forked from bartvdbraak/blender
593 lines
16 KiB
C++
593 lines
16 KiB
C++
/*
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* Copyright (c) 2005 Erwin Coumans http://www.erwincoumans.com
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*
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* Permission to use, copy, modify, distribute and sell this software
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* and its documentation for any purpose is hereby granted without fee,
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* provided that the above copyright notice appear in all copies.
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* Erwin Coumans makes no representations about the suitability
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* of this software for any purpose.
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* It is provided "as is" without express or implied warranty.
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*
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Elsevier CDROM license agreements grants nonexclusive license to use the software
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for any purpose, commercial or non-commercial as long as the following credit is included
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identifying the original source of the software:
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Parts of the source are "from the book Real-Time Collision Detection by
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Christer Ericson, published by Morgan Kaufmann Publishers,
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(c) 2005 Elsevier Inc."
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*/
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#include "VoronoiSimplexSolver.h"
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#include <assert.h>
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#include <stdio.h>
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#define VERTA 0
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#define VERTB 1
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#define VERTC 2
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#define VERTD 3
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#define CATCH_DEGENERATE_TETRAHEDRON 1
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void VoronoiSimplexSolver::removeVertex(int index)
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{
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assert(m_numVertices>0);
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m_numVertices--;
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m_simplexVectorW[index] = m_simplexVectorW[m_numVertices];
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m_simplexPointsP[index] = m_simplexPointsP[m_numVertices];
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m_simplexPointsQ[index] = m_simplexPointsQ[m_numVertices];
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}
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void VoronoiSimplexSolver::ReduceVertices (const UsageBitfield& usedVerts)
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{
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if ((numVertices() >= 4) && (!usedVerts.usedVertexD))
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removeVertex(3);
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if ((numVertices() >= 3) && (!usedVerts.usedVertexC))
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removeVertex(2);
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if ((numVertices() >= 2) && (!usedVerts.usedVertexB))
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removeVertex(1);
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if ((numVertices() >= 1) && (!usedVerts.usedVertexA))
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removeVertex(0);
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}
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//clear the simplex, remove all the vertices
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void VoronoiSimplexSolver::reset()
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{
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m_cachedValidClosest = false;
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m_numVertices = 0;
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m_needsUpdate = true;
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m_lastW = SimdVector3(1e30f,1e30f,1e30f);
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m_cachedBC.Reset();
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}
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//add a vertex
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void VoronoiSimplexSolver::addVertex(const SimdVector3& w, const SimdPoint3& p, const SimdPoint3& q)
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{
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m_lastW = w;
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m_needsUpdate = true;
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m_simplexVectorW[m_numVertices] = w;
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m_simplexPointsP[m_numVertices] = p;
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m_simplexPointsQ[m_numVertices] = q;
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m_numVertices++;
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}
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bool VoronoiSimplexSolver::UpdateClosestVectorAndPoints()
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{
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if (m_needsUpdate)
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{
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m_cachedBC.Reset();
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m_needsUpdate = false;
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switch (numVertices())
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{
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case 0:
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m_cachedValidClosest = false;
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break;
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case 1:
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{
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m_cachedP1 = m_simplexPointsP[0];
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m_cachedP2 = m_simplexPointsQ[0];
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m_cachedV = m_cachedP1-m_cachedP2; //== m_simplexVectorW[0]
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m_cachedBC.Reset();
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m_cachedBC.SetBarycentricCoordinates(1.f,0.f,0.f,0.f);
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m_cachedValidClosest = m_cachedBC.IsValid();
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break;
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};
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case 2:
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{
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//closest point origin from line segment
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const SimdVector3& from = m_simplexVectorW[0];
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const SimdVector3& to = m_simplexVectorW[1];
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SimdVector3 nearest;
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SimdVector3 p (0.f,0.f,0.f);
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SimdVector3 diff = p - from;
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SimdVector3 v = to - from;
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float t = v.dot(diff);
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if (t > 0) {
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float dotVV = v.dot(v);
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if (t < dotVV) {
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t /= dotVV;
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diff -= t*v;
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m_cachedBC.m_usedVertices.usedVertexA = true;
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m_cachedBC.m_usedVertices.usedVertexB = true;
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} else {
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t = 1;
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diff -= v;
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//reduce to 1 point
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m_cachedBC.m_usedVertices.usedVertexB = true;
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}
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} else
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{
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t = 0;
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//reduce to 1 point
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m_cachedBC.m_usedVertices.usedVertexA = true;
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}
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m_cachedBC.SetBarycentricCoordinates(1-t,t);
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nearest = from + t*v;
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m_cachedP1 = m_simplexPointsP[0] + t * (m_simplexPointsP[1] - m_simplexPointsP[0]);
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m_cachedP2 = m_simplexPointsQ[0] + t * (m_simplexPointsQ[1] - m_simplexPointsQ[0]);
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m_cachedV = m_cachedP1 - m_cachedP2;
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ReduceVertices(m_cachedBC.m_usedVertices);
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m_cachedValidClosest = m_cachedBC.IsValid();
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break;
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}
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case 3:
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{
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//closest point origin from triangle
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SimdVector3 p (0.f,0.f,0.f);
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const SimdVector3& a = m_simplexVectorW[0];
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const SimdVector3& b = m_simplexVectorW[1];
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const SimdVector3& c = m_simplexVectorW[2];
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ClosestPtPointTriangle(p,a,b,c,m_cachedBC);
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m_cachedP1 = m_simplexPointsP[0] * m_cachedBC.m_barycentricCoords[0] +
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m_simplexPointsP[1] * m_cachedBC.m_barycentricCoords[1] +
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m_simplexPointsP[2] * m_cachedBC.m_barycentricCoords[2] +
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m_simplexPointsP[3] * m_cachedBC.m_barycentricCoords[3];
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m_cachedP2 = m_simplexPointsQ[0] * m_cachedBC.m_barycentricCoords[0] +
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m_simplexPointsQ[1] * m_cachedBC.m_barycentricCoords[1] +
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m_simplexPointsQ[2] * m_cachedBC.m_barycentricCoords[2] +
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m_simplexPointsQ[3] * m_cachedBC.m_barycentricCoords[3];
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m_cachedV = m_cachedP1-m_cachedP2;
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ReduceVertices (m_cachedBC.m_usedVertices);
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m_cachedValidClosest = m_cachedBC.IsValid();
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break;
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}
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case 4:
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{
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SimdVector3 p (0.f,0.f,0.f);
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const SimdVector3& a = m_simplexVectorW[0];
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const SimdVector3& b = m_simplexVectorW[1];
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const SimdVector3& c = m_simplexVectorW[2];
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const SimdVector3& d = m_simplexVectorW[3];
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bool hasSeperation = ClosestPtPointTetrahedron(p,a,b,c,d,m_cachedBC);
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if (hasSeperation)
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{
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m_cachedP1 = m_simplexPointsP[0] * m_cachedBC.m_barycentricCoords[0] +
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m_simplexPointsP[1] * m_cachedBC.m_barycentricCoords[1] +
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m_simplexPointsP[2] * m_cachedBC.m_barycentricCoords[2] +
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m_simplexPointsP[3] * m_cachedBC.m_barycentricCoords[3];
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m_cachedP2 = m_simplexPointsQ[0] * m_cachedBC.m_barycentricCoords[0] +
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m_simplexPointsQ[1] * m_cachedBC.m_barycentricCoords[1] +
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m_simplexPointsQ[2] * m_cachedBC.m_barycentricCoords[2] +
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m_simplexPointsQ[3] * m_cachedBC.m_barycentricCoords[3];
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m_cachedV = m_cachedP1-m_cachedP2;
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ReduceVertices (m_cachedBC.m_usedVertices);
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} else
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{
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// printf("sub distance got penetration\n");
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if (m_cachedBC.m_degenerate)
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{
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m_cachedValidClosest = false;
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} else
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{
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m_cachedValidClosest = true;
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//degenerate case == false, penetration = true + zero
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m_cachedV.setValue(0.f,0.f,0.f);
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}
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break;
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}
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m_cachedValidClosest = m_cachedBC.IsValid();
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//closest point origin from tetrahedron
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break;
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}
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default:
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{
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m_cachedValidClosest = false;
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}
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};
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}
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return m_cachedValidClosest;
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}
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//return/calculate the closest vertex
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bool VoronoiSimplexSolver::closest(SimdVector3& v)
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{
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bool succes = UpdateClosestVectorAndPoints();
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v = m_cachedV;
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return succes;
