Implement convex hull algorithm.
parent
ecdc896e08
commit
106cea6b3f
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@ -36,7 +36,7 @@ Two caps and many strips composites a cylinder.
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Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
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Almost all 3D editor have a infinite grid ground, I just made a finite one, in the future, I should expand the grid outside of the screen to make it infinite.
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Now, for just beginning, I think it's a not bad start.
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Now, for just beginning, I think it's a not bad start.
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<img src="screenshot/dust3d_sphere_cylinder.png">
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<img src="screenshot/dust3d_sphere_cylinder.png">
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- [ ] Implement B-Mesh algorithm (Dec 18, 2016 ~ Dec 25, 2016)
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- [ ] Implement B-Mesh algorithm (Dec 18, 2016 ~ Dec 26, 2016)
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*Drawing Skeletal Shape Balls*
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*Drawing Skeletal Shape Balls*
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Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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Draw the cylinder which connects two shape balls is more difficult, I need do some math to rotate it. [Here](http://www.thjsmith.com/40/cylinder-between-two-points-opengl-c) described it.
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Draw the cylinder which connects two shape balls is more difficult, I need do some math to rotate it. [Here](http://www.thjsmith.com/40/cylinder-between-two-points-opengl-c) described it.
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@ -54,8 +54,8 @@ I created the test nodes's geometry information from Blender. Here is the render
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<img src="screenshot/dust3d_generate_quad.png" width="124" height="128">
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<img src="screenshot/dust3d_generate_quad.png" width="124" height="128">
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When I am implementing the B-Mesh algorithm, I am also think in the future, how to create a library of bunch of initial base models. There is a paper [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf) described how to generate skeleton from mesh, this is the reverse progress of what I am doing, I think it can resolve the problem of insufficient initial base models, I can generate from tons of existed models.
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When I am implementing the B-Mesh algorithm, I am also think in the future, how to create a library of bunch of initial base models. There is a paper [the Skeleton of a Closed 3D Shape](http://www1.idc.ac.il/icgf/GraphicsSeminar2006/DCGskeleton06.pdf) described how to generate skeleton from mesh, this is the reverse progress of what I am doing, I think it can resolve the problem of insufficient initial base models, I can generate from tons of existed models.
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*Convex Hull*
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*Convex Hull*
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After finish the rotation at the two connected bones, I need implement [3D Convex Hull](https://en.wikipedia.org/wiki/Convex_hull) algorithm at joint ball.
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After finish the rotation at the two connected bones, I need implement 3D Convex Hull algorithm at the joint ball, there are so many methods to get the convex hull, I found the [Gift wrapping](http://dccg.upc.edu/people/vera/wp-content/uploads/2014/11/GA2014-ConvexHulls3D-Roger-Hernando.pdf) is the most strait-forward one, though is not the most efficient one.
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<img src="screenshot/dust3d_convex_hull.png" width="124" height="128">
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- [ ] Export Wavefront .obj
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- [ ] Export Wavefront .obj
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- [ ] Render B-Mesh result
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- [ ] Render B-Mesh result
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- [ ] Design UI for monster parts configuration
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- [ ] Design UI for monster parts configuration
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@ -14,7 +14,8 @@ SOURCES += main.cpp \
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draw.cpp \
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draw.cpp \
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array.c \
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array.c \
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bmesh.c \
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bmesh.c \
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matrix.c
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matrix.c \
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convexhull.c
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HEADERS += mainwindow.h \
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HEADERS += mainwindow.h \
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render.h \
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render.h \
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@ -22,4 +23,5 @@ HEADERS += mainwindow.h \
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draw.h \
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draw.h \
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array.h \
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array.h \
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bmesh.h \
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bmesh.h \
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matrix.h
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matrix.h \
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convexhull.h
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Binary file not shown.
After Width: | Height: | Size: 324 KiB |
45
src/bmesh.c
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src/bmesh.c
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@ -6,6 +6,7 @@
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#include "bmesh.h"
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#include "bmesh.h"
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#include "array.h"
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#include "array.h"
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#include "matrix.h"
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#include "matrix.h"
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#include "convexhull.h"
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#include "draw.h"
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#include "draw.h"
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#define BMESH_STEP_DISTANCE 0.4
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#define BMESH_STEP_DISTANCE 0.4
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@ -245,6 +246,7 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
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generateYZfromBoneDirection(&boneDirection,
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generateYZfromBoneDirection(&boneDirection,
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&localYaxis, &localZaxis);
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&localYaxis, &localZaxis);
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/*
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glColor3f(0.0, 0.0, 0.0);
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glColor3f(0.0, 0.0, 0.0);
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drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> <%f,%f,%f>",
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drawDebugPrintf("<%f,%f,%f> <%f,%f,%f> <%f,%f,%f>",
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localYaxis.x,
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localYaxis.x,
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@ -256,6 +258,7 @@ static int bmeshGenerateInbetweenBallsBetween(bmesh *bm,
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boneDirection.x,
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boneDirection.x,
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boneDirection.y,
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boneDirection.y,
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boneDirection.z);
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boneDirection.z);
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*/
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distance = vec3Length(&boneDirection);
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distance = vec3Length(&boneDirection);
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if (distance > BMESH_STEP_DISTANCE) {
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if (distance > BMESH_STEP_DISTANCE) {
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@ -485,7 +488,7 @@ static bmeshBall *bmeshFindBallForConvexHull(bmesh *bm, bmeshBall *root,
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bmeshBallIterator iterator;
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bmeshBallIterator iterator;
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bmeshBall *child;
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bmeshBall *child;
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float distance = vec3Distance(&root->position, &ball->position);
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float distance = vec3Distance(&root->position, &ball->position);
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if (distance >= root->radius) {
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if (distance > root->radius) {
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return ball;
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return ball;
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}
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}
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child = bmeshGetBallFirstChild(bm, ball, &iterator);
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child = bmeshGetBallFirstChild(bm, ball, &iterator);
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@ -502,11 +505,51 @@ static int bmeshStichFrom(bmesh *bm, bmeshBall *ball) {
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bmeshBall *child;
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bmeshBall *child;
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bmeshBall *ballForConvexHull;
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bmeshBall *ballForConvexHull;
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if (BMESH_BALL_TYPE_ROOT == ball->type) {
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if (BMESH_BALL_TYPE_ROOT == ball->type) {
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convexHull *hull = convexHullCreate();
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if (!hull) {
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fprintf(stderr, "%s:convexHullCreate failed.\n", __FUNCTION__);
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return -1;
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}
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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child;
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child;
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child = bmeshGetBallNextChild(bm, ball, &iterator)) {
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child = bmeshGetBallNextChild(bm, ball, &iterator)) {
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vec3 z, y;
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quad q;
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int vertexIndices[4];
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ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
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ballForConvexHull = bmeshFindBallForConvexHull(bm, ball, child);
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vec3Scale(&ballForConvexHull->localYaxis, ballForConvexHull->radius, &y);
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vec3Scale(&ballForConvexHull->localZaxis, ballForConvexHull->radius, &z);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[0]);
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vec3Add(&q.pt[0], &z, &q.pt[0]);
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vec3Sub(&ballForConvexHull->position, &y, &q.pt[1]);
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vec3Sub(&q.pt[1], &z, &q.pt[1]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[2]);
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vec3Sub(&q.pt[2], &z, &q.pt[2]);
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vec3Add(&ballForConvexHull->position, &y, &q.pt[3]);
