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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.h | |
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.h')
-rw-r--r-- | game/terrain2.h | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/game/terrain2.h b/game/terrain2.h new file mode 100644 index 0000000..5539a50 --- /dev/null +++ b/game/terrain2.h @@ -0,0 +1,81 @@ +#pragma once + +#include "collections.h" // IWYU pragma: keep IterableCollection +#include "ray.h" +#include <OpenMesh/Core/Mesh/TriMesh_ArrayKernelT.hh> +#include <filesystem> +#include <glm/vec2.hpp> +#include <optional> +#include <thirdparty/openmesh/glmcompat.h> + +struct TerrainTraits : 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 TerrainMesh : public OpenMesh::TriMesh_ArrayKernelT<TerrainTraits> { +public: + explicit TerrainMesh(const std::filesystem::path &); + + struct PointFace { + // NOLINTNEXTLINE(hicpp-explicit-conversions) + PointFace(const glm::vec2 p) : point {p} { } + + PointFace(const glm::vec2 p, FaceHandle face) : point {p}, _face {face} { } + + PointFace(const glm::vec2 p, const TerrainMesh *); + PointFace(const glm::vec2 p, const TerrainMesh *, FaceHandle start); + + const glm::vec2 point; + [[nodiscard]] FaceHandle face(const TerrainMesh *) const; + [[nodiscard]] FaceHandle face(const TerrainMesh *, FaceHandle start) const; + + [[nodiscard]] bool + isLocated() const + { + return _face.is_valid(); + } + + private: + mutable FaceHandle _face {}; + }; + + 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; + + template<IterableCollection Range> Triangle(const TerrainMesh * 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); + }); + } + + 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; + +protected: + [[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; +}; |