fix: some file didn't have the svn:eol-style native yet

This commit is contained in:
erwin.coumans
2010-03-06 15:23:36 +00:00
parent 4fd48ac691
commit 81f04a4d48
641 changed files with 301123 additions and 301123 deletions

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@@ -1,112 +1,112 @@
#ifndef CONVEX_BUILDER_H
#define CONVEX_BUILDER_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "ConvexDecomposition.h"
#include "vlookup.h"
#include "LinearMath/btAlignedObjectArray.h"
using namespace ConvexDecomposition;
class CHull
{
public:
CHull(const ConvexResult &result);
~CHull(void);
bool overlap(const CHull &h) const;
float mMin[3];
float mMax[3];
float mVolume;
float mDiagonal; // long edge..
ConvexResult *mResult;
};
// Usage: std::sort( list.begin(), list.end(), StringSortRef() );
class CHullSort
{
public:
inline bool operator()(const CHull *a,const CHull *b) const
{
return a->mVolume < b->mVolume;
}
};
typedef btAlignedObjectArray< CHull * > CHullVector;
class ConvexBuilder : public ConvexDecompInterface
{
public:
ConvexBuilder(ConvexDecompInterface *callback);
virtual ~ConvexBuilder(void);
bool isDuplicate(unsigned int i1,unsigned int i2,unsigned int i3,
unsigned int ci1,unsigned int ci2,unsigned int ci3);
void getMesh(const ConvexResult &cr,VertexLookup vc,UintVector &indices);
CHull * canMerge(CHull *a,CHull *b);
bool combineHulls(void);
unsigned int process(const DecompDesc &desc);
virtual void ConvexDebugTri(const float *p1,const float *p2,const float *p3,unsigned int color);
virtual void ConvexDebugOBB(const float *sides, const float *matrix,unsigned int color);
virtual void ConvexDebugPoint(const float *p,float dist,unsigned int color);
virtual void ConvexDebugBound(const float *bmin,const float *bmax,unsigned int color);
virtual void ConvexDecompResult(ConvexResult &result);
void sortChulls(CHullVector &hulls);
CHullVector mChulls;
ConvexDecompInterface *mCallback;
};
#endif //CONVEX_BUILDER_H
#ifndef CONVEX_BUILDER_H
#define CONVEX_BUILDER_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "ConvexDecomposition.h"
#include "vlookup.h"
#include "LinearMath/btAlignedObjectArray.h"
using namespace ConvexDecomposition;
class CHull
{
public:
CHull(const ConvexResult &result);
~CHull(void);
bool overlap(const CHull &h) const;
float mMin[3];
float mMax[3];
float mVolume;
float mDiagonal; // long edge..
ConvexResult *mResult;
};
// Usage: std::sort( list.begin(), list.end(), StringSortRef() );
class CHullSort
{
public:
inline bool operator()(const CHull *a,const CHull *b) const
{
return a->mVolume < b->mVolume;
}
};
typedef btAlignedObjectArray< CHull * > CHullVector;
class ConvexBuilder : public ConvexDecompInterface
{
public:
ConvexBuilder(ConvexDecompInterface *callback);
virtual ~ConvexBuilder(void);
bool isDuplicate(unsigned int i1,unsigned int i2,unsigned int i3,
unsigned int ci1,unsigned int ci2,unsigned int ci3);
void getMesh(const ConvexResult &cr,VertexLookup vc,UintVector &indices);
CHull * canMerge(CHull *a,CHull *b);
bool combineHulls(void);
unsigned int process(const DecompDesc &desc);
virtual void ConvexDebugTri(const float *p1,const float *p2,const float *p3,unsigned int color);
virtual void ConvexDebugOBB(const float *sides, const float *matrix,unsigned int color);
virtual void ConvexDebugPoint(const float *p,float dist,unsigned int color);
virtual void ConvexDebugBound(const float *bmin,const float *bmax,unsigned int color);
virtual void ConvexDecompResult(ConvexResult &result);
void sortChulls(CHullVector &hulls);
CHullVector mChulls;
ConvexDecompInterface *mCallback;
};
#endif //CONVEX_BUILDER_H

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@@ -1,375 +1,375 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "ConvexDecomposition.h"
#include "cd_vector.h"
#include "cd_hull.h"
#include "bestfit.h"
#include "planetri.h"
#include "vlookup.h"
#include "splitplane.h"
#include "meshvolume.h"
#include "concavity.h"
#include "bestfitobb.h"
#include "float_math.h"
#include "fitsphere.h"
#define SHOW_MESH 0
#define MAKE_MESH 1
using namespace ConvexDecomposition;
namespace ConvexDecomposition
{
class FaceTri
{
public:
FaceTri(void) { };
FaceTri(const float *vertices,unsigned int i1,unsigned int i2,unsigned int i3)
{
mP1.Set( &vertices[i1*3] );
mP2.Set( &vertices[i2*3] );
mP3.Set( &vertices[i3*3] );
}
Vector3d mP1;
Vector3d mP2;
Vector3d mP3;
Vector3d mNormal;
};
void addTri(VertexLookup vl,UintVector &list,const Vector3d &p1,const Vector3d &p2,const Vector3d &p3)
{
unsigned int i1 = Vl_getIndex(vl, p1.Ptr() );
unsigned int i2 = Vl_getIndex(vl, p2.Ptr() );
unsigned int i3 = Vl_getIndex(vl, p3.Ptr() );
// do *not* process degenerate triangles!
if ( i1 != i2 && i1 != i3 && i2 != i3 )
{
list.push_back(i1);
list.push_back(i2);
list.push_back(i3);
}
}
void calcConvexDecomposition(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float masterVolume,
unsigned int depth)
{
float plane[4];
bool split = false;
if ( depth < MAXDEPTH )
{
float volume;
float c = computeConcavity( vcount, vertices, tcount, indices, callback, plane, volume );
if ( depth == 0 )
{
masterVolume = volume;
}
float percent = (c*100.0f)/masterVolume;
if ( percent > CONCAVE_PERCENT ) // if great than 5% of the total volume is concave, go ahead and keep splitting.
{
split = true;
}
}
if ( depth >= MAXDEPTH || !split )
{
#if 1
HullResult result;
HullLibrary hl;
HullDesc desc;
desc.SetHullFlag(QF_TRIANGLES);
desc.mVcount = vcount;
desc.mVertices = vertices;
desc.mVertexStride = sizeof(float)*3;
HullError ret = hl.CreateConvexHull(desc,result);
if ( ret == QE_OK )
{
ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
callback->ConvexDecompResult(r);
}
#else
static unsigned int colors[8] =
{
0xFF0000,
0x00FF00,
0x0000FF,
0xFFFF00,
0x00FFFF,
0xFF00FF,
0xFFFFFF,
0xFF8040
};
static int count = 0;
count++;
if ( count == 8 ) count = 0;
assert( count >= 0 && count < 8 );
unsigned int color = colors[count];
const unsigned int *source = indices;
for (unsigned int i=0; i<tcount; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
FaceTri t(vertices, i1, i2, i3 );
callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(), t.mP3.Ptr(), color );
}
#endif
hl.ReleaseResult (result);
return;
}
UintVector ifront;
UintVector iback;
VertexLookup vfront = Vl_createVertexLookup();
VertexLookup vback = Vl_createVertexLookup();
bool showmesh = false;
#if SHOW_MESH
showmesh = true;
#endif
if ( 0 )
{
showmesh = true;
for (float x=-1; x<1; x+=0.10f)
{
for (float y=0; y<1; y+=0.10f)
{
for (float z=-1; z<1; z+=0.04f)
{
float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
Vector3d p(x,y,z);
if ( d >= 0 )
callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0x00FF00);
else
callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0xFF0000);
}
}
}
}
if ( 1 )
{
// ok..now we are going to 'split' all of the input triangles against this plane!
const unsigned int *source = indices;
for (unsigned int i=0; i<tcount; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
FaceTri t(vertices, i1, i2, i3 );
Vector3d front[4];
Vector3d back[4];
unsigned int fcount=0;
unsigned int bcount=0;
PlaneTriResult result;
result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
if( fcount > 4 || bcount > 4 )
{
result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
}
switch ( result )
{
case PTR_FRONT:
assert( fcount == 3 );
if ( showmesh )
callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00FF00 );
#if MAKE_MESH
addTri( vfront, ifront, front[0], front[1], front[2] );
#endif
break;
case PTR_BACK:
assert( bcount == 3 );
if ( showmesh )
callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xFFFF00 );
#if MAKE_MESH
addTri( vback, iback, back[0], back[1], back[2] );
#endif
break;
case PTR_SPLIT:
assert( fcount >= 3 && fcount <= 4);
assert( bcount >= 3 && bcount <= 4);
#if MAKE_MESH
addTri( vfront, ifront, front[0], front[1], front[2] );
addTri( vback, iback, back[0], back[1], back[2] );
if ( fcount == 4 )
{
addTri( vfront, ifront, front[0], front[2], front[3] );
}
if ( bcount == 4 )
{
addTri( vback, iback, back[0], back[2], back[3] );
}
#endif
if ( showmesh )
{
callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00D000 );
callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xD0D000 );
if ( fcount == 4 )
{
callback->ConvexDebugTri( front[0].Ptr(), front[2].Ptr(), front[3].Ptr(), 0x00D000 );
}
if ( bcount == 4 )
{
callback->ConvexDebugTri( back[0].Ptr(), back[2].Ptr(), back[3].Ptr(), 0xD0D000 );
}
}
break;
}
}
// ok... here we recursively call
if ( ifront.size() )
{
unsigned int vcount = Vl_getVcount(vfront);
const float *vertices = Vl_getVertices(vfront);
unsigned int tcount = ifront.size()/3;
calcConvexDecomposition(vcount, vertices, tcount, &ifront[0], callback, masterVolume, depth+1);
}
ifront.clear();
Vl_releaseVertexLookup(vfront);
if ( iback.size() )
{
unsigned int vcount = Vl_getVcount(vback);
const float *vertices = Vl_getVertices(vback);
unsigned int tcount = iback.size()/3;
calcConvexDecomposition(vcount, vertices, tcount, &iback[0], callback, masterVolume, depth+1);
}
iback.clear();
Vl_releaseVertexLookup(vback);
}
}
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "ConvexDecomposition.h"
#include "cd_vector.h"
#include "cd_hull.h"
#include "bestfit.h"
#include "planetri.h"
#include "vlookup.h"
#include "splitplane.h"
#include "meshvolume.h"
#include "concavity.h"
#include "bestfitobb.h"
#include "float_math.h"
#include "fitsphere.h"
#define SHOW_MESH 0
#define MAKE_MESH 1
using namespace ConvexDecomposition;
namespace ConvexDecomposition
{
class FaceTri
{
public:
FaceTri(void) { };
FaceTri(const float *vertices,unsigned int i1,unsigned int i2,unsigned int i3)
{
mP1.Set( &vertices[i1*3] );
mP2.Set( &vertices[i2*3] );
mP3.Set( &vertices[i3*3] );
}
Vector3d mP1;
Vector3d mP2;
Vector3d mP3;
Vector3d mNormal;
};
void addTri(VertexLookup vl,UintVector &list,const Vector3d &p1,const Vector3d &p2,const Vector3d &p3)
{
unsigned int i1 = Vl_getIndex(vl, p1.Ptr() );
unsigned int i2 = Vl_getIndex(vl, p2.Ptr() );
unsigned int i3 = Vl_getIndex(vl, p3.Ptr() );
// do *not* process degenerate triangles!
if ( i1 != i2 && i1 != i3 && i2 != i3 )
{
list.push_back(i1);
list.push_back(i2);
list.push_back(i3);
}
}
void calcConvexDecomposition(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float masterVolume,
unsigned int depth)
{
float plane[4];
bool split = false;
if ( depth < MAXDEPTH )
{
float volume;
float c = computeConcavity( vcount, vertices, tcount, indices, callback, plane, volume );
if ( depth == 0 )
{
masterVolume = volume;
}
float percent = (c*100.0f)/masterVolume;
if ( percent > CONCAVE_PERCENT ) // if great than 5% of the total volume is concave, go ahead and keep splitting.
{
split = true;
}
}
if ( depth >= MAXDEPTH || !split )
{
#if 1
HullResult result;
HullLibrary hl;
HullDesc desc;
desc.SetHullFlag(QF_TRIANGLES);
desc.mVcount = vcount;
desc.mVertices = vertices;
desc.mVertexStride = sizeof(float)*3;
HullError ret = hl.CreateConvexHull(desc,result);
if ( ret == QE_OK )
{
ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
callback->ConvexDecompResult(r);
}
#else
static unsigned int colors[8] =
{
0xFF0000,
0x00FF00,
0x0000FF,
0xFFFF00,
0x00FFFF,
0xFF00FF,
0xFFFFFF,
0xFF8040
};
static int count = 0;
count++;
if ( count == 8 ) count = 0;
assert( count >= 0 && count < 8 );
unsigned int color = colors[count];
const unsigned int *source = indices;
for (unsigned int i=0; i<tcount; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
FaceTri t(vertices, i1, i2, i3 );
callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(), t.mP3.Ptr(), color );
}
#endif
hl.ReleaseResult (result);
return;
}
UintVector ifront;
UintVector iback;
VertexLookup vfront = Vl_createVertexLookup();
VertexLookup vback = Vl_createVertexLookup();
bool showmesh = false;
#if SHOW_MESH
showmesh = true;
#endif
if ( 0 )
{
showmesh = true;
for (float x=-1; x<1; x+=0.10f)
{
for (float y=0; y<1; y+=0.10f)
{
for (float z=-1; z<1; z+=0.04f)
{
float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
Vector3d p(x,y,z);
if ( d >= 0 )
callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0x00FF00);
else
callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0xFF0000);
}
}
}
}
if ( 1 )
{
// ok..now we are going to 'split' all of the input triangles against this plane!
const unsigned int *source = indices;
for (unsigned int i=0; i<tcount; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
FaceTri t(vertices, i1, i2, i3 );
Vector3d front[4];
Vector3d back[4];
unsigned int fcount=0;
unsigned int bcount=0;
PlaneTriResult result;
result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
if( fcount > 4 || bcount > 4 )
{
result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
}
switch ( result )
{
case PTR_FRONT:
assert( fcount == 3 );
if ( showmesh )
callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00FF00 );
#if MAKE_MESH
addTri( vfront, ifront, front[0], front[1], front[2] );
#endif
break;
case PTR_BACK:
assert( bcount == 3 );
if ( showmesh )
callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xFFFF00 );
#if MAKE_MESH
addTri( vback, iback, back[0], back[1], back[2] );
#endif
break;
case PTR_SPLIT:
assert( fcount >= 3 && fcount <= 4);
assert( bcount >= 3 && bcount <= 4);
#if MAKE_MESH
addTri( vfront, ifront, front[0], front[1], front[2] );
addTri( vback, iback, back[0], back[1], back[2] );
if ( fcount == 4 )
{
addTri( vfront, ifront, front[0], front[2], front[3] );
}
if ( bcount == 4 )
{
addTri( vback, iback, back[0], back[2], back[3] );
}
#endif
if ( showmesh )
{
callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00D000 );
callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xD0D000 );
if ( fcount == 4 )
{
callback->ConvexDebugTri( front[0].Ptr(), front[2].Ptr(), front[3].Ptr(), 0x00D000 );
}
if ( bcount == 4 )
{
callback->ConvexDebugTri( back[0].Ptr(), back[2].Ptr(), back[3].Ptr(), 0xD0D000 );
}
}
break;
}
}
// ok... here we recursively call
if ( ifront.size() )
{
unsigned int vcount = Vl_getVcount(vfront);
const float *vertices = Vl_getVertices(vfront);
unsigned int tcount = ifront.size()/3;
calcConvexDecomposition(vcount, vertices, tcount, &ifront[0], callback, masterVolume, depth+1);
}
ifront.clear();
Vl_releaseVertexLookup(vfront);
if ( iback.size() )
{
unsigned int vcount = Vl_getVcount(vback);
const float *vertices = Vl_getVertices(vback);
unsigned int tcount = iback.size()/3;
calcConvexDecomposition(vcount, vertices, tcount, &iback[0], callback, masterVolume, depth+1);
}
iback.clear();
Vl_releaseVertexLookup(vback);
}
}
}

