From 74b3c72ec3478e391bab02625a3d1f4400af4818 Mon Sep 17 00:00:00 2001 From: Dan Goodliffe Date: Sat, 23 Mar 2024 18:06:52 +0000 Subject: Remove boundary collection We can simply walk the boundary as required --- game/geoData.cpp | 109 +++++++++++++++++++++++++++---------------------------- 1 file changed, 53 insertions(+), 56 deletions(-) (limited to 'game') 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 triangleStrip) auto faceHandle = add_face(a, b, c); return faceHandle; }); - std::vector 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 triangleStrip) }; std::vector 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 -- cgit v1.2.3