Header only 3d quickhull in ANSI C
To use this library, simply include quickhull.h
once with the QUICKHULL_IMPLEMENTATION
define in a .cpp
file.
#define QUICKHULL_IMPLEMENTATION
#include "quickhull.h"
The usage of the library is quite simple, generate or gather a set of points, and call qh_quickhull3d
. The result is a mesh with a set of indexed normals and vertices ready to upload in a GPU.
const int n = 100;
qh_vertex_t vertices[n];
for (int i = 0; i < n; ++i) {
float a0 = (rand_0_1() * M_PI * 2);
float a1 = (rand_0_1() * M_PI * 2);
vertices[i].z = sin(a0) * radius;
vertices[i].x = cos(a1) * cos(a0) * rand_0_1();
vertices[i].y = sin(a1) * cos(a0) * rand_0_1();
}
qh_mesh_t mesh = qh_quickhull3d(vertices, n);
// ...
qh_free_mesh(mesh);
- Open Frameworks wrapper: https://github.com/satcy/ofx3DQuickHull
- Obj to hull: https://github.com/karimnaaji/3d-quickhull/blob/master/example/command_line.cpp
If you're interested in low-polygon rendering, using quickhull as a base for mesh triangulation can give such results: