Updated: sector triangulation logic now works ~50% faster than DB2 implementation.

This commit is contained in:
MaxED 2016-10-24 23:30:40 +00:00 committed by spherallic
parent 41ae6b3c55
commit 62835e28fb

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@ -783,6 +783,8 @@ namespace CodeImp.DoomBuilder.Geometry
Vector2D pos0 = t[0].Position;
Vector2D pos1 = t[1].Position;
Vector2D pos2 = t[2].Position;
Vector2D vpos;
LinkedListNode<EarClipVertex> p;
// Go for all reflex vertices
foreach(EarClipVertex rv in reflexes)
@ -791,7 +793,61 @@ namespace CodeImp.DoomBuilder.Geometry
if((rv.Position != pos0) && (rv.Position != pos1) && (rv.Position != pos2))
{
// Return false on intersection
if(PointInsideTriangle(t, rv.MainListNode)) return false;
// This checks if a point is inside a triangle
// When the point is on an edge of the triangle, it depends on the lines
// adjacent to the point if it is considered inside or not
// NOTE: vertices in t must be in clockwise order!
// If the triangle has no area, there can never be a point inside
if(TriangleHasArea(t))
{
//mxd
pos0 = t[0].Position;
pos1 = t[1].Position;
pos2 = t[2].Position;
p = rv.MainListNode;
vpos = p.Value.Position;
//mxd. Check bounds first...
if( vpos.x < Math.Min(pos0.x, Math.Min(pos1.x, pos2.x)) ||
vpos.x > Math.Max(pos0.x, Math.Max(pos1.x, pos2.x)) ||
vpos.y < Math.Min(pos0.y, Math.Min(pos1.y, pos2.y)) ||
vpos.y > Math.Max(pos0.y, Math.Max(pos1.y, pos2.y))) continue;
float lineside01 = Line2D.GetSideOfLine(pos0, pos1, vpos);
float lineside12 = Line2D.GetSideOfLine(pos1, pos2, vpos);
float lineside20 = Line2D.GetSideOfLine(pos2, pos0, vpos);
float u_on_line = 0.5f;
// If point p is on the line of an edge, find out where on the edge segment p is.
if(lineside01 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos0, pos1, vpos);
else if(lineside12 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos1, pos2, vpos);
else if(lineside20 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos2, pos0, vpos);
// 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)
{
// When the point p is outside the edge segment, then it is not inside the triangle
if(u_on_line < 0.0f || u_on_line > 1.0f) continue;
// Point p is on an edge segment. We'll have to decide by it's lines if we call it inside or outside the triangle.
LinkedListNode<EarClipVertex> p1 = p.Previous ?? p.List.Last;
if(LineInsideTriangle(t, vpos, p1.Value.Position)) return false;
LinkedListNode<EarClipVertex> p2 = p.Next ?? p.List.First;
if(LineInsideTriangle(t, vpos, p2.Value.Position)) return false;
continue;
}
if(lineside01 < 0.0f && lineside12 < 0.0f && lineside20 < 0.0f) return false;
}
}
}
@ -817,61 +873,6 @@ namespace CodeImp.DoomBuilder.Geometry
return (Line2D.GetSideOfLine(t[0].Position, t[2].Position, t[1].Position) < 0.0f);
}
// This checks if a point is inside a triangle
// When the point is on an edge of the triangle, it depends on the lines
// adjacent to the point if it is considered inside or not
// NOTE: vertices in t must be in clockwise order!
private static bool PointInsideTriangle(EarClipVertex[] t, LinkedListNode<EarClipVertex> p)
{
// If the triangle has no area, there can never be a point inside
if(TriangleHasArea(t))
{
//mxd
Vector2D pos0 = t[0].Position;
Vector2D pos1 = t[1].Position;
Vector2D pos2 = t[2].Position;
float lineside01 = Line2D.GetSideOfLine(pos0, pos1, p.Value.Position);
float lineside12 = Line2D.GetSideOfLine(pos1, pos2, p.Value.Position);
float lineside20 = Line2D.GetSideOfLine(pos2, pos0, p.Value.Position);
float u_on_line = 0.5f;
// If point p is on the line of an edge, find out where on the edge segment p is.
if(lineside01 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos0, pos1, p.Value.Position);
else if(lineside12 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos1, pos2, p.Value.Position);
else if(lineside20 == 0.0f)
u_on_line = Line2D.GetNearestOnLine(pos2, pos0, p.Value.Position);
// 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))
{
// When the point p is outside the edge segment, then it is not inside the triangle
if((u_on_line < 0.0f) || (u_on_line > 1.0f))
return false;
// Point p is on an edge segment. We'll have to decide by it's lines if we call it inside or outside the triangle.
LinkedListNode<EarClipVertex> p1 = p.Previous ?? p.List.Last;
LinkedListNode<EarClipVertex> p2 = p.Next ?? p.List.First;
if(LineInsideTriangle(t, p.Value.Position, p1.Value.Position)) return true;
if(LineInsideTriangle(t, p.Value.Position, p2.Value.Position)) return true;
return false;
}
else
{
return (lineside01 < 0.0f) && (lineside12 < 0.0f) && (lineside20 < 0.0f);
}
}
else
{
return false;
}
}
// This checks if a line is inside a triangle (touching the triangle is allowed)
// NOTE: We already know p1 is on an edge segment of the triangle
private static bool LineInsideTriangle(EarClipVertex[] t, Vector2D p1, Vector2D p2)