General information about the Quickhull algorithm: Dirk Gregorius. March 2014, Game Developers Conference: Implementing QuickHull.
The epsilon value that is used for internal comparative operations. The calculation of this value depends on the size of the geometry. Default is -1.
The generated faces of the convex hull. Default is an empty array.
This array holds the faces that are generated within a single iteration. Default is an empty array.
This vertex list holds all vertices that are assigned to a face. Default is an empty vertex list.
This vertex list holds all vertices that are not assigned to a face. Default is an empty vertex list.
The internal representation of the given geometry data (an array of vertices).
Computes to convex hull for the given array of points.
Computes the convex hull of an Object3D (including its children), accounting for the world transforms of both the object and its childrens.
Makes this convex hull empty.
Adds a vertex to the 'assigned' list of vertices and assigns it to the given face.
Removes a vertex from the 'assigned' list of vertices and from the given face. It also makes sure that the link from 'face' to the first vertex it sees in 'assigned' is linked correctly after the removal.
Removes all the visible vertices that a given face is able to see which are stored in the 'assigned' vertext list.
Removes all the visible vertices that 'face' is able to see.
Reassigns as many vertices as possible from the unassigned list to the new faces.
Computes the extremes values (min/max vectors) which will be used to compute the inital hull.
Computes the initial simplex assigning to its faces all the points that are candidates to form part of the hull.
Removes inactive (e.g. deleted) faces from the internal face list.
Finds the next vertex to create faces with the current hull.
Computes a chain of half edges in CCW order called the 'horizon'. For an edge to be part of the horizon it must join a face that can see 'eyePoint' and a face that cannot see 'eyePoint'.
Creates a face with the vertices 'eyeVertex.point', 'horizonEdge.tail' and 'horizonEdge.head' in CCW order. All the half edges are created in CCW order thus the face is always pointing outside the hull
Adds 'horizon.length' faces to the hull, each face will be linked with the horizon opposite face and the face on the left/right.
Adds a vertex to the hull with the following algorithm
Cleans up internal properties after computing the convex hull.
Starts the execution of the quick hull algorithm.
For more info on how to obtain the source code of this module see this page.