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

@@ -12,8 +12,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_AABB_UTIL2
#define B3_AABB_UTIL2
@@ -21,20 +19,18 @@ subject to the following restrictions:
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3MinMax.h"
B3_FORCE_INLINE void b3AabbExpand (b3Vector3& aabbMin,
b3Vector3& aabbMax,
const b3Vector3& expansionMin,
const b3Vector3& expansionMax)
B3_FORCE_INLINE void b3AabbExpand(b3Vector3& aabbMin,
b3Vector3& aabbMax,
const b3Vector3& expansionMin,
const b3Vector3& expansionMax)
{
aabbMin = aabbMin + expansionMin;
aabbMax = aabbMax + expansionMax;
}
/// conservative test for overlap between two aabbs
B3_FORCE_INLINE bool b3TestPointAgainstAabb2(const b3Vector3 &aabbMin1, const b3Vector3 &aabbMax1,
const b3Vector3 &point)
B3_FORCE_INLINE bool b3TestPointAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
const b3Vector3& point)
{
bool overlap = true;
overlap = (aabbMin1.getX() > point.getX() || aabbMax1.getX() < point.getX()) ? false : overlap;
@@ -43,10 +39,9 @@ B3_FORCE_INLINE bool b3TestPointAgainstAabb2(const b3Vector3 &aabbMin1, const b3
return overlap;
}
/// conservative test for overlap between two aabbs
B3_FORCE_INLINE bool b3TestAabbAgainstAabb2(const b3Vector3 &aabbMin1, const b3Vector3 &aabbMax1,
const b3Vector3 &aabbMin2, const b3Vector3 &aabbMax2)
B3_FORCE_INLINE bool b3TestAabbAgainstAabb2(const b3Vector3& aabbMin1, const b3Vector3& aabbMax1,
const b3Vector3& aabbMin2, const b3Vector3& aabbMax2)
{
bool overlap = true;
overlap = (aabbMin1.getX() > aabbMax2.getX() || aabbMax1.getX() < aabbMin2.getX()) ? false : overlap;
@@ -56,52 +51,49 @@ B3_FORCE_INLINE bool b3TestAabbAgainstAabb2(const b3Vector3 &aabbMin1, const b3V
}
/// conservative test for overlap between triangle and aabb
B3_FORCE_INLINE bool b3TestTriangleAgainstAabb2(const b3Vector3 *vertices,
const b3Vector3 &aabbMin, const b3Vector3 &aabbMax)
B3_FORCE_INLINE bool b3TestTriangleAgainstAabb2(const b3Vector3* vertices,
const b3Vector3& aabbMin, const b3Vector3& aabbMax)
{
const b3Vector3 &p1 = vertices[0];
const b3Vector3 &p2 = vertices[1];
const b3Vector3 &p3 = vertices[2];
const b3Vector3& p1 = vertices[0];
const b3Vector3& p2 = vertices[1];
const b3Vector3& p3 = vertices[2];
if (b3Min(b3Min(p1[0], p2[0]), p3[0]) > aabbMax[0]) return false;
if (b3Max(b3Max(p1[0], p2[0]), p3[0]) < aabbMin[0]) return false;
if (b3Min(b3Min(p1[2], p2[2]), p3[2]) > aabbMax[2]) return false;
if (b3Max(b3Max(p1[2], p2[2]), p3[2]) < aabbMin[2]) return false;
if (b3Min(b3Min(p1[1], p2[1]), p3[1]) > aabbMax[1]) return false;
if (b3Max(b3Max(p1[1], p2[1]), p3[1]) < aabbMin[1]) return false;
return true;
}
B3_FORCE_INLINE int b3Outcode(const b3Vector3& p,const b3Vector3& halfExtent)
B3_FORCE_INLINE int b3Outcode(const b3Vector3& p, const b3Vector3& halfExtent)
{
return (p.getX() < -halfExtent.getX() ? 0x01 : 0x0) |
(p.getX() > halfExtent.getX() ? 0x08 : 0x0) |
(p.getY() < -halfExtent.getY() ? 0x02 : 0x0) |
(p.getY() > halfExtent.getY() ? 0x10 : 0x0) |
(p.getZ() < -halfExtent.getZ() ? 0x4 : 0x0) |
(p.getZ() > halfExtent.getZ() ? 0x20 : 0x0);
return (p.getX() < -halfExtent.getX() ? 0x01 : 0x0) |
