This commit is contained in:
erwin coumans
2013-04-17 17:52:51 -07:00
parent 3cb80ad1a3
commit 626f0cf1e3
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/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_AABB_UTIL2
#define BT_AABB_UTIL2
#include "Bullet3Common/b3Transform.h"
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3MinMax.h"
SIMD_FORCE_INLINE void AabbExpand (b3Vector3& aabbMin,
b3Vector3& aabbMax,
const b3Vector3& expansionMin,
const b3Vector3& expansionMax)
{
aabbMin = aabbMin + expansionMin;
aabbMax = aabbMax + expansionMax;
}
/// conservative test for overlap between two aabbs
SIMD_FORCE_INLINE bool TestPointAgainstAabb2(const b3Vector3 &aabbMin1, const b3Vector3 &aabbMax1,
const b3Vector3 &point)
{
bool overlap = true;
overlap = (aabbMin1.getX() > point.getX() || aabbMax1.getX() < point.getX()) ? false : overlap;
overlap = (aabbMin1.getZ() > point.getZ() || aabbMax1.getZ() < point.getZ()) ? false : overlap;
overlap = (aabbMin1.getY() > point.getY() || aabbMax1.getY() < point.getY()) ? false : overlap;
return overlap;
}
/// conservative test for overlap between two aabbs
SIMD_FORCE_INLINE bool TestAabbAgainstAabb2(const b3Vector3 &aabbMin1, const b3Vector3 &aabbMax1,
const b3Vector3 &aabbMin2, const b3Vector3 &aabbMax2)
{
bool overlap = true;
overlap = (aabbMin1.getX() > aabbMax2.getX() || aabbMax1.getX() < aabbMin2.getX()) ? false : overlap;
overlap = (aabbMin1.getZ() > aabbMax2.getZ() || aabbMax1.getZ() < aabbMin2.getZ()) ? false : overlap;
overlap = (aabbMin1.getY() > aabbMax2.getY() || aabbMax1.getY() < aabbMin2.getY()) ? false : overlap;
return overlap;
}
/// conservative test for overlap between triangle and aabb
SIMD_FORCE_INLINE bool TestTriangleAgainstAabb2(const b3Vector3 *vertices,
const b3Vector3 &aabbMin, const b3Vector3 &aabbMax)
{
const b3Vector3 &p1 = vertices[0];
const b3Vector3 &p2 = vertices[1];
const b3Vector3 &p3 = vertices[2];
if (btMin(btMin(p1[0], p2[0]), p3[0]) > aabbMax[0]) return false;
if (btMax(btMax(p1[0], p2[0]), p3[0]) < aabbMin[0]) return false;
if (btMin(btMin(p1[2], p2[2]), p3[2]) > aabbMax[2]) return false;
if (btMax(btMax(p1[2], p2[2]), p3[2]) < aabbMin[2]) return false;
if (btMin(btMin(p1[1], p2[1]), p3[1]) > aabbMax[1]) return false;
if (btMax(btMax(p1[1], p2[1]), p3[1]) < aabbMin[1]) return false;
return true;
}
SIMD_FORCE_INLINE int btOutcode(const b3Vector3& p,const b3Vector3& halfExtent)
{
return (p.getX() < -halfExtent.getX() ? 0x01 : 0x0) |
(p.getX() > halfExtent.getX() ? 0x08 : 0x0) |
(p.getY() < -halfExtent.getY() ? 0x02 : 0x0) |
(p.getY() > halfExtent.getY() ? 0x10 : 0x0) |
(p.getZ() < -halfExtent.getZ() ? 0x4 : 0x0) |
(p.getZ() > halfExtent.getZ() ? 0x20 : 0x0);
}
SIMD_FORCE_INLINE bool btRayAabb2(const b3Vector3& rayFrom,
const b3Vector3& rayInvDirection,
const unsigned int raySign[3],
const b3Vector3 bounds[2],
b3Scalar& tmin,
b3Scalar lambda_min,
b3Scalar lambda_max)
{
b3Scalar tmax, tymin, tymax, tzmin, tzmax;
tmin = (bounds[raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
tmax = (bounds[1-raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
tymin = (bounds[raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
tymax = (bounds[1-raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
if ( (tmin > tymax) || (tymin > tmax) )
return false;
if (tymin > tmin)
tmin = tymin;
if (tymax < tmax)