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vec3Add(&q.pt[3], &z, &q.pt[3]);
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vertexIndices[0] = convexHullAddVertex(hull, &q.pt[0]);
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vertexIndices[1] = convexHullAddVertex(hull, &q.pt[1]);
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vertexIndices[2] = convexHullAddVertex(hull, &q.pt[2]);
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vertexIndices[3] = convexHullAddVertex(hull, &q.pt[3]);
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}
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}
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convexHullGenerate(hull);
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glPushMatrix();
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{
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int triIndex;
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glColor3f(1.0, 1.0, 1.0);
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for (triIndex = 0; triIndex < convexHullGetTriangleNum(hull);
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++triIndex) {
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triangle *tri = (triangle *)convexHullGetTriangle(hull, triIndex);
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drawTriangle(tri);
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}
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}
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glPopMatrix();
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convexHullDestroy(hull);
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}
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}
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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for (child = bmeshGetBallFirstChild(bm, ball, &iterator);
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child;
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child;
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@ -0,0 +1,238 @@
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include "convexhull.h"
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#include "array.h"
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#include "draw.h"
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//
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// Implement Gift wrapping method which describled in http://dccg.upc.edu/people/vera/wp-content/uploads/2014/11/GA2014-ConvexHulls3D-Roger-Hernando.pdf
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//
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//
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// Translate from Danielhst's lua version https://github.com/danielhst/3d-Hull-gift-wrap/blob/master/giftWrap.lua
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//
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struct convexHull {
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array *vertexArray;
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array *openEdgeArray;
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array *triangleArray;
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int nextEdgeIndex;
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unsigned int *openEdgeExistMap;
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};
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typedef struct {
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int firstVertex;
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int secondVertex;
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} edge;
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convexHull *convexHullCreate(void) {
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convexHull *hull = (convexHull *)calloc(1, sizeof(convexHull));
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if (!hull) {
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fprintf(stderr, "%s:Insufficient memory.\n", __FUNCTION__);
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return 0;
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}
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hull->vertexArray = arrayCreate(sizeof(vec3));
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if (!hull->vertexArray) {
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fprintf(stderr, "%s:arrayCreate failed.\n", __FUNCTION__);
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return 0;
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}
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hull->openEdgeArray = arrayCreate(sizeof(edge));
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if (!hull->openEdgeArray) {
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fprintf(stderr, "%s:arrayCreate failed.\n", __FUNCTION__);
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return 0;
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}
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hull->triangleArray = arrayCreate(sizeof(triangle));
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if (!hull->triangleArray) {
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fprintf(stderr, "%s:arrayCreate failed.\n", __FUNCTION__);
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return 0;
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}
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return hull;
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}
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void convexHullMarkEdgeAsExsits(convexHull *hull, int firstVertex,
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int secondVertex) {
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int mapIndex = firstVertex * arrayGetLength(hull->vertexArray) + secondVertex;
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int unitIndex = mapIndex / (sizeof(unsigned int) * 8);
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int unitOffset = mapIndex % (sizeof(unsigned int) * 8);
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hull->openEdgeExistMap[unitIndex] |= (0x00000001 << unitOffset);
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}
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int convexHullEdgeExsits(convexHull *hull, int firstVertex,
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int secondVertex) {
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int mapIndex = firstVertex * arrayGetLength(hull->vertexArray) + secondVertex;
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int unitIndex = mapIndex / (sizeof(unsigned int) * 8);
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int unitOffset = mapIndex % (sizeof(unsigned int) * 8);
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return hull->openEdgeExistMap[unitIndex] & (0x00000001 << unitOffset);
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}
