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|
//
// 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 NVIDIA CORPORATION 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 ``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 COPYRIGHT OWNER 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.
//
// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#include "QuickHullConvexHullLib.h"
#include "ConvexHullUtils.h"
#include "PsAllocator.h"
#include "PsUserAllocated.h"
#include "PsSort.h"
#include "PsMathUtils.h"
#include "PsFoundation.h"
#include "PsUtilities.h"
#include "PsBitUtils.h"
#include "foundation/PxMath.h"
#include "foundation/PxPlane.h"
#include "foundation/PxBounds3.h"
#include "foundation/PxMemory.h"
using namespace physx;
namespace local
{
//////////////////////////////////////////////////////////////////////////
static const float MIN_ADJACENT_ANGLE = 3.0f; // in degrees - result wont have two adjacent facets within this angle of each other.
static const float PLANE_THICKNES = 3.0f * PX_EPS_F32; // points within this distance are considered on a plane
static const float MAXDOT_MINANG = cosf(Ps::degToRad(MIN_ADJACENT_ANGLE)); // adjacent angle for dot product tests
//////////////////////////////////////////////////////////////////////////
struct QuickHullFace;
class ConvexHull;
class HullPlanes;
//////////////////////////////////////////////////////////////////////////
template<typename T, bool useIndexing>
class MemBlock
{
public:
MemBlock(PxU32 preallocateSize)
: mPreallocateSize(preallocateSize), mCurrentBlock(0), mCurrentIndex(0)
{
PX_ASSERT(preallocateSize);
T* block = reinterpret_cast<T*>(PX_ALLOC_TEMP(sizeof(T)*preallocateSize, "Quickhull MemBlock"));
mBlocks.pushBack(block);
}
MemBlock()
: mPreallocateSize(0), mCurrentBlock(0), mCurrentIndex(0)
{
}
void init(PxU32 preallocateSize)
{
PX_ASSERT(preallocateSize);
mPreallocateSize = preallocateSize;
T* block = reinterpret_cast<T*>(PX_ALLOC_TEMP(sizeof(T)*preallocateSize, "Quickhull MemBlock"));
if(useIndexing)
{
for (PxU32 i = 0; i < mPreallocateSize; i++)
{
// placement new to index data
PX_PLACEMENT_NEW(&block[i], T)(i);
}
}
mBlocks.pushBack(block);
}
~MemBlock()
{
for (PxU32 i = 0; i < mBlocks.size(); i++)
{
PX_FREE(mBlocks[i]);
}
mBlocks.clear();
}
void reset()
{
for (PxU32 i = 0; i < mBlocks.size(); i++)
{
PX_FREE(mBlocks[i]);
}
mBlocks.clear();
mCurrentBlock = 0;
mCurrentIndex = 0;
init(mPreallocateSize);
}
T* getItem(PxU32 index)
{
const PxU32 block = index/mPreallocateSize;
const PxU32 itemIndex = index % mPreallocateSize;
PX_ASSERT(block <= mCurrentBlock);
PX_ASSERT(itemIndex < mPreallocateSize);
return &(mBlocks[block])[itemIndex];
}
T* getFreeItem()
{
PX_ASSERT(mPreallocateSize);
// check if we have enough space in block, otherwise allocate new block
if(mCurrentIndex < mPreallocateSize)
{
return &(mBlocks[mCurrentBlock])[mCurrentIndex++];
}
else
{
T* block = reinterpret_cast<T*>(PX_ALLOC_TEMP(sizeof(T)*mPreallocateSize, "Quickhull MemBlock"));
mCurrentBlock++;
if (useIndexing)
{
for (PxU32 i = 0; i < mPreallocateSize; i++)
{
// placement new to index data
PX_PLACEMENT_NEW(&block[i], T)(mCurrentBlock*mPreallocateSize + i);
}
}
mBlocks.pushBack(block);
mCurrentIndex = 0;
return &(mBlocks[mCurrentBlock])[mCurrentIndex++];
}
}
private:
PxU32 mPreallocateSize;
PxU32 mCurrentBlock;
PxU32 mCurrentIndex;
Ps::Array<T*> mBlocks;
};
//////////////////////////////////////////////////////////////////////////
// representation of quick hull vertex
struct QuickHullVertex
{
PxVec3 point; // point vector
PxU32 index; // point index for compare
float dist; // distance from plane if necessary
QuickHullVertex* next; // link to next vertex, linked list used for conflict list
PX_FORCE_INLINE bool operator==(const QuickHullVertex& vertex) const
{
return index == vertex.index ? true : false;
}
PX_FORCE_INLINE bool operator <(const QuickHullVertex& vertex) const
{
return dist < vertex.dist ? true : false;
}
};
//////////////////////////////////////////////////////////////////////////
// representation of quick hull half edge
struct QuickHullHalfEdge
{
QuickHullHalfEdge() : prev(NULL), next(NULL), twin(NULL), face(NULL), edgeIndex(0xFFFFFFFF)
{
}
QuickHullHalfEdge(PxU32 )
: prev(NULL), next(NULL), twin(NULL), face(NULL), edgeIndex(0xFFFFFFFF)
{
}
QuickHullVertex tail; // tail vertex, head vertex is the tail of the twin
QuickHullHalfEdge* prev; // previous edge
QuickHullHalfEdge* next; // next edge
QuickHullHalfEdge* twin; // twin/opposite edge
QuickHullFace* face; // face where the edge belong
PxU32 edgeIndex; // edge index used for edge creation
PX_FORCE_INLINE const QuickHullVertex& getTail() const
{
return tail;
}
PX_FORCE_INLINE const QuickHullVertex& getHead() const
{
PX_ASSERT(twin);
return twin->tail;
}
PX_FORCE_INLINE void setTwin(QuickHullHalfEdge* edge)
{
twin = edge;
edge->twin = this;
}
PX_FORCE_INLINE QuickHullFace* getOppositeFace() const
{
return twin->face;
}
float getOppositeFaceDistance() const;
};
//////////////////////////////////////////////////////////////////////////
typedef Ps::Array<QuickHullVertex*> QuickHullVertexArray;
typedef Ps::Array<QuickHullHalfEdge*> QuickHullHalfEdgeArray;
typedef Ps::Array<QuickHullFace*> QuickHullFaceArray;
//////////////////////////////////////////////////////////////////////////
// representation of quick hull face
struct QuickHullFace
{
enum FaceState
{
eVISIBLE,
eDELETED,
eNON_CONVEX
};
QuickHullHalfEdge* edge; // starting edge
PxU16 numEdges; // num edges on the face
QuickHullVertex* conflictList; // conflict list, used to determine unclaimed vertices
PxVec3 normal; // Newell plane normal
float area; // face area
PxVec3 centroid; // face centroid
float planeOffset; // Newell plane offset
float expandOffset; // used for plane expansion if vertex limit reached
FaceState state; // face validity state
QuickHullFace* nextFace; // used to indicate next free face in faceList
PxU32 index; // face index for compare identification
PxU8 outIndex; // face index used for output descriptor
public:
QuickHullFace()
: edge(NULL), numEdges(0), conflictList(NULL), area(0.0f), planeOffset(0.0f), expandOffset(-FLT_MAX),
state(eVISIBLE), nextFace(NULL), outIndex(0)
{
}
QuickHullFace(PxU32 ind)
: edge(NULL), numEdges(0), conflictList(NULL), area(0.0f), planeOffset(0.0f), expandOffset(-FLT_MAX),
state(eVISIBLE), nextFace(NULL), index(ind), outIndex(0)
{
}
~QuickHullFace()
{
}
// get edge on index
PX_FORCE_INLINE QuickHullHalfEdge* getEdge(PxU32 i) const
{
QuickHullHalfEdge* he = edge;
while (i > 0)
{
he = he->next;
i--;
}
return he;
}
// distance from a plane to provided point
PX_FORCE_INLINE float distanceToPlane(const PxVec3 p) const
{
return normal.dot(p) - planeOffset;
}
// compute face normal and centroid
PX_FORCE_INLINE void computeNormalAndCentroid()
{
PX_ASSERT(edge);
normal = PxVec3(PxZero);
numEdges = 1;
QuickHullHalfEdge* testEdge = edge;
QuickHullHalfEdge* startEdge = NULL;
float maxDist = 0.0f;
for (PxU32 i = 0; i < 3; i++)
{
const float d = (testEdge->tail.point - testEdge->next->tail.point).magnitudeSquared();
if (d > maxDist)
{
maxDist = d;
startEdge = testEdge;
}
testEdge = testEdge->next;
}
PX_ASSERT(startEdge);
QuickHullHalfEdge* he = startEdge->next;
const PxVec3& p0 = startEdge->tail.point;
const PxVec3 d = he->tail.point - p0;
centroid = startEdge->tail.point;
do
{
numEdges++;
centroid += he->tail.point;
normal += d.cross(he->next->tail.point - p0);
he = he->next;
} while (he != startEdge);
area = normal.normalize();
centroid *= (1.0f / float(numEdges));
planeOffset = normal.dot(centroid);
}
// merge adjacent face
bool mergeAdjacentFace(QuickHullHalfEdge* halfEdge, QuickHullFaceArray& discardedFaces);
// check face consistency
bool checkFaceConsistency();
private:
// connect halfedges
QuickHullFace* connectHalfEdges(QuickHullHalfEdge* hedgePrev, QuickHullHalfEdge* hedge);
// check if the face does have only 3 vertices
PX_FORCE_INLINE bool isTriangle() const
{
return numEdges == 3 ? true : false;
}
};
//////////////////////////////////////////////////////////////////////////
struct QuickHullResult
{
enum Enum
{
eSUCCESS, // ok
eZERO_AREA_TEST_FAILED, // area test failed for simplex
eVERTEX_LIMIT_REACHED, // vertex limit reached need to expand hull
ePOLYGONS_LIMIT_REACHED, // polygons hard limit reached
eFAILURE // general failure
};
};
//////////////////////////////////////////////////////////////////////////
// Quickhull base class holding the hull during construction
class QuickHull : public Ps::UserAllocated
{
PX_NOCOPY(QuickHull)
public:
QuickHull(const PxCookingParams& params, const PxConvexMeshDesc& desc);
~QuickHull();
// preallocate the edges, faces, vertices
void preallocate(PxU32 numVertices);
// parse the input verts, store them into internal format
void parseInputVertices(const PxVec3* verts, PxU32 numVerts);
// release the hull and data
void releaseHull();
// sets the precomputed min/max data
void setPrecomputedMinMax(const QuickHullVertex* minVertex,const QuickHullVertex* maxVertex, const float tolerance,const float planeTolerance);