tmax = tymax;
tzmin = (bounds[raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
tzmax = (bounds[1-raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
if ( (tmin > tzmax) || (tzmin > tmax) )
return false;
if (tzmin > tmin)
tmin = tzmin;
if (tzmax < tmax)
tmax = tzmax;
return ( (tmin < lambda_max) && (tmax > lambda_min) );
}
SIMD_FORCE_INLINE bool btRayAabb(const b3Vector3& rayFrom,
const b3Vector3& rayTo,
const b3Vector3& aabbMin,
const b3Vector3& aabbMax,
b3Scalar& param, b3Vector3& normal)
{
b3Vector3 aabbHalfExtent = (aabbMax-aabbMin)* b3Scalar(0.5);
b3Vector3 aabbCenter = (aabbMax+aabbMin)* b3Scalar(0.5);
b3Vector3 source = rayFrom - aabbCenter;
b3Vector3 target = rayTo - aabbCenter;
int sourceOutcode = btOutcode(source,aabbHalfExtent);
int targetOutcode = btOutcode(target,aabbHalfExtent);
if ((sourceOutcode & targetOutcode) == 0x0)
{
b3Scalar lambda_enter = b3Scalar(0.0);
b3Scalar lambda_exit = param;
b3Vector3 r = target - source;
int i;
b3Scalar normSign = 1;
b3Vector3 hitNormal(0,0,0);
int bit=1;
for (int j=0;j<2;j++)
{
for (i = 0; i != 3; ++i)
{
if (sourceOutcode & bit)
{
b3Scalar lambda = (-source[i] - aabbHalfExtent[i]*normSign) / r[i];
if (lambda_enter <= lambda)
{
lambda_enter = lambda;
hitNormal.setValue(0,0,0);
hitNormal[i] = normSign;
}
}
else if (targetOutcode & bit)
{
b3Scalar lambda = (-source[i] - aabbHalfExtent[i]*normSign) / r[i];
btSetMin(lambda_exit, lambda);
}
bit<<=1;
}
normSign = b3Scalar(-1.);
}
if (lambda_enter <= lambda_exit)
{
param = lambda_enter;
normal = hitNormal;
return true;
}
}
return false;
}
SIMD_FORCE_INLINE void btTransformAabb(const b3Vector3& halfExtents, b3Scalar margin,const b3Transform& t,b3Vector3& aabbMinOut,b3Vector3& aabbMaxOut)
{
b3Vector3 halfExtentsWithMargin = halfExtents+b3Vector3(margin,margin,margin);
b3Matrix3x3 abs_b = t.getBasis().absolute();
b3Vector3 center = t.getOrigin();
b3Vector3 extent = halfExtentsWithMargin.dot3( abs_b[0], abs_b[1], abs_b[2] );
aabbMinOut = center - extent;
aabbMaxOut = center + extent;
}
SIMD_FORCE_INLINE void btTransformAabb(const b3Vector3& localAabbMin,const b3Vector3& localAabbMax, b3Scalar margin,const b3Transform& trans,b3Vector3& aabbMinOut,b3Vector3& aabbMaxOut)
{
btAssert(localAabbMin.getX() <= localAabbMax.getX());
btAssert(localAabbMin.getY() <= localAabbMax.getY());
btAssert(localAabbMin.getZ() <= localAabbMax.getZ());
b3Vector3 localHalfExtents = b3Scalar(0.5)*(localAabbMax-localAabbMin);
localHalfExtents+=b3Vector3(margin,margin,margin);
b3Vector3 localCenter = b3Scalar(0.5)*(localAabbMax+localAabbMin);
b3Matrix3x3 abs_b = trans.getBasis().absolute();
b3Vector3 center = trans(localCenter);
b3Vector3 extent = localHalfExtents.dot3( abs_b[0], abs_b[1], abs_b[2] );
aabbMinOut = center-extent;
aabbMaxOut = center+extent;
}
#define USE_BANCHLESS 1
#ifdef USE_BANCHLESS
//This block replaces the block below and uses no branches, and replaces the 8 bit return with a 32 bit return for improved performance (~3x on XBox 360)
SIMD_FORCE_INLINE unsigned testQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1,const unsigned short int* aabbMax1,const unsigned short int* aabbMin2,const unsigned short int* aabbMax2)
{
return static_cast<unsigned int>(btSelect((unsigned)((aabbMin1[0] <= aabbMax2[0]) & (aabbMax1[0] >= aabbMin2[0])
& (aabbMin1[2] <= aabbMax2[2]) & (aabbMax1[2] >= aabbMin2[2])
& (aabbMin1[1] <= aabbMax2[1]) & (aabbMax1[1] >= aabbMin2[1])),
1, 0));
}
#else
SIMD_FORCE_INLINE bool testQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1,const unsigned short int* aabbMax1,const unsigned short int* aabbMin2,const unsigned short int* aabbMax2)
{
bool overlap = true;
overlap = (aabbMin1[0] > aabbMax2[0] || aabbMax1[0] < aabbMin2[0]) ? false : overlap;
overlap = (aabbMin1[2] > aabbMax2[2] || aabbMax1[2] < aabbMin2[2]) ? false : overlap;
overlap = (aabbMin1[1] > aabbMax2[1] || aabbMax1[1] < aabbMin2[1]) ? false : overlap;
return overlap;
}
#endif //USE_BANCHLESS
#endif //BT_AABB_UTIL2

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/*
Copyright (c) 2011 Ole Kniemeyer, MAXON, www.maxon.net
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_CONVEX_HULL_COMPUTER_H
#define BT_CONVEX_HULL_COMPUTER_H
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
/// Convex hull implementation based on Preparata and Hong
/// See http://code.google.com/p/bullet/issues/detail?id=275
/// Ole Kniemeyer, MAXON Computer GmbH
class b3ConvexHullComputer
{
private:
b3Scalar compute(const void* coords, bool doubleCoords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp);
public:
class Edge
{
private:
int next;
int reverse;
int targetVertex;
friend class b3ConvexHullComputer;
public:
int getSourceVertex() const
{
return (this + reverse)->targetVertex;
}
int getTargetVertex() const
{
return targetVertex;
}
const Edge* getNextEdgeOfVertex() const // clockwise list of all edges of a vertex
{
return this + next;
}
const Edge* getNextEdgeOfFace() const // counter-clockwise list of all edges of a face
{
return (this + reverse)->getNextEdgeOfVertex();
}
const Edge* getReverseEdge() const
{
return this + reverse;
}
};
// Vertices of the output hull
b3AlignedObjectArray<b3Vector3> vertices;
// Edges of the output hull
b3AlignedObjectArray<Edge> edges;
// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
b3AlignedObjectArray<int> faces;
/*
Compute convex hull of "count" vertices stored in "coords". "stride" is the difference in bytes
between the addresses of consecutive vertices. If "shrink" is positive, the convex hull is shrunken
by that amount (each face is moved by "shrink" length units towards the center along its normal).
If "shrinkClamp" is positive, "shrink" is clamped to not exceed "shrinkClamp * innerRadius", where "innerRadius"
is the minimum distance of a face to the center of the convex hull.
The returned value is the amount by which the hull has been shrunken. If it is negative, the amount was so large
that the resulting convex hull is empty.
The output convex hull can be found in the member variables "vertices", "edges", "faces".
*/
b3Scalar compute(const float* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, false, stride, count, shrink, shrinkClamp);
}
// same as above, but double precision
b3Scalar compute(const double* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, true, stride, count, shrink, shrinkClamp);
}
};
#endif //BT_CONVEX_HULL_COMPUTER_H

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/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "b3GeometryUtil.h"
/*
Make sure this dummy function never changes so that it
can be used by probes that are checking whether the
library is actually installed.