View File

@@ -1,466 +1,466 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// Geometric Tools, Inc.
// http://www.geometrictools.com
// Copyright (c) 1998-2006. All Rights Reserved
//
// The Wild Magic Library (WM3) source code is supplied under the terms of
// the license agreement
// http://www.geometrictools.com/License/WildMagic3License.pdf
// and may not be copied or disclosed except in accordance with the terms
// of that agreement.
#include "bestfit.h"
namespace BestFit
{
class Vec3
{
public:
Vec3(void) { };
Vec3(float _x,float _y,float _z) { x = _x; y = _y; z = _z; };
float dot(const Vec3 &v)
{
return x*v.x + y*v.y + z*v.z; // the dot product
}
float x;
float y;
float z;
};
class Eigen
{
public:
void DecrSortEigenStuff(void)
{
Tridiagonal(); //diagonalize the matrix.
QLAlgorithm(); //
DecreasingSort();
GuaranteeRotation();
}
void Tridiagonal(void)
{
float fM00 = mElement[0][0];
float fM01 = mElement[0][1];
float fM02 = mElement[0][2];
float fM11 = mElement[1][1];
float fM12 = mElement[1][2];
float fM22 = mElement[2][2];
m_afDiag[0] = fM00;
m_afSubd[2] = 0;
if (fM02 != (float)0.0)
{
float fLength = sqrtf(fM01*fM01+fM02*fM02);
float fInvLength = ((float)1.0)/fLength;
fM01 *= fInvLength;
fM02 *= fInvLength;
float fQ = ((float)2.0)*fM01*fM12+fM02*(fM22-fM11);
m_afDiag[1] = fM11+fM02*fQ;
m_afDiag[2] = fM22-fM02*fQ;
m_afSubd[0] = fLength;
m_afSubd[1] = fM12-fM01*fQ;
mElement[0][0] = (float)1.0;
mElement[0][1] = (float)0.0;
mElement[0][2] = (float)0.0;
mElement[1][0] = (float)0.0;
mElement[1][1] = fM01;
mElement[1][2] = fM02;
mElement[2][0] = (float)0.0;
mElement[2][1] = fM02;
mElement[2][2] = -fM01;
m_bIsRotation = false;
}
else
{
m_afDiag[1] = fM11;
m_afDiag[2] = fM22;
m_afSubd[0] = fM01;
m_afSubd[1] = fM12;
mElement[0][0] = (float)1.0;
mElement[0][1] = (float)0.0;
mElement[0][2] = (float)0.0;
mElement[1][0] = (float)0.0;
mElement[1][1] = (float)1.0;
mElement[1][2] = (float)0.0;
mElement[2][0] = (float)0.0;
mElement[2][1] = (float)0.0;
mElement[2][2] = (float)1.0;
m_bIsRotation = true;
}
}
bool QLAlgorithm(void)
{
const int iMaxIter = 32;
for (int i0 = 0; i0 <3; i0++)
{
int i1;
for (i1 = 0; i1 < iMaxIter; i1++)
{
int i2;
for (i2 = i0; i2 <= (3-2); i2++)
{
float fTmp = fabsf(m_afDiag[i2]) + fabsf(m_afDiag[i2+1]);
if ( fabsf(m_afSubd[i2]) + fTmp == fTmp )
break;
}
if (i2 == i0)
{
break;
}
float fG = (m_afDiag[i0+1] - m_afDiag[i0])/(((float)2.0) * m_afSubd[i0]);
float fR = sqrtf(fG*fG+(float)1.0);
if (fG < (float)0.0)
{
fG = m_afDiag[i2]-m_afDiag[i0]+m_afSubd[i0]/(fG-fR);
}
else
{
fG = m_afDiag[i2]-m_afDiag[i0]+m_afSubd[i0]/(fG+fR);
}
float fSin = (float)1.0, fCos = (float)1.0, fP = (float)0.0;
for (int i3 = i2-1; i3 >= i0; i3--)
{
float fF = fSin*m_afSubd[i3];
float fB = fCos*m_afSubd[i3];
if (fabsf(fF) >= fabsf(fG))
{
fCos = fG/fF;
fR = sqrtf(fCos*fCos+(float)1.0);
m_afSubd[i3+1] = fF*fR;
fSin = ((float)1.0)/fR;
fCos *= fSin;
}
else
{
fSin = fF/fG;
fR = sqrtf(fSin*fSin+(float)1.0);
m_afSubd[i3+1] = fG*fR;
fCos = ((float)1.0)/fR;
fSin *= fCos;
}
fG = m_afDiag[i3+1]-fP;
fR = (m_afDiag[i3]-fG)*fSin+((float)2.0)*fB*fCos;
fP = fSin*fR;
m_afDiag[i3+1] = fG+fP;
fG = fCos*fR-fB;
for (int i4 = 0; i4 < 3; i4++)
{
fF = mElement[i4][i3+1];
mElement[i4][i3+1] = fSin*mElement[i4][i3]+fCos*fF;
mElement[i4][i3] = fCos*mElement[i4][i3]-fSin*fF;
}
}
m_afDiag[i0] -= fP;
m_afSubd[i0] = fG;
m_afSubd[i2] = (float)0.0;
}
if (i1 == iMaxIter)
{
return false;
}
}
return true;
}
void DecreasingSort(void)
{
//sort eigenvalues in decreasing order, e[0] >= ... >= e[iSize-1]
for (int i0 = 0, i1; i0 <= 3-2; i0++)
{
// locate maximum eigenvalue
i1 = i0;
float fMax = m_afDiag[i1];
int i2;
for (i2 = i0+1; i2 < 3; i2++)
{
if (m_afDiag[i2] > fMax)
{
i1 = i2;
fMax = m_afDiag[i1];
}
}
if (i1 != i0)
{
// swap eigenvalues
m_afDiag[i1] = m_afDiag[i0];
m_afDiag[i0] = fMax;
// swap eigenvectors
for (i2 = 0; i2 < 3; i2++)
{
float fTmp = mElement[i2][i0];
mElement[i2][i0] = mElement[i2][i1];
mElement[i2][i1] = fTmp;
m_bIsRotation = !m_bIsRotation;
}
}
}
}
void GuaranteeRotation(void)
{
if (!m_bIsRotation)
{
// change sign on the first column
for (int iRow = 0; iRow <3; iRow++)
{
mElement[iRow][0] = -mElement[iRow][0];
}
}
}
float mElement[3][3];
float m_afDiag[3];
float m_afSubd[3];
bool m_bIsRotation;
};
}
using namespace BestFit;
bool getBestFitPlane(unsigned int vcount,
const float *points,
unsigned int vstride,
const float *weights,
unsigned int wstride,
float *plane)
{
bool ret = false;
Vec3 kOrigin(0,0,0);
float wtotal = 0;
if ( 1 )
{
const char *source = (const char *) points;
const char *wsource = (const char *) weights;
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) source;
float w = 1;
if ( wsource )
{
const float *ws = (const float *) wsource;
w = *ws; //
wsource+=wstride;
}
kOrigin.x+=p[0]*w;
kOrigin.y+=p[1]*w;
kOrigin.z+=p[2]*w;
wtotal+=w;
source+=vstride;
}
}
float recip = 1.0f / wtotal; // reciprocol of total weighting
kOrigin.x*=recip;
kOrigin.y*=recip;
kOrigin.z*=recip;
float fSumXX=0;
float fSumXY=0;
float fSumXZ=0;
float fSumYY=0;
float fSumYZ=0;
float fSumZZ=0;
if ( 1 )
{
const char *source = (const char *) points;
const char *wsource = (const char *) weights;
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) source;
float w = 1;
if ( wsource )
{
const float *ws = (const float *) wsource;
w = *ws; //
wsource+=wstride;
}
Vec3 kDiff;
kDiff.x = w*(p[0] - kOrigin.x); // apply vertex weighting!
kDiff.y = w*(p[1] - kOrigin.y);
kDiff.z = w*(p[2] - kOrigin.z);
fSumXX+= kDiff.x * kDiff.x; // sume of the squares of the differences.
fSumXY+= kDiff.x * kDiff.y; // sume of the squares of the differences.
fSumXZ+= kDiff.x * kDiff.z; // sume of the squares of the differences.
fSumYY+= kDiff.y * kDiff.y;
fSumYZ+= kDiff.y * kDiff.z;
fSumZZ+= kDiff.z * kDiff.z;
source+=vstride;
}
}
fSumXX *= recip;
fSumXY *= recip;
fSumXZ *= recip;
fSumYY *= recip;
fSumYZ *= recip;
fSumZZ *= recip;
// setup the eigensolver
Eigen kES;
kES.mElement[0][0] = fSumXX;
kES.mElement[0][1] = fSumXY;
kES.mElement[0][2] = fSumXZ;
kES.mElement[1][0] = fSumXY;
kES.mElement[1][1] = fSumYY;
kES.mElement[1][2] = fSumYZ;
kES.mElement[2][0] = fSumXZ;
kES.mElement[2][1] = fSumYZ;
kES.mElement[2][2] = fSumZZ;
// compute eigenstuff, smallest eigenvalue is in last position
kES.DecrSortEigenStuff();
Vec3 kNormal;
kNormal.x = kES.mElement[0][2];
kNormal.y = kES.mElement[1][2];
kNormal.z = kES.mElement[2][2];
// the minimum energy
plane[0] = kNormal.x;
plane[1] = kNormal.y;
plane[2] = kNormal.z;
plane[3] = 0 - kNormal.dot(kOrigin);
return ret;
}
float getBoundingRegion(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax) // returns the diagonal distance
{
const unsigned char *source = (const unsigned char *) points;
bmin[0] = points[0];
bmin[1] = points[1];
bmin[2] = points[2];
bmax[0] = points[0];
bmax[1] = points[1];
bmax[2] = points[2];
for (unsigned int i=1; i<vcount; i++)
{
source+=pstride;
const float *p = (const float *) source;
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
return sqrtf( dx*dx + dy*dy + dz*dz );
}
bool overlapAABB(const float *bmin1,const float *bmax1,const float *bmin2,const float *bmax2) // return true if the two AABB's overlap.
{
if ( bmax2[0] < bmin1[0] ) return false; // if the maximum is less than our minimum on any axis
if ( bmax2[1] < bmin1[1] ) return false;
if ( bmax2[2] < bmin1[2] ) return false;
if ( bmin2[0] > bmax1[0] ) return false; // if the minimum is greater than our maximum on any axis
if ( bmin2[1] > bmax1[1] ) return false; // if the minimum is greater than our maximum on any axis
if ( bmin2[2] > bmax1[2] ) return false; // if the minimum is greater than our maximum on any axis
return true; // the extents overlap
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// Geometric Tools, Inc.
// http://www.geometrictools.com
// Copyright (c) 1998-2006. All Rights Reserved
//
// The Wild Magic Library (WM3) source code is supplied under the terms of
// the license agreement
// http://www.geometrictools.com/License/WildMagic3License.pdf
// and may not be copied or disclosed except in accordance with the terms
// of that agreement.
#include "bestfit.h"
namespace BestFit
{
class Vec3
{
public:
Vec3(void) { };
Vec3(float _x,float _y,float _z) { x = _x; y = _y; z = _z; };
float dot(const Vec3 &v)
{
return x*v.x + y*v.y + z*v.z; // the dot product
}
float x;
float y;
float z;
};
class Eigen
{
public:
void DecrSortEigenStuff(void)
{
Tridiagonal(); //diagonalize the matrix.
QLAlgorithm(); //
DecreasingSort();
GuaranteeRotation();
}
void Tridiagonal(void)
{
float fM00 = mElement[0][0];
float fM01 = mElement[0][1];
float fM02 = mElement[0][2];
float fM11 = mElement[1][1];
float fM12 = mElement[1][2];
float fM22 = mElement[2][2];
m_afDiag[0] = fM00;
m_afSubd[2] = 0;
if (fM02 != (float)0.0)
{
float fLength = sqrtf(fM01*fM01+fM02*fM02);
float fInvLength = ((float)1.0)/fLength;
fM01 *= fInvLength;
fM02 *= fInvLength;
float fQ = ((float)2.0)*fM01*fM12+fM02*(fM22-fM11);
m_afDiag[1] = fM11+fM02*fQ;
m_afDiag[2] = fM22-fM02*fQ;
m_afSubd[0] = fLength;
m_afSubd[1] = fM12-fM01*fQ;
mElement[0][0] = (float)1.0;
mElement[0][1] = (float)0.0;
mElement[0][2] = (float)0.0;
mElement[1][0] = (float)0.0;
mElement[1][1] = fM01;
mElement[1][2] = fM02;
mElement[2][0] = (float)0.0;
mElement[2][1] = fM02;
mElement[2][2] = -fM01;
m_bIsRotation = false;
}
else
{
m_afDiag[1] = fM11;
m_afDiag[2] = fM22;
m_afSubd[0] = fM01;
m_afSubd[1] = fM12;
mElement[0][0] = (float)1.0;
mElement[0][1] = (float)0.0;
mElement[0][2] = (float)0.0;
mElement[1][0] = (float)0.0;
mElement[1][1] = (float)1.0;
mElement[1][2] = (float)0.0;
mElement[2][0] = (float)0.0;
mElement[2][1] = (float)0.0;
mElement[2][2] = (float)1.0;
m_bIsRotation = true;
}
}
bool QLAlgorithm(void)
{
const int iMaxIter = 32;
for (int i0 = 0; i0 <3; i0++)
{
int i1;
for (i1 = 0; i1 < iMaxIter; i1++)
{
int i2;
for (i2 = i0; i2 <= (3-2); i2++)
{
float fTmp = fabsf(m_afDiag[i2]) + fabsf(m_afDiag[i2+1]);
if ( fabsf(m_afSubd[i2]) + fTmp == fTmp )
break;
}
if (i2 == i0)
{
break;
}
float fG = (m_afDiag[i0+1] - m_afDiag[i0])/(((float)2.0) * m_afSubd[i0]);
float fR = sqrtf(fG*fG+(float)1.0);
if (fG < (float)0.0)
{
fG = m_afDiag[i2]-m_afDiag[i0]+m_afSubd[i0]/(fG-fR);
}
else
{
fG = m_afDiag[i2]-m_afDiag[i0]+m_afSubd[i0]/(fG+fR);
}
float fSin = (float)1.0, fCos = (float)1.0, fP = (float)0.0;
for (int i3 = i2-1; i3 >= i0; i3--)
{
float fF = fSin*m_afSubd[i3];
float fB = fCos*m_afSubd[i3];
if (fabsf(fF) >= fabsf(fG))
{
fCos = fG/fF;
fR = sqrtf(fCos*fCos+(float)1.0);
m_afSubd[i3+1] = fF*fR;
fSin = ((float)1.0)/fR;
fCos *= fSin;
}
else
{
fSin = fF/fG;
fR = sqrtf(fSin*fSin+(float)1.0);
m_afSubd[i3+1] = fG*fR;
fCos = ((float)1.0)/fR;
fSin *= fCos;
}
fG = m_afDiag[i3+1]-fP;
fR = (m_afDiag[i3]-fG)*fSin+((float)2.0)*fB*fCos;
fP = fSin*fR;
m_afDiag[i3+1] = fG+fP;
fG = fCos*fR-fB;
for (int i4 = 0; i4 < 3; i4++)
{
fF = mElement[i4][i3+1];
mElement[i4][i3+1] = fSin*mElement[i4][i3]+fCos*fF;
mElement[i4][i3] = fCos*mElement[i4][i3]-fSin*fF;
}
}
m_afDiag[i0] -= fP;
m_afSubd[i0] = fG;
m_afSubd[i2] = (float)0.0;
}
if (i1 == iMaxIter)
{
return false;
}
}
return true;
}
void DecreasingSort(void)
{
//sort eigenvalues in decreasing order, e[0] >= ... >= e[iSize-1]
for (int i0 = 0, i1; i0 <= 3-2; i0++)
{
// locate maximum eigenvalue
i1 = i0;
float fMax = m_afDiag[i1];
int i2;
for (i2 = i0+1; i2 < 3; i2++)
{
if (m_afDiag[i2] > fMax)
{
i1 = i2;
fMax = m_afDiag[i1];
}
}
if (i1 != i0)
{
// swap eigenvalues
m_afDiag[i1] = m_afDiag[i0];
m_afDiag[i0] = fMax;
// swap eigenvectors
for (i2 = 0; i2 < 3; i2++)
{
float fTmp = mElement[i2][i0];
mElement[i2][i0] = mElement[i2][i1];
mElement[i2][i1] = fTmp;
m_bIsRotation = !m_bIsRotation;
}
}
}
}
void GuaranteeRotation(void)
{
if (!m_bIsRotation)
{
// change sign on the first column
for (int iRow = 0; iRow <3; iRow++)
{
mElement[iRow][0] = -mElement[iRow][0];
}
}
}
float mElement[3][3];
float m_afDiag[3];
float m_afSubd[3];
bool m_bIsRotation;
};
}
using namespace BestFit;
bool getBestFitPlane(unsigned int vcount,
const float *points,
unsigned int vstride,
const float *weights,
unsigned int wstride,
float *plane)
{
bool ret = false;
Vec3 kOrigin(0,0,0);
float wtotal = 0;
if ( 1 )
{
const char *source = (const char *) points;
const char *wsource = (const char *) weights;
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) source;
float w = 1;
if ( wsource )
{
const float *ws = (const float *) wsource;
w = *ws; //
wsource+=wstride;
}
kOrigin.x+=p[0]*w;
kOrigin.y+=p[1]*w;
kOrigin.z+=p[2]*w;
wtotal+=w;
source+=vstride;
}
}
float recip = 1.0f / wtotal; // reciprocol of total weighting
kOrigin.x*=recip;
kOrigin.y*=recip;
kOrigin.z*=recip;
float fSumXX=0;
float fSumXY=0;
float fSumXZ=0;
float fSumYY=0;
float fSumYZ=0;
float fSumZZ=0;
if ( 1 )
{
const char *source = (const char *) points;
const char *wsource = (const char *) weights;
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) source;
float w = 1;
if ( wsource )
{
const float *ws = (const float *) wsource;
w = *ws; //
wsource+=wstride;
}
Vec3 kDiff;
kDiff.x = w*(p[0] - kOrigin.x); // apply vertex weighting!
kDiff.y = w*(p[1] - kOrigin.y);
kDiff.z = w*(p[2] - kOrigin.z);
fSumXX+= kDiff.x * kDiff.x; // sume of the squares of the differences.
fSumXY+= kDiff.x * kDiff.y; // sume of the squares of the differences.
fSumXZ+= kDiff.x * kDiff.z; // sume of the squares of the differences.
fSumYY+= kDiff.y * kDiff.y;
fSumYZ+= kDiff.y * kDiff.z;
fSumZZ+= kDiff.z * kDiff.z;
source+=vstride;
}
}
fSumXX *= recip;
fSumXY *= recip;
fSumXZ *= recip;
fSumYY *= recip;
fSumYZ *= recip;
fSumZZ *= recip;
// setup the eigensolver
Eigen kES;
kES.mElement[0][0] = fSumXX;
kES.mElement[0][1] = fSumXY;
kES.mElement[0][2] = fSumXZ;
kES.mElement[1][0] = fSumXY;
kES.mElement[1][1] = fSumYY;
kES.mElement[1][2] = fSumYZ;
kES.mElement[2][0] = fSumXZ;
kES.mElement[2][1] = fSumYZ;
kES.mElement[2][2] = fSumZZ;
// compute eigenstuff, smallest eigenvalue is in last position
kES.DecrSortEigenStuff();
Vec3 kNormal;
kNormal.x = kES.mElement[0][2];
kNormal.y = kES.mElement[1][2];
kNormal.z = kES.mElement[2][2];
// the minimum energy
plane[0] = kNormal.x;
plane[1] = kNormal.y;
plane[2] = kNormal.z;
plane[3] = 0 - kNormal.dot(kOrigin);
return ret;
}
float getBoundingRegion(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax) // returns the diagonal distance
{
const unsigned char *source = (const unsigned char *) points;
bmin[0] = points[0];
bmin[1] = points[1];
bmin[2] = points[2];
bmax[0] = points[0];
bmax[1] = points[1];
bmax[2] = points[2];
for (unsigned int i=1; i<vcount; i++)
{
source+=pstride;
const float *p = (const float *) source;
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
return sqrtf( dx*dx + dy*dy + dz*dz );
}
bool overlapAABB(const float *bmin1,const float *bmax1,const float *bmin2,const float *bmax2) // return true if the two AABB's overlap.
{
if ( bmax2[0] < bmin1[0] ) return false; // if the maximum is less than our minimum on any axis
if ( bmax2[1] < bmin1[1] ) return false;
if ( bmax2[2] < bmin1[2] ) return false;
if ( bmin2[0] > bmax1[0] ) return false; // if the minimum is greater than our maximum on any axis
if ( bmin2[1] > bmax1[1] ) return false; // if the minimum is greater than our maximum on any axis
if ( bmin2[2] > bmax1[2] ) return false; // if the minimum is greater than our maximum on any axis
return true; // the extents overlap
}

