Removed sorting when triangulating

Properly determine the insertion edge when triangulation to avoid having to sort each vertex later
Synchronize the plane viewer to prevent incorrect index saving when switching planes too quickly
Use the shape instead of collision shape for summoned physics objects
This commit is contained in:
2025-05-24 22:04:20 -04:00
parent 9fcab219af
commit 83e3b9443b
4 changed files with 103 additions and 50 deletions

View File

@@ -885,7 +885,7 @@ public class Mesh< T extends Region > {
}
edges.add( edge );
}
// Sort the edges in a counter clockwise direction,
// where 11:59 is the least, and 12:00 is the greatest
Collections.sort( edges, ( e1, e2 ) -> {
@@ -900,10 +900,10 @@ public class Mesh< T extends Region > {
if ( cross2 < 0 ) {
cross2 += 10;
}
return Double.compare( cross2, cross1 );
} );
// Only need to re-organize the edges if there are 3 or more
if ( edges.size() > 2 ) {
for ( int i = 0; i < edges.size(); ++i ) {
@@ -1141,10 +1141,22 @@ public class Mesh< T extends Region > {
handlers.forEach( h -> h.onPartitionEvent( polygons ) );
}
return polys.parallelStream()
.map( Mesh::triangulate )
.flatMap( p -> p.parallelStream() )
.collect( Collectors.toSet() );
if ( mergeChains ) {
return polys.parallelStream()
.map( Mesh::triangulate )
.flatMap( p -> p.parallelStream() )
.collect( Collectors.toSet() );
} else {
// If do not merge chains, then at least try to merge some adjacent collinear edges
// which may have resulted from partitioning into monotone polygons, since the triangles
// probably don't play too nicely with those(0 area triangles).
return polys.stream()
.peek( p -> mergeAdjacentCollinearEdges( p.getVertices(), p.getEdges() ).forEach( e -> p.getVertices().remove( e.getOrigin() ) ) )
.map( Mesh::triangulate )
.flatMap( p -> p.parallelStream() )
.collect( Collectors.toSet() );
}
}
/**
@@ -2739,18 +2751,20 @@ public class Mesh< T extends Region > {
// Go down each monotone chain and connect the vertices where possible.
// Implements the O(n) triangulation of a polygon as described in
// Computation Geometry Algorithms and Applications 3rd Ed.
final Collection< Vertex > toSort = new HashSet< Vertex >();
if ( polygon.getEdges().size() < 3 || polygon.getVertices().size() < 3 ) {
throw new IllegalStateException( "Invalid amount of verts/edges!" );
} else if ( polygon.getEdges().size() == 3 ) {
return Arrays.asList( new Polygon( polygon.getVertices().stream().map( v -> new Point( v.getPosition() ) ).toList() ) );
return Arrays.asList( new Polygon( polygon.getVertices().stream().map( v -> new Point( v.getPosition() ) ).collect( Collectors.toList() ) ) );
}
// Keep track of which edge to insert new edges for the given vertex
final Map< Vertex, HalfEdge > insertEdges = new HashMap< Vertex, HalfEdge >();
final Queue< HalfEdge > edges = new PriorityQueue< HalfEdge >( ( a, b ) -> {
return compare( a.getOrigin(), b.getOrigin() );
} );
edges.addAll( polygon.getEdges() );
edges.forEach( e -> insertEdges.put( e.getOrigin(), e ) );
final Stack< HalfEdge > stack = new Stack< HalfEdge >();
// Add the first two vertices/edges
@@ -2761,49 +2775,72 @@ public class Mesh< T extends Region > {
while ( edges.size() > 1 ) {
final HalfEdge edge = edges.poll();
if ( isPositive( edge ) ^ isPositive( stack.peek() ) ) {
final boolean isEdgePositive = isPositive( edge );
if ( isEdgePositive ^ isPositive( stack.peek() ) ) {
// Insert an edge from the current event to each vertex in the stack
HalfEdge current = stack.pop();
// Keep track of the latest edge that we can splice to
HalfEdge insertEdge = edge;
while ( !stack.isEmpty() ) {
final HalfEdge newEdge = new HalfEdge();
newEdge.setOrigin( edge.getOrigin() );
newEdge.getSym().setOrigin( current.getOrigin() );
HalfEdge.splice( newEdge, edge );
HalfEdge.splice( newEdge.getSym(), current );
// Find the correct edge to insert onto for the edge in the stack
