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- #include "float_math.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <assert.h>
- /*----------------------------------------------------------------------
- Copyright (c) 2004 Open Dynamics Framework Group
- www.physicstools.org
- All rights reserved.
- Redistribution and use in source and binary forms, with or without modification, are permitted provided
- that the following conditions are met:
- Redistributions of source code must retain the above copyright notice, this list of conditions
- and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
- Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
- be used to endorse or promote products derived from this software without specific prior written permission.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
- INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- -----------------------------------------------------------------------*/
- // http://codesuppository.blogspot.com
- //
- // mailto: [email protected]
- //
- // http://www.amillionpixels.us
- //
- #include "ConvexDecomposition.h"
- #include "cd_vector.h"
- #include "cd_hull.h"
- #include "bestfit.h"
- #include "planetri.h"
- #include "vlookup.h"
- #include "splitplane.h"
- #include "meshvolume.h"
- #include "concavity.h"
- #include "bestfitobb.h"
- #include "float_math.h"
- #include "fitsphere.h"
- #define SHOW_MESH 0
- #define MAKE_MESH 1
- using namespace ConvexDecomposition;
- namespace ConvexDecomposition
- {
- class FaceTri
- {
- public:
- FaceTri(void) { };
- FaceTri(const float *vertices,unsigned int i1,unsigned int i2,unsigned int i3)
- {
- mP1.Set( &vertices[i1*3] );
- mP2.Set( &vertices[i2*3] );
- mP3.Set( &vertices[i3*3] );
- }
- Vector3d mP1;
- Vector3d mP2;
- Vector3d mP3;
- Vector3d mNormal;
- };
- void addTri(VertexLookup vl,UintVector &list,const Vector3d &p1,const Vector3d &p2,const Vector3d &p3)
- {
- unsigned int i1 = Vl_getIndex(vl, p1.Ptr() );
- unsigned int i2 = Vl_getIndex(vl, p2.Ptr() );
- unsigned int i3 = Vl_getIndex(vl, p3.Ptr() );
- // do *not* process degenerate triangles!
- if ( i1 != i2 && i1 != i3 && i2 != i3 )
- {
- list.push_back(i1);
- list.push_back(i2);
- list.push_back(i3);
- }
- }
- void calcConvexDecomposition(unsigned int vcount,
- const float *vertices,
- unsigned int tcount,
- const unsigned int *indices,
- ConvexDecompInterface *callback,
- float masterVolume,
- unsigned int depth)
- {
- float plane[4];
- bool split = false;
- if ( depth < MAXDEPTH )
- {
- float volume;
- float c = computeConcavity( vcount, vertices, tcount, indices, callback, plane, volume );
- if ( depth == 0 )
- {
- masterVolume = volume;
- }
- float percent = (c*100.0f)/masterVolume;
- if ( percent > CONCAVE_PERCENT ) // if great than 5% of the total volume is concave, go ahead and keep splitting.
- {
- split = true;
- }
- }
- if ( depth >= MAXDEPTH || !split )
- {
- #if 1
- HullResult result;
- HullLibrary hl;
- HullDesc desc;
- desc.SetHullFlag(QF_TRIANGLES);
- desc.mVcount = vcount;
- desc.mVertices = vertices;
- desc.mVertexStride = sizeof(float)*3;
- HullError ret = hl.CreateConvexHull(desc,result);
- if ( ret == QE_OK )
- {
- ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
- callback->ConvexDecompResult(r);
- }
- #else
- static unsigned int colors[8] =
- {
- 0xFF0000,
- 0x00FF00,
- 0x0000FF,
- 0xFFFF00,
- 0x00FFFF,
- 0xFF00FF,
- 0xFFFFFF,
- 0xFF8040
- };
- static int count = 0;
- count++;
- if ( count == 8 ) count = 0;
- assert( count >= 0 && count < 8 );
- unsigned int color = colors[count];
- const unsigned int *source = indices;
- for (unsigned int i=0; i<tcount; i++)
- {
- unsigned int i1 = *source++;
- unsigned int i2 = *source++;
- unsigned int i3 = *source++;
- FaceTri t(vertices, i1, i2, i3 );
- callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(), t.mP3.Ptr(), color );
- }
- #endif
- hl.ReleaseResult (result);
- return;
- }
- UintVector ifront;
- UintVector iback;
- VertexLookup vfront = Vl_createVertexLookup();
- VertexLookup vback = Vl_createVertexLookup();
- bool showmesh = false;
- #if SHOW_MESH
- showmesh = true;
- #endif
- if ( 0 )
- {
- showmesh = true;
- for (float x=-1; x<1; x+=0.10f)
- {
- for (float y=0; y<1; y+=0.10f)
- {
- for (float z=-1; z<1; z+=0.04f)
- {
- float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
- Vector3d p(x,y,z);
- if ( d >= 0 )
- callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0x00FF00);
- else
- callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0xFF0000);
- }
- }
- }
- }
- if ( 1 )
- {
- // ok..now we are going to 'split' all of the input triangles against this plane!
- const unsigned int *source = indices;
- for (unsigned int i=0; i<tcount; i++)
- {
- unsigned int i1 = *source++;
- unsigned int i2 = *source++;
- unsigned int i3 = *source++;
- FaceTri t(vertices, i1, i2, i3 );
- Vector3d front[4];
- Vector3d back[4];
- unsigned int fcount=0;
- unsigned int bcount=0;
- PlaneTriResult result;
- result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
- if( fcount > 4 || bcount > 4 )
- {
- result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
- }
- switch ( result )
- {
- case PTR_FRONT:
- assert( fcount == 3 );
- if ( showmesh )
- callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00FF00 );
- #if MAKE_MESH
- addTri( vfront, ifront, front[0], front[1], front[2] );
- #endif
- break;
- case PTR_BACK:
- assert( bcount == 3 );
- if ( showmesh )
- callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xFFFF00 );
- #if MAKE_MESH
- addTri( vback, iback, back[0], back[1], back[2] );
- #endif
- break;
- case PTR_SPLIT:
- assert( fcount >= 3 && fcount <= 4);
- assert( bcount >= 3 && bcount <= 4);
- #if MAKE_MESH
- addTri( vfront, ifront, front[0], front[1], front[2] );
- addTri( vback, iback, back[0], back[1], back[2] );
- if ( fcount == 4 )
- {
- addTri( vfront, ifront, front[0], front[2], front[3] );
- }
- if ( bcount == 4 )
- {
- addTri( vback, iback, back[0], back[2], back[3] );
- }
- #endif
- if ( showmesh )
- {
- callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00D000 );
- callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xD0D000 );
- if ( fcount == 4 )
- {
- callback->ConvexDebugTri( front[0].Ptr(), front[2].Ptr(), front[3].Ptr(), 0x00D000 );
- }
- if ( bcount == 4 )
- {
- callback->ConvexDebugTri( back[0].Ptr(), back[2].Ptr(), back[3].Ptr(), 0xD0D000 );
- }
- }
- break;
- }
- }
- // ok... here we recursively call
- if ( ifront.size() )
- {
- unsigned int vcount = Vl_getVcount(vfront);
- const float *vertices = Vl_getVertices(vfront);
- unsigned int tcount = ifront.size()/3;
- calcConvexDecomposition(vcount, vertices, tcount, &ifront[0], callback, masterVolume, depth+1);
- }
- ifront.clear();
- Vl_releaseVertexLookup(vfront);
- if ( iback.size() )
- {
- unsigned int vcount = Vl_getVcount(vback);
- const float *vertices = Vl_getVertices(vback);
- unsigned int tcount = iback.size()/3;
- calcConvexDecomposition(vcount, vertices, tcount, &iback[0], callback, masterVolume, depth+1);
- }
- iback.clear();
- Vl_releaseVertexLookup(vback);
- }
- }
- }
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