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+
+/*
+Stan Melax Convex Hull Computation
+Copyright (c) 2008 Stan Melax http://www.melax.com/
+
+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.
+*/
+
+///includes modifications/improvements by John Ratcliff, see BringOutYourDead below.
+
+#ifndef CD_HULL_H
+#define CD_HULL_H
+
+#include "LinearMath/btVector3.h"
+#include "LinearMath/btAlignedObjectArray.h"
+
+typedef btAlignedObjectArray<unsigned int> TUIntArray;
+
+class HullResult
+{
+public:
+ HullResult(void)
+ {
+ mPolygons = true;
+ mNumOutputVertices = 0;
+ mNumFaces = 0;
+ mNumIndices = 0;
+ }
+ bool mPolygons; // true if indices represents polygons, false indices are triangles
+ unsigned int mNumOutputVertices; // number of vertices in the output hull
+ btAlignedObjectArray<btVector3> m_OutputVertices; // array of vertices
+ unsigned int mNumFaces; // the number of faces produced
+ unsigned int mNumIndices; // the total number of indices
+ btAlignedObjectArray<unsigned int> m_Indices; // pointer to indices.
+
+// If triangles, then indices are array indexes into the vertex list.
+// If polygons, indices are in the form (number of points in face) (p1, p2, p3, ..) etc..
+};
+
+enum HullFlag
+{
+ QF_TRIANGLES = (1<<0), // report results as triangles, not polygons.
+ QF_REVERSE_ORDER = (1<<1), // reverse order of the triangle indices.
+ QF_DEFAULT = QF_TRIANGLES
+};
+
+
+class HullDesc
+{
+public:
+ HullDesc(void)
+ {
+ mFlags = QF_DEFAULT;
+ mVcount = 0;
+ mVertices = 0;
+ mVertexStride = sizeof(btVector3);
+ mNormalEpsilon = 0.001f;
+ mMaxVertices = 4096; // maximum number of points to be considered for a convex hull.
+ mMaxFaces = 4096;
+ };
+
+ HullDesc(HullFlag flag,
+ unsigned int vcount,
+ const btVector3 *vertices,
+ unsigned int stride = sizeof(btVector3))
+ {
+ mFlags = flag;
+ mVcount = vcount;
+ mVertices = vertices;
+ mVertexStride = stride;
+ mNormalEpsilon = btScalar(0.001);
+ mMaxVertices = 4096;
+ }
+
+ bool HasHullFlag(HullFlag flag) const
+ {
+ if ( mFlags & flag ) return true;
+ return false;
+ }
+
+ void SetHullFlag(HullFlag flag)
+ {
+ mFlags|=flag;
+ }
+
+ void ClearHullFlag(HullFlag flag)
+ {
+ mFlags&=~flag;
+ }
+
+ unsigned int mFlags; // flags to use when generating the convex hull.
+ unsigned int mVcount; // number of vertices in the input point cloud
+ const btVector3 *mVertices; // the array of vertices.
+ unsigned int mVertexStride; // the stride of each vertex, in bytes.
+ btScalar mNormalEpsilon; // the epsilon for removing duplicates. This is a normalized value, if normalized bit is on.
+ unsigned int mMaxVertices; // maximum number of vertices to be considered for the hull!
+ unsigned int mMaxFaces;
+};
+
+enum HullError
+{
+ QE_OK, // success!
+ QE_FAIL // failed.
