Sun, 03 Jul 2022 14:35:06 +0300
Cleanup polygonize a bit
--- a/src/layers/edittools.cpp Sun Jul 03 13:44:11 2022 +0300 +++ b/src/layers/edittools.cpp Sun Jul 03 14:35:06 2022 +0300 @@ -440,8 +440,7 @@ else if (this->numpoints > 2) { for (const PlainPolygonElement& poly : polygonize( this->polygon.begin(), - this->polygon.begin() + static_cast<long>(this->numpoints), - this->gridMatrix) + this->polygon.begin() + static_cast<long>(this->numpoints)) ) { result.push_back(AppendToModel{ .newElement = elementFromPolygonAndColor(poly, MAIN_COLOR),
--- a/src/triangulate.cpp Sun Jul 03 13:44:11 2022 +0300 +++ b/src/triangulate.cpp Sun Jul 03 14:35:06 2022 +0300 @@ -13,36 +13,58 @@ static constexpr float get(const glm::vec3& t) { return t.y; } }; -using indextype = std::uint16_t; -using indexpair = std::pair<indextype, indextype>; -struct boundaryinfo +namespace triangulate { - indextype third; - std::size_t triangleid; -}; -using boundarymap_t = std::map<indexpair, boundaryinfo>; - -struct MergedTriangles -{ - std::vector<Quadrilateral> quadrilaterals; - std::set<std::size_t> cutTriangles; -}; + struct triangleid + { + std::size_t id; + constexpr auto operator<=>(const triangleid&) const = default; + }; + //! \brief Index type of vertex + using index_t = std::uint16_t; + //! \brief Pair of vertex indices, forming a triangle boundary + using boundary_t = std::pair<index_t, index_t>; + //! \brief Additional information about a triangle boundary + struct triangleinfo + { + //! \brief What's the third vertex of this triangle + index_t third_vertex; + //! \brief Id of triangle (starting position of the triangle in the result + //! value of mapbox::earcut) + triangleid triangleid; + }; + using triangleinfomap_t = std::map<boundary_t, triangleinfo>; + struct MergedTriangles + { + //! \brief List of merged quadrilaterals + std::vector<Quadrilateral> quadrilaterals; + //! \brief Ids of cut triangles + std::set<triangleid> cutTriangles; + }; + static MergedTriangles mergeTriangles( + const std::vector<std::uint16_t>& indices, + std::vector<glm::vec3>::const_iterator polyBegin); +} static bool findQuadsToMerge( - const boundarymap_t& boundaries, + const triangulate::triangleinfomap_t& boundaries, auto&& iscut, auto&& addMergedQuad ) { bool foundQuads = false; // Go through triangle boundaries - for (boundarymap_t::const_iterator it1 = boundaries.begin(); it1 != boundaries.end(); ++it1) { - const indexpair& pair1 = it1->first; - const boundaryinfo& boundary1 = it1->second; + for ( + triangulate::triangleinfomap_t::const_iterator it1 = boundaries.begin(); + it1 != boundaries.end(); + ++it1 + ) { + const triangulate::boundary_t& boundary = it1->first; + const triangulate::triangleinfo& earcut_triangle_1 = it1->second; // .. the ones we haven't already been merged... - if (not iscut(boundary1.triangleid)) { + if (not iscut(earcut_triangle_1.triangleid)) { // Look for its inverse boundary to find the touching triangle - const indexpair inverse_boundary_key = std::make_pair(pair1.second, pair1.first); - const boundarymap_t::const_iterator it2 = boundaries.find(inverse_boundary_key); + const triangulate::boundary_t inverse_boundary = std::make_pair(boundary.second, boundary.first); + const triangulate::triangleinfomap_t::const_iterator it2 = boundaries.find(inverse_boundary); // Also if that hasn't been cut if (it2 != boundaries.end() and not iscut(it2->second.triangleid)) { // Continue until no more new quads are found @@ -53,42 +75,45 @@ return foundQuads; } -static MergedTriangles mergeTriangles( +static triangulate::MergedTriangles triangulate::mergeTriangles( const std::vector<std::uint16_t>& indices, std::vector<glm::vec3>::const_iterator polyBegin) { MergedTriangles result; - const auto iscut = [&result](const std::size_t i){ + const auto iscut = [&result](const triangleid i){ return result.cutTriangles.find(i) != result.cutTriangles.end(); }; const auto addMergedQuad = [&result, polyBegin]( - boundarymap_t::const_iterator it1, - boundarymap_t::const_iterator it2 + triangleinfomap_t::const_iterator