Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -49,165 +49,156 @@
#include "splitplane.h"
#include "ConvexDecomposition.h"
#define WSCALE 4
#define CONCAVE_THRESH 0.05f
namespace ConvexDecomposition
{
unsigned int getDebugColor(void)
{
static unsigned int colors[8] =
{
0xFF0000,
0x00FF00,
0x0000FF,
0xFFFF00,
0x00FFFF,
0xFF00FF,
0xFFFFFF,
0xFF8040
};
{
0xFF0000,
0x00FF00,
0x0000FF,
0xFFFF00,
0x00FFFF,
0xFF00FF,
0xFFFFFF,
0xFF8040};
static int count = 0;
count++;
if ( count == 8 ) count = 0;
if (count == 8) count = 0;
assert( count >= 0 && count < 8 );
assert(count >= 0 && count < 8);
unsigned int color = colors[count];
return color;
return color;
}
class Wpoint
{
public:
Wpoint(const Vector3d &p,float w)
{
mPoint = p;
mWeight = w;
}
Wpoint(const Vector3d &p, float w)
{
mPoint = p;
mWeight = w;
}
Vector3d mPoint;
float mWeight;
Vector3d mPoint;
float mWeight;
};
typedef std::vector< Wpoint > WpointVector;
typedef std::vector<Wpoint> WpointVector;
static inline float DistToPt(const float *p,const float *plane)
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];
float d = x * plane[0] + y * plane[1] + z * plane[2] + plane[3];
return d;
}
static void intersect(const float *p1,const float *p2,float *split,const float *plane)
static void intersect(const float *p1, const float *p2, float *split, const float *plane)
{
float dp1 = DistToPt(p1, plane);
float dp1 = DistToPt(p1,plane);
float dir[3];
float dir[3];
dir[0] = p2[0] - p1[0];
dir[1] = p2[1] - p1[1];
dir[2] = p2[2] - p1[2];
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 dot1 = dir[0]*plane[0] + dir[1]*plane[1] + dir[2]*plane[2];
float dot2 = dp1 - plane[3];
float t = -(plane[3] + dot2) / dot1;
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];
split[0] = (dir[0] * t) + p1[0];
split[1] = (dir[1] * t) + p1[1];
split[2] = (dir[2] * t) + p1[2];
}
class CTri
{
public:
CTri(void) { };
CTri(void){};
CTri(const float *p1,const float *p2,const float *p3,unsigned int i1,unsigned int i2,unsigned int i3)
{
mProcessed = 0;
mI1 = i1;
mI2 = i2;
mI3 = i3;
CTri(const float *p1, const float *p2, const float *p3, unsigned int i1, unsigned int i2, unsigned int i3)
{
mProcessed = 0;
mI1 = i1;
mI2 = i2;
mI3 = i3;
mP1.Set(p1);
mP2.Set(p2);
mP3.Set(p3);
mP1.Set(p1);
mP2.Set(p2);
mP3.Set(p3);
mPlaneD = mNormal.ComputePlane(mP1,mP2,mP3);
mPlaneD = mNormal.ComputePlane(mP1, mP2, mP3);
}
float Facing(const CTri &t)
{
float Facing(const CTri &t)
{
float d = mNormal.Dot(t.mNormal);
return d;
}
}
// clip this line segment against this triangle.
bool clip(const Vector3d &start,Vector3d &end) const
{
Vector3d sect;
bool hit = lineIntersectsTriangle(start.Ptr(), end.Ptr(), mP1.Ptr(), mP2.Ptr(), mP3.Ptr(), sect.Ptr() );
if ( hit )
{
end = sect;
}
return hit;
}
bool Concave(const Vector3d &p,float &distance,Vector3d &n) const
// clip this line segment against this triangle.
