#pragma once #include "collections.h" // IWYU pragma: keep IterableCollection #include "ray.h" #include #include #include #include #include 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 { private: TerrainMesh() = default; public: static TerrainMesh loadFromAsciiGrid(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 struct Triangle : public glm::vec<3, glm::vec> { using base = glm::vec<3, glm::vec>; using base::base; template 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 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 intersectRay(const Ray &) const; [[nodiscard]] std::optional intersectRay(const Ray &, FaceHandle start) const; void walk(const PointFace & from, const glm::vec2 to, const std::function & op) const; void walkUntil(const PointFace & from, const glm::vec2 to, const std::function & 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; };