godot/core/math/quick_hull.h

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/*************************************************************************/
/* quick_hull.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#ifndef QUICK_HULL_H
#define QUICK_HULL_H
#include "core/math/aabb.h"
#include "core/math/geometry_3d.h"
#include "core/templates/hash_set.h"
#include "core/templates/list.h"
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class QuickHull {
public:
struct Edge {
union {
uint32_t vertices[2];
uint64_t id = 0;
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};
static uint32_t hash(const Edge &p_edge) {
return hash_one_uint64(p_edge.id);
}
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bool operator<(const Edge &p_edge) const {
return id < p_edge.id;
}
bool operator==(const Edge &p_edge) const {
return id == p_edge.id;
}
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Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
if (p_vtx_a > p_vtx_b) {
SWAP(p_vtx_a, p_vtx_b);
}
vertices[0] = p_vtx_a;
vertices[1] = p_vtx_b;
}
};
struct Face {
Plane plane;
uint32_t vertices[3] = { 0 };
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Vector<int> points_over;
bool operator<(const Face &p_face) const {
return points_over.size() < p_face.points_over.size();
}
};
private:
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struct FaceConnect {
List<Face>::Element *left = nullptr;
List<Face>::Element *right = nullptr;
FaceConnect() {}
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};
struct RetFaceConnect {
List<Geometry3D::MeshData::Face>::Element *left = nullptr;
List<Geometry3D::MeshData::Face>::Element *right = nullptr;
RetFaceConnect() {}
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};
public:
static uint32_t debug_stop_after;
static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
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};
#endif // QUICK_HULL_H