private static void addTri(VertexPool vl, List<int> list, float3 p1, float3 p2, float3 p3) { int i1 = vl.getIndex(p1); int i2 = vl.getIndex(p2); int i3 = vl.getIndex(p3); // do *not* process degenerate triangles! if ( i1 != i2 && i1 != i3 && i2 != i3 ) { list.Add(i1); list.Add(i2); list.Add(i3); } }
public void getMesh(ConvexResult cr, VertexPool vc, List<int> indices) { List<int> src = cr.HullIndices; for (int i = 0; i < src.Count / 3; i++) { int i1 = src[i * 3 + 0]; int i2 = src[i * 3 + 1]; int i3 = src[i * 3 + 2]; float3 p1 = cr.HullVertices[i1]; float3 p2 = cr.HullVertices[i2]; float3 p3 = cr.HullVertices[i3]; i1 = vc.getIndex(p1); i2 = vc.getIndex(p2); i3 = vc.getIndex(p3); } }
public CHull canMerge(CHull a, CHull b) { if (!a.overlap(b)) // if their AABB's (with a little slop) don't overlap, then return. return null; CHull ret = null; // ok..we are going to combine both meshes into a single mesh // and then we are going to compute the concavity... VertexPool vc = new VertexPool(); List<int> indices = new List<int>(); getMesh(a.mResult, vc, indices); getMesh(b.mResult, vc, indices); // 20131224 not used int vcount = vc.GetSize(); List<float3> vertices = vc.GetVertices(); int tcount = indices.Count / 3; //don't do anything if hull is empty if (tcount == 0) { vc.Clear(); return null; } HullResult hresult = new HullResult(); HullDesc desc = new HullDesc(); desc.SetHullFlag(HullFlag.QF_TRIANGLES); desc.Vertices = vertices; HullError hret = HullUtils.CreateConvexHull(desc, ref hresult); if (hret == HullError.QE_OK) { float combineVolume = Concavity.computeMeshVolume(hresult.OutputVertices, hresult.Indices); float sumVolume = a.mVolume + b.mVolume; float percent = (sumVolume * 100) / combineVolume; if (percent >= (100.0f - MERGE_PERCENT)) { ConvexResult cr = new ConvexResult(hresult.OutputVertices, hresult.Indices); ret = new CHull(cr); } } vc.Clear(); return ret; }
public static void calcConvexDecomposition(List<float3> vertices, List<int> indices, ConvexDecompositionCallback callback, float masterVolume, int depth, int maxDepth, float concavePercent, float mergePercent) { float4 plane = new float4(); bool split = false; if (depth < maxDepth) { float volume = 0f; float c = Concavity.computeConcavity(vertices, indices, ref plane, ref volume); if (depth == 0) { masterVolume = volume; } float percent = (c * 100.0f) / masterVolume; if (percent > concavePercent) // if great than 5% of the total volume is concave, go ahead and keep splitting. { split = true; } } if (depth >= maxDepth || !split) { HullResult result = new HullResult(); HullDesc desc = new HullDesc(); desc.SetHullFlag(HullFlag.QF_TRIANGLES); desc.Vertices = vertices; HullError ret = HullUtils.CreateConvexHull(desc, ref result); if (ret == HullError.QE_OK) { ConvexResult r = new ConvexResult(result.OutputVertices, result.Indices); callback(r); } return; } List<int> ifront = new List<int>(); List<int> iback = new List<int>(); VertexPool vfront = new VertexPool(); VertexPool vback = new VertexPool(); // ok..now we are going to 'split' all of the input triangles against this plane! for (int i = 0; i < indices.Count / 3; i++) { int i1 = indices[i * 3 + 0]; int i2 = indices[i * 3 + 1]; int i3 = indices[i * 3 + 2]; FaceTri t = new FaceTri(vertices, i1, i2, i3); float3[] front = new float3[4]; float3[] back = new float3[4]; int fcount = 0; int bcount = 0; PlaneTriResult result = PlaneTri.planeTriIntersection(plane, t, 0.00001f, ref front, out fcount, ref back, out bcount); if (fcount > 4 || bcount > 4) { result = PlaneTri.planeTriIntersection(plane, t, 0.00001f, ref front, out fcount, ref back, out bcount); } switch (result) { case PlaneTriResult.PTR_FRONT: Debug.Assert(fcount == 3); addTri(vfront, ifront, front[0], front[1], front[2]); break; case PlaneTriResult.PTR_BACK: Debug.Assert(bcount == 3); addTri(vback, iback, back[0], back[1], back[2]); break; case PlaneTriResult.PTR_SPLIT: Debug.Assert(fcount >= 3 && fcount <= 4); Debug.Assert(bcount >= 3 && bcount <= 4); 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]); } break; } } // ok... here we recursively call if (ifront.Count > 0) { // 20131224 not used int vcount = vfront.GetSize(); List<float3> vertices2 = vfront.GetVertices(); for (int i = 0; i < vertices2.Count; i++) vertices2[i] = new float3(vertices2[i]); // 20131224 not used int tcount = ifront.Count / 3; calcConvexDecomposition(vertices2, ifront, callback, masterVolume, depth + 1, maxDepth, concavePercent, mergePercent); } ifront.Clear(); vfront.Clear(); if (iback.Count > 0) { // 20131224 not used int vcount = vback.GetSize(); List<float3> vertices2 = vback.GetVertices(); // 20131224 not used int tcount = iback.Count / 3; calcConvexDecomposition(vertices2, iback, callback, masterVolume, depth + 1, maxDepth, concavePercent, mergePercent); } iback.Clear(); vback.Clear(); }