it1, + triangleinfomap_t::const_iterator it2 ) { - const indexpair& common_indices = it1->first; - const boundaryinfo& boundary_1 = it1->second; - const boundaryinfo& boundary_2 = it2->second; + const boundary_t& shared_boundary = it1->first; + const triangleinfo& earcut_triangle_1 = it1->second; + const triangleinfo& earcut_triangle_2 = it2->second; const Quadrilateral quad{ - *(polyBegin + common_indices.first), - *(polyBegin + boundary_2.third), - *(polyBegin + common_indices.second), - *(polyBegin + boundary_1.third), + *(polyBegin + shared_boundary.first), + *(polyBegin + earcut_triangle_2.third_vertex), + *(polyBegin + shared_boundary.second), + *(polyBegin + earcut_triangle_1.third_vertex), }; if (isConvex(quad)) { result.quadrilaterals.push_back(quad); - result.cutTriangles.insert(boundary_1.triangleid); - result.cutTriangles.insert(boundary_2.triangleid); + result.cutTriangles.insert(earcut_triangle_1.triangleid); + result.cutTriangles.insert(earcut_triangle_2.triangleid); return true; } else { return false; } }; - boundarymap_t boundaries; + triangleinfomap_t boundaries; for (std::size_t i = 0; i < indices.size(); i += 3) { const auto add = [&](const std::size_t o1, const std::size_t o2, const std::size_t o3){ const auto key = std::make_pair(indices[i + o1], indices[i + o2]); - boundaries[key] = {indices[i + o3], i}; + boundaries[key] = triangleinfo{ + .third_vertex = indices[i + o3], + .triangleid = {i}, + }; }; add(0, 1, 2); add(1, 2, 0); @@ -101,41 +126,35 @@ return result; } +//! \brief Polygonize a polygon into triangles and try merge as many of them +//! as possible into quadrilaterals. The polygons must all reside in the same +//! plane. std::vector<PlainPolygonElement> polygonize( std::vector<glm::vec3>::const_iterator begin, - std::vector<glm::vec3>::const_iterator end, - const glm::mat4& planeMatrix) + std::vector<glm::vec3>::const_iterator end) { std::vector<PlainPolygonElement> result; - const glm::mat4 inverseGrid = glm::inverse(planeMatrix); - // mapbox::earcut will always produce a CCW polygon, so if we're drawing - // a CW polygon, we should invert the result afterwards - const float shouldInvert = glm::dot( - glm::vec3{inverseGrid[2]}, - glm::cross(*begin - *(begin + 1), *(begin + 2) - *(begin + 1))); + const glm::vec3 xvec = *begin - *(begin + 1); + const glm::vec3 yvec = *(begin + 2) - *(begin + 1); + const glm::vec3 zvec = glm::cross(xvec, yvec); + const glm::mat3 inverseMatrix = glm::inverse(glm::mat3{xvec, yvec, zvec}); std::vector<std::vector<glm::vec3>> polygons{1}; std::vector<glm::vec3>& polygon2d = polygons.back(); polygon2d.reserve(static_cast<std::size_t>(end - begin)); for (std::vector<glm::vec3>::const_iterator it = begin; it != end; ++it) { - polygon2d.push_back(inverseGrid * glm::vec4{*it, 1}); + polygon2d.push_back(inverseMatrix * glm::vec4{*it, 1}); } - const std::vector<indextype> indices = mapbox::earcut<std::uint16_t>(polygons); - MergedTriangles mergedTriangles = mergeTriangles(indices, begin); + const std::vector<triangulate::index_t> indices = mapbox::earcut<triangulate::index_t>(polygons); + triangulate::MergedTriangles mergedTriangles = triangulate::mergeTriangles(indices, begin); for (Quadrilateral& quad : mergedTriangles.quadrilaterals) { - if (shouldInvert < 0) { - invert(quad); - } result.push_back(quad); } for (std::size_t i = 0; i < indices.size(); i += 3) { - if (mergedTriangles.cutTriangles.find(i) == mergedTriangles.cutTriangles.end()) { + if (not mergedTriangles.cutTriangles.contains({i})) { Triangle tri = triangle( *(begin + indices[i]), *(begin + indices[i + 1]), *(begin + indices[i + 2])); - if (shouldInvert < 0) { - invert(tri); - } result.push_back(tri); } }
--- a/src/triangulate.h Sun Jul 03 13:44:11 2022 +0300 +++ b/src/triangulate.h Sun Jul 03 14:35:06 2022 +0300 @@ -4,5 +4,4 @@ std::vector<PlainPolygonElement> polygonize( std::vector<glm::vec3>::const_iterator begin, - std::vector<glm::vec3>::const_iterator end, - const glm::mat4& planeMatrix); + std::vector<glm::vec3>::const_iterator end);