(p.getX() > halfExtent.getX() ? 0x08 : 0x0) |
(p.getY() < -halfExtent.getY() ? 0x02 : 0x0) |
(p.getY() > halfExtent.getY() ? 0x10 : 0x0) |
(p.getZ() < -halfExtent.getZ() ? 0x4 : 0x0) |
(p.getZ() > halfExtent.getZ() ? 0x20 : 0x0);
}
B3_FORCE_INLINE bool b3RayAabb2(const b3Vector3& rayFrom,
const b3Vector3& rayInvDirection,
const unsigned int raySign[3],
const b3Vector3 bounds[2],
b3Scalar& tmin,
b3Scalar lambda_min,
b3Scalar lambda_max)
const b3Vector3& rayInvDirection,
const unsigned int raySign[3],
const b3Vector3 bounds[2],
b3Scalar& tmin,
b3Scalar lambda_min,
b3Scalar lambda_max)
{
b3Scalar tmax, tymin, tymax, tzmin, tzmax;
tmin = (bounds[raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
tmax = (bounds[1-raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
tmax = (bounds[1 - raySign[0]].getX() - rayFrom.getX()) * rayInvDirection.getX();
tymin = (bounds[raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
tymax = (bounds[1-raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
tymax = (bounds[1 - raySign[1]].getY() - rayFrom.getY()) * rayInvDirection.getY();
if ( (tmin > tymax) || (tymin > tmax) )
if ((tmin > tymax) || (tymin > tmax))
return false;
if (tymin > tmin)
@@ -111,59 +103,59 @@ B3_FORCE_INLINE bool b3RayAabb2(const b3Vector3& rayFrom,
tmax = tymax;
tzmin = (bounds[raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
tzmax = (bounds[1-raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
tzmax = (bounds[1 - raySign[2]].getZ() - rayFrom.getZ()) * rayInvDirection.getZ();
if ( (tmin > tzmax) || (tzmin > tmax) )
if ((tmin > tzmax) || (tzmin > tmax))
return false;
if (tzmin > tmin)
tmin = tzmin;
if (tzmax < tmax)
tmax = tzmax;
return ( (tmin < lambda_max) && (tmax > lambda_min) );
return ((tmin < lambda_max) && (tmax > lambda_min));
}
B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
const b3Vector3& rayTo,
const b3Vector3& aabbMin,
const b3Vector3& aabbMax,
b3Scalar& param, b3Vector3& normal)
B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
const b3Vector3& rayTo,
const b3Vector3& aabbMin,
const b3Vector3& aabbMax,
b3Scalar& param, b3Vector3& normal)
{
b3Vector3 aabbHalfExtent = (aabbMax-aabbMin)* b3Scalar(0.5);
b3Vector3 aabbCenter = (aabbMax+aabbMin)* b3Scalar(0.5);
b3Vector3 source = rayFrom - aabbCenter;
b3Vector3 target = rayTo - aabbCenter;
int sourceOutcode = b3Outcode(source,aabbHalfExtent);
int targetOutcode = b3Outcode(target,aabbHalfExtent);
b3Vector3 aabbHalfExtent = (aabbMax - aabbMin) * b3Scalar(0.5);
b3Vector3 aabbCenter = (aabbMax + aabbMin) * b3Scalar(0.5);
b3Vector3 source = rayFrom - aabbCenter;
b3Vector3 target = rayTo - aabbCenter;
int sourceOutcode = b3Outcode(source, aabbHalfExtent);
int targetOutcode = b3Outcode(target, aabbHalfExtent);
if ((sourceOutcode & targetOutcode) == 0x0)
{
b3Scalar lambda_enter = b3Scalar(0.0);
b3Scalar lambda_exit = param;
b3Scalar lambda_exit = param;
b3Vector3 r = target - source;
int i;
b3Scalar normSign = 1;
b3Vector3 hitNormal = b3MakeVector3(0,0,0);
int bit=1;
b3Scalar normSign = 1;
b3Vector3 hitNormal = b3MakeVector3(0, 0, 0);
int bit = 1;
for (int j=0;j<2;j++)
for (int j = 0; j < 2; j++)
{
for (i = 0; i != 3; ++i)
{
if (sourceOutcode & bit)
{
b3Scalar lambda = (-source[i] - aabbHalfExtent[i]*normSign) / r[i];
b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
if (lambda_enter <= lambda)
{
lambda_enter = lambda;
hitNormal.setValue(0,0,0);
hitNormal.setValue(0, 0, 0);
hitNormal[i] = normSign;
}
}
else if (targetOutcode & bit)
else if (targetOutcode & bit)
{
b3Scalar lambda = (-source[i] - aabbHalfExtent[i]*normSign) / r[i];
b3Scalar lambda = (-source[i] - aabbHalfExtent[i] * normSign) / r[i];
b3SetMin(lambda_exit, lambda);
}
bit<<=1;
bit <<= 1;
}
normSign = b3Scalar(-1.);
}
@@ -177,56 +169,49 @@ B3_FORCE_INLINE bool b3RayAabb(const b3Vector3& rayFrom,
return false;
}
B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& halfExtents, b3Scalar margin,const b3Transform& t,b3Vector3& aabbMinOut,b3Vector3& aabbMaxOut)
B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& halfExtents, b3Scalar margin, const b3Transform& t, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
{
b3Vector3 halfExtentsWithMargin = halfExtents+b3MakeVector3(margin,margin,margin);
b3Matrix3x3 abs_b = t.getBasis().absolute();
b3Vector3 halfExtentsWithMargin = halfExtents + b3MakeVector3(margin, margin, margin);
b3Matrix3x3 abs_b = t.getBasis().absolute();
b3Vector3 center = t.getOrigin();
b3Vector3 extent = halfExtentsWithMargin.dot3( abs_b[0], abs_b[1], abs_b[2] );
b3Vector3 extent = halfExtentsWithMargin.dot3(abs_b[0], abs_b[1], abs_b[2]);
aabbMinOut = center - extent;
aabbMaxOut = center + extent;
}
B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& localAabbMin,const b3Vector3& localAabbMax, b3Scalar margin,const b3Transform& trans,b3Vector3& aabbMinOut,b3Vector3& aabbMaxOut)
B3_FORCE_INLINE void b3TransformAabb(const b3Vector3& localAabbMin, const b3Vector3& localAabbMax, b3Scalar margin, const b3Transform& trans, b3Vector3& aabbMinOut, b3Vector3& aabbMaxOut)
{
//b3Assert(localAabbMin.getX() <= localAabbMax.getX());
//b3Assert(localAabbMin.getY() <= localAabbMax.getY());
//b3Assert(localAabbMin.getZ() <= localAabbMax.getZ());
b3Vector3 localHalfExtents = b3Scalar(0.5)*(localAabbMax-localAabbMin);
localHalfExtents+=b3MakeVector3(margin,margin,margin);
//b3Assert(localAabbMin.getX() <= localAabbMax.getX());
//b3Assert(localAabbMin.getY() <= localAabbMax.getY());
//b3Assert(localAabbMin.getZ() <= localAabbMax.getZ());
b3Vector3 localHalfExtents = b3Scalar(0.5) * (localAabbMax - localAabbMin);
localHalfExtents += b3MakeVector3(margin, margin, margin);
b3Vector3 localCenter = b3Scalar(0.5)*(localAabbMax+localAabbMin);
b3Matrix3x3 abs_b = trans.getBasis().absolute();
b3Vector3 center = trans(localCenter);
b3Vector3 extent = localHalfExtents.dot3( abs_b[0], abs_b[1], abs_b[2] );
aabbMinOut = center-extent;
aabbMaxOut = center+extent;
b3Vector3 localCenter = b3Scalar(0.5) * (localAabbMax + localAabbMin);
b3Matrix3x3 abs_b = trans.getBasis().absolute();
b3Vector3 center = trans(localCenter);
b3Vector3 extent = localHalfExtents.dot3(abs_b[0], abs_b[1], abs_b[2]);
aabbMinOut = center - extent;
aabbMaxOut = center + extent;
}
#define B3_USE_BANCHLESS 1
#ifdef B3_USE_BANCHLESS
//This block replaces the block below and uses no branches, and replaces the 8 bit return with a 32 bit return for improved performance (~3x on XBox 360)
B3_FORCE_INLINE unsigned b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1,const unsigned short int* aabbMax1,const unsigned short int* aabbMin2,const unsigned short int* aabbMax2)
{
return static_cast<unsigned int>(b3Select((unsigned)((aabbMin1[0] <= aabbMax2[0]) & (aabbMax1[0] >= aabbMin2[0])
& (aabbMin1[2] <= aabbMax2[2]) & (aabbMax1[2] >= aabbMin2[2])
& (aabbMin1[1] <= aabbMax2[1]) & (aabbMax1[1] >= aabbMin2[1])),
1, 0));
}
//This block replaces the block below and uses no branches, and replaces the 8 bit return with a 32 bit return for improved performance (~3x on XBox 360)
B3_FORCE_INLINE unsigned b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1, const unsigned short int* aabbMax1, const unsigned short int* aabbMin2, const unsigned short int* aabbMax2)
{
return static_cast<unsigned int>(b3Select((unsigned)((aabbMin1[0] <= aabbMax2[0]) & (aabbMax1[0] >= aabbMin2[0]) & (aabbMin1[2] <= aabbMax2[2]) & (aabbMax1[2] >= aabbMin2[2]) & (aabbMin1[1] <= aabbMax2[1]) & (aabbMax1[1] >= aabbMin2[1])),
1, 0));
}
#else
B3_FORCE_INLINE bool b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1,const unsigned short int* aabbMax1,const unsigned short int* aabbMin2,const unsigned short int* aabbMax2)
{
bool overlap = true;
overlap = (aabbMin1[0] > aabbMax2[0] || aabbMax1[0] < aabbMin2[0]) ? false : overlap;
overlap = (aabbMin1[2] > aabbMax2[2] || aabbMax1[2] < aabbMin2[2]) ? false : overlap;
overlap = (aabbMin1[1] > aabbMax2[1] || aabbMax1[1] < aabbMin2[1]) ? false : overlap;
return overlap;
}
#endif //B3_USE_BANCHLESS
#endif //B3_AABB_UTIL2
B3_FORCE_INLINE bool b3TestQuantizedAabbAgainstQuantizedAabb(const unsigned short int* aabbMin1, const unsigned short int* aabbMax1, const unsigned short int* aabbMin2, const unsigned short int* aabbMax2)
{
bool overlap = true;
overlap = (aabbMin1[0] > aabbMax2[0] || aabbMax1[0] < aabbMin2[0]) ? false : overlap;
overlap = (aabbMin1[2] > aabbMax2[2] || aabbMax1[2] < aabbMin2[2]) ? false : overlap;
overlap = (aabbMin1[1] > aabbMax2[1] || aabbMax1[1] < aabbMin2[1]) ? false : overlap;
return overlap;
}
#endif //B3_USE_BANCHLESS
#endif //B3_AABB_UTIL2

File diff suppressed because it is too large Load Diff

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@@ -23,58 +23,56 @@ subject to the following restrictions:
/// Ole Kniemeyer, MAXON Computer GmbH
class b3ConvexHullComputer
{
private:
b3Scalar compute(const void* coords, bool doubleCoords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp);
public:
class Edge
{
private:
b3Scalar compute(const void* coords, bool doubleCoords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp);
int next;
int reverse;
int targetVertex;
friend class b3ConvexHullComputer;
public:
class Edge
int getSourceVertex() const
{
private:
int next;
int reverse;
int targetVertex;
return (this + reverse)->targetVertex;
}
friend class b3ConvexHullComputer;
int getTargetVertex() const
{
return targetVertex;
}
public:
int getSourceVertex() const
{
return (this + reverse)->targetVertex;
}