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}
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SimdScalar VoronoiSimplexSolver::maxVertex()
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{
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int i, numverts = numVertices();
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SimdScalar maxV = 0.f;
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for (i=0;i<numverts;i++)
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{
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SimdScalar curLen2 = m_simplexVectorW[i].length2();
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if (maxV < curLen2)
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maxV = curLen2;
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}
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return maxV;
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}
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//return the current simplex
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int VoronoiSimplexSolver::getSimplex(SimdPoint3 *pBuf, SimdPoint3 *qBuf, SimdVector3 *yBuf) const
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{
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int i;
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for (i=0;i<numVertices();i++)
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{
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yBuf[i] = m_simplexVectorW[i];
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pBuf[i] = m_simplexPointsP[i];
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qBuf[i] = m_simplexPointsQ[i];
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}
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return numVertices();
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}
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bool VoronoiSimplexSolver::inSimplex(const SimdVector3& w)
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{
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bool found = false;
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int i, numverts = numVertices();
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SimdScalar maxV = 0.f;
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//w is in the current (reduced) simplex
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for (i=0;i<numverts;i++)
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{
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if (m_simplexVectorW[i] == w)
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found = true;
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}
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//check in case lastW is already removed
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if (w == m_lastW)
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return true;
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return found;
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}
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void VoronoiSimplexSolver::backup_closest(SimdVector3& v)
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{
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v = m_cachedV;
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}
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bool VoronoiSimplexSolver::emptySimplex() const
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{
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return (numVertices() == 0);
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}
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void VoronoiSimplexSolver::compute_points(SimdPoint3& p1, SimdPoint3& p2)
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{
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UpdateClosestVectorAndPoints();
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p1 = m_cachedP1;
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p2 = m_cachedP2;
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}
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bool VoronoiSimplexSolver::ClosestPtPointTriangle(const SimdPoint3& p, const SimdPoint3& a, const SimdPoint3& b, const SimdPoint3& c,SubSimplexClosestResult& result)
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{
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result.m_usedVertices.reset();
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// Check if P in vertex region outside A
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SimdVector3 ab = b - a;
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SimdVector3 ac = c - a;
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SimdVector3 ap = p - a;
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float d1 = ab.dot(ap);
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float d2 = ac.dot(ap);
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if (d1 <= 0.0f && d2 <= 0.0f)
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{
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result.m_closestPointOnSimplex = a;
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result.m_usedVertices.usedVertexA = true;
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result.SetBarycentricCoordinates(1,0,0);
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return true;// a; // barycentric coordinates (1,0,0)
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}
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// Check if P in vertex region outside B
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SimdVector3 bp = p - b;
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float d3 = ab.dot(bp);
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float d4 = ac.dot(bp);
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if (d3 >= 0.0f && d4 <= d3)
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{
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result.m_closestPointOnSimplex = b;
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result.m_usedVertices.usedVertexB = true;
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result.SetBarycentricCoordinates(0,1,0);
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return true; // b; // barycentric coordinates (0,1,0)
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}
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// Check if P in edge region of AB, if so return projection of P onto AB
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float vc = d1*d4 - d3*d2;
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if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) {
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float v = d1 / (d1 - d3);
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result.m_closestPointOnSimplex = a + v * ab;
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result.m_usedVertices.usedVertexA = true;
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result.m_usedVertices.usedVertexB = true;
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result.SetBarycentricCoordinates(1-v,v,0);
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return true;
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//return a + v * ab; // barycentric coordinates (1-v,v,0)
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}
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// Check if P in vertex region outside C
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SimdVector3 cp = p - c;
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float d5 = ab.dot(cp);
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float d6 = ac.dot(cp);
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if (d6 >= 0.0f && d5 <= d6)
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{
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result.m_closestPointOnSimplex = c;
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result.m_usedVertices.usedVertexC = true;
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result.SetBarycentricCoordinates(0,0,1);
