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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);
- }
- }
- } // namespace ConvexDecomposition
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