const Edge* getNextEdgeOfVertex() const // clockwise list of all edges of a vertex
{
return this + next;
}
int getTargetVertex() const
{
return targetVertex;
}
const Edge* getNextEdgeOfFace() const // counter-clockwise list of all edges of a face
{
return (this + reverse)->getNextEdgeOfVertex();
}
const Edge* getNextEdgeOfVertex() const // clockwise list of all edges of a vertex
{
return this + next;
}
const Edge* getReverseEdge() const
{
return this + reverse;
}
};
const Edge* getNextEdgeOfFace() const // counter-clockwise list of all edges of a face
{
return (this + reverse)->getNextEdgeOfVertex();
}
// Vertices of the output hull
b3AlignedObjectArray<b3Vector3> vertices;
const Edge* getReverseEdge() const
{
return this + reverse;
}
};
// Edges of the output hull
b3AlignedObjectArray<Edge> edges;
// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
b3AlignedObjectArray<int> faces;
// Vertices of the output hull
b3AlignedObjectArray<b3Vector3> vertices;
// Edges of the output hull
b3AlignedObjectArray<Edge> edges;
// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
b3AlignedObjectArray<int> faces;
/*
/*
Compute convex hull of "count" vertices stored in "coords". "stride" is the difference in bytes
between the addresses of consecutive vertices. If "shrink" is positive, the convex hull is shrunken
by that amount (each face is moved by "shrink" length units towards the center along its normal).
@@ -86,18 +84,16 @@ class b3ConvexHullComputer
The output convex hull can be found in the member variables "vertices", "edges", "faces".
*/
b3Scalar compute(const float* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, false, stride, count, shrink, shrinkClamp);
}
b3Scalar compute(const float* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, false, stride, count, shrink, shrinkClamp);
}
// same as above, but double precision
b3Scalar compute(const double* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, true, stride, count, shrink, shrinkClamp);
}
// same as above, but double precision
b3Scalar compute(const double* coords, int stride, int count, b3Scalar shrink, b3Scalar shrinkClamp)
{
return compute(coords, true, stride, count, shrink, shrinkClamp);
}
};
#endif //B3_CONVEX_HULL_COMPUTER_H
#endif //B3_CONVEX_HULL_COMPUTER_H

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@@ -12,49 +12,43 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#include "b3GeometryUtil.h"
/*
Make sure this dummy function never changes so that it
can be used by probes that are checking whether the
library is actually installed.
*/
extern "C"
{
void b3BulletMathProbe ();
{
void b3BulletMathProbe();
void b3BulletMathProbe () {}
void b3BulletMathProbe() {}
}
bool b3GeometryUtil::isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin)
bool b3GeometryUtil::isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin)
{
int numbrushes = planeEquations.size();
for (int i=0;i<numbrushes;i++)
for (int i = 0; i < numbrushes; i++)
{
const b3Vector3& N1 = planeEquations[i];
b3Scalar dist = b3Scalar(N1.dot(point))+b3Scalar(N1[3])-margin;
if (dist>b3Scalar(0.))
b3Scalar dist = b3Scalar(N1.dot(point)) + b3Scalar(N1[3]) - margin;
if (dist > b3Scalar(0.))
