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
351 lines
8.3 KiB
C++
351 lines
8.3 KiB
C++
#include "float_math.h"
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#include "ConvexBuilder.h"
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#include "meshvolume.h"
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#include "bestfit.h"
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#include <assert.h>
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#include "cd_hull.h"
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#include "fitsphere.h"
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#include "bestfitobb.h"
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unsigned int MAXDEPTH = 8;
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float CONCAVE_PERCENT = 1.0f;
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float MERGE_PERCENT = 2.0f;
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CHull::CHull(const ConvexDecomposition::ConvexResult &result)
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{
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mResult = new ConvexDecomposition::ConvexResult(result);
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mVolume = computeMeshVolume(result.mHullVertices, result.mHullTcount, result.mHullIndices);
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mDiagonal = getBoundingRegion(result.mHullVcount, result.mHullVertices, sizeof(float) * 3, mMin, mMax);
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float dx = mMax[0] - mMin[0];
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float dy = mMax[1] - mMin[1];
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float dz = mMax[2] - mMin[2];
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dx *= 0.1f; // inflate 1/10th on each edge
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dy *= 0.1f; // inflate 1/10th on each edge
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dz *= 0.1f; // inflate 1/10th on each edge
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mMin[0] -= dx;
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mMin[1] -= dy;
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mMin[2] -= dz;
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mMax[0] += dx;
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mMax[1] += dy;
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mMax[2] += dz;
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}
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CHull::~CHull(void)
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{
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delete mResult;
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}
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bool CHull::overlap(const CHull &h) const
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{
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return overlapAABB(mMin, mMax, h.mMin, h.mMax);
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}
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ConvexBuilder::ConvexBuilder(ConvexDecompInterface *callback)
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{
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mCallback = callback;
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}
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ConvexBuilder::~ConvexBuilder(void)
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{
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int i;
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for (i = 0; i < mChulls.size(); i++)
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{
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CHull *cr = mChulls[i];
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delete cr;
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}
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}
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bool ConvexBuilder::isDuplicate(unsigned int i1, unsigned int i2, unsigned int i3,
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unsigned int ci1, unsigned int ci2, unsigned int ci3)
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{
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unsigned int dcount = 0;
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assert(i1 != i2 && i1 != i3 && i2 != i3);
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assert(ci1 != ci2 && ci1 != ci3 && ci2 != ci3);
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if (i1 == ci1 || i1 == ci2 || i1 == ci3) dcount++;
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if (i2 == ci1 || i2 == ci2 || i2 == ci3) dcount++;
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if (i3 == ci1 || i3 == ci2 || i3 == ci3) dcount++;
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return dcount == 3;
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}
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void ConvexBuilder::getMesh(const ConvexDecomposition::ConvexResult &cr, VertexLookup vc, UintVector &indices)
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{
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unsigned int *src = cr.mHullIndices;
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for (unsigned int i = 0; i < cr.mHullTcount; i++)
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{
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unsigned int i1 = *src++;
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unsigned int i2 = *src++;
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unsigned int i3 = *src++;
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const float *p1 = &cr.mHullVertices[i1 * 3];
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const float *p2 = &cr.mHullVertices[i2 * 3];
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const float *p3 = &cr.mHullVertices[i3 * 3];
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i1 = Vl_getIndex(vc, p1);
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i2 = Vl_getIndex(vc, p2);
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i3 = Vl_getIndex(vc, p3);
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#if 0
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bool duplicate = false;
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unsigned int tcount = indices.size()/3;
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for (unsigned int j=0; j<tcount; j++)
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{
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unsigned int ci1 = indices[j*3+0];
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unsigned int ci2 = indices[j*3+1];
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unsigned int ci3 = indices[j*3+2];
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if ( isDuplicate(i1,i2,i3, ci1, ci2, ci3 ) )
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{
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duplicate = true;
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break;
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}
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}
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if ( !duplicate )
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{
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indices.push_back(i1);
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indices.push_back(i2);
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indices.push_back(i3);
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}
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#endif
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}
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}
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CHull *ConvexBuilder::canMerge(CHull *a, CHull *b)
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{
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if (!a->overlap(*b)) return 0; // if their AABB's (with a little slop) don't overlap, then return.
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CHull *ret = 0;
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// ok..we are going to combine both meshes into a single mesh
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// and then we are going to compute the concavity...
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VertexLookup vc = Vl_createVertexLookup();
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UintVector indices;
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getMesh(*a->mResult, vc, indices);
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getMesh(*b->mResult, vc, indices);
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unsigned int vcount = Vl_getVcount(vc);
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const float *vertices = Vl_getVertices(vc);
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unsigned int tcount = indices.size() / 3;
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//don't do anything if hull is empty
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if (!tcount)
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{
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Vl_releaseVertexLookup(vc);
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return 0;
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}
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ConvexDecomposition::HullResult hresult;
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ConvexDecomposition::HullLibrary hl;
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ConvexDecomposition::HullDesc desc;
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desc.SetHullFlag(ConvexDecomposition::QF_TRIANGLES);
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desc.mVcount = vcount;
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desc.mVertices = vertices;
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desc.mVertexStride = sizeof(float) * 3;
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ConvexDecomposition::HullError hret = hl.CreateConvexHull(desc, hresult);
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if (hret == ConvexDecomposition::QE_OK)
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{
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float combineVolume = computeMeshVolume(hresult.mOutputVertices, hresult.mNumFaces, hresult.mIndices);
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float sumVolume = a->mVolume + b->mVolume;
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float percent = (sumVolume * 100) / combineVolume;
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if (percent >= (100.0f - MERGE_PERCENT))
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{
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ConvexDecomposition::ConvexResult cr(hresult.mNumOutputVertices, hresult.mOutputVertices, hresult.mNumFaces, hresult.mIndices);
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ret = new CHull(cr);
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}
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}
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Vl_releaseVertexLookup(vc);
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return ret;
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}
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bool ConvexBuilder::combineHulls(void)
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{
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bool combine = false;
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sortChulls(mChulls); // sort the convex hulls, largest volume to least...