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int convexHullAddVertex(convexHull *hull, vec3 *vertex) {
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int newVertex = arrayGetLength(hull->vertexArray);
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if (0 != arraySetLength(hull->vertexArray, newVertex + 1)) {
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fprintf(stderr, "%s:arraySetLength failed.\n", __FUNCTION__);
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return -1;
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}
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*((vec3 *)arrayGetItem(hull->vertexArray, newVertex)) = *vertex;
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return newVertex;
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}
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int convexHullAddOpenEdgeNoCheck(convexHull *hull, int firstVertex,
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int secondVertex) {
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edge *e;
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int newEdge = arrayGetLength(hull->openEdgeArray);
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if (firstVertex < 0 || secondVertex < 0) {
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fprintf(stderr, "%s:Invalid params(firstVertex:%d secondVertex:%d).\n",
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__FUNCTION__, firstVertex, secondVertex);
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return -1;
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}
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if (0 != arraySetLength(hull->openEdgeArray, newEdge + 1)) {
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fprintf(stderr, "%s:arraySetLength failed.\n", __FUNCTION__);
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return -1;
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}
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e = (edge *)arrayGetItem(hull->openEdgeArray, newEdge);
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memset(e, 0, sizeof(edge));
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e->firstVertex = firstVertex;
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e->secondVertex = secondVertex;
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return 0;
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}
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int convexHullAddEdge(convexHull *hull, int p1, int p2) {
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convexHullMarkEdgeAsExsits(hull, p1, p2);
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if (!convexHullEdgeExsits(hull, p2, p1)) {
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return convexHullAddOpenEdgeNoCheck(hull, p2, p1);
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}
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return 0;
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}
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int convexHullAddTriangle(convexHull *hull, int firstVertex, int secondVertex,
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int thirdVertex) {
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triangle *tri;
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int newTri = arrayGetLength(hull->triangleArray);
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if (0 != arraySetLength(hull->triangleArray, newTri + 1)) {
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fprintf(stderr, "%s:arraySetLength failed.\n", __FUNCTION__);
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return -1;
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}
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tri = (triangle *)arrayGetItem(hull->triangleArray, newTri);
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memset(tri, 0, sizeof(triangle));
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tri->pt[0] = *((vec3 *)arrayGetItem(hull->vertexArray, firstVertex));
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tri->pt[1] = *((vec3 *)arrayGetItem(hull->vertexArray, secondVertex));
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tri->pt[2] = *((vec3 *)arrayGetItem(hull->vertexArray, thirdVertex));
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return 0;
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}
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static void convexHullReleaseForGenerate(convexHull *hull) {
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free(hull->openEdgeExistMap);
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hull->openEdgeExistMap = 0;
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}
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void convexHullDestroy(convexHull *hull) {
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arrayDestroy(hull->vertexArray);
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arrayDestroy(hull->openEdgeArray);
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arrayDestroy(hull->triangleArray);
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convexHullReleaseForGenerate(hull);
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free(hull);
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}
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static int convexHullPrepareForGenerate(convexHull *hull) {
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free(hull->openEdgeExistMap);
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hull->openEdgeExistMap = (unsigned int *)calloc(
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arrayGetLength(hull->vertexArray) * arrayGetLength(hull->vertexArray) /
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(sizeof(unsigned int) * 8) + 1,
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sizeof(unsigned int));
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if (!hull->openEdgeExistMap) {
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fprintf(stderr, "%s:Insufficient memory.\n", __FUNCTION__);
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return -1;
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}
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hull->nextEdgeIndex = 0;
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return 0;
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}
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int convexHullGetLower(convexHull *hull) {
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int index = 0;
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int i;
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for (i = 1; i < arrayGetLength(hull->vertexArray); ++i) {
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vec3 *pI = (vec3 *)arrayGetItem(hull->vertexArray, i);
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vec3 *pIndex = (vec3 *)arrayGetItem(hull->vertexArray, index);
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if (pI->z < pIndex->z) {
