refactor(client/zones): redo triangle algorithm

This commit is contained in:
DokaDoka
2022-12-13 14:29:23 +11:00
parent 86310d01b8
commit 61a940a188

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@@ -14,19 +14,9 @@ local glm = require 'glm'
---@type { [number]: CZone }
Zones = {}
local function makeTriangles(t)
local t1, t2
if t[3] and t[4] then
t1 = mat(t[1], t[2], t[3])
t2 = mat(t[2], t[3], t[4])
else
t1 = mat(t[1], t[2], t[3] or t[4])
end
return t1, t2
end
local function getTriangles(polygon)
local triangles = {}
if polygon:isConvex() then
for i = 2, #polygon - 1 do
triangles[#triangles + 1] = mat(polygon[1], polygon[i], polygon[i + 1])
@@ -34,198 +24,171 @@ local function getTriangles(polygon)
return triangles
end
local points = {}
local sides = {}
local horizontals = {}
for i = 1, #polygon do
local h
local point = polygon[i]
local unique = true
local verticals = {}
local verticalGroups = {}
for j = 1, #horizontals do
if point.y == horizontals[j][1].y then
h = j
horizontals[j][#horizontals[j] + 1] = point
unique = false
break
for i = 1, #polygon do
local point = polygon[i]
local x = point.x
local vertical = verticalGroups[x]
if vertical then
vertical[#vertical + 1] = point
else
verticalGroups[x] = { point }
verticals[#verticals + 1] = x
end
end
table.sort(verticals, function(a, b)
return a < b
end)
local sides = {}
for i = 1, #polygon do
local point = polygon[i]
local side = {}
for k, v in pairs(verticalGroups) do
local newPoint, d, d2 = glm.line.closestSegment(v[1], vec3(0, 1, 0), point, polygon[i + 1] or polygon[1])
if d ~= 0 and d2 > 0 and d2 < 1 then
local internal
for j = 1, #v do
if polygon:containsSegment(glm.segment.getPoint(v[j], newPoint, 0.01), glm.segment.getPoint(v[j], newPoint, 0.99)) then
internal = true
break
end
end
if internal then
side[#side + 1] = newPoint
v[#v + 1] = newPoint
end
end
end
if unique then
h = #horizontals + 1
horizontals[h] = { point }
if next(side) then
sides[point] = side
end
sides[i] = { polygon[i], polygon[i + 1] or polygon[1] }
points[polygon[i]] = { side = i, horizontal = h, uses = 0 }
end
local extremes = { polygon.projectToAxis(polygon, vec(1, 0, 0)) }
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
for k, v in pairs(verticalGroups) do
table.sort(v, function(a, b)
return a.y < b.y
end)
end
local orderedPoints = {}
local count = 1
for i = 1, #polygon do
local point = polygon[i]
orderedPoints[point] = count
count += 1
local sidePoints = sides[point]
if sidePoints then
local direction = (#point - #(polygon[i + 1] or polygon[1])) > 0
table.sort(sidePoints, function(a, b)
if direction then
return #a > #b
end
return #a < #b
end)
for j = 1, #sidePoints do
orderedPoints[sidePoints[j]] = count
count += 1
end
end
end
for i = 1, #verticals - 1 do
local verticalGroupA = verticalGroups[verticals[i]]
local countA = #verticalGroupA
local sections = {}
for j = i + 1, #verticals do
local verticalGroupB = verticalGroups[verticals[j]]
local countB = #verticalGroupB
local adjacent
for l = 1, countA do
local pointA = verticalGroupA[l]
local numA = orderedPoints[pointA]
for m = 1, countB do
local pointB = verticalGroupB[m]
local numB = orderedPoints[pointB]
local difference = math.abs(numA - numB)
if difference == 1 or difference == count - 2 then
adjacent = true
break
end
end
if adjacent then
break
end
end
if adjacent then
if countA < 3 and countB < 3 then
sections[1] = {
a = verticalGroupA[1],
b = verticalGroupA[2],
c = verticalGroupB[1],
d = verticalGroupB[2],
}
else
local paired = {}
for l = 1, countA do
local pointA = verticalGroupA[l]
local numA = orderedPoints[pointA]
for m = 1, countB do
local pointB = verticalGroupB[m]
local numB = orderedPoints[pointB]
local difference = math.abs(numA - numB)
if difference == 1 or difference == count - 2 then
paired[#paired + 1] = { pointA, pointB }
break
end
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
for l = 1, #paired - 1 do
sections[#sections + 1] = {
a = paired[l][1],
b = paired[l + 1][1],
c = paired[l][2],
d = paired[l + 1][2],
}
end
end
end
end
end
local function up(a, b)
return a.y > b.y
end
for j = 1, #sections do
local section = sections[j]
local function down(a, b)
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
for i = 1, #sides do
local side = sides[i]
---@type number | function
local direction = side[1].y - side[2].y
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 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
---@type number | function
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
c = aHorizontal[l]
end
end
end
if bHorizontal[2] then
---@type number | function
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
d = bHorizontal[l]
end
end
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
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
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
local t = { a, b, c, d }
nTriangles = #triangles
triangles[nTriangles + 1], triangles[nTriangles + 2] = makeTriangles(t)
if c and d then
for i = 1, #t do
points[t[i]].uses += 1
end
else
for k, v in pairs(t) do
points[v].uses += 2
end
end
end
end
else
aData.uses += 1
bData.uses += 1
if section.a and section.b and section.c and section.d then
triangles[#triangles + 1] = mat(section.a, section.b, section.c)
triangles[#triangles + 1] = mat(section.b, section.c, section.d)
elseif section.a and section.b then
triangles[#triangles + 1] = mat(section.a, section.b, section.c or section.d)
elseif section.c and section.d then
triangles[#triangles + 1] = mat(section.a or section.b, section.c, section.d)
end
end
end
return triangles
end
@@ -414,7 +377,7 @@ lib.zones = {
data.contains = contains
if data.debug then
data.triangles = { makeTriangles({ data.polygon[1], data.polygon[2], data.polygon[4], data.polygon[3] }) }
data.triangles = { mat(data.polygon[1], data.polygon[2], data.polygon[3]), mat(data.polygon[1], data.polygon[3], data.polygon[4]) }
data.debug = debugPoly
end