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CHullVector output; // the output hulls...
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int i;
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for (i = 0; i < mChulls.size() && !combine; ++i)
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{
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CHull *cr = mChulls[i];
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int j;
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for (j = 0; j < mChulls.size(); j++)
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{
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CHull *match = mChulls[j];
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if (cr != match) // don't try to merge a hull with itself, that be stoopid
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{
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CHull *merge = canMerge(cr, match); // if we can merge these two....
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if (merge)
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{
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output.push_back(merge);
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++i;
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while (i != mChulls.size())
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{
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CHull *cr = mChulls[i];
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if (cr != match)
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{
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output.push_back(cr);
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}
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i++;
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}
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delete cr;
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delete match;
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combine = true;
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break;
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}
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}
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}
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if (combine)
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{
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break;
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}
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else
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{
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output.push_back(cr);
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}
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}
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if (combine)
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{
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mChulls.clear();
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mChulls.copyFromArray(output);
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output.clear();
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}
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return combine;
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}
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unsigned int ConvexBuilder::process(const ConvexDecomposition::DecompDesc &desc)
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{
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unsigned int ret = 0;
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MAXDEPTH = desc.mDepth;
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CONCAVE_PERCENT = desc.mCpercent;
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MERGE_PERCENT = desc.mPpercent;
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calcConvexDecomposition(desc.mVcount, desc.mVertices, desc.mTcount, desc.mIndices, this, 0, 0);
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while (combineHulls())
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; // keep combinging hulls until I can't combine any more...
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int i;
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for (i = 0; i < mChulls.size(); i++)
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{
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CHull *cr = mChulls[i];
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// before we hand it back to the application, we need to regenerate the hull based on the
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// limits given by the user.
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const ConvexDecomposition::ConvexResult &c = *cr->mResult; // the high resolution hull...
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ConvexDecomposition::HullResult result;
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ConvexDecomposition::HullLibrary hl;
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ConvexDecomposition::HullDesc hdesc;
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hdesc.SetHullFlag(ConvexDecomposition::QF_TRIANGLES);
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hdesc.mVcount = c.mHullVcount;
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hdesc.mVertices = c.mHullVertices;
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hdesc.mVertexStride = sizeof(float) * 3;
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hdesc.mMaxVertices = desc.mMaxVertices; // maximum number of vertices allowed in the output
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if (desc.mSkinWidth)
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{
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hdesc.mSkinWidth = desc.mSkinWidth;
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hdesc.SetHullFlag(ConvexDecomposition::QF_SKIN_WIDTH); // do skin width computation.
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}
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ConvexDecomposition::HullError ret = hl.CreateConvexHull(hdesc, result);
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if (ret == ConvexDecomposition::QE_OK)
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{
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ConvexDecomposition::ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
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r.mHullVolume = computeMeshVolume(result.mOutputVertices, result.mNumFaces, result.mIndices); // the volume of the hull.
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// compute the best fit OBB
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computeBestFitOBB(result.mNumOutputVertices, result.mOutputVertices, sizeof(float) * 3, r.mOBBSides, r.mOBBTransform);
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r.mOBBVolume = r.mOBBSides[0] * r.mOBBSides[1] * r.mOBBSides[2]; // compute the OBB volume.
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fm_getTranslation(r.mOBBTransform, r.mOBBCenter); // get the translation component of the 4x4 matrix.
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fm_matrixToQuat(r.mOBBTransform, r.mOBBOrientation); // extract the orientation as a quaternion.
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r.mSphereRadius = computeBoundingSphere(result.mNumOutputVertices, result.mOutputVertices, r.mSphereCenter);
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r.mSphereVolume = fm_sphereVolume(r.mSphereRadius);
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mCallback->ConvexDecompResult(r);
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}
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hl.ReleaseResult(result);
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delete cr;
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}
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ret = mChulls.size();
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mChulls.clear();
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return ret;
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}
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void ConvexBuilder::ConvexDebugTri(const float *p1, const float *p2, const float *p3, unsigned int color)
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{
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mCallback->ConvexDebugTri(p1, p2, p3, color);
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}
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void ConvexBuilder::ConvexDebugOBB(const float *sides, const float *matrix, unsigned int color)
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{
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mCallback->ConvexDebugOBB(sides, matrix, color);
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}
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void ConvexBuilder::ConvexDebugPoint(const float *p, float dist, unsigned int color)
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{
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mCallback->ConvexDebugPoint(p, dist, color);
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}
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void ConvexBuilder::ConvexDebugBound(const float *bmin, const float *bmax, unsigned int color)
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{
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mCallback->ConvexDebugBound(bmin, bmax, color);
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}
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void ConvexBuilder::ConvexDecompResult(ConvexDecomposition::ConvexResult &result)
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{
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CHull *ch = new CHull(result);
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mChulls.push_back(ch);
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}
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void ConvexBuilder::sortChulls(CHullVector &hulls)
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{
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hulls.quickSort(CHullSort());
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//hulls.heapSort(CHullSort());
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}
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