{
return false;
}
}
return true;
}
bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin)
bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin)
{
int numvertices = vertices.size();
for (int i=0;i<numvertices;i++)
for (int i = 0; i < numvertices; i++)
{
const b3Vector3& N1 = vertices[i];
b3Scalar dist = b3Scalar(planeNormal.dot(N1))+b3Scalar(planeNormal[3])-margin;
if (dist>b3Scalar(0.))
b3Scalar dist = b3Scalar(planeNormal.dot(N1)) + b3Scalar(planeNormal[3]) - margin;
if (dist > b3Scalar(0.))
{
return false;
}
@@ -62,102 +56,98 @@ bool b3GeometryUtil::areVerticesBehindPlane(const b3Vector3& planeNormal, const
return true;
}
bool notExist(const b3Vector3& planeEquation,const b3AlignedObjectArray<b3Vector3>& planeEquations);
bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations);
bool notExist(const b3Vector3& planeEquation,const b3AlignedObjectArray<b3Vector3>& planeEquations)
bool notExist(const b3Vector3& planeEquation, const b3AlignedObjectArray<b3Vector3>& planeEquations)
{
int numbrushes = planeEquations.size();
for (int i=0;i<numbrushes;i++)
for (int i = 0; i < numbrushes; i++)
{
const b3Vector3& N1 = planeEquations[i];
if (planeEquation.dot(N1) > b3Scalar(0.999))
{
return false;
}
}
}
return true;
}
void b3GeometryUtil::getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut )
void b3GeometryUtil::getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut)
{
const int numvertices = vertices.size();
const int numvertices = vertices.size();
// brute force:
for (int i=0;i<numvertices;i++)
for (int i = 0; i < numvertices; i++)
{
const b3Vector3& N1 = vertices[i];
for (int j=i+1;j<numvertices;j++)
for (int j = i + 1; j < numvertices; j++)
{
const b3Vector3& N2 = vertices[j];
for (int k=j+1;k<numvertices;k++)
{
for (int k = j + 1; k < numvertices; k++)
{
const b3Vector3& N3 = vertices[k];
b3Vector3 planeEquation,edge0,edge1;
edge0 = N2-N1;
edge1 = N3-N1;
b3Vector3 planeEquation, edge0, edge1;
edge0 = N2 - N1;
edge1 = N3 - N1;
b3Scalar normalSign = b3Scalar(1.);
for (int ww=0;ww<2;ww++)
for (int ww = 0; ww < 2; ww++)
{
planeEquation = normalSign * edge0.cross(edge1);
if (planeEquation.length2() > b3Scalar(0.0001))
{
planeEquation.normalize();
if (notExist(planeEquation,planeEquationsOut))
if (notExist(planeEquation, planeEquationsOut))
{
planeEquation[3] = -planeEquation.dot(N1);
//check if inside, and replace supportingVertexOut if needed
if (areVerticesBehindPlane(planeEquation,vertices,b3Scalar(0.01)))
{
planeEquationsOut.push_back(planeEquation);
}
//check if inside, and replace supportingVertexOut if needed
if (areVerticesBehindPlane(planeEquation, vertices, b3Scalar(0.01)))
{
planeEquationsOut.push_back(planeEquation);
}
}
}
normalSign = b3Scalar(-1.);
}
}
}
}
}
void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations , b3AlignedObjectArray<b3Vector3>& verticesOut )
void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations, b3AlignedObjectArray<b3Vector3>& verticesOut)
{
const int numbrushes = planeEquations.size();
// brute force:
for (int i=0;i<numbrushes;i++)
for (int i = 0; i < numbrushes; i++)
{
const b3Vector3& N1 = planeEquations[i];
for (int j=i+1;j<numbrushes;j++)
for (int j = i + 1; j < numbrushes; j++)
{
const b3Vector3& N2 = planeEquations[j];
for (int k=j+1;k<numbrushes;k++)
