1107 lines
34 KiB
C#
1107 lines
34 KiB
C#
/**
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* Copyright 2019 Oskar Sigvardsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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//#define DEBUG_QUICKHULL
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using System.Diagnostics;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace GK {
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/// <summary>
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/// An implementation of the quickhull algorithm for generating 3d convex
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/// hulls.
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///
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/// The algorithm works like this: you start with an initial "seed" hull,
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/// that is just a simple tetrahedron made up of four points in the point
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/// cloud. This seed hull is then grown until it all the points in the
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/// point cloud is inside of it, at which point it will be the convex hull
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/// for the entire set.
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///
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/// All of the points in the point cloud is divided into two parts, the
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/// "open set" and the "closed set". The open set consists of all the
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/// points outside of the tetrahedron, and the closed set is all of the
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/// points inside the tetrahedron. After each iteration of the algorithm,
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/// the closed set gets bigger and the open set get smaller. When the open
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/// set is empty, the algorithm is finished.
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///
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/// Each point in the open set is assigned to a face that it lies outside
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/// of. To grow the hull, the point in the open set which is farthest from
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/// it's face is chosen. All faces which are facing that point (I call
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/// them "lit faces" in the code, because if you imagine the point as a
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/// point light, it's the set of points which would be lit by that point
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/// light) are removed, and a "horizon" of edges is found from where the
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/// faces were removed. From this horizon, new faces are constructed in a
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/// "cone" like fashion connecting the point to the edges.
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///
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/// To keep track of the faces, I use a struct for each face which
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/// contains the three vertices of the face in CCW order, as well as the
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/// three triangles which share an edge. I was considering doing a
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/// half-edge structure to store the mesh, but it's not needed. Using a
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/// struct for each face and neighbors simplify the algorithm and makes it
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/// easy to export it as a mesh.
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///
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/// The most subtle part of the algorithm is finding the horizon. In order
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/// to properly construct the cone so that all neighbors are kept
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/// consistent, you can do a depth-first search from the first lit face.
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/// If the depth-first search always proceeeds in a counter-clockwise
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/// fashion, it guarantees that the horizon will be found in a
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/// counter-clockwise order, which makes it easy to construct the cone of
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/// new faces.
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///
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/// A note: the code uses a right-handed coordinate system, where the
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/// cross-product uses the right-hand rule and the faces are in CCW order.
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/// At the end of the algorithm, the hull is exported in a Unity-friendly
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/// fashion, with a left-handed mesh.
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/// </summary>
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public class ConvexHullCalculator {
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/// <summary>
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/// Constant representing a point that has yet to be assigned to a
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/// face. It's only used immediately after constructing the seed hull.
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/// </summary>
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const int UNASSIGNED = -2;
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/// <summary>
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/// Constant representing a point that is inside the convex hull, and
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/// thus is behind all faces. In the openSet array, all points with
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/// INSIDE are at the end of the array, with indexes larger
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/// openSetTail.
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/// </summary>
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const int INSIDE = -1;
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/// <summary>
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/// Epsilon value. If the coordinates of the point space are
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/// exceptionally close to each other, this value might need to be
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/// adjusted.
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/// </summary>
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const float EPSILON = 0.0001f;
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/// <summary>
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/// Struct representing a single face.
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///
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/// Vertex0, Vertex1 and Vertex2 are the vertices in CCW order. They
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/// acutal points are stored in the points array, these are just
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/// indexes into that array.
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///
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/// Opposite0, Opposite1 and Opposite2 are the keys to the faces which
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/// share an edge with this face. Opposite0 is the face opposite
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/// Vertex0 (so it has an edge with Vertex2 and Vertex1), etc.
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///
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/// Normal is (unsurprisingly) the normal of the triangle.
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/// </summary>
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struct Face {
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public int Vertex0;
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public int Vertex1;
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public int Vertex2;
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public int Opposite0;
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public int Opposite1;
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public int Opposite2;
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public Vector3 Normal;
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public Face(int v0, int v1, int v2, int o0, int o1, int o2, Vector3 normal) {
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Vertex0 = v0;
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Vertex1 = v1;
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Vertex2 = v2;
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Opposite0 = o0;
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Opposite1 = o1;
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Opposite2 = o2;
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Normal = normal;
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}
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public bool Equals(Face other) {
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return (this.Vertex0 == other.Vertex0)
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&& (this.Vertex1 == other.Vertex1)
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&& (this.Vertex2 == other.Vertex2)
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&& (this.Opposite0 == other.Opposite0)
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&& (this.Opposite1 == other.Opposite1)
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&& (this.Opposite2 == other.Opposite2)
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&& (this.Normal == other.Normal);
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}
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}
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/// <summary>
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/// Struct representing a mapping between a point and a face. These
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/// are used in the openSet array.
