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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-04 17:07:58 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-04 17:07:58 +0000 |
commit | 582ac127f763f512c45f35e17b768487e3b51796 (patch) | |
tree | 4b67659fd1a0906649c1f83570ab9cbb30194f75 /game/geoData.h | |
parent | Reformat test source (diff) | |
download | ilt-582ac127f763f512c45f35e17b768487e3b51796.tar.bz2 ilt-582ac127f763f512c45f35e17b768487e3b51796.tar.xz ilt-582ac127f763f512c45f35e17b768487e3b51796.zip |
Rename TerrainMesh to GeoData to drop inplace
Diffstat (limited to 'game/geoData.h')
-rw-r--r-- | game/geoData.h | 115 |
1 files changed, 74 insertions, 41 deletions
diff --git a/game/geoData.h b/game/geoData.h index f433a5c..3a4f98e 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -1,61 +1,94 @@ #pragma once -#include <array> +#include "collections.h" // IWYU pragma: keep IterableCollection +#include "ray.h" +#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh> #include <filesystem> -#include <glm/glm.hpp> +#include <glm/vec2.hpp> #include <optional> -#include <span> -#include <utility> -#include <vector> +#include <thirdparty/openmesh/glmcompat.h> -class Ray; +struct GeoDataTraits : public OpenMesh::DefaultTraits { + FaceAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); + EdgeAttributes(OpenMesh::Attributes::Status); + VertexAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); + HalfedgeAttributes(OpenMesh::Attributes::Normal | OpenMesh::Attributes::Status); + using Point = glm::vec3; + using Normal = glm::vec3; +}; + +class GeoData : public OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits> { +private: + GeoData() = default; -class GeoData { public: - struct Node { - float height {-1.5F}; - }; - using Quad = std::array<glm::vec3, 4>; + static GeoData loadFromAsciiGrid(const std::filesystem::path &); + static GeoData createFlat(glm::vec2 lower, glm::vec2, float h); - using Limits = std::pair<glm::ivec2, glm::ivec2>; + struct PointFace { + // NOLINTNEXTLINE(hicpp-explicit-conversions) + PointFace(const glm::vec2 p) : point {p} { } - explicit GeoData(Limits limit, float scale = 10.F); + PointFace(const glm::vec2 p, FaceHandle face) : point {p}, _face {face} { } - void generateRandom(); - void loadFromImages(const std::filesystem::path &, float scale); + PointFace(const glm::vec2 p, const GeoData *); + PointFace(const glm::vec2 p, const GeoData *, FaceHandle start); - [[nodiscard]] glm::vec3 positionAt(glm::vec2) const; - [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const; + const glm::vec2 point; + [[nodiscard]] FaceHandle face(const GeoData *) const; + [[nodiscard]] FaceHandle face(const GeoData *, FaceHandle start) const; - [[nodiscard]] unsigned int at(glm::ivec2) const; - [[nodiscard]] unsigned int at(int x, int y) const; - [[nodiscard]] Quad quad(glm::vec2) const; + [[nodiscard]] bool + isLocated() const + { + return _face.is_valid(); + } - [[nodiscard]] Limits getLimit() const; - [[nodiscard]] glm::uvec2 getSize() const; - [[nodiscard]] float getScale() const; - [[nodiscard]] std::span<const Node> getNodes() const; + private: + mutable FaceHandle _face {}; + }; - class RayTracer { - public: - RayTracer(glm::vec2 p0, glm::vec2 p1); + template<glm::length_t Dim> struct Triangle : public glm::vec<3, glm::vec<Dim, glm::vec2::value_type>> { + using base = glm::vec<3, glm::vec<Dim, glm::vec2::value_type>>; + using base::base; - glm::vec2 next(); + template<IterableCollection Range> Triangle(const GeoData * m, Range range) + { + assert(std::distance(range.begin(), range.end()) == 3); + std::transform(range.begin(), range.end(), &base::operator[](0), [m](auto vh) { + return m->point(vh); + }); + } - private: - RayTracer(glm::vec2 p0, glm::vec2 p1, glm::vec2 d); - RayTracer(glm::vec2 p0, glm::vec2 d, std::pair<float, float>, std::pair<float, float>); - static std::pair<float, float> byAxis(glm::vec2 p0, glm::vec2 p1, glm::vec2 d, glm::length_t); - - glm::vec2 p; - const glm::vec2 d; - float error; - glm::vec2 inc; + glm::vec<Dim, glm::vec2::value_type> + operator*(glm::vec2 bari) const + { + const auto & t {*this}; + return t[0] + ((t[1] - t[0]) * bari.x) + ((t[2] - t[1]) * bari.y); + } }; + [[nodiscard]] FaceHandle findPoint(glm::vec2) const; + [[nodiscard]] FaceHandle findPoint(glm::vec2, FaceHandle start) const; + + [[nodiscard]] glm::vec3 positionAt(const PointFace &) const; + [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &) const; + [[nodiscard]] std::optional<glm::vec3> intersectRay(const Ray &, FaceHandle start) const; + + void walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const; + void walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const; + + [[nodiscard]] auto + getExtents() const + { + return std::tie(lowerExtent, upperExtent); + } + protected: - Limits limit {}; // Base grid limits first(x,y) -> second(x,y) - glm::uvec2 size {}; - float scale {1}; - std::vector<Node> nodes; + [[nodiscard]] static bool triangleContainsPoint(const glm::vec2, const glm::vec2, const glm::vec2, const glm::vec2); + [[nodiscard]] bool triangleContainsPoint(const glm::vec2, FaceHandle) const; + [[nodiscard]] bool triangleContainsPoint(const glm::vec2, ConstFaceVertexIter) const; + +private: + glm::vec3 lowerExtent {}, upperExtent {}; }; |