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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-04 20:06:36 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-04-04 20:06:36 +0100 |
commit | 30b027f84772d4b1d18eebd03b83ce3a5966d5fe (patch) | |
tree | bf1f424ee3c92516d652934cf502ee06f60c57e5 /game/geoData.h | |
parent | Simplify vector addition/subtraction with differnt types (diff) | |
parent | Remove wireframe mode from test renders (diff) | |
download | ilt-30b027f84772d4b1d18eebd03b83ce3a5966d5fe.tar.bz2 ilt-30b027f84772d4b1d18eebd03b83ce3a5966d5fe.tar.xz ilt-30b027f84772d4b1d18eebd03b83ce3a5966d5fe.zip |
Merge remote-tracking branch 'origin/deform-terrain'
Two related issues remain:
* Terrain self shadowing is common and handled poorly
* Odd, but mathematically correct patterns/stripes in feature boundaries
Neither of these relate directly to deformation.
Diffstat (limited to 'game/geoData.h')
-rw-r--r-- | game/geoData.h | 87 |
1 files changed, 83 insertions, 4 deletions
diff --git a/game/geoData.h b/game/geoData.h index 15143e8..021b4c7 100644 --- a/game/geoData.h +++ b/game/geoData.h @@ -61,11 +61,69 @@ public: }); } + [[nodiscard]] glm::vec<Dim, GlobalDistance> operator*(BaryPosition bari) const { - const auto & t {*this}; - return t[0] + (RelativePosition<Dim>(t[1] - t[0]) * bari.x) + (RelativePosition<Dim>(t[2] - t[1]) * bari.y); + return p(0) + (difference(p(0), p(1)) * bari.x) + (difference(p(0), p(2)) * bari.y); + } + + [[nodiscard]] + auto + area() const + requires(Dim == 3) + { + return glm::length(crossProduct(difference(p(0), p(1)), difference(p(0), p(2)))) / 2.F; + } + + [[nodiscard]] + Normal3D + normal() const + requires(Dim == 3) + { + return crossProduct(difference(p(0), p(1)), difference(p(0), p(2))); + } + + [[nodiscard]] + Normal3D + nnormal() const + requires(Dim == 3) + { + return glm::normalize(normal()); + } + + [[nodiscard]] + auto + angle(glm::length_t c) const + { + return Arc {P(c), P(c + 2), P(c + 1)}.length(); + } + + template<glm::length_t D = Dim> + [[nodiscard]] + auto + angleAt(const GlobalPosition<D> pos) const + requires(D <= Dim) + { + for (glm::length_t i {}; i < 3; ++i) { + if (GlobalPosition<D> {p(i)} == pos) { + return angle(i); + } + } + return 0.F; + } + + [[nodiscard]] + inline auto + p(const glm::length_t i) const + { + return base::operator[](i); + } + + [[nodiscard]] inline auto + P(const glm::length_t i) const + { + return base::operator[](i % 3); } }; @@ -73,8 +131,10 @@ public: [[nodiscard]] FaceHandle findPoint(GlobalPosition2D, FaceHandle start) const; [[nodiscard]] GlobalPosition3D positionAt(const PointFace &) const; - [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &) const; - [[nodiscard]] std::optional<GlobalPosition3D> intersectRay(const Ray<GlobalPosition3D> &, FaceHandle start) const; + using IntersectionLocation = std::pair<GlobalPosition3D, FaceHandle>; + using IntersectionResult = std::optional<IntersectionLocation>; + [[nodiscard]] IntersectionResult intersectRay(const Ray<GlobalPosition3D> &) const; + [[nodiscard]] IntersectionResult intersectRay(const Ray<GlobalPosition3D> &, FaceHandle start) const; void walk(const PointFace & from, const GlobalPosition2D to, const std::function<void(FaceHandle)> & op) const; void walkUntil(const PointFace & from, const GlobalPosition2D to, const std::function<bool(FaceHandle)> & op) const; @@ -86,6 +146,8 @@ public: [[nodiscard]] HalfedgeHandle findEntry(const GlobalPosition2D from, const GlobalPosition2D to) const; + void setHeights(const std::span<const GlobalPosition3D> triangleStrip); + [[nodiscard]] auto getExtents() const { @@ -102,9 +164,26 @@ protected: [[nodiscard]] static bool triangleContainsPoint(const GlobalPosition2D, const Triangle<2> &); [[nodiscard]] bool triangleContainsPoint(const GlobalPosition2D, FaceHandle) const; + [[nodiscard]] static bool triangleOverlapsTriangle(const Triangle<2> &, const Triangle<2> &); + [[nodiscard]] static bool triangleContainsTriangle(const Triangle<2> &, const Triangle<2> &); [[nodiscard]] HalfedgeHandle findBoundaryStart() const; + [[nodiscard]] RelativePosition3D difference(const HalfedgeHandle) const; + + template<glm::length_t D> + [[nodiscard]] static RelativePosition<D> + difference(const GlobalPosition<D> a, const GlobalPosition<D> b) + { + return b - a; + } + + [[nodiscard]] RelativeDistance length(const HalfedgeHandle) const; + [[nodiscard]] GlobalPosition3D centre(const HalfedgeHandle) const; void update_vertex_normals_only(); + void update_vertex_normals_only(VertexIter start); + + using OpenMesh::TriMesh_ArrayKernelT<GeoDataTraits>::split; + std::array<FaceHandle, 4> split(FaceHandle); private: GlobalPosition3D lowerExtent {}, upperExtent {}; |