bool clip(const Vector3d &start, Vector3d &end) const
{
n.NearestPointInTriangle(p,mP1,mP2,mP3);
Vector3d sect;
bool hit = lineIntersectsTriangle(start.Ptr(), end.Ptr(), mP1.Ptr(), mP2.Ptr(), mP3.Ptr(), sect.Ptr());
if (hit)
{
end = sect;
}
return hit;
}
bool Concave(const Vector3d &p, float &distance, Vector3d &n) const
{
n.NearestPointInTriangle(p, mP1, mP2, mP3);
distance = p.Distance(n);
return true;
}
void addTri(unsigned int *indices,unsigned int i1,unsigned int i2,unsigned int i3,unsigned int &tcount) const
void addTri(unsigned int *indices, unsigned int i1, unsigned int i2, unsigned int i3, unsigned int &tcount) const
{
indices[tcount*3+0] = i1;
indices[tcount*3+1] = i2;
indices[tcount*3+2] = i3;
indices[tcount * 3 + 0] = i1;
indices[tcount * 3 + 1] = i2;
indices[tcount * 3 + 2] = i3;
tcount++;
}
float getVolume(ConvexDecompInterface *callback) const
{
unsigned int indices[8*3];
unsigned int indices[8 * 3];
unsigned int tcount = 0;
unsigned int tcount = 0;
addTri(indices, 0, 1, 2, tcount);
addTri(indices, 3, 4, 5, tcount);
addTri(indices,0,1,2,tcount);
addTri(indices,3,4,5,tcount);
addTri(indices, 0, 3, 4, tcount);
addTri(indices, 0, 4, 1, tcount);
addTri(indices,0,3,4,tcount);
addTri(indices,0,4,1,tcount);
addTri(indices, 1, 4, 5, tcount);
addTri(indices, 1, 5, 2, tcount);
addTri(indices,1,4,5,tcount);
addTri(indices,1,5,2,tcount);
addTri(indices, 0, 3, 5, tcount);
addTri(indices, 0, 5, 2, tcount);
addTri(indices,0,3,5,tcount);
addTri(indices,0,5,2,tcount);
const float *vertices = mP1.Ptr();
const float *vertices = mP1.Ptr();
if ( callback )
if (callback)
{
unsigned int color = getDebugColor();
@@ -228,139 +219,134 @@ public:
callback->ConvexDebugTri(mP3.Ptr(), d3.Ptr(), d3.Ptr(),0x00FF00);
#else
for (unsigned int i=0; i<tcount; i++)
for (unsigned int i = 0; i < tcount; i++)
{
unsigned int i1 = indices[i*3+0];
unsigned int i2 = indices[i*3+1];
unsigned int i3 = indices[i*3+2];
unsigned int i1 = indices[i * 3 + 0];
unsigned int i2 = indices[i * 3 + 1];
unsigned int i3 = indices[i * 3 + 2];
const float *p1 = &vertices[ i1*3 ];
const float *p2 = &vertices[ i2*3 ];
const float *p3 = &vertices[ i3*3 ];
callback->ConvexDebugTri(p1,p2,p3,color);
const float *p1 = &vertices[i1 * 3];
const float *p2 = &vertices[i2 * 3];
const float *p3 = &vertices[i3 * 3];
callback->ConvexDebugTri(p1, p2, p3, color);
}
#endif
}
float v = computeMeshVolume(mP1.Ptr(), tcount, indices );
float v = computeMeshVolume(mP1.Ptr(), tcount, indices);
return v;
}
float raySect(const Vector3d &p,const Vector3d &dir,Vector3d &sect) const
float raySect(const Vector3d &p, const Vector3d &dir, Vector3d &sect) const
{
float plane[4];
plane[0] = mNormal.x;
plane[1] = mNormal.y;
plane[2] = mNormal.z;
plane[3] = mPlaneD;
plane[0] = mNormal.x;
plane[1] = mNormal.y;
plane[2] = mNormal.z;
plane[3] = mPlaneD;
Vector3d dest = p+dir*100000;
Vector3d dest = p + dir * 100000;
intersect( p.Ptr(), dest.Ptr(), sect.Ptr(), plane );
return sect.Distance(p); // return the intersection distance.
intersect(p.Ptr(), dest.Ptr(), sect.Ptr(), plane);
return sect.Distance(p); // return the intersection distance.
