psemek/examples/triangulation.cpp

226 lines
6.3 KiB
C++

#include <psemek/app/application_base.hpp>
#include <psemek/app/default_application_factory.hpp>
#include <psemek/gfx/painter.hpp>
#include <psemek/gfx/gl.hpp>
#include <psemek/math/scale.hpp>
#include <psemek/math/camera.hpp>
#include <psemek/math/constants.hpp>
#include <psemek/cg/bbox.hpp>
#include <psemek/cg/triangulation/ear_clipping.hpp>
#include <psemek/cg/triangulation/monotone.hpp>
#include <psemek/cg/triangulation/delaunay.hpp>
#include <psemek/log/log.hpp>
#include <psemek/prof/profiler.hpp>
#include <psemek/util/clock.hpp>
#include <psemek/util/to_string.hpp>
#include <psemek/math/homogeneous.hpp>
#include <psemek/math/swizzle.hpp>
#include <psemek/random/generator.hpp>
#include <psemek/random/uniform.hpp>
#include <fstream>
using namespace psemek;
struct triangulation_app
: app::application_base
{
triangulation_app(options const &, context const &)
{
std::ifstream in(PSEMEK_EXAMPLES_DIR "/turkey");
while (true)
{
math::point<float, 2> p;
in >> p[0] >> p[1];
if (!in)
break;
points_.push_back(p);
}
std::reverse(points_.begin(), points_.end());
for (std::size_t i = 0; i < points_.size();)
{
std::size_t j = (i + 1) % points_.size();
if (points_[i] == points_[j])
{
points_.erase(points_.begin() + i);
}
else
{
++i;
}
}
log::info() << points_.size() << " input points";
bbox_ = cg::bbox(points_.begin(), points_.end());
camera_center_ = bbox_.center();
camera_size_ = std::max(bbox_[0].length(), bbox_[1].length()) * 1.125f;
camera_size_tgt_ = camera_size_;
{
prof::profiler prof("triangulate");
// auto dcel = cg::ear_clipping<std::uint16_t>(math::fast, points_.begin(), points_.end());
auto dcel = cg::monotone_triangulation<std::uint16_t>(math::fast, points_.begin(), points_.end());
edges_ = cg::edge_mesh(dcel);
triangles_ = cg::triangle_mesh(dcel);
}
prof::dump();
log::info() << edges_.size() << " edges";
log::info() << triangles_.size() << " triangles";
log::info() << "Euler chi: " << (points_.size() - edges_.size() + triangles_.size());
closest_points_.resize(points_.size());
std::iota(closest_points_.begin(), closest_points_.end(), std::uint16_t{0});
}
void on_event(app::mouse_button_event const & event) override
{
app::application_base::on_event(event);
if (event.down && event.button == app::mouse_button::left)
drag_start_ = state().mouse;
if (!event.down && event.button == app::mouse_button::left)
drag_start_ = std::nullopt;
}
void on_event(app::mouse_wheel_event const & event) override
{
camera_size_tgt_ *= std::pow(0.8f, event.delta);
}
void update() override
{
float const dt = clock_.restart().count();
if (drag_start_)
{
auto delta = state().mouse - *drag_start_;
delta[1] *= -1;
camera_center_ -= math::cast<float>(delta) * camera_size_ / (1.f * state().size[1]);
drag_start_ = state().mouse;
}
camera_size_ += (camera_size_tgt_ - camera_size_) * (1.f - std::exp(- 20.f * dt));
}
void present() override
{
gl::ClearColor(1.f, 1.f, 1.f, 1.f);
gl::Clear(gl::COLOR_BUFFER_BIT);
float aspect_ratio = (state().size[0] * 1.f) / state().size[1];
math::box<float, 2> view_bbox = math::expand(math::box<float, 2>::singleton(camera_center_), math::vector{camera_size_ * 0.5f * aspect_ratio, camera_size_ * 0.5f});
float line_width = 4.f * camera_size_ / state().size[1];
auto edge = [this, line_width](auto i0, auto i1, gfx::color_rgba const & color)
{
painter_.line(points_[i0], points_[i1], line_width, color, true);
};
random::generator rng;
for (auto const & t : triangles_)
{
gfx::color_rgba c;
c[0] = random::uniform<std::uint8_t>(rng, {0, 255});
c[1] = random::uniform<std::uint8_t>(rng, {0, 255});
c[2] = random::uniform<std::uint8_t>(rng, {0, 255});
c[3] = 255;
painter_.triangle(points_[t[0]], points_[t[1]], points_[t[2]], c);
}
// for (auto const & e : edges_)
// edge(e[0], e[1], gfx::black);
for (std::size_t i = 0; i < points_.size(); ++i)
edge(i, (i + 1) % points_.size(), gfx::black);
auto camera_transform = math::orthographic_camera{view_bbox}.transform();
painter_.render(camera_transform);
{
math::point<float, 2> m_world;
m_world[0] = math::lerp(view_bbox[0], state().mouse[0] * 1.f / state().size[0]);
m_world[1] = math::lerp(view_bbox[1], 1.f - state().mouse[1] * 1.f / state().size[1]);
auto compare = [&](auto i, auto j){
return math::distance(points_[i], m_world) < math::distance(points_[j], m_world);
};
std::size_t const n_closest = 8;
std::partial_sort(closest_points_.begin(), closest_points_.begin() + n_closest, closest_points_.end(), compare);
float max_distance = camera_size_ / 32.f;
for (std::size_t j = 0; j < n_closest; ++j)
{
auto i = closest_points_[j];
if (math::distance(points_[i], m_world) > max_distance)
break;
gfx::painter::text_options opts;
opts.c = {0, 0, 0, 255};
opts.x = gfx::painter::x_align::left;
opts.y = gfx::painter::y_align::bottom;
opts.scale = 2.f;
auto p = math::swizzle<0, 1>(math::as_point(camera_transform * math::homogeneous(math::swizzle<0, 1, -1>(points_[i]))));
p[0] = std::round((p[0] * 0.5f + 0.5f) * state().size[0]);
p[1] = std::round((0.5f - p[1] * 0.5f) * state().size[1]);
painter_.text(p, util::to_string(i), opts);
}
}
painter_.render(math::window_camera{state().size[0], state().size[1]}.transform());
}
private:
std::vector<math::point<float, 2>> points_;
std::vector<math::segment<std::uint16_t>> edges_;
std::vector<math::triangle<std::uint16_t>> triangles_;
math::box<float, 2> bbox_;
math::point<float, 2> camera_center_;
float camera_size_;
float camera_size_tgt_;
std::optional<math::point<int, 2>> drag_start_;
std::vector<std::uint16_t> closest_points_;
gfx::painter painter_;
util::clock<std::chrono::duration<float>, std::chrono::high_resolution_clock> clock_;
};
namespace psemek::app
{
std::unique_ptr<application::factory> make_application_factory()
{
return default_application_factory<triangulation_app>({.name = "Triangulation example"
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}
}