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+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2011 Advanced Micro Devices, Inc. http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+
+#ifndef B3_GRAHAM_SCAN_2D_CONVEX_HULL_H
+#define B3_GRAHAM_SCAN_2D_CONVEX_HULL_H
+
+
+#include "Bullet3Common/b3Vector3.h"
+#include "Bullet3Common/b3AlignedObjectArray.h"
+
+struct b3GrahamVector3 : public b3Vector3
+{
+ b3GrahamVector3(const b3Vector3& org, int orgIndex)
+ :b3Vector3(org),
+ m_orgIndex(orgIndex)
+ {
+ }
+ b3Scalar m_angle;
+ int m_orgIndex;
+};
+
+
+struct b3AngleCompareFunc {
+ b3Vector3 m_anchor;
+ b3AngleCompareFunc(const b3Vector3& anchor)
+ : m_anchor(anchor)
+ {
+ }
+ bool operator()(const b3GrahamVector3& a, const b3GrahamVector3& b) const {
+ if (a.m_angle != b.m_angle)
+ return a.m_angle < b.m_angle;
+ else
+ {
+ b3Scalar al = (a-m_anchor).length2();
+ b3Scalar bl = (b-m_anchor).length2();
+ if (al != bl)
+ return al < bl;
+ else
+ {
+ return a.m_orgIndex < b.m_orgIndex;
+ }
+ }
+ }
+};
+
+inline void b3GrahamScanConvexHull2D(b3AlignedObjectArray<b3GrahamVector3>& originalPoints, b3AlignedObjectArray<b3GrahamVector3>& hull, const b3Vector3& normalAxis)
+{
+ b3Vector3 axis0,axis1;
+ b3PlaneSpace1(normalAxis,axis0,axis1);
+
+
+ if (originalPoints.size()<=1)
+ {
+ for (int i=0;i<originalPoints.size();i++)
+ hull.push_back(originalPoints[0]);
+ return;
+ }
+ //step1 : find anchor point with smallest projection on axis0 and move it to first location
+ for (int i=0;i<originalPoints.size();i++)
+ {
+// const b3Vector3& left = originalPoints[i];
+// const b3Vector3& right = originalPoints[0];
+ b3Scalar projL = originalPoints[i].dot(axis0);
+ b3Scalar projR = originalPoints[0].dot(axis0);
+ if (projL < projR)
+ {
+ originalPoints.swap(0,i);
+ }
+ }
+
+ //also precompute angles
+ originalPoints[0].m_angle = -1e30f;
+ for (int i=1;i<originalPoints.size();i++)
+ {
+ b3Vector3 xvec = axis0;
+ b3Vector3 ar = originalPoints[i]-originalPoints[0];
+ originalPoints[i].m_angle = b3Cross(xvec, ar).dot(normalAxis) / ar.length();
+ }
+
+ //step 2: sort all points, based on 'angle' with this anchor
+ b3AngleCompareFunc comp(originalPoints[0]);
+ originalPoints.quickSortInternal(comp,1,originalPoints.size()-1);
+
+ int i;
+ for (i = 0; i<2; i++)
+ hull.push_back(originalPoints[i]);
+
+ //step 3: keep all 'convex' points and discard concave points (using back tracking)
+ for (; i != originalPoints.size(); i++)
+ {
+ bool isConvex = false;
+ while (!isConvex&& hull.size()>1) {
+ b3Vector3& a = hull[hull.size()-2];
+ b3Vector3& b = hull[hull.size()-1];
+ isConvex = b3Cross(a-b,a-originalPoints[i]).dot(normalAxis)> 0;
+ if (!isConvex)
+ hull.pop_back();
+ else
+ hull.push_back(originalPoints[i]);
+ }
+ }
+}
+
+#endif //B3_GRAHAM_SCAN_2D_CONVEX_HULL_H