// main entry function to build the hull from provided points
QuickHullResult::Enum buildHull();
PxU32 maxNumVertsPerFace() const;
protected:
// compute min max verts
void computeMinMaxVerts();
// find the initial simplex
bool findSimplex();
// add the initial simplex
void addSimplex(QuickHullVertex* simplex, bool flipTriangle);
// finds next point to add
QuickHullVertex* nextPointToAdd(QuickHullFace*& eyeFace);
// adds point to the hull
bool addPointToHull(const QuickHullVertex* vertex, QuickHullFace& face, bool& addFailed);
// creates new face from given triangles
QuickHullFace* createTriangle(const QuickHullVertex& v0, const QuickHullVertex& v1, const QuickHullVertex& v2);
// adds point to the face conflict list
void addPointToFace(QuickHullFace& face, QuickHullVertex* vertex, float dist);
// removes eye point from the face conflict list
void removeEyePointFromFace(QuickHullFace& face, const QuickHullVertex* vertex);
// calculate the horizon fro the eyePoint against a given face
void calculateHorizon(const PxVec3& eyePoint, QuickHullHalfEdge* edge, QuickHullFace& face, QuickHullHalfEdgeArray& horizon, QuickHullFaceArray& removedFaces);
// adds new faces from given horizon and eyePoint
void addNewFacesFromHorizon(const QuickHullVertex* eyePoint, const QuickHullHalfEdgeArray& horizon, QuickHullFaceArray& newFaces);
// merge adjacent face
bool doAdjacentMerge(QuickHullFace& face, bool mergeWrtLargeFace, bool& mergeFailed);
// merge adjacent face doing normal test
bool doPostAdjacentMerge(QuickHullFace& face, const float minAngle);
// delete face points
void deleteFacePoints(QuickHullFace& faceToDelete, QuickHullFace* absorbingFace);
// resolve unclaimed points
void resolveUnclaimedPoints(const QuickHullFaceArray& newFaces);
// merges polygons with similar normals
void postMergeHull();
// check if 2 faces can be merged
bool canMergeFaces(const QuickHullHalfEdge& he);
// get next free face
PX_FORCE_INLINE QuickHullFace* getFreeHullFace()
{
return mFreeFaces.getFreeItem();
}
// get next free half edge
PX_FORCE_INLINE QuickHullHalfEdge* getFreeHullHalfEdge()
{
return mFreeHalfEdges.getFreeItem();
}
PX_FORCE_INLINE PxU32 getNbHullVerts() { return mOutputNumVertices; }
protected:
friend class physx::QuickHullConvexHullLib;
const PxCookingParams& mCookingParams; // cooking params
const PxConvexMeshDesc& mConvexDesc; // convex desc
PxVec3 mInteriorPoint; // interior point for int/ext tests
PxU32 mMaxVertices; // maximum number of vertices (can be different as we may add vertices during the cleanup
PxU32 mNumVertices; // actual number of input vertices
PxU32 mOutputNumVertices; // num vertices of the computed hull
PxU32 mTerminalVertex; // in case we failed to generate hull in a regular run we set the terminal vertex and rerun
QuickHullVertex* mVerticesList; // vertices list preallocated
MemBlock<QuickHullHalfEdge, false> mFreeHalfEdges; // free half edges
MemBlock<QuickHullFace, true> mFreeFaces; // free faces
QuickHullFaceArray mHullFaces; // actual hull faces, contains also invalid and not used faces
PxU32 mNumHullFaces; // actual number of hull faces
bool mPrecomputedMinMax; // if we got the precomputed min/max values
QuickHullVertex mMinVertex[3]; // min vertex
QuickHullVertex mMaxVertex[3]; // max vertex
float mTolerance; // hull tolerance, used for plane thickness and merge strategy
float mPlaneTolerance; // used for post merge stage
QuickHullVertexArray mUnclaimedPoints; // holds temp unclaimed points
QuickHullHalfEdgeArray mHorizon; // array for horizon computation
QuickHullFaceArray mNewFaces; // new faces created during horizon computation
QuickHullFaceArray mRemovedFaces; // removd faces during horizon computation
QuickHullFaceArray mDiscardedFaces; // discarded faces during face merging
};
//////////////////////////////////////////////////////////////////////////
// return the distance from opposite face
float QuickHullHalfEdge::getOppositeFaceDistance() const
{
PX_ASSERT(face);
PX_ASSERT(twin);
return face->distanceToPlane(twin->face->centroid);
}
//////////////////////////////////////////////////////////////////////////
// merge adjacent face from provided half edge.
// 1. set new half edges
// 2. connect the new half edges - check we did not produced redundant triangles, discard them
// 3. recompute the plane and check consistency
// Returns false if merge failed
bool QuickHullFace::mergeAdjacentFace(QuickHullHalfEdge* hedgeAdj, QuickHullFaceArray& discardedFaces)
{
QuickHullFace* oppFace = hedgeAdj->getOppositeFace();
discardedFaces.pushBack(oppFace);
oppFace->state = QuickHullFace::eDELETED;
QuickHullHalfEdge* hedgeOpp = hedgeAdj->twin;
QuickHullHalfEdge* hedgeAdjPrev = hedgeAdj->prev;
QuickHullHalfEdge* hedgeAdjNext = hedgeAdj->next;
QuickHullHalfEdge* hedgeOppPrev = hedgeOpp->prev;
QuickHullHalfEdge* hedgeOppNext = hedgeOpp->next;
// check if we are lining up with the face in adjPrev dir
QuickHullHalfEdge* breakEdge = hedgeAdjPrev;
while (hedgeAdjPrev->getOppositeFace() == oppFace)
{
hedgeAdjPrev = hedgeAdjPrev->prev;
hedgeOppNext = hedgeOppNext->next;
// Edge case merge face is degenerated and we need to abort merging
if (hedgeAdjPrev == breakEdge)
{
return false;
}
}
// check if we are lining up with the face in adjNext dir
breakEdge = hedgeAdjNext;
while (hedgeAdjNext->getOppositeFace() == oppFace)
{
hedgeOppPrev = hedgeOppPrev->prev;
hedgeAdjNext = hedgeAdjNext->next;
// Edge case merge face is degenerated and we need to abort merging
if (hedgeAdjNext == breakEdge)
{
return false;
}
}
QuickHullHalfEdge* hedge;
// set new face owner for the line up edges
for (hedge = hedgeOppNext; hedge != hedgeOppPrev->next; hedge = hedge->next)
{
hedge->face = this;
}
// if we are about to delete the shared edge, check if its not the starting edge of the face
if (hedgeAdj == edge)
{
edge = hedgeAdjNext;
}
// handle the half edges at the head
QuickHullFace* discardedFace;
discardedFace = connectHalfEdges(hedgeOppPrev, hedgeAdjNext);
if (discardedFace != NULL)
{
discardedFaces.pushBack(discardedFace);
}
// handle the half edges at the tail
discardedFace = connectHalfEdges(hedgeAdjPrev, hedgeOppNext);
if (discardedFace != NULL)
{
discardedFaces.pushBack(discardedFace);
}
computeNormalAndCentroid();
PX_ASSERT(checkFaceConsistency());
return true;
}
//////////////////////////////////////////////////////////////////////////
// connect half edges of 2 adjacent faces
// if we find redundancy - edges are in a line, we drop the addional face if it is just a skinny triangle
QuickHullFace* QuickHullFace::connectHalfEdges(QuickHullHalfEdge* hedgePrev, QuickHullHalfEdge* hedge)
{
QuickHullFace* discardedFace = NULL;
// redundant edge - can be in a line
if (hedgePrev->getOppositeFace() == hedge->getOppositeFace())
{
// then there is a redundant edge that we can get rid off
QuickHullFace* oppFace = hedge->getOppositeFace();
QuickHullHalfEdge* hedgeOpp;
if (hedgePrev == edge)
{
edge = hedge;
}
// check if its not a skinny face with just 3 vertices - 3 edges
if (oppFace->isTriangle())
{
// then we can get rid of the opposite face altogether
hedgeOpp = hedge->twin->prev->twin;
oppFace->state = QuickHullFace::eDELETED;
discardedFace = oppFace;
}
else
{
// if not triangle, merge the 2 opposite halfedges into one
hedgeOpp = hedge->twin->next;
if (oppFace->edge == hedgeOpp->prev)
{
oppFace->edge = hedgeOpp;
}
hedgeOpp->prev = hedgeOpp->prev->prev;
hedgeOpp->prev->next = hedgeOpp;
}
hedge->prev = hedgePrev->prev;
hedge->prev->next = hedge;
hedge->twin = hedgeOpp;
hedgeOpp->twin = hedge;
// oppFace was modified, so need to recompute
oppFace->computeNormalAndCentroid();
}
else
{
// just merge the halfedges
hedgePrev->next = hedge;
hedge->prev = hedgePrev;
}
return discardedFace;
}
//////////////////////////////////////////////////////////////////////////
// check face consistency
bool QuickHullFace::checkFaceConsistency()
{
// do a sanity check on the face
QuickHullHalfEdge* hedge = edge;
PxU32 numv = 0;
// check degenerate face
do
{
numv++;
hedge = hedge->next;
} while (hedge != edge);
// degenerate face found
PX_ASSERT(numv > 2);
numv = 0;
hedge = edge;
do
{
QuickHullHalfEdge* hedgeOpp = hedge->twin;
// check if we have twin set
PX_ASSERT(hedgeOpp != NULL);
// twin for the twin must be the original edge
PX_ASSERT(hedgeOpp->twin == hedge);
QuickHullFace* oppFace = hedgeOpp->face;
PX_UNUSED(oppFace);
// opposite edge face must be set and valid
PX_ASSERT(oppFace != NULL);
PX_ASSERT(oppFace->state != QuickHullFace::eDELETED);
// edges face must be this one
PX_ASSERT(hedge->face == this);
hedge = hedge->next;
} while (hedge != edge);
return true;
}
//////////////////////////////////////////////////////////////////////////
QuickHull::QuickHull(const PxCookingParams& params, const PxConvexMeshDesc& desc)
: mCookingParams(params), mConvexDesc(desc), mOutputNumVertices(0), mTerminalVertex(0xFFFFFFFF), mVerticesList(NULL), mNumHullFaces(0), mPrecomputedMinMax(false),
mTolerance(-1.0f), mPlaneTolerance(-1.0f)
{
}