}
float planeDistance(const Vector3d &p) const
{
float planeDistance(const Vector3d &p) const
{
float plane[4];
plane[0] = mNormal.x;
plane[1] = mNormal.y;
plane[2] = mNormal.z;
plane[3] = mPlaneD;
plane[0] = mNormal.x;
plane[1] = mNormal.y;
plane[2] = mNormal.z;
plane[3] = mPlaneD;
return DistToPt( p.Ptr(), plane );
}
return DistToPt(p.Ptr(), plane);
}
bool samePlane(const CTri &t) const
{
const float THRESH = 0.001f;
float dd = fabsf( t.mPlaneD - mPlaneD );
if ( dd > THRESH ) return false;
dd = fabsf( t.mNormal.x - mNormal.x );
if ( dd > THRESH ) return false;
dd = fabsf( t.mNormal.y - mNormal.y );
if ( dd > THRESH ) return false;
dd = fabsf( t.mNormal.z - mNormal.z );
if ( dd > THRESH ) return false;
return true;
float dd = fabsf(t.mPlaneD - mPlaneD);
if (dd > THRESH) return false;
dd = fabsf(t.mNormal.x - mNormal.x);
if (dd > THRESH) return false;
dd = fabsf(t.mNormal.y - mNormal.y);
if (dd > THRESH) return false;
dd = fabsf(t.mNormal.z - mNormal.z);
if (dd > THRESH) return false;
return true;
}
bool hasIndex(unsigned int i) const
{
if ( i == mI1 || i == mI2 || i == mI3 ) return true;
if (i == mI1 || i == mI2 || i == mI3) return true;
return false;
}
bool sharesEdge(const CTri &t) const
{
bool ret = false;
unsigned int count = 0;
bool sharesEdge(const CTri &t) const
{
bool ret = false;
unsigned int count = 0;
if ( t.hasIndex(mI1) ) count++;
if ( t.hasIndex(mI2) ) count++;
if ( t.hasIndex(mI3) ) count++;
if (t.hasIndex(mI1)) count++;
if (t.hasIndex(mI2)) count++;
if (t.hasIndex(mI3)) count++;
if ( count >= 2 ) ret = true;
if (count >= 2) ret = true;
return ret;
}
return ret;
}
void debug(unsigned int color,ConvexDecompInterface *callback)
{
callback->ConvexDebugTri( mP1.Ptr(), mP2.Ptr(), mP3.Ptr(), color );
callback->ConvexDebugTri( mP1.Ptr(), mP1.Ptr(), mNear1.Ptr(), 0xFF0000 );
callback->ConvexDebugTri( mP2.Ptr(), mP2.Ptr(), mNear2.Ptr(), 0xFF0000 );
callback->ConvexDebugTri( mP2.Ptr(), mP3.Ptr(), mNear3.Ptr(), 0xFF0000 );
callback->ConvexDebugPoint( mNear1.Ptr(), 0.01f, 0xFF0000 );
callback->ConvexDebugPoint( mNear2.Ptr(), 0.01f, 0xFF0000 );
callback->ConvexDebugPoint( mNear3.Ptr(), 0.01f, 0xFF0000 );
}
void debug(unsigned int color, ConvexDecompInterface *callback)
{
callback->ConvexDebugTri(mP1.Ptr(), mP2.Ptr(), mP3.Ptr(), color);
callback->ConvexDebugTri(mP1.Ptr(), mP1.Ptr(), mNear1.Ptr(), 0xFF0000);
callback->ConvexDebugTri(mP2.Ptr(), mP2.Ptr(), mNear2.Ptr(), 0xFF0000);
callback->ConvexDebugTri(mP2.Ptr(), mP3.Ptr(), mNear3.Ptr(), 0xFF0000);
callback->ConvexDebugPoint(mNear1.Ptr(), 0.01f, 0xFF0000);
callback->ConvexDebugPoint(mNear2.Ptr(), 0.01f, 0xFF0000);
callback->ConvexDebugPoint(mNear3.Ptr(), 0.01f, 0xFF0000);
}
float area(void)
{
float a = mConcavity*mP1.Area(mP2,mP3);
return a;
}
float area(void)
{
float a = mConcavity * mP1.Area(mP2, mP3);
return a;
}
void addWeighted(WpointVector &list,ConvexDecompInterface *callback)
{
Wpoint p1(mP1,mC1);
Wpoint p2(mP2,mC2);
Wpoint p3(mP3,mC3);
