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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-03 21:31:54 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-03 21:31:54 +0000
commit5d9849266e11043deefdd18b4701c7e9c289f37e (patch)
treed43e7f97613dd6231b9d900758ed89e37b1851d5 /game/terrain2.h
parentDon't request a specific OpenGL version, just check we get something sufficie... (diff)
parentImplement terrain intersect ray (diff)
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Psycho-rebased branch terrain on top of main
Diffstat (limited to 'game/terrain2.h')
-rw-r--r--game/terrain2.h81
1 files changed, 81 insertions, 0 deletions
diff --git a/game/terrain2.h b/game/terrain2.h
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+#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;
+};