+};
+
+class btPlane
+{
+ public:
+ btVector3 normal;
+ btScalar dist; // distance below origin - the D from plane equasion Ax+By+Cz+D=0
+ btPlane(const btVector3 &n,btScalar d):normal(n),dist(d){}
+ btPlane():normal(),dist(0){}
+
+};
+
+
+
+class ConvexH
+{
+ public:
+ class HalfEdge
+ {
+ public:
+ short ea; // the other half of the edge (index into edges list)
+ unsigned char v; // the vertex at the start of this edge (index into vertices list)
+ unsigned char p; // the facet on which this edge lies (index into facets list)
+ HalfEdge(){}
+ HalfEdge(short _ea,unsigned char _v, unsigned char _p):ea(_ea),v(_v),p(_p){}
+ };
+ ConvexH()
+ {
+ int i;
+ i=0;
+ }
+ ~ConvexH()
+ {
+ int i;
+ i=0;
+ }
+ btAlignedObjectArray<btVector3> vertices;
+ btAlignedObjectArray<HalfEdge> edges;
+ btAlignedObjectArray<btPlane> facets;
+ ConvexH(int vertices_size,int edges_size,int facets_size);
+};
+
+
+class int4
+{
+public:
+ int x,y,z,w;
+ int4(){};
+ int4(int _x,int _y, int _z,int _w){x=_x;y=_y;z=_z;w=_w;}
+ const int& operator[](int i) const {return (&x)[i];}
+ int& operator[](int i) {return (&x)[i];}
+};
+
+class PHullResult
+{
+public:
+
+ PHullResult(void)
+ {
+ mVcount = 0;
+ mIndexCount = 0;
+ mFaceCount = 0;
+ mVertices = 0;
+ }
+
+ unsigned int mVcount;
+ unsigned int mIndexCount;
+ unsigned int mFaceCount;
+ btVector3* mVertices;
+ TUIntArray m_Indices;
+};
+
+
+
+///The HullLibrary class can create a convex hull from a collection of vertices, using the ComputeHull method.
+///The btShapeHull class uses this HullLibrary to create a approximate convex mesh given a general (non-polyhedral) convex shape.
+class HullLibrary
+{
+
+ btAlignedObjectArray<class Tri*> m_tris;
+
+public:
+
+ HullError CreateConvexHull(const HullDesc& desc, // describes the input request
+ HullResult& result); // contains the resulst
+ HullError ReleaseResult(HullResult &result); // release memory allocated for this result, we are done with it.
+
+private:
+
+ bool ComputeHull(unsigned int vcount,const btVector3 *vertices,PHullResult &result,unsigned int vlimit);
+
+ class Tri* allocateTriangle(int a,int b,int c);
+ void deAllocateTriangle(Tri*);
+ void b2bfix(Tri* s,Tri*t);
+
+ void removeb2b(Tri* s,Tri*t);
+
+ void checkit(Tri *t);
+
+ Tri* extrudable(btScalar epsilon);
+
+ int calchull(btVector3 *verts,int verts_count, TUIntArray& tris_out, int &tris_count,int vlimit);
+
+ int calchullgen(btVector3 *verts,int verts_count, int vlimit);
+
+ int4 FindSimplex(btVector3 *verts,int verts_count,btAlignedObjectArray<int> &allow);
+
+ class ConvexH* ConvexHCrop(ConvexH& convex,const btPlane& slice);
+
+ void extrude(class Tri* t0,int v);
+
+ ConvexH* test_cube();
+
+ //BringOutYourDead (John Ratcliff): When you create a convex hull you hand it a large input set of vertices forming a 'point cloud'.
+ //After the hull is generated it give you back a set of polygon faces which index the *original* point cloud.
+ //The thing is, often times, there are many 'dead vertices' in the point cloud that are on longer referenced by the hull.
+ //The routine 'BringOutYourDead' find only the referenced vertices, copies them to an new buffer, and re-indexes the hull so that it is a minimal representation.
+ void BringOutYourDead(const btVector3* verts,unsigned int vcount, btVector3* overts,unsigned int &ocount,unsigned int* indices,unsigned indexcount);
+
+ bool CleanupVertices(unsigned int svcount,
+ const btVector3* svertices,
+ unsigned int stride,
+ unsigned int &vcount, // output number of vertices
+ btVector3* vertices, // location to store the results.
+ btScalar normalepsilon,
+ btVector3& scale);
+};
+
+
+#endif
+