void addWeighted(WpointVector &list, ConvexDecompInterface *callback)
{
Wpoint p1(mP1, mC1);
Wpoint p2(mP2, mC2);
Wpoint p3(mP3, mC3);
Vector3d d1 = mNear1 - mP1;
Vector3d d2 = mNear2 - mP2;
Vector3d d3 = mNear3 - mP3;
d1*=WSCALE;
d2*=WSCALE;
d3*=WSCALE;
d1 *= WSCALE;
d2 *= WSCALE;
d3 *= WSCALE;
d1 = d1 + mP1;
d2 = d2 + mP2;
d3 = d3 + mP3;
d3 = d3 + mP3;
Wpoint p4(d1,mC1);
Wpoint p5(d2,mC2);
Wpoint p6(d3,mC3);
Wpoint p4(d1, mC1);
Wpoint p5(d2, mC2);
Wpoint p6(d3, mC3);
list.push_back(p1);
list.push_back(p2);
list.push_back(p3);
list.push_back(p1);
list.push_back(p2);
list.push_back(p3);
list.push_back(p4);
list.push_back(p5);
list.push_back(p6);
list.push_back(p4);
list.push_back(p5);
list.push_back(p6);
#if 0
callback->ConvexDebugPoint(mP1.Ptr(),0.01f,0x00FF00);
@@ -387,39 +373,35 @@ public:
callback->ConvexDebugPoint( np3.Ptr(), 0.01F, 0XFF00FF );
#endif
}
}
Vector3d mP1;
Vector3d mP2;
Vector3d mP3;
Vector3d mNear1;
Vector3d mNear2;
Vector3d mNear3;
Vector3d mNormal;
float mPlaneD;
float mConcavity;
float mC1;
float mC2;
float mC3;
unsigned int mI1;
unsigned int mI2;
unsigned int mI3;
int mProcessed; // already been added...
Vector3d mP1;
Vector3d mP2;
Vector3d mP3;
Vector3d mNear1;
Vector3d mNear2;
Vector3d mNear3;
Vector3d mNormal;
float mPlaneD;
float mConcavity;
float mC1;
float mC2;
float mC3;
unsigned int mI1;
unsigned int mI2;
unsigned int mI3;
int mProcessed; // already been added...
};
typedef std::vector< CTri > CTriVector;
typedef std::vector<CTri> CTriVector;
bool featureMatch(CTri &m,const CTriVector &tris,ConvexDecompInterface *callback,const CTriVector &input_mesh)
bool featureMatch(CTri &m, const CTriVector &tris, ConvexDecompInterface *callback, const CTriVector &input_mesh)
{
bool ret = false;
bool ret = false;
float neardot = 0.707f;
float neardot = 0.707f;
m.mConcavity = 0;
m.mConcavity = 0;
//gLog->Display("*********** FEATURE MATCH *************\r\n");
//gLog->Display("Plane: %0.4f,%0.4f,%0.4f %0.4f\r\n", m.mNormal.x, m.mNormal.y, m.mNormal.z, m.mPlaneD );
@@ -429,87 +411,81 @@ bool featureMatch(CTri &m,const CTriVector &tris,ConvexDecompInterface *callback
CTri nearest;
for (i=tris.begin(); i!=tris.end(); ++i)
for (i = tris.begin(); i != tris.end(); ++i)
{
const CTri &t = (*i);
//gLog->Display(" HullPlane: %0.4f,%0.4f,%0.4f %0.4f\r\n", t.mNormal.x, t.mNormal.y, t.mNormal.z, t.mPlaneD );
//gLog->Display(" HullPlane: %0.4f,%0.4f,%0.4f %0.4f\r\n", t.mNormal.x, t.mNormal.y, t.mNormal.z, t.mPlaneD );
if ( t.samePlane(m) )
if (t.samePlane(m))
{
//gLog->Display("*** PLANE MATCH!!!\r\n");
ret = false;
break;
}
float dot = t.mNormal.Dot(m.mNormal);
float dot = t.mNormal.Dot(m.mNormal);
if ( dot > neardot )
{
if (dot > neardot)
{
float d1 = t.planeDistance(m.mP1);
float d2 = t.planeDistance(m.mP2);
float d3 = t.planeDistance(m.mP3);
float d1 = t.planeDistance( m.mP1 );
float d2 = t.planeDistance( m.mP2 );
float d3 = t.planeDistance( m.mP3 );
if (d1 > 0.001f || d2 > 0.001f || d3 > 0.001f) // can't be near coplaner!
