@ Added some code that I helps fixing some triangulation issues, but now it breaks other shapes. Also added test cases so I can figure this out later.

This commit is contained in:
codeimp 2010-08-11 14:30:54 +00:00
parent b208e0faa9
commit 7d92d2b343
9 changed files with 54 additions and 25 deletions

View file

@ -126,7 +126,9 @@ namespace CodeImp.DoomBuilder.Geometry
// This adds to reflexes list
public void AddReflex(LinkedList<EarClipVertex> reflexes)
{
#if DEBUG
if(vertslink == null) throw new Exception();
#endif
if(reflexlink == null) reflexlink = reflexes.AddLast(this);
}
@ -140,7 +142,9 @@ namespace CodeImp.DoomBuilder.Geometry
// This adds to eartips list
internal void AddEarTip(LinkedList<EarClipVertex> eartips)
{
#if DEBUG
if(vertslink == null) throw new Exception();
#endif
if(eartiplink == null) eartiplink = eartips.AddLast(this);
}

View file

@ -613,7 +613,7 @@ namespace CodeImp.DoomBuilder.Geometry
// This clips a polygon and returns the triangles
// The polygon may not have any holes or islands
/// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
// See: http://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf
private int DoEarClip(EarClipPolygon poly, List<Vector2D> verticeslist, List<Sidedef> sidedefslist)
{
LinkedList<EarClipVertex> verts = new LinkedList<EarClipVertex>();
@ -720,7 +720,8 @@ namespace CodeImp.DoomBuilder.Geometry
// Test first neighbour
t1 = GetTriangle(v1);
if(IsReflex(t1))
bool t1a = true; //TriangleHasArea(t1);
if(t1a && IsReflex(t1))
{
// List as reflex if not listed yet
if(!v1.IsReflex) v1.AddReflex(reflexes);
@ -734,7 +735,8 @@ namespace CodeImp.DoomBuilder.Geometry
// Test second neighbour
t2 = GetTriangle(v2);
if(IsReflex(t2))
bool t2a = true; //TriangleHasArea(t2);
if(t2a && IsReflex(t2))
{
// List as reflex if not listed yet
if(!v2.IsReflex) v2.AddReflex(reflexes);
@ -747,8 +749,8 @@ namespace CodeImp.DoomBuilder.Geometry
}
// Check if any neightbour have become a valid or invalid ear
if(!v1.IsReflex && CheckValidEar(t1, reflexes)) v1.AddEarTip(eartips); else v1.RemoveEarTip();
if(!v2.IsReflex && CheckValidEar(t2, reflexes)) v2.AddEarTip(eartips); else v2.RemoveEarTip();
if(!v1.IsReflex && (!t1a || CheckValidEar(t1, reflexes))) v1.AddEarTip(eartips); else v1.RemoveEarTip();
if(!v2.IsReflex && (!t2a || CheckValidEar(t2, reflexes))) v2.AddEarTip(eartips); else v2.RemoveEarTip();
}
#if DEBUG
@ -810,8 +812,8 @@ namespace CodeImp.DoomBuilder.Geometry
float lineside12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p.Value.Position);
float lineside20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p.Value.Position);
// If any of the lineside results are 0 then that means the point lies on that edge and we
// need to test if the lines adjacent to the point are in the triangle or not.
// If any of the lineside results are 0 then that means the point p lies on that edge and we
// need to test if the lines adjacent to the point p are in the triangle or not.
// If the lines are intersecting the triangle, we also consider the point inside.
if((lineside01 == 0.0f) || (lineside12 == 0.0f) || (lineside20 == 0.0f))
{
@ -832,20 +834,32 @@ namespace CodeImp.DoomBuilder.Geometry
return false;
}
}
// This checks if a line is inside a triangle (touching the triangle is allowed)
// NOTE: Does NOT check if p1 is inside the triangle, because we only use the
// method when point-in-triangle is already tested for p1
// NOTE: We already know p1 is on an edge of the triangle.
private bool LineInsideTriangle(EarClipVertex[] t, Vector2D p1, Vector2D p2)
{
float s01 = Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2);
float s12 = Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2);
float s20 = Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2);
// Test if p2 is inside the triangle
if((Line2D.GetSideOfLine(t[0].Position, t[1].Position, p2) < 0.0f) &&
(Line2D.GetSideOfLine(t[1].Position, t[2].Position, p2) < 0.0f) &&
(Line2D.GetSideOfLine(t[2].Position, t[0].Position, p2) < 0.0f))
if((s01 < 0.0f) && (s12 < 0.0f) && (s20 < 0.0f))
{
// Line is inside triangle, because p2 is
return true;
}
// Test if p2 is on an edge of the triangle
else if((s01 == 0.0f) || (s12 == 0.0f) || (s20 == 0.0f))
{
// The line is inside the triangle if p2 is not on the same edge as p1,
// because only then the line has to go across the surface of the triangle.
bool sameedge = (p1 == p2);
sameedge |= (s01 == 0.0f) && (Line2D.GetSideOfLine(t[0].Position, t[1].Position, p1) == 0.0f);
sameedge |= (s12 == 0.0f) && (Line2D.GetSideOfLine(t[1].Position, t[2].Position, p1) == 0.0f);
sameedge |= (s20 == 0.0f) && (Line2D.GetSideOfLine(t[2].Position, t[0].Position, p1) == 0.0f);
return !sameedge;
}
else
{
// Test for line intersections
@ -854,14 +868,14 @@ namespace CodeImp.DoomBuilder.Geometry
Line2D t12 = new Line2D(t[1].Position, t[2].Position);
Line2D t20 = new Line2D(t[2].Position, t[0].Position);
float pu, pt;
// Test intersections
t01.GetIntersection(p, out pu, out pt);
if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f)) return true;
if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
t12.GetIntersection(p, out pu, out pt);
if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f)) return true;
if(!float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f)) return true;
t20.GetIntersection(p, out pu, out pt);
return !float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt > 0.0f) && (pt < 1.0f);
return !float.IsNaN(pu) && (pu > 0.0f) && (pu < 1.0f) && (pt >= 0.0f) && (pt <= 1.0f);
}
}