//////////////////////////////////////////////////////////////////////////
QuickHull::~QuickHull()
{
}
//////////////////////////////////////////////////////////////////////////
// sets the precomputed min/max values
void QuickHull::setPrecomputedMinMax(const QuickHullVertex* minVertex,const QuickHullVertex* maxVertex, const float tolerance,const float planeTolerance)
{
for (PxU32 i = 0; i < 3; i++)
{
mMinVertex[i] = minVertex[i];
mMaxVertex[i] = maxVertex[i];
}
mTolerance = tolerance;
mPlaneTolerance = planeTolerance;
mPrecomputedMinMax = true;
}
//////////////////////////////////////////////////////////////////////////
// preallocate internal buffers
void QuickHull::preallocate(PxU32 numVertices)
{
PX_ASSERT(numVertices > 0);
// max num vertices = numVertices
mMaxVertices = PxMax(PxU32(8), numVertices); // 8 is min, since we can expand to AABB during the clean vertices phase
mVerticesList = reinterpret_cast<QuickHullVertex*> (PX_ALLOC_TEMP(sizeof(QuickHullVertex)*mMaxVertices, "QuickHullVertex"));
// estimate the max half edges
PxU32 maxHalfEdges = (3 * mMaxVertices - 6) * 3;
mFreeHalfEdges.init(maxHalfEdges);
// estimate the max faces
PxU32 maxFaces = (2 * mMaxVertices - 4);
mFreeFaces.init(maxFaces*2);
mHullFaces.reserve(maxFaces);
mUnclaimedPoints.reserve(numVertices);
mNewFaces.reserve(32);
mRemovedFaces.reserve(32);
mDiscardedFaces.reserve(32);
mHorizon.reserve(PxMin(numVertices,PxU32(128)));
}
//////////////////////////////////////////////////////////////////////////
// release internal buffers
void QuickHull::releaseHull()
{
if (mVerticesList)
{
PX_FREE_AND_RESET(mVerticesList);
}
mHullFaces.clear();
}
//////////////////////////////////////////////////////////////////////////
// returns the maximum number of vertices on a face
PxU32 QuickHull::maxNumVertsPerFace() const
{
PxU32 numFaces = mHullFaces.size();
PxU32 maxVerts = 0;
for (PxU32 i = 0; i < numFaces; i++)
{
const local::QuickHullFace& face = *mHullFaces[i];
if (face.state == local::QuickHullFace::eVISIBLE)
{
if (face.numEdges > maxVerts)
maxVerts = face.numEdges;
}
}
return maxVerts;
}
//////////////////////////////////////////////////////////////////////////
// parse the input vertices and store them in the hull
void QuickHull::parseInputVertices(const PxVec3* verts, PxU32 numVerts)
{
PX_ASSERT(verts);
PX_ASSERT(numVerts <= mMaxVertices);
mNumVertices = numVerts;
for (PxU32 i = 0; i < numVerts; i++)
{
mVerticesList[i].point = verts[i];
mVerticesList[i].index = i;
}
}
//////////////////////////////////////////////////////////////////////////
// compute min max verts
void QuickHull::computeMinMaxVerts()
{
for (PxU32 i = 0; i < 3; i++)
{
mMinVertex[i] = mVerticesList[0];
mMaxVertex[i] = mVerticesList[0];
}
PxVec3 max = mVerticesList[0].point;
PxVec3 min = mVerticesList[0].point;
// get the max min vertices along the x,y,z
for (PxU32 i = 1; i < mNumVertices; i++)
{
const QuickHullVertex& testVertex = mVerticesList[i];
const PxVec3& testPoint = testVertex.point;
if (testPoint.x > max.x)
{
max.x = testPoint.x;
mMaxVertex[0] = testVertex;
}
else if (testPoint.x < min.x)
{
min.x = testPoint.x;
mMinVertex[0] = testVertex;
}
if (testPoint.y > max.y)
{
max.y = testPoint.y;
mMaxVertex[1] = testVertex;
}
else if (testPoint.y < min.y)
{
min.y = testPoint.y;
mMinVertex[1] = testVertex;
}
if (testPoint.z > max.z)
{
max.z = testPoint.z;
mMaxVertex[2] = testVertex;
}
else if (testPoint.z < min.z)
{
min.z = testPoint.z;
mMinVertex[2] = testVertex;
}
}
mTolerance = PxMax(local::PLANE_THICKNES * (PxMax(PxAbs(max.x), PxAbs(min.x)) +
PxMax(PxAbs(max.y), PxAbs(min.y)) +
PxMax(PxAbs(max.z), PxAbs(min.z))), local::PLANE_THICKNES);
mPlaneTolerance = PxMax(mCookingParams.planeTolerance * (PxMax(PxAbs(max.x), PxAbs(min.x)) +
PxMax(PxAbs(max.y), PxAbs(min.y)) +
PxMax(PxAbs(max.z), PxAbs(min.z))), mCookingParams.planeTolerance);
}
//////////////////////////////////////////////////////////////////////////
// find the initial simplex
// 1. search in max axis from compute min,max
// 2. 3rd point is the furthest vertex from the initial line
// 3. 4th vertex is along the line, 3rd vertex normal
bool QuickHull::findSimplex()
{
float max = 0;
PxU32 imax = 0;
for (PxU32 i = 0; i < 3; i++)
{
float diff = mMaxVertex[i].point[i] - mMinVertex[i].point[i];
if (diff > max)
{
max = diff;
imax = i;
}
}
if (max <= mTolerance)
{
// should not happen as we clear the vertices before and expand them if they are really close to each other
Ps::getFoundation().error(PxErrorCode::eINTERNAL_ERROR, __FILE__, __LINE__, "QuickHullConvexHullLib::findSimplex: Simplex input points appers to be almost at the same place");
return false;
}
QuickHullVertex simplex[4];
// set first two vertices to be those with the greatest
// one dimensional separation
simplex[0] = mMaxVertex[imax];
simplex[1] = mMinVertex[imax];
// set third vertex to be the vertex farthest from
// the line between simplex[0] and simplex[1]
PxVec3 normal;
float maxDist = 0;
PxVec3 u01 = (simplex[1].point - simplex[0].point);
u01.normalize();
for (PxU32 i = 0; i < mNumVertices; i++)
{
const QuickHullVertex& testVert = mVerticesList[i];
const PxVec3& testPoint = testVert.point;
const PxVec3 diff = testPoint - simplex[0].point;
const PxVec3 xprod = u01.cross(diff);
const float lenSqr = xprod.magnitudeSquared();
if (lenSqr > maxDist && testVert.index != simplex[0].index && testVert.index != simplex[1].index)
{
maxDist = lenSqr;
simplex[2] = testVert;
normal = xprod;
}
}
if (PxSqrt(maxDist) <= 100 * mTolerance)
{
Ps::getFoundation().error(PxErrorCode::eINTERNAL_ERROR, __FILE__, __LINE__, "QuickHullConvexHullLib::findSimplex: Simplex input points appers to be colinear.");
return false;
}
normal.normalize();
// set the forth vertex in the normal direction
const float d0 = simplex[2].point.dot(normal);
maxDist = 0.0f;
for (PxU32 i = 0; i < mNumVertices; i++)
{
const QuickHullVertex& testVert = mVerticesList[i];
const PxVec3& testPoint = testVert.point;
const float dist = PxAbs(testPoint.dot(normal) - d0);
if (dist > maxDist && testVert.index != simplex[0].index &&
testVert.index != simplex[1].index && testVert.index != simplex[2].index)
{
maxDist = dist;
simplex[3] = testVert;
}
}
if (PxAbs(maxDist) <= 100 * mTolerance)
{
Ps::getFoundation().error(PxErrorCode::eINTERNAL_ERROR, __FILE__, __LINE__, "QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.");
return false;
}
// now create faces from those triangles
addSimplex(&simplex[0], simplex[3].point.dot(normal) - d0 < 0);
return true;
}
//////////////////////////////////////////////////////////////////////////
// create triangle from given vertices, produce new face and connect the half edges
QuickHullFace* QuickHull::createTriangle(const QuickHullVertex& v0, const QuickHullVertex& v1, const QuickHullVertex& v2)
{
QuickHullFace* face = getFreeHullFace();
QuickHullHalfEdge* he0 = getFreeHullHalfEdge();
he0->face = face;
he0->tail = v0;
QuickHullHalfEdge* he1 = getFreeHullHalfEdge();
he1->face = face;
he1->tail = v1;
QuickHullHalfEdge* he2 = getFreeHullHalfEdge();
he2->face = face;
he2->tail = v2;
he0->prev = he2;
he0->next = he1;
he1->prev = he0;
he1->next = he2;
he2->prev = he1;
he2->next = he0;
face->edge = he0;
face->nextFace = NULL;
// compute the normal and offset
face->computeNormalAndCentroid();
return face;
}
//////////////////////////////////////////////////////////////////////////
// add initial simplex to the quickhull
// construct triangles from the simplex points and connect them with half edges
void QuickHull::addSimplex(QuickHullVertex* simplex, bool flipTriangle)
{
PX_ASSERT(simplex);
// get interior point
PxVec3 vectorSum = simplex[0].point;
for (PxU32 i = 1; i < 4; i++)
{
vectorSum += simplex[i].point;
}
mInteriorPoint = vectorSum / 4.0f;
QuickHullFace* tris[4];
// create the triangles from the initial simplex
if (flipTriangle)
{
tris[0] = createTriangle(simplex[0], simplex[1], simplex[2]);
tris[1] = createTriangle(simplex[3], simplex[1], simplex[0]);
tris[2] = createTriangle(simplex[3], simplex[2], simplex[1]);
tris[3] = createTriangle(simplex[3], simplex[0], simplex[2]);
for (PxU32 i = 0; i < 3; i++)
{
PxU32 k = (i + 1) % 3;
tris[i + 1]->getEdge(1)->setTwin(tris[k + 1]->getEdge(0));
tris[i + 1]->getEdge(2)->setTwin(tris[0]->getEdge(k));
}
}
else
{
tris[0] = createTriangle(simplex[0], simplex[2], simplex[1]);
tris[1] = createTriangle(simplex[3], simplex[0], simplex[1]);
tris[2] = createTriangle(simplex[3], simplex[1], simplex[2]);
tris[3] = createTriangle(simplex[3], simplex[2], simplex[0]);
for (PxU32 i = 0; i < 3; i++)
{
PxU32 k = (i + 1) % 3;
tris[i + 1]->getEdge(0)->setTwin(tris[k + 1]->getEdge(1));
tris[i + 1]->getEdge(2)->setTwin(tris[0]->getEdge((3 - i) % 3));
}
}
// push back the first 4 faces created from the simplex
for (PxU32 i = 0; i < 4; i++)
{
mHullFaces.pushBack(tris[i]);
}
mNumHullFaces = 4;
// go through points and add point to faces if they are on the plane
for (PxU32 i = 0; i < mNumVertices; i++)
{
const QuickHullVertex& v = mVerticesList[i];
if (v == simplex[0] || v == simplex[1] || v == simplex[2] || v == simplex[3])
{
continue;
}
float maxDist = mTolerance;
QuickHullFace* maxFace = NULL;
for (PxU32 k = 0; k < 4; k++)
{
const float dist = tris[k]->distanceToPlane(v.point);
if (dist > maxDist)
{
maxFace = tris[k];
maxDist = dist;
}
}
if (maxFace != NULL)
{
addPointToFace(*maxFace, &mVerticesList[i], maxDist);
}
}
}
//////////////////////////////////////////////////////////////////////////
// adds a point to the conflict list
// the trick here is to store the most furthest point as the last, thats the only one we care about
// the rest is not important, we just need to store them and claim to new faces later, if the
// faces most furthest point is the current global maximum
void QuickHull::addPointToFace(QuickHullFace& face, QuickHullVertex* vertex, float dist)
{
// if we dont have a conflict list, store the vertex as the first one in the conflict list
vertex->dist = dist;
if(!face.conflictList)
{
face.conflictList = vertex;
vertex->dist = dist;
vertex->next = NULL;
return;
}
PX_ASSERT(face.conflictList);
// this is not the furthest vertex, store it as next in the linked list
if (face.conflictList->dist > dist)
{
vertex->next = face.conflictList->next;
face.conflictList->next = vertex;
}
else
{
// this is the furthest vertex, store it as first in the linked list
vertex->next = face.conflictList;
face.conflictList = vertex;
}
}
//////////////////////////////////////////////////////////////////////////
// removes eye point from a conflict list
// we know that the vertex must the last, as we store it at the back, so just popback()
void QuickHull::removeEyePointFromFace(QuickHullFace& face, const QuickHullVertex* vertex)
{
PX_UNUSED(vertex);
// the picked vertex should always be the first in the linked list
PX_ASSERT(face.conflictList == vertex);
face.conflictList = face.conflictList->next;
}
//////////////////////////////////////////////////////////////////////////
// merge polygons with similar normals
void QuickHull::postMergeHull()
{
// merge faces with similar normals
for (PxU32 i = 0; i < mHullFaces.size(); i++)
{
QuickHullFace& face = *mHullFaces[i];
if (face.state == QuickHullFace::eVISIBLE)
{
PX_ASSERT(face.checkFaceConsistency());
while (doPostAdjacentMerge(face, local::MAXDOT_MINANG));
}
}
}
//////////////////////////////////////////////////////////////////////////
// builds the hull
// 1. find the initial simplex
// 2. check if simplex has a valid area
// 3. add vertices to the hull. We add vertex most furthest from the hull
// 4. terminate if hull limit reached or we have added all vertices
QuickHullResult::Enum QuickHull::buildHull()
{
QuickHullVertex* eyeVtx = NULL;
QuickHullFace* eyeFace;
// compute the vertex min max along x,y,z
if(!mPrecomputedMinMax)
computeMinMaxVerts();
// find the initial simplex of the hull
if (!findSimplex())
{
return QuickHullResult::eFAILURE;
}
// simplex area test
const bool useAreaTest = mConvexDesc.flags & PxConvexFlag::eCHECK_ZERO_AREA_TRIANGLES ? true : false;
const float areaEpsilon = mCookingParams.areaTestEpsilon * 2.0f;
if (useAreaTest)
{
for (PxU32 i = 0; i < mHullFaces.size(); i++)
{
if (mHullFaces[i]->area < areaEpsilon)
{
return QuickHullResult::eZERO_AREA_TEST_FAILED;
}
}
}
// add points to the hull
PxU32 numVerts = 4; // initial vertex count - simplex vertices
while ((eyeVtx = nextPointToAdd(eyeFace)) != NULL && eyeVtx->index != mTerminalVertex)
{
// if plane shifting vertex limit, we need the reduced hull
if((mConvexDesc.flags & PxConvexFlag::ePLANE_SHIFTING) && (numVerts >= mConvexDesc.vertexLimit))
break;
bool addFailed = false;
PX_ASSERT(eyeFace);
if (!addPointToHull(eyeVtx, *eyeFace, addFailed))
{
mOutputNumVertices = numVerts;
// we hit the polygons hard limit
return QuickHullResult::ePOLYGONS_LIMIT_REACHED;
}
// We failed to add the vertex, store the vertex as terminal vertex and re run the hull generator
if(addFailed)
{
// set the terminal vertex
mTerminalVertex = eyeVtx->index;
// reset the edges/faces memory
mFreeHalfEdges.reset();
mFreeFaces.reset();
// reset the hull state
mHullFaces.clear();
mNumHullFaces = 0;
mUnclaimedPoints.clear();
mHorizon.clear();
mNewFaces.clear();
mRemovedFaces.clear();
mDiscardedFaces.clear();
// rerun the hull generator
return buildHull();
}
numVerts++;
}
mOutputNumVertices = numVerts;
// vertex limit has been reached. We did not stopped the iteration, since we
// will use the produced hull to compute OBB from it and use the planes
// to slice the initial OBB
if (numVerts > mConvexDesc.vertexLimit)
{
return QuickHullResult::eVERTEX_LIMIT_REACHED;
}
return QuickHullResult::eSUCCESS;
}
//////////////////////////////////////////////////////////////////////////
// finds the best point to add to the hull
// go through the faces conflict list and pick the global maximum
QuickHullVertex* QuickHull::nextPointToAdd(QuickHullFace*& eyeFace)
{
QuickHullVertex* eyeVtx = NULL;
QuickHullFace* eyeF = NULL;
float maxDist = mPlaneTolerance;
for (PxU32 i = 0; i < mHullFaces.size(); i++)
{
if (mHullFaces[i]->state == QuickHullFace::eVISIBLE && mHullFaces[i]->conflictList)
{
const float dist = mHullFaces[i]->conflictList->dist;
if (maxDist < dist)
{
maxDist = dist;
eyeVtx = mHullFaces[i]->conflictList;
eyeF = mHullFaces[i];
}
}
}
eyeFace = eyeF;
return eyeVtx;
}
//////////////////////////////////////////////////////////////////////////
// adds vertex to the hull
// sets addFailed to true if we failed to add a point because the merging failed
// this can happen as the face plane equation changes and some faces might become concave
// returns false if the new faces count would hit the hull face hard limit (255)
bool QuickHull::addPointToHull(const QuickHullVertex* eyeVtx, QuickHullFace& eyeFace, bool& addFailed)
{
addFailed = false;
// removes the eyePoint from the conflict list
removeEyePointFromFace(eyeFace, eyeVtx);
// calculates the horizon from the eyePoint
calculateHorizon(eyeVtx->point, NULL, eyeFace, mHorizon, mRemovedFaces);
// check if we dont hit the polygons hard limit
if (mNumHullFaces + mHorizon.size() > 255)
{
// make the faces visible again and quit
for (PxU32 i = 0; i < mRemovedFaces.size(); i++)
{
mRemovedFaces[i]->state = QuickHullFace::eVISIBLE;
}
mNumHullFaces += mRemovedFaces.size();
return false;
}
// adds new faces from given horizon and eyePoint
addNewFacesFromHorizon(eyeVtx, mHorizon, mNewFaces);
bool mergeFailed = false;
// first merge pass ... merge faces which are non-convex
// as determined by the larger face
for (PxU32 i = 0; i < mNewFaces.size(); i++)
{
QuickHullFace& face = *mNewFaces[i];
if (face.state == QuickHullFace::eVISIBLE)
{
PX_ASSERT(face.checkFaceConsistency());
while (doAdjacentMerge(face, true, mergeFailed));
}
}
if (mergeFailed)
{
addFailed = true;
return true;
}
// second merge pass ... merge faces which are non-convex
// wrt either face
for (PxU32 i = 0; i < mNewFaces.size(); i++)
{
QuickHullFace& face = *mNewFaces[i];
if (face.state == QuickHullFace::eNON_CONVEX)
{
face.state = QuickHullFace::eVISIBLE;
while (doAdjacentMerge(face, false, mergeFailed));
}
}
if (mergeFailed)
{
addFailed = true;
return true;
}
resolveUnclaimedPoints(mNewFaces);
mHorizon.clear();
mNewFaces.clear();
mRemovedFaces.clear();
return true;
}
//////////////////////////////////////////////////////////////////////////
// merge adjacent faces
// We merge 2 adjacent faces if they lie on the same thick plane defined by the mTolerance
// we do this in 2 steps to ensure we dont leave non-convex faces
bool QuickHull::doAdjacentMerge(QuickHullFace& face, bool mergeWrtLargeFace, bool& mergeFailed)
{
QuickHullHalfEdge* hedge = face.edge;
mergeFailed = false;
bool convex = true;
do
{
const QuickHullFace& oppFace = *hedge->getOppositeFace();
bool merge = false;
if (mergeWrtLargeFace)
{
// merge faces if they are parallel or non-convex
// wrt to the larger face; otherwise, just mark
// the face non-convex for the second pass.
if (face.area > oppFace.area)
{
if (hedge->getOppositeFaceDistance() > -mTolerance)
{
merge = true;
}
else if (hedge->twin->getOppositeFaceDistance() > -mTolerance)
{
convex = false;
}
}
else
{
if (hedge->twin->getOppositeFaceDistance() > -mTolerance)
{
merge = true;
}
else if (hedge->getOppositeFaceDistance() > -mTolerance)
{
convex = false;
}
}
}
else
{
// then merge faces if they are definitively non-convex
if (hedge->getOppositeFaceDistance() > -mTolerance ||
hedge->twin->getOppositeFaceDistance() > -mTolerance)
{
merge = true;
}
}
if (merge)
{
mDiscardedFaces.clear();
if (!face.mergeAdjacentFace(hedge, mDiscardedFaces))
{
mergeFailed = true;
return false;
}
mNumHullFaces -= mDiscardedFaces.size();
for (PxU32 i = 0; i < mDiscardedFaces.size(); i++)
{
deleteFacePoints(*mDiscardedFaces[i], &face);
}
PX_ASSERT(face.checkFaceConsistency());
return true;
}
hedge = hedge->next;
} while (hedge != face.edge);
if (!convex)
{
face.state = QuickHullFace::eNON_CONVEX;
}
return false;
}
//////////////////////////////////////////////////////////////////////////
// merge adjacent faces doing normal test
// we try to merge more aggressively 2 faces with the same normal.
