2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/*  quick_hull.h                                                          */
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in 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,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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											2014-02-09 22:10:30 -03:00
										 
									 
								 
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								#ifndef QUICK_HULL_H
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								#define QUICK_HULL_H
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											2018-09-11 18:13:45 +02:00
										 
									 
								 
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								#include "core/math/aabb.h"
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								#include "core/math/geometry_3d.h"
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								#include "core/templates/hash_set.h"
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								#include "core/templates/list.h"
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								class QuickHull {
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								public:
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									struct Edge {
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										union {
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											uint32_t vertices[2];
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											uint64_t id = 0;
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										};
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										static uint32_t hash(const Edge &p_edge) {
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											return hash_one_uint64(p_edge.id);
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										}
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										bool operator<(const Edge &p_edge) const {
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											return id < p_edge.id;
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										}
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										bool operator==(const Edge &p_edge) const {
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											return id == p_edge.id;
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										}
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										Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
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											if (p_vtx_a > p_vtx_b) {
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												SWAP(p_vtx_a, p_vtx_b);
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											}
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											vertices[0] = p_vtx_a;
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											vertices[1] = p_vtx_b;
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										}
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									};
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									struct Face {
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										Plane plane;
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										uint32_t vertices[3] = { 0 };
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										Vector<int> points_over;
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										bool operator<(const Face &p_face) const {
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											return points_over.size() < p_face.points_over.size();
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										}
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									};
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								private:
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									struct FaceConnect {
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										List<Face>::Element *left = nullptr;
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										List<Face>::Element *right = nullptr;
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										FaceConnect() {}
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									};
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									struct RetFaceConnect {
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										List<Geometry3D::MeshData::Face>::Element *left = nullptr;
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										List<Geometry3D::MeshData::Face>::Element *right = nullptr;
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										RetFaceConnect() {}
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									};
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								public:
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									static uint32_t debug_stop_after;
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									static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
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								};
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								#endif // QUICK_HULL_H
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