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///
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/// Point is the index of the point in the points array, Face is the
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/// key of the face in the Key dictionary, Distance is the distance
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/// from the face to the point.
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/// </summary>
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struct PointFace {
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public int Point;
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public int Face;
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public float Distance;
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public PointFace(int p, int f, float d) {
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Point = p;
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Face = f;
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Distance = d;
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}
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}
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/// <summary>
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/// Struct representing a single edge in the horizon.
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///
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/// Edge0 and Edge1 are the vertexes of edge in CCW order, Face is the
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/// face on the other side of the horizon.
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///
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/// TODO Edge1 isn't actually needed, you can just index the next item
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/// in the horizon array.
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/// </summary>
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struct HorizonEdge {
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public int Face;
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public int Edge0;
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public int Edge1;
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}
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/// <summary>
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/// A dictionary storing the faces of the currently generated convex
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/// hull. The key is the id of the face, used in the Face, PointFace
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/// and HorizonEdge struct.
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///
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/// This is a Dictionary, because we need both random access to it,
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/// the ability to loop through it, and ability to quickly delete
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/// faces (in the ConstructCone method), and Dictionary is the obvious
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/// candidate that can do all of those things.
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///
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/// I'm wondering if using a Dictionary is best idea, though. It might
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/// be better to just have them in a List<Face> and mark a face as
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/// deleted by adding a field to the Face struct. The downside is that
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/// we would need an extra field in the Face struct, and when we're
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/// looping through the points in openSet, we would have to loop
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/// through all the Faces EVER created in the algorithm, and skip the
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/// ones that have been marked as deleted. However, looping through a
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/// list is fairly fast, and it might be worth it to avoid Dictionary
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/// overhead.
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///
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/// TODO test converting to a List<Face> instead.
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/// </summary>
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Dictionary<int, Face> faces;
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/// <summary>
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/// The set of points to be processed. "openSet" is a misleading name,
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/// because it's both the open set (points which are still outside the
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/// convex hull) and the closed set (points that are inside the convex
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/// hull). The first part of the array (with indexes <= openSetTail)
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/// is the openSet, the last part of the array (with indexes >
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/// openSetTail) are the closed set, with Face set to INSIDE. The
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/// closed set is largely irrelevant to the algorithm, the open set is
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/// what matters.
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///
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/// Storing the entire open set in one big list has a downside: when
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/// we're reassigning points after ConstructCone, we only need to
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/// reassign points that belong to the faces that have been removed,
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/// but storing it in one array, we have to loop through the entire
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/// list, and checking litFaces to determine which we can skip and
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/// which need to be reassigned.
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///
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/// The alternative here is to give each face in Face array it's own
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/// openSet. I don't like that solution, because then you have to
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/// juggle so many more heap-allocated List<T>'s, we'd have to use
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/// object pools and such. It would do a lot more allocation, and it
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/// would have worse locality. I should maybe test that solution, but
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/// it probably wont be faster enough (if at all) to justify the extra
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/// allocations.
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/// </summary>
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List<PointFace> openSet;
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/// <summary>
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/// Set of faces which are "lit" by the current point in the set. This
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/// is used in the FindHorizon() DFS search to keep track of which
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/// faces we've already visited, and in the ReassignPoints() method to
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/// know which points need to be reassigned.
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/// </summary>
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HashSet<int> litFaces;
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/// <summary>
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/// The current horizon. Generated by the FindHorizon() DFS search,
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/// and used in ConstructCone to construct new faces. The list of
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/// edges are in CCW order.
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/// </summary>
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List<HorizonEdge> horizon;
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/// <summary>
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/// If SplitVerts is false, this Dictionary is used to keep track of
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/// which points we've added to the final mesh.
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/// </summary>
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Dictionary<int, int> hullVerts;
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/// <summary>
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/// The "tail" of the openSet, the last index of a vertex that has
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/// been assigned to a face.
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/// </summary>
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int openSetTail = -1;
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/// <summary>
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/// When adding a new face to the faces Dictionary, use this for the
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/// key and then increment it.
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/// </summary>
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int faceCount = 0;
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/// <summary>
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/// Generate a convex hull from points in points array, and store the
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/// mesh in Unity-friendly format in verts and tris. If splitVerts is
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/// true, the the verts will be split, if false, the same vert will be
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/// used for more than one triangle.
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/// </summary>
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public void GenerateHull(
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List<Vector3> points,
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bool splitVerts,
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ref List<Vector3> verts,
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ref List<int> tris,
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ref List<Vector3> normals)
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{
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if (points.Count < 4) {
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throw new System.ArgumentException("Need at least 4 points to generate a convex hull");
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}
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Initialize(points, splitVerts);
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GenerateInitialHull(points);
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while (openSetTail >= 0) {
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GrowHull(points);
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}
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ExportMesh(points, splitVerts, ref verts, ref tris, ref normals);
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VerifyMesh(points, ref verts, ref tris);
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}
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/// <summary>
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/// Make sure all the buffers and variables needed for the algorithm
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/// are initialized.
