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Extract the triangulation and triangle merging code into a new source file and clean it up somewhat
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1 | #pragma once |
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2 | #include <glm/gtc/matrix_transform.hpp> |
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3 | #include "src/basics.h" |
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4 | #include "src/model.h" |
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5 | #include "src/ldrawalgorithm.h" |
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6 | |
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7 | template<typename Fn> |
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8 | void rasterize(const CircularPrimitive& circ, Fn&& fn) |
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9 | { |
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10 | std::vector<ModelElement> result; |
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11 | const auto xform = [&circ](const glm::vec2& p, float y){ |
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12 | return glm::vec3{circ.transformation * glm::vec4{p.x, y, p.y, 1}}; |
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13 | }; |
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14 | const glm::vec3 primitiveOrigin = xform({0, 0}, 0); |
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15 | const bool invertedMatrix = (glm::determinant(circ.transformation) < 0) != circ.inverted; |
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16 | switch(circ.type) { |
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17 | case CircularPrimitive::Circle: |
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18 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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19 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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20 | fn(LineSegment{xform(p1, 0), xform(p2, 0)}, EDGE_COLOR); |
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21 | }); |
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22 | break; |
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23 | case CircularPrimitive::Disc: |
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24 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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25 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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26 | fn(Triangle{primitiveOrigin, xform(p1, 0), xform(p2, 0)}, MAIN_COLOR); |
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27 | }); |
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28 | break; |
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29 | case CircularPrimitive::Cylinder: |
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30 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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31 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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32 | Quadrilateral quad{xform(p1, 1), xform(p2, 1), xform(p2, 0), xform(p1, 0)}; |
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33 | if (invertedMatrix) { |
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34 | std::swap(quad.p2, quad.p4); |
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35 | } |
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36 | fn(quad, MAIN_COLOR); |
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37 | }); |
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38 | break; |
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39 | case CircularPrimitive::CylinderOpen: |
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40 | rasterize(CircularPrimitive{ |
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41 | .type = CircularPrimitive::Cylinder, |
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42 | .fraction = circ.fraction, |
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43 | .transformation = circ.transformation, |
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44 | }, fn); |
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45 | rasterize(CircularPrimitive{ |
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46 | .type = CircularPrimitive::Circle, |
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47 | .fraction = circ.fraction, |
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48 | .transformation = circ.transformation, |
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49 | }, fn); |
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50 | rasterize(CircularPrimitive{ |
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51 | .type = CircularPrimitive::Circle, |
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52 | .fraction = circ.fraction, |
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53 | .transformation = glm::translate(circ.transformation, {0, 1, 0}), |
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54 | }, fn); |
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55 | break; |
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56 | case CircularPrimitive::CylinderClosed: |
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57 | rasterize(CircularPrimitive{ |
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58 | .type = CircularPrimitive::CylinderOpen, |
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59 | .fraction = circ.fraction, |
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60 | .transformation = circ.transformation, |
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61 | }, fn); |
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62 | rasterize(CircularPrimitive{ |
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63 | .type = CircularPrimitive::Disc, |
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64 | .fraction = circ.fraction, |
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65 | .transformation = circ.transformation, |
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66 | }, fn); |
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67 | break; |
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68 | case CircularPrimitive::DiscNegative: |
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69 | { |
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70 | unsigned int i = 0; |
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71 | ldraw::circle(circ.fraction.segments, circ.fraction.divisions, [&] |
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72 | (const glm::vec2&, const glm::vec2& p1, const glm::vec2& p2){ |
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73 | constexpr glm::vec2 corners[4] = { |
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74 | {+1, +1}, |
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75 | {-1, +1}, |
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76 | {-1, -1}, |
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77 | {+1, -1}, |
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78 | }; |
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79 | const glm::vec2& corner = corners[i * 4 / circ.fraction.divisions]; |
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80 | fn(Triangle{xform(p2, 0), xform(p1, 0), xform(corner, 0)}, MAIN_COLOR); |
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81 | ++i; |
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82 | }); |
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83 | } |
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84 | break; |
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85 | case CircularPrimitive::Chord: |
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86 | for (unsigned int i = 1; i < circ.fraction.segments; ++i) { |
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87 | const glm::vec2& p1 = ldraw::rimpoint(circ.fraction.divisions, i); |
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88 | const glm::vec2& p2 = ldraw::rimpoint(circ.fraction.divisions, i + 1); |
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89 | fn(Triangle{xform(p2, 0), xform(p1, 0), xform({1, 0}, 0)}, MAIN_COLOR); |
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90 | } |
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91 | break; |
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92 | } |
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93 | } |