View File

@@ -1,65 +1,65 @@
#ifndef BEST_FIT_H
#define BEST_FIT_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// This routine was released in 'snippet' form
// by John W. Ratcliff mailto:jratcliff@infiniplex.net
// on March 22, 2006.
//
// This routine computes the 'best fit' plane equation to
// a set of input data points with an optional per vertex
// weighting component.
//
// The implementation for this was lifted directly from
// David Eberly's Magic Software implementation.
// computes the best fit plane to a collection of data points.
// returns the plane equation as A,B,C,D format. (Ax+By+Cz+D)
bool getBestFitPlane(unsigned int vcount, // number of input data points
const float *points, // starting address of points array.
unsigned int vstride, // stride between input points.
const float *weights, // *optional point weighting values.
unsigned int wstride, // weight stride for each vertex.
float *plane);
float getBoundingRegion(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax); // returns the diagonal distance
bool overlapAABB(const float *bmin1,const float *bmax1,const float *bmin2,const float *bmax2); // return true if the two AABB's overlap.
#endif
#ifndef BEST_FIT_H
#define BEST_FIT_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// This routine was released in 'snippet' form
// by John W. Ratcliff mailto:jratcliff@infiniplex.net
// on March 22, 2006.
//
// This routine computes the 'best fit' plane equation to
// a set of input data points with an optional per vertex
// weighting component.
//
// The implementation for this was lifted directly from
// David Eberly's Magic Software implementation.
// computes the best fit plane to a collection of data points.
// returns the plane equation as A,B,C,D format. (Ax+By+Cz+D)
bool getBestFitPlane(unsigned int vcount, // number of input data points
const float *points, // starting address of points array.
unsigned int vstride, // stride between input points.
const float *weights, // *optional point weighting values.
unsigned int wstride, // weight stride for each vertex.
float *plane);
float getBoundingRegion(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax); // returns the diagonal distance
bool overlapAABB(const float *bmin1,const float *bmax1,const float *bmin2,const float *bmax2); // return true if the two AABB's overlap.
#endif

View File

@@ -1,173 +1,173 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <assert.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "bestfitobb.h"
#include "float_math.h"
// computes the OBB for this set of points relative to this transform matrix.
void computeOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,const float *matrix)
{
const char *src = (const char *) points;
float bmin[3] = { 1e9, 1e9, 1e9 };
float bmax[3] = { -1e9, -1e9, -1e9 };
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) src;
float t[3];
fm_inverseRT(matrix, p, t ); // inverse rotate translate
if ( t[0] < bmin[0] ) bmin[0] = t[0];
if ( t[1] < bmin[1] ) bmin[1] = t[1];
if ( t[2] < bmin[2] ) bmin[2] = t[2];
if ( t[0] > bmax[0] ) bmax[0] = t[0];
if ( t[1] > bmax[1] ) bmax[1] = t[1];
if ( t[2] > bmax[2] ) bmax[2] = t[2];
src+=pstride;
}
sides[0] = bmax[0];
sides[1] = bmax[1];
sides[2] = bmax[2];
if ( fabsf(bmin[0]) > sides[0] ) sides[0] = fabsf(bmin[0]);
if ( fabsf(bmin[1]) > sides[1] ) sides[1] = fabsf(bmin[1]);
if ( fabsf(bmin[2]) > sides[2] ) sides[2] = fabsf(bmin[2]);
sides[0]*=2.0f;
sides[1]*=2.0f;
sides[2]*=2.0f;
}
void computeBestFitOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,float *matrix)
{
float bmin[3];
float bmax[3];
fm_getAABB(vcount,points,pstride,bmin,bmax);
float center[3];
center[0] = (bmax[0]-bmin[0])*0.5f + bmin[0];
center[1] = (bmax[1]-bmin[1])*0.5f + bmin[1];
center[2] = (bmax[2]-bmin[2])*0.5f + bmin[2];
float ax = 0;
float ay = 0;
float az = 0;
float sweep = 45.0f; // 180 degree sweep on all three axes.
float steps = 8.0f; // 16 steps on each axis.
float bestVolume = 1e9;
float angle[3]={0.f,0.f,0.f};
while ( sweep >= 1 )
{
bool found = false;
float stepsize = sweep / steps;
for (float x=ax-sweep; x<=ax+sweep; x+=stepsize)
{
for (float y=ay-sweep; y<=ay+sweep; y+=stepsize)
{
for (float z=az-sweep; z<=az+sweep; z+=stepsize)
{
float pmatrix[16];
fm_eulerMatrix( x*FM_DEG_TO_RAD, y*FM_DEG_TO_RAD, z*FM_DEG_TO_RAD, pmatrix );
pmatrix[3*4+0] = center[0];
pmatrix[3*4+1] = center[1];
pmatrix[3*4+2] = center[2];
float psides[3];
computeOBB( vcount, points, pstride, psides, pmatrix );
float volume = psides[0]*psides[1]*psides[2]; // the volume of the cube
if ( volume <= bestVolume )
{
bestVolume = volume;
sides[0] = psides[0];
sides[1] = psides[1];
sides[2] = psides[2];
angle[0] = ax;
angle[1] = ay;
angle[2] = az;
memcpy(matrix,pmatrix,sizeof(float)*16);
found = true; // yes, we found an improvement.
}
}
}
}
if ( found )
{
ax = angle[0];
ay = angle[1];
az = angle[2];
sweep*=0.5f; // sweep 1/2 the distance as the last time.
}
else
{
break; // no improvement, so just
}
}
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <assert.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "bestfitobb.h"
#include "float_math.h"
// computes the OBB for this set of points relative to this transform matrix.
void computeOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,const float *matrix)
{
const char *src = (const char *) points;
float bmin[3] = { 1e9, 1e9, 1e9 };
float bmax[3] = { -1e9, -1e9, -1e9 };
for (unsigned int i=0; i<vcount; i++)
{
const float *p = (const float *) src;
float t[3];
fm_inverseRT(matrix, p, t ); // inverse rotate translate
if ( t[0] < bmin[0] ) bmin[0] = t[0];
if ( t[1] < bmin[1] ) bmin[1] = t[1];
if ( t[2] < bmin[2] ) bmin[2] = t[2];
if ( t[0] > bmax[0] ) bmax[0] = t[0];
if ( t[1] > bmax[1] ) bmax[1] = t[1];
if ( t[2] > bmax[2] ) bmax[2] = t[2];
src+=pstride;
}
sides[0] = bmax[0];
sides[1] = bmax[1];
sides[2] = bmax[2];
if ( fabsf(bmin[0]) > sides[0] ) sides[0] = fabsf(bmin[0]);
if ( fabsf(bmin[1]) > sides[1] ) sides[1] = fabsf(bmin[1]);
if ( fabsf(bmin[2]) > sides[2] ) sides[2] = fabsf(bmin[2]);
sides[0]*=2.0f;
sides[1]*=2.0f;
sides[2]*=2.0f;
}
void computeBestFitOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,float *matrix)
{
float bmin[3];
float bmax[3];
fm_getAABB(vcount,points,pstride,bmin,bmax);
float center[3];
center[0] = (bmax[0]-bmin[0])*0.5f + bmin[0];
center[1] = (bmax[1]-bmin[1])*0.5f + bmin[1];
center[2] = (bmax[2]-bmin[2])*0.5f + bmin[2];
float ax = 0;
float ay = 0;
float az = 0;
float sweep = 45.0f; // 180 degree sweep on all three axes.
float steps = 8.0f; // 16 steps on each axis.
float bestVolume = 1e9;
float angle[3]={0.f,0.f,0.f};
while ( sweep >= 1 )
{
bool found = false;
float stepsize = sweep / steps;
for (float x=ax-sweep; x<=ax+sweep; x+=stepsize)
{
for (float y=ay-sweep; y<=ay+sweep; y+=stepsize)
{
for (float z=az-sweep; z<=az+sweep; z+=stepsize)
{
float pmatrix[16];
fm_eulerMatrix( x*FM_DEG_TO_RAD, y*FM_DEG_TO_RAD, z*FM_DEG_TO_RAD, pmatrix );
pmatrix[3*4+0] = center[0];
pmatrix[3*4+1] = center[1];
pmatrix[3*4+2] = center[2];
float psides[3];
computeOBB( vcount, points, pstride, psides, pmatrix );
float volume = psides[0]*psides[1]*psides[2]; // the volume of the cube
if ( volume <= bestVolume )
{
bestVolume = volume;
sides[0] = psides[0];
sides[1] = psides[1];
sides[2] = psides[2];
angle[0] = ax;
angle[1] = ay;
angle[2] = az;
memcpy(matrix,pmatrix,sizeof(float)*16);
found = true; // yes, we found an improvement.
}
}
}
}
if ( found )
{
ax = angle[0];
ay = angle[1];
az = angle[2];
sweep*=0.5f; // sweep 1/2 the distance as the last time.
}
else
{
break; // no improvement, so just
}
}
}