{
neardot = dot;
if ( d1 > 0.001f || d2 > 0.001f || d3 > 0.001f ) // can't be near coplaner!
{
Vector3d n1, n2, n3;
neardot = dot;
Vector3d n1,n2,n3;
t.raySect( m.mP1, m.mNormal, m.mNear1 );
t.raySect( m.mP2, m.mNormal, m.mNear2 );
t.raySect( m.mP3, m.mNormal, m.mNear3 );
t.raySect(m.mP1, m.mNormal, m.mNear1);
t.raySect(m.mP2, m.mNormal, m.mNear2);
t.raySect(m.mP3, m.mNormal, m.mNear3);
nearest = t;
ret = true;
}
}
ret = true;
}
}
}
if ( ret )
if (ret)
{
if ( 0 )
{
CTriVector::const_iterator i;
for (i=input_mesh.begin(); i!=input_mesh.end(); ++i)
{
const CTri &c = (*i);
if ( c.mI1 != m.mI1 && c.mI2 != m.mI2 && c.mI3 != m.mI3 )
{
c.clip( m.mP1, m.mNear1 );
c.clip( m.mP2, m.mNear2 );
c.clip( m.mP3, m.mNear3 );
}
}
}
if (0)
{
CTriVector::const_iterator i;
for (i = input_mesh.begin(); i != input_mesh.end(); ++i)
{
const CTri &c = (*i);
if (c.mI1 != m.mI1 && c.mI2 != m.mI2 && c.mI3 != m.mI3)
{
c.clip(m.mP1, m.mNear1);
c.clip(m.mP2, m.mNear2);
c.clip(m.mP3, m.mNear3);
}
}
}
//gLog->Display("*********************************************\r\n");
//gLog->Display(" HullPlaneNearest: %0.4f,%0.4f,%0.4f %0.4f\r\n", nearest.mNormal.x, nearest.mNormal.y, nearest.mNormal.z, nearest.mPlaneD );
//gLog->Display("*********************************************\r\n");
//gLog->Display(" HullPlaneNearest: %0.4f,%0.4f,%0.4f %0.4f\r\n", nearest.mNormal.x, nearest.mNormal.y, nearest.mNormal.z, nearest.mPlaneD );
m.mC1 = m.mP1.Distance( m.mNear1 );
m.mC2 = m.mP2.Distance( m.mNear2 );
m.mC3 = m.mP3.Distance( m.mNear3 );
m.mC1 = m.mP1.Distance(m.mNear1);
m.mC2 = m.mP2.Distance(m.mNear2);
m.mC3 = m.mP3.Distance(m.mNear3);
m.mConcavity = m.mC1;
if ( m.mC2 > m.mConcavity ) m.mConcavity = m.mC2;
if ( m.mC3 > m.mConcavity ) m.mConcavity = m.mC3;
if (m.mC2 > m.mConcavity) m.mConcavity = m.mC2;
if (m.mC3 > m.mConcavity) m.mConcavity = m.mC3;
#if 0
#if 0
callback->ConvexDebugTri( m.mP1.Ptr(), m.mP2.Ptr(), m.mP3.Ptr(), 0x00FF00 );
callback->ConvexDebugTri( m.mNear1.Ptr(), m.mNear2.Ptr(), m.mNear3.Ptr(), 0xFF0000 );
callback->ConvexDebugTri( m.mP1.Ptr(), m.mP1.Ptr(), m.mNear1.Ptr(), 0xFFFF00 );
callback->ConvexDebugTri( m.mP2.Ptr(), m.mP2.Ptr(), m.mNear2.Ptr(), 0xFFFF00 );
callback->ConvexDebugTri( m.mP3.Ptr(), m.mP3.Ptr(), m.mNear3.Ptr(), 0xFFFF00 );
#endif
#endif
}
else
{
@@ -520,83 +496,78 @@ bool featureMatch(CTri &m,const CTriVector &tris,ConvexDecompInterface *callback
return ret;
}
bool isFeatureTri(CTri &t,CTriVector &flist,float fc,ConvexDecompInterface *callback,unsigned int color)
bool isFeatureTri(CTri &t, CTriVector &flist, float fc, ConvexDecompInterface *callback, unsigned int color)
{
bool ret = false;
bool ret = false;
if ( t.mProcessed == 0 ) // if not already processed
{
if (t.mProcessed == 0) // if not already processed
{
float c = t.mConcavity / fc; // must be within 80% of the concavity of the parent.
