#include "terrain2.h" #include TerrainMesh::TerrainMesh(const std::filesystem::path & input) { size_t ncols = 0, nrows = 0, xllcorner = 0, yllcorner = 0, cellsize = 0; std::map properties { {"ncols", &ncols}, {"nrows", &nrows}, {"xllcorner", &xllcorner}, {"yllcorner", &yllcorner}, {"cellsize", &cellsize}, }; std::ifstream f {input}; while (!properties.empty()) { std::string property; f >> property; f >> *properties.at(property); properties.erase(property); } std::vector vertices; vertices.reserve(ncols * nrows); for (size_t row = 0; row < nrows; ++row) { for (size_t col = 0; col < ncols; ++col) { float height = 0; f >> height; vertices.push_back(add_vertex({xllcorner + (col * cellsize), yllcorner + (row * cellsize), height})); } } if (!f.good()) { throw std::runtime_error("Couldn't read terrain file"); } for (size_t row = 1; row < nrows; ++row) { for (size_t col = 1; col < ncols; ++col) { add_face({ vertices[ncols * (row - 1) + (col - 1)], vertices[ncols * (row - 0) + (col - 0)], vertices[ncols * (row - 0) + (col - 1)], }); add_face({ vertices[ncols * (row - 1) + (col - 1)], vertices[ncols * (row - 1) + (col - 0)], vertices[ncols * (row - 0) + (col - 0)], }); } } update_face_normals(); update_vertex_normals(); }; OpenMesh::FaceHandle TerrainMesh::findPoint(glm::vec2 p) const { return findPoint(p, *faces_begin()); } bool TerrainMesh::locate(const TerrainMesh::PointFace & pointFace, FaceHandle start) const { if (pointFace.face.is_valid()) { assert(triangleContainsPoint(pointFace.point, pointFace.face)); return true; } else { return (pointFace.face = findPoint(pointFace.point, start)).is_valid(); } } bool TerrainMesh::locate(const TerrainMesh::PointFace & pointFace) const { return locate(pointFace, *faces_begin()); } namespace { [[nodiscard]] constexpr inline bool pointLeftOfLine(const glm::vec2 p, const glm::vec2 e1, const glm::vec2 e2) { return (e2.x - e1.x) * (p.y - e1.y) > (e2.y - e1.y) * (p.x - e1.x); } static_assert(pointLeftOfLine({1, 2}, {1, 1}, {2, 2})); static_assert(pointLeftOfLine({2, 1}, {2, 2}, {1, 1})); static_assert(pointLeftOfLine({2, 2}, {1, 2}, {2, 1})); static_assert(pointLeftOfLine({1, 1}, {2, 1}, {1, 2})); [[nodiscard]] constexpr inline bool linesCross(const glm::vec2 a1, const glm::vec2 a2, const glm::vec2 b1, const glm::vec2 b2) { return pointLeftOfLine(a2, b1, b2) && pointLeftOfLine(a1, b2, b1) && pointLeftOfLine(b1, a1, a2) && pointLeftOfLine(b2, a2, a1); } static_assert(linesCross({1, 1}, {2, 2}, {1, 2}, {2, 1})); } OpenMesh::FaceHandle TerrainMesh::findPoint(glm::vec2 p, OpenMesh::FaceHandle f) const { ConstFaceVertexIter vertices; while (f.is_valid() && !triangleContainsPoint(p, vertices = cfv_iter(f))) { for (auto next = cfh_iter(f); next.is_valid(); ++next) { f = opposite_face_handle(*next); if (f.is_valid()) { const auto e1 = point(to_vertex_handle(*next)); const auto e2 = point(to_vertex_handle(opposite_halfedge_handle(*next))); if (pointLeftOfLine(p, e1, e2)) { break; } } f.reset(); } } return f; } void TerrainMesh::walk(const PointFace & from, const glm::vec2 to, const std::function & op) const { walkUntil(from, to, [&op](const auto & fh) { op(fh); return false; }); } void TerrainMesh::walkUntil(const PointFace & from, const glm::vec2 to, const std::function & op) const { 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) { f = opposite_face_handle(*next); 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.point, to, e1, e2)) { previousFace = f; break; } } f.reset(); } } } bool TerrainMesh::triangleContainsPoint(const glm::vec2 p, const glm::vec2 a, const glm::vec2 b, const glm::vec2 c) { const auto det = (b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x); return det * ((b.x - a.x) * (p.y - a.y) - (b.y - a.y) * (p.x - a.x)) >= 0 && det * ((c.x - b.x) * (p.y - b.y) - (c.y - b.y) * (p.x - b.x)) >= 0 && det * ((a.x - c.x) * (p.y - c.y) - (a.y - c.y) * (p.x - c.x)) >= 0; } bool TerrainMesh::triangleContainsPoint(const glm::vec2 p, FaceHandle face) const { return triangleContainsPoint(p, cfv_iter(face)); } bool TerrainMesh::triangleContainsPoint(const glm::vec2 p, ConstFaceVertexIter vertices) const { return triangleContainsPoint(p, point(*vertices++), point(*vertices++), point(*vertices++)); }