Setup ear clipping interface

This commit is contained in:
2026-01-16 16:30:36 +11:00
parent 6a38fecde5
commit 31fd34d083
3 changed files with 49 additions and 17 deletions
+1 -1
View File
@@ -59,7 +59,7 @@ fn main() {
(0, 1), (1, 2), (2, 0)
],
vec![
(0, 1, 2)
vec![0, 1, 2]
])];
let mut dt = Duration::ZERO;
+43 -11
View File
@@ -21,41 +21,73 @@ pub struct Object {
pub edges: Vec<(Point3D, Point3D)>,
pub edge_indices: Vec<(usize, usize)>,
pub faces: Vec<(Point3D, Point3D, Point3D)>,
pub face_indices: Vec<(usize, usize, usize)>,
pub triangles: Vec<(Point3D, Point3D, Point3D)>,
pub triangle_indices: Vec<(usize, usize, usize)>,
pub faces: Vec<Vec<Point3D>>,
pub face_indices: Vec<Vec<usize>>,
}
impl Object {
/// Takes a vector of vertices and a vector of indices for each of the `edge_indices` and
/// `face_indices` parameters. These indices index the `vertices` array and represent the
/// `triangle_indices` parameters. These indices index the `vertices` array and represent the
/// endpoints of the line segment (in the case of an edge) or the vertices of the triangle
/// (in the case of a face)
/// (in the case of a triangle)
// TODO: use [Yoke](https://crates.io/crates/yoke)
pub fn new(vertices: Vec<Point3D>,
edge_indices: Vec<(usize, usize)>,
face_indices: Vec<(usize, usize, usize)>) -> Self {
face_indices: Vec<Vec<usize>>) -> Self {
let mut ret = Self {
vertices,
edges: vec![],
edge_indices,
triangles: vec![],
triangle_indices: vec![],
faces: vec![vec![]],
face_indices
};
let mut ret = Self {vertices, edges: vec![], edge_indices, faces: vec![], face_indices};
for (i_start, i_end) in ret.edge_indices.iter() {
ret.edges.push((ret.vertices[*i_start].clone(), ret.vertices[*i_end].clone()));
}
for (i_one, i_two, i_three /* The three vertices of the triangle */) in ret.face_indices.iter() {
ret.faces.push((ret.vertices[*i_one].clone(), ret.vertices[*i_two].clone(), ret.vertices[*i_three].clone()));
for (i_one, i_two, i_three /* The three vertices of the triangle */) in ret.triangle_indices.iter() {
ret.triangles.push((ret.vertices[*i_one].clone(), ret.vertices[*i_two].clone(), ret.vertices[*i_three].clone()));
}
ret
}
// Updates the `edges` and `faces` to correspond to updated vertices.
fn ear_clip(polygon: &Vec<Point3D>) -> Vec<(Point3D, Point3D, Point3D)> {
todo!()
}
/// Updates the `edges` and `faces` to correspond to updated vertices.
/// Triangulates based on the faces array.
pub fn update(&mut self) {
// OPTIMISATION: Do we need to re-initalise self.{edges, faces, triangles} every execution?
self.edges = vec![];
for (i_start, i_end) in self.edge_indices.iter() {
self.edges.push((self.vertices[*i_start].clone(), self.vertices[*i_end].clone()));
}
self.faces = vec![];
for (i_one, i_two, i_three /* The three vertices of the triangle */) in self.face_indices.iter() {
self.faces.push((self.vertices[*i_one].clone(), self.vertices[*i_two].clone(), self.vertices[*i_three].clone()));
for polygon_indices in self.face_indices.iter() {
self.faces.push(polygon_indices.iter().map(|indice| self.vertices[*indice]).collect());
}
self.triangles = vec![];
for face in self.faces.iter() {
self.triangles.append(&mut Self::ear_clip(&face));
}
for (i_one, i_two, i_three /* The three vertices of the triangle */) in self.triangle_indices.iter() {
self.triangles.push((self.vertices[*i_one].clone(), self.vertices[*i_two].clone(), self.vertices[*i_three].clone()));
}
}
}
+5 -5
View File
@@ -63,7 +63,7 @@ pub fn render(scene: &Scene, buf: &mut [u32]) {
}
for (p0, p1, p2) in &obj.faces {
for (p0, p1, p2) in &obj.triangles {
let (p0, p1, p2) = (p0.to_screen_coordinates(), p1.to_screen_coordinates(), p2.to_screen_coordinates());
// Finds the leftmost and rightmost points on the triangle and only iterates over them.
@@ -74,12 +74,12 @@ pub fn render(scene: &Scene, buf: &mut [u32]) {
for y in vertical_range.clone() {
let p = Point2D{x: x as f64, y: y as f64};
let area = 0.5 *(-p1.y*p2.x + p0.y*(-p1.x + p2.x) + p0.x*(p1.y - p2.y) + p1.x*p2.y);
let s = 1.0/(2.0*area)*(p0.y*p2.x - p0.x*p2.y + (p2.y - p0.y)*p.x + (p0.x - p2.x)*p.y);
let t = 1.0/(2.0*area)*(p0.x*p1.y - p0.y*p1.x + (p0.y - p1.y)*p.x + (p1.x - p0.x)*p.y);
// adapted from https://stackoverflow.com/a/14382692
let area = 0.5 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
let s = 1.0/(2.0 * area) * (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y);
let t = 1.0/(2.0 * area) * (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y);
if s > 0.0 && t > 0.0 && 1.0 - s - t > 0.0 {
// dbg!(p);
*index_buffer(buf, p) = to_rgb((255, 255, 255));
};
}