quick_hull.cpp 11 KB

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  1. /*************************************************************************/
  2. /* quick_hull.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #include "quick_hull.h"
  30. #include "map.h"
  31. uint32_t QuickHull::debug_stop_after=0xFFFFFFFF;
  32. Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_mesh) {
  33. static const real_t over_tolerance = 0.0001;
  34. /* CREATE AABB VOLUME */
  35. Rect3 aabb;
  36. for(int i=0;i<p_points.size();i++) {
  37. if (i==0) {
  38. aabb.pos=p_points[i];
  39. } else {
  40. aabb.expand_to(p_points[i]);
  41. }
  42. }
  43. if (aabb.size==Vector3()) {
  44. return ERR_CANT_CREATE;
  45. }
  46. Vector<bool> valid_points;
  47. valid_points.resize(p_points.size());
  48. Set<Vector3> valid_cache;
  49. for(int i=0;i<p_points.size();i++) {
  50. Vector3 sp = p_points[i].snapped(0.0001);
  51. if (valid_cache.has(sp)) {
  52. valid_points[i]=false;
  53. //print_line("INVALIDATED: "+itos(i));
  54. }else {
  55. valid_points[i]=true;
  56. valid_cache.insert(sp);
  57. }
  58. }
  59. /* CREATE INITIAL SIMPLEX */
  60. int longest_axis = aabb.get_longest_axis_index();
  61. //first two vertices are the most distant
  62. int simplex[4];
  63. {
  64. real_t max,min;
  65. for(int i=0;i<p_points.size();i++) {
  66. if (!valid_points[i])
  67. continue;
  68. real_t d = p_points[i][longest_axis];
  69. if (i==0 || d < min) {
  70. simplex[0]=i;
  71. min=d;
  72. }
  73. if (i==0 || d > max) {
  74. simplex[1]=i;
  75. max=d;
  76. }
  77. }
  78. }
  79. //third vertex is one most further away from the line
  80. {
  81. real_t maxd;
  82. Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]];
  83. for(int i=0;i<p_points.size();i++) {
  84. if (!valid_points[i])
  85. continue;
  86. Vector3 n = rel12.cross(p_points[simplex[0]]-p_points[i]).cross(rel12).normalized();
  87. real_t d = Math::abs(n.dot(p_points[simplex[0]])-n.dot(p_points[i]));
  88. if (i==0 || d>maxd) {
  89. maxd=d;
  90. simplex[2]=i;
  91. }
  92. }
  93. }
  94. //fourth vertex is the one most further away from the plane
  95. {
  96. real_t maxd;
  97. Plane p(p_points[simplex[0]],p_points[simplex[1]],p_points[simplex[2]]);
  98. for(int i=0;i<p_points.size();i++) {
  99. if (!valid_points[i])
  100. continue;
  101. real_t d = Math::abs(p.distance_to(p_points[i]));
  102. if (i==0 || d>maxd) {
  103. maxd=d;
  104. simplex[3]=i;
  105. }
  106. }
  107. }
  108. //compute center of simplex, this is a point always warranted to be inside
  109. Vector3 center;
  110. for(int i=0;i<4;i++) {
  111. center+=p_points[simplex[i]];
  112. }
  113. center/=4.0;
  114. //add faces
  115. List<Face> faces;
  116. for(int i=0;i<4;i++) {
  117. static const int face_order[4][3]={
  118. {0,1,2},
  119. {0,1,3},
  120. {0,2,3},
  121. {1,2,3}
  122. };
  123. Face f;
  124. for(int j=0;j<3;j++) {
  125. f.vertices[j]=simplex[face_order[i][j]];
  126. }
  127. Plane p(p_points[f.vertices[0]],p_points[f.vertices[1]],p_points[f.vertices[2]]);
  128. if (p.is_point_over(center)) {
  129. //flip face to clockwise if facing inwards
  130. SWAP( f.vertices[0], f.vertices[1] );
  131. p=-p;
  132. }
  133. f.plane = p;
  134. faces.push_back(f);
  135. }
  136. /* COMPUTE AVAILABLE VERTICES */
  137. for(int i=0;i<p_points.size();i++) {
  138. if (i==simplex[0])
  139. continue;
  140. if (i==simplex[1])
  141. continue;
  142. if (i==simplex[2])
  143. continue;
  144. if (i==simplex[3])
  145. continue;
  146. if (!valid_points[i])
  147. continue;
