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refactor(zones): handle multiple points in the same horizontal line
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- new intersection points are generated per vertical coord present in the original polygon rather than per vertex and are grouped together rather than associated directly with the parent
- hopefully better code structure and organisation for the entire triangle generating section
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DokaDoka committed May 1, 2022
1 parent 4db4c79 commit 18f55ff
Showing 1 changed file with 137 additions and 81 deletions.
218 changes: 137 additions & 81 deletions imports/zones/client.lua
Original file line number Diff line number Diff line change
Expand Up @@ -2,41 +2,63 @@ local glm = require 'glm'
local zones = {}

local function getTriangles(polygon)
local X = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }
local extremes = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }

local points = {}
local sides = {}
local horizontals = {}
local triangles = {}

local h
for i = 1, #polygon do
local point = polygon[i]
local unique = true

for j = 1, #horizontals do
if point.y == horizontals[j][1].y then
h = j
horizontals[j][#horizontals[j] + 1] = point
unique = false
break
end
end

if unique then
h = #horizontals + 1
horizontals[h] = {point}
end

sides[i] = {polygon[i], polygon[i + 1] or polygon[1]}
points[polygon[i]] = {side = i, intersects = {}, v = polygon[i], uses = 0}
points[polygon[i]] = {side = i, horizontal = h, uses = 0}
end

for i = 1, #polygon do
for j = 1, #X do
local extremePoint = vec(X[j], polygon[i].yz)
if polygon[i].x ~= extremePoint.x then
for l = 1, #polygon do
local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], extremePoint, polygon[l], polygon[l + 1] or polygon[1])
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
local intersect = glm.segment.getPoint(polygon[i], extremePoint, d)
local valid = polygon.contains(polygon, (polygon[i] + intersect) / 2)
if valid then
for m = 1, #polygon do
local bool, d, d2 = glm.segment.intersectsSegment(polygon[i], intersect, polygon[m], polygon[m + 1] or polygon[1])
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
valid = false
break
end
for i = 1, #horizontals do
local horizontal = horizontals[i]
local hLineStart, hLineEnd = vec(extremes[1], horizontal[1].yz), vec(extremes[2], horizontal[1].yz)
for j = 1, #sides do
local sideStart, sideEnd = sides[j][1], sides[j][2]
local bool, d, d2 = glm.segment.intersectsSegment(hLineStart, hLineEnd, sideStart, sideEnd)
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
local newPoint = glm.segment.getPoint(hLineStart, hLineEnd, d)
local valid
for l = 1, #horizontal do
local point = horizontal[l]
valid = polygon.contains(polygon, (point + newPoint) / 2, 0.1)
if valid then
for m = 1, #sides do
local sideStart, sideEnd = sides[m][1], sides[m][2]
local bool, d, d2 = glm.segment.intersectsSegment(point, newPoint, sides[m][1], sides[m][2])
if d > 0.001 and d < 0.999 and d2 > 0.001 and d2 < 0.999 then
valid = false
break
end
end
if valid then
points[intersect] = {side = l, vertex = polygon[i], v = intersect, uses = 0}
points[polygon[i]].intersects[#points[polygon[i]].intersects + 1] = intersect

sides[l][#sides[l] + 1] = intersect
end
end
if valid then
horizontals[i][#horizontals[i] + 1] = newPoint
sides[j][#sides[j] + 1] = newPoint
points[newPoint] = {side = j, horizontal = i, uses = 0}
break
end
end
end
Expand All @@ -51,15 +73,23 @@ local function getTriangles(polygon)
return a.y < b.y
end

local function right(a, b)
return a.x > b.x
end

local function left(a, b)
return a.x < b.x
end

local function makeTriangles(t)
if t[3] and t[4] then
triangles[#triangles + 1] = mat(t[1], t[2], t[3])
triangles[#triangles + 1] = mat(t[2], t[3], t[4])
for k, v in pairs(t) do
points[v].uses += 1
for i = 1, #t do
points[t[i]].uses += 1
end
else
triangles[#triangles + 1] = mat(t[1], t[2] or t[3], t[4] or t[3])
triangles[#triangles + 1] = mat(t[1], t[2], t[3] or t[4])
for k, v in pairs(t) do
points[v].uses += 2
end
Expand All @@ -68,77 +98,103 @@ local function getTriangles(polygon)

for i = 1, #sides do
local side = sides[i]

