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-rw-r--r--game/terrain2.cpp11
-rw-r--r--game/terrain2.h4
2 files changed, 8 insertions, 7 deletions
diff --git a/game/terrain2.cpp b/game/terrain2.cpp
index e98cebb..5d1c595 100644
--- a/game/terrain2.cpp
+++ b/game/terrain2.cpp
@@ -115,7 +115,7 @@ TerrainMesh::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const
}
void
-TerrainMesh::walk(const glm::vec2 from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const
+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);
@@ -124,10 +124,11 @@ TerrainMesh::walk(const glm::vec2 from, const glm::vec2 to, const std::function<
}
void
-TerrainMesh::walkUntil(const glm::vec2 from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const
+TerrainMesh::walkUntil(const PointFace & from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) const
{
- auto f = findPoint(from);
- assert(f.is_valid()); // TODO replace with a boundary search
+ locate(from);
+ assert(from.face.is_valid()); // TODO replace with a boundary search
+ auto f = from.face;
FaceHandle previousFace;
while (f.is_valid() && !op(f)) {
for (auto next = cfh_iter(f); next.is_valid(); ++next) {
@@ -135,7 +136,7 @@ TerrainMesh::walkUntil(const glm::vec2 from, const glm::vec2 to, const std::func
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, to, e1, e2)) {
+ if (linesCross(from.point, to, e1, e2)) {
previousFace = f;
break;
}
diff --git a/game/terrain2.h b/game/terrain2.h
index e516719..1a4e263 100644
--- a/game/terrain2.h
+++ b/game/terrain2.h
@@ -28,8 +28,8 @@ public:
[[nodiscard]] FaceHandle findPoint(glm::vec2) const;
[[nodiscard]] FaceHandle findPoint(glm::vec2, FaceHandle start) const;
- void walk(const glm::vec2 from, const glm::vec2 to, const std::function<void(FaceHandle)> & op) const;
- void walkUntil(const glm::vec2 from, const glm::vec2 to, const std::function<bool(FaceHandle)> & op) 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);