// If the current edge is positive, then the stack edge must be negative,
// and vice versa. In addition, the edge in the stack may already have
// some edges added to it previously.
if ( isEdgePositive ) {
HalfEdge.splice( newEdge, insertEdge );
HalfEdge.splice( newEdge.getSym(), insertEdges.get( current.getOrigin() ) );
insertEdges.put( current.getOrigin(), newEdge.getSym() );
} else {
HalfEdge.splice( newEdge, edge );
HalfEdge.splice( newEdge.getSym(), insertEdges.get( current.getOrigin() ) );
}
insertEdge = newEdge;
polygon.addEdge( newEdge );
toSort.add( edge.getOrigin() );
toSort.add( current.getOrigin() );
current = stack.pop();
}
if ( !isEdgePositive ) {
insertEdges.put( edge.getOrigin(), edge.getSym().getNext().getSym().getNext() );
}
stack.push( prev );
} else {
HalfEdge current = stack.pop();
final boolean isPositive = isPositive( edge );
HalfEdge leftEdge = isPositive ? edge.getPrev() : edge;
HalfEdge leftEdge = isEdgePositive ? edge.getPrev() : edge;
HalfEdge insertEdge = edge;
while ( !stack.isEmpty() ) {
final HalfEdge next = stack.peek();
final Vector2d diagonal = next.getOrigin().getPosition().subtracted( edge.getOrigin().getPosition() );
final double cross = diagonal.cross( leftEdge.toVector2d() );
final Vector2d diagonal = next.getOrigin().getPosition().subtracted( edge.getOrigin().getPosition() ).normalize();
final double cross = diagonal.cross( leftEdge.toVector2d().normalize() );
// Check if the diagonal is inside the polygon
final boolean isInside = isPositive ? cross > 0 : cross < 0;
// Check if the diagonal is inside the polygon... Use some tolerance
final boolean isInside = isEdgePositive ? cross > CROSS_TOLERANCE : cross < -CROSS_TOLERANCE;
if ( isInside ) {
final HalfEdge newEdge = new HalfEdge();
newEdge.setOrigin( edge.getOrigin() );
newEdge.getSym().setOrigin( next.getOrigin() );
HalfEdge.splice( newEdge, edge );
HalfEdge.splice( newEdge.getSym(), next );
toSort.add( edge.getOrigin() );
toSort.add( next.getOrigin() );
if ( isEdgePositive ) {
HalfEdge.splice( newEdge, edge );
HalfEdge.splice( newEdge.getSym(), insertEdges.get( next.getOrigin() ) );
insertEdges.put( next.getOrigin(), newEdge.getSym() );
polygon.addEdge( newEdge );
} else {
HalfEdge.splice( newEdge, insertEdge );
HalfEdge.splice( newEdge.getSym(), insertEdges.get( next.getOrigin() ) );
}
insertEdge = newEdge;
polygon.addEdge( newEdge );
@@ -2814,6 +2851,10 @@ public class Mesh< T extends Region > {
break;
}
}
if ( !isEdgePositive ) {
insertEdges.put( edge.getOrigin(), insertEdge );
}
stack.push( current );
}
stack.push( edge );
@@ -2821,29 +2862,32 @@ public class Mesh< T extends Region > {
prev = edge;
}
// The last edge must be a negative edge, since
// the last vertex must terminate the polygon and
// therefore have no right-going edges.
final HalfEdge last = edges.poll();
stack.pop();
final boolean isPositive = isPositive( stack.peek() );
HalfEdge insertEdge = last;
while ( stack.size() > 1 ) {
final HalfEdge popped = stack.pop();
final HalfEdge newEdge = new HalfEdge();
newEdge.setOrigin( last.getOrigin() );
newEdge.getSym().setOrigin( popped.getOrigin() );
if ( isPositive ) {
HalfEdge.splice( newEdge, last );
} else {
HalfEdge.splice( newEdge, insertEdge );
}
HalfEdge.splice( newEdge.getSym(), insertEdges.get( popped.getOrigin() ) );
HalfEdge.splice( newEdge, last );
HalfEdge.splice( newEdge.getSym(), popped );
insertEdge = newEdge;
polygon.addEdge( newEdge );
toSort.add( last.getOrigin() );
toSort.add( popped.getOrigin() );
}
// Lazy solution, just sort the vertices
// Eventually we will remove this
// TODO Remove this NOW
toSort.parallelStream().forEach( v -> sort( v ) );
// Convert each vertex to a point
final Map< Vertex, Point > pointMap = polygon.vertices.parallelStream().collect( Collectors.toMap( Function.identity(), v -> new Point( v.getPosition() ) ) );