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/// </summary>
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void Initialize(List<Vector3> points, bool splitVerts) {
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faceCount = 0;
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openSetTail = -1;
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if (faces == null) {
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faces = new Dictionary<int, Face>();
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litFaces = new HashSet<int>();
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horizon = new List<HorizonEdge>();
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openSet = new List<PointFace>(points.Count);
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} else {
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faces.Clear();
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litFaces.Clear();
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horizon.Clear();
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openSet.Clear();
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if (openSet.Capacity < points.Count) {
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// i wonder if this is a good idea... if you call
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// GenerateHull over and over with slightly increasing
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// points counts, it's going to reallocate every time. Maybe
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// i should just use .Add(), and let the List<T> manage the
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// capacity, increasing it geometrically every time we need
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// to reallocate.
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// maybe do
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// openSet.Capacity = Mathf.NextPowerOfTwo(points.Count)
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// instead?
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openSet.Capacity = points.Count;
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}
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}
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if (!splitVerts) {
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if (hullVerts == null) {
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hullVerts = new Dictionary<int, int>();
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} else {
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hullVerts.Clear();
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}
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}
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}
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/// <summary>
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/// Create initial seed hull.
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/// </summary>
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void GenerateInitialHull(List<Vector3> points) {
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// Find points suitable for use as the seed hull. Some varieties of
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// this algorithm pick extreme points here, but I'm not convinced
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// you gain all that much from that. Currently what it does is just
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// find the first four points that are not coplanar.
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int b0, b1, b2, b3;
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FindInitialHullIndices(points, out b0, out b1, out b2, out b3);
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var v0 = points[b0];
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var v1 = points[b1];
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var v2 = points[b2];
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var v3 = points[b3];
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var above = Dot(v3 - v1, Cross(v1 - v0, v2 - v0)) > 0.0f;
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// Create the faces of the seed hull. You need to draw a diagram
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// here, otherwise it's impossible to know what's going on :)
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// Basically: there are two different possible start-tetrahedrons,
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// depending on whether the fourth point is above or below the base
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// triangle. If you draw a tetrahedron with these coordinates (in a
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// right-handed coordinate-system):
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// b0 = (0,0,0)
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// b1 = (1,0,0)
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// b2 = (0,1,0)
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// b3 = (0,0,1)
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// you can see the first case (set b3 = (0,0,-1) for the second
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// case). The faces are added with the proper references to the
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// faces opposite each vertex
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faceCount = 0;
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if (above) {
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faces[faceCount++] = new Face(b0, b2, b1, 3, 1, 2, Normal(points[b0], points[b2], points[b1]));
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faces[faceCount++] = new Face(b0, b1, b3, 3, 2, 0, Normal(points[b0], points[b1], points[b3]));
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faces[faceCount++] = new Face(b0, b3, b2, 3, 0, 1, Normal(points[b0], points[b3], points[b2]));
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faces[faceCount++] = new Face(b1, b2, b3, 2, 1, 0, Normal(points[b1], points[b2], points[b3]));
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} else {
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faces[faceCount++] = new Face(b0, b1, b2, 3, 2, 1, Normal(points[b0], points[b1], points[b2]));
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faces[faceCount++] = new Face(b0, b3, b1, 3, 0, 2, Normal(points[b0], points[b3], points[b1]));
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faces[faceCount++] = new Face(b0, b2, b3, 3, 1, 0, Normal(points[b0], points[b2], points[b3]));
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faces[faceCount++] = new Face(b1, b3, b2, 2, 0, 1, Normal(points[b1], points[b3], points[b2]));
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}
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VerifyFaces(points);
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// Create the openSet. Add all points except the points of the seed
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// hull.
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for (int i = 0; i < points.Count; i++) {
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if (i == b0 || i == b1 || i == b2 || i == b3) continue;
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openSet.Add(new PointFace(i, UNASSIGNED, 0.0f));
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}
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// Add the seed hull verts to the tail of the list.
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openSet.Add(new PointFace(b0, INSIDE, float.NaN));
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openSet.Add(new PointFace(b1, INSIDE, float.NaN));
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openSet.Add(new PointFace(b2, INSIDE, float.NaN));
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openSet.Add(new PointFace(b3, INSIDE, float.NaN));
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// Set the openSetTail value. Last item in the array is
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// openSet.Count - 1, but four of the points (the verts of the seed
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// hull) are part of the closed set, so move openSetTail to just
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// before those.
