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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-03 21:31:54 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-11-03 21:31:54 +0000 |
commit | 5d9849266e11043deefdd18b4701c7e9c289f37e (patch) | |
tree | d43e7f97613dd6231b9d900758ed89e37b1851d5 /game/terrain2.cpp | |
parent | Don't request a specific OpenGL version, just check we get something sufficie... (diff) | |
parent | Implement terrain intersect ray (diff) | |
download | ilt-5d9849266e11043deefdd18b4701c7e9c289f37e.tar.bz2 ilt-5d9849266e11043deefdd18b4701c7e9c289f37e.tar.xz ilt-5d9849266e11043deefdd18b4701c7e9c289f37e.zip |
Psycho-rebased branch terrain on top of main
Diffstat (limited to 'game/terrain2.cpp')
-rw-r--r-- | game/terrain2.cpp | 212 |
1 files changed, 212 insertions, 0 deletions
diff --git a/game/terrain2.cpp b/game/terrain2.cpp new file mode 100644 index 0000000..d1af221 --- /dev/null +++ b/game/terrain2.cpp @@ -0,0 +1,212 @@ +#include "terrain2.h" +#include <fstream> +#include <glm/gtx/intersect.hpp> +#include <maths.h> + +TerrainMesh::TerrainMesh(const std::filesystem::path & input) +{ + size_t ncols = 0, nrows = 0, xllcorner = 0, yllcorner = 0, cellsize = 0; + std::map<std::string_view, size_t *> properties { + {"ncols", &ncols}, + {"nrows", &nrows}, + {"xllcorner", &xllcorner}, + {"yllcorner", &yllcorner}, + {"cellsize", &cellsize}, + }; + std::ifstream f {input}; + while (!properties.empty()) { + std::string property; + f >> property; + f >> *properties.at(property); + properties.erase(property); + } + std::vector<VertexHandle> vertices; + vertices.reserve(ncols * nrows); + for (size_t row = 0; row < nrows; ++row) { + for (size_t col = 0; col < ncols; ++col) { + float height = 0; + f >> height; + vertices.push_back(add_vertex({xllcorner + (col * cellsize), yllcorner + (row * cellsize), height})); + } + } + if (!f.good()) { + throw std::runtime_error("Couldn't read terrain file"); + } + for (size_t row = 1; row < nrows; ++row) { + for (size_t col = 1; col < ncols; ++col) { + add_face({ + vertices[ncols * (row - 1) + (col - 1)], + vertices[ncols * (row - 0) + (col - 0)], + vertices[ncols * (row - 0) + (col - 1)], + }); + add_face({ + vertices[ncols * (row - 1) + (col - 1)], + vertices[ncols * (row - 1) + (col - 0)], + vertices[ncols * (row - 0) + (col - 0)], + }); + } + } + update_face_normals(); + update_vertex_normals(); +}; + +OpenMesh::FaceHandle +TerrainMesh::findPoint(glm::vec2 p) const +{ + return findPoint(p, *faces_begin()); +} + +TerrainMesh::PointFace::PointFace(const glm::vec2 p, const TerrainMesh * mesh) : + PointFace {p, mesh, *mesh->faces_begin()} +{ +} + +TerrainMesh::PointFace::PointFace(const glm::vec2 p, const TerrainMesh * mesh, FaceHandle start) : + PointFace {p, mesh->findPoint(p, start)} +{ +} + +TerrainMesh::FaceHandle +TerrainMesh::PointFace::face(const TerrainMesh * mesh, FaceHandle start) const +{ + if (_face.is_valid()) { + assert(mesh->triangleContainsPoint(point, _face)); + return _face; + } + else { + return (_face = mesh->findPoint(point, start)); + } +} + +TerrainMesh::FaceHandle +TerrainMesh::PointFace::face(const TerrainMesh * mesh) const +{ + return face(mesh, *mesh->faces_begin()); +} + +namespace { + [[nodiscard]] constexpr inline bool + pointLeftOfLine(const glm::vec2 p, const glm::vec2 e1, const glm::vec2 e2) + { + return (e2.x - e1.x) * (p.y - e1.y) > (e2.y - e1.y) * (p.x - e1.x); + } + + static_assert(pointLeftOfLine({1, 2}, {1, 1}, {2, 