Added new method to partition heighfield

- added layer based heighfield partitioning
- the method is a bit slower than monotone partitioning, but does not
suffer from the long thin ploys
- the method partitions the heighfield into non-overlapping areas, but
does not try to resolve holes
- improved contour hole merging so that it can properly handle all
kinds of holes
- improved polygon triangulation to handle overlapping segments
- improved small and long polygon detail mesh generation
- updated samples to include all 3 partition methods and little
documentation to help to choose between them
This commit is contained in:
Mikko Mononen
2014-06-13 13:25:01 +03:00
parent bbcb11fd14
commit a89bb843d7
12 changed files with 1167 additions and 235 deletions

View File

@@ -288,6 +288,53 @@ static bool diagonal(int i, int j, int n, const int* verts, int* indices)
return inCone(i, j, n, verts, indices) && diagonalie(i, j, n, verts, indices);
}
static bool diagonalieLoose(int i, int j, int n, const int* verts, int* indices)
{
const int* d0 = &verts[(indices[i] & 0x0fffffff) * 4];
const int* d1 = &verts[(indices[j] & 0x0fffffff) * 4];
// For each edge (k,k+1) of P
for (int k = 0; k < n; k++)
{
int k1 = next(k, n);
// Skip edges incident to i or j
if (!((k == i) || (k1 == i) || (k == j) || (k1 == j)))
{
const int* p0 = &verts[(indices[k] & 0x0fffffff) * 4];
const int* p1 = &verts[(indices[k1] & 0x0fffffff) * 4];
if (vequal(d0, p0) || vequal(d1, p0) || vequal(d0, p1) || vequal(d1, p1))
continue;
if (intersectProp(d0, d1, p0, p1))
return false;
}
}
return true;
}
static bool inConeLoose(int i, int j, int n, const int* verts, int* indices)
{
const int* pi = &verts[(indices[i] & 0x0fffffff) * 4];
const int* pj = &verts[(indices[j] & 0x0fffffff) * 4];
const int* pi1 = &verts[(indices[next(i, n)] & 0x0fffffff) * 4];
const int* pin1 = &verts[(indices[prev(i, n)] & 0x0fffffff) * 4];
// If P[i] is a convex vertex [ i+1 left or on (i-1,i) ].
if (leftOn(pin1, pi, pi1))
return leftOn(pi, pj, pin1) && leftOn(pj, pi, pi1);
// Assume (i-1,i,i+1) not collinear.
// else P[i] is reflex.
return !(leftOn(pi, pj, pi1) && leftOn(pj, pi, pin1));
}
static bool diagonalLoose(int i, int j, int n, const int* verts, int* indices)
{
return inConeLoose(i, j, n, verts, indices) && diagonalieLoose(i, j, n, verts, indices);
}
static int triangulate(int n, const int* verts, int* indices, int* tris)
{
int ntris = 0;
@@ -328,14 +375,41 @@ static int triangulate(int n, const int* verts, int* indices, int* tris)
if (mini == -1)
{
// Should not happen.
/* printf("mini == -1 ntris=%d n=%d\n", ntris, n);
// We might get here because the contour has overlapping segments, like this:
//
// A o-o=====o---o B
// / |C D| \
// o o o o
// : : : :
// We'll try to recover by loosing up the inCone test a bit so that a diagonal
// like A-B or C-D can be found and we can continue.
minLen = -1;
mini = -1;
for (int i = 0; i < n; i++)
{
printf("%d ", indices[i] & 0x0fffffff);
int i1 = next(i, n);
int i2 = next(i1, n);
if (diagonalLoose(i, i2, n, verts, indices))
{
const int* p0 = &verts[(indices[i] & 0x0fffffff) * 4];
const int* p2 = &verts[(indices[next(i2, n)] & 0x0fffffff) * 4];
int dx = p2[0] - p0[0];
int dy = p2[2] - p0[2];
int len = dx*dx + dy*dy;
if (minLen < 0 || len < minLen)
{
minLen = len;
mini = i;
}
}
}
if (mini == -1)
{
// The contour is messed up. This sometimes happens
// if the contour simplification is too aggressive.
return -ntris;
}
printf("\n");*/
return -ntris;
}
int i = mini;