  148. for(List<Face>::Element *E=faces.front();E;E=E->next()) {
  149. if (E->get().plane.distance_to(p_points[i]) > over_tolerance ) {
  150. E->get().points_over.push_back(i);
  151. break;
  152. }
  153. }
  154. }
  155. faces.sort(); // sort them, so the ones with points are in the back
  156. /* BUILD HULL */
  157. //poop face (while still remain)
  158. //find further away point
  159. //find lit faces
  160. //determine horizon edges
  161. //build new faces with horizon edges, them assign points side from all lit faces
  162. //remove lit faces
  163. uint32_t debug_stop = debug_stop_after;
  164. while(debug_stop>0 && faces.back()->get().points_over.size()) {
  165. debug_stop--;
  166. Face& f = faces.back()->get();
  167. //find vertex most outside
  168. int next=-1;
  169. real_t next_d=0;
  170. for(int i=0;i<f.points_over.size();i++) {
  171. real_t d = f.plane.distance_to(p_points[f.points_over[i]]);
  172. if (d > next_d) {
  173. next_d=d;
  174. next=i;
  175. }
  176. }
  177. ERR_FAIL_COND_V(next==-1,ERR_BUG);
  178. Vector3 v = p_points[f.points_over[next]];
  179. //find lit faces and lit edges
  180. List< List<Face>::Element* > lit_faces; //lit face is a death sentence
  181. Map<Edge,FaceConnect> lit_edges; //create this on the flight, should not be that bad for performance and simplifies code a lot
  182. for(List<Face>::Element *E=faces.front();E;E=E->next()) {
  183. if (E->get().plane.distance_to(v) >0 ) {
  184. lit_faces.push_back(E);
  185. for(int i=0;i<3;i++) {
  186. uint32_t a = E->get().vertices[i];
  187. uint32_t b = E->get().vertices[(i+1)%3];
  188. Edge e(a,b);
  189. Map<Edge,FaceConnect>::Element *F=lit_edges.find(e);
  190. if (!F) {
  191. F=lit_edges.insert(e,FaceConnect());
  192. }
  193. if (e.vertices[0]==a) {
  194. //left
  195. F->get().left=E;
  196. } else {
  197. F->get().right=E;
  198. }
  199. }
  200. }
  201. }
  202. //create new faces from horizon edges
  203. List< List<Face>::Element* > new_faces; //new faces
  204. for(Map<Edge,FaceConnect>::Element *E=lit_edges.front();E;E=E->next()) {
  205. FaceConnect& fc = E->get();
  206. if (fc.left && fc.right) {
  207. continue; //edge is uninteresting, not on horizont
  208. }
  209. //create new face!
  210. Face face;
  211. face.vertices[0]=f.points_over[next];
  212. face.vertices[1]=E->key().vertices[0];
  213. face.vertices[2]=E->key().vertices[1];
  214. Plane p(p_points[face.vertices[0]],p_points[face.vertices[1]],p_points[face.vertices[2]]);
  215. if (p.is_point_over(center)) {
  216. //flip face to clockwise if facing inwards
  217. SWAP( face.vertices[0], face.vertices[1] );
  218. p = -p;
  219. }
  220. face.plane = p;
  221. new_faces.push_back( faces.push_back(face) );
  222. }
  223. //distribute points into new faces
  224. for(List< List<Face>::Element* >::Element *F=lit_faces.front();F;F=F->next()) {
  225. Face &lf = F->get()->get();
  226. for(int i=0;i<lf.points_over.size();i++) {
  227. if (lf.points_over[i]==f.points_over[next]) //do not add current one
  228. continue;
  229. Vector3 p = p_points[lf.points_over[i]];
  230. for (List< List<Face>::Element* >::Element *E=new_faces.front();E;E=E->next()) {
  231. Face &f2 = E->get()->get();
  232. if (f2.plane.distance_to(p)>over_tolerance) {
  233. f2.points_over.push_back(lf.points_over[i]);
  234. break;
  235. }
  236. }
  237. }
  238. }
  239. //erase lit faces
  240. while(lit_faces.size()) {
  241. faces.erase(lit_faces.front()->get());
  242. lit_faces.pop_front();
  243. }
  244. //put faces that contain no points on the front
