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-rw-r--r--tests/bullet/Extras/ConvexDecomposition/ConvexDecomposition.cpp375
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diff --git a/tests/bullet/Extras/ConvexDecomposition/ConvexDecomposition.cpp b/tests/bullet/Extras/ConvexDecomposition/ConvexDecomposition.cpp
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+#include "float_math.h"
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <assert.h>
+
+
+/*----------------------------------------------------------------------
+ Copyright (c) 2004 Open Dynamics Framework Group
+ www.physicstools.org
+ All rights reserved.
+
+ Redistribution and use in source and binary forms, with or without modification, are permitted provided
+ that the following conditions are met:
+
+ Redistributions of source code must retain the above copyright notice, this list of conditions
+ and the following disclaimer.
+
+ Redistributions in binary form must reproduce the above copyright notice,
+ this list of conditions and the following disclaimer in the documentation
+ and/or other materials provided with the distribution.
+
+ Neither the name of the Open Dynamics Framework Group nor the names of its contributors may
+ be used to endorse or promote products derived from this software without specific prior written permission.
+
+ THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS 'AS IS' AND ANY EXPRESS OR IMPLIED WARRANTIES,
+ INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ DISCLAIMED. IN NO EVENT SHALL THE INTEL OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
+ IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
+ THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+-----------------------------------------------------------------------*/
+
+// http://codesuppository.blogspot.com
+//
+// mailto: jratcliff@infiniplex.net
+//
+// http://www.amillionpixels.us
+//
+
+#include "ConvexDecomposition.h"
+#include "cd_vector.h"
+#include "cd_hull.h"
+#include "bestfit.h"
+#include "planetri.h"
+#include "vlookup.h"
+#include "splitplane.h"
+#include "meshvolume.h"
+#include "concavity.h"
+#include "bestfitobb.h"
+#include "float_math.h"
+#include "fitsphere.h"
+
+#define SHOW_MESH 0
+#define MAKE_MESH 1
+
+
+using namespace ConvexDecomposition;
+
+
+
+namespace ConvexDecomposition
+{
+
+class FaceTri
+{
+public:
+ FaceTri(void) { };
+ FaceTri(const float *vertices,unsigned int i1,unsigned int i2,unsigned int i3)
+ {
+ mP1.Set( &vertices[i1*3] );
+ mP2.Set( &vertices[i2*3] );
+ mP3.Set( &vertices[i3*3] );
+ }
+
+ Vector3d mP1;
+ Vector3d mP2;
+ Vector3d mP3;
+ Vector3d mNormal;
+
+};
+
+
+void addTri(VertexLookup vl,UintVector &list,const Vector3d &p1,const Vector3d &p2,const Vector3d &p3)
+{
+ unsigned int i1 = Vl_getIndex(vl, p1.Ptr() );
+ unsigned int i2 = Vl_getIndex(vl, p2.Ptr() );
+ unsigned int i3 = Vl_getIndex(vl, p3.Ptr() );
+
+ // do *not* process degenerate triangles!
+
+ if ( i1 != i2 && i1 != i3 && i2 != i3 )
+ {
+ list.push_back(i1);
+ list.push_back(i2);
+ list.push_back(i3);
+ }
+}
+
+
+void calcConvexDecomposition(unsigned int vcount,
+ const float *vertices,
+ unsigned int tcount,
+ const unsigned int *indices,
+ ConvexDecompInterface *callback,
+ float masterVolume,
+ unsigned int depth)
+
+{
+
+ float plane[4];
+
+ bool split = false;
+
+
+ if ( depth < MAXDEPTH )
+ {
+
+ float volume;
+ float c = computeConcavity( vcount, vertices, tcount, indices, callback, plane, volume );
+
+ if ( depth == 0 )
+ {
+ masterVolume = volume;
+ }
+
+ float percent = (c*100.0f)/masterVolume;
+
+ if ( percent > CONCAVE_PERCENT ) // if great than 5% of the total volume is concave, go ahead and keep splitting.
