Remove use of DelauneyTriangulator

This commit is contained in:
RaveYard 2022-07-04 14:24:21 +02:00
parent ee272c7ee8
commit 8e6c4b98ec
2 changed files with 55 additions and 20 deletions

View file

@ -1,11 +1,16 @@
#include "surfaceclip.h"
typedef DelauneyTriangulator::Vertex DTVertex;
inline bool PointOnSide(const vec2& p, const DTVertex& v1, const DTVertex& v2, float tolerance)
inline bool PointOnSide(const vec2& p, const vec2& v1, const vec2& v2, float tolerance)
{
vec2 p2 = p - normalize(vec2(-(v2.y - v1.y), v2.x - v1.x)) * tolerance;
return (p2.y - v1.y) * (v2.x - v1.x) + (v1.x - p2.x) * (v2.y - v1.y) <= 0;
vec2 p2 = p + normalize(vec2(-(v2.y - v1.y), v2.x - v1.x)) * tolerance;
return (p2.y - v1.y) * (v2.x - v1.x) + (v1.x - p2.x) * (v2.y - v1.y) >= 0;
}
inline bool PointBeyondSide(const vec2& p, const vec2& v1, const vec2& v2)
{
vec2 p2 = p - normalize(vec2(-(v2.y - v1.y), v2.x - v1.x)); // What a hack!
return (p2.y - v1.y) * (v2.x - v1.x) + (v1.x - p2.x) * (v2.y - v1.y) < 0;
}
SurfaceClip::SurfaceClip(Surface* surface)
@ -28,15 +33,15 @@ SurfaceClip::SurfaceClip(Surface* surface)
mat3 inverseProjection = mat3::inverse(base);
// Transform vertices to XY and triangulate
triangulator.vertices.reserve(surface->verts.size());
vertices.reserve(surface->verts.size());
for (const auto& vertex : surface->verts)
{
auto flattenedVertex = inverseProjection * vertex;
triangulator.vertices.emplace_back(flattenedVertex.x, flattenedVertex.y, nullptr);
vertices.emplace_back(flattenedVertex.x, flattenedVertex.y);
if (triangulator.vertices.empty())
if (vertices.empty())
{
bounds = BBox(flattenedVertex, flattenedVertex);
}
@ -46,7 +51,34 @@ SurfaceClip::SurfaceClip(Surface* surface)
}
}
triangulator.triangulate();
// Walls have "Z" like pattern for vertices
if (surface->type != ST_CEILING && surface->type != ST_FLOOR)
{
if (vertices.size() == 4)
{
std::swap(vertices[vertices.size() - 2], vertices[vertices.size() - 1]);
}
}
auto isConvex = [&]() {
for (size_t i = 2; i < vertices.size(); ++i)
{
if (!PointBeyondSide(vertices[i - 1], vertices[i - 2], vertices[i]))
{
return false;
}
}
return PointBeyondSide(vertices[vertices.size() - 1], vertices[vertices.size() - 2], vertices[0]) && PointBeyondSide(vertices[0], vertices[vertices.size() - 1], vertices[1]);
};
// Fix vertex order
if (!isConvex())
{
for (size_t i = 0; i < vertices.size() / 2; ++i)
{
std::swap(vertices[i], vertices[vertices.size() - 1 - i]);
}
}
// Init misc. variables
boundsWidth = bounds.max.x - bounds.min.x;
@ -58,18 +90,19 @@ SurfaceClip::SurfaceClip(Surface* surface)
tolerance = (offsetH > offsetW ? offsetH : offsetW) * 2.0f;
}
bool SurfaceClip::SampleIsInBounds(float x, float y) const
bool SurfaceClip::PointInBounds(const vec2& p, float tolerance) const
{
const vec2 p = vec2((x / float(sampleWidth)) * boundsWidth + bounds.min.x + offsetW, (y / float(sampleHeight)) * boundsHeight + bounds.min.y + offsetH);
for (const auto& triangle : triangulator.triangles)
for (size_t i = 1; i < vertices.size(); ++i)
{
if (PointOnSide(p, *triangle.A, *triangle.B, tolerance)
&& PointOnSide(p, *triangle.B, *triangle.C, tolerance)
&& PointOnSide(p, *triangle.C, *triangle.A, tolerance))
if (!PointOnSide(p, vertices[i - 1], vertices[i], tolerance))
{
return true;
return false;
}
}
return false;
return PointOnSide(p, vertices[vertices.size() - 1], vertices[0], tolerance);
}
bool SurfaceClip::SampleIsInBounds(float x, float y) const
{
return PointInBounds(vec2((x / float(sampleWidth)) * boundsWidth + bounds.min.x + offsetW, (y / float(sampleHeight)) * boundsHeight + bounds.min.y + offsetH), tolerance);
}

View file

@ -6,7 +6,7 @@
class SurfaceClip
{
DelauneyTriangulator triangulator;
std::vector<vec2> vertices;
float sampleWidth;
float sampleHeight;
@ -18,9 +18,11 @@ class SurfaceClip
float offsetH;
float tolerance;
// Local space
bool PointInBounds(const vec2& p, float tolerance) const;
public:
SurfaceClip(Surface* surface);
// Tolerates points close enough to the surface to avoid missing used samples
// Task XY space. Tolerates points close enough to the surface to avoid missing used samples
bool SampleIsInBounds(float x, float y) const;
};