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return true;//c; // barycentric coordinates (0,0,1)
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}
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// Check if P in edge region of AC, if so return projection of P onto AC
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float vb = d5*d2 - d1*d6;
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if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) {
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float w = d2 / (d2 - d6);
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result.m_closestPointOnSimplex = a + w * ac;
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result.m_usedVertices.usedVertexA = true;
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result.m_usedVertices.usedVertexC = true;
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result.SetBarycentricCoordinates(1-w,0,w);
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return true;
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//return a + w * ac; // barycentric coordinates (1-w,0,w)
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}
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// Check if P in edge region of BC, if so return projection of P onto BC
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float va = d3*d6 - d5*d4;
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if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) {
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float w = (d4 - d3) / ((d4 - d3) + (d5 - d6));
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result.m_closestPointOnSimplex = b + w * (c - b);
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result.m_usedVertices.usedVertexB = true;
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result.m_usedVertices.usedVertexC = true;
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result.SetBarycentricCoordinates(0,1-w,w);
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return true;
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// return b + w * (c - b); // barycentric coordinates (0,1-w,w)
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}
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// P inside face region. Compute Q through its barycentric coordinates (u,v,w)
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float denom = 1.0f / (va + vb + vc);
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float v = vb * denom;
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float w = vc * denom;
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result.m_closestPointOnSimplex = a + ab * v + ac * w;
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result.m_usedVertices.usedVertexA = true;
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result.m_usedVertices.usedVertexB = true;
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result.m_usedVertices.usedVertexC = true;
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result.SetBarycentricCoordinates(1-v-w,v,w);
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return true;
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// return a + ab * v + ac * w; // = u*a + v*b + w*c, u = va * denom = 1.0f - v - w
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}
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/// Test if point p and d lie on opposite sides of plane through abc
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int VoronoiSimplexSolver::PointOutsideOfPlane(const SimdPoint3& p, const SimdPoint3& a, const SimdPoint3& b, const SimdPoint3& c, const SimdPoint3& d)
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{
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SimdVector3 normal = (b-a).cross(c-a);
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float signp = (p - a).dot(normal); // [AP AB AC]
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float signd = (d - a).dot( normal); // [AD AB AC]
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#ifdef CATCH_DEGENERATE_TETRAHEDRON
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if (signd * signd < (1e-4f * 1e-4f))
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{
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// printf("affine dependent/degenerate\n");//
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return -1;
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}
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#endif
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// Points on opposite sides if expression signs are opposite
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return signp * signd < 0.f;
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}
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bool VoronoiSimplexSolver::ClosestPtPointTetrahedron(const SimdPoint3& p, const SimdPoint3& a, const SimdPoint3& b, const SimdPoint3& c, const SimdPoint3& d, SubSimplexClosestResult& finalResult)
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{
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SubSimplexClosestResult tempResult;
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// Start out assuming point inside all halfspaces, so closest to itself
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finalResult.m_closestPointOnSimplex = p;
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finalResult.m_usedVertices.reset();
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finalResult.m_usedVertices.usedVertexA = true;
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finalResult.m_usedVertices.usedVertexB = true;
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finalResult.m_usedVertices.usedVertexC = true;
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finalResult.m_usedVertices.usedVertexD = true;
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int pointOutsideABC = PointOutsideOfPlane(p, a, b, c, d);
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int pointOutsideACD = PointOutsideOfPlane(p, a, c, d, b);
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int pointOutsideADB = PointOutsideOfPlane(p, a, d, b, c);
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int pointOutsideBDC = PointOutsideOfPlane(p, b, d, c, a);
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if (pointOutsideABC < 0 || pointOutsideACD < 0 || pointOutsideADB < 0 || pointOutsideBDC < 0)
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{
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finalResult.m_degenerate = true;
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return false;
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}
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if (!pointOutsideABC && !pointOutsideACD && !pointOutsideADB && !pointOutsideBDC)
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{
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return false;
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}
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float bestSqDist = FLT_MAX;
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// If point outside face abc then compute closest point on abc
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if (pointOutsideABC)
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{
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ClosestPtPointTriangle(p, a, b, c,tempResult);
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SimdPoint3 q = tempResult.m_closestPointOnSimplex;
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float sqDist = (q - p).dot( q - p);
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// Update best closest point if (squared) distance is less than current best
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if (sqDist < bestSqDist) {
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bestSqDist = sqDist;
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finalResult.m_closestPointOnSimplex = q;
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//convert result bitmask!
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finalResult.m_usedVertices.reset();
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finalResult.m_usedVertices.usedVertexA = tempResult.m_usedVertices.usedVertexA;
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finalResult.m_usedVertices.usedVertexB = tempResult.m_usedVertices.usedVertexB;
|
|
finalResult.m_usedVertices.usedVertexC = tempResult.m_usedVertices.usedVertexC;
|
|
finalResult.SetBarycentricCoordinates(
|
|
tempResult.m_barycentricCoords[VERTA],
|
|
tempResult.m_barycentricCoords[VERTB],
|
|
tempResult.m_barycentricCoords[VERTC],
|
|
0
|
|
);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
// Repeat test for face acd
|
|
if (pointOutsideACD)
|
|
{
|
|
ClosestPtPointTriangle(p, a, c, d,tempResult);
|
|
SimdPoint3 q = tempResult.m_closestPointOnSimplex;
|
|
//convert result bitmask!
|
|
|
|
float sqDist = (q - p).dot( q - p);
|
|
if (sqDist < bestSqDist)
|
|
{
|
|
bestSqDist = sqDist;
|
|
finalResult.m_closestPointOnSimplex = q;
|
|
finalResult.m_usedVertices.reset();
|
|
finalResult.m_usedVertices.usedVertexA = tempResult.m_usedVertices.usedVertexA;
|
|
finalResult.m_usedVertices.usedVertexC = tempResult.m_usedVertices.usedVertexB;
|
|
finalResult.m_usedVertices.usedVertexD = tempResult.m_usedVertices.usedVertexC;
|
|
finalResult.SetBarycentricCoordinates(
|
|
tempResult.m_barycentricCoords[VERTA],
|
|
0,
|
|
tempResult.m_barycentricCoords[VERTB],
|
|
tempResult.m_barycentricCoords[VERTC]
|
|
);
|
|
|
|
}
|
|
}
|
|
// Repeat test for face adb
|
|
|
|
|
|
if (pointOutsideADB)
|
|
{
|
|
ClosestPtPointTriangle(p, a, d, b,tempResult);
|
|
SimdPoint3 q = tempResult.m_closestPointOnSimplex;
|
|
//convert result bitmask!
|
|
|
|
float sqDist = (q - p).dot( q - p);
|
|
if (sqDist < bestSqDist)
|
|
{
|
|
bestSqDist = sqDist;
|
|
finalResult.m_closestPointOnSimplex = q;
|
|
finalResult.m_usedVertices.reset();
|
|
finalResult.m_usedVertices.usedVertexA = tempResult.m_usedVertices.usedVertexA;
|
|
finalResult.m_usedVertices.usedVertexD = tempResult.m_usedVertices.usedVertexB;
|
|
finalResult.m_usedVertices.usedVertexB = tempResult.m_usedVertices.usedVertexC;
|
|
finalResult.SetBarycentricCoordinates(
|
|
tempResult.m_barycentricCoords[VERTA],
|
|
tempResult.m_barycentricCoords[VERTC],
|
|
0,
|
|
tempResult.m_barycentricCoords[VERTB]
|
|
);
|
|
|
|
}
|
|
}
|
|
// Repeat test for face bdc
|
|
|
|
|
|
if (pointOutsideBDC)
|
|
{
|
|
ClosestPtPointTriangle(p, b, d, c,tempResult);
|
|
SimdPoint3 q = tempResult.m_closestPointOnSimplex;
|
|
//convert result bitmask!
|
|
float sqDist = (q - p).dot( q - p);
|
|
if (sqDist < bestSqDist)
|
|
{
|
|
bestSqDist = sqDist;
|
|
finalResult.m_closestPointOnSimplex = q;
|
|
finalResult.m_usedVertices.reset();
|
|
finalResult.m_usedVertices.usedVertexB = tempResult.m_usedVertices.usedVertexA;
|
|
finalResult.m_usedVertices.usedVertexD = tempResult.m_usedVertices.usedVertexB;
|
|
finalResult.m_usedVertices.usedVertexC = tempResult.m_usedVertices.usedVertexC;
|
|
|
|
finalResult.SetBarycentricCoordinates(
|
|
0,
|
|
tempResult.m_barycentricCoords[VERTA],
|
|
tempResult.m_barycentricCoords[VERTC],
|
|
tempResult.m_barycentricCoords[VERTB]
|
|
);
|
|
|
|
}
|
|
}
|
|
|
|
//help! we ended up full !
|
|
|
|
if (finalResult.m_usedVertices.usedVertexA &&
|
|
finalResult.m_usedVertices.usedVertexB &&
|
|
finalResult.m_usedVertices.usedVertexC &&
|
|
finalResult.m_usedVertices.usedVertexD)
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return true;
|
|
} |