godot/core/math/quick_hull.h
Rémi Verschelde 3890256fc5 Style: Cleanups, added headers, renamed files
Made sure files in core/ and tools/ have a proper Godot license header
when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h}
to rect3.{cpp,h} and class_db.{cpp,h} respectively.

Also added a proper header to core/io/base64.{c,h} after clarifying
the licensing with the original author (public domain).
2017-01-16 08:04:23 +01:00

96 lines
3.1 KiB
C++

/*************************************************************************/
/* quick_hull.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef QUICK_HULL_H
#define QUICK_HULL_H
#include "rect3.h"
#include "set.h"
#include "list.h"
#include "geometry.h"
class QuickHull {
public:
struct Edge {
union {
uint32_t vertices[2];
uint64_t id;
};
bool operator<(const Edge& p_edge) const {
return id < p_edge.id;
}
Edge(int p_vtx_a=0,int p_vtx_b=0) {
if (p_vtx_a>p_vtx_b) {
SWAP(p_vtx_a,p_vtx_b);
}
vertices[0]=p_vtx_a;
vertices[1]=p_vtx_b;
}
};
struct Face {
Plane plane;
int vertices[3];
Vector<int> points_over;
bool operator<(const Face& p_face) const {
return points_over.size() < p_face.points_over.size();
}
};
private:
struct FaceConnect {
List<Face>::Element *left,*right;
FaceConnect() { left=NULL; right=NULL; }
};
struct RetFaceConnect {
List<Geometry::MeshData::Face>::Element *left,*right;
RetFaceConnect() { left=NULL; right=NULL; }
};
public:
static uint32_t debug_stop_after;
static Error build(const Vector<Vector3>& p_points,Geometry::MeshData& r_mesh);
};
#endif // QUICK_HULL_H