Пример #1
0
Face FaceNewTriTex(const float3 &v0,const float3 &v1,const float3 &v2,const float2 &t0,const float2 &t1,const float2 &t2)
{
	Face f;
    f.vertex = {v0,v1,v2};
	f.xyz() = TriNormal(v0,v1,v2) ;
	f.w = -dot(f.xyz(), (v0 + v1 + v2) / 3.0f);
	FaceExtractMatVals(&f,v0,v1,v2,t0,t1,t2);
	return f;
}
Пример #2
0
OBB::OBB(Mesh::const_iterator begin, Mesh::const_iterator end)
{
	if (begin == end)
	{
		axes = -ZERO_SIZE * Matrix3f::Identity(); //make it inside out (i guess)
		origin = Vector3f::Zero();
		return;
	}

	Vector3f centerOfMass = centroid(begin, end);
	Matrix3f inertiaTensor = Matrix3f::Zero();

	auto addPt = [&](const Vector3f& pt, float mass)
	{
		Vector3f lpos = pt - centerOfMass;

		inertiaTensor(0, 0) += (lpos.y()*lpos.y() + lpos.z()*lpos.z()) * mass;
		inertiaTensor(1, 1) += (lpos.x()*lpos.x() + lpos.z()*lpos.z()) * mass;
		inertiaTensor(2, 2) += (lpos.x()*lpos.x() + lpos.y()*lpos.y()) * mass;
		inertiaTensor(1, 0) -= lpos.x()*lpos.y() * mass;
		inertiaTensor(2, 0) -= lpos.x()*lpos.z() * mass;
		inertiaTensor(2, 1) -= lpos.y()*lpos.z() * mass;
	};

	for (const auto& tri : make_range(begin, end))
	{
		float area = TriNormal(tri).norm() / 6.f;
		addPt(tri.col(0), area);
		addPt(tri.col(1), area);
		addPt(tri.col(2), area);
	}

	Eigen::SelfAdjointEigenSolver<Matrix3f> es;
	es.computeDirect(inertiaTensor);
	axes = es.eigenvectors();

	float maxflt = std::numeric_limits<float>::max();
	Eigen::Vector3f min{ maxflt, maxflt, maxflt };
	Eigen::Vector3f max = -min;

	for (const auto& tri : make_range(begin, end))
	{
		min = min.cwiseMin((axes.transpose() * tri).rowwise().minCoeff());
		max = max.cwiseMax((axes.transpose() * tri).rowwise().maxCoeff());
	}

    extent = (max - min).cwiseMax(ZERO_SIZE) / 2.f;
    origin = axes * (min + extent);
}
Пример #3
0
void gldraw(const std::vector<float3> &verts, const std::vector<int3> &tris)
{
	glBegin(GL_TRIANGLES);
	glColor4f(1, 1, 1, 0.25f);
	for (auto t : tris)
	{
		auto n = TriNormal(verts[t[0]], verts[t[1]], verts[t[2]]);
		glNormal3fv(n); auto vn = vabs(n);
		int k = argmax(&vn.x, 3);
		for (int j = 0; j < 3; j++)
		{
			const auto &v = verts[t[j]];
			glTexCoord2f(v[(k + 1) % 3], v[(k + 2) % 3]);
			glVertex3fv(v);
		}
	}
	glEnd();
}
Пример #4
0
int HullLibrary::calchullgen(btVector3 *verts,int verts_count, int vlimit)
{
	if(verts_count <4) return 0;
	if(vlimit==0) vlimit=1000000000;
	int j;
	btVector3 bmin(*verts),bmax(*verts);
	btAlignedObjectArray<int> isextreme;
	isextreme.reserve(verts_count);
	btAlignedObjectArray<int> allow;
	allow.reserve(verts_count);

	for(j=0;j<verts_count;j++) 
	{
		allow.push_back(1);
		isextreme.push_back(0);
		bmin.setMin (verts[j]);
		bmax.setMax (verts[j]);
	}
	btScalar epsilon = (bmax-bmin).length() * btScalar(0.001);
	btAssert (epsilon != 0.0);


	int4 p = FindSimplex(verts,verts_count,allow);
	if(p.x==-1) return 0; // simplex failed



	btVector3 center = (verts[p[0]]+verts[p[1]]+verts[p[2]]+verts[p[3]]) / btScalar(4.0);  // a valid interior point
	btHullTriangle *t0 = allocateTriangle(p[2],p[3],p[1]); t0->n=int3(2,3,1);
	btHullTriangle *t1 = allocateTriangle(p[3],p[2],p[0]); t1->n=int3(3,2,0);
	btHullTriangle *t2 = allocateTriangle(p[0],p[1],p[3]); t2->n=int3(0,1,3);
	btHullTriangle *t3 = allocateTriangle(p[1],p[0],p[2]); t3->n=int3(1,0,2);
	isextreme[p[0]]=isextreme[p[1]]=isextreme[p[2]]=isextreme[p[3]]=1;
	checkit(t0);checkit(t1);checkit(t2);checkit(t3);

	for(j=0;j<m_tris.size();j++)
	{
		btHullTriangle *t=m_tris[j];
		btAssert(t);
		btAssert(t->vmax<0);
		btVector3 n=TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
		t->vmax = maxdirsterid(verts,verts_count,n,allow);
		t->rise = dot(n,verts[t->vmax]-verts[(*t)[0]]);
	}
	btHullTriangle *te;
	vlimit-=4;
	while(vlimit >0 && ((te=extrudable(epsilon)) != 0))
	{
		int3 ti=*te;
		int v=te->vmax;
		btAssert(v != -1);
		btAssert(!isextreme[v]);  // wtf we've already done this vertex
		isextreme[v]=1;
		//if(v==p0 || v==p1 || v==p2 || v==p3) continue; // done these already
		j=m_tris.size();
		while(j--) {
			if(!m_tris[j]) continue;
			int3 t=*m_tris[j];
			if(above(verts,t,verts[v],btScalar(0.01)*epsilon)) 
			{
				extrude(m_tris[j],v);
			}
		}
		// now check for those degenerate cases where we have a flipped triangle or a really skinny triangle
		j=m_tris.size();
		while(j--)
		{
			if(!m_tris[j]) continue;
			if(!hasvert(*m_tris[j],v)) break;
			int3 nt=*m_tris[j];
			if(above(verts,nt,center,btScalar(0.01)*epsilon)  || cross(verts[nt[1]]-verts[nt[0]],verts[nt[2]]-verts[nt[1]]).length()< epsilon*epsilon*btScalar(0.1) )
			{
				btHullTriangle *nb = m_tris[m_tris[j]->n[0]];
				btAssert(nb);btAssert(!hasvert(*nb,v));btAssert(nb->id<j);
				extrude(nb,v);
				j=m_tris.size(); 
			}
		} 
		j=m_tris.size();
		while(j--)
		{
			btHullTriangle *t=m_tris[j];
			if(!t) continue;
			if(t->vmax>=0) break;
			btVector3 n=TriNormal(verts[(*t)[0]],verts[(*t)[1]],verts[(*t)[2]]);
			t->vmax = maxdirsterid(verts,verts_count,n,allow);
			if(isextreme[t->vmax]) 
			{
				t->vmax=-1; // already done that vertex - algorithm needs to be able to terminate.
			}
			else
			{
				t->rise = dot(n,verts[t->vmax]-verts[(*t)[0]]);
			}
		}
		vlimit --;
	}
	return 1;
}
Пример #5
0
int above(btVector3* vertices,const int3& t, const btVector3 &p, btScalar epsilon) 
{
	btVector3 n=TriNormal(vertices[t[0]],vertices[t[1]],vertices[t[2]]);
	return (dot(n,p-vertices[t[0]]) > epsilon); // EPSILON???
}