bool QuickHull::doPostAdjacentMerge(QuickHullFace& face, const float maxdot_minang)
{
QuickHullHalfEdge* hedge = face.edge;
do
{
const QuickHullFace& oppFace = *hedge->getOppositeFace();
bool merge = false;
const PxVec3& ni = face.normal;
const PxVec3& nj = oppFace.normal;
const float dotP = ni.dot(nj);
if (dotP > maxdot_minang)
{
if (face.area >= oppFace.area)
{
// check if we can merge the 2 faces
merge = canMergeFaces(*hedge);
}
}
if (merge)
{
QuickHullFaceArray discardedFaces;
face.mergeAdjacentFace(hedge, discardedFaces);
mNumHullFaces -= discardedFaces.size();
for (PxU32 i = 0; i < discardedFaces.size(); i++)
{
deleteFacePoints(*discardedFaces[i], &face);
}
PX_ASSERT(face.checkFaceConsistency());
return true;
}
hedge = hedge->next;
} while (hedge != face.edge);
return false;
}
//////////////////////////////////////////////////////////////////////////
// checks if 2 adjacent faces can be merged
// 1. creates a face with merged vertices
// 2. computes new normal and centroid
// 3. checks that all verts are not too far away from the plane
// 4. checks that the new polygon is still convex
// 5. checks if we are about to merge only 2 neighbor faces, we dont
// want to merge additional faces, that might corrupt the convexity
bool QuickHull::canMergeFaces(const QuickHullHalfEdge& he)
{
const QuickHullFace& face1 = *he.face;
const QuickHullFace& face2 = *he.twin->face;
// construct the merged face
PX_ALLOCA(edges, QuickHullHalfEdge, (face1.numEdges + face2.numEdges));
PxMemSet(edges, 0, (face1.numEdges + face2.numEdges)*sizeof(QuickHullHalfEdge));
QuickHullFace mergedFace;
mergedFace.edge = &edges[0];
// copy the first face edges
PxU32 currentEdge = 0;
const QuickHullHalfEdge* heTwin = NULL;
const QuickHullHalfEdge* heCopy = NULL;
const QuickHullHalfEdge* startEdge = (face1.edge != &he) ? face1.edge : face1.edge->next;
const QuickHullHalfEdge* copyHe = startEdge;
do
{
edges[currentEdge].face = &mergedFace;
edges[currentEdge].tail = copyHe->tail;
if(copyHe == &he)
{
heTwin = copyHe->twin;
heCopy = &edges[currentEdge];
}
const PxU32 nextIndex = (copyHe->next == startEdge) ? 0 : currentEdge + 1;
const PxU32 prevIndex = (currentEdge == 0) ? face1.numEdges - 1 : currentEdge - 1;
edges[currentEdge].next = &edges.mPointer[nextIndex];
edges[currentEdge].prev = &edges.mPointer[prevIndex];
currentEdge++;
copyHe = copyHe->next;
} while (copyHe != startEdge);
// copy the second face edges
copyHe = face2.edge;
do
{
edges[currentEdge].face = &mergedFace;
edges[currentEdge].tail = copyHe->tail;
if(heTwin == copyHe)
heTwin = &edges[currentEdge];
const PxU32 nextIndex = (copyHe->next == face2.edge) ? face1.numEdges : currentEdge + 1;
const PxU32 prevIndex = (currentEdge == face1.numEdges) ? face1.numEdges + face2.numEdges - 1 : currentEdge - 1;
edges[currentEdge].next = &edges.mPointer[nextIndex];
edges[currentEdge].prev = &edges.mPointer[prevIndex];
currentEdge++;
copyHe = copyHe->next;
} while (copyHe != face2.edge);
PX_ASSERT(heTwin);
QuickHullHalfEdge* hedgeAdjPrev = heCopy->prev;
QuickHullHalfEdge* hedgeAdjNext = heCopy->next;
QuickHullHalfEdge* hedgeOppPrev = heTwin->prev;
QuickHullHalfEdge* hedgeOppNext = heTwin->next;
hedgeOppPrev->next = hedgeAdjNext;
hedgeAdjNext->prev = hedgeOppPrev;
hedgeAdjPrev->next = hedgeOppNext;
hedgeOppNext->prev = hedgeAdjPrev;
// compute normal and centroid
mergedFace.computeNormalAndCentroid();
// test the vertex distance
const float maxDist = mPlaneTolerance;
for(PxU32 iVerts=0; iVerts< mNumVertices; iVerts++)
{
const QuickHullVertex& vertex = mVerticesList[iVerts];
const float dist = mergedFace.distanceToPlane(vertex.point);
if (dist > maxDist)
{
return false;
}
}
// check the convexity
QuickHullHalfEdge* qhe = mergedFace.edge;
do
{
const QuickHullVertex& vertex = qhe->tail;
const QuickHullVertex& nextVertex = qhe->next->tail;
PxVec3 edgeVector = nextVertex.point - vertex.point;
edgeVector.normalize();
const PxVec3 outVector = -mergedFace.normal.cross(edgeVector);
QuickHullHalfEdge* testHe = qhe->next;
do
{
const QuickHullVertex& testVertex = testHe->tail;
const float dist = (testVertex.point - vertex.point).dot(outVector);
if (dist > mTolerance)
return false;
testHe = testHe->next;
} while (testHe != qhe->next);
qhe = qhe->next;
} while (qhe != mergedFace.edge);
const QuickHullFace* oppFace = he.getOppositeFace();
QuickHullHalfEdge* hedgeOpp = he.twin;
hedgeAdjPrev = he.prev;
hedgeAdjNext = he.next;
hedgeOppPrev = hedgeOpp->prev;
hedgeOppNext = hedgeOpp->next;
// check if we are lining up with the face in adjPrev dir
while (hedgeAdjPrev->getOppositeFace() == oppFace)
{
hedgeAdjPrev = hedgeAdjPrev->prev;
hedgeOppNext = hedgeOppNext->next;
}
// check if we are lining up with the face in adjNext dir
while (hedgeAdjNext->getOppositeFace() == oppFace)
{
hedgeOppPrev = hedgeOppPrev->prev;
hedgeAdjNext = hedgeAdjNext->next;
}
// no redundant merges, just clean merge of 2 neighbour faces
if (hedgeOppPrev->getOppositeFace() == hedgeAdjNext->getOppositeFace())
{
return false;
}
if (hedgeAdjPrev->getOppositeFace() == hedgeOppNext->getOppositeFace())
{
return false;
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// delete face points and store them as unclaimed, so we can add them back to new faces later
void QuickHull::deleteFacePoints(QuickHullFace& face, QuickHullFace* absorbingFace)
{
// no conflict list for this face
if(!face.conflictList)
return;
QuickHullVertex* unclaimedVertex = face.conflictList;
QuickHullVertex* vertexToClaim = NULL;
while (unclaimedVertex)
{
vertexToClaim = unclaimedVertex;
unclaimedVertex = unclaimedVertex->next;
vertexToClaim->next = NULL;
if (!absorbingFace)
{
mUnclaimedPoints.pushBack(vertexToClaim);
}
else
{
const float dist = absorbingFace->distanceToPlane(vertexToClaim->point);
if (dist > mTolerance)
{
addPointToFace(*absorbingFace, vertexToClaim, dist);
}
else
{
mUnclaimedPoints.pushBack(vertexToClaim);
}
}
}
face.conflictList = NULL;
}
//////////////////////////////////////////////////////////////////////////
// calculate the horizon from the eyePoint against a given face
void QuickHull::calculateHorizon(const PxVec3& eyePoint, QuickHullHalfEdge* edge0, QuickHullFace& face, QuickHullHalfEdgeArray& horizon, QuickHullFaceArray& removedFaces)
{
deleteFacePoints(face, NULL);
face.state = QuickHullFace::eDELETED;
removedFaces.pushBack(&face);
mNumHullFaces--;
QuickHullHalfEdge* edge;
if (edge0 == NULL)
{
edge0 = face.getEdge(0);
edge = edge0;
}
else
{
edge = edge0->next;
}
do
{
QuickHullFace* oppFace = edge->getOppositeFace();
if (oppFace->state == QuickHullFace::eVISIBLE)
{
const float dist = oppFace->distanceToPlane(eyePoint);
if (dist > mTolerance)
{
calculateHorizon(eyePoint, edge->twin, *oppFace, horizon, removedFaces);
}
else
{
horizon.pushBack(edge);
}
}
edge = edge->next;
} while (edge != edge0);
}
//////////////////////////////////////////////////////////////////////////
// adds new faces from given horizon and eyePoint
void QuickHull::addNewFacesFromHorizon(const QuickHullVertex* eyePoint, const QuickHullHalfEdgeArray& horizon, QuickHullFaceArray& newFaces)
{
QuickHullHalfEdge* hedgeSidePrev = NULL;
QuickHullHalfEdge* hedgeSideBegin = NULL;
for (PxU32 i = 0; i < horizon.size(); i++)
{
const QuickHullHalfEdge& horizonHe = *horizon[i];
QuickHullFace* face = createTriangle(*eyePoint, horizonHe.getHead(), horizonHe.getTail());
mHullFaces.pushBack(face);
mNumHullFaces++;
face->getEdge(2)->setTwin(horizonHe.twin);
QuickHullHalfEdge* hedgeSide = face->edge;
if (hedgeSidePrev != NULL)
{
hedgeSide->next->setTwin(hedgeSidePrev);
}
else
{
hedgeSideBegin = hedgeSide;
}
newFaces.pushBack(face);
hedgeSidePrev = hedgeSide;
}
hedgeSideBegin->next->setTwin(hedgeSidePrev);
}
//////////////////////////////////////////////////////////////////////////
// resolve unclaimed points