2})); + static_assert(pointLeftOfLine({2, 1}, {2, 2}, {1, 1})); + static_assert(pointLeftOfLine({2, 2}, {1, 2}, {2, 1})); + static_assert(pointLeftOfLine({1, 1}, {2, 1}, {1, 2})); + + [[nodiscard]] constexpr inline bool + linesCross(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2) + { + return pointLeftOfLine(a2, b1, b2) && pointLeftOfLine(a1, b2, b1) && pointLeftOfLine(b1, a1, a2) + && pointLeftOfLine(b2, a2, a1); + } + + static_assert(linesCross({1, 1}, {2, 2}, {1, 2}, {2, 1})); +} + +OpenMesh::FaceHandle +TerrainMesh::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const +{ + ConstFaceVertexIter vertices; + while (f.is_valid() && !triangleContainsPoint(p, vertices = cfv_iter(f))) { + for (auto next = cfh_iter(f); next.is_valid(); ++next) { + f = opposite_face_handle(*next); + if (f.is_valid()) { + const auto e1 = point(to_vertex_handle(*next)); + const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next))); + if (pointLeftOfLine(p, e1, e2)) { + break; + } + } + f.reset(); + } + } + return f; +} + +glm::vec3 +TerrainMesh::positionAt(const PointFace & p) const +{ + glm::vec3 out {}; + Triangle<3> t {this, fv_range(p.face(this))}; + glm::intersectLineTriangle(p.point ^ 0.F, up, t[0], t[1], t[2], out); + return p.point ^ out[0]; +} + +[[nodiscard]] std::optional<glm::vec3> +TerrainMesh::intersectRay(const Ray & ray) const +{ + return intersectRay(ray, findPoint(ray.start)); +} + +[[nodiscard]] std::optional<glm::vec3> +TerrainMesh::intersectRay(const Ray & ray, FaceHandle face) const +{ + std::optional<glm::vec3> out; + walkUntil(PointFace {ray.start, face}, ray.start + (ray.direction * 10000.F), [&out, &ray, this](FaceHandle face) { + glm::vec2 bari {}; + float dist {}; + Triangle<3> t {this, fv_range(face)}; + if (glm::intersectRayTriangle(ray.start, ray.direction, t[0], t[1], t[2], bari, dist)) { + out = t * bari; + return true; + } + return false; + }); + return out; +} + +void +TerrainMesh::walk(const PointFace & from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const +{ + walkUntil(from, to, [&op](const auto & fh) { + op(fh); + return false; + }); +} + +void +TerrainMesh::walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const +{ + assert(from.face(this).is_valid()); // TODO replace with a boundary search + auto f = from.face(this); + FaceHandle previousFace; + while (f.is_valid() && !op(f)) { + for (auto next = cfh_iter(f); next.is_valid(); ++next) { + f = opposite_face_handle(*next); + if (f.is_valid() && f != previousFace) { + const auto e1 = point(to_vertex_handle(*next)); + const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next))); + if (linesCross(from.point, to, e1, e2)) { + previousFace = f; + break; + } + } + f.reset(); + } + } +} + +bool +TerrainMesh::triangleContainsPoint(const glm::vec2 p, const glm::vec2 a, const glm::vec2 b, const glm::vec2 c) +{ + const auto det = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x); + + return det * ((b.x - a.x) * (p.y - a.y) - (b.y - a.y) * (p.x - a.x)) >= 0 + && det * ((c.x - b.x) * (p.y - b.y) - (c.y - b.y) * (p.x - b.x)) >= 0 + && det * ((a.x - c.x) * (p.y - c.y) - (a.y - c.y) * (p.x - c.x)) >= 0; +} + +bool +TerrainMesh::triangleContainsPoint(const glm::vec2 p, FaceHandle face) const +{ + return triangleContainsPoint(p, cfv_iter(face)); +} + +bool +TerrainMesh::triangleContainsPoint(const glm::vec2 p, ConstFaceVertexIter vertices) const +{ + return triangleContainsPoint(p, point(*vertices++), point(*vertices++), point(*vertices++)); +} |