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index = i;
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} else if (pI->z == pIndex->z) {
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if (pI->y < pIndex->y) {
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index = i;
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} else if (pI->x < pIndex->x) {
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index = i;
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}
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}
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}
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return index;
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}
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int convexHullGetNextVertex(convexHull *hull, int p1Index, int p2Index) {
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vec3 pCorner = {1, 1, 0};
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vec3 *p1 = (vec3 *)arrayGetItem(hull->vertexArray, p1Index);
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vec3 *p2 = p2Index < 0 ? &pCorner : (vec3 *)arrayGetItem(hull->vertexArray,
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p2Index);
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vec3 edge;
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int candidateIndex = -1;
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int i;
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vec3Sub(p2, p1, &edge);
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vec3Normalize(&edge);
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for (i = 0; i < arrayGetLength(hull->vertexArray); ++i) {
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if (i != p1Index && i != p2Index) {
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if (-1 == candidateIndex) {
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candidateIndex = 0;
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} else {
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vec3 v, proj, candidate, canProj, cross;
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vec3Sub((vec3 *)arrayGetItem(hull->vertexArray, i), p1, &v);
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vec3ProjectOver(&v, &edge, &proj);
|
||||||
|
vec3Sub(&v, &proj, &v);
|
||||||
|
vec3Sub((vec3 *)arrayGetItem(hull->vertexArray,
|
||||||
|
candidateIndex), p1, &candidate);
|
||||||
|
vec3ProjectOver(&candidate, &edge, &canProj);
|
||||||
|
vec3Sub(&candidate, &canProj, &candidate);
|
||||||
|
vec3CrossProduct(&candidate, &v, &cross);
|
||||||
|
if (vec3DotProduct(&cross, &edge) > 0) {
|
||||||
|
candidateIndex = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return candidateIndex;
|
||||||
|
}
|
||||||
|
|
||||||
|
int convexHullGenerate(convexHull *hull) {
|
||||||
|
int index1, index2, index3;
|
||||||
|
convexHullReleaseForGenerate(hull);
|
||||||
|
if (0 != convexHullPrepareForGenerate(hull)) {
|
||||||
|
fprintf(stderr, "%s:convexHullPrepareForGenerate failed.\n", __FUNCTION__);
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
index1 = convexHullGetLower(hull);
|
||||||
|
index2 = convexHullGetNextVertex(hull, index1, -1);
|
||||||
|
convexHullAddEdge(hull, index2, index1);
|
||||||
|
//glColor3f(0.0, 0.0, 0.0);
|
||||||
|
//drawDebugPrintf("edgeLength:%d", arrayGetLength(hull->openEdgeArray));
|
||||||
|
while (hull->nextEdgeIndex < arrayGetLength(hull->openEdgeArray)) {
|
||||||
|
edge *e = (edge *)arrayGetItem(hull->openEdgeArray, hull->nextEdgeIndex++);
|
||||||
|
index1 = e->firstVertex;
|
||||||
|
index2 = e->secondVertex;
|
||||||
|
if (convexHullEdgeExsits(hull, index1, index2)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
convexHullMarkEdgeAsExsits(hull, index1, index2);
|
||||||
|
index3 = convexHullGetNextVertex(hull, index1, index2);
|
||||||
|
//drawDebugPrintf("%d,%d,%d", index1, index2, index3);
|
||||||
|
convexHullAddTriangle(hull, index1, index2, index3);
|
||||||
|
convexHullAddEdge(hull, index1, index2);
|
||||||
|
convexHullAddEdge(hull, index2, index3);
|
||||||
|
convexHullAddEdge(hull, index3, index1);
|
||||||
|
}
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
int convexHullGetTriangleNum(convexHull *hull) {
|
||||||
|
return arrayGetLength(hull->triangleArray);
|
||||||
|
}
|
||||||
|
|
||||||
|
triangle *convexHullGetTriangle(convexHull *hull, int index) {
|
||||||
|
triangle *tri = (triangle *)arrayGetItem(hull->triangleArray, index);
|
||||||
|
return tri;
|
||||||
|
}
|
|
@ -0,0 +1,14 @@
|
||||||
|
#ifndef CONVEX_HULL_H
|
||||||
|
#define CONVEX_HULL_H
|
||||||
|
#include "vector3d.h"
|
||||||
|
#include "draw.h"
|
||||||
|
|
||||||
|
typedef struct convexHull convexHull;
|
||||||
|
convexHull *convexHullCreate(void);
|
||||||
|
int convexHullAddVertex(convexHull *hull, vec3 *vertex);
|
||||||
|
void convexHullDestroy(convexHull *hull);
|
||||||
|
int convexHullGenerate(convexHull *hull);
|
||||||
|
int convexHullGetTriangleNum(convexHull *hull);
|
||||||
|
triangle *convexHullGetTriangle(convexHull *hull, int index);
|
||||||
|
|
||||||
|
#endif
|
|
@ -105,23 +105,27 @@ float vec3Angle(vec3 *a, vec3 *b) {
|
||||||
float angle;
|
float angle;
|
||||||
vec3 p;
|
vec3 p;
|
||||||
float distance;
|
float distance;
|
||||||
float dot;
|
|
||||||
float acosParam;
|
float acosParam;
|
||||||
float acosVal;
|
|
||||||
vec3Sub(a, b, &p);
|
vec3Sub(a, b, &p);
|
||||||
distance = vec3Length(&p);
|
distance = vec3Length(&p);
|
||||||
if (0 == distance) {
|
if (0 == distance) {
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
dot = vec3DotProduct(a, b);
|
acosParam = vec3DotProduct(a, b) / distance;
|
||||||
acosParam = dot / distance;
|
|
||||||
if (acosParam < -1) {
|
if (acosParam < -1) {
|
||||||
acosParam = -1;
|
acosParam = -1;
|
||||||
}
|
}
|
||||||
if (acosParam > 1) {
|
if (acosParam > 1) {
|
||||||
acosParam = 1;
|
acosParam = 1;
|
||||||
}
|
}
|
||||||
acosVal = acos(acosParam);
|
angle = 180 / M_PI * acos(acosParam);
|
||||||
angle = 180 / M_PI * acosVal;
|
|
||||||
return angle;
|
return angle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void vec3ProjectOver(vec3 *a, vec3 *over, vec3 *result) {
|
||||||
|
float length = vec3DotProduct(a, over);
|
||||||
|
result->x = length * over->x;
|
||||||
|
result->y = length * over->y;
|
||||||
|
result->z = length * over->z;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
@ -24,6 +24,7 @@ float vec3Distance(vec3 *a, vec3 *b);
|
||||||
void vec3Normal(vec3 *a, vec3 *b, vec3 *c, vec3 *normal);
|
void vec3Normal(vec3 *a, vec3 *b, vec3 *c, vec3 *normal);
|
||||||
void vec3RotateAlong(vec3 *a, float angle, vec3 *axis, vec3 *result);
|
void vec3RotateAlong(vec3 *a, float angle, vec3 *axis, vec3 *result);
|
||||||
float vec3Angle(vec3 *a, vec3 *b);
|
float vec3Angle(vec3 *a, vec3 *b);
|
||||||
|
void vec3ProjectOver(vec3 *a, vec3 *over, vec3 *result);
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue