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Diffstat (limited to 'core/math/quick_hull.cpp')
-rw-r--r-- | core/math/quick_hull.cpp | 513 |
1 files changed, 513 insertions, 0 deletions
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp new file mode 100644 index 0000000000..ed30de6915 --- /dev/null +++ b/core/math/quick_hull.cpp @@ -0,0 +1,513 @@ +/*************************************************************************/ +/* quick_hull.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "quick_hull.h" +#include "map.h" + +uint32_t QuickHull::debug_stop_after=0xFFFFFFFF; + +Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_mesh) { + + + static const real_t over_tolerance = 0.0001; + + /* CREATE AABB VOLUME */ + + AABB aabb; + for(int i=0;i<p_points.size();i++) { + + if (i==0) { + aabb.pos=p_points[i]; + } else { + aabb.expand_to(p_points[i]); + } + } + + + if (aabb.size==Vector3()) { + return ERR_CANT_CREATE; + } + + + Vector<bool> valid_points; + valid_points.resize(p_points.size()); + Set<Vector3> valid_cache; + + for(int i=0;i<p_points.size();i++) { + + Vector3 sp = p_points[i].snapped(0.0001); + if (valid_cache.has(sp)) { + valid_points[i]=false; + print_line("INVALIDATED: "+itos(i)); + }else { + valid_points[i]=true; + valid_cache.insert(sp); + } + } + + + + /* CREATE INITIAL SIMPLEX */ + + int longest_axis = aabb.get_longest_axis_index(); + + //first two vertices are the most distant + int simplex[4]; + + { + real_t max,min; + + for(int i=0;i<p_points.size();i++) { + + if (!valid_points[i]) + continue; + float d = p_points[i][longest_axis]; + if (i==0 || d < min) { + + simplex[0]=i; + min=d; + } + + if (i==0 || d > max) { + simplex[1]=i; + max=d; + } + + } + } + + //third vertex is one most further away from the line + + + { + float maxd; + Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]]; + + for(int i=0;i<p_points.size();i++) { + + if (!valid_points[i]) + continue; + + Vector3 n = rel12.cross(p_points[simplex[0]]-p_points[i]).cross(rel12).normalized(); + real_t d = Math::abs(n.dot(p_points[simplex[0]])-n.dot(p_points[i])); + + if (i==0 || d>maxd) { + + maxd=d; + simplex[2]=i; + } + } + } + + //fourth vertex is the one most further away from the plane + + { + float maxd; + Plane p(p_points[simplex[0]],p_points[simplex[1]],p_points[simplex[2]]); + + for(int i=0;i<p_points.size();i++) { + + if (!valid_points[i]) + continue; + + real_t d = Math::abs(p.distance_to(p_points[i])); + + if (i==0 || d>maxd) { + + maxd=d; + simplex[3]=i; + } + } + } + + + //compute center of simplex, this is a point always warranted to be inside + Vector3 center; + + for(int i=0;i<4;i++) { + center+=p_points[simplex[i]]; + } + + center/=4.0; + + //add faces + + List<Face> faces; + + for(int i=0;i<4;i++) { + + static const int face_order[4][3]={ + {0,1,2}, + {0,1,3}, + {0,2,3}, + {1,2,3} + }; + + Face f; + for(int j=0;j<3;j++) { + f.vertices[j]=simplex[face_order[i][j]]; + } + + + Plane p(p_points[f.vertices[0]],p_points[f.vertices[1]],p_points[f.vertices[2]]); + + if (p.is_point_over(center)) { + //flip face to clockwise if facing inwards + SWAP( f.vertices[0], f.vertices[1] ); + p=-p; + } + + + f.plane = p; + + faces.push_back(f); + + } + + + /* COMPUTE AVAILABLE VERTICES */ + + for(int i=0;i<p_points.size();i++) { + + if (i==simplex[0]) + continue; + if (i==simplex[1]) + continue; + if (i==simplex[2]) + continue; + if (i==simplex[3]) + continue; + if (!valid_points[i]) + continue; + + for(List<Face>::Element *E=faces.front();E;E=E->next()) { + + if (E->get().plane.distance_to(p_points[i]) > over_tolerance ) { + + E->get().points_over.push_back(i); + break; + } + } + + + + } + + faces.sort(); // sort them, so the ones with points are in the back + + + /* BUILD HULL */ + + + //poop face (while still remain) + //find further away point + //find lit faces + //determine horizon edges + //build new faces with horizon edges, them assign points side from all lit faces + //remove lit faces + + + uint32_t debug_stop = debug_stop_after; + + while(debug_stop>0 && faces.back()->get().points_over.size()) { + + debug_stop--; + Face& f = faces.back()->get(); + + //find vertex most outside + int next=-1; + real_t next_d=0; + + for(int i=0;i<f.points_over.size();i++) { + + real_t d = f.plane.distance_to(p_points[f.points_over[i]]); + + if (d > next_d) { + next_d=d; + next=i; + } + } + + ERR_FAIL_COND_V(next==-1,ERR_BUG); + + + + Vector3 v = p_points[f.points_over[next]]; + + //find lit faces and lit edges + List< List<Face>::Element* > lit_faces; //lit face is a death sentence + + Map<Edge,FaceConnect> lit_edges; //create this on the flight, should not be that bad for performance and simplifies code a lot + + for(List<Face>::Element *E=faces.front();E;E=E->next()) { + + if (E->get().plane.distance_to(v) >0 ) { + + lit_faces.push_back(E); + + for(int i=0;i<3;i++) { + uint32_t a = E->get().vertices[i]; + uint32_t b = E->get().vertices[(i+1)%3]; + Edge e(a,b); + + Map<Edge,FaceConnect>::Element *F=lit_edges.find(e); + if (!F) { + F=lit_edges.insert(e,FaceConnect()); + } + if (e.vertices[0]==a) { + //left + F->get().left=E; + } else { + + F->get().right=E; + } + } + } + } + + + //create new faces from horizon edges + List< List<Face>::Element* > new_faces; //new faces + + for(Map<Edge,FaceConnect>::Element *E=lit_edges.front();E;E=E->next()) { + + FaceConnect& fc = E->get(); + if (fc.left && fc.right) { + continue; //edge is uninteresting, not on horizont + } + + //create new face! + + Face face; + face.vertices[0]=f.points_over[next]; + face.vertices[1]=E->key().vertices[0]; + face.vertices[2]=E->key().vertices[1]; + + Plane p(p_points[face.vertices[0]],p_points[face.vertices[1]],p_points[face.vertices[2]]); + + if (p.is_point_over(center)) { + //flip face to clockwise if facing inwards + SWAP( face.vertices[0], face.vertices[1] ); + p = -p; + } + + face.plane = p; + new_faces.push_back( faces.push_back(face) ); + } + + //distribute points into new faces + + for(List< List<Face>::Element* >::Element *F=lit_faces.front();F;F=F->next()) { + + Face &lf = F->get()->get(); + + for(int i=0;i<lf.points_over.size();i++) { + + if (lf.points_over[i]==f.points_over[next]) //do not add current one + continue; + + Vector3 p = p_points[lf.points_over[i]]; + for (List< List<Face>::Element* >::Element *E=new_faces.front();E;E=E->next()) { + + Face &f2 = E->get()->get(); + if (f2.plane.distance_to(p)>over_tolerance) { + f2.points_over.push_back(lf.points_over[i]); + break; + } + } + + + } + } + + //erase lit faces + + while(lit_faces.size()) { + + faces.erase(lit_faces.front()->get()); + lit_faces.pop_front(); + } + + //put