*/
extern "C"
{
void btBulletMathProbe ();
void btBulletMathProbe () {}
}
bool b3GeometryUtil::isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin)
{
int numbrushes = planeEquations.size();
for (int i=0;i<numbrushes;i++)
{
const b3Vector3& N1 = planeEquations[i];
b3Scalar dist = b3Scalar(N1.dot(point))+b3Scalar(N1[3])-margin;
if (dist>b3Scalar(0.))
{
return false;
}
}
return true;
}
bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin)
{
int numvertices = vertices.size();
for (int i=0;i<numvertices;i++)
{
const b3Vector3& N1 = vertices[i];
b3Scalar dist = b3Scalar(planeNormal.dot(N1))+b3Scalar(planeNormal[3])-margin;
if (dist>b3Scalar(0.))
{
return false;
}
}
return true;
}
bool notExist(const b3Vector3& planeEquation,const b3AlignedObjectArray<b3Vector3>& planeEquations);
bool notExist(const b3Vector3& planeEquation,const b3AlignedObjectArray<b3Vector3>& planeEquations)
{
int numbrushes = planeEquations.size();
for (int i=0;i<numbrushes;i++)
{
const b3Vector3& N1 = planeEquations[i];
if (planeEquation.dot(N1) > b3Scalar(0.999))
{
return false;
}
}
return true;
}
void b3GeometryUtil::getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut )
{
const int numvertices = vertices.size();
// brute force:
for (int i=0;i<numvertices;i++)
{
const b3Vector3& N1 = vertices[i];
for (int j=i+1;j<numvertices;j++)
{
const b3Vector3& N2 = vertices[j];
for (int k=j+1;k<numvertices;k++)
{
const b3Vector3& N3 = vertices[k];
b3Vector3 planeEquation,edge0,edge1;
edge0 = N2-N1;
edge1 = N3-N1;
b3Scalar normalSign = b3Scalar(1.);
for (int ww=0;ww<2;ww++)
{
planeEquation = normalSign * edge0.cross(edge1);
if (planeEquation.length2() > b3Scalar(0.0001))
{
planeEquation.normalize();
if (notExist(planeEquation,planeEquationsOut))
{
planeEquation[3] = -planeEquation.dot(N1);
//check if inside, and replace supportingVertexOut if needed
if (areVerticesBehindPlane(planeEquation,vertices,b3Scalar(0.01)))
{
planeEquationsOut.push_back(planeEquation);
}
}
}
normalSign = b3Scalar(-1.);
}
}
}
}
}
void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations , b3AlignedObjectArray<b3Vector3>& verticesOut )
{
const int numbrushes = planeEquations.size();
// brute force:
for (int i=0;i<numbrushes;i++)
{
const b3Vector3& N1 = planeEquations[i];
for (int j=i+1;j<numbrushes;j++)
{
const b3Vector3& N2 = planeEquations[j];
for (int k=j+1;k<numbrushes;k++)
{
const b3Vector3& N3 = planeEquations[k];
b3Vector3 n2n3; n2n3 = N2.cross(N3);
b3Vector3 n3n1; n3n1 = N3.cross(N1);
b3Vector3 n1n2; n1n2 = N1.cross(N2);
if ( ( n2n3.length2() > b3Scalar(0.0001) ) &&
( n3n1.length2() > b3Scalar(0.0001) ) &&
( n1n2.length2() > b3Scalar(0.0001) ) )
{
//point P out of 3 plane equations:
// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
//P = -------------------------------------------------------------------------
// N1 . ( N2 * N3 )
b3Scalar quotient = (N1.dot(n2n3));
if (btFabs(quotient) > b3Scalar(0.000001))
{
quotient = b3Scalar(-1.) / quotient;
n2n3 *= N1[3];
n3n1 *= N2[3];
n1n2 *= N3[3];
b3Vector3 potentialVertex = n2n3;
potentialVertex += n3n1;
potentialVertex += n1n2;
potentialVertex *= quotient;
//check if inside, and replace supportingVertexOut if needed
if (isPointInsidePlanes(planeEquations,potentialVertex,b3Scalar(0.01)))
{
verticesOut.push_back(potentialVertex);
}
}
}
}
}
}
}

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/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef BT_GEOMETRY_UTIL_H
#define BT_GEOMETRY_UTIL_H
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
///The b3GeometryUtil helper class provides a few methods to convert between plane equations and vertices.
