private static void ComputeInitialTetrahedron(RawList <Vector3> points, RawList <int> outsidePointCandidates, RawList <int> triangleIndices, out Vector3 centroid)
        {
            //Find four points on the hull.
            //We'll start with using the x axis to identify two points on the hull.
            int     a, b, c, d;
            Vector3 direction;
            //Find the extreme points along the x axis.
            Fix64 minimumX = Fix64.MaxValue, maximumX = -Fix64.MaxValue;
            int   minimumXIndex = 0, maximumXIndex = 0;

            for (int i = 0; i < points.Count; ++i)
            {
                var v = points.Elements[i];
                if (v.X > maximumX)
                {
                    maximumX      = v.X;
                    maximumXIndex = i;
                }
                else if (v.X < minimumX)
                {
                    minimumX      = v.X;
                    minimumXIndex = i;
                }
            }
            a = minimumXIndex;
            b = maximumXIndex;
            //Check for redundancies..
            if (a == b)
            {
                throw new ArgumentException("Point set is degenerate; convex hulls must have volume.");
            }

            //Now, use a second axis perpendicular to the two points we found.
            Vector3 ab;

            Vector3.Subtract(ref points.Elements[b], ref points.Elements[a], out ab);
            Vector3.Cross(ref ab, ref Toolbox.UpVector, out direction);
            if (direction.LengthSquared() < Toolbox.Epsilon)
            {
                Vector3.Cross(ref ab, ref Toolbox.RightVector, out direction);
            }
            Fix64 minimumDot, maximumDot;
            int   minimumIndex, maximumIndex;

            GetExtremePoints(ref direction, points, out maximumDot, out minimumDot, out maximumIndex, out minimumIndex);
            //Compare the location of the extreme points to the location of the axis.
            Fix64 dot;

            Vector3.Dot(ref direction, ref points.Elements[a], out dot);
            //Use the point further from the axis.
            if (Fix64.Abs(dot - minimumDot) > Fix64.Abs(dot - maximumDot))
            {
                //In this case, we should use the minimum index.
                c = minimumIndex;
            }
            else
            {
                //In this case, we should use the maximum index.
                c = maximumIndex;
            }

            //Check for redundancies..
            if (a == c || b == c)
            {
                throw new ArgumentException("Point set is degenerate; convex hulls must have volume.");
            }

            //Use a third axis perpendicular to the plane defined by the three unique points a, b, and c.
            Vector3 ac;

            Vector3.Subtract(ref points.Elements[c], ref points.Elements[a], out ac);
            Vector3.Cross(ref ab, ref ac, out direction);

            GetExtremePoints(ref direction, points, out maximumDot, out minimumDot, out maximumIndex, out minimumIndex);
            //Compare the location of the extreme points to the location of the plane.
            Vector3.Dot(ref direction, ref points.Elements[a], out dot);
            //Use the point further from the plane.
            if (Fix64.Abs(dot - minimumDot) > Fix64.Abs(dot - maximumDot))
            {
                //In this case, we should use the minimum index.
                d = minimumIndex;
            }
            else
            {
                //In this case, we should use the maximum index.
                d = maximumIndex;
            }

            //Check for redundancies..
            if (a == d || b == d || c == d)
            {
                throw new ArgumentException("Point set is degenerate; convex hulls must have volume.");
            }

            //Add the triangles.
            triangleIndices.Add(a);
            triangleIndices.Add(b);
            triangleIndices.Add(c);

            triangleIndices.Add(a);
            triangleIndices.Add(b);
            triangleIndices.Add(d);

            triangleIndices.Add(a);
            triangleIndices.Add(c);
            triangleIndices.Add(d);

            triangleIndices.Add(b);
            triangleIndices.Add(c);
            triangleIndices.Add(d);

            //The centroid is guaranteed to be within the convex hull.  It will be used to verify the windings of triangles throughout the hull process.
            Vector3.Add(ref points.Elements[a], ref points.Elements[b], out centroid);
            Vector3.Add(ref centroid, ref points.Elements[c], out centroid);
            Vector3.Add(ref centroid, ref points.Elements[d], out centroid);
            Vector3.Multiply(ref centroid, F64.C0p25, out centroid);

            for (int i = 0; i < triangleIndices.Count; i += 3)
            {
                var vA = points.Elements[triangleIndices.Elements[i]];
                var vB = points.Elements[triangleIndices.Elements[i + 1]];
                var vC = points.Elements[triangleIndices.Elements[i + 2]];

                //Check the signed volume of a parallelepiped with the edges of this triangle and the centroid.
                Vector3 cross;
                Vector3.Subtract(ref vB, ref vA, out ab);
                Vector3.Subtract(ref vC, ref vA, out ac);
                Vector3.Cross(ref ac, ref ab, out cross);
                Vector3 offset;
                Vector3.Subtract(ref vA, ref centroid, out offset);
                Fix64 volume;
                Vector3.Dot(ref offset, ref cross, out volume);
                //This volume/cross product could also be used to check for degeneracy, but we already tested for that.
                if (Fix64.Abs(volume) < Toolbox.BigEpsilon)
                {
                    throw new ArgumentException("Point set is degenerate; convex hulls must have volume.");
                }
                if (volume < F64.C0)
                {
                    //If the signed volume is negative, that means the triangle's winding is opposite of what we want.
                    //Flip it around!
                    var temp = triangleIndices.Elements[i];
                    triangleIndices.Elements[i]     = triangleIndices.Elements[i + 1];
                    triangleIndices.Elements[i + 1] = temp;
                }
            }

            //Points which belong to the tetrahedra are guaranteed to be 'in' the convex hull. Do not allow them to be considered.
            var tetrahedronIndices = CommonResources.GetIntList();

            tetrahedronIndices.Add(a);
            tetrahedronIndices.Add(b);
            tetrahedronIndices.Add(c);
            tetrahedronIndices.Add(d);
            //Sort the indices to allow a linear time loop.
            Array.Sort(tetrahedronIndices.Elements, 0, 4);
            int tetrahedronIndex = 0;

            for (int i = 0; i < points.Count; ++i)
            {
                if (tetrahedronIndex < 4 && i == tetrahedronIndices[tetrahedronIndex])
                {
                    //Don't add a tetrahedron index. Now that we've found this index, though, move on to the next one.
                    ++tetrahedronIndex;
                }
                else
                {
                    outsidePointCandidates.Add(i);
                }
            }
            CommonResources.GiveBack(tetrahedronIndices);
        }
Example #2
0
 ///<summary>
 /// Transforms a vector by an affine transform.
 ///</summary>
 ///<param name="position">Position to transform.</param>
 ///<param name="transform">Transform to apply.</param>
 ///<param name="transformed">Transformed position.</param>
 public static void Transform(ref Vector3 position, ref AffineTransform transform, out Vector3 transformed)
 {
     Matrix3x3.Transform(ref position, ref transform.LinearTransform, out transformed);
     Vector3.Add(ref transformed, ref transform.Translation, out transformed);
 }
Example #3
0
 /// <summary>
 /// Computes a point along a ray given the length along the ray from the ray position.
 /// </summary>
 /// <param name="t">Length along the ray from the ray position in terms of the ray's direction.</param>
 /// <param name="v">Point along the ray at the given location.</param>
 public void GetPointOnRay(Fix64 t, out Vector3 v)
 {
     Vector3.Multiply(ref Direction, t, out v);
     Vector3.Add(ref v, ref Position, out v);
 }