View File

@@ -1,43 +1,43 @@
#ifndef BEST_FIT_OBB_H
#define BEST_FIT_OBB_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
void computeBestFitOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,float *matrix);
#endif
#ifndef BEST_FIT_OBB_H
#define BEST_FIT_OBB_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
void computeBestFitOBB(unsigned int vcount,const float *points,unsigned int pstride,float *sides,float *matrix);
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -1,153 +1,153 @@
#ifndef CD_HULL_H
#define CD_HULL_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
namespace ConvexDecomposition
{
class HullResult
{
public:
HullResult(void)
{
mPolygons = true;
mNumOutputVertices = 0;
mOutputVertices = 0;
mNumFaces = 0;
mNumIndices = 0;
mIndices = 0;
}
bool mPolygons; // true if indices represents polygons, false indices are triangles
unsigned int mNumOutputVertices; // number of vertices in the output hull
float *mOutputVertices; // array of vertices, 3 floats each x,y,z
unsigned int mNumFaces; // the number of faces produced
unsigned int mNumIndices; // the total number of indices
unsigned int *mIndices; // pointer to indices.
// If triangles, then indices are array indexes into the vertex list.
// If polygons, indices are in the form (number of points in face) (p1, p2, p3, ..) etc..
};
enum HullFlag
{
QF_TRIANGLES = (1<<0), // report results as triangles, not polygons.
QF_REVERSE_ORDER = (1<<1), // reverse order of the triangle indices.
QF_SKIN_WIDTH = (1<<2), // extrude hull based on this skin width
QF_DEFAULT = 0
};
class HullDesc
{
public:
HullDesc(void)
{
mFlags = QF_DEFAULT;
mVcount = 0;
mVertices = 0;
mVertexStride = sizeof(float)*3;
mNormalEpsilon = 0.001f;
mMaxVertices = 4096; // maximum number of points to be considered for a convex hull.
mMaxFaces = 4096;
mSkinWidth = 0.01f; // default is one centimeter
};
HullDesc(HullFlag flag,
unsigned int vcount,
const float *vertices,
unsigned int stride)
{
mFlags = flag;
mVcount = vcount;
mVertices = vertices;
mVertexStride = stride;
mNormalEpsilon = 0.001f;
mMaxVertices = 4096;
mSkinWidth = 0.01f; // default is one centimeter
}
bool HasHullFlag(HullFlag flag) const
{
if ( mFlags & flag ) return true;
return false;
}
void SetHullFlag(HullFlag flag)
{
mFlags|=flag;
}
void ClearHullFlag(HullFlag flag)
{
mFlags&=~flag;
}
unsigned int mFlags; // flags to use when generating the convex hull.
unsigned int mVcount; // number of vertices in the input point cloud
const float *mVertices; // the array of vertices.
unsigned int mVertexStride; // the stride of each vertex, in bytes.
float mNormalEpsilon; // the epsilon for removing duplicates. This is a normalized value, if normalized bit is on.
float mSkinWidth;
unsigned int mMaxVertices; // maximum number of vertices to be considered for the hull!
unsigned int mMaxFaces;
};
enum HullError
{
QE_OK, // success!
QE_FAIL // failed.
};
class HullLibrary
{
public:
HullError CreateConvexHull(const HullDesc &desc, // describes the input request
HullResult &result); // contains the resulst
HullError ReleaseResult(HullResult &result); // release memory allocated for this result, we are done with it.
private:
void BringOutYourDead(const float *verts,unsigned int vcount, float *overts,unsigned int &ocount,unsigned int *indices,unsigned indexcount);
bool 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);
};
}
#endif
#ifndef CD_HULL_H
#define CD_HULL_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
namespace ConvexDecomposition
{
class HullResult
{
public:
HullResult(void)
{
mPolygons = true;
mNumOutputVertices = 0;
mOutputVertices = 0;
mNumFaces = 0;
mNumIndices = 0;
mIndices = 0;
}
bool mPolygons; // true if indices represents polygons, false indices are triangles
unsigned int mNumOutputVertices; // number of vertices in the output hull
float *mOutputVertices; // array of vertices, 3 floats each x,y,z
unsigned int mNumFaces; // the number of faces produced
unsigned int mNumIndices; // the total number of indices
unsigned int *mIndices; // pointer to indices.
// If triangles, then indices are array indexes into the vertex list.
// If polygons, indices are in the form (number of points in face) (p1, p2, p3, ..) etc..
};
enum HullFlag
{
QF_TRIANGLES = (1<<0), // report results as triangles, not polygons.
QF_REVERSE_ORDER = (1<<1), // reverse order of the triangle indices.
QF_SKIN_WIDTH = (1<<2), // extrude hull based on this skin width
QF_DEFAULT = 0
};
class HullDesc
{
public:
HullDesc(void)
{
mFlags = QF_DEFAULT;
mVcount = 0;
mVertices = 0;
mVertexStride = sizeof(float)*3;
mNormalEpsilon = 0.001f;
mMaxVertices = 4096; // maximum number of points to be considered for a convex hull.
mMaxFaces = 4096;
mSkinWidth = 0.01f; // default is one centimeter
};
HullDesc(HullFlag flag,
unsigned int vcount,
const float *vertices,
unsigned int stride)
{
mFlags = flag;
mVcount = vcount;
mVertices = vertices;
mVertexStride = stride;
mNormalEpsilon = 0.001f;
mMaxVertices = 4096;
mSkinWidth = 0.01f; // default is one centimeter
}
bool HasHullFlag(HullFlag flag) const
{
if ( mFlags & flag ) return true;
return false;
}
void SetHullFlag(HullFlag flag)
{
mFlags|=flag;
}
void ClearHullFlag(HullFlag flag)
{
mFlags&=~flag;
}
unsigned int mFlags; // flags to use when generating the convex hull.
unsigned int mVcount; // number of vertices in the input point cloud
const float *mVertices; // the array of vertices.
unsigned int mVertexStride; // the stride of each vertex, in bytes.
float mNormalEpsilon; // the epsilon for removing duplicates. This is a normalized value, if normalized bit is on.
float mSkinWidth;
unsigned int mMaxVertices; // maximum number of vertices to be considered for the hull!
unsigned int mMaxFaces;
};
enum HullError
{
QE_OK, // success!
QE_FAIL // failed.
};
class HullLibrary
{
public:
HullError CreateConvexHull(const HullDesc &desc, // describes the input request
HullResult &result); // contains the resulst
HullError ReleaseResult(HullResult &result); // release memory allocated for this result, we are done with it.
private:
void BringOutYourDead(const float *verts,unsigned int vcount, float *overts,unsigned int &ocount,unsigned int *indices,unsigned indexcount);
bool 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);
};
}
#endif

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@@ -1,62 +1,62 @@
#ifndef CD_WAVEFRONT_OBJ_H
#define CD_WAVEFRONT_OBJ_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class WavefrontObj
{
public:
WavefrontObj(void);
~WavefrontObj(void);
unsigned int loadObj(const char *fname); // load a wavefront obj returns number of triangles that were loaded. Data is persists until the class is destructed.
int mVertexCount;
int mTriCount;
int *mIndices;
float *mVertices;
};
}
#endif
#ifndef CD_WAVEFRONT_OBJ_H
#define CD_WAVEFRONT_OBJ_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class WavefrontObj
{
public:
WavefrontObj(void);
~WavefrontObj(void);
unsigned int loadObj(const char *fname); // load a wavefront obj returns number of triangles that were loaded. Data is persists until the class is destructed.
int mVertexCount;
int mTriCount;
int *mIndices;
float *mVertices;
};
}
#endif

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@@ -1,60 +1,60 @@
#ifndef COMPUTE_CONCAVITY_H
#define COMPUTE_CONCAVITY_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class ConvexDecompInterface;
// compute's how 'concave' this object is and returns the total volume of the
// convex hull as well as the volume of the 'concavity' which was found.
float computeConcavity(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane,
float &volume);
}
#endif
#ifndef COMPUTE_CONCAVITY_H
#define COMPUTE_CONCAVITY_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class ConvexDecompInterface;
// compute's how 'concave' this object is and returns the total volume of the
// convex hull as well as the volume of the 'concavity' which was found.
float computeConcavity(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane,
float &volume);
}
#endif

View File

@@ -1,202 +1,202 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "fitsphere.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
/*
An Efficient Bounding Sphere
by Jack Ritter
from "Graphics Gems", Academic Press, 1990
*/
/* Routine to calculate tight bounding sphere over */
/* a set of points in 3D */
/* This contains the routine find_bounding_sphere(), */
/* the struct definition, and the globals used for parameters. */
/* The abs() of all coordinates must be < BIGNUMBER */
/* Code written by Jack Ritter and Lyle Rains. */
#define BIGNUMBER 100000000.0 /* hundred million */
static inline void Set(float *n,float x,float y,float z)
{
n[0] = x;
n[1] = y;
n[2] = z;
}
static inline void Copy(float *dest,const float *source)
{
dest[0] = source[0];
dest[1] = source[1];
dest[2] = source[2];
}
float computeBoundingSphere(unsigned int vcount,const float *points,float *center)
{
float mRadius;
float mRadius2;
float xmin[3];
float xmax[3];
float ymin[3];
float ymax[3];
float zmin[3];
float zmax[3];
float dia1[3];
float dia2[3];
/* FIRST PASS: find 6 minima/maxima points */
Set(xmin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(xmax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
Set(ymin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(ymax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
Set(zmin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(zmax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
for (unsigned i=0; i<vcount; i++)
{
const float *caller_p = &points[i*3];
if (caller_p[0]<xmin[0])
Copy(xmin,caller_p); /* New xminimum point */
if (caller_p[0]>xmax[0])
Copy(xmax,caller_p);
if (caller_p[1]<ymin[1])
Copy(ymin,caller_p);
if (caller_p[1]>ymax[1])
Copy(ymax,caller_p);
if (caller_p[2]<zmin[2])
Copy(zmin,caller_p);
if (caller_p[2]>zmax[2])
Copy(zmax,caller_p);
}
/* Set xspan = distance between the 2 points xmin & xmax (squared) */
float dx = xmax[0] - xmin[0];
float dy = xmax[1] - xmin[1];
float dz = xmax[2] - xmin[2];
float xspan = dx*dx + dy*dy + dz*dz;
/* Same for y & z spans */
dx = ymax[0] - ymin[0];
dy = ymax[1] - ymin[1];
dz = ymax[2] - ymin[2];
float yspan = dx*dx + dy*dy + dz*dz;
dx = zmax[0] - zmin[0];
dy = zmax[1] - zmin[1];
dz = zmax[2] - zmin[2];
float zspan = dx*dx + dy*dy + dz*dz;
/* Set points dia1 & dia2 to the maximally separated pair */
Copy(dia1,xmin);
Copy(dia2,xmax); /* assume xspan biggest */
float maxspan = xspan;
if (yspan>maxspan)
{
maxspan = yspan;
Copy(dia1,ymin);
Copy(dia2,ymax);
}
if (zspan>maxspan)
{
Copy(dia1,zmin);
Copy(dia2,zmax);
}
/* dia1,dia2 is a diameter of initial sphere */
/* calc initial center */
center[0] = (dia1[0]+dia2[0])*0.5f;
center[1] = (dia1[1]+dia2[1])*0.5f;
center[2] = (dia1[2]+dia2[2])*0.5f;
/* calculate initial radius**2 and radius */
dx = dia2[0]-center[0]; /* x component of radius vector */
dy = dia2[1]-center[1]; /* y component of radius vector */
dz = dia2[2]-center[2]; /* z component of radius vector */
mRadius2 = dx*dx + dy*dy + dz*dz;
mRadius = float(sqrt(mRadius2));
/* SECOND PASS: increment current sphere */
if ( 1 )
{
for (unsigned i=0; i<vcount; i++)
{
const float *caller_p = &points[i*3];
dx = caller_p[0]-center[0];
dy = caller_p[1]-center[1];
dz = caller_p[2]-center[2];
float old_to_p_sq = dx*dx + dy*dy + dz*dz;
if (old_to_p_sq > mRadius2) /* do r**2 test first */
{ /* this point is outside of current sphere */
float old_to_p = float(sqrt(old_to_p_sq));
/* calc radius of new sphere */
mRadius = (mRadius + old_to_p) * 0.5f;
mRadius2 = mRadius*mRadius; /* for next r**2 compare */
float old_to_new = old_to_p - mRadius;
/* calc center of new sphere */
float recip = 1.0f /old_to_p;
float cx = (mRadius*center[0] + old_to_new*caller_p[0]) * recip;
float cy = (mRadius*center[1] + old_to_new*caller_p[1]) * recip;
float cz = (mRadius*center[2] + old_to_new*caller_p[2]) * recip;
Set(center,cx,cy,cz);
}
}
}
return mRadius;
}
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "fitsphere.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
/*
An Efficient Bounding Sphere
by Jack Ritter
from "Graphics Gems", Academic Press, 1990
*/
/* Routine to calculate tight bounding sphere over */
/* a set of points in 3D */
/* This contains the routine find_bounding_sphere(), */
/* the struct definition, and the globals used for parameters. */
/* The abs() of all coordinates must be < BIGNUMBER */
/* Code written by Jack Ritter and Lyle Rains. */
#define BIGNUMBER 100000000.0 /* hundred million */
static inline void Set(float *n,float x,float y,float z)
{
n[0] = x;
n[1] = y;
n[2] = z;
}
static inline void Copy(float *dest,const float *source)
{
dest[0] = source[0];
dest[1] = source[1];
dest[2] = source[2];
}
float computeBoundingSphere(unsigned int vcount,const float *points,float *center)
{
float mRadius;
float mRadius2;
float xmin[3];
float xmax[3];
float ymin[3];
float ymax[3];
float zmin[3];
float zmax[3];
float dia1[3];
float dia2[3];
/* FIRST PASS: find 6 minima/maxima points */
Set(xmin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(xmax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
Set(ymin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(ymax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
Set(zmin,BIGNUMBER,BIGNUMBER,BIGNUMBER);
Set(zmax,-BIGNUMBER,-BIGNUMBER,-BIGNUMBER);
for (unsigned i=0; i<vcount; i++)
{
const float *caller_p = &points[i*3];
if (caller_p[0]<xmin[0])
Copy(xmin,caller_p); /* New xminimum point */
if (caller_p[0]>xmax[0])
Copy(xmax,caller_p);
if (caller_p[1]<ymin[1])
Copy(ymin,caller_p);
if (caller_p[1]>ymax[1])
Copy(ymax,caller_p);
if (caller_p[2]<zmin[2])
Copy(zmin,caller_p);
if (caller_p[2]>zmax[2])
Copy(zmax,caller_p);
}
/* Set xspan = distance between the 2 points xmin & xmax (squared) */
float dx = xmax[0] - xmin[0];
float dy = xmax[1] - xmin[1];
float dz = xmax[2] - xmin[2];
float xspan = dx*dx + dy*dy + dz*dz;
/* Same for y & z spans */
dx = ymax[0] - ymin[0];
dy = ymax[1] - ymin[1];
dz = ymax[2] - ymin[2];
float yspan = dx*dx + dy*dy + dz*dz;
dx = zmax[0] - zmin[0];
dy = zmax[1] - zmin[1];
dz = zmax[2] - zmin[2];
float zspan = dx*dx + dy*dy + dz*dz;
/* Set points dia1 & dia2 to the maximally separated pair */
Copy(dia1,xmin);
Copy(dia2,xmax); /* assume xspan biggest */
float maxspan = xspan;
if (yspan>maxspan)
{
maxspan = yspan;
Copy(dia1,ymin);
Copy(dia2,ymax);
}
if (zspan>maxspan)
{
Copy(dia1,zmin);
Copy(dia2,zmax);
}
/* dia1,dia2 is a diameter of initial sphere */
/* calc initial center */
center[0] = (dia1[0]+dia2[0])*0.5f;
center[1] = (dia1[1]+dia2[1])*0.5f;
center[2] = (dia1[2]+dia2[2])*0.5f;
/* calculate initial radius**2 and radius */
dx = dia2[0]-center[0]; /* x component of radius vector */
dy = dia2[1]-center[1]; /* y component of radius vector */
dz = dia2[2]-center[2]; /* z component of radius vector */
mRadius2 = dx*dx + dy*dy + dz*dz;
mRadius = float(sqrt(mRadius2));
/* SECOND PASS: increment current sphere */
if ( 1 )
{
for (unsigned i=0; i<vcount; i++)
{
const float *caller_p = &points[i*3];
dx = caller_p[0]-center[0];
dy = caller_p[1]-center[1];
dz = caller_p[2]-center[2];
float old_to_p_sq = dx*dx + dy*dy + dz*dz;
if (old_to_p_sq > mRadius2) /* do r**2 test first */
{ /* this point is outside of current sphere */
float old_to_p = float(sqrt(old_to_p_sq));
/* calc radius of new sphere */
mRadius = (mRadius + old_to_p) * 0.5f;
mRadius2 = mRadius*mRadius; /* for next r**2 compare */
float old_to_new = old_to_p - mRadius;
/* calc center of new sphere */
float recip = 1.0f /old_to_p;
float cx = (mRadius*center[0] + old_to_new*caller_p[0]) * recip;
float cy = (mRadius*center[1] + old_to_new*caller_p[1]) * recip;
float cz = (mRadius*center[2] + old_to_new*caller_p[2]) * recip;
Set(center,cx,cy,cz);
}
}
}
return mRadius;
}

View File

@@ -1,43 +1,43 @@
#ifndef FIT_SPHERE_H
#define FIT_SPHERE_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
float computeBoundingSphere(unsigned int vcount,const float *points,float *center);
#endif
#ifndef FIT_SPHERE_H
#define FIT_SPHERE_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
float computeBoundingSphere(unsigned int vcount,const float *points,float *center);
#endif