{
for (int k = j + 1; k < numbrushes; k++)
{
const b3Vector3& N3 = planeEquations[k];
b3Vector3 n2n3; n2n3 = N2.cross(N3);
b3Vector3 n3n1; n3n1 = N3.cross(N1);
b3Vector3 n1n2; n1n2 = N1.cross(N2);
if ( ( n2n3.length2() > b3Scalar(0.0001) ) &&
( n3n1.length2() > b3Scalar(0.0001) ) &&
( n1n2.length2() > b3Scalar(0.0001) ) )
b3Vector3 n2n3;
n2n3 = N2.cross(N3);
b3Vector3 n3n1;
n3n1 = N3.cross(N1);
b3Vector3 n1n2;
n1n2 = N1.cross(N2);
if ((n2n3.length2() > b3Scalar(0.0001)) &&
(n3n1.length2() > b3Scalar(0.0001)) &&
(n1n2.length2() > b3Scalar(0.0001)))
{
//point P out of 3 plane equations:
// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
//P = -------------------------------------------------------------------------
// N1 . ( N2 * N3 )
// d1 ( N2 * N3 ) + d2 ( N3 * N1 ) + d3 ( N1 * N2 )
//P = -------------------------------------------------------------------------
// N1 . ( N2 * N3 )
b3Scalar quotient = (N1.dot(n2n3));
if (b3Fabs(quotient) > b3Scalar(0.000001))
@@ -172,7 +162,7 @@ void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3
potentialVertex *= quotient;
//check if inside, and replace supportingVertexOut if needed
if (isPointInsidePlanes(planeEquations,potentialVertex,b3Scalar(0.01)))
if (isPointInsidePlanes(planeEquations, potentialVertex, b3Scalar(0.01)))
{
verticesOut.push_back(potentialVertex);
}
@@ -182,4 +172,3 @@ void b3GeometryUtil::getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3
}
}
}

View File

@@ -12,7 +12,6 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_GEOMETRY_UTIL_H
#define B3_GEOMETRY_UTIL_H
@@ -22,21 +21,16 @@ subject to the following restrictions:
///The b3GeometryUtil helper class provides a few methods to convert between plane equations and vertices.
class b3GeometryUtil
{
public:
static void getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut );
public:
static void getPlaneEquationsFromVertices(b3AlignedObjectArray<b3Vector3>& vertices, b3AlignedObjectArray<b3Vector3>& planeEquationsOut);
static void getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations , b3AlignedObjectArray<b3Vector3>& verticesOut );
static bool isInside(const b3AlignedObjectArray<b3Vector3>& vertices, const b3Vector3& planeNormal, b3Scalar margin);
static bool isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin);
static void getVerticesFromPlaneEquations(const b3AlignedObjectArray<b3Vector3>& planeEquations, b3AlignedObjectArray<b3Vector3>& verticesOut);
static bool areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin);
static bool isInside(const b3AlignedObjectArray<b3Vector3>& vertices, const b3Vector3& planeNormal, b3Scalar margin);
static bool isPointInsidePlanes(const b3AlignedObjectArray<b3Vector3>& planeEquations, const b3Vector3& point, b3Scalar margin);
static bool areVerticesBehindPlane(const b3Vector3& planeNormal, const b3AlignedObjectArray<b3Vector3>& vertices, b3Scalar margin);
};
#endif //B3_GEOMETRY_UTIL_H
#endif //B3_GEOMETRY_UTIL_H

View File

@@ -13,41 +13,40 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_GRAHAM_SCAN_2D_CONVEX_HULL_H
#define B3_GRAHAM_SCAN_2D_CONVEX_HULL_H
#include "Bullet3Common/b3Vector3.h"
#include "Bullet3Common/b3AlignedObjectArray.h"
struct b3GrahamVector3 : public b3Vector3
{