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openSetTail = openSet.Count - 5;
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Assert(openSet.Count == points.Count);
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// Assign all points of the open set. This does basically the same
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// thing as ReassignPoints()
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for (int i = 0; i <= openSetTail; i++) {
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Assert(openSet[i].Face == UNASSIGNED);
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Assert(openSet[openSetTail].Face == UNASSIGNED);
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Assert(openSet[openSetTail + 1].Face == INSIDE);
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var assigned = false;
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var fp = openSet[i];
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Assert(faces.Count == 4);
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Assert(faces.Count == faceCount);
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for (int j = 0; j < 4; j++) {
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Assert(faces.ContainsKey(j));
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var face = faces[j];
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var dist = PointFaceDistance(points[fp.Point], points[face.Vertex0], face);
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if (dist > 0) {
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fp.Face = j;
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fp.Distance = dist;
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openSet[i] = fp;
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assigned = true;
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break;
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}
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}
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if (!assigned) {
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// Point is inside
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fp.Face = INSIDE;
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fp.Distance = float.NaN;
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// Point is inside seed hull: swap point with tail, and move
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// openSetTail back. We also have to decrement i, because
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// there's a new item at openSet[i], and we need to process
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// it next iteration
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openSet[i] = openSet[openSetTail];
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openSet[openSetTail] = fp;
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openSetTail -= 1;
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i -= 1;
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}
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}
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VerifyOpenSet(points);
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}
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/// <summary>
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/// Find four points in the point cloud that are not coplanar for the
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/// seed hull
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/// </summary>
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void FindInitialHullIndices(List<Vector3> points, out int b0, out int b1, out int b2, out int b3) {
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var count = points.Count;
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for (int i0 = 0; i0 < count - 3; i0++) {
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for (int i1 = i0 + 1; i1 < count - 2; i1++) {
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var p0 = points[i0];
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var p1 = points[i1];
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if (AreCoincident(p0, p1)) continue;
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for (int i2 = i1 + 1; i2 < count - 1; i2++) {
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var p2 = points[i2];
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if (AreCollinear(p0, p1, p2)) continue;
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for (int i3 = i2 + 1; i3 < count - 0; i3++) {
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var p3 = points[i3];
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if(AreCoplanar(p0, p1, p2, p3)) continue;
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b0 = i0;
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b1 = i1;
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b2 = i2;
|
|
b3 = i3;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
throw new System.ArgumentException("Can't generate hull, points are coplanar");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Grow the hull. This method takes the current hull, and expands it
|
|
/// to encompass the point in openSet with the point furthest away
|
|
/// from its face.
|
|
/// </summary>
|
|
void GrowHull(List<Vector3> points) {
|
|
Assert(openSetTail >= 0);
|
|
Assert(openSet[0].Face != INSIDE);
|
|
|
|
// Find farthest point and first lit face.
|
|
var farthestPoint = 0;
|
|
var dist = openSet[0].Distance;
|
|
|
|
for (int i = 1; i <= openSetTail; i++) {
|
|
if (openSet[i].Distance > dist) {
|
|
farthestPoint = i;
|
|
dist = openSet[i].Distance;
|
|
}
|
|
}
|
|
|
|
// Use lit face to find horizon and the rest of the lit
|
|
// faces.
|
|
FindHorizon(
|
|
points,
|
|
points[openSet[farthestPoint].Point],
|
|
openSet[farthestPoint].Face,
|
|
faces[openSet[farthestPoint].Face]);
|
|
|
|
VerifyHorizon();
|
|
|
|
// Construct new cone from horizon
|
|
ConstructCone(points, openSet[farthestPoint].Point);
|
|
|
|
VerifyFaces(points);
|
|
|
|
// Reassign points
|
|
ReassignPoints(points);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Start the search for the horizon.
|
|
///
|
|
/// The search is a DFS search that searches neighboring triangles in
|
|
/// a counter-clockwise fashion. When it find a neighbor which is not
|
|
/// lit, that edge will be a line on the horizon. If the search always
|
|
/// proceeds counter-clockwise, the edges of the horizon will be found
|
|
/// in counter-clockwise order.
|
|
///
|
|
/// The heart of the search can be found in the recursive
|
|
/// SearchHorizon() method, but the the first iteration of the search
|
|
/// is special, because it has to visit three neighbors (all the
|
|
/// neighbors of the initial triangle), while the rest of the search
|
|
/// only has to visit two (because one of them has already been
|
|
/// visited, the one you came from).
|
|
/// </summary>
|
|
void FindHorizon(List<Vector3> points, Vector3 point, int fi, Face face) {
|
|
// TODO should I use epsilon in the PointFaceDistance comparisons?
|
|
|
|
litFaces.Clear();
|
|
horizon.Clear();
|
|
|
|
litFaces.Add(fi);
|
|
|
|
Assert(PointFaceDistance(point, points[face.Vertex0], face) > 0.0f);
|
|
|
|
// For the rest of the recursive search calls, we first check if the
|
|
// triangle has already been visited and is part of litFaces.
|
|
// However, in this first call we can skip that because we know it
|
|
// can't possibly have been visited yet, since the only thing in
|
|
// litFaces is the current triangle.
