > EPSILON && dy < len) len = dy;
|
|
if (dz > EPSILON && dz < len) len = dz;
|
|
|
|
if (len == FLT_MAX)
|
|
{
|
|
dx = dy = dz = 0.01f; // one centimeter
|
|
}
|
|
else
|
|
{
|
|
if (dx < EPSILON) dx = len * 0.05f; // 1/5th the shortest non-zero edge.
|
|
if (dy < EPSILON) dy = len * 0.05f;
|
|
if (dz < EPSILON) dz = len * 0.05f;
|
|
}
|
|
|
|
float x1 = center[0] - dx;
|
|
float x2 = center[0] + dx;
|
|
|
|
float y1 = center[1] - dy;
|
|
float y2 = center[1] + dy;
|
|
|
|
float z1 = center[2] - dz;
|
|
float z2 = center[2] + dz;
|
|
|
|
addPoint(vcount, vertices, x1, y1, z1);
|
|
addPoint(vcount, vertices, x2, y1, z1);
|
|
addPoint(vcount, vertices, x2, y2, z1);
|
|
addPoint(vcount, vertices, x1, y2, z1);
|
|
addPoint(vcount, vertices, x1, y1, z2);
|
|
addPoint(vcount, vertices, x2, y1, z2);
|
|
addPoint(vcount, vertices, x2, y2, z2);
|
|
addPoint(vcount, vertices, x1, y2, z2);
|
|
|
|
return true; // return cube
|
|
}
|
|
else
|
|
{
|
|
if (scale)
|
|
{
|
|
scale[0] = dx;
|
|
scale[1] = dy;
|
|
scale[2] = dz;
|
|
|
|
recip[0] = 1 / dx;
|
|
recip[1] = 1 / dy;
|
|
recip[2] = 1 / dz;
|
|
|
|
center[0] *= recip[0];
|
|
center[1] *= recip[1];
|
|
center[2] *= recip[2];
|
|
}
|
|
}
|
|
|
|
vtx = (const char *)svertices;
|
|
|
|
for (unsigned int i = 0; i < svcount; i++)
|
|
{
|
|
const float *p = (const float *)vtx;
|
|
vtx += stride;
|
|
|
|
float px = p[0];
|
|
float py = p[1];
|
|
float pz = p[2];
|
|
|
|
if (scale)
|
|
{
|
|
px = px * recip[0]; // normalize
|
|
py = py * recip[1]; // normalize
|
|
pz = pz * recip[2]; // normalize
|
|
}
|
|
|
|
if (1)
|
|
{
|
|
unsigned int j;
|
|
|
|
for (j = 0; j < vcount; j++)
|
|
{
|
|
float *v = &vertices[j * 3];
|
|
|
|
float x = v[0];
|
|
float y = v[1];
|
|
float z = v[2];
|
|
|
|
float dx = fabsf(x - px);
|
|
float dy = fabsf(y - py);
|
|
float dz = fabsf(z - pz);
|
|
|
|
if (dx < normalepsilon && dy < normalepsilon && dz < normalepsilon)
|
|
{
|
|
// ok, it is close enough to the old one
|
|
// now let us see if it is further from the center of the point cloud than the one we already recorded.
|
|
// in which case we keep this one instead.
|
|
|
|
float dist1 = GetDist(px, py, pz, center);
|
|
float dist2 = GetDist(v[0], v[1], v[2], center);
|
|
|
|
if (dist1 > dist2)
|
|
{
|
|
v[0] = px;
|
|
v[1] = py;
|
|
v[2] = pz;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (j == vcount)
|
|
{
|
|
float *dest = &vertices[vcount * 3];
|
|
dest[0] = px;
|
|
dest[1] = py;
|
|
dest[2] = pz;
|
|
vcount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok..now make sure we didn't prune so many vertices it is now invalid.
