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457 lines
16 KiB
C++
457 lines
16 KiB
C++
#ifndef DELAUNAY_3D_H
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#define DELAUNAY_3D_H
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/*************************************************************************/
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/* delaunay_3d.h */
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/*************************************************************************/
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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/* permit persons to whom the Software is furnished to do so, subject 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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#include "core/math/aabb.h"
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#include "core/math/camera_matrix.h"
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#include "core/math/vector3.h"
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#include "r128.h"
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class Delaunay3D {
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struct Simplex;
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struct Vector3i {
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int x;
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int y;
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int z;
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Vector3i() {
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x = 0;
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y = 0;
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z = 0;
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}
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Vector3i(const uint32_t p_x, const uint32_t p_y, const uint32_t p_z) {
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x = p_x;
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y = p_y;
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z = p_z;
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}
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Vector3i(const Vector3i &other) {
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x = other.x;
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y = other.y;
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z = other.z;
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}
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Vector3i(const Vector3 &v) {
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x = static_cast<int>(v.x);
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y = static_cast<int>(v.y);
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z = static_cast<int>(v.z);
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}
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Vector3i &operator=(const Vector3i &other) {
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x = other.x;
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y = other.y;
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z = other.z;
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return *this;
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}
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};
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enum {
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ACCEL_GRID_SIZE = 16
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};
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struct GridPos {
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Vector3i pos;
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List<Simplex *>::Element *E = nullptr;
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};
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struct Simplex {
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uint32_t points[4];
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R128 circum_center_x;
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R128 circum_center_y;
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R128 circum_center_z;
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R128 circum_r2;
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LocalVector<GridPos> grid_positions;
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List<Simplex *>::Element *SE = nullptr;
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_FORCE_INLINE_ Simplex() {}
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_FORCE_INLINE_ Simplex(uint32_t p_a, uint32_t p_b, uint32_t p_c, uint32_t p_d) {
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points[0] = p_a;
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points[1] = p_b;
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points[2] = p_c;
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points[3] = p_d;
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}
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};
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struct Triangle {
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uint32_t triangle[3];
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bool bad = false;
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_FORCE_INLINE_ bool operator==(const Triangle &p_triangle) const {
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return triangle[0] == p_triangle.triangle[0] && triangle[1] == p_triangle.triangle[1] && triangle[2] == p_triangle.triangle[2];
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}
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_FORCE_INLINE_ Triangle() {}
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_FORCE_INLINE_ Triangle(uint32_t p_a, uint32_t p_b, uint32_t p_c) {
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if (p_a > p_b) {
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SWAP(p_a, p_b);
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}
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if (p_b > p_c) {
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SWAP(p_b, p_c);
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}
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if (p_a > p_b) {
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SWAP(p_a, p_b);
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}
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triangle[0] = p_a;
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triangle[1] = p_b;
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triangle[2] = p_c;
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}
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};
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struct TriangleHasher {
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_FORCE_INLINE_ static uint32_t hash(const Triangle &p_triangle) {
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uint32_t h = hash_djb2_one_32(p_triangle.triangle[0]);
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h = hash_djb2_one_32(p_triangle.triangle[1], h);
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return hash_djb2_one_32(p_triangle.triangle[2], h);
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}
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};
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_FORCE_INLINE_ static void circum_sphere_compute(const Vector3 *p_points, Simplex *p_simplex) {
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// the only part in the algorithm where there may be precision errors is this one, so ensure that
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// we do it as maximum precision as possible
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R128 v0_x = p_points[p_simplex->points[0]].x;
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R128 v0_y = p_points[p_simplex->points[0]].y;
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R128 v0_z = p_points[p_simplex->points[0]].z;
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R128 v1_x = p_points[p_simplex->points[1]].x;
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R128 v1_y = p_points[p_simplex->points[1]].y;
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R128 v1_z = p_points[p_simplex->points[1]].z;
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R128 v2_x = p_points[p_simplex->points[2]].x;
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R128 v2_y = p_points[p_simplex->points[2]].y;
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R128 v2_z = p_points[p_simplex->points[2]].z;
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R128 v3_x = p_points[p_simplex->points[3]].x;
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R128 v3_y = p_points[p_simplex->points[3]].y;
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R128 v3_z = p_points[p_simplex->points[3]].z;
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//Create the rows of our "unrolled" 3x3 matrix
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R128 row1_x = v1_x - v0_x;
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R128 row1_y = v1_y - v0_y;
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R128 row1_z = v1_z - v0_z;
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R128 row2_x = v2_x - v0_x;
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R128 row2_y = v2_y - v0_y;
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R128 row2_z = v2_z - v0_z;
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R128 row3_x = v3_x - v0_x;
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R128 row3_y = v3_y - v0_y;
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R128 row3_z = v3_z - v0_z;
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R128 sq_lenght1 = row1_x * row1_x + row1_y * row1_y + row1_z * row1_z;
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R128 sq_lenght2 = row2_x * row2_x + row2_y * row2_y + row2_z * row2_z;
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R128 sq_lenght3 = row3_x * row3_x + row3_y * row3_y + row3_z * row3_z;
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//Compute the determinant of said matrix
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R128 determinant = row1_x * (row2_y * row3_z - row3_y * row2_z) - row2_x * (row1_y * row3_z - row3_y * row1_z) + row3_x * (row1_y * row2_z - row2_y * row1_z);
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// Compute the volume of the tetrahedron, and precompute a scalar quantity for re-use in the formula
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R128 volume = determinant / R128(6.f);
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R128 i12volume = R128(1.f) / (volume * R128(12.f));
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R128 center_x = v0_x + i12volume * ((row2_y * row3_z - row3_y * row2_z) * sq_lenght1 - (row1_y * row3_z - row3_y * row1_z) * sq_lenght2 + (row1_y * row2_z - row2_y * row1_z) * sq_lenght3);
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R128 center_y = v0_y + i12volume * (-(row2_x * row3_z - row3_x * row2_z) * sq_lenght1 + (row1_x * row3_z - row3_x * row1_z) * sq_lenght2 - (row1_x * row2_z - row2_x * row1_z) * sq_lenght3);
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R128 center_z = v0_z + i12volume * ((row2_x * row3_y - row3_x * row2_y) * sq_lenght1 - (row1_x * row3_y - row3_x * row1_y) * sq_lenght2 + (row1_x * row2_y - row2_x * row1_y) * sq_lenght3);
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//Once we know the center, the radius is clearly the distance to any vertex
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R128 rel1_x = center_x - v0_x;
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R128 rel1_y = center_y - v0_y;
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R128 rel1_z = center_z - v0_z;
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R128 radius1 = rel1_x * rel1_x + rel1_y * rel1_y + rel1_z * rel1_z;
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p_simplex->circum_center_x = center_x;
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p_simplex->circum_center_y = center_y;
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p_simplex->circum_center_z = center_z;
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p_simplex->circum_r2 = radius1;
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}
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_FORCE_INLINE_ static bool simplex_contains(const Vector3 *p_points, const Simplex &p_simplex, uint32_t p_vertex) {
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R128 v_x = p_points[p_vertex].x;
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R128 v_y = p_points[p_vertex].y;
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R128 v_z = p_points[p_vertex].z;
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R128 rel2_x = p_simplex.circum_center_x - v_x;
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R128 rel2_y = p_simplex.circum_center_y - v_y;
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R128 rel2_z = p_simplex.circum_center_z - v_z;
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R128 radius2 = rel2_x * rel2_x + rel2_y * rel2_y + rel2_z * rel2_z;
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return radius2 < (p_simplex.circum_r2 - R128(0.00001));
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}
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static bool simplex_is_coplanar(const Vector3 *p_points, const Simplex &p_simplex) {
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Plane p(p_points[p_simplex.points[0]], p_points[p_simplex.points[1]], p_points[p_simplex.points[2]]);
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if (ABS(p.distance_to(p_points[p_simplex.points[3]])) < CMP_EPSILON) {
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return true;
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}
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CameraMatrix cm;
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cm.matrix[0][0] = p_points[p_simplex.points[0]].x;
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cm.matrix[0][1] = p_points[p_simplex.points[1]].x;
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cm.matrix[0][2] = p_points[p_simplex.points[2]].x;
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cm.matrix[0][3] = p_points[p_simplex.points[3]].x;
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cm.matrix[1][0] = p_points[p_simplex.points[0]].y;
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cm.matrix[1][1] = p_points[p_simplex.points[1]].y;
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cm.matrix[1][2] = p_points[p_simplex.points[2]].y;
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cm.matrix[1][3] = p_points[p_simplex.points[3]].y;
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cm.matrix[2][0] = p_points[p_simplex.points[0]].z;
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cm.matrix[2][1] = p_points[p_simplex.points[1]].z;
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cm.matrix[2][2] = p_points[p_simplex.points[2]].z;
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cm.matrix[2][3] = p_points[p_simplex.points[3]].z;
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cm.matrix[3][0] = 1.0;
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cm.matrix[3][1] = 1.0;
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cm.matrix[3][2] = 1.0;
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cm.matrix[3][3] = 1.0;
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return ABS(camera_matrix_determinant(cm)) <= CMP_EPSILON;
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}
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static float camera_matrix_determinant(const CameraMatrix &m) {
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return m.matrix[0][3] * m.matrix[1][2] * m.matrix[2][1] * m.matrix[3][0] - m.matrix[0][2] * m.matrix[1][3] * m.matrix[2][1] * m.matrix[3][0] -
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m.matrix[0][3] * m.matrix[1][1] * m.matrix[2][2] * m.matrix[3][0] + m.matrix[0][1] * m.matrix[1][3] * m.matrix[2][2] * m.matrix[3][0] +
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m.matrix[0][2] * m.matrix[1][1] * m.matrix[2][3] * m.matrix[3][0] - m.matrix[0][1] * m.matrix[1][2] * m.matrix[2][3] * m.matrix[3][0] -
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m.matrix[0][3] * m.matrix[1][2] * m.matrix[2][0] * m.matrix[3][1] + m.matrix[0][2] * m.matrix[1][3] * m.matrix[2][0] * m.matrix[3][1] +
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m.matrix[0][3] * m.matrix[1][0] * m.matrix[2][2] * m.matrix[3][1] - m.matrix[0][0] * m.matrix[1][3] * m.matrix[2][2] * m.matrix[3][1] -
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m.matrix[0][2] * m.matrix[1][0] * m.matrix[2][3] * m.matrix[3][1] + m.matrix[0][0] * m.matrix[1][2] * m.matrix[2][3] * m.matrix[3][1] +
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m.matrix[0][3] * m.matrix[1][1] * m.matrix[2][0] * m.matrix[3][2] - m.matrix[0][1] * m.matrix[1][3] * m.matrix[2][0] * m.matrix[3][2] -
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m.matrix[0][3] * m.matrix[1][0] * m.matrix[2][1] * m.matrix[3][2] + m.matrix[0][0] * m.matrix[1][3] * m.matrix[2][1] * m.matrix[3][2] +
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m.matrix[0][1] * m.matrix[1][0] * m.matrix[2][3] * m.matrix[3][2] - m.matrix[0][0] * m.matrix[1][1] * m.matrix[2][3] * m.matrix[3][2] -
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m.matrix[0][2] * m.matrix[1][1] * m.matrix[2][0] * m.matrix[3][3] + m.matrix[0][1] * m.matrix[1][2] * m.matrix[2][0] * m.matrix[3][3] +
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m.matrix[0][2] * m.matrix[1][0] * m.matrix[2][1] * m.matrix[3][3] - m.matrix[0][0] * m.matrix[1][2] * m.matrix[2][1] * m.matrix[3][3] -
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m.matrix[0][1] * m.matrix[1][0] * m.matrix[2][2] * m.matrix[3][3] + m.matrix[0][0] * m.matrix[1][1] * m.matrix[2][2] * m.matrix[3][3];
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}
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public:
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struct OutputSimplex {
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uint32_t points[4];
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};
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static Vector<OutputSimplex> tetrahedralize(const Vector<Vector3> &p_points) {
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uint32_t point_count = p_points.size();
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Vector3 *points = (Vector3 *)memalloc(sizeof(Vector3) * (point_count + 4));
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{
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const Vector3 *src_points = p_points.ptr();
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AABB rect;
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for (uint32_t i = 0; i < point_count; i++) {
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Vector3 point = src_points[i];
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if (i == 0) {
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rect.position = point;
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} else {
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rect.expand_to(point);
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}
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points[i] = point;
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}
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for (uint32_t i = 0; i < point_count; i++) {
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points[i] = (points[i] - rect.position) / rect.size;
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}
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float delta_max = Math::sqrt(2.0) * 20.0;
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Vector3 center = Vector3(0.5, 0.5, 0.5);
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// any simplex that contains everything is good
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points[point_count + 0] = center + Vector3(0, 1, 0) * delta_max;
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points[point_count + 1] = center + Vector3(0, -1, 1) * delta_max;
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points[point_count + 2] = center + Vector3(1, -1, -1) * delta_max;
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points[point_count + 3] = center + Vector3(-1, -1, -1) * delta_max;
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}
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List<Simplex *> acceleration_grid[ACCEL_GRID_SIZE][ACCEL_GRID_SIZE][ACCEL_GRID_SIZE];
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List<Simplex *> simplex_list;
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{
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//create root simplex
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Simplex *root = memnew(Simplex(point_count + 0, point_count + 1, point_count + 2, point_count + 3));
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root->SE = simplex_list.push_back(root);
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for (uint32_t i = 0; i < ACCEL_GRID_SIZE; i++) {
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for (uint32_t j = 0; j < ACCEL_GRID_SIZE; j++) {
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for (uint32_t k = 0; k < ACCEL_GRID_SIZE; k++) {
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GridPos gp;
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gp.E = acceleration_grid[i][j][k].push_back(root);
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gp.pos = Vector3i(i, j, k);
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root->grid_positions.push_back(gp);
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}
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}
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}
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circum_sphere_compute(points, root);
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}
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HashMap<Triangle, uint32_t, TriangleHasher> triangles_inserted;
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LocalVector<Triangle> triangles;
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for (uint32_t i = 0; i < point_count; i++) {
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bool unique = true;
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for (uint32_t j = i + 1; j < point_count; j++) {
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if (points[i].is_equal_approx(points[j])) {
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unique = false;
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break;
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}
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}
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if (!unique) {
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continue;
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}
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Vector3i grid_pos = Vector3i(points[i] * ACCEL_GRID_SIZE);
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grid_pos.x = CLAMP(grid_pos.x, 0, ACCEL_GRID_SIZE - 1);
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grid_pos.y = CLAMP(grid_pos.y, 0, ACCEL_GRID_SIZE - 1);
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grid_pos.z = CLAMP(grid_pos.z, 0, ACCEL_GRID_SIZE - 1);
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for (List<Simplex *>::Element *E = acceleration_grid[grid_pos.x][grid_pos.y][grid_pos.z].front(); E;) {
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List<Simplex *>::Element *N = E->next(); //may be deleted
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Simplex *simplex = E->get();
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if (simplex_contains(points, *simplex, i)) {
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static const uint32_t triangle_order[4][3] = {
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{ 0, 1, 2 },
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{ 0, 1, 3 },
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{ 0, 2, 3 },
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{ 1, 2, 3 },
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};
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for (uint32_t k = 0; k < 4; k++) {
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Triangle t = Triangle(simplex->points[triangle_order[k][0]], simplex->points[triangle_order[k][1]], simplex->points[triangle_order[k][2]]);
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uint32_t *p = triangles_inserted.getptr(t);
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if (p) {
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triangles[*p].bad = true;
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} else {
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triangles_inserted.set(t, triangles.size());
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triangles.push_back(t);
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}
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}
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//remove simplex and continue
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simplex_list.erase(simplex->SE);
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for (uint32_t k = 0; k < simplex->grid_positions.size(); k++) {
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Vector3i p = simplex->grid_positions[k].pos;
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acceleration_grid[p.x][p.y][p.z].erase(simplex->grid_positions[k].E);
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}
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memdelete(simplex);
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}
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E = N;
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}
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//uint32_t good_triangles = 0;
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for (uint32_t j = 0; j < triangles.size(); j++) {
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if (triangles[j].bad) {
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continue;
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}
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Simplex *new_simplex = memnew(Simplex(triangles[j].triangle[0], triangles[j].triangle[1], triangles[j].triangle[2], i));
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circum_sphere_compute(points, new_simplex);
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new_simplex->SE = simplex_list.push_back(new_simplex);
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{
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Vector3 center;
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center.x = double(new_simplex->circum_center_x);
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center.y = double(new_simplex->circum_center_y);
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center.z = double(new_simplex->circum_center_z);
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float radius2 = Math::sqrt(double(new_simplex->circum_r2));
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radius2 += 0.0001; //
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Vector3 extents = Vector3(radius2, radius2, radius2);
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Vector3i from = Vector3i((center - extents) * ACCEL_GRID_SIZE);
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Vector3i to = Vector3i((center + extents) * ACCEL_GRID_SIZE);
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from.x = CLAMP(from.x, 0, ACCEL_GRID_SIZE - 1);
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from.y = CLAMP(from.y, 0, ACCEL_GRID_SIZE - 1);
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from.z = CLAMP(from.z, 0, ACCEL_GRID_SIZE - 1);
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to.x = CLAMP(to.x, 0, ACCEL_GRID_SIZE - 1);
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to.y = CLAMP(to.y, 0, ACCEL_GRID_SIZE - 1);
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to.z = CLAMP(to.z, 0, ACCEL_GRID_SIZE - 1);
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|
|
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for (int32_t x = from.x; x <= to.x; x++) {
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for (int32_t y = from.y; y <= to.y; y++) {
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for (int32_t z = from.z; z <= to.z; z++) {
|
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GridPos gp;
|
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gp.pos = Vector3(x, y, z);
|
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gp.E = acceleration_grid[x][y][z].push_back(new_simplex);
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new_simplex->grid_positions.push_back(gp);
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}
|
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}
|
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}
|
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}
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|
|
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//good_triangles++;
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}
|
|
|
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//print_line("at point " + itos(i) + "/" + itos(point_count) + " simplices added " + itos(good_triangles) + "/" + itos(simplex_list.size()) + " - triangles: " + itos(triangles.size()));
|
|
triangles.clear();
|
|
triangles_inserted.clear();
|
|
}
|
|
|
|
//print_line("end with simplices: " + itos(simplex_list.size()));
|
|
Vector<OutputSimplex> ret_simplices;
|
|
ret_simplices.resize(simplex_list.size());
|
|
OutputSimplex *ret_simplicesw = ret_simplices.ptrw();
|
|
uint32_t simplices_written = 0;
|
|
|
|
//List<Simplex *> simplex_list;
|
|
//for (Simplex *simplex : simplex_list) {
|
|
for (List<Simplex *>::Element *E = simplex_list.front(); E; E = E->next()) {
|
|
Simplex *simplex = E->get();
|
|
bool invalid = false;
|
|
for (int j = 0; j < 4; j++) {
|
|
if (simplex->points[j] >= point_count) {
|
|
invalid = true;
|
|
break;
|
|
}
|
|
}
|
|
if (invalid || simplex_is_coplanar(points, *simplex)) {
|
|
memdelete(simplex);
|
|
continue;
|
|
}
|
|
|
|
ret_simplicesw[simplices_written].points[0] = simplex->points[0];
|
|
ret_simplicesw[simplices_written].points[1] = simplex->points[1];
|
|
ret_simplicesw[simplices_written].points[2] = simplex->points[2];
|
|
ret_simplicesw[simplices_written].points[3] = simplex->points[3];
|
|
simplices_written++;
|
|
memdelete(simplex);
|
|
}
|
|
|
|
ret_simplices.resize(simplices_written);
|
|
|
|
memfree(points);
|
|
|
|
return ret_simplices;
|
|
}
|
|
};
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|
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#endif // DELAUNAY_3D_H
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