void QuickHull::resolveUnclaimedPoints(const QuickHullFaceArray& newFaces)
{
for (PxU32 i = 0; i < mUnclaimedPoints.size(); i++)
{
QuickHullVertex* vtx = mUnclaimedPoints[i];
float maxDist = mTolerance;
QuickHullFace* maxFace = NULL;
for (PxU32 j = 0; j < newFaces.size(); j++)
{
const QuickHullFace& newFace = *newFaces[j];
if (newFace.state == QuickHullFace::eVISIBLE)
{
const float dist = newFace.distanceToPlane(vtx->point);
if (dist > maxDist)
{
maxDist = dist;
maxFace = newFaces[j];
}
}
}
if (maxFace != NULL)
{
addPointToFace(*maxFace, vtx, maxDist);
}
}
mUnclaimedPoints.clear();
}
//////////////////////////////////////////////////////////////////////////
// helper struct for hull expand point
struct ExpandPoint
{
PxPlane plane[3]; // the 3 planes that will give us the point
PxU32 planeIndex[3]; // index of the planes for identification
bool operator==(const ExpandPoint& expPoint) const
{
if (expPoint.planeIndex[0] == planeIndex[0] && expPoint.planeIndex[1] == planeIndex[1] &&
expPoint.planeIndex[2] == planeIndex[2])
return true;
else
return false;
}
};
//////////////////////////////////////////////////////////////////////////
// gets the half edge neighbors and form the expand point
void getExpandPoint(const QuickHullHalfEdge& he, ExpandPoint& expandPoint, const Ps::Array<PxU32>* translationTable = NULL)
{
// set the first 2 - the edge face and the twin face
expandPoint.planeIndex[0] = (translationTable) ? ((*translationTable)[he.face->index]) : (he.face->index);
PxU32 index = translationTable ? ((*translationTable)[he.twin->face->index]) : he.twin->face->index;
if (index < expandPoint.planeIndex[0])
{
expandPoint.planeIndex[1] = expandPoint.planeIndex[0];
expandPoint.planeIndex[0] = index;
}
else
{
expandPoint.planeIndex[1] = index;
}
// now the 3rd one is the next he twin index
index = translationTable ? (*translationTable)[he.next->twin->face->index] : he.next->twin->face->index;
if (index < expandPoint.planeIndex[0])
{
expandPoint.planeIndex[2] = expandPoint.planeIndex[1];
expandPoint.planeIndex[1] = expandPoint.planeIndex[0];
expandPoint.planeIndex[0] = index;
}
else
{
if (index < expandPoint.planeIndex[1])
{
expandPoint.planeIndex[2] = expandPoint.planeIndex[1];
expandPoint.planeIndex[1] = index;
}
else
{
expandPoint.planeIndex[2] = index;
}
}
}
//////////////////////////////////////////////////////////////////////////
// adds the expand point, don't add similar point
void addExpandPoint(const ExpandPoint& expandPoint, Ps::Array<ExpandPoint>& expandPoints)
{
for (PxU32 i = expandPoints.size(); i--;)
{
if (expandPoint == expandPoints[i])
{
return;
}
}
expandPoints.pushBack(expandPoint);
}
//////////////////////////////////////////////////////////////////////////
// helper for 3 planes intersection
static PxVec3 threePlaneIntersection(const PxPlane &p0, const PxPlane &p1, const PxPlane &p2)
{
PxMat33 mp = (PxMat33(p0.n, p1.n, p2.n)).getTranspose();
PxMat33 mi = (mp).getInverse();
PxVec3 b(p0.d, p1.d, p2.d);
return -mi.transform(b);
}
}
//////////////////////////////////////////////////////////////////////////
QuickHullConvexHullLib::QuickHullConvexHullLib(const PxConvexMeshDesc& desc, const PxCookingParams& params)
: ConvexHullLib(desc, params),mQuickHull(NULL), mCropedConvexHull(NULL), mOutMemoryBuffer(NULL), mFaceTranslateTable(NULL)
{
mQuickHull = PX_NEW_TEMP(local::QuickHull)(params, desc);
mQuickHull->preallocate(desc.points.count);
}
//////////////////////////////////////////////////////////////////////////
QuickHullConvexHullLib::~QuickHullConvexHullLib()
{
mQuickHull->releaseHull();
PX_DELETE(mQuickHull);
if(mCropedConvexHull)
{
PX_DELETE(mCropedConvexHull);
}
PX_FREE(mOutMemoryBuffer);
mFaceTranslateTable = NULL; // memory is a part of mOutMemoryBuffer
}
//////////////////////////////////////////////////////////////////////////
// create the hull
// 1. clean the input vertices
// 2. check we can construct the simplex, if not expand the input verts
// 3. prepare the quickhull - preallocate, parse input verts
// 4. construct the hull
// 5. post merge faces if limit not reached
// 6. if limit reached, expand the hull
PxConvexMeshCookingResult::Enum QuickHullConvexHullLib::createConvexHull()
{
PxConvexMeshCookingResult::Enum res = PxConvexMeshCookingResult::eFAILURE;
PxU32 vcount = mConvexMeshDesc.points.count;
if ( vcount < 8 )
vcount = 8;
PxVec3* outvsource = reinterpret_cast<PxVec3*> (PX_ALLOC_TEMP( sizeof(PxVec3)*vcount, "PxVec3"));
PxVec3 scale;
PxVec3 center;
PxU32 outvcount;
// cleanup the vertices first
if(mConvexMeshDesc.flags & PxConvexFlag::eSHIFT_VERTICES)
{
if(!shiftAndcleanupVertices(mConvexMeshDesc.points.count, reinterpret_cast<const PxVec3*> (mConvexMeshDesc.points.data), mConvexMeshDesc.points.stride,
outvcount, outvsource, scale, center ))
{
PX_FREE(outvsource);
return res;
}
}
else
{
if(!cleanupVertices(mConvexMeshDesc.points.count, reinterpret_cast<const PxVec3*> (mConvexMeshDesc.points.data), mConvexMeshDesc.points.stride,
outvcount, outvsource, scale, center ))
{
PX_FREE(outvsource);
return res;
}
}
// scale vertices back to their original size.
// move the vertices to the origin
for (PxU32 i=0; i< outvcount; i++)
{
PxVec3& v = outvsource[i];
v.multiply(scale);
}
local::QuickHullVertex minimumVertex[3];
local::QuickHullVertex maximumVertex[3];
float tolerance;
float planeTolerance;
bool canReuse = cleanupForSimplex(outvsource, outvcount, &minimumVertex[0], &maximumVertex[0], tolerance, planeTolerance);
mQuickHull->parseInputVertices(outvsource,outvcount);
if(canReuse)
{
mQuickHull->setPrecomputedMinMax(minimumVertex, maximumVertex, tolerance, planeTolerance);
}
local::QuickHullResult::Enum qhRes = mQuickHull->buildHull();
switch(qhRes)
{
case local::QuickHullResult::eZERO_AREA_TEST_FAILED:
res = PxConvexMeshCookingResult::eZERO_AREA_TEST_FAILED;
break;
case local::QuickHullResult::eSUCCESS:
mQuickHull->postMergeHull();
res = PxConvexMeshCookingResult::eSUCCESS;
break;
case local::QuickHullResult::ePOLYGONS_LIMIT_REACHED:
if(mQuickHull->getNbHullVerts() > mConvexMeshDesc.vertexLimit)
{
// expand the hull
if(mConvexMeshDesc.flags & PxConvexFlag::ePLANE_SHIFTING)
res = expandHull();
else
res = expandHullOBB();
}
res = PxConvexMeshCookingResult::ePOLYGONS_LIMIT_REACHED;
break;
case local::QuickHullResult::eVERTEX_LIMIT_REACHED:
{
// expand the hull
if(mConvexMeshDesc.flags & PxConvexFlag::ePLANE_SHIFTING)
res = expandHull();
else
res = expandHullOBB();
}
break;
case local::QuickHullResult::eFAILURE:
break;
};
// check if we need to build GRB compatible mesh
// if hull was cropped we already have a compatible mesh, if not check
// the max verts per face
if((mConvexMeshDesc.flags & PxConvexFlag::eGPU_COMPATIBLE) && !mCropedConvexHull &&
res == PxConvexMeshCookingResult::eSUCCESS)
{
PX_ASSERT(mQuickHull);
// if we hit the vertex per face limit, expand the hull by cropping OBB
if(mQuickHull->maxNumVertsPerFace() > gpuMaxVertsPerFace)
{
res = expandHullOBB();
}
}
PX_FREE(outvsource);
return res;
}
//////////////////////////////////////////////////////////////////////////
// fixup the input vertices to be not colinear or coplanar for the initial simplex find
bool QuickHullConvexHullLib::cleanupForSimplex(PxVec3* vertices, PxU32 vertexCount, local::QuickHullVertex* minimumVertex,
local::QuickHullVertex* maximumVertex, float& tolerance, float& planeTolerance)
{
bool retVal = true;
for (PxU32 i = 0; i < 3; i++)
{
minimumVertex[i].point = vertices[0];
minimumVertex[i].index = 0;
maximumVertex[i].point = vertices[0];
maximumVertex[i].index = 0;
}
PxVec3 max = vertices[0];
PxVec3 min = vertices[0];
// get the max min vertices along the x,y,z
for (PxU32 i = 1; i < vertexCount; i++)
{
const PxVec3& testPoint = vertices[i];
if (testPoint.x > max.x)
{
max.x = testPoint.x;
maximumVertex[0].point = testPoint;
maximumVertex[0].index = i;
}
else if (testPoint.x < min.x)
{
