[1963] | 1 | |
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| 2 | /* |
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| 3 | Stan Melax Convex Hull Computation |
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| 4 | Copyright (c) 2008 Stan Melax http://www.melax.com/ |
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| 5 | |
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| 6 | This software is provided 'as-is', without any express or implied warranty. |
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| 7 | In no event will the authors be held liable for any damages arising from the use of this software. |
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| 8 | Permission is granted to anyone to use this software for any purpose, |
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| 9 | including commercial applications, and to alter it and redistribute it freely, |
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| 10 | subject to the following restrictions: |
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| 11 | |
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| 12 | 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. |
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| 13 | 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. |
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| 14 | 3. This notice may not be removed or altered from any source distribution. |
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| 15 | */ |
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| 16 | |
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| 17 | ///includes modifications/improvements by John Ratcliff, see BringOutYourDead below. |
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| 18 | |
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| 19 | #ifndef CD_HULL_H |
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| 20 | #define CD_HULL_H |
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| 21 | |
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| 22 | #include "LinearMath/btVector3.h" |
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| 23 | #include "LinearMath/btAlignedObjectArray.h" |
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| 24 | |
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| 25 | typedef btAlignedObjectArray<unsigned int> TUIntArray; |
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| 26 | |
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| 27 | class HullResult |
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| 28 | { |
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| 29 | public: |
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| 30 | HullResult(void) |
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| 31 | { |
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| 32 | mPolygons = true; |
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| 33 | mNumOutputVertices = 0; |
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| 34 | mNumFaces = 0; |
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| 35 | mNumIndices = 0; |
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| 36 | } |
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| 37 | bool mPolygons; // true if indices represents polygons, false indices are triangles |
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| 38 | unsigned int mNumOutputVertices; // number of vertices in the output hull |
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| 39 | btAlignedObjectArray<btVector3> m_OutputVertices; // array of vertices |
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| 40 | unsigned int mNumFaces; // the number of faces produced |
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| 41 | unsigned int mNumIndices; // the total number of indices |
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| 42 | btAlignedObjectArray<unsigned int> m_Indices; // pointer to indices. |
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| 43 | |
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| 44 | // If triangles, then indices are array indexes into the vertex list. |
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| 45 | // If polygons, indices are in the form (number of points in face) (p1, p2, p3, ..) etc.. |
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| 46 | }; |
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| 47 | |
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| 48 | enum HullFlag |
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| 49 | { |
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| 50 | QF_TRIANGLES = (1<<0), // report results as triangles, not polygons. |
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| 51 | QF_REVERSE_ORDER = (1<<1), // reverse order of the triangle indices. |
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| 52 | QF_DEFAULT = QF_TRIANGLES |
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| 53 | }; |
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| 54 | |
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| 55 | |
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| 56 | class HullDesc |
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| 57 | { |
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| 58 | public: |
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| 59 | HullDesc(void) |
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| 60 | { |
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| 61 | mFlags = QF_DEFAULT; |
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| 62 | mVcount = 0; |
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| 63 | mVertices = 0; |
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| 64 | mVertexStride = sizeof(btVector3); |
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| 65 | mNormalEpsilon = 0.001f; |
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| 66 | mMaxVertices = 4096; // maximum number of points to be considered for a convex hull. |
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| 67 | mMaxFaces = 4096; |
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| 68 | }; |
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| 69 | |
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| 70 | HullDesc(HullFlag flag, |
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| 71 | unsigned int vcount, |
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| 72 | const btVector3 *vertices, |
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| 73 | unsigned int stride = sizeof(btVector3)) |
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| 74 | { |
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| 75 | mFlags = flag; |
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| 76 | mVcount = vcount; |
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| 77 | mVertices = vertices; |
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| 78 | mVertexStride = stride; |
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| 79 | mNormalEpsilon = btScalar(0.001); |
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| 80 | mMaxVertices = 4096; |
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| 81 | } |