faces that contain no points on the front + + for (List< List<Face>::Element* >::Element *E=new_faces.front();E;E=E->next()) { + + Face &f2 = E->get()->get(); + if (f2.points_over.size()==0) { + faces.move_to_front(E->get()); + } + } + + //whew, done with iteration, go next + + + + } + + /* CREATE MESHDATA */ + + + //make a map of edges again + Map<Edge,RetFaceConnect> ret_edges; + List<Geometry::MeshData::Face> ret_faces; + + + for(List<Face>::Element *E=faces.front();E;E=E->next()) { + + Geometry::MeshData::Face f; + f.plane = E->get().plane; + + + + for(int i=0;i<3;i++) { + f.indices.push_back(E->get().vertices[i]); + } + + List<Geometry::MeshData::Face>::Element *F = ret_faces.push_back(f); + + for(int i=0;i<3;i++) { + + uint32_t a = E->get().vertices[i]; + uint32_t b = E->get().vertices[(i+1)%3]; + Edge e(a,b); + + Map<Edge,RetFaceConnect>::Element *G=ret_edges.find(e); + if (!G) { + G=ret_edges.insert(e,RetFaceConnect()); + } + if (e.vertices[0]==a) { + //left + G->get().left=F; + } else { + + G->get().right=F; + } + } + } + + //fill faces + + for (List<Geometry::MeshData::Face>::Element *E=ret_faces.front();E;E=E->next()) { + + Geometry::MeshData::Face& f = E->get(); + + for(int i=0;i<f.indices.size();i++) { + + uint32_t a = E->get().indices[i]; + uint32_t b = E->get().indices[(i+1)%f.indices.size()]; + Edge e(a,b); + + Map<Edge,RetFaceConnect>::Element *F=ret_edges.find(e); + + ERR_CONTINUE(!F); + + List<Geometry::MeshData::Face>::Element *O = F->get().left == E ? F->get().right : F->get().left; + ERR_CONTINUE(O==E); + + if (O->get().plane.is_almost_like(f.plane)) { + //merge and delete edge and contiguous face, while repointing edges (uuugh!) + int ois = O->get().indices.size(); + int merged=0; + + + for(int j=0;j<ois;j++) { + //search a + if (O->get().indices[j]==a) { + //append the rest + for(int k=0;k<ois;k++) { + + int idx = O->get().indices[(k+j)%ois]; + int idxn = O->get().indices[(k+j+1)%ois]; + if (idx==b && idxn==a) {//already have b! + break; + } + if (idx!=a) { + f.indices.insert(i+1,idx); + i++; + merged++; + } + Edge e2(idx,idxn); + + Map<Edge,RetFaceConnect>::Element *F2=ret_edges.find(e2); + + ERR_CONTINUE(!F2); + //change faceconnect, point to this face instead + if (F2->get().left == O) + F2->get().left=E; + else if (F2->get().right == O) + F2->get().right=E; + + } + + break; + } + } + + + ret_edges.erase(F); //remove the edge + ret_faces.erase(O); //remove the face + + + } + + } + + } + + //fill mesh + r_mesh.faces.clear(); + r_mesh.faces.resize(ret_faces.size()); +// print_line("FACECOUNT: "+itos(r_mesh.faces.size())); + + int idx=0; + for (List<Geometry::MeshData::Face>::Element *E=ret_faces.front();E;E=E->next()) { + r_mesh.faces[idx++]=E->get(); + + + } + r_mesh.edges.resize(ret_edges.size()); + idx=0; + for(Map<Edge,RetFaceConnect>::Element *E=ret_edges.front();E;E=E->next()) { + + Geometry::MeshData::Edge e; + e.a=E->key().vertices[0]; + e.b=E->key().vertices[1]; + r_mesh.edges[idx++]=e; + } + + r_mesh.vertices=p_points; + + //r_mesh.optimize_vertices(); +/* + print_line("FACES: "+itos(r_mesh.faces.size())); + print_line("EDGES: "+itos(r_mesh.edges.size())); + print_line("VERTICES: "+itos(r_mesh.vertices.size())); +*/ + + return OK; +} |