|
|
if (1)
|
|
{
|
|
float bmin[3] = {FLT_MAX, FLT_MAX, FLT_MAX};
|
|
float bmax[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
|
|
|
|
for (unsigned int i = 0; i < vcount; i++)
|
|
{
|
|
const float *p = &vertices[i * 3];
|
|
for (int j = 0; j < 3; j++)
|
|
{
|
|
if (p[j] < bmin[j]) bmin[j] = p[j];
|
|
if (p[j] > bmax[j]) bmax[j] = p[j];
|
|
}
|
|
}
|
|
|
|
float dx = bmax[0] - bmin[0];
|
|
float dy = bmax[1] - bmin[1];
|
|
float dz = bmax[2] - bmin[2];
|
|
|
|
if (dx < EPSILON || dy < EPSILON || dz < EPSILON || vcount < 3)
|
|
{
|
|
float cx = dx * 0.5f + bmin[0];
|
|
float cy = dy * 0.5f + bmin[1];
|
|
float cz = dz * 0.5f + bmin[2];
|
|
|
|
float len = FLT_MAX;
|
|
|
|
if (dx >= EPSILON && dx < len) len = dx;
|
|
if (dy >= EPSILON && dy < len) len = dy;
|
|
if (dz >= EPSILON && dz < len) len = dz;
|
|
|
|
if (len == FLT_MAX)
|
|
{
|
|
dx = dy = dz = 0.01f; // one centimeter
|
|
}
|
|
else
|
|
{
|
|
if (dx < EPSILON) dx = len * 0.05f; // 1/5th the shortest non-zero edge.
|
|
if (dy < EPSILON) dy = len * 0.05f;
|
|
if (dz < EPSILON) dz = len * 0.05f;
|
|
}
|
|
|
|
float x1 = cx - dx;
|
|
float x2 = cx + dx;
|
|
|
|
float y1 = cy - dy;
|
|
float y2 = cy + dy;
|
|
|
|
float z1 = cz - dz;
|
|
float z2 = cz + dz;
|
|
|
|
vcount = 0; // add box
|
|
|
|
addPoint(vcount, vertices, x1, y1, z1);
|
|
addPoint(vcount, vertices, x2, y1, z1);
|
|
addPoint(vcount, vertices, x2, y2, z1);
|
|
addPoint(vcount, vertices, x1, y2, z1);
|
|
addPoint(vcount, vertices, x1, y1, z2);
|
|
addPoint(vcount, vertices, x2, y1, z2);
|
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addPoint(vcount, vertices, x2, y2, z2);
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addPoint(vcount, vertices, x1, y2, z2);
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|
|
|
return true;
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|
}
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|
}
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|
|
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return true;
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|
}
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|
|
|
void HullLibrary::BringOutYourDead(const float *verts, unsigned int vcount, float *overts, unsigned int &ocount, unsigned int *indices, unsigned indexcount)
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|
{
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|
unsigned int *used = (unsigned int *)malloc(sizeof(unsigned int) * vcount);
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|
memset(used, 0, sizeof(unsigned int) * vcount);
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|
|
|
ocount = 0;
|
|
|
|
for (unsigned int i = 0; i < indexcount; i++)
|
|
{
|
|
unsigned int v = indices[i]; // original array index
|
|
|
|
assert(v >= 0 && v < vcount);
|
|
|
|
if (used[v]) // if already remapped
|
|
{
|
|
indices[i] = used[v] - 1; // index to new array
|
|
}
|
|
else
|
|
{
|
|
indices[i] = ocount; // new index mapping
|
|
|
|
overts[ocount * 3 + 0] = verts[v * 3 + 0]; // copy old vert to new vert array
|
|
overts[ocount * 3 + 1] = verts[v * 3 + 1];
|
|
overts[ocount * 3 + 2] = verts[v * 3 + 2];
|
|
|
|
ocount++; // increment output vert count
|
|
|
|
assert(ocount >= 0 && ocount <= vcount);
|
|
|
|
used[v] = ocount; // assign new index remapping
|
|
}
|
|
}
|
|
|
|
free(used);
|
|
}
|
|
|
|
} // namespace ConvexDecomposition
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