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| 82 | |
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| 83 | bool HasHullFlag(HullFlag flag) const |
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| 84 | { |
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| 85 | if ( mFlags & flag ) return true; |
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| 86 | return false; |
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| 87 | } |
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| 88 | |
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| 89 | void SetHullFlag(HullFlag flag) |
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| 90 | { |
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| 91 | mFlags|=flag; |
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| 92 | } |
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| 93 | |
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| 94 | void ClearHullFlag(HullFlag flag) |
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| 95 | { |
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| 96 | mFlags&=~flag; |
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| 97 | } |
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| 98 | |
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| 99 | unsigned int mFlags; // flags to use when generating the convex hull. |
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| 100 | unsigned int mVcount; // number of vertices in the input point cloud |
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| 101 | const btVector3 *mVertices; // the array of vertices. |
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| 102 | unsigned int mVertexStride; // the stride of each vertex, in bytes. |
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| 103 | btScalar mNormalEpsilon; // the epsilon for removing duplicates. This is a normalized value, if normalized bit is on. |
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| 104 | unsigned int mMaxVertices; // maximum number of vertices to be considered for the hull! |
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| 105 | unsigned int mMaxFaces; |
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| 106 | }; |
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| 107 | |
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| 108 | enum HullError |
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| 109 | { |
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| 110 | QE_OK, // success! |
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| 111 | QE_FAIL // failed. |
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| 112 | }; |
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| 113 | |
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| 114 | class btPlane |
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| 115 | { |
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| 116 | public: |
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| 117 | btVector3 normal; |
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| 118 | btScalar dist; // distance below origin - the D from plane equasion Ax+By+Cz+D=0 |
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| 119 | btPlane(const btVector3 &n,btScalar d):normal(n),dist(d){} |
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| 120 | btPlane():normal(),dist(0){} |
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| 121 | |
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| 122 | }; |
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| 123 | |
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| 124 | |
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| 125 | |
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| 126 | class ConvexH |
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| 127 | { |
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| 128 | public: |
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| 129 | class HalfEdge |
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| 130 | { |
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| 131 | public: |
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| 132 | short ea; // the other half of the edge (index into edges list) |
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| 133 | unsigned char v; // the vertex at the start of this edge (index into vertices list) |
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| 134 | unsigned char p; // the facet on which this edge lies (index into facets list) |
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| 135 | HalfEdge(){} |
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| 136 | HalfEdge(short _ea,unsigned char _v, unsigned char _p):ea(_ea),v(_v),p(_p){} |
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| 137 | }; |
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| 138 | ConvexH() |
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| 139 | { |
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| 140 | } |
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| 141 | ~ConvexH() |
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| 142 | { |
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| 143 | } |
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| 144 | btAlignedObjectArray<btVector3> vertices; |
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| 145 | btAlignedObjectArray<HalfEdge> edges; |
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| 146 | btAlignedObjectArray<btPlane> facets; |
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| 147 | ConvexH(int vertices_size,int edges_size,int facets_size); |
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| 148 | }; |
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| 149 | |
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| 150 | |
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| 151 | class int4 |
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| 152 | { |
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| 153 | public: |
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| 154 | int x,y,z,w; |
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| 155 | int4(){}; |
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| 156 | int4(int _x,int _y, int _z,int _w){x=_x;y=_y;z=_z;w=_w;} |
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| 157 | const int& operator[](int i) const {return (&x)[i];} |
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| 158 | int& operator[](int i) {return (&x)[i];} |
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| 159 | }; |
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| 160 | |
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| 161 | class PHullResult |
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| 162 | { |
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| 163 | public: |
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| 164 | |
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| 165 | PHullResult(void) |
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| 166 | { |
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| 167 | mVcount = 0; |