float c = t.mConcavity / fc; // must be within 80% of the concavity of the parent.
if ( c > 0.85f )
{
// see if this triangle is a 'feature' triangle. Meaning it shares an
// edge with any existing feature triangle and is within roughly the same
// concavity of the parent.
if ( flist.size() )
if (c > 0.85f)
{
// see if this triangle is a 'feature' triangle. Meaning it shares an
// edge with any existing feature triangle and is within roughly the same
// concavity of the parent.
if (flist.size())
{
CTriVector::iterator i;
for (i=flist.begin(); i!=flist.end(); ++i)
{
CTri &ftri = (*i);
if ( ftri.sharesEdge(t) )
{
t.mProcessed = 2; // it is now part of a feature.
flist.push_back(t); // add it to the feature list.
// callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(),t.mP3.Ptr(), color );
ret = true;
break;
}
CTriVector::iterator i;
for (i = flist.begin(); i != flist.end(); ++i)
{
CTri &ftri = (*i);
if (ftri.sharesEdge(t))
{
t.mProcessed = 2; // it is now part of a feature.
flist.push_back(t); // add it to the feature list.
// callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(),t.mP3.Ptr(), color );
ret = true;
break;
}
}
}
else
{
t.mProcessed = 2;
flist.push_back(t); // add it to the feature list.
// callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(),t.mP3.Ptr(), color );
flist.push_back(t); // add it to the feature list.
// callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(),t.mP3.Ptr(), color );
ret = true;
}
}
else
{
t.mProcessed = 1; // eliminated for this feature, but might be valid for the next one..
}
}
return ret;
}
else
{
t.mProcessed = 1; // eliminated for this feature, but might be valid for the next one..
}
}
return ret;
}
float computeConcavity(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane, // plane equation to split on
float &volume)
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane, // plane equation to split on
float &volume)
{
float cret = 0;
volume = 1;
HullResult result;
HullLibrary hl;
HullDesc desc;
HullResult result;
HullLibrary hl;
HullDesc desc;
desc.mMaxFaces = 256;
desc.mMaxVertices = 256;
desc.SetHullFlag(QF_TRIANGLES);
desc.mVcount = vcount;
desc.mVertices = vertices;
desc.mVertexStride = sizeof(float) * 3;
desc.mVcount = vcount;
desc.mVertices = vertices;
desc.mVertexStride = sizeof(float)*3;
HullError ret = hl.CreateConvexHull(desc, result);
HullError ret = hl.CreateConvexHull(desc,result);
if ( ret == QE_OK )
{
if (ret == QE_OK)
{
#if 0
float bmin[3];
float bmax[3];
@@ -612,7 +583,7 @@ float computeConcavity(unsigned int vcount,
center.z = bmin[2] + dz*0.5f;
#endif
volume = computeMeshVolume2( result.mOutputVertices, result.mNumFaces, result.mIndices );
volume = computeMeshVolume2(result.mOutputVertices, result.mNumFaces, result.mIndices);
#if 1
// ok..now..for each triangle on the original mesh..
