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Copy pathtriangulator.go
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146 lines (127 loc) · 3.83 KB
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package demsphere
import (
"image"
)
type Triangulator struct {
texture *Texture
minDetail int
maxDetail int
minRadius float64
maxRadius float64
minOutputRadius float64
maxOutputRadius float64
tolerance float64
points map[Vector]Vector
counts map[int]int
temp []Triangle
triangles []Triangle
}
func NewTriangulator(im image.Image, minDetail, maxDetail int, meanRadius, minElevation, maxElevation, tolerance, exaggeration, scale float64) *Triangulator {
texture := NewTexture(im)
minRadius := meanRadius + minElevation
maxRadius := meanRadius + maxElevation
minOutputRadius := (meanRadius + minElevation*exaggeration) * scale
maxOutputRadius := (meanRadius + maxElevation*exaggeration) * scale
points := make(map[Vector]Vector)
counts := make(map[int]int)
return &Triangulator{texture, minDetail, maxDetail, minRadius, maxRadius, minOutputRadius, maxOutputRadius, tolerance, points, counts, nil, nil}
}
func (tri *Triangulator) Triangulate() []Triangle {
tri.temp = nil
tri.triangles = nil
for _, t := range NewIcosahedron() {
tri.triangulate(0, t.A, t.B, t.C)
}
// for d := 0; d <= tri.maxDetail; d++ {
// fmt.Println(d, tri.counts[d])
// }
for _, t := range tri.temp {
tri.split(t.A, t.B, t.C)
}
return tri.triangles
}
func (tri *Triangulator) split(v1, v2, v3 Vector) {
v12 := bisect(v1, v2)
v23 := bisect(v2, v3)
v31 := bisect(v3, v1)
if _, ok := tri.points[v12]; ok {
tri.split(v1, v12, v3)
tri.split(v12, v2, v3)
} else if _, ok := tri.points[v23]; ok {
tri.split(v1, v2, v23)
tri.split(v23, v3, v1)
} else if _, ok := tri.points[v31]; ok {
tri.split(v1, v2, v31)
tri.split(v31, v2, v3)
} else {
p1 := tri.points[v1]
p2 := tri.points[v2]
p3 := tri.points[v3]
tri.triangles = append(tri.triangles, Triangle{p1, p2, p3})
}
}
func (tri *Triangulator) triangulate(detail int, v1, v2, v3 Vector) {
if detail == tri.maxDetail {
tri.leaf(v1, v2, v3)
tri.counts[detail]++
return
}
v12 := bisect(v1, v2)
v23 := bisect(v2, v3)
v31 := bisect(v3, v1)
if detail >= tri.minDetail {
p1 := tri.texture.Displace(v1, tri.minRadius, tri.maxRadius)
p2 := tri.texture.Displace(v2, tri.minRadius, tri.maxRadius)
p3 := tri.texture.Displace(v3, tri.minRadius, tri.maxRadius)
plane := MakePlane(p1, p2, p3)
depth := tri.maxDetail - detail + 1
if depth > 5 {
depth = 5
}
if tri.withinTolerance(depth, plane, v1, v2, v3) {
tri.leaf(v1, v2, v3)
tri.counts[detail]++
return
}
}
tri.triangulate(detail+1, v1, v12, v31)
tri.triangulate(detail+1, v2, v23, v12)
tri.triangulate(detail+1, v3, v31, v23)
tri.triangulate(detail+1, v12, v23, v31)
}
func (tri *Triangulator) leaf(v1, v2, v3 Vector) {
p1 := tri.texture.Displace(v1, tri.minOutputRadius, tri.maxOutputRadius)
p2 := tri.texture.Displace(v2, tri.minOutputRadius, tri.maxOutputRadius)
p3 := tri.texture.Displace(v3, tri.minOutputRadius, tri.maxOutputRadius)
tri.points[v1] = p1
tri.points[v2] = p2
tri.points[v3] = p3
tri.temp = append(tri.temp, Triangle{v1, v2, v3})
}
func (tri *Triangulator) withinTolerance(depth int, plane Plane, v1, v2, v3 Vector) bool {
if depth == 0 {
return true
}
v12 := bisect(v1, v2)
p12 := tri.texture.Displace(v12, tri.minRadius, tri.maxRadius)
if plane.DistanceToPoint(p12) > tri.tolerance {
return false
}
v23 := bisect(v2, v3)
p23 := tri.texture.Displace(v23, tri.minRadius, tri.maxRadius)
if plane.DistanceToPoint(p23) > tri.tolerance {
return false
}
v31 := bisect(v3, v1)
p13 := tri.texture.Displace(v31, tri.minRadius, tri.maxRadius)
if plane.DistanceToPoint(p13) > tri.tolerance {
return false
}
if depth == 1 {
return true
}
return tri.withinTolerance(depth-1, plane, v1, v12, v31) &&
tri.withinTolerance(depth-1, plane, v2, v23, v12) &&
tri.withinTolerance(depth-1, plane, v3, v31, v23) &&
tri.withinTolerance(depth-1, plane, v12, v23, v31)
}