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authorDan Goodliffe <dan@randomdan.homeip.net>2024-03-23 18:06:52 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2024-03-23 18:06:52 +0000
commit74b3c72ec3478e391bab02625a3d1f4400af4818 (patch)
treef20d9406480849a5405ce22139692c873d35f983 /game
parentExtract vector_normal helper into lib (diff)
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Remove boundary collection
We can simply walk the boundary as required
Diffstat (limited to 'game')
-rw-r--r--game/geoData.cpp109
1 files changed, 53 insertions, 56 deletions
diff --git a/game/geoData.cpp b/game/geoData.cpp
index 4273be6..c6f7902 100644
--- a/game/geoData.cpp
+++ b/game/geoData.cpp
@@ -402,12 +402,6 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
auto faceHandle = add_face(a, b, c);
return faceHandle;
});
- std::vector<HalfedgeHandle> boundary;
- boundaryWalk(
- [out = std::back_inserter(boundary)](const auto boundaryHeh) mutable {
- out = boundaryHeh;
- },
- *voh_begin(newVerts.front()));
// Extrude corners
struct Extrusion {
@@ -416,58 +410,61 @@ GeoData::setHeights(const std::span<const GlobalPosition3D> triangleStrip)
};
std::vector<Extrusion> extrusionExtents;
- std::for_each(boundary.begin(), boundary.end(), [this, &extrusionExtents](const auto boundaryHeh) {
- const auto boundaryVertex = from_vertex_handle(boundaryHeh);
- const auto nextBoundaryVertex = to_vertex_handle(boundaryHeh);
- const auto p0 = point(from_vertex_handle(prev_halfedge_handle(boundaryHeh)));
- const auto p1 = point(boundaryVertex);
- const auto p2 = point(nextBoundaryVertex);
- const auto e0 = glm::normalize(vector_normal(RelativePosition2D(p1 - p0)));
- const auto e1 = glm::normalize(vector_normal(RelativePosition2D(p2 - p1)));
-
- const auto doExtrusion = [this](VertexHandle & extrusionVertex, Direction2D direction,
- GlobalPosition3D boundaryVertex, RelativeDistance vert) {
- const auto extrusionDir = glm::normalize(direction || vert);
-
- if (!extrusionVertex.is_valid()) {
- if (const auto intersect = intersectRay({boundaryVertex, extrusionDir})) {
- auto splitVertex = split(intersect->second, intersect->first);
- extrusionVertex = splitVertex;
- }
- else if (const auto intersect
- = intersectRay({boundaryVertex + GlobalPosition3D {1, 1, 0}, extrusionDir})) {
- auto splitVertex = split(intersect->second, intersect->first);
- extrusionVertex = splitVertex;
+ boundaryWalk(
+ [this, &extrusionExtents](const auto boundaryHeh) {
+ const auto boundaryVertex = from_vertex_handle(boundaryHeh);
+ const auto nextBoundaryVertex = to_vertex_handle(boundaryHeh);
+ const auto p0 = point(from_vertex_handle(prev_halfedge_handle(boundaryHeh)));
+ const auto p1 = point(boundaryVertex);
+ const auto p2 = point(nextBoundaryVertex);
+ const auto e0 = glm::normalize(vector_normal(RelativePosition2D(p1 - p0)));
+ const auto e1 = glm::normalize(vector_normal(RelativePosition2D(p2 - p1)));
+
+ const auto doExtrusion = [this](VertexHandle & extrusionVertex, Direction2D direction,
+ GlobalPosition3D boundaryVertex, RelativeDistance vert) {
+ const auto extrusionDir = glm::normalize(direction || vert);
+
+ if (!extrusionVertex.is_valid()) {
+ if (const auto intersect = intersectRay({boundaryVertex, extrusionDir})) {
+ auto splitVertex = split(intersect->second, intersect->first);
+ extrusionVertex = splitVertex;
+ }
+ else if (const auto intersect
+ = intersectRay({boundaryVertex + GlobalPosition3D {1, 1, 0}, extrusionDir})) {
+ auto splitVertex = split(intersect->second, intersect->first);
+ extrusionVertex = splitVertex;
+ }
+ else if (const auto intersect
+ = intersectRay({boundaryVertex + GlobalPosition3D {1, 0, 0}, extrusionDir})) {
+ auto splitVertex = split(intersect->second, intersect->first);
+ extrusionVertex = splitVertex;
+ }
+ }
+
+ return extrusionDir;
+ };
+ // Previous half edge end to current half end start arc tangents
+ const Arc arc {e0, e1};
+ const auto limit = std::floor((arc.second - arc.first) * 5.F / pi);
+ const auto inc = (arc.second - arc.first) / limit;
+ for (float step = 1; step < limit; step += 1.F) {
+ const auto direction = sincosf(arc.first + (step * inc));
+ VertexHandle extrusionVertex;
+ extrusionExtents.emplace_back(boundaryVertex, extrusionVertex,
+ doExtrusion(extrusionVertex, direction, p1, -MAX_SLOPE),
+ doExtrusion(extrusionVertex, direction, p1, MAX_SLOPE));
+ assert(extrusionVertex.is_valid());
}
- else if (const auto intersect
- = intersectRay({boundaryVertex + GlobalPosition3D {1, 0, 0}, extrusionDir})) {
- auto splitVertex = split(intersect->second, intersect->first);
- extrusionVertex = splitVertex;
+ // Half edge start/end tangents
+ for (const auto p : {boundaryVertex, nextBoundaryVertex}) {
+ VertexHandle extrusionVertex;
+ extrusionExtents.emplace_back(p, extrusionVertex,
+ doExtrusion(extrusionVertex, e1, point(p), -MAX_SLOPE),
+ doExtrusion(extrusionVertex, e1, point(p), MAX_SLOPE));
+ assert(extrusionVertex.is_valid());
}
- }
-
- return extrusionDir;
- };
- // Previous half edge end to current half end start arc tangents
- const Arc arc {e0, e1};
- const auto limit = std::floor((arc.second - arc.first) * 5.F / pi);
- const auto inc = (arc.second - arc.first) / limit;
- for (float step = 1; step < limit; step += 1.F) {
- const auto direction = sincosf(arc.first + (step * inc));
- VertexHandle extrusionVertex;
- extrusionExtents.emplace_back(boundaryVertex, extrusionVertex,
- doExtrusion(extrusionVertex, direction, p1, -MAX_SLOPE),
- doExtrusion(extrusionVertex, direction, p1, MAX_SLOPE));
- assert(extrusionVertex.is_valid());
- }
- // Half edge start/end tangents
- for (const auto p : {boundaryVertex, nextBoundaryVertex}) {
- VertexHandle extrusionVertex;
- extrusionExtents.emplace_back(p, extrusionVertex, doExtrusion(extrusionVertex, e1, point(p), -MAX_SLOPE),
- doExtrusion(extrusionVertex, e1, point(p), MAX_SLOPE));
- assert(extrusionVertex.is_valid());
- }
- });
+ },
+ *voh_begin(newVerts.front()));
// Cut existing terrain
extrusionExtents.emplace_back(extrusionExtents.front()); // Circular next