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#include "float_math.h"
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#include "ConvexBuilder.h"
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#include "meshvolume.h"
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#include "bestfitobb.h"
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unsigned int MAXDEPTH = 8 ;
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float CONCAVE_PERCENT = 1.0f ;
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float MERGE_PERCENT = 2.0f ;
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CHull::CHull(const ConvexResult &result)
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mResult = new ConvexResult(result);
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mVolume = computeMeshVolume( result.mHullVertices, result.mHullTcount, result.mHullIndices );
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mDiagonal = getBoundingRegion( result.mHullVcount, result.mHullVertices, sizeof(float)*3, mMin, mMax );
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float dx = mMax[0] - mMin[0];
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float dy = mMax[1] - mMin[1];
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float dz = mMax[2] - mMin[2];
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dx*=0.1f; // inflate 1/10th on each edge
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dy*=0.1f; // inflate 1/10th on each edge
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dz*=0.1f; // inflate 1/10th on each edge
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bool CHull::overlap(const CHull &h) const
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return overlapAABB(mMin,mMax, h.mMin, h.mMax );
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ConvexBuilder::ConvexBuilder(ConvexDecompInterface *callback)
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ConvexBuilder::~ConvexBuilder(void)
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for (i=0;i<mChulls.size();i++)
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CHull *cr = mChulls[i];
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bool ConvexBuilder::isDuplicate(unsigned int i1,unsigned int i2,unsigned int i3,
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unsigned int ci1,unsigned int ci2,unsigned int ci3)
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unsigned int dcount = 0;
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assert( i1 != i2 && i1 != i3 && i2 != i3 );
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assert( ci1 != ci2 && ci1 != ci3 && ci2 != ci3 );
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if ( i1 == ci1 || i1 == ci2 || i1 == ci3 ) dcount++;
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if ( i2 == ci1 || i2 == ci2 || i2 == ci3 ) dcount++;
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if ( i3 == ci1 || i3 == ci2 || i3 == ci3 ) dcount++;
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void ConvexBuilder::getMesh(const ConvexResult &cr,VertexLookup vc,UintVector &indices)
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unsigned int *src = cr.mHullIndices;
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for (unsigned int i=0; i<cr.mHullTcount; i++)
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unsigned int i1 = *src++;
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unsigned int i2 = *src++;
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unsigned int i3 = *src++;
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const float *p1 = &cr.mHullVertices[i1*3];
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const float *p2 = &cr.mHullVertices[i2*3];
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const float *p3 = &cr.mHullVertices[i3*3];
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i1 = Vl_getIndex(vc,p1);
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i2 = Vl_getIndex(vc,p2);
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i3 = Vl_getIndex(vc,p3);
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bool duplicate = false;
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unsigned int tcount = indices.size()/3;
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for (unsigned int j=0; j<tcount; j++)
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unsigned int ci1 = indices[j*3+0];
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unsigned int ci2 = indices[j*3+1];
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unsigned int ci3 = indices[j*3+2];
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if ( isDuplicate(i1,i2,i3, ci1, ci2, ci3 ) )
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indices.push_back(i1);
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indices.push_back(i2);
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indices.push_back(i3);
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CHull * ConvexBuilder::canMerge(CHull *a,CHull *b)
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if ( !a->overlap(*b) ) return 0; // if their AABB's (with a little slop) don't overlap, then return.
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// ok..we are going to combine both meshes into a single mesh
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// and then we are going to compute the concavity...
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VertexLookup vc = Vl_createVertexLookup();
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getMesh( *a->mResult, vc, indices );
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getMesh( *b->mResult, vc, indices );
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unsigned int vcount = Vl_getVcount(vc);
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const float *vertices = Vl_getVertices(vc);
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unsigned int tcount = indices.size()/3;
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//don't do anything if hull is empty
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Vl_releaseVertexLookup (vc);
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desc.SetHullFlag(QF_TRIANGLES);
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desc.mVcount = vcount;
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desc.mVertices = vertices;
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desc.mVertexStride = sizeof(float)*3;
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HullError hret = hl.CreateConvexHull(desc,hresult);
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float combineVolume = computeMeshVolume( hresult.mOutputVertices, hresult.mNumFaces, hresult.mIndices );
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float sumVolume = a->mVolume + b->mVolume;
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float percent = (sumVolume*100) / combineVolume;
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if ( percent >= (100.0f-MERGE_PERCENT) )
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ConvexResult cr(hresult.mNumOutputVertices, hresult.mOutputVertices, hresult.mNumFaces, hresult.mIndices);
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Vl_releaseVertexLookup(vc);
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bool ConvexBuilder::combineHulls(void)
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bool combine = false;
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sortChulls(mChulls); // sort the convex hulls, largest volume to least...
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CHullVector output; // the output hulls...
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for (i=0;i<mChulls.size() && !combine; ++i)
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CHull *cr = mChulls[i];
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for (j=0;j<mChulls.size();j++)
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CHull *match = mChulls[j];
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if ( cr != match ) // don't try to merge a hull with itself, that be stoopid
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CHull *merge = canMerge(cr,match); // if we can merge these two....
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output.push_back(merge);
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while ( i != mChulls.size() )
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CHull *cr = mChulls[i];
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output.push_back(cr);
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output.push_back(cr);
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unsigned int ConvexBuilder::process(const DecompDesc &desc)
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unsigned int ret = 0;
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MAXDEPTH = desc.mDepth;
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CONCAVE_PERCENT = desc.mCpercent;
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MERGE_PERCENT = desc.mPpercent;
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calcConvexDecomposition(desc.mVcount, desc.mVertices, desc.mTcount, desc.mIndices,this,0,0);
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while ( combineHulls() ); // keep combinging hulls until I can't combine any more...
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for (i=0;i<mChulls.size();i++)
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CHull *cr = mChulls[i];
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// before we hand it back to the application, we need to regenerate the hull based on the
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// limits given by the user.
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const ConvexResult &c = *cr->mResult; // the high resolution hull...
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hdesc.SetHullFlag(QF_TRIANGLES);
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hdesc.mVcount = c.mHullVcount;
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hdesc.mVertices = c.mHullVertices;
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hdesc.mVertexStride = sizeof(float)*3;
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hdesc.mMaxVertices = desc.mMaxVertices; // maximum number of vertices allowed in the output
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if ( desc.mSkinWidth )
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hdesc.mSkinWidth = desc.mSkinWidth;
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hdesc.SetHullFlag(QF_SKIN_WIDTH); // do skin width computation.
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HullError ret = hl.CreateConvexHull(hdesc,result);
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ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
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r.mHullVolume = computeMeshVolume( result.mOutputVertices, result.mNumFaces, result.mIndices ); // the volume of the hull.
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// compute the best fit OBB
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computeBestFitOBB( result.mNumOutputVertices, result.mOutputVertices, sizeof(float)*3, r.mOBBSides, r.mOBBTransform );
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r.mOBBVolume = r.mOBBSides[0] * r.mOBBSides[1] *r.mOBBSides[2]; // compute the OBB volume.
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fm_getTranslation( r.mOBBTransform, r.mOBBCenter ); // get the translation component of the 4x4 matrix.
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fm_matrixToQuat( r.mOBBTransform, r.mOBBOrientation ); // extract the orientation as a quaternion.
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r.mSphereRadius = computeBoundingSphere( result.mNumOutputVertices, result.mOutputVertices, r.mSphereCenter );
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r.mSphereVolume = fm_sphereVolume( r.mSphereRadius );
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mCallback->ConvexDecompResult(r);
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hl.ReleaseResult (result);
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ret = mChulls.size();
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void ConvexBuilder::ConvexDebugTri(const float *p1,const float *p2,const float *p3,unsigned int color)
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mCallback->ConvexDebugTri(p1,p2,p3,color);
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void ConvexBuilder::ConvexDebugOBB(const float *sides, const float *matrix,unsigned int color)
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mCallback->ConvexDebugOBB(sides,matrix,color);
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void ConvexBuilder::ConvexDebugPoint(const float *p,float dist,unsigned int color)
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mCallback->ConvexDebugPoint(p,dist,color);
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void ConvexBuilder::ConvexDebugBound(const float *bmin,const float *bmax,unsigned int color)
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mCallback->ConvexDebugBound(bmin,bmax,color);
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void ConvexBuilder::ConvexDecompResult(ConvexResult &result)
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CHull *ch = new CHull(result);
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mChulls.push_back(ch);
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void ConvexBuilder::sortChulls(CHullVector &hulls)
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hulls.quickSort(CHullSort());
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//hulls.heapSort(CHullSort());