View file

@ -235,6 +235,7 @@
<EmbeddedResource Include="Resources\HeightsMode.png" />
</ItemGroup>
<ItemGroup>
<Compile Include="ClassicModes\TriangulatorMode.cs" />
<Compile Include="ErrorChecks\CheckMissingTextures.cs" />
<Compile Include="ErrorChecks\CheckUnknownTextures.cs" />
<Compile Include="ErrorChecks\ResultNoErrors.cs" />

View file

@ -380,7 +380,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
// This shows a line
private void ShowLine(Vector2D v1, Vector2D v2, PixelColor c)
{
for(int a = 0; a < 6; a++)
for(int a = 0; a < 3; a++)
{
OnRedrawDisplay();
Thread.Sleep(20);
@ -402,7 +402,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
// Wait a bit
Thread.Sleep(60);
Thread.Sleep(50);
Application.DoEvents();
}
}
@ -416,7 +416,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
// Go for all vertices in the polygon
while(v != null)
{
for(int a = 0; a < 10; a++)
for(int a = 0; a < 5; a++)
{
// Start with a clear display
@ -434,7 +434,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
renderer.Present();
}
Thread.Sleep(20);
Thread.Sleep(10);
// Start with a clear display
if(renderer.StartPlotter(true))
@ -452,7 +452,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
}
// Wait a bit
Thread.Sleep(60);
Thread.Sleep(40);
Application.DoEvents();
}
@ -506,7 +506,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
{
EarClipVertex prev, first;
for(int a = 0; a < 5; a++)
for(int a = 0; a < 8; a++)
{
// Start with a clear display
if(renderer.StartPlotter(true))
@ -543,7 +543,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
renderer.Finish();
renderer.Present();
}
Thread.Sleep(50);
Thread.Sleep(60);
Application.DoEvents();
// Start with a clear display
@ -573,7 +573,7 @@ namespace CodeImp.DoomBuilder.BuilderModes.Editing
renderer.Finish();
renderer.Present();
}
Thread.Sleep(20);
Thread.Sleep(40);
}
}

View file

@ -76,6 +76,16 @@ thingsmode
allowscroll = true;
}
triangulatormode
{
title = "Triangulator Mode";
category = "modes";
description = "Debug stuff";
allowkeys = true;
allowmouse = true;
allowscroll = true;
}
drawlinesmode
{
title = "Start Drawing";

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