+ {
+ split = true;
+ }
+
+ }
+
+ if ( depth >= MAXDEPTH || !split )
+ {
+
+#if 1
+
+ HullResult result;
+ HullLibrary hl;
+ HullDesc desc;
+
+ desc.SetHullFlag(QF_TRIANGLES);
+
+ desc.mVcount = vcount;
+ desc.mVertices = vertices;
+ desc.mVertexStride = sizeof(float)*3;
+
+ HullError ret = hl.CreateConvexHull(desc,result);
+
+ if ( ret == QE_OK )
+ {
+
+ ConvexResult r(result.mNumOutputVertices, result.mOutputVertices, result.mNumFaces, result.mIndices);
+
+
+ callback->ConvexDecompResult(r);
+ }
+
+
+#else
+
+ static unsigned int colors[8] =
+ {
+ 0xFF0000,
+ 0x00FF00,
+ 0x0000FF,
+ 0xFFFF00,
+ 0x00FFFF,
+ 0xFF00FF,
+ 0xFFFFFF,
+ 0xFF8040
+ };
+
+ static int count = 0;
+
+ count++;
+
+ if ( count == 8 ) count = 0;
+
+ assert( count >= 0 && count < 8 );
+
+ unsigned int color = colors[count];
+
+ const unsigned int *source = indices;
+
+ for (unsigned int i=0; i<tcount; i++)
+ {
+
+ unsigned int i1 = *source++;
+ unsigned int i2 = *source++;
+ unsigned int i3 = *source++;
+
+ FaceTri t(vertices, i1, i2, i3 );
+
+ callback->ConvexDebugTri( t.mP1.Ptr(), t.mP2.Ptr(), t.mP3.Ptr(), color );
+
+ }
+#endif
+
+ hl.ReleaseResult (result);
+ return;
+
+ }
+
+ UintVector ifront;
+ UintVector iback;
+
+ VertexLookup vfront = Vl_createVertexLookup();
+ VertexLookup vback = Vl_createVertexLookup();
+
+
+ bool showmesh = false;
+ #if SHOW_MESH
+ showmesh = true;
+ #endif
+
+ if ( 0 )
+ {
+ showmesh = true;
+ for (float x=-1; x<1; x+=0.10f)
+ {
+ for (float y=0; y<1; y+=0.10f)
+ {
+ for (float z=-1; z<1; z+=0.04f)
+ {
+ float d = x*plane[0] + y*plane[1] + z*plane[2] + plane[3];
+ Vector3d p(x,y,z);
+ if ( d >= 0 )
+ callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0x00FF00);
+ else
+ callback->ConvexDebugPoint(p.Ptr(), 0.02f, 0xFF0000);
+ }
+ }
+ }
+ }
+
+ if ( 1 )
+ {
+ // ok..now we are going to 'split' all of the input triangles against this plane!
+ const unsigned int *source = indices;
+ for (unsigned int i=0; i<tcount; i++)
+ {
+ unsigned int i1 = *source++;
+ unsigned int i2 = *source++;
+ unsigned int i3 = *source++;
+
+ FaceTri t(vertices, i1, i2, i3 );
+
+ Vector3d front[4];
+ Vector3d back[4];
+
+ unsigned int fcount=0;
+ unsigned int bcount=0;
+
+ PlaneTriResult result;
+
+ result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
+
+ if( fcount > 4 || bcount > 4 )
+ {
+ result = planeTriIntersection(plane,t.mP1.Ptr(),sizeof(Vector3d),0.00001f,front[0].Ptr(),fcount,back[0].Ptr(),bcount );
+ }
+
+ switch ( result )
+ {
+ case PTR_FRONT:
+
+ assert( fcount == 3 );
+
+ if ( showmesh )
+ callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00FF00 );
+
+ #if MAKE_MESH
+
+ addTri( vfront, ifront, front[0], front[1], front[2] );
+
+
+ #endif
+
+ break;
+ case PTR_BACK:
+ assert( bcount == 3 );
+
+ if ( showmesh )
+ callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xFFFF00 );
+
+ #if MAKE_MESH
+
+ addTri( vback, iback, back[0], back[1], back[2] );
+
+ #endif
+
+ break;
+ case PTR_SPLIT:
+
+ assert( fcount >= 3 && fcount <= 4);
+ assert( bcount >= 3 && bcount <= 4);
+
+ #if MAKE_MESH
+
+ addTri( vfront, ifront, front[0], front[1], front[2] );
+ addTri( vback, iback, back[0], back[1], back[2] );
+
+
+ if ( fcount == 4 )
+ {
+ addTri( vfront, ifront, front[0], front[2], front[3] );
+ }
+
+ if ( bcount == 4 )
+ {
+ addTri( vback, iback, back[0], back[2], back[3] );
+ }
+
+ #endif
+
+ if ( showmesh )
+ {
+ callback->ConvexDebugTri( front[0].Ptr(), front[1].Ptr(), front[2].Ptr(), 0x00D000 );
+ callback->ConvexDebugTri( back[0].Ptr(), back[1].Ptr(), back[2].Ptr(), 0xD0D000 );
+
+ if ( fcount == 4 )
+ {
+ callback->ConvexDebugTri( front[0].Ptr(), front[2].Ptr(), front[3].Ptr(), 0x00D000 );
+ }
+ if ( bcount == 4 )
+ {
+ callback->ConvexDebugTri( back[0].Ptr(), back[2].Ptr(), back[3].Ptr(), 0xD0D000 );
+ }
+ }
+
+ break;
+ }
+ }
+
+ // ok... here we recursively call
+ if ( ifront.size() )
+ {
+ unsigned int vcount = Vl_getVcount(vfront);
+ const float *vertices = Vl_getVertices(vfront);
+ unsigned int tcount = ifront.size()/3;
+
+ calcConvexDecomposition(vcount, vertices, tcount, &ifront[0], callback, masterVolume, depth+1);
+
+ }
+
+ ifront.clear();
+
+ Vl_releaseVertexLookup(vfront);
+
+ if ( iback.size() )
+ {
+ unsigned int vcount = Vl_getVcount(vback);
+ const float *vertices = Vl_getVertices(vback);
+ unsigned int tcount = iback.size()/3;
+
+ calcConvexDecomposition(vcount, vertices, tcount, &iback[0], callback, masterVolume, depth+1);
+
+ }
+
+ iback.clear();
+ Vl_releaseVertexLookup(vback);
+
+ }
+}
+
+
+
+
+}