View File

@@ -1,257 +1,257 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
void fm_inverseRT(const float *matrix,const float *pos,float *t) // inverse rotate translate the point.
{
float _x = pos[0] - matrix[3*4+0];
float _y = pos[1] - matrix[3*4+1];
float _z = pos[2] - matrix[3*4+2];
// Multiply inverse-translated source vector by inverted rotation transform
t[0] = (matrix[0*4+0] * _x) + (matrix[0*4+1] * _y) + (matrix[0*4+2] * _z);
t[1] = (matrix[1*4+0] * _x) + (matrix[1*4+1] * _y) + (matrix[1*4+2] * _z);
t[2] = (matrix[2*4+0] * _x) + (matrix[2*4+1] * _y) + (matrix[2*4+2] * _z);
}
void fm_identity(float *matrix) // set 4x4 matrix to identity.
{
matrix[0*4+0] = 1;
matrix[1*4+1] = 1;
matrix[2*4+2] = 1;
matrix[3*4+3] = 1;
matrix[1*4+0] = 0;
matrix[2*4+0] = 0;
matrix[3*4+0] = 0;
matrix[0*4+1] = 0;
matrix[2*4+1] = 0;
matrix[3*4+1] = 0;
matrix[0*4+2] = 0;
matrix[1*4+2] = 0;
matrix[3*4+2] = 0;
matrix[0*4+3] = 0;
matrix[1*4+3] = 0;
matrix[2*4+3] = 0;
}
void fm_eulerMatrix(float ax,float ay,float az,float *matrix) // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
{
float quat[4];
fm_eulerToQuat(ax,ay,az,quat);
fm_quatToMatrix(quat,matrix);
}
void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax)
{
const unsigned char *source = (const unsigned char *) points;
bmin[0] = points[0];
bmin[1] = points[1];
bmin[2] = points[2];
bmax[0] = points[0];
bmax[1] = points[1];
bmax[2] = points[2];
for (unsigned int i=1; i<vcount; i++)
{
source+=pstride;
const float *p = (const float *) source;
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
}
void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat) // convert euler angles to quaternion.
{
roll *= 0.5f;
pitch *= 0.5f;
yaw *= 0.5f;
float cr = cosf(roll);
float cp = cosf(pitch);
float cy = cosf(yaw);
float sr = sinf(roll);
float sp = sinf(pitch);
float sy = sinf(yaw);
float cpcy = cp * cy;
float spsy = sp * sy;
float spcy = sp * cy;
float cpsy = cp * sy;
quat[0] = ( sr * cpcy - cr * spsy);
quat[1] = ( cr * spcy + sr * cpsy);
quat[2] = ( cr * cpsy - sr * spcy);
quat[3] = cr * cpcy + sr * spsy;
}
void fm_quatToMatrix(const float *quat,float *matrix) // convert quaterinion rotation to matrix, zeros out the translation component.
{
float xx = quat[0]*quat[0];
float yy = quat[1]*quat[1];
float zz = quat[2]*quat[2];
float xy = quat[0]*quat[1];
float xz = quat[0]*quat[2];
float yz = quat[1]*quat[2];
float wx = quat[3]*quat[0];
float wy = quat[3]*quat[1];
float wz = quat[3]*quat[2];
matrix[0*4+0] = 1 - 2 * ( yy + zz );
matrix[1*4+0] = 2 * ( xy - wz );
matrix[2*4+0] = 2 * ( xz + wy );
matrix[0*4+1] = 2 * ( xy + wz );
matrix[1*4+1] = 1 - 2 * ( xx + zz );
matrix[2*4+1] = 2 * ( yz - wx );
matrix[0*4+2] = 2 * ( xz - wy );
matrix[1*4+2] = 2 * ( yz + wx );
matrix[2*4+2] = 1 - 2 * ( xx + yy );
matrix[3*4+0] = matrix[3*4+1] = matrix[3*4+2] = 0.0f;
matrix[0*4+3] = matrix[1*4+3] = matrix[2*4+3] = 0.0f;
matrix[3*4+3] = 1.0f;
}
void fm_quatRotate(const float *quat,const float *v,float *r) // rotate a vector directly by a quaternion.
{
float left[4];
left[0] = quat[3]*v[0] + quat[1]*v[2] - v[1]*quat[2];
left[1] = quat[3]*v[1] + quat[2]*v[0] - v[2]*quat[0];
left[2] = quat[3]*v[2] + quat[0]*v[1] - v[0]*quat[1];
left[3] = - quat[0]*v[0] - quat[1]*v[1] - quat[2]*v[2];
r[0] = (left[3]*-quat[0]) + (quat[3]*left[0]) + (left[1]*-quat[2]) - (-quat[1]*left[2]);
r[1] = (left[3]*-quat[1]) + (quat[3]*left[1]) + (left[2]*-quat[0]) - (-quat[2]*left[0]);
r[2] = (left[3]*-quat[2]) + (quat[3]*left[2]) + (left[0]*-quat[1]) - (-quat[0]*left[1]);
}
void fm_getTranslation(const float *matrix,float *t)
{
t[0] = matrix[3*4+0];
t[1] = matrix[3*4+1];
t[2] = matrix[3*4+2];
}
void fm_matrixToQuat(const float *matrix,float *quat) // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
{
float tr = matrix[0*4+0] + matrix[1*4+1] + matrix[2*4+2];
// check the diagonal
if (tr > 0.0f )
{
float s = (float) sqrt ( (double) (tr + 1.0f) );
quat[3] = s * 0.5f;
s = 0.5f / s;
quat[0] = (matrix[1*4+2] - matrix[2*4+1]) * s;
quat[1] = (matrix[2*4+0] - matrix[0*4+2]) * s;
quat[2] = (matrix[0*4+1] - matrix[1*4+0]) * s;
}
else
{
// diagonal is negative
int nxt[3] = {1, 2, 0};
float qa[4];
int i = 0;
if (matrix[1*4+1] > matrix[0*4+0]) i = 1;
if (matrix[2*4+2] > matrix[i*4+i]) i = 2;
int j = nxt[i];
int k = nxt[j];
float s = sqrtf ( ((matrix[i*4+i] - (matrix[j*4+j] + matrix[k*4+k])) + 1.0f) );
qa[i] = s * 0.5f;
if (s != 0.0f ) s = 0.5f / s;
qa[3] = (matrix[j*4+k] - matrix[k*4+j]) * s;
qa[j] = (matrix[i*4+j] + matrix[j*4+i]) * s;
qa[k] = (matrix[i*4+k] + matrix[k*4+i]) * s;
quat[0] = qa[0];
quat[1] = qa[1];
quat[2] = qa[2];
quat[3] = qa[3];
}
}
float fm_sphereVolume(float radius) // return's the volume of a sphere of this radius (4/3 PI * R cubed )
{
return (4.0f / 3.0f ) * FM_PI * radius * radius * radius;
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
void fm_inverseRT(const float *matrix,const float *pos,float *t) // inverse rotate translate the point.
{
float _x = pos[0] - matrix[3*4+0];
float _y = pos[1] - matrix[3*4+1];
float _z = pos[2] - matrix[3*4+2];
// Multiply inverse-translated source vector by inverted rotation transform
t[0] = (matrix[0*4+0] * _x) + (matrix[0*4+1] * _y) + (matrix[0*4+2] * _z);
t[1] = (matrix[1*4+0] * _x) + (matrix[1*4+1] * _y) + (matrix[1*4+2] * _z);
t[2] = (matrix[2*4+0] * _x) + (matrix[2*4+1] * _y) + (matrix[2*4+2] * _z);
}
void fm_identity(float *matrix) // set 4x4 matrix to identity.
{
matrix[0*4+0] = 1;
matrix[1*4+1] = 1;
matrix[2*4+2] = 1;
matrix[3*4+3] = 1;
matrix[1*4+0] = 0;
matrix[2*4+0] = 0;
matrix[3*4+0] = 0;
matrix[0*4+1] = 0;
matrix[2*4+1] = 0;
matrix[3*4+1] = 0;
matrix[0*4+2] = 0;
matrix[1*4+2] = 0;
matrix[3*4+2] = 0;
matrix[0*4+3] = 0;
matrix[1*4+3] = 0;
matrix[2*4+3] = 0;
}
void fm_eulerMatrix(float ax,float ay,float az,float *matrix) // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
{
float quat[4];
fm_eulerToQuat(ax,ay,az,quat);
fm_quatToMatrix(quat,matrix);
}
void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax)
{
const unsigned char *source = (const unsigned char *) points;
bmin[0] = points[0];
bmin[1] = points[1];
bmin[2] = points[2];
bmax[0] = points[0];
bmax[1] = points[1];
bmax[2] = points[2];
for (unsigned int i=1; i<vcount; i++)
{
source+=pstride;
const float *p = (const float *) source;
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
}
void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat) // convert euler angles to quaternion.
{
roll *= 0.5f;
pitch *= 0.5f;
yaw *= 0.5f;
float cr = cosf(roll);
float cp = cosf(pitch);
float cy = cosf(yaw);
float sr = sinf(roll);
float sp = sinf(pitch);
float sy = sinf(yaw);
float cpcy = cp * cy;
float spsy = sp * sy;
float spcy = sp * cy;
float cpsy = cp * sy;
quat[0] = ( sr * cpcy - cr * spsy);
quat[1] = ( cr * spcy + sr * cpsy);
quat[2] = ( cr * cpsy - sr * spcy);
quat[3] = cr * cpcy + sr * spsy;
}
void fm_quatToMatrix(const float *quat,float *matrix) // convert quaterinion rotation to matrix, zeros out the translation component.
{
float xx = quat[0]*quat[0];
float yy = quat[1]*quat[1];
float zz = quat[2]*quat[2];
float xy = quat[0]*quat[1];
float xz = quat[0]*quat[2];
float yz = quat[1]*quat[2];
float wx = quat[3]*quat[0];
float wy = quat[3]*quat[1];
float wz = quat[3]*quat[2];
matrix[0*4+0] = 1 - 2 * ( yy + zz );
matrix[1*4+0] = 2 * ( xy - wz );
matrix[2*4+0] = 2 * ( xz + wy );
matrix[0*4+1] = 2 * ( xy + wz );
matrix[1*4+1] = 1 - 2 * ( xx + zz );
matrix[2*4+1] = 2 * ( yz - wx );
matrix[0*4+2] = 2 * ( xz - wy );
matrix[1*4+2] = 2 * ( yz + wx );
matrix[2*4+2] = 1 - 2 * ( xx + yy );
matrix[3*4+0] = matrix[3*4+1] = matrix[3*4+2] = 0.0f;
matrix[0*4+3] = matrix[1*4+3] = matrix[2*4+3] = 0.0f;
matrix[3*4+3] = 1.0f;
}
void fm_quatRotate(const float *quat,const float *v,float *r) // rotate a vector directly by a quaternion.
{
float left[4];
left[0] = quat[3]*v[0] + quat[1]*v[2] - v[1]*quat[2];
left[1] = quat[3]*v[1] + quat[2]*v[0] - v[2]*quat[0];
left[2] = quat[3]*v[2] + quat[0]*v[1] - v[0]*quat[1];
left[3] = - quat[0]*v[0] - quat[1]*v[1] - quat[2]*v[2];
r[0] = (left[3]*-quat[0]) + (quat[3]*left[0]) + (left[1]*-quat[2]) - (-quat[1]*left[2]);
r[1] = (left[3]*-quat[1]) + (quat[3]*left[1]) + (left[2]*-quat[0]) - (-quat[2]*left[0]);
r[2] = (left[3]*-quat[2]) + (quat[3]*left[2]) + (left[0]*-quat[1]) - (-quat[0]*left[1]);
}
void fm_getTranslation(const float *matrix,float *t)
{
t[0] = matrix[3*4+0];
t[1] = matrix[3*4+1];
t[2] = matrix[3*4+2];
}
void fm_matrixToQuat(const float *matrix,float *quat) // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
{
float tr = matrix[0*4+0] + matrix[1*4+1] + matrix[2*4+2];
// check the diagonal
if (tr > 0.0f )
{
float s = (float) sqrt ( (double) (tr + 1.0f) );
quat[3] = s * 0.5f;
s = 0.5f / s;
quat[0] = (matrix[1*4+2] - matrix[2*4+1]) * s;
quat[1] = (matrix[2*4+0] - matrix[0*4+2]) * s;
quat[2] = (matrix[0*4+1] - matrix[1*4+0]) * s;
}
else
{
// diagonal is negative
int nxt[3] = {1, 2, 0};
float qa[4];
int i = 0;
if (matrix[1*4+1] > matrix[0*4+0]) i = 1;
if (matrix[2*4+2] > matrix[i*4+i]) i = 2;
int j = nxt[i];
int k = nxt[j];
float s = sqrtf ( ((matrix[i*4+i] - (matrix[j*4+j] + matrix[k*4+k])) + 1.0f) );
qa[i] = s * 0.5f;
if (s != 0.0f ) s = 0.5f / s;
qa[3] = (matrix[j*4+k] - matrix[k*4+j]) * s;
qa[j] = (matrix[i*4+j] + matrix[j*4+i]) * s;
qa[k] = (matrix[i*4+k] + matrix[k*4+i]) * s;
quat[0] = qa[0];
quat[1] = qa[1];
quat[2] = qa[2];
quat[3] = qa[3];
}
}
float fm_sphereVolume(float radius) // return's the volume of a sphere of this radius (4/3 PI * R cubed )
{
return (4.0f / 3.0f ) * FM_PI * radius * radius * radius;
}

View File

@@ -1,72 +1,72 @@
#ifndef FLOAT_MATH_H
#define FLOAT_MATH_H
#ifdef _WIN32
#pragma warning(disable : 4324) // disable padding warning
#pragma warning(disable : 4244) // disable padding warning
#pragma warning(disable : 4267) // possible loss of data
#pragma warning(disable:4530) // Disable the exception disable but used in MSCV Stl warning.
#pragma warning(disable:4996) //Turn off warnings about deprecated C routines
#pragma warning(disable:4786) // Disable the "debug name too long" warning
#endif
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// a set of routines that last you do common 3d math
// operations without any vector, matrix, or quaternion
// classes or templates.
//
// a vector (or point) is a 'float *' to 3 floating point numbers.
// a matrix is a 'float *' to an array of 16 floating point numbers representing a 4x4 transformation matrix compatible with D3D or OGL
// a quaternion is a 'float *' to 4 floats representing a quaternion x,y,z,w
const float FM_PI = 3.141592654f;
const float FM_DEG_TO_RAD = ((2.0f * FM_PI) / 360.0f);
const float FM_RAD_TO_DEG = (360.0f / (2.0f * FM_PI));
void fm_identity(float *matrix); // set 4x4 matrix to identity.
void fm_inverseRT(const float *matrix,const float *pos,float *t); // inverse rotate translate the point.
void fm_eulerMatrix(float ax,float ay,float az,float *matrix); // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax);
void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat); // convert euler angles to quaternion.
void fm_quatToMatrix(const float *quat,float *matrix); // convert quaterinion rotation to matrix, translation set to zero.
void fm_quatRotate(const float *quat,const float *v,float *r); // rotate a vector directly by a quaternion.
void fm_getTranslation(const float *matrix,float *t);
void fm_matrixToQuat(const float *matrix,float *quat); // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
float fm_sphereVolume(float radius); // return's the volume of a sphere of this radius (4/3 PI * R cubed )
#endif
#ifndef FLOAT_MATH_H
#define FLOAT_MATH_H
#ifdef _WIN32
#pragma warning(disable : 4324) // disable padding warning
#pragma warning(disable : 4244) // disable padding warning
#pragma warning(disable : 4267) // possible loss of data
#pragma warning(disable:4530) // Disable the exception disable but used in MSCV Stl warning.
#pragma warning(disable:4996) //Turn off warnings about deprecated C routines
#pragma warning(disable:4786) // Disable the "debug name too long" warning
#endif
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// a set of routines that last you do common 3d math
// operations without any vector, matrix, or quaternion
// classes or templates.
//
// a vector (or point) is a 'float *' to 3 floating point numbers.
// a matrix is a 'float *' to an array of 16 floating point numbers representing a 4x4 transformation matrix compatible with D3D or OGL
// a quaternion is a 'float *' to 4 floats representing a quaternion x,y,z,w
const float FM_PI = 3.141592654f;
const float FM_DEG_TO_RAD = ((2.0f * FM_PI) / 360.0f);
const float FM_RAD_TO_DEG = (360.0f / (2.0f * FM_PI));
void fm_identity(float *matrix); // set 4x4 matrix to identity.
void fm_inverseRT(const float *matrix,const float *pos,float *t); // inverse rotate translate the point.
void fm_eulerMatrix(float ax,float ay,float az,float *matrix); // convert euler (in radians) to a dest 4x4 matrix (translation set to zero)
void fm_getAABB(unsigned int vcount,const float *points,unsigned int pstride,float *bmin,float *bmax);
void fm_eulerToQuat(float roll,float pitch,float yaw,float *quat); // convert euler angles to quaternion.
void fm_quatToMatrix(const float *quat,float *matrix); // convert quaterinion rotation to matrix, translation set to zero.
void fm_quatRotate(const float *quat,const float *v,float *r); // rotate a vector directly by a quaternion.
void fm_getTranslation(const float *matrix,float *t);
void fm_matrixToQuat(const float *matrix,float *quat); // convert the 3x3 portion of a 4x4 matrix into a quaterion as x,y,z,w
float fm_sphereVolume(float radius); // return's the volume of a sphere of this radius (4/3 PI * R cubed )
#endif

View File

@@ -1,128 +1,128 @@
#include "float_math.h"
#include "meshvolume.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
inline float det(const float *p1,const float *p2,const float *p3)
{
return p1[0]*p2[1]*p3[2] + p2[0]*p3[1]*p1[2] + p3[0]*p1[1]*p2[2] -p1[0]*p3[1]*p2[2] - p2[0]*p1[1]*p3[2] - p3[0]*p2[1]*p1[2];
}
float computeMeshVolume(const float *vertices,unsigned int tcount,const unsigned int *indices)
{
float volume = 0;
for (unsigned int i=0; i<tcount; i++,indices+=3)
{
const float *p1 = &vertices[ indices[0]*3 ];
const float *p2 = &vertices[ indices[1]*3 ];
const float *p3 = &vertices[ indices[2]*3 ];
volume+=det(p1,p2,p3); // compute the volume of the tetrahedran relative to the origin.
}
volume*=(1.0f/6.0f);
if ( volume < 0 )
volume*=-1;
return volume;
}
inline void CrossProduct(const float *a,const float *b,float *cross)
{
cross[0] = a[1]*b[2] - a[2]*b[1];
cross[1] = a[2]*b[0] - a[0]*b[2];
cross[2] = a[0]*b[1] - a[1]*b[0];
}
inline float DotProduct(const float *a,const float *b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
inline float tetVolume(const float *p0,const float *p1,const float *p2,const float *p3)
{
float a[3];
float b[3];
float c[3];
a[0] = p1[0] - p0[0];
a[1] = p1[1] - p0[1];
a[2] = p1[2] - p0[2];
b[0] = p2[0] - p0[0];
b[1] = p2[1] - p0[1];
b[2] = p2[2] - p0[2];
c[0] = p3[0] - p0[0];
c[1] = p3[1] - p0[1];
c[2] = p3[2] - p0[2];
float cross[3];
CrossProduct( b, c, cross );
float volume = DotProduct( a, cross );
if ( volume < 0 )
return -volume;
return volume;
}
inline float det(const float *p0,const float *p1,const float *p2,const float *p3)
{
return p1[0]*p2[1]*p3[2] + p2[0]*p3[1]*p1[2] + p3[0]*p1[1]*p2[2] -p1[0]*p3[1]*p2[2] - p2[0]*p1[1]*p3[2] - p3[0]*p2[1]*p1[2];
}
float computeMeshVolume2(const float *vertices,unsigned int tcount,const unsigned int *indices)
{
float volume = 0;
const float *p0 = vertices;
for (unsigned int i=0; i<tcount; i++,indices+=3)
{
const float *p1 = &vertices[ indices[0]*3 ];
const float *p2 = &vertices[ indices[1]*3 ];
const float *p3 = &vertices[ indices[2]*3 ];
volume+=tetVolume(p0,p1,p2,p3); // compute the volume of the tetrahdren relative to the root vertice
}
return volume * (1.0f / 6.0f );
}
#include "float_math.h"
#include "meshvolume.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
inline float det(const float *p1,const float *p2,const float *p3)
{
return p1[0]*p2[1]*p3[2] + p2[0]*p3[1]*p1[2] + p3[0]*p1[1]*p2[2] -p1[0]*p3[1]*p2[2] - p2[0]*p1[1]*p3[2] - p3[0]*p2[1]*p1[2];
}
float computeMeshVolume(const float *vertices,unsigned int tcount,const unsigned int *indices)
{
float volume = 0;
for (unsigned int i=0; i<tcount; i++,indices+=3)
{
const float *p1 = &vertices[ indices[0]*3 ];
const float *p2 = &vertices[ indices[1]*3 ];
const float *p3 = &vertices[ indices[2]*3 ];
volume+=det(p1,p2,p3); // compute the volume of the tetrahedran relative to the origin.
}
volume*=(1.0f/6.0f);
if ( volume < 0 )
volume*=-1;
return volume;
}
inline void CrossProduct(const float *a,const float *b,float *cross)
{
cross[0] = a[1]*b[2] - a[2]*b[1];
cross[1] = a[2]*b[0] - a[0]*b[2];
cross[2] = a[0]*b[1] - a[1]*b[0];
}
inline float DotProduct(const float *a,const float *b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
inline float tetVolume(const float *p0,const float *p1,const float *p2,const float *p3)
{
float a[3];
float b[3];
float c[3];
a[0] = p1[0] - p0[0];
a[1] = p1[1] - p0[1];
a[2] = p1[2] - p0[2];
b[0] = p2[0] - p0[0];
b[1] = p2[1] - p0[1];
b[2] = p2[2] - p0[2];
c[0] = p3[0] - p0[0];
c[1] = p3[1] - p0[1];
c[2] = p3[2] - p0[2];
float cross[3];
CrossProduct( b, c, cross );
float volume = DotProduct( a, cross );
if ( volume < 0 )
return -volume;
return volume;
}
inline float det(const float *p0,const float *p1,const float *p2,const float *p3)
{
return p1[0]*p2[1]*p3[2] + p2[0]*p3[1]*p1[2] + p3[0]*p1[1]*p2[2] -p1[0]*p3[1]*p2[2] - p2[0]*p1[1]*p3[2] - p3[0]*p2[1]*p1[2];
}
float computeMeshVolume2(const float *vertices,unsigned int tcount,const unsigned int *indices)
{
float volume = 0;
const float *p0 = vertices;
for (unsigned int i=0; i<tcount; i++,indices+=3)
{
const float *p1 = &vertices[ indices[0]*3 ];
const float *p2 = &vertices[ indices[1]*3 ];
const float *p3 = &vertices[ indices[2]*3 ];
volume+=tetVolume(p0,p1,p2,p3); // compute the volume of the tetrahdren relative to the root vertice
}
return volume * (1.0f / 6.0f );
}

View File

@@ -1,45 +1,45 @@
#ifndef MESH_VOLUME_H
#define MESH_VOLUME_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
float computeMeshVolume(const float *vertices,unsigned int tcount,const unsigned int *indices);
float computeMeshVolume2(const float *vertices,unsigned int tcount,const unsigned int *indices);
#endif
#ifndef MESH_VOLUME_H
#define MESH_VOLUME_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
float computeMeshVolume(const float *vertices,unsigned int tcount,const unsigned int *indices);
float computeMeshVolume2(const float *vertices,unsigned int tcount,const unsigned int *indices);
#endif

View File

@@ -1,238 +1,238 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "planetri.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
static inline float DistToPt(const float *p,const float *plane)
{
float x = p[0];
float y = p[1];
float z = p[2];
float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
return d;
}
static PlaneTriResult getSidePlane(const float *p,const float *plane,float epsilon)
{
float d = DistToPt(p,plane);
if ( (d+epsilon) > 0 )
return PTR_FRONT; // it is 'in front' within the provided epsilon value.
return PTR_BACK;
}
static void add(const float *p,float *dest,unsigned int tstride,unsigned int &pcount)
{
char *d = (char *) dest;
d = d + pcount*tstride;
dest = (float *) d;
dest[0] = p[0];
dest[1] = p[1];
dest[2] = p[2];
pcount++;
assert( pcount <= 4 );
}
// assumes that the points are on opposite sides of the plane!
static void intersect(const float *p1,const float *p2,float *split,const float *plane)
{
float dp1 = DistToPt(p1,plane);
float dir[3];
dir[0] = p2[0] - p1[0];
dir[1] = p2[1] - p1[1];
dir[2] = p2[2] - p1[2];
float dot1 = dir[0]*plane[0] + dir[1]*plane[1] + dir[2]*plane[2];
float dot2 = dp1 - plane[3];
float t = -(plane[3] + dot2 ) / dot1;
split[0] = (dir[0]*t)+p1[0];
split[1] = (dir[1]*t)+p1[1];
split[2] = (dir[2]*t)+p1[2];
}
PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
const float *triangle, // the source triangle.
unsigned int tstride, // stride in bytes of the input and output triangles
float epsilon, // the co-planer epsilon value.
float *front, // the triangle in front of the
unsigned int &fcount, // number of vertices in the 'front' triangle
float *back, // the triangle in back of the plane
unsigned int &bcount) // the number of vertices in the 'back' triangle.
{
fcount = 0;
bcount = 0;
const char *tsource = (const char *) triangle;
// get the three vertices of the triangle.
const float *p1 = (const float *) (tsource);
const float *p2 = (const float *) (tsource+tstride);
const float *p3 = (const float *) (tsource+tstride*2);
PlaneTriResult r1 = getSidePlane(p1,plane,epsilon); // compute the side of the plane each vertex is on
PlaneTriResult r2 = getSidePlane(p2,plane,epsilon);
PlaneTriResult r3 = getSidePlane(p3,plane,epsilon);
if ( r1 == r2 && r1 == r3 ) // if all three vertices are on the same side of the plane.
{
if ( r1 == PTR_FRONT ) // if all three are in front of the plane, then copy to the 'front' output triangle.
{
add(p1,front,tstride,fcount);
add(p2,front,tstride,fcount);
add(p3,front,tstride,fcount);
}
else
{
add(p1,back,tstride,bcount); // if all three are in 'abck' then copy to the 'back' output triangle.
add(p2,back,tstride,bcount);
add(p3,back,tstride,bcount);
}
return r1; // if all three points are on the same side of the plane return result
}
// ok.. we need to split the triangle at the plane.
// First test ray segment P1 to P2
if ( r1 == r2 ) // if these are both on the same side...
{
if ( r1 == PTR_FRONT )
{
add( p1, front, tstride, fcount );
add( p2, front, tstride, fcount );
}
else
{
add( p1, back, tstride, bcount );
add( p2, back, tstride, bcount );
}
}
else
{
float split[3]; // split the point
intersect(p1,p2,split,plane);
if ( r1 == PTR_FRONT )
{
add(p1, front, tstride, fcount );
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p2, back, tstride, bcount );
}
else
{
add(p1, back, tstride, bcount );
add(split, back, tstride, bcount );
add(split, front, tstride, fcount );
add(p2, front, tstride, fcount );
}
}
// Next test ray segment P2 to P3
if ( r2 == r3 ) // if these are both on the same side...
{
if ( r3 == PTR_FRONT )
{
add( p3, front, tstride, fcount );
}
else
{
add( p3, back, tstride, bcount );
}
}
else
{
float split[3]; // split the point
intersect(p2,p3,split,plane);
if ( r3 == PTR_FRONT )
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p3, front, tstride, fcount );
}
else
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p3, back, tstride, bcount );
}
}
// Next test ray segment P3 to P1
if ( r3 != r1 ) // if these are both on the same side...
{
float split[3]; // split the point
intersect(p3,p1,split,plane);
if ( r1 == PTR_FRONT )
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
}
else
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
}
}
return PTR_SPLIT;
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include "planetri.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
static inline float DistToPt(const float *p,const float *plane)
{
float x = p[0];
float y = p[1];
float z = p[2];
float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
return d;
}
static PlaneTriResult getSidePlane(const float *p,const float *plane,float epsilon)
{
float d = DistToPt(p,plane);
if ( (d+epsilon) > 0 )
return PTR_FRONT; // it is 'in front' within the provided epsilon value.
return PTR_BACK;
}
static void add(const float *p,float *dest,unsigned int tstride,unsigned int &pcount)
{
char *d = (char *) dest;
d = d + pcount*tstride;
dest = (float *) d;
dest[0] = p[0];
dest[1] = p[1];
dest[2] = p[2];
pcount++;
assert( pcount <= 4 );
}
// assumes that the points are on opposite sides of the plane!
static void intersect(const float *p1,const float *p2,float *split,const float *plane)
{
float dp1 = DistToPt(p1,plane);
float dir[3];
dir[0] = p2[0] - p1[0];
dir[1] = p2[1] - p1[1];
dir[2] = p2[2] - p1[2];
float dot1 = dir[0]*plane[0] + dir[1]*plane[1] + dir[2]*plane[2];
float dot2 = dp1 - plane[3];
float t = -(plane[3] + dot2 ) / dot1;
split[0] = (dir[0]*t)+p1[0];
split[1] = (dir[1]*t)+p1[1];
split[2] = (dir[2]*t)+p1[2];
}
PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
const float *triangle, // the source triangle.
unsigned int tstride, // stride in bytes of the input and output triangles
float epsilon, // the co-planer epsilon value.
float *front, // the triangle in front of the
unsigned int &fcount, // number of vertices in the 'front' triangle
float *back, // the triangle in back of the plane
unsigned int &bcount) // the number of vertices in the 'back' triangle.
{
fcount = 0;
bcount = 0;
const char *tsource = (const char *) triangle;
// get the three vertices of the triangle.
const float *p1 = (const float *) (tsource);
const float *p2 = (const float *) (tsource+tstride);
const float *p3 = (const float *) (tsource+tstride*2);
PlaneTriResult r1 = getSidePlane(p1,plane,epsilon); // compute the side of the plane each vertex is on
PlaneTriResult r2 = getSidePlane(p2,plane,epsilon);
PlaneTriResult r3 = getSidePlane(p3,plane,epsilon);
if ( r1 == r2 && r1 == r3 ) // if all three vertices are on the same side of the plane.
{
if ( r1 == PTR_FRONT ) // if all three are in front of the plane, then copy to the 'front' output triangle.
{
add(p1,front,tstride,fcount);
add(p2,front,tstride,fcount);
add(p3,front,tstride,fcount);
}
else
{
add(p1,back,tstride,bcount); // if all three are in 'abck' then copy to the 'back' output triangle.
add(p2,back,tstride,bcount);
add(p3,back,tstride,bcount);
}
return r1; // if all three points are on the same side of the plane return result
}
// ok.. we need to split the triangle at the plane.
// First test ray segment P1 to P2
if ( r1 == r2 ) // if these are both on the same side...
{
if ( r1 == PTR_FRONT )
{
add( p1, front, tstride, fcount );
add( p2, front, tstride, fcount );
}
else
{
add( p1, back, tstride, bcount );
add( p2, back, tstride, bcount );
}
}
else
{
float split[3]; // split the point
intersect(p1,p2,split,plane);
if ( r1 == PTR_FRONT )
{
add(p1, front, tstride, fcount );
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p2, back, tstride, bcount );
}
else
{
add(p1, back, tstride, bcount );
add(split, back, tstride, bcount );
add(split, front, tstride, fcount );
add(p2, front, tstride, fcount );
}
}
// Next test ray segment P2 to P3
if ( r2 == r3 ) // if these are both on the same side...
{
if ( r3 == PTR_FRONT )
{
add( p3, front, tstride, fcount );
}
else
{
add( p3, back, tstride, bcount );
}
}
else
{
float split[3]; // split the point
intersect(p2,p3,split,plane);
if ( r3 == PTR_FRONT )
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p3, front, tstride, fcount );
}
else
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
add(p3, back, tstride, bcount );
}
}
// Next test ray segment P3 to P1
if ( r3 != r1 ) // if these are both on the same side...
{
float split[3]; // split the point
intersect(p3,p1,split,plane);
if ( r1 == PTR_FRONT )
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
}
else
{
add(split, front, tstride, fcount );
add(split, back, tstride, bcount );
}
}
return PTR_SPLIT;
}

View File

@@ -1,58 +1,58 @@
#ifndef PLANE_TRI_H
#define PLANE_TRI_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
enum PlaneTriResult
{
PTR_FRONT,
PTR_BACK,
PTR_SPLIT
};
PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
const float *triangle, // the source position triangle.
unsigned int tstride, // stride in bytes between vertices of the triangle.
float epsilon, // the co-planer epsilon value.
float *front, // the triangle in front of the
unsigned int &fcount, // number of vertices in the 'front' triangle.
float *back, // the triangle in back of the plane
unsigned int &bcount); // the number of vertices in the 'back' triangle.
#endif
#ifndef PLANE_TRI_H
#define PLANE_TRI_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
enum PlaneTriResult
{
PTR_FRONT,
PTR_BACK,
PTR_SPLIT
};
PlaneTriResult planeTriIntersection(const float *plane, // the plane equation in Ax+By+Cz+D format
const float *triangle, // the source position triangle.
unsigned int tstride, // stride in bytes between vertices of the triangle.
float epsilon, // the co-planer epsilon value.
float *front, // the triangle in front of the
unsigned int &fcount, // number of vertices in the 'front' triangle.
float *back, // the triangle in back of the plane
unsigned int &bcount); // the number of vertices in the 'back' triangle.
#endif

View File

@@ -1,134 +1,134 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "raytri.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
/* a = b - c */
#define vector(a,b,c) \
(a)[0] = (b)[0] - (c)[0]; \
(a)[1] = (b)[1] - (c)[1]; \
(a)[2] = (b)[2] - (c)[2];
#define innerProduct(v,q) \
((v)[0] * (q)[0] + \
(v)[1] * (q)[1] + \
(v)[2] * (q)[2])
#define crossProduct(a,b,c) \
(a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
(a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
(a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t)
{
float e1[3],e2[3],h[3],s[3],q[3];
float a,f,u,v;
vector(e1,v1,v0);
vector(e2,v2,v0);
crossProduct(h,d,e2);
a = innerProduct(e1,h);
if (a > -0.00001 && a < 0.00001)
return(false);
f = 1/a;
vector(s,p,v0);
u = f * (innerProduct(s,h));
if (u < 0.0 || u > 1.0)
return(false);
crossProduct(q,s,e1);
v = f * innerProduct(d,q);
if (v < 0.0 || u + v > 1.0)
return(false);
// at this stage we can compute t to find out where
// the intersection point is on the line
t = f * innerProduct(e2,q);
if (t > 0) // ray intersection
return(true);
else // this means that there is a line intersection
// but not a ray intersection
return (false);
}
bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect)
{
float dir[3];
dir[0] = rayEnd[0] - rayStart[0];
dir[1] = rayEnd[1] - rayStart[1];
dir[2] = rayEnd[2] - rayStart[2];
float d = sqrtf(dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]);
float r = 1.0f / d;
dir[0]*=r;
dir[1]*=r;
dir[2]*=r;
float t;
bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, t );
if ( ret )
{
if ( t > d )
{
sect[0] = rayStart[0] + dir[0]*t;
sect[1] = rayStart[1] + dir[1]*t;
sect[2] = rayStart[2] + dir[2]*t;
}
else
{
ret = false;
}
}
return ret;
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <math.h>
#include "raytri.h"
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
/* a = b - c */
#define vector(a,b,c) \
(a)[0] = (b)[0] - (c)[0]; \
(a)[1] = (b)[1] - (c)[1]; \
(a)[2] = (b)[2] - (c)[2];
#define innerProduct(v,q) \
((v)[0] * (q)[0] + \
(v)[1] * (q)[1] + \
(v)[2] * (q)[2])
#define crossProduct(a,b,c) \
(a)[0] = (b)[1] * (c)[2] - (c)[1] * (b)[2]; \
(a)[1] = (b)[2] * (c)[0] - (c)[2] * (b)[0]; \
(a)[2] = (b)[0] * (c)[1] - (c)[0] * (b)[1];
bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t)
{
float e1[3],e2[3],h[3],s[3],q[3];
float a,f,u,v;
vector(e1,v1,v0);
vector(e2,v2,v0);
crossProduct(h,d,e2);
a = innerProduct(e1,h);
if (a > -0.00001 && a < 0.00001)
return(false);
f = 1/a;
vector(s,p,v0);
u = f * (innerProduct(s,h));
if (u < 0.0 || u > 1.0)
return(false);
crossProduct(q,s,e1);
v = f * innerProduct(d,q);
if (v < 0.0 || u + v > 1.0)
return(false);
// at this stage we can compute t to find out where
// the intersection point is on the line
t = f * innerProduct(e2,q);
if (t > 0) // ray intersection
return(true);
else // this means that there is a line intersection
// but not a ray intersection
return (false);
}
bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect)
{
float dir[3];
dir[0] = rayEnd[0] - rayStart[0];
dir[1] = rayEnd[1] - rayStart[1];
dir[2] = rayEnd[2] - rayStart[2];
float d = sqrtf(dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2]);
float r = 1.0f / d;
dir[0]*=r;
dir[1]*=r;
dir[2]*=r;
float t;
bool ret = rayIntersectsTriangle(rayStart, dir, p1, p2, p3, t );
if ( ret )
{
if ( t > d )
{
sect[0] = rayStart[0] + dir[0]*t;
sect[1] = rayStart[1] + dir[1]*t;
sect[2] = rayStart[2] + dir[2]*t;
}
else
{
ret = false;
}
}
return ret;
}

View File

@@ -1,45 +1,45 @@
#ifndef RAY_TRI_H
#define RAY_TRI_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// returns true if the ray intersects the triangle.
bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect);
bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t);
#endif
#ifndef RAY_TRI_H
#define RAY_TRI_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// returns true if the ray intersects the triangle.
bool lineIntersectsTriangle(const float *rayStart,const float *rayEnd,const float *p1,const float *p2,const float *p3,float *sect);
bool rayIntersectsTriangle(const float *p,const float *d,const float *v0,const float *v1,const float *v2,float &t);
#endif

View File

@@ -1,306 +1,306 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <float.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "splitplane.h"
#include "ConvexDecomposition.h"
#include "cd_vector.h"
#include "cd_hull.h"
#include "cd_wavefront.h"
#include "bestfit.h"
#include "planetri.h"
#include "vlookup.h"
#include "meshvolume.h"
namespace ConvexDecomposition
{
static void computePlane(const float *A,const float *B,const float *C,float *plane)
{
float vx = (B[0] - C[0]);
float vy = (B[1] - C[1]);
float vz = (B[2] - C[2]);
float wx = (A[0] - B[0]);
float wy = (A[1] - B[1]);
float wz = (A[2] - B[2]);
float vw_x = vy * wz - vz * wy;
float vw_y = vz * wx - vx * wz;
float vw_z = vx * wy - vy * wx;
float mag = sqrtf((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z));
if ( mag < 0.000001f )
{
mag = 0;
}
else
{
mag = 1.0f/mag;
}
float x = vw_x * mag;
float y = vw_y * mag;
float z = vw_z * mag;
float D = 0.0f - ((x*A[0])+(y*A[1])+(z*A[2]));
plane[0] = x;
plane[1] = y;
plane[2] = z;
plane[3] = D;
}
class Rect3d
{
public:
Rect3d(void) { };
Rect3d(const float *bmin,const float *bmax)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(const float *bmin)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
}
void SetMax(const float *bmax)
{
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(float x,float y,float z)
{
mMin[0] = x;
mMin[1] = y;
mMin[2] = z;
}
void SetMax(float x,float y,float z)
{
mMax[0] = x;
mMax[1] = y;
mMax[2] = z;
}
float mMin[3];
float mMax[3];
};
void splitRect(unsigned int axis,
const Rect3d &source,
Rect3d &b1,
Rect3d &b2,
const float *midpoint)
{
switch ( axis )
{
case 0:
b1.SetMin(source.mMin);
b1.SetMax( midpoint[0], source.mMax[1], source.mMax[2] );
b2.SetMin( midpoint[0], source.mMin[1], source.mMin[2] );
b2.SetMax(source.mMax);
break;
case 1:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], midpoint[1], source.mMax[2] );
b2.SetMin( source.mMin[0], midpoint[1], source.mMin[2] );
b2.SetMax(source.mMax);
break;
case 2:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], source.mMax[1], midpoint[2] );
b2.SetMin( source.mMin[0], source.mMin[1], midpoint[2] );
b2.SetMax(source.mMax);
break;
}
}
bool computeSplitPlane(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane)
{
float bmin[3] = { 1e9, 1e9, 1e9 };
float bmax[3] = { -1e9, -1e9, -1e9 };
for (unsigned int i=0; i<vcount; i++)
{
const float *p = &vertices[i*3];
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
float laxis = dx;
unsigned int axis = 0;
if ( dy > dx )
{
axis = 1;
laxis = dy;
}
if ( dz > dx && dz > dy )
{
axis = 2;
laxis = dz;
}
float p1[3];
float p2[3];
float p3[3];
p3[0] = p2[0] = p1[0] = bmin[0] + dx*0.5f;
p3[1] = p2[1] = p1[1] = bmin[1] + dy*0.5f;
p3[2] = p2[2] = p1[2] = bmin[2] + dz*0.5f;
Rect3d b(bmin,bmax);
Rect3d b1,b2;
splitRect(axis,b,b1,b2,p1);
// callback->ConvexDebugBound(b1.mMin,b1.mMax,0x00FF00);
// callback->ConvexDebugBound(b2.mMin,b2.mMax,0xFFFF00);
switch ( axis )
{
case 0:
p2[1] = bmin[1];
p2[2] = bmin[2];
if ( dz > dy )
{
p3[1] = bmax[1];
p3[2] = bmin[2];
}
else
{
p3[1] = bmin[1];
p3[2] = bmax[2];
}
break;
case 1:
p2[0] = bmin[0];
p2[2] = bmin[2];
if ( dx > dz )
{
p3[0] = bmax[0];
p3[2] = bmin[2];
}
else
{
p3[0] = bmin[0];
p3[2] = bmax[2];
}
break;
case 2:
p2[0] = bmin[0];
p2[1] = bmin[1];
if ( dx > dy )
{
p3[0] = bmax[0];
p3[1] = bmin[1];
}
else
{
p3[0] = bmin[0];
p3[1] = bmax[1];
}
break;
}
// callback->ConvexDebugTri(p1,p2,p3,0xFF0000);
computePlane(p1,p2,p3,plane);
return true;
}
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#include <float.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
#include "splitplane.h"
#include "ConvexDecomposition.h"
#include "cd_vector.h"
#include "cd_hull.h"
#include "cd_wavefront.h"
#include "bestfit.h"
#include "planetri.h"
#include "vlookup.h"
#include "meshvolume.h"
namespace ConvexDecomposition
{
static void computePlane(const float *A,const float *B,const float *C,float *plane)
{
float vx = (B[0] - C[0]);
float vy = (B[1] - C[1]);
float vz = (B[2] - C[2]);
float wx = (A[0] - B[0]);
float wy = (A[1] - B[1]);
float wz = (A[2] - B[2]);
float vw_x = vy * wz - vz * wy;
float vw_y = vz * wx - vx * wz;
float vw_z = vx * wy - vy * wx;
float mag = sqrtf((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z));
if ( mag < 0.000001f )
{
mag = 0;
}
else
{
mag = 1.0f/mag;
}
float x = vw_x * mag;
float y = vw_y * mag;
float z = vw_z * mag;
float D = 0.0f - ((x*A[0])+(y*A[1])+(z*A[2]));
plane[0] = x;
plane[1] = y;
plane[2] = z;
plane[3] = D;
}
class Rect3d
{
public:
Rect3d(void) { };
Rect3d(const float *bmin,const float *bmax)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(const float *bmin)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
}
void SetMax(const float *bmax)
{
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(float x,float y,float z)
{
mMin[0] = x;
mMin[1] = y;
mMin[2] = z;
}
void SetMax(float x,float y,float z)
{
mMax[0] = x;
mMax[1] = y;
mMax[2] = z;
}
float mMin[3];
float mMax[3];
};
void splitRect(unsigned int axis,
const Rect3d &source,
Rect3d &b1,
Rect3d &b2,
const float *midpoint)
{
switch ( axis )
{
case 0:
b1.SetMin(source.mMin);
b1.SetMax( midpoint[0], source.mMax[1], source.mMax[2] );
b2.SetMin( midpoint[0], source.mMin[1], source.mMin[2] );
b2.SetMax(source.mMax);
break;
case 1:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], midpoint[1], source.mMax[2] );
b2.SetMin( source.mMin[0], midpoint[1], source.mMin[2] );
b2.SetMax(source.mMax);
break;
case 2:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], source.mMax[1], midpoint[2] );
b2.SetMin( source.mMin[0], source.mMin[1], midpoint[2] );
b2.SetMax(source.mMax);
break;
}
}
bool computeSplitPlane(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane)
{
float bmin[3] = { 1e9, 1e9, 1e9 };
float bmax[3] = { -1e9, -1e9, -1e9 };
for (unsigned int i=0; i<vcount; i++)
{
const float *p = &vertices[i*3];
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
float laxis = dx;
unsigned int axis = 0;
if ( dy > dx )
{
axis = 1;
laxis = dy;
}
if ( dz > dx && dz > dy )
{
axis = 2;
laxis = dz;
}
float p1[3];
float p2[3];
float p3[3];
p3[0] = p2[0] = p1[0] = bmin[0] + dx*0.5f;
p3[1] = p2[1] = p1[1] = bmin[1] + dy*0.5f;
p3[2] = p2[2] = p1[2] = bmin[2] + dz*0.5f;
Rect3d b(bmin,bmax);
Rect3d b1,b2;
splitRect(axis,b,b1,b2,p1);
// callback->ConvexDebugBound(b1.mMin,b1.mMax,0x00FF00);
// callback->ConvexDebugBound(b2.mMin,b2.mMax,0xFFFF00);
switch ( axis )
{
case 0:
p2[1] = bmin[1];
p2[2] = bmin[2];
if ( dz > dy )
{
p3[1] = bmax[1];
p3[2] = bmin[2];
}
else
{
p3[1] = bmin[1];
p3[2] = bmax[2];
}
break;
case 1:
p2[0] = bmin[0];
p2[2] = bmin[2];
if ( dx > dz )
{
p3[0] = bmax[0];
p3[2] = bmin[2];
}
else
{
p3[0] = bmin[0];
p3[2] = bmax[2];
}
break;
case 2:
p2[0] = bmin[0];
p2[1] = bmin[1];
if ( dx > dy )
{
p3[0] = bmax[0];
p3[1] = bmin[1];
}
else
{
p3[0] = bmin[0];
p3[1] = bmax[1];
}
break;
}
// callback->ConvexDebugTri(p1,p2,p3,0xFF0000);
computePlane(p1,p2,p3,plane);
return true;
}
}

View File

@@ -1,59 +1,59 @@
#ifndef SPLIT_PLANE_H
#define SPLIT_PLANE_H
//** Computes an 'optimal' split plane for the supplied mesh.
//** needs much improvement since it currently just splits along
//** the longest side of the AABB.
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class ConvexDecompInterface;
bool computeSplitPlane(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane);
}
#endif
#ifndef SPLIT_PLANE_H
#define SPLIT_PLANE_H
//** Computes an 'optimal' split plane for the supplied mesh.
//** needs much improvement since it currently just splits along
//** the longest side of the AABB.
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
namespace ConvexDecomposition
{
class ConvexDecompInterface;
bool computeSplitPlane(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane);
}
#endif

View File

@@ -1,307 +1,307 @@
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#pragma warning(disable:4786)
#include <vector>
#include <map>
#include <set>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// CodeSnippet provided by John W. Ratcliff
// on March 23, 2006.
//
// mailto: jratcliff@infiniplex.net
//
// Personal website: http://jratcliffscarab.blogspot.com
// Coding Website: http://codesuppository.blogspot.com
// FundRaising Blog: http://amillionpixels.blogspot.com
// Fundraising site: http://www.amillionpixels.us
// New Temple Site: http://newtemple.blogspot.com
//
// This snippet shows how to 'hide' the complexity of
// the STL by wrapping some useful piece of functionality
// around a handful of discrete API calls.
//
// This API allows you to create an indexed triangle list
// from a collection of raw input triangles. Internally
// it uses an STL set to build the lookup table very rapidly.
//
// Here is how you would use it to build an indexed triangle
// list from a raw list of triangles.
//
// (1) create a 'VertexLookup' interface by calling
//
// VertexLook vl = Vl_createVertexLookup();
//
// (2) For each vertice in each triangle call:
//
// unsigned int i1 = Vl_getIndex(vl,p1);
// unsigned int i2 = Vl_getIndex(vl,p2);
// unsigned int i3 = Vl_getIndex(vl,p3);
//
// save the 3 indices into your triangle list array.
//
// (3) Get the vertex array by calling:
//
// const float *vertices = Vl_getVertices(vl);
//
// (4) Get the number of vertices so you can copy them into
// your own buffer.
// unsigned int vcount = Vl_getVcount(vl);
//
// (5) Release the VertexLookup interface when you are done with it.
// Vl_releaseVertexLookup(vl);
//
// Teaches the following lessons:
//
// How to wrap the complexity of STL and C++ classes around a
// simple API interface.
//
// How to use an STL set and custom comparator operator for
// a complex data type.
//
// How to create a template class.
//
// How to achieve significant performance improvements by
// taking advantage of built in STL containers in just
// a few lines of code.
//
// You could easily modify this code to support other vertex
// formats with any number of interpolants.
#include "vlookup.h"
namespace Vlookup
{
class VertexPosition
{
public:
VertexPosition(void) { };
VertexPosition(const float *p)
{
mPos[0] = p[0];
mPos[1] = p[1];
mPos[2] = p[2];
};
void Set(int index,const float *pos)
{
const float * p = &pos[index*3];
mPos[0] = p[0];
mPos[1] = p[1];
mPos[2] = p[2];
};
float GetX(void) const { return mPos[0]; };
float GetY(void) const { return mPos[1]; };
float GetZ(void) const { return mPos[2]; };
float mPos[3];
};
class VertexLess
{
public:
typedef std::vector< VertexPosition > VertexVector;
bool operator()(int v1,int v2) const;
static void SetSearch(const VertexPosition& match,VertexVector *list)
{
mFind = match;
mList = list;
};
private:
const VertexPosition& Get(int index) const
{
if ( index == -1 ) return mFind;
VertexVector &vlist = *mList;
return vlist[index];
}
static VertexPosition mFind; // vertice to locate.
static VertexVector *mList;
};
template <class Type> class VertexPool
{
public:
typedef std::set<int, VertexLess > VertexSet;
typedef std::vector< Type > VertexVector;
int getVertex(const Type& vtx)
{
VertexLess::SetSearch(vtx,&mVtxs);
VertexSet::iterator found;
found = mVertSet.find( -1 );
if ( found != mVertSet.end() )
{
return *found;
}
int idx = (int)mVtxs.size();
mVtxs.push_back( vtx );
mVertSet.insert( idx );
return idx;
};
const float * GetPos(int idx) const
{
return mVtxs[idx].mPos;
}
const Type& Get(int idx) const
{
return mVtxs[idx];
};
unsigned int GetSize(void) const
{
return mVtxs.size();
};
void Clear(int reservesize) // clear the vertice pool.
{
mVertSet.clear();
mVtxs.clear();
mVtxs.reserve(reservesize);
};
const VertexVector& GetVertexList(void) const { return mVtxs; };
void Set(const Type& vtx)
{
mVtxs.push_back(vtx);
}
unsigned int GetVertexCount(void) const
{
return mVtxs.size();
};
Type * getBuffer(void)
{
return &mVtxs[0];
};
private:
VertexSet mVertSet; // ordered list.
VertexVector mVtxs; // set of vertices.
};
VertexPosition VertexLess::mFind;
std::vector<VertexPosition > *VertexLess::mList=0;
bool VertexLess::operator()(int v1,int v2) const
{
const VertexPosition& a = Get(v1);
const VertexPosition& b = Get(v2);
int ixA = (int) (a.GetX()*10000.0f);
int ixB = (int) (b.GetX()*10000.0f);
if ( ixA < ixB ) return true;
if ( ixA > ixB ) return false;
int iyA = (int) (a.GetY()*10000.0f);
int iyB = (int) (b.GetY()*10000.0f);
if ( iyA < iyB ) return true;
if ( iyA > iyB ) return false;
int izA = (int) (a.GetZ()*10000.0f);
int izB = (int) (b.GetZ()*10000.0f);
if ( izA < izB ) return true;
if ( izA > izB ) return false;
return false;
}
}
using namespace Vlookup;
VertexLookup Vl_createVertexLookup(void)
{
VertexLookup ret = new VertexPool< VertexPosition >;
return ret;
}
void Vl_releaseVertexLookup(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
delete vp;
}
unsigned int Vl_getIndex(VertexLookup vlook,const float *pos) // get index.
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
VertexPosition p(pos);
return vp->getVertex(p);
}
const float * Vl_getVertices(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
return vp->GetPos(0);
}
unsigned int Vl_getVcount(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
return vp->GetVertexCount();
}
#include "float_math.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#pragma warning(disable:4786)
#include <vector>
#include <map>
#include <set>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// CodeSnippet provided by John W. Ratcliff
// on March 23, 2006.
//
// mailto: jratcliff@infiniplex.net
//
// Personal website: http://jratcliffscarab.blogspot.com
// Coding Website: http://codesuppository.blogspot.com
// FundRaising Blog: http://amillionpixels.blogspot.com
// Fundraising site: http://www.amillionpixels.us
// New Temple Site: http://newtemple.blogspot.com
//
// This snippet shows how to 'hide' the complexity of
// the STL by wrapping some useful piece of functionality
// around a handful of discrete API calls.
//
// This API allows you to create an indexed triangle list
// from a collection of raw input triangles. Internally
// it uses an STL set to build the lookup table very rapidly.
//
// Here is how you would use it to build an indexed triangle
// list from a raw list of triangles.
//
// (1) create a 'VertexLookup' interface by calling
//
// VertexLook vl = Vl_createVertexLookup();
//
// (2) For each vertice in each triangle call:
//
// unsigned int i1 = Vl_getIndex(vl,p1);
// unsigned int i2 = Vl_getIndex(vl,p2);
// unsigned int i3 = Vl_getIndex(vl,p3);
//
// save the 3 indices into your triangle list array.
//
// (3) Get the vertex array by calling:
//
// const float *vertices = Vl_getVertices(vl);
//
// (4) Get the number of vertices so you can copy them into
// your own buffer.
// unsigned int vcount = Vl_getVcount(vl);
//
// (5) Release the VertexLookup interface when you are done with it.
// Vl_releaseVertexLookup(vl);
//
// Teaches the following lessons:
//
// How to wrap the complexity of STL and C++ classes around a
// simple API interface.
//
// How to use an STL set and custom comparator operator for
// a complex data type.
//
// How to create a template class.
//
// How to achieve significant performance improvements by
// taking advantage of built in STL containers in just
// a few lines of code.
//
// You could easily modify this code to support other vertex
// formats with any number of interpolants.
#include "vlookup.h"
namespace Vlookup
{
class VertexPosition
{
public:
VertexPosition(void) { };
VertexPosition(const float *p)
{
mPos[0] = p[0];
mPos[1] = p[1];
mPos[2] = p[2];
};
void Set(int index,const float *pos)
{
const float * p = &pos[index*3];
mPos[0] = p[0];
mPos[1] = p[1];
mPos[2] = p[2];
};
float GetX(void) const { return mPos[0]; };
float GetY(void) const { return mPos[1]; };
float GetZ(void) const { return mPos[2]; };
float mPos[3];
};
class VertexLess
{
public:
typedef std::vector< VertexPosition > VertexVector;
bool operator()(int v1,int v2) const;
static void SetSearch(const VertexPosition& match,VertexVector *list)
{
mFind = match;
mList = list;
};
private:
const VertexPosition& Get(int index) const
{
if ( index == -1 ) return mFind;
VertexVector &vlist = *mList;
return vlist[index];
}
static VertexPosition mFind; // vertice to locate.
static VertexVector *mList;
};
template <class Type> class VertexPool
{
public:
typedef std::set<int, VertexLess > VertexSet;
typedef std::vector< Type > VertexVector;
int getVertex(const Type& vtx)
{
VertexLess::SetSearch(vtx,&mVtxs);
VertexSet::iterator found;
found = mVertSet.find( -1 );
if ( found != mVertSet.end() )
{
return *found;
}
int idx = (int)mVtxs.size();
mVtxs.push_back( vtx );
mVertSet.insert( idx );
return idx;
};
const float * GetPos(int idx) const
{
return mVtxs[idx].mPos;
}
const Type& Get(int idx) const
{
return mVtxs[idx];
};
unsigned int GetSize(void) const
{
return mVtxs.size();
};
void Clear(int reservesize) // clear the vertice pool.
{
mVertSet.clear();
mVtxs.clear();
mVtxs.reserve(reservesize);
};
const VertexVector& GetVertexList(void) const { return mVtxs; };
void Set(const Type& vtx)
{
mVtxs.push_back(vtx);
}
unsigned int GetVertexCount(void) const
{
return mVtxs.size();
};
Type * getBuffer(void)
{
return &mVtxs[0];
};
private:
VertexSet mVertSet; // ordered list.
VertexVector mVtxs; // set of vertices.
};
VertexPosition VertexLess::mFind;
std::vector<VertexPosition > *VertexLess::mList=0;
bool VertexLess::operator()(int v1,int v2) const
{
const VertexPosition& a = Get(v1);
const VertexPosition& b = Get(v2);
int ixA = (int) (a.GetX()*10000.0f);
int ixB = (int) (b.GetX()*10000.0f);
if ( ixA < ixB ) return true;
if ( ixA > ixB ) return false;
int iyA = (int) (a.GetY()*10000.0f);
int iyB = (int) (b.GetY()*10000.0f);
if ( iyA < iyB ) return true;
if ( iyA > iyB ) return false;
int izA = (int) (a.GetZ()*10000.0f);
int izB = (int) (b.GetZ()*10000.0f);
if ( izA < izB ) return true;
if ( izA > izB ) return false;
return false;
}
}
using namespace Vlookup;
VertexLookup Vl_createVertexLookup(void)
{
VertexLookup ret = new VertexPool< VertexPosition >;
return ret;
}
void Vl_releaseVertexLookup(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
delete vp;
}
unsigned int Vl_getIndex(VertexLookup vlook,const float *pos) // get index.
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
VertexPosition p(pos);
return vp->getVertex(p);
}
const float * Vl_getVertices(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
return vp->GetPos(0);
}
unsigned int Vl_getVcount(VertexLookup vlook)
{
VertexPool< VertexPosition > *vp = (VertexPool< VertexPosition > *) vlook;
return vp->GetVertexCount();
}

View File

@@ -1,119 +1,119 @@
#ifndef VLOOKUP_H
#define VLOOKUP_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// CodeSnippet provided by John W. Ratcliff
// on March 23, 2006.
//
// mailto: jratcliff@infiniplex.net
//
// Personal website: http://jratcliffscarab.blogspot.com
// Coding Website: http://codesuppository.blogspot.com
// FundRaising Blog: http://amillionpixels.blogspot.com
// Fundraising site: http://www.amillionpixels.us
// New Temple Site: http://newtemple.blogspot.com
//
// This snippet shows how to 'hide' the complexity of
// the STL by wrapping some useful piece of functionality
// around a handful of discrete API calls.
//
// This API allows you to create an indexed triangle list
// from a collection of raw input triangles. Internally
// it uses an STL set to build the lookup table very rapidly.
//
// Here is how you would use it to build an indexed triangle
// list from a raw list of triangles.
//
// (1) create a 'VertexLookup' interface by calling
//
// VertexLook vl = Vl_createVertexLookup();
//
// (2) For each vertice in each triangle call:
//
// unsigned int i1 = Vl_getIndex(vl,p1);
// unsigned int i2 = Vl_getIndex(vl,p2);
// unsigned int i3 = Vl_getIndex(vl,p3);
//
// save the 3 indices into your triangle list array.
//
// (3) Get the vertex array by calling:
//
// const float *vertices = Vl_getVertices(vl);
//
// (4) Get the number of vertices so you can copy them into
// your own buffer.
// unsigned int vcount = Vl_getVcount(vl);
//
// (5) Release the VertexLookup interface when you are done with it.
// Vl_releaseVertexLookup(vl);
//
// Teaches the following lessons:
//
// How to wrap the complexity of STL and C++ classes around a
// simple API interface.
//
// How to use an STL set and custom comparator operator for
// a complex data type.
//
// How to create a template class.
//
// How to achieve significant performance improvements by
// taking advantage of built in STL containers in just
// a few lines of code.
//
// You could easily modify this code to support other vertex
// formats with any number of interpolants.
//
// Hide C++ classes from the rest of your application by
// keeping them in the CPP and wrapping them in a namespace
// Uses an STL set to create an index table for a bunch of vertex positions
// used typically to re-index a collection of raw triangle data.
typedef void * VertexLookup;
VertexLookup Vl_createVertexLookup(void);
void Vl_releaseVertexLookup(VertexLookup vlook);
unsigned int Vl_getIndex(VertexLookup vlook,const float *pos); // get index.
const float * Vl_getVertices(VertexLookup vlook);
unsigned int Vl_getVcount(VertexLookup vlook);
#endif
#ifndef VLOOKUP_H
#define VLOOKUP_H
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided
that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions
and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-----------------------------------------------------------------------*/
// http://codesuppository.blogspot.com
//
// mailto: jratcliff@infiniplex.net
//
// http://www.amillionpixels.us
//
// CodeSnippet provided by John W. Ratcliff
// on March 23, 2006.
//
// mailto: jratcliff@infiniplex.net
//
// Personal website: http://jratcliffscarab.blogspot.com
// Coding Website: http://codesuppository.blogspot.com
// FundRaising Blog: http://amillionpixels.blogspot.com
// Fundraising site: http://www.amillionpixels.us
// New Temple Site: http://newtemple.blogspot.com
//
// This snippet shows how to 'hide' the complexity of
// the STL by wrapping some useful piece of functionality
// around a handful of discrete API calls.
//
// This API allows you to create an indexed triangle list
// from a collection of raw input triangles. Internally
// it uses an STL set to build the lookup table very rapidly.
//
// Here is how you would use it to build an indexed triangle
// list from a raw list of triangles.
//
// (1) create a 'VertexLookup' interface by calling
//
// VertexLook vl = Vl_createVertexLookup();
//
// (2) For each vertice in each triangle call:
//
// unsigned int i1 = Vl_getIndex(vl,p1);
// unsigned int i2 = Vl_getIndex(vl,p2);
// unsigned int i3 = Vl_getIndex(vl,p3);
//
// save the 3 indices into your triangle list array.
//
// (3) Get the vertex array by calling:
//
// const float *vertices = Vl_getVertices(vl);
//
// (4) Get the number of vertices so you can copy them into
// your own buffer.
// unsigned int vcount = Vl_getVcount(vl);
//
// (5) Release the VertexLookup interface when you are done with it.
// Vl_releaseVertexLookup(vl);
//
// Teaches the following lessons:
//
// How to wrap the complexity of STL and C++ classes around a
// simple API interface.
//
// How to use an STL set and custom comparator operator for
// a complex data type.
//
// How to create a template class.
//
// How to achieve significant performance improvements by
// taking advantage of built in STL containers in just
// a few lines of code.
//
// You could easily modify this code to support other vertex
// formats with any number of interpolants.
//
// Hide C++ classes from the rest of your application by
// keeping them in the CPP and wrapping them in a namespace
// Uses an STL set to create an index table for a bunch of vertex positions
// used typically to re-index a collection of raw triangle data.
typedef void * VertexLookup;
VertexLookup Vl_createVertexLookup(void);
void Vl_releaseVertexLookup(VertexLookup vlook);
unsigned int Vl_getIndex(VertexLookup vlook,const float *pos); // get index.
const float * Vl_getVertices(VertexLookup vlook);
unsigned int Vl_getVcount(VertexLookup vlook);
#endif