min.x = testPoint.x;
minimumVertex[0].point = testPoint;
minimumVertex[0].index = i;
}
if (testPoint.y > max.y)
{
max.y = testPoint.y;
maximumVertex[1].point = testPoint;
maximumVertex[1].index = i;
}
else if (testPoint.y < min.y)
{
min.y = testPoint.y;
minimumVertex[1].point = testPoint;
minimumVertex[1].index = i;
}
if (testPoint.z > max.z)
{
max.z = testPoint.z;
maximumVertex[2].point = testPoint;
maximumVertex[2].index = i;
}
else if (testPoint.z < min.z)
{
min.z = testPoint.z;
minimumVertex[2].point = testPoint;
minimumVertex[2].index = i;
}
}
tolerance = PxMax(local::PLANE_THICKNES * (PxMax(PxAbs(max.x), PxAbs(min.x)) +
PxMax(PxAbs(max.y), PxAbs(min.y)) +
PxMax(PxAbs(max.z), PxAbs(min.z))), local::PLANE_THICKNES);
planeTolerance = PxMax(mCookingParams.planeTolerance * (PxMax(PxAbs(max.x), PxAbs(min.x)) +
PxMax(PxAbs(max.y), PxAbs(min.y)) +
PxMax(PxAbs(max.z), PxAbs(min.z))), mCookingParams.planeTolerance);
float fmax = 0;
PxU32 imax = 0;
for (PxU32 i = 0; i < 3; i++)
{
float diff = (maximumVertex[i].point)[i] - (minimumVertex[i].point)[i];
if (diff > fmax)
{
fmax = diff;
imax = i;
}
}
PxVec3 simplex[4];
// set first two vertices to be those with the greatest
// one dimensional separation
simplex[0] = maximumVertex[imax].point;
simplex[1] = minimumVertex[imax].point;
// set third vertex to be the vertex farthest from
// the line between simplex[0] and simplex[1]
PxVec3 normal;
float maxDist = 0;
imax = 0;
PxVec3 u01 = (simplex[1] - simplex[0]);
u01.normalize();
for (PxU32 i = 0; i < vertexCount; i++)
{
const PxVec3& testPoint = vertices[i];
const PxVec3 diff = testPoint - simplex[0];
const PxVec3 xprod = u01.cross(diff);
const float lenSqr = xprod.magnitudeSquared();
if (lenSqr > maxDist)
{
maxDist = lenSqr;
simplex[2] = testPoint;
normal = xprod;
imax = i;
}
}
if (PxSqrt(maxDist) <= 100 * tolerance)
{
// points are collinear, we have to move the point further
PxVec3 u02 = simplex[2] - simplex[0];
float fT = u02.dot(u01);
const float sqrLen = u01.magnitudeSquared();
fT /= sqrLen;
PxVec3 n = u02 - fT*u01;
n.normalize();
const PxVec3 mP = simplex[2] + n * 100.0f * tolerance;
simplex[2] = mP;
vertices[imax] = mP;
retVal = false;
}
normal.normalize();
// set the forth vertex in the normal direction
float d0 = simplex[2].dot(normal);
maxDist = 0.0f;
imax = 0;
for (PxU32 i = 0; i < vertexCount; i++)
{
const PxVec3& testPoint = vertices[i];
float dist = PxAbs(testPoint.dot(normal) - d0);
if (dist > maxDist)
{
maxDist = dist;
simplex[3] = testPoint;
imax = i;
}
}
if (PxAbs(maxDist) <= 100.0f * tolerance)
{
float dist = (vertices[imax].dot(normal) - d0);
if (dist > 0)
vertices[imax] = vertices[imax] + normal * 100.0f * tolerance;
else
vertices[imax] = vertices[imax] - normal * 100.0f * tolerance;
retVal = false;
}
return retVal;
}
//////////////////////////////////////////////////////////////////////////
// expand the hull with the from the limited triangles set
// expand hull will do following steps:
// 1. get expand points from hull that form the best hull with given vertices
// 2. expand the planes to have all vertices inside the planes volume
// 3. compute new points by 3 adjacency planes intersections
// 4. take those points and create the hull from them
PxConvexMeshCookingResult::Enum QuickHullConvexHullLib::expandHull()
{
Ps::Array<local::ExpandPoint> expandPoints;
expandPoints.reserve(mQuickHull->mNumVertices);
// go over faces and gather expand points
for (PxU32 i = 0; i < mQuickHull->mHullFaces.size(); i++)
{
const local::QuickHullFace& face = *mQuickHull->mHullFaces[i];
if(face.state == local::QuickHullFace::eVISIBLE)
{
local::ExpandPoint expandPoint;
local::QuickHullHalfEdge* he = face.edge;
local::getExpandPoint(*he, expandPoint);
local::addExpandPoint(expandPoint, expandPoints);
he = he->next;
while (he != face.edge)
{
local::getExpandPoint(*he, expandPoint);
local::addExpandPoint(expandPoint, expandPoints);
he = he->next;
}
}
}
// go over the planes now and expand them
for(PxU32 iVerts=0;iVerts< mQuickHull->mNumVertices;iVerts++)
{
const local::QuickHullVertex& vertex = mQuickHull->mVerticesList[iVerts];
for (PxU32 i = 0; i < mQuickHull->mHullFaces.size(); i++)
{
local::QuickHullFace& face = *mQuickHull->mHullFaces[i];
if(face.state == local::QuickHullFace::eVISIBLE)
{
const float dist = face.distanceToPlane(vertex.point);
if(dist > 0 && dist > face.expandOffset)
{
face.expandOffset = dist;
}
}
}
}
// fill the expand points planes
for(PxU32 i=0;i<expandPoints.size();i++)
{
local::ExpandPoint& expandPoint = expandPoints[i];
for (PxU32 k = 0; k < 3; k++)
{
const local::QuickHullFace& face = *mQuickHull->mFreeFaces.getItem(expandPoint.planeIndex[k]);
PX_ASSERT(face.index == expandPoint.planeIndex[k]);
PxPlane plane;
plane.n = face.normal;
plane.d = -face.planeOffset;
if(face.expandOffset > 0.0f)
plane.d -= face.expandOffset;
expandPoint.plane[k] = plane;
}
}
// now find the plane intersection
PX_ALLOCA(vertices,PxVec3,expandPoints.size());
for(PxU32 i=0;i<expandPoints.size();i++)
{
local::ExpandPoint& expandPoint = expandPoints[i];
vertices[i] = local::threePlaneIntersection(expandPoint.plane[0],expandPoint.plane[1],expandPoint.plane[2]);
}
// construct again the hull from the new points
local::QuickHull* newHull = PX_NEW_TEMP(local::QuickHull)(mQuickHull->mCookingParams, mQuickHull->mConvexDesc);
newHull->preallocate(expandPoints.size());
newHull->parseInputVertices(vertices,expandPoints.size());
local::QuickHullResult::Enum qhRes = newHull->buildHull();
switch(qhRes)
{
case local::QuickHullResult::eZERO_AREA_TEST_FAILED:
{
newHull->releaseHull();
PX_DELETE(newHull);
return PxConvexMeshCookingResult::eZERO_AREA_TEST_FAILED;
}
case local::QuickHullResult::eSUCCESS:
case local::QuickHullResult::eVERTEX_LIMIT_REACHED:
case local::QuickHullResult::ePOLYGONS_LIMIT_REACHED:
{
mQuickHull->releaseHull();
PX_DELETE(mQuickHull);
mQuickHull = newHull;
}
break;
case local::QuickHullResult::eFAILURE:
{
newHull->releaseHull();
PX_DELETE(newHull);
return PxConvexMeshCookingResult::eFAILURE;
}
};
return PxConvexMeshCookingResult::eSUCCESS;
}
//////////////////////////////////////////////////////////////////////////
// expand the hull from the limited triangles set
// 1. collect all planes
// 2. create OBB from the input verts
// 3. slice the OBB with the planes
// 5. iterate till vlimit is reached
PxConvexMeshCookingResult::Enum QuickHullConvexHullLib::expandHullOBB()
{
Ps::Array<PxPlane> expandPlanes;
expandPlanes.reserve(mQuickHull->mHullFaces.size());
// collect expand planes
for (PxU32 i = 0; i < mQuickHull->mHullFaces.size(); i++)
{
local::QuickHullFace& face = *mQuickHull->mHullFaces[i];
if (face.state == local::QuickHullFace::eVISIBLE)
{
PxPlane plane;
plane.n = face.normal;
plane.d = -face.planeOffset;
if (face.expandOffset > 0.0f)
plane.d -= face.expandOffset;
expandPlanes.pushBack(plane);
}
}
PxTransform obbTransform;
PxVec3 sides;
// compute the OBB
PxConvexMeshDesc convexDesc;
fillConvexMeshDescFromQuickHull(convexDesc);
convexDesc.flags = mConvexMeshDesc.flags;
computeOBBFromConvex(convexDesc, sides, obbTransform);
// free the memory used for the convex mesh desc
PX_FREE_AND_RESET(mOutMemoryBuffer);
mFaceTranslateTable = NULL;
// crop the OBB
PxU32 maxplanes = PxMin(PxU32(256), expandPlanes.size());
ConvexHull* c = PX_NEW_TEMP(ConvexHull)(sides*0.5f,obbTransform, expandPlanes);
const float planeTolerance = mQuickHull->mPlaneTolerance;
const float epsilon = mQuickHull->mTolerance;
PxI32 k;
while (maxplanes-- && (k = c->findCandidatePlane(planeTolerance, epsilon)) >= 0)
{
ConvexHull* tmp = c;
c = convexHullCrop(*tmp, expandPlanes[PxU32(k)], planeTolerance);
if (c == NULL)
{
c = tmp;
break;
} // might want to debug this case better!!!
if (!c->assertIntact(planeTolerance))
{
PX_DELETE(c);
c = tmp;
break;
} // might want to debug this case better too!!!