|
|
{
|
|
var oppositeFace = faces[face.Opposite0];
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[oppositeFace.Vertex0],
|
|
oppositeFace);
|
|
|
|
if (dist <= 0.0f) {
|
|
horizon.Add(new HorizonEdge {
|
|
Face = face.Opposite0,
|
|
Edge0 = face.Vertex1,
|
|
Edge1 = face.Vertex2,
|
|
});
|
|
} else {
|
|
SearchHorizon(points, point, fi, face.Opposite0, oppositeFace);
|
|
}
|
|
}
|
|
|
|
if (!litFaces.Contains(face.Opposite1)) {
|
|
var oppositeFace = faces[face.Opposite1];
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[oppositeFace.Vertex0],
|
|
oppositeFace);
|
|
|
|
if (dist <= 0.0f) {
|
|
horizon.Add(new HorizonEdge {
|
|
Face = face.Opposite1,
|
|
Edge0 = face.Vertex2,
|
|
Edge1 = face.Vertex0,
|
|
});
|
|
} else {
|
|
SearchHorizon(points, point, fi, face.Opposite1, oppositeFace);
|
|
}
|
|
}
|
|
|
|
if (!litFaces.Contains(face.Opposite2)) {
|
|
var oppositeFace = faces[face.Opposite2];
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[oppositeFace.Vertex0],
|
|
oppositeFace);
|
|
|
|
if (dist <= 0.0f) {
|
|
horizon.Add(new HorizonEdge {
|
|
Face = face.Opposite2,
|
|
Edge0 = face.Vertex0,
|
|
Edge1 = face.Vertex1,
|
|
});
|
|
} else {
|
|
SearchHorizon(points, point, fi, face.Opposite2, oppositeFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recursively search to find the horizon or lit set.
|
|
/// </summary>
|
|
void SearchHorizon(List<Vector3> points, Vector3 point, int prevFaceIndex, int faceCount, Face face) {
|
|
Assert(prevFaceIndex >= 0);
|
|
Assert(litFaces.Contains(prevFaceIndex));
|
|
Assert(!litFaces.Contains(faceCount));
|
|
Assert(faces[faceCount].Equals(face));
|
|
|
|
litFaces.Add(faceCount);
|
|
|
|
// Use prevFaceIndex to determine what the next face to search will
|
|
// be, and what edges we need to cross to get there. It's important
|
|
// that the search proceeds in counter-clockwise order from the
|
|
// previous face.
|
|
int nextFaceIndex0;
|
|
int nextFaceIndex1;
|
|
int edge0;
|
|
int edge1;
|
|
int edge2;
|
|
|
|
if (prevFaceIndex == face.Opposite0) {
|
|
nextFaceIndex0 = face.Opposite1;
|
|
nextFaceIndex1 = face.Opposite2;
|
|
|
|
edge0 = face.Vertex2;
|
|
edge1 = face.Vertex0;
|
|
edge2 = face.Vertex1;
|
|
} else if (prevFaceIndex == face.Opposite1) {
|
|
nextFaceIndex0 = face.Opposite2;
|
|
nextFaceIndex1 = face.Opposite0;
|
|
|
|
edge0 = face.Vertex0;
|
|
edge1 = face.Vertex1;
|
|
edge2 = face.Vertex2;
|
|
} else {
|
|
Assert(prevFaceIndex == face.Opposite2);
|
|
|
|
nextFaceIndex0 = face.Opposite0;
|
|
nextFaceIndex1 = face.Opposite1;
|
|
|
|
edge0 = face.Vertex1;
|
|
edge1 = face.Vertex2;
|
|
edge2 = face.Vertex0;
|
|
}
|
|
|
|
if (!litFaces.Contains(nextFaceIndex0)) {
|
|
var oppositeFace = faces[nextFaceIndex0];
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[oppositeFace.Vertex0],
|
|
oppositeFace);
|
|
|
|
if (dist <= 0.0f) {
|
|
horizon.Add(new HorizonEdge {
|
|
Face = nextFaceIndex0,
|
|
Edge0 = edge0,
|
|
Edge1 = edge1,
|
|
});
|
|
} else {
|
|
SearchHorizon(points, point, faceCount, nextFaceIndex0, oppositeFace);
|
|
}
|
|
}
|
|
|
|
if (!litFaces.Contains(nextFaceIndex1)) {
|
|
var oppositeFace = faces[nextFaceIndex1];
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[oppositeFace.Vertex0],
|
|
oppositeFace);
|
|
|
|
if (dist <= 0.0f) {
|
|
horizon.Add(new HorizonEdge {
|
|
Face = nextFaceIndex1,
|
|
Edge0 = edge1,
|
|
Edge1 = edge2,
|
|
});
|
|
} else {
|
|
SearchHorizon(points, point, faceCount, nextFaceIndex1, oppositeFace);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all lit faces and construct new faces from the horizon in a
|
|
/// "cone-like" fashion.
