quick_hull.h 3.4 KB

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  1. /**************************************************************************/
  2. /* quick_hull.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef QUICK_HULL_H
  31. #define QUICK_HULL_H
  32. #include "core/math/geometry_3d.h"
  33. #include "core/templates/list.h"
  34. class QuickHull {
  35. public:
  36. struct Edge {
  37. union {
  38. uint32_t vertices[2];
  39. uint64_t id = 0;
  40. };
  41. static uint32_t hash(const Edge &p_edge) {
  42. return hash_one_uint64(p_edge.id);
  43. }
  44. bool operator<(const Edge &p_edge) const {
  45. return id < p_edge.id;
  46. }
  47. bool operator==(const Edge &p_edge) const {
  48. return id == p_edge.id;
  49. }
  50. Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
  51. if (p_vtx_a > p_vtx_b) {
  52. SWAP(p_vtx_a, p_vtx_b);
  53. }
  54. vertices[0] = p_vtx_a;
  55. vertices[1] = p_vtx_b;
  56. }
  57. };
  58. struct Face {
  59. Plane plane;
  60. uint32_t vertices[3] = { 0 };
  61. Vector<int> points_over;
  62. bool operator<(const Face &p_face) const {
  63. return points_over.size() < p_face.points_over.size();
  64. }
  65. };
  66. private:
  67. struct FaceConnect {
  68. List<Face>::Element *left = nullptr;
  69. List<Face>::Element *right = nullptr;
  70. FaceConnect() {}
  71. };
  72. struct RetFaceConnect {
  73. List<Geometry3D::MeshData::Face>::Element *left = nullptr;
  74. List<Geometry3D::MeshData::Face>::Element *right = nullptr;
  75. RetFaceConnect() {}
  76. };
  77. public:
  78. static uint32_t debug_stop_after;
  79. static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
  80. };
  81. #endif // QUICK_HULL_H