b3GrahamVector3(const b3Vector3& org, int orgIndex)
:b3Vector3(org),
m_orgIndex(orgIndex)
: b3Vector3(org),
m_orgIndex(orgIndex)
{
}
b3Scalar m_angle;
b3Scalar m_angle;
int m_orgIndex;
};
struct b3AngleCompareFunc {
struct b3AngleCompareFunc
{
b3Vector3 m_anchor;
b3AngleCompareFunc(const b3Vector3& anchor)
: m_anchor(anchor)
: m_anchor(anchor)
{
}
bool operator()(const b3GrahamVector3& a, const b3GrahamVector3& b) const {
bool operator()(const b3GrahamVector3& a, const b3GrahamVector3& b) const
{
if (a.m_angle != b.m_angle)
return a.m_angle < b.m_angle;
else
{
b3Scalar al = (a-m_anchor).length2();
b3Scalar bl = (b-m_anchor).length2();
b3Scalar al = (a - m_anchor).length2();
b3Scalar bl = (b - m_anchor).length2();
if (al != bl)
return al < bl;
return al < bl;
else
{
return a.m_orgIndex < b.m_orgIndex;
@@ -58,60 +57,60 @@ struct b3AngleCompareFunc {
inline void b3GrahamScanConvexHull2D(b3AlignedObjectArray<b3GrahamVector3>& originalPoints, b3AlignedObjectArray<b3GrahamVector3>& hull, const b3Vector3& normalAxis)
{
b3Vector3 axis0,axis1;
b3PlaneSpace1(normalAxis,axis0,axis1);
b3Vector3 axis0, axis1;
b3PlaneSpace1(normalAxis, axis0, axis1);
if (originalPoints.size()<=1)
if (originalPoints.size() <= 1)
{
for (int i=0;i<originalPoints.size();i++)
for (int i = 0; i < originalPoints.size(); i++)
hull.push_back(originalPoints[0]);
return;
}
//step1 : find anchor point with smallest projection on axis0 and move it to first location
for (int i=0;i<originalPoints.size();i++)
for (int i = 0; i < originalPoints.size(); i++)
{
// const b3Vector3& left = originalPoints[i];
// const b3Vector3& right = originalPoints[0];
// const b3Vector3& left = originalPoints[i];
// const b3Vector3& right = originalPoints[0];
b3Scalar projL = originalPoints[i].dot(axis0);
b3Scalar projR = originalPoints[0].dot(axis0);
if (projL < projR)
{
originalPoints.swap(0,i);
originalPoints.swap(0, i);
}
}
//also precompute angles
originalPoints[0].m_angle = -1e30f;
for (int i=1;i<originalPoints.size();i++)
for (int i = 1; i < originalPoints.size(); i++)
{
b3Vector3 xvec = axis0;
b3Vector3 ar = originalPoints[i]-originalPoints[0];
b3Vector3 ar = originalPoints[i] - originalPoints[0];
originalPoints[i].m_angle = b3Cross(xvec, ar).dot(normalAxis) / ar.length();
}
//step 2: sort all points, based on 'angle' with this anchor
b3AngleCompareFunc comp(originalPoints[0]);
originalPoints.quickSortInternal(comp,1,originalPoints.size()-1);
originalPoints.quickSortInternal(comp, 1, originalPoints.size() - 1);
int i;
for (i = 0; i<2; i++)
for (i = 0; i < 2; i++)
hull.push_back(originalPoints[i]);
//step 3: keep all 'convex' points and discard concave points (using back tracking)
for (; i != originalPoints.size(); i++)
for (; i != originalPoints.size(); i++)
{
bool isConvex = false;
while (!isConvex&& hull.size()>1) {
b3Vector3& a = hull[hull.size()-2];
b3Vector3& b = hull[hull.size()-1];
isConvex = b3Cross(a-b,a-originalPoints[i]).dot(normalAxis)> 0;
while (!isConvex && hull.size() > 1)
{
b3Vector3& a = hull[hull.size() - 2];
b3Vector3& b = hull[hull.size() - 1];
isConvex = b3Cross(a - b, a - originalPoints[i]).dot(normalAxis) > 0;
if (!isConvex)
hull.pop_back();
else
else
hull.push_back(originalPoints[i]);
}
}
}
#endif //B3_GRAHAM_SCAN_2D_CONVEX_HULL_H
#endif //B3_GRAHAM_SCAN_2D_CONVEX_HULL_H