// compute's how 'concave' this object is and returns the total volume of the // convex hull as well as the volume of the 'concavity' which was found. public static float computeConcavity(List<float3> vertices, List<int> indices, ref float4 plane, ref float volume) { float cret = 0f; volume = 1f; HullResult result = new HullResult(); HullDesc desc = new HullDesc(); desc.MaxFaces = 256; desc.MaxVertices = 256; desc.SetHullFlag(HullFlag.QF_TRIANGLES); desc.Vertices = vertices; HullError ret = HullUtils.CreateConvexHull(desc, ref result); if (ret == HullError.QE_OK) { volume = computeMeshVolume2(result.OutputVertices, result.Indices); // ok..now..for each triangle on the original mesh.. // we extrude the points to the nearest point on the hull. List<CTri> tris = new List<CTri>(); for (int i = 0; i < result.Indices.Count / 3; i++) { int i1 = result.Indices[i * 3 + 0]; int i2 = result.Indices[i * 3 + 1]; int i3 = result.Indices[i * 3 + 2]; float3 p1 = result.OutputVertices[i1]; float3 p2 = result.OutputVertices[i2]; float3 p3 = result.OutputVertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); tris.Add(t); } // we have not pre-computed the plane equation for each triangle in the convex hull.. float totalVolume = 0; List<CTri> ftris = new List<CTri>(); // 'feature' triangles. List<CTri> input_mesh = new List<CTri>(); 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]; float3 p1 = vertices[i1]; float3 p2 = vertices[i2]; float3 p3 = vertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); input_mesh.Add(t); } 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]; float3 p1 = vertices[i1]; float3 p2 = vertices[i2]; float3 p3 = vertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); featureMatch(t, tris, input_mesh); if (t.mConcavity > 0.05f) { float v = t.getVolume(); totalVolume += v; ftris.Add(t); } } SplitPlane.computeSplitPlane(vertices, indices, ref plane); cret = totalVolume; } return cret; }
// compute's how 'concave' this object is and returns the total volume of the // convex hull as well as the volume of the 'concavity' which was found. public static float computeConcavity(List <float3> vertices, List <int> indices, ref float4 plane, ref float volume) { float cret = 0f; volume = 1f; HullResult result = new HullResult(); HullDesc desc = new HullDesc(); desc.MaxFaces = 256; desc.MaxVertices = 256; desc.SetHullFlag(HullFlag.QF_TRIANGLES); desc.Vertices = vertices; HullError ret = HullUtils.CreateConvexHull(desc, ref result); if (ret == HullError.QE_OK) { volume = computeMeshVolume2(result.OutputVertices, result.Indices); // ok..now..for each triangle on the original mesh.. // we extrude the points to the nearest point on the hull. List <CTri> tris = new List <CTri>(); for (int i = 0; i < result.Indices.Count / 3; i++) { int i1 = result.Indices[i * 3 + 0]; int i2 = result.Indices[i * 3 + 1]; int i3 = result.Indices[i * 3 + 2]; float3 p1 = result.OutputVertices[i1]; float3 p2 = result.OutputVertices[i2]; float3 p3 = result.OutputVertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); tris.Add(t); } // we have not pre-computed the plane equation for each triangle in the convex hull.. float totalVolume = 0; List <CTri> ftris = new List <CTri>(); // 'feature' triangles. List <CTri> input_mesh = new List <CTri>(); 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]; float3 p1 = vertices[i1]; float3 p2 = vertices[i2]; float3 p3 = vertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); input_mesh.Add(t); } 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]; float3 p1 = vertices[i1]; float3 p2 = vertices[i2]; float3 p3 = vertices[i3]; CTri t = new CTri(p1, p2, p3, i1, i2, i3); featureMatch(t, tris, input_mesh); if (t.mConcavity > 0.05f) { float v = t.getVolume(); totalVolume += v; ftris.Add(t); } } SplitPlane.computeSplitPlane(vertices, indices, ref plane); cret = totalVolume; } return(cret); }