@@ -621,87 +592,81 @@ float computeConcavity(unsigned int vcount,
CTriVector tris;
for (unsigned int i=0; i<result.mNumFaces; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
for (unsigned int i = 0; i < result.mNumFaces; i++)
{
unsigned int i1 = *source++;
unsigned int i2 = *source++;
unsigned int i3 = *source++;
const float *p1 = &result.mOutputVertices[i1*3];
const float *p2 = &result.mOutputVertices[i2*3];
const float *p3 = &result.mOutputVertices[i3*3];
const float *p1 = &result.mOutputVertices[i1 * 3];
const float *p2 = &result.mOutputVertices[i2 * 3];
const float *p3 = &result.mOutputVertices[i3 * 3];
// callback->ConvexDebugTri(p1,p2,p3,0xFFFFFF);
// callback->ConvexDebugTri(p1,p2,p3,0xFFFFFF);
CTri t(p1,p2,p3,i1,i2,i3); //
CTri t(p1, p2, p3, i1, i2, i3); //
tris.push_back(t);
}
// we have not pre-computed the plane equation for each triangle in the convex hull..
// we have not pre-computed the plane equation for each triangle in the convex hull..
float totalVolume = 0;
CTriVector ftris; // 'feature' triangles.
CTriVector ftris; // 'feature' triangles.
const unsigned int *src = indices;
float maxc = 0;
float maxc=0;
if ( 1 )
if (1)
{
CTriVector input_mesh;
if ( 1 )
{
const unsigned int *src = indices;
for (unsigned int i=0; i<tcount; i++)
{
unsigned int i1 = *src++;
unsigned int i2 = *src++;
unsigned int i3 = *src++;
const float *p1 = &vertices[i1*3];
const float *p2 = &vertices[i2*3];
const float *p3 = &vertices[i3*3];
CTri t(p1,p2,p3,i1,i2,i3);
input_mesh.push_back(t);
}
}
CTri maxctri;
for (unsigned int i=0; i<tcount; i++)
CTriVector input_mesh;
if (1)
{
unsigned int i1 = *src++;
unsigned int i2 = *src++;
unsigned int i3 = *src++;
const float *p1 = &vertices[i1*3];
const float *p2 = &vertices[i2*3];
const float *p3 = &vertices[i3*3];
CTri t(p1,p2,p3,i1,i2,i3);
featureMatch(t, tris, callback, input_mesh );
if ( t.mConcavity > CONCAVE_THRESH )
const unsigned int *src = indices;
for (unsigned int i = 0; i < tcount; i++)
{
unsigned int i1 = *src++;
unsigned int i2 = *src++;
unsigned int i3 = *src++;
if ( t.mConcavity > maxc )
{
maxc = t.mConcavity;
maxctri = t;
}
const float *p1 = &vertices[i1 * 3];
const float *p2 = &vertices[i2 * 3];
const float *p3 = &vertices[i3 * 3];
float v = t.getVolume(0);
totalVolume+=v;
ftris.push_back(t);
}
CTri t(p1, p2, p3, i1, i2, i3);
input_mesh.push_back(t);
}
}
CTri maxctri;
for (unsigned int i = 0; i < tcount; i++)
{
unsigned int i1 = *src++;
unsigned int i2 = *src++;
unsigned int i3 = *src++;
const float *p1 = &vertices[i1 * 3];
const float *p2 = &vertices[i2 * 3];
const float *p3 = &vertices[i3 * 3];
CTri t(p1, p2, p3, i1, i2, i3);
featureMatch(t, tris, callback, input_mesh);
if (t.mConcavity > CONCAVE_THRESH)
{
if (t.mConcavity > maxc)
{
maxc = t.mConcavity;
maxctri = t;
}
float v = t.getVolume(0);
totalVolume += v;
ftris.push_back(t);
}
}
}
@@ -786,12 +751,11 @@ float computeConcavity(unsigned int vcount,
cret = totalVolume;
hl.ReleaseResult(result);
}
hl.ReleaseResult(result);
}
#endif
return cret;
}
}
} // namespace ConvexDecomposition