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/*************************************************************************/
/*  quick_hull.h                                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* 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.                */
/*************************************************************************/

#ifndef QUICK_HULL_H
#define QUICK_HULL_H

#include "core/math/aabb.h"
#include "core/math/geometry_3d.h"
#include "core/templates/hash_set.h"
#include "core/templates/list.h"

class QuickHull {
public:
	struct Edge {
		union {
			uint32_t vertices[2];
			uint64_t id = 0;
		};

		static uint32_t hash(const Edge &p_edge) {
			return hash_one_uint64(p_edge.id);
		}

		bool operator<(const Edge &p_edge) const {
			return id < p_edge.id;
		}
		bool operator==(const Edge &p_edge) const {
			return id == p_edge.id;
		}

		Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
			if (p_vtx_a > p_vtx_b) {
				SWAP(p_vtx_a, p_vtx_b);
			}

			vertices[0] = p_vtx_a;
			vertices[1] = p_vtx_b;
		}
	};

	struct Face {
		Plane plane;
		uint32_t vertices[3] = { 0 };
		Vector<int> points_over;

		bool operator<(const Face &p_face) const {
			return points_over.size() < p_face.points_over.size();
		}
	};

private:
	struct FaceConnect {
		List<Face>::Element *left = nullptr;
		List<Face>::Element *right = nullptr;
		FaceConnect() {}
	};
	struct RetFaceConnect {
		List<Geometry3D::MeshData::Face>::Element *left = nullptr;
		List<Geometry3D::MeshData::Face>::Element *right = nullptr;
		RetFaceConnect() {}
	};

public:
	static uint32_t debug_stop_after;
	static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
};

#endif // QUICK_HULL_H