// check for vertex limit
if (c->getVertices().size() > mConvexMeshDesc.vertexLimit)
{
PX_DELETE(c);
c = tmp;
maxplanes = 0;
break;
}
// check for vertex limit per face if necessary, GRB supports max 32 verts per face
if ((mConvexMeshDesc.flags & PxConvexFlag::eGPU_COMPATIBLE) && c->maxNumVertsPerFace() > gpuMaxVertsPerFace)
{
PX_DELETE(c);
c = tmp;
maxplanes = 0;
break;
}
PX_DELETE(tmp);
}
PX_ASSERT(c->assertIntact(planeTolerance));
mCropedConvexHull = c;
return PxConvexMeshCookingResult::eSUCCESS;
}
//////////////////////////////////////////////////////////////////////////
bool QuickHullConvexHullLib::createEdgeList(const PxU32 nbIndices, const PxU8* indices, PxU8** outHullDataFacesByEdges8, PxU16** outEdgeData16, PxU16** outEdges)
{
// if we croped hull, we dont have the edge information, early exit
if (mCropedConvexHull)
return false;
PX_ASSERT(mQuickHull);
// Make sure we did recieved empty buffers
PX_ASSERT(*outHullDataFacesByEdges8 == NULL);
PX_ASSERT(*outEdges == NULL);
PX_ASSERT(*outEdgeData16 == NULL);
// Allocated the out bufferts
PxU8* hullDataFacesByEdges8 = PX_NEW(PxU8)[nbIndices];
PxU16* edges = PX_NEW(PxU16)[nbIndices];
PxU16* edgeData16 = PX_NEW(PxU16)[nbIndices];
*outHullDataFacesByEdges8 = hullDataFacesByEdges8;
*outEdges = edges;
*outEdgeData16 = edgeData16;
PxU16 edgeIndex = 0;
PxU32 edgeOffset = 0;
for(PxU32 i = 0; i < mQuickHull->mNumHullFaces; i++)
{
const local::QuickHullFace& face = *mQuickHull->mHullFaces[mFaceTranslateTable[i]];
// Face must be visible
PX_ASSERT(face.state == local::QuickHullFace::eVISIBLE);
// parse the edges
const PxU32 startEdgeOffset = edgeOffset;
local::QuickHullHalfEdge* hedge = face.edge;
do
{
// check if hedge has been stored
if(hedge->edgeIndex == 0xFFFFFFFF)
{
edges[edgeIndex*2] = indices[edgeOffset];
edges[edgeIndex*2 + 1] = indices[(hedge->next != face.edge) ? edgeOffset + 1 : startEdgeOffset];
hullDataFacesByEdges8[edgeIndex*2] = hedge->face->outIndex;
hullDataFacesByEdges8[edgeIndex*2 + 1] = hedge->next->twin->face->outIndex;
edgeData16[edgeOffset] = edgeIndex;
hedge->edgeIndex = edgeIndex;
hedge->next->twin->prev->edgeIndex = edgeIndex;
edgeIndex++;
}
else
{
edgeData16[edgeOffset] = Ps::to16(hedge->edgeIndex);
}
hedge = hedge->next;
edgeOffset++;
} while (hedge != face.edge);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// fill the descriptor with computed verts, indices and polygons
void QuickHullConvexHullLib::fillConvexMeshDesc(PxConvexMeshDesc& desc)
{
if (mCropedConvexHull)
fillConvexMeshDescFromCroppedHull(desc);
else
fillConvexMeshDescFromQuickHull(desc);
if(mConvexMeshDesc.flags & PxConvexFlag::eSHIFT_VERTICES)
shiftConvexMeshDesc(desc);
}
//////////////////////////////////////////////////////////////////////////
// fill the descriptor with computed verts, indices and polygons from quickhull convex
void QuickHullConvexHullLib::fillConvexMeshDescFromQuickHull(PxConvexMeshDesc& desc)
{
// get the number of indices needed
PxU32 numIndices = 0;
PxU32 numFaces = mQuickHull->mHullFaces.size();
PxU32 numFacesOut = 0;
PxU32 largestFace = 0; // remember the largest face, we store it as the first face, required for GRB test (max 32 vers per face supported)
for (PxU32 i = 0; i < numFaces; i++)
{
const local::QuickHullFace& face = *mQuickHull->mHullFaces[i];
if(face.state == local::QuickHullFace::eVISIBLE)
{
numFacesOut++;
numIndices += face.numEdges;
if(face.numEdges > mQuickHull->mHullFaces[largestFace]->numEdges)
largestFace = i;
}
}
// allocate out buffers
const PxU32 indicesBufferSize = sizeof(PxU32)*numIndices;
const PxU32 verticesBufferSize = sizeof(PxVec3)*(mQuickHull->mNumVertices + 1);
const PxU32 facesBufferSize = sizeof(PxHullPolygon)*numFacesOut;
const PxU32 faceTranslationTableSize = sizeof(PxU16)*numFacesOut;
const PxU32 translationTableSize = sizeof(PxU32)*mQuickHull->mNumVertices;
const PxU32 bufferMemorySize = indicesBufferSize + verticesBufferSize + facesBufferSize + faceTranslationTableSize + translationTableSize;
mOutMemoryBuffer = reinterpret_cast<PxU8*>(PX_ALLOC_TEMP(bufferMemorySize, "ConvexMeshDesc"));
PxU32* indices = reinterpret_cast<PxU32*> (mOutMemoryBuffer);
PxVec3* vertices = reinterpret_cast<PxVec3*> (mOutMemoryBuffer + indicesBufferSize);
PxHullPolygon* polygons = reinterpret_cast<PxHullPolygon*> (mOutMemoryBuffer + indicesBufferSize + verticesBufferSize);
mFaceTranslateTable = reinterpret_cast<PxU16*> (mOutMemoryBuffer + indicesBufferSize + verticesBufferSize + facesBufferSize);
PxI32* translateTable = reinterpret_cast<PxI32*> (mOutMemoryBuffer + indicesBufferSize + verticesBufferSize + facesBufferSize + faceTranslationTableSize);
PxMemSet(translateTable,-1,mQuickHull->mNumVertices*sizeof(PxU32));
// go over the hullPolygons and mark valid vertices, create translateTable
PxU32 numVertices = 0;
for (PxU32 i = 0; i < numFaces; i++)
{
const local::QuickHullFace& face = *mQuickHull->mHullFaces[i];
if(face.state == local::QuickHullFace::eVISIBLE)
{
local::QuickHullHalfEdge* he = face.edge;
if(translateTable[he->tail.index] == -1)
{
vertices[numVertices] = he->tail.point;
translateTable[he->tail.index] = PxI32(numVertices);
numVertices++;
}
he = he->next;
while (he != face.edge)
{
if(translateTable[he->tail.index] == -1)
{
vertices[numVertices] = he->tail.point;
translateTable[he->tail.index] = PxI32(numVertices);
numVertices++;
}
he = he->next;
}
}
}
desc.points.count = numVertices;
desc.points.data = vertices;
desc.points.stride = sizeof(PxVec3);
desc.indices.count = numIndices;
desc.indices.data = indices;
desc.indices.stride = sizeof(PxU32);
desc.polygons.count = numFacesOut;
desc.polygons.data = polygons;
desc.polygons.stride = sizeof(PxHullPolygon);
PxU16 indexOffset = 0;
numFacesOut = 0;
for (PxU32 i = 0; i < numFaces; i++)
{
// faceIndex - store the largest face first then the rest
PxU32 faceIndex;
if(i == 0)
{
faceIndex = largestFace;
}
else
{
faceIndex = (i == largestFace) ? 0 : i;
}
local::QuickHullFace& face = *mQuickHull->mHullFaces[faceIndex];
if(face.state == local::QuickHullFace::eVISIBLE)
{
//create index data
local::QuickHullHalfEdge* he = face.edge;
PxU32 index = 0;
he->edgeIndex = 0xFFFFFFFF;
indices[index + indexOffset] = PxU32(translateTable[he->tail.index]);
index++;
he = he->next;
while (he != face.edge)
{
indices[index + indexOffset] = PxU32(translateTable[he->tail.index]);
index++;
he->edgeIndex = 0xFFFFFFFF;
he = he->next;
}
// create polygon
PxHullPolygon polygon;
polygon.mPlane[0] = face.normal[0];
polygon.mPlane[1] = face.normal[1];
polygon.mPlane[2] = face.normal[2];
polygon.mPlane[3] = -face.planeOffset;
polygon.mIndexBase = indexOffset;
polygon.mNbVerts = face.numEdges;
indexOffset += face.numEdges;
polygons[numFacesOut] = polygon;
mFaceTranslateTable[numFacesOut] = Ps::to16(faceIndex);
face.outIndex = Ps::to8(numFacesOut);
numFacesOut++;
}
}
PX_ASSERT(mQuickHull->mNumHullFaces == numFacesOut);
}
//////////////////////////////////////////////////////////////////////////
// fill the desc from cropped hull data
void QuickHullConvexHullLib::fillConvexMeshDescFromCroppedHull(PxConvexMeshDesc& outDesc)
{
PX_ASSERT(mCropedConvexHull);
// allocate the output buffers
const PxU32 numIndices = mCropedConvexHull->getEdges().size();
const PxU32 numPolygons = mCropedConvexHull->getFacets().size();
const PxU32 numVertices = mCropedConvexHull->getVertices().size();
const PxU32 indicesBufferSize = sizeof(PxU32)*numIndices;
const PxU32 facesBufferSize = sizeof(PxHullPolygon)*numPolygons;
const PxU32 verticesBufferSize = sizeof(PxVec3)*(numVertices + 1); // allocate additional vec3 for V4 safe load in VolumeInteration
const PxU32 bufferMemorySize = indicesBufferSize + verticesBufferSize + facesBufferSize;
mOutMemoryBuffer = reinterpret_cast<PxU8*>(PX_ALLOC_TEMP(bufferMemorySize, "ConvexMeshDesc"));
// parse the hullOut and fill the result with vertices and polygons
PxU32* indicesOut = reinterpret_cast<PxU32*> (mOutMemoryBuffer);
PxHullPolygon* polygonsOut = reinterpret_cast<PxHullPolygon*> (mOutMemoryBuffer + indicesBufferSize);
PxVec3* vertsOut = reinterpret_cast<PxVec3*> (mOutMemoryBuffer + indicesBufferSize + facesBufferSize);
PxMemCopy(vertsOut, mCropedConvexHull->getVertices().begin(), sizeof(PxVec3)*numVertices);
PxU32 i = 0;
PxU32 k = 0;
PxU32 j = 1;
while (i < mCropedConvexHull->getEdges().size())
{
j = 1;
PxHullPolygon& polygon = polygonsOut[k];
// get num indices per polygon
while (j + i < mCropedConvexHull->getEdges().size() && mCropedConvexHull->getEdges()[i].p == mCropedConvexHull->getEdges()[i + j].p)
{
j++;
}
polygon.mNbVerts = Ps::to16(j);
polygon.mIndexBase = Ps::to16(i);
// get the plane
polygon.mPlane[0] = mCropedConvexHull->getFacets()[k].n[0];
polygon.mPlane[1] = mCropedConvexHull->getFacets()[k].n[1];
polygon.mPlane[2] = mCropedConvexHull->getFacets()[k].n[2];
polygon.mPlane[3] = mCropedConvexHull->getFacets()[k].d;
while (j--)
{
indicesOut[i] = mCropedConvexHull->getEdges()[i].v;
i++;
}
k++;
}
PX_ASSERT(k == mCropedConvexHull->getFacets().size());
outDesc.indices.count = numIndices;
outDesc.indices.stride = sizeof(PxU32);
outDesc.indices.data = indicesOut;
outDesc.points.count = numVertices;
outDesc.points.stride = sizeof(PxVec3);
outDesc.points.data = vertsOut;
outDesc.polygons.count = numPolygons;
outDesc.polygons.stride = sizeof(PxHullPolygon);
outDesc.polygons.data = polygonsOut;
swapLargestFace(outDesc);
}
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