Tue, 11 Apr 2023 20:27:04 +0300
Simplify signature of updateRenderPreferences
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1 | #include "src/vertexmap.h" |
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2 | #include "src/gl/common.h" |
117 | 3 | |
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4 | hash_t hashVertex(const glm::vec3& vec) |
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5 | { |
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6 | return qHash(glm::ivec3{ |
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7 | int(vec.x * 10000), |
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8 | int(vec.y * 10000), |
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9 | int(vec.z * 10000), |
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10 | }); |
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11 | } |
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12 | |
338 | 13 | VertexMap::VertexMap(const QTextDocument *model) : |
117 | 14 | model{model} |
15 | { | |
16 | this->build(); | |
17 | } | |
18 | ||
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19 | struct Edge |
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20 | { |
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21 | const glm::vec3& a; |
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22 | const glm::vec3& b; |
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23 | }; |
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24 | |
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25 | static void edges(const PlainPolygonElement& element, std::function<void(Edge&&)> fn) |
200 | 26 | { |
27 | std::visit<void>(overloaded{ | |
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28 | [fn](const LineSegment& edge) { |
200 | 29 | fn(Edge{edge.p1, edge.p2}); |
30 | }, | |
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31 | [fn](const Triangle& triangle) { |
200 | 32 | fn(Edge{triangle.p1, triangle.p2}); |
33 | fn(Edge{triangle.p2, triangle.p3}); | |
34 | fn(Edge{triangle.p3, triangle.p1}); | |
35 | }, | |
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36 | [fn](const Quadrilateral& quad) { |
200 | 37 | fn(Edge{quad.p1, quad.p2}); |
38 | fn(Edge{quad.p2, quad.p3}); | |
39 | fn(Edge{quad.p3, quad.p4}); | |
40 | fn(Edge{quad.p4, quad.p1}); | |
41 | }, | |
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42 | [fn](const ConditionalEdge& cedge) { |
200 | 43 | fn(Edge{cedge.p1, cedge.p2}); |
44 | }, | |
45 | }, element); | |
46 | } | |
47 | ||
48 | inline void points( | |
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49 | const PlainPolygonElement& element, |
200 | 50 | std::function<void(const glm::vec3&)> fn) |
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51 | { |
200 | 52 | std::visit<void>(overloaded{ |
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53 | [fn](const LineSegment& edge) { |
200 | 54 | fn(edge.p1); |
55 | fn(edge.p2); | |
56 | }, | |
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57 | [fn](const Triangle& triangle) { |
200 | 58 | fn(triangle.p1); |
59 | fn(triangle.p2); | |
60 | fn(triangle.p3); | |
61 | }, | |
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62 | [fn](const Quadrilateral& quad) { |
200 | 63 | fn(quad.p1); |
64 | fn(quad.p2); | |
65 | fn(quad.p3); | |
66 | fn(quad.p4); | |
67 | }, | |
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68 | [fn](const ConditionalEdge& cedge) { |
200 | 69 | fn(cedge.p1); |
70 | fn(cedge.p2); | |
71 | fn(cedge.c1); | |
72 | fn(cedge.c2); | |
73 | }, | |
74 | [](const ModelElement&&){} | |
75 | }, element); | |
76 | } | |
77 | ||
78 | template<typename R> | |
79 | auto ifplanar( | |
80 | const ModelElement& element, | |
81 | std::function<R(const glm::vec3&, const glm::vec3&, const glm::vec3&)> fn | |
82 | ) | |
83 | { | |
84 | return std::visit(overloaded{ | |
85 | [fn](const Triangle& triangle) -> std::optional<R> { | |
86 | return fn(triangle.p1, triangle.p2, triangle.p3); | |
87 | }, | |
88 | [fn](const Quadrilateral quad) -> std::optional<R> { | |
89 | return fn(quad.p1, quad.p2, quad.p3); | |
90 | }, | |
91 | [](const ModelElement&&) -> std::optional<R> {return {};} | |
92 | }, element); | |
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93 | } |
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94 | |
117 | 95 | void VertexMap::build() |
96 | { | |
97 | this->map.clear(); | |
118 | 98 | this->vertices.clear(); |
119 | 99 | this->vertexHashes.clear(); |
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100 | #if 0 |
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101 | for (std::size_t i = 0; i < this->model->size(); ++i) |
117 | 102 | { |
200 | 103 | const ModelElement& element = this->model->at(i); |
104 | std::optional<glm::mat4> matrix = ifplanar<glm::mat4>( | |
105 | element, | |
106 | [](const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& p3) | |
107 | { | |
108 | const glm::vec3 a = glm::normalize(p2 - p1); | |
109 | const glm::vec3 b = glm::normalize(p3 - p1); | |
110 | const glm::vec3 c = glm::normalize(glm::cross(a, b)); | |
111 | const glm::vec3 d = glm::normalize(glm::cross(a, c)); | |
112 | return glm::mat4{{a, 0}, {-c, 0}, {d, 0}, {}}; | |
113 | }); | |
114 | points(element, [&](const glm::vec3 point) { | |
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115 | const hash_t hash = hashVertex(point); |
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116 | VertexInfo& info = this->map[hash]; |
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117 | info.point = point; |
200 | 118 | info.objects.insert(this->model->idAt(i)); |
119 | if (matrix.has_value() and not info.transformSet) | |
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120 | { |
200 | 121 | info.transform = matrix.value(); |
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122 | info.transform[3] = {point, 1}; |
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123 | info.transformSet = true; |
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124 | } |
119 | 125 | if (not this->vertexHashes.contains(hash)) |
126 | { | |
127 | this->vertexHashes.insert(hash); | |
128 | this->vertices.push_back(point); | |
129 | } | |
200 | 130 | }); |
131 | } | |
120
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132 | for (auto& pair : this->map) |
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133 | { |
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134 | auto& info = pair.second; |
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135 | // If there's no transformation calculated yet, make up a simple one that at least |
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136 | // contains translation. |
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137 | if (not info.transformSet) |
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138 | { |
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139 | info.transform = glm::translate(glm::identity<glm::mat4>(), info.point); |
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140 | info.transformSet = true; |
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141 | } |
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142 | float scale = 1.0f; |
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143 | for (const ElementId objectId : info.objects) |
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144 | { |
200 | 145 | const std::optional<int> index = model->find(objectId); |
146 | if (index.has_value()) { | |
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147 | edges(this->model->at(unsigned_cast(index.value())), [&](Edge&& edge) |
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148 | { |
200 | 149 | if (hashVertex(edge.a) == pair.first or hashVertex(edge.b) == pair.first) |
150 | { | |
151 | scale = std::min(scale, glm::length(edge.b - edge.a) / 3); | |
152 | } | |
153 | }); | |
154 | } | |
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155 | } |
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156 | info.transform = glm::scale(info.transform, glm::vec3{scale, scale, scale}); |
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157 | } |
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158 | #endif |
118 | 159 | Q_EMIT this->verticesChanged(); |
117 | 160 | } |
118 | 161 | |
162 | /** | |
163 | * @brief Apply \c fn for all vertices in the map. | |
164 | * @param fn | |
165 | */ | |
166 | void VertexMap::apply(ApplyFunction fn) const | |
167 | { | |
119 | 168 | for (unsigned int i = 0; i < this->vertices.size(); i += 1) |
118 | 169 | { |
119 | 170 | const glm::vec3& point = this->vertices[i]; |
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171 | fn(point, this->map.at(hashVertex(point))); |
118 | 172 | } |
173 | } |