|
|
///
|
|
/// This is a relatively straight-forward procedure, given that the
|
|
/// horizon is handed to it in already sorted counter-clockwise. The
|
|
/// neighbors of the new faces are easy to find: they're the previous
|
|
/// and next faces to be constructed in the cone, as well as the face
|
|
/// on the other side of the horizon. We also have to update the face
|
|
/// on the other side of the horizon to reflect it's new neighbor from
|
|
/// the cone.
|
|
/// </summary>
|
|
void ConstructCone(List<Vector3> points, int farthestPoint) {
|
|
foreach (var fi in litFaces) {
|
|
Assert(faces.ContainsKey(fi));
|
|
faces.Remove(fi);
|
|
}
|
|
|
|
var firstNewFace = faceCount;
|
|
|
|
for (int i = 0; i < horizon.Count; i++) {
|
|
// Vertices of the new face, the farthest point as well as the
|
|
// edge on the horizon. Horizon edge is CCW, so the triangle
|
|
// should be as well.
|
|
var v0 = farthestPoint;
|
|
var v1 = horizon[i].Edge0;
|
|
var v2 = horizon[i].Edge1;
|
|
|
|
// Opposite faces of the triangle. First, the edge on the other
|
|
// side of the horizon, then the next/prev faces on the new cone
|
|
var o0 = horizon[i].Face;
|
|
var o1 = (i == horizon.Count - 1) ? firstNewFace : firstNewFace + i + 1;
|
|
var o2 = (i == 0) ? (firstNewFace + horizon.Count - 1) : firstNewFace + i - 1;
|
|
|
|
var fi = faceCount++;
|
|
|
|
faces[fi] = new Face(
|
|
v0, v1, v2,
|
|
o0, o1, o2,
|
|
Normal(points[v0], points[v1], points[v2]));
|
|
|
|
var horizonFace = faces[horizon[i].Face];
|
|
|
|
if (horizonFace.Vertex0 == v1) {
|
|
Assert(v2 == horizonFace.Vertex2);
|
|
horizonFace.Opposite1 = fi;
|
|
} else if (horizonFace.Vertex1 == v1) {
|
|
Assert(v2 == horizonFace.Vertex0);
|
|
horizonFace.Opposite2 = fi;
|
|
} else {
|
|
Assert(v1 == horizonFace.Vertex2);
|
|
Assert(v2 == horizonFace.Vertex1);
|
|
horizonFace.Opposite0 = fi;
|
|
}
|
|
|
|
faces[horizon[i].Face] = horizonFace;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reassign points based on the new faces added by ConstructCone().
|
|
///
|
|
/// Only points that were previous assigned to a removed face need to
|
|
/// be updated, so check litFaces while looping through the open set.
|
|
///
|
|
/// There is a potential optimization here: there's no reason to loop
|
|
/// through the entire openSet here. If each face had it's own
|
|
/// openSet, we could just loop through the openSets in the removed
|
|
/// faces. That would make the loop here shorter.
|
|
///
|
|
/// However, to do that, we would have to juggle A LOT more List<T>'s,
|
|
/// and we would need an object pool to manage them all without
|
|
/// generating a whole bunch of garbage. I don't think it's worth
|
|
/// doing that to make this loop shorter, a straight for-loop through
|
|
/// a list is pretty darn fast. Still, it might be worth trying
|
|
/// </summary>
|
|
void ReassignPoints(List<Vector3> points) {
|
|
for (int i = 0; i <= openSetTail; i++) {
|
|
var fp = openSet[i];
|
|
|
|
if (litFaces.Contains(fp.Face)) {
|
|
var assigned = false;
|
|
var point = points[fp.Point];
|
|
|
|
foreach (var kvp in faces) {
|
|
var fi = kvp.Key;
|
|
var face = kvp.Value;
|
|
|
|
var dist = PointFaceDistance(
|
|
point,
|
|
points[face.Vertex0],
|
|
face);
|
|
|
|
if (dist > EPSILON) {
|
|
assigned = true;
|
|
|
|
fp.Face = fi;
|
|
fp.Distance = dist;
|
|
|
|
openSet[i] = fp;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!assigned) {
|
|
// If point hasn't been assigned, then it's inside the
|
|
// convex hull. Swap it with openSetTail, and decrement
|
|
// openSetTail. We also have to decrement i, because
|
|
// there's now a new thing in openSet[i], so we need i
|
|
// to remain the same the next iteration of the loop.
|
|
fp.Face = INSIDE;
|
|
fp.Distance = float.NaN;
|
|
|
|
openSet[i] = openSet[openSetTail];
|
|
openSet[openSetTail] = fp;
|
|
|
|
i--;
|
|
openSetTail--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Final step in algorithm, export the faces of the convex hull in a
|
|
/// mesh-friendly format.