local direction = side[1].y - side[2].y
if direction > 0 then
direction = up
else
direction = down
end
direction = direction > 0 and up or down
table.sort(side, direction)

for j = 1, #side - 1 do
local a, b = side[j], side[j + 1]
local c = points[a].vertex or points[a].intersects[1]
local d = points[b].vertex or points[b].intersects[1]
if points[a].uses < 2 then
if c and d then
if points[c].side ~= points[d].side then
local c2
if points[a].vertex then
if points[a].v == points[c].intersects[1] and points[c].intersects?[2] then
c2 = points[c].intersects[2]
else
c2 = points[c].intersects[1]
end
local aData, bData = points[a], points[b]
local aPos, bPos
if aData.horizontal ~= bData.horizontal then
local aHorizontal, bHorizontal = horizontals[aData.horizontal], horizontals[bData.horizontal]
local c, d

if aHorizontal[2] then
local direction = a.x - (a.x ~= aHorizontal[1].x and aHorizontal[1].x or aHorizontal[2].x)
direction = direction > 0 and right or left
table.sort(aHorizontal, direction)

for l = 1, #aHorizontal do
if a == aHorizontal[l] then
aPos = l
elseif c and aPos then
break
else
c2 = points[a].intersects[2]
c = aHorizontal[l]
end
local c2Point = points[c2]
if c2Point and c2Point.side == points[d].side then
c = c2
end
end

if bHorizontal[2] then
local direction = b.x - (b.x ~= bHorizontal[1].x and bHorizontal[1].x or bHorizontal[2].x)
direction = direction > 0 and right or left
table.sort(bHorizontal, direction)

for l = 1, #bHorizontal do
if b == bHorizontal[l] then
bPos = l
elseif bPos and d then
break
else
if points[b].vertex then
if points[b].v == points[d].intersects[1] and points[d].intersects?[2] then
d = points[d].intersects[2]
elseif b ~= points[d].intersects[1] then
d = points[d].intersects[1]
end
elseif points[b].intersects[2] then
d = points[b].intersects[2]
end
d = bHorizontal[l]
end
end
elseif c then
if points[b].side ~= points[c].side then
local c2
if points[c].intersects?[2] then
c2 = points[c].intersects[2]
elseif points[a].intersects?[2] then
c2 = points[a].intersects[2]
end
local c2Point = points[c2]
if c2Point then
if c2Point.side == points[b].side or (c2Point.side - #sides + 1) == points[b].side then
c = c2
end

if aData.uses < 2 then
if c and d then
if points[c].side ~= points[d].side then
local done
for l = aPos > 1 and aPos - 1 or 1, aPos > #aHorizontal and aPos + 1 or #aHorizontal do
c = aHorizontal[l]
if c ~= a then
for m = bPos > 1 and bPos - 1 or 1, bPos > #bHorizontal and bPos + 1 or #bHorizontal do
d = bHorizontal[m]
local sideDifference = points[c].side - points[d].side
if d ~= b and sideDifference >= -1 and sideDifference <= 1 then
done = true
break
end
end
end
if done then break end
end
end
c = polygon.contains(polygon, (a + c) / 2, 0.1) and c or nil
d = polygon.contains(polygon, (b + d) / 2, 0.1) and d or nil
end
elseif d then
if points[a].side ~= points[d].side then
local d2
if points[d].intersects?[2] then
d2 = points[d].intersects[2]
elseif points[b].intersects?[2] then
d2 = points[b].intersects[2]

if c and not d then
for l = aPos > 1 and aPos - 1 or 1, aPos < #aHorizontal and aPos + 1 or #aHorizontal do
c = aHorizontal[l]
if c and c ~= a then
local sideDifference = bData.side - points[c].side
if sideDifference >= -1 and sideDifference <= 1 then
break
end
end
end
local d2Point = points[d2]
if d2Point then
if d2Point.side == points[a].side or (d2Point.side - #sides + 1) == points[a].side then
d = d2
elseif d and not c then
for l = bPos > 1 and bPos - 1 or 1, bPos < #bHorizontal and bPos + 1 or #bHorizontal do
d = aHorizontal[l]
if d and d ~= b then
local sideDifference = aData.side - points[d].side
if sideDifference >= -1 and sideDifference <= 1 then
break
end
end
end
end

if c or d then
makeTriangles({a, b, c, d})
end
end
makeTriangles({a, b, c, d})
else
aData.uses += 1
bData.uses += 1
end
end
end
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