  245. for (List< List<Face>::Element* >::Element *E=new_faces.front();E;E=E->next()) {
  246. Face &f2 = E->get()->get();
  247. if (f2.points_over.size()==0) {
  248. faces.move_to_front(E->get());
  249. }
  250. }
  251. //whew, done with iteration, go next
  252. }
  253. /* CREATE MESHDATA */
  254. //make a map of edges again
  255. Map<Edge,RetFaceConnect> ret_edges;
  256. List<Geometry::MeshData::Face> ret_faces;
  257. for(List<Face>::Element *E=faces.front();E;E=E->next()) {
  258. Geometry::MeshData::Face f;
  259. f.plane = E->get().plane;
  260. for(int i=0;i<3;i++) {
  261. f.indices.push_back(E->get().vertices[i]);
  262. }
  263. List<Geometry::MeshData::Face>::Element *F = ret_faces.push_back(f);
  264. for(int i=0;i<3;i++) {
  265. uint32_t a = E->get().vertices[i];
  266. uint32_t b = E->get().vertices[(i+1)%3];
  267. Edge e(a,b);
  268. Map<Edge,RetFaceConnect>::Element *G=ret_edges.find(e);
  269. if (!G) {
  270. G=ret_edges.insert(e,RetFaceConnect());
  271. }
  272. if (e.vertices[0]==a) {
  273. //left
  274. G->get().left=F;
  275. } else {
  276. G->get().right=F;
  277. }
  278. }
  279. }
  280. //fill faces
  281. for (List<Geometry::MeshData::Face>::Element *E=ret_faces.front();E;E=E->next()) {
  282. Geometry::MeshData::Face& f = E->get();
  283. for(int i=0;i<f.indices.size();i++) {
  284. uint32_t a = E->get().indices[i];
  285. uint32_t b = E->get().indices[(i+1)%f.indices.size()];
  286. Edge e(a,b);
  287. Map<Edge,RetFaceConnect>::Element *F=ret_edges.find(e);
  288. ERR_CONTINUE(!F);
  289. List<Geometry::MeshData::Face>::Element *O = F->get().left == E ? F->get().right : F->get().left;
  290. ERR_CONTINUE(O==E);
  291. ERR_CONTINUE(O==NULL);
  292. if (O->get().plane.is_almost_like(f.plane)) {
  293. //merge and delete edge and contiguous face, while repointing edges (uuugh!)
  294. int ois = O->get().indices.size();
  295. int merged=0;
  296. for(int j=0;j<ois;j++) {
  297. //search a
  298. if (O->get().indices[j]==a) {
  299. //append the rest
  300. for(int k=0;k<ois;k++) {
  301. int idx = O->get().indices[(k+j)%ois];
  302. int idxn = O->get().indices[(k+j+1)%ois];
  303. if (idx==b && idxn==a) {//already have b!
  304. break;
  305. }
  306. if (idx!=a) {
  307. f.indices.insert(i+1,idx);
  308. i++;
  309. merged++;
  310. }
  311. Edge e2(idx,idxn);
  312. Map<Edge,RetFaceConnect>::Element *F2=ret_edges.find(e2);
  313. ERR_CONTINUE(!F2);
  314. //change faceconnect, point to this face instead
  315. if (F2->get().left == O)
  316. F2->get().left=E;
  317. else if (F2->get().right == O)
  318. F2->get().right=E;
  319. }
  320. break;
  321. }
  322. }
  323. ret_edges.erase(F); //remove the edge
  324. ret_faces.erase(O); //remove the face
  325. }
  326. }
  327. }
  328. //fill mesh
  329. r_mesh.faces.clear();
  330. r_mesh.faces.resize(ret_faces.size());
  331. //print_line("FACECOUNT: "+itos(r_mesh.faces.size()));
  332. int idx=0;
  333. for (List<Geometry::MeshData::Face>::Element *E=ret_faces.front();E;E=E->next()) {
  334. r_mesh.faces[idx++]=E->get();
  335. }
  336. r_mesh.edges.resize(ret_edges.size());
  337. idx=0;
  338. for(Map<Edge,RetFaceConnect>::Element *E=ret_edges.front();E;E=E->next()) {
  339. Geometry::MeshData::Edge e;
  340. e.a=E->key().vertices[0];
  341. e.b=E->key().vertices[1];
  342. r_mesh.edges[idx++]=e;
  343. }
  344. r_mesh.vertices=p_points;
  345. //r_mesh.optimize_vertices();
  346. /*
  347. print_line("FACES: "+itos(r_mesh.faces.size()));
  348. print_line("EDGES: "+itos(r_mesh.edges.size()));
  349. print_line("VERTICES: "+itos(r_mesh.vertices.size()));
  350. */
  351. return OK;
  352. }