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| 168 | mIndexCount = 0; |
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| 169 | mFaceCount = 0; |
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| 170 | mVertices = 0; |
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| 171 | } |
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| 172 | |
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| 173 | unsigned int mVcount; |
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| 174 | unsigned int mIndexCount; |
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| 175 | unsigned int mFaceCount; |
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| 176 | btVector3* mVertices; |
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| 177 | TUIntArray m_Indices; |
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| 178 | }; |
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| 179 | |
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| 180 | |
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| 181 | |
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| 182 | ///The HullLibrary class can create a convex hull from a collection of vertices, using the ComputeHull method. |
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| 183 | ///The btShapeHull class uses this HullLibrary to create a approximate convex mesh given a general (non-polyhedral) convex shape. |
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| 184 | class HullLibrary |
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| 185 | { |
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| 186 | |
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[2430] | 187 | btAlignedObjectArray<class btHullTriangle*> m_tris; |
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[1963] | 188 | |
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| 189 | public: |
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| 190 | |
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| 191 | btAlignedObjectArray<int> m_vertexIndexMapping; |
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| 192 | |
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| 193 | |
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| 194 | HullError CreateConvexHull(const HullDesc& desc, // describes the input request |
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| 195 | HullResult& result); // contains the resulst |
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| 196 | HullError ReleaseResult(HullResult &result); // release memory allocated for this result, we are done with it. |
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| 197 | |
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| 198 | private: |
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| 199 | |
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| 200 | bool ComputeHull(unsigned int vcount,const btVector3 *vertices,PHullResult &result,unsigned int vlimit); |
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| 201 | |
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[2430] | 202 | class btHullTriangle* allocateTriangle(int a,int b,int c); |
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| 203 | void deAllocateTriangle(btHullTriangle*); |
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| 204 | void b2bfix(btHullTriangle* s,btHullTriangle*t); |
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[1963] | 205 | |
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[2430] | 206 | void removeb2b(btHullTriangle* s,btHullTriangle*t); |
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[1963] | 207 | |
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[2430] | 208 | void checkit(btHullTriangle *t); |
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[1963] | 209 | |
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[2430] | 210 | btHullTriangle* extrudable(btScalar epsilon); |
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[1963] | 211 | |
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| 212 | int calchull(btVector3 *verts,int verts_count, TUIntArray& tris_out, int &tris_count,int vlimit); |
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| 213 | |
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| 214 | int calchullgen(btVector3 *verts,int verts_count, int vlimit); |
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| 215 | |
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| 216 | int4 FindSimplex(btVector3 *verts,int verts_count,btAlignedObjectArray<int> &allow); |
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| 217 | |
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| 218 | class ConvexH* ConvexHCrop(ConvexH& convex,const btPlane& slice); |
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| 219 | |
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[2430] | 220 | void extrude(class btHullTriangle* t0,int v); |
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[1963] | 221 | |
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| 222 | ConvexH* test_cube(); |
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| 223 | |
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| 224 | //BringOutYourDead (John Ratcliff): When you create a convex hull you hand it a large input set of vertices forming a 'point cloud'. |
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| 225 | //After the hull is generated it give you back a set of polygon faces which index the *original* point cloud. |
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| 226 | //The thing is, often times, there are many 'dead vertices' in the point cloud that are on longer referenced by the hull. |
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| 227 | //The routine 'BringOutYourDead' find only the referenced vertices, copies them to an new buffer, and re-indexes the hull so that it is a minimal representation. |
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| 228 | void BringOutYourDead(const btVector3* verts,unsigned int vcount, btVector3* overts,unsigned int &ocount,unsigned int* indices,unsigned indexcount); |
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| 229 | |
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| 230 | bool CleanupVertices(unsigned int svcount, |
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| 231 | const btVector3* svertices, |
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| 232 | unsigned int stride, |
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| 233 | unsigned int &vcount, // output number of vertices |
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| 234 | btVector3* vertices, // location to store the results. |
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| 235 | btScalar normalepsilon, |
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| 236 | btVector3& scale); |
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| 237 | }; |
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| 238 | |
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| 239 | |
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| 240 | #endif |
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| 241 | |
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