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agent radius #74

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Sep 27, 2024
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1 change: 1 addition & 0 deletions Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -31,6 +31,7 @@ spade = "=2.10"
geo = "0.28.0"
log = "0.4"
thiserror = "1"
i_overlay = "1.6"

[dev-dependencies]
criterion = "0.5"
Expand Down
244 changes: 236 additions & 8 deletions src/input/triangulation.rs
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
use std::collections::{HashMap, HashSet, VecDeque};

use inflate::Inflate;
#[cfg(feature = "tracing")]
use tracing::instrument;

Expand All @@ -19,6 +20,9 @@ pub struct Triangulation {
ConstrainedDelaunayTriangulation<Point2<f64>>,
)>,
base_layer: Option<Layer>,
agent_radius: f32,
agent_radius_segments: u8,
agent_radius_simplification: f32,
}

impl std::fmt::Debug for Triangulation {
Expand All @@ -40,6 +44,9 @@ impl Triangulation {
),
prebuilt: None,
base_layer: None,
agent_radius: 0.0,
agent_radius_segments: 5,
agent_radius_simplification: 0.0,
}
}

Expand All @@ -49,6 +56,9 @@ impl Triangulation {
inner: GeoPolygon::new(LineString::new(Vec::new()), vec![]),
prebuilt: None,
base_layer: Some(mesh.layers[layer as usize].clone()),
agent_radius: 0.0,
agent_radius_segments: 5,
agent_radius_simplification: 0.0,
}
}

Expand All @@ -58,9 +68,30 @@ impl Triangulation {
inner: GeoPolygon::new(LineString::new(Vec::new()), vec![]),
prebuilt: None,
base_layer: Some(layer),
agent_radius: 0.0,
agent_radius_segments: 5,
agent_radius_simplification: 0.0,
}
}

/// Set the agent radius. THis will be used to offset the edges of the obstacles.
pub fn set_agent_radius(&mut self, radius: f32) {
self.agent_radius = radius;
}

/// Set the segment counts for the offset when adding rounded corners.
pub fn set_agent_radius_segments(&mut self, segments: u8) {
self.agent_radius_segments = segments;
}

/// Simplify the inflated obstacles, using a topology-preserving variant of the
/// [Visvalingam-Whyatt algorithm](https://www.tandfonline.com/doi/abs/10.1179/000870493786962263).
///
/// Epsilon is the minimum area a point should contribute to a polygon.
pub fn set_agent_radius_simplification(&mut self, simplification: f32) {
self.agent_radius_simplification = simplification;
}

/// Add an obstacle delimited by the list of points on its edges.
pub fn add_obstacle(&mut self, edges: Vec<Vec2>) {
self.inner.interiors_push(LineString::from(
Expand Down Expand Up @@ -141,20 +172,28 @@ impl Triangulation {
let mut cdt = ConstrainedDelaunayTriangulation::<Point2<f64>>::new();
Triangulation::add_constraint_edges(&mut cdt, self.inner.exterior());

self.inner
let exterior = self.inner.exterior().clone();
let mut inner = std::mem::replace(&mut self.inner, GeoPolygon::new(exterior, vec![]));
if self.agent_radius > 1.0e-5 {
inner = inner.inflate_obstacles(
self.agent_radius,
self.agent_radius_segments as u32,
self.agent_radius_simplification,
);
};

inner
.interiors()
.iter()
.for_each(|obstacle| Triangulation::add_constraint_edges(&mut cdt, obstacle));

let exterior = self.inner.exterior().clone();
let mut used = std::mem::replace(&mut self.inner, GeoPolygon::new(exterior, vec![]));
if let Some((previous, _)) = self.prebuilt.take() {
let (_, inners) = previous.into_inner();
for interior in inners {
used.interiors_push(interior);
inner.interiors_push(interior);
}
}
self.prebuilt = Some((used, cdt));
self.prebuilt = Some((inner, cdt));
}

/// Convert the triangulation into a [`Mesh`].
Expand Down Expand Up @@ -223,7 +262,17 @@ impl Triangulation {
}
}

self.inner
let inner = if self.agent_radius < 1.0e-5 {
&self.inner
} else {
&self.inner.inflate_obstacles(
self.agent_radius,
self.agent_radius_segments as u32,
self.agent_radius_simplification,
)
};

inner
.interiors()
.iter()
.for_each(|obstacle| Triangulation::add_constraint_edges(&mut cdt, obstacle));
Expand All @@ -243,7 +292,7 @@ impl Triangulation {
let center = Coord::from((center.x as f32, center.y as f32));

