geometry: bordermesh: fix bug with one-way routes, move route calculation into triangulate()
Fixes #19
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51fdc80542
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@ -24,35 +24,11 @@ public class BorderMesh {
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Map<Region, Polygon> m_polygons;
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Map<Region, Polygon> m_polygons;
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Map<Region, Set<Region>> m_neighbors;
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Map<Region, Set<Region>> m_neighbors;
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// TODO: Probably need to cache the neighbors after doing all this
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// intersection work! Should be generated during triangulate()
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public Collection<Region> neighbors(Region region) {
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public Collection<Region> neighbors(Region region) {
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Collection<Region> ret = new ArrayList<Region>();
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if (m_neighbors.containsKey(region)) {
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if (m_neighbors.containsKey(region)) {
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Collection<Region> allNeighbors = m_neighbors.get(region);
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return m_neighbors.get(region);
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for(Region neighbor : allNeighbors) {
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int crossings = 0;
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Vector2D start = new Vector2D(region.location().getBlockX(), region.location().getBlockZ());
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Vector2D neighborEnd = new Vector2D(neighbor.location().getBlockX(), neighbor.location().getBlockZ());
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for(Region distantNeighbor : m_regions) {
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if (distantNeighbor.equals(neighbor)) {
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continue;
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}
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}
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Polygon poly = m_polygons.get(distantNeighbor);
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return new ArrayList<Region>();
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for(Polygon.Segment edge : poly.segments()) {
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// Check if the line from region->neighbor intersects with
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// any polygon
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if (doIntersect(start, neighborEnd, edge.start, edge.end)) {
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crossings++;
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}
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}
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}
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if (crossings == 1 || crossings == 0) {
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ret.add(neighbor);
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}
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}
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}
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return ret;
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}
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}
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public BorderMesh(Collection<Region> regions) {
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public BorderMesh(Collection<Region> regions) {
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@ -191,10 +167,12 @@ public class BorderMesh {
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}
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}
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}
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}
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HashMap<Region, Set<Region>> allNeighborSet = new HashMap<Region, Set<Region>>();
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// Now we go back through our region mesh to generate vornoi points
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// Now we go back through our region mesh to generate vornoi points
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for(Region region : m_regions) {
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for(Region region : m_regions) {
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ArrayList<Vector2D> points = new ArrayList<Vector2D>();
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ArrayList<Vector2D> points = new ArrayList<Vector2D>();
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HashSet<Region> neighbors = new HashSet<Region>();
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HashSet<Region> allNeighbors = new HashSet<Region>();
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log.info("Executing voronoi transform...");
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log.info("Executing voronoi transform...");
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for(Triangle tri : triangleSoup) {
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for(Triangle tri : triangleSoup) {
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if (tri.region == region) {
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if (tri.region == region) {
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@ -205,35 +183,57 @@ public class BorderMesh {
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Location neighborLoc = neighbor.location();
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Location neighborLoc = neighbor.location();
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Vector2D neighborCenter = new Vector2D(neighborLoc.getBlockX(), neighborLoc.getBlockZ());
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Vector2D neighborCenter = new Vector2D(neighborLoc.getBlockX(), neighborLoc.getBlockZ());
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if (vecEquals(tri.a, neighborCenter) || vecEquals(tri.b, neighborCenter) || vecEquals(tri.c, neighborCenter)) {
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if (vecEquals(tri.a, neighborCenter) || vecEquals(tri.b, neighborCenter) || vecEquals(tri.c, neighborCenter)) {
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neighbors.add(neighbor);
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allNeighbors.add(neighbor);
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}
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}
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}
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}
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points.add(tri.circumcenter());
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points.add(tri.circumcenter());
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}
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}
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}
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}
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allNeighborSet.put(region, allNeighbors);
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// Sort points into a renderable polygon based on direction to center
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// Sort points into a renderable polygon based on direction to center
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Location loc = region.location();
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Location loc = region.location();
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Vector2D regionCenter = new Vector2D(loc.getBlockX(), loc.getBlockZ());
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Vector2D regionCenter = new Vector2D(loc.getBlockX(), loc.getBlockZ());
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points.sort((Vector2D a, Vector2D b) -> Double.compare(direction(a, regionCenter), direction(b, regionCenter)));
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points.sort((Vector2D a, Vector2D b) -> Double.compare(direction(a, regionCenter), direction(b, regionCenter)));
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log.info("Border for " + region.name() + " is defined by " + points.size() + " points");
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log.fine("Border for " + region.name() + " is defined by " + points.size() + " points");
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Polygon polygon = new Polygon(points);
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Polygon polygon = new Polygon(points);
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m_polygons.put(region, polygon);
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m_polygons.put(region, polygon);
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m_neighbors.put(region, neighbors);
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}
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return true;
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}
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}
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/*public boolean validNeighbors(Region regionA, Region regionB) {
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// Now that we have the borders, we generate valid routes that cross
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Polygon polyA = polygonForRegion(regionA);
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// zero or one border lines at most.
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Polygon polyB = polygonForRegion(regionA);
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for(Region region : m_regions) {
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Location center = region.location();
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Set<Region> routedNeighbors = new HashSet<Region>();
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if (poly.contains(center.getBlockX(), center.getBlockZ())) {
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for(Region neighbor : allNeighborSet.get(region)) {
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return false;
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int crossings = 0;
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} else {
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Vector2D start = new Vector2D(region.location().getBlockX(), region.location().getBlockZ());
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Vector2D neighborEnd = new Vector2D(neighbor.location().getBlockX(), neighbor.location().getBlockZ());
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for(Region distantNeighbor : m_regions) {
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if (distantNeighbor.equals(neighbor) || distantNeighbor.equals(region)) {
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continue;
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}
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Polygon poly = m_polygons.get(distantNeighbor);
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for(Polygon.Segment edge : poly.segments()) {
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// Check if the line from region->neighbor intersects with
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// any polygon
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if (doIntersect(start, neighborEnd, edge.start, edge.end)) {
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log.fine("Intersect " + distantNeighbor.name());
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crossings++;
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}
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}
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}
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log.fine("Route: " + region.name() + " -> " + neighbor.name() + "\t" + crossings);
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if (crossings == 1 || crossings == 0) {
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routedNeighbors.add(neighbor);
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}
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}
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m_neighbors.put(region, routedNeighbors);
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}
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return true;
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return true;
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}
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}
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}*/
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private boolean vecEquals(Vector2D a, Vector2D b) {
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private boolean vecEquals(Vector2D a, Vector2D b) {
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return a.x == b.x && a.y == b.y;
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return a.x == b.x && a.y == b.y;
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