|
|
/// </summary>
|
|
void ExportMesh(
|
|
List<Vector3> points,
|
|
bool splitVerts,
|
|
ref List<Vector3> verts,
|
|
ref List<int> tris,
|
|
ref List<Vector3> normals)
|
|
{
|
|
if (verts == null) {
|
|
verts = new List<Vector3>();
|
|
} else {
|
|
verts.Clear();
|
|
}
|
|
|
|
if (tris == null) {
|
|
tris = new List<int>();
|
|
} else {
|
|
tris.Clear();
|
|
}
|
|
|
|
if (normals == null) {
|
|
normals = new List<Vector3>();
|
|
} else {
|
|
normals.Clear();
|
|
}
|
|
|
|
foreach (var face in faces.Values) {
|
|
int vi0, vi1, vi2;
|
|
|
|
if (splitVerts) {
|
|
vi0 = verts.Count; verts.Add(points[face.Vertex0]);
|
|
vi1 = verts.Count; verts.Add(points[face.Vertex1]);
|
|
vi2 = verts.Count; verts.Add(points[face.Vertex2]);
|
|
|
|
normals.Add(face.Normal);
|
|
normals.Add(face.Normal);
|
|
normals.Add(face.Normal);
|
|
} else {
|
|
if (!hullVerts.TryGetValue(face.Vertex0, out vi0)) {
|
|
vi0 = verts.Count;
|
|
hullVerts[face.Vertex0] = vi0;
|
|
verts.Add(points[face.Vertex0]);
|
|
}
|
|
|
|
if (!hullVerts.TryGetValue(face.Vertex1, out vi1)) {
|
|
vi1 = verts.Count;
|
|
hullVerts[face.Vertex1] = vi1;
|
|
verts.Add(points[face.Vertex1]);
|
|
}
|
|
|
|
if (!hullVerts.TryGetValue(face.Vertex2, out vi2)) {
|
|
vi2 = verts.Count;
|
|
hullVerts[face.Vertex2] = vi2;
|
|
verts.Add(points[face.Vertex2]);
|
|
}
|
|
}
|
|
|
|
tris.Add(vi0);
|
|
tris.Add(vi1);
|
|
tris.Add(vi2);
|
|
}
|
|
|
|
if (splitVerts)
|
|
return;
|
|
|
|
for (int i = 0; i < verts.Count; i++)
|
|
{
|
|
normals.Add(Vector3.zero);
|
|
}
|
|
|
|
foreach (var face in faces.Values)
|
|
{
|
|
normals[hullVerts[face.Vertex0]] += face.Normal;
|
|
normals[hullVerts[face.Vertex1]] += face.Normal;
|
|
normals[hullVerts[face.Vertex2]] += face.Normal;
|
|
}
|
|
|
|
for (int i = 0; i < normals.Count; i++)
|
|
{
|
|
normals[i] = normals[i].normalized;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Signed distance from face to point (a positive number means that
|
|
/// the point is above the face)
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
float PointFaceDistance(Vector3 point, Vector3 pointOnFace, Face face) {
|
|
return Dot(face.Normal, point - pointOnFace);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculate normal for triangle
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
Vector3 Normal(Vector3 v0, Vector3 v1, Vector3 v2) {
|
|
return Cross(v1 - v0, v2 - v0).normalized;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Dot product, for convenience.
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
static float Dot(Vector3 a, Vector3 b) {
|
|
return a.x*b.x + a.y*b.y + a.z*b.z;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Vector3.Cross i left-handed, the algorithm is right-handed. Also,
|
|
/// i wanna test to see if using aggressive inlining makes any
|
|
/// difference here.
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
static Vector3 Cross(Vector3 a, Vector3 b) {
|
|
return new Vector3(
|
|
a.y*b.z - a.z*b.y,
|
|
a.z*b.x - a.x*b.z,
|
|
a.x*b.y - a.y*b.x);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if two points are coincident
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
bool AreCoincident(Vector3 a, Vector3 b) {
|
|
return (a - b).magnitude <= EPSILON;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if three points are collinear
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
bool AreCollinear(Vector3 a, Vector3 b, Vector3 c) {
|
|
return Cross(c - a, c - b).magnitude <= EPSILON;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if four points are coplanar
|
|
/// </summary>
|
|
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
|
bool AreCoplanar(Vector3 a, Vector3 b, Vector3 c, Vector3 d) {
|
|
var n1 = Cross(c - a, c - b);
|
|
var n2 = Cross(d - a, d - b);
|
|
|
|
var m1 = n1.magnitude;
|
|
var m2 = n2.magnitude;
|
|
|
|
return m1 <= EPSILON
|
|
|| m2 <= EPSILON
|
|
|| AreCollinear(Vector3.zero,
|
|
(1.0f / m1) * n1,
|
|
(1.0f / m2) * n2);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method used for debugging, verifies that the openSet is in a
|
|
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
|
|
/// defined.
|
|
/// </summary>
|
|
[Conditional("DEBUG_QUICKHULL")]
|
|
void VerifyOpenSet(List<Vector3> points) {
|
|
for (int i = 0; i < openSet.Count; i++) {
|
|
if (i > openSetTail) {
|
|
Assert(openSet[i].Face == INSIDE);
|
|
} else {
|
|
Assert(openSet[i].Face != INSIDE);
|
|
Assert(openSet[i].Face != UNASSIGNED);
|
|
|
|
Assert(PointFaceDistance(
|
|
points[openSet[i].Point],
|
|
points[faces[openSet[i].Face].Vertex0],
|
|
faces[openSet[i].Face]) > 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method used for debugging, verifies that the horizon is in a
|
|
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
|
|
/// defined.
|
|
/// </summary>
|
|
[Conditional("DEBUG_QUICKHULL")]
|
|
void VerifyHorizon() {
|
|
for (int i = 0; i < horizon.Count; i++) {
|
|
var prev = i == 0 ? horizon.Count - 1 : i - 1;
|
|
|
|
Assert(horizon[prev].Edge1 == horizon[i].Edge0);
|
|
Assert(HasEdge(faces[horizon[i].Face], horizon[i].Edge1, horizon[i].Edge0));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method used for debugging, verifies that the faces array is in a
|
|
/// sensible state. Conditionally compiled if DEBUG_QUICKHULL if
|
|
/// defined.
|
|
/// </summary>
|
|
[Conditional("DEBUG_QUICKHULL")]
|
|
void VerifyFaces(List<Vector3> points) {
|
|
foreach (var kvp in faces) {
|
|
var fi = kvp.Key;
|
|
var face = kvp.Value;
|
|
|
|
Assert(faces.ContainsKey(face.Opposite0));
|
|
Assert(faces.ContainsKey(face.Opposite1));
|
|
Assert(faces.ContainsKey(face.Opposite2));
|
|
|
|
Assert(face.Opposite0 != fi);
|
|
Assert(face.Opposite1 != fi);
|
|
Assert(face.Opposite2 != fi);
|
|
|
|
Assert(face.Vertex0 != face.Vertex1);
|
|
Assert(face.Vertex0 != face.Vertex2);
|
|
Assert(face.Vertex1 != face.Vertex2);
|
|
|
|
Assert(HasEdge(faces[face.Opposite0], face.Vertex2, face.Vertex1));
|
|
Assert(HasEdge(faces[face.Opposite1], face.Vertex0, face.Vertex2));
|
|
Assert(HasEdge(faces[face.Opposite2], face.Vertex1, face.Vertex0));
|
|
|
|
Assert((face.Normal - Normal(
|
|
points[face.Vertex0],
|
|
points[face.Vertex1],
|
|
points[face.Vertex2])).magnitude < EPSILON);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Method used for debugging, verifies that the final mesh is
|
|
/// actually a convex hull of all the points. Conditionally compiled
|
|
/// if DEBUG_QUICKHULL if defined.
|
|
/// </summary>
|
|
[Conditional("DEBUG_QUICKHULL")]
|
|
void VerifyMesh(List<Vector3> points, ref List<Vector3> verts, ref List<int> tris) {
|
|
Assert(tris.Count % 3 == 0);
|
|
|
|
for (int i = 0; i < points.Count; i++) {
|
|
for (int j = 0; j < tris.Count; j+=3) {
|
|
var t0 = verts[tris[j]];
|
|
var t1 = verts[tris[j + 1]];
|
|
var t2 = verts[tris[j + 2]];
|
|
|
|
Assert(Dot(points[i] - t0, Vector3.Cross(t1 - t0, t2 - t0)) <= EPSILON);
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does face f have a face with vertexes e0 and e1? Used only for
|
|
/// debugging.
|
|
/// </summary>
|
|
bool HasEdge(Face f, int e0, int e1) {
|
|
return (f.Vertex0 == e0 && f.Vertex1 == e1)
|
|
|| (f.Vertex1 == e0 && f.Vertex2 == e1)
|
|
|| (f.Vertex2 == e0 && f.Vertex0 == e1);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Assert method, conditionally compiled with DEBUG_QUICKHULL.
|
|
///
|
|
/// I could just use Debug.Assert or the Assertions class, but I like
|
|
/// the idea of just writing Assert(something), and I also want it to
|
|
/// be conditionally compiled out with the same #define as the other
|
|
/// debug methods.
|
|
/// </summary>
|
|
[Conditional("DEBUG_QUICKHULL")]
|
|
static void Assert(bool condition) {
|
|
if (!condition) {
|
|
throw new UnityEngine.Assertions.AssertionException("Assertion failed", "");
|
|
}
|
|
}
|
|
}
|
|
}
|