View File

@@ -24,6 +24,7 @@ import java.util.Collections;
import java.util.HashSet;
import java.util.List;
import java.util.Random;
import java.util.concurrent.locks.ReentrantLock;
import javax.swing.JButton;
import javax.swing.JComboBox;
@@ -83,6 +84,8 @@ public class MeshingTest2 extends JPanel {
private JLabel statusBar;
private JComboBox< String > selectionBox;
private ReentrantLock lock = new ReentrantLock();
public static void main( String[] args ) {
if ( CHUNK_DIR.exists() && CHUNK_DIR.isDirectory() ) {
System.out.println( "Found " + CHUNK_DIR.list().length + " files" );
@@ -129,7 +132,7 @@ public class MeshingTest2 extends JPanel {
// break;
// }
List< Plane > masterPlanes = new ArrayList< Plane >();
final List< Plane > masterPlanes = new ArrayList< Plane >();
System.out.println( "Chunk files: " + CHUNK_DIR.listFiles().length );
int limit = 1;
for ( File file : CHUNK_DIR.listFiles() ) {
@@ -140,8 +143,9 @@ public class MeshingTest2 extends JPanel {
System.out.println( "Remaining: " + limit );
}
}
// final List< Plane > planes = mesh( new File( CHUNK_DIR, "world,-4,-6" ) );
// masterPlanes.add( planes.get( 177 ) );
// final List< Plane > planes = mesh( new File( CHUNK_DIR, "world,-1,-1" ) );
// masterPlanes.add( planes.get( 20 ) );
// masterPlanes.addAll( planes );
// masterPlanes.add( getTestPlane() );
@@ -679,23 +683,24 @@ public class MeshingTest2 extends JPanel {
}
private MeshingTest2 setIndex( final int index ) {
// TODO Synchronize this
final int planeCount = planes.size();
final int newIndex = ( ( ( index % planeCount ) + planeCount ) % planeCount );
lock.lock();
if ( this.index != newIndex ) {
this.index = newIndex;
new Thread( () -> { getData( this::repaint ); } ).start();
if ( selectionBox != null ) {
selectionBox.setSelectedIndex( newIndex );
}
new Thread( () -> { getData( this.index, this::repaint ); } ).start();
}
lock.unlock();
return this;
}
private PlaneData getData( final Runnable callback ) {
private PlaneData getData( final int index, final Runnable callback ) {
if ( data[ index ] != null ) {
callback.run();
return data[ index ];

View File

@@ -11,7 +11,6 @@ import java.util.List;
import org.bukkit.util.Vector;
import com.aaaaahhhhhhh.bananapuncher714.mesh.Mesh;
import com.aaaaahhhhhhh.bananapuncher714.mesh.Point;
import com.aaaaahhhhhhh.bananapuncher714.mesh.Polygon;
import com.aaaaahhhhhhh.bananapuncher714.mesh.region.simple.RegionRuleWinding;
import com.aaaaahhhhhhh.bananapuncher714.mesh.region.simple.RegionSimple;
@@ -31,7 +30,8 @@ public class MeshingTest3 {
System.out.println( "Found " + CHUNK_DIR.list().length + " files" );
for ( int i = 0; i < CHUNK_DIR.listFiles().length; ++i ) {
final File file = CHUNK_DIR.listFiles()[ i ];
System.out.println( "Meshing " + file + "\t" + ( i + 1 ) + "/" + CHUNK_DIR.listFiles().length );
System.out.println( ( i + 1 ) + "/" + CHUNK_DIR.listFiles().length + ":\tMeshing " + file );
long start = System.currentTimeMillis();
final List< Plane > planes = mesh( file );
planes.parallelStream().forEach( p -> {
try {
@@ -42,15 +42,19 @@ public class MeshingTest3 {
System.exit( 1 );
}
} );
long time = System.currentTimeMillis() - start;
System.out.println( "\tTook " + time + "ms" );
}
// final List< Plane > planes = mesh( new File( CHUNK_DIR, "world,-4,-6" ) ); // 123
// final List< Plane > planes = mesh( new File( CHUNK_DIR, "world,-1,-1" ) ); // 123
// for ( int i = 0; i < planes.size(); ++i ) {
// System.out.println( "Meshing plane " + i );
// process( planes.get( i ) );
// }
// process( planes.get( 177 ) );
// process( planes.get( 20 ) );
} else {
System.err.println( "No such directory exists: " + CHUNK_DIR );
}
@@ -74,7 +78,7 @@ public class MeshingTest3 {
String[] split = name.split( "," );
ChunkLocation location = new ChunkLocation( split[ 0 ], Integer.parseInt( split[ 1 ] ), Integer.parseInt( split[ 2 ] ) );
System.out.println( "Parsing chunk " + location );
System.out.println( "\tParsing chunk " + location );
// First parse the file to get a list of all bounding boxes that we can use
List< AABB > boxes = new ArrayList< AABB >();
@@ -100,7 +104,7 @@ public class MeshingTest3 {
return null;
}
System.out.println( "Found " + boxes.size() + " boxes" );
System.out.println( "\tFound " + boxes.size() + " boxes" );
// Now that we have a bunch of bounding boxes, do whatever
MeshBuilder builder = new MeshBuilder();

View File

@@ -298,7 +298,7 @@ public class MiniePlugin extends JavaPlugin {
displayData = Material.TNT.createBlockData();
}
BoundingBox[] boxes = convertFrom( getShape( displayData, null, BlockShapeType.VISUAL_SHAPE ) );
BoundingBox[] boxes = convertFrom( getShape( displayData, null, BlockShapeType.SHAPE ) );
Vector blockCenter = calculateCenter( boxes );
CollisionShape box;