class b3GeometryUtil
{
public:
static void getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut );
static void getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations , b3AlignedObjectArray<b3Vector3>& verticesOut );
static bool isInside(const b3AlignedObjectArray<b3Vector3>& vertices, const b3Vector3& planeNormal, b3Scalar margin);
static bool isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin);
static bool areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin);
};
#endif //BT_GEOMETRY_UTIL_H

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/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2011 Advanced Micro Devices, Inc. http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef GRAHAM_SCAN_2D_CONVEX_HULL_H
#define GRAHAM_SCAN_2D_CONVEX_HULL_H
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
struct GrahamVector3 : public b3Vector3
{
GrahamVector3(const b3Vector3& org, int orgIndex)
:b3Vector3(org),
m_orgIndex(orgIndex)
{
}
b3Scalar m_angle;
int m_orgIndex;
};
struct btAngleCompareFunc {
b3Vector3 m_anchor;
btAngleCompareFunc(const b3Vector3& anchor)
: m_anchor(anchor)
{
}
bool operator()(const GrahamVector3& a, const GrahamVector3& b) const {
if (a.m_angle != b.m_angle)
return a.m_angle < b.m_angle;
else
{
b3Scalar al = (a-m_anchor).length2();
b3Scalar bl = (b-m_anchor).length2();
if (al != bl)
return al < bl;
else
{
return a.m_orgIndex < b.m_orgIndex;
}
}
}
};
inline void GrahamScanConvexHull2D(b3AlignedObjectArray<GrahamVector3>& originalPoints, b3AlignedObjectArray<GrahamVector3>& hull, const b3Vector3& normalAxis)
{
b3Vector3 axis0,axis1;
btPlaneSpace1(normalAxis,axis0,axis1);
if (originalPoints.size()<=1)
{
for (int i=0;i<originalPoints.size();i++)
hull.push_back(originalPoints[0]);
return;
}
//step1 : find anchor point with smallest projection on axis0 and move it to first location
for (int i=0;i<originalPoints.size();i++)
{
// const b3Vector3& left = originalPoints[i];
// const b3Vector3& right = originalPoints[0];
b3Scalar projL = originalPoints[i].dot(axis0);
b3Scalar projR = originalPoints[0].dot(axis0);
if (projL < projR)
{
originalPoints.swap(0,i);
}
}
//also precompute angles
originalPoints[0].m_angle = -1e30f;
for (int i=1;i<originalPoints.size();i++)
{
b3Vector3 xvec = axis0;
b3Vector3 ar = originalPoints[i]-originalPoints[0];
originalPoints[i].m_angle = btCross(xvec, ar).dot(normalAxis) / ar.length();
}
//step 2: sort all points, based on 'angle' with this anchor
btAngleCompareFunc comp(originalPoints[0]);
originalPoints.quickSortInternal(comp,1,originalPoints.size()-1);
int i;
for (i = 0; i<2; i++)
hull.push_back(originalPoints[i]);
//step 3: keep all 'convex' points and discard concave points (using back tracking)
for (; i != originalPoints.size(); i++)
{
bool isConvex = false;
while (!isConvex&& hull.size()>1) {
b3Vector3& a = hull[hull.size()-2];
b3Vector3& b = hull[hull.size()-1];
isConvex = btCross(a-b,a-originalPoints[i]).dot(normalAxis)> 0;
if (!isConvex)
hull.pop_back();
else
hull.push_back(originalPoints[i]);
}
}
}
#endif //GRAHAM_SCAN_2D_CONVEX_HULL_H