((used.map(|used| used.contains(&center)).unwrap_or(true)
&& self.inner.contains(&center))
&& inner.contains(&center))
|| (self.base_layer.is_some()
&& self
.base_layer
Expand All @@ -254,7 +303,7 @@ impl Triangulation {
.is_some()
})
.unwrap_or(true)
&& !self.inner.interiors().iter().any(|obstacle| {
&& !inner.interiors().iter().any(|obstacle| {
GeoPolygon::new(obstacle.clone(), vec![]).contains(&center)
})))
.then(|| {
Expand Down Expand Up @@ -498,3 +547,182 @@ mod tests {
);
}
}

mod inflate {

use std::f32::consts::TAU;

use geo::{Coord, EuclideanDistance, Line, LineString, Polygon, SimplifyVwPreserve};
use i_overlay::{core::solver::Solver, i_float::f32_point::F32Point};

fn segment_normal(start: &Coord<f32>, end: &Coord<f32>) -> Option<F32Point> {
let edge_length = end.euclidean_distance(start);
if edge_length == 0.0 {
return None;
}
let dx = end.x - start.x;
let dy = end.y - start.y;
let x = -dy / edge_length;
let y = dx / edge_length;

Some(F32Point::new(x, y))
}

pub trait Inflate {
fn inflate_obstacles(&self, distance: f32, arc_segments: u32, minimum_surface: f32)
-> Self;
}

impl Inflate for Polygon<f32> {
fn inflate_obstacles(
&self,
distance: f32,
arc_segments: u32,
minimum_surface: f32,
) -> Polygon<f32> {
Polygon::new(
self.exterior().clone(),
self.interiors()
.iter()
.map(|ls| inflate(ls, distance, arc_segments))
.map(|ls| ls.simplify_vw_preserve(&minimum_surface))
.collect(),
)
}
}

fn inflate(linestring: &LineString<f32>, distance: f32, arc_segments: u32) -> LineString<f32> {
let mut last;
let mut lines = linestring.lines();
let line = lines.next().unwrap();
let mut inflated_linestring = round_line(&line, distance, arc_segments);

last = line.end;
for line in lines {
let rounded_line = round_line(&line, distance, arc_segments);

inflated_linestring = union(inflated_linestring, rounded_line);
last = line.end;
}
if !linestring.is_closed() {
let line = Line::new(last, linestring.0[0]);
let rounded_line = round_line(&line, distance, arc_segments);
inflated_linestring = union(inflated_linestring, rounded_line);
}

LineString(
inflated_linestring
.iter()
.map(|v| (v.x, v.y).into())
.collect(),
)
}

fn round_line(line: &Line<f32>, distance: f32, arc_segments: u32) -> Vec<F32Point> {
let start = F32Point::new(line.start.x, line.start.y);
let end = F32Point::new(line.end.x, line.end.y);
let Some(normal) = segment_normal(&line.start, &line.end) else {
return (0..(arc_segments * 2))
.map(|i| {
let angle = i as f32 * TAU / (arc_segments * 2) as f32;
F32Point::new(
start.x + angle.cos() * distance,
start.y + angle.sin() * distance,
)
})
.collect();
};

let mut vertices = Vec::with_capacity((arc_segments as usize + 2) * 2);

create_arc(
&mut vertices,
&start,
distance,
&(start - (normal * distance)),
&(start + (normal * distance)),
arc_segments,
true,
);
create_arc(
&mut vertices,
&end,
distance,
&(end + (normal * distance)),
&(end - (normal * distance)),
arc_segments,
true,
);

vertices
}

// from https://github.com/w8r/polygon-offset/blob/77382ec02a4a505fe6c2c900fb67345b206961ed/src/offset.js#L139
fn create_arc(
vertices: &mut Vec<F32Point>,
center: &F32Point,
radius: f32,
start_vertex: &F32Point,
end_vertex: &F32Point,
segment_count: u32,
outwards: bool,
) {
let start_angle = (start_vertex.y - center.y).atan2(start_vertex.x - center.x);
let start_angle = if start_angle.is_sign_negative() {
start_angle + TAU
} else {
start_angle
};

let end_angle = (end_vertex.y - center.y).atan2(end_vertex.x - center.x);
let end_angle = if end_angle.is_sign_negative() {
end_angle + TAU
} else {
end_angle
};

// odd number please
let segment_count = if segment_count % 2 == 0 {
segment_count - 1
} else {
segment_count
};

let angle = if start_angle > end_angle {
start_angle - end_angle
} else {
start_angle + TAU - end_angle
};

let segment_angle = if outwards { -angle } else { TAU - angle } / (segment_count as f32);

vertices.push(*start_vertex);
for i in 1..segment_count {
let angle = start_angle + segment_angle * (i as f32);
vertices.push(F32Point::new(
center.x + angle.cos() * radius,
center.y + angle.sin() * radius,
));
}
vertices.push(*end_vertex);
}

fn union(subj: Vec<F32Point>, clip: Vec<F32Point>) -> Vec<F32Point> {
let mut overlay = i_overlay::f32::overlay::F32Overlay::new();

overlay.add_path(subj, i_overlay::core::overlay::ShapeType::Subject);
overlay.add_path(clip, i_overlay::core::overlay::ShapeType::Clip);

let graph = overlay.into_graph_with_solver(
i_overlay::core::fill_rule::FillRule::NonZero,
Solver {
strategy: i_overlay::core::solver::Strategy::List,
precision: i_overlay::core::solver::Precision::Auto,
multithreading: None,
},
);
let mut shapes = graph.extract_shapes(i_overlay::core::overlay_rule::OverlayRule::Union);

shapes.swap_remove(0).swap_remove(0)
}
}